/* ** gl_bsp.cpp ** Main rendering loop / BSP traversal / visibility clipping ** **--------------------------------------------------------------------------- ** Copyright 2000-2005 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be ** covered by the terms of the GNU Lesser General Public License as published ** by the Free Software Foundation; either version 2.1 of the License, or (at ** your option) any later version. ** 5. Full disclosure of the entire project's source code, except for third ** party libraries is mandatory. (NOTE: This clause is non-negotiable!) ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "p_lnspec.h" #include "p_local.h" #include "a_sharedglobal.h" #include "r_sky.h" #include "p_effect.h" #include "po_man.h" #include "doomdata.h" #include "gl/renderer/gl_renderer.h" #include "gl/data/gl_data.h" #include "gl/data/gl_vertexbuffer.h" #include "gl/scene/gl_clipper.h" #include "gl/scene/gl_portal.h" #include "gl/scene/gl_wall.h" #include "gl/utility/gl_clock.h" EXTERN_CVAR(Bool, gl_render_segs) Clipper clipper; CVAR(Bool, gl_render_things, true, 0) CVAR(Bool, gl_render_walls, true, 0) CVAR(Bool, gl_render_flats, true, 0) static void UnclipSubsector(subsector_t *sub) { int count = sub->numlines; seg_t * seg = sub->firstline; while (count--) { angle_t startAngle = seg->v2->GetClipAngle(); angle_t endAngle = seg->v1->GetClipAngle(); // Back side, i.e. backface culling - read: endAngle >= startAngle! if (startAngle-endAngle >= ANGLE_180) { clipper.SafeRemoveClipRange(startAngle, endAngle); } seg++; } } //========================================================================== // // R_AddLine // Clips the given segment // and adds any visible pieces to the line list. // //========================================================================== // making these 2 variables global instead of passing them as function parameters is faster. static subsector_t *currentsubsector; static sector_t *currentsector; static void AddLine (seg_t *seg, bool portalclip) { #ifdef _DEBUG if (seg->linedef - lines == 38) { int a = 0; } #endif angle_t startAngle, endAngle; sector_t * backsector = NULL; sector_t bs; if (portalclip) { int clipres = GLRenderer->mCurrentPortal->ClipSeg(seg); if (clipres == GLPortal::PClip_InFront) return; } startAngle = seg->v2->GetClipAngle(); endAngle = seg->v1->GetClipAngle(); // Back side, i.e. backface culling - read: endAngle >= startAngle! if (startAngle-endAnglesidedef == NULL) { if (!(currentsubsector->flags & SSECF_DRAWN)) { if (clipper.SafeCheckRange(startAngle, endAngle)) { currentsubsector->flags |= SSECF_DRAWN; } } return; } if (!clipper.SafeCheckRange(startAngle, endAngle)) { return; } currentsubsector->flags |= SSECF_DRAWN; if (!seg->backsector) { clipper.SafeAddClipRange(startAngle, endAngle); } else if (!(seg->sidedef->Flags & WALLF_POLYOBJ)) // Two-sided polyobjects never obstruct the view { if (currentsector->sectornum == seg->backsector->sectornum) { FTexture * tex = TexMan(seg->sidedef->GetTexture(side_t::mid)); if (!tex || tex->UseType==FTexture::TEX_Null) { // nothing to do here! seg->linedef->validcount=validcount; return; } backsector=currentsector; } else { // clipping checks are only needed when the backsector is not the same as the front sector gl_CheckViewArea(seg->v1, seg->v2, seg->frontsector, seg->backsector); backsector = gl_FakeFlat(seg->backsector, &bs, true); if (gl_CheckClip(seg->sidedef, currentsector, backsector)) { clipper.SafeAddClipRange(startAngle, endAngle); } } } else { // Backsector for polyobj segs is always the containing sector itself backsector = currentsector; } seg->linedef->flags |= ML_MAPPED; if ((seg->sidedef->Flags & WALLF_POLYOBJ) || seg->linedef->validcount!=validcount) { if (!(seg->sidedef->Flags & WALLF_POLYOBJ)) seg->linedef->validcount=validcount; if (gl_render_walls) { SetupWall.Clock(); GLWall wall; wall.sub = currentsubsector; wall.Process(seg, currentsector, backsector); rendered_lines++; SetupWall.Unclock(); } } } //========================================================================== // // R_Subsector // Determine floor/ceiling planes. // Add sprites of things in sector. // Draw one or more line segments. // //========================================================================== static void PolySubsector(subsector_t * sub) { int count = sub->numlines; seg_t * line = sub->firstline; while (count--) { if (line->linedef) { AddLine (line, GLRenderer->mCurrentPortal != NULL); } line++; } } //========================================================================== // // RenderBSPNode // Renders all subsectors below a given node, // traversing subtree recursively. // Just call with BSP root. // //========================================================================== static void RenderPolyBSPNode (void *node) { while (!