mirror of
https://git.do.srb2.org/STJr/SRB2.git
synced 2024-11-29 15:42:03 +00:00
Merge branch 'next' of https://git.magicalgirl.moe/STJr/SRB2 into playerthink-hook
This commit is contained in:
commit
458f3cb14b
6 changed files with 332 additions and 57 deletions
|
@ -2714,6 +2714,8 @@ static void HWR_AddLine(seg_t * line)
|
|||
static sector_t tempsec;
|
||||
|
||||
fixed_t v1x, v1y, v2x, v2y; // the seg's vertexes as fixed_t
|
||||
if (line->glseg)
|
||||
return;
|
||||
#ifdef POLYOBJECTS
|
||||
if (line->polyseg && !(line->polyseg->flags & POF_RENDERSIDES))
|
||||
return;
|
||||
|
|
|
@ -400,6 +400,8 @@ static void Polyobj_findSegs(polyobj_t *po, seg_t *seg)
|
|||
// Find backfacings
|
||||
for (s = 0; s < numsegs; s++)
|
||||
{
|
||||
if (segs[s].glseg)
|
||||
continue;
|
||||
if (segs[s].linedef == seg->linedef
|
||||
&& segs[s].side == 1)
|
||||
{
|
||||
|
@ -436,6 +438,8 @@ newseg:
|
|||
// seg's ending vertex.
|
||||
for (i = 0; i < numsegs; ++i)
|
||||
{
|
||||
if (segs[i].glseg)
|
||||
continue;
|
||||
if (segs[i].side != 0) // needs to be frontfacing
|
||||
continue;
|
||||
if (segs[i].v1->x == seg->v2->x && segs[i].v1->y == seg->v2->y)
|
||||
|
@ -460,6 +464,9 @@ newseg:
|
|||
// Find backfacings
|
||||
for (q = 0; q < numsegs; q++)
|
||||
{
|
||||
if (segs[q].glseg)
|
||||
continue;
|
||||
|
||||
if (segs[q].linedef == segs[i].linedef
|
||||
&& segs[q].side == 1)
|
||||
{
|
||||
|
@ -606,6 +613,9 @@ static void Polyobj_spawnPolyObj(INT32 num, mobj_t *spawnSpot, INT32 id)
|
|||
INT32 poflags = POF_SOLID|POF_TESTHEIGHT|POF_RENDERSIDES;
|
||||
INT32 parentID = 0, potrans = 0;
|
||||
|
||||
if (seg->glseg)
|
||||
continue;
|
||||
|
||||
if (seg->side != 0) // needs to be frontfacing
|
||||
continue;
|
||||
|
||||
|
|
368
src/p_setup.c
368
src/p_setup.c
|
@ -1343,6 +1343,15 @@ static void P_LoadMapData(const virtres_t *virt)
|
|||
memcpy(spawnsides, sides, numsides * sizeof (*sides));
|
||||
}
|
||||
|
||||
static void P_InitializeSubsector(subsector_t *ss)
|
||||
{
|
||||
ss->sector = NULL;
|
||||
#ifdef FLOORSPLATS
|
||||
ss->splats = NULL;
|
||||
#endif
|
||||
ss->validcount = 0;
|
||||
}
|
||||
|
||||
static inline void P_LoadSubsectors(UINT8 *data)
|
||||
{
|
||||
mapsubsector_t *ms = (mapsubsector_t*)data;
|
||||
|
@ -1351,13 +1360,9 @@ static inline void P_LoadSubsectors(UINT8 *data)
|
|||
|
||||
for (i = 0; i < numsubsectors; i++, ss++, ms++)
|
||||
{
|
||||
ss->sector = NULL;
|
||||
ss->numlines = SHORT(ms->numsegs);
|
||||
ss->firstline = SHORT(ms->firstseg);
|
||||
#ifdef FLOORSPLATS
|
||||
ss->splats = NULL;
|
||||
#endif
|
||||
ss->validcount = 0;
|
||||
P_InitializeSubsector(ss);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1414,73 +1419,324 @@ static inline float P_SegLengthFloat(seg_t *seg)
|
|||
}
|
||||
#endif
|
||||
|
||||
static void P_LoadSegs(UINT8 *data)
