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f7dd0ec4a2
As it turned out, the triangulator only works fine for regular polygons, but creates incomplete meshes for sectors with multiple sections or some degenerate areas, which are quite common with swinging doors. The node builder is more costly and creates wall splits, of course, but it does not create broken output for degenerate sectors so it's a good fallback.
457 lines
13 KiB
C++
457 lines
13 KiB
C++
/*
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** sectorgeometry.cpp
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**
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** caches the triangle meshes used for rendering sector planes.
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**
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**---------------------------------------------------------------------------
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** Copyright 2021 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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**
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*/
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#include "sectorgeometry.h"
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#include "build.h"
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#include "gamefuncs.h"
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#include "texturemanager.h"
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#include "earcut.hpp"
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#include "nodebuilder/nodebuild.h"
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SectorGeometry sectorGeometry;
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//==========================================================================
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//
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// CalcPlane fixme - this should be stored in the sector, not be recalculated each frame.
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//
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//==========================================================================
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static FVector3 CalcNormal(sectortype* sector, int plane)
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{
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FVector3 pt[3];
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auto wal = &wall[sector->wallptr];
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auto wal2 = &wall[wal->point2];
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pt[0] = { (float)WallStartX(wal), (float)WallStartY(wal), 0 };
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pt[1] = { (float)WallEndX(wal), (float)WallEndY(wal), 0 };
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PlanesAtPoint(sector, wal->x, wal->y, plane ? &pt[0].Z : nullptr, plane? nullptr : &pt[0].Z);
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PlanesAtPoint(sector, wal2->x, wal2->y, plane ? &pt[1].Z : nullptr, plane ? nullptr : &pt[1].Z);
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if (pt[0].X == pt[1].X)
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{
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if (pt[0].Y == pt[1].Y) return { 0.f, 0.f, plane ? -1.f : 1.f };
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pt[2].X = pt[0].X + 4;
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pt[2].Y = pt[0].Y;
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}
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else
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{
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pt[2].X = pt[0].X;
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pt[2].Y = pt[0].Y + 4;
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}
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PlanesAtPoint(sector, pt[2].X * 16, pt[2].Y * 16, plane ? &pt[2].Z : nullptr, plane ? nullptr : &pt[2].Z);
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auto normal = (pt[2] - pt[0]) ^ (pt[1] - pt[0]);
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if ((pt[2].Z < 0 && !plane) || (pt[2].Z > 0 && plane)) return -pt[2];
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return pt[2];
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}
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//==========================================================================
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//
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// The math used here to calculate texture positioning was derived from
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// Polymer but required several fixes for correctness.
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//
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//==========================================================================
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class UVCalculator
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{
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sectortype* sect;
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int myplane;
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int stat;
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float z1;
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int ix1;
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int iy1;
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int ix2;
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int iy2;
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float sinalign, cosalign;
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FGameTexture* tex;
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float xpanning, ypanning;
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float xscaled, yscaled;
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FVector2 offset;
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public:
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// Moved in from pragmas.h
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UVCalculator(sectortype* sec, int plane, FGameTexture* tx, const FVector2& off)
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{
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float xpan, ypan;
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sect = sec;
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tex = tx;
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myplane = plane;
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offset = off;
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auto firstwall = &wall[sec->wallptr];
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ix1 = firstwall->x;
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iy1 = firstwall->y;
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ix2 = wall[firstwall->point2].x;
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iy2 = wall[firstwall->point2].y;
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if (plane == 0)
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{
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stat = sec->floorstat;
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xpan = sec->floorxpan_;
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ypan = sec->floorypan_;
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PlanesAtPoint(sec, ix1, iy1, nullptr, &z1);
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}
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else
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{
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stat = sec->ceilingstat;
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xpan = sec->ceilingxpan_;
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ypan = sec->ceilingypan_;
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PlanesAtPoint(sec, ix1, iy1, &z1, nullptr);
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}
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DVector2 dv = { double(ix2 - ix1), -double(iy2 - iy1) };
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auto vang = dv.Angle() - 90.;
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cosalign = vang.Cos();
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sinalign = vang.Sin();
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int pow2width = 1 << sizeToBits((int)tx->GetDisplayWidth());
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if (pow2width < (int)tx->GetDisplayWidth()) pow2width *= 2;
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int pow2height = 1 << sizeToBits((int)tx->GetDisplayHeight());
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if (pow2height < (int)tx->GetDisplayHeight()) pow2height *= 2;
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xpanning = pow2width * xpan / (256.f * tx->GetDisplayWidth());
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ypanning = pow2height * ypan / (256.f * tx->GetDisplayHeight());
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float scalefactor = (stat & CSTAT_SECTOR_TEXHALF) ? 8.0f : 16.0f;
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if ((stat & (CSTAT_SECTOR_SLOPE | CSTAT_SECTOR_ALIGN)) == (CSTAT_SECTOR_ALIGN))
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{
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// This is necessary to adjust for some imprecisions in the math.
