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https://github.com/ZDoom/qzdoom.git
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Cull bsp using solid segments
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parent
95df9bf48e
commit
cffdfdf7fd
2 changed files with 142 additions and 4 deletions
133
src/r_poly.cpp
133
src/r_poly.cpp
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@ -35,11 +35,17 @@ EXTERN_CVAR(Bool, r_drawplayersprites)
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EXTERN_CVAR(Bool, r_deathcamera)
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EXTERN_CVAR(Bool, st_scale)
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CVAR(Bool, r_debug_cull, 0, 0)
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/////////////////////////////////////////////////////////////////////////////
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void RenderPolyBsp::Render()
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{
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PolyVertexBuffer::Clear();
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SolidSegments.clear();
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SolidSegments.reserve(MAXWIDTH / 2 + 2);
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SolidSegments.push_back({ -0x7fff, 0 });
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SolidSegments.push_back({ viewwidth, 0x7fff });
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// Perspective correct:
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float ratio = WidescreenRatio;
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@ -63,8 +69,16 @@ void RenderPolyBsp::Render()
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RenderNode(nodes + numnodes - 1); // The head node is the last node output.
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// Render back to front (we don't have a zbuffer at the moment, sniff!):
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for (auto it = PvsSectors.rbegin(); it != PvsSectors.rend(); ++it)
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RenderSubsector(*it);
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if (!r_debug_cull)
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{
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for (auto it = PvsSectors.rbegin(); it != PvsSectors.rend(); ++it)
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RenderSubsector(*it);
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}
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else
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{
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for (auto it = PvsSectors.begin(); it != PvsSectors.end(); ++it)
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RenderSubsector(*it);
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}
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RenderPlayerSprites();
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DrawerCommandQueue::WaitForWorkers();
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@ -543,8 +557,24 @@ void RenderPolyBsp::RenderNode(void *node)
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node = bsp->children[side];
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}
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PvsSectors.push_back((subsector_t *)((BYTE *)node - 1));
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//RenderSubsector((subsector_t *)((BYTE *)node - 1));
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// Mark that we need to render this
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subsector_t *sub = (subsector_t *)((BYTE *)node - 1);
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PvsSectors.push_back(sub);
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// Update culling info for further bsp clipping
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for (uint32_t i = 0; i < sub->numlines; i++)
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{
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seg_t *line = &sub->firstline[i];
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if ((line->sidedef == nullptr || !(line->sidedef->Flags & WALLF_POLYOBJ)) && line->backsector == nullptr)
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{
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int sx1, sx2;
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if (GetSegmentRangeForLine(line->v1->fX(), line->v1->fY(), line->v2->fX(), line->v2->fY(), sx1, sx2))
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{
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MarkSegmentCulled(sx1, sx2);
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}
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}
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}
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}
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void RenderPolyBsp::RenderPlayerSprites()
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@ -752,6 +782,52 @@ void RenderPolyBsp::RenderPlayerSprite(DPSprite *sprite, AActor *owner, float bo
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//R_DrawVisSprite(vis);
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}
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bool RenderPolyBsp::IsSegmentCulled(int x1, int x2) const
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{
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int next = 0;
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while (SolidSegments[next].X2 <= x2)
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next++;
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return (x1 >= SolidSegments[next].X1 && x2 <= SolidSegments[next].X2);
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}
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void RenderPolyBsp::MarkSegmentCulled(int x1, int x2)
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{
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if (x1 >= x2)
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return;
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int cur = 1;
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while (true)
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{
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if (SolidSegments[cur].X1 <= x1 && SolidSegments[cur].X2 >= x2) // Already fully marked
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{
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break;
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}
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else if (cur + 1 != SolidSegments.size() && SolidSegments[cur].X2 >= x1 && SolidSegments[cur].X1 <= x2) // Merge segments
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{
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// Find last segment
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int merge = cur;
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while (merge + 2 != SolidSegments.size() && SolidSegments[merge + 1].X1 <= x2)
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merge++;
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// Apply new merged range
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SolidSegments[cur].X1 = MIN(SolidSegments[cur].X1, x1);
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SolidSegments[cur].X2 = MAX(SolidSegments[merge].X2, x2);
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// Remove additional segments we merged with
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if (merge > cur)
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SolidSegments.erase(SolidSegments.begin() + (cur + 1), SolidSegments.begin() + (merge + 1));
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break;
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}
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else if (SolidSegments[cur].X1 > x1) // Insert new segment
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{
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SolidSegments.insert(SolidSegments.begin() + cur, { x1, x2 });
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break;
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}
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cur++;
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}
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}
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int RenderPolyBsp::PointOnSide(const DVector2 &pos, const node_t *node)
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{
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return DMulScale32(FLOAT2FIXED(pos.Y) - node->y, node->dx, node->x - FLOAT2FIXED(pos.X), node->dy) > 0;
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@ -855,6 +931,55 @@ bool RenderPolyBsp::CheckBBox(float *bspcoord)
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// Find the first clippost that touches the source post
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// (adjacent pixels are touching).
