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3ff899858c
# Conflicts: # src/doomdef.h
1031 lines
26 KiB
C
1031 lines
26 KiB
C
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 2
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// of the License, or (at your option) any later version.
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//
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// This program 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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//-----------------------------------------------------------------------------
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/// \file
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/// \brief convert SRB2 map
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#include "../doomdef.h"
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#include "../doomstat.h"
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#ifdef HWRENDER
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#include "hw_glob.h"
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#include "../r_local.h"
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#include "../z_zone.h"
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#include "../console.h"
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#include "../v_video.h"
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#include "../m_menu.h"
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#include "../i_system.h"
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#include "../m_argv.h"
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#include "../i_video.h"
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#include "../w_wad.h"
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// --------------------------------------------------------------------------
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// This is global data for planes rendering
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// --------------------------------------------------------------------------
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extrasubsector_t *extrasubsectors = NULL;
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// newsubsectors are subsectors without segs, added for the plane polygons
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#define NEWSUBSECTORS 50
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static size_t totsubsectors;
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size_t addsubsector;
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typedef struct
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{
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float x, y;
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float dx, dy;
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} fdivline_t;
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// ==========================================================================
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// FLOOR & CEILING CONVEX POLYS GENERATION
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// ==========================================================================
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//debug counters
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static INT32 nobackpoly = 0;
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static INT32 skipcut = 0;
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static INT32 totalsubsecpolys = 0;
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// --------------------------------------------------------------------------
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// Polygon fast alloc / free
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// --------------------------------------------------------------------------
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//hurdler: quick fix for those who wants to play with larger wad
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#define ZPLANALLOC
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#ifndef ZPLANALLOC
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//#define POLYPOOLSIZE 1024000 // may be much over what is needed
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/// \todo check out how much is used
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static size_t POLYPOOLSIZE = 1024000;
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static UINT8 *gr_polypool = NULL;
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static UINT8 *gr_ppcurrent;
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static size_t gr_ppfree;
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#endif
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// only between levels, clear poly pool
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static void HWR_ClearPolys(void)
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{
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#ifndef ZPLANALLOC
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gr_ppcurrent = gr_polypool;
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gr_ppfree = POLYPOOLSIZE;
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#endif
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}
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// allocate pool for fast alloc of polys
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void HWR_InitPolyPool(void)
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{
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#ifndef ZPLANALLOC
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INT32 pnum;
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//hurdler: quick fix for those who wants to play with larger wad
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if ((pnum = M_CheckParm("-polypoolsize")))
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POLYPOOLSIZE = atoi(myargv[pnum+1])*1024; // (in kb)
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CONS_Debug(DBG_RENDER, "HWR_InitPolyPool(): allocating %d bytes\n", POLYPOOLSIZE);
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gr_polypool = malloc(POLYPOOLSIZE);
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if (!gr_polypool)
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I_Error("HWR_InitPolyPool(): couldn't malloc polypool\n");
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HWR_ClearPolys();
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#endif
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}
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void HWR_FreePolyPool(void)
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{
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#ifndef ZPLANALLOC
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if (gr_polypool)
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free(gr_polypool);
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gr_polypool = NULL;
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#endif
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}
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static poly_t *HWR_AllocPoly(INT32 numpts)
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{
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poly_t *p;
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size_t size = sizeof (poly_t) + sizeof (polyvertex_t) * numpts;
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#ifdef ZPLANALLOC
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p = Z_Malloc(size, PU_HWRPLANE, NULL);
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#else
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#ifdef PARANOIA
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if (!gr_polypool)
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I_Error("Used gr_polypool without init!\n");
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if (!gr_ppcurrent)
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I_Error("gr_ppcurrent == NULL!\n");
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#endif
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if (gr_ppfree < size)
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I_Error("HWR_AllocPoly(): no more memory %u bytes left, %u bytes needed\n\n%s\n",
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gr_ppfree, size, "You can try the param -polypoolsize 2048 (or higher if needed)");
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p = (poly_t *)gr_ppcurrent;
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gr_ppcurrent += size;
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gr_ppfree -= size;
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#endif
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p->numpts = numpts;
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return p;
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}
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static polyvertex_t *HWR_AllocVertex(void)
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{
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polyvertex_t *p;
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size_t size = sizeof (polyvertex_t);
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#ifdef ZPLANALLOC
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p = Z_Malloc(size, PU_HWRPLANE, NULL);
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#else
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if (gr_ppfree < size)
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I_Error("HWR_AllocVertex(): no more memory %u bytes left, %u bytes needed\n\n%s\n",
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gr_ppfree, size, "You can try the param -polypoolsize 2048 (or higher if needed)");
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p = (polyvertex_t *)gr_ppcurrent;
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gr_ppcurrent += size;
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gr_ppfree -= size;
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#endif
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return p;
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}
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/// \todo polygons should be freed in reverse order for efficiency,
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/// for now don't free because it doesn't free in reverse order
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static void HWR_FreePoly(poly_t *poly)
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{
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#ifdef ZPLANALLOC
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Z_Free(poly);
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#else
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const size_t size = sizeof (poly_t) + sizeof (polyvertex_t) * poly->numpts;
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memset(poly, 0x00, size);
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//mempoly -= polysize;
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#endif
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}
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// Return interception along bsp line,
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// with the polygon segment
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//
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static float bspfrac;
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static polyvertex_t *fracdivline(fdivline_t *bsp, polyvertex_t *v1,
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polyvertex_t *v2)
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{
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static polyvertex_t pt;
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double frac;
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double num;
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double den;
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double v1x,v1y,v1dx,v1dy;
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double v2x,v2y,v2dx,v2dy;
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// a segment of a polygon
