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89 lines
2.5 KiB
C++
89 lines
2.5 KiB
C++
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#pragma once
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#include "vectors.h"
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#include <memory>
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// Node in a binary AABB tree
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struct AABBTreeNode
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{
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AABBTreeNode(const FVector2 &aabb_min, const FVector2 &aabb_max, int line_index) : aabb_left(aabb_min.X), aabb_top(aabb_min.Y), aabb_right(aabb_max.X), aabb_bottom(aabb_max.Y), left_node(-1), right_node(-1), line_index(line_index) { }
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AABBTreeNode(const FVector2 &aabb_min, const FVector2 &aabb_max, int left, int right) : aabb_left(aabb_min.X), aabb_top(aabb_min.Y), aabb_right(aabb_max.X), aabb_bottom(aabb_max.Y), left_node(left), right_node(right), line_index(-1) { }
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// Axis aligned bounding box for the node
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float aabb_left, aabb_top;
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float aabb_right, aabb_bottom;
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// Children node indices
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int left_node;
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int right_node;
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// AABBTreeLine index if it is a leaf node. Index is -1 if it is not.
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int line_index;
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// Padding to keep 16-byte length (this structure is uploaded to the GPU)
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int padding;
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};
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// Line segment for leaf nodes in an AABB tree
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struct AABBTreeLine
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{
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float x, y;
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float dx, dy;
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};
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// Axis aligned bounding box tree used for ray testing lines.
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class LevelAABBTree
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{
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public:
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// Constructs a tree for the current level
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LevelAABBTree();
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// Nodes in the AABB tree. Last node is the root node.
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TArray<AABBTreeNode> nodes;
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// Line segments for the leaf nodes in the tree.
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TArray<AABBTreeLine> lines;
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// Shoot a ray from ray_start to ray_end and return the first hit as a fractional value between 0 and 1. Returns 1 if no line was hit.
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double RayTest(const DVector3 &ray_start, const DVector3 &ray_end);
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private:
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// Test if a ray overlaps an AABB node or not
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bool OverlapRayAABB(const DVector2 &ray_start2d, const DVector2 &ray_end2d, const AABBTreeNode &node);
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// Intersection test between a ray and a line segment
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double IntersectRayLine(const DVector2 &ray_start, const DVector2 &ray_end, int line_index, const DVector2 &raydelta, double rayd, double raydist2);
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// Generate a tree node and its children recursively
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int GenerateTreeNode(int *lines, int num_lines, const FVector2 *centroids, int *work_buffer);
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};
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class FLightBSP
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{
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public:
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FLightBSP() { }
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~FLightBSP() { Clear(); }
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int GetNodesBuffer();
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int GetLinesBuffer();
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void Clear();
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bool ShadowTest(const DVector3 &light, const DVector3 &pos);
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private:
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void UpdateBuffers();
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void GenerateBuffers();
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void UploadNodes();
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void UploadSegs();
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FLightBSP(const FLightBSP &) = delete;
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FLightBSP &operator=(FLightBSP &) = delete;
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int NodesBuffer = 0;
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int LinesBuffer = 0;
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int NumNodes = 0;
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int NumSegs = 0;
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std::unique_ptr<LevelAABBTree> Shape;
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};
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