mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-24 13:11:33 +00:00
- moved nodes into FLevelLocals.
This commit is contained in:
parent
f818d25542
commit
fea4079b7c
20 changed files with 164 additions and 208 deletions
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@ -36,6 +36,8 @@ struct FLevelLocals
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TStaticArray<seg_t> segs;
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TStaticPointableArray<subsector_t> subsectors;
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TStaticPointableArray<subsector_t> gamesubsectors;
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TStaticPointableArray<node_t> nodes;
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TStaticPointableArray<node_t> gamenodes;
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TArray<FSectorPortal> sectorPortals;
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@ -93,6 +95,15 @@ struct FLevelLocals
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bool IsJumpingAllowed() const;
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bool IsCrouchingAllowed() const;
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bool IsFreelookAllowed() const;
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node_t *HeadNode() const
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{
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return &nodes[nodes.Size() - 1];
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}
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node_t *HeadGamenode() const
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{
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return &gamenodes[gamenodes.Size() - 1];
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}
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};
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extern FLevelLocals level;
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@ -122,6 +133,11 @@ inline int subsector_t::Index() const
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return int(this - &level.subsectors[0]);
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}
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inline int node_t::Index() const
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{
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return int(this - &level.nodes[0]);
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}
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inline FSectorPortal *line_t::GetTransferredPortal()
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{
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return portaltransferred >= level.sectorPortals.Size() ? (FSectorPortal*)nullptr : &level.sectorPortals[portaltransferred];
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@ -324,7 +324,7 @@ void gl_BuildPortalCoverage(FPortalCoverage *coverage, subsector_t *subsector, c
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build.center.x = xs_CRoundToInt(centerx / subsector->numlines);
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build.center.y = xs_CRoundToInt(centery / subsector->numlines);
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build.CollectNode(nodes + numnodes - 1, shape);
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build.CollectNode(level.HeadNode(), shape);
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coverage->subsectors = new uint32_t[build.collect.Size()];
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coverage->sscount = build.collect.Size();
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memcpy(coverage->subsectors, &build.collect[0], build.collect.Size() * sizeof(uint32_t));
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@ -359,17 +359,9 @@ void gl_InitPortals()
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{
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FPortalMap collection;
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if (numnodes == 0) return;
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for(int i=0;i<numnodes;i++)
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{
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node_t *no = &nodes[i];
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// Must be converted because the len value is also needed for polyobjects.
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double fdx = FIXED2DBL(no->dx);
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double fdy = FIXED2DBL(no->dy);
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no->len = (float)sqrt(fdx * fdx + fdy * fdy);
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}
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if (level.nodes.Size() == 0) return;
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CollectPortalSectors(collection);
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glSectorPortals.Clear();
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@ -160,7 +160,7 @@ void FShadowMap::UploadAABBTree()
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{
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// Just comparing the level info is not enough. If two MAPINFO-less levels get played after each other,
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// they can both refer to the same default level info.
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if (level.info != mLastLevel && numnodes != mLastNumNodes || level.segs.Size() != mLastNumSegs)
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if (level.info != mLastLevel && level.nodes.Size() != mLastNumNodes || level.segs.Size() != mLastNumSegs)
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Clear();
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if (mAABBTree)
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@ -205,6 +205,6 @@ void FShadowMap::Clear()
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mAABBTree.reset();
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mLastLevel = level.info;
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mLastNumNodes = numnodes;
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mLastNumNodes = level.nodes.Size();
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mLastNumSegs = level.segs.Size();
