mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-23 20:43:02 +00:00
20edd800f9
Finally that quickly slapped together BuildTiles class is gone and replaced with something that better integrates with the underlying texture manager
489 lines
14 KiB
C++
489 lines
14 KiB
C++
#pragma once
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#include "gamecontrol.h"
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#include "gamestruct.h"
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#include "build.h"
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#include "coreactor.h"
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#include "intrect.h"
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#include "geometry.h"
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#include "c_cvars.h"
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extern IntRect viewport3d;
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EXTERN_CVAR(Bool, hw_hightile)
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EXTERN_CVAR(Bool, hw_models)
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EXTERN_CVAR(Float, gl_texture_filter_anisotropic)
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EXTERN_CVAR(Int, gl_texture_filter)
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extern bool hw_int_useindexedcolortextures;
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EXTERN_CVAR(Bool, hw_useindexedcolortextures)
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EXTERN_CVAR(Bool, r_voxels)
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inline int leveltimer;
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inline int Numsprites;
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inline int display_mirror;
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inline int randomseed;
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inline int g_visibility = 512, g_relvisibility = 0;
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constexpr int SLOPEVAL_FACTOR = 4096;
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enum
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{
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CLIPMASK0 = (1 << 16) + 1,
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CLIPMASK1 = (256 << 16) + 64
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};
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//==========================================================================
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//
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// breadth first search, this gets used multiple times throughout the engine, mainly for iterating over sectors.
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// Only works on indices, this has no knowledge of the actual objects being looked at.
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// All objects of this type operate on the same shared store. Interleaved use is not allowed, nested use is fine.
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//
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//==========================================================================
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class BFSSearch
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{
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static inline TArray<unsigned> store;
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unsigned bitpos;
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unsigned startpos;
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unsigned curpos;
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public:
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enum { EOL = ~0u };
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BFSSearch(unsigned datasize, unsigned startnode)
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{
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bitpos = store.Size();
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unsigned bitsize = (datasize + 31) >> 5;
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store.Reserve(bitsize);
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memset(&store[bitpos], 0, bitsize*4);
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startpos = store.Size();
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curpos = startpos;
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Set(startnode);
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store.Push(startnode);
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}
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// This allows this object to just work as a bit array
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// which is useful for using its shared storage.
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BFSSearch(unsigned datasize)
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{
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bitpos = store.Size();
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unsigned bitsize = (datasize + 31) >> 5;
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store.Reserve(bitsize);
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memset(&store[bitpos], 0, bitsize * 4);
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}
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~BFSSearch()
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{
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store.Clamp(bitpos);
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}
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bool Check(unsigned index) const
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{
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return !!(store[bitpos + (index >> 5)] & (1 << (index & 31)));
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}
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void Set(unsigned index)
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{
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store[bitpos + (index >> 5)] |= (1 << (index & 31));
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}
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private:
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public:
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unsigned GetNext()
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{
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curpos++;
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if (curpos <= store.Size())
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return store[curpos-1];
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else
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return ~0;
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}
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void Rewind()
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{
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curpos = startpos;
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}
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void Add(unsigned elem)
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{
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if (!Check(elem))
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{
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Set(elem);
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store.Push(elem);
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}
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}
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};
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class BFSSectorSearch : public BFSSearch
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{
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public:
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BFSSectorSearch(const sectortype* startnode) : BFSSearch(sector.Size(), sector.IndexOf(startnode))
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{
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}
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bool Check(const sectortype* index) const
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{
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return BFSSearch::Check(sector.IndexOf(index));
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}
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void Set(const sectortype* index)
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{
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BFSSearch::Set(sector.IndexOf(index));
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}
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sectortype* GetNext()
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{
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unsigned ret = BFSSearch::GetNext();
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return ret == EOL? nullptr : §or[ret];
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}
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void Add(sectortype* elem)
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{
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BFSSearch::Add(sector.IndexOf(elem));
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}
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};
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//==========================================================================
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//
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// scans all vertices equivalent with a given spot and performs some work on them.
