// //--------------------------------------------------------------------------- // // Copyright(C) 2000-2016 Christoph Oelckers // All rights reserved. // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Lesser General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //-------------------------------------------------------------------------- // /* ** gl_renderhacks.cpp ** Handles missing upper and lower textures and self referencing sector hacks ** */ #include "a_sharedglobal.h" #include "r_utility.h" #include "r_defs.h" #include "r_sky.h" #include "g_level.h" #include "g_levellocals.h" #include "gl/renderer/gl_renderer.h" #include "gl/data/gl_data.h" #include "gl/dynlights/gl_glow.h" #include "gl/scene/gl_drawinfo.h" #include "gl/scene/gl_portal.h" #include "gl/scene/gl_scenedrawer.h" #include "gl/utility/gl_clock.h" #include "gl/utility/gl_templates.h" // This is for debugging maps. FreeList SSR_List; // profiling data static int totalupper, totallower; static int lowershcount, uppershcount; static glcycle_t totalms, showtotalms; static glcycle_t totalssms; static sector_t fakesec; void FDrawInfo::ClearBuffers() { for(unsigned int i=0;i< otherfloorplanes.Size();i++) { gl_subsectorrendernode * node = otherfloorplanes[i]; while (node) { gl_subsectorrendernode * n = node; node = node->next; SSR_List.Release(n); } } otherfloorplanes.Clear(); for(unsigned int i=0;i< otherceilingplanes.Size();i++) { gl_subsectorrendernode * node = otherceilingplanes[i]; while (node) { gl_subsectorrendernode * n = node; node = node->next; SSR_List.Release(n); } } otherceilingplanes.Clear(); // clear all the lists that might not have been cleared already MissingUpperTextures.Clear(); MissingLowerTextures.Clear(); MissingUpperSegs.Clear(); MissingLowerSegs.Clear(); SubsectorHacks.Clear(); CeilingStacks.Clear(); FloorStacks.Clear(); HandledSubsectors.Clear(); } //========================================================================== // // Adds a subsector plane to a sector's render list // //========================================================================== void FDrawInfo::AddOtherFloorPlane(int sector, gl_subsectorrendernode * node) { int oldcnt = otherfloorplanes.Size(); if (oldcnt<=sector) { otherfloorplanes.Resize(sector+1); for(int i=oldcnt;i<=sector;i++) otherfloorplanes[i]=NULL; } node->next = otherfloorplanes[sector]; otherfloorplanes[sector] = node; } void FDrawInfo::AddOtherCeilingPlane(int sector, gl_subsectorrendernode * node) { int oldcnt = otherceilingplanes.Size(); if (oldcnt<=sector) { otherceilingplanes.Resize(sector+1); for(int i=oldcnt;i<=sector;i++) otherceilingplanes[i]=NULL; } node->next = otherceilingplanes[sector]; otherceilingplanes[sector] = node; } //========================================================================== // // Collects all sectors that might need a fake ceiling // //========================================================================== void FDrawInfo::AddUpperMissingTexture(side_t * side, subsector_t *sub, float Backheight) { if (!side->segs[0]->backsector) return; totalms.Clock(); for (int i = 0; i < side->numsegs; i++) { seg_t *seg = side->segs[i]; // we need find the seg belonging to the passed subsector if (seg->Subsector == sub) { MissingTextureInfo mti = {}; MissingSegInfo msi; if (sub->render_sector != sub->sector || seg->frontsector != sub->sector) { totalms.Unclock(); return; } for (unsigned int i = 0; i < MissingUpperTextures.Size(); i++) { if (MissingUpperTextures[i].sub == sub) { // Use the lowest adjoining height to draw a fake ceiling if necessary if (Backheight < MissingUpperTextures[i].Planez) { MissingUpperTextures[i].Planez = Backheight; MissingUpperTextures[i].seg = seg; } msi.MTI_Index = i; msi.seg = seg; MissingUpperSegs.Push(msi); totalms.Unclock(); return; } } mti.seg = seg; mti.sub = sub; mti.Planez = Backheight; msi.MTI_Index = MissingUpperTextures.Push(mti); msi.seg = seg; MissingUpperSegs.Push(msi); } } totalms.Unclock(); } //========================================================================== // // Collects all sectors that might need a fake floor // //========================================================================== void