/* ** 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 "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) { #ifdef _DEBUG if (seg->linedef - lines == 38) { int a = 0; } #endif angle_t startAngle, endAngle; sector_t * backsector = NULL; sector_t bs; if (GLRenderer->mCurrentPortal) { 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); } 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); } else if (!(seg->sidedef->Flags & WALLF_POLYOBJ)) { AddLine (seg); } seg++; } } ClipWall.Unclock(); } //========================================================================== // // R_RenderThings // //========================================================================== static inline void RenderThings(subsector_t * sub, sector_t * sector) { SetupSprite.Clock(); sector_t * sec=sub->sector; if (sec->thinglist != NULL) { // Handle all things in sector. for (AActor * thing = sec->thinglist; thing; thing = thing->snext) { GLRenderer->ProcessSprite(thing, sector); } } 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; // check for visibility of this entire subsector. This requires GL nodes. // (disabled because it costs more time than it saves.) //if (!clipper.CheckBox(sub->bbox)) return; #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 (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 (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)); }