/* ** gl_nodes.cpp ** **--------------------------------------------------------------------------- ** Copyright 2005-2010 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. ** ** 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 #ifdef _MSC_VER #include // for alloca() #endif #ifndef _WIN32 #include #else #include #define rmdir _rmdir #endif #include "templates.h" #include "m_alloc.h" #include "m_argv.h" #include "c_dispatch.h" #include "m_swap.h" #include "g_game.h" #include "i_system.h" #include "w_wad.h" #include "doomdef.h" #include "p_local.h" #include "nodebuild.h" #include "doomstat.h" #include "vectors.h" #include "stats.h" #include "doomerrors.h" #include "p_setup.h" #include "x86.h" #include "version.h" #include "md5.h" #include "m_misc.h" #include "r_utility.h" #include "cmdlib.h" #include "g_levellocals.h" void P_GetPolySpots (MapData * lump, TArray &spots, TArray &anchors); CVAR(Bool, gl_cachenodes, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) CVAR(Float, gl_cachetime, 0.6f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) void P_LoadZNodes (FileReader &dalump, uint32_t id); static bool CheckCachedNodes(MapData *map); static void CreateCachedNodes(MapData *map); // fixed 32 bit gl_vert format v2.0+ (glBsp 1.91) struct mapglvertex_t { int32_t x,y; }; struct gl3_mapsubsector_t { int32_t numsegs; int32_t firstseg; // Index of first one; segs are stored sequentially. }; struct glseg_t { uint16_t v1; // start vertex (16 bit) uint16_t v2; // end vertex (16 bit) uint16_t linedef; // linedef, or -1 for minisegs uint16_t side; // side on linedef: 0 for right, 1 for left uint16_t partner; // corresponding partner seg, or 0xffff on one-sided walls }; struct glseg3_t { int32_t v1; int32_t v2; uint16_t linedef; uint16_t side; int32_t partner; }; struct gl5_mapnode_t { int16_t x,y,dx,dy; // partition line int16_t bbox[2][4]; // bounding box for each child // If NF_SUBSECTOR is or'ed in, it's a subsector, // else it's a node of another subtree. uint32_t children[2]; }; //========================================================================== // // Collect all sidedefs which are not entirely covered by segs // Old ZDBSPs could create such maps. If such a BSP is discovered // a node rebuild must be done to ensure proper rendering // //========================================================================== static int CheckForMissingSegs() { auto numsides = level.sides.Size(); double *added_seglen = new double[numsides]; int missing = 0; memset(added_seglen, 0, sizeof(double)*numsides); for (auto &seg : level.segs) { if (seg.sidedef != nullptr) { // check all the segs and calculate the length they occupy on their sidedef DVector2 vec1(seg.v2->fX() - seg.v1->fX(), seg.v2->fY() - seg.v1->fY()); added_seglen[seg.sidedef->Index()] += vec1.Length(); } } for (unsigned i = 0; i < numsides; i++) { double linelen = level.sides[i].linedef->Delta().Length(); missing += (added_seglen[i] < linelen - 1.); } delete[] added_seglen; return missing; } //========================================================================== // // Checks whether the nodes are suitable for GL rendering // //========================================================================== bool P_CheckForGLNodes() { for(auto &sub : level.subsectors) { seg_t * firstseg = sub.firstline; seg_t * lastseg = sub.firstline + sub.numlines - 1; if (firstseg->v1 != lastseg->v2) { // This subsector is incomplete which means that these // are normal nodes return false; } else { for(uint32_t j=0;j 0) { Printf("%d missing segs counted\nThe BSP needs to be rebuilt.