raze/source/core/rendering/scene/hw_bunchdrawer.cpp
Christoph Oelckers a0e6ee0e2e - added a bit more logic to handle overlapping walls.
All this is needed to make the back door to the cinema in Duke E1L1 render properly without making the clipper break on complex overlapping sector setups, like some of the ducts in Duke E2L7.
2022-01-09 12:05:36 +01:00

797 lines
23 KiB
C++

/*
** hw_bunchdrawer.cpp
**
**---------------------------------------------------------------------------
** Copyright 2008-2021 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.
**---------------------------------------------------------------------------
**
*/
#include "hw_drawinfo.h"
#include "hw_bunchdrawer.h"
#include "hw_clipper.h"
#include "hw_clock.h"
#include "hw_drawstructs.h"
#include "automap.h"
#include "gamefuncs.h"
#include "hw_portal.h"
#include "gamestruct.h"
#include "hw_voxels.h"
#include "mapinfo.h"
#include "gamecontrol.h"
#include "hw_sections.h"
#include "coreactor.h"
//#define DEBUG_CLIPPER
//==========================================================================
//
//
//
//==========================================================================
void BunchDrawer::Init(HWDrawInfo *_di, Clipper* c, vec2_t& view, binangle a1, binangle a2)
{
ang1 = a1;
ang2 = a2;
angrange = ang2 - ang1;
di = _di;
clipper = c;
viewx = view.X * (1/ 16.f);
viewy = view.Y * -(1/ 16.f);
viewz = (float)di->Viewpoint.Pos.Z;
iview = view;
StartScene();
gcosang = bamang(di->Viewpoint.RotAngle).fcos();
gsinang = bamang(di->Viewpoint.RotAngle).fsin();
for (auto& w : wall)
{
// Precalculate the clip angles to avoid doing this repeatedly during level traversal.
auto vv = w.pos - view;
w.clipangle = bvectangbam(vv.X, vv.Y);
}
memset(sectionstartang.Data(), -1, sectionstartang.Size() * sizeof(sectionstartang[0]));
memset(sectionendang.Data(), -1, sectionendang.Size() * sizeof(sectionendang[0]));
//blockwall.Resize(wall.Size());
}
//==========================================================================
//
//
//
//==========================================================================
void BunchDrawer::StartScene()
{
unsigned numsections = sections.Size();
LastBunch = 0;
StartTime = I_msTime();
Bunches.Clear();
CompareData.Clear();
gotsector.Resize(sector.Size());
gotsector.Zero();
gotsection2.Resize(numsections);
gotsection2.Zero();
gotwall.Resize(wall.Size());
gotwall.Zero();
sectionstartang.Resize(numsections);
sectionendang.Resize(numsections);
//blockwall.Zero();
}
//==========================================================================
//
//
//
//==========================================================================
bool BunchDrawer::StartBunch(int sectnum, int linenum, binangle startan, binangle endan, bool portal)
{
FBunch* bunch = &Bunches[LastBunch = Bunches.Reserve(1)];
bunch->sectornum = sectnum;
bunch->startline = bunch->endline = linenum;
bunch->startangle = startan;
bunch->endangle = endan;
bunch->portal = portal;
assert(bunch->endangle.asbam() >= bunch->startangle.asbam());
return bunch->endangle != angrange;
}
//==========================================================================
//
//
//
//==========================================================================
bool BunchDrawer::AddLineToBunch(int line, binangle newan)
{
Bunches[LastBunch].endline++;
assert(newan.asbam() > Bunches[LastBunch].endangle.asbam());
Bunches[LastBunch].endangle = newan;
assert(Bunches[LastBunch].endangle.asbam() > Bunches[LastBunch].startangle.asbam());
return Bunches[LastBunch].endangle != angrange;
}
//==========================================================================
//
//
//
//==========================================================================
void BunchDrawer::DeleteBunch(int index)
{
Bunches[index] = Bunches.Last();
Bunches.Pop();
}
bool BunchDrawer::CheckClip(walltype* wal, float* topclip, float* bottomclip)
{
auto pt2 = wal->point2Wall();
sectortype* backsector = wal->nextSector();
sectortype* frontsector = wal->sectorp();
float bs_floorheight1;
float bs_floorheight2;
float bs_ceilingheight1;
float bs_ceilingheight2;
float fs_floorheight1;
float fs_floorheight2;
float fs_ceilingheight1;
float fs_ceilingheight2;
// Mirrors and horizons always block the view
//if (linedef->special==Line_Mirror || linedef->special==Line_Horizon) return true;
PlanesAtPoint(frontsector, wal->pos.X, wal->pos.Y, &fs_ceilingheight1, &fs_floorheight1);
PlanesAtPoint(frontsector, pt2->pos.X, pt2->pos.Y, &fs_ceilingheight2, &fs_floorheight2);
PlanesAtPoint(backsector, wal->pos.X, wal->pos.Y, &bs_ceilingheight1, &bs_floorheight1);
PlanesAtPoint(backsector, pt2->pos.X, pt2->pos.Y, &bs_ceilingheight2, &bs_floorheight2);
*bottomclip = max(min(bs_floorheight1, bs_floorheight2), min(fs_floorheight1, fs_floorheight2));
// if one plane is sky on both sides, the line must not clip.
