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https://github.com/ZDoom/raze-gles.git
synced 2024-12-26 11:40:44 +00:00
- normalize all angles to the actual viewing range in the drawer.
This simplifies the debugging of this code a lot because we no longer have to deal with range overflows and can do direct comparisons everywhere.
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5ae1c334fa
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2 changed files with 26 additions and 22 deletions
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@ -57,6 +57,7 @@ void BunchDrawer::Init(HWDrawInfo *_di, Clipper* c, vec2_t& view, binangle a1, b
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{
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ang1 = a1;
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ang2 = a2;
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angrange = ang2 - ang1;
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di = _di;
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clipper = c;
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viewx = view.x * (1/ 16.f);
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@ -108,10 +109,10 @@ bool BunchDrawer::StartBunch(int sectnum, int linenum, binangle startan, binangl
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bunch->sectnum = sectnum;
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bunch->startline = bunch->endline = linenum;
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bunch->startangle = (startan.asbam() - ang1.asbam()) > ANGLE_180? ang1 :startan;
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bunch->endangle = (endan.asbam() - ang2.asbam()) < ANGLE_180 ? ang2 : endan;
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bunch->startangle = (startan.asbam()) > ANGLE_180? bamang(0) :startan;
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bunch->endangle = (endan.asbam() - angrange.asbam()) < ANGLE_180 ? angrange : endan;
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bunch->portal = portal;
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return bunch->endangle != ang2;
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return bunch->endangle != angrange;
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}
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//==========================================================================
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@ -123,8 +124,8 @@ bool BunchDrawer::StartBunch(int sectnum, int linenum, binangle startan, binangl
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bool BunchDrawer::AddLineToBunch(int line, binangle newan)
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{
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Bunches[LastBunch].endline++;
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Bunches[LastBunch].endangle = (newan.asbam() - ang2.asbam()) < ANGLE_180 ? ang2 : newan;
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return Bunches[LastBunch].endangle != ang2;
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Bunches[LastBunch].endangle = (newan.asbam() - angrange.asbam()) < ANGLE_180 ? angrange : newan;
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return Bunches[LastBunch].endangle != angrange;
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}
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//==========================================================================
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@ -202,8 +203,8 @@ int BunchDrawer::ClipLine(int aline, bool portal)
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int section = cline->section;
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int line = cline->wall;
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auto startAngleBam = wall[cline->startpoint].clipangle;
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auto endAngleBam = wall[cline->endpoint].clipangle;
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auto startAngleBam = ClipAngle(cline->startpoint);
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auto endAngleBam = ClipAngle(cline->endpoint);
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// Back side, i.e. backface culling - read: endAngle <= startAngle!
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if (startAngleBam.asbam() - endAngleBam.asbam() < ANGLE_180)
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@ -213,10 +214,10 @@ int BunchDrawer::ClipLine(int aline, bool portal)
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if (line >= 0 && blockwall[line]) return CL_Draw;
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// convert to clipper coordinates and clamp to valid range.
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int startAngle = startAngleBam.asbam() - ang1.asbam();
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int endAngle = endAngleBam.asbam() - ang1.asbam();
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int startAngle = startAngleBam.asbam();
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int endAngle = endAngleBam.asbam();
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if (startAngle < 0) startAngle = 0;
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if (endAngle < 0) endAngle = INT_MAX;
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if (endAngle < 0 || endAngle > (int)angrange.asbam()) endAngle = angrange.asbam();
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// since these values are derived from previous calls of this function they cannot be out of range.
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int sectStartAngle = sectionstartang[section];
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@ -403,7 +404,7 @@ int BunchDrawer::BunchInFront(FBunch* b1, FBunch* b2)
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// Find the wall in b1 that overlaps b2->startangle
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for (int i = b1->startline; i <= b1->endline; i++)
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{
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endang = wall[wall[i].point2].clipangle - b1->startangle;
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endang = ClipAngle(wall[i].point2) - b1->startangle;
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if (endang.asbam() > anglecheck.asbam())
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{
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// found a line
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@ -420,7 +421,7 @@ int BunchDrawer::BunchInFront(FBunch* b1, FBunch* b2)
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// Find the wall in b2 that overlaps b1->startangle
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for (int i = b2->startline; i <= b2->endline; i++)
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{
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endang = wall[wall[i].point2].clipangle - b2->startangle;
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endang = ClipAngle(wall[i].point2) - b2->startangle;
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if (endang.asbam() > anglecheck.asbam())
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{
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// found a line
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@ -484,7 +485,7 @@ int BunchDrawer::FindClosestBunch()
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}
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}
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//Printf("picked bunch starting at %d\n", Bunches[closest].startline);
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Printf("picked bunch starting at %d\n", Bunches[closest].startline);
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return closest;
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}
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@ -553,12 +554,12 @@ void BunchDrawer::ProcessSection(int sectionnum, bool portal)
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//DVector2 start = { WallStartX(thiswall), WallStartY(thiswall) };
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//DVector2 end = { WallStartX(thiswall->point2), WallStartY(thiswall->point2) };
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#endif
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binangle walang1 = wall[thisline->startpoint].clipangle;
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binangle walang2 = wall[thisline->endpoint].clipangle;
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binangle walang1 = ClipAngle(thisline->startpoint);
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binangle walang2 = ClipAngle(thisline->endpoint);
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// outside the visible area or seen from the backside.
