gzdoom/src/p_glnodes.cpp
2017-03-17 01:42:37 +01:00

1478 lines
35 KiB
C++

/*
** gl_nodes.cpp
**
**---------------------------------------------------------------------------
** Copyright 2005-2010 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.
**
** 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 <math.h>
#ifdef _MSC_VER
#include <malloc.h> // for alloca()
#endif
#ifndef _WIN32
#include <unistd.h>
#else
#include <direct.h>
#define rmdir _rmdir
#endif
#include "templates.h"
#include "m_alloc.h"
#include "m_argv.h"
#include "c_dispatch.h"
#include "m_swap.h"
#include "g_game.h"
#include "i_system.h"
#include "w_wad.h"
#include "doomdef.h"
#include "p_local.h"
#include "nodebuild.h"
#include "doomstat.h"
#include "vectors.h"
#include "stats.h"
#include "doomerrors.h"
#include "p_setup.h"
#include "x86.h"
#include "version.h"
#include "md5.h"
#include "m_misc.h"
#include "r_utility.h"
#include "cmdlib.h"
#include "g_levellocals.h"
void P_GetPolySpots (MapData * lump, TArray<FNodeBuilder::FPolyStart> &spots, TArray<FNodeBuilder::FPolyStart> &anchors);
CVAR(Bool, gl_cachenodes, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR(Float, gl_cachetime, 0.6f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
void P_LoadZNodes (FileReader &dalump, uint32_t id);
static bool CheckCachedNodes(MapData *map);
static void CreateCachedNodes(MapData *map);
// fixed 32 bit gl_vert format v2.0+ (glBsp 1.91)
struct mapglvertex_t
{
int32_t x,y;
};
struct gl3_mapsubsector_t
{
int32_t numsegs;
int32_t firstseg; // Index of first one; segs are stored sequentially.
};
struct glseg_t
{
uint16_t v1; // start vertex (16 bit)
uint16_t v2; // end vertex (16 bit)
uint16_t linedef; // linedef, or -1 for minisegs
uint16_t side; // side on linedef: 0 for right, 1 for left
uint16_t partner; // corresponding partner seg, or 0xffff on one-sided walls
};
struct glseg3_t
{
int32_t v1;
int32_t v2;
uint16_t linedef;
uint16_t side;
int32_t partner;
};
struct gl5_mapnode_t
{
int16_t x,y,dx,dy; // partition line
int16_t bbox[2][4]; // bounding box for each child
// If NF_SUBSECTOR is or'ed in, it's a subsector,
// else it's a node of another subtree.
uint32_t children[2];
};
//==========================================================================
//
// Collect all sidedefs which are not entirely covered by segs
// Old ZDBSPs could create such maps. If such a BSP is discovered
// a node rebuild must be done to ensure proper rendering
//
//==========================================================================
static int CheckForMissingSegs()
{
auto numsides = level.sides.Size();
double *added_seglen = new double[numsides];
int missing = 0;
memset(added_seglen, 0, sizeof(double)*numsides);
for (auto &seg : level.segs)
{
if (seg.sidedef != nullptr)
{
// check all the segs and calculate the length they occupy on their sidedef
DVector2 vec1(seg.v2->fX() - seg.v1->fX(), seg.v2->fY() - seg.v1->fY());
added_seglen[seg.sidedef->Index()] += vec1.Length();
}
}
for (unsigned i = 0; i < numsides; i++)
{
double linelen = level.sides[i].linedef->Delta().Length();
missing += (added_seglen[i] < linelen - 1.);
}
delete[] added_seglen;
return missing;
}
//==========================================================================
//
// Checks whether the nodes are suitable for GL rendering
//
//==========================================================================
bool P_CheckForGLNodes()
{
for(auto &sub : level.subsectors)
{
seg_t * firstseg = sub.firstline;
seg_t * lastseg = sub.firstline + sub.numlines - 1;
if (firstseg->v1 != lastseg->v2)
{
// This subsector is incomplete which means that these
// are normal nodes
return false;
}
else
{
for(uint32_t j=0;j<sub.numlines;j++)
{
if (level.segs[j].linedef==NULL) // miniseg
{
// We already have GL nodes. Great!
return true;
}
}
}
}
// all subsectors were closed but there are no minisegs
// Although unlikely this can happen. Such nodes are not a problem.
// all that is left is to check whether the BSP covers all sidedefs completely.
int missing = CheckForMissingSegs();
if (missing > 0)
{
Printf("%d missing segs counted\nThe BSP needs to be rebuilt.\n", missing);
}
return missing == 0;
}
//==========================================================================
//
// LoadGLVertexes
//
// loads GL vertices
//
//==========================================================================
#define gNd2 MAKE_ID('g','N','d','2')
#define gNd4 MAKE_ID('g','N','d','4')
#define gNd5 MAKE_ID('g','N','d','5')
#define GL_VERT_OFFSET 4
static int firstglvertex;
static bool format5;
static bool LoadGLVertexes(FileReader * lump)
{
uint8_t *gldata;
int i;
firstglvertex = level.vertexes.Size();
int gllen=lump->GetLength();
gldata = new uint8_t[gllen];
lump->Seek(0, SEEK_SET);
lump->Read(gldata, gllen);
if (*(int *)gldata == gNd5)
{
format5=true;
}
else if (*(int *)gldata != gNd2)
{
// GLNodes V1 and V4 are unsupported.