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// Does not cross a pixel.
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if (sx2 <= sx1)
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return false;
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return !IsSegmentCulled(sx1, sx2);
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}
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bool RenderPolyBsp::GetSegmentRangeForLine(double x1, double y1, double x2, double y2, int &sx1, int &sx2) const
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{
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x1 = x1 - ViewPos.X;
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y1 = y1 - ViewPos.Y;
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x2 = x2 - ViewPos.X;
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y2 = y2 - ViewPos.Y;
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// Sitting on a line?
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if (y1 * (x1 - x2) + x1 * (y2 - y1) >= -EQUAL_EPSILON)
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return false;
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double rx1 = x1 * ViewSin - y1 * ViewCos;
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double rx2 = x2 * ViewSin - y2 * ViewCos;
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double ry1 = x1 * ViewTanCos + y1 * ViewTanSin;
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double ry2 = x2 * ViewTanCos + y2 * ViewTanSin;
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if (rx1 >= -ry1)
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{
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if (rx1 > ry1) return false; // left edge is off the right side
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if (ry1 == 0) return false;
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sx1 = xs_RoundToInt(CenterX + rx1 * CenterX / ry1);
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}
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else
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{
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if (rx2 < -ry2) return false; // wall is off the left side
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if (rx1 - rx2 - ry2 + ry1 == 0) return false; // wall does not intersect view volume
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sx1 = 0;
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}
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if (rx2 <= ry2)
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{
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if (rx2 < -ry2) return false; // right edge is off the left side
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if (ry2 == 0) return false;
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sx2 = xs_RoundToInt(CenterX + rx2 * CenterX / ry2);
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}
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else
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{
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if (rx1 > ry1) return false; // wall is off the right side
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if (ry2 - ry1 - rx2 + rx1 == 0) return false; // wall does not intersect view volume
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sx2 = viewwidth;
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}
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// Does not cross a pixel.
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if (sx2 <= sx1)
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return false;
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13
src/r_poly.h
13
src/r_poly.h
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@ -77,6 +77,11 @@ private:
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// Returns true if some part of the bbox might be visible.
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bool CheckBBox(float *bspcoord);
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bool GetSegmentRangeForLine(double x1, double y1, double x2, double y2, int &sx1, int &sx2) const;
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void MarkSegmentCulled(int x1, int x2);
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bool IsSegmentCulled(int x1, int x2) const;
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std::vector<subsector_t *> PvsSectors;
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TriMatrix worldToClip;
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@ -84,6 +89,14 @@ private:
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const int BaseXCenter = 160;
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const int BaseYCenter = 100;
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struct SolidSegment
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{
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SolidSegment(int x1, int x2) : X1(x1), X2(x2) { }
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int X1, X2;
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};
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std::vector<SolidSegment> SolidSegments;
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};
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class RenderPolyWall
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