((size_t)node & 1)) // Keep going until found a subsector { node_t *bsp = (node_t *)node; // Decide which side the view point is on. int side = R_PointOnSide(viewx, viewy, bsp); // Recursively divide front space (toward the viewer). RenderPolyBSPNode (bsp->children[side]); // Possibly divide back space (away from the viewer). side ^= 1; // It is not necessary to use the slower precise version here if (!clipper.CheckBox(bsp->bbox[side])) { return; } node = bsp->children[side]; } PolySubsector ((subsector_t *)((BYTE *)node - 1)); } //========================================================================== // // Unlilke the software renderer this function will only draw the walls, // not the flats. Those are handled as a whole by the parent subsector. // //========================================================================== static void AddPolyobjs(subsector_t *sub) { if (sub->BSP == NULL || sub->BSP->bDirty) { sub->BuildPolyBSP(); for (unsigned i = 0; i < sub->BSP->Segs.Size(); i++) { sub->BSP->Segs[i].Subsector = sub; sub->BSP->Segs[i].PartnerSeg = NULL; } } if (sub->BSP->Nodes.Size() == 0) { PolySubsector(&sub->BSP->Subsectors[0]); } else { RenderPolyBSPNode(&sub->BSP->Nodes.Last()); } } //========================================================================== // // // //========================================================================== static inline void AddLines(subsector_t * sub, sector_t * sector) { currentsector = sector; currentsubsector = sub; ClipWall.Clock(); if (sub->polys != NULL) { AddPolyobjs(sub); } else { int count = sub->numlines; seg_t * seg = sub->firstline; while (count--) { if (seg->linedef == NULL) { if (!(sub->flags & SSECF_DRAWN)) AddLine (seg, GLRenderer->mCurrentPortal != NULL); } else if (!(seg->sidedef->Flags & WALLF_POLYOBJ)) { AddLine (seg, GLRenderer->mCurrentPortal != NULL); } seg++; } } ClipWall.Unclock(); } //========================================================================== // // Adds lines that lie directly on the portal boundary. // Only two-sided lines will be handled here, and no polyobjects // //========================================================================== inline bool PointOnLine(const DVector2 &pos, const line_t *line) { double v = (pos.Y - line->v1->fY()) * line->Delta().X + (line->v1->fX() - pos.X) * line->Delta().Y; return fabs(v) <= EQUAL_EPSILON; } static inline void AddSpecialPortalLines(subsector_t * sub, sector_t * sector, line_t *line) { currentsector = sector; currentsubsector = sub; ClipWall.Clock(); int count = sub->numlines; seg_t * seg = sub->firstline; while (count--) { if (seg->linedef != NULL && seg->PartnerSeg != NULL) { if (PointOnLine(seg->v1->fPos(), line) && PointOnLine(seg->v2->fPos(), line)) AddLine(seg, false); } seg++; } ClipWall.Unclock(); } //========================================================================== // // R_RenderThings // //========================================================================== static inline void RenderThings(subsector_t * sub, sector_t * sector) { SetupSprite.Clock(); sector_t * sec=sub->sector; // Handle all things in sector. for (AActor * thing = sec->thinglist; thing; thing = thing->snext) { FIntCVar *cvar = thing->GetClass()->distancecheck; if (cvar != NULL && *cvar >= 0) { double dist = (thing->Pos() - ViewPos).LengthSquared(); double check = (double)**cvar; if (dist >= check * check) { continue; } } GLRenderer->ProcessSprite(thing, sector, false); } for (msecnode_t *node = sec->render_thinglist; node; node = node->m_snext) { AActor *thing = node->m_thing; FIntCVar *cvar = thing->GetClass()->distancecheck; if (cvar != NULL && *cvar >= 0) { double dist = (thing->Pos() - ViewPos).LengthSquared(); double check = (double)**cvar; if (dist >= check * check) { continue; } } GLRenderer->ProcessSprite(thing, sector, true); } SetupSprite.Unclock(); } //========================================================================== // // R_Subsector // Determine floor/ceiling planes. // Add sprites of things in sector. // Draw one or more line segments. // //========================================================================== static void DoSubsector(subsector_t * sub) { unsigned int i; sector_t * sector; sector_t * fakesector; sector_t fake; #ifdef _DEBUG if (sub->sector-sectors==931) { int a = 0; } #endif sector=sub->sector; if (!sector) return; // If the mapsections differ this subsector can't possibly be visible from the current view point if (!