raze/source/core/rendering/hw_sections.cpp
2021-12-30 09:53:09 +01:00

374 lines
11 KiB
C++

/*
** hw_sectiona.cpp
** For decoupling the renderer from internal Build structures
**
**---------------------------------------------------------------------------
** 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.
**---------------------------------------------------------------------------
**
** The sole reason for existence of this file is that Build's sector setup
** does not allow for easy splitting of sectors, either for having disjoint parts
** or requiring partial rendering. So we need to add a superstructure
** where we can shuffle around some content without disturbing the original
** order...
**
*/
#include "hw_sections.h"
#include "sectorgeometry.h"
#include "gamefuncs.h"
#include "earcut.hpp"
#include "nodebuilder/nodebuild.h"
FMemArena tempsectionArena(102400);
TArray<SectionLine> sectionLines;
TArray<Section> Sections;
TArray<TArray<int>> sectionspersector; // reverse map, mainly for the automap
int numsectionlines;
void hw_SplitSector(int sector, int startpos, int endpos);
TArray<int> splits;
void hw_BuildSections()
{
Sections.Resize(numsectors);
memset(Sections.Data(), 0, numsectors * sizeof(Section));
sectionspersector.Resize(numsectors);
sectionLines.Resize(numwalls * 5 / 4); // cannot reallocate, unfortunately.
numsectionlines = numwalls;
for (int i = 0; i < numsectors; i++)
{
Sections[i].sector = i;
auto lines = (int*)tempsectionArena.Alloc(sector[i].wallnum * sizeof(int));
Sections[i].lines.Set(lines, sector[i].wallnum);
for (int j = 0; j < sector[i].wallnum; j++) Sections[i].lines[j] = sector[i].wallptr + j;
sectionspersector[i].Resize(1);
sectionspersector[i][0] = i;
}
// Initial setup just creates a 1:1 mapping of walls to section lines and sectors to sections.
numsectionlines = numwalls;
for (int i = 0; i < numwalls; i++)
{
auto& wal = wall[i];
sectionLines[i].startpoint = sectionLines[i].wall = i;
sectionLines[i].endpoint = wal.point2;
sectionLines[i].partner = wal.nextwall;
sectionLines[i].section = wal.sector;
sectionLines[i].partnersection = wal.nextsector;
sectionLines[i].point2index = 0;
if (wal.sector == -1)
Printf("Warning: Wall %d without a sector!\n", wall.IndexOf(&wal));
else
sectionLines[i].point2index = wal.point2 - wal.sectorp()->wallptr;
}
for (unsigned i = 0; i < splits.Size(); i += 3)
hw_SplitSector(splits[i], splits[i + 1], splits[i + 2]);
}
static void SplitSection(int section, int start, int end)
{
#if 0 // disabled until refactoring. This code is a mess and needs to be redone.
// note: to do this, the sector's lines must be well ordered and there must only be one outline and no holes.
// This also can only apply a single split to a given sector.
int firstsection = Sections.Reserve(2);
int secondsection = firstsection+1;
auto& sect = Sections[section];
Section* sect1 = &Sections[firstsection];
Section* sect2 = &Sections[secondsection];
sect1->sector = sect.sector;
sect2->sector = sect.sector;
sect1->lines.Clear();
sect2->lines.Clear();
for (int aline : sect.lines)
{
int line = sectionLines[aline].wall;
if (line < start || line >= end)
{
sect1->lines.Push(aline);
}
if (line == start)
{
sect1->lines.Push(-1);
sect2->lines.Push(-1);
}
if (line >= start && line < end)
{
sect2->lines.Push(aline);
}
}
int firstnewline = numsectionlines;
int thisline = numsectionlines;
int splitline1 = 0, splitline2 = 0;
//numsectionlines += sect1->lines.Size() + 1;
for (unsigned i = 0; i < sect1->lines.Size(); i++)// auto& sline : sect1->lines)
{
int sline = sect1->lines[i];
sect1->lines[i] = thisline;
if (sline != -1)
{
SectionLine& newline = sectionLines[thisline];
newline = sectionLines[sline];
newline.section = Sections.IndexOf(sect1);
if (i != sect1->lines.Size() - 1) newline.point2index = thisline + 1 - firstnewline;
