Remove SplitWallComplex

This commit is contained in:
Magnus Norddahl 2023-10-19 22:07:21 +02:00
commit ff8b51a1b6
2 changed files with 0 additions and 102 deletions

View file

@ -222,7 +222,6 @@ public:
void CheckTexturePosition(FTexCoordInfo* tci);
void Put3DWall(HWWallDispatcher* di, FRenderState& state, lightlist_t* lightlist, bool translucent);
bool SplitWallComplex(HWWallDispatcher* di, FRenderState& state, sector_t* frontsector, bool translucent, float& maplightbottomleft, float& maplightbottomright);
void SplitWall(HWWallDispatcher* di, FRenderState& state, sector_t* frontsector, bool translucent);
void SetupLights(HWDrawInfo* di, FRenderState& state, FDynLightData& lightdata);

View file

@ -699,107 +699,6 @@ void HWWall::Put3DWall(HWWallDispatcher *di, FRenderState& state, lightlist_t *
PutWall(di, state, translucent);
}
//==========================================================================
//
// Splits a wall vertically if a 3D-floor
// creates different lighting across the wall
//
//==========================================================================
bool HWWall::SplitWallComplex(HWWallDispatcher *di, FRenderState& state, sector_t * frontsector, bool translucent, float& maplightbottomleft, float& maplightbottomright)
{
// check for an intersection with the upper plane
if ((maplightbottomleft<ztop[0] && maplightbottomright>ztop[1]) ||
(maplightbottomleft>ztop[0] && maplightbottomright<ztop[1]))
{
float clen = max<float>(fabsf(glseg.x2 - glseg.x1), fabsf(glseg.y2 - glseg.y1));
float dch = ztop[1] - ztop[0];
float dfh = maplightbottomright - maplightbottomleft;
float coeff = (ztop[0] - maplightbottomleft) / (dfh - dch);
// check for inaccuracies - let's be a little generous here!
if (coeff*clen<.1f)
{
maplightbottomleft = ztop[0];
}
else if (coeff*clen>clen - .1f)
{
maplightbottomright = ztop[1];
}
else
{
// split the wall in two at the intersection and recursively split both halves
HWWall copyWall1 = *this, copyWall2 = *this;
copyWall1.glseg.x2 = copyWall2.glseg.x1 = glseg.x1 + coeff * (glseg.x2 - glseg.x1);
copyWall1.glseg.y2 = copyWall2.glseg.y1 = glseg.y1 + coeff * (glseg.y2 - glseg.y1);
copyWall1.ztop[1] = copyWall2.ztop[0] = ztop[0] + coeff * (ztop[1] - ztop[0]);
copyWall1.zbottom[1] = copyWall2.zbottom[0] = zbottom[0] + coeff * (zbottom[1] - zbottom[0]);
copyWall1.glseg.fracright = copyWall2.glseg.fracleft = glseg.fracleft + coeff * (glseg.fracright - glseg.fracleft);
copyWall1.tcs[UPRGT].u = copyWall2.tcs[UPLFT].u = tcs[UPLFT].u + coeff * (tcs[UPRGT].u - tcs[UPLFT].u);
copyWall1.tcs[UPRGT].v = copyWall2.tcs[UPLFT].v = tcs[UPLFT].v + coeff * (tcs[UPRGT].v - tcs[UPLFT].v);
copyWall1.tcs[LORGT].u = copyWall2.tcs[LOLFT].u = tcs[LOLFT].u + coeff * (tcs[LORGT].u - tcs[LOLFT].u);
copyWall1.tcs[LORGT].v = copyWall2.tcs[LOLFT].v = tcs[LOLFT].v + coeff * (tcs[LORGT].v - tcs[LOLFT].v);
copyWall1.lightuv[UPRGT].u = copyWall2.lightuv[UPLFT].u = lightuv[UPLFT].u + coeff * (lightuv[UPRGT].u - lightuv[UPLFT].u);
