627 lines
17 KiB
C++
627 lines
17 KiB
C++
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#include "templates.h"
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#include "doom_levelsubmesh.h"
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#include "g_levellocals.h"
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#include "texturemanager.h"
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#include "playsim/p_lnspec.h"
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#include "c_dispatch.h"
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#include "g_levellocals.h"
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#include "a_dynlight.h"
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#include "hw_renderstate.h"
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#include "hw_vertexbuilder.h"
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#include "hwrenderer/scene/hw_drawstructs.h"
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#include "hwrenderer/scene/hw_drawinfo.h"
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#include "hwrenderer/scene/hw_walldispatcher.h"
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#include "hwrenderer/scene/hw_flatdispatcher.h"
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#include "common/rendering/hwrenderer/data/hw_meshbuilder.h"
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#include <unordered_map>
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EXTERN_CVAR(Float, lm_scale);
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DoomLevelSubmesh::DoomLevelSubmesh(DoomLevelMesh* mesh, FLevelLocals& doomMap, bool staticMesh) : LevelMesh(mesh), StaticMesh(staticMesh)
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{
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LightmapSampleDistance = doomMap.LightmapSampleDistance;
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Reset();
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if (StaticMesh)
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{
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CreateStaticSurfaces(doomMap);
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LinkSurfaces(doomMap);
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SortIndexes();
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BuildTileSurfaceLists();
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UpdateCollision();
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}
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}
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void DoomLevelSubmesh::Update(FLevelLocals& doomMap)
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{
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if (!StaticMesh)
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{
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Reset();
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CreateDynamicSurfaces(doomMap);
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LinkSurfaces(doomMap);
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SortIndexes();
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BuildTileSurfaceLists();
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UpdateCollision();
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}
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}
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void DoomLevelSubmesh::Reset()
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{
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Surfaces.Clear();
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Portals.Clear();
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Mesh.Vertices.Clear();
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Mesh.Indexes.Clear();
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Mesh.SurfaceIndexes.Clear();
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Mesh.UniformIndexes.Clear();
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Mesh.Uniforms.Clear();
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Mesh.Materials.Clear();
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}
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void DoomLevelSubmesh::CreateStaticSurfaces(FLevelLocals& doomMap)
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{
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// We can't use side->segs since it is null.
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TArray<std::pair<subsector_t*, seg_t*>> sideSegs(doomMap.sides.Size(), true);
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for (unsigned int i = 0; i < doomMap.subsectors.Size(); i++)
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{
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subsector_t* sub = &doomMap.subsectors[i];
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sector_t* sector = sub->sector;
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for (int i = 0, count = sub->numlines; i < count; i++)
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{
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seg_t* seg = sub->firstline + i;
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if (seg->sidedef)
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sideSegs[seg->sidedef->Index()] = { sub, seg };
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}
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}
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MeshBuilder state;
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std::map<LightmapTileBinding, int> bindings;
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// Create surface objects for all sides
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for (unsigned int i = 0; i < doomMap.sides.Size(); i++)
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{
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side_t* side = &doomMap.sides[i];
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bool isPolyLine = !!(side->Flags & WALLF_POLYOBJ);
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if (isPolyLine)
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continue;
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subsector_t* sub = sideSegs[i].first;
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seg_t* seg = sideSegs[i].second;
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if (!seg)
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continue;
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sector_t* front = side->sector;
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sector_t* back = (side->linedef->frontsector == front) ? side->linedef->backsector : side->linedef->frontsector;
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HWMeshHelper result;
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HWWallDispatcher disp(&doomMap, &result, getRealLightmode(&doomMap, true));
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HWWall wall;
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wall.sub = sub;
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wall.Process(&disp, state, seg, front, back);
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// Part 1: solid geometry. This is set up so that there are no transparent parts
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state.SetDepthFunc(DF_LEqual);
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state.ClearDepthBias();
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state.EnableTexture(true);