\n", missing); } return missing == 0; } //========================================================================== // // LoadGLVertexes // // loads GL vertices // //========================================================================== #define gNd2 MAKE_ID('g','N','d','2') #define gNd4 MAKE_ID('g','N','d','4') #define gNd5 MAKE_ID('g','N','d','5') #define GL_VERT_OFFSET 4 static int firstglvertex; static bool format5; static bool LoadGLVertexes(FileReader * lump) { uint8_t *gldata; int i; firstglvertex = level.vertexes.Size(); int gllen=lump->GetLength(); gldata = new uint8_t[gllen]; lump->Seek(0, SEEK_SET); lump->Read(gldata, gllen); if (*(int *)gldata == gNd5) { format5=true; } else if (*(int *)gldata != gNd2) { // GLNodes V1 and V4 are unsupported. // V1 because the precision is insufficient and // V4 due to the missing partner segs Printf("GL nodes v%d found. This format is not supported by " GAMENAME "\n", (*(int *)gldata == gNd4)? 4:1); delete [] gldata; return false; } else format5=false; mapglvertex_t* mgl = (mapglvertex_t *)(gldata + GL_VERT_OFFSET); unsigned numvertexes = firstglvertex + (gllen - GL_VERT_OFFSET)/sizeof(mapglvertex_t); TStaticArray oldvertexes = std::move(level.vertexes); level.vertexes.Alloc(numvertexes); memcpy(&level.vertexes[0], &oldvertexes[0], firstglvertex * sizeof(vertex_t)); for(auto &line : level.lines) { // Remap vertex pointers in linedefs line.v1 = &level.vertexes[line.v1 - &oldvertexes[0]]; line.v2 = &level.vertexes[line.v2 - &oldvertexes[0]]; } for (i = firstglvertex; i < (int)numvertexes; i++) { level.vertexes[i].set(LittleLong(mgl->x)/65536., LittleLong(mgl->y)/65536.); mgl++; } delete[] gldata; return true; } //========================================================================== // // GL Nodes utilities // //========================================================================== static inline int checkGLVertex(int num) { if (num & 0x8000) num = (num&0x7FFF)+firstglvertex; return num; } static inline int checkGLVertex3(int num) { if (num & 0xc0000000) num = (num&0x3FFFFFFF)+firstglvertex; return num; } //========================================================================== // // LoadGLSegs // //========================================================================== static bool LoadGLSegs(FileReader * lump) { char *data; int i; line_t *ldef=NULL; int numsegs = lump->GetLength(); data= new char[numsegs]; lump->Seek(0, SEEK_SET); lump->Read(data, numsegs); auto &segs = level.segs; #ifdef _MSC_VER __try #endif { if (!format5 && memcmp(data, "gNd3", 4)) { numsegs/=sizeof(glseg_t); level.segs.Alloc(numsegs); memset(&segs[0],0,sizeof(seg_t)*numsegs); glseg_t * ml = (glseg_t*)data; for(i = 0; i < numsegs; i++) { // check for gl-vertices segs[i].v1 = &level.vertexes[checkGLVertex(LittleShort(ml->v1))]; segs[i].v2 = &level.vertexes[checkGLVertex(LittleShort(ml->v2))]; segs[i].PartnerSeg = ml->partner == 0xFFFF ? nullptr : &segs[LittleShort(ml->partner)]; if(ml->linedef != 0xffff) { ldef = &level.lines[LittleShort(ml->linedef)]; segs[i].linedef = ldef; ml->side=LittleShort(ml->side); segs[i].sidedef = ldef->sidedef[ml->side]; if (ldef->sidedef[ml->side] != NULL) { segs[i].frontsector = ldef->sidedef[ml->side]->sector; } else { segs[i].frontsector = NULL; } if (ldef->flags & ML_TWOSIDED && ldef->sidedef[ml->side^1] != NULL) { segs[i].backsector = ldef->sidedef[ml->side^1]->sector; } else { ldef->flags &= ~ML_TWOSIDED; segs[i].backsector = NULL; } } else { segs[i].linedef = NULL; segs[i].sidedef = NULL; segs[i].frontsector = NULL; segs[i].backsector = NULL; } ml++; } } else { if (!format5) numsegs-=4; numsegs/=sizeof(glseg3_t); level.segs.Alloc(numsegs); memset(&segs[0],0,sizeof(seg_t)*numsegs); glseg3_t * ml = (glseg3_t*)(data+ (format5? 