FDrawInfo::AddLowerMissingTexture(side_t * side, subsector_t *sub, float Backheight) { sector_t *backsec = side->segs[0]->backsector; if (!backsec) return; if (backsec->transdoor) { // Transparent door hacks alter the backsector's floor height so we should not // process the missing texture for them. if (backsec->transdoorheight == backsec->GetPlaneTexZ(sector_t::floor)) return; } totalms.Clock(); // we need to check all segs of this sidedef for (int i = 0; i < side->numsegs; i++) { seg_t *seg = side->segs[i]; // we need find the seg belonging to the passed subsector if (seg->Subsector == sub) { MissingTextureInfo mti = {}; MissingSegInfo msi; subsector_t * sub = seg->Subsector; if (sub->render_sector != sub->sector || seg->frontsector != sub->sector) { totalms.Unclock(); return; } // Ignore FF_FIX's because they are designed to abuse missing textures if (seg->backsector->e->XFloor.ffloors.Size() && (seg->backsector->e->XFloor.ffloors[0]->flags&(FF_FIX | FF_SEETHROUGH)) == FF_FIX) { totalms.Unclock(); return; } for (unsigned int i = 0; i < MissingLowerTextures.Size(); i++) { if (MissingLowerTextures[i].sub == sub) { // Use the highest adjoining height to draw a fake floor if necessary if (Backheight > MissingLowerTextures[i].Planez) { MissingLowerTextures[i].Planez = Backheight; MissingLowerTextures[i].seg = seg; } msi.MTI_Index = i; msi.seg = seg; MissingLowerSegs.Push(msi); totalms.Unclock(); return; } } mti.seg = seg; mti.sub = sub; mti.Planez = Backheight; msi.MTI_Index = MissingLowerTextures.Push(mti); msi.seg = seg; MissingLowerSegs.Push(msi); } } totalms.Unclock(); } //========================================================================== // // // //========================================================================== bool FDrawInfo::DoOneSectorUpper(subsector_t * subsec, float Planez) { // Is there a one-sided wall in this sector? // Do this first to avoid unnecessary recursion for (uint32_t i = 0; i < subsec->numlines; i++) { if (subsec->firstline[i].backsector == NULL) return false; if (subsec->firstline[i].PartnerSeg == NULL) return false; } for (uint32_t i = 0; i < subsec->numlines; i++) { seg_t * seg = subsec->firstline + i; subsector_t * backsub = seg->PartnerSeg->Subsector; // already checked? if (backsub->validcount == validcount) continue; backsub->validcount = validcount; if (seg->frontsector != seg->backsector && seg->linedef) { // Note: if this is a real line between sectors // we can be sure that render_sector is the real sector! sector_t * sec = gl_FakeFlat(seg->backsector, &fakesec, mDrawer->in_area, true); // Don't bother with slopes if (sec->ceilingplane.isSlope()) return false; // Is the neighboring ceiling lower than the desired height? if (sec->GetPlaneTexZ(sector_t::ceiling) < Planez) { // todo: check for missing textures. return false; } // This is an exact height match which means we don't have to do any further checks for this sector if (sec->GetPlaneTexZ(sector_t::ceiling) == Planez) { // If there's a texture abort FTexture * tex = TexMan[seg->sidedef->GetTexture(side_t::top)]; if (!tex || tex->UseType == ETextureType::Null) continue; else return false; } } if (!DoOneSectorUpper(backsub, Planez)) return false; } // all checked ok. This subsector is part of the current fake plane HandledSubsectors.Push(subsec); return 1; } //========================================================================== // // // //========================================================================== bool FDrawInfo::DoOneSectorLower(subsector_t * subsec, float Planez) { // Is there a one-sided wall in this subsector? // Do this first to avoid unnecessary recursion for (uint32_t i = 0; i < subsec->numlines; i++) { if (subsec->firstline[i].backsector == NULL) return false; if (subsec->firstline[i].PartnerSeg == NULL) return false; } for (uint32_t i = 0; i < subsec->numlines; i++) { seg_t * seg = subsec->firstline + i; subsector_t * backsub = seg->PartnerSeg->Subsector; // already checked? if (backsub->validcount == validcount) continue; backsub->validcount = validcount; if (seg->frontsector != seg->backsector && seg->linedef) { // Note: if this is a real line between sectors // we can be sure that render_sector