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v1x = v1->x;
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v1y = v1->y;
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v1dx = v2->x - v1->x;
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v1dy = v2->y - v1->y;
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// the bsp partition line
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v2x = bsp->x;
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v2y = bsp->y;
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v2dx = bsp->dx;
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v2dy = bsp->dy;
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den = v2dy*v1dx - v2dx*v1dy;
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if (den == 0)
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return NULL; // parallel
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// first check the frac along the polygon segment,
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// (do not accept hit with the extensions)
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num = (v2x - v1x)*v2dy + (v1y - v2y)*v2dx;
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frac = num / den;
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if (frac < 0 || frac > 1)
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return NULL;
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// now get the frac along the BSP line
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// which is useful to determine what is left, what is right
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num = (v2x - v1x)*v1dy + (v1y - v2y)*v1dx;
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frac = num / den;
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bspfrac = (float)frac;
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// find the interception point along the partition line
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pt.x = (float)(v2x + v2dx*frac);
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pt.y = (float)(v2y + v2dy*frac);
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return &pt;
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}
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#if 0
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//Hurdler: it's not used anymore
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static boolean NearVertice (polyvertex_t *p1, polyvertex_t *p2)
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{
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#if 1
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float diff;
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diff = p2->x - p1->x;
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if (diff < -1.5f || diff > 1.5f)
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return false;
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diff = p2->y - p1->y;
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if (diff < -1.5f || diff > 1.5f)
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return false;
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#else
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if (p1->x != p2->x)
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return false;
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if (p1->y != p2->y)
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return false;
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#endif
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// p1 and p2 are considered the same vertex
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return true;
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}
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#endif
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// if two vertice coords have a x and/or y difference
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// of less or equal than 1 FRACUNIT, they are considered the same
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// point. Note: hardcoded value, 1.0f could be anything else.
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static boolean SameVertice (polyvertex_t *p1, polyvertex_t *p2)
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{
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#if 0
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float diff;
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diff = p2->x - p1->x;
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if (diff < -1.5f || diff > 1.5f)
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return false;
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diff = p2->y - p1->y;
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if (diff < -1.5f || diff > 1.5f)
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return false;
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#else
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if (p1->x != p2->x)
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return false;
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if (p1->y != p2->y)
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return false;
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#endif
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// p1 and p2 are considered the same vertex
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return true;
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}
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// split a _CONVEX_ polygon in two convex polygons
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// outputs:
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// frontpoly : polygon on right side of bsp line
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// backpoly : polygon on left side
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//
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static void SplitPoly (fdivline_t *bsp, //splitting parametric line
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poly_t *poly, //the convex poly we split
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poly_t **frontpoly, //return one poly here
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poly_t **backpoly) //return the other here
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{
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INT32 i,j;
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polyvertex_t *pv;
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INT32 ps = -1,pe = -1;
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INT32 nptfront,nptback;
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polyvertex_t vs = {0,0,0};
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polyvertex_t ve = {0,0,0};
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polyvertex_t lastpv = {0,0,0};
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float fracs = 0.0f,frace = 0.0f; //used to tell which poly is on
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// the front side of the bsp partition line
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INT32 psonline = 0, peonline = 0;
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for (i = 0; i < poly->numpts; i++)
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{
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j = i + 1;
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if (j == poly->numpts) j = 0;
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// start & end points
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pv = fracdivline(bsp, &poly->pts[i], &poly->pts[j]);
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if (pv)
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{
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if (ps < 0)
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{
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// first point
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ps = i;
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vs = *pv;
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fracs = bspfrac;
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}
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else
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{
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//the partition line traverse a junction between two segments
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// or the two points are so close, they can be considered as one
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// thus, don't accept, since split 2 must be another vertex
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if (SameVertice(pv, &lastpv))
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{
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if (pe < 0)
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{
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ps = i;
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psonline = 1;
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}
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else
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{
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pe = i;
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peonline = 1;
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}
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}
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else
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{
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if (pe < 0)
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{
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pe = i;
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ve = *pv;
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frace = bspfrac;
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}
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else
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{
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// a frac, not same vertice as last one
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// we already got pt2 so pt 2 is not on the line,
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// so we probably got back to the start point
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// which is on the line
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if (SameVertice(pv, &vs))
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psonline = 1;
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break;
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}
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}
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}
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// remember last point intercept to detect identical points
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lastpv = *pv;
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}
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}
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// no split: the partition line is either parallel and
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// aligned with one of the poly segments, or the line is totally
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// out of the polygon and doesn't traverse it (happens if the bsp
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// is fooled by some trick where the sidedefs don't point to
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// the right sectors)
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if (ps < 0)
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{
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//I_Error("SplitPoly: did not split polygon (%d %d)\n"
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// "debugpos %d",ps,pe,debugpos);
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// this eventually happens with 'broken' BSP's that accept
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// linedefs where each side point the same sector, that is:
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// the deep water effect with the original Doom
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/// \todo make sure front poly is to front of partition line?