0:4)); for(i = 0; i < numsegs; i++) { // check for gl-vertices segs[i].v1 = &level.vertexes[checkGLVertex3(LittleLong(ml->v1))]; segs[i].v2 = &level.vertexes[checkGLVertex3(LittleLong(ml->v2))]; const uint32_t partner = LittleLong(ml->partner); segs[i].PartnerSeg = DWORD_MAX == partner ? nullptr : &segs[partner]; if(ml->linedef != 0xffff) // skip minisegs { ldef = &level.lines[LittleLong(ml->linedef)]; segs[i].linedef = ldef; ml->side=LittleShort(ml->side); segs[i].sidedef = ldef->sidedef[ml->side]; if (ldef->sidedef[ml->side] != NULL) { segs[i].frontsector = ldef->sidedef[ml->side]->sector; } else { segs[i].frontsector = NULL; } if (ldef->flags & ML_TWOSIDED && ldef->sidedef[ml->side^1] != NULL) { segs[i].backsector = ldef->sidedef[ml->side^1]->sector; } else { ldef->flags &= ~ML_TWOSIDED; segs[i].backsector = NULL; } } else { segs[i].linedef = NULL; segs[i].sidedef = NULL; segs[i].frontsector = NULL; segs[i].backsector = NULL; } ml++; } } delete [] data; return true; } #ifdef _MSC_VER __except(1) { // Invalid data has the bad habit of requiring extensive checks here // so let's just catch anything invalid and output a message. // (at least under MSVC. GCC can't do SEH even for Windows... :( ) Printf("Invalid GL segs. The BSP will have to be rebuilt.\n"); delete [] data; level.segs.Clear(); return false; } #endif } //========================================================================== // // LoadGLSubsectors // //========================================================================== static bool LoadGLSubsectors(FileReader * lump) { char * datab; int i; auto numsubsectors = lump->GetLength(); datab = new char[numsubsectors]; lump->Seek(0, SEEK_SET); lump->Read(datab, numsubsectors); if (numsubsectors == 0) { delete [] datab; return false; } if (!format5 && memcmp(datab, "gNd3", 4)) { mapsubsector_t * data = (mapsubsector_t*) datab; numsubsectors /= sizeof(mapsubsector_t); level.subsectors.Alloc(numsubsectors); auto &subsectors = level.subsectors; memset(&subsectors[0],0,numsubsectors * sizeof(subsector_t)); for (i=0; ilinedef==NULL) seg->frontsector = seg->backsector = sub.firstline->frontsector; } seg_t *firstseg = sub.firstline; seg_t *lastseg = sub.firstline + sub.numlines - 1; // The subsector must be closed. If it isn't we can't use these nodes and have to do a rebuild. if (lastseg->v2 != firstseg->v1) { delete [] datab; return false; } } delete [] datab; return true; } //========================================================================== // // P_LoadNodes // //========================================================================== static bool LoadNodes (FileReader * lump) { const int NF_SUBSECTOR = 0x8000; const int GL5_NF_SUBSECTOR = (1 << 31); int j; int k; node_t* no; uint16_t* used; if (!format5) { mapnode_t* mn, * basemn; unsigned numnodes = unsigned(lump->GetLength() / sizeof(mapnode_t)); if (numnodes == 0) return false; level.nodes.Alloc(numnodes); lump->Seek(0, SEEK_SET); basemn = mn = new mapnode_t[numnodes]; lump->Read(mn, lump->GetLength()); used = (uint16_t *)alloca (sizeof(uint16_t)*numnodes); memset (used, 0, sizeof(uint16_t)*numnodes); no = &level.nodes[0]; for (unsigned i = 0; i < numnodes; i++, no++, mn++) { no->x = LittleShort(mn->x)<y = LittleShort(mn->y)<dx = LittleShort(mn->dx)<dy = LittleShort(mn->dy)<children[j]); if (child & NF_SUBSECTOR) { child &= ~NF_SUBSECTOR; if (child >= level.subsectors.Size()) { delete [] basemn; return false; } no->children[j] = (uint8_t *)&level.subsectors[child] + 1; } else if (child >= numnodes) { delete [] basemn; return false; } else if (used[child]) { delete [] basemn; return false; } else { no->children[j] = &level.nodes[child]; used[child] = j + 1; } for (k = 0; k < 4; k++) { no->bbox[j][k] = (float)LittleShort(mn->bbox[j][k]); } } } delete [] basemn; } else { gl5_mapnode_t* mn, * basemn; auto numnodes = unsigned(lump->GetLength() / sizeof(gl5_mapnode_t)); if (numnodes == 0) return false; level.nodes.Alloc(numnodes); lump->Seek(0, SEEK_SET); basemn = mn = new gl5_mapnode_t[numnodes]; lump->Read(mn, lump->GetLength()); used = (uint16_t *)alloca (sizeof(uint16_t)*numnodes); memset (used, 0, sizeof(uint16_t)*numnodes); no = &level.nodes[0]; for (unsigned i = 0; i < numnodes; i++, no++, mn++) { no->x = LittleShort(mn->x)<y = LittleShort(mn->y)<dx = LittleShort(mn->dx)<dy = LittleShort(mn->dy)<children[j]); if (child & GL5_NF_SUBSECTOR) { child &= ~GL5_NF_SUBSECTOR; if ((unsigned)child >= level.subsectors.Size()) { delete [] basemn; return false; } no->children[j] = (uint8_t *)&level.subsectors[child] + 1; } else if ((unsigned)child >= numnodes) { delete [] basemn; return false; } else if (used[child]) { delete [] basemn; return false; } else { no->children[j] = &level.nodes[child]; used[child] = j + 1; } for (k = 0; k < 4; k++) { no->bbox[j][k] = (float)LittleShort(mn->bbox[j][k]); } } } delete [] basemn; } return true; } //========================================================================== // // loads the GL node data // //========================================================================== static bool DoLoadGLNodes(FileReader ** lumps) { if (!LoadGLVertexes(lumps[0]) || !LoadGLSegs(lumps[1]) || !LoadGLSubsectors(lumps[2]) || !LoadNodes(lumps[3])) { goto fail; } // Quick check for the validity of the nodes // For invalid nodes there is a high chance that this test will fail for (auto &sub : level.subsectors) { seg_t * seg = sub.firstline; if (!seg->sidedef) { Printf("GL nodes contain invalid data. The BSP has to be rebuilt.\n"); goto fail; } } // check whether the BSP covers all sidedefs completely. int missing = CheckForMissingSegs(); if (missing > 0) { Printf("%d missing segs counted in GL nodes.\nThe BSP has to be rebuilt.\n", missing); } return missing == 0; fail: level.nodes.Clear(); level.subsectors.Clear(); level.segs.Clear(); return false; } //=========================================================================== // // MatchHeader // // Checks whether a GL_LEVEL header belongs to this level // //=========================================================================== static bool MatchHeader(const char * label, const char * hdata) { if (memcmp(hdata, "LEVEL=", 6) == 0) { size_t labellen = strlen(label); labellen = MIN(size_t(8), labellen); if (strnicmp(hdata+6, label, labellen)==0 && (hdata[6+labellen]==0xa || hdata[6+labellen]==0xd)) { return true; } } return false; } //=========================================================================== // // FindGLNodesInWAD // // Looks for GL nodes in the same WAD as the level itself // //=========================================================================== static int FindGLNodesInWAD(int labellump) { int wadfile = Wads.GetLumpFile(labellump); FString glheader; glheader.Format("GL_%s", Wads.GetLumpFullName(labellump)); if (glheader.Len()<=8) { int gllabel = Wads.CheckNumForName(glheader, ns_global, wadfile); if (gllabel >= 0) return gllabel; } else { // Before scanning the entire WAD directory let's check first whether // it is necessary. int gllabel = Wads.CheckNumForName("GL_LEVEL", ns_global, wadfile); if (gllabel >= 0) { int lastlump=0; int lump; while ((lump=Wads.FindLump("GL_LEVEL", &lastlump))>=0) { if (Wads.GetLumpFile(lump)==wadfile) { FMemLump mem = Wads.ReadLump(lump); if (MatchHeader(Wads.GetLumpFullName(labellump), (const char *)mem.GetMem())) return lump; } } } } return -1; } //=========================================================================== // // FindGLNodesInFile // // Looks for GL