is the real sector! sector_t * sec = gl_FakeFlat(seg->backsector, &fakesec, mDrawer->in_area, true); // Don't bother with slopes if (sec->floorplane.isSlope()) return false; // Is the neighboring floor higher than the desired height? if (sec->GetPlaneTexZ(sector_t::floor) > Planez) { // todo: check for missing textures. return false; } // This is an exact height match which means we don't have to do any further checks for this sector if (sec->GetPlaneTexZ(sector_t::floor) == Planez) { // If there's a texture abort FTexture * tex = TexMan[seg->sidedef->GetTexture(side_t::bottom)]; if (!tex || tex->UseType == ETextureType::Null) continue; else return false; } } if (!DoOneSectorLower(backsub, Planez)) return false; } // all checked ok. This sector is part of the current fake plane HandledSubsectors.Push(subsec); return 1; } //========================================================================== // // // //========================================================================== bool FDrawInfo::DoFakeBridge(subsector_t * subsec, float Planez) { // Is there a one-sided wall in this sector? // Do this first to avoid unnecessary recursion for (uint32_t i = 0; i < subsec->numlines; i++) { if (subsec->firstline[i].backsector == NULL) return false; if (subsec->firstline[i].PartnerSeg == NULL) return false; } for (uint32_t i = 0; i < subsec->numlines; i++) { seg_t * seg = subsec->firstline + i; subsector_t * backsub = seg->PartnerSeg->Subsector; // already checked? if (backsub->validcount == validcount) continue; backsub->validcount = validcount; if (seg->frontsector != seg->backsector && seg->linedef) { // Note: if this is a real line between sectors // we can be sure that render_sector is the real sector! sector_t * sec = gl_FakeFlat(seg->backsector, &fakesec, mDrawer->in_area, true); // Don't bother with slopes if (sec->floorplane.isSlope()) return false; // Is the neighboring floor higher than the desired height? if (sec->GetPlaneTexZ(sector_t::floor) < Planez) { // todo: check for missing textures. return false; } // This is an exact height match which means we don't have to do any further checks for this sector // No texture checks though! if (sec->GetPlaneTexZ(sector_t::floor) == Planez) continue; } if (!DoFakeBridge(backsub, Planez)) return false; } // all checked ok. This sector is part of the current fake plane HandledSubsectors.Push(subsec); return 1; } //========================================================================== // // // //========================================================================== bool FDrawInfo::DoFakeCeilingBridge(subsector_t * subsec, float Planez) { // Is there a one-sided wall in this sector? // Do this first to avoid unnecessary recursion for (uint32_t i = 0; i < subsec->numlines; i++) { if (subsec->firstline[i].backsector == NULL) return false; if (subsec->firstline[i].PartnerSeg == NULL) return false; } for (uint32_t i = 0; i < subsec->numlines; i++) { seg_t * seg = subsec->firstline + i; subsector_t * backsub = seg->PartnerSeg->Subsector; // already checked? if (backsub->validcount == validcount) continue; backsub->validcount = validcount; if (seg->frontsector != seg->backsector && seg->linedef) { // Note: if this is a real line between sectors // we can be sure that render_sector is the real sector! sector_t * sec = gl_FakeFlat(seg->backsector, &fakesec, mDrawer->in_area, true); // Don't bother with slopes if (sec->ceilingplane.isSlope()) return false; // Is the neighboring ceiling higher than the desired height? if (sec->GetPlaneTexZ(sector_t::ceiling) > Planez) { // todo: check for missing textures. return false; } // This is an exact height match which means we don't have to do any further checks for this sector // No texture checks though! if (sec->GetPlaneTexZ(sector_t::ceiling) == Planez) continue; } if (!DoFakeCeilingBridge(backsub, Planez)) return false; } // all checked ok. This sector is part of the current fake plane HandledSubsectors.Push(subsec); return 1; } //========================================================================== // // Draws the fake planes // //========================================================================== void