working on visual mode

This commit is contained in:
codeimp 2008-11-25 21:54:50 +00:00
parent a3e9e54b74
commit 0fee24865c
5 changed files with 470 additions and 137 deletions

View file

@ -649,6 +649,7 @@
<None Include="Resources\Cut.png" />
<None Include="Resources\Close.png" />
<Content Include="Resources\DB2.ico" />
<Compile Include="VisualModes\Clipper.cs" />
<Compile Include="VisualModes\VisualBlockEntry.cs" />
<None Include="Resources\Script2.png" />
<None Include="Resources\ScriptCompile.png" />

View file

@ -50,12 +50,6 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
#region ================== Variables
// All constructed visual sectors
private Dictionary<Sector, BaseVisualSector> allsectors;
// List of visible sectors
private Dictionary<Sector, BaseVisualSector> visiblesectors;
#endregion
#region ================== Properties
@ -68,8 +62,6 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
public BaseVisualMode()
{
// Initialize
allsectors = new Dictionary<Sector, BaseVisualSector>(General.Map.Map.Sectors.Count);
visiblesectors = new Dictionary<Sector, BaseVisualSector>();
// We have no destructor
GC.SuppressFinalize(this);
@ -82,9 +74,6 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
if(!isdisposed)
{
// Clean up
foreach(KeyValuePair<Sector, BaseVisualSector> s in allsectors) s.Value.Dispose();
visiblesectors = null;
allsectors = null;
// Done
base.Dispose();
@ -93,107 +82,12 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
#endregion
#region ================== Private Tools
// This finds the nearest sector to the camera
private Sector FindStartSector(Vector2D campos)
{
float side;
Linedef l;
// Get nearest linedef
l = General.Map.Map.NearestLinedef(campos);
if(l != null)
{
// Check if we are on front or back side
side = l.SideOfLine(campos);
if(side > 0)
{
// Is there a sidedef here?
if(l.Back != null)
return l.Back.Sector;
else if(l.Front != null)
return l.Front.Sector;
else
return null;
}
else
{
// Is there a sidedef here?
if(l.Front != null)
return l.Front.Sector;
else if(l.Back != null)
return l.Back.Sector;
else
return null;
}
}
else
return null;
}
// This recursively finds and adds visible sectors
private void ProcessVisibleSectors(Sector start, Vector2D campos)
{
// Add the start sector
AddVisibleSector(start);
// Get a range of blocks
List<VisualBlockEntry> blocks = blockmap.GetSquareRange(campos, General.Settings.ViewDistance);
foreach(VisualBlockEntry b in blocks)
{
// Go for all the linedefs in this block
foreach(Linedef ld in b.Lines)
{
// Add sectors from both sides of the line
if(ld.Front != null) AddVisibleSector(ld.Front.Sector);
if(ld.Back != null) AddVisibleSector(ld.Back.Sector);
}
}
}
// This adds (and creates if needed) the BaseVisualSector for
// the given sector to the visible sectors list
private void AddVisibleSector(Sector s)
{
BaseVisualSector vs;
// Find the basesector and make it if needed
if(allsectors.ContainsKey(s))
{
// Take existing visualsector
vs = allsectors[s];
}
else
{
// Make new visualsector
vs = new BaseVisualSector(s);
allsectors.Add(s, vs);
}
// Add sector to visibility list
visiblesectors[s] = vs;
}
#endregion
#region ================== Methods
[EndAction("reloadresources", BaseAction = true)]
public void ReloadResources()
// This creates a visual sector
protected override VisualSector CreateVisualSector(Sector s)
{
foreach(KeyValuePair<Sector, BaseVisualSector> s in allsectors) s.Value.Dispose();
allsectors.Clear();
visiblesectors.Clear();
}
// Mode engages
public override void OnEngage()
{
// Update the used textures
General.Map.Data.UpdateUsedTextures();
base.OnEngage();
return new BaseVisualSector(s);
}
// This draws a frame
@ -205,9 +99,8 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
// Begin with geometry
renderer.StartGeometry();
// Render all visible sectors
foreach(KeyValuePair<Sector, BaseVisualSector> vs in visiblesectors)
renderer.RenderGeometry(vs.Value);
// This renders all visible sectors
base.OnRedrawDisplay();
// Done rendering geometry
renderer.FinishGeometry();
@ -215,27 +108,6 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
// Present!
renderer.Finish();
}
// Call base
base.OnRedrawDisplay();
}
// This processes a frame
public override void OnProcess()
{
Vector2D campos;
// Process base class first
base.OnProcess();
// Get the 2D camera position
campos = new Vector2D(base.CameraPosition.x, base.CameraPosition.y);
// Make new visibility list
visiblesectors = new Dictionary<Sector, BaseVisualSector>(General.Map.Map.Sectors.Count);
// Process all visible sectors starting with the nearest
ProcessVisibleSectors(FindStartSector(campos), campos);
}
#endregion