// V1 because the precision is insufficient and
// V4 due to the missing partner segs
Printf("GL nodes v%d found. This format is not supported by " GAMENAME "\n",
(*(int *)gldata == gNd4)? 4:1);
delete [] gldata;
return false;
}
else format5=false;
mapglvertex_t* mgl = (mapglvertex_t *)(gldata + GL_VERT_OFFSET);
unsigned numvertexes = firstglvertex + (gllen - GL_VERT_OFFSET)/sizeof(mapglvertex_t);
TStaticArray<vertex_t> oldvertexes = std::move(level.vertexes);
level.vertexes.Alloc(numvertexes);
memcpy(&level.vertexes[0], &oldvertexes[0], firstglvertex * sizeof(vertex_t));
for(auto &line : level.lines)
{
// Remap vertex pointers in linedefs
line.v1 = &level.vertexes[line.v1 - &oldvertexes[0]];
line.v2 = &level.vertexes[line.v2 - &oldvertexes[0]];
}
for (i = firstglvertex; i < (int)numvertexes; i++)
{
level.vertexes[i].set(LittleLong(mgl->x)/65536., LittleLong(mgl->y)/65536.);
mgl++;
}
delete[] gldata;
return true;
}
//==========================================================================
//
// GL Nodes utilities
//
//==========================================================================
static inline int checkGLVertex(int num)
{
if (num & 0x8000)
num = (num&0x7FFF)+firstglvertex;
return num;
}
static inline int checkGLVertex3(int num)
{
if (num & 0xc0000000)
num = (num&0x3FFFFFFF)+firstglvertex;
return num;
}
//==========================================================================
//
// LoadGLSegs
//
//==========================================================================
static bool LoadGLSegs(FileReader * lump)
{
char *data;
int i;
line_t *ldef=NULL;
int numsegs = lump->GetLength();
data= new char[numsegs];
lump->Seek(0, SEEK_SET);
lump->Read(data, numsegs);
auto &segs = level.segs;
#ifdef _MSC_VER
__try
#endif
{
if (!format5 && memcmp(data, "gNd3", 4))
{
numsegs/=sizeof(glseg_t);
level.segs.Alloc(numsegs);
memset(&segs[0],0,sizeof(seg_t)*numsegs);
glseg_t * ml = (glseg_t*)data;
for(i = 0; i < numsegs; i++)
{
// check for gl-vertices
segs[i].v1 = &level.vertexes[checkGLVertex(LittleShort(ml->v1))];
segs[i].v2 = &level.vertexes[checkGLVertex(LittleShort(ml->v2))];
segs[i].PartnerSeg = ml->partner == 0xFFFF ? nullptr : &segs[LittleShort(ml->partner)];
if(ml->linedef != 0xffff)
{
ldef = &level.lines[LittleShort(ml->linedef)];
segs[i].linedef = ldef;
ml->side=LittleShort(ml->side);
segs[i].sidedef = ldef->sidedef[ml->side];
if (ldef->sidedef[ml->side] != NULL)
{
segs[i].frontsector = ldef->sidedef[ml->side]->sector;
}
else
{
segs[i].frontsector = NULL;
}
if (ldef->flags & ML_TWOSIDED && ldef->sidedef[ml->side^1] != NULL)
{
segs[i].backsector = ldef->sidedef[ml->side^1]->sector;
}
else
{
ldef->flags &= ~ML_TWOSIDED;
segs[i].backsector = NULL;
}
}
else
{
segs[i].linedef = NULL;
segs[i].sidedef = NULL;
segs[i].frontsector = NULL;
segs[i].backsector = NULL;
}
ml++;
}
}
else
{
if (!format5) numsegs-=4;
numsegs/=sizeof(glseg3_t);
level.segs.Alloc(numsegs);
memset(&segs[0],0,sizeof(seg_t)*numsegs);
glseg3_t * ml = (glseg3_t*)(data+ (format5? 0:4));
for(i = 0; i < numsegs; i++)
{ // check for gl-vertices
segs[i].v1 = &level.vertexes[checkGLVertex3(LittleLong(ml->v1))];
segs[i].v2 = &level.vertexes[checkGLVertex3(LittleLong(ml->v2))];
const uint32_t partner = LittleLong(ml->partner);
segs[i].PartnerSeg = DWORD_MAX == partner ? nullptr : &segs[partner];
if(ml->linedef != 0xffff) // skip minisegs
{
ldef = &level.lines[LittleLong(ml->linedef)];
segs[i].linedef = ldef;
ml->side=LittleShort(ml->side);
segs[i].sidedef = ldef->sidedef[ml->side];
if (ldef->sidedef[ml->side] != NULL)
{
segs[i].frontsector = ldef->sidedef[ml->side]->sector;
}
else
{
segs[i].frontsector = NULL;
}
if (ldef->flags & ML_TWOSIDED && ldef->sidedef[ml->side^1] != NULL)
{
segs[i].backsector = ldef->sidedef[ml->side^1]->sector;
}
else
{
ldef->flags &= ~ML_TWOSIDED;
segs[i].backsector = NULL;
}
}
else
{
segs[i].linedef = NULL;
segs[i].sidedef = NULL;
segs[i].frontsector = NULL;
segs[i].backsector = NULL;
}
ml++;
}
}
delete [] data;
return true;
}
#ifdef _MSC_VER
__except(1)
{
// Invalid data has the bad habit of requiring extensive checks here
// so let's just catch anything invalid and output a message.
