- clean separation of vertex creation from map data and the buffer object.
This was yet another object with too broad scope, the vertex creation has been offloaded into out-of-class functions now.
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9 changed files with 279 additions and 294 deletions
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@ -32,16 +32,12 @@
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**
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*/
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#include "doomtype.h"
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#include "p_local.h"
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#include "r_state.h"
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#include "c_cvars.h"
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#include "g_levellocals.h"
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#include "flatvertices.h"
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#include "v_video.h"
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#include "cmdlib.h"
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#include "printf.h"
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#include "hwrenderer/data/buffers.h"
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#include "hw_renderstate.h"
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//==========================================================================
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//
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@ -94,7 +90,7 @@ FFlatVertexBuffer::FFlatVertexBuffer(int width, int height)
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};
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mVertexBuffer->SetFormat(1, 2, sizeof(FFlatVertex), format);
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mIndex = mCurIndex = 0;
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mIndex = mCurIndex = NUM_RESERVED;
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mNumReserved = NUM_RESERVED;
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Copy(0, NUM_RESERVED);
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}
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@ -128,238 +124,6 @@ void FFlatVertexBuffer::OutputResized(int width, int height)
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Copy(4, 4);
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}
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//==========================================================================
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//
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// Initialize a single vertex
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//
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//==========================================================================
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void FFlatVertex::SetFlatVertex(vertex_t *vt, const secplane_t & plane)
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{
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x = (float)vt->fX();
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y = (float)vt->fY();
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z = (float)plane.ZatPoint(vt);
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u = (float)vt->fX()/64.f;
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v = -(float)vt->fY()/64.f;
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}
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//==========================================================================
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//
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// Find a 3D floor
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//
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//==========================================================================
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static F3DFloor *Find3DFloor(sector_t *target, sector_t *model)
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{
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for(unsigned i=0; i<target->e->XFloor.ffloors.Size(); i++)
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{
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F3DFloor *ffloor = target->e->XFloor.ffloors[i];
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if (ffloor->model == model && !(ffloor->flags & FF_THISINSIDE)) return ffloor;
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}
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return NULL;
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}
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//==========================================================================
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//
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// Creates the vertices for one plane in one subsector
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//
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//==========================================================================
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int FFlatVertexBuffer::CreateIndexedSectorVertices(sector_t *sec, const secplane_t &plane, int floor, VertexContainer &verts)
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{
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unsigned vi = vbo_shadowdata.Reserve(verts.vertices.Size());
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float diff;
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// Create the actual vertices.
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if (sec->transdoor && floor) diff = -1.f;
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else diff = 0.f;
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for (unsigned i = 0; i < verts.vertices.Size(); i++)
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{
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vbo_shadowdata[vi + i].SetFlatVertex(verts.vertices[i].vertex, plane);
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vbo_shadowdata[vi + i].z += diff;
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}
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unsigned rt = ibo_data.Reserve(verts.indices.Size());
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for (unsigned i = 0; i < verts.indices.Size(); i++)
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{
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ibo_data[rt + i] = vi + verts.indices[i];
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}
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return (int)rt;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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int FFlatVertexBuffer::CreateIndexedVertices(int h, sector_t *sec, const secplane_t &plane, int floor, VertexContainers &verts)
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{
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sec->vboindex[h] = vbo_shadowdata.Size();
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// First calculate the vertices for the sector itself
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sec->vboheight[h] = sec->GetPlaneTexZ(h);
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sec->ibocount = verts[sec->Index()].indices.Size();
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sec->iboindex[h] = CreateIndexedSectorVertices(sec, plane, floor, verts[sec->Index()]);
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// Next are all sectors using this one as heightsec
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TArray<sector_t *> &fakes = sec->e->FakeFloor.Sectors;
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for (unsigned g = 0; g < fakes.Size(); g++)
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{
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sector_t *fsec = fakes[g];
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fsec->iboindex[2 + h] = CreateIndexedSectorVertices(fsec, plane, false, verts[fsec->Index()]);
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}
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// and finally all attached 3D floors
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TArray<sector_t *> &xf = sec->e->XFloor.attached;
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for (unsigned g = 0; g < xf.Size(); g++)
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{
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sector_t *fsec = xf[g];
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F3DFloor *ffloor = Find3DFloor(fsec, sec);
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if (ffloor != NULL && ffloor->flags & FF_RENDERPLANES)
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{
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bool dotop = (ffloor->top.model == sec) && (ffloor->top.isceiling == h);
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bool dobottom = (ffloor->bottom.model == sec) && (ffloor->bottom.isceiling == h);
