mirror of
https://github.com/ZDoom/gzdoom-gles.git
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596 lines
14 KiB
C++
596 lines
14 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2005-2016 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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** gl_setup.cpp
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** Initializes the data structures required by the hardware renderer to handle
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** render hacks and optimization.
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**
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**/
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#include "doomtype.h"
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#include "p_local.h"
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#include "p_spec.h"
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#include "p_lnspec.h"
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#include "c_dispatch.h"
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#include "r_sky.h"
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#include "p_setup.h"
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#include "g_levellocals.h"
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//==========================================================================
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//
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// Map section generation
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// Map sections are physically separated parts of the map.
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// If the player is in section A, any map part in other sections can
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// often be quickly discarded to improve performance.
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//
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//==========================================================================
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struct MapSectionGenerator
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{
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struct cvertex_t
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{
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double X, Y;
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operator int() const { return xs_FloorToInt(X) + 65536 * xs_FloorToInt(Y); }
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bool operator!= (const cvertex_t &other) const { return fabs(X - other.X) >= EQUAL_EPSILON || fabs(Y - other.Y) >= EQUAL_EPSILON; }
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cvertex_t& operator =(const vertex_t *v) { X = v->fX(); Y = v->fY(); return *this; }
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};
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typedef TMap<cvertex_t, int> FSectionVertexMap;
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TArray<subsector_t *> MapSectionCollector;
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void DoSetMapSection(subsector_t *sub, int num)
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{
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MapSectionCollector.Resize(1);
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MapSectionCollector[0] = sub;
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sub->mapsection = num;
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for (unsigned a = 0; a < MapSectionCollector.Size(); a++)
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{
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sub = MapSectionCollector[a];
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for (uint32_t i = 0; i < sub->numlines; i++)
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{
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seg_t * seg = sub->firstline + i;
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if (seg->PartnerSeg)
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{
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subsector_t * sub2 = seg->PartnerSeg->Subsector;
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if (sub2->mapsection != num)
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{
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assert(sub2->mapsection == 0);
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sub2->mapsection = num;
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MapSectionCollector.Push(sub2);
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}
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}
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}
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}
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MapSectionCollector.Clear();
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}
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//==========================================================================
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//
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// Merge sections. This is needed in case the map contains errors
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// like overlapping lines resulting in abnormal subsectors.
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//
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// This function ensures that any vertex position can only be in one section.
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//
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//==========================================================================
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int MergeMapSections(int num)
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{
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FSectionVertexMap vmap;
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FSectionVertexMap::Pair *pair;
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TArray<int> sectmap;
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TArray<bool> sectvalid;
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sectmap.Resize(num);
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sectvalid.Resize(num);
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for (int i = 0; i < num; i++)
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{
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sectmap[i] = -1;
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sectvalid[i] = true;
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}
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int mergecount = 1;
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cvertex_t vt;
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// first step: Set mapsection for all vertex positions.
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for (auto &seg : level.segs)
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{
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int section = seg.Subsector->mapsection;
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for (int j = 0; j < 2; j++)
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{
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vt = j == 0 ? seg.v1 : seg.v2;
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vmap[vt] = section;
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}
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}
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// second step: Check if any seg references more than one mapsection, either by subsector or by vertex
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for (auto &seg : level.segs)
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{
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int section = seg.Subsector->mapsection;
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for (int j = 0; j < 2; j++)
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{
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vt = j == 0 ? seg.v1 : seg.v2;
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int vsection = vmap[vt];
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if (vsection != section)
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{
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// These 2 sections should be merged
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for (auto &sub : level.subsectors)
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{
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if (sub.mapsection == vsection) sub.mapsection = section;
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}
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FSectionVertexMap::Iterator it(vmap);
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while (it.NextPair(pair))
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{
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if (pair->Value == vsection) pair->Value = section;
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}
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sectvalid[vsection - 1] = false;
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}
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}
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}
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for (int i = 0; i < num; i++)
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{
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if (sectvalid[i]) sectmap[i] = mergecount++;
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}
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for (auto &sub : level.subsectors)
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{
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sub.mapsection = sectmap[sub.mapsection - 1];
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assert(sub.mapsection != -1);
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}
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return mergecount - 1;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void SetMapSections()
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{
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bool set;
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int num = 0;
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do
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{
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set = false;
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for (auto &sub : level.subsectors)
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{
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if (sub.mapsection == 0)
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{
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num++;
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DoSetMapSection(&sub, num);
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set = true;
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break;
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}
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}
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}
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while (set);
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num = MergeMapSections(num);
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level.NumMapSections = num;
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#ifdef DEBUG
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Printf("%d map sections found\n", num);
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#endif
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}
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};
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//==========================================================================
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//
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// prepare subsectors for GL rendering
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// - analyze rendering hacks using open sectors
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// - assign a render sector (for self referencing sectors)
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// - calculate a bounding box
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//
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//==========================================================================
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static void SpreadHackedFlag(subsector_t * sub)
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{
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// The subsector pointer hasn't been set yet!