|
||||
static void P_InitializeSeg(seg_t *seg)
|
||||
{
|
||||
INT32 linedef, side;
|
||||
mapseg_t *ml = (mapseg_t*)data;
|
||||
seg_t *li = segs;
|
||||
line_t *ldef;
|
||||
size_t i;
|
||||
seg->sidedef = &sides[seg->linedef->sidenum[seg->side]];
|
||||
|
||||
for (i = 0; i < numsegs; i++, li++, ml++)
|
||||
{
|
||||
li->v1 = &vertexes[SHORT(ml->v1)];
|
||||
li->v2 = &vertexes[SHORT(ml->v2)];
|
||||
seg->frontsector = seg->sidedef->sector;
|
||||
seg->backsector = (seg->linedef->flags & ML_TWOSIDED) ? sides[seg->linedef->sidenum[seg->side ^ 1]].sector : NULL;
|
||||
|
||||
li->length = P_SegLength(li);
|
||||
#ifdef HWRENDER
|
||||
if (rendermode == render_opengl)
|
||||
{
|
||||
li->flength = P_SegLengthFloat(li);
|
||||
//Hurdler: 04/12/2000: for now, only used in hardware mode
|
||||
li->lightmaps = NULL; // list of static lightmap for this seg
|
||||
}
|
||||
li->pv1 = li->pv2 = NULL;
|
||||
seg->pv1 = seg->pv2 = NULL;
|
||||
|
||||
//Hurdler: 04/12/2000: for now, only used in hardware mode
|
||||
seg->lightmaps = NULL; // list of static lightmap for this seg
|
||||
#endif
|
||||
|
||||
li->angle = (SHORT(ml->angle))<<FRACBITS;
|
||||
li->offset = (SHORT(ml->offset))<<FRACBITS;
|
||||
linedef = SHORT(ml->linedef);
|
||||
ldef = &lines[linedef];
|
||||
li->linedef = ldef;
|
||||
li->side = side = SHORT(ml->side);
|
||||
li->sidedef = &sides[ldef->sidenum[side]];
|
||||
li->frontsector = sides[ldef->sidenum[side]].sector;
|
||||
if (ldef->flags & ML_TWOSIDED)
|
||||
li->backsector = sides[ldef->sidenum[side^1]].sector;
|
||||
else
|
||||
li->backsector = 0;
|
||||
seg->numlights = 0;
|
||||
seg->rlights = NULL;
|
||||
#ifdef POLYOBJECTS
|
||||
seg->polyseg = NULL;
|
||||
seg->dontrenderme = false;
|
||||
#endif
|
||||
}
|
||||
|
||||
li->numlights = 0;
|
||||
li->rlights = NULL;
|
||||
static void P_LoadSegs(UINT8 *data)
|
||||
{
|
||||
mapseg_t *ms = (mapseg_t*)data;
|
||||
seg_t *seg = segs;
|
||||
size_t i;
|
||||
|
||||
for (i = 0; i < numsegs; i++, seg++, ms++)
|
||||
{
|
||||
seg->v1 = &vertexes[SHORT(ms->v1)];
|
||||
seg->v2 = &vertexes[SHORT(ms->v2)];
|
||||
|
||||
seg->side = SHORT(ms->side);
|
||||
|
||||
seg->offset = (SHORT(ms->offset)) << FRACBITS;
|
||||
|
||||
seg->angle = (SHORT(ms->angle)) << FRACBITS;
|
||||
|
||||
seg->linedef = &lines[SHORT(ms->linedef)];
|
||||
|
||||
seg->length = P_SegLength(seg);
|
||||
#ifdef HWRENDER
|
||||
seg->flength = (rendermode == render_opengl) ? P_SegLengthFloat(seg) : 0;
|
||||
#endif
|
||||
|
||||
seg->glseg = false;
|
||||
P_InitializeSeg(seg);
|
||||
}
|
||||
}
|
||||
|
||||
typedef enum {
|
||||
NT_DOOM,
|
||||
NT_XNOD,
|
||||
NT_ZNOD,
|
||||
NT_XGLN,
|
||||
NT_ZGLN,
|
||||
NT_XGL2,
|
||||
NT_ZGL2,
|
||||
NT_XGL3,
|
||||
NT_ZGL3,
|
||||
NT_UNSUPPORTED,
|
||||
NUMNODETYPES
|
||||
} nodetype_t;
|
||||
|
||||
// Find out the BSP format.