View file

@ -0,0 +1,269 @@
#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* 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.
*
*/
#endregion
#region ================== Namespaces
using System;
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.Windows.Forms;
using System.IO;
using System.Reflection;
using CodeImp.DoomBuilder.Windows;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Editing;
#endregion
namespace CodeImp.DoomBuilder.VisualModes
{
internal class Clipper
{
#region ================== Constants
private const float MULTIPLIER = 10000f;
private const int MAXRANGE = (int)(Angle2D.PI2 * MULTIPLIER);
private const int HALFRANGE = (int)(Angle2D.PI * MULTIPLIER);
private const int MINRANGE = 0;
#endregion
#region ================== ClipRange struct
// ClipRange structure
private struct ClipRange
{
// Variables
public int low;
public int high;
// Constructor
public ClipRange(int low, int high)
{
this.low = low;
this.high = high;
}
}
#endregion
#region ================== Variables
// Position where we are viewing from
private Vector2D position;
// Clipping ranges
private LinkedList<ClipRange> ranges;
#endregion
#region ================== Constructor / Disposer
// Constructor
public Clipper(Vector2D pos)
{
// Initialize
this.position = pos;
this.ranges = new LinkedList<ClipRange>();
}
// Constructor
public Clipper(Clipper copy)
{
// Initialize
this.position = copy.position;
this.ranges = new LinkedList<ClipRange>(copy.ranges);
}
// Disposer
public void Dispose()
{
this.ranges.Clear();
}
#endregion
#region ================== Testing methods
// This tests a range to see if it is at least partially visible
public bool TestRange(Vector2D a, Vector2D b)
{
int i1, i2, c1, c2, m;
float a1, a2;
// Get angles
a1 = Angle2D.Normalized(Vector2D.GetAngle(position, a));
a2 = Angle2D.Normalized(Vector2D.GetAngle(position, b));
// Convert angles to ranges
i1 = (int)(a1 * MULTIPLIER);
i2 = (int)(a2 * MULTIPLIER);
c1 = Math.Min(i1, i2);
c2 = Math.Max(i1, i2);
// Determine rotation direction
m = c2 - c1;
if(m < MINRANGE) m += MAXRANGE;
if(m < HALFRANGE)
{
// Check if the range goes through zero point
if(c2 < c1)
{
// Test two ranges
return RangeVisible(new ClipRange(c1, MAXRANGE)) ||
RangeVisible(new ClipRange(MINRANGE, c2));
}
else
{
// Test a single range
return RangeVisible(new ClipRange(c1, c2));
}
}
else
{
// Check if the range goes through zero point
if(c2 > c1)
{
// Test two ranges
return RangeVisible(new ClipRange(MINRANGE, c1)) ||
RangeVisible(new ClipRange(c2, MAXRANGE));
}
else
{
// Test a single range
return RangeVisible(new ClipRange(c2, c1));
}
}
}
// This tests a single range for visibility
private bool RangeVisible(ClipRange r)
{
// Go for all clipped ranges
foreach(ClipRange c in ranges)
{
// Does clipped range completely hide the given range?
if((c.low <= r.low) && (c.high >= r.high))
{
// No further testing needed, range is clipped
return false;
}
}
// Not completely clipped
return true;
}
#endregion
#region ================== Clipping methods
// This tests a range to see if it is at least partially visible
public bool InsertRange(Vector2D a, Vector2D b)
{
int i1, i2, c1, c2, m;
float a1, a2;
// Get angles
a1 = Angle2D.Normalized(Vector2D.GetAngle(position, a));
a2 = Angle2D.Normalized(Vector2D.GetAngle(position, b));
// Convert angles to ranges
i1 = (int)(a1 * MULTIPLIER);
i2 = (int)(a2 * MULTIPLIER);
c1 = Math.Min(i1, i2);
c2 = Math.Max(i1, i2);
// Determine rotation direction
m = c2 - c1;
if(m < MINRANGE) m += MAXRANGE;
if(m < HALFRANGE)
{
// Check if the range goes through zero point
if(c2 < c1)
{
// Add two ranges
return AddRange(new ClipRange(c1, MAXRANGE)) ||
AddRange(new ClipRange(MINRANGE, c2));
}
else
{
// Add a single range
return AddRange(new ClipRange(c1, c2));
}
}
else
{
// Check if the range goes through zero point
if(c2 > c1)
{
// Add two ranges
return AddRange(new ClipRange(MINRANGE, c1)) ||
AddRange(new ClipRange(c2, MAXRANGE));
}
else
{
// Add a single range
return AddRange(new ClipRange(c2, c1));
}
}
}
// This tests a single range for visibility
// Returns true when the entire range has been clipped
private bool AddRange(ClipRange r)
{
LinkedListNode<ClipRange> current, next;
ClipRange c;
// Go for all ranges to find overlappings
current = ranges.First;
while(current != null)
{
// Keep reference to the next
next = current.Next;
c = current.Value;
// Check if ranges overlap
if((c.low <= (r.high + 1)) && (c.high >= (r.low - 1)))
{
// Remove old range from list
ranges.Remove(current);
// Extend range with overlapping range
if(c.low < r.low) r.low = c.low;
if(c.high > r.high) r.high = c.high;
}
// Move to the next
current = next;
}
// Insert the new range
ranges.AddLast(r);
// Return true when entire range is now clipped
return (r.low == MINRANGE) && (r.high == MAXRANGE);
}
#endregion
}
}

