Merged remote...

This commit is contained in:
ZZYZX 2019-12-26 04:16:31 +02:00
commit 76bfd79bd6
18 changed files with 606 additions and 732 deletions

View file

@ -3952,14 +3952,7 @@ namespace CodeImp.DoomBuilder.Map
/// <summary>This returns a sector if given coordinates are inside one.</summary>
public Sector GetSectorByCoordinates(Vector2D pos, VisualBlockMap blockmap)
{
// Find nearest sectors using the blockmap
List<Sector> possiblesectors = blockmap.GetBlock(blockmap.GetBlockCoordinates(pos)).Sectors;
foreach(Sector s in possiblesectors)
{
if(s.Intersect(pos)) return s;
}
return null;
return blockmap.GetSectorAt(pos);
}
//mxd

View file

@ -23,6 +23,7 @@ using CodeImp.DoomBuilder.Geometry;
using System.Drawing;
using CodeImp.DoomBuilder.Rendering;
using System.Collections.ObjectModel;
using CodeImp.DoomBuilder.VisualModes;
#endregion
@ -88,6 +89,7 @@ namespace CodeImp.DoomBuilder.Map
private Color4 fogcolor;
private SectorFogMode fogmode;
private int lastProcessed;
private VisualSector visualsector;
//mxd. Slopes
private Vector3D floorslope;
@ -144,13 +146,14 @@ namespace CodeImp.DoomBuilder.Map
public Vector3D CeilSlope { get { return ceilslope; } set { BeforePropsChange(); ceilslope = value; updateneeded = true; } }
public float CeilSlopeOffset { get { return ceiloffset; } set { BeforePropsChange(); ceiloffset = value; updateneeded = true; } }
internal int LastProcessed { get { return lastProcessed; } set { lastProcessed = value; } }
public VisualSector VisualSector { get { return visualsector; } set { visualsector = value; } }
#endregion
#endregion
#region ================== Constructor / Disposer
#region ================== Constructor / Disposer
// Constructor
internal Sector(MapSet map, int listindex, int index)
// Constructor
internal Sector(MapSet map, int listindex, int index)
{
// Initialize
this.elementtype = MapElementType.SECTOR; //mxd
@ -208,6 +211,12 @@ namespace CodeImp.DoomBuilder.Map
sidedefs = null;
map = null;
if (visualsector != null)
{
visualsector.Dispose();
visualsector = null;
}
//mxd. Restore isdisposed so base classes can do their disposal job
isdisposed = false;

View file

@ -21,6 +21,7 @@ using System.Collections.Generic;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Data;
using CodeImp.DoomBuilder.VisualModes;
#endregion
@ -60,6 +61,7 @@ namespace CodeImp.DoomBuilder.Map
// Rendering
private int lastProcessed;
private List<VisualGeometry> visualgeometry;
#endregion
@ -82,6 +84,7 @@ namespace CodeImp.DoomBuilder.Map
public long LongLowTexture { get { return longtexnamelow; } }
internal int SerializedIndex { get { return serializedindex; } set { serializedindex = value; } }
internal int LastProcessed { get { return lastProcessed; } set { lastProcessed = value; } }
internal List<VisualGeometry> VisualGeometry { get { return visualgeometry; } set { visualgeometry = value; } }
#endregion

View file

@ -88,6 +88,7 @@ namespace CodeImp.DoomBuilder.Map
// Rendering
private int lastProcessed;
private VisualThing visualthing;
#endregion
@ -120,6 +121,7 @@ namespace CodeImp.DoomBuilder.Map
public bool IsDirectional { get { return directional; } } //mxd
public bool Highlighted { get { return highlighted; } set { highlighted = value; } } //mxd
internal int LastProcessed { get { return lastProcessed; } set { lastProcessed = value; } }
public VisualThing VisualThing { get { return visualthing; } set { visualthing = value; } }
#endregion
@ -161,6 +163,12 @@ namespace CodeImp.DoomBuilder.Map
map = null;
sector = null;
if (visualthing != null)
{
visualthing.Dispose();
visualthing = null;
}
// Dispose base
base.Dispose();
}
@ -269,19 +277,7 @@ namespace CodeImp.DoomBuilder.Map
// This determines which sector the thing is in and links it
public void DetermineSector(VisualBlockMap blockmap)
{
// Find nearest sectors using the blockmap
List<Sector> possiblesectors = blockmap.GetBlock(blockmap.GetBlockCoordinates(pos)).Sectors;
// Check in which sector we are
sector = null;
foreach(Sector s in possiblesectors)
{
if(s.Intersect(pos))
{
sector = s;
break;
}
}
sector = blockmap.GetSectorAt(pos);
}
// This translates the flags into UDMF fields

View file

@ -25,33 +25,15 @@ namespace CodeImp.DoomBuilder.VisualModes
{
public sealed class VisualBlockEntry
{
#region ================== Variables
public List<Linedef> Lines { get; set; }
public List<Thing> Things { get; set; }
public List<Sector> Sectors { get; set; }
// Members
private List<Linedef> lines;
private List<Thing> things;
private List<Sector> sectors;
#endregion
#region ================== Properties
public List<Linedef> Lines { get { return lines; } }
public List<Thing> Things { get { return things; } }
public List<Sector> Sectors { get { return sectors; } }
#endregion
#region ================== Constructor
// Constructor for empty block
internal VisualBlockEntry()
{
lines = new List<Linedef>(2);
things = new List<Thing>(2);
sectors = new List<Sector>(2);
Lines = new List<Linedef>(2);
Things = new List<Thing>(2);
Sectors = new List<Sector>(2);
}
#endregion
}
}

