mirror of
https://github.com/DrBeef/Raze.git
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32e1f07b60
This eliminates the last small remnants of texture twitching in SW as well.
504 lines
15 KiB
C++
504 lines
15 KiB
C++
/*
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** sectorgeometry.cpp
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**
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** caches the triangle meshes used for rendering sector planes.
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**
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**---------------------------------------------------------------------------
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** Copyright 2021 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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**
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*/
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#include "sectorgeometry.h"
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#include "build.h"
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#include "gamefuncs.h"
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#include "texturemanager.h"
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#include "earcut.hpp"
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#include "hw_sections.h"
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#include "tesselator.h"
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SectionGeometry sectionGeometry;
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static FVector3 CalcNormal(sectortype* sector, int plane)
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{
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FVector3 pt[3];
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if (plane == 0 && !(sector->floorstat & CSTAT_SECTOR_SLOPE)) return { 0.f, 1.f, 0.f };
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if (plane == 1 && !(sector->ceilingstat & CSTAT_SECTOR_SLOPE)) return { 0.f, -1.f, 0.f };
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auto wal = sector->firstWall();
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auto wal2 = wal->point2Wall();
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pt[0] = { (float)WallStartX(wal), 0.f, (float)WallStartY(wal)};
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pt[1] = { (float)WallStartX(wal2), 0.f, (float)WallStartY(wal2)};
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PlanesAtPoint(sector, wal->pos.X, wal->pos.Y, plane ? &pt[0].Z : nullptr, plane? nullptr : &pt[0].Y);
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PlanesAtPoint(sector, wal2->pos.X, wal2->pos.Y, plane ? &pt[1].Z : nullptr, plane ? nullptr : &pt[1].Y);
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if (pt[0].X == pt[1].X)
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{
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if (pt[0].Z == pt[1].Z) return { 0.f, plane ? -1.f : 1.f, 0.f };
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pt[2].X = pt[0].X + 4;
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pt[2].Z = pt[0].Z;
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}
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else
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{
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pt[2].X = pt[0].X;
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pt[2].Z = pt[0].Z + 4;
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}
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PlanesAtPoint(sector, pt[2].X, -pt[2].Z, plane ? &pt[2].Y : nullptr, plane ? nullptr : &pt[2].Y);
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auto normal = ((pt[2] - pt[0]) ^ (pt[1] - pt[0])).Unit();
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if ((normal.Y < 0 && !plane) || (normal.Y > 0 && plane)) return -normal;
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return normal;
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}
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//==========================================================================
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//
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// The math used here to calculate texture positioning was derived from
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// Polymer but required several fixes for correctness.
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//
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//==========================================================================
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class UVCalculator
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{
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sectortype* sect;
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int myplane;
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int stat;
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float z1;
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float ix1;
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float iy1;
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float ix2;
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float iy2;
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float sinalign, cosalign;
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FGameTexture* tex;
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float xpanning, ypanning;
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float xscaled, yscaled;
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FVector2 offset;
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public:
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UVCalculator(sectortype* sec, int plane, FGameTexture* tx, const FVector2& off)
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{
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float xpan, ypan;
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sect = sec;
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tex = tx;
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myplane = plane;
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offset = off;
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auto firstwall = sec->firstWall();
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ix1 = firstwall->pos.X;
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iy1 = firstwall->pos.Y;
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ix2 = firstwall->point2Wall()->pos.X;
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iy2 = firstwall->point2Wall()->pos.Y;
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if (plane == 0)
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{
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stat = sec->floorstat;
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xpan = sec->floorxpan_;
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ypan = sec->floorypan_;
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PlanesAtPoint(sec, ix1, iy1, nullptr, &z1);
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}
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else
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{
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stat = sec->ceilingstat;
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xpan = sec->ceilingxpan_;
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ypan = sec->ceilingypan_;
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PlanesAtPoint(sec, ix1, iy1, &z1, nullptr);
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}
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DVector2 dv = { (ix2 - ix1), -(iy2 - iy1) };
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auto vang = dv.Angle() - DAngle::fromDeg(90.);
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cosalign = float(vang.Cos());
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sinalign = float(vang.Sin());
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int pow2width = 1 << sizeToBits((int)tx->GetDisplayWidth());
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int pow2height = 1 << sizeToBits((int)tx->GetDisplayHeight());
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xpanning = xpan / 256.f;
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ypanning = ypan / 256.f;
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float scalefactor = (stat & CSTAT_SECTOR_TEXHALF) ? 0.5f : 1.f;
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if ((stat & (CSTAT_SECTOR_SLOPE | CSTAT_SECTOR_ALIGN)) == (CSTAT_SECTOR_ALIGN))
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{
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// This is necessary to adjust for some imprecisions in the math.
