Draw all sectors as subsectors if lightmaps are enabled (even if a sector doesn't have a tile initially it could gain one)
572 lines
16 KiB
C++
572 lines
16 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2015-2018 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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#include "g_levellocals.h"
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#include "hw_vertexbuilder.h"
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#include "hw_renderstate.h"
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#include "flatvertices.h"
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#include "earcut.hpp"
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#include "v_video.h"
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struct SectorVertexOrigin
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{
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SectorVertexOrigin() = default;
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SectorVertexOrigin(subsector_t* sub, int plane, int lightmapSlot) : sub(sub), plane(plane), lightmapSlot(lightmapSlot) { }
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subsector_t* sub;
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int plane;
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int lightmapSlot;
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};
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static TArray<SectorVertexOrigin> sector_origins;
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TArray<FFlatVertex> sector_vertices;
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TArray<uint32_t> sector_indexes;
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//=============================================================================
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//
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// Creates vertex meshes for sector planes
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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 CreateVerticesForSubsector(subsector_t *sub, VertexContainer &gen, int qualifier)
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{
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if (sub->numlines < 3) return;
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uint32_t startindex = gen.indices.Size();
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if ((sub->flags & SSECF_HOLE) && sub->numlines > 3)
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{
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// Hole filling "subsectors" are not necessarily convex so they require real triangulation.
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// These things are extremely rare so performance is secondary here.
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using Point = std::pair<double, double>;
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std::vector<std::vector<Point>> polygon;
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std::vector<Point> *curPoly;
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polygon.resize(1);
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curPoly = &polygon.back();
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curPoly->resize(sub->numlines);
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for (unsigned i = 0; i < sub->numlines; i++)
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{
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(*curPoly)[i] = { sub->firstline[i].v1->fX(), sub->firstline[i].v1->fY() };
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}
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auto indices = mapbox::earcut(polygon);
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for (auto vti : indices)
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{
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gen.AddIndexForVertex(sub->firstline[vti].v1, qualifier);
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}
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}
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else
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{
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int firstndx = gen.AddVertex(sub->firstline[0].v1, qualifier);
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int secondndx = gen.AddVertex(sub->firstline[1].v1, qualifier);
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for (unsigned int k = 2; k < sub->numlines; k++)
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{
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gen.AddIndex(firstndx);
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gen.AddIndex(secondndx);
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auto ndx = gen.AddVertex(sub->firstline[k].v1, qualifier);
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gen.AddIndex(ndx);
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secondndx = ndx;
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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 TriangulateSection(FSection §, VertexContainer &gen, int qualifier)
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{
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if (sect.segments.Size() < 3) return;
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// todo
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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 CreateVerticesForSection(FSection §ion, VertexContainer &gen, bool useSubsectors)
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{
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section.vertexindex = gen.indices.Size();
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if (useSubsectors)
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{
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for (auto sub : section.subsectors)
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{
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CreateVerticesForSubsector(sub, gen, -1);
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}
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}
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else
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{
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TriangulateSection(section, gen, -1);
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}
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section.vertexcount = gen.indices.Size() - section.vertexindex;
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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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static void CreateVerticesForSector(sector_t *sec, VertexContainer &gen)
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{
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auto sections = sec->Level->sections.SectionsForSector(sec);
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for (auto §ion :sections)
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{
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CreateVerticesForSection( section, gen, true);
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}
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}
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TArray<VertexContainer> BuildVertices(TArray<sector_t> §ors)
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{
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TArray<VertexContainer> verticesPerSector(sectors.Size(), true);
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for (unsigned i=0; i< sectors.Size(); i++)
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{
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CreateVerticesForSector(§ors[i], verticesPerSector[i]);
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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, int &ffloorIndex)
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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))
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{
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ffloorIndex = i;
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return ffloor;
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}
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}
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ffloorIndex = -1;
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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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ffv.lindex = -1.0f;
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}
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static void SetFlatVertex(FFlatVertex& ffv, vertex_t* vt, const secplane_t& plane, float llu, float llv, float llindex)
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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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ffv.lu = llu;
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ffv.lv = llv;
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ffv.lindex = llindex;
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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 w/lightmap support.
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// Sectors with lightmaps cannot share subsector vertices.
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//
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//==========================================================================
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static int CreateIndexedSectorVerticesLM(sector_t* sec, const secplane_t& plane, int floor, int h, int lightmapIndex)
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{
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int i, pos;
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float diff;
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auto& ibo_data = sector_indexes;
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int rt = ibo_data.Size();
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if (sec->transdoor && floor) diff = -1.f;
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else diff = 0.f;
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// Allocate space
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for (i = 0, pos = 0; i < sec->subsectorcount; i++)
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{
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pos += sec->subsectors[i]->numlines;
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}
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auto& vbo_shadowdata = sector_vertices;
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auto& vbo_origins = sector_origins;
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int vi = vbo_shadowdata.Reserve(pos);
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vbo_origins.Reserve(pos);
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int idx = ibo_data.Reserve((pos - 2 * sec->subsectorcount) * 3);
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// Create the actual vertices.