View file

@ -28,453 +28,296 @@ using System.Linq;
namespace CodeImp.DoomBuilder.VisualModes
{
public sealed class VisualBlockMap
{
#region ================== Constants
public const int BLOCK_SIZE_SHIFT = 7;
public const int BLOCK_SIZE = 1 << BLOCK_SIZE_SHIFT;
public const float BLOCK_RADIUS = BLOCK_SIZE * Angle2D.SQRT2;
#endregion
#region ================== Variables
// Blocks
#if DICTIONARY_BLOCKMAP
private Dictionary<ulong, VisualBlockEntry> blockmap;
#else
private VisualBlockEntry[,] blockmap;
#endif
// State
private bool isdisposed;
#endregion
#region ================== Properties
public bool IsDisposed { get { return isdisposed; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
internal VisualBlockMap()
{
#if DICTIONARY_BLOCKMAP
// Initialize
blockmap = new Dictionary<ulong,VisualBlockEntry>();
#else
blockmap = new VisualBlockEntry[(1 << 16) / BLOCK_SIZE, (1 << 16) / BLOCK_SIZE]; // 1 megabyte per blockmap
#endif
}
// Disposer
internal void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
blockmap = null;
// Done
isdisposed = true;
}
}
#endregion
#region ================== Methods
// This returns the block coordinates
public Point GetBlockCoordinates(Vector2D v)
{
return new Point((int)v.x >> BLOCK_SIZE_SHIFT,
(int)v.y >> BLOCK_SIZE_SHIFT);
}
// This returns the block center in world coordinates
public Vector2D GetBlockCenter(Point p)
{
return new Vector2D((p.X << BLOCK_SIZE_SHIFT) + (BLOCK_SIZE >> 1),
(p.Y << BLOCK_SIZE_SHIFT) + (BLOCK_SIZE >> 1));
}
// This returns the key for a block at the given coordinates
// TODO: Could we just use the Point struct as key?
private static ulong GetBlockKey(Point p)
{
return unchecked( ((ulong)(uint)p.X << 32) + (uint)p.Y );
}
// This returns the block with the given coordinates
// Creates the block if it doesn't exist yet
public VisualBlockEntry GetBlock(Point p)
{
#if DICTIONARY_BLOCKMAP
ulong k = GetBlockKey(p);
VisualBlockEntry vbe;
if (blockmap.TryGetValue(k, out vbe))
return vbe;
else
return (blockmap[k] = new VisualBlockEntry());
#else
int blockX = p.X % blockmap.GetLength(0);
int blockY = p.Y % blockmap.GetLength(1);
if (blockX < 0) blockX += blockmap.GetLength(0);
if (blockY < 0) blockY += blockmap.GetLength(1);
if (blockmap[blockX, blockY] == null)
blockmap[blockX, blockY] = new VisualBlockEntry();
return blockmap[blockX, blockY];
#endif
}
// This clears the blockmap
public void Clear()
{
#if DICTIONARY_BLOCKMAP
blockmap = new Dictionary<ulong,VisualBlockEntry>();
#else
blockmap = new VisualBlockEntry[(1 << 16) / BLOCK_SIZE, (1 << 16) / BLOCK_SIZE]; // ok this a little bit expensive..
#endif
}
// This returns a range of blocks in a square
public List<VisualBlockEntry> GetSquareRange(RectangleF rect)
{
// Calculate block coordinates
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);
List<VisualBlockEntry> entries = new List<VisualBlockEntry>(entriescount);
for(int x = lt.X; x <= rb.X; x++)
{
for(int y = lt.Y; y <= rb.Y; y++)
{
entries.Add(GetBlock(new Point(x, y)));
}
}
// Return list
return entries;
}
// This returns a range of blocks in a frustum
public List<VisualBlockEntry> GetFrustumRange(ProjectedFrustum2D frustum)
{
// Make square range from frustum circle
// This will be the range in which we will test blocks
Point lb = GetBlockCoordinates(frustum.Center - frustum.Radius);
Point rt = GetBlockCoordinates(frustum.Center + frustum.Radius);
Vector2D maplb = new Vector2D();
Vector2D maprt = new Vector2D();
Vertex firstvertex = General.Map.Map.Vertices.OfType<Vertex>().FirstOrDefault();
if (firstvertex != null)
maplb = maprt = firstvertex.Position;
// Get maximum dimensions of the map. First vertices...
foreach (Vertex v in General.Map.Map.Vertices)
{
if (v.Position.x < maplb.x) maplb.x = v.Position.x;
if (v.Position.y < maplb.y) maplb.y = v.Position.y;
if (v.Position.x > maprt.x) maprt.x = v.Position.x;
if (v.Position.y > maprt.y) maprt.y = v.Position.y;
}
// ... then things
foreach (Thing t in General.Map.Map.Things)
{
if (t.Position.x < maplb.x) maplb.x = t.Position.x;
if (t.Position.y < maplb.y) maplb.y = t.Position.y;
if (t.Position.x > maprt.x) maprt.x = t.Position.x;
if (t.Position.y > maprt.y) maprt.y = t.Position.y;
}
Point mlb = GetBlockCoordinates(maplb);
Point mrt = GetBlockCoordinates(maprt);
// Make sure that the checked region does not exceed the dimensions where something is to be displayed
if (lb.X < mlb.X) lb.X = mlb.X;
if (lb.Y < mlb.Y) lb.Y = mlb.Y;
if (rt.X > mrt.X) rt.X = mrt.X;
if (rt.Y > mrt.Y) rt.Y = mrt.Y;
// Constants we need
float blockfrustumdistance2 = (frustum.Radius * frustum.Radius) + (BLOCK_RADIUS * BLOCK_RADIUS);
// Go through the range to make a list
int entriescount = (rt.X - lb.X) * (rt.Y - lb.Y);
List<VisualBlockEntry> entries = new List<VisualBlockEntry>(entriescount);
for (int x = lb.X; x <= rt.X; x++)
{
for(int y = lb.Y; y <= rt.Y; y++)
{
// First check if the block circle is intersecting the frustum circle
Point block = new Point(x, y);
Vector2D blockcenter = GetBlockCenter(block);
if(Vector2D.DistanceSq(frustum.Center, blockcenter) < blockfrustumdistance2)
{
// Add the block if the block circle is inside the frustum
if (frustum.IntersectCircle(blockcenter, BLOCK_RADIUS)) entries.Add(GetBlock(block));
}
}
}
// Return list
return entries;
}
public sealed class VisualBlockMap
{
// This returns all blocks along the given line
public List<VisualBlockEntry> GetLineBlocks(Vector2D v1, Vector2D v2)
{
// Estimate number of blocks we will go through and create list
int entriescount = (int)(Vector2D.ManhattanDistance(v1, v2) * 2.0f) / BLOCK_SIZE;
List<VisualBlockEntry> entries = new List<VisualBlockEntry>(entriescount);
{
int x0 = (int)Math.Floor(Math.Min(v1.x, v2.x));
int y0 = (int)Math.Floor(Math.Min(v1.y, v2.y));
int x1 = (int)Math.Floor(Math.Max(v1.x, v2.x)) + 1;
int y1 = (int)Math.Floor(Math.Max(v1.y, v2.y)) + 1;
// Find start and end block
Point pos = GetBlockCoordinates(v1);
Point end = GetBlockCoordinates(v2);
var result = new List<VisualBlockEntry>();
root.GetBlocks(new Rectangle(x0, y0, x1 - x0, y1 - y0), ref result);
return result;
}
// Add this block
entries.Add(GetBlock(pos));
public List<VisualBlockEntry> GetBlocks(RectangleF box)
{
var result = new List<VisualBlockEntry>();
root.GetBlocks(ToRectangle(box), ref result);
return result;
}
// Moving outside the block?
if(pos != end)
{
// Calculate current block edges
float cl = pos.X * BLOCK_SIZE;
float cr = (pos.X + 1) * BLOCK_SIZE;
float ct = pos.Y * BLOCK_SIZE;
float cb = (pos.Y + 1) * BLOCK_SIZE;
public List<VisualBlockEntry> GetBlocks(Vector2D pos)
{
var result = new List<VisualBlockEntry>();
root.GetBlocks(new Point((int)Math.Floor(pos.x), (int)Math.Floor(pos.y)), ref result);
return result;
}
// Line directions
int dirx = Math.Sign(v2.x - v1.x);
int diry = Math.Sign(v2.y - v1.y);
// This returns a range of blocks in a frustum
public List<VisualBlockEntry> GetFrustumRange(ProjectedFrustum2D frustum2D)
{
var frustum = new Frustum();
frustum.planes = new Plane[4]
{
new Plane(frustum2D.Lines[0]),
new Plane(frustum2D.Lines[1]),
new Plane(frustum2D.Lines[2]),
new Plane(frustum2D.Lines[3])
};
// Calculate offset and delta movement over x
float posx, deltax;
if(dirx >= 0)
{
posx = (cr - v1.x) / (v2.x - v1.x);
deltax = BLOCK_SIZE / (v2.x - v1.x);
}
else
{
// Calculate offset and delta movement over x
posx = (v1.x - cl) / (v1.x - v2.x);
deltax = BLOCK_SIZE / (v1.x - v2.x);
}
var result = new List<VisualBlockEntry>();
root.GetBlocks(frustum, ref result);
return result;
}
// Calculate offset and delta movement over y
float posy, deltay;
if(diry >= 0)
{
posy = (cb - v1.y) / (v2.y - v1.y);
deltay = BLOCK_SIZE / (v2.y - v1.y);
}
else
{
posy = (v1.y - ct) / (v1.y - v2.y);
deltay = BLOCK_SIZE / (v1.y - v2.y);
}
public Sector GetSectorAt(Vector2D pos)
{
foreach (VisualBlockEntry e in GetBlocks(pos))
{
foreach (Sector s in e.Sectors)
{
if (s.Intersect(pos))
{
return s;
}
}
}
return null;
}
// Continue while not reached the end
while(pos != end)
{
// Check in which direction to move
if(posx < posy)
{
// Move horizontally
posx += deltax;
if(pos.X != end.X) pos.X += dirx;
}
else
{
// Move vertically
posy += deltay;
if(pos.Y != end.Y) pos.Y += diry;
}
public void Clear()
{
root = new Node(new Rectangle(MapMinX, MapMinY, MapMaxX - MapMinX, MapMaxY - MapMinY));
}
// Add lines to this block
entries.Add(GetBlock(pos));
}
}
// Return list
return entries;
}
// This puts a thing in the blockmap
public void AddThingsSet(ICollection<Thing> things)
{
foreach(Thing t in things) AddThing(t);
}
// This puts a thing in the blockmap
public void AddThing(Thing t)
{
//mxd
Point p1 = GetBlockCoordinates(new Vector2D(t.Position.x - t.RenderSize, t.Position.y - t.RenderSize));