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// To calculate the inverse Build performs an integer division with significant loss of precision
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// that can cause the texture to be shifted by multiple pixels.
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// The code below calculates the amount of this deviation so that it can be added back to the formula.
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int len = ksqrt(uhypsq(ix2 - ix1, iy2 - iy1));
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if (len != 0)
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{
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int i = 1048576 / len;
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scalefactor *= 1048576.f / (i * len);
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}
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}
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xscaled = scalefactor * (int)tx->GetDisplayWidth();
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yscaled = scalefactor * (int)tx->GetDisplayHeight();
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}
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FVector2 GetUV(int x, int y, float z)
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{
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float tv, tu;
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if (stat & CSTAT_SECTOR_ALIGN)
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{
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float dx = (float)(x - ix1);
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float dy = (float)(y - iy1);
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tu = -(dx * sinalign + dy * cosalign);
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tv = (dx * cosalign - dy * sinalign);
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if (stat & CSTAT_SECTOR_SLOPE)
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{
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float dz = (z - z1) * 16;
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float newtv = sqrt(tv * tv + dz * dz);
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tv = tv < 0 ? -newtv : newtv;
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}
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}
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else
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{
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tu = x - offset.X;
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tv = -y - offset.Y;
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}
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if (stat & CSTAT_SECTOR_SWAPXY)
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std::swap(tu, tv);
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if (stat & CSTAT_SECTOR_XFLIP) tu = -tu;
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if (stat & CSTAT_SECTOR_YFLIP) tv = -tv;
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return { tu / xscaled + xpanning, tv / yscaled + ypanning };
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}
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};
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//==========================================================================
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//
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//
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//
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//==========================================================================
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bool SectorGeometry::MakeVertices(unsigned int secnum, int plane, const FVector2& offset)
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{
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auto sec = §or[secnum];
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int numvertices = sec->wallnum;
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TArray<FVector3> points(numvertices, true);
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using Point = std::pair<float, float>;
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std::vector<std::vector<Point>> polygon;
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std::vector<Point>* curPoly;
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polygon.resize(1);
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curPoly = &polygon.back();
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FixedBitArray<MAXWALLSB> done;
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int fz = sec->floorz, cz = sec->ceilingz;
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int vertstoadd = numvertices;
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done.Zero();
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while (vertstoadd > 0)
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{
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int start = 0;
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while (done[start] && start < numvertices) start++;
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int s = start;
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if (start < numvertices)
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{
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while (!done[start])
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{
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auto wallp = &wall[sec->wallptr + start];
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float X = WallStartX(wallp);
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float Y = WallStartY(wallp);
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if (fabs(X) > 32768. || fabs(Y) > 32768.)
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{
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// If we get here there's some fuckery going around with the coordinates. Let's better abort and wait for things to realign.
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// Do not try alternative methods if this happens.
