/* ** hw_sectiona.cpp ** For decoupling the renderer from internal Build structures ** **--------------------------------------------------------------------------- ** Copyright 2021 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** ** The sole reason for existence of this file is that Build's sector setup ** does not allow for easy splitting of sectors, either for having disjoint parts ** or requiring partial rendering. So we need to add a superstructure ** where we can shuffle around some content without disturbing the original ** order... ** */ #include "hw_sections.h" #include "sectorgeometry.h" #include "gamefuncs.h" #include "earcut.hpp" #include "nodebuilder/nodebuild.h" FMemArena tempsectionArena(102400); TArray sectionLines; TArray
Sections; TArray> sectionspersector; // reverse map, mainly for the automap int numsectionlines; void hw_SplitSector(int sector, int startpos, int endpos); TArray splits; void hw_BuildSections() { Sections.Resize(numsectors); memset(Sections.Data(), 0, numsectors * sizeof(Section)); sectionspersector.Resize(numsectors); sectionLines.Resize(numwalls * 5 / 4); // cannot reallocate, unfortunately. numsectionlines = numwalls; for (int i = 0; i < numsectors; i++) { Sections[i].sector = i; auto lines = (int*)tempsectionArena.Alloc(sector[i].wallnum * sizeof(int)); Sections[i].lines.Set(lines, sector[i].wallnum); for (int j = 0; j < sector[i].wallnum; j++) Sections[i].lines[j] = sector[i].wallptr + j; sectionspersector[i].Resize(1); sectionspersector[i][0] = i; } // Initial setup just creates a 1:1 mapping of walls to section lines and sectors to sections. numsectionlines = numwalls; for (int i = 0; i < numwalls; i++) { auto& wal = wall[i]; sectionLines[i].startpoint = sectionLines[i].wall = i; sectionLines[i].endpoint = wal.point2; sectionLines[i].partner = wal.nextwall; sectionLines[i].section = wal.sector; sectionLines[i].partnersection = wal.nextsector; sectionLines[i].point2index = 0; if (wal.sector == -1) Printf("Warning: Wall %d without a sector!\n", wall.IndexOf(&wal)); else sectionLines[i].point2index = wal.point2 - wal.sectorp()->wallptr; } for (unsigned i = 0; i < splits.Size(); i += 3) hw_SplitSector(splits[i], splits[i + 1], splits[i + 2]); } static void SplitSection(int section, int start, int end) { #if 0 // disabled until refactoring. This code is a mess and needs to be redone. // note: to do this, the sector's lines must be well ordered and there must only be one outline and no holes. // This also can only apply a single split to a given sector. int firstsection = Sections.Reserve(2); int secondsection = firstsection+1; auto& sect = Sections[section]; Section* sect1 = &Sections[firstsection]; Section* sect2 = &Sections[secondsection]; sect1->sector = sect.sector; sect2->sector = sect.sector; sect1->lines.Clear(); sect2->lines.Clear(); for (int aline : sect.lines) { int line = sectionLines[aline].wall; if (line < start || line >= end) { sect1->lines.Push(aline); } if (line == start) { sect1->lines.Push(-1); sect2->lines.Push(-1); } if (line >= start && line < end) { sect2->lines.Push(aline); } } int firstnewline = numsectionlines; int thisline = numsectionlines; int splitline1 = 0, splitline2 = 0; //numsectionlines += sect1->lines.Size() + 1; for (unsigned i = 0; i < sect1->lines.Size(); i++)// auto& sline : sect1->lines) { int sline = sect1->lines[i]; sect1->lines[i] = thisline; if (sline != -1) { SectionLine& newline = sectionLines[thisline]; newline = sectionLines[sline]; newline.section = Sections.IndexOf(sect1); if (i != sect1->lines.Size() - 1) newline.point2index = thisline + 1 - firstnewline; else newline.point2index = 0; assert(newline.point2index >= 0); // relink the partner if (newline.partner >= 0) { auto& partnerline = sectionLines[newline.partner]; partnerline.partner = thisline; partnerline.partnersection = newline.section; } thisline++; } else { splitline1 = thisline++; sectionLines[splitline1].wall = -1; sectionLines[splitline1].section = Sections.IndexOf(sect1); sectionLines[splitline1].partnersection = Sections.IndexOf(sect2); sectionLines[splitline1].startpoint = start; sectionLines[splitline1].endpoint = end; sectionLines[splitline1].point2index = splitline1 + 1 - firstnewline; } } firstnewline = thisline; for (unsigned i = 0; i < sect2->lines.Size(); i++)// auto& sline : sect1->lines) { int sline = sect2->lines[i]; sect2->lines[i] = thisline; if (sline != -1) { SectionLine& newline = sectionLines[thisline]; newline = sectionLines[sline]; newline.section = Sections.IndexOf(sect1); if (i != sect2->lines.Size() - 1) newline.point2index = thisline + 1 - firstnewline; else newline.point2index = 0; assert(newline.point2index >= 0); // relink the partner if (newline.partner >= 0) { auto& partnerline = sectionLines[newline.partner]; partnerline.partner = thisline; partnerline.partnersection = newline.section; } thisline++; } else { splitline2 = thisline++; sectionLines[splitline2].wall = -1; sectionLines[splitline2].section = Sections.IndexOf(sect2); sectionLines[splitline2].partnersection = Sections.IndexOf(sect1); sectionLines[splitline2].startpoint = end; sectionLines[splitline2].endpoint = start; sectionLines[splitline2].point2index = splitline2 + 1 - firstnewline; } } sectionLines[splitline1].partner = splitline2; sectionLines[splitline2].partner = splitline1; sectionspersector[sect.sector].Resize(2); sectionspersector[sect.sector][0] = Sections.IndexOf(sect1); sectionspersector[sect.sector][1] = Sections.IndexOf(sect2); #endif } void hw_SplitSector(int sectnum, int start, int end) { int wallstart = sector[sectnum].wallptr; int wallend = wallstart + sector[sectnum].wallnum; if (start < wallstart || start >= wallend || end < wallstart || end >= wallend || end < start) return; for (unsigned i = 0; i < sectionspersector[sectnum].Size(); i++) { int sect = sectionspersector[sectnum][i]; bool foundstart = false, foundend = false; for (int aline : Sections[sect].lines) { int line = sectionLines[aline].wall; if (line == start) foundstart = true; if (line == end) foundend = true; } if (foundstart && foundend) { sectionspersector[sectnum].Delete(i); SplitSection(sect, start, end); return; } } } void hw_SetSplitSector(int sectnum, int start, int end) { splits.Push(sectnum); splits.Push(start); splits.Push(end); } void hw_ClearSplitSector() { splits.Clear(); } // this got dumped here to move it out of the way. static FVector3 CalcNormal(sectortype* sector, int plane) { return { 0,0,0 }; } class UVCalculator1 { sectortype* sect; int myplane; int stat; float z1; int ix1; int iy1; int ix2; int iy2; float sinalign, cosalign; FGameTexture* tex; float xpanning, ypanning; float xscaled, yscaled; FVector2 offset; public: UVCalculator1(sectortype* sec, int plane, FGameTexture* tx, const FVector2& off) { float xpan, ypan; sect = sec; tex = tx; myplane = plane; offset = off; auto firstwall = sec->firstWall(); ix1 = firstwall->x; iy1 = firstwall->y; ix2 = firstwall->point2Wall()->x; iy2 = firstwall->point2Wall()->y; if (plane == 0) { stat = sec->floorstat; xpan = sec->floorxpan_; ypan = sec->floorypan_; PlanesAtPoint(sec, ix1, iy1, nullptr, &z1); } else { stat = sec->ceilingstat; xpan = sec->ceilingxpan_; ypan = sec->ceilingypan_; PlanesAtPoint(sec, ix1, iy1, &z1, nullptr); } DVector2 dv = { double(ix2 - ix1), -double(iy2 - iy1) }; auto vang = dv.Angle() - 90.; cosalign = float(vang.Cos()); sinalign = float(vang.Sin()); int pow2width = 1 << sizeToBits((int)tx->GetDisplayWidth()); int pow2height = 1 << sizeToBits((int)tx->GetDisplayHeight()); xpanning = xpan / 256.f; ypanning = ypan / 256.f; float scalefactor = (stat & CSTAT_SECTOR_TEXHALF) ? 