SRB2/src/hardware/hw_clip.c
2018-11-10 17:40:09 +00:00

465 lines
12 KiB
C

/* Emacs style mode select -*- C++ -*-
*-----------------------------------------------------------------------------
*
*
* PrBoom: a Doom port merged with LxDoom and LSDLDoom
* based on BOOM, a modified and improved DOOM engine
* Copyright (C) 1999 by
* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
* Copyright (C) 1999-2000 by
* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
* Copyright 2005, 2006 by
* Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko
*
* This program 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 2
* of the License, or (at your option) any later version.
*
* This program 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 this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* DESCRIPTION:
*
*---------------------------------------------------------------------
*/
/*
*
** gl_clipper.cpp
**
** Handles visibility checks.
** Loosely based on the JDoom clipper.
**
**---------------------------------------------------------------------------
** Copyright 2003 Tim Stump
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include <math.h>
#include "../v_video.h"
#include "hw_clip.h"
#include "hw_glob.h"
#include "../r_state.h"
#include "../tables.h"
#include "r_opengl/r_opengl.h"
#ifdef HAVE_SPHEREFRUSTRUM
static GLdouble viewMatrix[16];
static GLdouble projMatrix[16];
float frustum[6][4];
#endif
typedef struct clipnode_s
{
struct clipnode_s *prev, *next;
angle_t start, end;
} clipnode_t;
clipnode_t *freelist;
clipnode_t *clipnodes;
clipnode_t *cliphead;
static clipnode_t * gld_clipnode_GetNew(void);
static clipnode_t * gld_clipnode_NewRange(angle_t start, angle_t end);
static boolean gld_clipper_IsRangeVisible(angle_t startAngle, angle_t endAngle);
static void gld_clipper_AddClipRange(angle_t start, angle_t end);
static void gld_clipper_RemoveRange(clipnode_t * range);
static void gld_clipnode_Free(clipnode_t *node);
static clipnode_t * gld_clipnode_GetNew(void)
{
if (freelist)
{
clipnode_t * p = freelist;
freelist = p->next;
return p;
}
else
{
return (clipnode_t*)malloc(sizeof(clipnode_t));
}
}
static clipnode_t * gld_clipnode_NewRange(angle_t start, angle_t end)
{
clipnode_t * c = gld_clipnode_GetNew();
c->start = start;
c->end = end;
c->next = c->prev=NULL;
return c;
}
boolean gld_clipper_SafeCheckRange(angle_t startAngle, angle_t endAngle)
{
if(startAngle > endAngle)
{
return (gld_clipper_IsRangeVisible(startAngle, ANGLE_MAX) || gld_clipper_IsRangeVisible(0, endAngle));
}
return gld_clipper_IsRangeVisible(startAngle, endAngle);
}
static boolean gld_clipper_IsRangeVisible(angle_t startAngle, angle_t endAngle)
{
clipnode_t *ci;
ci = cliphead;
if (endAngle == 0 && ci && ci->start == 0)
return false;
while (ci != NULL && ci->start < endAngle)
{
if (startAngle >= ci->start && endAngle <= ci->end)
{
return false;
}
ci = ci->next;
}
return true;
}
static void gld_clipnode_Free(clipnode_t *node)
{
node->next = freelist;
freelist = node;
}
static void gld_clipper_RemoveRange(clipnode_t *range)
{
if (range == cliphead)
{
cliphead = cliphead->next;
}
else
{
if (range->prev)
{
range->prev->next = range->next;
}
if (range->next)
{
range->next->prev = range->prev;
}
}
gld_clipnode_Free(range);
}
void gld_clipper_SafeAddClipRange(angle_t startangle, angle_t endangle)
{
if(startangle > endangle)
{
// The range has to added in two parts.
gld_clipper_AddClipRange(startangle, ANGLE_MAX);
gld_clipper_AddClipRange(0, endangle);
}
else
{
// Add the range as usual.