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return true;
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}
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curPoly->push_back(std::make_pair(X, Y));
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done.Set(start);
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vertstoadd--;
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start = wallp->point2 - sec->wallptr;
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}
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polygon.resize(polygon.size() + 1);
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curPoly = &polygon.back();
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assert(start == s);
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}
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}
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// Now make sure that the outer boundary is the first polygon by picking a point that's as much to the outside as possible.
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int outer = 0;
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float minx = FLT_MAX;
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float miny = FLT_MAX;
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for (size_t a = 0; a < polygon.size(); a++)
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{
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for (auto& pt : polygon[a])
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{
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if (pt.first < minx || (pt.first == minx && pt.second < miny))
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{
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minx = pt.first;
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miny = pt.second;
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outer = a;
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}
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}
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}
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if (outer != 0) std::swap(polygon[0], polygon[outer]);
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auto indices = mapbox::earcut(polygon);
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if (indices.size() < 3 * (sec->wallnum - 2))
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{
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// this means that full triangulation failed.
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return false;
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}
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sec->floorz = sec->ceilingz = 0;
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int p = 0;
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for (size_t a = 0; a < polygon.size(); a++)
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{
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for (auto& pt : polygon[a])
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{
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float planez;
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PlanesAtPoint(sec, (pt.first * 16), (pt.second * -16), plane ? &planez : nullptr, !plane ? &planez : nullptr);
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FVector3 point = { pt.first, pt.second, planez };
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points[p++] = point;
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}
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}
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auto& entry = data[secnum].planes[plane];
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entry.vertices.Resize(indices.size());
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entry.texcoords.Resize(indices.size());
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entry.normal = CalcNormal(sec, plane);
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auto texture = tileGetTexture(plane ? sec->ceilingpicnum : sec->floorpicnum);
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UVCalculator uvcalc(sec, plane, texture, offset);
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for(unsigned i = 0; i < entry.vertices.Size(); i++)
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{
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auto& pt = points[indices[i]];
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entry.vertices[i] = pt;
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entry.texcoords[i] = uvcalc.GetUV(int(pt.X * 16), int(pt.Y * -16), pt.Z);
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}
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sec->floorz = fz;
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sec->ceilingz = cz;
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return true;
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}
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//==========================================================================
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//
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// Use ZDoom's node builder if the simple approach fails.
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// This will create something usable in the vast majority of cases,
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// even if the result is less efficient.
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//
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//==========================================================================
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bool SectorGeometry::MakeVertices2(unsigned int secnum, int plane, const FVector2& offset)
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{
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// Convert our sector into something the node builder understands
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auto sect = §or[secnum];
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TArray<vertex_t> vertexes(sect->wallnum, true);
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TArray<line_t> lines(sect->wallnum, true);
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TArray<side_t> sides(sect->wallnum, true);
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for (int i = 0; i < sect->wallnum; i++)
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{
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auto wal = &wall[sect->wallptr + i];
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vertexes[i].p = { wal->x * (1 / 16.), wal->y * (1 / -16.) };
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lines[i].backsector = nullptr;
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lines[i].frontsector = sect;
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lines[i].linenum = i;
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lines[i].sidedef[0] = &sides[i];
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lines[i].sidedef[1] = nullptr;
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lines[i].v1 = &vertexes[i];
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lines[i].v2 = &vertexes[wal->point2 - sect->wallptr];
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sides[i].sidenum = i;
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sides[i].sector = sect;
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}
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FNodeBuilder::FLevel leveldata =
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{
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&vertexes[0], (int)vertexes.Size(),
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&sides[0], (int)sides.Size(),
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&lines[0], (int)lines.Size(),
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0, 0, 0, 0
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};
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leveldata.FindMapBounds();
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FNodeBuilder builder(leveldata);
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FLevelLocals Level;
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builder.Extract(Level);
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// Now turn the generated subsectors into triangle meshes
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auto& entry = data[secnum].planes[plane];
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int fz = sect->floorz, cz = sect->ceilingz;
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sect->floorz = sect->ceilingz = 0;
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for (auto& sub : Level.subsectors)
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{
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auto v0 = sub.firstline->v1;
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for (unsigned i = 1; i < sub.numlines-1; i++)
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{
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auto v1 = sub.firstline[i].v1;
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auto v2 = sub.firstline[i].v2;
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entry.vertices.Push({ (float)v0->fX(), (float)v0->fY(), 0 });
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entry.vertices.Push({ (float)v1->fX(), (float)v1->fY(), 0 });
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entry.vertices.Push({ (float)v2->fX(), (float)v2->fY(), 0 });
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}
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}
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// calculate the rest.
