doom3-bfg/doomclassic/doom/r_bsp.cpp

619 lines
12 KiB
C++

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