qzdoom-gpl/src/nodebuild.h
Christoph Oelckers b9ac44e8f2 - fixed: The sight checker's portalgroup variable was not initialized.
- got rid of glsegextras.

This was probably one of the most ill-conceived means to save some memory in ZDoom, but now, when a pure software rendered engine no longer needs to be considered it's just totally useless to keep this mess in.
2017-01-09 01:28:07 +01:00

368 lines
10 KiB
C++

#include "doomdata.h"
#include "tarray.h"
#include "r_defs.h"
#include "x86.h"
struct FPolySeg;
struct FMiniBSP;
struct FEventInfo
{
int Vertex;
DWORD FrontSeg;
};
struct FEvent
{
FEvent *Parent, *Left, *Right;
double Distance;
FEventInfo Info;
};
class FEventTree
{
public:
FEventTree ();
~FEventTree ();
FEvent *GetMinimum ();
FEvent *GetSuccessor (FEvent *event) const { FEvent *node = Successor(event); return node == &Nil ? NULL : node; }
FEvent *GetPredecessor (FEvent *event) const { FEvent *node = Predecessor(event); return node == &Nil ? NULL : node; }
FEvent *GetNewNode ();
void Insert (FEvent *event);
FEvent *FindEvent (double distance) const;
void DeleteAll ();
void PrintTree () const { PrintTree (Root); }
private:
FEvent Nil;
FEvent *Root;
FEvent *Spare;
void DeletionTraverser (FEvent *event);
FEvent *Successor (FEvent *event) const;
FEvent *Predecessor (FEvent *event) const;
void PrintTree (const FEvent *event) const;
};
struct FSimpleVert
{
fixed_t x, y;
};
extern "C"
{
int ClassifyLine2 (node_t &node, const FSimpleVert *v1, const FSimpleVert *v2, int sidev[2]);
#ifndef DISABLE_SSE
int ClassifyLineSSE1 (node_t &node, const FSimpleVert *v1, const FSimpleVert *v2, int sidev[2]);
int ClassifyLineSSE2 (node_t &node, const FSimpleVert *v1, const FSimpleVert *v2, int sidev[2]);
#ifdef BACKPATCH
#ifdef __GNUC__
int ClassifyLineBackpatch (node_t &node, const FSimpleVert *v1, const FSimpleVert *v2, int sidev[2]) __attribute__((noinline));
#else
int __declspec(noinline) ClassifyLineBackpatch (node_t &node, const FSimpleVert *v1, const FSimpleVert *v2, int sidev[2]);
#endif
#endif
#endif
}
class FNodeBuilder
{
struct FPrivSeg
{
int v1, v2;
int sidedef;
int linedef;
sector_t *frontsector;
sector_t *backsector;
DWORD next;
DWORD nextforvert;
DWORD nextforvert2;
int loopnum; // loop number for split avoidance (0 means splitting is okay)
DWORD partner; // seg on back side
DWORD storedseg; // seg # in the GL_SEGS lump
int planenum;
bool planefront;
FPrivSeg *hashnext;
};
struct FPrivVert : FSimpleVert
{
DWORD segs; // segs that use this vertex as v1
DWORD segs2; // segs that use this vertex as v2
bool operator== (const FPrivVert &other)
{
return x == other.x && y == other.y;
}
};
struct FSimpleLine
{
fixed_t x, y, dx, dy;
};
union USegPtr
{
DWORD SegNum;
FPrivSeg *SegPtr;
};
struct FSplitSharer
{
double Distance;
DWORD Seg;
bool Forward;
};
struct glseg_t : public seg_t
{
DWORD Partner;
};
// Like a blockmap, but for vertices instead of lines
class IVertexMap
{
public:
virtual ~IVertexMap();