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}
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@ -51,7 +51,7 @@ private:
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// Used to detect when a level change requires the AABB tree to be regenerated
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level_info_t *mLastLevel = nullptr;
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int mLastNumNodes = 0;
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unsigned mLastNumNodes = 0;
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unsigned mLastNumSegs = 0;
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// AABB-tree of the level, used for ray tests
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@ -554,7 +554,7 @@ void GLSceneDrawer::DoSubsector(subsector_t * sub)
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void GLSceneDrawer::RenderBSPNode (void *node)
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{
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if (numnodes == 0)
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if (level.nodes.Size() == 0)
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{
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DoSubsector (&level.subsectors[0]);
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return;
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@ -575,7 +575,7 @@ void GLSceneDrawer::RenderBSPNode (void *node)
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// It is not necessary to use the slower precise version here
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if (!clipper.CheckBox(bsp->bbox[side]))
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{
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if (!(gl_drawinfo->no_renderflags[bsp-nodes] & SSRF_SEEN))
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if (!(gl_drawinfo->no_renderflags[bsp->Index()] & SSRF_SEEN))
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return;
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}
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@ -1052,7 +1052,7 @@ void FDrawInfo::StartScene()
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memset(§orrenderflags[0], 0, level.sectors.Size() * sizeof(sectorrenderflags[0]));
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memset(&ss_renderflags[0], 0, level.subsectors.Size() * sizeof(ss_renderflags[0]));
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memset(&no_renderflags[0], 0, numnodes * sizeof(no_renderflags[0]));
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memset(&no_renderflags[0], 0, level.nodes.Size() * sizeof(no_renderflags[0]));
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next = gl_drawinfo;
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gl_drawinfo = this;
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@ -692,7 +692,7 @@ GLSectorStackPortal::~GLSectorStackPortal()
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static uint8_t SetCoverage(void *node)
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{
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if (numnodes == 0)
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if (level.nodes.Size() == 0)
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{
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return 0;
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}
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@ -700,7 +700,7 @@ static uint8_t SetCoverage(void *node)
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{
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node_t *bsp = (node_t *)node;
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uint8_t coverage = SetCoverage(bsp->children[0]) | SetCoverage(bsp->children[1]);
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gl_drawinfo->no_renderflags[bsp-nodes] = coverage;
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gl_drawinfo->no_renderflags[bsp->Index()] = coverage;
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return coverage;
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}
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else
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@ -723,7 +723,7 @@ void GLSectorStackPortal::SetupCoverage()
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gl_drawinfo->ss_renderflags[dsub->Index()] |= SSRF_SEEN;
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}
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}
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SetCoverage(&nodes[numnodes-1]);
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SetCoverage(::level.HeadNode());
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}
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//-----------------------------------------------------------------------------
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@ -271,7 +271,7 @@ void GLSceneDrawer::CreateScene()
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GLRenderer->mVBO->Map();
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SetView();
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validcount++; // used for processing sidedefs only once by the renderer.
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RenderBSPNode (nodes + numnodes - 1);
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RenderBSPNode (level.HeadNode());
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if (GLRenderer->mCurrentPortal != NULL) GLRenderer->mCurrentPortal->RenderAttached();
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Bsp.Unclock();
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@ -5,6 +5,7 @@
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struct FPolySeg;
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struct FMiniBSP;
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struct FLevelLocals;
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struct FEventInfo
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{
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@ -193,10 +194,7 @@ public:
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bool makeGLNodes);
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~FNodeBuilder ();