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*frontpoly = poly;
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*backpoly = NULL;
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return;
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}
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if (ps >= 0 && pe < 0)
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{
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//I_Error("SplitPoly: only one point for split line (%d %d)", ps, pe);
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*frontpoly = poly;
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*backpoly = NULL;
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return;
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}
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if (pe <= ps)
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I_Error("SplitPoly: invalid splitting line (%d %d)", ps, pe);
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// number of points on each side, _not_ counting those
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// that may lie just one the line
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nptback = pe - ps - peonline;
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nptfront = poly->numpts - peonline - psonline - nptback;
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if (nptback > 0)
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*backpoly = HWR_AllocPoly(2 + nptback);
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else
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*backpoly = NULL;
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if (nptfront)
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*frontpoly = HWR_AllocPoly(2 + nptfront);
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else
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*frontpoly = NULL;
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// generate FRONT poly
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if (*frontpoly)
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{
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pv = (*frontpoly)->pts;
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*pv++ = vs;
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*pv++ = ve;
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i = pe;
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do
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{
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if (++i == poly->numpts)
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i = 0;
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*pv++ = poly->pts[i];
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} while (i != ps && --nptfront);
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}
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// generate BACK poly
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if (*backpoly)
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{
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pv = (*backpoly)->pts;
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*pv++ = ve;
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*pv++ = vs;
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i = ps;
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do
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{
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if (++i == poly->numpts)
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i = 0;
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*pv++ = poly->pts[i];
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} while (i != pe && --nptback);
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}
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// make sure frontpoly is the one on the 'right' side
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// of the partition line
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if (fracs > frace)
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{
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poly_t *swappoly;
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swappoly = *backpoly;
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*backpoly = *frontpoly;
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*frontpoly = swappoly;
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}
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HWR_FreePoly (poly);
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}
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// use each seg of the poly as a partition line, keep only the
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// part of the convex poly to the front of the seg (that is,
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// the part inside the sector), the part behind the seg, is
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// the void space and is cut out
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//
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static poly_t *CutOutSubsecPoly(seg_t *lseg, INT32 count, poly_t *poly)
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{
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INT32 i, j;
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polyvertex_t *pv;
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INT32 nump = 0, ps, pe;
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polyvertex_t vs = {0, 0, 0}, ve = {0, 0, 0},
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p1 = {0, 0, 0}, p2 = {0, 0, 0};
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float fracs = 0.0f;
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fdivline_t cutseg; // x, y, dx, dy as start of node_t struct
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poly_t *temppoly;
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|
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// for each seg of the subsector
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for (; count--; lseg++)
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{
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//x,y,dx,dy (like a divline)
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line_t *line = lseg->linedef;
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p1.x = FIXED_TO_FLOAT(lseg->side ? line->v2->x : line->v1->x);
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p1.y = FIXED_TO_FLOAT(lseg->side ? line->v2->y : line->v1->y);
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p2.x = FIXED_TO_FLOAT(lseg->side ? line->v1->x : line->v2->x);
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p2.y = FIXED_TO_FLOAT(lseg->side ? line->v1->y : line->v2->y);
