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525 lines
14 KiB
C++
525 lines
14 KiB
C++
/*
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** gl_bsp.cpp
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** Main rendering loop / BSP traversal / visibility clipping
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**
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**---------------------------------------------------------------------------
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** Copyright 2000-2005 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 "p_lnspec.h"
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#include "p_local.h"
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#include "a_sharedglobal.h"
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#include "r_sky.h"
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#include "p_effect.h"
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#include "po_man.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/data/gl_data.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "gl/scene/gl_clipper.h"
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#include "gl/scene/gl_portal.h"
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#include "gl/scene/gl_wall.h"
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#include "gl/utility/gl_clock.h"
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EXTERN_CVAR(Bool, gl_render_segs)
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Clipper clipper;
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CVAR(Bool, gl_render_things, true, 0)
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CVAR(Bool, gl_render_walls, true, 0)
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CVAR(Bool, gl_render_flats, true, 0)
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static void UnclipSubsector(subsector_t *sub)
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{
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int count = sub->numlines;
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seg_t * seg = sub->firstline;
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while (count--)
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{
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angle_t startAngle = seg->v2->GetClipAngle();
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angle_t endAngle = seg->v1->GetClipAngle();
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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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clipper.SafeRemoveClipRange(startAngle, endAngle);
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}
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seg++;
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}
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}
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//==========================================================================
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//
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// R_AddLine
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// Clips the given segment
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// and adds any visible pieces to the line list.
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//
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//==========================================================================
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// making these 2 variables global instead of passing them as function parameters is faster.
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static subsector_t *currentsubsector;
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static sector_t *currentsector;
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static void AddLine (seg_t *seg)
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{
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#ifdef _DEBUG
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if (seg->linedef - lines == 38)
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{
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int a = 0;
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}
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#endif
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angle_t startAngle, endAngle;
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sector_t * backsector = NULL;
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sector_t bs;
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if (GLRenderer->mCurrentPortal)
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{
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int clipres = GLRenderer->mCurrentPortal->ClipSeg(seg);
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if (clipres == GLPortal::PClip_InFront) return;
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}
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startAngle = seg->v2->GetClipAngle();
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endAngle = seg->v1->GetClipAngle();
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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;
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}
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if (seg->sidedef == NULL)
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{
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if (!(currentsubsector->flags & SSECF_DRAWN))
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{
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if (clipper.SafeCheckRange(startAngle, endAngle))
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{
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currentsubsector->flags |= SSECF_DRAWN;
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}
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}
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return;
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}
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if (!clipper.SafeCheckRange(startAngle, endAngle))
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{
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return;
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}
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currentsubsector->flags |= SSECF_DRAWN;
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if (!seg->backsector)
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{
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clipper.SafeAddClipRange(startAngle, endAngle);
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}
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else if (!(seg->sidedef->Flags & WALLF_POLYOBJ)) // Two-sided polyobjects never obstruct the view
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{
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if (currentsector->sectornum == seg->backsector->sectornum)
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{
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FTexture * tex = TexMan(seg->sidedef->GetTexture(side_t::mid));
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if (!tex || tex->UseType==FTexture::TEX_Null)
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{
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// nothing to do here!
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seg->linedef->validcount=validcount;
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return;
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}
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backsector=currentsector;
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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(seg->v1, seg->v2, seg->frontsector, seg->backsector);
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backsector = gl_FakeFlat(seg->backsector, &bs, true);
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if (gl_CheckClip(seg->sidedef, currentsector, backsector))
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{
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clipper.SafeAddClipRange(startAngle, endAngle);
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}
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}
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}
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else
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{
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// Backsector for polyobj segs is always the containing sector itself
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backsector = currentsector;
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}
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seg->linedef->flags |= ML_MAPPED;
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if ((seg->sidedef->Flags & WALLF_POLYOBJ) || seg->linedef->validcount!=validcount)
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{
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if (!(seg->sidedef->Flags & WALLF_POLYOBJ)) seg->linedef->validcount=validcount;
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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.sub = currentsubsector;
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wall.Process(seg, currentsector, backsector);
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rendered_lines++;
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SetupWall.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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// R_Subsector
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// Determine floor/ceiling planes.
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// Add sprites of things in sector.
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// Draw one or more line segments.