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void Extract(node_t *&nodes, int &nodeCount,
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TStaticArray<seg_t> &segs,
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TStaticPointableArray<subsector_t> &ssecs,
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TStaticArray<vertex_t> &vertexes);
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void Extract(FLevelLocals &level);
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const int *GetOldVertexTable();
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// These are used for building sub-BSP trees for polyobjects.
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@ -43,6 +43,7 @@
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#include "nodebuild.h"
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#include "templates.h"
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#include "g_levellocals.h"
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#if 0
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#define D(x) x
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@ -52,13 +53,11 @@
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#undef DD
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#endif
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void FNodeBuilder::Extract (node_t *&outNodes, int &nodeCount,
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TStaticArray<seg_t> &outSegs,
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TStaticPointableArray<subsector_t> &outSubs,
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TStaticArray<vertex_t> &outVerts)
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void FNodeBuilder::Extract (FLevelLocals &level)
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{
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int i;
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auto &outVerts = level.vertexes;
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int vertCount = Vertices.Size ();
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outVerts.Alloc(vertCount);
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@ -67,15 +66,17 @@ void FNodeBuilder::Extract (node_t *&outNodes, int &nodeCount,
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outVerts[i].set(Vertices[i].x, Vertices[i].y);
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}
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auto &outSubs = level.subsectors;
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auto subCount = Subsectors.Size();
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outSubs.Alloc(subCount);
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memset(&outSubs[0], 0, subCount * sizeof(subsector_t));
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nodeCount = Nodes.Size ();
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outNodes = new node_t[nodeCount];
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auto &outNodes = level.nodes;
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auto nodeCount = Nodes.Size ();
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outNodes.Alloc(nodeCount);
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memcpy (outNodes, &Nodes[0], nodeCount*sizeof(node_t));
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for (i = 0; i < nodeCount; ++i)
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memcpy (&outNodes[0], &Nodes[0], nodeCount*sizeof(node_t));
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for (unsigned i = 0; i < nodeCount; ++i)
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{
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D(Printf(PRINT_LOG, "Node %d: Splitter[%08x,%08x] [%08x,%08x]\n", i,
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outNodes[i].x, outNodes[i].y, outNodes[i].dx, outNodes[i].dy));
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else
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{
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D(Printf(PRINT_LOG, " node %d\n", outNodes[i].intchildren[j]));
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outNodes[i].children[j] = outNodes + outNodes[i].intchildren[j];
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outNodes[i].children[j] = &outNodes[outNodes[i].intchildren[j]];
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}
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}
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for (int j = 0; j < 2; ++j)
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}
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}
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auto &outSegs = level.segs;
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if (GLNodes)
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{
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TArray<glseg_t> segs (Segs.Size()*5/4);
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@ -526,7 +526,6 @@ static bool LoadNodes (FileReader * lump)
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const int NF_SUBSECTOR = 0x8000;
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const int GL5_NF_SUBSECTOR = (1 << 31);
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int i;
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int j;
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int k;
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node_t* no;
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@ -535,11 +534,11 @@ static bool LoadNodes (FileReader * lump)
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if (!format5)
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{
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mapnode_t* mn, * basemn;
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numnodes = lump->GetLength() / sizeof(mapnode_t);
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unsigned numnodes = unsigned(lump->GetLength() / sizeof(mapnode_t));
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if (numnodes == 0) return false;
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nodes = new node_t[numnodes];
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level.nodes.Alloc(numnodes);
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lump->Seek(0, SEEK_SET);