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cutseg.x = p1.x;
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cutseg.y = p1.y;
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cutseg.dx = p2.x - p1.x;
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cutseg.dy = p2.y - p1.y;
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|
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// see if it cuts the convex poly
|
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ps = -1;
|
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pe = -1;
|
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for (i = 0; i < poly->numpts; i++)
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{
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j = i + 1;
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if (j == poly->numpts)
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j = 0;
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pv = fracdivline(&cutseg, &poly->pts[i], &poly->pts[j]);
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|
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if (pv)
|
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{
|
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if (ps < 0)
|
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{
|
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ps = i;
|
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vs = *pv;
|
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fracs = bspfrac;
|
|
}
|
|
else
|
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{
|
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//frac 1 on previous segment,
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// 0 on the next,
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//the split line goes through one of the convex poly
|
|
// vertices, happens quite often since the convex
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// poly is already adjacent to the subsector segs
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// on most borders
|
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if (SameVertice(pv, &vs))
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continue;
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|
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if (fracs <= bspfrac)
|
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{
|
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nump = 2 + poly->numpts - (i-ps);
|
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pe = ps;
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ps = i;
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ve = *pv;
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}
|
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else
|
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{
|
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nump = 2 + (i-ps);
|
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pe = i;
|
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ve = vs;
|
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vs = *pv;
|
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}
|
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//found 2nd point
|
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break;
|
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}
|
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}
|
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}
|
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|
|
// there was a split
|
|
if (ps >= 0)
|
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{
|
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//need 2 points
|
|
if (pe >= 0)
|
|
{
|
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// generate FRONT poly
|
|
temppoly = HWR_AllocPoly(nump);
|
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pv = temppoly->pts;
|
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*pv++ = vs;
|
|
*pv++ = ve;
|
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do
|
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{
|
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if (++ps == poly->numpts)
|
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ps = 0;
|
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*pv++ = poly->pts[ps];
|
|
} while (ps != pe);
|
|
HWR_FreePoly(poly);
|
|
poly = temppoly;
|
|
}
|
|
//hmmm... maybe we should NOT accept this, but this happens
|
|
// only when the cut is not needed it seems (when the cut
|
|
// line is aligned to one of the borders of the poly, and
|
|
// only some times..)
|
|
else
|
|
skipcut++;
|
|
// I_Error("CutOutPoly: only one point for split line (%d %d) %d", ps, pe, debugpos);
|
|
}
|
|
}
|
|
return poly;
|
|
}
|
|
|
|
// At this point, the poly should be convex and the exact
|
|
// layout of the subsector, it is not always the case,
|
|
// so continue to cut off the poly into smaller parts with
|
|
// each seg of the subsector.
|
|
//
|
|
static inline void HWR_SubsecPoly(INT32 num, poly_t *poly)
|
|
{
|
|
INT16 count;
|
|
subsector_t *sub;
|
|
seg_t *lseg;
|
|
|
|
sub = &subsectors[num];
|
|
count = sub->numlines;
|
|
lseg = &segs[sub->firstline];
|
|
|
|
if (poly)
|
|
{
|
|
poly = CutOutSubsecPoly (lseg,count,poly);
|
|
totalsubsecpolys++;
|
|
//extra data for this subsector
|
|
extrasubsectors[num].planepoly = poly;
|
|
}
|
|
}
|
|
|
|
// the bsp divline have not enouth presition
|
|
// search for the segs source of this divline
|
|
static inline void SearchDivline(node_t *bsp, fdivline_t *divline)
|
|
{
|
|
#if 0 // MAR - If you don't use the same partition line that the BSP uses, the front/back polys won't match the subsectors in the BSP!
|
|
#endif
|
|
divline->x = FIXED_TO_FLOAT(bsp->x);
|
|
divline->y = FIXED_TO_FLOAT(bsp->y);
|
|
divline->dx = FIXED_TO_FLOAT(bsp->dx);
|
|
divline->dy = FIXED_TO_FLOAT(bsp->dy);
|
|
}
|
|
|
|
//Hurdler: implement a loading status
|
|
static size_t ls_count = 0;
|
|
static UINT8 ls_percent = 0;
|
|
|
|
// poly : the convex polygon that encloses all child subsectors
|
|
static void WalkBSPNode(INT32 bspnum, poly_t *poly, UINT16 *leafnode, fixed_t *bbox)
|
|
{
|
|
node_t *bsp;
|
|
poly_t *backpoly, *frontpoly;
|
|
fdivline_t fdivline;
|
|
polyvertex_t *pt;
|
|
INT32 i;
|
|
|
|
// Found a subsector?
|
|
if (bspnum & NF_SUBSECTOR)
|
|
{
|
|
if (bspnum == -1)
|
|
{
|
|
// BP: i think this code is useless and wrong because
|
|
// - bspnum==-1 happens only when numsubsectors == 0
|
|
// - it can't happens in bsp recursive call since bspnum is a INT32 and children is UINT16
|
|
// - the BSP is complet !! (there just can have subsector without segs) (i am not sure of this point)
|
|
|
|
// do we have a valid polygon ?