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for(uint32_t i=0;i<sub->numlines;i++)
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{
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seg_t * seg = sub->firstline + i;
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if (seg->PartnerSeg)
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{
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subsector_t * sub2 = seg->PartnerSeg->Subsector;
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if (!(sub2->hacked&1) && sub2->render_sector == sub->render_sector)
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{
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sub2->hacked|=1;
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sub->hacked &= ~4;
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SpreadHackedFlag (sub2);
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}
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}
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static void PrepareSectorData()
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{
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TArray<subsector_t *> undetermined;
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// now group the subsectors by sector
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subsector_t ** subsectorbuffer = new subsector_t * [level.subsectors.Size()];
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for (auto &sub : level.subsectors)
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{
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sub.sectorindex = (uint16_t)sub.render_sector->subsectorcount++;
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}
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for (auto &sec : level.sectors)
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{
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sec.subsectors = subsectorbuffer;
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subsectorbuffer += sec.subsectorcount;
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sec.subsectorcount = 0;
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}
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for (auto &sub : level.subsectors)
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{
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sub.render_sector->subsectors[sub.render_sector->subsectorcount++] = ⊂
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}
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// marks all malformed subsectors so rendering tricks using them can be handled more easily
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for (auto &sub : level.subsectors)
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{
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if (sub.sector == sub.render_sector)
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{
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seg_t * seg = sub.firstline;
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for(uint32_t j=0;j<sub.numlines;j++)
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{
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if (!(sub.hacked&1) && seg[j].linedef==0 &&
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seg[j].PartnerSeg!=NULL &&
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sub.render_sector != seg[j].PartnerSeg->Subsector->render_sector)
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{
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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());
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sub.hacked|=5;
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SpreadHackedFlag(&sub);
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}
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if (seg[j].PartnerSeg==NULL) sub.hacked|=2; // used for quick termination checks
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}
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}
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}
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MapSectionGenerator msg;
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msg.SetMapSections();
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}
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//==========================================================================
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//
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// Some processing for transparent door hacks using a floor raised by 1 map unit
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// - This will be used to lower the floor of such sectors by one map unit
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//
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//==========================================================================
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static void PrepareTransparentDoors(sector_t * sector)
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{
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bool solidwall=false;
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unsigned int notextures=0;
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unsigned int nobtextures=0;
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unsigned int selfref=0;
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sector_t * nextsec=NULL;
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P_Recalculate3DFloors(sector);
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if (sector->subsectorcount==0) return;
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sector->transdoorheight=sector->GetPlaneTexZ(sector_t::floor);
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sector->transdoor= !(sector->e->XFloor.ffloors.Size() || sector->heightsec || sector->floorplane.isSlope());
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if (sector->transdoor)
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{
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for (auto ln : sector->Lines)
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{
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if (ln->frontsector == ln->backsector)
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{
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selfref++;
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continue;
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}
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sector_t * sec=getNextSector(ln, sector);
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if (sec==NULL)
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{
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solidwall=true;
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continue;
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}
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else
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{
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nextsec=sec;
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int side = ln->sidedef[0]->sector == sec;
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if (sector->GetPlaneTexZ(sector_t::floor)!=sec->GetPlaneTexZ(sector_t::floor)+1. || sec->floorplane.isSlope())
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{
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sector->transdoor=false;
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return;
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}
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if (!ln->sidedef[1-side]->GetTexture(side_t::top).isValid()) notextures++;
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if (!ln->sidedef[1-side]->GetTexture(side_t::bottom).isValid()) nobtextures++;
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}
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}
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if (sector->GetTexture(sector_t::ceiling)==skyflatnum)
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{
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sector->transdoor=false;
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return;
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}
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if (selfref+nobtextures!=sector->Lines.Size())
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{
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sector->transdoor=false;
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}
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if (selfref+notextures!=sector->Lines.Size())
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{
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// This is a crude attempt to fix an incorrect transparent door effect I found in some
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// WolfenDoom maps but considering the amount of code required to handle it I left it in.
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// Do this only if the sector only contains one-sided walls or ones with no lower texture.
