mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 07:12:16 +00:00
- automatically create sections and store them with the level data.
- added subsector indexing to sections. This is needed for finding a section from a point.
This commit is contained in:
parent
49bfdbef9f
commit
0deb388a75
7 changed files with 44 additions and 10 deletions
|
@ -1083,6 +1083,7 @@ public:
|
|||
FBlockNode *BlockNode; // links in blocks (if needed)
|
||||
struct sector_t *Sector;
|
||||
subsector_t * subsector;
|
||||
FSection * section;
|
||||
double floorz, ceilingz; // closest together of contacted secs
|
||||
double dropoffz; // killough 11/98: the lowest floor over all contacted Sectors.
|
||||
|
||||
|
|
|
@ -42,6 +42,7 @@
|
|||
#include "p_blockmap.h"
|
||||
#include "p_local.h"
|
||||
#include "p_destructible.h"
|
||||
#include "hwrenderer/data/hw_sections.h"
|
||||
|
||||
struct FLevelLocals
|
||||
{
|
||||
|
@ -94,6 +95,8 @@ struct FLevelLocals
|
|||
TArray<FLinePortal*> linkedPortals; // only the linked portals, this is used to speed up looking for them in P_CollectConnectedGroups.
|
||||
TArray<FSectorPortalGroup *> portalGroups;
|
||||
TArray<FLinePortalSpan> linePortalSpans;
|
||||
FSectionContainer sections;
|
||||
|
||||
int NumMapSections;
|
||||
|
||||
TArray<zone_t> Zones;
|
||||
|
|
|
@ -88,6 +88,7 @@ struct Group
|
|||
TArray<GroupWork> groupedSections;
|
||||
TMap<int, bool> sideMap;
|
||||
TArray<WorkSectionLine*> segments;
|
||||
TArray<int> subsectors;
|
||||
};
|
||||
|
||||
class FSectionCreator
|
||||
|
@ -531,12 +532,14 @@ public:
|
|||
{
|
||||
const double MAX_GROUP_DIST = 256;
|
||||
TArray<GroupWork> build;
|
||||
TArray<int> subsectorcopy;
|
||||
|
||||
if (workingSet.Size() == 1)
|
||||
{
|
||||
groupForSection[workingSet[0].index] = groups.Size();
|
||||
Group g;
|
||||
g.groupedSections = std::move(workingSet);
|
||||
g.subsectors = std::move(rawsections[workingSet[0].index]);
|
||||
groups.Push(std::move(g));
|
||||
return;
|
||||
}
|
||||
|
@ -546,8 +549,10 @@ public:
|
|||
build.Clear();
|
||||
build.Push(workingSet[0]);
|
||||
groupForSection[workingSet[0].index] = groups.Size();
|
||||
subsectorcopy = std::move(rawsections[workingSet[0].index]);
|
||||
workingSet.Delete(0);
|
||||
|
||||
|
||||
// Don't use iterators here. These arrays are modified inside.
|
||||
for (unsigned j = 0; j < build.Size(); j++)
|
||||
{
|
||||
|
@ -560,6 +565,7 @@ public:
|
|||
{
|
||||
build.Push(workingSet[i]);
|
||||
groupForSection[workingSet[i].index] = groups.Size();
|
||||
subsectorcopy.Append(rawsections[workingSet[i].index]);
|
||||
workingSet.Delete(i);
|
||||
i--;
|
||||
continue;
|
||||
|
@ -570,6 +576,7 @@ public:
|
|||
{
|
||||
build.Push(workingSet[i]);
|
||||
groupForSection[workingSet[i].index] = groups.Size();
|
||||
subsectorcopy.Append(rawsections[workingSet[i].index]);
|
||||
workingSet.Delete(i);
|
||||
i--;
|
||||
continue;
|
||||
|
@ -578,6 +585,7 @@ public:
|
|||
}
|
||||
Group g;
|
||||
g.groupedSections = std::move(build);
|
||||
g.subsectors = std::move(subsectorcopy);
|
||||
groups.Push(std::move(g));
|
||||
}
|
||||
}
|
||||
|
@ -615,6 +623,7 @@ public:
|
|||
output.allIndices.Resize(level.subsectors.Size() + level.sides.Size());
|
||||
output.sectionForSubsectorPtr = &output.allIndices[0];
|
||||
output.sectionForSidedefPtr = &output.allIndices[level.subsectors.Size()];
|
||||
memset(output.sectionForSubsectorPtr, -1, sizeof(int) * level.subsectors.Size());
|
||||
|
||||
unsigned numsegments = 0;
|
||||
unsigned numsides = 0;
|
||||
|
@ -642,9 +651,11 @@ public:
|
|||
}
|
||||
output.allLines.Resize(numsegments);
|
||||
output.allSides.Resize(numsides);
|
||||
output.allSubsectors.Resize(level.subsectors.Size());
|
||||
|
||||
numsegments = 0;
|
||||
numsides = 0;
|
||||
unsigned numsubsectors = 0;
|
||||
|
||||
// Now piece it all together
|
||||
unsigned curgroup = 0;
|
||||
|
@ -658,6 +669,7 @@ public:
|
|||
dest.validcount = 0;
|
||||
dest.segments.Set(&output.allLines[numsegments], group.segments.Size());
|
||||