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state.EnableBrightmap(true);
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state.AlphaFunc(Alpha_GEqual, 0.f);
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CreateWallSurface(side, disp, state, bindings, result.list, false, true);
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for (HWWall& portal : result.portals)
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{
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Portals.Push(portal);
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}
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CreateWallSurface(side, disp, state, bindings, result.portals, true, false);
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/*
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// final pass: translucent stuff
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state.AlphaFunc(Alpha_GEqual, gl_mask_sprite_threshold);
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state.SetRenderStyle(STYLE_Translucent);
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CreateWallSurface(side, disp, state, bindings, result.translucent, false, true);
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state.AlphaFunc(Alpha_GEqual, 0.f);
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state.SetRenderStyle(STYLE_Normal);
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*/
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}
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// Create surfaces for all flats
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for (unsigned int i = 0; i < doomMap.sectors.Size(); i++)
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{
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sector_t* sector = &doomMap.sectors[i];
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if (sector->subsectors[0]->flags & SSECF_POLYORG)
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continue;
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for (FSection& section : doomMap.sections.SectionsForSector(i))
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{
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int sectionIndex = doomMap.sections.SectionIndex(§ion);
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HWFlatMeshHelper result;
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HWFlatDispatcher disp(&doomMap, &result, getRealLightmode(&doomMap, true));
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HWFlat flat;
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flat.section = §ion;
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flat.ProcessSector(&disp, state, sector);
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// Part 1: solid geometry. This is set up so that there are no transparent parts
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state.SetDepthFunc(DF_LEqual);
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state.ClearDepthBias();
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state.EnableTexture(true);
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state.EnableBrightmap(true);
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CreateFlatSurface(disp, state, bindings, result.list);
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CreateFlatSurface(disp, state, bindings, result.portals, true);
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// final pass: translucent stuff
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state.AlphaFunc(Alpha_GEqual, gl_mask_sprite_threshold);
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state.SetRenderStyle(STYLE_Translucent);
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CreateFlatSurface(disp, state, bindings, result.translucentborder);
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state.SetDepthMask(false);
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CreateFlatSurface(disp, state, bindings, result.translucent);
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state.AlphaFunc(Alpha_GEqual, 0.f);
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state.SetDepthMask(true);
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state.SetRenderStyle(STYLE_Normal);
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}
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}
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}
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void DoomLevelSubmesh::CreateWallSurface(side_t* side, HWWallDispatcher& disp, MeshBuilder& state, std::map<LightmapTileBinding, int>& bindings, TArray<HWWall>& list, bool isSky, bool translucent)
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{
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for (HWWall& wallpart : list)
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{
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if (isSky)
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{
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state.SetEffect(EFF_PORTAL);
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state.EnableTexture(false);
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state.SetRenderStyle(STYLE_Normal);
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wallpart.MakeVertices(state, false);
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wallpart.RenderWall(state, HWWall::RWF_BLANK);
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wallpart.vertcount = 0;
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wallpart.LevelMeshInfo.Type = ST_NONE;
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wallpart.LevelMeshInfo.ControlSector = nullptr;
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state.SetEffect(EFF_NONE);
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state.EnableTexture(true);
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}
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else
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{
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if (wallpart.texture && wallpart.texture->isMasked())
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{
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state.AlphaFunc(Alpha_GEqual, gl_mask_threshold);
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}
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else
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{
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state.AlphaFunc(Alpha_GEqual, 0.f);
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}
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wallpart.DrawWall(&disp, state, translucent);
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}
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int pipelineID = 0;
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int startVertIndex = Mesh.Vertices.Size();
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int startElementIndex = Mesh.Indexes.Size();
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for (auto& it : state.mSortedLists)
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{
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const MeshApplyState& applyState = it.first;
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pipelineID = screen->GetLevelMeshPipelineID(applyState.applyData, applyState.surfaceUniforms, applyState.material);
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int uniformsIndex = Mesh.Uniforms.Size();