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if (dotop || dobottom)
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{
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auto ndx = CreateIndexedSectorVertices(fsec, plane, false, verts[fsec->Index()]);
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if (dotop) ffloor->top.vindex = ndx;
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if (dobottom) ffloor->bottom.vindex = ndx;
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}
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}
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}
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sec->vbocount[h] = vbo_shadowdata.Size() - sec->vboindex[h];
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return sec->iboindex[h];
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FFlatVertexBuffer::CreateIndexedFlatVertices(TArray<sector_t> §ors)
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{
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auto verts = BuildVertices(sectors);
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int i = 0;
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/*
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for (auto &vert : verts)
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{
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Printf(PRINT_LOG, "Sector %d\n", i);
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Printf(PRINT_LOG, "%d vertices, %d indices\n", vert.vertices.Size(), vert.indices.Size());
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int j = 0;
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for (auto &v : vert.vertices)
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{
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Printf(PRINT_LOG, " %d: (%2.3f, %2.3f)\n", j++, v.vertex->fX(), v.vertex->fY());
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}
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for (unsigned i=0;i<vert.indices.Size();i+=3)
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{
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Printf(PRINT_LOG, " %d, %d, %d\n", vert.indices[i], vert.indices[i + 1], vert.indices[i + 2]);
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}
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i++;
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}
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*/
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for (int h = sector_t::floor; h <= sector_t::ceiling; h++)
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{
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for (auto &sec : sectors)
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{
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CreateIndexedVertices(h, &sec, sec.GetSecPlane(h), h == sector_t::floor, verts);
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}
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}
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// We need to do a final check for Vavoom water and FF_FIX sectors.
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// No new vertices are needed here. The planes come from the actual sector
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for (auto &sec : sectors)
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{
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for (auto ff : sec.e->XFloor.ffloors)
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{
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if (ff->top.model == &sec)
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{
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ff->top.vindex = sec.iboindex[ff->top.isceiling];
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}
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if (ff->bottom.model == &sec)
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{
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ff->bottom.vindex = sec.iboindex[ff->top.isceiling];
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}
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}
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FFlatVertexBuffer::UpdatePlaneVertices(sector_t *sec, int plane)
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{
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int startvt = sec->vboindex[plane];
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int countvt = sec->vbocount[plane];
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secplane_t &splane = sec->GetSecPlane(plane);
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FFlatVertex *vt = &vbo_shadowdata[startvt];
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FFlatVertex *mapvt = GetBuffer(startvt);
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for(int i=0; i<countvt; i++, vt++, mapvt++)
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{
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vt->z = (float)splane.ZatPoint(vt->x, vt->y);
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if (plane == sector_t::floor && sec->transdoor) vt->z -= 1;
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mapvt->z = vt->z;
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FFlatVertexBuffer::CreateVertices(TArray<sector_t> §ors)
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{
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vbo_shadowdata.Resize(NUM_RESERVED);
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CreateIndexedFlatVertices(sectors);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FFlatVertexBuffer::CheckPlanes(sector_t *sector)
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{
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if (sector->GetPlaneTexZ(sector_t::ceiling) != sector->vboheight[sector_t::ceiling])
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{
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UpdatePlaneVertices(sector, sector_t::ceiling);
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sector->vboheight[sector_t::ceiling] = sector->GetPlaneTexZ(sector_t::ceiling);
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}
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if (sector->GetPlaneTexZ(sector_t::floor) != sector->vboheight[sector_t::floor])
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{
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UpdatePlaneVertices(sector, sector_t::floor);
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sector->vboheight[sector_t::floor] = sector->GetPlaneTexZ(sector_t::floor);
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}
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}
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//==========================================================================
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//
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// checks the validity of all planes attached to this sector
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// and updates them if possible.
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//
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//==========================================================================
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void FFlatVertexBuffer::CheckUpdate(sector_t *sector)
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{
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CheckPlanes(sector);
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sector_t *hs = sector->GetHeightSec();
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if (hs != NULL) CheckPlanes(hs);
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for (unsigned i = 0; i < sector->e->XFloor.ffloors.Size(); i++)
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CheckPlanes(sector->e->XFloor.ffloors[i]->model);
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}
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//==========================================================================
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//
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//
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@ -392,17 +156,3 @@ void FFlatVertexBuffer::Copy(int start, int count)
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Unmap();
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FFlatVertexBuffer::CreateVBO(TArray<sector_t> §ors)
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{
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vbo_shadowdata.Resize(mNumReserved);
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FFlatVertexBuffer::CreateVertices(sectors);
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mCurIndex = mIndex = vbo_shadowdata.Size();
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Copy(0, mIndex);
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mIndexBuffer->SetData(ibo_data.Size() * sizeof(uint32_t), &ibo_data[0]);
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}
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