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// To calculate the inverse Build performs an integer division with significant loss of precision
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// that can cause the texture to be shifted by multiple pixels.
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// The code below calculates the amount of this deviation so that it can be added back to the formula.
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int len = ksqrt(uhypsq(ix2 - ix1, iy2 - iy1));
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if (len != 0)
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{
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int i = 1048576 / len;
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scalefactor *= 1048576.f / (i * len);
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}
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}
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xscaled = scalefactor * pow2width;
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yscaled = scalefactor * pow2height;
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}
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FVector2 GetUV(float x, float y, float z)
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{
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float tv, tu;
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if (stat & CSTAT_SECTOR_ALIGN)
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{
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float dx = (x - ix1);
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float dy = (y - iy1);
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tu = -(dx * sinalign + dy * cosalign);
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tv = (dx * cosalign - dy * sinalign);
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if (stat & CSTAT_SECTOR_SLOPE)
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{
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float dz = (z - z1);
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float newtv = sqrt(tv * tv + dz * dz);
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tv = tv < 0 ? -newtv : newtv;
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}
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}
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else
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{
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tu = x - offset.X;
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tv = -y - offset.Y;
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}
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if (stat & CSTAT_SECTOR_SWAPXY)
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std::swap(tu, tv);
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if (stat & CSTAT_SECTOR_XFLIP) tu = -tu;
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if (stat & CSTAT_SECTOR_YFLIP) tv = -tv;
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return { tu / xscaled + xpanning, tv / yscaled + ypanning };
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}
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};
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enum class ETriangulateResult
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{
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Ok = 0,
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Failed = 1, // unable to triangulate
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Invalid = 2, // input data invalid.
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};
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//==========================================================================
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//
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// Convert the outline to render coordinates.
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//
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//==========================================================================
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static int OutlineToFloat(Outline& outl, FOutline& polygon)
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{
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polygon.resize(outl.Size());
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unsigned count = 0;
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for (unsigned i = 0; i < outl.Size(); i++)
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{
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polygon[i].resize(outl[i].Size());
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count += outl[i].Size();
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for (unsigned j = 0; j < outl[i].Size(); j++)
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{
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float X = outl[i][j].X;
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float Y = -(outl[i][j].Y);
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if (fabs(X) > 32768.f || fabs(Y) > 32768.f)
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{
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// If we get here there's some fuckery going around with the coordinates. Let's better abort and wait for things to realign.
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// Do not try alternative methods if this happens.
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return -1;
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}
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polygon[i][j] = { X, Y };
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}
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}
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return count;
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}
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//==========================================================================
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//
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// Try to triangulate a given outline with Earcut.
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//
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//==========================================================================
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ETriangulateResult TriangulateOutlineEarcut(const FOutline& polygon, int count, TArray<FVector2>& points, TArray<int>& indicesOut)
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{
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// Sections are already validated so we can assume that the data is well defined here.
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auto indices = mapbox::earcut(polygon);
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size_t numtriangles = count + (polygon.size() - 1) * 2 - 2; // accout for the extra connections needed to turn the polygon into s single loop.
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if (indices.size() < numtriangles * 3)
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{
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// this means that full triangulation failed.
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return ETriangulateResult::Failed;
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}
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points.Resize(count);
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int p = 0;
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for (size_t a = 0; a < polygon.size(); a++)
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{
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for (auto& pt : polygon[a])
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{
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points[p++] = { pt.first, pt.second };
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}
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}
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indicesOut.Resize((unsigned)indices.size());
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for (unsigned i = 0; i < indices.size(); i++)
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{
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indicesOut[i] = indices[i];
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}
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return ETriangulateResult::Ok;
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}
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//==========================================================================
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//
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// Try to triangulate a given outline with libtess2.
