mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-15 08:52:00 +00:00
187 lines
5.7 KiB
C++
187 lines
5.7 KiB
C++
/*
|
|
** 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<int> vertexMap; // maps walls to the vertex data.
|
|
TArray<vertex_t> vertices;
|
|
TArray<TArrayView<int>> verticespersector;
|
|
|
|
|
|
void CreateVertexMap()
|
|
{
|
|
BitArray processed(wall.Size());
|
|
processed.Zero();
|
|
TArray<int> walls;
|
|
TArray<int> sectors;
|
|
TArray<int> 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 = wallnum(wal);
|
|
if (processed[w]) return; // broken wall setups can trigger this.
|
|
walls.Push(w);
|
|
processed.Set(w);
|
|
if (!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], point.X, 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
|
|
}
|
|
|
|
|