// //--------------------------------------------------------------------------- // // Copyright(C) 2005-2016 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_setup.cpp ** Initializes the data structures required by the hardware renderer to handle ** render hacks and optimization. ** **/ #include "gl/system/gl_system.h" #include "doomtype.h" #include "p_local.h" #include "p_spec.h" #include "p_lnspec.h" #include "c_dispatch.h" #include "r_sky.h" #include "p_setup.h" #include "g_levellocals.h" //========================================================================== // // Map section generation // Map sections are physically separated parts of the map. // If the player is in section A, any map part in other sections can // often be quickly discarded to improve performance. // //========================================================================== struct MapSectionGenerator { struct cvertex_t { double X, Y; operator int() const { return xs_FloorToInt(X) + 65536 * xs_FloorToInt(Y); } bool operator!= (const cvertex_t &other) const { return fabs(X - other.X) >= EQUAL_EPSILON || fabs(Y - other.Y) >= EQUAL_EPSILON; } cvertex_t& operator =(const vertex_t *v) { X = v->fX(); Y = v->fY(); return *this; } }; typedef TMap FSectionVertexMap; TArray MapSectionCollector; //========================================================================== // // // //========================================================================== void DoSetMapSection(subsector_t *sub, int num) { MapSectionCollector.Resize(1); MapSectionCollector[0] = sub; sub->mapsection = num; for (unsigned a = 0; a < MapSectionCollector.Size(); a++) { sub = MapSectionCollector[a]; for (uint32_t i = 0; i < sub->numlines; i++) { seg_t * seg = sub->firstline + i; if (seg->PartnerSeg) { subsector_t * sub2 = seg->PartnerSeg->Subsector; if (sub2->mapsection != num) { assert(sub2->mapsection == 0); sub2->mapsection = num; MapSectionCollector.Push(sub2); } } } } MapSectionCollector.Clear(); } //========================================================================== // // Merge sections. This is needed in case the map contains errors // like overlapping lines resulting in abnormal subsectors. // // This function ensures that any vertex position can only be in one section. // //========================================================================== int MergeMapSections(int num) { FSectionVertexMap vmap; FSectionVertexMap::Pair *pair; TArray sectmap; TArray sectvalid; sectmap.Resize(num); sectvalid.Resize(num); for (int i = 0; i < num; i++) { sectmap[i] = -1; sectvalid[i] = true; } int mergecount = 1; cvertex_t vt; // first step: Set mapsection for all vertex positions. for (auto &seg : level.segs) { int section = seg.Subsector->mapsection; for (int j = 0; j < 2; j++) { vt = j == 0 ? seg.v1 : seg.v2; vmap[vt] = section; } } // second step: Check if any seg references more than one mapsection, either by subsector or by vertex for (auto &seg : level.segs) { int section = seg.Subsector->mapsection; for (int j = 0; j < 2; j++) { vt = j == 0 ? seg.v1 : seg.v2; int vsection = vmap[vt]; if (vsection != section) { // These 2 sections should be merged for (auto &sub : level.subsectors) { if (sub.mapsection == vsection) sub.mapsection = section; } FSectionVertexMap::Iterator it(vmap); while (it.NextPair(pair)) { if (pair->Value == vsection) pair->Value = section; } sectvalid[vsection - 1] = false; } } } for (int i = 0; i < num; i++) { if (sectvalid[i]) sectmap[i] = mergecount++; } for (auto &sub : level.subsectors) { sub.mapsection = sectmap[sub.mapsection - 1]; assert(sub.mapsection != -1); } return mergecount - 1; } //========================================================================== // // // //========================================================================== void SetMapSections() { bool set; int num = 0; do { set = false; for (auto &sub : level.subsectors) { if (sub.mapsection == 0) { num++; DoSetMapSection(&sub, num); set = true; break; } } } while (set); num = MergeMapSections(num); level.NumMapSections = num; #ifdef DEBUG Printf("%d map sections found\n", num); #endif } }; //========================================================================== // // prepare subsectors for GL rendering // - analyze rendering hacks using open sectors // - assign a render sector (for self referencing sectors) // - calculate a bounding box // //========================================================================== static void SpreadHackedFlag(subsector_t * sub) { // The subsector pointer hasn't been set yet! for(uint32_t i=0;inumlines;i++) { seg_t * seg = sub->firstline + i; if (seg->PartnerSeg) { subsector_t * sub2 = seg->PartnerSeg->Subsector; if (!(sub2->hacked&1) && sub2->render_sector == sub->render_sector) { sub2->hacked|=1; sub->hacked &= ~4; SpreadHackedFlag (sub2); } } } } //========================================================================== // // // //========================================================================== static void PrepareSectorData() { TArray undetermined; // now group the subsectors by sector subsector_t ** subsectorbuffer = new subsector_t * [level.subsectors.Size()]; for (auto &sub : level.subsectors) { sub.render_sector->subsectorcount++; } for (auto &sec : level.sectors) { sec.subsectors = subsectorbuffer; subsectorbuffer += sec.subsectorcount; sec.subsectorcount = 0; } for (auto &sub : level.subsectors) { sub.render_sector->subsectors[sub.render_sector->subsectorcount++] = ⊂ } // marks all malformed subsectors so rendering tricks using them can be handled more easily for (auto &sub : level.subsectors) { if (sub.sector == sub.render_sector) { seg_t * seg = sub.firstline; for(uint32_t j=0;jSubsector->render_sector) { DPrintf(DMSG_NOTIFY, "Found hack: (%f,%f) (%f,%f)\n", seg[j].v1->fX(), seg[j].v1->fY(), seg[j].v2->fX(), seg[j].v2->fY()); sub.hacked|=5; SpreadHackedFlag(&sub); } if (seg[j].PartnerSeg==NULL) sub.hacked|=2; // used for quick termination checks } } } MapSectionGenerator msg; msg.SetMapSections(); } //========================================================================== // // Some processing for transparent door hacks using a floor raised by 1 map unit // - This will be used to lower the floor of such sectors by one map unit // //========================================================================== static void PrepareTransparentDoors(sector_t * sector) { bool solidwall=false; unsigned int notextures=0; unsigned int nobtextures=0; unsigned int selfref=0; sector_t * nextsec=NULL; P_Recalculate3DFloors(sector); if (sector->subsectorcount==0) return; sector->transdoorheight=sector->GetPlaneTexZ(sector_t::floor); sector->transdoor= !(sector->e->XFloor.ffloors.Size() || sector->heightsec || sector->floorplane.isSlope()); if (sector->transdoor) { for (auto ln : sector->Lines) { if (ln->frontsector == ln->backsector) { selfref++; continue; } sector_t * sec=getNextSector(ln, sector); if (sec==NULL) { solidwall=true; continue; } else { nextsec=sec; int side = ln->sidedef[0]->sector == sec; if (sector->GetPlaneTexZ(sector_t::floor)!=sec->GetPlaneTexZ(sector_t::floor)+1. || sec->floorplane.isSlope()) { sector->transdoor=false; return; } if (!ln->sidedef[1-side]->GetTexture(side_t::top).isValid()) notextures++; if (!ln->sidedef[1-side]->GetTexture(side_t::bottom).isValid()) nobtextures++; } } if (sector->GetTexture(sector_t::ceiling)==skyflatnum) { sector->transdoor=false; return; } if (selfref+nobtextures!=sector->Lines.Size()) { sector->transdoor=false; } if (selfref+notextures!