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https://github.com/ZDoom/qzdoom.git
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54a120d612
This solves the most severe occurences of sprites being drawn in front of a portal's contents. It is not a full fix, though, there's still some extreme cases where portals may glitch if some stuff gets between the camera and the actual portal area. Normally this has to perform a full check of the subsector against the portal's camera-facing linedefs but that's too costly for those rare cases where it may be an issue.
465 lines
10 KiB
C++
465 lines
10 KiB
C++
/*
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*
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** gl_clipper.cpp
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**
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** Handles visibility checks.
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** Loosely based on the JDoom clipper.
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**
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**---------------------------------------------------------------------------
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** Copyright 2003 Tim Stump
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "gl/scene/gl_clipper.h"
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ClipNode * ClipNode::freelist;
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int Clipper::anglecache;
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//-----------------------------------------------------------------------------
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//
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// Destructor
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//
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//-----------------------------------------------------------------------------
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Clipper::~Clipper()
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{
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Clear();
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while (ClipNode::freelist != NULL)
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{
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ClipNode * node = ClipNode::freelist;
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ClipNode::freelist = node->next;
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delete node;
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}
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}
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//-----------------------------------------------------------------------------
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//
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// RemoveRange
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//
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//-----------------------------------------------------------------------------
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void Clipper::RemoveRange(ClipNode * range)
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{
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if (range == cliphead)
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{
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cliphead = cliphead->next;
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}
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else
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{
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if (range->prev) range->prev->next = range->next;
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if (range->next) range->next->prev = range->prev;
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}
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range->Free();
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}
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//-----------------------------------------------------------------------------
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//
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// Clear
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//
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//-----------------------------------------------------------------------------
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void Clipper::Clear()
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{
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ClipNode *node = cliphead;
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ClipNode *temp;
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blocked = false;
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while (node != NULL)
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{
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temp = node;
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node = node->next;
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temp->Free();
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}
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node = silhouette;
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while (node != NULL)
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{
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temp = node;
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node = node->next;
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temp->Free();
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}
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cliphead = NULL;
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silhouette = NULL;
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anglecache++;
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}
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//-----------------------------------------------------------------------------
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//
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// SetSilhouette
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//
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//-----------------------------------------------------------------------------
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void Clipper::SetSilhouette()
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{
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ClipNode *node = cliphead;
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ClipNode *last = NULL;
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while (node != NULL)
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{
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ClipNode *snode = ClipNode::NewRange(node->start, node->end);
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if (silhouette == NULL) silhouette = snode;
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snode->prev = last;
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if (last != NULL) last->next = snode;
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last = snode;
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node = node->next;
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}
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}
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//-----------------------------------------------------------------------------
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//
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// IsRangeVisible
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//
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//-----------------------------------------------------------------------------
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bool Clipper::IsRangeVisible(angle_t startAngle, angle_t endAngle)
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{
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ClipNode *ci;
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ci = cliphead;
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if (endAngle==0 && ci && ci->start==0) return false;
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while (ci != NULL && ci->start < endAngle)
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{
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if (startAngle >= ci->start && endAngle <= ci->end)
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{
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return false;
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}
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ci = ci->next;
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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//
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// AddClipRange
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//
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//-----------------------------------------------------------------------------
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void Clipper::AddClipRange(angle_t start, angle_t end)
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{
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ClipNode *node, *temp, *prevNode;
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if (cliphead)
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{
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//check to see if range contains any old ranges
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node = cliphead;
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while (node != NULL && node->start < end)
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{
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if (node->start >= start && node->end <= end)
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{
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temp = node;
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node = node->next;
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RemoveRange(temp);
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}
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else if (node->start<=start && node->end>=end)
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{
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return;
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}
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else
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{
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node = node->next;
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}
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}
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//check to see if range overlaps a range (or possibly 2)
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node = cliphead;
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while (node != NULL && node->start <= end)
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{
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if (node->end >= start)
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{
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// we found the first overlapping node
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if (node->start > start)
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{
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// the new range overlaps with this node's start point
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node->start = start;
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}
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if (node->end < end)
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{
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node->end = end;
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}
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ClipNode *node2 = node->next;
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while (node2 && node2->start <= node->end)
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{
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if (node2->end > node->end) node->end = node2->end;
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ClipNode *delnode = node2;
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node2 = node2->next;
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RemoveRange(delnode);
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}
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return;
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}
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node = node->next;
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}
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//just add range
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node = cliphead;
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prevNode = NULL;
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temp = ClipNode::NewRange(start, end);
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while (node != NULL && node->start < end)
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{
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prevNode = node;
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node = node->next;
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}
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temp->next = node;
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if (node == NULL)
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{
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temp->prev = prevNode;
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if (prevNode) prevNode->next = temp;
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if (!cliphead) cliphead = temp;
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}
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else
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{
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if (node == cliphead)
