/* ** gl_vertexmap.cpp ** Vertex management for precise wall rendering. ** **--------------------------------------------------------------------------- ** Copyright 2021-2022 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. **--------------------------------------------------------------------------- ** ** */ #include "maptypes.h" #include "memarena.h" #include "gamefuncs.h" #include "hw_vertexmap.h" extern FMemArena sectionArena; // allocate from the same arena as the sections as the data here has the same lifetime. TArray vertexMap; // maps walls to the vertex data. TArray vertices; TArray> verticespersector; void CreateVertexMap() { BitArray processed(wall.Size()); processed.Zero(); TArray walls; TArray sectors; TArray countpersector(sector.Size(), true); vertices.Clear(); vertexMap.Resize(wall.Size()); verticespersector.Resize(sector.Size()); for (auto& c : countpersector) c = 0; for (auto& c : vertexMap) c = -1; for (unsigned i = 0; i < wall.Size(); i++) { if (processed[i]) continue; walls.Clear(); sectors.Clear(); vertexscan(&wall[i], [&](walltype* wal) { int w = wallindex(wal); if (processed[w]) return; // broken wall setups can trigger this. walls.Push(w); processed.Set(w); if ((unsigned)wal->sector < sector.Size() && !sectors.Contains(wal->sector)) { sectors.Push(wal->sector); countpersector[wal->sector]++; } }); unsigned index = vertices.Reserve(1); auto newvert = &vertices.Last(); newvert->masterwall = walls[0]; newvert->viewangle = 0; newvert->angletime = 0; newvert->dirty = true; newvert->numheights = 0; for (auto w : walls) { vertexMap[w] = index; } // allocate all data within this struct from the arena to simplify memory management. auto sect = (int*)sectionArena.Alloc(sectors.Size() * sizeof(int)); newvert->sectors.Set(sect, sectors.Size()); memcpy(sect, sectors.Data(), sectors.Size() * sizeof(int)); auto wals = (int*)sectionArena.Alloc(walls.Size() * sizeof(int)); newvert->walls.Set(wals, walls.Size()); memcpy(wals, walls.Data(), walls.Size() * sizeof(int)); // 2x number of sectors is currently the upper bound for the number of associated heights. newvert->heightlist = (float*)sectionArena.Alloc(sectors.Size() * sizeof(float)); // create the inverse map to assign vertices to sectors. This is needed by the dirty marking code. for (unsigned ii = 0; ii < sector.Size(); ii++) { auto sdata = (int*)sectionArena.Alloc(countpersector[ii] * sizeof(int)); verticespersector[ii].Set(sdata, countpersector[ii]); countpersector[ii] = 0; } for (unsigned ii = 0; ii < vertices.Size(); ii++) { for (auto sec : vertices[ii].sectors) { verticespersector[sec][countpersector[sec]++] = ii; } } } #if 0 for (unsigned i = 0; i < vertices.Size(); i++) { Printf("Vertex %d at (%2.3f, %2.3f)\n", i, wall[vertices[i].masterwall].pos.X / 16., wall[vertices[i].masterwall].pos.Y / -16.); Printf(" Walls: "); for (auto wal : vertices[i].walls) Printf("%d ", wal); Printf("\n"); Printf(" Sectors: "); for (auto wal : vertices[i].sectors) Printf("%d ", wal); Printf("\n"); } #endif } //========================================================================== // // // //========================================================================== void MarkVerticesForSector(int sector) { for (auto vert : verticespersector[sector]) { vertices[vert].dirty = true; } } //========================================================================== // // Recalculate all heights affecting this vertex. // //========================================================================== void vertex_t::RecalcVertexHeights() { numheights = 0; dirty = false; if (sectors.Size() == 1) return; // no need to bother for (auto& sect : sectors) { float heights[2]; auto point = wall[masterwall].pos; PlanesAtPoint(§or[sect], (float)point.X, (float)point.Y, &heights[0], &heights[1]); for(auto height : heights) { int k; for ( k = 0; k < numheights; k++) { if (height == heightlist[k]) break; if (height < heightlist[k]) { memmove(&heightlist[k + 1], &heightlist[k], sizeof(float) * (numheights - k)); heightlist[k] = height; numheights++; break; } } if (k == numheights) heightlist[numheights++] = height; } } if (numheights <= 2) numheights = 0; // is not in need of any special attention }