if (frontsector->ceilingstat & backsector->ceilingstat & CSTAT_SECTOR_SKY)
{
// save some processing with outside areas - no need to add to the clipper if back sector is higher.
if (fs_ceilingheight1 <= bs_floorheight1 && fs_ceilingheight2 <= bs_floorheight2) *bottomclip = -FLT_MAX;
*topclip = FLT_MAX;
return false;
}
*topclip = min(max(bs_ceilingheight1, bs_ceilingheight2), max(fs_ceilingheight1, fs_ceilingheight2));
if (frontsector->floorstat & backsector->floorstat & CSTAT_SECTOR_SKY)
{
*bottomclip = -FLT_MAX;
return false;
}
// now check for closed sectors.
if (bs_ceilingheight1 <= fs_floorheight1 && bs_ceilingheight2 <= fs_floorheight2)
{
// backsector's ceiling is below frontsector's floor.
return true;
}
if (fs_ceilingheight1 <= bs_floorheight1 && fs_ceilingheight2 <= bs_floorheight2)
{
// backsector's floor is above frontsector's ceiling
return true;
}
if (bs_ceilingheight1 <= bs_floorheight1 && bs_ceilingheight2 <= bs_floorheight2)
{
// backsector is closed
return true;
}
return false;
}
//==========================================================================
//
// ClipLine
// Clips the given segment
//
//==========================================================================
int BunchDrawer::ClipLine(int aline, bool portal)
{
auto cline = &sectionLines[aline];
int section = cline->section;
int line = cline->wall;
auto startAngleBam = ClipAngle(cline->startpoint);
auto endAngleBam = ClipAngle(cline->endpoint);
// Back side, i.e. backface culling - read: endAngle <= startAngle!
if (startAngleBam.asbam() - endAngleBam.asbam() < ANGLE_180)
{
return CL_Skip;
}
//if (line >= 0 && blockwall[line]) return CL_Draw;
// convert to clipper coordinates and clamp to valid range.
int startAngle = startAngleBam.asbam();
int endAngle = endAngleBam.asbam();
if (startAngle < 0) startAngle = 0;
if (endAngle < 0 || endAngle > (int)angrange.asbam()) endAngle = angrange.asbam();
// since these values are derived from previous calls of this function they cannot be out of range.
int sectStartAngle = sectionstartang[section];
auto sectEndAngle = sectionendang[section];
// check against the maximum possible viewing range of the sector.
// Todo: check if this is sufficient or if we really have to do a more costly check against the single visible segments.
// Note: These walls may be excluded from the clipper, but not from being drawn!
bool dontclip = false;
if (sectStartAngle != -1)
{
if (sectStartAngle > endAngle || sectEndAngle < startAngle)
{
dontclip = true;
}
else
{
if (sectStartAngle > startAngle) startAngle = sectStartAngle;
if (sectEndAngle < endAngle) endAngle = sectEndAngle;
if (endAngle <= startAngle) return CL_Skip; // can this even happen?
