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/*
* * gl_setup . cpp
* * Initializes the data structures required by the GL renderer to handle
* * a level
* *
* * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* * Copyright 2005 Christoph Oelckers
* * All rights reserved .
* *
* * Redistribution and use in source and binary forms , with or without
* * modification , are permitted provided that the following conditions
* * are met :
* *
* * 1. Redistributions of source code must retain the above copyright
* * notice , this list of conditions and the following disclaimer .
* * 2. Redistributions in binary form must reproduce the above copyright
* * notice , this list of conditions and the following disclaimer in the
* * documentation and / or other materials provided with the distribution .
* * 3. The name of the author may not be used to endorse or promote products
* * derived from this software without specific prior written permission .
* * 4. When not used as part of GZDoom or a GZDoom derivative , this code will be
* * covered by the terms of the GNU Lesser General Public License as published
* * by the Free Software Foundation ; either version 2.1 of the License , or ( at
* * your option ) any later version .
* * 5. Full disclosure of the entire project ' s source code , except for third
* * party libraries is mandatory . ( NOTE : This clause is non - negotiable ! )
* *
* * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ` ` AS IS ' ' AND ANY EXPRESS OR
* * IMPLIED WARRANTIES , INCLUDING , BUT NOT LIMITED TO , THE IMPLIED WARRANTIES
* * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED .
* * IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT , INDIRECT ,
* * INCIDENTAL , SPECIAL , EXEMPLARY , OR CONSEQUENTIAL DAMAGES ( INCLUDING , BUT
* * NOT LIMITED TO , PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES ; LOSS OF USE ,
* * DATA , OR PROFITS ; OR BUSINESS INTERRUPTION ) HOWEVER CAUSED AND ON ANY
* * THEORY OF LIABILITY , WHETHER IN CONTRACT , STRICT LIABILITY , OR TORT
* * ( INCLUDING NEGLIGENCE OR OTHERWISE ) ARISING IN ANY WAY OUT OF THE USE OF
* * THIS SOFTWARE , EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE .
* * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* *
*/
# include "doomtype.h"
# include "colormatcher.h"
# include "i_system.h"
# include "p_local.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 "g_level.h"
# include "a_sharedglobal.h"
# include "gl/renderer/gl_renderer.h"
# include "gl/data/gl_data.h"
# include "gl/data/gl_vertexbuffer.h"
# include "gl/scene/gl_clipper.h"
# include "gl/scene/gl_portal.h"
# include "gl/dynlights/gl_dynlight.h"
# include "gl/dynlights/gl_glow.h"
# include "gl/utility/gl_clock.h"
# include "gl/gl_functions.h"
struct FPortalID
{
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DVector2 mDisplacement ;
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// for the hash code
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operator intptr_t ( ) const { return ( FLOAT2FIXED ( mDisplacement . X ) > > 8 ) + ( FLOAT2FIXED ( mDisplacement . Y ) < < 8 ) ; }
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bool operator ! = ( const FPortalID & other ) const
{
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return mDisplacement ! = other . mDisplacement ;
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}
} ;
struct FPortalSector
{
sector_t * mSub ;
int mPlane ;
} ;
typedef TArray < FPortalSector > FPortalSectors ;
typedef TMap < FPortalID , FPortalSectors > FPortalMap ;
TArray < FPortal * > portals ;
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TArray < FGLLinePortal * > linePortalToGL ;
TArray < FGLLinePortal > glLinePortals ;
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//==========================================================================
//
//
//
//==========================================================================
GLSectorStackPortal * FPortal : : GetGLPortal ( )