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if ((walang1.asbam() - ang1.asbam() > ANGLE_180 && walang2.asbam() - ang1.asbam() > ANGLE_180) ||
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(walang1.asbam() - ang2.asbam() < ANGLE_180 && walang2.asbam() - ang2.asbam() < ANGLE_180) ||
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if ((walang1.asbam() > ANGLE_180 && walang2.asbam() > ANGLE_180) ||
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(walang1.asbam() - angrange.asbam() < ANGLE_180 && walang2.asbam() - angrange.asbam() < ANGLE_180) ||
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(walang1.asbam() - walang2.asbam() < ANGLE_180))
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{
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inbunch = false;
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@ -566,12 +567,12 @@ void BunchDrawer::ProcessSection(int sectionnum, bool portal)
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else if (!inbunch)
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{
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startangle = walang1;
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//Printf("Starting bunch:\n\tWall %d\n", sect->wallptr + i);
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Printf("Starting bunch:\n\tWall %d\n", section->lines[i]);
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inbunch = StartBunch(sectnum, section->lines[i], walang1, walang2, portal);
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}
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else
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{
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//Printf("\tWall %d\n", sect->wallptr + i);
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Printf("\tWall %d\n", section->lines[i]);
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inbunch = AddLineToBunch(section->lines[i], walang2);
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}
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if (thisline->endpoint != section->lines[i] + 1) inbunch = false;
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@ -586,7 +587,7 @@ void BunchDrawer::ProcessSection(int sectionnum, bool portal)
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void BunchDrawer::RenderScene(const int* viewsectors, unsigned sectcount, bool portal)
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{
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//Printf("----------------------------------------- \nstart at sector %d\n", viewsectors[0]);
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Printf("----------------------------------------- \nstart at sector %d\n", viewsectors[0]);
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auto process = [&]()
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{
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clipper->Clear(ang1);
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@ -596,7 +597,7 @@ void BunchDrawer::RenderScene(const int* viewsectors, unsigned sectcount, bool p
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for (auto j : sectionspersector[viewsectors[i]])
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{
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sectionstartang[j] = 0;
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sectionendang[j] = int(ang2.asbam() - ang1.asbam());
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sectionendang[j] = int(angrange.asbam());
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}
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}
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for (unsigned i = 0; i < sectcount; i++)
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@ -626,10 +627,12 @@ void BunchDrawer::RenderScene(const int* viewsectors, unsigned sectcount, bool p
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auto rotang = di->Viewpoint.RotAngle;
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ang1 = bamang(rotang - ANGLE_90);
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ang2 = bamang(rotang + ANGLE_90 - 1);
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angrange = ang2 - ang1;
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process();
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gotsection2.Zero();
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ang1 = bamang(rotang + ANGLE_90);
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ang2 = bamang(rotang - ANGLE_90 - 1);
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angrange = ang2 - ang1;
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process();
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}
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Bsp.Unclock();
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@ -31,7 +31,7 @@ class BunchDrawer
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FixedBitArray<MAXSECTORS*5/4> gotsection2;
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FixedBitArray<MAXWALLS> gotwall;
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FixedBitArray<MAXWALLS> blockwall;
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binangle ang1, ang2;
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binangle ang1, ang2, angrange;
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int sectionstartang[MAXSECTORS*5/4], sectionendang[MAXSECTORS*5/4];
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@ -44,6 +44,7 @@ private:
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CL_Pass = 2,
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};
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binangle ClipAngle(int wal) { return wall[wal].clipangle - ang1; }
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void StartScene();
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bool StartBunch(int sectnum, int linenum, binangle startan, binangle endan, bool portal);
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bool AddLineToBunch(int line, binangle newan);
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