}
}
if (!portal && !clipper->IsRangeVisible(startAngle, endAngle))
{
return CL_Skip;
}
if (line < 0)
return CL_Pass;
float topclip = 0, bottomclip = 0;
if (cline->partner == -1 || (wall[line].cstat & CSTAT_WALL_1WAY) || CheckClip(&wall[line], &topclip, &bottomclip))
{
// one-sided
if (!portal && !dontclip)
{
clipper->AddClipRange(startAngle, endAngle);
//Printf("\nWall %d from %2.3f - %2.3f (blocking)\n", line, bamang(startAngle).asdeg(), bamang(endAngle).asdeg());
//clipper->DumpClipper();
}
return CL_Draw;
}
else
{
if (portal) clipper->RemoveClipRange(startAngle, endAngle);
else
{
if (topclip < FLT_MAX || bottomclip > -FLT_MAX)
{
clipper->AddWindowRange(startAngle, endAngle, topclip, bottomclip, viewz);
//Printf("\nWall %d from %2.3f - %2.3f, (%2.3f, %2.3f) (passing)\n", line, bamang(startAngle).asdeg(), bamang(endAngle).asdeg(), topclip, bottomclip);
//clipper->DumpClipper();
}
}
// set potentially visible viewing range for this line's back sector.
int nsection = cline->partnersection;
if (sectionstartang[nsection] == -1)
{
sectionstartang[nsection] = startAngle;
sectionendang[nsection] = endAngle;
}
else
{
if (startAngle < sectionstartang[nsection]) sectionstartang[nsection] = startAngle;
if (endAngle > sectionendang[nsection]) sectionendang[nsection] = endAngle;
}
return dontclip? CL_Draw : CL_Draw | CL_Pass;
}
}
//==========================================================================
//
//
//
//==========================================================================
void BunchDrawer::ProcessBunch(int bnch)
{
FBunch* bunch = &Bunches[bnch];
int start = bunch->startline;
int end = bunch->endline;
ClipWall.Clock();
for (int i = start; i <= end; i++)
{
bunch = &Bunches[bnch]; // re-get the pointer in case of reallocation.
int clipped = ClipLine(i, bunch->portal);
if (clipped & CL_Draw)
{
int ww = sectionLines[i].wall;
if (ww != -1)
{
show2dwall.Set(ww);
if (!gotwall[i])
{
gotwall.Set(i);
ClipWall.Unclock();
Bsp.Unclock();
SetupWall.Clock();
HWWall hwwall;
hwwall.Process(di, &wall[ww], &sector[bunch->sectornum], wall[ww].nextsector < 0 ? nullptr : &sector[wall[ww].nextsector]);
rendered_lines++;
SetupWall.Unclock();
Bsp.Clock();
ClipWall.Clock();
}
}
}
if (clipped & CL_Pass)
{
ClipWall.Unclock();
ProcessSection(sectionLines[i].partnersection, false);
ClipWall.Clock();
}
}
ClipWall.Unclock();
}
//==========================================================================
//
//
//
//==========================================================================
int BunchDrawer::WallInFront(int line1, int line2)
{
int wall1s = sectionLines[line1].startpoint;
int wall1e = sectionLines[line1].endpoint;
int wall2s = sectionLines[line2].startpoint;
int wall2e = sectionLines[line2].endpoint;
double x1s = WallStartX(wall1s);
double y1s = WallStartY(wall1s);
double x1e = WallStartX(wall1e);
double y1e = WallStartY(wall1e);
double x2s = WallStartX(wall2s);
double y2s = WallStartY(wall2s);
double x2e = WallStartX(wall2e);
double y2e = WallStartY(wall2e);
retry:
double dx1 = x1e - x1s;
double dy1 = y1e - y1s;
double t1 = PointOnLineSide(x2s, y2s, x1s, y1s, dx1, dy1);
double t2 = PointOnLineSide(x2e, y2e, x1s, y1s, dx1, dy1);
if (t1 == 0)
{
if (t2 == 0) return -1;
t1 = t2;
}
if (t2 == 0) t2 = t1;
if ((t1 * t2) >= 0)
{
t2 = PointOnLineSide(viewx, viewy, x1s, y1s, dx1, dy1);
return (t2 * t1) <= 0;
}
double dx2 = x2e - x2s;
double dy2 = y2e - y2s;
double t3 = PointOnLineSide(x1s, y1s, x2s, y2s, dx2, dy2);
double t4 = PointOnLineSide(x1e, y1e, x2s, y2s, dx2, dy2);
if (t3 == 0)
{
if (t4 == 0) return -1;
t3 = t4;
}
if (t4 == 0) t4 = t3;
if ((t3 * t4) >= 0)
{
t4 = PointOnLineSide(viewx, viewy, x2s, y2s, dx2, dy2);
return (t4 * t3) > 0;
}
// If we got here the walls intersect. Most of the time this is just a tiny sliver intruding into the other wall.
