qzdoom-gpl/src/gl/scene/gl_bsp.cpp

525 lines
14 KiB
C++

/*
** 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-endAngle<ANGLE_180)
{
return;
}
if (seg->sidedef == 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));
}