|
||||
static nodetype_t P_GetNodetype(const virtres_t *virt, UINT8 **nodedata)
|
||||
{
|
||||
boolean supported[NUMNODETYPES] = {0};
|
||||
nodetype_t nodetype = NT_UNSUPPORTED;
|
||||
char signature[4 + 1];
|
||||
|
||||
if (vres_Find(virt, "TEXTMAP"))
|
||||
{
|
||||
*nodedata = vres_Find(virt, "ZNODES")->data;
|
||||
supported[NT_XGLN] = supported[NT_XGL3] = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
virtlump_t *virtsegs = vres_Find(virt, "SEGS");
|
||||
virtlump_t *virtssectors;
|
||||
|
||||
if (virtsegs && virtsegs->size)
|
||||
{
|
||||
*nodedata = vres_Find(virt, "NODES")->data;
|
||||
return NT_DOOM; // Traditional map format BSP tree.
|
||||
}
|
||||
|
||||
virtssectors = vres_Find(virt, "SSECTORS");
|
||||
|
||||
if (virtssectors && virtssectors->size)
|
||||
{ // Possibly GL nodes: NODES ignored, SSECTORS takes precedence as nodes lump, (It is confusing yeah) and has a signature.
|
||||
*nodedata = virtssectors->data;
|
||||
supported[NT_XGLN] = supported[NT_ZGLN] = supported[NT_XGL3] = true;
|
||||
}
|
||||
else
|
||||
{ // Possibly ZDoom extended nodes: SSECTORS is empty, NODES has a signature.
|
||||
*nodedata = vres_Find(virt, "NODES")->data;
|
||||
supported[NT_XNOD] = supported[NT_ZNOD] = true;
|
||||
}
|
||||
}
|
||||
|
||||
M_Memcpy(signature, *nodedata, 4);
|
||||
signature[4] = '\0';
|
||||
(*nodedata) += 4;
|
||||
|
||||
if (!strcmp(signature, "XNOD"))
|
||||
nodetype = NT_XNOD;
|
||||
else if (!strcmp(signature, "ZNOD"))
|
||||
nodetype = NT_ZNOD;
|
||||
else if (!strcmp(signature, "XGLN"))
|
||||
nodetype = NT_XGLN;
|
||||
else if (!strcmp(signature, "ZGLN"))
|
||||
nodetype = NT_ZGLN;
|
||||
else if (!strcmp(signature, "XGL3"))
|
||||
nodetype = NT_XGL3;
|
||||
|
||||
return supported[nodetype] ? nodetype : NT_UNSUPPORTED;
|
||||
}
|
||||
|
||||
// Extended node formats feature additional vertices; useful for OpenGL, but totally useless in gamelogic.
|
||||
static boolean P_LoadExtraVertices(UINT8 **data)
|
||||
{
|
||||
UINT32 origvrtx = READUINT32((*data));
|
||||
UINT32 xtrvrtx = READUINT32((*data));
|
||||
line_t* ld = lines;
|
||||
vertex_t *oldpos = vertexes;
|
||||
ssize_t offset;
|
||||
size_t i;
|
||||
|
||||
if (numvertexes != origvrtx) // If native vertex count doesn't match node original vertex count, bail out (broken data?).
