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https://github.com/DrBeef/Raze.git
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dddf48fd3e
Content was reordered so that the file can contain the inlines belonging to the map data types that previously had to be stored elsewhere. Also moved out of the Build folder because virtually everything in here can be traced to content available in Duke Nukem 3D's and Shadow Warrior's source releases.
700 lines
19 KiB
C++
700 lines
19 KiB
C++
/*
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** hw_bunchdrawer.cpp
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**
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**---------------------------------------------------------------------------
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** Copyright 2008-2021 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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#include "hw_drawinfo.h"
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#include "hw_bunchdrawer.h"
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#include "hw_clipper.h"
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#include "hw_clock.h"
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#include "hw_drawstructs.h"
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#include "automap.h"
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#include "gamefuncs.h"
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#include "hw_portal.h"
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#include "gamestruct.h"
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#include "hw_voxels.h"
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#include "mapinfo.h"
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#include "gamecontrol.h"
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#include "hw_sections.h"
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#include "coreactor.h"
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extern TArray<TArray<int>> blockingpairs;
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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 BunchDrawer::Init(HWDrawInfo *_di, Clipper* c, vec2_t& view, binangle a1, binangle a2)
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{
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ang1 = a1;
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ang2 = a2;
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angrange = ang2 - ang1;
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di = _di;
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clipper = c;
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viewx = view.x * (1/ 16.f);
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viewy = view.y * -(1/ 16.f);
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iview = view;
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StartScene();
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gcosang = bamang(di->Viewpoint.RotAngle).fcos();
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gsinang = bamang(di->Viewpoint.RotAngle).fsin();
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for (int i = 0; i < numwalls; i++)
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{
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// Precalculate the clip angles to avoid doing this repeatedly during level traversal.
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auto vv = wall[i].pos - view;
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wall[i].clipangle = bvectangbam(vv.x, vv.y);
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}
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memset(sectionstartang.Data(), -1, sectionstartang.Size() * sizeof(sectionstartang[0]));
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memset(sectionendang.Data(), -1, sectionendang.Size() * sizeof(sectionendang[0]));
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gotwall.Resize(numwalls);
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blockwall.Resize(numwalls);
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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 BunchDrawer::StartScene()
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{
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unsigned numsections = sections.Size();
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LastBunch = 0;
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StartTime = I_msTime();
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Bunches.Clear();
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CompareData.Clear();
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gotsector.Resize(numsectors);
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gotsector.Zero();
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gotsection2.Resize(numsections);
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gotsection2.Zero();
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gotwall.Zero();
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sectionstartang.Resize(numsections);
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sectionendang.Resize(numsections);
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blockwall.Zero();
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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 BunchDrawer::StartBunch(int sectnum, int linenum, binangle startan, binangle endan, bool portal)
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{
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FBunch* bunch = &Bunches[LastBunch = Bunches.Reserve(1)];
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bunch->sectornum = sectnum;
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bunch->startline = bunch->endline = linenum;
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bunch->startangle = startan;
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bunch->endangle = endan;
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bunch->portal = portal;
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assert(bunch->endangle.asbam() >= bunch->startangle.asbam());
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return bunch->endangle != angrange;
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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 BunchDrawer::AddLineToBunch(int line, binangle newan)
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{
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Bunches[LastBunch].endline++;
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assert(newan.asbam() > Bunches[LastBunch].endangle.asbam());
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Bunches[LastBunch].endangle = newan;
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assert(Bunches[LastBunch].endangle.asbam() > Bunches[LastBunch].startangle.asbam());
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return Bunches[LastBunch].endangle != angrange;
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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 BunchDrawer::DeleteBunch(int index)
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{
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Bunches[index] = Bunches.Last();
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Bunches.Pop();
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}
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bool BunchDrawer::CheckClip(walltype* wal)
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{
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auto pt2 = wal->point2Wall();
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sectortype* backsector = wal->nextSector();
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sectortype* frontsector = wal->sectorp();
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// if one plane is sky on both sides, the line must not clip.