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basemn = mn = new mapnode_t[numnodes];
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@ -548,9 +547,9 @@ static bool LoadNodes (FileReader * lump)
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used = (uint16_t *)alloca (sizeof(uint16_t)*numnodes);
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memset (used, 0, sizeof(uint16_t)*numnodes);
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no = nodes;
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no = &level.nodes[0];
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for (i = 0; i < numnodes; i++, no++, mn++)
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for (unsigned i = 0; i < numnodes; i++, no++, mn++)
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{
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no->x = LittleShort(mn->x)<<FRACBITS;
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no->y = LittleShort(mn->y)<<FRACBITS;
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@ -581,7 +580,7 @@ static bool LoadNodes (FileReader * lump)
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}
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else
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{
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no->children[j] = &nodes[child];
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no->children[j] = &level.nodes[child];
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used[child] = j + 1;
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}
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for (k = 0; k < 4; k++)
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@ -595,11 +594,11 @@ static bool LoadNodes (FileReader * lump)
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else
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{
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gl5_mapnode_t* mn, * basemn;
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numnodes = lump->GetLength() / sizeof(gl5_mapnode_t);
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auto numnodes = unsigned(lump->GetLength() / sizeof(gl5_mapnode_t));
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if (numnodes == 0) return false;
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nodes = new node_t[numnodes];
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level.nodes.Alloc(numnodes);
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lump->Seek(0, SEEK_SET);
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basemn = mn = new gl5_mapnode_t[numnodes];
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@ -608,9 +607,9 @@ static bool LoadNodes (FileReader * lump)
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used = (uint16_t *)alloca (sizeof(uint16_t)*numnodes);
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memset (used, 0, sizeof(uint16_t)*numnodes);
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no = nodes;
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no = &level.nodes[0];
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for (i = 0; i < numnodes; i++, no++, mn++)
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for (unsigned i = 0; i < numnodes; i++, no++, mn++)
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{
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no->x = LittleShort(mn->x)<<FRACBITS;
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no->y = LittleShort(mn->y)<<FRACBITS;
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@ -629,7 +628,7 @@ static bool LoadNodes (FileReader * lump)
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}
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no->children[j] = (uint8_t *)&level.subsectors[child] + 1;
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}
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else if (child >= numnodes)
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else if ((unsigned)child >= numnodes)
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{
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delete [] basemn;
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return false;
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@ -641,7 +640,7 @@ static bool LoadNodes (FileReader * lump)
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}
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else
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{
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no->children[j] = &nodes[child];
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no->children[j] = &level.nodes[child];
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used[child] = j + 1;
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}
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for (k = 0; k < 4; k++)
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@ -663,28 +662,12 @@ static bool LoadNodes (FileReader * lump)
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static bool DoLoadGLNodes(FileReader ** lumps)
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{
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if (!LoadGLVertexes(lumps[0]))
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if (!LoadGLVertexes(lumps[0]) ||
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!LoadGLSegs(lumps[1]) ||
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!LoadGLSubsectors(lumps[2]) ||
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!LoadNodes(lumps[3]))
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{
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return false;
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}
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if (!LoadGLSegs(lumps[1]))
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{
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level.segs.Clear();
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return false;
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}
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if (!LoadGLSubsectors(lumps[2]))
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{
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level.subsectors.Clear();