FDrawInfo::HandleMissingTextures() { sector_t fake; totalms.Clock(); totalupper = MissingUpperTextures.Size(); totallower = MissingLowerTextures.Size(); for (unsigned int i = 0; i < MissingUpperTextures.Size(); i++) { if (!MissingUpperTextures[i].seg) continue; HandledSubsectors.Clear(); validcount++; if (MissingUpperTextures[i].Planez > r_viewpoint.Pos.Z) { // close the hole only if all neighboring sectors are an exact height match // Otherwise just fill in the missing textures. MissingUpperTextures[i].sub->validcount = validcount; if (DoOneSectorUpper(MissingUpperTextures[i].sub, MissingUpperTextures[i].Planez)) { sector_t * sec = MissingUpperTextures[i].seg->backsector; // The mere fact that this seg has been added to the list means that the back sector // will be rendered so we can safely assume that it is already in the render list for (unsigned int j = 0; j < HandledSubsectors.Size(); j++) { gl_subsectorrendernode * node = SSR_List.GetNew(); node->sub = HandledSubsectors[j]; AddOtherCeilingPlane(sec->sectornum, node); } if (HandledSubsectors.Size() != 1) { // mark all subsectors in the missing list that got processed by this for (unsigned int j = 0; j < HandledSubsectors.Size(); j++) { for (unsigned int k = 0; k < MissingUpperTextures.Size(); k++) { if (MissingUpperTextures[k].sub == HandledSubsectors[j]) { MissingUpperTextures[k].seg = NULL; } } } } else MissingUpperTextures[i].seg = NULL; continue; } } if (!MissingUpperTextures[i].seg->PartnerSeg) continue; subsector_t *backsub = MissingUpperTextures[i].seg->PartnerSeg->Subsector; if (!backsub) continue; validcount++; HandledSubsectors.Clear(); { // It isn't a hole. Now check whether it might be a fake bridge sector_t * fakesector = gl_FakeFlat(MissingUpperTextures[i].seg->frontsector, &fake, mDrawer->in_area, false); float planez = (float)fakesector->GetPlaneTexZ(sector_t::ceiling); backsub->validcount = validcount; if (DoFakeCeilingBridge(backsub, planez)) { // The mere fact that this seg has been added to the list means that the back sector // will be rendered so we can safely assume that it is already in the render list for (unsigned int j = 0; j < HandledSubsectors.Size(); j++) { gl_subsectorrendernode * node = SSR_List.GetNew(); node->sub = HandledSubsectors[j]; AddOtherCeilingPlane(fakesector->sectornum, node); } } continue; } } for (unsigned int i = 0; i < MissingLowerTextures.Size(); i++) { if (!MissingLowerTextures[i].seg) continue; HandledSubsectors.Clear(); validcount++; if (MissingLowerTextures[i].Planez < r_viewpoint.Pos.Z) { // close the hole only if all neighboring sectors are an exact height match // Otherwise just fill in the missing textures. MissingLowerTextures[i].sub->validcount = validcount; if (DoOneSectorLower(MissingLowerTextures[i].sub, MissingLowerTextures[i].Planez)) { sector_t * sec = MissingLowerTextures[i].seg->backsector; // The mere fact that this seg has been added to the list means that the back sector // will be rendered so we can safely assume that it is already in the render list for (unsigned int j = 0; j < HandledSubsectors.Size(); j++) { gl_subsectorrendernode * node = SSR_List.GetNew(); node->sub = HandledSubsectors[j]; AddOtherFloorPlane(sec->sectornum, node); } if (HandledSubsectors.Size() != 1) { // mark all subsectors in the missing list that got processed by this for (unsigned int j = 0; j < HandledSubsectors.Size(); j++) { for (unsigned int k = 0; k < MissingLowerTextures.Size(); k++) { if (MissingLowerTextures[k].sub == HandledSubsectors[j]) { MissingLowerTextures[k].seg = NULL; } } } } else MissingLowerTextures[i].seg = NULL; continue; } } if (!MissingLowerTextures[i].seg->PartnerSeg) continue; subsector_t *backsub = MissingLowerTextures[i].seg->PartnerSeg->Subsector; if (!backsub) continue; validcount++; HandledSubsectors.Clear(); { // It isn't a hole. Now check whether it might be a fake bridge sector_t * fakesector = gl_FakeFlat(MissingLowerTextures[i].seg->frontsector, &fake, mDrawer->in_area, false); float planez = (float)fakesector->GetPlaneTexZ(sector_t::floor); backsub->validcount = validcount; if (DoFakeBridge(backsub, planez)) { // The mere fact that this seg has been added to the list means that the back sector // will be rendered so we can safely assume that it is already in the render list for (unsigned int j = 0; j < HandledSubsectors.Size(); j++) { gl_subsectorrendernode * node = SSR_List.GetNew(); node->sub = HandledSubsectors[j]; AddOtherFloorPlane(fakesector->sectornum, node); } } continue; } } totalms.Unclock(); showtotalms = totalms; totalms.Reset(); } //========================================================================== // // // //========================================================================== void FDrawInfo::DrawUnhandledMissingTextures() { validcount++; for (int i = MissingUpperSegs.Size() - 1; i >= 0; i--) { int index = MissingUpperSegs[i].MTI_Index; if (index >= 0 && MissingUpperTextures[index].seg == NULL) continue; seg_t * seg = MissingUpperSegs[i].seg; // already done! if (seg->linedef->validcount == validcount) continue; // already done seg->linedef->validcount = validcount; if (seg->frontsector->GetPlaneTexZ(sector_t::ceiling) < r_viewpoint.Pos.Z) continue; // out of sight // FIXME: The check for degenerate subsectors should be more precise if (seg->PartnerSeg && (seg->PartnerSeg->Subsector->flags & SSECF_DEGENERATE)) continue; if (seg->backsector->transdoor) continue; if (seg->backsector->GetTexture(sector_t::ceiling) == skyflatnum) continue; if (seg->backsector->ValidatePortal(sector_t::ceiling) != NULL) continue; if (!glset.notexturefill) FloodUpperGap(seg); } validcount++; for (int i = MissingLowerSegs.Size() - 1; i >= 0; i--) { int index = MissingLowerSegs[i].MTI_Index; if (index >= 0 && MissingLowerTextures[index].seg == NULL) continue; seg_t * seg = MissingLowerSegs[i].seg; if (seg->linedef->validcount == validcount) continue; // already done seg->linedef->validcount = validcount; if (!(sectorrenderflags[seg->backsector->sectornum] & SSRF_RENDERFLOOR)) continue; if (seg->frontsector->GetPlaneTexZ(sector_t::floor) > r_viewpoint.Pos.Z) continue; // out of sight if (seg->backsector->transdoor) continue; if (seg->backsector->GetTexture(sector_t::floor) == skyflatnum) continue; if (seg->backsector->ValidatePortal(sector_t::floor) != NULL) continue; if (!glset.notexturefill) FloodLowerGap(seg); } MissingUpperTextures.Clear(); MissingLowerTextures.Clear(); MissingUpperSegs.Clear(); MissingLowerSegs.Clear(); } void AppendMissingTextureStats(FString &out) { out.AppendFormat("Missing textures: %d upper, %d lower, %.3f ms\n", totalupper, totallower, showtotalms.TimeMS()); } ADD_STAT(missingtextures) { FString out; AppendMissingTextureStats(out); return out; } //========================================================================== // // Multi-sector deep water hacks // //========================================================================== void FDrawInfo::AddHackedSubsector(subsector_t * sub) { if (!(level.maptype == MAPTYPE_HEXEN)) { SubsectorHackInfo sh={sub, 0}; SubsectorHacks.Push (sh); } } //========================================================================== // // Finds a subsector whose plane can be used for rendering // //========================================================================== bool FDrawInfo::CheckAnchorFloor(subsector_t * sub) { // This subsector has a one sided wall and can be used. if (sub->hacked==3) return true; if (sub->flags & SSECF_DEGENERATE) return false; for(uint32_t j=0;jnumlines;j++) { seg_t * seg = sub->firstline + j; if (!seg->PartnerSeg) return true; subsector_t * backsub = seg->PartnerSeg->Subsector; // Find a linedef with a different visplane on the other side. if (!(backsub->flags & SSECF_DEGENERATE) && seg->linedef && (sub->render_sector != backsub->render_sector && sub->sector != backsub->sector)) { // I'm ignoring slopes, scaling and rotation here. The likelihood of ZDoom maps // using such crap hacks is simply too small if (sub->render_sector->GetTexture(sector_t::floor) == backsub->render_sector->GetTexture(sector_t::floor) && sub->render_sector->GetPlaneTexZ(sector_t::floor) == backsub->render_sector->GetPlaneTexZ(sector_t::floor) && sub->render_sector->GetFloorLight() == backsub->render_sector->GetFloorLight()) { continue; } // This means we found an adjoining subsector that clearly would go into another // visplane. That means