qzdoom/src/gl/data/gl_portaldata.cpp

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/*
** gl_setup.cpp
** Initializes the data structures required by the GL renderer to handle
** a level
**
**---------------------------------------------------------------------------
** Copyright 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 "doomtype.h"
#include "colormatcher.h"
#include "i_system.h"
#include "p_local.h"
#include "p_lnspec.h"
#include "c_dispatch.h"
#include "r_sky.h"
#include "sc_man.h"
#include "w_wad.h"
#include "gi.h"
#include "g_level.h"
#include "a_sharedglobal.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/dynlights/gl_dynlight.h"
#include "gl/dynlights/gl_glow.h"
#include "gl/utility/gl_clock.h"
#include "gl/gl_functions.h"
struct FPortalID
{
fixed_t mXDisplacement;
fixed_t mYDisplacement;
// for the hash code
operator intptr_t() const { return (mXDisplacement >> 8) + (mYDisplacement << 8); }
bool operator != (const FPortalID &other) const
{
return mXDisplacement != other.mXDisplacement ||
mYDisplacement != other.mYDisplacement;
}
};
struct FPortalSector
{
sector_t *mSub;
int mPlane;
};
typedef TArray<FPortalSector> FPortalSectors;
typedef TMap<FPortalID, FPortalSectors> FPortalMap;
TArray<FPortal *> portals;
//==========================================================================
//
//
//
//==========================================================================
GLSectorStackPortal *FPortal::GetGLPortal()
{
if (glportal == NULL) glportal = new GLSectorStackPortal(this);
return glportal;
}
//==========================================================================
//
//
//
//==========================================================================
struct FCoverageVertex
{
fixed_t x, y;
bool operator !=(FCoverageVertex &other)
{
return x != other.x || y != other.y;
}
};
struct FCoverageLine
{
FCoverageVertex v[2];
};
struct FCoverageBuilder
{
subsector_t *target;
FPortal *portal;
TArray<int> collect;
FCoverageVertex center;
//==========================================================================
//
//
//
//==========================================================================
FCoverageBuilder(subsector_t *sub, FPortal *port)
{
target = sub;
portal = port;
}
//==========================================================================
//
// GetIntersection
//
// adapted from P_InterceptVector
//
//==========================================================================
bool GetIntersection(FCoverageVertex *v1, FCoverageVertex *v2, node_t *bsp, FCoverageVertex *v)
{
double frac;
double num;
double den;
double v2x = (double)v1->x;
double v2y = (double)v1->y;
double v2dx = (double)(v2->x - v1->x);
double v2dy = (double)(v2->y - v1->y);
double v1x = (double)bsp->x;
double v1y = (double)bsp->y;
double v1dx = (double)bsp->dx;
double v1dy = (double)bsp->dy;
den = v1dy*v2dx - v1dx*v2dy;
if (den == 0)
return false; // parallel
num = (v1x - v2x)*v1dy + (v2y - v1y)*v1dx;
frac = num / den;
if (frac < 0. || frac > 1.) return false;
v->x = xs_RoundToInt(v2x + frac * v2dx);
v->y = xs_RoundToInt(v2y + frac * v2dy);
return true;
}
//==========================================================================
//
//
//
//==========================================================================
double PartitionDistance(FCoverageVertex *vt, node_t *node)
{
return fabs(double(-node->dy) * (vt->x - node->x) + double(node->dx) * (vt->y - node->y)) / node->len;
}
//==========================================================================
//
//
//
//==========================================================================
int PointOnSide(FCoverageVertex *vt, node_t *node)
{
return R_PointOnSide(vt->x, vt->y, node);
}
//==========================================================================
//
// adapted from polyobject splitter
//
//==========================================================================
void CollectNode(void *node, TArray<FCoverageVertex> &shape)
{
static TArray<FCoverageLine> lists[2];
const double COVERAGE_EPSILON = 6.; // same epsilon as the node builder
if (!((size_t)node & 1)) // Keep going until found a subsector
{
node_t *bsp = (node_t *)node;
int centerside = R_PointOnSide(center.x, center.y, bsp);
lists[0].Clear();
lists[1].Clear();
for(unsigned i=0;i<shape.Size(); i++)
{
FCoverageVertex *v1 = &shape[i];
FCoverageVertex *v2 = &shape[(i+1) % shape.Size()];
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FCoverageLine vl = {{*v1, *v2}};
double dist_v1 = PartitionDistance(v1, bsp);
double dist_v2 = PartitionDistance(v2, bsp);
if(dist_v1 <= COVERAGE_EPSILON)
{
if (dist_v2 <= COVERAGE_EPSILON)
{
lists[centerside].Push(vl);
}
else
{
int side = PointOnSide(v2, bsp);
lists[side].Push(vl);
}
}
else if (dist_v2 <= COVERAGE_EPSILON)
{
int side = PointOnSide(v1, bsp);
lists[side].Push(vl);
}
else
{
int side1 = PointOnSide(v1, bsp);
int side2 = PointOnSide(v2, bsp);
if(side1 != side2)
{
// if the partition line crosses this seg, we must split it.