Point p2 = GetBlockCoordinates(new Vector2D(t.Position.x + t.RenderSize, t.Position.y + t.RenderSize));
for(int x = p1.X; x <= p2.X; x++)
{
for(int y = p1.Y; y <= p2.Y; y++)
{
VisualBlockEntry block = GetBlock(new Point(x, y));
block.Things.Add(t);
}
}
}
// This puts a secotr in the blockmap
public void AddSectorsSet(ICollection<Sector> sectors)
{
foreach(Sector s in sectors) AddSector(s);
foreach (Sector s in sectors) AddSector(s);
}
// This puts a sector in the blockmap
public void AddSector(Sector s)
public void AddLinedefsSet(ICollection<Linedef> lines)
{
foreach (Linedef line in lines) AddLinedef(line);
}
public void AddThingsSet(ICollection<Thing> things)
{
foreach (Thing t in things) AddThing(t);
}
public void AddSector(Sector sector)
{
root.GetEntry(ToRectangle(sector.BBox)).Sectors.Add(sector);
}
public void AddLinedef(Linedef line)
{
int x0 = (int)Math.Floor(Math.Min(line.Start.Position.x, line.End.Position.x));
int y0 = (int)Math.Floor(Math.Min(line.Start.Position.y, line.End.Position.y));
int x1 = (int)Math.Floor(Math.Max(line.Start.Position.x, line.End.Position.x)) + 1;
int y1 = (int)Math.Floor(Math.Max(line.Start.Position.y, line.End.Position.y)) + 1;
root.GetEntry(new Rectangle(x0, y0, x1 - x0, y1 - y0)).Lines.Add(line);
}
public void AddThing(Thing thing)
{
int x0 = (int)Math.Floor(thing.Position.x - thing.Size);
int x1 = (int)Math.Floor(thing.Position.x + thing.Size) + 1;
int y0 = (int)Math.Floor(thing.Position.y - thing.Size);
int y1 = (int)Math.Floor(thing.Position.y + thing.Size) + 1;
root.GetEntry(new Rectangle(x0, y0, x1 - x0, y1 - y0)).Things.Add(thing);
}
internal void Dispose()
{
Point p1 = GetBlockCoordinates(new Vector2D(s.BBox.Left, s.BBox.Top));
Point p2 = GetBlockCoordinates(new Vector2D(s.BBox.Right, s.BBox.Bottom));
for(int x = p1.X; x <= p2.X; x++)
{
for(int y = p1.Y; y <= p2.Y; y++)
{
VisualBlockEntry block = GetBlock(new Point(x, y));
block.Sectors.Add(s);
}
}
Clear();
}
// This puts a whole set of linedefs in the blocks they cross
public void AddLinedefsSet(ICollection<Linedef> lines)
{
foreach(Linedef l in lines) AddLinedef(l);
}
// This puts a single linedef in all blocks it crosses
public void AddLinedef(Linedef line)
{
// Get coordinates
Vector2D v1 = line.Start.Position;
Vector2D v2 = line.End.Position;
// Find start and end block
Point pos = GetBlockCoordinates(v1);
Point end = GetBlockCoordinates(v2);
// Horizontal straight line?
if(pos.Y == end.Y)
{
// Simple loop
int dirx = Math.Sign(v2.x - v1.x);
for(int x = pos.X; x != end.X; x += dirx)
{
GetBlock(new Point(x, pos.Y)).Lines.Add(line);
}
GetBlock(end).Lines.Add(line);
}
// Vertical straight line?
else if(pos.X == end.X)
{
// Simple loop
int diry = Math.Sign(v2.y - v1.y);
for(int y = pos.Y; y != end.Y; y += diry)
{
GetBlock(new Point(pos.X, y)).Lines.Add(line);
}
GetBlock(end).Lines.Add(line);
}
else
{
// Add lines to this block
GetBlock(pos).Lines.Add(line);
// Moving outside the block?
if(pos != end)
{
// Calculate current block edges
float cl = pos.X * BLOCK_SIZE;
float cr = (pos.X + 1) * BLOCK_SIZE;
float ct = pos.Y * BLOCK_SIZE;
float cb = (pos.Y + 1) * BLOCK_SIZE;
// Line directions
int dirx = Math.Sign(v2.x - v1.x);
int diry = Math.Sign(v2.y - v1.y);
// Calculate offset and delta movement over x
float posx, deltax;
if(dirx == 0)
{
posx = float.MaxValue;
deltax = float.MaxValue;
}
else if(dirx > 0)
{
posx = (cr - v1.x) / (v2.x - v1.x);
deltax = BLOCK_SIZE / (v2.x - v1.x);
}
else
{
// Calculate offset and delta movement over x
posx = (v1.x - cl) / (v1.x - v2.x);
deltax = BLOCK_SIZE / (v1.x - v2.x);
}
// Calculate offset and delta movement over y
float posy, deltay;
if(diry == 0)
{
posy = float.MaxValue;
deltay = float.MaxValue;
}
else if(diry > 0)
{
posy = (cb - v1.y) / (v2.y - v1.y);
deltay = BLOCK_SIZE / (v2.y - v1.y);
}
else
{
posy = (v1.y - ct) / (v1.y - v2.y);
deltay = BLOCK_SIZE / (v1.y - v2.y);
}
// Continue while not reached the end
while(pos != end)
{
// Check in which direction to move
if(posx < posy)
{
// Move horizontally
posx += deltax;
if(pos.X != end.X) pos.X += dirx;
}
else
{
// Move vertically
posy += deltay;
if(pos.Y != end.Y) pos.Y += diry;
}
// Add lines to this block
GetBlock(pos).Lines.Add(line);
}
}
}
}
#endregion
}
static Rectangle ToRectangle(RectangleF bbox)
{
int x0 = (int)Math.Floor(bbox.Left);
int y0 = (int)Math.Floor(bbox.Top);
int x1 = (int)Math.Floor(bbox.Right) + 1;
int y1 = (int)Math.Floor(bbox.Bottom) + 1;
return new Rectangle(x0, y0, x1 - x0, y1 - y0);
}
const int MapMinX = -32768;
const int MapMinY = -32768;
const int MapMaxX = 32768;
const int MapMaxY = 32768;
const int MaxLevels = 8;
Node root = new Node(new Rectangle(MapMinX, MapMinY, MapMaxX - MapMinX, MapMaxY - MapMinY));
struct Plane
{
public Plane(Line2D line)
{
Vector2D dir = line.v2 - line.v1;
A = -dir.y;
B = dir.x;
D = -(line.v1.x * A + line.v1.y * B);
}
public float A, B, D;
}
class Frustum
{
public Plane[] planes;
}
class Node
{
enum Visibility { Inside, Intersecting, Outside };
public Node(Rectangle bbox)
{
this.bbox = bbox;
extents = new Vector2D(bbox.Width * 0.5f, bbox.Height * 0.5f);
center = new Vector2D(bbox.X + extents.x, bbox.Y + extents.y);
}
public void GetBlocks(Frustum frustum, ref List<VisualBlockEntry> list)
{
Visibility vis = TestVisibility(frustum);
if (vis == Visibility.Inside)
{
GetAllBlocks(ref list);
}
else if (vis == Visibility.Intersecting)
{
if (visualBlock != null)
list.Add(visualBlock);
if (topLeft != null)
{
topLeft.GetBlocks(frustum, ref list);
topRight.GetBlocks(frustum, ref list);
bottomLeft.GetBlocks(frustum, ref list);
bottomRight.GetBlocks(frustum, ref list);
}
}
}
void GetAllBlocks(ref List<VisualBlockEntry> list)
{
if (visualBlock != null)
list.Add(visualBlock);
if (topLeft != null)
{
topLeft.GetAllBlocks(ref list);
topRight.GetAllBlocks(ref list);
bottomLeft.GetAllBlocks(ref list);
bottomRight.GetAllBlocks(ref list);
}
}
Visibility TestVisibility(Frustum frustum)
{
Visibility result = Visibility.Inside;
for (int i = 0; i < 4; i++)
{
Visibility vis = TestFrustumLineVisibility(frustum.planes[i]);
if (vis == Visibility.Outside)
return Visibility.Outside;
else if (vis == Visibility.Intersecting)
result = Visibility.Intersecting;
}
return result;
}
Visibility TestFrustumLineVisibility(Plane plane)
{
float e = extents.x * Math.Abs(plane.A) + extents.y * Math.Abs(plane.B);
float s = center.x * plane.A + center.y * plane.B + plane.D;
if (s - e > 0.0)
return Visibility.Inside;
else if (s + e < 0)
return Visibility.Outside;
else
return Visibility.Intersecting;
}
public void GetBlocks(Point pos, ref List<VisualBlockEntry> list)
{
if (visualBlock != null)
list.Add(visualBlock);
if (topLeft != null)
{
if (topLeft.bbox.Contains(pos)) topLeft.GetBlocks(pos, ref list);
if (topRight.bbox.Contains(pos)) topRight.GetBlocks(pos, ref list);
if (bottomLeft.bbox.Contains(pos)) bottomLeft.GetBlocks(pos, ref list);
if (bottomRight.bbox.Contains(pos)) bottomRight.GetBlocks(pos, ref list);
}
}
public void GetBlocks(Rectangle box, ref List<VisualBlockEntry> list)
{
if (visualBlock != null)
list.Add(visualBlock);
if (topLeft != null)
{
if (topLeft.bbox.IntersectsWith(box)) topLeft.GetBlocks(box, ref list);
if (topRight.bbox.IntersectsWith(box)) topRight.GetBlocks(box, ref list);
if (bottomLeft.bbox.IntersectsWith(box)) bottomLeft.GetBlocks(box, ref list);
if (bottomRight.bbox.IntersectsWith(box)) bottomRight.GetBlocks(box, ref list);
}
}
public VisualBlockEntry GetEntry(Rectangle box, int level = 0)
{
if (level == MaxLevels)
{
if (visualBlock == null)
visualBlock = new VisualBlockEntry();
return visualBlock;
}
if (topLeft == null)
CreateChildren();
if (topLeft.bbox.Contains(box)) return topLeft.GetEntry(box, level + 1);
if (topRight.bbox.Contains(box)) return topRight.GetEntry(box, level + 1);
if (bottomLeft.bbox.Contains(box)) return bottomLeft.GetEntry(box, level + 1);
if (bottomRight.bbox.Contains(box)) return bottomRight.GetEntry(box, level + 1);
if (visualBlock == null)
visualBlock = new VisualBlockEntry();
return visualBlock;
}
void CreateChildren()
{
int x0 = bbox.X;
int x1 = bbox.X + bbox.Width / 2;
int x2 = bbox.X + bbox.Width;
int y0 = bbox.Y;
int y1 = bbox.Y + bbox.Height / 2;
int y2 = bbox.Y + bbox.Height;
topLeft = new Node(new Rectangle(x0, y0, x1 - x0, y1 - y0));
topRight = new Node(new Rectangle(x1, y0, x2 - x1, y1 - y0));
bottomLeft = new Node(new Rectangle(x0, y1, x1 - x0, y2 - y1));
bottomRight = new Node(new Rectangle(x1, y1, x2 - x1, y2 - y1));
}
Rectangle bbox;
Vector2D extents;
Vector2D center;
Node topLeft;
Node topRight;
Node bottomLeft;
Node bottomRight;
VisualBlockEntry visualBlock;
}
}
}