virtual int SelectVertexExact(FPrivVert &vert) = 0;
virtual int SelectVertexClose(FPrivVert &vert) = 0;
private:
IVertexMap &operator=(const IVertexMap &);
};
class FVertexMap : public IVertexMap
{
public:
FVertexMap (FNodeBuilder &builder, fixed_t minx, fixed_t miny, fixed_t maxx, fixed_t maxy);
~FVertexMap ();
int SelectVertexExact (FPrivVert &vert);
int SelectVertexClose (FPrivVert &vert);
private:
FNodeBuilder &MyBuilder;
TArray<int> *VertexGrid;
fixed_t MinX, MinY, MaxX, MaxY;
int BlocksWide, BlocksTall;
enum { BLOCK_SHIFT = 8 + FRACBITS };
enum { BLOCK_SIZE = 1 << BLOCK_SHIFT };
int InsertVertex (FPrivVert &vert);
inline int GetBlock (fixed_t x, fixed_t y)
{
assert (x >= MinX);
assert (y >= MinY);
assert (x <= MaxX);
assert (y <= MaxY);
return (unsigned(x - MinX) >> BLOCK_SHIFT) + (unsigned(y - MinY) >> BLOCK_SHIFT) * BlocksWide;
}
};
class FVertexMapSimple : public IVertexMap
{
public:
FVertexMapSimple(FNodeBuilder &builder);
int SelectVertexExact(FPrivVert &vert);
int SelectVertexClose(FPrivVert &vert);
private:
int InsertVertex(FPrivVert &vert);
FNodeBuilder &MyBuilder;
};
friend class FVertexMap;
friend class FVertexMapSimple;
public:
struct FLevel
{
vertex_t *Vertices; int NumVertices;
side_t *Sides; int NumSides;
line_t *Lines; int NumLines;
fixed_t MinX, MinY, MaxX, MaxY;
void FindMapBounds();
void ResetMapBounds()
{
MinX = FIXED_MAX;
MinY = FIXED_MAX;
MaxX = FIXED_MIN;
MaxY = FIXED_MIN;
}
};
struct FPolyStart
{
int polynum;
fixed_t x, y;
};
FNodeBuilder (FLevel &level);
FNodeBuilder (FLevel &level,
TArray<FPolyStart> &polyspots, TArray<FPolyStart> &anchors,
bool makeGLNodes);
~FNodeBuilder ();
void Extract(node_t *&nodes, int &nodeCount,
seg_t *&segs, int &segCount,
subsector_t *&ssecs, int &subCount,
TStaticArray<vertex_t> &vertexes);
const int *GetOldVertexTable();
// These are used for building sub-BSP trees for polyobjects.
void Clear();
void AddPolySegs(FPolySeg *segs, int numsegs);
void AddSegs(seg_t *segs, int numsegs);
void BuildMini(bool makeGLNodes);
void ExtractMini(FMiniBSP *bsp);
static angle_t PointToAngle (fixed_t dx, fixed_t dy);
// < 0 : in front of line
// == 0 : on line
// > 0 : behind line
static inline int PointOnSide (int x, int y, int x1, int y1, int dx, int dy);
private:
IVertexMap *VertexMap;
int *OldVertexTable;
TArray<node_t> Nodes;
TArray<subsector_t> Subsectors;
TArray<DWORD> SubsectorSets;
TArray<FPrivSeg> Segs;
TArray<FPrivVert> Vertices;
TArray<USegPtr> SegList;
TArray<BYTE> PlaneChecked;
TArray<FSimpleLine> Planes;
TArray<int> Touched; // Loops a splitter touches on a vertex
TArray<int> Colinear; // Loops with edges colinear to a splitter
FEventTree Events; // Vertices intersected by the current splitter
TArray<FSplitSharer> SplitSharers; // Segs colinear with the current splitter
DWORD HackSeg; // Seg to force to back of splitter
DWORD HackMate; // Seg to use in front of hack seg
FLevel &Level;
bool GLNodes; // Add minisegs to make GL nodes?