|
||||
{
|
||||
CONS_Alert(CONS_WARNING, "Vertex count in map data and nodes differ!\n");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!xtrvrtx)
|
||||
return true;
|
||||
|
||||
// If extra vertexes were generated, reallocate the vertex array and fix the pointers.
|
||||
numvertexes += xtrvrtx;
|
||||
vertexes = Z_Realloc(vertexes, numvertexes*sizeof(*vertexes), PU_LEVEL, NULL);
|
||||
offset = (size_t)(vertexes - oldpos);
|
||||
|
||||
for (i = 0, ld = lines; i < numlines; i++, ld++)
|
||||
{
|
||||
ld->v1 += offset;
|
||||
ld->v2 += offset;
|
||||
}
|
||||
|
||||
// Read extra vertex data.
|
||||
for (i = origvrtx; i < numvertexes; i++)
|
||||
{
|
||||
vertexes[i].x = READFIXED((*data));
|
||||
vertexes[i].y = READFIXED((*data));
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
static boolean P_LoadExtendedSubsectorsAndSegs(UINT8 **data, nodetype_t nodetype)
|
||||
{
|
||||
size_t i, k;
|
||||
INT16 m;
|
||||
seg_t *seg;
|
||||
|
||||
// Subsectors
|
||||
numsubsectors = READUINT32((*data));
|
||||
subsectors = Z_Calloc(numsubsectors*sizeof(*subsectors), PU_LEVEL, NULL);
|
||||
|
||||
for (i = 0; i < numsubsectors; i++)
|
||||
subsectors[i].numlines = READUINT32((*data));
|
||||
|
||||
// Segs
|
||||
numsegs = READUINT32((*data));
|
||||
segs = Z_Calloc(numsegs*sizeof(*segs), PU_LEVEL, NULL);
|
||||
|
||||
for (i = 0, k = 0; i < numsubsectors; i++)
|
||||
{
|
||||
subsectors[i].firstline = k;
|
||||
P_InitializeSubsector(&subsectors[i]);
|
||||
|
||||
switch (nodetype)
|
||||
{
|
||||
case NT_XGLN:
|
||||
case NT_XGL3:
|
||||
for (m = 0; m < subsectors[i].numlines; m++, k++)
|
||||
{
|
||||
UINT16 linenum;
|
||||
UINT32 vert = READUINT32((*data));
|
||||
|
||||
segs[k].v1 = &vertexes[vert];
|
||||
if (m == 0)
|
||||
segs[k + subsectors[i].numlines - 1].v2 = &vertexes[vert];
|
||||
else
|
||||
segs[k - 1].v2 = segs[k].v1;
|
||||
|
||||
(*data) += 4; // partner, can be ignored by software renderer
|
||||
if (nodetype == NT_XGL3)
|
||||
(*data) += 2; // Line number is 32-bit in XGL3, but we're limited to 16 bits.
|
||||
|
||||
linenum = READUINT16((*data));
|
||||
segs[k].glseg = (linenum == 0xFFFF);
|
||||
segs[k].linedef = (linenum == 0xFFFF) ? NULL : &lines[linenum];
|
||||
segs[k].side = READUINT8((*data));
|
||||
}
|
||||
break;
|
||||
|
||||
case NT_XNOD:
|
||||
for (m = 0; m < subsectors[i].numlines; m++, k++)
|
||||
{
|
||||
segs[k].v1 = &vertexes[READUINT32((*data))];
|
||||
segs[k].v2 = &vertexes[READUINT32((*data))];
|
||||
segs[k].linedef = &lines[READUINT16((*data))];
|
||||
segs[k].side = READUINT8((*data));
|
||||
segs[k].glseg = false;
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
for (i = 0, seg = segs; i < numsegs; i++, seg++)
|
||||
{
|
||||
vertex_t *v1 = seg->v1;
|
||||
vertex_t *v2 = seg->v2;
|
||||
P_InitializeSeg(seg);
|
||||
seg->angle = R_PointToAngle2(v1->x, v1->y, v2->x, v2->y);
|
||||
seg->offset = FixedHypot(v1->x - seg->linedef->v1->x, v1->y - seg->linedef->v1->y);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// Auxiliary function: Shrink node ID from 32-bit to 16-bit.