// If that is the case we can ignore that sliver and pretend it is completely on the other side.
const double max_dist = 3;
const double side_threshold = (max_dist * max_dist) / (16. * 16.); // we are operating in render coordinate space but want 3 map units tolerance.
double d1 = SquareDistToLine(x2s, y2s, x1s, y1s, x1e, y1e);
if (d1 < side_threshold) t1 = t2;
double d2 = SquareDistToLine(x2e, y2e, x1s, y1s, x1e, y1e);
if (d2 < side_threshold) t2 = t1;
if ((fabs(d1) < side_threshold) ^ (fabs(d2) < side_threshold)) // only acceptable if only one end of the wall got adjusted.
{
t2 = PointOnLineSide(viewx, viewy, x1s, y1s, dx1, dy1);
return((t2 * t1) <= 0);
}
double d3 = SquareDistToLine(x1s, y1s, x2s, y2s, x2e, y2e);
if (d3 < side_threshold) t1 = t2;
double d4 = SquareDistToLine(x1e, y1e, x2s, y2s, x2e, y2e);
if (d4 < side_threshold) t2 = t1;
if ((fabs(d3) < side_threshold) ^ (fabs(d4) < side_threshold)) // only acceptable if only one end of the wall got adjusted.
{
t2 = PointOnLineSide(viewx, viewy, x2s, y2s, dx2, dy2);
return((t2 * t1) <= 0);
}
// let's try some last ditch effort here: compare the longer sections of the two walls from the intersection point.
// Only do this if the distance of the smaller one is not too large.
const double max_overlap = 2 * 2;
if (max(min(d1, d2), min(d3, d4)) < max_overlap)
{
// if one of the walls is too short, let colinearBunchInFront decide. This case normally only happens with doors where this will yield the correct result.
if ((d1 < max_overlap && d2 < max_overlap) || (d3 < max_overlap && d4 < max_overlap))
return -1;
DVector2 intersect;
SquareDistToWall(x1s * 16., y1s * -16., &wall[line2], &intersect);
intersect.X *= (1 / 16.);
intersect.Y *= (1 / -16.);
if (d3 < max_overlap)
{
x1s = intersect.X;
y1s = intersect.Y;
}
else
{
x1e = intersect.X;
y1e = intersect.Y;
}
if (d1 < max_overlap)
{
x2s = intersect.X;
y2s = intersect.Y;
}
else
{
x2e = intersect.X;
y2e = intersect.Y;
}
goto retry;
}
return -2;
}
//==========================================================================
//
// Rules:
// 1. Any bunch can span at most 180°.
// 2. 2 bunches can never overlap at both ends
// 3. if there is an overlap one of the 2 starting points must be in the
// overlapping area.