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if (frontsector->ceilingstat & backsector->ceilingstat & CSTAT_SECTOR_SKY) return false;
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if (frontsector->floorstat & backsector->floorstat & CSTAT_SECTOR_SKY) return false;
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float bs_floorheight1;
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float bs_floorheight2;
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float bs_ceilingheight1;
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float bs_ceilingheight2;
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float fs_floorheight1;
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float fs_floorheight2;
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float fs_ceilingheight1;
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float fs_ceilingheight2;
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// Mirrors and horizons always block the view
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//if (linedef->special==Line_Mirror || linedef->special==Line_Horizon) return true;
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PlanesAtPoint(frontsector, wal->x, wal->y, &fs_ceilingheight1, &fs_floorheight1);
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PlanesAtPoint(frontsector, pt2->x, pt2->y, &fs_ceilingheight2, &fs_floorheight2);
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PlanesAtPoint(backsector, wal->x, wal->y, &bs_ceilingheight1, &bs_floorheight1);
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PlanesAtPoint(backsector, pt2->x, pt2->y, &bs_ceilingheight2, &bs_floorheight2);
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// now check for closed sectors! No idea if we really need the sky checks. We'll see.
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if (bs_ceilingheight1 <= fs_floorheight1 && bs_ceilingheight2 <= fs_floorheight2)
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{
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// backsector's ceiling is below frontsector's floor.
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return true;
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}
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if (fs_ceilingheight1 <= bs_floorheight1 && fs_ceilingheight2 <= bs_floorheight2)
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{
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// backsector's floor is above frontsector's ceiling
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return true;
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}
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if (bs_ceilingheight1 <= bs_floorheight1 && bs_ceilingheight2 <= bs_floorheight2)
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{
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// backsector is closed
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return true;
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}
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return false;
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}
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//==========================================================================
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//
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// ClipLine
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// Clips the given segment
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//
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//==========================================================================
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int BunchDrawer::ClipLine(int aline, bool portal)
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{
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auto cline = §ionLines[aline];
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int section = cline->section;
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int line = cline->wall;
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auto startAngleBam = ClipAngle(cline->startpoint);
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auto endAngleBam = ClipAngle(cline->endpoint);
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// Back side, i.e. backface culling - read: endAngle <= startAngle!
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if (startAngleBam.asbam() - endAngleBam.asbam() < ANGLE_180)
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{
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return CL_Skip;
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}
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if (line >= 0 && blockwall[line]) return CL_Draw;
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// convert to clipper coordinates and clamp to valid range.
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int startAngle = startAngleBam.asbam();
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int endAngle = endAngleBam.asbam();
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if (startAngle < 0) startAngle = 0;
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if (endAngle < 0 || endAngle > (int)angrange.asbam()) endAngle = angrange.asbam();
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// since these values are derived from previous calls of this function they cannot be out of range.
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int sectStartAngle = sectionstartang[section];
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auto sectEndAngle = sectionendang[section];
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// check against the maximum possible viewing range of the sector.
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// Todo: check if this is sufficient or if we really have to do a more costly check against the single visible segments.
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// Note: These walls may be excluded from the clipper, but not from being drawn!
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bool dontclip = false;
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if (sectStartAngle != -1)
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{
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if (sectStartAngle > endAngle || sectEndAngle < startAngle)
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{
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dontclip = true;
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}
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else
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{
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if (sectStartAngle > startAngle) startAngle = sectStartAngle;
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if (sectEndAngle < endAngle) endAngle = sectEndAngle;
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if (endAngle <= startAngle) return CL_Skip; // can this even happen?
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}
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}
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if (!portal && !clipper->IsRangeVisible(startAngle, endAngle))
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{
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return CL_Skip;
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}
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if (line < 0)
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return CL_Pass;
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if (cline->partner == -1 || (wall[line].cstat & CSTAT_WALL_1WAY) || CheckClip(&wall[line]))
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{
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// one-sided
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if (!portal && !dontclip) clipper->AddClipRange(startAngle, endAngle);
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return CL_Draw;
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}
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else
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{
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if (portal) clipper->RemoveClipRange(startAngle, endAngle);
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// set potentially visible viewing range for this line's back sector.
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int nsection = cline->partnersection;
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if (sectionstartang[nsection] == -1)
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{
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sectionstartang[nsection] = startAngle;
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sectionendang[nsection] = endAngle;
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}
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else
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{
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if (startAngle < sectionstartang[nsection]) sectionstartang[nsection] = startAngle;
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if (endAngle > sectionendang[nsection]) sectionendang[nsection] = endAngle;
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}
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return CL_Draw | CL_Pass;
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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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void BunchDrawer::ProcessBunch(int bnch)
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{
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FBunch* bunch = &Bunches[bnch];
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int start = bunch->startline;
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int end = bunch->endline;
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ClipWall.Clock();
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for (int i = start; i <= end; i++)
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{
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bunch = &Bunches[bnch]; // re-get the pointer in case of reallocation.