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auto sections = sec->Level->sections.SectionsForSector(sec);
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pos = 0;
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for(auto& section : sections)
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{
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for(auto& sub : section.subsectors)
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{
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// vertices
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for (unsigned int j = 0; j < sub->numlines; j++)
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{
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SetFlatVertex(vbo_shadowdata[vi + pos], sub->firstline[j].v1, plane);
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vbo_shadowdata[vi + pos].z += diff;
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vbo_origins[vi + pos] = SectorVertexOrigin(sub, h, lightmapIndex);
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pos++;
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}
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}
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}
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// Create the indices for the subsectors
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pos = 0;
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for (auto& section : sections)
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{
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for (auto& sub : section.subsectors)
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{
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int firstndx = vi + pos;
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for (unsigned int k = 2; k < sub->numlines; k++)
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{
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ibo_data[idx++] = firstndx;
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ibo_data[idx++] = firstndx + k - 1;
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ibo_data[idx++] = firstndx + k;
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}
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pos += sub->numlines;
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}
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}
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sec->ibocount = ibo_data.Size() - rt;
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return rt;
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}
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static int CreateIndexedSectorVertices(sector_t* sec, const secplane_t& plane, int floor, VertexContainer& verts, int h, int lightmapIndex)
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{
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if (level.lightmaps && lightmapIndex != -1)
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return CreateIndexedSectorVerticesLM(sec, plane, floor, h, lightmapIndex);
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auto& vbo_shadowdata = sector_vertices;
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auto& vbo_origins = sector_origins;
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unsigned vi = vbo_shadowdata.Reserve(verts.vertices.Size());
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vbo_origins.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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vbo_origins[vi + i] = SectorVertexOrigin(nullptr, h, lightmapIndex);
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}
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auto& ibo_data = sector_indexes;
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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(int h, sector_t* sec, const secplane_t& plane, int floor, VertexContainers& verts)
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{
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auto& vbo_shadowdata = sector_vertices;
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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()], h, 0);
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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()], h, -1);
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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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int ffloorIndex;
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F3DFloor* ffloor = Find3DFloor(fsec, sec, ffloorIndex);
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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()], h, ffloorIndex + 1);
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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(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(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(FRenderState& renderstate, 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 = §or_vertices[startvt];
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for (int i = 0; i < countvt; i++, vt++)
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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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}
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renderstate.UpdateShadowData(startvt, §or_vertices[startvt], countvt);
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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 UpdatePlaneLightmap(FRenderState& renderstate, 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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FFlatVertex* vt = §or_vertices[startvt];
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SectorVertexOrigin* origin = §or_origins[startvt];
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for (int i = 0; i < countvt; i++, vt++, origin++)
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{
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if (origin->sub)
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{
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int lightmap = origin->sub->LightmapTiles[origin->plane].Size() > origin->lightmapSlot ? origin->sub->LightmapTiles[origin->plane][origin->lightmapSlot] : -1;
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if (lightmap >= 0) // tile may be missing if the subsector is degenerate triangle
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{
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const auto& tile = level.levelMesh->Lightmap.Tiles[lightmap];
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float textureSize = (float)level.levelMesh->Lightmap.TextureSize;
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float lindex = (float)tile.AtlasLocation.ArrayIndex;
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FVector2 luv = tile.ToUV(FVector3(vt->x, vt->y, vt->z), textureSize);
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vt->lu = luv.X;
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vt->lv = luv.Y;
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vt->lindex = lindex;
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}
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}
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}
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renderstate.UpdateShadowData(startvt, §or_vertices[startvt], countvt);
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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(TArray<sector_t>& sectors)
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{
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sector_vertices.Clear();
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sector_origins.Clear();
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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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static void CheckPlanes(FRenderState& renderstate, 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(renderstate, 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(renderstate, 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(FRenderState& renderstate, sector_t* sector)
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{
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CheckPlanes(renderstate, sector);
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sector_t* hs = sector->GetHeightSec();
|
|
if (hs != NULL) CheckPlanes(renderstate, hs);
|
|
for (unsigned i = 0; i < sector->e->XFloor.ffloors.Size(); i++)
|
|
CheckPlanes(renderstate, sector->e->XFloor.ffloors[i]->model);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Update the lightmap UV coordinates for the sector
|
|
//
|
|
//==========================================================================
|
|
|
|
void UpdateVBOLightmap(FRenderState& renderstate, sector_t* sector)
|
|
{
|
|
UpdatePlaneLightmap(renderstate, sector, sector_t::ceiling);
|
|
UpdatePlaneLightmap(renderstate, sector, sector_t::floor);
|
|
|
|
sector_t* hs = sector->GetHeightSec();
|
|
if (hs)
|
|
{
|
|
UpdatePlaneLightmap(renderstate, hs, sector_t::ceiling);
|
|
UpdatePlaneLightmap(renderstate, hs, sector_t::floor);
|
|
}
|
|
|
|
for (unsigned i = 0; i < sector->e->XFloor.ffloors.Size(); i++)
|
|
{
|
|
UpdatePlaneLightmap(renderstate, sector->e->XFloor.ffloors[i]->model, sector_t::ceiling);
|
|
UpdatePlaneLightmap(renderstate, sector->e->XFloor.ffloors[i]->model, sector_t::floor);
|
|
}
|
|
}
|
|
|
|
void UpdateVBOLightmap(FRenderState& renderstate, TArray<sector_t>& sectors)
|
|
{
|
|
for (sector_t& sector : sectors)
|
|
{
|
|
UpdateVBOLightmap(renderstate, §or);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void CreateVBO(FRenderState& renderstate, TArray<sector_t>& sectors)
|
|
{
|
|
sector_vertices.Clear();
|
|
sector_origins.Clear();
|
|
CreateVertices(sectors);
|
|
renderstate.SetShadowData(sector_vertices, sector_indexes);
|
|
}
|