gzdoom-gles/src/gl/data/gl_setup.cpp
Christoph Oelckers 71d1138376 - refactored the global lines array into a more VM friendly form, moved it to FLevelLocals and exported it to ZScript.
- disabled the Build map loader after finding out that it has been completely broken and nonfunctional for a long time. Since this has no real value it will probably removed entirely in an upcoming commit.
2017-01-08 14:39:16 +01:00

718 lines
17 KiB
C++

//
//---------------------------------------------------------------------------
//
// 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 GL renderer to handle
** a level
**
**/
#include "gl/system/gl_system.h"
#include "doomtype.h"
#include "colormatcher.h"
#include "i_system.h"
#include "p_local.h"
#include "p_spec.h"
#include "p_lnspec.h"
#include "c_dispatch.h"
#include "r_sky.h"
#include "sc_man.h"
#include "w_wad.h"
#include "gi.h"
#include "p_setup.h"
#include "g_level.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/data/gl_data.h"
#include "gl/data/gl_vertexbuffer.h"
#include "gl/dynlights/gl_dynlight.h"
#include "gl/dynlights/gl_glow.h"
#include "gl/utility/gl_clock.h"
#include "gl/gl_functions.h"
void InitGLRMapinfoData();
//==========================================================================
//
//
//
//==========================================================================
static TArray<subsector_t *> MapSectionCollector;
static 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 (DWORD 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.
//
//==========================================================================
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<cvertex_t, int> FSectionVertexMap;
static int MergeMapSections(int num)
{
FSectionVertexMap vmap;
FSectionVertexMap::Pair *pair;
TArray<int> sectmap;
TArray<bool> 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(DWORD i=0;i<(DWORD)numsegs;i++)
{
seg_t * seg = &segs[i];
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(DWORD i=0;i<(DWORD)numsegs;i++)
{
seg_t * seg = &segs[i];
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(int k=0;k<numsubsectors;k++)
{
if (subsectors[k].mapsection == vsection) subsectors[k].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(int i=0;i<numsubsectors;i++)
{
subsectors[i].mapsection = sectmap[subsectors[i].mapsection-1];
assert(subsectors[i].mapsection!=-1);
}
return mergecount-1;
}
//==========================================================================
//
//
//
//==========================================================================
static void SetMapSections()
{
bool set;
int num = 0;
do
{
set = false;
for(int i=0; i<numsubsectors; i++)
{
if (subsectors[i].mapsection == 0)
{
num++;
DoSetMapSection(&subsectors[i], num);
set = true;
break;
}
}
}
while (set);
num = MergeMapSections(num);
currentmapsection.Resize(1 + num/8);
#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(DWORD i=0;i<sub->numlines;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()
{
int i;
TArray<subsector_t *> undetermined;
subsector_t * ss;
// now group the subsectors by sector
subsector_t ** subsectorbuffer = new subsector_t * [numsubsectors];
for(i=0, ss=subsectors; i<numsubsectors; i++, ss++)
{
ss->render_sector->subsectorcount++;
}
for (auto &sec : level.sectors)
{
sec.subsectors = subsectorbuffer;
subsectorbuffer += sec.subsectorcount;
sec.subsectorcount = 0;
}
for(i=0, ss = subsectors; i<numsubsectors; i++, ss++)
{
ss->render_sector->subsectors[ss->render_sector->subsectorcount++]=ss;
}
// marks all malformed subsectors so rendering tricks using them can be handled more easily
for (i = 0; i < numsubsectors; i++)
{
if (subsectors[i].sector == subsectors[i].render_sector)
{
seg_t * seg = subsectors[i].firstline;
for(DWORD j=0;j<subsectors[i].numlines;j++)
{
if (!(subsectors[i].hacked&1) && seg[j].linedef==0 &&
seg[j].PartnerSeg!=NULL &&
subsectors[i].render_sector != seg[j].PartnerSeg->Subsector->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());
subsectors[i].hacked|=5;
SpreadHackedFlag(&subsectors[i]);
}
if (seg[j].PartnerSeg==NULL) subsectors[i].hacked|=2; // used for quick termination checks
}
}
}
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<int> & list)
{
int secno = sec->Index();
for(unsigned i=0;i<list.Size();i++)
{
if (list[i]==secno) return;
}
list.Push(secno);
}
//==========================================================================
//
// Attach sectors to vertices - used to generate vertex height lists
//
//==========================================================================
static void InitVertexData()
{
TArray<int> * vt_sectorlists;
int i,j,k;
vt_sectorlists = new TArray<int>[numvertexes];
for(auto &line : level.lines)
{
for(j=0;j<2;j++)
{
vertex_t * v = j==0? line.v1 : line.v2;
for(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-vertexes]);
if (sec->heightsec) AddToVertex(sec->heightsec, vt_sectorlists[v-vertexes]);
}
}
}
}
for(i=0;i<numvertexes;i++)
{
int cnt = vt_sectorlists[i].Size();
vertexes[i].dirty = true;
vertexes[i].numheights=0;
if (cnt>1)
{
vertexes[i].numsectors= cnt;
vertexes[i].sectors=new sector_t*[cnt];
vertexes[i].heightlist = new float[cnt*2];
for(int j=0;j<cnt;j++)
{
vertexes[i].sectors[j] = &level.sectors[vt_sectorlists[i][j]];
}
}
else
{
vertexes[i].numsectors=0;
}
}
delete [] vt_sectorlists;
}
//==========================================================================
//
//
//
//==========================================================================
static void GetSideVertices(int sdnum, DVector2 *v1, DVector2 *v2)
{
line_t *ln = sides[sdnum].linedef;
if (ln->sidedef[0] == &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()
{
int *segcount = new int[numsides];
int realsegs = 0;
// Get floatng point coordinates of vertices
for(int i = 0; i < numvertexes; i++)
{
vertexes[i].dirty = true;
}
// count the segs
memset(segcount, 0, numsides * sizeof(int));
// set up the extra data in case the map was loaded with regular nodes that might pass as GL nodes.