View file

@ -125,11 +125,11 @@ namespace CodeImp.DoomBuilder.VisualModes
}
// This returns a range of blocks in a square
public List<VisualBlockEntry> GetSquareRange(Vector2D pos, float radius)
public List<VisualBlockEntry> GetSquareRange(RectangleF rect)
{
// Calculate block coordinates
Point lt = GetBlockCoordinates(pos - radius);
Point rb = GetBlockCoordinates(pos + radius);
Point lt = GetBlockCoordinates(new Vector2D(rect.Left, rect.Top));
Point rb = GetBlockCoordinates(new Vector2D(rect.Right, rect.Bottom));
// Go through the range to make a list
int entriescount = (rb.X - lt.X) * (rb.Y - lt.Y);

View file

@ -74,6 +74,8 @@ namespace CodeImp.DoomBuilder.VisualModes
// Map
protected VisualBlockMap blockmap;
protected Dictionary<Sector, VisualSector> allsectors;
protected Dictionary<Sector, VisualSector> visiblesectors;
#endregion
@ -97,6 +99,8 @@ namespace CodeImp.DoomBuilder.VisualModes
this.campos = new Vector3D(0.0f, 0.0f, 96.0f);
this.camanglez = Angle2D.PI;
this.blockmap = new VisualBlockMap();
this.allsectors = new Dictionary<Sector, VisualSector>(General.Map.Map.Sectors.Count);
this.visiblesectors = new Dictionary<Sector, VisualSector>(50);
}
// Disposer
@ -106,7 +110,11 @@ namespace CodeImp.DoomBuilder.VisualModes
if(!isdisposed)
{
// Clean up
foreach(KeyValuePair<Sector, VisualSector> s in allsectors) s.Value.Dispose();
blockmap.Dispose();
visiblesectors = null;
allsectors = null;
blockmap = null;
// Done
base.Dispose();
@ -122,6 +130,9 @@ namespace CodeImp.DoomBuilder.VisualModes
{
base.OnEngage();
// Update the used textures
General.Map.Data.UpdateUsedTextures();
// Fill the blockmap
FillBlockMap();
@ -253,8 +264,160 @@ namespace CodeImp.DoomBuilder.VisualModes
#endregion
#region ================== Visibility Culling
// This preforms visibility culling
private void DoCulling()
{
Vector2D campos2d = (Vector2D)campos;
float viewdist = General.Settings.ViewDistance;
// Get the blocks within view range and make a collection of all nearby linedefs
RectangleF viewrect = new RectangleF(campos.x - viewdist, campos.y - viewdist, viewdist * 2, viewdist * 2);
List<VisualBlockEntry> blocks = blockmap.GetSquareRange(viewrect);
List<Linedef> nearbylines = new List<Linedef>(blocks.Count);
foreach(VisualBlockEntry b in blocks) nearbylines.AddRange(b.Lines);
// Find the sector to begin with
Sector start = FindStartSector((Vector2D)campos, nearbylines);
// Find visible sectors
visiblesectors = new Dictionary<Sector, VisualSector>(visiblesectors.Count);
if(start != null) ProcessVisibleSectors(start, (Vector2D)campos);
}
// This recursively finds and adds visible sectors
private void ProcessVisibleSectors(Sector start, Vector2D campos)
{
Stack<Sector> todo = new Stack<Sector>(50);
Dictionary<Sector, Sector> stackedsectors = new Dictionary<Sector, Sector>(50);
Clipper clipper = new Clipper(campos);
float viewdist2 = General.Settings.ViewDistance * General.Settings.ViewDistance;
// TODO: Use sector markings instead of the stackedsectors dictionary?
// This algorithm uses a breadth-first search for visible sectors
// Continue until no more sectors to process
todo.Push(start);
stackedsectors.Add(start, start);