|
|
if (poly && poly->numpts > 2)
|
|
{
|
|
CONS_Debug(DBG_RENDER, "Adding a new subsector\n");
|
|
if (addsubsector == numsubsectors + NEWSUBSECTORS)
|
|
I_Error("WalkBSPNode: not enough addsubsectors\n");
|
|
else if (addsubsector > 0x7fff)
|
|
I_Error("WalkBSPNode: addsubsector > 0x7fff\n");
|
|
*leafnode = (UINT16)((UINT16)addsubsector | NF_SUBSECTOR);
|
|
extrasubsectors[addsubsector].planepoly = poly;
|
|
addsubsector++;
|
|
}
|
|
|
|
//add subsectors without segs here?
|
|
//HWR_SubsecPoly(0, NULL);
|
|
}
|
|
else
|
|
{
|
|
HWR_SubsecPoly(bspnum&(~NF_SUBSECTOR), poly);
|
|
//Hurdler: implement a loading status
|
|
|
|
if (ls_count-- <= 0)
|
|
{
|
|
char s[16];
|
|
int x, y;
|
|
|
|
I_OsPolling();
|
|
ls_count = numsubsectors/50;
|
|
CON_Drawer();
|
|
sprintf(s, "%d%%", (++ls_percent)<<1);
|
|
x = BASEVIDWIDTH/2;
|
|
y = BASEVIDHEIGHT/2;
|
|
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31); // Black background to match fade in effect
|
|
//V_DrawPatchFill(W_CachePatchName("SRB2BACK",PU_CACHE)); // SRB2 background, ehhh too bright.
|
|
M_DrawTextBox(x-58, y-8, 13, 1);
|
|
V_DrawString(x-50, y, V_YELLOWMAP, "Loading...");
|
|
V_DrawRightAlignedString(x+50, y, V_YELLOWMAP, s);
|
|
|
|
// Is this really necessary at this point..?
|
|
V_DrawCenteredString(BASEVIDWIDTH/2, 40, V_YELLOWMAP, "OPENGL MODE IS INCOMPLETE AND MAY");
|
|
V_DrawCenteredString(BASEVIDWIDTH/2, 50, V_YELLOWMAP, "NOT DISPLAY SOME SURFACES.");
|
|
V_DrawCenteredString(BASEVIDWIDTH/2, 70, V_YELLOWMAP, "USE AT SONIC'S RISK.");
|
|
|
|
I_UpdateNoVsync();
|
|
}
|
|
}
|
|
M_ClearBox(bbox);
|
|
poly = extrasubsectors[bspnum&~NF_SUBSECTOR].planepoly;
|
|
|
|
for (i = 0, pt = poly->pts; i < poly->numpts; i++,pt++)
|
|
M_AddToBox(bbox, FLOAT_TO_FIXED(pt->x), FLOAT_TO_FIXED(pt->y));
|
|
|
|
return;
|
|
}
|
|
|
|
bsp = &nodes[bspnum];
|
|
SearchDivline(bsp, &fdivline);
|
|
SplitPoly(&fdivline, poly, &frontpoly, &backpoly);
|
|
poly = NULL;
|
|
|
|
//debug
|
|
if (!backpoly)
|
|
nobackpoly++;
|
|
|
|
// Recursively divide front space.
|
|
if (frontpoly)
|
|
{
|
|
WalkBSPNode(bsp->children[0], frontpoly, &bsp->children[0],bsp->bbox[0]);
|
|
|
|
// copy child bbox
|
|
M_Memcpy(bbox, bsp->bbox[0], 4*sizeof (fixed_t));
|
|
}
|
|
else
|
|
I_Error("WalkBSPNode: no front poly?");
|
|
|
|
// Recursively divide back space.
|
|
if (backpoly)
|
|
{
|
|
// Correct back bbox to include floor/ceiling convex polygon
|
|
WalkBSPNode(bsp->children[1], backpoly, &bsp->children[1],
|
|
bsp->bbox[1]);
|
|
|
|
// enlarge bbox with seconde child
|
|
M_AddToBox(bbox, bsp->bbox[1][BOXLEFT ],
|
|
bsp->bbox[1][BOXTOP ]);
|
|
M_AddToBox(bbox, bsp->bbox[1][BOXRIGHT ],
|
|
bsp->bbox[1][BOXBOTTOM]);
|
|
}
|
|
}
|
|
|
|
// FIXME: use Z_Malloc() STATIC ?
