mirror of
https://github.com/DrBeef/Raze.git
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f6568fee0c
This was by far the messiest game, there's two reasons for this. First, the portal links do not need to be in an actual portal sector, so they cannot be used to detect portal sectors. Second, the game moves portals in place, so all offsets are (0,0,0) so that not even these can be used for detection. The only working method is the super-complicated original way to look up portals at run time, just being done at map start. Having static portal links should reduce the render glitches quite significantly because the renderer knows now which sectors belong to a portal and can use this information to ensure proper processing.
496 lines
13 KiB
C++
496 lines
13 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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//==========================================================================
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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)
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{
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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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StartScene();
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clipper->SetViewpoint(view);
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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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// Reverse the orientation so that startangle and endangle are properly ordered.
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wall[i].clipangle = clipper->PointToAngle(wall[i].pos);
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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::StartScene()
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{
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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.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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void BunchDrawer::StartBunch(int sectnum, int linenum, binangle startan, binangle endan)
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{
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FBunch* bunch = &Bunches[LastBunch = Bunches.Reserve(1)];
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bunch->sectnum = 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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}
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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::AddLineToBunch(int line, binangle newan)
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{
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Bunches[LastBunch].endline++;
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Bunches[LastBunch].endangle = newan;
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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 = &wall[wal->point2];
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sectortype* backsector = §or[wal->nextsector];
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sectortype* frontsector = §or[wall[wal->nextwall].nextsector];
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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 line)
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{
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auto wal = &wall[line];
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auto startAngle = wal->clipangle;
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auto endAngle = wall[wal->point2].clipangle;
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// Back side, i.e. backface culling - read: endAngle >= startAngle!
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if (startAngle.asbam() - endAngle.asbam() < ANGLE_180)
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{
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return CL_Skip;
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}
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if (!clipper->SafeCheckRange(startAngle, endAngle))
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{
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return CL_Skip;
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}
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if (wal->nextwall == -1 || (wal->cstat & CSTAT_WALL_1WAY) || CheckClip(wal))
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{
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// one-sided
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clipper->SafeAddClipRange(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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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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ClipWall.Clock();
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for (int i = bunch->startline; i <= bunch->endline; i++)
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{
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int clipped = ClipLine(i);
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if (clipped & CL_Draw)
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{
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show2dwall.Set(i);
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//if (gl_render_walls)
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{
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SetupWall.Clock();
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HWWall hwwall;
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hwwall.Process(di, &wall[i], §or[bunch->sectnum], wall[i].nextsector < 0 ? nullptr : §or[wall[i].nextsector]);
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rendered_lines++;
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SetupWall.Unclock();
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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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ProcessSector(wall[i].nextsector);
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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 wall1, int wall2)
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{
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double x1s = WallStartX(wall1);
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double y1s = WallStartY(wall1);
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double x1e = WallEndX(wall1);
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double y1e = WallEndY(wall1);
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double x2s = WallStartX(wall2);
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double y2s = WallStartY(wall2);
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double x2e = WallEndX(wall2);
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double y2e = WallEndY(wall2);
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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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// This is a bit more complicated than it looks because angles can wrap
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// around so we can only compare angle differences.
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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::BunchInFront(FBunch* b1, FBunch* b2)
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{
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binangle anglecheck, endang;
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if (b2->startangle.asbam() - b1->startangle.asbam() < b1->endangle.asbam() - b1->startangle.asbam())
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{
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// we have an overlap at b2->startangle
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anglecheck = b2->startangle - b1->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 = wall[wall[i].point2].clipangle - b1->startangle;
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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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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() < b2->endangle.asbam() - b2->startangle.asbam())
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{
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// we have an overlap at b1->startangle
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anglecheck = b1->startangle - b2->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 = wall[wall[i].point2].clipangle - b2->startangle;
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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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return ret;
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}
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}
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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]))
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{
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case 0: // i is in front
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closest = i;
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continue;
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case 1: // i is behind
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continue;
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default: // can't determine
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CompareData.Push(i); // mark for later comparison
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continue;
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}
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}
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// we need to do a second pass to see how the marked bunches relate to the currently closest one.
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for (unsigned i = 0; i < CompareData.Size(); i++)
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{
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switch (BunchInFront(&Bunches[CompareData[i]], &Bunches[closest]))
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{
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case 0: // is in front
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closest = CompareData[i];
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CompareData[i] = CompareData.Last();
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CompareData.Pop();
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i = -1; // we need to recheck everything that's still marked. -1 because this will get incremented before being used.
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continue;
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case 1: // is behind
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CompareData[i] = CompareData.Last();
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CompareData.Pop();
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i--;
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continue;
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default:
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continue;
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}
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}
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return closest;
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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::ProcessSector(int sectnum)
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{
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if (gotsector[sectnum]) return;
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gotsector.Set(sectnum);
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Bsp.Clock();
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auto sect = §or[sectnum];
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bool inbunch;
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binangle startangle;
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SetupFlat.Clock();
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HWFlat flat;
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flat.ProcessSector(di, §or[sectnum]);
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SetupFlat.Unclock();
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//Todo: process subsectors
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inbunch = false;
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for (int i = 0; i < sect->wallnum; i++)
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{
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auto thiswall = &wall[sect->wallptr + i];
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#ifdef _DEBUG
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// For displaying positions in debugger
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DVector2 start = { WallStartX(thiswall), WallStartY(thiswall) };
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DVector2 end = { WallStartX(thiswall->point2), WallStartY(thiswall->point2) };
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#endif
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binangle ang1 = thiswall->clipangle;
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binangle ang2 = wall[thiswall->point2].clipangle;
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if (ang1.asbam() - ang2.asbam() < ANGLE_180)
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{
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// Backside
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inbunch = false;
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}
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/* disabled because it only fragments the bunches without any performance gain.
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else if (!clipper->SafeCheckRange(ang1, ang2))
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{
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// is it visible?
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inbunch = false;
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}
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*/
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else if (!inbunch || ang2.asbam() - startangle.asbam() >= ANGLE_180)
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{
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// don't let a bunch span more than 180° to avoid problems.
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// This limitation ensures that the combined range of 2
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// bunches will always be less than 360° which simplifies
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// the distance comparison code because it prevents a
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// situation where 2 bunches may overlap at both ends.
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startangle = ang1;
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StartBunch(sectnum, sect->wallptr + i, ang1, ang2);
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inbunch = true;
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}
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else
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{
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AddLineToBunch(sect->wallptr + i, ang2);
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}
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if (thiswall->point2 != sect->wallptr + i + 1) inbunch = false;
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}
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Bsp.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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void BunchDrawer::RenderScene(const int* viewsectors, unsigned sectcount)
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{
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for(unsigned i=0;i<sectcount;i++)
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ProcessSector(viewsectors[i]);
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while (Bunches.Size() > 0)
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{
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int closest = FindClosestBunch();
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ProcessBunch(closest);
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DeleteBunch(closest);
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}
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}
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