// (at least under MSVC. GCC can't do SEH even for Windows... :( )
Printf("Invalid GL segs. The BSP will have to be rebuilt.\n");
delete [] data;
level.segs.Clear();
return false;
}
#endif
}
//==========================================================================
//
// LoadGLSubsectors
//
//==========================================================================
static bool LoadGLSubsectors(FileReader * lump)
{
char * datab;
int i;
auto numsubsectors = lump->GetLength();
datab = new char[numsubsectors];
lump->Seek(0, SEEK_SET);
lump->Read(datab, numsubsectors);
if (numsubsectors == 0)
{
delete [] datab;
return false;
}
if (!format5 && memcmp(datab, "gNd3", 4))
{
mapsubsector_t * data = (mapsubsector_t*) datab;
numsubsectors /= sizeof(mapsubsector_t);
level.subsectors.Alloc(numsubsectors);
auto &subsectors = level.subsectors;
memset(&subsectors[0],0,numsubsectors * sizeof(subsector_t));
for (i=0; i<numsubsectors; i++)
{
subsectors[i].numlines = LittleShort(data[i].numsegs );
subsectors[i].firstline = &level.segs[LittleShort(data[i].firstseg)];
if (subsectors[i].numlines == 0)
{
delete [] datab;
return false;
}
}
}
else
{
gl3_mapsubsector_t * data = (gl3_mapsubsector_t*) (datab+(format5? 0:4));
numsubsectors /= sizeof(gl3_mapsubsector_t);
level.subsectors.Alloc(numsubsectors);
auto &subsectors = level.subsectors;
memset(&subsectors[0],0,numsubsectors * sizeof(subsector_t));
for (i=0; i<numsubsectors; i++)
{
subsectors[i].numlines = LittleLong(data[i].numsegs );
subsectors[i].firstline = &level.segs[LittleLong(data[i].firstseg)];
if (subsectors[i].numlines == 0)
{
delete [] datab;
return false;
}
}
}
for (auto &sub : level.subsectors)
{
for(unsigned j=0;j<sub.numlines;j++)
{
seg_t * seg = sub.firstline + j;
if (seg->linedef==NULL) seg->frontsector = seg->backsector = sub.firstline->frontsector;
}
seg_t *firstseg = sub.firstline;
seg_t *lastseg = sub.firstline + sub.numlines - 1;
// The subsector must be closed. If it isn't we can't use these nodes and have to do a rebuild.
