mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-21 20:01:13 +00:00
559 lines
12 KiB
C++
559 lines
12 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU 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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Doom 3 BFG Edition Source Code 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 General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "Precompiled.h"
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#include "globaldata.h"
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#include "doomdef.h"
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#include "m_bbox.h"
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#include "i_system.h"
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#include "r_main.h"
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#include "r_plane.h"
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#include "r_things.h"
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// State.
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#include "doomstat.h"
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#include "r_state.h"
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//#include "r_local.h"
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void
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R_StoreWallRange
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( int start,
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int stop );
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//
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// R_ClearDrawSegs
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//
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void R_ClearDrawSegs (void)
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{
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::g->ds_p = ::g->drawsegs;
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}
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//
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// ClipWallSegment
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// Clips the given range of columns
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// and includes it in the new clip list.
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//
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// ::g->newend is one past the last valid seg
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//
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// R_ClipSolidWallSegment
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// Does handle solid walls,
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// e.g. single sided LineDefs (middle texture)
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// that entirely block the view.
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//
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void
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R_ClipSolidWallSegment
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( int first,
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int last )
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{
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cliprange_t* next;
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cliprange_t* start;
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// Find the first range that touches the range
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// (adjacent pixels are touching).
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start = ::g->solidsegs;
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while (start->last < first-1)
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start++;
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if (first < start->first)
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{
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if (last < start->first-1)
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{
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// Post is entirely visible (above start),
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// so insert a new clippost.
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R_StoreWallRange (first, last);
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next = ::g->newend;
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::g->newend++;
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while (next != start)
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{
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*next = *(next-1);
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next--;
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}
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next->first = first;
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next->last = last;
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return;
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}
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// There is a fragment above *start.
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R_StoreWallRange (first, start->first - 1);
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// Now adjust the clip size.
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start->first = first;
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}
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// Bottom contained in start?
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if (last <= start->last)
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return;
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next = start;
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while (last >= (next+1)->first-1)
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{
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// There is a fragment between two posts.
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R_StoreWallRange (next->last + 1, (next+1)->first - 1);
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next++;
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if (last <= next->last)
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{
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// Bottom is contained in next.
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// Adjust the clip size.
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start->last = next->last;
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goto crunch;
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}
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}
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// There is a fragment after *next.
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R_StoreWallRange (next->last + 1, last);
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// Adjust the clip size.
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start->last = last;
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// Remove start+1 to next from the clip list,
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// because start now covers their area.
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crunch:
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if (next == start)
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{
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// Post just extended past the bottom of one post.
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return;
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}
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while (next++ != ::g->newend)
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{
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// Remove a post.
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*++start = *next;
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}
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::g->newend = start+1;
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}
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//
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// R_ClipPassWallSegment
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// Clips the given range of columns,
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// but does not includes it in the clip list.
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// Does handle windows,
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// e.g. LineDefs with upper and lower texture.
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//
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void
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R_ClipPassWallSegment
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( int first,
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int last )
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{
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cliprange_t* start;
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// Find the first range that touches the range
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// (adjacent pixels are touching).
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start = ::g->solidsegs;
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while (start->last < first-1)
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start++;
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if (first < start->first)
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{
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if (last < start->first-1)
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{
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// Post is entirely visible (above start).
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R_StoreWallRange (first, last);
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return;
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}
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// There is a fragment above *start.
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R_StoreWallRange (first, start->first - 1);
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}
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// Bottom contained in start?
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if (last <= start->last)
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return;
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while (last >= (start+1)->first-1)
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{
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// There is a fragment between two posts.
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R_StoreWallRange (start->last + 1, (start+1)->first - 1);
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start++;
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if (last <= start->last)
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return;
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}
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// There is a fragment after *next.
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R_StoreWallRange (start->last + 1, last);
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}
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//
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// R_ClearClipSegs
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//
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void R_ClearClipSegs (void)
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{
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::g->solidsegs[0].first = -0x7fffffff;
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::g->solidsegs[0].last = -1;
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::g->solidsegs[1].first = ::g->viewwidth;
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::g->solidsegs[1].last = 0x7fffffff;
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::g->newend = ::g->solidsegs+2;
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}
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//
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// R_AddLine
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// Clips the given segment
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// and adds any visible pieces to the line list.