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Mesh.Uniforms.Push(applyState.surfaceUniforms);
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Mesh.Materials.Push(applyState.material);
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for (MeshDrawCommand& command : it.second.mDraws)
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{
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for (int i = command.Start, end = command.Start + command.Count; i < end; i++)
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{
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Mesh.Vertices.Push(state.mVertices[i]);
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Mesh.UniformIndexes.Push(uniformsIndex);
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}
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if (command.DrawType == DT_TriangleFan)
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{
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for (int i = 2, count = command.Count; i < count; i++)
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{
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Mesh.Indexes.Push(startVertIndex);
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Mesh.Indexes.Push(startVertIndex + i - 1);
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Mesh.Indexes.Push(startVertIndex + i);
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}
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}
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}
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}
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state.mSortedLists.clear();
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state.mVertices.Clear();
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state.mIndexes.Clear();
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FVector2 v1 = FVector2(side->V1()->fPos());
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FVector2 v2 = FVector2(side->V2()->fPos());
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FVector2 N = FVector2(v2.Y - v1.Y, v1.X - v2.X).Unit();
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DoomLevelMeshSurface surf;
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surf.Submesh = this;
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surf.Type = wallpart.LevelMeshInfo.Type;
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surf.ControlSector = wallpart.LevelMeshInfo.ControlSector;
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surf.TypeIndex = side->Index();
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surf.Side = side;
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surf.AlwaysUpdate = !!(side->sector->Flags & SECF_LM_DYNAMIC);
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surf.SectorGroup = LevelMesh->sectorGroup[side->sector->Index()];
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surf.Alpha = float(side->linedef->alpha);
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surf.MeshLocation.StartVertIndex = startVertIndex;
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surf.MeshLocation.StartElementIndex = startElementIndex;
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surf.MeshLocation.NumVerts = Mesh.Vertices.Size() - startVertIndex;
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surf.MeshLocation.NumElements = Mesh.Indexes.Size() - startElementIndex;
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surf.Plane = FVector4(N.X, N.Y, 0.0f, v1 | N);
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surf.Texture = wallpart.texture;
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surf.PipelineID = pipelineID;
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surf.PortalIndex = isSky ? LevelMesh->linePortals[side->linedef->Index()] : 0;
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surf.IsSky = isSky;
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surf.Bounds = GetBoundsFromSurface(surf);
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surf.LightmapTileIndex = disp.Level->lightmaps ? AddSurfaceToTile(surf, bindings) : -1;
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Surfaces.Push(surf);
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}
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}
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int DoomLevelSubmesh::AddSurfaceToTile(const DoomLevelMeshSurface& surf, std::map<LightmapTileBinding, int>& bindings)
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{
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if (surf.IsSky)
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return -1;
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LightmapTileBinding binding;
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binding.Type = surf.Type;
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binding.TypeIndex = surf.TypeIndex;
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binding.ControlSector = surf.ControlSector ? surf.ControlSector->Index() : (int)0xffffffffUL;
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auto it = bindings.find(binding);
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if (it != bindings.end())
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{
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int index = it->second;
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LightmapTile& tile = LightmapTiles[index];
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tile.Bounds.min.X = std::min(tile.Bounds.min.X, surf.Bounds.min.X);
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tile.Bounds.min.Y = std::min(tile.Bounds.min.Y, surf.Bounds.min.Y);
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tile.Bounds.min.Z = std::min(tile.Bounds.min.Z, surf.Bounds.min.Z);
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tile.Bounds.max.X = std::max(tile.Bounds.max.X, surf.Bounds.max.X);
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tile.Bounds.max.Y = std::max(tile.Bounds.max.Y, surf.Bounds.max.Y);
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tile.Bounds.max.Z = std::max(tile.Bounds.max.Z, surf.Bounds.max.Z);
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return index;
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}
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else
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{
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int index = LightmapTiles.Size();
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LightmapTile tile;
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tile.Binding = binding;
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tile.Bounds = surf.Bounds;
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tile.Plane = surf.Plane;
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tile.SampleDimension = GetSampleDimension(surf);
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LightmapTiles.Push(tile);
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bindings[binding] = index;
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return index;
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}
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}
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int DoomLevelSubmesh::GetSampleDimension(const DoomLevelMeshSurface& surf)
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{
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uint16_t sampleDimension = 0; // To do: something seems to have gone missing with the sample dimension!