|
|
void HWR_FreeExtraSubsectors(void)
|
|
{
|
|
if (extrasubsectors)
|
|
free(extrasubsectors);
|
|
extrasubsectors = NULL;
|
|
}
|
|
|
|
#define MAXDIST 1.5f
|
|
// BP: can't move vertex: DON'T change polygon geometry! (convex)
|
|
//#define MOVEVERTEX
|
|
static boolean PointInSeg(polyvertex_t *a,polyvertex_t *v1,polyvertex_t *v2)
|
|
{
|
|
register float ax,ay,bx,by,cx,cy,d,norm;
|
|
register polyvertex_t *p;
|
|
|
|
// check bbox of the seg first
|
|
if (v1->x > v2->x)
|
|
{
|
|
p = v1;
|
|
v1 = v2;
|
|
v2 = p;
|
|
}
|
|
|
|
if (a->x < v1->x-MAXDIST || a->x > v2->x+MAXDIST)
|
|
return false;
|
|
|
|
if (v1->y > v2->y)
|
|
{
|
|
p = v1;
|
|
v1 = v2;
|
|
v2 = p;
|
|
}
|
|
if (a->y < v1->y-MAXDIST || a->y > v2->y+MAXDIST)
|
|
return false;
|
|
|
|
// v1 = origine
|
|
ax= v2->x-v1->x;
|
|
ay= v2->y-v1->y;
|
|
norm = (float)hypot(ax, ay);
|
|
ax /= norm;
|
|
ay /= norm;
|
|
bx = a->x-v1->x;
|
|
by = a->y-v1->y;
|
|
//d = a.b
|
|
d =ax*bx+ay*by;
|
|
// bound of the seg
|
|
if (d < 0 || d > norm)
|
|
return false;
|
|
//c = d.1a-b
|
|
cx = ax*d-bx;
|
|
cy = ay*d-by;
|
|
#ifdef MOVEVERTEX
|
|
if (cx*cx+cy*cy <= MAXDIST*MAXDIST)
|
|
{
|
|
// ajust a little the point position
|
|
a->x = ax*d+v1->x;
|
|
a->y = ay*d+v1->y;
|
|
// anyway the correction is not enouth
|
|
return true;
|
|
}
|
|
return false;
|
|
#else
|
|
return cx*cx+cy*cy <= MAXDIST*MAXDIST;
|
|
#endif
|
|
}
|
|
|
|
static INT32 numsplitpoly;
|
|
|
|
static void SearchSegInBSP(INT32 bspnum,polyvertex_t *p,poly_t *poly)
|
|
{
|
|
poly_t *q;
|
|
INT32 j,k;
|
|
|
|
if (bspnum & NF_SUBSECTOR)
|
|
{
|
|
if (bspnum!=-1)
|
|
{
|
|
bspnum&=~NF_SUBSECTOR;
|
|
q = extrasubsectors[bspnum].planepoly;
|
|
if (poly == q || !q)
|
|
return;
|
|
for (j = 0; j < q->numpts; j++)
|
|
{
|
|
k = j+1;
|
|
if (k == q->numpts) k = 0;
|
|
if (!SameVertice(p, &q->pts[j])
|
|
&& !SameVertice(p, &q->pts[k])
|
|
&& PointInSeg(p, &q->pts[j],
|
|
&q->pts[k]))
|
|
{
|
|
poly_t *newpoly = HWR_AllocPoly(q->numpts+1);
|
|
INT32 n;
|
|
|
|
for (n = 0; n <= j; n++)
|
|
newpoly->pts[n] = q->pts[n];
|
|
newpoly->pts[k] = *p;
|
|
for (n = k+1; n < newpoly->numpts; n++)
|
|
newpoly->pts[n] = q->pts[n-1];
|
|
numsplitpoly++;
|
|
extrasubsectors[bspnum].planepoly =
|
|
newpoly;
|
|
HWR_FreePoly(q);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
if ((FIXED_TO_FLOAT(nodes[bspnum].bbox[0][BOXBOTTOM])-MAXDIST <= p->y) &&
|
|
(FIXED_TO_FLOAT(nodes[bspnum].bbox[0][BOXTOP ])+MAXDIST >= p->y) &&
|
|
(FIXED_TO_FLOAT(nodes[bspnum].bbox[0][BOXLEFT ])-MAXDIST <= p->x) &&
|
|
(FIXED_TO_FLOAT(nodes[bspnum].bbox[0][BOXRIGHT ])+MAXDIST >= p->x))
|
|
SearchSegInBSP(nodes[bspnum].children[0],p,poly);
|
|
|
|
if ((FIXED_TO_FLOAT(nodes[bspnum].bbox[1][BOXBOTTOM])-MAXDIST <= p->y) &&
|
|
(FIXED_TO_FLOAT(nodes[bspnum].bbox[1][BOXTOP ])+MAXDIST >= p->y) &&
|
|
(FIXED_TO_FLOAT(nodes[bspnum].bbox[1][BOXLEFT ])-MAXDIST <= p->x) &&
|
|
(FIXED_TO_FLOAT(nodes[bspnum].bbox[1][BOXRIGHT ])+MAXDIST >= p->x))
|
|
SearchSegInBSP(nodes[bspnum].children[1],p,poly);
|
|
}
|
|
|
|
// search for T-intersection problem
|
|
// BP : It can be mush more faster doing this at the same time of the splitpoly
|
|
// but we must use a different structure : polygone pointing on segs
|
|
// segs pointing on polygone and on vertex (too mush complicated, well not
|
|
// realy but i am soo lasy), the methode discibed is also better for segs presition