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int clipped = ClipLine(i, bunch->portal);
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if (clipped & CL_Draw)
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{
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int ww = sectionLines[i].wall;
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if (ww != -1)
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{
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if (blockingpairs.Size() > 0) for (auto p : blockingpairs[ww]) blockwall.Set(sectionLines[p].wall);
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show2dwall.Set(ww);
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if (!gotwall[i])
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{
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gotwall.Set(i);
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ClipWall.Unclock();
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Bsp.Unclock();
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SetupWall.Clock();
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HWWall hwwall;
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hwwall.Process(di, &wall[ww], §or[bunch->sectornum], wall[ww].nextsector < 0 ? nullptr : §or[wall[ww].nextsector]);
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rendered_lines++;
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SetupWall.Unclock();
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Bsp.Clock();
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ClipWall.Clock();
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}
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}
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}
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if (clipped & CL_Pass)
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{
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ClipWall.Unclock();
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ProcessSection(sectionLines[i].partnersection, false);
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ClipWall.Clock();
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}
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}
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ClipWall.Unclock();
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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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int BunchDrawer::WallInFront(int line1, int line2)
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{
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int wall1s = sectionLines[line1].startpoint;
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int wall1e = sectionLines[line1].endpoint;
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int wall2s = sectionLines[line2].startpoint;
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int wall2e = sectionLines[line2].endpoint;
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double x1s = WallStartX(wall1s);
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double y1s = WallStartY(wall1s);
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double x1e = WallStartX(wall1e);
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double y1e = WallStartY(wall1e);
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double x2s = WallStartX(wall2s);
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double y2s = WallStartY(wall2s);
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double x2e = WallStartX(wall2e);
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double y2e = WallStartY(wall2e);
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double dx = x1e - x1s;
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double dy = y1e - y1s;
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double t1 = PointOnLineSide(x2s, y2s, x1s, y1s, dx, dy);
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double t2 = PointOnLineSide(x2e, y2e, x1s, y1s, dx, dy);
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if (t1 == 0)
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{
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if (t2 == 0) return(-1);
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t1 = t2;
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}
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if (t2 == 0) t2 = t1;
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if ((t1 * t2) >= 0)
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{
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t2 = PointOnLineSide(viewx, viewy, x1s, y1s, dx, dy);
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return((t2 * t1) <= 0);
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}
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dx = x2e - x2s;
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dy = y2e - y2s;
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t1 = PointOnLineSide(x1s, y1s, x2s, y2s, dx, dy);
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t2 = PointOnLineSide(x1e, y1e, x2s, y2s, dx, dy);
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if (t1 == 0)
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{
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if (t2 == 0) return(-1);
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t1 = t2;
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}
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if (t2 == 0) t2 = t1;
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if ((t1 * t2) >= 0)
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{
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t2 = PointOnLineSide(viewx, viewy, x2s, y2s, dx, dy);
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return((t2 * t1) > 0);
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}
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return(-2);
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}
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//==========================================================================
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//
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// Rules:
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// 1. Any bunch can span at most 180°.
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// 2. 2 bunches can never overlap at both ends
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// 3. if there is an overlap one of the 2 starting points must be in the
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// overlapping area.
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//
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//==========================================================================
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int BunchDrawer::ColinearBunchInFront(FBunch* b1, FBunch* b2)
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{
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// Unable to determine the order. The only option left is to see if the sectors within the bunch can be ordered.