if (glsegextras == NULL)
{
for(int i=0;i<numsegs;i++)
{
segs[i].PartnerSeg = NULL;
}
for (int i=0; i<numsubsectors; i++)
{
int seg = int(subsectors[i].firstline-segs);
for(DWORD j=0;j<subsectors[i].numlines;j++)
{
segs[j+seg].Subsector = &subsectors[i];
}
}
}
else
{
for(int i=0;i<numsegs;i++)
{
seg_t *seg = &segs[i];
// Account for ZDoom space optimizations that cannot be done for GL
unsigned int partner= glsegextras[i].PartnerSeg;
if (partner < unsigned(numsegs)) seg->PartnerSeg = &segs[partner];
else seg->PartnerSeg = NULL;
seg->Subsector = glsegextras[i].Subsector;
}
}
for(int i=0;i<numsegs;i++)
{
seg_t *seg = &segs[i];
if (seg->sidedef == NULL) continue; // miniseg
int sidenum = int(seg->sidedef - sides);
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
sides[0].segs = new seg_t*[realsegs];
sides[0].numsegs = 0;
for(int i = 1; i < numsides; i++)
{
sides[i].segs = sides[i-1].segs + segcount[i-1];
sides[i].numsegs = 0;
}
delete [] segcount;
// assign the segs
for(int i=0;i<numsegs;i++)
{
seg_t *seg = &segs[i];
if (seg->sidedef != NULL) seg->sidedef->segs[seg->sidedef->numsegs++] = seg;
}
// sort the segs
for(int i = 0; i < numsides; i++)
{
if (sides[i].numsegs > 1) qsort(sides[i].segs, sides[i].numsegs, sizeof(seg_t*), segcmp);
}
}
//==========================================================================
//
// Initialize the level data for the GL renderer
//
//==========================================================================
extern int restart;
void gl_PreprocessLevel()
{
PrepareSegs();
PrepareSectorData();
InitVertexData();
int *checkmap = new int[numvertexes];
memset(checkmap, -1, sizeof(int)*numvertexes);
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 = int(l->v1 - vertexes);
int vtnum2 = int(l->v2 - vertexes);
if (checkmap[vtnum1] < i)
{
checkmap[vtnum1] = i;
sec.e->vertices.Push(&vertexes[vtnum1]);
vertexes[vtnum1].dirty = true;
}
if (checkmap[vtnum2] < i)
{
checkmap[vtnum2] = i;
sec.e->vertices.Push(&vertexes[vtnum2]);
vertexes[vtnum2].dirty = true;
}
}
}
delete[] checkmap;
gl_InitPortals();
if (GLRenderer != NULL)
{
GLRenderer->SetupLevel();
}
#if 0
gl_CreateSections();
#endif
InitGLRMapinfoData();
}
//==========================================================================
//
// Cleans up all the GL data for the last level
//
//==========================================================================
void gl_CleanLevelData()
{
// Dynamic lights must be destroyed before the sector information here is deleted.
TThinkerIterator<ADynamicLight> it(STAT_DLIGHT);
AActor * mo=it.Next();
while (mo)
{
AActor * next = it.Next();
mo->Destroy();
mo=next;
}
if (vertexes != NULL)
{
for(int i = 0; i < numvertexes; i++) if (vertexes[i].numsectors > 0)
{
if (vertexes[i].sectors != NULL)
{
delete [] vertexes[i].sectors;
vertexes[i].sectors = NULL;
}
if (vertexes[i].heightlist != NULL)
{
delete [] vertexes[i].heightlist;
vertexes[i].heightlist = NULL;
}
}
}
if (sides && sides[0].segs)
{
delete [] sides[0].segs;
sides[0].segs = NULL;
}
if (level.sectors.Size() > 0 && level.sectors[0].subsectors)
{
delete [] level.sectors[0].subsectors;
level.sectors[0].subsectors = nullptr;
}
for (int i=0;i<numsubsectors;i++)
{
for(int j=0;j<2;j++)
{
if (subsectors[i].portalcoverage[j].subsectors != NULL)
{
delete [] subsectors[i].portalcoverage[j].subsectors;
subsectors[i].portalcoverage[j].subsectors = NULL;
}
}
}
for(unsigned i=0;i<portals.Size(); i++)
{
delete portals[i];
}
portals.Clear();
}
//==========================================================================
//
//
//
//==========================================================================
CCMD(listmapsections)
{
for(int i=0;i<100;i++)
{
for (int j=0;j<numsubsectors;j++)
{
if (subsectors[j].mapsection == i)
{
Printf("Mapsection %d, sector %d, line %d\n", i, subsectors[j].render_sector->Index(), subsectors[j].firstline->linedef->Index());
break;
}
}
}
}