FCoverageVertex vert;
if (GetIntersection(v1, v2, bsp, &vert))
{
lists[0].Push(vl);
lists[1].Push(vl);
lists[side1].Last().v[1] = vert;
lists[side2].Last().v[0] = vert;
}
else
{
// should never happen
lists[side1].Push(vl);
}
}
else
{
// both points on the same side.
lists[side1].Push(vl);
}
}
}
if (lists[1].Size() == 0)
{
CollectNode(bsp->children[0], shape);
}
else if (lists[0].Size() == 0)
{
CollectNode(bsp->children[1], shape);
}
else
{
// copy the static arrays into local ones
TArray<FCoverageVertex> locallists[2];
for(int l=0;l<2;l++)
{
for (unsigned i=0;i<lists[l].Size(); i++)
{
locallists[l].Push(lists[l][i].v[0]);
unsigned i1= (i+1)%lists[l].Size();
if (lists[l][i1].v[0] != lists[l][i].v[1])
{
locallists[l].Push(lists[l][i].v[1]);
}
}
}
CollectNode(bsp->children[0], locallists[0]);
CollectNode(bsp->children[1], locallists[1]);
}
}
else
{
// we reached a subsector so we can link the node with this subsector
subsector_t *sub = (subsector_t *)((BYTE *)node - 1);
collect.Push(int(sub-subsectors));
}
}
};
//==========================================================================
//
// Calculate portal coverage for a single subsector
//
//==========================================================================
void gl_BuildPortalCoverage(FPortalCoverage *coverage, subsector_t *subsector, FPortal *portal)
{
TArray<FCoverageVertex> shape;
double centerx=0, centery=0;
shape.Resize(subsector->numlines);
for(unsigned i=0; i<subsector->numlines; i++)
{
centerx += (shape[i].x = subsector->firstline[i].v1->x + portal->xDisplacement);
centery += (shape[i].y = subsector->firstline[i].v1->y + portal->yDisplacement);
}
FCoverageBuilder build(subsector, portal);
build.center.x = xs_CRoundToInt(centerx / subsector->numlines);
build.center.y = xs_CRoundToInt(centery / subsector->numlines);
build.CollectNode(nodes + numnodes - 1, shape);
coverage->subsectors = new DWORD[build.collect.Size()];
coverage->sscount = build.collect.Size();
memcpy(coverage->subsectors, &build.collect[0], build.collect.Size() * sizeof(DWORD));
}
//==========================================================================
//
// portal initialization
//
//==========================================================================
static void CollectPortalSectors(FPortalMap &collection)
{
for (int i=0;i<numsectors;i++)
{
sector_t *sec = &sectors[i];
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for (int j = 0; j < 2; j++)
{
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ASkyViewpoint *SkyBox = barrier_cast<ASkyViewpoint*>(sec->SkyBoxes[j]);
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if (SkyBox != NULL && SkyBox->bAlways && SkyBox->Mate != NULL)
{