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if (solidwall)
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{
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if (solidwall+nobtextures+selfref==sector->Lines.Size() && nextsec)
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{
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sector->heightsec=nextsec;
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sector->heightsec->MoreFlags=0;
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}
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sector->transdoor=false;
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}
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}
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static void AddToVertex(const sector_t * sec, TArray<int> & list)
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{
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int secno = sec->Index();
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for(unsigned i=0;i<list.Size();i++)
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{
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if (list[i]==secno) return;
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}
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list.Push(secno);
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}
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//==========================================================================
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//
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// Attach sectors to vertices - used to generate vertex height lists
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//
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//==========================================================================
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static void InitVertexData()
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{
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auto vt_sectorlists = new TArray<int>[level.vertexes.Size()];
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for(auto &line : level.lines)
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{
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for(int j = 0; j < 2; ++j)
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{
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vertex_t * v = j==0? line.v1 : line.v2;
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for(int k = 0; k < 2; ++k)
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{
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sector_t * sec = k==0? line.frontsector : line.backsector;
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if (sec)
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{
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extsector_t::xfloor &x = sec->e->XFloor;
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AddToVertex(sec, vt_sectorlists[v->Index()]);
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if (sec->heightsec) AddToVertex(sec->heightsec, vt_sectorlists[v->Index()]);
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}
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}
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}
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}
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for(unsigned i = 0; i < level.vertexes.Size(); ++i)
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{
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auto &vert = level.vertexes[i];
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int cnt = vt_sectorlists[i].Size();
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vert.dirty = true;
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vert.numheights=0;
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if (cnt>1)
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{
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vert.numsectors= cnt;
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vert.sectors=new sector_t*[cnt];
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vert.heightlist = new float[cnt*2];
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for(int j=0;j<cnt;j++)
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{
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vert.sectors[j] = &level.sectors[vt_sectorlists[i][j]];
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}
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}
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else
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{
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vert.numsectors=0;
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}
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}
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delete [] vt_sectorlists;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static void GetSideVertices(int sdnum, DVector2 *v1, DVector2 *v2)
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{
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line_t *ln = level.sides[sdnum].linedef;
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if (ln->sidedef[0] == &level.sides[sdnum])
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{
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*v1 = ln->v1->fPos();
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*v2 = ln->v2->fPos();
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}
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else
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{
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*v2 = ln->v1->fPos();
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*v1 = ln->v2->fPos();
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}
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}
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static int segcmp(const void *a, const void *b)
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{
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seg_t *A = *(seg_t**)a;
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seg_t *B = *(seg_t**)b;
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return xs_RoundToInt(FRACUNIT*(A->sidefrac - B->sidefrac));
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}
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//==========================================================================
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//
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// Group segs to sidedefs
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//
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//==========================================================================
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static void PrepareSegs()
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{
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auto numsides = level.sides.Size();
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int *segcount = new int[numsides];
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int realsegs = 0;
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// count the segs
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memset(segcount, 0, numsides * sizeof(int));
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for(auto &seg : level.segs)
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{
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if (seg.sidedef == NULL) continue; // miniseg
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int sidenum = seg.sidedef->Index();
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realsegs++;
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segcount[sidenum]++;
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DVector2 sidestart, sideend, segend = seg.v2->fPos();
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GetSideVertices(sidenum, &sidestart, &sideend);
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sideend -=sidestart;
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segend -= sidestart;
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seg.sidefrac = float(segend.Length() / sideend.Length());
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}
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// allocate memory
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level.sides[0].segs = new seg_t*[realsegs];
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level.sides[0].numsegs = 0;
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for(unsigned i = 1; i < numsides; i++)
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{
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level.sides[i].segs = level.sides[i-1].segs + segcount[i-1];
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level.sides[i].numsegs = 0;
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}
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delete [] segcount;
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// assign the segs
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for (auto &seg : level.segs)
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{
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if (seg.sidedef != NULL) seg.sidedef->segs[seg.sidedef->numsegs++] = &seg;
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}
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// sort the segs
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for(unsigned i = 0; i < numsides; i++)
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{
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if (level.sides[i].numsegs > 1) qsort(level.sides[i].segs, level.sides[i].numsegs, sizeof(seg_t*), segcmp);
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}
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}
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//==========================================================================
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//
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// Initialize the level data for the GL renderer
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//
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//==========================================================================
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void InitRenderInfo()
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{
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PrepareSegs();
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PrepareSectorData();
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InitVertexData();
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int *checkmap = new int[level.vertexes.Size()];
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memset(checkmap, -1, sizeof(int)*level.vertexes.Size());
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for(auto &sec : level.sectors)
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{
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int i = sec.sectornum;
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PrepareTransparentDoors(&sec);
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// This ignores vertices only used for seg splitting because those aren't needed here
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for(auto l : sec.Lines)
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{
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if (l->sidedef[0]->Flags & WALLF_POLYOBJ) continue; // don't bother with polyobjects
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int vtnum1 = l->v1->Index();
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int vtnum2 = l->v2->Index();
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if (checkmap[vtnum1] < i)
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{
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checkmap[vtnum1] = i;
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sec.e->vertices.Push(&level.vertexes[vtnum1]);
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level.vertexes[vtnum1].dirty = true;
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}
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if (checkmap[vtnum2] < i)
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{
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checkmap[vtnum2] = i;
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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;
|
|
}
|
|
}
|
|
}
|
|
}
|