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level.segs.Clear();
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return false;
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}
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if (!LoadNodes(lumps[3]))
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{
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delete [] nodes;
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nodes = NULL;
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level.subsectors.Clear();
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level.segs.Clear();
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return false;
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goto fail;
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}
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// Quick check for the validity of the nodes
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@ -696,11 +679,7 @@ static bool DoLoadGLNodes(FileReader ** lumps)
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if (!seg->sidedef)
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{
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Printf("GL nodes contain invalid data. The BSP has to be rebuilt.\n");
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delete [] nodes;
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nodes = NULL;
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level.subsectors.Clear();
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level.segs.Clear();
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return false;
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goto fail;
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}
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}
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@ -711,6 +690,12 @@ static bool DoLoadGLNodes(FileReader ** lumps)
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Printf("%d missing segs counted in GL nodes.\nThe BSP has to be rebuilt.\n", missing);
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}
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return missing == 0;
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fail:
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level.nodes.Clear();
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level.subsectors.Clear();
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level.segs.Clear();
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return false;
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}
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@ -855,7 +840,7 @@ bool P_LoadGLNodes(MapData * map)
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{
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level.subsectors.Clear();
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level.segs.Clear();
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nodes = NULL;
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level.nodes.Clear();
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P_LoadZNodes (*map->file, id);
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return true;
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}
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@ -863,11 +848,7 @@ bool P_LoadGLNodes(MapData * map)
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{
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level.subsectors.Clear();
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level.segs.Clear();
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if (nodes != NULL)
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{
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delete[] nodes;
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nodes = NULL;
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}
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level.nodes.Clear();
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}
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}
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}
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@ -962,8 +943,7 @@ bool P_CheckNodes(MapData * map, bool rebuilt, int buildtime)
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sub.sector = sub.firstline->sidedef->sector;
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}
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nodes = NULL;
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numnodes = 0;
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level.nodes.Clear();
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level.subsectors.Clear();
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level.segs.Clear();
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@ -987,10 +967,7 @@ bool P_CheckNodes(MapData * map, bool rebuilt, int buildtime)
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leveldata.FindMapBounds ();
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FNodeBuilder builder (leveldata, polyspots, anchors, true);
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builder.Extract (nodes, numnodes,
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level.segs,
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level.subsectors,
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level.vertexes);
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builder.Extract (level);
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endTime = I_FPSTime ();
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DPrintf (DMSG_NOTIFY, "BSP generation took %.3f sec (%u segs)\n", (endTime - startTime) * 0.001, level.segs.Size());
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buildtime = endTime - startTime;
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@ -1014,10 +991,9 @@ bool P_CheckNodes(MapData * map, bool rebuilt, int buildtime)
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}
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}
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if (!gamenodes)
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if (level.gamenodes.Size() == 0)
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{