View file

@ -25,6 +25,7 @@ using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Actions;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Editing;
using System.Linq;
#endregion
@ -70,8 +71,6 @@ namespace CodeImp.DoomBuilder.VisualModes
// Map
protected VisualBlockMap blockmap;
protected Dictionary<Thing, VisualThing> allthings;
protected Dictionary<Sector, VisualSector> allsectors;
protected List<VisualBlockEntry> visibleblocks;
protected List<VisualThing> visiblethings;
protected List<VisualSector> visiblesectors;
@ -101,8 +100,6 @@ namespace CodeImp.DoomBuilder.VisualModes
// Initialize
this.renderer = General.Map.Renderer3D;
this.blockmap = new VisualBlockMap();
this.allsectors = new Dictionary<Sector, VisualSector>(General.Map.Map.Sectors.Count);
this.allthings = new Dictionary<Thing, VisualThing>(General.Map.Map.Things.Count);
this.visibleblocks = new List<VisualBlockEntry>();
this.visiblesectors = new List<VisualSector>(50);
this.visiblegeometry = new List<VisualGeometry>(200);
@ -129,15 +126,20 @@ namespace CodeImp.DoomBuilder.VisualModes
// Not already disposed?
if(!isdisposed)
{
// Clean up
foreach(KeyValuePair<Sector, VisualSector> s in allsectors) s.Value.Dispose();
// Clean up
foreach (Sector sector in General.Map.Map.Sectors)
{
if (sector.VisualSector != null)
{
sector.VisualSector.Dispose();
sector.VisualSector = null;
}
}
blockmap.Dispose();
visiblesectors = null;
visiblegeometry = null;
visibleblocks = null;
visiblethings = null;
allsectors = null;
allthings = null;
blockmap = null;
//mxd
@ -216,14 +218,26 @@ namespace CodeImp.DoomBuilder.VisualModes
public override void OnDisengage()
{
base.OnDisengage();
// Dispose
foreach(KeyValuePair<Sector, VisualSector> vs in allsectors)
if(vs.Value != null) vs.Value.Dispose();
// Dispose
foreach(KeyValuePair<Thing, VisualThing> vt in allthings)
if(vt.Value != null) vt.Value.Dispose();
// Dispose
foreach (Sector sector in General.Map.Map.Sectors)
{
if (sector.VisualSector != null)
{
sector.VisualSector.Dispose();
sector.VisualSector = null;
}
}
// Dispose
foreach (Thing thing in General.Map.Map.Things)
{
if (thing.VisualThing != null)
{
thing.VisualThing.Dispose();
thing.VisualThing = null;
}
}
// Apply camera position to thing
General.Map.VisualCamera.ApplyToThing();
@ -567,67 +581,66 @@ namespace CodeImp.DoomBuilder.VisualModes
// Not filtered out?
if(!General.Map.ThingsFilter.IsThingVisible(t)) continue;
VisualThing vt;
if(allthings.ContainsKey(t))
{
vt = allthings[t];
}
else
{
// Create new visual thing
vt = CreateVisualThing(t);
allthings[t] = vt;
}
if (t.VisualThing == null)
t.VisualThing = CreateVisualThing(t);
if(vt != null)
{
visiblethings.Add(vt);
}
if(t.VisualThing != null)
visiblethings.Add(t.VisualThing);
}
}
}
if(processgeometry)
{
// Find camera sector
Linedef nld = MapSet.NearestLinedef(visiblelines, campos2d);
if(nld != null)
{
General.Map.VisualCamera.Sector = GetCameraSectorFromLinedef(nld);
}
else
{
// Exceptional case: no lines found in any nearby blocks!
// This could happen in the middle of an extremely large sector and in this case
// the above code will not have found any sectors/sidedefs for rendering.
// Here we handle this special case with brute-force. Let's find the sector
// the camera is in by searching the entire map and render that sector only.
nld = General.Map.Map.NearestLinedef(campos2d);
if(nld != null)
{
General.Map.VisualCamera.Sector = GetCameraSectorFromLinedef(nld);
if(General.Map.VisualCamera.Sector != null)
{
foreach(Sidedef sd in General.Map.VisualCamera.Sector.Sidedefs)
{
float side = sd.Line.SideOfLine(campos2d);
if(((side < 0) && sd.IsFront) ||
((side > 0) && !sd.IsFront))
ProcessSidedefCulling(sd);
}
}
else
{
// Too far away from the map to see anything
General.Map.VisualCamera.Sector = null;
}
}
else
{
// Map is empty
General.Map.VisualCamera.Sector = null;
}
}
// Find camera sector
Sector camsector = blockmap.GetSectorAt(campos2d);
if (camsector != null)
{
General.Map.VisualCamera.Sector = camsector;
}
else
{
// To do: fix this code. It is retarded. Walking over all visible lines is extremely expensive.
Linedef nld = MapSet.NearestLinedef(visiblelines, campos2d);
if (nld != null)
{
General.Map.VisualCamera.Sector = GetCameraSectorFromLinedef(nld);
}
else
{
// Exceptional case: no lines found in any nearby blocks!
// This could happen in the middle of an extremely large sector and in this case
// the above code will not have found any sectors/sidedefs for rendering.
// Here we handle this special case with brute-force. Let's find the sector
// the camera is in by searching the entire map and render that sector only.
nld = General.Map.Map.NearestLinedef(campos2d);
if (nld != null)
{
General.Map.VisualCamera.Sector = GetCameraSectorFromLinedef(nld);
if (General.Map.VisualCamera.Sector != null)
{
foreach (Sidedef sd in General.Map.VisualCamera.Sector.Sidedefs)
{
float side = sd.Line.SideOfLine(campos2d);
if (((side < 0) && sd.IsFront) ||
((side > 0) && !sd.IsFront))
ProcessSidedefCulling(sd);
}
}
else
{
// Too far away from the map to see anything
General.Map.VisualCamera.Sector = null;
}
}
else
{
// Map is empty
General.Map.VisualCamera.Sector = null;
}
}
}
}
}
@ -640,32 +653,20 @@ namespace CodeImp.DoomBuilder.VisualModes
sd.LastProcessed = lastProcessed;
VisualSector vs;
if (sd.Sector.VisualSector == null)
sd.Sector.VisualSector = CreateVisualSector(sd.Sector);
// Find the visualsector and make it if needed
if(allsectors.ContainsKey(sd.Sector))
{
// Take existing visualsector
vs = allsectors[sd.Sector];
}
else
{
// Make new visualsector
vs = CreateVisualSector(sd.Sector);
//if(vs != null) allsectors.Add(sd.Sector, vs); //mxd
}
if(vs != null)
if(sd.Sector.VisualSector != null)
{
if (sd.Sector.LastProcessed != lastProcessed)
{
sd.Sector.LastProcessed = lastProcessed;
visiblesectors.Add(vs);
visiblegeometry.AddRange(vs.FixedGeometry);
visiblesectors.Add(sd.Sector.VisualSector);
visiblegeometry.AddRange(sd.Sector.VisualSector.FixedGeometry);
}
// Add sidedef geometry
visiblegeometry.AddRange(vs.GetSidedefGeometry(sd));
visiblegeometry.AddRange(sd.Sector.VisualSector.GetSidedefGeometry(sd));
}
}
@ -705,9 +706,9 @@ namespace CodeImp.DoomBuilder.VisualModes
List<IVisualPickable> pickables = new List<IVisualPickable>(blocks.Count * 10);
