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594 lines
15 KiB
C++
594 lines
15 KiB
C++
/*
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** gl_builddraw.cpp
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** a build-like rendering algorithm
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** Uses the sections created in gl_sections.cpp
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**
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**---------------------------------------------------------------------------
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** Copyright 2008 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
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** covered by the terms of the GNU Lesser General Public License as published
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** by the Free Software Foundation; either version 2.1 of the License, or (at
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** your option) any later version.
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** 5. Full disclosure of the entire project's source code, except for third
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** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "i_system.h"
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#include "p_local.h"
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#include "c_dispatch.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/scene/gl_clipper.h"
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#include "gl/utility/gl_clock.h"
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#include "gl/data/gl_sections.h"
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#include "gl/scene/gl_wall.h"
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#ifdef BUILD_TEST
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#define D(x) x
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#else
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#define D(x) do{}while(0)
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#endif
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EXTERN_CVAR (Bool, dumpsections)
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struct FBunch
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{
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int startline;
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int endline;
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angle_t startangle;
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angle_t endangle;
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fixed_t minviewdist;
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fixed_t maxviewdist;
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};
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void DoSubsector(subsector_t * sub, bool handlelines);
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EXTERN_CVAR(Bool, gl_render_walls)
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//==========================================================================
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//
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// From Build but changed to use doubles to prevent overflows
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//
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//==========================================================================
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static int WallInFront(FGLSectionLine *wal1, FGLSectionLine *wal2)
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{
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double x11, y11, x21, y21, x12, y12, x22, y22, dx, dy, t1, t2;
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x11 = wal1->start->x;
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y11 = wal1->start->y;
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x21 = wal1->end->x;
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y21 = wal1->end->y;
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x12 = wal2->start->x;
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y12 = wal2->start->y;
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x22 = wal2->end->x;
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y22 = wal2->end->y;
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dx = x21-x11; dy = y21-y11;
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t1 = (x12-x11)*dy - (y12-y11)*dx;
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t2 = (x22-x11)*dy - (y22-y11)*dx;
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if (t1 == 0)
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{
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t1 = t2;
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if (t1 == 0) return(-1);
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}
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if (t2 == 0) t2 = t1;
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if ((t1*t2) >= 0)
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{
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t2 = (double(viewx)-x11) * dy - (double(viewy)-y11)*dx;
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return((t2*t1) < 0);
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}
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dx = x22-x12; dy = y22-y12;
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t1 = (x11-x12)*dy - (y11-y12)*dx;
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t2 = (x21-x12)*dy - (y21-y12)*dx;
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if (t1 == 0)
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{
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t1 = t2;
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if (t1 == 0) return(-1);
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}
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if (t2 == 0) t2 = t1;
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if ((t1*t2) >= 0)
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{
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t2 = (double(viewx)-x12) * dy - (double(viewy)-y12)*dx;
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return((t2*t1) >= 0);
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}
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return(-2);
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}
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//==========================================================================
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//
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// This is a bit more complicated than it looks because angles can wrap
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// around so we can only compare angle differences.
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//
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// Rules:
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// 1. Any bunch can span at most 180<38>.
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// 2. 2 bunches can never overlap at both ends
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// 3. if there is an overlap one of the 2 starting points must be in the
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// overlapping area.
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//
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//==========================================================================
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static int BunchInFront(FBunch *b1, FBunch *b2)
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{
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angle_t anglecheck, endang;
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if (b2->startangle - b1->startangle < b1->endangle - b1->startangle)
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{
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// we have an overlap at b2->startangle
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anglecheck = b2->startangle - b1->startangle;
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// Find the wall in b1 that overlaps b2->startangle
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for(int i = b1->startline; i <= b1->endline; i++)
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{
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#ifdef _DEBUG
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angle_t startang = SectionLines[i].start->GetClipAngleInverse() - b1->startangle;
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#endif
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endang = SectionLines[i].end->GetClipAngleInverse() - b1->startangle;
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if (endang > anglecheck)
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{
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assert (startang <= anglecheck);
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// found a line
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int ret = WallInFront(&SectionLines[b2->startline], &SectionLines[i]);
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D(Printf (PRINT_LOG, "Line %d <-> line %d: Result = %d.\n",
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SectionLines[b2->startline].linedef-lines,
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SectionLines[i].linedef-lines, ret));
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return ret;
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}
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}
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}
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else if (b1->startangle - b2->startangle < b2->endangle - b2->startangle)
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{
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// we have an overlap at b1->startangle
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anglecheck = b1->startangle - b2->startangle;
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// Find the wall in b2 that overlaps b1->startangle
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for(int i = b2->startline; i <= b2->endline; i++)
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{
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#ifdef _DEBUG
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angle_t startang = SectionLines[i].start->GetClipAngleInverse() - b2->startangle;
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#endif
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endang = SectionLines[i].end->GetClipAngleInverse() - b2->startangle;
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if (endang > anglecheck)
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{
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assert (startang <= anglecheck);
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// found a line
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int ret = WallInFront(&SectionLines[i], &SectionLines[b1->startline]);
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D(Printf (PRINT_LOG, "Line %d <-> line %d: Result = %d,\n",
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SectionLines[i].linedef-lines,
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SectionLines[b1->endline].linedef-lines, ret));
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return ret;
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}
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}
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}
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// we have no overlap
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return -1;
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}
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// ----------------------------------------------------------------------------
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//
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// Bunches are groups of continuous lines
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// This array stores the amount of points per bunch,
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// the view angles for each point and the line index for the starting line
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//
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// ----------------------------------------------------------------------------
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class BunchDrawer
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{
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int LastBunch;
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int StartTime;