//
//==========================================================================
int BunchDrawer::ColinearBunchInFront(FBunch* b1, FBunch* b2)
{
// Unable to determine the order. The only option left is to see if the sectors within the bunch can be ordered.
for (int i = b1->startline; i <= b1->endline; i++)
{
int wall1s = sectionLines[i].wall;
if (wall1s == -1) continue;
int sect1 = wall[wall1s].sector;
int nsect1 = wall[wall1s].nextsector;
for (int j = b2->startline; j <= b2->endline; j++)
{
int wall2s = sectionLines[j].wall;
if (wall2s == -1) continue;
int sect2 = wall[wall2s].sector;
int nsect2 = wall[wall2s].nextsector;
if (sect1 == nsect2) return 1; // bunch 2 is in front
if (sect2 == nsect1) return 0; // bunch 1 is in front
}
}
return -1;
}
int BunchDrawer::BunchInFront(FBunch* b1, FBunch* b2)
{
binangle anglecheck, endang;
bool colinear = false;
if (b2->startangle.asbam() >= b1->startangle.asbam() && b2->startangle.asbam() < b1->endangle.asbam())
{
// we have an overlap at b2->startangle
anglecheck = b2->startangle;
// Find the wall in b1 that overlaps b2->startangle
for (int i = b1->startline; i <= b1->endline; i++)
{
endang = ClipAngle(sectionLines[i].endpoint);
if (endang.asbam() > anglecheck.asbam())
{
// found a line
int ret = WallInFront(b2->startline, i);
if (ret == -1)
{
ret = ColinearBunchInFront(b1, b2);
if (ret == -1)
{
colinear = true;
continue;
}
}
return ret;
}
}
}
else if (b1->startangle.asbam() >= b2->startangle.asbam() && b1->startangle.asbam() < b2->endangle.asbam())
{
// we have an overlap at b1->startangle
anglecheck = b1->startangle;
// Find the wall in b2 that overlaps b1->startangle
for (int i = b2->startline; i <= b2->endline; i++)
{
endang = ClipAngle(sectionLines[i].endpoint);
if (endang.asbam() > anglecheck.asbam())
{
// found a line
int ret = WallInFront(i, b1->startline);
if (ret == -1)
{
ret = ColinearBunchInFront(b1, b2);
if (ret == -1)
{
colinear = true;
continue;
}
}
return ret;
}
}
}
if (colinear)
{
return -2;
}
// we have no overlap
return -1;
}
//==========================================================================
//
//
//
//==========================================================================
int BunchDrawer::FindClosestBunch()
{
int closest = 0; //Almost works, but not quite :(
CompareData.Clear();
for (unsigned i = 1; i < Bunches.Size(); i++)
{
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;
}
}
/*
int nsection = sectionLines[Bunches[closest].startline].section;
Printf("\n=====================================\npicked bunch starting at sector %d, wall %d - Range at (%2.3f - %2.3f)\n",
sections[nsection].sector, Bunches[closest].startline,
bamang(sectionstartang[nsection]).asdeg(), bamang(sectionendang[nsection]).asdeg());
*/
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())
{
if ((actor->spr.cstat & CSTAT_SPRITE_INVISIBLE) || actor->spr.xrepeat == 0 || actor->spr.yrepeat == 0) // skip invisible sprites
continue;
int sx = actor->spr.pos.X - iview.X, sy = actor->spr.pos.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 ((actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) || (hw_models && tile2model[actor->spr.picnum].modelid >= 0) || ((sx * gcosang) + (sy * gsinang) > 0))
{
if ((actor->spr.cstat & (CSTAT_SPRITE_ONE_SIDE | CSTAT_SPRITE_ALIGNMENT_MASK)) != (CSTAT_SPRITE_ONE_SIDE | CSTAT_SPRITE_ALIGNMENT_WALL) ||
(r_voxels && tiletovox[actor->spr.picnum] >= 0 && voxmodels[tiletovox[actor->spr.picnum]]) ||
(r_voxels && gi->Voxelize(actor->spr.picnum) > -1) ||
DMulScale(bcos(actor->spr.ang), -sx, bsin(actor->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, &sector[sectnum], sectionnum);
SetupFlat.Unclock();
//Todo: process subsectors
inbunch = false;
auto section = &sections[sectionnum];
for (unsigned i = 0; i < section->lines.Size(); i++)
{
auto thisline = &sectionLines[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] >= (int)wall.Size()) inbunch = false;
if (!inbunch)
{
//Printf("Starting bunch, Sector %d\n\tWall %d\n", section->sector, 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, z = %2.3f\n", viewsectors[0], viewz);
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();
}