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gamenodes = nodes;
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numgamenodes = numnodes;
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level.gamenodes.Point(level.nodes);
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level.gamesubsectors.Point(level.subsectors);
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}
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return ret;
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||||
|
@ -1101,31 +1077,31 @@ static void CreateCachedNodes(MapData *map)
|
|||
}
|
||||
}
|
||||
|
||||
WriteLong(ZNodes, numnodes);
|
||||
for(int i=0;i<numnodes;i++)
|
||||
WriteLong(ZNodes, level.nodes.Size());
|
||||
for(auto &node : level.nodes)
|
||||
{
|
||||
WriteLong(ZNodes, nodes[i].x);
|
||||
WriteLong(ZNodes, nodes[i].y);
|
||||
WriteLong(ZNodes, nodes[i].dx);
|
||||
WriteLong(ZNodes, nodes[i].dy);
|
||||
WriteLong(ZNodes, node.x);
|
||||
WriteLong(ZNodes, node.y);
|
||||
WriteLong(ZNodes, node.dx);
|
||||
WriteLong(ZNodes, node.dy);
|
||||
for (int j = 0; j < 2; ++j)
|
||||
{
|
||||
for (int k = 0; k < 4; ++k)
|
||||
{
|
||||
WriteWord(ZNodes, (short)nodes[i].bbox[j][k]);
|
||||
WriteWord(ZNodes, (short)node.bbox[j][k]);
|
||||
}
|
||||
}
|
||||
|
||||
for (int j = 0; j < 2; ++j)
|
||||
{
|
||||
uint32_t child;
|
||||
if ((size_t)nodes[i].children[j] & 1)
|
||||
if ((size_t)node.children[j] & 1)
|
||||
{
|
||||
child = 0x80000000 | uint32_t(((subsector_t *)((uint8_t *)nodes[i].children[j] - 1))->Index());
|
||||
child = 0x80000000 | uint32_t(((subsector_t *)((uint8_t *)node.children[j] - 1))->Index());
|
||||
}
|
||||
else
|
||||
{
|
||||
child = uint32_t((node_t *)nodes[i].children[j] - nodes);
|
||||
child = ((node_t *)node.children[j])->Index();
|
||||
}
|
||||
WriteLong(ZNodes, child);
|
||||
}
|
||||
|
@ -1222,11 +1198,7 @@ static bool CheckCachedNodes(MapData *map)
|
|||
|
||||
level.subsectors.Clear();
|
||||
level.segs.Clear();
|
||||
if (nodes != NULL)
|
||||
{
|
||||
delete[] nodes;
|
||||
nodes = NULL;
|
||||
}
|
||||
level.nodes.Clear();
|
||||
goto errorout;
|
||||
}
|
||||
|
||||
|
@ -1297,35 +1269,6 @@ CCMD(clearnodecache)
|
|||
//==========================================================================
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// P_PointInSubsector
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
subsector_t *P_PointInSubsector (double x, double y)
|
||||
{
|
||||
node_t *node;
|
||||
int side;
|
||||
|
||||
// single subsector is a special case
|
||||
if (numgamenodes == 0)
|
||||
return &level.gamesubsectors[0];
|
||||
|
||||
node = gamenodes + numgamenodes - 1;
|
||||
|
||||
fixed_t xx = FLOAT2FIXED(x);
|
||||
fixed_t yy = FLOAT2FIXED(y);
|
||||
do
|
||||
{
|
||||
side = R_PointOnSide (xx, yy, node);
|
||||
node = (node_t *)node->children[side];
|
||||
}
|
||||
while (!((size_t)node & 1));
|
||||
|
||||
return (subsector_t *)((uint8_t *)node - 1);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// PointOnLine
|
||||
|
|
|
@ -426,7 +426,7 @@ void AActor::LinkToWorld(FLinkContext *ctx, bool spawningmapthing, sector_t *sec
|
|||
|
||||
if (sector == NULL)
|
||||
{
|
||||
if (!spawning || numgamenodes == 0)
|
||||
if (!spawning)
|
||||
{
|
||||
sector = P_PointInSector(Pos());
|
||||
}
|
||||
|
@ -2093,6 +2093,34 @@ int P_VanillaPointOnLineSide(double x, double y, const line_t* line)
|
|||
return 1; // back side
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// P_PointInSubsector
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
subsector_t *P_PointInSubsector(double x, double y)
|
||||
{
|
||||
node_t *node;
|
||||
int side;
|
||||
|
||||
// single subsector is a special case
|
||||
if (level.gamenodes.Size() == 0)
|
||||
return &level.gamesubsectors[0];
|
||||
|
||||
node = level.HeadGamenode();
|
||||
|
||||
fixed_t xx = FLOAT2FIXED(x);
|
||||
fixed_t yy = FLOAT2FIXED(y);
|
||||
do
|
||||
{
|
||||
side = R_PointOnSide(xx, yy, node);
|
||||
node = (node_t *)node->children[side];
|
||||
} while (!((size_t)node & 1));
|
||||
|
||||
return (subsector_t *)((uint8_t *)node - 1);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Use buggy PointOnSide and fix actors that lie on
|
||||
|
@ -2103,10 +2131,10 @@ int P_VanillaPointOnLineSide(double x, double y, const line_t* line)
|
|||
sector_t *P_PointInSectorBuggy(double x, double y)
|
||||
{
|
||||
// single subsector is a special case
|
||||
if (numgamenodes == 0)
|
||||
if (level.gamenodes.Size() == 0)
|
||||
return level.gamesubsectors[0].sector;
|
||||
|
||||
node_t *node = gamenodes + numgamenodes - 1;
|
||||
auto node = level.HeadGamenode();
|
||||
|
||||
do
|
||||
{
|
||||
|
|
|
@ -125,13 +125,13 @@ inline bool P_LoadBuildMap(uint8_t *mapdata, size_t len, FMapThing **things, int
|
|||
//
|
||||
TArray<vertexdata_t> vertexdatas;
|
||||
|
||||
int numnodes;
|
||||
node_t* nodes;
|
||||
//int numnodes;
|
||||
//node_t* nodes;
|
||||
|
||||
TArray<zone_t> Zones;
|
||||
|
||||
node_t * gamenodes;
|
||||
int numgamenodes;
|
||||
//node_t * gamenodes;
|
||||
//int numgamenodes;
|
||||
|
||||
bool hasglnodes;
|
||||
|
||||
|
@ -1049,9 +1049,9 @@ void LoadZNodes(FileReaderBase &data, int glnodes)
|
|||
uint32_t numNodes;
|
||||
|
||||
data >> numNodes;
|
||||
numnodes = numNodes;
|
||||
nodes = new node_t[numNodes];
|
||||
memset (nodes, 0, sizeof(node_t)*numNodes);
|
||||
auto &nodes = level.nodes;
|
||||
nodes.Alloc(numNodes);
|
||||
memset (&nodes[0], 0, sizeof(node_t)*numNodes);
|
||||
|
||||
for (i = 0; i < numNodes; ++i)
|
||||
{
|
||||
|
@ -1211,7 +1211,7 @@ void P_LoadSegs (MapData * map)
|
|||
{
|
||||
Printf ("This map has no segs.\n");
|
||||
level.subsectors.Clear();
|
||||
delete[] nodes;
|
||||
level.nodes.Clear();
|
||||
delete[] vertchanged;
|
||||
ForceNodeBuild = true;
|
||||
return;
|
||||
|
@ -1357,7 +1357,7 @@ void P_LoadSegs (MapData * map)
|
|||
Printf ("The BSP will be rebuilt.\n");
|
||||
level.segs.Clear();
|
||||
level.subsectors.Clear();
|
||||
delete[] nodes;
|
||||
level.nodes.Clear();
|
||||
ForceNodeBuild = true;
|
||||
}
|
||||
|
||||
|
@ -1382,7 +1382,7 @@ void P_LoadSubsectors (MapData * map)
|
|||
if (numsubsectors == 0 || maxseg == 0 )
|
||||
{
|
||||
Printf ("This map has an incomplete BSP tree.\n");
|
||||
delete[] nodes;
|
||||
level.nodes.Clear();
|
||||