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if (sampleDimension <= 0)
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{
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sampleDimension = LightmapSampleDistance;
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}
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sampleDimension = uint16_t(max(int(roundf(float(sampleDimension) / max(1.0f / 4, float(lm_scale)))), 1));
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// Round to nearest power of two
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uint32_t n = uint16_t(sampleDimension);
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n |= n >> 1;
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n |= n >> 2;
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n |= n >> 4;
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n |= n >> 8;
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n = (n + 1) >> 1;
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sampleDimension = uint16_t(n) ? uint16_t(n) : uint16_t(0xFFFF);
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return sampleDimension;
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}
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void DoomLevelSubmesh::CreateFlatSurface(HWFlatDispatcher& disp, MeshBuilder& state, std::map<LightmapTileBinding, int>& bindings, TArray<HWFlat>& list, bool isSky)
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{
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for (HWFlat& flatpart : list)
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{
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if (isSky)
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{
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state.SetEffect(EFF_PORTAL);
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state.EnableTexture(false);
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state.SetRenderStyle(STYLE_Normal);
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flatpart.DrawSubsectors(&disp, state);
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state.SetEffect(EFF_NONE);
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state.EnableTexture(true);
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}
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else
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{
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if (flatpart.texture && flatpart.texture->isMasked())
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{
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state.AlphaFunc(Alpha_GEqual, gl_mask_threshold);
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}
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else
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{
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state.AlphaFunc(Alpha_GEqual, 0.f);
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}
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flatpart.DrawFlat(&disp, state, false);
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}
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VSMatrix textureMatrix;
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textureMatrix.loadIdentity();
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int pipelineID = 0;
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int uniformsIndex = 0;
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bool foundDraw = false;
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for (auto& it : state.mSortedLists)
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{
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const MeshApplyState& applyState = it.first;
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pipelineID = screen->GetLevelMeshPipelineID(applyState.applyData, applyState.surfaceUniforms, applyState.material);
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uniformsIndex = Mesh.Uniforms.Size();
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textureMatrix = applyState.textureMatrix;
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Mesh.Uniforms.Push(applyState.surfaceUniforms);
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Mesh.Materials.Push(applyState.material);
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foundDraw = true;
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break;
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}
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state.mSortedLists.clear();
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state.mVertices.Clear();
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state.mIndexes.Clear();
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if (!foundDraw)
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continue;
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DoomLevelMeshSurface surf;
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surf.Submesh = this;
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surf.Type = flatpart.ceiling ? ST_CEILING : ST_FLOOR;
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surf.ControlSector = flatpart.controlsector ? flatpart.controlsector->model : nullptr;
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surf.AlwaysUpdate = !!(flatpart.sector->Flags & SECF_LM_DYNAMIC);
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surf.SectorGroup = LevelMesh->sectorGroup[flatpart.sector->Index()];