=sector->Lines.Size()) { // This is a crude attempt to fix an incorrect transparent door effect I found in some // WolfenDoom maps but considering the amount of code required to handle it I left it in. // Do this only if the sector only contains one-sided walls or ones with no lower texture. if (solidwall) { if (solidwall+nobtextures+selfref==sector->Lines.Size() && nextsec) { sector->heightsec=nextsec; sector->heightsec->MoreFlags=0; } sector->transdoor=false; } } } } //========================================================================== // // // //========================================================================== static void AddToVertex(const sector_t * sec, TArray & list) { int secno = sec->Index(); for(unsigned i=0;i[level.vertexes.Size()]; for(auto &line : level.lines) { for(int j = 0; j < 2; ++j) { vertex_t * v = j==0? line.v1 : line.v2; for(int k = 0; k < 2; ++k) { sector_t * sec = k==0? line.frontsector : line.backsector; if (sec) { extsector_t::xfloor &x = sec->e->XFloor; AddToVertex(sec, vt_sectorlists[v->Index()]); if (sec->heightsec) AddToVertex(sec->heightsec, vt_sectorlists[v->Index()]); } } } } for(unsigned i = 0; i < level.vertexes.Size(); ++i) { auto &vert = level.vertexes[i]; int cnt = vt_sectorlists[i].Size(); vert.dirty = true; vert.numheights=0; if (cnt>1) { vert.numsectors= cnt; vert.sectors=new sector_t*[cnt]; vert.heightlist = new float[cnt*2]; for(int j=0;jsidedef[0] == &level.sides[sdnum]) { *v1 = ln->v1->fPos(); *v2 = ln->v2->fPos(); } else { *v2 = ln->v1->fPos(); *v1 = ln->v2->fPos(); } } static int segcmp(const void *a, const void *b) { seg_t *A = *(seg_t**)a; seg_t *B = *(seg_t**)b; return xs_RoundToInt(FRACUNIT*(A->sidefrac - B->sidefrac)); } //========================================================================== // // Group segs to sidedefs // //========================================================================== static void PrepareSegs() { auto numsides = level.sides.Size(); int *segcount = new int[numsides]; int realsegs = 0; // count the segs memset(segcount, 0, numsides * sizeof(int)); for(auto &seg : level.segs) { if (seg.sidedef == NULL) continue; // miniseg int sidenum = seg.sidedef->Index(); realsegs++; segcount[sidenum]++; DVector2 sidestart, sideend, segend = seg.v2->fPos(); GetSideVertices(sidenum, &sidestart, &sideend); sideend -=sidestart; segend -= sidestart; seg.sidefrac = float(segend.Length() / sideend.Length()); } // allocate memory level.sides[0].segs = new seg_t*[realsegs]; level.sides[0].numsegs = 0; for(unsigned i = 1; i < numsides; i++) { level.sides[i].segs = level.sides[i-1].segs + segcount[i-1]; level.sides[i].numsegs = 0; } delete [] segcount; // assign the segs for (auto &seg : level.segs) { if (seg.sidedef != NULL) seg.sidedef->segs[seg.sidedef->numsegs++] = &seg; } // sort the segs for(unsigned i = 0; i < numsides; i++) { if (level.sides[i].numsegs > 1) qsort(level.sides[i].segs, level.sides[i].numsegs, sizeof(seg_t*), segcmp); } } //========================================================================== // // Initialize the level data for the GL renderer // //========================================================================== void InitRenderInfo() { PrepareSegs(); PrepareSectorData(); InitVertexData(); int *checkmap = new int[level.vertexes.Size()]; memset(checkmap, -1, sizeof(int)*level.vertexes.Size()); for(auto &sec : level.sectors) { int i = sec.sectornum; PrepareTransparentDoors(&sec); // This ignores vertices only used for seg splitting because those aren't needed here for(auto l : sec.Lines) { if (l->sidedef[0]->Flags & WALLF_POLYOBJ) continue; // don't bother with polyobjects int vtnum1 = l->v1->Index(); int vtnum2 = l->v2->Index(); if (checkmap[vtnum1] < i) { checkmap[vtnum1] = i; sec.e->vertices.Push(&level.vertexes[vtnum1]); level.vertexes[vtnum1].dirty = true; } if (checkmap[vtnum2] < i) { checkmap[vtnum2] = i; sec.e->vertices.Push(&level.vertexes[vtnum2]); level.vertexes[vtnum2].dirty = true; } } } delete[] checkmap; #if 0 gl_CreateSections(); #endif } //========================================================================== // // // //========================================================================== CCMD(listmapsections) { for (int i = 0; i < 100; i++) { for (auto &sub : level.subsectors) { if (sub.mapsection == i) { Printf("Mapsection %d, sector %d, line %d\n", i, sub.render_sector->Index(), sub.firstline->linedef->Index()); break; } } } }