ForceNodeBuild = true;
|
||||
return;
|
||||
}
|
||||
|
@ -1403,7 +1403,7 @@ void P_LoadSubsectors (MapData * map)
|
|||
{
|
||||
Printf ("Subsector %i is empty.\n", i);
|
||||
level.subsectors.Clear();
|
||||
delete[] nodes;
|
||||
level.nodes.Clear();
|
||||
ForceNodeBuild = true;
|
||||
return;
|
||||
}
|
||||
|
@ -1417,7 +1417,7 @@ void P_LoadSubsectors (MapData * map)
|
|||
"The BSP will be rebuilt.\n", i, (unsigned)((size_t)subsectors[i].firstline),
|
||||
(unsigned)((size_t)subsectors[i].firstline) + subsectors[i].numlines - 1);
|
||||
ForceNodeBuild = true;
|
||||
delete[] nodes;
|
||||
level.nodes.Clear();
|
||||
level.subsectors.Clear();
|
||||
break;
|
||||
}
|
||||
|
@ -1427,7 +1427,7 @@ void P_LoadSubsectors (MapData * map)
|
|||
"The BSP will be rebuilt.\n", i, maxseg,
|
||||
(unsigned)((size_t)subsectors[i].firstline) + subsectors[i].numlines - 1);
|
||||
ForceNodeBuild = true;
|
||||
delete[] nodes;
|
||||
level.nodes.Clear();
|
||||
level.subsectors.Clear();
|
||||
break;
|
||||
}
|
||||
|
@ -1538,7 +1538,6 @@ template<class nodetype, class subsectortype>
|
|||
void P_LoadNodes (MapData * map)
|
||||
{
|
||||
FMemLump data;
|
||||
int i;
|
||||
int j;
|
||||
int k;
|
||||
char *mnp;
|
||||
|
@ -1548,7 +1547,7 @@ void P_LoadNodes (MapData * map)
|
|||
int lumplen = map->Size(ML_NODES);
|
||||
int maxss = map->Size(ML_SSECTORS) / sizeof(subsectortype);
|
||||
|
||||
numnodes = (lumplen - nodetype::NF_LUMPOFFSET) / sizeof(nodetype);
|
||||
unsigned numnodes = (lumplen - nodetype::NF_LUMPOFFSET) / sizeof(nodetype);
|
||||
|
||||
if ((numnodes == 0 && maxss != 1) || maxss == 0)
|
||||
{
|
||||
|
@ -1556,16 +1555,17 @@ void P_LoadNodes (MapData * map)
|
|||
return;
|
||||
}
|
||||
|
||||
nodes = new node_t[numnodes];
|
||||
auto &nodes = level.nodes;
|
||||
nodes.Alloc(numnodes);
|
||||
used = (uint16_t *)alloca (sizeof(uint16_t)*numnodes);
|
||||
memset (used, 0, sizeof(uint16_t)*numnodes);
|
||||
|
||||
mnp = new char[lumplen];
|
||||
mn = (nodetype*)(mnp + nodetype::NF_LUMPOFFSET);
|
||||
map->Read(ML_NODES, mnp);
|
||||
no = nodes;
|
||||
no = &nodes[0];
|
||||
|
||||
for (i = 0; i < numnodes; i++, no++, mn++)
|
||||
for (unsigned i = 0; i < numnodes; i++, no++, mn++)
|
||||
{
|
||||
no->x = LittleShort(mn->x)<<FRACBITS;
|
||||
no->y = LittleShort(mn->y)<<FRACBITS;
|
||||
|
@ -1582,18 +1582,18 @@ void P_LoadNodes (MapData * map)
|
|||
Printf ("BSP node %d references invalid subsector %d.\n"
|
||||
"The BSP will be rebuilt.\n", i, child);
|
||||
ForceNodeBuild = true;
|
||||
delete[] nodes;
|
||||
level.nodes.Clear();
|
||||
delete[] mnp;
|
||||
return;
|
||||
}
|
||||
no->children[j] = (uint8_t *)&level.subsectors[child] + 1;
|
||||
}
|
||||
else if (child >= numnodes)
|
||||
else if ((unsigned)child >= numnodes)
|
||||
{
|
||||
Printf ("BSP node %d references invalid node %td.\n"
|
||||
"The BSP will be rebuilt.\n", i, (node_t *)no->children[j] - nodes);
|
||||
"The BSP will be rebuilt.\n", i, ((node_t *)no->children[j])->Index());
|
||||
ForceNodeBuild = true;
|
||||
delete[] nodes;
|
||||
level.nodes.Clear();
|
||||
delete[] mnp;
|
||||
return;
|
||||
}
|
||||
|
@ -1603,7 +1603,7 @@ void P_LoadNodes (MapData * map)
|
|||
"which is already used by node %d.\n"
|
||||
"The BSP will be rebuilt.\n", i, child, used[child]-1);
|
||||
ForceNodeBuild = true;
|
||||
delete[] nodes;
|
||||
level.nodes.Clear();
|
||||
delete[] mnp;
|
||||
return;
|
||||
}
|
||||
|
@ -3451,19 +3451,10 @@ void P_FreeLevelData ()
|
|||
level.lines.Clear();
|
||||
level.sides.Clear();
|
||||
level.vertexes.Clear();
|
||||
|
||||
if (gamenodes != NULL && gamenodes != nodes)
|
||||
{
|
||||
delete[] gamenodes;
|
||||
}
|
||||
level.nodes.Clear();
|
||||
level.gamenodes.Clear();
|
||||
level.subsectors.Clear();
|
||||
level.gamesubsectors.Clear();
|
||||
if (nodes != NULL)
|
||||
{
|
||||
delete[] nodes;
|
||||
}
|
||||
nodes = gamenodes = NULL;
|
||||
numnodes = numgamenodes = 0;
|
||||
|
||||
if (blockmaplump != NULL)
|
||||
{
|
||||
|
@ -3799,11 +3790,7 @@ void P_SetupLevel (const char *lumpname, int position)
|
|||
ForceNodeBuild = true;
|
||||
level.subsectors.Clear();
|
||||
level.segs.Clear();
|
||||
if (nodes != NULL)
|
||||
{
|
||||
delete[] nodes;
|
||||
nodes = NULL;
|
||||
}
|
||||
level.nodes.Clear();
|
||||
}
|
||||
}
|
||||
else if (!map->isText) // regular nodes are not supported for text maps
|
||||
|
@ -3879,10 +3866,7 @@ void P_SetupLevel (const char *lumpname, int position)
|
|||
// In case a sync critical game mode is started, also build GL nodes to avoid problems
|
||||
// if the different machines' am_textured setting differs.
|
||||
FNodeBuilder builder (leveldata, polyspots, anchors, BuildGLNodes);
|
||||
builder.Extract (nodes, numnodes,
|
||||
level.segs,
|
||||
level.subsectors,
|
||||
level.vertexes);
|
||||
builder.Extract (level);
|
||||
endTime = I_FPSTime ();
|
||||
DPrintf (DMSG_NOTIFY, "BSP generation took %.3f sec (%d segs)\n", (endTime - startTime) * 0.001, level.segs.Size());
|
||||
oldvertextable = builder.GetOldVertexTable();
|
||||
|
@ -3911,19 +3895,12 @@ void P_SetupLevel (const char *lumpname, int position)
|
|||
}
|
||||
}
|
||||
|
||||
// Copy pointers to the old nodes so that R_PointInSubsector can use them
|
||||
if (nodes)
|
||||
{
|
||||
gamenodes = nodes;
|
||||
numgamenodes = numnodes;
|
||||
}
|
||||
else
|
||||
{
|
||||
gamenodes=NULL;
|
||||
}
|
||||
// duplicate the nodes in the game* arrays so that replacement nodes do not overwrite them.
|
||||
// let the game data take ownership, because that is guaranteed to remain intact after here.
|
||||
level.gamesubsectors = std::move(level.subsectors);
|
||||
level.subsectors.Point(level.gamesubsectors);
|
||||
level.gamenodes = std::move(level.nodes);
|
||||
level.nodes.Point(level.gamenodes);
|
||||
|
||||
if (RequireGLNodes)
|
||||
{
|
||||
|
@ -4018,6 +3995,12 @@ void P_SetupLevel (const char *lumpname, int position)
|
|||
if (sec.floorplane.isSlope()) sec.reflect[sector_t::floor] = 0;
|
||||
if (sec.ceilingplane.isSlope()) sec.reflect[sector_t::ceiling] = 0;
|
||||
}
|
||||
for (auto &node : level.nodes)
|
||||
{
|
||||
double fdx = FIXED2DBL(node.dx);
|
||||
double fdy = FIXED2DBL(node.dy);
|
||||
node.len = (float)g_sqrt(fdx * fdx + fdy * fdy);
|
||||
}
|
||||
|
||||
// This must be done BEFORE the PolyObj Spawn!!!
