- hole filling subsectors must also be explicitly triangulated for the automap because they may be non-convex.

This commit is contained in:
Christoph Oelckers 2018-11-10 08:04:03 +01:00
parent 0caabbe355
commit cfe51f0c30
6 changed files with 62 additions and 25 deletions

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@ -62,6 +62,7 @@
#include "a_keys.h" #include "a_keys.h"
#include "g_levellocals.h" #include "g_levellocals.h"
#include "actorinlines.h" #include "actorinlines.h"
#include "earcut.hpp"
//============================================================================= //=============================================================================
@ -2054,6 +2055,7 @@ sector_t * AM_FakeFlat(AActor *viewer, sector_t * sec, sector_t * dest)
void AM_drawSubsectors() void AM_drawSubsectors()
{ {
static TArray<FVector2> points; static TArray<FVector2> points;
std::vector<uint32_t> indices;
double scale = scale_mtof; double scale = scale_mtof;
DAngle rotation; DAngle rotation;
sector_t tempsec; sector_t tempsec;
@ -2067,27 +2069,28 @@ void AM_drawSubsectors()
auto &subsectors = level.subsectors; auto &subsectors = level.subsectors;
for (unsigned i = 0; i < subsectors.Size(); ++i) for (unsigned i = 0; i < subsectors.Size(); ++i)
{ {
if (subsectors[i].flags & SSECF_POLYORG) auto sub = &subsectors[i];
if (sub->flags & SSECF_POLYORG)
{ {
continue; continue;
} }
if ((!(subsectors[i].flags & SSECMF_DRAWN) || (subsectors[i].flags & SSECF_HOLE) || (subsectors[i].render_sector->MoreFlags & SECMF_HIDDEN)) && am_cheat == 0) if ((!(sub->flags & SSECMF_DRAWN) || (sub->flags & SSECF_HOLE) || (sub->render_sector->MoreFlags & SECMF_HIDDEN)) && am_cheat == 0)
{ {
continue; continue;
} }
if (am_portaloverlay && subsectors[i].render_sector->PortalGroup != MapPortalGroup && subsectors[i].render_sector->PortalGroup != 0) if (am_portaloverlay && sub->render_sector->PortalGroup != MapPortalGroup && sub->render_sector->PortalGroup != 0)
{ {
continue; continue;
} }
// Fill the points array from the subsector. // Fill the points array from the subsector.
points.Resize(subsectors[i].numlines); points.Resize(sub->numlines);
for (uint32_t j = 0; j < subsectors[i].numlines; ++j) for (uint32_t j = 0; j < sub->numlines; ++j)
{ {
mpoint_t pt = { subsectors[i].firstline[j].v1->fX(), mpoint_t pt = { sub->firstline[j].v1->fX(),
subsectors[i].firstline[j].v1->fY() }; sub->firstline[j].v1->fY() };
if (am_rotate == 1 || (am_rotate == 2 && viewactive)) if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{ {
AM_rotatePoint(&pt.x, &pt.y); AM_rotatePoint(&pt.x, &pt.y);
@ -2096,7 +2099,7 @@ void AM_drawSubsectors()
points[j].Y = float(f_y + (f_h - (pt.y - m_y) * scale)); points[j].Y = float(f_y + (f_h - (pt.y - m_y) * scale));
} }
// For lighting and texture determination // For lighting and texture determination
sector_t *sec = AM_FakeFlat(players[consoleplayer].camera, subsectors[i].render_sector, &tempsec); sector_t *sec = AM_FakeFlat(players[consoleplayer].camera, sub->render_sector, &tempsec);
floorlight = sec->GetFloorLight(); floorlight = sec->GetFloorLight();
// Find texture origin. // Find texture origin.
originpt.x = -sec->GetXOffset(sector_t::floor); originpt.x = -sec->GetXOffset(sector_t::floor);
@ -2194,7 +2197,7 @@ void AM_drawSubsectors()
// If this subsector has not actually been seen yet (because you are cheating // If this subsector has not actually been seen yet (because you are cheating
// to see it on the map), tint and desaturate it. // to see it on the map), tint and desaturate it.
if (!(subsectors[i].flags & SSECMF_DRAWN)) if (!(sub->flags & SSECMF_DRAWN))
{ {
colormap.LightColor = PalEntry( colormap.LightColor = PalEntry(
(colormap.LightColor.r + 255) / 2, (colormap.LightColor.r + 255) / 2,
@ -2210,8 +2213,28 @@ void AM_drawSubsectors()
// Draw the polygon. // Draw the polygon.
FTexture *pic = TexMan(maptex); FTexture *pic = TexMan(maptex);
if (pic != NULL && pic->UseType != ETextureType::Null) if (pic != nullptr && pic->UseType != ETextureType::Null)
{ {
// Hole filling "subsectors" are not necessarily convex so they require real triangulation.
// These things are extremely rare so performance is secondary here.
if (sub->flags & SSECF_HOLE && sub->numlines > 3)
{
using Point = std::pair<double, double>;
std::vector<std::vector<Point>> polygon;
std::vector<Point> *curPoly;
polygon.resize(1);
curPoly = &polygon.back();
curPoly->resize(points.Size());
for (unsigned i = 0; i < points.Size(); i++)
{
(*curPoly)[i] = { points[i].X, points[i].Y };
}
indices = mapbox::earcut(polygon);
}
else indices.clear();
screen->FillSimplePoly(TexMan(maptex), screen->FillSimplePoly(TexMan(maptex),
&points[0], points.Size(), &points[0], points.Size(),
originx, originy, originx, originy,
@ -2221,8 +2244,8 @@ void AM_drawSubsectors()
colormap, colormap,
flatcolor, flatcolor,
floorlight, floorlight,
f_y + f_h f_y + f_h,
); indices.data(), indices.size());
} }
} }
} }