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for (int i = b1->startline; i <= b1->endline; i++)
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{
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int wall1s = sectionLines[i].wall;
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if (wall1s == -1) continue;
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int sect1 = wall[wall1s].sector;
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int nsect1 = wall[wall1s].nextsector;
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if (nsect1 < 0) continue;
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for (int j = b2->startline; j <= b2->endline; j++)
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{
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int wall2s = sectionLines[j].wall;
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if (wall2s == -1) continue;
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int sect2 = wall[wall2s].sector;
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int nsect2 = wall[wall2s].nextsector;
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if (nsect2 < 0) continue;
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if (sect1 == nsect2) return 1; // bunch 2 is in front
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if (sect2 == nsect1) return 0; // bunch 1 is in front
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}
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}
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return -1;
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}
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int BunchDrawer::BunchInFront(FBunch* b1, FBunch* b2)
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{
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binangle anglecheck, endang;
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bool colinear = false;
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if (b2->startangle.asbam() >= b1->startangle.asbam() && b2->startangle.asbam() < b1->endangle.asbam())
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{
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// we have an overlap at b2->startangle
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anglecheck = b2->startangle;
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// Find the wall in b1 that overlaps b2->startangle
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for (int i = b1->startline; i <= b1->endline; i++)
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{
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endang = ClipAngle(sectionLines[i].endpoint);
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if (endang.asbam() > anglecheck.asbam())
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{
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// found a line
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int ret = WallInFront(b2->startline, i);
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if (ret == -1)
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{
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ret = ColinearBunchInFront(b1, b2);
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if (ret == -1)
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{
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colinear = true;
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continue;
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}
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}
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return ret;
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}
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}
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}
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else if (b1->startangle.asbam() >= b2->startangle.asbam() && b1->startangle.asbam() < b2->endangle.asbam())
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{
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// we have an overlap at b1->startangle
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anglecheck = b1->startangle;
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// Find the wall in b2 that overlaps b1->startangle
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for (int i = b2->startline; i <= b2->endline; i++)
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{
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endang = ClipAngle(sectionLines[i].endpoint);
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if (endang.asbam() > anglecheck.asbam())
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{
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// found a line
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int ret = WallInFront(i, b1->startline);
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if (ret == -1)
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{
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ret = ColinearBunchInFront(b1, b2);
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if (ret == -1)
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{
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colinear = true;
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continue;
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}
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}
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return ret;
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}
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}
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}
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if (colinear)
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{
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// This should never happen.
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assert(true);
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}
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// we have no overlap
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return -1;
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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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int BunchDrawer::FindClosestBunch()
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{
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int closest = 0; //Almost works, but not quite :(
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CompareData.Clear();
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for (unsigned i = 1; i < Bunches.Size(); i++)
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{
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switch (BunchInFront(&Bunches[i], &Bunches[closest]))
|
|
{
|
|
case 0: // i is in front
|
|
closest = i;
|
|
continue;
|
|
|
|
case 1: // i is behind
|
|
continue;
|
|
|
|
default: // can't determine
|
|
CompareData.Push(i); // mark for later comparison
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// we need to do a second pass to see how the marked bunches relate to the currently closest one.
|
|
for (unsigned i = 0; i < CompareData.Size(); i++)
|
|
{
|
|
switch (BunchInFront(&Bunches[CompareData[i]], &Bunches[closest]))
|
|
{
|
|
case 0: // is in front
|
|
closest = CompareData[i];
|
|
CompareData[i] = CompareData.Last();
|
|
CompareData.Pop();
|
|
i = -1; // we need to recheck everything that's still marked. -1 because this will get incremented before being used.
|
|
continue;
|
|
|
|
case 1: // is behind
|
|
CompareData[i] = CompareData.Last();
|
|
CompareData.Pop();
|
|
i--;
|
|
continue;
|
|
|
|
default:
|
|
continue;
|
|
|
|
}
|
|
}
|
|
//Printf("picked bunch starting at %d\n", Bunches[closest].startline);
|
|
return closest;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void BunchDrawer::ProcessSection(int sectionnum, bool portal)
|
|
{
|
|
if (gotsection2[sectionnum]) return;
|
|
gotsection2.Set(sectionnum);
|
|
|
|
bool inbunch;
|
|
|
|
SetupSprite.Clock();
|
|
|
|
int sectnum = sections[sectionnum].sector;
|
|
if (!gotsector[sectnum])
|
|
{
|
|
gotsector.Set(sectnum);
|
|
CoreSectIterator it(sectnum);
|
|
while (auto actor = it.Next())
|
|
{
|
|
auto const spr = &actor->s();
|
|
|
|
if ((spr->cstat & CSTAT_SPRITE_INVISIBLE) || spr->xrepeat == 0 || spr->yrepeat == 0) // skip invisible sprites
|
|
continue;
|
|
|
|
int sx = spr->x - iview.x, sy = spr->y - int(iview.y);
|
|
|
|
// this checks if the sprite is it behind the camera, which will not work if the pitch is high enough to necessitate a FOV of more than 180°.