{
if ( glportal = = NULL ) glportal = new GLSectorStackPortal ( this ) ;
return glportal ;
}
//==========================================================================
//
//
//
//==========================================================================
struct FCoverageVertex
{
fixed_t x , y ;
bool operator ! = ( FCoverageVertex & other )
{
return x ! = other . x | | y ! = other . y ;
}
} ;
struct FCoverageLine
{
FCoverageVertex v [ 2 ] ;
} ;
struct FCoverageBuilder
{
subsector_t * target ;
FPortal * portal ;
TArray < int > collect ;
FCoverageVertex center ;
//==========================================================================
//
//
//
//==========================================================================
FCoverageBuilder ( subsector_t * sub , FPortal * port )
{
target = sub ;
portal = port ;
}
//==========================================================================
//
// GetIntersection
//
// adapted from P_InterceptVector
//
//==========================================================================
bool GetIntersection ( FCoverageVertex * v1 , FCoverageVertex * v2 , node_t * bsp , FCoverageVertex * v )
{
double frac ;
double num ;
double den ;
double v2x = ( double ) v1 - > x ;
double v2y = ( double ) v1 - > y ;
double v2dx = ( double ) ( v2 - > x - v1 - > x ) ;
double v2dy = ( double ) ( v2 - > y - v1 - > y ) ;
double v1x = ( double ) bsp - > x ;
double v1y = ( double ) bsp - > y ;
double v1dx = ( double ) bsp - > dx ;
double v1dy = ( double ) bsp - > dy ;
den = v1dy * v2dx - v1dx * v2dy ;
if ( den = = 0 )
return false ; // parallel
num = ( v1x - v2x ) * v1dy + ( v2y - v1y ) * v1dx ;
frac = num / den ;
if ( frac < 0. | | frac > 1. ) return false ;
v - > x = xs_RoundToInt ( v2x + frac * v2dx ) ;
v - > y = xs_RoundToInt ( v2y + frac * v2dy ) ;
return true ;
}
//==========================================================================
//
//
//
//==========================================================================
double PartitionDistance ( FCoverageVertex * vt , node_t * node )
{
return fabs ( double ( - node - > dy ) * ( vt - > x - node - > x ) + double ( node - > dx ) * ( vt - > y - node - > y ) ) / node - > len ;
}
//==========================================================================
//
//
//
//==========================================================================
int PointOnSide ( FCoverageVertex * vt , node_t * node )
{
return R_PointOnSide ( vt - > x , vt - > y , node ) ;
}
//==========================================================================
//
// adapted from polyobject splitter
//
//==========================================================================
void CollectNode ( void * node , TArray < FCoverageVertex > & shape )
{
static TArray < FCoverageLine > lists [ 2 ] ;
const double COVERAGE_EPSILON = 6. ; // same epsilon as the node builder
if ( ! ( ( size_t ) node & 1 ) ) // Keep going until found a subsector
{
node_t * bsp = ( node_t * ) node ;
int centerside = R_PointOnSide ( center . x , center . y , bsp ) ;
lists [ 0 ] . Clear ( ) ;
lists [ 1 ] . Clear ( ) ;
for ( unsigned i = 0 ; i < shape . Size ( ) ; i + + )
{
FCoverageVertex * v1 = & shape [ i ] ;
FCoverageVertex * v2 = & shape [ ( i + 1 ) % shape . Size ( ) ] ;
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FCoverageLine vl = { { * v1 , * v2 } } ;
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double dist_v1 = PartitionDistance ( v1 , bsp ) ;
double dist_v2 = PartitionDistance ( v2 , bsp ) ;
if ( dist_v1 < = COVERAGE_EPSILON )
{
if ( dist_v2 < = COVERAGE_EPSILON )
{
lists [ centerside ] . Push ( vl ) ;
}
else
{
int side = PointOnSide ( v2 , bsp ) ;
lists [ side ] . Push ( vl ) ;
}
}
else if ( dist_v2 < = COVERAGE_EPSILON )
{
int side = PointOnSide ( v1 , bsp ) ;
lists [ side ] . Push ( vl ) ;
}
else
{
int side1 = PointOnSide ( v1 , bsp ) ;
int side2 = PointOnSide ( v2 , bsp ) ;
if ( side1 ! = side2 )
{
// if the partition line crosses this seg, we must split it.