// Progress meter stuff
int SegsStuffed;
void FindUsedVertices (vertex_t *vertices, int max);
void BuildTree ();
void MakeSegsFromSides ();
int CreateSeg (int linenum, int sidenum);
void GroupSegPlanes ();
void GroupSegPlanesSimple ();
void FindPolyContainers (TArray<FPolyStart> &spots, TArray<FPolyStart> &anchors);
bool GetPolyExtents (int polynum, fixed_t bbox[4]);
int MarkLoop (DWORD firstseg, int loopnum);
void AddSegToBBox (fixed_t bbox[4], const FPrivSeg *seg);
int CreateNode (DWORD set, unsigned int count, fixed_t bbox[4]);
int CreateSubsector (DWORD set, fixed_t bbox[4]);
void CreateSubsectorsForReal ();
bool CheckSubsector (DWORD set, node_t &node, DWORD &splitseg);
bool CheckSubsectorOverlappingSegs (DWORD set, node_t &node, DWORD &splitseg);
bool ShoveSegBehind (DWORD set, node_t &node, DWORD seg, DWORD mate); int SelectSplitter (DWORD set, node_t &node, DWORD &splitseg, int step, bool nosplit);
void SplitSegs (DWORD set, node_t &node, DWORD splitseg, DWORD &outset0, DWORD &outset1, unsigned int &count0, unsigned int &count1);
DWORD SplitSeg (DWORD segnum, int splitvert, int v1InFront);
int Heuristic (node_t &node, DWORD set, bool honorNoSplit);
// Returns:
// 0 = seg is in front
// 1 = seg is in back
// -1 = seg cuts the node
inline int ClassifyLine (node_t &node, const FPrivVert *v1, const FPrivVert *v2, int sidev[2]);
void FixSplitSharers (const node_t &node);
double AddIntersection (const node_t &node, int vertex);
void AddMinisegs (const node_t &node, DWORD splitseg, DWORD &fset, DWORD &rset);
DWORD CheckLoopStart (fixed_t dx, fixed_t dy, int vertex1, int vertex2);
DWORD CheckLoopEnd (fixed_t dx, fixed_t dy, int vertex2);
void RemoveSegFromVert1 (DWORD segnum, int vertnum);
void RemoveSegFromVert2 (DWORD segnum, int vertnum);
DWORD AddMiniseg (int v1, int v2, DWORD partner, DWORD seg1, DWORD splitseg);
void SetNodeFromSeg (node_t &node, const FPrivSeg *pseg) const;
int CloseSubsector (TArray<glseg_t> &segs, int subsector, vertex_t *outVerts);
DWORD PushGLSeg (TArray<glseg_t> &segs, const FPrivSeg *seg, vertex_t *outVerts);
void PushConnectingGLSeg (int subsector, TArray<glseg_t> &segs, vertex_t *v1, vertex_t *v2);
int OutputDegenerateSubsector (TArray<glseg_t> &segs, int subsector, bool bForward, double lastdot, FPrivSeg *&prev, vertex_t *outVerts);
static int SortSegs (const void *a, const void *b);
double InterceptVector (const node_t &splitter, const FPrivSeg &seg);
void PrintSet (int l, DWORD set);
FNodeBuilder &operator= (const FNodeBuilder &) { return *this; }
};
// Points within this distance of a line will be considered on the line.
// Units are in fixed_ts.
const double SIDE_EPSILON = 6.5536;
// Vertices within this distance of each other will be considered as the same vertex.
#define VERTEX_EPSILON 6 // This is a fixed_t value
inline int FNodeBuilder::PointOnSide (int x, int y, int x1, int y1, int dx, int dy)
{
// For most cases, a simple dot product is enough.
double d_dx = double(dx);
double d_dy = double(dy);
double d_x = double(x);
double d_y = double(y);
double d_x1 = double(x1);
double d_y1 = double(y1);
double s_num = (d_y1-d_y)*d_dx - (d_x1-d_x)*d_dy;
if (fabs(s_num) < 17179869184.f) // 4<<32
{
// Either the point is very near the line, or the segment defining
// the line is very short: Do a more expensive test to determine
// just how far from the line the point is.
double l = d_dx*d_dx + d_dy*d_dy; // double l = sqrt(d_dx*d_dx+d_dy*d_dy);
double dist = s_num * s_num / l; // double dist = fabs(s_num)/l;
if (dist < SIDE_EPSILON*SIDE_EPSILON) // if (dist < SIDE_EPSILON)
{
return 0;
}
}
return s_num > 0.0 ? -1 : 1;
}
inline int FNodeBuilder::ClassifyLine (node_t &node, const FPrivVert *v1, const FPrivVert *v2, int sidev[2])
{
#ifdef DISABLE_SSE
return ClassifyLine2 (node, v1, v2, sidev);
#else
#if defined(__SSE2__) || defined(_M_X64)
// If compiling with SSE2 support everywhere, just use the SSE2 version.
return ClassifyLineSSE2 (node, v1, v2, sidev);
#elif defined(_MSC_VER) && _MSC_VER < 1300
// VC 6 does not support SSE optimizations.
return ClassifyLine2 (node, v1, v2, sidev);
#else
// Select the routine based on our flag.
#ifdef BACKPATCH
return ClassifyLineBackpatch (node, v1, v2, sidev);
#else
if (CPU.bSSE2)
return ClassifyLineSSE2 (node, v1, v2, sidev);
else
return ClassifyLine2 (node, v1, v2, sidev);
#endif
#endif
#endif
}