if (lastseg->v2 != firstseg->v1)
{
delete [] datab;
return false;
}
}
delete [] datab;
return true;
}
//==========================================================================
//
// P_LoadNodes
//
//==========================================================================
static bool LoadNodes (FileReader * lump)
{
const int NF_SUBSECTOR = 0x8000;
const int GL5_NF_SUBSECTOR = (1 << 31);
int j;
int k;
node_t* no;
uint16_t* used;
if (!format5)
{
mapnode_t* mn, * basemn;
unsigned numnodes = unsigned(lump->GetLength() / sizeof(mapnode_t));
if (numnodes == 0) return false;
level.nodes.Alloc(numnodes);
lump->Seek(0, SEEK_SET);
basemn = mn = new mapnode_t[numnodes];
lump->Read(mn, lump->GetLength());
used = (uint16_t *)alloca (sizeof(uint16_t)*numnodes);
memset (used, 0, sizeof(uint16_t)*numnodes);
no = &level.nodes[0];
for (unsigned i = 0; i < numnodes; i++, no++, mn++)
{
no->x = LittleShort(mn->x)<<FRACBITS;
no->y = LittleShort(mn->y)<<FRACBITS;
no->dx = LittleShort(mn->dx)<<FRACBITS;
no->dy = LittleShort(mn->dy)<<FRACBITS;
for (j = 0; j < 2; j++)
{
uint16_t child = LittleShort(mn->children[j]);
if (child & NF_SUBSECTOR)
{
child &= ~NF_SUBSECTOR;
if (child >= level.subsectors.Size())
{
delete [] basemn;
return false;
}
no->children[j] = (uint8_t *)&level.subsectors[child] + 1;
}
else if (child >= numnodes)
{
delete [] basemn;
return false;
}
else if (used[child])
{
delete [] basemn;
return false;
}
else
{
no->children[j] = &level.nodes[child];
used[child] = j + 1;
}
for (k = 0; k < 4; k++)
{
no->bbox[j][k] = (float)LittleShort(mn->bbox[j][k]);
}
}
}
delete [] basemn;
}
else
{
gl5_mapnode_t* mn, * basemn;
auto numnodes = unsigned(lump->GetLength() / sizeof(gl5_mapnode_t));
if (numnodes == 0) return false;
level.nodes.Alloc(numnodes);
lump->Seek(0, SEEK_SET);
basemn = mn = new gl5_mapnode_t[numnodes];
lump->Read(mn, lump->GetLength());
used = (uint16_t *)alloca (sizeof(uint16_t)*numnodes);
memset (used, 0, sizeof(uint16_t)*numnodes);
no = &level.nodes[0];
for (unsigned i = 0; i < numnodes; i++, no++, mn++)
{
no->x = LittleShort(mn->x)<<FRACBITS;
no->y = LittleShort(mn->y)<<FRACBITS;
no->dx = LittleShort(mn->dx)<<FRACBITS;
no->dy = LittleShort(mn->dy)<<FRACBITS;
for (j = 0; j < 2; j++)
{
int32_t child = LittleLong(mn->children[j]);
if (child & GL5_NF_SUBSECTOR)
{
child &= ~GL5_NF_SUBSECTOR;
if ((unsigned)child >= level.subsectors.Size())
{
delete [] basemn;
return false;
}
no->children[j] = (uint8_t *)&level.subsectors[child] + 1;
}
else if ((unsigned)child >= numnodes)
{
delete [] basemn;
return false;
}
else if (used[child])
{
delete [] basemn;
return false;
}
else
{
no->children[j] = &level.nodes[child];
used[child] = j + 1;
}
for (k = 0; k < 4; k++)
{
no->bbox[j][k] = (float)LittleShort(mn->bbox[j][k]);
}
}
}
delete [] basemn;
}
return true;
}
//==========================================================================
//
// loads the GL node data
//
//==========================================================================
static bool DoLoadGLNodes(FileReader ** lumps)
{
if (!LoadGLVertexes(lumps[0]) ||
!LoadGLSegs(lumps[1]) ||
!LoadGLSubsectors(lumps[2]) ||
!LoadNodes(lumps[3]))
{
goto fail;
}
// Quick check for the validity of the nodes
// For invalid nodes there is a high chance that this test will fail
for (auto &sub : level.subsectors)
{
seg_t * seg = sub.firstline;
if (!seg->sidedef)
{
Printf("GL nodes contain invalid data. The BSP has to be rebuilt.\n");
goto fail;
}
}
// check whether the BSP covers all sidedefs completely.
int missing = CheckForMissingSegs();
if (missing > 0)
{
Printf("%d missing segs counted in GL nodes.\nThe BSP has to be rebuilt.\n", missing);
}
return missing == 0;
fail:
level.nodes.Clear();
level.subsectors.Clear();
level.segs.Clear();
return false;
}
//===========================================================================
//
// MatchHeader
//
// Checks whether a GL_LEVEL header belongs to this level
//
//===========================================================================
static bool MatchHeader(const char * label, const char * hdata)
{
if (memcmp(hdata, "LEVEL=", 6) == 0)
{
size_t labellen = strlen(label);
labellen = MIN(size_t(8), labellen);
if (strnicmp(hdata+6, label, labellen)==0 &&
(hdata[6+labellen]==0xa || hdata[6+labellen]==0xd))
{
return true;
}
}
return false;
}
//===========================================================================
//
// FindGLNodesInWAD
//
// Looks for GL nodes in the same WAD as the level itself
//
//===========================================================================
static int FindGLNodesInWAD(int labellump)
{
int wadfile = Wads.GetLumpFile(labellump);
FString glheader;
glheader.Format("GL_%s", Wads.GetLumpFullName(labellump));
if (glheader.Len()<=8)
{
int gllabel = Wads.CheckNumForName(glheader, ns_global, wadfile);
if (gllabel >= 0) return gllabel;
}
else
{
// Before scanning the entire WAD directory let's check first whether
// it is necessary.
int gllabel = Wads.CheckNumForName("GL_LEVEL", ns_global, wadfile);
if (gllabel >= 0)
{
int lastlump=0;
int lump;
while ((lump=Wads.FindLump("GL_LEVEL", &lastlump))>=0)
{
if (Wads.GetLumpFile(lump)==wadfile)
{
FMemLump mem = Wads.ReadLump(lump);
if (MatchHeader(Wads.GetLumpFullName(labellump), (const char *)mem.GetMem())) return lump;
}
}
}
}
return -1;
}
//===========================================================================
//
// FindGLNodesInFile
//
// Looks for GL nodes in the same WAD as the level itself
// Function returns the lump number within the file. Returns -1 if the input
// resource file is NULL.