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{
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cliphead->prev = temp;
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cliphead = temp;
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}
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else
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{
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temp->prev = prevNode;
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prevNode->next = temp;
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node->prev = temp;
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}
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}
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}
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else
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{
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temp = ClipNode::NewRange(start, end);
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cliphead = temp;
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return;
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}
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}
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//-----------------------------------------------------------------------------
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//
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// RemoveClipRange
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//
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//-----------------------------------------------------------------------------
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void Clipper::RemoveClipRange(angle_t start, angle_t end)
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{
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ClipNode *node;
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if (silhouette)
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{
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node = silhouette;
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while (node != NULL && node->end <= start)
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{
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node = node->next;
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}
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if (node != NULL && node->start <= start)
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{
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if (node->end >= end) return;
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start = node->end;
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node = node->next;
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}
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while (node != NULL && node->start < end)
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{
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DoRemoveClipRange(start, node->start);
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start = node->end;
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node = node->next;
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}
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if (start >= end) return;
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}
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DoRemoveClipRange(start, end);
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}
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//-----------------------------------------------------------------------------
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//
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// RemoveClipRange worker function
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//
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//-----------------------------------------------------------------------------
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void Clipper::DoRemoveClipRange(angle_t start, angle_t end)
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{
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ClipNode *node, *temp;
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if (cliphead)
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{
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//check to see if range contains any old ranges
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node = cliphead;
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while (node != NULL && node->start < end)
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{
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if (node->start >= start && node->end <= end)
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{
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temp = node;
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node = node->next;
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RemoveRange(temp);
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}
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else
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{
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node = node->next;
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}
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}
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//check to see if range overlaps a range (or possibly 2)
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node = cliphead;
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while (node != NULL)
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{
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if (node->start >= start && node->start <= end)
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{
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node->start = end;
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break;
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}
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else if (node->end >= start && node->end <= end)
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{
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node->end=start;
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}
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else if (node->start < start && node->end > end)
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{
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temp=ClipNode::NewRange(end, node->end);
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node->end=start;
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temp->next=node->next;
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temp->prev=node;
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node->next=temp;
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if (temp->next) temp->next->prev=temp;
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break;
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}
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node = node->next;
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}
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}
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}
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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angle_t Clipper::AngleToPseudo(angle_t ang)
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{
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double vecx = cos(ang * M_PI / ANGLE_180);
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double vecy = sin(ang * M_PI / ANGLE_180);
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double result = vecy / (fabs(vecx) + fabs(vecy));
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if (vecx < 0)
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{
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result = 2.f - result;
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}
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return xs_Fix<30>::ToFix(result);
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}
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//-----------------------------------------------------------------------------
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//
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// ! Returns the pseudoangle between the line p1 to (infinity, p1.y) and the
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// line from p1 to p2. The pseudoangle has the property that the ordering of
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// points by true angle around p1 and ordering of points by pseudoangle are the
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// same.
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//
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// For clipping exact angles are not needed. Only the ordering matters.
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// This is about as fast as the fixed point R_PointToAngle2 but without
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// the precision issues associated with that function.
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//
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//-----------------------------------------------------------------------------
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fixed_t viewx, viewy;
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void R_SetView()
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{
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viewx = FLOAT2FIXED(ViewPos.X);
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viewy = FLOAT2FIXED(ViewPos.Y);
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}
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angle_t R_PointToPseudoAngle(double x, double y)
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{
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double vecx = x - ViewPos.X;
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double vecy = y - ViewPos.Y;
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if (vecx == 0 && vecy == 0)
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{
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return 0;
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}
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else
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{
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double result = vecy / (fabs(vecx) + fabs(vecy));
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if (vecx < 0)
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{
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result = 2.f - result;
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}
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return xs_Fix<30>::ToFix(result);
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}
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}
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//-----------------------------------------------------------------------------
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//
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// R_CheckBBox
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// Checks BSP node/subtree bounding box.
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// Returns true
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// if some part of the bbox might be visible.
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//
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//-----------------------------------------------------------------------------
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static const BYTE checkcoord[12][4] = // killough -- static const
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{
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{3,0,2,1},
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{3,0,2,0},
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{3,1,2,0},
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{0},
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{2,0,2,1},
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{0,0,0,0},
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{3,1,3,0},
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{0},
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{2,0,3,1},
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{2,1,3,1},
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{2,1,3,0}
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};
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bool Clipper::CheckBox(const float *bspcoord)
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{
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angle_t angle1, angle2;
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int boxpos;
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const BYTE* check;
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// Find the corners of the box
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// that define the edges from current viewpoint.
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boxpos = (ViewPos.X <= bspcoord[BOXLEFT] ? 0 : ViewPos.X < bspcoord[BOXRIGHT ] ? 1 : 2) +
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(ViewPos.Y >= bspcoord[BOXTOP ] ? 0 : ViewPos.Y > bspcoord[BOXBOTTOM] ? 4 : 8);
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if (boxpos == 5) return true;
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check = checkcoord[boxpos];
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angle1 = R_PointToPseudoAngle (bspcoord[check[0]], bspcoord[check[1]]);
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angle2 = R_PointToPseudoAngle (bspcoord[check[2]], bspcoord[check[3]]);
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return SafeCheckRange(angle2, angle1);
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}
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