gld_clipper_AddClipRange(startangle, endangle);
}
}
static void gld_clipper_AddClipRange(angle_t start, angle_t end)
{
clipnode_t *node, *temp, *prevNode, *node2, *delnode;
if (cliphead)
{
//check to see if range contains any old ranges
node = cliphead;
while (node != NULL && node->start < end)
{
if (node->start >= start && node->end <= end)
{
temp = node;
node = node->next;
gld_clipper_RemoveRange(temp);
}
else
{
if (node->start <= start && node->end >= end)
{
return;
}
else
{
node = node->next;
}
}
}
//check to see if range overlaps a range (or possibly 2)
node = cliphead;
while (node != NULL && node->start <= end)
{
if (node->end >= start)
{
// we found the first overlapping node
if (node->start > start)
{
// the new range overlaps with this node's start point
node->start = start;
}
if (node->end < end)
{
node->end = end;
}
node2 = node->next;
while (node2 && node2->start <= node->end)
{
if (node2->end > node->end)
{
node->end = node2->end;
}
delnode = node2;
node2 = node2->next;
gld_clipper_RemoveRange(delnode);
}
return;
}
node = node->next;
}
//just add range
node = cliphead;
prevNode = NULL;
temp = gld_clipnode_NewRange(start, end);
while (node != NULL && node->start < end)
{
prevNode = node;
node = node->next;
}
temp->next = node;
if (node == NULL)
{
temp->prev = prevNode;
if (prevNode)
{
prevNode->next = temp;
}
if (!cliphead)
{
cliphead = temp;
}
}
else
{
if (node == cliphead)
{
cliphead->prev = temp;
cliphead = temp;
}
else
{
temp->prev = prevNode;
prevNode->next = temp;
node->prev = temp;
}
}
}
else
{
temp = gld_clipnode_NewRange(start, end);
cliphead = temp;
return;
}
}
void gld_clipper_Clear(void)
{
clipnode_t *node = cliphead;
clipnode_t *temp;
while (node != NULL)
{
temp = node;
node = node->next;
gld_clipnode_Free(temp);
}
cliphead = NULL;
}
#define RMUL (1.6f/1.333333f)
angle_t gld_FrustumAngle(void)
{
double floatangle;
angle_t a1;
float tilt = (float)fabs(((double)(int)aimingangle) / ANG1);
// NEWCLIP TODO: SRB2CBTODO: make a global render_fov for this function
float render_fov = FIXED_TO_FLOAT(cv_grfov.value);
float render_fovratio = (float)BASEVIDWIDTH / (float)BASEVIDHEIGHT; // SRB2CBTODO: NEWCLIPTODO: Is this right?
float render_multiplier = 64.0f / render_fovratio / RMUL;
if (tilt > 90.0f)
{
tilt = 90.0f;
}
// If the pitch is larger than this you can look all around at a FOV of 90
if (abs((signed)aimingangle) > 46 * ANG1)
return 0xffffffff;
// ok, this is a gross hack that barely works...
// but at least it doesn't overestimate too much...