that this subsector can be used as an anchor. return true; } } return false; } //========================================================================== // // Collect connected subsectors that have to be rendered with the same plane // //========================================================================== static bool inview; static subsector_t * viewsubsector; static TArray lowersegs; bool FDrawInfo::CollectSubsectorsFloor(subsector_t * sub, sector_t * anchor) { // mark it checked sub->validcount=validcount; // We must collect any subsector that either is connected to this one with a miniseg // or has the same visplane. // We must not collect any subsector that has the anchor's visplane! if (!(sub->flags & SSECF_DEGENERATE)) { // Is not being rendered so don't bother. if (!(ss_renderflags[sub->Index()] & SSRF_PROCESSED)) return true; if (sub->render_sector->GetTexture(sector_t::floor) != anchor->GetTexture(sector_t::floor) || sub->render_sector->GetPlaneTexZ(sector_t::floor) != anchor->GetPlaneTexZ(sector_t::floor) || sub->render_sector->GetFloorLight() != anchor->GetFloorLight()) { if (sub == viewsubsector && r_viewpoint.Pos.Z < anchor->GetPlaneTexZ(sector_t::floor)) inview = true; HandledSubsectors.Push(sub); } } // We can assume that all segs in this subsector are connected to a subsector that has // to be checked as well for(uint32_t j=0;jnumlines;j++) { seg_t * seg = sub->firstline + j; if (seg->PartnerSeg) { subsector_t * backsub = seg->PartnerSeg->Subsector; // could be an anchor itself. if (!CheckAnchorFloor (backsub)) // must not be an anchor itself! { if (backsub->validcount!=validcount) { if (!CollectSubsectorsFloor (backsub, anchor)) return false; } } else if (sub->render_sector == backsub->render_sector) { // Any anchor not within the original anchor's visplane terminates the processing. if (sub->render_sector->GetTexture(sector_t::floor) != anchor->GetTexture(sector_t::floor) || sub->render_sector->GetPlaneTexZ(sector_t::floor) != anchor->GetPlaneTexZ(sector_t::floor) || sub->render_sector->GetFloorLight() != anchor->GetFloorLight()) { return false; } } if (!seg->linedef || (seg->frontsector==seg->backsector && sub->render_sector!=backsub->render_sector)) lowersegs.Push(seg); } } return true; } //========================================================================== // // Finds a subsector whose plane can be used for rendering // //========================================================================== bool FDrawInfo::CheckAnchorCeiling(subsector_t * sub) { // This subsector has a one sided wall and can be used. if (sub->hacked==3) return true; if (sub->flags & SSECF_DEGENERATE) return false; for(uint32_t j=0;jnumlines;j++) { seg_t * seg = sub->firstline + j; if (!seg->PartnerSeg) return true; subsector_t * backsub = seg->PartnerSeg->Subsector; // Find a linedef with a different visplane on the other side. if (!(backsub->flags & SSECF_DEGENERATE) && seg->linedef && (sub->render_sector != backsub->render_sector && sub->sector != backsub->sector)) { // I'm ignoring slopes, scaling and rotation here. The likelihood of ZDoom maps // using such crap hacks is simply too small if (sub->render_sector->GetTexture(sector_t::ceiling) == backsub->render_sector->GetTexture(sector_t::ceiling) && sub->render_sector->GetPlaneTexZ(sector_t::ceiling) == backsub->render_sector->GetPlaneTexZ(sector_t::ceiling) && sub->render_sector->GetCeilingLight() == backsub->render_sector->GetCeilingLight()) { continue; } // This means we found an adjoining subsector that clearly would go into another // visplane. That means that this subsector can be used as an anchor. return true; } } return false; } //========================================================================== // // Collect connected subsectors that have to be rendered with the same plane // //========================================================================== bool FDrawInfo::CollectSubsectorsCeiling(subsector_t * sub, sector_t * anchor) { // mark it checked sub->validcount=validcount; // We must collect any subsector that either is connected to this one with a miniseg // or has the same visplane. // We must not collect any subsector that has the anchor's visplane! if (!