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TArray<FBunch> Bunches;
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TArray<int> CompareData;
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sector_t fakebacksec;
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//==========================================================================
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//
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//
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//
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//==========================================================================
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public:
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BunchDrawer()
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{
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StartScene();
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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private:
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void StartScene()
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{
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LastBunch = 0;
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StartTime = I_MSTime();
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Bunches.Clear();
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void StartBunch(int linenum, angle_t startan, angle_t endan, vertex_t *startpt, vertex_t *endpt)
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{
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FBunch *bunch = &Bunches[LastBunch = Bunches.Reserve(1)];
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bunch->startline = bunch->endline = linenum;
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bunch->startangle = startan;
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bunch->endangle = endan;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void AddLineToBunch(int newan)
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{
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Bunches[LastBunch].endline++;
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Bunches[LastBunch].endangle = newan;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void DeleteBunch(int index)
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{
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Bunches.Delete(index);
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}
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//==========================================================================
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//
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// ClipLine
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// Clips the given segment
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//
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//==========================================================================
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enum
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{
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CL_Skip = 0,
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CL_Draw = 1,
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CL_Pass = 2,
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};
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int ClipLine (FGLSectionLine *line, sector_t * sector, sector_t **pbacksector)
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{
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angle_t startAngle, endAngle;
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sector_t * backsector = NULL;
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bool blocking;
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startAngle = line->end->GetClipAngle();
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endAngle = line->start->GetClipAngle();
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*pbacksector = NULL;
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// Back side, i.e. backface culling - read: endAngle >= startAngle!
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if (startAngle-endAngle<ANGLE_180)
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{
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return CL_Skip;
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}
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if (!clipper.SafeCheckRange(startAngle, endAngle))
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{
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return CL_Skip;
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}
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if (line->otherside == -1)
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{
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// one-sided
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clipper.SafeAddClipRange(startAngle, endAngle);
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return CL_Draw;
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}
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else if (line->polysub == NULL)
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{
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// two sided and not a polyobject
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if (line->linedef == NULL)
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{
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// Miniseg
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return CL_Pass;
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}
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if (sector->sectornum == line->refseg->backsector->sectornum)
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{
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FTexture *tex = TexMan(line->sidedef->GetTexture(side_t::mid));
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if (!tex || tex->UseType==FTexture::TEX_Null)
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{
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// no mid texture: nothing to do here
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return CL_Pass;
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}
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*pbacksector = sector;
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return CL_Draw|CL_Pass;
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}
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else
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{
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// clipping checks are only needed when the backsector is not the same as the front sector
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gl_CheckViewArea(line->start, line->end, line->refseg->frontsector, line->refseg->backsector);
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*pbacksector = backsector = gl_FakeFlat(line->refseg->backsector, &fakebacksec, true);
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blocking = gl_CheckClip(line->sidedef, sector, backsector);
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if (blocking)
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{
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clipper.SafeAddClipRange(startAngle, endAngle);
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return CL_Draw;
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}
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return CL_Draw|CL_Pass;
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}
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}
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else
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{
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*pbacksector = sector;
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return CL_Draw;
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void ProcessBunch(int bnch)
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{
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FBunch *bunch = &Bunches[bnch];
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sector_t fake;
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sector_t *sec;
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sector_t *backsector;
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D(Printf(PRINT_LOG, "------------------------------\nProcessing bunch %d (Startline %d)\n",bnch,SectionLines[bunch->startline].linedef-lines));
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ClipWall.Clock();
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for(int i=bunch->startline; i <= bunch->endline; i++)
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{
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FGLSectionLine *ln = &SectionLines[i];
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// Draw this line. todo: optimize
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sec = gl_FakeFlat(ln->refseg->frontsector, &fake, false);
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int clipped = ClipLine(ln, sec, &backsector);
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D(Printf(PRINT_LOG, "line %d clip result is %d\n", ln->linedef - lines, clipped));
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if (clipped & CL_Draw)
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{
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ln->linedef->flags |= ML_MAPPED;
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if (ln->linedef->validcount!=validcount)
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{
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ln->linedef->validcount=validcount;
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#ifndef BUILD_TEST
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if (gl_render_walls)
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{
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SetupWall.Clock();
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GLWall wall;
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wall.Process(ln->refseg, sec, backsector, ln->polysub);
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rendered_lines++;
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SetupWall.Unclock();
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}
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#endif
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}
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}
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if (clipped & CL_Pass)
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{
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ClipWall.Unclock();
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ProcessSection(ln->otherside);
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ClipWall.Clock();
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}
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}
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D(Printf(PRINT_LOG, "Bunch %d done\n------------------------------\n",bnch));
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ClipWall.Unclock();
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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int FindClosestBunch()
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{
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int closest = 0; //Almost works, but not quite :(
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CompareData.Clear();
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for(unsigned i = 1; i < Bunches.Size(); i++)
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{
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switch (BunchInFront(&Bunches[i], &Bunches[closest]))
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{
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case 0: // i is in front
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closest = i;
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continue;
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case 1: // i is behind
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continue;
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default: // can't determine
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CompareData.Push(i); // mark for later comparison
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continue;
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}
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}
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// we need to do a second pass to see how the marked bunches relate to the currently closest one.
