raze/source/core/sectorgeometry.cpp
Christoph Oelckers 15fb89d08f - workaround for SO interpolation potentially writing bad values to wall positions.
That messed up interpolation code really needs to be thrown away and replaced later, for now this has to suffice.
2021-03-30 21:30:12 +02:00

338 lines
10 KiB
C++

/*
** sectorgeometry.cpp
**
** caches the triangle meshes used for rendering sector planes.
**
**---------------------------------------------------------------------------
** 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.
**---------------------------------------------------------------------------
**
**
*/
#include "sectorgeometry.h"
#include "build.h"
#include "gamefuncs.h"
#include "texturemanager.h"
#include "earcut.hpp"
SectorGeometry sectorGeometry;
//==========================================================================
//
// CalcPlane fixme - this should be stored in the sector, not be recalculated each frame.
//
//==========================================================================
static FVector3 CalcNormal(sectortype* sector, int plane)
{
FVector3 pt[3];
auto wal = &wall[sector->wallptr];
auto wal2 = &wall[wal->point2];
pt[0] = { (float)WallStartX(wal), (float)WallStartY(wal), 0 };
pt[1] = { (float)WallEndX(wal), (float)WallEndY(wal), 0 };
PlanesAtPoint(sector, wal->x, wal->y, plane ? &pt[0].Z : nullptr, plane? nullptr : &pt[0].Z);
PlanesAtPoint(sector, wal2->x, wal2->y, plane ? &pt[1].Z : nullptr, plane ? nullptr : &pt[1].Z);
if (pt[0].X == pt[1].X)
{
if (pt[0].Y == pt[1].Y) return { 0.f, 0.f, plane ? -1.f : 1.f };
pt[2].X = pt[0].X + 4;
pt[2].Y = pt[0].Y;
}
else
{
pt[2].X = pt[0].X;
pt[2].Y = pt[0].Y + 4;
}
PlanesAtPoint(sector, pt[2].X * 16, pt[2].Y * 16, plane ? &pt[2].Z : nullptr, plane ? nullptr : &pt[2].Z);
auto normal = (pt[2] - pt[0]) ^ (pt[1] - pt[0]);
if ((pt[2].Z < 0 && !plane) || (pt[2].Z > 0 && plane)) return -pt[2];
return pt[2];
}
//==========================================================================
//
// The math used here to calculate texture positioning was derived from
// Polymer but required several fixes for correctness.
//
//==========================================================================
class UVCalculator
{
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;
public:
// Moved in from pragmas.h
UVCalculator(sectortype* sec, int plane, FGameTexture* tx)
{
float xpan, ypan;
sect = sec;
tex = tx;
myplane = plane;
auto firstwall = &wall[sec->wallptr];
ix1 = firstwall->x;
iy1 = firstwall->y;
ix2 = wall[firstwall->point2].x;
iy2 = wall[firstwall->point2].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 = vang.Cos();
sinalign = vang.Sin();
int pow2width = 1 << sizeToBits((int)tx->GetDisplayWidth());
if (pow2width < (int)tx->GetDisplayWidth()) pow2width *= 2;
int pow2height = 1 << sizeToBits((int)tx->GetDisplayHeight());
if (pow2height < (int)tx->GetDisplayHeight()) pow2height *= 2;
xpanning = pow2width * xpan / (256.f * tx->GetDisplayWidth());
ypanning = pow2height * ypan / (256.f * tx->GetDisplayHeight());
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 * (int)tx->GetDisplayWidth();
yscaled = scalefactor * (int)tx->GetDisplayHeight();
}
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;
tv = -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 };
}
};
//==========================================================================
//
//
//
//==========================================================================
void SectorGeometry::MakeVertices(unsigned int secnum, int plane)
{
auto sec = &sector[secnum];
int numvertices = sec->wallnum;
TArray<FVector3> points(numvertices, true);
using Point = std::pair<float, float>;
std::vector<std::vector<Point>> polygon;
std::vector<Point>* curPoly;
polygon.resize(1);
curPoly = &polygon.back();
for (int i = 0; i < numvertices; i++)
{
auto wal = &wall[sec->wallptr + i];
float X = WallStartX(wal);
float Y = WallStartY(wal);
if (fabs(X) > 32768. || fabs(Y) > 32768.)
{
// If we get here there's some fuckery going around with the coordinates. Let's better abort and wait for things to realign.
return;
}
curPoly->push_back(std::make_pair(X, Y));
if (wal->point2 != sec->wallptr+i+1 && i < numvertices - 1)
{
polygon.resize(polygon.size() + 1);
curPoly = &polygon.back();
}
}
// 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 = a;
}
}
}
if (outer != 0) std::swap(polygon[0], polygon[outer]);
auto indices = mapbox::earcut(polygon);
int p = 0;
for (size_t a = 0; a < polygon.size(); a++)
{
for (auto& pt : polygon[a])
{
float planez;
int fz = sec->floorz, cz = sec->ceilingz;
sec->floorz = sec->ceilingz = 0;
PlanesAtPoint(sec, (pt.first * 16), (pt.second * -16), plane ? &planez : nullptr, !plane ? &planez : nullptr);
FVector3 point = { pt.first, pt.second, planez };
points[p++] = point;
sec->floorz = fz;
sec->ceilingz = cz;
}
}
auto& entry = data[secnum].planes[plane];
entry.vertices.Resize(indices.size());
entry.texcoords.Resize(indices.size());
entry.normal = CalcNormal(sec, plane);
auto texture = tileGetTexture(plane ? sec->ceilingpicnum : sec->floorpicnum);
UVCalculator uvcalc(sec, plane, texture);
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);
}
}
//==========================================================================
//
//
//
//==========================================================================
void SectorGeometry::ValidateSector(unsigned int secnum, int plane)
{
auto sec = &sector[secnum];
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_ &&
wall[sec->wallptr].pos == data[secnum].poscompare[0] &&
wall[wall[sec->wallptr].point2].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_ &&
wall[sec->wallptr].pos == data[secnum].poscompare[1] &&
wall[wall[sec->wallptr].point2].pos == data[secnum].poscompare2[1] &&
!(sec->dirty & 2) && data[secnum].planes[1].vertices.Size()) return;
sec->dirty &= ~2;
}
*compare = *sec;
data[secnum].poscompare[plane] = wall[sec->wallptr].pos;
data[secnum].poscompare2[plane] = wall[wall[sec->wallptr].point2].pos;
MakeVertices(secnum, plane);
}