// Add geometry from the camera sector
if((General.Map.VisualCamera.Sector != null) && allsectors.ContainsKey(General.Map.VisualCamera.Sector))
if(General.Map.VisualCamera.Sector != null && General.Map.VisualCamera.Sector.VisualSector != null)
{
VisualSector vs = allsectors[General.Map.VisualCamera.Sector];
VisualSector vs = General.Map.VisualCamera.Sector.VisualSector;
sectors.Add(General.Map.VisualCamera.Sector, vs);
foreach(VisualGeometry g in vs.FixedGeometry) pickables.Add(g);
}
@ -740,9 +741,9 @@ namespace CodeImp.DoomBuilder.VisualModes
if(ld.Front != null)
{
// Find the visualsector
if(allsectors.ContainsKey(ld.Front.Sector))
if(ld.Front.Sector.VisualSector != null)
{
VisualSector vs = allsectors[ld.Front.Sector];
VisualSector vs = ld.Front.Sector.VisualSector;
// Add sector if not already added
if(!sectors.ContainsKey(ld.Front.Sector))
@ -777,9 +778,9 @@ namespace CodeImp.DoomBuilder.VisualModes
if(ld.Back != null)
{
// Find the visualsector
if(allsectors.ContainsKey(ld.Back.Sector))
if(ld.Back.Sector.VisualSector != null)
{
VisualSector vs = allsectors[ld.Back.Sector];
VisualSector vs = ld.Back.Sector.VisualSector;
// Add sector if not already added
if(!sectors.ContainsKey(ld.Back.Sector))
@ -867,16 +868,26 @@ namespace CodeImp.DoomBuilder.VisualModes
/// </summary>
protected virtual void ResourcesReloaded()
{
// Dispose
foreach(KeyValuePair<Sector, VisualSector> vs in allsectors)
if(vs.Value != null) vs.Value.Dispose();
foreach(KeyValuePair<Thing, VisualThing> vt in allthings)
if(vt.Value != null) vt.Value.Dispose();
// Dispose
foreach (Sector sector in General.Map.Map.Sectors)
{
if (sector.VisualSector != null)
{
sector.VisualSector.Dispose();
sector.VisualSector = null;
}
}
foreach (Thing thing in General.Map.Map.Things)
{
if (thing.VisualThing != null)
{
thing.VisualThing.Dispose();
thing.VisualThing = null;
}
}
// Clear collections
allsectors.Clear();
allthings.Clear();
visiblesectors.Clear();
visibleblocks.Clear();
visiblegeometry.Clear();
@ -897,8 +908,6 @@ namespace CodeImp.DoomBuilder.VisualModes
/// </summary>
protected virtual void ResourcesReloadedPartial()
{
Dictionary<Sector, VisualSector> newsectors = new Dictionary<Sector,VisualSector>(allsectors.Count);
// Neighbour sectors must be updated as well
foreach(Sector s in General.Map.Map.Sectors)
{
@ -933,27 +942,27 @@ namespace CodeImp.DoomBuilder.VisualModes
}
}
// Dispose if source was disposed or marked
foreach(KeyValuePair<Sector, VisualSector> vs in allsectors)
// Dispose if source was marked
foreach(Sector s in General.Map.Map.Sectors)
{
if(vs.Value != null)
if(s.Marked && s.VisualSector != null)
{
if(vs.Key.IsDisposed || vs.Key.Marked)
vs.Value.Dispose();
else
newsectors.Add(vs.Key, vs.Value);
s.VisualSector.Dispose();
s.VisualSector = null;
}
}
// Things depend on the sector they are in and because we can't
// easily determine which ones changed, we dispose all things
foreach(KeyValuePair<Thing, VisualThing> vt in allthings)
if(vt.Value != null) vt.Value.Dispose();
// Apply new lists
allsectors = newsectors;
allthings = new Dictionary<Thing, VisualThing>(allthings.Count);
foreach (Thing thing in General.Map.Map.Things)
{
if (thing.VisualThing != null)
{
thing.VisualThing.Dispose();
thing.VisualThing = null;
}
}
// Clear visibility collections
visiblesectors.Clear();
visibleblocks.Clear();
@ -982,14 +991,14 @@ namespace CodeImp.DoomBuilder.VisualModes
/// </summary>
public VisualSector GetVisualSector(Sector s)
{
if(!allsectors.ContainsKey(s)) return CreateVisualSector(s); //mxd
return allsectors[s];
if(s.VisualSector == null) return CreateVisualSector(s); //mxd
return s.VisualSector;
}
/// <summary>
/// This returns the VisualThing for the given Thing.
/// </summary>
public VisualThing GetVisualThing(Thing t) { return allthings[t]; }
public VisualThing GetVisualThing(Thing t) { return t.VisualThing; }
//mxd
public List<VisualThing> GetSelectedVisualThings(bool refreshSelection)
@ -997,10 +1006,10 @@ namespace CodeImp.DoomBuilder.VisualModes
if(refreshSelection || selectedVisualThings == null)
{
selectedVisualThings = new List<VisualThing>();
foreach(KeyValuePair<Thing, VisualThing> group in allthings)
foreach(Thing t in General.Map.Map.Things)
{
if(group.Value != null && group.Value.Selected)
selectedVisualThings.Add(group.Value);
if(t.VisualThing != null && t.VisualThing.Selected)
selectedVisualThings.Add(t.VisualThing);
}
//if nothing is selected - try to get thing from hilighted object
@ -1028,13 +1037,13 @@ namespace CodeImp.DoomBuilder.VisualModes
if(refreshSelection || selectedVisualSectors == null)
{
selectedVisualSectors = new List<VisualSector>();
foreach(KeyValuePair<Sector, VisualSector> group in allsectors)
foreach(Sector s in General.Map.Map.Sectors.Where(x => x.VisualSector != null))
{
foreach(VisualGeometry vg in group.Value.AllGeometry)
foreach(VisualGeometry vg in s.VisualSector.AllGeometry)
{
if(vg.Selected)
{
selectedVisualSectors.Add(group.Value);
selectedVisualSectors.Add(s.VisualSector);
break;
}
}
@ -1056,9 +1065,9 @@ namespace CodeImp.DoomBuilder.VisualModes
public List<VisualGeometry> GetSelectedSurfaces()
{
List<VisualGeometry> selectedSurfaces = new List<VisualGeometry>();
foreach(KeyValuePair<Sector, VisualSector> group in allsectors)
foreach(Sector s in General.Map.Map.Sectors.Where(x => x.VisualSector != null))
{
foreach(VisualGeometry vg in group.Value.AllGeometry)
foreach(VisualGeometry vg in s.VisualSector.AllGeometry)
{
if(vg.Selected) selectedSurfaces.Add(vg);
}
@ -1092,12 +1101,12 @@ namespace CodeImp.DoomBuilder.VisualModes
/// <summary>
/// Returns True when a VisualSector has been created for the specified Sector.
/// </summary>
public bool VisualSectorExists(Sector s) { return allsectors.ContainsKey(s) && (allsectors[s] != null); }
public bool VisualSectorExists(Sector s) { return s.VisualSector != null; }
/// <summary>
/// Returns True when a VisualThing has been created for the specified Thing.
/// </summary>
public bool VisualThingExists(Thing t) { return allthings.ContainsKey(t) && (allthings[t] != null); }
public bool VisualThingExists(Thing t) { return t.VisualThing != null; }
/// <summary>
/// This is called when the blockmap needs to be refilled, because it was invalidated.