|
||||
Renderer->PreprocessLevel();
|
||||
|
|
|
@ -1741,14 +1741,6 @@ void PO_Init (void)
|
|||
// [RH] Don't need the side lists anymore
|
||||
KillSideLists ();
|
||||
|
||||
for(int i=0;i<numnodes;i++)
|
||||
{
|
||||
node_t *no = &nodes[i];
|
||||
double fdx = FIXED2DBL(no->dx);
|
||||
double fdy = FIXED2DBL(no->dy);
|
||||
no->len = (float)g_sqrt(fdx * fdx + fdy * fdy);
|
||||
}
|
||||
|
||||
// mark all subsectors which have a seg belonging to a polyobj
|
||||
// These ones should not be rendered on the textured automap.
|
||||
for (auto &ss : level.subsectors)
|
||||
|
@ -2128,7 +2120,7 @@ void FPolyObj::CreateSubsectorLinks()
|
|||
}
|
||||
if (!(i_compatflags & COMPATF_POLYOBJ))
|
||||
{
|
||||
SplitPoly(node, nodes + numnodes - 1, dummybbox);
|
||||
SplitPoly(node, level.HeadNode(), dummybbox);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -37,10 +37,10 @@ void PolyCull::CullScene(const TriMatrix &worldToClip, const Vec4f &portalClipPl
|
|||
// Cull front to back
|
||||
MaxCeilingHeight = 0.0;
|
||||
MinFloorHeight = 0.0;
|
||||
if (numnodes == 0)
|
||||
if (level.nodes.Size() == 0)
|
||||
CullSubsector(&level.subsectors[0]);
|
||||
else
|
||||
CullNode(nodes + numnodes - 1); // The head node is the last node output.
|
||||
CullNode(level.HeadNode());
|
||||
}
|
||||
|
||||
void PolyCull::CullNode(void *node)
|
||||
|
|
|
@ -134,7 +134,7 @@ void RenderPolyScene::RenderSubsector(subsector_t *sub)
|
|||
|
||||
void RenderPolyScene::RenderSprite(AActor *thing, double sortDistance, const DVector2 &left, const DVector2 &right)
|
||||
{
|
||||
if (numnodes == 0)
|
||||
if (level.nodes.Size() == 0)
|
||||
{
|
||||
subsector_t *sub = &level.subsectors[0];
|
||||
auto it = SubsectorDepths.find(sub);
|
||||
|
@ -143,7 +143,7 @@ void RenderPolyScene::RenderSprite(AActor *thing, double sortDistance, const DVe
|
|||
}
|
||||
else
|
||||
{
|
||||
RenderSprite(thing, sortDistance, left, right, 0.0, 1.0, nodes + numnodes - 1); // The head node is the last node output.
|
||||
RenderSprite(thing, sortDistance, left, right, 0.0, 1.0, level.HeadNode());
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1447,6 +1447,8 @@ struct node_t
|
|||
void *children[2]; // If bit 0 is set, it's a subsector.
|
||||
int intchildren[2]; // Used by nodebuilder.
|
||||
};
|
||||
|
||||
int Index() const;
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -46,13 +46,13 @@ extern uint32_t NumStdSprites;
|
|||
|
||||
extern TArray<vertexdata_t> vertexdatas;
|
||||
|
||||
extern int numnodes;
|
||||
extern node_t* nodes;
|
||||
//extern int numnodes;
|
||||
//extern node_t* nodes;
|
||||
|
||||
extern TArray<zone_t> Zones;
|
||||
|
||||
extern node_t * gamenodes;
|
||||
extern int numgamenodes;
|
||||
//extern node_t * gamenodes;
|
||||
//extern int numgamenodes;
|
||||
|
||||
|
||||
//
|
||||
|
|
|
@ -301,10 +301,10 @@ subsector_t *R_PointInSubsector (fixed_t x, fixed_t y)
|
|||
int side;
|
||||
|
||||
// single subsector is a special case
|
||||
if (numnodes == 0)
|
||||
if (level.nodes.Size() == 0)
|
||||
return &level.subsectors[0];
|
||||
|
||||
node = nodes + numnodes - 1;
|
||||
node = level.HeadNode();
|
||||
|
||||
do
|
||||
{
|
||||
|
|
|
@ -777,7 +777,7 @@ namespace swrenderer
|
|||
SeenActors.clear();
|
||||
|
||||
InSubsector = nullptr;
|
||||
RenderBSPNode(nodes + numnodes - 1); // The head node is the last node output.
|
||||
RenderBSPNode(level.HeadNode()); // The head node is the last node output.
|
||||
}
|
||||
|
||||
//
|
||||
|
@ -788,7 +788,7 @@ namespace swrenderer
|
|||
|
||||
void RenderOpaquePass::RenderBSPNode(void *node)
|
||||
{
|
||||
if (numnodes == 0)
|
||||
if (level.nodes.Size() == 0)
|
||||
{
|
||||
RenderSubsector(&level.subsectors[0]);
|
||||
return;
|
||||
|
|
Loading…
Reference in a new issue