while(todo.Count > 0)
{
Sector s = todo.Pop();
VisualSector vs;
// Find the basesector and make it if needed
if(allsectors.ContainsKey(s))
{
// Take existing visualsector
vs = allsectors[s];
}
else
{
// Make new visualsector
vs = CreateVisualSector(s);
allsectors.Add(s, vs);
}
// Add sector to visibility list
visiblesectors.Add(s, vs);
// Go for all sidedefs in the sector
foreach(Sidedef sd in s.Sidedefs)
{
// Camera on the front of this side?
float side = sd.Line.SideOfLine(campos);
if(((side > 0) && sd.IsFront) ||
((side < 0) && !sd.IsFront))
{
// Sidedef blocking the view?
if((sd.Other == null) ||
(sd.Other.Sector.FloorHeight >= (sd.Sector.CeilHeight - 0.0001f)) ||
(sd.Other.Sector.CeilHeight <= (sd.Sector.FloorHeight + 0.0001f)) ||
(sd.Other.Sector.FloorHeight >= (sd.Other.Sector.CeilHeight - 0.0001f)))
{
// This blocks the view
clipper.InsertRange(sd.Line.Start.Position, sd.Line.End.Position);
}
}
}
// Go for all sidedefs in the sector
foreach(Sidedef sd in s.Sidedefs)
{
// Doublesided and not referring to same sector?
if((sd.Other != null) && (sd.Other.Sector != sd.Sector))
{
// Get the other sector
Sector os = sd.Other.Sector;
// Sector not added yet?
if(!stackedsectors.ContainsKey(os))
{
// Within view range?
if(sd.Line.DistanceToSq(campos, true) < viewdist2)
{
// Can we see this sector?
if(clipper.TestRange(sd.Line.Start.Position, sd.Line.End.Position))
{
// Process this sector as well
todo.Push(os);
stackedsectors.Add(os, os);
}
}
}
}
}
}
// Done
clipper.Dispose();
}
// This finds the nearest sector to the camera
private Sector FindStartSector(Vector2D campos, List<Linedef> lines)
{
float side;
Linedef l;
// Get nearest linedef
l = MapSet.NearestLinedef(lines, campos);
if(l != null)
{
// Check if we are on front or back side
side = l.SideOfLine(campos);
if(side > 0)
{
// Is there a sidedef here?
if(l.Back != null)
return l.Back.Sector;
else if(l.Front != null)
return l.Front.Sector;
else
return null;
}
else
{
// Is there a sidedef here?
if(l.Front != null)
return l.Front.Sector;
else if(l.Back != null)
return l.Back.Sector;
else
return null;
}
}
else
return null;
}
#endregion
#region ================== Processing
// This creates a visual sector
protected abstract VisualSector CreateVisualSector(Sector s);
// This fills the blockmap
protected virtual void FillBlockMap()
{
@ -285,10 +448,38 @@ namespace CodeImp.DoomBuilder.VisualModes
// Apply new camera matrices
renderer.PositionAndLookAt(campos, camtarget);
// Visibility culling
DoCulling();
// Now redraw
General.Interface.RedrawDisplay();
}
#endregion
#region ================== Rendering
// Call this to simply render all visible sectors
public override void OnRedrawDisplay()
{
// Render all visible sectors
foreach(KeyValuePair<Sector, VisualSector> vs in visiblesectors)
renderer.RenderGeometry(vs.Value);
}
#endregion
#region ================== Actions
[EndAction("reloadresources", BaseAction = true)]
public virtual void ReloadResources()
{
// Trash all visual sectors, because they are no longer valid
foreach(KeyValuePair<Sector, VisualSector> s in allsectors) s.Value.Dispose();
allsectors.Clear();
visiblesectors.Clear();
}
#endregion
}
}