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surf.Alpha = flatpart.alpha;
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surf.Texture = flatpart.texture;
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surf.PipelineID = pipelineID;
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surf.PortalIndex = LevelMesh->sectorPortals[flatpart.ceiling][flatpart.sector->Index()];
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surf.IsSky = isSky;
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auto plane = surf.ControlSector ? surf.ControlSector->GetSecPlane(!flatpart.ceiling) : flatpart.sector->GetSecPlane(flatpart.ceiling);
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surf.Plane = FVector4((float)plane.Normal().X, (float)plane.Normal().Y, (float)plane.Normal().Z, -(float)plane.D);
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if (surf.ControlSector)
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surf.Plane = -surf.Plane;
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float skyZ = flatpart.ceiling ? 32768.0f : -32768.0f;
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for (subsector_t* sub : flatpart.section->subsectors)
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{
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if (sub->numlines < 3)
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continue;
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int startVertIndex = Mesh.Vertices.Size();
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int startElementIndex = Mesh.Indexes.Size();
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for (int i = 0, end = sub->numlines; i < end; i++)
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{
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auto& vt = sub->firstline[end - 1 - i].v1;
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FVector3 pt((float)vt->fX(), (float)vt->fY(), isSky ? skyZ : (float)plane.ZatPoint(vt));
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FVector4 uv = textureMatrix * FVector4(pt.X * (1.0f / 64.0f), pt.Y * (-1.0f / 64.0f), 0.0f, 1.0f);
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FFlatVertex ffv;
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ffv.x = pt.X;
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ffv.y = pt.Y;
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ffv.z = pt.Z;
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ffv.u = uv.X;
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ffv.v = uv.Y;
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ffv.lu = 0.0f;
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ffv.lv = 0.0f;
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ffv.lindex = -1.0f;
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Mesh.Vertices.Push(ffv);
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Mesh.UniformIndexes.Push(uniformsIndex);
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}
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if (flatpart.ceiling)
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{
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for (int i = 2, count = sub->numlines; i < count; i++)
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{
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Mesh.Indexes.Push(startVertIndex);
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Mesh.Indexes.Push(startVertIndex + i - 1);
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Mesh.Indexes.Push(startVertIndex + i);
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}
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}
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else
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{
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for (int i = 2, count = sub->numlines; i < count; i++)
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{
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Mesh.Indexes.Push(startVertIndex + i);
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Mesh.Indexes.Push(startVertIndex + i - 1);
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Mesh.Indexes.Push(startVertIndex);
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}
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}
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surf.TypeIndex = sub->Index();
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surf.Subsector = sub;
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surf.MeshLocation.StartVertIndex = startVertIndex;
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surf.MeshLocation.StartElementIndex = startElementIndex;
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surf.MeshLocation.NumVerts = sub->numlines;
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surf.MeshLocation.NumElements = (sub->numlines - 2) * 3;
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surf.Bounds = GetBoundsFromSurface(surf);
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surf.LightmapTileIndex = disp.Level->lightmaps ? AddSurfaceToTile(surf, bindings) : -1;
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Surfaces.Push(surf);
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}
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}
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}
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void DoomLevelSubmesh::CreateDynamicSurfaces(FLevelLocals& doomMap)
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{