(sub->flags & SSECF_DEGENERATE)) { // Is not being rendererd so don't bother. if (!(ss_renderflags[sub->Index()]&SSRF_PROCESSED)) return true; if (sub->render_sector->GetTexture(sector_t::ceiling) != anchor->GetTexture(sector_t::ceiling) || sub->render_sector->GetPlaneTexZ(sector_t::ceiling) != anchor->GetPlaneTexZ(sector_t::ceiling) || sub->render_sector->GetCeilingLight() != anchor->GetCeilingLight()) { HandledSubsectors.Push(sub); } } // We can assume that all segs in this subsector are connected to a subsector that has // to be checked as well for(uint32_t j=0;jnumlines;j++) { seg_t * seg = sub->firstline + j; if (seg->PartnerSeg) { subsector_t * backsub = seg->PartnerSeg->Subsector; // could be an anchor itself. if (!CheckAnchorCeiling (backsub)) // must not be an anchor itself! { if (backsub->validcount!=validcount) { if (!CollectSubsectorsCeiling (backsub, anchor)) return false; } } else if (sub->render_sector == backsub->render_sector) { // Any anchor not within the original anchor's visplane terminates the processing. if (sub->render_sector->GetTexture(sector_t::ceiling) != anchor->GetTexture(sector_t::ceiling) || sub->render_sector->GetPlaneTexZ(sector_t::ceiling) != anchor->GetPlaneTexZ(sector_t::ceiling) || sub->render_sector->GetCeilingLight() != anchor->GetCeilingLight()) { return false; } } } } return true; } //========================================================================== // // Process the subsectors that have been marked as hacked // //========================================================================== void FDrawInfo::HandleHackedSubsectors() { lowershcount=uppershcount=0; totalssms.Reset(); totalssms.Clock(); viewsubsector = R_PointInSubsector(r_viewpoint.Pos); // Each subsector may only be processed once in this loop! validcount++; for(unsigned int i=0;ivalidcount!=validcount && CheckAnchorFloor(sub)) { // Now collect everything that is connected with this subsector. HandledSubsectors.Clear(); inview=false; lowersegs.Clear(); if (CollectSubsectorsFloor(sub, sub->render_sector)) { for(unsigned int j=0;jsub = HandledSubsectors[j]; AddOtherFloorPlane(sub->render_sector->sectornum, node); } if (inview) for(unsigned int j=0;jSubsector->render_sector, seg->PartnerSeg->Subsector->render_sector); rendered_lines++; } lowershcount+=HandledSubsectors.Size(); } } } // Each subsector may only be processed once in this loop! validcount++; for(unsigned int i=0;ivalidcount!=validcount && CheckAnchorCeiling(sub)) { // Now collect everything that is connected with this subsector. HandledSubsectors.Clear(); if (CollectSubsectorsCeiling(sub, sub->render_sector)) { for(unsigned int j=0;jsub = HandledSubsectors[j]; AddOtherCeilingPlane(sub->render_sector->sectornum, node); } uppershcount+=HandledSubsectors.Size(); } } } SubsectorHacks.Clear(); totalssms.Unclock(); } ADD_STAT(sectorhacks) { FString out; out.Format("sectorhacks = %.3f ms, %d upper, %d lower\n", totalssms.TimeMS(), uppershcount, lowershcount); return out; } //========================================================================== // // This merges visplanes that lie inside a sector stack together // to avoid rendering these unneeded flats // //========================================================================== void FDrawInfo::AddFloorStack(sector_t * sec) { FloorStacks.Push(sec); } void FDrawInfo::AddCeilingStack(sector_t * sec) { CeilingStacks.Push(sec); } //========================================================================== // // // //========================================================================== void FDrawInfo::CollectSectorStacksCeiling(subsector_t * sub, sector_t * anchor) { // mark it checked sub->validcount=validcount; // Has a sector stack or skybox itself! if (sub->render_sector->GetGLPortal(sector_t::ceiling) != nullptr) return; // Don't bother processing unrendered subsectors if (sub->numlines>2 && !