// //--------------------------------------------------------------------------- // // Copyright(C) 2015-2018 Christoph Oelckers // All rights reserved. // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Lesser General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //-------------------------------------------------------------------------- // #include "g_levellocals.h" #include "hw_vertexbuilder.h" #include "flatvertices.h" #include "earcut.hpp" //============================================================================= // // Creates vertex meshes for sector planes // //============================================================================= //============================================================================= // // // //============================================================================= static void CreateVerticesForSubsector(subsector_t *sub, VertexContainer &gen, int qualifier) { if (sub->numlines < 3) return; uint32_t startindex = gen.indices.Size(); if ((sub->flags & SSECF_HOLE) && sub->numlines > 3) { // Hole filling "subsectors" are not necessarily convex so they require real triangulation. // These things are extremely rare so performance is secondary here. using Point = std::pair; std::vector> polygon; std::vector *curPoly; polygon.resize(1); curPoly = &polygon.back(); curPoly->resize(sub->numlines); for (unsigned i = 0; i < sub->numlines; i++) { (*curPoly)[i] = { sub->firstline[i].v1->fX(), sub->firstline[i].v1->fY() }; } auto indices = mapbox::earcut(polygon); for (auto vti : indices) { gen.AddIndexForVertex(sub->firstline[vti].v1, qualifier); } } else { int firstndx = gen.AddVertex(sub->firstline[0].v1, qualifier); int secondndx = gen.AddVertex(sub->firstline[1].v1, qualifier); for (unsigned int k = 2; k < sub->numlines; k++) { gen.AddIndex(firstndx); gen.AddIndex(secondndx); auto ndx = gen.AddVertex(sub->firstline[k].v1, qualifier); gen.AddIndex(ndx); secondndx = ndx; } } } //============================================================================= // // // //============================================================================= static void TriangulateSection(FSection §, VertexContainer &gen, int qualifier) { if (sect.segments.Size() < 3) return; // todo } //============================================================================= // // // //============================================================================= static void CreateVerticesForSection(FSection §ion, VertexContainer &gen, bool useSubsectors) { section.vertexindex = gen.indices.Size(); if (useSubsectors) { for (auto sub : section.subsectors) { CreateVerticesForSubsector(sub, gen, -1); } } else { TriangulateSection(section, gen, -1); } section.vertexcount = gen.indices.Size() - section.vertexindex; } //========================================================================== // // Creates the vertices for one plane in one subsector // //========================================================================== static void CreateVerticesForSector(sector_t *sec, VertexContainer &gen) { auto sections = sec->Level->sections.SectionsForSector(sec); for (auto §ion :sections) { CreateVerticesForSection( section, gen, true); } } TArray BuildVertices(TArray §ors) { TArray verticesPerSector(sectors.Size(), true); for (unsigned i=0; i< sectors.Size(); i++) { CreateVerticesForSector(§ors[i], verticesPerSector[i]); } return verticesPerSector; } //========================================================================== // // Creates the vertices for one plane in one subsector // //========================================================================== //========================================================================== // // Find a 3D floor // //========================================================================== static F3DFloor* Find3DFloor(sector_t* target, sector_t* model) { for (unsigned i = 0; i < target->e->XFloor.ffloors.Size(); i++) { F3DFloor* ffloor = target->e->XFloor.ffloors[i]; if (ffloor->model == model && !(ffloor->flags & FF_THISINSIDE)) return ffloor; } return NULL; } //========================================================================== // // Initialize a single vertex // //========================================================================== static void SetFlatVertex(FFlatVertex& ffv, vertex_t* vt, const secplane_t& plane) { ffv.x = (float)vt->fX(); ffv.y = (float)vt->fY(); ffv.z = (float)plane.ZatPoint(vt); ffv.u = (float)vt->fX() / 64.f; ffv.v = -(float)vt->fY() / 64.f; } static int CreateIndexedSectorVertices(FFlatVertexBuffer* fvb, sector_t* sec, const secplane_t& plane, int floor, VertexContainer& verts) { auto& vbo_shadowdata = fvb->vbo_shadowdata; unsigned vi = vbo_shadowdata.Reserve(verts.vertices.Size()); float diff; // Create the actual vertices. if (sec->transdoor && floor) diff = -1.f; else diff = 0.f; for (unsigned i = 0; i < verts.vertices.Size(); i++) { SetFlatVertex(vbo_shadowdata[vi + i], verts.vertices[i].vertex, plane); vbo_shadowdata[vi + i].z += diff; } auto& ibo_data = fvb->ibo_data; unsigned rt = ibo_data.Reserve(verts.indices.Size()); for (unsigned