8.0f : 16.0f; if ((stat & (CSTAT_SECTOR_SLOPE | CSTAT_SECTOR_ALIGN)) == (CSTAT_SECTOR_ALIGN)) { // This is necessary to adjust for some imprecisions in the math. // To calculate the inverse Build performs an integer division with significant loss of precision // that can cause the texture to be shifted by multiple pixels. // The code below calculates the amount of this deviation so that it can be added back to the formula. int len = ksqrt(uhypsq(ix2 - ix1, iy2 - iy1)); if (len != 0) { int i = 1048576 / len; scalefactor *= 1048576.f / (i * len); } } xscaled = scalefactor * pow2width; yscaled = scalefactor * pow2height; } FVector2 GetUV(int x, int y, float z) { float tv, tu; if (stat & CSTAT_SECTOR_ALIGN) { float dx = (float)(x - ix1); float dy = (float)(y - iy1); tu = -(dx * sinalign + dy * cosalign); tv = (dx * cosalign - dy * sinalign); if (stat & CSTAT_SECTOR_SLOPE) { float dz = (z - z1) * 16; float newtv = sqrt(tv * tv + dz * dz); tv = tv < 0 ? -newtv : newtv; } } else { tu = x - offset.X; tv = -y - offset.Y; } if (stat & CSTAT_SECTOR_SWAPXY) std::swap(tu, tv); if (stat & CSTAT_SECTOR_XFLIP) tu = -tu; if (stat & CSTAT_SECTOR_YFLIP) tv = -tv; return { tu / xscaled + xpanning, tv / yscaled + ypanning }; } }; // moved out of the way //========================================================================== // // // //========================================================================== bool SectorGeometry::MakeVertices(unsigned int secnum, int plane, const FVector2& offset) { auto sec = &Sections[secnum]; auto sectorp = §or[sec->sector]; int numvertices = sec->lines.Size(); TArray points(numvertices, true); using Point = std::pair; std::vector> polygon; std::vector* curPoly; polygon.resize(1); curPoly = &polygon.back(); FixedBitArray done; int fz = sectorp->floorz, cz = sectorp->ceilingz; int vertstoadd = numvertices; done.Zero(); while (vertstoadd > 0) { int start = 0; while (done[start] && start < numvertices) start++; int s = start; if (start >= 0 && start < numvertices) { while (start >= 0 && start < numvertices && !done[start]) { auto sline = §ionLines[sec->lines[start]]; auto wallp = &wall[sline->startpoint]; float X = float(WallStartX(wallp)); float Y = float(WallStartY(wallp)); if (fabs(X) > 32768.f || fabs(Y) > 32768.f) { // If we get here there's some fuckery going around with the coordinates. Let's better abort and wait for things to realign. // Do not try alternative methods if this happens. return true; } curPoly->push_back(std::make_pair(X, Y)); done.Set(start); vertstoadd--; start = sline->point2index; } polygon.resize(polygon.size() + 1); curPoly = &polygon.back(); if (start != s) return false; // means the sector is badly defined. RRRA'S E1L3 triggers this. } } // Now make sure that the outer boundary is the first polygon by picking a point that's as much to the outside as possible. int outer = 0; float minx = FLT_MAX; float miny = FLT_MAX; for (size_t a = 0; a < polygon.size(); a++) { for (auto& pt : polygon[a]) { if (pt.first < minx || (pt.first == minx && pt.second < miny)) { minx = pt.first; miny = pt.second; outer = int(a); } } } if (outer != 0) std::swap(polygon[0], polygon[outer]); auto indices = mapbox::earcut(polygon); if (indices.size() < 3 * (sec->lines.Size() - 2)) { // this means that full triangulation failed. return false; } sectorp->floorz = sectorp->ceilingz = 0; int p = 0; for (size_t a = 0; a < polygon.size(); a++) { for (auto& pt : polygon[a]) { float planez = 0; PlanesAtPoint(sectorp, (pt.first * 16), (pt.second * -16), plane ? &planez : nullptr, !plane ? &planez : nullptr); FVector3 point = { pt.first, pt.second, planez }; points[p++] = point; } } auto& entry = data[secnum].planes[plane]; entry.vertices.Resize((unsigned)indices.size()); entry.texcoords.Resize((unsigned)indices.size()); entry.normal = CalcNormal(sectorp, plane); auto texture = tileGetTexture(plane ? sectorp->ceilingpicnum : sectorp->floorpicnum); UVCalculator1 uvcalc(sectorp, plane, texture, offset); for(unsigned i = 0; i < entry.vertices.Size(); i++) { auto& pt = points[indices[i]]; entry.vertices[i] = pt; entry.texcoords[i] = uvcalc.GetUV(int(pt.X * 16), int(pt.Y * -16), pt.Z); } sectorp->floorz = fz; sectorp->ceilingz = cz; return true; } //========================================================================== // // Use ZDoom's node builder if the simple approach fails. // This will create something usable in the vast majority of cases, // even if the result is less efficient. // //========================================================================== bool SectorGeometry::MakeVertices2(unsigned int secnum, int plane, const FVector2& offset) { auto sec = &Sections[secnum]; auto sectorp = §or[sec->sector]; int numvertices = sec->lines.Size(); // Convert our sector into something the node builder understands TArray vertexes(sectorp->wallnum, true); TArray lines(numvertices, true); TArray sides(numvertices, true); int j = 0; for (int i = 0; i < numvertices; i++) { auto sline = §ionLines[sec->lines[i]]; if (sline->point2index < 0) continue; // Exhumed LEV14 triggers this on sector 169. auto wallp = &wall[sline->startpoint]; vertexes[j].p = { wallp->x * (1 / 16.), wallp->y * (1 / -16.) }; if (fabs(vertexes[j].p.X) > 32768.f || fabs(vertexes[j].p.Y) > 32768.f) { // If we get here there's some fuckery going around with the coordinates. Let's better abort and wait for things to realign. return true; } lines[j].backsector = nullptr; lines[j].frontsector = sectorp; lines[j].linenum = j; lines[j].wallnum = sline->wall; lines[j].sidedef[0] = &sides[j]; lines[j].sidedef[1] = nullptr; lines[j].v1 = &vertexes[j]; lines[j].v2 = &vertexes[sline->point2index + j - i]; sides[j].sidenum = j; sides[j].sector = sectorp; j++; } vertexes.Clamp(j); lines.Clamp(j); sides.Clamp(j); // Weed out any overlaps. These often happen with door setups and can lead to bad subsectors for (unsigned i = 0; i < lines.Size(); i++) { auto p1 = lines[i].v1->p, p2 = lines[i].v2->p; // Throw out any line with zero length. if (p1 == p2) { lines.Delete(i); i--; continue; } for (unsigned j = i + 1; j < lines.Size(); j++) { auto pp1 = lines[j].v1->p, pp2 = lines[j].v2->p; if (pp1 == p2 && pp2 == p1) { // handle the simple case first, i.e. line j is the inverse of line i. // in this case both lines need to be deleted. lines.Delete(j); lines.Delete(i); i--; goto nexti; } else if (pp1 == p2) { // only the second line's start point matches. // In this case we have to delete the shorter line and truncate the other one. // check if the second line's end point is on the line we are checking double d1 = PointOnLineSide(pp2, p1, p2); if (fabs(d1) > FLT_EPSILON) continue; // not colinear bool vert = p1.X == p2.X; double p1x = vert ? p1.X : p1.Y; double p2x = vert ? p2.X : p2.Y; double pp1x = vert ? pp1.X : pp1.Y; double pp2x = vert ? pp2.X : pp2.Y; if (pp2x > min(p1x, p2x) && pp2x < max(p1x, p2x)) { // pp2 is on line i. lines[i].v2 = lines[j].v2; lines.Delete(j); continue; } else if (p1x > min(pp1x, pp2x) && p1x < max(pp1x, pp2x)) { // p1 is on line j lines[j].v1 = lines[j].v2; lines.Delete(i); goto nexti; } } else if (pp2 == p1) { // only the second line's start point matches. // In this case we have to delete the shorter line and truncate the other one. // check if the second line's end point is on the line we are checking double d1 = PointOnLineSide(pp1, p1, p2); if (fabs(d1) > FLT_EPSILON) continue; // not colinear bool vert = p1.X == p2.X; double p1x = vert ? p1.X : p1.Y; double p2x = vert ? p2.X : p2.Y; double pp1x = vert ? pp1.X : pp1.Y; double pp2x = vert ? pp2.X : pp2.Y; if (pp1x > min(p1x, p2x) && pp1x < max(p1x, p2x)) { // pp1 is on line i. lines[i].v1 = lines[j].v1; lines.Delete(j); continue; } else if (p2x > min(pp1x, pp2x) && p2x < max(pp1x, pp2x)) { // p2 