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//
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//==========================================================================
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template<class func>
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void vertexscan(walltype* startwall, func mark)
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{
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BFSSearch walbitmap(wall.Size());
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// first pass: scan the the next-in-loop of the partner
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auto wal = startwall;
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do
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{
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mark(wal);
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walbitmap.Set(wall.IndexOf(wal));
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if (wal->nextwall < 0) break;
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wal = wal->nextWall()->point2Wall();
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} while (!walbitmap.Check(wall.IndexOf(wal)));
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// second pass: scan the partner of the previous-in-loop.
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wal = startwall;
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while (true)
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{
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auto thelastwall = wal->lastWall();
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// thelastwall can be null here if the map is bogus.
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if (!thelastwall || thelastwall->nextwall < 0) break;
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wal = thelastwall->nextWall();
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if (walbitmap.Check(wall.IndexOf(wal))) break;
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mark(wal);
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walbitmap.Set(wall.IndexOf(wal));
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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inline void dragpoint(walltype* startwall, const DVector2& pos)
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{
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vertexscan(startwall, [&](walltype* wal)
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{
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wal->move(pos);
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wal->sectorp()->exflags |= SECTOREX_DRAGGED;
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});
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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extern double cameradist, cameraclock;
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bool calcChaseCamPos(DVector3& ppos, DCoreActor* pspr, sectortype** psectnum, const DRotator& angles, double const interpfrac, double const backamp);
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int getslopeval(sectortype* sect, const DVector3& pos, double bazez);
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bool cansee(const DVector3& start, sectortype* sect1, const DVector3& end, sectortype* sect2);
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double intersectSprite(DCoreActor* actor, const DVector3& start, const DVector3& direction, DVector3& result, double maxfactor);
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double intersectWallSprite(DCoreActor* actor, const DVector3& start, const DVector3& direction, DVector3& result, double maxfactor, bool checktex = false);
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double intersectFloorSprite(DCoreActor* actor, const DVector3& start, const DVector3& direction, DVector3& result, double maxfactor);
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double intersectSlopeSprite(DCoreActor* actor, const DVector3& start, const DVector3& direction, DVector3& result, double maxfactor);
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double checkWallHit(walltype* wal, EWallFlags flagmask, const DVector3& start, const DVector3& direction, DVector3& result, double maxfactor);
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double checkSectorPlaneHit(sectortype* sec, const DVector3& start, const DVector3& direction, DVector3& result, double maxfactor);
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void neartag(const DVector3& start, sectortype* sect, DAngle angle, HitInfoBase& result, double neartagrange, int tagsearch);
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int testpointinquad(const DVector2& pt, const DVector2* quad);
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int hitscan(const DVector3& start, const sectortype* startsect, const DVector3& vect, HitInfoBase& hitinfo, unsigned cliptype, double maxrange = -1);
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bool checkRangeOfWall(walltype* wal, EWallFlags flagmask, const DVector3& pos, double maxdist, double* theZs);
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bool checkRangeOfFaceSprite(DCoreActor* itActor, const DVector3& pos, double maxdist, double* theZs);
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bool checkRangeOfWallSprite(DCoreActor* itActor, const DVector3& pos, double maxdist, double* theZs);
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bool checkRangeOfFloorSprite(DCoreActor* itActor, const DVector3& pos, double maxdist, double& theZ);
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void getzrange(const DVector3& pos, sectortype* sect, double* ceilz, CollisionBase& ceilhit, double* florz, CollisionBase& florhit, double walldist, uint32_t cliptype);
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bool checkOpening(const DVector2& inpos, double z, const sectortype* sec, const sectortype* nextsec, double ceilingdist, double floordist, bool precise = false);
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int pushmove(DVector3& pos, sectortype** pSect, double walldist, double ceildist, double flordist, unsigned cliptype);
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tspritetype* renderAddTsprite(tspriteArray& tsprites, DCoreActor* actor);
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inline int pushmove(DVector2& pos, double z, sectortype** pSect, double walldist, double ceildist, double flordist, unsigned cliptype)
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{
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auto vect = DVector3(pos, z);
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auto result = pushmove(vect, pSect, walldist, ceildist, flordist, cliptype);
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pos = vect.XY();
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return result;
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}
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int FindBestSector(const DVector3& pos);
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tspritetype* renderAddTsprite(tspriteArray& tsprites, DCoreActor* actor);
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void setWallSectors();
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void GetWallSpritePosition(const spritetypebase* spr, const DVector2& pos, DVector2* out, bool render = false);
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void GetFlatSpritePosition(DCoreActor* spr, const DVector2& pos, DVector2* out, double* outz = nullptr, bool render = false);
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void GetFlatSpritePosition(const tspritetype* spr, const DVector2& pos, DVector2* out, double* outz, bool render = false);
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enum class EClose
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{
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Outside,
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InFront,
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Behind