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#if 0
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// Look for polyobjects
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for (unsigned int i = 0; i < doomMap.lines.Size(); i++)
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{
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side_t* side = doomMap.lines[i].sidedef[0];
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bool isPolyLine = !!(side->Flags & WALLF_POLYOBJ);
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if (!isPolyLine)
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continue;
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// Make sure we have a surface array on the polyobj sidedef
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if (!side->surface)
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{
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auto array = std::make_unique<DoomLevelMeshSurface * []>(4);
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memset(array.get(), 0, sizeof(DoomLevelMeshSurface*));
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side->surface = array.get();
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PolyLMSurfaces.Push(std::move(array));
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}
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CreateSideSurfaces(doomMap, side);
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}
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#endif
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}
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void DoomLevelSubmesh::SortIndexes()
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{
|
|
// Order surfaces by pipeline
|
|
std::unordered_map<int64_t, TArray<int>> pipelineSurfaces;
|
|
for (size_t i = 0; i < Surfaces.Size(); i++)
|
|
{
|
|
DoomLevelMeshSurface* s = &Surfaces[i];
|
|
pipelineSurfaces[(int64_t(s->PipelineID) << 32) | int64_t(s->IsSky)].Push(i);
|
|
}
|
|
|
|
// Create reorder surface indexes by pipeline and create a draw range for each
|
|
TArray<uint32_t> sortedIndexes;
|
|
for (const auto& it : pipelineSurfaces)
|
|
{
|
|
LevelSubmeshDrawRange range;
|
|
range.PipelineID = it.first >> 32;
|
|
range.Start = sortedIndexes.Size();
|
|
|
|
// Move indexes to new array
|
|
for (unsigned int i : it.second)
|
|
{
|
|
DoomLevelMeshSurface& s = Surfaces[i];
|
|
|
|
unsigned int start = s.MeshLocation.StartElementIndex;
|
|
unsigned int count = s.MeshLocation.NumElements;
|
|
|
|
s.MeshLocation.StartElementIndex = sortedIndexes.Size();
|
|
|
|
for (unsigned int j = 0; j < count; j++)
|
|
{
|
|
sortedIndexes.Push(Mesh.Indexes[start + j]);
|
|
}
|
|
|
|
for (unsigned int j = 0; j < count; j += 3)
|
|
{
|
|
Mesh.SurfaceIndexes.Push((int)i);
|
|
}
|
|
}
|
|
|
|
range.Count = sortedIndexes.Size() - range.Start;
|
|
|
|
if ((it.first & 1) == 0)
|
|
DrawList.Push(range);
|
|
else
|
|
PortalList.Push(range);
|
|
}
|
|
|
|
Mesh.Indexes.Swap(sortedIndexes);
|
|
}
|
|
|
|
void DoomLevelSubmesh::LinkSurfaces(FLevelLocals& doomMap)
|
|
{
|
|
for (auto& surface : Surfaces)
|
|
{
|
|
if (surface.Type == ST_FLOOR || surface.Type == ST_CEILING)
|
|
{
|
|
SetSubsectorLightmap(&surface);
|
|
}
|
|
else
|
|
{
|
|
SetSideLightmap(&surface);
|
|
}
|
|
}
|
|
}
|
|
|
|
void DoomLevelSubmesh::SetSubsectorLightmap(DoomLevelMeshSurface* surface)
|
|
{
|
|
if (surface->Subsector->firstline && surface->Subsector->firstline->sidedef)
|
|
surface->Subsector->firstline->sidedef->sector->HasLightmaps = true;
|
|
|
|
if (!surface->ControlSector)
|
|
{
|
|
int index = surface->Type == ST_CEILING ? 1 : 0;
|
|
surface->Subsector->surface[index][0] = surface;
|
|
}
|
|
else
|
|
{
|
|
int index = surface->Type == ST_CEILING ? 0 : 1;
|
|
const auto& ffloors = surface->Subsector->sector->e->XFloor.ffloors;
|
|
for (unsigned int i = 0; i < ffloors.Size(); i++)
|
|
{
|
|
if (ffloors[i]->model == surface->ControlSector)
|
|
{
|
|
surface->Subsector->surface[index][i + 1] = surface;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void DoomLevelSubmesh::SetSideLightmap(DoomLevelMeshSurface* surface)
|
|
{
|
|
if (!surface->ControlSector)
|
|
{
|
|
if (surface->Type == ST_UPPERSIDE)
|
|
{
|
|
surface->Side->surface[0] = surface;
|
|
}
|
|
else if (surface->Type == ST_MIDDLESIDE)
|
|
{
|
|
surface->Side->surface[1] = surface;
|
|
surface->Side->surface[2] = surface;
|
|
}
|
|
else if (surface->Type == ST_LOWERSIDE)
|
|
{
|
|
surface->Side->surface[3] = surface;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
const auto& ffloors = surface->Side->sector->e->XFloor.ffloors;
|
|
for (unsigned int i = 0; i < ffloors.Size(); i++)
|
|
{
|
|
if (ffloors[i]->model == surface->ControlSector)
|
|
{
|
|
surface->Side->surface[4 + i] = surface;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
BBox DoomLevelSubmesh::GetBoundsFromSurface(const LevelMeshSurface& surface) const
|
|
{
|
|
BBox bounds;
|
|
bounds.Clear();
|
|
for (int i = int(surface.MeshLocation.StartVertIndex); i < int(surface.MeshLocation.StartVertIndex) + surface.MeshLocation.NumVerts; i++)
|
|
{
|
|
FVector3 v = Mesh.Vertices[(int)i].fPos();
|
|
bounds.min.X = std::min(bounds.min.X, v.X);
|
|
bounds.min.Y = std::min(bounds.min.Y, v.Y);
|
|
bounds.min.Z = std::min(bounds.min.Z, v.Z);
|
|
bounds.max.X = std::max(bounds.max.X, v.X);
|
|
bounds.max.Y = std::max(bounds.max.Y, v.Y);
|
|
bounds.max.Z = std::max(bounds.max.Z, v.Z);
|
|
}
|
|
return bounds;
|
|
}
|