nodes in the same WAD as the level itself // Function returns the lump number within the file. Returns -1 if the input // resource file is NULL. // //=========================================================================== static int FindGLNodesInFile(FResourceFile * f, const char * label) { // No file open? Probably shouldn't happen but assume no GL nodes if(!f) return -1; FString glheader; bool mustcheck=false; uint32_t numentries = f->LumpCount(); glheader.Format("GL_%.8s", label); if (glheader.Len()>8) { glheader="GL_LEVEL"; mustcheck=true; } if (numentries > 4) { for(uint32_t i=0;iGetLump(i)->Name, glheader, 8)) { if (mustcheck) { char check[16]={0}; FileReader *fr = f->GetLump(i)->GetReader(); fr->Read(check, 16); if (MatchHeader(label, check)) return i; } else return i; } } } return -1; } //========================================================================== // // Checks for the presence of GL nodes in the loaded WADs or a .GWA file // returns true if successful // //========================================================================== bool P_LoadGLNodes(MapData * map) { if (map->MapLumps[ML_GLZNODES].Reader && map->MapLumps[ML_GLZNODES].Reader->GetLength() != 0) { const int idcheck1a = MAKE_ID('Z','G','L','N'); const int idcheck2a = MAKE_ID('Z','G','L','2'); const int idcheck3a = MAKE_ID('Z','G','L','3'); const int idcheck1b = MAKE_ID('X','G','L','N'); const int idcheck2b = MAKE_ID('X','G','L','2'); const int idcheck3b = MAKE_ID('X','G','L','3'); int id; map->Seek(ML_GLZNODES); map->file->Read (&id, 4); if (id == idcheck1a || id == idcheck2a || id == idcheck3a || id == idcheck1b || id == idcheck2b || id == idcheck3b) { try { level.subsectors.Clear(); level.segs.Clear(); level.nodes.Clear(); P_LoadZNodes (*map->file, id); return true; } catch (CRecoverableError &) { level.subsectors.Clear(); level.segs.Clear(); level.nodes.Clear(); } } } if (!CheckCachedNodes(map)) { FileReader *gwalumps[4] = { NULL, NULL, NULL, NULL }; char path[256]; int li; int lumpfile = Wads.GetLumpFile(map->lumpnum); bool mapinwad = map->InWad; FResourceFile * f_gwa = map->resource; const char * name = Wads.GetWadFullName(lumpfile); if (mapinwad) { li = FindGLNodesInWAD(map->lumpnum); if (li>=0) { // GL nodes are loaded with a WAD for(int i=0;i<4;i++) { gwalumps[i]=Wads.ReopenLumpNum(li+i+1); } return DoLoadGLNodes(gwalumps); } else { strcpy(path, name); char * ext = strrchr(path, '.'); if (ext) { strcpy(ext, ".gwa"); // Todo: Compare file dates f_gwa = FResourceFile::OpenResourceFile(path, NULL, true); if (f_gwa==NULL) return false; strncpy(map->MapLumps[0].Name, Wads.GetLumpFullName(map->lumpnum), 8); } } } bool result = false; li = FindGLNodesInFile(f_gwa, map->MapLumps[0].Name); if (li!=-1) { static const char check[][9]={"GL_VERT","GL_SEGS","GL_SSECT","GL_NODES"}; result=true; for(unsigned i=0; i<4;i++) { if (strnicmp(f_gwa->GetLump(li+i+1)->Name, check[i], 8)) { result=false; break; } else gwalumps[i] = f_gwa->GetLump(li+i+1)->NewReader(); } if (result) result = DoLoadGLNodes(gwalumps); } if (f_gwa != map->resource) delete f_gwa; for(unsigned int i = 0;i < 4;++i) delete gwalumps[i]; return result; } else return true; } //========================================================================== // // Checks whether nodes are GL friendly or not // //========================================================================== bool P_CheckNodes(MapData * map, bool rebuilt, int buildtime) { bool ret = false; bool loaded = false; // If the map loading code has performed a node rebuild we don't need to check for it again. if (!rebuilt && !P_CheckForGLNodes()) { ret = true; // we are not using the level's original nodes if we get here. for (auto &sub : level.gamesubsectors) { sub.sector = sub.firstline->sidedef->sector; } level.nodes.Clear(); level.subsectors.Clear(); level.segs.Clear(); // Try to load GL nodes (cached or GWA) loaded = P_LoadGLNodes(map); if (!loaded) { // none found - we have to build new ones! unsigned int startTime, endTime; startTime = I_FPSTime (); TArray polyspots, anchors; P_GetPolySpots (map, polyspots, anchors); FNodeBuilder::FLevel leveldata = { &level.vertexes[0], (int)level.vertexes.Size(), &level.sides[0], (int)level.sides.Size(), &level.lines[0], (int)level.lines.Size(), 0, 0, 0, 0 }; leveldata.FindMapBounds (); FNodeBuilder builder (leveldata, polyspots, anchors, true); builder.Extract (level); endTime = I_FPSTime (); DPrintf (DMSG_NOTIFY, "BSP generation took %.3f sec (%u segs)\n", (endTime - startTime) * 0.001, level.segs.Size()); buildtime = endTime - startTime; } } if (!loaded) { #ifdef DEBUG // Building nodes in debug is much slower so let's cache them only if cachetime is 0 buildtime = 0; #endif if (level.maptype != MAPTYPE_BUILD && gl_cachenodes && buildtime/1000.f >= gl_cachetime) { DPrintf(DMSG_NOTIFY, "Caching nodes\n"); CreateCachedNodes(map); } else { DPrintf(DMSG_NOTIFY, "Not caching nodes (time = %f)\n", buildtime/1000.f); } } if (level.gamenodes.Size() == 0) { level.gamenodes.Point(level.nodes); level.gamesubsectors.Point(level.subsectors); } return ret; } //========================================================================== // // Node caching // //========================================================================== typedef TArray MemFile; static FString CreateCacheName(MapData *map, bool create) { FString path = M_GetCachePath(create); FString lumpname = Wads.GetLumpFullPath(map->lumpnum); int separator = lumpname.IndexOf(':'); path << '/' << lumpname.Left(separator); if (create) CreatePath(path); lumpname.ReplaceChars('/', '%'); path << '/' << lumpname.Right(lumpname.Len() - separator - 1) << ".gzc"; return path; } static void WriteByte(MemFile &f, uint8_t b) { f.Push(b); } static void WriteWord(MemFile &f, uint16_t b) { int v = f.Reserve(2); f[v] = (uint8_t)b; f[v+1] = (uint8_t)(b>>8); } static void WriteLong(MemFile &f, uint32_t b) { int v = f.Reserve(4); f[v] = (uint8_t)b; f[v+1] = (uint8_t)(b>>8); f[v+2] = (uint8_t)(b>>16); f[v+3] = (uint8_t)(b>>24); } static void CreateCachedNodes(MapData *map) { MemFile ZNodes; WriteLong(ZNodes, 0); WriteLong(ZNodes, level.vertexes.Size()); for(auto &vert : level.vertexes) { WriteLong(ZNodes, vert.fixX()); WriteLong(ZNodes, vert.fixY()); } WriteLong(ZNodes, level.subsectors.Size()); for (auto &sub : level.subsectors) { WriteLong(ZNodes, sub.numlines); } WriteLong(ZNodes, level.segs.Size()); for(auto &seg : level.segs) { WriteLong(ZNodes, seg.v1->Index()); WriteLong(ZNodes, seg.PartnerSeg == nullptr? 0xffffffffu : uint32_t(seg.PartnerSeg->Index())); if (seg.linedef) { WriteLong(ZNodes, uint32_t(seg.linedef->Index())); WriteByte(ZNodes, seg.sidedef == seg.linedef->sidedef[0]? 0:1); } else { WriteLong(ZNodes, 0xffffffffu); WriteByte(ZNodes, 0); } } WriteLong(ZNodes, level.nodes.Size()); for(auto &node : level.nodes) { WriteLong(ZNodes, node.x); WriteLong(ZNodes, node.y); WriteLong(ZNodes, node.dx); WriteLong(ZNodes, node.dy); for (int j = 0; j < 2; ++j) { for (int k = 0; k < 4; ++k) { WriteWord(ZNodes, (short)node.bbox[j][k]); } } for (int j = 0; j < 2; ++j) { uint32_t child; if ((size_t)node.children[j] & 1) { child = 0x80000000 | uint32_t(((subsector_t *)((uint8_t *)node.children[j] - 1))->Index()); } else { child = ((node_t *)node.children[j])->Index(); } WriteLong(ZNodes, child); } } uLongf outlen = ZNodes.Size(); uint8_t *compressed; int offset = level.lines.Size() * 8 + 12 + 16; int r; do { compressed = new Bytef[outlen + offset]; r = compress (compressed + offset, &outlen, &ZNodes[0], ZNodes.Size()); if (r == Z_BUF_ERROR) { delete[] compressed; outlen += 1024; } } while (r == Z_BUF_ERROR); memcpy(compressed, "CACH", 4); uint32_t len = LittleLong(level.lines.Size()); memcpy(compressed+4, &len, 4); map->GetChecksum(compressed+8); for (unsigned i = 0; i < level.lines.Size(); i++) { uint32_t ndx[2] = { LittleLong(uint32_t(level.lines[i].v1->Index())), LittleLong(uint32_t(level.lines[i].v2->Index())) }; memcpy(compressed + 8 + 16 + 8 * i, ndx, 8); } memcpy(compressed + offset - 4, "ZGL3", 4); FString path = CreateCacheName(map, true); FILE *f = fopen(path, "wb"); if (f != NULL) { if (fwrite(compressed, outlen+offset, 1, f) != 1) { Printf("Error saving nodes to file %s\n", path.GetChars()); } fclose(f); } else { Printf("Cannot open nodes file %s for writing\n", path.GetChars()); } delete [] compressed; } static bool CheckCachedNodes(MapData *map) { char magic[4] = {0,0,0,0}; uint8_t md5[16]; uint8_t md5map[16]; uint32_t numlin; uint32_t *verts = NULL; FString path = CreateCacheName(map, false); FILE *f = fopen(path, "rb"); if (f == NULL) return false; if (fread(magic, 1, 4, f) != 4) goto errorout; if (memcmp(magic, "CACH", 4)) goto errorout; if (fread(&numlin, 4, 1, f) != 1) goto errorout; numlin = LittleLong(numlin); if (numlin != level.lines.Size()) goto errorout; if (fread(md5, 1, 16, f) != 16) goto errorout; map->GetChecksum(md5map); if (memcmp(md5, md5map, 16)) goto errorout; verts = new uint32_t[numlin * 8]; if (fread(verts, 8, numlin, f) != numlin) goto errorout; if (fread(magic, 1, 4, f) != 4) goto errorout; if (memcmp(magic, "ZGL2", 4) && memcmp(magic, "ZGL3", 4)) goto errorout; try { long pos = ftell(f); FileReader fr(f); fr.Seek(pos, SEEK_SET); P_LoadZNodes (fr, MAKE_ID(magic[0],magic[1],magic[2],magic[3])); } catch (CRecoverableError &error) { Printf ("Error loading nodes: %s\n", error.GetMessage()); level.subsectors.Clear(); level.segs.Clear(); level.nodes.Clear(); goto errorout; } for(auto &line : level.lines) { int i = line.Index(); line.v1 = &level.vertexes[LittleLong(verts[i*2])]; line.v2 = &level.vertexes[LittleLong(verts[i*2+1])]; } delete [] verts; fclose(f); return true; errorout: if (verts != NULL) { delete[] verts; } fclose(f); return false; } CCMD(clearnodecache) { TArray list; FString path = M_GetCachePath(false); path += "/"; try { ScanDirectory(list, path); } catch (CRecoverableError &err) { Printf("%s\n", err.GetMessage()); return; } // Scan list backwards so that when we reach a directory // all files within are already deleted. for(int i = list.Size()-1; i >= 0; i--) { if (list[i].isDirectory) { rmdir(list[i].Filename); } else { remove(list[i].Filename); } } } //========================================================================== // // Keep both the original nodes from the WAD and the GL nodes created here. // The original set is only being used to get the sector for in-game // positioning of actors but not for rendering. // // This is necessary because ZDBSP is much more sensitive // to sloppy mapping practices that produce overlapping sectors. // The crane in P:AR E1M3 is a good example that would be broken if // this wasn't done. // //========================================================================== //========================================================================== // // PointOnLine // // Same as the one im the node builder, but not part of a specific class // //========================================================================== static bool PointOnLine (int x, int y, int x1, int y1, int dx, int dy) { const double SIDE_EPSILON = 6.5536; // 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) < 