View file

@ -36,7 +36,6 @@ namespace CodeImp.DoomBuilder.VisualModes
// Geometry
private readonly List<VisualGeometry> fixedgeometry;
private readonly List<VisualGeometry> allgeometry;
private readonly Dictionary<Sidedef, List<VisualGeometry>> sidedefgeometry;
private VertexBuffer geobuffer;
private bool updategeo;
@ -69,7 +68,6 @@ namespace CodeImp.DoomBuilder.VisualModes
this.sector = s;
allgeometry = new List<VisualGeometry>();
fixedgeometry = new List<VisualGeometry>();
sidedefgeometry = new Dictionary<Sidedef, List<VisualGeometry>>();
this.sector.UpdateFogColor(); //mxd
// Register as resource
@ -168,9 +166,9 @@ namespace CodeImp.DoomBuilder.VisualModes
allgeometry.Add(geo);
if(geo.Sidedef != null)
{
if(!sidedefgeometry.ContainsKey(geo.Sidedef))
sidedefgeometry[geo.Sidedef] = new List<VisualGeometry>(3);
sidedefgeometry[geo.Sidedef].Add(geo);
if(geo.Sidedef.VisualGeometry == null)
geo.Sidedef.VisualGeometry = new List<VisualGeometry>(3);
geo.Sidedef.VisualGeometry.Add(geo);
}
else
{
@ -185,14 +183,13 @@ namespace CodeImp.DoomBuilder.VisualModes
{
allgeometry.Clear();
fixedgeometry.Clear();
sidedefgeometry.Clear();
updategeo = true;
}
// This gets the geometry list for the specified sidedef
public List<VisualGeometry> GetSidedefGeometry(Sidedef sd)
{
if(sidedefgeometry.ContainsKey(sd)) return sidedefgeometry[sd];
if(sd.VisualGeometry != null) return sd.VisualGeometry;
return new List<VisualGeometry>();
}

View file

@ -25,9 +25,18 @@
GLIndexBuffer::~GLIndexBuffer()
{
if (Device && mBuffer != 0)
Finalize();
}
void GLIndexBuffer::Finalize()
{
if (Device)
{
glDeleteBuffers(1, &mBuffer);
Device->mIndexBuffers.erase(ItBuffer);
Device = nullptr;
if (mBuffer != 0)
glDeleteBuffers(1, &mBuffer);
mBuffer = 0;
}
}

View file

@ -22,6 +22,7 @@
#pragma once
#include "../Backend.h"
#include <list>
class GLRenderDevice;
@ -30,9 +31,12 @@ class GLIndexBuffer : public IndexBuffer
public:
~GLIndexBuffer();
void Finalize();
GLuint GetBuffer();
GLRenderDevice* Device = nullptr;
std::list<GLIndexBuffer*>::iterator ItBuffer;
private:
GLuint mBuffer = 0;

View file

@ -83,15 +83,17 @@ GLRenderDevice::~GLRenderDevice()
Context->MakeCurrent();
ProcessDeleteList();
for (GLTexture* tex : mTextures) mDeleteList.Textures.push_back(tex);
for (GLIndexBuffer* buffer : mIndexBuffers) mDeleteList.IndexBuffers.push_back(buffer);
for (GLVertexBuffer* buffer : mSharedVertexBuffers[0]->VertexBuffers) mDeleteList.VertexBuffers.push_back(buffer);
for (GLVertexBuffer* buffer : mSharedVertexBuffers[1]->VertexBuffers) mDeleteList.VertexBuffers.push_back(buffer);
ProcessDeleteList(true);
glDeleteBuffers(1, &mStreamVertexBuffer);
glDeleteVertexArrays(1, &mStreamVAO);
for (auto& sharedbuf : mSharedVertexBuffers)
{
for (GLVertexBuffer* buf : sharedbuf->VertexBuffers)
buf->Device = nullptr;
GLuint handle = sharedbuf->GetBuffer();
glDeleteBuffers(1, &handle);
handle = sharedbuf->GetVAO();
@ -107,6 +109,7 @@ GLRenderDevice::~GLRenderDevice()
}
}
mShaderManager->ReleaseResources();
Context->ClearCurrent();
}
@ -279,7 +282,7 @@ GLint GLRenderDevice::GetGLMinFilter(TextureFilter filter, TextureFilter mipfilt
if (mipfilter == TextureFilter::Linear)
{
if (filter == TextureFilter::Point || filter == TextureFilter::None)
return GL_LINEAR_MIPMAP_NEAREST;
return GL_NEAREST_MIPMAP_LINEAR;
else
return GL_LINEAR_MIPMAP_LINEAR;
}
@ -288,7 +291,7 @@ GLint GLRenderDevice::GetGLMinFilter(TextureFilter filter, TextureFilter mipfilt
if (filter == TextureFilter::Point || filter == TextureFilter::None)
return GL_NEAREST_MIPMAP_NEAREST;
else
return GL_NEAREST_MIPMAP_LINEAR;
return GL_LINEAR_MIPMAP_NEAREST;
}
else
{
@ -584,6 +587,11 @@ bool GLRenderDevice::SetIndexBufferData(IndexBuffer* ibuffer, void* data, int64_
{
CheckContext();
GLIndexBuffer* buffer = static_cast<GLIndexBuffer*>(ibuffer);
if (buffer->Device == nullptr)
{
buffer->ItBuffer = mIndexBuffers.insert(mIndexBuffers.end(), buffer);
buffer->Device = this;
}
GLint oldbinding = 0;
glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &oldbinding);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer->GetBuffer());
@ -906,6 +914,8 @@ bool GLRenderDevice::ApplyTextures()
glSamplerParameteri(samplerHandle, GL_TEXTURE_WRAP_S, wrapMode[(int)mTextureUnit.WrapMode]);
glSamplerParameteri(samplerHandle, GL_TEXTURE_WRAP_T, wrapMode[(int)mTextureUnit.WrapMode]);
glSamplerParameteri(samplerHandle, GL_TEXTURE_WRAP_R, wrapMode[(int)mTextureUnit.WrapMode]);
if (mSamplerFilterKey.MaxAnisotropy > 0.0f)
glSamplerParameterf(samplerHandle, GL_TEXTURE_MAX_ANISOTROPY_EXT, mSamplerFilterKey.MaxAnisotropy);
}
if (mTextureUnit.SamplerHandle != samplerHandle)
@ -957,12 +967,23 @@ void GLRenderDevice::DeleteObject(GLTexture* texture)
delete texture;
}
void GLRenderDevice::ProcessDeleteList()
void GLRenderDevice::ProcessDeleteList(bool finalize)
{
std::unique_lock<std::mutex> lock(GLRenderDevice::GetMutex());
for (auto buffer : mDeleteList.IndexBuffers) delete buffer;
for (auto buffer : mDeleteList.VertexBuffers) delete buffer;
for (auto texture : mDeleteList.Textures) delete texture;
if (!finalize)
{
for (auto buffer : mDeleteList.IndexBuffers) delete buffer;
for (auto buffer : mDeleteList.VertexBuffers) delete buffer;
for (auto texture : mDeleteList.Textures) delete texture;
}
else
{
for (auto buffer : mDeleteList.IndexBuffers) buffer->Finalize();
for (auto buffer : mDeleteList.VertexBuffers) buffer->Finalize();
for (auto texture : mDeleteList.Textures) texture->Finalize();
}
mDeleteList.IndexBuffers.clear();
mDeleteList.VertexBuffers.clear();
mDeleteList.Textures.clear();