|
||||
static UINT16 ShrinkNodeID(UINT32 x) {
|
||||
UINT16 mask = (x >> 16) & 0xC000;
|
||||
UINT16 result = x;
|
||||
return result | mask;
|
||||
}
|
||||
|
||||
static void P_LoadExtendedNodes(UINT8 **data, nodetype_t nodetype)
|
||||
{
|
||||
node_t *mn;
|
||||
size_t i, j, k;
|
||||
boolean xgl3 = (nodetype == NT_XGL3);
|
||||
|
||||
numnodes = READINT32((*data));
|
||||
nodes = Z_Calloc(numnodes*sizeof(*nodes), PU_LEVEL, NULL);
|
||||
|
||||
for (i = 0, mn = nodes; i < numnodes; i++, mn++)
|
||||
{
|
||||
// Splitter
|
||||
mn->x = xgl3 ? READINT32((*data)) : (READINT16((*data)) << FRACBITS);
|
||||
mn->y = xgl3 ? READINT32((*data)) : (READINT16((*data)) << FRACBITS);
|
||||
mn->dx = xgl3 ? READINT32((*data)) : (READINT16((*data)) << FRACBITS);
|
||||
mn->dy = xgl3 ? READINT32((*data)) : (READINT16((*data)) << FRACBITS);
|
||||
|
||||
// Bounding boxes
|
||||
for (j = 0; j < 2; j++)
|
||||
for (k = 0; k < 4; k++)
|
||||
mn->bbox[j][k] = READINT16((*data)) << FRACBITS;
|
||||
|
||||
//Children
|
||||
mn->children[0] = ShrinkNodeID(READUINT32((*data))); /// \todo Use UINT32 for node children in a future, instead?
|
||||
mn->children[1] = ShrinkNodeID(READUINT32((*data)));
|
||||
}
|
||||
}
|
||||
|
||||
static void P_LoadMapBSP(const virtres_t *virt)
|
||||
{
|
||||
virtlump_t* virtssectors = vres_Find(virt, "SSECTORS");
|
||||
virtlump_t* virtsegs = vres_Find(virt, "SEGS");
|
||||
virtlump_t* virtnodes = vres_Find(virt, "NODES");
|
||||
UINT8 *nodedata = NULL;
|
||||
nodetype_t nodetype = P_GetNodetype(virt, &nodedata);
|
||||
|
||||
numsubsectors = virtssectors->size / sizeof(mapsubsector_t);
|
||||
numnodes = virtnodes->size / sizeof(mapnode_t);
|
||||
numsegs = virtsegs->size / sizeof(mapseg_t);
|
||||
switch (nodetype)
|
||||
{
|
||||
case NT_DOOM:
|
||||
{
|
||||
virtlump_t *virtssectors = vres_Find(virt, "SSECTORS");
|
||||
virtlump_t* virtnodes = vres_Find(virt, "NODES");
|
||||
virtlump_t *virtsegs = vres_Find(virt, "SEGS");
|
||||
|
||||
if (numsubsectors <= 0)
|
||||
I_Error("Level has no subsectors (did you forget to run it through a nodesbuilder?)");
|
||||
if (numnodes <= 0)
|
||||
I_Error("Level has no nodes");
|
||||
if (numsegs <= 0)
|
||||
I_Error("Level has no segs");
|
||||
numsubsectors = virtssectors->size / sizeof(mapsubsector_t);
|
||||
numnodes = virtnodes->size / sizeof(mapnode_t);
|
||||
numsegs = virtsegs->size / sizeof(mapseg_t);
|
||||
|
||||
subsectors = Z_Calloc(numsubsectors * sizeof(*subsectors), PU_LEVEL, NULL);
|
||||
nodes = Z_Calloc(numnodes * sizeof(*nodes), PU_LEVEL, NULL);