copyWall1.lightuv[UPRGT].v = copyWall2.lightuv[UPLFT].v = lightuv[UPLFT].v + coeff * (lightuv[UPRGT].v - lightuv[UPLFT].v);
copyWall1.lightuv[LORGT].u = copyWall2.lightuv[LOLFT].u = lightuv[LOLFT].u + coeff * (lightuv[LORGT].u - lightuv[LOLFT].u);
copyWall1.lightuv[LORGT].v = copyWall2.lightuv[LOLFT].v = lightuv[LOLFT].v + coeff * (lightuv[LORGT].v - lightuv[LOLFT].v);
copyWall1.SplitWall(di, state, frontsector, translucent);
copyWall2.SplitWall(di, state, frontsector, translucent);
return true;
}
}
// check for an intersection with the lower plane
if ((maplightbottomleft<zbottom[0] && maplightbottomright>zbottom[1]) ||
(maplightbottomleft>zbottom[0] && maplightbottomright<zbottom[1]))
{
float clen = max<float>(fabsf(glseg.x2 - glseg.x1), fabsf(glseg.y2 - glseg.y1));
float dch = zbottom[1] - zbottom[0];
float dfh = maplightbottomright - maplightbottomleft;
float coeff = (zbottom[0] - maplightbottomleft) / (dfh - dch);
// check for inaccuracies - let's be a little generous here because there's
// some conversions between floats and fixed_t's involved
if (coeff*clen<.1f)
{
maplightbottomleft = zbottom[0];
}
else if (coeff*clen>clen - .1f)
{
maplightbottomright = zbottom[1];
}
else
{
// split the wall in two at the intersection and recursively split both halves
HWWall copyWall1 = *this, copyWall2 = *this;
copyWall1.glseg.x2 = copyWall2.glseg.x1 = glseg.x1 + coeff * (glseg.x2 - glseg.x1);
copyWall1.glseg.y2 = copyWall2.glseg.y1 = glseg.y1 + coeff * (glseg.y2 - glseg.y1);
copyWall1.ztop[1] = copyWall2.ztop[0] = ztop[0] + coeff * (ztop[1] - ztop[0]);
copyWall1.zbottom[1] = copyWall2.zbottom[0] = zbottom[0] + coeff * (zbottom[1] - zbottom[0]);
copyWall1.glseg.fracright = copyWall2.glseg.fracleft = glseg.fracleft + coeff * (glseg.fracright - glseg.fracleft);
copyWall1.tcs[UPRGT].u = copyWall2.tcs[UPLFT].u = tcs[UPLFT].u + coeff * (tcs[UPRGT].u - tcs[UPLFT].u);
copyWall1.tcs[UPRGT].v = copyWall2.tcs[UPLFT].v = tcs[UPLFT].v + coeff * (tcs[UPRGT].v - tcs[UPLFT].v);
copyWall1.tcs[LORGT].u = copyWall2.tcs[LOLFT].u = tcs[LOLFT].u + coeff * (tcs[LORGT].u - tcs[LOLFT].u);
copyWall1.tcs[LORGT].v = copyWall2.tcs[LOLFT].v = tcs[LOLFT].v + coeff * (tcs[LORGT].v - tcs[LOLFT].v);
copyWall1.lightuv[UPRGT].u = copyWall2.lightuv[UPLFT].u = lightuv[UPLFT].u + coeff * (lightuv[UPRGT].u - lightuv[UPLFT].u);
copyWall1.lightuv[UPRGT].v = copyWall2.lightuv[UPLFT].v = lightuv[UPLFT].v + coeff * (lightuv[UPRGT].v - lightuv[UPLFT].v);
copyWall1.lightuv[LORGT].u = copyWall2.lightuv[LOLFT].u = lightuv[LOLFT].u + coeff * (lightuv[LORGT].u - lightuv[LOLFT].u);
copyWall1.lightuv[LORGT].v = copyWall2.lightuv[LOLFT].v = lightuv[LOLFT].v + coeff * (lightuv[LORGT].v - lightuv[LOLFT].v);
copyWall1.SplitWall(di, state, frontsector, translucent);
copyWall2.SplitWall(di, state, frontsector, translucent);
return true;
}
}
return false;
}
void HWWall::SplitWall(HWWallDispatcher *di, FRenderState& state, sector_t * frontsector, bool translucent)
{
float maplightbottomleft;