dest.sides.Set(&output.allSides[numsides], group.sideMap.CountUsed());
|
||||
dest.subsectors.Set(&output.allSubsectors[numsubsectors]);
|
||||
dest.bounds = {1e32, 1e32, -1e32, -1e32};
|
||||
numsegments += group.segments.Size();
|
||||
|
||||
|
@ -677,7 +689,14 @@ public:
|
|||
while (it.NextPair(pair))
|
||||
{
|
||||
output.allSides[numsides++] = &level.sides[pair->Key];
|
||||
output.sectionForSidedefPtr[pair->Key] = curgroup;
|
||||
}
|
||||
memcpy(&output.allSubsectors[numsubsectors], &group.subsectors[0], group.subsectors.Size() * sizeof(subsector_t*));
|
||||
for (auto ssi : group.subsectors)
|
||||
{
|
||||
output.sectionForSubsectorPtr[ssi] = curgroup;
|
||||
}
|
||||
numsubsectors += group.subsectors.Size();
|
||||
curgroup++;
|
||||
}
|
||||
}
|
||||
|
@ -739,12 +758,8 @@ void PrintSections(FSectionContainer &container)
|
|||
//
|
||||
//=============================================================================
|
||||
|
||||
void MakeSections()
|
||||
void CreateSections(FSectionContainer &container)
|
||||
{
|
||||
FSectionContainer container;
|
||||
cycle_t timer;
|
||||
timer.Reset();
|
||||
timer.Clock();
|
||||
FSectionCreator creat;
|
||||
creat.GroupSubsectors();
|
||||
creat.CompileSections();
|
||||
|
@ -753,12 +768,9 @@ void MakeSections()
|
|||
creat.FindOuterLoops();
|
||||
creat.GroupSections();
|
||||
creat.ConstructOutput(container);
|
||||
timer.Unclock();
|
||||
PrintSections(container);
|
||||
Printf("Time = %2.3f ms\n", timer.TimeMS());
|
||||
}
|
||||
|
||||
CCMD(makesections)
|
||||
CCMD(printsections)
|
||||
{
|
||||
MakeSections();
|
||||
PrintSections(level.sections);
|
||||
}
|
|
@ -2,9 +2,19 @@
|
|||
#ifndef __GL_SECTIONS_H
|
||||
#define __GL_SECTIONS_H
|
||||
|
||||
#include <algorithm>
|
||||
#include "tarray.h"
|
||||
#include "r_defs.h"
|
||||
|
||||
// Undefine Windows garbage.
|
||||
#ifdef min
|
||||
#undef min
|
||||
#endif
|
||||
|
||||
#ifdef max
|
||||
#undef max
|
||||
#endif
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
|
@ -71,6 +81,7 @@ struct FSection
|
|||
// tbd: Do we need a list of subsectors here? Ideally the subsectors should not be used anywhere anymore except for finding out where a location is.
|
||||
TArrayView<FSectionLine> segments;
|
||||
TArrayView<side_t *> sides; // contains all sidedefs, including the internal ones that do not make up the outer shape. (this list is not exclusive. A sidedef can be in multiple sections!)
|
||||
TArrayView<subsector_t *> subsectors; // contains all sidedefs, including the internal ones that do not make up the outer shape. (this list is not exclusive. A sidedef can be in multiple sections!)
|
||||
sector_t *sector;
|
||||
FLightNode *lighthead; // Light nodes (blended and additive)
|
||||
BoundingRect bounds;
|
||||
|
@ -86,6 +97,7 @@ public:
|
|||
TArray<FSection> allSections;
|
||||
//TArray<vertex_t*> allVertices;
|
||||
TArray<side_t *> allSides;
|
||||
TArray<subsector_t *> allSubsectors;
|
||||
TArray<int> allIndices;
|
||||
|
||||
int *sectionForSubsectorPtr; // stored inside allIndices
|
||||
|
@ -123,4 +135,6 @@ public:
|
|||
};
|
||||
|
||||
|
||||
void CreateSections(FSectionContainer &container);
|
||||
|
||||
#endif
|
|
@ -470,6 +470,7 @@ void AActor::LinkToWorld(FLinkContext *ctx, bool spawningmapthing, sector_t *sec
|
|||
|
||||
Sector = sector;
|
||||
subsector = R_PointInSubsector(Pos()); // this is from the rendering nodes, not the gameplay nodes!
|
||||
section = level.sections.SectionForSubsector(subsector->Index());
|
||||
|
||||
if (!(flags & MF_NOSECTOR))
|
||||
{
|
||||
|
|
|
@ -3559,6 +3559,7 @@ void P_FreeLevelData ()
|
|||
|
||||
|
||||
FBehavior::StaticUnloadModules ();
|
||||
level.sections.Clear();
|
||||
level.segs.Clear();
|
||||
level.sectors.Clear();
|
||||
level.lines.Clear();
|
||||
|
|
|
@ -532,6 +532,8 @@ static void PrepareSegs()
|
|||
|
||||
void InitRenderInfo()
|
||||
{
|
||||
CreateSections(level.sections);
|
||||
|
||||
PrepareSegs();
|
||||
PrepareSectorData();
|
||||
InitVertexData();
|
||||
|
|
Loading…
Reference in a new issue