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@ -54,11 +54,13 @@ static void CreateVerticesForSubsector(subsector_t *sub, VertexContainer &gen, i
std::vector<std::vector<Point>> polygon; std::vector<std::vector<Point>> polygon;
std::vector<Point> *curPoly; std::vector<Point> *curPoly;
for (unsigned i = 0; i < sub->numlines; i++)
{
polygon.resize(1); polygon.resize(1);
curPoly = &polygon.back(); curPoly = &polygon.back();
curPoly->push_back({ sub->firstline[i].v1->fX(), sub->firstline[i].v1->fY() }); curPoly->resize(sub->numlines);
for (unsigned i = 0; i < sub->numlines; i++)
{
(*curPoly)[i] = { sub->firstline[i].v1->fX(), sub->firstline[i].v1->fY() };
} }
auto indices = mapbox::earcut(polygon); auto indices = mapbox::earcut(polygon);
for (auto vti : indices) for (auto vti : indices)

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@ -419,7 +419,8 @@ void F2DDrawer::AddShape( FTexture *img, DShape2D *shape, DrawParms &parms )
void F2DDrawer::AddPoly(FTexture *texture, FVector2 *points, int npoints, void F2DDrawer::AddPoly(FTexture *texture, FVector2 *points, int npoints,
double originx, double originy, double scalex, double scaley, double originx, double originy, double scalex, double scaley,
DAngle rotation, const FColormap &colormap, PalEntry flatcolor, int lightlevel) DAngle rotation, const FColormap &colormap, PalEntry flatcolor, int lightlevel,
uint32_t *indices, size_t indexcount)
{ {
// Use an equation similar to player sprites to determine shade // Use an equation similar to player sprites to determine shade
@ -487,10 +488,21 @@ void F2DDrawer::AddPoly(FTexture *texture, FVector2 *points, int npoints,
poly.mIndexIndex = mIndices.Size(); poly.mIndexIndex = mIndices.Size();
poly.mIndexCount += (npoints - 2) * 3; poly.mIndexCount += (npoints - 2) * 3;
if (indices == nullptr || indexcount == 0)
{
for (int i = 2; i < npoints; ++i) for (int i = 2; i < npoints; ++i)
{ {
AddIndices(poly.mVertIndex, 3, 0, i - 1, i); AddIndices(poly.mVertIndex, 3, 0, i - 1, i);
} }
}
else
{
int addr = mIndices.Reserve(indexcount);
for (size_t i = 0; i < indexcount; i++)
{
mIndices[addr + i] = addr + indices[i];
}
}
AddCommand(&poly); AddCommand(&poly);
} }

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@ -130,7 +130,7 @@ public:
void AddShape(FTexture *img, DShape2D *shape, DrawParms &parms); void AddShape(FTexture *img, DShape2D *shape, DrawParms &parms);
void AddPoly(FTexture *texture, FVector2 *points, int npoints, void AddPoly(FTexture *texture, FVector2 *points, int npoints,
double originx, double originy, double scalex, double scaley, double originx, double originy, double scalex, double scaley,
DAngle rotation, const FColormap &colormap, PalEntry flatcolor, int lightlevel); DAngle rotation, const FColormap &colormap, PalEntry flatcolor, int lightlevel, uint32_t *indices, size_t indexcount);
void AddFlatFill(int left, int top, int right, int bottom, FTexture *src, bool local_origin); void AddFlatFill(int left, int top, int right, int bottom, FTexture *src, bool local_origin);
void AddColorOnlyQuad(int left, int top, int width, int height, PalEntry color, FRenderStyle *style); void AddColorOnlyQuad(int left, int top, int width, int height, PalEntry color, FRenderStyle *style);

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@ -1253,9 +1253,9 @@ DEFINE_ACTION_FUNCTION(_Screen, Dim)
void DFrameBuffer::FillSimplePoly(FTexture *tex, FVector2 *points, int npoints, void DFrameBuffer::FillSimplePoly(FTexture *tex, FVector2 *points, int npoints,
double originx, double originy, double scalex, double scaley, DAngle rotation, double originx, double originy, double scalex, double scaley, DAngle rotation,
const FColormap &colormap, PalEntry flatcolor, int lightlevel, int bottomclip) const FColormap &colormap, PalEntry flatcolor, int lightlevel, int bottomclip, uint32_t *indices, size_t indexcount)
{ {
m2DDrawer.AddPoly(tex, points, npoints, originx, originy, scalex, scaley, rotation, colormap, flatcolor, lightlevel); m2DDrawer.AddPoly(tex, points, npoints, originx, originy, scalex, scaley, rotation, colormap, flatcolor, lightlevel, indices, indexcount);
} }
//========================================================================== //==========================================================================

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@ -529,7 +529,7 @@ public:
// Fill a simple polygon with a texture // Fill a simple polygon with a texture
void FillSimplePoly(FTexture *tex, FVector2 *points, int npoints, void FillSimplePoly(FTexture *tex, FVector2 *points, int npoints,
double originx, double originy, double scalex, double scaley, DAngle rotation, double originx, double originy, double scalex, double scaley, DAngle rotation,
const FColormap &colormap, PalEntry flatcolor, int lightlevel, int bottomclip); const FColormap &colormap, PalEntry flatcolor, int lightlevel, int bottomclip, uint32_t *indices, size_t indexcount);
// Set an area to a specified color // Set an area to a specified color
void Clear(int left, int top, int right, int bottom, int palcolor, uint32_t color); void Clear(int left, int top, int right, int bottom, int palcolor, uint32_t color);