FCoverageVertex vert ;
if ( GetIntersection ( v1 , v2 , bsp , & vert ) )
{
lists [ 0 ] . Push ( vl ) ;
lists [ 1 ] . Push ( vl ) ;
lists [ side1 ] . Last ( ) . v [ 1 ] = vert ;
lists [ side2 ] . Last ( ) . v [ 0 ] = vert ;
}
else
{
// should never happen
lists [ side1 ] . Push ( vl ) ;
}
}
else
{
// both points on the same side.
lists [ side1 ] . Push ( vl ) ;
}
}
}
if ( lists [ 1 ] . Size ( ) = = 0 )
{
CollectNode ( bsp - > children [ 0 ] , shape ) ;
}
else if ( lists [ 0 ] . Size ( ) = = 0 )
{
CollectNode ( bsp - > children [ 1 ] , shape ) ;
}
else
{
// copy the static arrays into local ones
TArray < FCoverageVertex > locallists [ 2 ] ;
for ( int l = 0 ; l < 2 ; l + + )
{
for ( unsigned i = 0 ; i < lists [ l ] . Size ( ) ; i + + )
{
locallists [ l ] . Push ( lists [ l ] [ i ] . v [ 0 ] ) ;
unsigned i1 = ( i + 1 ) % lists [ l ] . Size ( ) ;
if ( lists [ l ] [ i1 ] . v [ 0 ] ! = lists [ l ] [ i ] . v [ 1 ] )
{
locallists [ l ] . Push ( lists [ l ] [ i ] . v [ 1 ] ) ;
}
}
}
CollectNode ( bsp - > children [ 0 ] , locallists [ 0 ] ) ;
CollectNode ( bsp - > children [ 1 ] , locallists [ 1 ] ) ;
}
}
else
{
// we reached a subsector so we can link the node with this subsector
subsector_t * sub = ( subsector_t * ) ( ( BYTE * ) node - 1 ) ;
collect . Push ( int ( sub - subsectors ) ) ;
}
}
} ;
//==========================================================================
//
// Calculate portal coverage for a single subsector
//
//==========================================================================
void gl_BuildPortalCoverage ( FPortalCoverage * coverage , subsector_t * subsector , FPortal * portal )
{
TArray < FCoverageVertex > shape ;
double centerx = 0 , centery = 0 ;
shape . Resize ( subsector - > numlines ) ;
for ( unsigned i = 0 ; i < subsector - > numlines ; i + + )
{
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centerx + = ( shape [ i ] . x = FLOAT2FIXED ( subsector - > firstline [ i ] . v1 - > fX ( ) + portal - > mDisplacement . X ) ) ;
centery + = ( shape [ i ] . y = FLOAT2FIXED ( subsector - > firstline [ i ] . v1 - > fY ( ) + portal - > mDisplacement . Y ) ) ;
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}
FCoverageBuilder build ( subsector , portal ) ;
build . center . x = xs_CRoundToInt ( centerx / subsector - > numlines ) ;
build . center . y = xs_CRoundToInt ( centery / subsector - > numlines ) ;
build . CollectNode ( nodes + numnodes - 1 , shape ) ;
coverage - > subsectors = new DWORD [ build . collect . Size ( ) ] ;
coverage - > sscount = build . collect . Size ( ) ;
memcpy ( coverage - > subsectors , & build . collect [ 0 ] , build . collect . Size ( ) * sizeof ( DWORD ) ) ;
}
//==========================================================================
//
// portal initialization
//
//==========================================================================
static void CollectPortalSectors ( FPortalMap & collection )
{
for ( int i = 0 ; i < numsectors ; i + + )
{
sector_t * sec = & sectors [ i ] ;
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for ( int j = 0 ; j < 2 ; j + + )
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{
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ASkyViewpoint * SkyBox = barrier_cast < ASkyViewpoint * > ( sec - > SkyBoxes [ j ] ) ;
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if ( SkyBox ! = NULL & & SkyBox - > bAlways & & SkyBox - > Mate ! = NULL )
{
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FPortalID id = { { SkyBox - > X ( ) - SkyBox - > Mate - > X ( ) , SkyBox - > Y ( ) - SkyBox - > Mate - > Y ( ) } } ;
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FPortalSectors & sss = collection [ id ] ;
FPortalSector ss = { sec , j } ;
sss . Push ( ss ) ;
}
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}
}
}
void gl_InitPortals ( )
{
FPortalMap collection ;
if ( numnodes = = 0 ) return ;
for ( int i = 0 ; i < numnodes ; i + + )
{
node_t * no = & nodes [ i ] ;
double fdx = ( double ) no - > dx ;
double fdy = ( double ) no - > dy ;
no - > len = ( float ) sqrt ( fdx * fdx + fdy * fdy ) ;
}
CollectPortalSectors ( collection ) ;
portals . Clear ( ) ;
FPortalMap : : Iterator it ( collection ) ;
FPortalMap : : Pair * pair ;
int c = 0 ;
int planeflags = 0 ;
while ( it . NextPair ( pair ) )
{
for ( unsigned i = 0 ; i < pair - > Value . Size ( ) ; i + + )
{
if ( pair - > Value [ i ] . mPlane = = sector_t : : floor ) planeflags | = 1 ;
else if ( pair - > Value [ i ] . mPlane = = sector_t : : ceiling ) planeflags | = 2 ;
}
for ( int i = 1 ; i < = 2 ; i < < = 1 )
{
// For now, add separate portals for floor and ceiling. They can be merged once
// proper plane clipping is in.