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};
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EClose IsCloseToLine(const DVector2& vect, const DVector2& start, const DVector2& end, double walldist);
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EClose IsCloseToWall(const DVector2& vect, walltype* wal, double walldist);
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bool sectorsConnected(int sect1, int sect2);
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int32_t inside(double x, double y, const sectortype* sect);
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int insidePoly(double x, double y, const DVector2* points, int count);
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enum {
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NT_Lotag = 1,
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NT_Hitag = 2,
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NT_NoSpriteCheck = 4
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};
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//==========================================================================
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//
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// slope getter stuff (many wrappers, one worker only)
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//
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//==========================================================================
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void calcSlope(const sectortype* sec, double xpos, double ypos, double* pceilz, double* pflorz);
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//==========================================================================
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//
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// for the renderer
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//
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//==========================================================================
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inline void PlanesAtPoint(const sectortype* sec, float dax, float day, float* pceilz, float* pflorz)
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{
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double f, c;
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calcSlope(sec, dax, day, &c, &f);
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if (pceilz) *pceilz = -float(c);
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if (pflorz) *pflorz = -float(f);
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}
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//==========================================================================
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//
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// for the game engine
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//
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//==========================================================================
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template<class Vector>
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inline void calcSlope(const sectortype* sec, const Vector& pos, double* ceilz, double* florz)
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{
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calcSlope(sec, pos.X, pos.Y, ceilz, florz);
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}
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inline double getceilzofslopeptr(const sectortype* sec, double dax, double day)
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{
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double c;
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calcSlope(sec, dax, day, &c, nullptr);
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return c;
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}
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inline double getflorzofslopeptr(const sectortype* sec, double dax, double day)
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{
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double f;
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calcSlope(sec, dax, day, nullptr, &f);
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return f;
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}
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template<class Vector>
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inline double getceilzofslopeptr(const sectortype* sec, const Vector& pos)
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{
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return getceilzofslopeptr(sec, pos.X, pos.Y);
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}
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template<class Vector>
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inline double getflorzofslopeptr(const sectortype* sec, const Vector& pos)
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{
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return getflorzofslopeptr(sec, pos.X, pos.Y);
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}
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//==========================================================================
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//
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// slope setters
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//
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//==========================================================================
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inline void alignceilslope(sectortype* sect, const DVector3& pos)
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{
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sect->setceilingslope(getslopeval(sect, pos, sect->ceilingz));
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}
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inline void alignflorslope(sectortype* sect, const DVector3& pos)
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{
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sect->setfloorslope(getslopeval(sect, pos, sect->floorz));
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}
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//==========================================================================
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//
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// slope sprites
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//
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//==========================================================================
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inline void spriteSetSlope(DCoreActor* actor, int heinum)
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{
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if (actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)
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{
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actor->spr.xoffset = heinum & 255;
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actor->spr.yoffset = (heinum >> 8) & 255;
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actor->spr.cstat = (actor->spr.cstat & ~CSTAT_SPRITE_ALIGNMENT_MASK) | (heinum != 0 ? CSTAT_SPRITE_ALIGNMENT_SLOPE : CSTAT_SPRITE_ALIGNMENT_FLOOR);
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}
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}
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inline int spriteGetSlope(DCoreActor* actor)
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{
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return ((actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) != CSTAT_SPRITE_ALIGNMENT_SLOPE) ? 0 : uint8_t(actor->spr.xoffset) + (int8_t(actor->spr.yoffset) << 8);
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}
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// same stuff, different flag...
