- 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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@ -24,6 +24,7 @@
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#include "g_levellocals.h"
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#include "hw_vertexbuilder.h"
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#include "flatvertices.h"
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#include "earcut.hpp"
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@ -146,3 +147,255 @@ TArray<VertexContainer> BuildVertices(TArray<sector_t> §ors)
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}
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return verticesPerSector;
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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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//==========================================================================
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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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// Initialize a single vertex
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//
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//==========================================================================
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static void SetFlatVertex(FFlatVertex& ffv, vertex_t* vt, const secplane_t& plane)
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{
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ffv.x = (float)vt->fX();
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ffv.y = (float)vt->fY();
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ffv.z = (float)plane.ZatPoint(vt);
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ffv.u = (float)vt->fX() / 64.f;
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ffv.v = -(float)vt->fY() / 64.f;
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}
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static int CreateIndexedSectorVertices(FFlatVertexBuffer* fvb, sector_t* sec, const secplane_t& plane, int floor, VertexContainer& verts)
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{
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auto& vbo_shadowdata = fvb->vbo_shadowdata;
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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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SetFlatVertex(vbo_shadowdata[vi + i], verts.vertices[i].vertex, plane);
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vbo_shadowdata[vi + i].z += diff;
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}
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auto& ibo_data = fvb->ibo_data;
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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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static int CreateIndexedVertices(FFlatVertexBuffer* fvb, int h, sector_t* sec, const secplane_t& plane, int floor, VertexContainers& verts)
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{
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auto& vbo_shadowdata = fvb->vbo_shadowdata;
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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(fvb, 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(fvb, 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(fvb, 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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static void CreateIndexedFlatVertices(FFlatVertexBuffer* fvb, TArray<sector_t>& sectors)
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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(fvb, 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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static void UpdatePlaneVertices(FFlatVertexBuffer *fvb, 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 = &fvb->vbo_shadowdata[startvt];
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FFlatVertex* mapvt = fvb->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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static void CreateVertices(FFlatVertexBuffer* fvb, TArray<sector_t>& sectors)
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{
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fvb->vbo_shadowdata.Resize(FFlatVertexBuffer::NUM_RESERVED);
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CreateIndexedFlatVertices(fvb, 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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static void CheckPlanes(FFlatVertexBuffer* fvb, 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(fvb, 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(fvb, 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 CheckUpdate(FFlatVertexBuffer* fvb, sector_t* sector)
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{
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CheckPlanes(fvb, sector);
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sector_t* hs = sector->GetHeightSec();
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if (hs != NULL) CheckPlanes(fvb, hs);
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for (unsigned i = 0; i < sector->e->XFloor.ffloors.Size(); i++)
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CheckPlanes(fvb, 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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//
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//==========================================================================
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void CreateVBO(FFlatVertexBuffer* fvb, TArray<sector_t>& sectors)
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{
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fvb->vbo_shadowdata.Resize(fvb->mNumReserved);
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CreateVertices(fvb, sectors);
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fvb->mCurIndex = fvb->mIndex = fvb->vbo_shadowdata.Size();
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fvb->Copy(0, fvb->mIndex);
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fvb->mIndexBuffer->SetData(fvb->ibo_data.Size() * sizeof(uint32_t), &fvb->ibo_data[0]);
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}
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