i = 0; i < verts.indices.Size(); i++) { ibo_data[rt + i] = vi + verts.indices[i]; } return (int)rt; } //========================================================================== // // // //========================================================================== static int CreateIndexedVertices(FFlatVertexBuffer* fvb, int h, sector_t* sec, const secplane_t& plane, int floor, VertexContainers& verts) { auto& vbo_shadowdata = fvb->vbo_shadowdata; sec->vboindex[h] = vbo_shadowdata.Size(); // First calculate the vertices for the sector itself sec->vboheight[h] = sec->GetPlaneTexZ(h); sec->ibocount = verts[sec->Index()].indices.Size(); sec->iboindex[h] = CreateIndexedSectorVertices(fvb, sec, plane, floor, verts[sec->Index()]); // Next are all sectors using this one as heightsec TArray& fakes = sec->e->FakeFloor.Sectors; for (unsigned g = 0; g < fakes.Size(); g++) { sector_t* fsec = fakes[g]; fsec->iboindex[2 + h] = CreateIndexedSectorVertices(fvb, fsec, plane, false, verts[fsec->Index()]); } // and finally all attached 3D floors TArray& xf = sec->e->XFloor.attached; for (unsigned g = 0; g < xf.Size(); g++) { sector_t* fsec = xf[g]; F3DFloor* ffloor = Find3DFloor(fsec, sec); if (ffloor != NULL && ffloor->flags & FF_RENDERPLANES) { bool dotop = (ffloor->top.model == sec) && (ffloor->top.isceiling == h); bool dobottom = (ffloor->bottom.model == sec) && (ffloor->bottom.isceiling == h); if (dotop || dobottom) { auto ndx = CreateIndexedSectorVertices(fvb, fsec, plane, false, verts[fsec->Index()]); if (dotop) ffloor->top.vindex = ndx; if (dobottom) ffloor->bottom.vindex = ndx; } } } sec->vbocount[h] = vbo_shadowdata.Size() - sec->vboindex[h]; return sec->iboindex[h]; } //========================================================================== // // // //========================================================================== static void CreateIndexedFlatVertices(FFlatVertexBuffer* fvb, TArray& sectors) { auto verts = BuildVertices(sectors); int i = 0; /* for (auto &vert : verts) { Printf(PRINT_LOG, "Sector %d\n", i); Printf(PRINT_LOG, "%d vertices, %d indices\n", vert.vertices.Size(), vert.indices.Size()); int j = 0; for (auto &v : vert.vertices) { Printf(PRINT_LOG, " %d: (%2.3f, %2.3f)\n", j++, v.vertex->fX(), v.vertex->fY()); } for (unsigned i=0;iXFloor.ffloors) { if (ff->top.model == &sec) { ff->top.vindex = sec.iboindex[ff->top.isceiling]; } if (ff->bottom.model == &sec) { ff->bottom.vindex = sec.iboindex[ff->top.isceiling]; } } } } //========================================================================== // // // //========================================================================== static void UpdatePlaneVertices(FFlatVertexBuffer *fvb, sector_t* sec, int plane) { int startvt = sec->vboindex[plane]; int countvt = sec->vbocount[plane]; secplane_t& splane = sec->GetSecPlane(plane); FFlatVertex* vt = &fvb->vbo_shadowdata[startvt]; FFlatVertex* mapvt = fvb->GetBuffer(startvt); for (int i = 0; i < countvt; i++, vt++, mapvt++) { vt->z = (float)splane.ZatPoint(vt->x, vt->y); if (plane == sector_t::floor && sec->transdoor) vt->z -= 1; mapvt->z = vt->z; } } //========================================================================== // // // //========================================================================== static void CreateVertices(FFlatVertexBuffer* fvb, TArray& sectors) { fvb->vbo_shadowdata.Resize(FFlatVertexBuffer::NUM_RESERVED); CreateIndexedFlatVertices(fvb, sectors); } //========================================================================== // // // //========================================================================== static void CheckPlanes(FFlatVertexBuffer* fvb, sector_t* sector) { if (sector->GetPlaneTexZ(sector_t::ceiling) != sector->vboheight[sector_t::ceiling]) { UpdatePlaneVertices(fvb, sector, sector_t::ceiling); sector->vboheight[sector_t::ceiling] = sector->GetPlaneTexZ(sector_t::ceiling); } if (sector->GetPlaneTexZ(sector_t::floor) != sector->vboheight[sector_t::floor]) { UpdatePlaneVertices(fvb, sector, sector_t::floor); sector->vboheight[sector_t::floor] = sector->GetPlaneTexZ(sector_t::floor); } } //========================================================================== // // checks the validity of all planes attached to this sector // and updates them if possible. // //========================================================================== void CheckUpdate(FFlatVertexBuffer* fvb, sector_t* sector) { CheckPlanes(fvb, sector); sector_t* hs = sector->GetHeightSec(); if (hs != NULL) CheckPlanes(fvb, hs); for (unsigned i = 0; i < sector->e->XFloor.ffloors.Size(); i++) CheckPlanes(fvb, sector->e->XFloor.ffloors[i]->model); } //========================================================================== // // // //========================================================================== void CreateVBO(FFlatVertexBuffer* fvb, TArray& sectors) { fvb->vbo_shadowdata.Resize(fvb->mNumReserved); CreateVertices(fvb, sectors); fvb->mCurIndex = fvb->mIndex = fvb->vbo_shadowdata.Size(); fvb->Copy(0, fvb->mIndex); fvb->mIndexBuffer->SetData(fvb->ibo_data.Size() * sizeof(uint32_t), &fvb->ibo_data[0]); }