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for(unsigned i = 0; i < CompareData.Size(); i++)
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{
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switch (BunchInFront(&Bunches[CompareData[i]], &Bunches[closest]))
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{
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case 0: // is in front
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closest = i;
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CompareData.Delete(i);
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i = 0; // we need to recheck everything that's still marked.
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continue;
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case 1: // is behind
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CompareData.Delete(i);
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i--;
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continue;
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default:
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continue;
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}
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}
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return closest;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void ProcessSection(int sectnum)
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{
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FGLSection *sect = &Sections[sectnum];
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bool inbunch;
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angle_t startangle;
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if (sect->validcount == StartTime) return;
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sect->validcount = StartTime;
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D(Printf(PRINT_LOG, "------------------------------\nProcessing section %d (sector %d)\n",sectnum, sect->sector->sectornum));
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#ifndef BUILD_TEST
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for(unsigned i = 0; i < sect->subsectors.Size(); i++)
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{
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DoSubsector(sect->subsectors[i], false);
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if (sect->subsectors[i]->poly != NULL)
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{
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// ProcessPolyobject()
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}
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}
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#endif
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//Todo: process subsectors
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for(int i=0; i<sect->numloops; i++)
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{
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FGLSectionLoop *loop = sect->GetLoop(i);
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inbunch = false;
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for(int j=0; j<loop->numlines; j++)
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{
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FGLSectionLine *ln = loop->GetLine(j);
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angle_t ang1 = ln->start->GetClipAngle();
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angle_t ang2 = ln->end->GetClipAngle();
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if (ang2 - ang1 < ANGLE_180)
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{
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// Backside
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D(Printf(PRINT_LOG, "line %d facing backwards\n", ln->linedef - lines));
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inbunch = false;
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}
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else if (!clipper.SafeCheckRange(ang2, ang1))
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{
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// is it visible?
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D(Printf(PRINT_LOG, "line %d not in view\n", ln->linedef - lines));
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inbunch = false;
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}
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else if (!inbunch || startangle - ang2 >= ANGLE_180)
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{
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// don't let a bunch span more than 180<38> to avoid problems.
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// This limitation ensures that the combined range of 2
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// bunches will always be less than 360<36> which simplifies
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// the distance comparison code because it prevents a
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// situation where 2 bunches may overlap at both ends.
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D(Printf(PRINT_LOG, "Starting bunch %d at line %d\n",Bunches.Size(), ln->linedef - lines));
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startangle = ang2;
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// Clipping angles are backward which makes this code very hard to read so let's use the inverse
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StartBunch(loop->startline + j, 0 - ang1, 0 - ang2);
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inbunch = true;
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}
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else
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{
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D(Printf(PRINT_LOG, " Adding line %d\n", ln->linedef - lines));
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AddLineToBunch(0 - ang2);
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}
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}
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}
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D(Printf(PRINT_LOG, "Section %d done\n------------------------------\n",sectnum));
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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public:
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void RenderScene(int viewsection)
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{
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ProcessSection(viewsection);
|
||
while (Bunches.Size() > 0)
|
||
{
|
||
int closest = FindClosestBunch();
|
||
ProcessBunch(closest);
|
||
DeleteBunch(closest);
|
||
}
|
||
}
|
||
};
|
||
|
||
|
||
void gl_RenderBuild()
|
||
{
|
||
subsector_t *sub = R_PointInSubsector(viewx, viewy);
|
||
|
||
clipper.Clear();
|
||
angle_t a1 = GLRenderer->FrustumAngle();
|
||
clipper.SafeAddClipRangeRealAngles(viewangle+a1, viewangle-a1);
|
||
if (Sections.Size() == 0) gl_CreateSections();
|
||
|
||
int startsection = SectionForSubsector[sub-subsectors];
|
||
|
||
BunchDrawer bd;
|
||
bd.RenderScene(startsection);
|
||
}
|
||
|
||
#ifdef BUILD_TEST
|
||
CCMD(testrender)
|
||
{
|
||
gl_RenderBuild();
|
||
}
|
||
#endif
|