//
//===========================================================================
static int FindGLNodesInFile(FResourceFile * f, const char * label)
{
// No file open? Probably shouldn't happen but assume no GL nodes
if(!f)
return -1;
FString glheader;
bool mustcheck=false;
uint32_t numentries = f->LumpCount();
glheader.Format("GL_%.8s", label);
if (glheader.Len()>8)
{
glheader="GL_LEVEL";
mustcheck=true;
}
if (numentries > 4)
{
for(uint32_t i=0;i<numentries-4;i++)
{
if (!strnicmp(f->GetLump(i)->Name, glheader, 8))
{
if (mustcheck)
{
char check[16]={0};
FileReader *fr = f->GetLump(i)->GetReader();
fr->Read(check, 16);
if (MatchHeader(label, check)) return i;
}
else return i;
}
}
}
return -1;
}
//==========================================================================
//
// Checks for the presence of GL nodes in the loaded WADs or a .GWA file
// returns true if successful
//
//==========================================================================
bool P_LoadGLNodes(MapData * map)
{
if (map->MapLumps[ML_GLZNODES].Reader && map->MapLumps[ML_GLZNODES].Reader->GetLength() != 0)
{
const int idcheck1a = MAKE_ID('Z','G','L','N');
const int idcheck2a = MAKE_ID('Z','G','L','2');
const int idcheck3a = MAKE_ID('Z','G','L','3');
const int idcheck1b = MAKE_ID('X','G','L','N');
const int idcheck2b = MAKE_ID('X','G','L','2');
const int idcheck3b = MAKE_ID('X','G','L','3');
int id;
map->Seek(ML_GLZNODES);
map->file->Read (&id, 4);
if (id == idcheck1a || id == idcheck2a || id == idcheck3a ||
id == idcheck1b || id == idcheck2b || id == idcheck3b)
{
try
{
level.subsectors.Clear();
level.segs.Clear();
level.nodes.Clear();
P_LoadZNodes (*map->file, id);
return true;
}
catch (CRecoverableError &)
{
level.subsectors.Clear();
level.segs.Clear();
level.nodes.Clear();
}
}
}
if (!CheckCachedNodes(map))
{
FileReader *gwalumps[4] = { NULL, NULL, NULL, NULL };
char path[256];
int li;
int lumpfile = Wads.GetLumpFile(map->lumpnum);
bool mapinwad = map->InWad;
FResourceFile * f_gwa = map->resource;
const char * name = Wads.GetWadFullName(lumpfile);
if (mapinwad)
{
li = FindGLNodesInWAD(map->lumpnum);
if (li>=0)
{
// GL nodes are loaded with a WAD
for(int i=0;i<4;i++)
{
gwalumps[i]=Wads.ReopenLumpNum(li+i+1);
}
return DoLoadGLNodes(gwalumps);
}
else
{
strcpy(path, name);
char * ext = strrchr(path, '.');
if (ext)
{
strcpy(ext, ".gwa");
// Todo: Compare file dates
f_gwa = FResourceFile::OpenResourceFile(path, NULL, true);
if (f_gwa==NULL) return false;
strncpy(map->MapLumps[0].Name, Wads.GetLumpFullName(map->lumpnum), 8);
}
}
}
bool result = false;
li = FindGLNodesInFile(f_gwa, map->MapLumps[0].Name);
if (li!=-1)
{
static const char check[][9]={"GL_VERT","GL_SEGS","GL_SSECT","GL_NODES"};
result=true;
for(unsigned i=0; i<4;i++)
{
if (strnicmp(f_gwa->GetLump(li+i+1)->Name, check[i], 8))
{
result=false;
break;
}
else
gwalumps[i] = f_gwa->GetLump(li+i+1)->NewReader();
}
if (result) result = DoLoadGLNodes(gwalumps);
}
if (f_gwa != map->resource)
delete f_gwa;
for(unsigned int i = 0;i < 4;++i)
delete gwalumps[i];
return result;
}
else return true;
}
//==========================================================================
//
// Checks whether nodes are GL friendly or not
//
//==========================================================================
bool P_CheckNodes(MapData * map, bool rebuilt, int buildtime)
{
bool ret = false;
bool loaded = false;
// If the map loading code has performed a node rebuild we don't need to check for it again.
if (!rebuilt && !P_CheckForGLNodes())
{
ret = true; // we are not using the level's original nodes if we get here.
