qzdoom/src/gl/data/gl_portaldata.cpp
Christoph Oelckers 8b6e09ca09 - changed the license of the OpenGL renderer to LGPL v3.
This was done to clean up the license and to ensure that any commercial fork of the engine has to obey the far stricter requirements concerning source distribution. The old license was compatible with GPLv2 whereas combining GPLv2 and LGPLv3 force a license upgrade to GPLv3. The license of code that originates from ZDoomGL has not been changed.
2016-09-14 20:01:13 +02:00

522 lines
14 KiB
C++

//
//---------------------------------------------------------------------------
//
// Copyright(C) 2005-2016 Christoph Oelckers
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
/*
** gl_setup.cpp
** Initializes the data structures required by the GL renderer to handle
** a level
**
**/
#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
{
DVector2 mDisplacement;
// for the hash code
operator intptr_t() const { return (FLOAT2FIXED(mDisplacement.X) >> 8) + (FLOAT2FIXED(mDisplacement.Y) << 8); }
bool operator != (const FPortalID &other) const
{
return mDisplacement != other.mDisplacement;
}
};
struct FPortalSector
{
sector_t *mSub;
int mPlane;
};
typedef TArray<FPortalSector> FPortalSectors;
typedef TMap<FPortalID, FPortalSectors> FPortalMap;
TArray<FPortal *> portals;
TArray<FGLLinePortal*> linePortalToGL;
TArray<FGLLinePortal> glLinePortals;
//==========================================================================
//
//
//
//==========================================================================
GLSectorStackPortal *FPortal::GetRenderState()
{
if (glportal == NULL) glportal = new GLSectorStackPortal(this);
return glportal;
}
//==========================================================================
//
// this is left as fixed_t because the nodes also are, it makes no sense
// to convert this without converting the nodes as well.
//
//==========================================================================
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;
TArray<int> collect;
FCoverageVertex center;
//==========================================================================
//
//
//
//==========================================================================
FCoverageBuilder(subsector_t *sub)
{
target = sub;
}
//==========================================================================
//
// 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 * 65536.);
}
//==========================================================================
//
//
//
//==========================================================================
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()];
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, const DVector2 &displacement)
{
TArray<FCoverageVertex> shape;
double centerx=0, centery=0;
shape.Resize(subsector->numlines);
for(unsigned i=0; i<subsector->numlines; i++)
{
centerx += (shape[i].x = FLOAT2FIXED(subsector->firstline[i].v1->fX() + displacement.X));
centery += (shape[i].y = FLOAT2FIXED(subsector->firstline[i].v1->fY() + displacement.Y));
}
FCoverageBuilder build(subsector);
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];
for (int j = 0; j < 2; j++)
{
int ptype = sec->GetPortalType(j);
if (ptype== PORTS_STACKEDSECTORTHING || ptype == PORTS_PORTAL || ptype == PORTS_LINKEDPORTAL) // only offset-displacing portal types
{
FPortalID id = { sec->GetPortalDisplacement(j) };
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];
// Must be converted because the len value is also needed for polyobjects.
double fdx = FIXED2DBL(no->dx);
double fdy = FIXED2DBL(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)
{
// add separate portals for floor and ceiling.
if (planeflags & i)
{
FPortal *portal = new FPortal;
portal->mDisplacement = pair->Key.mDisplacement;
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, pair->Key.mDisplacement);
}
sec->portals[plane] = portal;
}
}
}
}
}
// Now group the line portals (each group must be a continuous set of colinear linedefs with no gaps)
glLinePortals.Clear();
linePortalToGL.Clear();
TArray<int> tempindex;
tempindex.Reserve(linePortals.Size());
memset(&tempindex[0], -1, linePortals.Size() * sizeof(int));
for (unsigned i = 0; i < linePortals.Size(); i++)
{
auto port = linePortals[i];
bool gotsome;
if (tempindex[i] == -1)
{
tempindex[i] = glLinePortals.Size();
line_t *pSrcLine = linePortals[i].mOrigin;
line_t *pLine = linePortals[i].mDestination;
FGLLinePortal &glport = glLinePortals[glLinePortals.Reserve(1)];
glport.lines.Push(&linePortals[i]);
// We cannot do this grouping for non-linked portals because they can be changed at run time.
if (linePortals[i].mType == PORTT_LINKED && pLine != nullptr)
{
glport.v1 = pLine->v1;
glport.v2 = pLine->v2;
do
{
// now collect all other colinear lines connected to this one. We run this loop as long as it still finds a match
gotsome = false;
for (unsigned j = 0; j < linePortals.Size(); j++)
{
if (tempindex[j] == -1)
{
line_t *pSrcLine2 = linePortals[j].mOrigin;
line_t *pLine2 = linePortals[j].mDestination;
// angular precision is intentionally reduced to 32 bit BAM to account for precision problems (otherwise many not perfectly horizontal or vertical portals aren't found here.)
unsigned srcang = pSrcLine->Delta().Angle().BAMs();
unsigned dstang = pLine->Delta().Angle().BAMs();
if ((pSrcLine->v2 == pSrcLine2->v1 && pLine->v1 == pLine2->v2) ||
(pSrcLine->v1 == pSrcLine2->v2 && pLine->v2 == pLine2->v1))
{
// The line connects, now check the translation
unsigned srcang2 = pSrcLine2->Delta().Angle().BAMs();
unsigned dstang2 = pLine2->Delta().Angle().BAMs();
if (srcang == srcang2 && dstang == dstang2)
{
// The lines connect and both source and destination are colinear, so this is a match
gotsome = true;
tempindex[j] = tempindex[i];
if (pLine->v1 == pLine2->v2) glport.v1 = pLine2->v1;
else glport.v2 = pLine2->v2;
glport.lines.Push(&linePortals[j]);
}
}
}
}
} while (gotsome);
}
}
}
linePortalToGL.Resize(linePortals.Size());
for (unsigned i = 0; i < linePortals.Size(); i++)
{
linePortalToGL[i] = &glLinePortals[tempindex[i]];
/*
Printf("portal at line %d translates to GL portal %d, range = %f,%f to %f,%f\n",
int(linePortals[i].mOrigin - lines), tempindex[i], linePortalToGL[i]->v1->fixX() / 65536., linePortalToGL[i]->v1->fixY() / 65536., linePortalToGL[i]->v2->fixX() / 65536., linePortalToGL[i]->v2->fixY() / 65536.);
*/
}
}
CCMD(dumpportals)
{
for(unsigned i=0;i<portals.Size(); i++)
{
double xdisp = portals[i]->mDisplacement.X;
double ydisp = portals[i]->mDisplacement.Y;
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->GetGLPortal(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->fX() + xdisp, sub->firstline[k].v1->fY() + 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->fX(), csub->firstline[m].v1->fY());
}
Printf(PRINT_LOG, "\n");
}
}
}
}
}