is on line j lines[j].v2 = lines[j].v1; lines.Delete(i); goto nexti; } } else { // no idea if we should do further checks here. Blood's doors do not need them. We'll see. } } nexti:; } if (lines.Size() < 4) { // nothing to generate. If line count is < 4 this sector is degenerate and should not be processed further. auto& entry = data[secnum].planes[plane]; entry.vertices.Clear(); entry.texcoords.Clear(); return true; } FNodeBuilder::FLevel leveldata = { &vertexes[0], (int)vertexes.Size(), &sides[0], (int)sides.Size(), &lines[0], (int)lines.Size(), 0, 0, 0, 0 }; leveldata.FindMapBounds(); FNodeBuilder builder(leveldata); FLevelLocals Level; builder.Extract(Level); // Now turn the generated subsectors into triangle meshes auto& entry = data[secnum].planes[plane]; entry.vertices.Clear(); entry.texcoords.Clear(); int fz = sectorp->floorz, cz = sectorp->ceilingz; sectorp->floorz = sectorp->ceilingz = 0; for (auto& sub : Level.subsectors) { if (sub.numlines <= 2) continue; auto v0 = sub.firstline->v1; for (unsigned i = 1; i < sub.numlines - 1; i++) { auto v1 = sub.firstline[i].v1; auto v2 = sub.firstline[i].v2; entry.vertices.Push({ (float)v0->fX(), (float)v0->fY(), 0 }); entry.vertices.Push({ (float)v1->fX(), (float)v1->fY(), 0 }); entry.vertices.Push({ (float)v2->fX(), (float)v2->fY(), 0 }); } } // calculate the rest. auto texture = tileGetTexture(plane ? sectorp->ceilingpicnum : sectorp->floorpicnum); UVCalculator1 uvcalc(sectorp, plane, texture, offset); entry.texcoords.Resize(entry.vertices.Size()); for (unsigned i = 0; i < entry.vertices.Size(); i++) { auto& pt = entry.vertices[i]; float planez = 0; PlanesAtPoint(sectorp, (pt.X * 16), (pt.Y * -16), plane ? &planez : nullptr, !plane ? &planez : nullptr); entry.vertices[i].Z = planez; entry.texcoords[i] = uvcalc.GetUV(int(pt.X * 16.), int(pt.Y * -16.), pt.Z); } entry.normal = CalcNormal(sectorp, plane); sectorp->floorz = fz; sectorp->ceilingz = cz; return true; } //========================================================================== // // // //========================================================================== void SectorGeometry::ValidateSector(unsigned int secnum, int plane, const FVector2& offset) { auto sec = §or[Sections[secnum].sector]; auto compare = &data[secnum].compare[plane]; if (plane == 0) { if (sec->floorheinum == compare->floorheinum && sec->floorpicnum == compare->floorpicnum && ((sec->floorstat ^ compare->floorstat) & (CSTAT_SECTOR_ALIGN | CSTAT_SECTOR_YFLIP | CSTAT_SECTOR_XFLIP | CSTAT_SECTOR_TEXHALF | CSTAT_SECTOR_SWAPXY)) == 0 && sec->floorxpan_ == compare->floorxpan_ && sec->floorypan_ == compare->floorypan_ && sec->firstWall()->pos == data[secnum].poscompare[0] && sec->firstWall()->point2Wall()->pos == data[secnum].poscompare2[0] && !(sec->dirty & 1) && data[secnum].planes[plane].vertices.Size() ) return; sec->dirty &= ~1; } else { if (sec->ceilingheinum == compare->ceilingheinum && sec->ceilingpicnum == compare->ceilingpicnum && ((sec->ceilingstat ^ compare->ceilingstat) & (CSTAT_SECTOR_ALIGN | CSTAT_SECTOR_YFLIP | CSTAT_SECTOR_XFLIP | CSTAT_SECTOR_TEXHALF | CSTAT_SECTOR_SWAPXY)) == 0 && sec->ceilingxpan_ == compare->ceilingxpan_ && sec->ceilingypan_ == compare->ceilingypan_ && sec->firstWall()->pos == data[secnum].poscompare[1] && sec->firstWall()->point2Wall()->pos == data[secnum].poscompare2[1] && !(sec->dirty & 2) && data[secnum].planes[1].vertices.Size()) return; sec->dirty &= ~2; } *compare = *sec; data[secnum].poscompare[plane] = sec->firstWall()->pos; data[secnum].poscompare2[plane] = sec->firstWall()->point2Wall()->pos; if (data[secnum].degenerate || !MakeVertices(secnum, plane, offset)) { data[secnum].degenerate = true; //Printf(TEXTCOLOR_YELLOW "Normal triangulation failed for sector %d. Retrying with alternative approach\n", secnum); MakeVertices2(secnum, plane, offset); } }