FPortalID id = { SkyBox->X() - SkyBox->Mate->X(), SkyBox->Y() - SkyBox->Mate->Y() };
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FPortalSectors &sss = collection[id];
FPortalSector ss = { sec, j };
sss.Push(ss);
}
}
}
}
void gl_InitPortals()
{
FPortalMap collection;
if (numnodes == 0) return;
for(int i=0;i<numnodes;i++)
{
node_t *no = &nodes[i];
double fdx = (double)no->dx;
double fdy = (double)no->dy;
no->len = (float)sqrt(fdx * fdx + fdy * fdy);
}
CollectPortalSectors(collection);
portals.Clear();
FPortalMap::Iterator it(collection);
FPortalMap::Pair *pair;
int c = 0;
int planeflags = 0;
while (it.NextPair(pair))
{
for(unsigned i=0;i<pair->Value.Size(); i++)
{
if (pair->Value[i].mPlane == sector_t::floor) planeflags |= 1;
else if (pair->Value[i].mPlane == sector_t::ceiling) planeflags |= 2;
}
for (int i=1;i<=2;i<<=1)
{
// For now, add separate portals for floor and ceiling. They can be merged once
// proper plane clipping is in.
if (planeflags & i)
{
FPortal *portal = new FPortal;
portal->xDisplacement = pair->Key.mXDisplacement;
portal->yDisplacement = pair->Key.mYDisplacement;
portal->plane = (i==1? sector_t::floor : sector_t::ceiling); /**/
portal->glportal = NULL;
portals.Push(portal);
for(unsigned j=0;j<pair->Value.Size(); j++)
{
sector_t *sec = pair->Value[j].mSub;
int plane = pair->Value[j].mPlane;
if (portal->plane == plane)
{
for(int k=0;k<sec->subsectorcount; k++)
{
subsector_t *sub = sec->subsectors[k];
gl_BuildPortalCoverage(&sub->portalcoverage[plane], sub, portal);
}
sec->portals[plane] = portal;
}
}
}
}
}
}
CCMD(dumpportals)
{
for(unsigned i=0;i<portals.Size(); i++)
{
double xdisp = portals[i]->xDisplacement/65536.;
double ydisp = portals[i]->yDisplacement/65536.;
Printf(PRINT_LOG, "Portal #%d, %s, displacement = (%f,%f)\n", i, portals[i]->plane==0? "floor":"ceiling",
xdisp, ydisp);
Printf(PRINT_LOG, "Coverage:\n");
for(int j=0;j<numsubsectors;j++)
{
subsector_t *sub = &subsectors[j];
FPortal *port = sub->render_sector->portals[portals[i]->plane];
if (port == portals[i])
{
Printf(PRINT_LOG, "\tSubsector %d (%d):\n\t\t", j, sub->render_sector->sectornum);
for(unsigned k = 0;k< sub->numlines; k++)
{
Printf(PRINT_LOG, "(%.3f,%.3f), ", sub->firstline[k].v1->x/65536. + xdisp, sub->firstline[k].v1->y/65536. + ydisp);
}
Printf(PRINT_LOG, "\n\t\tCovered by subsectors:\n");
FPortalCoverage *cov = &sub->portalcoverage[portals[i]->plane];
for(int l = 0;l< cov->sscount; l++)
{
subsector_t *csub = &subsectors[cov->subsectors[l]];
Printf(PRINT_LOG, "\t\t\t%5d (%4d): ", cov->subsectors[l], csub->render_sector->sectornum);
for(unsigned m = 0;m< csub->numlines; m++)
{
Printf(PRINT_LOG, "(%.3f,%.3f), ", csub->firstline[m].v1->x/65536., csub->firstline[m].v1->y/65536.);
}
Printf(PRINT_LOG, "\n");
}
}
}
}
}