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//
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//==========================================================================
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static void PolySubsector(subsector_t * sub)
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{
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int count = sub->numlines;
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seg_t * line = sub->firstline;
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while (count--)
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{
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if (line->linedef)
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{
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AddLine (line);
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}
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line++;
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}
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}
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//==========================================================================
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//
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// RenderBSPNode
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// Renders all subsectors below a given node,
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// traversing subtree recursively.
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// Just call with BSP root.
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//
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//==========================================================================
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static void RenderPolyBSPNode (void *node)
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{
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while (!((size_t)node & 1)) // Keep going until found a subsector
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{
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node_t *bsp = (node_t *)node;
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// Decide which side the view point is on.
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int side = R_PointOnSide(viewx, viewy, bsp);
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// Recursively divide front space (toward the viewer).
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RenderPolyBSPNode (bsp->children[side]);
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// Possibly divide back space (away from the viewer).
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side ^= 1;
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// It is not necessary to use the slower precise version here
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if (!clipper.CheckBox(bsp->bbox[side]))
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{
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return;
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}
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node = bsp->children[side];
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}
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PolySubsector ((subsector_t *)((BYTE *)node - 1));
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}
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//==========================================================================
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//
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// Unlilke the software renderer this function will only draw the walls,
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// not the flats. Those are handled as a whole by the parent subsector.
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//
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//==========================================================================
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static void AddPolyobjs(subsector_t *sub)
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{
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if (sub->BSP == NULL || sub->BSP->bDirty)
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{
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sub->BuildPolyBSP();
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for (unsigned i = 0; i < sub->BSP->Segs.Size(); i++)
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{
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sub->BSP->Segs[i].Subsector = sub;
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sub->BSP->Segs[i].PartnerSeg = NULL;
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}
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}
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if (sub->BSP->Nodes.Size() == 0)
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{
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PolySubsector(&sub->BSP->Subsectors[0]);
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}
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else
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{
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RenderPolyBSPNode(&sub->BSP->Nodes.Last());
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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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static inline void AddLines(subsector_t * sub, sector_t * sector)
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{
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currentsector = sector;
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currentsubsector = sub;
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ClipWall.Clock();
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if (sub->polys != NULL)
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{
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AddPolyobjs(sub);
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}
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else
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{
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int count = sub->numlines;
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seg_t * seg = sub->firstline;
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while (count--)
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{
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if (seg->linedef == NULL)
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{
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if (!(sub->flags & SSECF_DRAWN)) AddLine (seg);
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}
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else if (!(seg->sidedef->Flags & WALLF_POLYOBJ))
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{
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AddLine (seg);
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}
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seg++;
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}
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}
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ClipWall.Unclock();
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}
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//==========================================================================
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//
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// R_RenderThings
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//
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//==========================================================================
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static inline void RenderThings(subsector_t * sub, sector_t * sector)
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{
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SetupSprite.Clock();
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sector_t * sec=sub->sector;
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if (sec->thinglist != NULL)
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{
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// Handle all things in sector.
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for (AActor * thing = sec->thinglist; thing; thing = thing->snext)
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{
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GLRenderer->ProcessSprite(thing, sector);
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}
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}
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SetupSprite.Unclock();
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}
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//==========================================================================
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//
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// R_Subsector
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// Determine floor/ceiling planes.
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// Add sprites of things in sector.
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// Draw one or more line segments.
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//
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//==========================================================================
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static void DoSubsector(subsector_t * sub)
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{
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unsigned int i;
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sector_t * sector;
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sector_t * fakesector;
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sector_t fake;
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// check for visibility of this entire subsector. This requires GL nodes.
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// (disabled because it costs more time than it saves.)
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//if (!clipper.CheckBox(sub->bbox)) return;
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#ifdef _DEBUG
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if (sub->sector-sectors==931)
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{
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int a = 0;
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}
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#endif
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sector=sub->sector;
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if (!sector) return;
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// If the mapsections differ this subsector can't possibly be visible from the current view point
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if (!(currentmapsection[sub->mapsection>>3] & (1 << (sub->mapsection & 7)))) return;
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if (gl_drawinfo->ss_renderflags[sub-subsectors] & SSRF_SEEN)
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{
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// This means that we have reached a subsector in a portal that has been marked 'seen'
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// from the other side of the portal. This means we must clear the clipper for the
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// range this subsector spans before going on.