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//
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//==========================================================================
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FMemArena tessArena(100000);
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ETriangulateResult TriangulateOutlineLibtess(const FOutline& polygon, int count, TArray<FVector2>& points, TArray<int>& indicesOut)
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{
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tessArena.FreeAll();
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auto poolAlloc = [](void* userData, unsigned int size) -> void*
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{
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FMemArena* pool = (FMemArena*)userData;
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return pool->Alloc(size);
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};
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auto poolFree = [](void*, void*)
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{
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};
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TESSalloc ma{};
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ma.memalloc = poolAlloc;
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ma.memfree = poolFree;
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ma.userData = (void*)&tessArena;
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ma.extraVertices = 256; // realloc not provided, allow 256 extra vertices.
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auto tess = tessNewTess(&ma);
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if (!tess)
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return ETriangulateResult::Failed;
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tessSetOption(tess, TESS_CONSTRAINED_DELAUNAY_TRIANGULATION, 0);
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tessSetOption(tess, TESS_REVERSE_CONTOURS, 1);
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// Add contours.
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for (auto& loop : polygon)
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tessAddContour(tess, 2, &loop.data()->first, (int)sizeof(*loop.data()), (int)loop.size());
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int result = tessTesselate(tess, TESS_WINDING_POSITIVE, TESS_POLYGONS, 3, 2, nullptr);
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if (!result)
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{
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tessDeleteTess(tess);
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return ETriangulateResult::Failed;
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}
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const float* verts = tessGetVertices(tess);
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const int* vinds = tessGetVertexIndices(tess);
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const int* elems = tessGetElements(tess);
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const int nverts = tessGetVertexCount(tess);
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const int nelems = tessGetElementCount(tess) * 3; // an 'element' here is a full triangle, not a single vertex like in OpenGL...
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points.Resize(nverts);
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indicesOut.Resize(nelems);
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for (int i = 0; i < nverts; i++)
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{
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points[i] = { verts[i * 2], verts[i * 2 + 1] };
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}
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for (int i = 0; i < nelems; i++)
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{
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indicesOut[i] = elems[i];
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}
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return ETriangulateResult::Ok;
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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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bool SectionGeometry::ValidateSection(Section* section, int plane)
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{
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auto sec = §or[section->sector];
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auto& sdata = data[section->index];
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auto compare = &sdata.compare[plane];
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if (plane == 0)
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{
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if (sec->floorheinum == compare->floorheinum &&
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sec->floorpicnum == compare->floorpicnum &&
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((sec->floorstat ^ compare->floorstat) & (CSTAT_SECTOR_ALIGN | CSTAT_SECTOR_YFLIP | CSTAT_SECTOR_XFLIP | CSTAT_SECTOR_TEXHALF | CSTAT_SECTOR_SWAPXY)) == 0 &&
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sec->floorxpan_ == compare->floorxpan_ &&
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sec->floorypan_ == compare->floorypan_ &&
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sec->firstWall()->pos == sdata.poscompare[0] &&
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sec->firstWall()->point2Wall()->pos == sdata.poscompare2[0] &&
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!(section->dirty & EDirty::FloorDirty) && sdata.planes[plane].vertices.Size() ) return true;
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section->dirty &= ~EDirty::FloorDirty;
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}
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else
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{
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if (sec->ceilingheinum == compare->ceilingheinum &&
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sec->ceilingpicnum == compare->ceilingpicnum &&
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((sec->ceilingstat ^ compare->ceilingstat) & (CSTAT_SECTOR_ALIGN | CSTAT_SECTOR_YFLIP | CSTAT_SECTOR_XFLIP | CSTAT_SECTOR_TEXHALF | CSTAT_SECTOR_SWAPXY)) == 0 &&
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sec->ceilingxpan_ == compare->ceilingxpan_ &&
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sec->ceilingypan_ == compare->ceilingypan_ &&
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sec->firstWall()->pos == sdata.poscompare[1] &&
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sec->firstWall()->point2Wall()->pos == sdata.poscompare2[1] &&
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!(section->dirty & EDirty::CeilingDirty) && sdata.planes[1].vertices.Size()) return true;
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section->dirty &= ~EDirty::CeilingDirty;
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}
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compare->copy(sec);
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sdata.poscompare[plane] = sec->firstWall()->pos;
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sdata.poscompare2[plane] = sec->firstWall()->point2Wall()->pos;
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return false;
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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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bool SectionGeometry::CreateMesh(Section* section)
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{
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auto outline = BuildOutline(section);
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FOutline foutline;
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int count = OutlineToFloat(outline, foutline);
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if (count == -1) return false; // gotta wait...