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//
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void R_AddLine (seg_t* line)
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{
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int x1;
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int x2;
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angle_t angle1;
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angle_t angle2;
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angle_t span;
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angle_t tspan;
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::g->curline = line;
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// OPTIMIZE: quickly reject orthogonal back ::g->sides.
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angle1 = R_PointToAngle (line->v1->x, line->v1->y);
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angle2 = R_PointToAngle (line->v2->x, line->v2->y);
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// Clip to view edges.
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// OPTIMIZE: make constant out of 2*::g->clipangle (FIELDOFVIEW).
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span = angle1 - angle2;
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// Back side? I.e. backface culling?
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if (span >= ANG180)
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return;
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extern angle_t GetViewAngle();
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// Global angle needed by segcalc.
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::g->rw_angle1 = angle1;
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angle1 -= GetViewAngle();
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angle2 -= GetViewAngle();
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tspan = angle1 + ::g->clipangle;
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if (tspan > 2*::g->clipangle)
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{
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tspan -= 2*::g->clipangle;
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// Totally off the left edge?
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if (tspan >= span)
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return;
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angle1 = ::g->clipangle;
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}
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tspan = ::g->clipangle - angle2;
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if (tspan > 2*::g->clipangle)
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{
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tspan -= 2*::g->clipangle;
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// Totally off the left edge?
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if (tspan >= span)
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return;
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angle2 = -::g->clipangle; // ALANHACK UNSIGNED
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}
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// The seg is in the view range,
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// but not necessarily visible.
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angle1 = (angle1+ANG90)>>ANGLETOFINESHIFT;
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angle2 = (angle2+ANG90)>>ANGLETOFINESHIFT;
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x1 = ::g->viewangletox[angle1];
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x2 = ::g->viewangletox[angle2];
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// Does not cross a pixel?
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if (x1 == x2)
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return;
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::g->backsector = line->backsector;
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// Single sided line?
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if (!::g->backsector)
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goto clipsolid;
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// Closed door.
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if (::g->backsector->ceilingheight <= ::g->frontsector->floorheight
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|| ::g->backsector->floorheight >= ::g->frontsector->ceilingheight)
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goto clipsolid;
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// Window.
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if (::g->backsector->ceilingheight != ::g->frontsector->ceilingheight
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|| ::g->backsector->floorheight != ::g->frontsector->floorheight)
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goto clippass;
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// Reject empty ::g->lines used for triggers
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// and special ::g->events.
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// Identical floor and ceiling on both ::g->sides,
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// identical light levels on both ::g->sides,
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// and no middle texture.
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if (::g->backsector->ceilingpic == ::g->frontsector->ceilingpic
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&& ::g->backsector->floorpic == ::g->frontsector->floorpic
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&& ::g->backsector->lightlevel == ::g->frontsector->lightlevel
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&& ::g->curline->sidedef->midtexture == 0)
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{
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return;
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}
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clippass:
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R_ClipPassWallSegment (x1, x2-1);
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return;
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clipsolid:
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R_ClipSolidWallSegment (x1, x2-1);
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}
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//
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// R_CheckBBox
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// Checks BSP node/subtree bounding box.
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// Returns true
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// if some part of the bbox might be visible.
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//
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qboolean R_CheckBBox (fixed_t* bspcoord)
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{
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int boxx;
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int boxy;
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int boxpos;
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fixed_t x1;
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fixed_t y1;
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fixed_t x2;
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fixed_t y2;
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angle_t angle1;
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angle_t angle2;
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angle_t span;
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angle_t tspan;
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cliprange_t* start;
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int sx1;
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int sx2;
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extern fixed_t GetViewX(); extern fixed_t GetViewY();
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// Find the corners of the box
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// that define the edges from current viewpoint.