if ( planeflags & i )
{
FPortal * portal = new FPortal ;
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portal - > mDisplacement = pair - > Key . mDisplacement ;
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portal - > plane = ( i = = 1 ? sector_t : : floor : sector_t : : ceiling ) ; /**/
portal - > glportal = NULL ;
portals . Push ( portal ) ;
for ( unsigned j = 0 ; j < pair - > Value . Size ( ) ; j + + )
{
sector_t * sec = pair - > Value [ j ] . mSub ;
int plane = pair - > Value [ j ] . mPlane ;
if ( portal - > plane = = plane )
{
for ( int k = 0 ; k < sec - > subsectorcount ; k + + )
{
subsector_t * sub = sec - > subsectors [ k ] ;
gl_BuildPortalCoverage ( & sub - > portalcoverage [ plane ] , sub , portal ) ;
}
sec - > portals [ plane ] = portal ;
}
}
}
}
}
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// Now group the line portals (each group must be a continuous set of colinear linedefs with no gaps)
glLinePortals . Clear ( ) ;
linePortalToGL . Clear ( ) ;
TArray < int > tempindex ;
tempindex . Reserve ( linePortals . Size ( ) ) ;
memset ( & tempindex [ 0 ] , - 1 , linePortals . Size ( ) * sizeof ( int ) ) ;
for ( unsigned i = 0 ; i < linePortals . Size ( ) ; i + + )
{
auto port = linePortals [ i ] ;
bool gotsome ;
if ( tempindex [ i ] = = - 1 )
{
tempindex [ i ] = glLinePortals . Size ( ) ;
line_t * pSrcLine = linePortals [ i ] . mOrigin ;
line_t * pLine = linePortals [ i ] . mDestination ;
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FGLLinePortal glport = { pLine - > v1 , pLine - > v2 , { 0 , 0 } , & linePortals [ i ] } ;
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glLinePortals . Push ( glport ) ;
// We cannot do this grouping for non-linked portals because they can be changed at run time.
if ( linePortals [ i ] . mType = = PORTT_LINKED )
do
{
// now collect all other colinear lines connected to this one. We run this loop as long as it still finds a match
gotsome = false ;
for ( unsigned j = 0 ; j < linePortals . Size ( ) ; j + + )
{
if ( tempindex [ j ] = = - 1 )
{
line_t * pSrcLine2 = linePortals [ j ] . mOrigin ;
line_t * pLine2 = linePortals [ j ] . mDestination ;
// angular precision is intentionally reduced to 32 bit BAM to account for precision problems (otherwise many not perfectly horizontal or vertical portals aren't found here.)