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TArray<FVector2> meshVertices;
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TArray<int> meshIndices;
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ETriangulateResult result = ETriangulateResult::Failed;
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auto& sdata = data[section->index];
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if (!(section->flags & NoEarcut))
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{
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result = TriangulateOutlineEarcut(foutline, count, sdata.meshVertices, sdata.meshIndices);
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}
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if (result == ETriangulateResult::Failed && !(section->geomflags & NoLibtess))
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{
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section->geomflags |= NoEarcut;
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result = TriangulateOutlineLibtess(foutline, count, sdata.meshVertices, sdata.meshIndices);
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}
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sdata.planes[0].vertices.Clear();
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sdata.planes[1].vertices.Clear();
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section->dirty &= ~EDirty::GeometryDirty;
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section->dirty |= EDirty::FloorDirty | EDirty::CeilingDirty;
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return true;
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}
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//==========================================================================
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//
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// assumes that the geometry has already been validated.
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//
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//==========================================================================
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void SectionGeometry::CreatePlaneMesh(Section* section, int plane, const FVector2& offset)
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{
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auto sectorp = §or[section->sector];
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// calculate the rest.
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auto texture = tileGetTexture(plane ? sectorp->ceilingpicnum : sectorp->floorpicnum);
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auto& sdata = data[section->index];
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auto& entry = sdata.planes[plane];
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double fz = sectorp->floorz, cz = sectorp->ceilingz;
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sectorp->setfloorz(0, true);
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sectorp->setceilingz(0, true);
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UVCalculator uvcalc(sectorp, plane, texture, offset);
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entry.vertices.Resize(sdata.meshVertices.Size());
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entry.texcoords.Resize(entry.vertices.Size());
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for (unsigned i = 0; i < entry.vertices.Size(); i++)
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{
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auto& org = sdata.meshVertices[i];
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auto& pt = entry.vertices[i];
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auto& tc = entry.texcoords[i];
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pt.X = org.X; pt.Y = org.Y;
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PlanesAtPoint(sectorp, pt.X, -pt.Y, plane ? &pt.Z : nullptr, !plane ? &pt.Z : nullptr);
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tc = uvcalc.GetUV(pt.X, -pt.Y, pt.Z);
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}
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sectorp->setfloorz(fz, true);
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sectorp->setceilingz(cz, true);
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entry.normal = CalcNormal(sectorp, plane);
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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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void SectionGeometry::MarkDirty(sectortype* sector)
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{
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for (auto section : sectionsPerSector[sectnum(sector)])
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{
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sections[section].dirty = sector->dirty;
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}
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sector->dirty = 0;
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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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SectionGeometryPlane* SectionGeometry::get(Section* section, int plane, const FVector2& offset, TArray<int>** pIndices)
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{
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if (!section || section->index >= data.Size()) return nullptr;
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auto sectp = §or[section->sector];
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if (sectp->dirty) MarkDirty(sectp);
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if (section->dirty & EDirty::GeometryDirty)
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{
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bool res = CreateMesh(section);
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if (!res)
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{
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section->dirty &= ~EDirty::GeometryDirty; // sector is in an invalid state, so pretend the old setup is still valid. Happens in some SW maps.
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}
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}
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if (!ValidateSection(section, plane))
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{
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CreatePlaneMesh(section, plane, offset);
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}
|
|
*pIndices = &data[section->index].meshIndices;
|
|
return &data[section->index].planes[plane];
|
|
}
|