View file

@ -23,6 +23,7 @@
#include "../Backend.h"
#include "OpenGLContext.h"
#include <list>
class GLSharedVertexBuffer;
class GLShader;
@ -105,7 +106,7 @@ public:
static void DeleteObject(GLIndexBuffer* buffer);
static void DeleteObject(GLTexture* texture);
void ProcessDeleteList();
void ProcessDeleteList(bool finalize = false);
std::unique_ptr<IOpenGLContext> Context;
@ -150,6 +151,9 @@ public:
std::unique_ptr<GLSharedVertexBuffer> mSharedVertexBuffers[2];
std::list<GLTexture*> mTextures;
std::list<GLIndexBuffer*> mIndexBuffers;
std::unique_ptr<GLShaderManager> mShaderManager;
ShaderName mShaderName = {};

View file

@ -29,6 +29,11 @@ GLTexture::GLTexture()
}
GLTexture::~GLTexture()
{
Finalize();
}
void GLTexture::Finalize()
{
if (Device)
Invalidate();
@ -120,6 +125,7 @@ void GLTexture::Invalidate()
mFramebuffer = 0;
mTexture = 0;
mPBO = 0;
if (Device) Device->mTextures.erase(ItTexture);
Device = nullptr;
}
@ -127,7 +133,11 @@ GLuint GLTexture::GetTexture(GLRenderDevice* device)
{
if (mTexture == 0)
{
Device = device;
if (Device == nullptr)
{
Device = device;
ItTexture = Device->mTextures.insert(Device->mTextures.end(), this);
}
GLint oldActiveTex = GL_TEXTURE0;
glGetIntegerv(GL_ACTIVE_TEXTURE, &oldActiveTex);
@ -174,7 +184,7 @@ GLuint GLTexture::GetFramebuffer(GLRenderDevice* device, bool usedepthbuffer)
{
if (mFramebuffer == 0)
{
GLuint texture = GetTexture(Device);
GLuint texture = GetTexture(device);
glGenFramebuffers(1, &mFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
@ -187,7 +197,11 @@ GLuint GLTexture::GetFramebuffer(GLRenderDevice* device, bool usedepthbuffer)
{
if (mDepthRenderbuffer == 0)
{
Device = device;
if (Device == nullptr)
{
Device = device;
ItTexture = Device->mTextures.insert(Device->mTextures.end(), this);
}
glGenRenderbuffers(1, &mDepthRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, mDepthRenderbuffer);
@ -197,7 +211,7 @@ GLuint GLTexture::GetFramebuffer(GLRenderDevice* device, bool usedepthbuffer)
if (mFramebuffer == 0)
{
GLuint texture = GetTexture(Device);
GLuint texture = GetTexture(device);
glGenFramebuffers(1, &mFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
@ -214,7 +228,11 @@ GLuint GLTexture::GetPBO(GLRenderDevice* device)
{
if (mPBO == 0)
{
Device = device;
if (Device == nullptr)
{
Device = device;
ItTexture = Device->mTextures.insert(Device->mTextures.end(), this);
}
glGenBuffers(1, &mPBO);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, mPBO);

View file

@ -22,6 +22,7 @@
#pragma once
#include "../Backend.h"
#include <list>
class GLRenderDevice;
@ -31,6 +32,8 @@ public:
GLTexture();
~GLTexture();
void Finalize();
void Set2DImage(int width, int height) override;
void SetCubeImage(int size) override;
@ -49,6 +52,7 @@ public:
GLuint GetPBO(GLRenderDevice* device);
GLRenderDevice* Device = nullptr;
std::list<GLTexture*>::iterator ItTexture;
private:
int mWidth = 0;

View file

@ -72,6 +72,11 @@ void GLSharedVertexBuffer::SetupWorldVAO()
/////////////////////////////////////////////////////////////////////////////
GLVertexBuffer::~GLVertexBuffer()
{
Finalize();
}
void GLVertexBuffer::Finalize()
{
if (Device)
{

View file

@ -56,6 +56,8 @@ class GLVertexBuffer : public VertexBuffer
public:
~GLVertexBuffer();
void Finalize();
VertexFormat Format = VertexFormat::Flat;
GLRenderDevice* Device = nullptr;

View file

@ -600,15 +600,10 @@ namespace CodeImp.DoomBuilder.BuilderModes
// Get nearby things
List<Thing> neighbours = new List<Thing>();
RectangleF bbox = new RectangleF(thing.Position.x - thing.Size, thing.Position.y - thing.Size, thing.Size * 2, thing.Size * 2);
Point p1 = mode.BlockMap.GetBlockCoordinates(new Vector2D(bbox.Left, bbox.Top));
Point p2 = mode.BlockMap.GetBlockCoordinates(new Vector2D(bbox.Right, bbox.Bottom));
for(int x = p1.X; x <= p2.X; x++)
{
for(int y = p1.Y; y <= p2.Y; y++)
{
neighbours.AddRange(mode.BlockMap.GetBlock(new Point(x, y)).Things);
}
}
foreach (var block in mode.BlockMap.GetBlocks(bbox))
{
neighbours.AddRange(block.Things);
}
// Collect things intersecting with target thing
List<Thing> intersectingthings = new List<Thing>();