(ss_renderflags[sub->Index()]&SSRF_PROCESSED)) return; // Must be the exact same visplane sector_t * me = gl_FakeFlat(sub->render_sector, &fakesec, mDrawer->in_area, false); if (me->GetTexture(sector_t::ceiling) != anchor->GetTexture(sector_t::ceiling) || me->ceilingplane != anchor->ceilingplane || me->GetCeilingLight() != anchor->GetCeilingLight() || me->Colormap != anchor->Colormap || me->SpecialColors[sector_t::ceiling] != anchor->SpecialColors[sector_t::ceiling] || me->planes[sector_t::ceiling].xform != anchor->planes[sector_t::ceiling].xform) { // different visplane so it can't belong to this stack return; } HandledSubsectors.Push (sub); for(uint32_t j=0;jnumlines;j++) { seg_t * seg = sub->firstline + j; if (seg->PartnerSeg) { subsector_t * backsub = seg->PartnerSeg->Subsector; if (backsub->validcount!=validcount) CollectSectorStacksCeiling (backsub, anchor); } } } //========================================================================== // // // //========================================================================== void FDrawInfo::CollectSectorStacksFloor(subsector_t * sub, sector_t * anchor) { // mark it checked sub->validcount=validcount; // Has a sector stack or skybox itself! if (sub->render_sector->GetGLPortal(sector_t::floor) != nullptr) return; // Don't bother processing unrendered subsectors if (sub->numlines>2 && !(ss_renderflags[sub->Index()]&SSRF_PROCESSED)) return; // Must be the exact same visplane sector_t * me = gl_FakeFlat(sub->render_sector, &fakesec, mDrawer->in_area, false); if (me->GetTexture(sector_t::floor) != anchor->GetTexture(sector_t::floor) || me->floorplane != anchor->floorplane || me->GetFloorLight() != anchor->GetFloorLight() || me->Colormap != anchor->Colormap || me->SpecialColors[sector_t::floor] != anchor->SpecialColors[sector_t::floor] || me->planes[sector_t::floor].xform != anchor->planes[sector_t::floor].xform) { // different visplane so it can't belong to this stack return; } HandledSubsectors.Push (sub); for(uint32_t j=0;jnumlines;j++) { seg_t * seg = sub->firstline + j; if (seg->PartnerSeg) { subsector_t * backsub = seg->PartnerSeg->Subsector; if (backsub->validcount!=validcount) CollectSectorStacksFloor (backsub, anchor); } } } //========================================================================== // // // //========================================================================== void FDrawInfo::ProcessSectorStacks() { unsigned int i; sector_t fake; validcount++; for (i=0;iin_area, false); FPortal *portal = sec->GetGLPortal(sector_t::ceiling); if (portal != NULL) for(int k=0;ksubsectorcount;k++) { subsector_t * sub = sec->subsectors[k]; if (ss_renderflags[sub->Index()] & SSRF_PROCESSED) { HandledSubsectors.Clear(); for(uint32_t j=0;jnumlines;j++) { seg_t * seg = sub->firstline + j; if (seg->PartnerSeg) { subsector_t * backsub = seg->PartnerSeg->Subsector; if (backsub->validcount!=validcount) CollectSectorStacksCeiling (backsub, sec); } } for(unsigned int j=0;jIndex()] &= ~SSRF_RENDERCEILING; if (sub->portalcoverage[sector_t::ceiling].subsectors == NULL) { gl_BuildPortalCoverage(&sub->portalcoverage[sector_t::ceiling], sub, portal->mDisplacement); } portal->GetRenderState()->AddSubsector(sub); if (sec->GetAlpha(sector_t::ceiling) != 0 && sec->GetTexture(sector_t::ceiling) != skyflatnum) { gl_subsectorrendernode * node = SSR_List.GetNew(); node->sub = sub; AddOtherCeilingPlane(sec->sectornum, node); } } } } } validcount++; for (i=0;iin_area, false); FPortal *portal = sec->GetGLPortal(sector_t::floor); if (portal != NULL) for(int k=0;ksubsectorcount;k++) { subsector_t * sub = sec->subsectors[k]; if (ss_renderflags[sub->Index()] & SSRF_PROCESSED) { HandledSubsectors.Clear(); for(uint32_t j=0;jnumlines;j++) { seg_t * seg = sub->firstline + j; if (seg->PartnerSeg) { subsector_t * backsub = seg->PartnerSeg->Subsector; if (backsub->validcount!=validcount) CollectSectorStacksFloor (backsub, sec); } } for(unsigned int j=0;jIndex()] &= ~SSRF_RENDERFLOOR; if (sub->portalcoverage[sector_t::floor].subsectors == NULL) { gl_BuildPortalCoverage(&sub->portalcoverage[sector_t::floor], sub, portal->mDisplacement); } GLSectorStackPortal *glportal = portal->GetRenderState(); glportal->AddSubsector(sub); if (sec->GetAlpha(sector_t::floor) != 0 && sec->GetTexture(sector_t::floor) != skyflatnum) { gl_subsectorrendernode * node = SSR_List.GetNew(); node->sub = sub; AddOtherFloorPlane(sec->sectornum, node); } } } } } FloorStacks.Clear(); CeilingStacks.Clear(); }