for (auto &sub : level.gamesubsectors)
{
sub.sector = sub.firstline->sidedef->sector;
}
level.nodes.Clear();
level.subsectors.Clear();
level.segs.Clear();
// Try to load GL nodes (cached or GWA)
loaded = P_LoadGLNodes(map);
if (!loaded)
{
// none found - we have to build new ones!
unsigned int startTime, endTime;
startTime = I_FPSTime ();
TArray<FNodeBuilder::FPolyStart> polyspots, anchors;
P_GetPolySpots (map, polyspots, anchors);
FNodeBuilder::FLevel leveldata =
{
&level.vertexes[0], (int)level.vertexes.Size(),
&level.sides[0], (int)level.sides.Size(),
&level.lines[0], (int)level.lines.Size(),
0, 0, 0, 0
};
leveldata.FindMapBounds ();
FNodeBuilder builder (leveldata, polyspots, anchors, true);
builder.Extract (level);
endTime = I_FPSTime ();
DPrintf (DMSG_NOTIFY, "BSP generation took %.3f sec (%u segs)\n", (endTime - startTime) * 0.001, level.segs.Size());
buildtime = endTime - startTime;
}
}
if (!loaded)
{
#ifdef DEBUG
// Building nodes in debug is much slower so let's cache them only if cachetime is 0
buildtime = 0;
#endif
if (level.maptype != MAPTYPE_BUILD && gl_cachenodes && buildtime/1000.f >= gl_cachetime)
{
DPrintf(DMSG_NOTIFY, "Caching nodes\n");
CreateCachedNodes(map);
}
else
{
DPrintf(DMSG_NOTIFY, "Not caching nodes (time = %f)\n", buildtime/1000.f);
}
}
if (level.gamenodes.Size() == 0)
{
level.gamenodes.Point(level.nodes);
level.gamesubsectors.Point(level.subsectors);
}
return ret;
}
//==========================================================================
//
// Node caching
//
//==========================================================================
typedef TArray<uint8_t> MemFile;
static FString CreateCacheName(MapData *map, bool create)
{
FString path = M_GetCachePath(create);
FString lumpname = Wads.GetLumpFullPath(map->lumpnum);
int separator = lumpname.IndexOf(':');
path << '/' << lumpname.Left(separator);
if (create) CreatePath(path);
lumpname.ReplaceChars('/', '%');
path << '/' << lumpname.Right(lumpname.Len() - separator - 1) << ".gzc";
return path;
}
static void WriteByte(MemFile &f, uint8_t b)
{
f.Push(b);
}
static void WriteWord(MemFile &f, uint16_t b)
{
int v = f.Reserve(2);
f[v] = (uint8_t)b;
f[v+1] = (uint8_t)(b>>8);
}
static void WriteLong(MemFile &f, uint32_t b)
{
int v = f.Reserve(4);
f[v] = (uint8_t)b;
f[v+1] = (uint8_t)(b>>8);
f[v+2] = (uint8_t)(b>>16);
f[v+3] = (uint8_t)(b>>24);
}
static void CreateCachedNodes(MapData *map)
{
MemFile ZNodes;
WriteLong(ZNodes, 0);
WriteLong(ZNodes, level.vertexes.Size());
for(auto &vert : level.vertexes)
{
WriteLong(ZNodes, vert.fixX());
WriteLong(ZNodes, vert.fixY());
}
WriteLong(ZNodes, level.subsectors.Size());
for (auto &sub : level.subsectors)
{
WriteLong(ZNodes, sub.numlines);
}
WriteLong(ZNodes, level.segs.Size());
for(auto &seg : level.segs)
{
WriteLong(ZNodes, seg.v1->Index());
WriteLong(ZNodes, seg.PartnerSeg == nullptr? 0xffffffffu : uint32_t(seg.PartnerSeg->Index()));
if (seg.linedef)
{
WriteLong(ZNodes, uint32_t(seg.linedef->Index()));
WriteByte(ZNodes, seg.sidedef == seg.linedef->sidedef[0]? 0:1);
}
else
{
WriteLong(ZNodes, 0xffffffffu);
WriteByte(ZNodes, 0);
}
}
WriteLong(ZNodes, level.nodes.Size());
for(auto &node : level.nodes)
{
WriteLong(ZNodes, node.x);
WriteLong(ZNodes, node.y);
WriteLong(ZNodes, node.dx);
WriteLong(ZNodes, node.dy);
for (int j = 0; j < 2; ++j)
{
for (int k = 0; k < 4; ++k)
{
WriteWord(ZNodes, (short)node.bbox[j][k]);
}
}
for (int j = 0; j < 2; ++j)
{
uint32_t child;
if ((size_t)node.children[j] & 1)
{