View file

@ -31,6 +31,8 @@ using CodeImp.DoomBuilder.Config;
using CodeImp.DoomBuilder.GZBuilder.Data;
using CodeImp.DoomBuilder.Types;
using CodeImp.DoomBuilder.Data;
using System.Linq;
using System.Drawing;
#endregion
@ -289,9 +291,9 @@ namespace CodeImp.DoomBuilder.BuilderModes
General.Interface.DisplayStatus(StatusType.Action, actionresult.displaystatus);
// Reset changed flags
foreach(KeyValuePair<Sector, VisualSector> vs in allsectors)
foreach(Sector s in General.Map.Map.Sectors.Where(x => x.VisualSector != null))
{
BaseVisualSector bvs = (BaseVisualSector)vs.Value;
BaseVisualSector bvs = (BaseVisualSector)s.VisualSector;
foreach(VisualFloor vf in bvs.ExtraFloors) vf.Changed = false;
foreach(VisualCeiling vc in bvs.ExtraCeilings) vc.Changed = false;
foreach(VisualFloor vf in bvs.ExtraBackFloors) vf.Changed = false; //mxd
@ -348,31 +350,25 @@ namespace CodeImp.DoomBuilder.BuilderModes
{
// Make list of selected objects
selectedobjects = new List<IVisualEventReceiver>();
foreach(KeyValuePair<Sector, VisualSector> vs in allsectors)
foreach(Sector s in General.Map.Map.Sectors.Where(x => x.VisualSector != null))
{
if(vs.Value != null)
BaseVisualSector bvs = (BaseVisualSector)s.VisualSector;
if((bvs.Floor != null) && bvs.Floor.Selected) selectedobjects.Add(bvs.Floor);
if((bvs.Ceiling != null) && bvs.Ceiling.Selected) selectedobjects.Add(bvs.Ceiling);
foreach(Sidedef sd in s.Sidedefs)
{
BaseVisualSector bvs = (BaseVisualSector)vs.Value;
if((bvs.Floor != null) && bvs.Floor.Selected) selectedobjects.Add(bvs.Floor);
if((bvs.Ceiling != null) && bvs.Ceiling.Selected) selectedobjects.Add(bvs.Ceiling);
foreach(Sidedef sd in vs.Key.Sidedefs)
List<VisualGeometry> sidedefgeos = bvs.GetSidedefGeometry(sd);
foreach(VisualGeometry sdg in sidedefgeos)
{
List<VisualGeometry> sidedefgeos = bvs.GetSidedefGeometry(sd);
foreach(VisualGeometry sdg in sidedefgeos)
{
if(sdg.Selected) selectedobjects.Add((IVisualEventReceiver)sdg);
}
if(sdg.Selected) selectedobjects.Add((IVisualEventReceiver)sdg);
}
}
}
foreach(KeyValuePair<Thing, VisualThing> vt in allthings)
foreach(Thing t in General.Map.Map.Things.Where(x => x.VisualThing != null))
{
if(vt.Value != null)
{
BaseVisualThing bvt = (BaseVisualThing)vt.Value;
if(bvt.Selected) selectedobjects.Add(bvt);
}
BaseVisualThing bvt = (BaseVisualThing)t.VisualThing;
if(bvt.Selected) selectedobjects.Add(bvt);
}
//mxd
@ -395,7 +391,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
internal BaseVisualSector CreateBaseVisualSector(Sector s)
{
BaseVisualSector vs = new BaseVisualSector(this, s);
allsectors.Add(s, vs);
s.VisualSector = vs;
return vs;
}
@ -403,7 +399,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
protected override VisualSector CreateVisualSector(Sector s)
{
BaseVisualSector vs = new BaseVisualSector(this, s);
allsectors.Add(s, vs); //mxd
s.VisualSector = vs; //mxd
return vs;
}
@ -502,22 +498,16 @@ namespace CodeImp.DoomBuilder.BuilderModes
// This updates the VisualSectors and VisualThings that have their Changed property set
private void UpdateChangedObjects()
{
foreach(KeyValuePair<Sector, VisualSector> vs in allsectors)
foreach(Sector s in General.Map.Map.Sectors.Where(x => x.VisualSector != null))
{
if(vs.Value != null)
{
BaseVisualSector bvs = (BaseVisualSector)vs.Value;
if(bvs.Changed) bvs.Rebuild();
}
BaseVisualSector bvs = (BaseVisualSector)s.VisualSector;
if(bvs.Changed) bvs.Rebuild();
}
foreach(KeyValuePair<Thing, VisualThing> vt in allthings)
foreach(Thing t in General.Map.Map.Things.Where(x => x.VisualThing != null))
{
if(vt.Value != null)
{
BaseVisualThing bvt = (BaseVisualThing)vt.Value;
if(bvt.Changed) bvt.Rebuild();
}
BaseVisualThing bvt = (BaseVisualThing)t.VisualThing;
if(bvt.Changed) bvt.Rebuild();
}
//mxd
@ -1036,19 +1026,21 @@ namespace CodeImp.DoomBuilder.BuilderModes
{
Vertex v = sd.IsFront ? sd.Line.End : sd.Line.Start;
// Check if a thing is at this vertex
VisualBlockEntry b = blockmap.GetBlock(blockmap.GetBlockCoordinates(v.Position));
foreach (Thing t in b.Things)
{
if ((Vector2D)t.Position == v.Position)
{
switch (t.Type)
{
case 1504: slopefloorthings.Add(t); break;
case 1505: slopeceilingthings.Add(t); break;
}
}
}
// Check if a thing is at this vertex
foreach (VisualBlockEntry block in blockmap.GetBlocks(v.Position))
{
foreach (Thing t in block.Things)
{
if ((Vector2D)t.Position == v.Position)
{
switch (t.Type)
{
case 1504: slopefloorthings.Add(t); break;
case 1505: slopeceilingthings.Add(t); break;
}
}
}
}
}
// Slope any floor vertices?
@ -1448,31 +1440,27 @@ namespace CodeImp.DoomBuilder.BuilderModes
// No sectors or geometry changed. So we only have
// to update things when they have changed.
HashSet<Thing> toremove = new HashSet<Thing>(); //mxd
foreach(KeyValuePair<Thing, VisualThing> vt in allthings)
foreach(Thing t in General.Map.Map.Things.Where(x => x.VisualThing != null && x.Marked))
{
if((vt.Value != null) && vt.Key.Marked)
{
if(vt.Key.IsDisposed) toremove.Add(vt.Key); //mxd. Disposed things will cause problems
else ((BaseVisualThing)vt.Value).Rebuild();
}
if(t.IsDisposed) toremove.Add(t); //mxd. Disposed things will cause problems
else ((BaseVisualThing)t.VisualThing).Rebuild();
}
//mxd. Remove disposed things
foreach(Thing t in toremove)
{
if(allthings[t] != null) allthings[t].Dispose();
allthings.Remove(t);
if(t.VisualThing != null) { t.VisualThing.Dispose(); t.VisualThing = null; }
}
}
else
{
// Things depend on the sector they are in and because we can't
// easily determine which ones changed, we dispose all things
foreach(KeyValuePair<Thing, VisualThing> vt in allthings)
if(vt.Value != null) vt.Value.Dispose();
// Apply new lists
allthings = new Dictionary<Thing, VisualThing>(allthings.Count);
foreach(Thing t in General.Map.Map.Things.Where(x => x.VisualThing != null))
{
t.VisualThing.Dispose();
t.VisualThing = null;
}
}
// Clear visibility collections
@ -1584,12 +1572,10 @@ namespace CodeImp.DoomBuilder.BuilderModes
//mxd
private void Interface_OnSectorEditFormValuesChanged(object sender, EventArgs e)
{
if(allsectors == null) return;
// Reset changed flags
foreach(KeyValuePair<Sector, VisualSector> vs in allsectors)
foreach(Sector s in General.Map.Map.Sectors.Where(x => x.VisualSector != null))
{
BaseVisualSector bvs = (BaseVisualSector)vs.Value;
BaseVisualSector bvs = (BaseVisualSector)s.VisualSector;
foreach(VisualFloor vf in bvs.ExtraFloors) vf.Changed = false;
foreach(VisualCeiling vc in bvs.ExtraCeilings) vc.Changed = false;
foreach(VisualFloor vf in bvs.ExtraBackFloors) vf.Changed = false;
@ -2072,41 +2058,35 @@ namespace CodeImp.DoomBuilder.BuilderModes
});
//
foreach (KeyValuePair<Sector, VisualSector> vs in allsectors)
foreach (Sector s in General.Map.Map.Sectors.Where(x => x.VisualSector != null))
{
if (vs.Value != null)
BaseVisualSector bvs = (BaseVisualSector)s.VisualSector;
if (clearsectors)
{
BaseVisualSector bvs = (BaseVisualSector)vs.Value;
if (clearsectors)
{
if (bvs.Floor != null) bvs.Floor.Selected = false;
if (bvs.Ceiling != null) bvs.Ceiling.Selected = false;
foreach (VisualFloor vf in bvs.ExtraFloors) vf.Selected = false;
foreach (VisualCeiling vc in bvs.ExtraCeilings) vc.Selected = false;
foreach (VisualFloor vf in bvs.ExtraBackFloors) vf.Selected = false; //mxd
foreach (VisualCeiling vc in bvs.ExtraBackCeilings) vc.Selected = false; //mxd
}
if (bvs.Floor != null) bvs.Floor.Selected = false;
if (bvs.Ceiling != null) bvs.Ceiling.Selected = false;
foreach (VisualFloor vf in bvs.ExtraFloors) vf.Selected = false;
foreach (VisualCeiling vc in bvs.ExtraCeilings) vc.Selected = false;
foreach (VisualFloor vf in bvs.ExtraBackFloors) vf.Selected = false; //mxd
foreach (VisualCeiling vc in bvs.ExtraBackCeilings) vc.Selected = false; //mxd
}
if (clearsidedefs)
if (clearsidedefs)
{
foreach (Sidedef sd in s.Sidedefs)
{
foreach (Sidedef sd in vs.Key.Sidedefs)
{
//mxd. VisualSidedefParts can contain references to visual geometry, which is not present in VisualSector.sidedefgeometry
bvs.GetSidedefParts(sd).DeselectAllParts();
}
//mxd. VisualSidedefParts can contain references to visual geometry, which is not present in VisualSector.sidedefgeometry
bvs.GetSidedefParts(sd).DeselectAllParts();
}
}
}
if (clearthings)
{
foreach (KeyValuePair<Thing, VisualThing> vt in allthings)
foreach (Thing t in General.Map.Map.Things.Where(x => x.VisualThing != null))
{
if (vt.Value != null)
{
BaseVisualThing bvt = (BaseVisualThing)vt.Value;
bvt.Selected = false;
}
BaseVisualThing bvt = (BaseVisualThing)t.VisualThing;
bvt.Selected = false;
}
}