|
|
static INT32 SolveTProblem(void)
|
|
{
|
|
poly_t *p;
|
|
INT32 i;
|
|
size_t l;
|
|
|
|
if (cv_grsolvetjoin.value == 0)
|
|
return 0;
|
|
|
|
CONS_Debug(DBG_RENDER, "Solving T-joins. This may take a while. Please wait...\n");
|
|
CON_Drawer(); //let the user know what we are doing
|
|
I_FinishUpdate(); // page flip or blit buffer
|
|
|
|
numsplitpoly = 0;
|
|
|
|
for (l = 0; l < addsubsector; l++)
|
|
{
|
|
p = extrasubsectors[l].planepoly;
|
|
if (p)
|
|
for (i = 0; i < p->numpts; i++)
|
|
SearchSegInBSP((INT32)numnodes-1, &p->pts[i], p);
|
|
}
|
|
//CONS_Debug(DBG_RENDER, "numsplitpoly %d\n", numsplitpoly);
|
|
return numsplitpoly;
|
|
}
|
|
|
|
#define NEARDIST (0.75f)
|
|
#define MYMAX (10000000000000.0f)
|
|
|
|
/* Adjust true segs (from the segs lump) to be exactely the same as
|
|
* plane polygone segs
|
|
* This also convert fixed_t point of segs in float (in moste case
|
|
* it share the same vertice
|
|
*/
|
|
static void AdjustSegs(void)
|
|
{
|
|
size_t i, count;
|
|
INT32 j;
|
|
seg_t *lseg;
|
|
poly_t *p;
|
|
INT32 v1found = 0, v2found = 0;
|
|
float nearv1, nearv2;
|
|
|
|
for (i = 0; i < numsubsectors; i++)
|
|
{
|
|
count = subsectors[i].numlines;
|
|
lseg = &segs[subsectors[i].firstline];
|
|
p = extrasubsectors[i].planepoly;
|
|
//if (!p)
|
|
//continue;
|
|
for (; count--; lseg++)
|
|
{
|
|
float distv1,distv2,tmp;
|
|
nearv1 = nearv2 = MYMAX;
|
|
|
|
#ifdef POLYOBJECTS
|
|
// Don't touch polyobject segs. We'll compensate
|
|
// for this when we go about drawing them.
|
|
if (lseg->polyseg)
|
|
continue;
|
|
#endif
|
|
|
|
if (p) {
|
|
for (j = 0; j < p->numpts; j++)
|
|
{
|
|
distv1 = p->pts[j].x - FIXED_TO_FLOAT(lseg->v1->x);
|
|
tmp = p->pts[j].y - FIXED_TO_FLOAT(lseg->v1->y);
|
|
distv1 = distv1*distv1+tmp*tmp;
|
|
if (distv1 <= nearv1)
|
|
{
|
|
v1found = j;
|
|
nearv1 = distv1;
|
|
}
|
|
// the same with v2
|
|
distv2 = p->pts[j].x - FIXED_TO_FLOAT(lseg->v2->x);
|
|
tmp = p->pts[j].y - FIXED_TO_FLOAT(lseg->v2->y);
|
|
distv2 = distv2*distv2+tmp*tmp;
|
|
if (distv2 <= nearv2)
|
|
{
|
|
v2found = j;
|
|
nearv2 = distv2;
|
|
}
|
|
}
|
|
}
|
|
if (p && nearv1 <= NEARDIST*NEARDIST)
|
|
// share vertice with segs
|
|
lseg->pv1 = &(p->pts[v1found]);
|
|
else
|
|
{
|
|
// BP: here we can do better, using PointInSeg and compute
|
|
// the right point position also split a polygone side to
|
|
// solve a T-intersection, but too mush work
|
|
|
|
// convert fixed vertex to float vertex
|
|
polyvertex_t *pv = HWR_AllocVertex();
|
|
pv->x = FIXED_TO_FLOAT(lseg->v1->x);
|
|
pv->y = FIXED_TO_FLOAT(lseg->v1->y);
|
|
lseg->pv1 = pv;
|
|
}
|
|
if (p && nearv2 <= NEARDIST*NEARDIST)
|
|
lseg->pv2 = &(p->pts[v2found]);
|
|
else
|
|
{
|
|
polyvertex_t *pv = HWR_AllocVertex();
|
|
pv->x = FIXED_TO_FLOAT(lseg->v2->x);
|
|
pv->y = FIXED_TO_FLOAT(lseg->v2->y);
|
|
lseg->pv2 = pv;
|
|
}
|
|
|
|
// recompute length
|
|
{
|
|
float x,y;
|
|
x = ((polyvertex_t *)lseg->pv2)->x - ((polyvertex_t *)lseg->pv1)->x
|
|
+ FIXED_TO_FLOAT(FRACUNIT/2);
|
|
y = ((polyvertex_t *)lseg->pv2)->y - ((polyvertex_t *)lseg->pv1)->y
|
|
+ FIXED_TO_FLOAT(FRACUNIT/2);
|
|
lseg->flength = (float)hypot(x, y);
|
|
// BP: debug see this kind of segs
|
|
//if (nearv2 > NEARDIST*NEARDIST || nearv1 > NEARDIST*NEARDIST)
|
|
// lseg->length = 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// call this routine after the BSP of a Doom wad file is loaded,