child = 0x80000000 | uint32_t(((subsector_t *)((uint8_t *)node.children[j] - 1))->Index());
}
else
{
child = ((node_t *)node.children[j])->Index();
}
WriteLong(ZNodes, child);
}
}
uLongf outlen = ZNodes.Size();
uint8_t *compressed;
int offset = level.lines.Size() * 8 + 12 + 16;
int r;
do
{
compressed = new Bytef[outlen + offset];
r = compress (compressed + offset, &outlen, &ZNodes[0], ZNodes.Size());
if (r == Z_BUF_ERROR)
{
delete[] compressed;
outlen += 1024;
}
}
while (r == Z_BUF_ERROR);
memcpy(compressed, "CACH", 4);
uint32_t len = LittleLong(level.lines.Size());
memcpy(compressed+4, &len, 4);
map->GetChecksum(compressed+8);
for (unsigned i = 0; i < level.lines.Size(); i++)
{
uint32_t ndx[2] = { LittleLong(uint32_t(level.lines[i].v1->Index())), LittleLong(uint32_t(level.lines[i].v2->Index())) };
memcpy(compressed + 8 + 16 + 8 * i, ndx, 8);
}
memcpy(compressed + offset - 4, "ZGL3", 4);
FString path = CreateCacheName(map, true);
FILE *f = fopen(path, "wb");
if (f != NULL)
{
if (fwrite(compressed, outlen+offset, 1, f) != 1)
{
Printf("Error saving nodes to file %s\n", path.GetChars());
}
fclose(f);
}
else
{
Printf("Cannot open nodes file %s for writing\n", path.GetChars());
}
delete [] compressed;
}
static bool CheckCachedNodes(MapData *map)
{
char magic[4] = {0,0,0,0};
uint8_t md5[16];
uint8_t md5map[16];
uint32_t numlin;
uint32_t *verts = NULL;
FString path = CreateCacheName(map, false);
FILE *f = fopen(path, "rb");
if (f == NULL) return false;
if (fread(magic, 1, 4, f) != 4) goto errorout;
if (memcmp(magic, "CACH", 4)) goto errorout;
if (fread(&numlin, 4, 1, f) != 1) goto errorout;
numlin = LittleLong(numlin);
if (numlin != level.lines.Size()) goto errorout;
if (fread(md5, 1, 16, f) != 16) goto errorout;
map->GetChecksum(md5map);
if (memcmp(md5, md5map, 16)) goto errorout;
verts = new uint32_t[numlin * 8];
if (fread(verts, 8, numlin, f) != numlin) goto errorout;
if (fread(magic, 1, 4, f) != 4) goto errorout;
if (memcmp(magic, "ZGL2", 4) && memcmp(magic, "ZGL3", 4)) goto errorout;
try
{
long pos = ftell(f);
FileReader fr(f);
fr.Seek(pos, SEEK_SET);
P_LoadZNodes (fr, MAKE_ID(magic[0],magic[1],magic[2],magic[3]));
}
catch (CRecoverableError &error)
{
Printf ("Error loading nodes: %s\n", error.GetMessage());
level.subsectors.Clear();
level.segs.Clear();
level.nodes.Clear();
goto errorout;
}
for(auto &line : level.lines)
{
int i = line.Index();
line.v1 = &level.vertexes[LittleLong(verts[i*2])];
line.v2 = &level.vertexes[LittleLong(verts[i*2+1])];
}
delete [] verts;
fclose(f);
return true;
errorout:
if (verts != NULL)
{
delete[] verts;
}
fclose(f);
return false;
}
CCMD(clearnodecache)
{
TArray<FFileList> list;
FString path = M_GetCachePath(false);
path += "/";
try
{
ScanDirectory(list, path);
}
catch (CRecoverableError &err)
{
Printf("%s\n", err.GetMessage());
return;
}
// Scan list backwards so that when we reach a directory
// all files within are already deleted.
for(int i = list.Size()-1; i >= 0; i--)
{
if (list[i].isDirectory)
{
rmdir(list[i].Filename);
}
else
{
remove(list[i].Filename);
}
}
}
//==========================================================================
//
// Keep both the original nodes from the WAD and the GL nodes created here.
// The original set is only being used to get the sector for in-game
// positioning of actors but not for rendering.
//
// This is necessary because ZDBSP is much more sensitive
// to sloppy mapping practices that produce overlapping sectors.
// The crane in P:AR E1M3 is a good example that would be broken if
// this wasn't done.