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auto texture = tileGetTexture(plane ? sect->ceilingpicnum : sect->floorpicnum);
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UVCalculator uvcalc(sect, plane, texture, offset);
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entry.texcoords.Resize(entry.vertices.Size());
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for (unsigned i = 0; i < entry.vertices.Size(); i++)
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{
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auto& pt = entry.vertices[i];
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float planez;
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PlanesAtPoint(sect, (pt.X * 16), (pt.Y * -16), plane ? &planez : nullptr, !plane ? &planez : nullptr);
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entry.vertices[i].Z = planez;
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entry.texcoords[i] = uvcalc.GetUV(int(pt.X * 16.), int(pt.Y * -16.), pt.Z);
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}
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entry.normal = CalcNormal(sect, plane);
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sect->floorz = fz;
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sect->ceilingz = cz;
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return true;
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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 SectorGeometry::ValidateSector(unsigned int secnum, int plane, const FVector2& offset)
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{
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auto sec = §or[secnum];
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auto compare = &data[secnum].compare[plane];
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if (plane == 0)
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{
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if (sec->floorheinum == compare->floorheinum &&
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sec->floorpicnum == compare->floorpicnum &&
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((sec->floorstat ^ compare->floorstat) & (CSTAT_SECTOR_ALIGN | CSTAT_SECTOR_YFLIP | CSTAT_SECTOR_XFLIP | CSTAT_SECTOR_TEXHALF | CSTAT_SECTOR_SWAPXY)) == 0 &&
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sec->floorxpan_ == compare->floorxpan_ &&
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sec->floorypan_ == compare->floorypan_ &&
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wall[sec->wallptr].pos == data[secnum].poscompare[0] &&
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wall[wall[sec->wallptr].point2].pos == data[secnum].poscompare2[0] &&
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!(sec->dirty & 1) && data[secnum].planes[plane].vertices.Size() ) return;
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sec->dirty &= ~1;
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}
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else
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{
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if (sec->ceilingheinum == compare->ceilingheinum &&
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sec->ceilingpicnum == compare->ceilingpicnum &&
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((sec->ceilingstat ^ compare->ceilingstat) & (CSTAT_SECTOR_ALIGN | CSTAT_SECTOR_YFLIP | CSTAT_SECTOR_XFLIP | CSTAT_SECTOR_TEXHALF | CSTAT_SECTOR_SWAPXY)) == 0 &&
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sec->ceilingxpan_ == compare->ceilingxpan_ &&
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sec->ceilingypan_ == compare->ceilingypan_ &&
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wall[sec->wallptr].pos == data[secnum].poscompare[1] &&
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wall[wall[sec->wallptr].point2].pos == data[secnum].poscompare2[1] &&
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!(sec->dirty & 2) && data[secnum].planes[1].vertices.Size()) return;
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sec->dirty &= ~2;
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}
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*compare = *sec;
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data[secnum].poscompare[plane] = wall[sec->wallptr].pos;
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data[secnum].poscompare2[plane] = wall[wall[sec->wallptr].point2].pos;
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if (data[secnum].degenerate || !MakeVertices(secnum, plane, offset))
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{
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data[secnum].degenerate = true;
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//Printf(TEXTCOLOR_YELLOW "Normal triangulation failed for sector %d. Retrying with alternative approach\n", secnum);
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MakeVertices2(secnum, plane, offset);
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}
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}
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