|
|
// and it will generate all the convex polys for the hardware renderer
|
|
void HWR_CreatePlanePolygons(INT32 bspnum)
|
|
{
|
|
poly_t *rootp;
|
|
polyvertex_t *rootpv;
|
|
size_t i;
|
|
fixed_t rootbbox[4];
|
|
|
|
CONS_Debug(DBG_RENDER, "Creating polygons, please wait...\n");
|
|
ls_count = ls_percent = 0; // reset the loading status
|
|
CON_Drawer(); //let the user know what we are doing
|
|
I_FinishUpdate(); // page flip or blit buffer
|
|
|
|
HWR_ClearPolys();
|
|
|
|
// find min/max boundaries of map
|
|
//CONS_Debug(DBG_RENDER, "Looking for boundaries of map...\n");
|
|
M_ClearBox(rootbbox);
|
|
for (i = 0;i < numvertexes; i++)
|
|
M_AddToBox(rootbbox, vertexes[i].x, vertexes[i].y);
|
|
|
|
//CONS_Debug(DBG_RENDER, "Generating subsector polygons... %d subsectors\n", numsubsectors);
|
|
|
|
HWR_FreeExtraSubsectors();
|
|
// allocate extra data for each subsector present in map
|
|
totsubsectors = numsubsectors + NEWSUBSECTORS;
|
|
extrasubsectors = calloc(totsubsectors, sizeof (*extrasubsectors));
|
|
if (extrasubsectors == NULL)
|
|
I_Error("couldn't malloc extrasubsectors totsubsectors %s\n", sizeu1(totsubsectors));
|
|
|
|
// allocate table for back to front drawing of subsectors
|
|
/*gr_drawsubsectors = (INT16 *)malloc(sizeof (*gr_drawsubsectors) * totsubsectors);
|
|
if (!gr_drawsubsectors)
|
|
I_Error("couldn't malloc gr_drawsubsectors\n");*/
|
|
|
|
// number of the first new subsector that might be added
|
|
addsubsector = numsubsectors;
|
|
|
|
// construct the initial convex poly that encloses the full map
|
|
rootp = HWR_AllocPoly(4);
|
|
rootpv = rootp->pts;
|
|
|
|
rootpv->x = FIXED_TO_FLOAT(rootbbox[BOXLEFT ]);
|
|
rootpv->y = FIXED_TO_FLOAT(rootbbox[BOXBOTTOM]); //lr
|
|
rootpv++;
|
|
rootpv->x = FIXED_TO_FLOAT(rootbbox[BOXLEFT ]);
|
|
rootpv->y = FIXED_TO_FLOAT(rootbbox[BOXTOP ]); //ur
|
|
rootpv++;
|
|
rootpv->x = FIXED_TO_FLOAT(rootbbox[BOXRIGHT ]);
|
|
rootpv->y = FIXED_TO_FLOAT(rootbbox[BOXTOP ]); //ul
|
|
rootpv++;
|
|
rootpv->x = FIXED_TO_FLOAT(rootbbox[BOXRIGHT ]);
|
|
rootpv->y = FIXED_TO_FLOAT(rootbbox[BOXBOTTOM]); //ll
|
|
rootpv++;
|
|
|
|
WalkBSPNode(bspnum, rootp, NULL,rootbbox);
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i = SolveTProblem();
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//CONS_Debug(DBG_RENDER, "%d point divides a polygon line\n",i);
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AdjustSegs();
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//debug debug..
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//if (nobackpoly)
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// CONS_Debug(DBG_RENDER, "no back polygon %u times\n",nobackpoly);
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//"(should happen only with the deep water trick)"
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//if (skipcut)
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// CONS_Debug(DBG_RENDER, "%u cuts were skipped because of only one point\n",skipcut);
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//CONS_Debug(DBG_RENDER, "done: %u total subsector convex polygons\n", totalsubsecpolys);
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}
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#endif //HWRENDER
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