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inline int tspriteGetSlope(const tspritetype* spr)
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{
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return !(spr->clipdist & TSPR_SLOPESPRITE) ? 0 : uint8_t(spr->xoffset) + (int8_t(spr->yoffset) << 8);
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}
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inline double spriteGetZOfSlopef(const spritetypebase* tspr, const DVector2& pos, int heinum)
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{
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if (heinum == 0) return tspr->pos.Z;
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return tspr->pos.Z + heinum * -tspr->Angles.Yaw.ToVector().dot(pos - tspr->pos.XY()) * (1. / SLOPEVAL_FACTOR);
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}
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//==========================================================================
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//
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// end of slopes
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//
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//==========================================================================
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enum EFindNextSector
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{
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Find_Floor = 0,
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Find_Ceiling = 1,
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Find_Down = 0,
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Find_Up = 2,
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Find_Safe = 4,
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Find_CeilingUp = Find_Ceiling | Find_Up,
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Find_CeilingDown = Find_Ceiling | Find_Down,
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Find_FloorUp = Find_Floor | Find_Up,
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Find_FloorDown = Find_Floor | Find_Down,
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};
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sectortype* nextsectorneighborzptr(sectortype* sectp, double startz, int flags);
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int isAwayFromWall(DCoreActor* ac, double delta);
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// important note: This returns positive for 'in front' with renderer coordinates.
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// Due to Build's inverted coordinate system it will return negative for 'in front' there.
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inline double PointOnLineSide(const DVector2 &pos, const walltype *line)
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{
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return (pos.X - line->pos.X) * line->delta().Y - (pos.Y - line->pos.Y) * line->delta().X;
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}
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extern int numshades;
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// Return type is int because this gets passed to variadic functions where structs may produce undefined behavior.
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inline int shadeToLight(int shade)
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{
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shade = clamp(shade, 0, numshades - 1);
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int light = Scale(numshades - 1 - shade, 255, numshades - 1);
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return PalEntry(255, light, light, light);
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}
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inline void copyfloorpal(tspritetype* spr, const sectortype* sect)
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{
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if (!lookups.noFloorPal(sect->floorpal)) spr->pal = sect->floorpal;
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}
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inline int I_GetBuildTime()
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{
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return I_GetTime(120);
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}
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// these are mainly meant as refactoring aids to mark function calls to work on.
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inline int wallindex(const walltype* wal)
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{
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return wall.IndexOf(wal);
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}
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inline int sectindex(const sectortype* sect)
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{
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return sector.IndexOf(sect);
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}
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inline DVector2 NearestPointOnWall(double px, double py, const walltype* wal, bool clamp = true)
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{
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return NearestPointOnLine(px, py, wal->pos.X, wal->pos.Y, wal->point2Wall()->pos.X, wal->point2Wall()->pos.Y, clamp);
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}
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inline double SquareDistToWall(double px, double py, const walltype* wal, DVector2* point = nullptr)
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{
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auto pt = NearestPointOnWall(px, py, wal);
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if (point) *point = pt;
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return SquareDist(px, py, pt.X, pt.Y);
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}
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double SquareDistToSector(double px, double py, const sectortype* sect, DVector2* point = nullptr);
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inline double BobVal(int val)
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{
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return g_sinbam((unsigned)val << 21);
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}
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inline double BobVal(double val)
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{
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return g_sinbam(xs_CRoundToUInt(val * (1 << 21)));
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}
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inline DAngle GetMinPitch()
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{
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return !cl_clampedpitch ? (DAngle90 - minAngle) : gi->playerPitchMin();
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}
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inline DAngle GetMaxPitch()
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{
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return !cl_clampedpitch ? (minAngle - DAngle90) : gi->playerPitchMax();
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}
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inline DAngle ClampViewPitch(const DAngle pitch)
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{
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return clamp(pitch, GetMaxPitch(), GetMinPitch());
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}
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inline void setFreeAimVelocity(double& vel, double& zvel, const DAngle pitch, const double zvspeed)
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{
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vel *= pitch.Cos();
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zvel = pitch.Sin() * zvspeed;
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}
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#include "updatesector.h"
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