//
//==========================================================================
//==========================================================================
//
// PointOnLine
//
// Same as the one im the node builder, but not part of a specific class
//
//==========================================================================
static bool PointOnLine (int x, int y, int x1, int y1, int dx, int dy)
{
const double SIDE_EPSILON = 6.5536;
// For most cases, a simple dot product is enough.
double d_dx = double(dx);
double d_dy = double(dy);
double d_x = double(x);
double d_y = double(y);
double d_x1 = double(x1);
double d_y1 = double(y1);
double s_num = (d_y1-d_y)*d_dx - (d_x1-d_x)*d_dy;
if (fabs(s_num) < 17179869184.0) // 4<<32
{
// Either the point is very near the line, or the segment defining
// the line is very short: Do a more expensive test to determine
// just how far from the line the point is.
double l = g_sqrt(d_dx*d_dx+d_dy*d_dy);
double dist = fabs(s_num)/l;
if (dist < SIDE_EPSILON)
{
return true;
}
}
return false;
}
//==========================================================================
//
// SetRenderSector
//
// Sets the render sector for each GL subsector so that the proper flat
// information can be retrieved
//
//==========================================================================
void P_SetRenderSector()
{
int i;
uint32_t j;
TArray<subsector_t *> undetermined;
subsector_t * ss;
#if 0 // doesn't work as expected :(
// hide all sectors on textured automap that only have hidden lines.
bool *hidesec = new bool[numsectors];
for(i = 0; i < numsectors; i++)
{
hidesec[i] = true;
}
for(i = 0; i < numlines; i++)
{
if (!(lines[i].flags & ML_DONTDRAW))
{
hidesec[lines[i].frontsector - sectors] = false;
if (lines[i].backsector != NULL)
{
hidesec[lines[i].backsector - sectors] = false;
}
}
}
for(i = 0; i < numsectors; i++)
{
if (hidesec[i]) sectors[i].MoreFlags |= SECF_HIDDEN;
}
delete [] hidesec;
#endif
// Check for incorrect partner seg info so that the following code does not crash.
for (auto &seg : level.segs)
{
auto p = seg.PartnerSeg;
if (p != nullptr)
{
int partner = p->Index();
if (partner < 0 || partner >= (int)level.segs.Size() || &level.segs[partner] != p)
{
seg.PartnerSeg = nullptr;
}
// glbsp creates such incorrect references for Strife.
if (seg.linedef && seg.PartnerSeg != nullptr && !seg.PartnerSeg->linedef)
{
seg.PartnerSeg = seg.PartnerSeg->PartnerSeg = nullptr;
}
}
}
for (auto &seg : level.segs)
{
if (seg.PartnerSeg != nullptr && seg.PartnerSeg->PartnerSeg != &seg)
{
seg.PartnerSeg = nullptr;
}
}
// look up sector number for each subsector
for (auto &ss : level.subsectors)
{
// For rendering pick the sector from the first seg that is a sector boundary
// this takes care of self-referencing sectors
seg_t *seg = ss.firstline;
// Check for one-dimensional subsectors. These should be ignored when
// being processed for automap drawing etc.
ss.flags |= SSECF_DEGENERATE;
for(j=2; j<ss.numlines; j++)
{
if (!PointOnLine(seg[j].v1->fixX(), seg[j].v1->fixY(), seg->v1->fixX(), seg->v1->fixY(), seg->v2->fixX() -seg->v1->fixX(), seg->v2->fixY() -seg->v1->fixY()))
{
// Not on the same line
ss.flags &= ~SSECF_DEGENERATE;
break;
}
}
seg = ss.firstline;
for(j=0; j<ss.numlines; j++)
{
if(seg->sidedef && (seg->PartnerSeg == nullptr || (seg->PartnerSeg->sidedef != nullptr && seg->sidedef->sector!=seg->PartnerSeg->sidedef->sector)))
{
ss.render_sector = seg->sidedef->sector;
break;
}
seg++;
}
if(ss.render_sector == NULL)
{
undetermined.Push(&ss);
}
}
// assign a vaild render sector to all subsectors which haven't been processed yet.
while (undetermined.Size())
{
bool deleted=false;
for(i=undetermined.Size()-1;i>=0;i--)
{
ss=undetermined[i];
seg_t * seg = ss->firstline;
for(j=0; j<ss->numlines; j++)
{
if (seg->PartnerSeg != nullptr && seg->PartnerSeg->Subsector)
{
sector_t * backsec = seg->PartnerSeg->Subsector->render_sector;
if (backsec)
{
ss->render_sector = backsec;
undetermined.Delete(i);
deleted = 1;
break;
}
}
seg++;
}
}
// We still got some left but the loop above was unable to assign them.
// This only happens when a subsector is off the map.
// Don't bother and just assign the real sector for rendering
if (!deleted && undetermined.Size())
{
for(i=undetermined.Size()-1;i>=0;i--)
{
ss=undetermined[i];
ss->render_sector=ss->sector;
}
break;
}
}
#if 0 // may be useful later so let's keep it here for now
// 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 (i=0; i<numsectors; i++)
{
sectors[i].subsectors = subsectorbuffer;
subsectorbuffer += sectors[i].subsectorcount;
sectors[i].subsectorcount = 0;
}
for(i=0, ss = subsectors; i<numsubsectors; i++, ss++)
{
ss->render_sector->subsectors[ss->render_sector->subsectorcount++]=ss;
}
#endif
}