floatangle = 2.0f + (45.0f + (tilt / 1.9f)) * (float)render_fov * 48.0f / render_multiplier / 90.0f;
a1 = ANG1 * (int)floatangle;
if (a1 >= ANGLE_180)
return 0xffffffff;
return a1;
}
// SRB2CB I don't think used any of this stuff, let's disable for now since SRB2 probably doesn't want it either
// compiler complains about (p)glGetDoublev anyway, in case anyone wants this
// only r_opengl.c can use the base gl funcs as it turns out, that's a problem for whoever wants sphere frustum checks
// btw to renable define HAVE_SPHEREFRUSTRUM in hw_clip.h
#ifdef HAVE_SPHEREFRUSTRUM
//
// gld_FrustrumSetup
//
#define CALCMATRIX(a, b, c, d, e, f, g, h)\
(float)(viewMatrix[a] * projMatrix[b] + \
viewMatrix[c] * projMatrix[d] + \
viewMatrix[e] * projMatrix[f] + \
viewMatrix[g] * projMatrix[h])
#define NORMALIZE_PLANE(i)\
t = (float)sqrt(\
frustum[i][0] * frustum[i][0] + \
frustum[i][1] * frustum[i][1] + \
frustum[i][2] * frustum[i][2]); \
frustum[i][0] /= t; \
frustum[i][1] /= t; \
frustum[i][2] /= t; \
frustum[i][3] /= t
void gld_FrustrumSetup(void)
{
float t;
float clip[16];
pglGetDoublev(GL_PROJECTION_MATRIX, projMatrix);
pglGetDoublev(GL_MODELVIEW_MATRIX, viewMatrix);
clip[0] = CALCMATRIX(0, 0, 1, 4, 2, 8, 3, 12);
clip[1] = CALCMATRIX(0, 1, 1, 5, 2, 9, 3, 13);
clip[2] = CALCMATRIX(0, 2, 1, 6, 2, 10, 3, 14);
clip[3] = CALCMATRIX(0, 3, 1, 7, 2, 11, 3, 15);
clip[4] = CALCMATRIX(4, 0, 5, 4, 6, 8, 7, 12);
clip[5] = CALCMATRIX(4, 1, 5, 5, 6, 9, 7, 13);
clip[6] = CALCMATRIX(4, 2, 5, 6, 6, 10, 7, 14);
clip[7] = CALCMATRIX(4, 3, 5, 7, 6, 11, 7, 15);
clip[8] = CALCMATRIX(8, 0, 9, 4, 10, 8, 11, 12);
clip[9] = CALCMATRIX(8, 1, 9, 5, 10, 9, 11, 13);
clip[10] = CALCMATRIX(8, 2, 9, 6, 10, 10, 11, 14);
clip[11] = CALCMATRIX(8, 3, 9, 7, 10, 11, 11, 15);
clip[12] = CALCMATRIX(12, 0, 13, 4, 14, 8, 15, 12);
clip[13] = CALCMATRIX(12, 1, 13, 5, 14, 9, 15, 13);
clip[14] = CALCMATRIX(12, 2, 13, 6, 14, 10, 15, 14);
clip[15] = CALCMATRIX(12, 3, 13, 7, 14, 11, 15, 15);
// Right plane
frustum[0][0] = clip[ 3] - clip[ 0];
frustum[0][1] = clip[ 7] - clip[ 4];
frustum[0][2] = clip[11] - clip[ 8];
frustum[0][3] = clip[15] - clip[12];
NORMALIZE_PLANE(0);
// Left plane
frustum[1][0] = clip[ 3] + clip[ 0];
frustum[1][1] = clip[ 7] + clip[ 4];
frustum[1][2] = clip[11] + clip[ 8];
frustum[1][3] = clip[15] + clip[12];
NORMALIZE_PLANE(1);
// Bottom plane
frustum[2][0] = clip[ 3] + clip[ 1];
frustum[2][1] = clip[ 7] + clip[ 5];
frustum[2][2] = clip[11] + clip[ 9];
frustum[2][3] = clip[15] + clip[13];
NORMALIZE_PLANE(2);
// Top plane
frustum[3][0] = clip[ 3] - clip[ 1];
frustum[3][1] = clip[ 7] - clip[ 5];
frustum[3][2] = clip[11] - clip[ 9];
frustum[3][3] = clip[15] - clip[13];
NORMALIZE_PLANE(3);
// Far plane
frustum[4][0] = clip[ 3] - clip[ 2];
frustum[4][1] = clip[ 7] - clip[ 6];
frustum[4][2] = clip[11] - clip[10];
frustum[4][3] = clip[15] - clip[14];
NORMALIZE_PLANE(4);
// Near plane
frustum[5][0] = clip[ 3] + clip[ 2];
frustum[5][1] = clip[ 7] + clip[ 6];
frustum[5][2] = clip[11] + clip[10];
frustum[5][3] = clip[15] + clip[14];
NORMALIZE_PLANE(5);
}
boolean gld_SphereInFrustum(float x, float y, float z, float radius)
{
int p;
for (p = 0; p < 4; p++)
{
if (frustum[p][0] * x +
frustum[p][1] * y +
frustum[p][2] * z +
frustum[p][3] <= -radius)
{
return false;
}
}
return true;
}
#endif