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- Fix crash when reloading a map
This commit is contained in:
parent
9a737a0622
commit
a2b9a70835
3 changed files with 17 additions and 27 deletions
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@ -33,26 +33,15 @@ void PolyCull::CullScene(const PolyClipPlane &portalClipPlane)
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ClearSolidSegments();
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ClearSolidSegments();
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MarkViewFrustum();
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MarkViewFrustum();
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if (level.LevelName != lastLevelName) // Is this the best way to detect a level change?
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for (uint32_t sub : PvsSubsectors)
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{
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SubsectorDepths[sub] = 0xffffffff;
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lastLevelName = level.LevelName;
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SubsectorDepths.resize(level.subsectors.Size(), 0xffffffff);
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SubsectorDepths.clear();
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SubsectorDepths.resize(level.subsectors.Size(), 0xffffffff);
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SectorSeen.clear();
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SectorSeen.resize(level.sectors.Size());
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}
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else
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{
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for (const auto &sub : PvsSectors)
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SubsectorDepths[sub->Index()] = 0xffffffff;
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SubsectorDepths.resize(level.subsectors.Size(), 0xffffffff);
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for (const auto §or : SeenSectors)
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for (uint32_t sector : SeenSectors)
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SectorSeen[sector->Index()] = false;
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SectorSeen[sector] = false;
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SectorSeen.resize(level.sectors.Size());
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SectorSeen.resize(level.sectors.Size());
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}
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PvsSectors.clear();
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PvsSubsectors.clear();
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SeenSectors.clear();
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SeenSectors.clear();
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NextPvsLineStart = 0;
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NextPvsLineStart = 0;
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@ -125,10 +114,10 @@ void PolyCull::CullSubsector(subsector_t *sub)
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FirstSkyHeight = false;
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FirstSkyHeight = false;
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}
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}
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uint32_t subsectorDepth = (uint32_t)PvsSectors.size();
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uint32_t subsectorDepth = (uint32_t)PvsSubsectors.size();
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// Mark that we need to render this
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// Mark that we need to render this
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PvsSectors.push_back(sub);
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PvsSubsectors.push_back(sub->Index());
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PvsLineStart.push_back(NextPvsLineStart);
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PvsLineStart.push_back(NextPvsLineStart);
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DVector3 viewpos = PolyRenderer::Instance()->Viewpoint.Pos;
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DVector3 viewpos = PolyRenderer::Instance()->Viewpoint.Pos;
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@ -169,7 +158,7 @@ void PolyCull::CullSubsector(subsector_t *sub)
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if (!SectorSeen[sub->sector->Index()])
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if (!SectorSeen[sub->sector->Index()])
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{
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{
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SectorSeen[sub->sector->Index()] = true;
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SectorSeen[sub->sector->Index()] = true;
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SeenSectors.push_back(sub->sector);
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SeenSectors.push_back(sub->sector->Index());
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}
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}
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SubsectorDepths[sub->Index()] = subsectorDepth;
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SubsectorDepths[sub->Index()] = subsectorDepth;
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@ -36,11 +36,11 @@ public:
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return PvsLineVisible[PvsLineStart[subsectorDepth] + lineIndex];
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return PvsLineVisible[PvsLineStart[subsectorDepth] + lineIndex];
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}
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}
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std::vector<subsector_t *> PvsSectors;
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std::vector<uint32_t> PvsSubsectors;
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double MaxCeilingHeight = 0.0;
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double MaxCeilingHeight = 0.0;
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double MinFloorHeight = 0.0;
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double MinFloorHeight = 0.0;
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std::vector<sector_t *> SeenSectors;
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std::vector<uint32_t> SeenSectors;
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std::vector<bool> SectorSeen;
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std::vector<bool> SectorSeen;
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std::vector<uint32_t> SubsectorDepths;
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std::vector<uint32_t> SubsectorDepths;
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@ -69,8 +69,8 @@ void RenderPolyScene::RenderSectors()
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{
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{
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PolyRenderThread *mainthread = PolyRenderer::Instance()->Threads.MainThread();
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PolyRenderThread *mainthread = PolyRenderer::Instance()->Threads.MainThread();
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int totalcount = (int)Cull.PvsSectors.size();
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int totalcount = (int)Cull.PvsSubsectors.size();
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auto subsectors = Cull.PvsSectors.data();
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uint32_t *subsectors = Cull.PvsSubsectors.data();
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TranslucentObjects.resize(PolyRenderer::Instance()->Threads.NumThreads());
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TranslucentObjects.resize(PolyRenderer::Instance()->Threads.NumThreads());
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@ -82,7 +82,7 @@ void RenderPolyScene::RenderSectors()
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int end = thread->End;
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int end = thread->End;
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for (int i = start; i < end; i++)
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for (int i = start; i < end; i++)
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{
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{
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RenderSubsector(thread, subsectors[i], i);
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RenderSubsector(thread, &level.subsectors[subsectors[i]], i);
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}
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}
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}, [&](PolyRenderThread *thread)
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}, [&](PolyRenderThread *thread)
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{
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{
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@ -372,8 +372,9 @@ void RenderPolyScene::RenderTranslucent(int portalDepth)
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}
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}
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const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
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const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
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for (sector_t *sector : Cull.SeenSectors)
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for (uint32_t sectorIndex : Cull.SeenSectors)
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{
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{
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sector_t *sector = &level.sectors[sectorIndex];
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for (AActor *thing = sector->thinglist; thing != nullptr; thing = thing->snext)
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for (AActor *thing = sector->thinglist; thing != nullptr; thing = thing->snext)
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{
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{
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DVector2 left, right;
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DVector2 left, right;
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