17179869184.0) // 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 = g_sqrt(d_dx*d_dx+d_dy*d_dy); double dist = fabs(s_num)/l; if (dist < SIDE_EPSILON) { return true; } } return false; } //========================================================================== // // SetRenderSector // // Sets the render sector for each GL subsector so that the proper flat // information can be retrieved // //========================================================================== void P_SetRenderSector() { int i; uint32_t j; TArray undetermined; subsector_t * ss; #if 0 // doesn't work as expected :( // hide all sectors on textured automap that only have hidden lines. bool *hidesec = new bool[numsectors]; for(i = 0; i < numsectors; i++) { hidesec[i] = true; } for(i = 0; i < numlines; i++) { if (!(lines[i].flags & ML_DONTDRAW)) { hidesec[lines[i].frontsector - sectors] = false; if (lines[i].backsector != NULL) { hidesec[lines[i].backsector - sectors] = false; } } } for(i = 0; i < numsectors; i++) { if (hidesec[i]) sectors[i].MoreFlags |= SECF_HIDDEN; } delete [] hidesec; #endif // Check for incorrect partner seg info so that the following code does not crash. for (auto &seg : level.segs) { auto p = seg.PartnerSeg; if (p != nullptr) { int partner = p->Index(); if (partner < 0 || partner >= (int)level.segs.Size() || &level.segs[partner] != p) { seg.PartnerSeg = nullptr; } // glbsp creates such incorrect references for Strife. if (seg.linedef && seg.PartnerSeg != nullptr && !seg.PartnerSeg->linedef) { seg.PartnerSeg = seg.PartnerSeg->PartnerSeg = nullptr; } } } for (auto &seg : level.segs) { if (seg.PartnerSeg != nullptr && seg.PartnerSeg->PartnerSeg != &seg) { seg.PartnerSeg = nullptr; } } // look up sector number for each subsector for (auto &ss : level.subsectors) { // For rendering pick the sector from the first seg that is a sector boundary // this takes care of self-referencing sectors seg_t *seg = ss.firstline; // Check for one-dimensional subsectors. These should be ignored when // being processed for automap drawing etc. ss.flags |= SSECF_DEGENERATE; for(j=2; jfixX(), seg[j].v1->fixY(), seg->v1->fixX(), seg->v1->fixY(), seg->v2->fixX() -seg->v1->fixX(), seg->v2->fixY() -seg->v1->fixY())) { // Not on the same line ss.flags &= ~SSECF_DEGENERATE; break; } } seg = ss.firstline; for(j=0; jsidedef && (seg->PartnerSeg == nullptr || (seg->PartnerSeg->sidedef != nullptr && seg->sidedef->sector!=seg->PartnerSeg->sidedef->sector))) { ss.render_sector = seg->sidedef->sector; break; } seg++; } if(ss.render_sector == NULL) { undetermined.Push(&ss); } } // assign a vaild render sector to all subsectors which haven't been processed yet. while (undetermined.Size()) { bool deleted=false; for(i=undetermined.Size()-1;i>=0;i--) { ss=undetermined[i]; seg_t * seg = ss->firstline; for(j=0; jnumlines; j++) { if (seg->PartnerSeg != nullptr && seg->PartnerSeg->Subsector) { sector_t * backsec = seg->PartnerSeg->Subsector->render_sector; if (backsec) { ss->render_sector = backsec; undetermined.Delete(i); deleted = 1; break; } } seg++; } } // We still got some left but the loop above was unable to assign them. // This only happens when a subsector is off the map. // Don't bother and just assign the real sector for rendering if (!deleted && undetermined.Size()) { for(i=undetermined.Size()-1;i>=0;i--) { ss=undetermined[i]; ss->render_sector=ss->sector; } break; } } #if 0 // may be useful later so let's keep it here for now // now group the subsectors by sector subsector_t ** subsectorbuffer = new subsector_t * [numsubsectors]; for(i=0, ss=subsectors; irender_sector->subsectorcount++; } for (i=0; irender_sector->subsectors[ss->render_sector->subsectorcount++]=ss; } #endif }