|
||||
segs = Z_Calloc(numsegs * sizeof(*segs), PU_LEVEL, NULL);
|
||||
if (numsubsectors <= 0)
|
||||
I_Error("Level has no subsectors (did you forget to run it through a nodesbuilder?)");
|
||||
if (numnodes <= 0)
|
||||
I_Error("Level has no nodes");
|
||||
if (numsegs <= 0)
|
||||
I_Error("Level has no segs");
|
||||
|
||||
// Nodes
|
||||
P_LoadSubsectors(virtssectors->data);
|
||||
P_LoadNodes(virtnodes->data);
|
||||
P_LoadSegs(virtsegs->data);
|
||||
subsectors = Z_Calloc(numsubsectors * sizeof(*subsectors), PU_LEVEL, NULL);
|
||||
nodes = Z_Calloc(numnodes * sizeof(*nodes), PU_LEVEL, NULL);
|
||||
segs = Z_Calloc(numsegs * sizeof(*segs), PU_LEVEL, NULL);
|
||||
|
||||
P_LoadSubsectors(virtssectors->data);
|
||||
P_LoadNodes(virtnodes->data);
|
||||
P_LoadSegs(virtsegs->data);
|
||||
break;
|
||||
}
|
||||
case NT_XNOD:
|
||||
case NT_XGLN:
|
||||
case NT_XGL3:
|
||||
if (!P_LoadExtraVertices(&nodedata))
|
||||
return;
|
||||
if (!P_LoadExtendedSubsectorsAndSegs(&nodedata, nodetype))
|
||||
return;
|
||||
P_LoadExtendedNodes(&nodedata, nodetype);
|
||||
break;
|
||||
default:
|
||||
CONS_Alert(CONS_WARNING, "Unsupported BSP format detected.\n");
|
||||
return;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// Split from P_LoadBlockMap for convenience
|
||||
|
|
|
@ -1169,9 +1169,11 @@ static void R_Subsector(size_t num)
|
|||
while (count--)
|
||||
{
|
||||
// CONS_Debug(DBG_GAMELOGIC, "Adding normal line %d...(%d)\n", line->linedef-lines, leveltime);
|
||||
if (!line->glseg
|
||||
#ifdef POLYOBJECTS
|
||||
if (!line->polyseg) // ignore segs that belong to polyobjects
|
||||
&& !line->polyseg // ignore segs that belong to polyobjects
|
||||
#endif
|
||||
)
|
||||
R_AddLine(line);
|
||||
line++;
|
||||
curline = NULL; /* cph 2001/11/18 - must clear curline now we're done with it, so stuff doesn't try using it for other things */
|
||||
|
|
|
@ -586,6 +586,7 @@ typedef struct seg_s
|
|||
polyobj_t *polyseg;
|
||||
boolean dontrenderme;
|
||||
#endif
|
||||
boolean glseg;
|
||||
} seg_t;
|
||||
|
||||
//
|
||||
|
|
|
@ -308,6 +308,10 @@ void R_RenderMaskedSegRange(drawseg_t *ds, INT32 x1, INT32 x2)
|
|||
// for horizontal / vertical / diagonal. Diagonal?
|
||||
// OPTIMIZE: get rid of LIGHTSEGSHIFT globally
|
||||
curline = ds->curline;
|
||||
|
||||
if (curline->glseg)
|
||||
return;
|
||||
|
||||
frontsector = curline->frontsector;
|
||||
backsector = curline->backsector;
|
||||
texnum = R_GetTextureNum(curline->sidedef->midtexture);
|
||||
|
|
Loading…
Reference in a new issue