else newline.point2index = 0;
assert(newline.point2index >= 0);
// relink the partner
if (newline.partner >= 0)
{
auto& partnerline = sectionLines[newline.partner];
partnerline.partner = thisline;
partnerline.partnersection = newline.section;
}
thisline++;
}
else
{
splitline1 = thisline++;
sectionLines[splitline1].wall = -1;
sectionLines[splitline1].section = Sections.IndexOf(sect1);
sectionLines[splitline1].partnersection = Sections.IndexOf(sect2);
sectionLines[splitline1].startpoint = start;
sectionLines[splitline1].endpoint = end;
sectionLines[splitline1].point2index = splitline1 + 1 - firstnewline;
}
}
firstnewline = thisline;
for (unsigned i = 0; i < sect2->lines.Size(); i++)// auto& sline : sect1->lines)
{
int sline = sect2->lines[i];
sect2->lines[i] = thisline;
if (sline != -1)
{
SectionLine& newline = sectionLines[thisline];
newline = sectionLines[sline];
newline.section = Sections.IndexOf(sect1);
if (i != sect2->lines.Size() - 1) newline.point2index = thisline + 1 - firstnewline;
else newline.point2index = 0;
assert(newline.point2index >= 0);
// relink the partner
if (newline.partner >= 0)
{
auto& partnerline = sectionLines[newline.partner];
partnerline.partner = thisline;
partnerline.partnersection = newline.section;
}
thisline++;
}
else
{
splitline2 = thisline++;
sectionLines[splitline2].wall = -1;
sectionLines[splitline2].section = Sections.IndexOf(sect2);
sectionLines[splitline2].partnersection = Sections.IndexOf(sect1);
sectionLines[splitline2].startpoint = end;
sectionLines[splitline2].endpoint = start;
sectionLines[splitline2].point2index = splitline2 + 1 - firstnewline;
}
}
sectionLines[splitline1].partner = splitline2;
sectionLines[splitline2].partner = splitline1;
sectionspersector[sect.sector].Resize(2);
sectionspersector[sect.sector][0] = Sections.IndexOf(sect1);
sectionspersector[sect.sector][1] = Sections.IndexOf(sect2);
#endif
}
void hw_SplitSector(int sectnum, int start, int end)
{
int wallstart = sector[sectnum].wallptr;
int wallend = wallstart + sector[sectnum].wallnum;
if (start < wallstart || start >= wallend || end < wallstart || end >= wallend || end < start) return;
for (unsigned i = 0; i < sectionspersector[sectnum].Size(); i++)
{
int sect = sectionspersector[sectnum][i];
bool foundstart = false, foundend = false;
for (int aline : Sections[sect].lines)
{
int line = sectionLines[aline].wall;
if (line == start) foundstart = true;
if (line == end) foundend = true;
}
if (foundstart && foundend)
{
sectionspersector[sectnum].Delete(i);
SplitSection(sect, start, end);
return;
}
}
}
void hw_SetSplitSector(int sectnum, int start, int end)
{
splits.Push(sectnum);
splits.Push(start);
splits.Push(end);
}
void hw_ClearSplitSector()
{
splits.Clear();
}
// this got dumped here to move it out of the way.
static FVector3 CalcNormal(sectortype* sector, int plane)
{
return { 0,0,0 };
}
class UVCalculator1
{
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;
FVector2 offset;
public:
UVCalculator1(sectortype* sec, int plane, FGameTexture* tx, const FVector2& off)
{
float xpan, ypan;
sect = sec;
tex = tx;
myplane = plane;
offset = off;
auto firstwall = sec->firstWall();
ix1 = firstwall->x;
iy1 = firstwall->y;
ix2 = firstwall->point2Wall()->x;
iy2 = firstwall->point2Wall()->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 = float(vang.Cos());
sinalign = float(vang.Sin());
int pow2width = 1 << sizeToBits((int)tx->GetDisplayWidth());
int pow2height = 1 << sizeToBits((int)tx->GetDisplayHeight());
xpanning = xpan / 256.f;
ypanning = ypan / 256.f;
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 * pow2width;
yscaled = scalefactor * pow2height;
}
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 - offset.X;
tv = -y - offset.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 };
}
};