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unsigned srcang = pSrcLine - > Delta ( ) . Angle ( ) . BAMs ( ) ;
unsigned dstang = pLine - > Delta ( ) . Angle ( ) . BAMs ( ) ;
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if ( ( pSrcLine - > v2 = = pSrcLine2 - > v1 & & pLine - > v1 = = pLine2 - > v2 ) | |
( pSrcLine - > v1 = = pSrcLine2 - > v2 & & pLine - > v2 = = pLine2 - > v1 ) )
{
// The line connects, now check the translation
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unsigned srcang2 = pSrcLine2 - > Delta ( ) . Angle ( ) . BAMs ( ) ;
unsigned dstang2 = pLine2 - > Delta ( ) . Angle ( ) . BAMs ( ) ;
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if ( srcang = = srcang2 & & dstang = = dstang2 )
{
// The lines connect and both source and destination are colinear, so this is a match
gotsome = true ;
tempindex [ j ] = tempindex [ i ] ;
if ( pLine - > v1 = = pLine2 - > v2 ) glLinePortals [ tempindex [ i ] ] . v1 = pLine2 - > v1 ;
else glLinePortals [ tempindex [ i ] ] . v2 = pLine2 - > v2 ;
}
}
}
}
} while ( gotsome ) ;
}
}
for ( auto glport : glLinePortals )
{
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glport . delta = glport . v2 - > fPos ( ) - glport . v1 - > fPos ( ) ;
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}
linePortalToGL . Resize ( linePortals . Size ( ) ) ;
for ( unsigned i = 0 ; i < linePortals . Size ( ) ; i + + )
{
linePortalToGL [ i ] = & glLinePortals [ tempindex [ i ] ] ;
/*
Printf ( " portal at line %d translates to GL portal %d, range = %f,%f to %f,%f \n " ,
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int ( linePortals [ i ] . mOrigin - lines ) , tempindex [ i ] , linePortalToGL [ i ] - > v1 - > fixX ( ) / 65536. , linePortalToGL [ i ] - > v1 - > fixY ( ) / 65536. , linePortalToGL [ i ] - > v2 - > fixX ( ) / 65536. , linePortalToGL [ i ] - > v2 - > fixY ( ) / 65536. ) ;
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*/
}
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}
CCMD ( dumpportals )
{
for ( unsigned i = 0 ; i < portals . Size ( ) ; i + + )
{
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double xdisp = portals [ i ] - > mDisplacement . X ;
double ydisp = portals [ i ] - > mDisplacement . Y ;
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Printf ( PRINT_LOG , " Portal #%d, %s, displacement = (%f,%f) \n " , i , portals [ i ] - > plane = = 0 ? " floor " : " ceiling " ,
xdisp , ydisp ) ;
Printf ( PRINT_LOG , " Coverage: \n " ) ;
for ( int j = 0 ; j < numsubsectors ; j + + )
{
subsector_t * sub = & subsectors [ j ] ;
FPortal * port = sub - > render_sector - > portals [ portals [ i ] - > plane ] ;
if ( port = = portals [ i ] )
{
Printf ( PRINT_LOG , " \t Subsector %d (%d): \n \t \t " , j , sub - > render_sector - > sectornum ) ;
for ( unsigned k = 0 ; k < sub - > numlines ; k + + )
{
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Printf ( PRINT_LOG , " (%.3f,%.3f), " , sub - > firstline [ k ] . v1 - > fixX ( ) / 65536. + xdisp , sub - > firstline [ k ] . v1 - > fixY ( ) / 65536. + ydisp ) ;
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}
Printf ( PRINT_LOG , " \n \t \t Covered by subsectors: \n " ) ;
FPortalCoverage * cov = & sub - > portalcoverage [ portals [ i ] - > plane ] ;
for ( int l = 0 ; l < cov - > sscount ; l + + )
{
subsector_t * csub = & subsectors [ cov - > subsectors [ l ] ] ;
Printf ( PRINT_LOG , " \t \t \t %5d (%4d): " , cov - > subsectors [ l ] , csub - > render_sector - > sectornum ) ;
for ( unsigned m = 0 ; m < csub - > numlines ; m + + )
{
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Printf ( PRINT_LOG , " (%.3f,%.3f), " , csub - > firstline [ m ] . v1 - > fixX ( ) / 65536. , csub - > firstline [ m ] . v1 - > fixY ( ) / 65536. ) ;
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}
Printf ( PRINT_LOG , " \n " ) ;
}
}
}
}
}