(currentmapsection[sub->mapsection>>3] & (1 << (sub->mapsection & 7)))) return; if (sub->flags & SSECF_POLYORG) return; // never render polyobject origin subsectors because their vertices no longer are where one may expect. if (gl_drawinfo->ss_renderflags[sub-subsectors] & SSRF_SEEN) { // This means that we have reached a subsector in a portal that has been marked 'seen' // from the other side of the portal. This means we must clear the clipper for the // range this subsector spans before going on. UnclipSubsector(sub); } fakesector=gl_FakeFlat(sector, &fake, false); if (GLRenderer->mCurrentPortal) { int clipres = GLRenderer->mCurrentPortal->ClipSubsector(sub); if (clipres == GLPortal::PClip_InFront) { line_t *line = GLRenderer->mCurrentPortal->ClipLine(); // The subsector is out of range, but we still have to check lines that lie directly on the boundary and may expose their upper or lower parts. if (line) AddSpecialPortalLines(sub, fakesector, line); return; } } if (sector->validcount != validcount) { GLRenderer->mVBO->CheckUpdate(sector); } // [RH] Add particles //int shade = LIGHT2SHADE((floorlightlevel + ceilinglightlevel)/2 + r_actualextralight); if (gl_render_things) { SetupSprite.Clock(); for (i = ParticlesInSubsec[DWORD(sub-subsectors)]; i != NO_PARTICLE; i = Particles[i].snext) { GLRenderer->ProcessParticle(&Particles[i], fakesector); } SetupSprite.Unclock(); } AddLines(sub, fakesector); // BSP is traversed by subsector. // A sector might have been split into several // subsectors during BSP building. // Thus we check whether it was already added. if (sector->validcount != validcount) { // Well, now it will be done. sector->validcount = validcount; if (gl_render_things) { RenderThings(sub, fakesector); } sector->MoreFlags |= SECF_DRAWN; } if (gl_render_flats) { // Subsectors with only 2 lines cannot have any area! if (sub->numlines>2 || (sub->hacked&1)) { // Exclude the case when it tries to render a sector with a heightsec // but undetermined heightsec state. This can only happen if the // subsector is obstructed but not excluded due to a large bounding box. // Due to the way a BSP works such a subsector can never be visible if (!sector->heightsec || sector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC || in_area!=area_default) { if (sector != sub->render_sector) { sector = sub->render_sector; // the planes of this subsector are faked to belong to another sector // This means we need the heightsec parts and light info of the render sector, not the actual one. fakesector = gl_FakeFlat(sector, &fake, false); } BYTE &srf = gl_drawinfo->sectorrenderflags[sub->render_sector->sectornum]; if (!(srf & SSRF_PROCESSED)) { srf |= SSRF_PROCESSED; SetupFlat.Clock(); GLRenderer->ProcessSector(fakesector); SetupFlat.Unclock(); } // mark subsector as processed - but mark for rendering only if it has an actual area. gl_drawinfo->ss_renderflags[sub-subsectors] = (sub->numlines > 2) ? SSRF_PROCESSED|SSRF_RENDERALL : SSRF_PROCESSED; if (sub->hacked & 1) gl_drawinfo->AddHackedSubsector(sub); FPortal *portal; portal = fakesector->portals[sector_t::ceiling]; if (portal != NULL) { GLSectorStackPortal *glportal = portal->GetGLPortal(); glportal->AddSubsector(sub); } portal = fakesector->portals[sector_t::floor]; if (portal != NULL) { GLSectorStackPortal *glportal = portal->GetGLPortal(); glportal->AddSubsector(sub); } } } } } //========================================================================== // // RenderBSPNode // Renders all subsectors below a given node, // traversing subtree recursively. // Just call with BSP root. // //========================================================================== void gl_RenderBSPNode (void *node) { if (numnodes == 0) { DoSubsector (subsectors); return; } while (!((size_t)node & 1)) // Keep going until found a subsector { node_t *bsp = (node_t *)node; // Decide which side the view point is on. int side = R_PointOnSide(viewx, viewy, bsp); // Recursively divide front space (toward the viewer). gl_RenderBSPNode (bsp->children[side]); // Possibly divide back space (away from the viewer). side ^= 1; // It is not necessary to use the slower precise version here if (!clipper.CheckBox(bsp->bbox[side])) { if (!(gl_drawinfo->no_renderflags[bsp-nodes] & SSRF_SEEN)) return; } node = bsp->children[side]; } DoSubsector ((subsector_t *)((BYTE *)node - 1)); }