|
|
//if ((spr->cstat & CSTAT_SPRITE_ALIGNMENT_MASK) || (hw_models && tile2model[spr->picnum].modelid >= 0) || ((sx * gcosang) + (sy * gsinang) > 0))
|
|
{
|
|
if ((spr->cstat & (CSTAT_SPRITE_ONE_SIDE | CSTAT_SPRITE_ALIGNMENT_MASK)) != (CSTAT_SPRITE_ONE_SIDE | CSTAT_SPRITE_ALIGNMENT_WALL) ||
|
|
(r_voxels && tiletovox[spr->picnum] >= 0 && voxmodels[tiletovox[spr->picnum]]) ||
|
|
(r_voxels && gi->Voxelize(spr->picnum) > -1) ||
|
|
DMulScale(bcos(spr->ang), -sx, bsin(spr->ang), -sy, 6) > 0)
|
|
if (!renderAddTsprite(di->tsprite, di->spritesortcnt, actor))
|
|
break;
|
|
}
|
|
}
|
|
SetupSprite.Unclock();
|
|
}
|
|
|
|
if (automapping)
|
|
show2dsector.Set(sectnum);
|
|
|
|
SetupFlat.Clock();
|
|
HWFlat flat;
|
|
flat.ProcessSector(di, §or[sectnum], sectionnum);
|
|
SetupFlat.Unclock();
|
|
|
|
//Todo: process subsectors
|
|
inbunch = false;
|
|
|
|
auto section = §ions[sectionnum];
|
|
for (unsigned i = 0; i < section->lines.Size(); i++)
|
|
{
|
|
auto thisline = §ionLines[section->lines[i]];
|
|
|
|
binangle walang1 = ClipAngle(thisline->startpoint);
|
|
binangle walang2 = ClipAngle(thisline->endpoint);
|
|
|
|
// outside the visible area or seen from the backside.
|
|
if ((walang1.asbam() > angrange.asbam() && walang2.asbam() > angrange.asbam() && walang1.asbam() < walang2.asbam()) ||
|
|
(walang1.asbam() - walang2.asbam() < ANGLE_180))
|
|
{
|
|
inbunch = false;
|
|
}
|
|
else
|
|
{
|
|
if (walang1.asbam() >= angrange.asbam()) { walang1 = bamang(0); inbunch = false; }
|
|
if (walang2.asbam() >= angrange.asbam()) walang2 = angrange;
|
|
if (section->lines[i] >= numwalls) inbunch = false;
|
|
if (!inbunch)
|
|
{
|
|
//Printf("Starting bunch:\n\tWall %d\n", section->lines[i]);
|
|
inbunch = StartBunch(sectnum, section->lines[i], walang1, walang2, portal);
|
|
}
|
|
else
|
|
{
|
|
//Printf("\tWall %d\n", section->lines[i]);
|
|
inbunch = AddLineToBunch(section->lines[i], walang2);
|
|
}
|
|
}
|
|
if (thisline->endpoint != section->lines[i] + 1) inbunch = false;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void BunchDrawer::RenderScene(const int* viewsectors, unsigned sectcount, bool portal)
|
|
{
|
|
//Printf("----------------------------------------- \nstart at sector %d\n", viewsectors[0]);
|
|
auto process = [&]()
|
|
{
|
|
clipper->Clear(ang1);
|
|
|
|
for (unsigned i = 0; i < sectcount; i++)
|
|
{
|
|
for (auto j : sectionsPerSector[viewsectors[i]])
|
|
{
|
|
sectionstartang[j->index] = 0;
|
|
sectionendang[j->index] = int(angrange.asbam());
|
|
}
|
|
}
|
|
for (unsigned i = 0; i < sectcount; i++)
|
|
{
|
|
for (auto j : sectionsPerSector[viewsectors[i]])
|
|
{
|
|
ProcessSection(j->index, portal);
|
|
}
|
|
}
|
|
while (Bunches.Size() > 0)
|
|
{
|
|
int closest = FindClosestBunch();
|
|
ProcessBunch(closest);
|
|
DeleteBunch(closest);
|
|
}
|
|
};
|
|
|
|
Bsp.Clock();
|
|
if (ang1.asbam() != 0 || ang2.asbam() != 0)
|
|
{
|
|
process();
|
|
}
|
|
else
|
|
{
|
|
// with a 360° field of view we need to split the scene into two halves.
|
|
// The BunchInFront check can fail with angles that may wrap around.
|
|
auto rotang = di->Viewpoint.RotAngle;
|
|
ang1 = bamang(rotang - ANGLE_90);
|
|
ang2 = bamang(rotang + ANGLE_90 - 1);
|
|
angrange = ang2 - ang1;
|
|
process();
|
|
gotsection2.Zero();
|
|
ang1 = bamang(rotang + ANGLE_90);
|
|
ang2 = bamang(rotang - ANGLE_90 - 1);
|
|
angrange = ang2 - ang1;
|
|
process();
|
|
}
|
|
Bsp.Unclock();
|
|
}
|