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UnclipSubsector(sub);
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}
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fakesector=gl_FakeFlat(sector, &fake, false);
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if (sector->validcount != validcount)
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{
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GLRenderer->mVBO->CheckUpdate(sector);
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}
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// [RH] Add particles
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//int shade = LIGHT2SHADE((floorlightlevel + ceilinglightlevel)/2 + r_actualextralight);
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if (gl_render_things)
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{
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SetupSprite.Clock();
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for (i = ParticlesInSubsec[DWORD(sub-subsectors)]; i != NO_PARTICLE; i = Particles[i].snext)
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{
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GLRenderer->ProcessParticle(&Particles[i], fakesector);
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}
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SetupSprite.Unclock();
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}
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AddLines(sub, fakesector);
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// BSP is traversed by subsector.
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// A sector might have been split into several
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// subsectors during BSP building.
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// Thus we check whether it was already added.
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if (sector->validcount != validcount)
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{
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// Well, now it will be done.
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sector->validcount = validcount;
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if (gl_render_things)
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{
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RenderThings(sub, fakesector);
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}
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sector->MoreFlags |= SECF_DRAWN;
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}
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if (gl_render_flats)
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{
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// Subsectors with only 2 lines cannot have any area!
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if (sub->numlines>2 || (sub->hacked&1))
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{
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// Exclude the case when it tries to render a sector with a heightsec
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// but undetermined heightsec state. This can only happen if the
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// subsector is obstructed but not excluded due to a large bounding box.
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// Due to the way a BSP works such a subsector can never be visible
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if (!sector->heightsec || sector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC || in_area!=area_default)
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{
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if (sector != sub->render_sector)
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{
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sector = sub->render_sector;
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// the planes of this subsector are faked to belong to another sector
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// This means we need the heightsec parts and light info of the render sector, not the actual one.
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fakesector = gl_FakeFlat(sector, &fake, false);
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}
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BYTE &srf = gl_drawinfo->sectorrenderflags[sub->render_sector->sectornum];
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if (!(srf & SSRF_PROCESSED))
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{
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srf |= SSRF_PROCESSED;
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SetupFlat.Clock();
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GLRenderer->ProcessSector(fakesector);
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SetupFlat.Unclock();
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}
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// mark subsector as processed - but mark for rendering only if it has an actual area.
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gl_drawinfo->ss_renderflags[sub-subsectors] =
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(sub->numlines > 2) ? SSRF_PROCESSED|SSRF_RENDERALL : SSRF_PROCESSED;
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if (sub->hacked & 1) gl_drawinfo->AddHackedSubsector(sub);
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FPortal *portal;
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portal = fakesector->portals[sector_t::ceiling];
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if (portal != NULL)
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{
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GLSectorStackPortal *glportal = portal->GetGLPortal();
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glportal->AddSubsector(sub);
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}
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portal = fakesector->portals[sector_t::floor];
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if (portal != NULL)
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{
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GLSectorStackPortal *glportal = portal->GetGLPortal();
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glportal->AddSubsector(sub);
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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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// RenderBSPNode
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// Renders all subsectors below a given node,
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// traversing subtree recursively.
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// Just call with BSP root.
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//
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//==========================================================================
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void gl_RenderBSPNode (void *node)
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{
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if (numnodes == 0)
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{
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DoSubsector (subsectors);
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return;
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}
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while (!((size_t)node & 1)) // Keep going until found a subsector
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{
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node_t *bsp = (node_t *)node;
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// Decide which side the view point is on.
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int side = R_PointOnSide(viewx, viewy, bsp);
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// Recursively divide front space (toward the viewer).
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gl_RenderBSPNode (bsp->children[side]);
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// Possibly divide back space (away from the viewer).
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side ^= 1;
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// It is not necessary to use the slower precise version here
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if (!clipper.CheckBox(bsp->bbox[side]))
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{
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if (!(gl_drawinfo->no_renderflags[bsp-nodes] & SSRF_SEEN))
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return;
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}
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node = bsp->children[side];
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}
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DoSubsector ((subsector_t *)((BYTE *)node - 1));
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}
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