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if (GetViewX() <= bspcoord[BOXLEFT])
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boxx = 0;
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else if (GetViewX() < bspcoord[BOXRIGHT])
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boxx = 1;
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else
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boxx = 2;
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if (GetViewY() >= bspcoord[BOXTOP])
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boxy = 0;
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else if (GetViewY() > bspcoord[BOXBOTTOM])
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boxy = 1;
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else
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boxy = 2;
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boxpos = (boxy<<2)+boxx;
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if (boxpos == 5)
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return true;
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x1 = bspcoord[::g->checkcoord[boxpos][0]];
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y1 = bspcoord[::g->checkcoord[boxpos][1]];
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x2 = bspcoord[::g->checkcoord[boxpos][2]];
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y2 = bspcoord[::g->checkcoord[boxpos][3]];
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// check clip list for an open space
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extern angle_t GetViewAngle();
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angle1 = R_PointToAngle (x1, y1) - GetViewAngle();
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angle2 = R_PointToAngle (x2, y2) - GetViewAngle();
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span = angle1 - angle2;
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// Sitting on a line?
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if (span >= ANG180)
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return true;
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tspan = angle1 + ::g->clipangle;
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if (tspan > 2*::g->clipangle)
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{
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tspan -= 2*::g->clipangle;
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// Totally off the left edge?
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if (tspan >= span)
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return false;
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angle1 = ::g->clipangle;
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}
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tspan = ::g->clipangle - angle2;
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if (tspan > 2*::g->clipangle)
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{
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tspan -= 2*::g->clipangle;
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// Totally off the left edge?
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if (tspan >= span)
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return false;
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angle2 = -::g->clipangle;// ALANHACK UNSIGNED
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}
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// Find the first clippost
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// that touches the source post
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// (adjacent pixels are touching).
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angle1 = (angle1+ANG90)>>ANGLETOFINESHIFT;
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angle2 = (angle2+ANG90)>>ANGLETOFINESHIFT;
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sx1 = ::g->viewangletox[angle1];
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sx2 = ::g->viewangletox[angle2];
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// Does not cross a pixel.
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if (sx1 == sx2)
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return false;
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sx2--;
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start = ::g->solidsegs;
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while (start->last < sx2)
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start++;
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if (sx1 >= start->first
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&& sx2 <= start->last)
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{
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// The clippost contains the new span.
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return false;
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}
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return true;
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}
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//
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// R_Subsector
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// Determine floor/ceiling planes.
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// Add ::g->sprites of things in sector.
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// Draw one or more line segments.
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//
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void R_Subsector (int num)
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{
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int count;
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seg_t* line;
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subsector_t* sub;
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#ifdef RANGECHECK
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if (num>=::g->numsubsectors)
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I_Error ("R_Subsector: ss %i with numss = %i",
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num,
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::g->numsubsectors);
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#endif
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::g->sscount++;
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sub = &::g->subsectors[num];
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::g->frontsector = sub->sector;
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count = sub->numlines;
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line = &::g->segs[sub->firstline];
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if (::g->frontsector->floorheight < ::g->viewz)
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{
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::g->floorplane = R_FindPlane (::g->frontsector->floorheight,
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::g->frontsector->floorpic,
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::g->frontsector->lightlevel);
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}
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else
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::g->floorplane = NULL;
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if (::g->frontsector->ceilingheight > ::g->viewz
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|| ::g->frontsector->ceilingpic == ::g->skyflatnum)
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{
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::g->ceilingplane = R_FindPlane (::g->frontsector->ceilingheight,
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::g->frontsector->ceilingpic,
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::g->frontsector->lightlevel);
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}
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else
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::g->ceilingplane = NULL;
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R_AddSprites (::g->frontsector);
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while (count--)
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{
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R_AddLine (line);
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line++;
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}
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}
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//
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// RenderBSPNode
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// Renders all ::g->subsectors below a given node,
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// traversing subtree recursively.
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// Just call with BSP root.
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void R_RenderBSPNode (int bspnum)
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{
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node_t* bsp;
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int side;
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// Found a subsector?
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if (bspnum & NF_SUBSECTOR)
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{
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if (bspnum == -1)
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R_Subsector (0);
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else
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R_Subsector (bspnum&(~NF_SUBSECTOR));
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return;
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}
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bsp = &::g->nodes[bspnum];
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extern fixed_t GetViewX(); extern fixed_t GetViewY();
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// Decide which side the view point is on.
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side = R_PointOnSide (GetViewX(), GetViewY(), bsp);
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// Recursively divide front space.
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R_RenderBSPNode (bsp->children[side]);
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// Possibly divide back space.
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if (R_CheckBBox (bsp->bbox[side^1]))
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R_RenderBSPNode (bsp->children[side^1]);
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}
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