mirror of
https://github.com/ZDoom/raze-gles.git
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42d02834b1
# Conflicts: # source/build/include/build.h # source/build/src/polymost.cpp # source/build/src/voxmodel.cpp # source/core/gamecontrol.cpp # source/core/gamestruct.h # source/games/blood/src/animatesprite.cpp # source/games/blood/src/misc.h # source/games/blood/src/view.cpp # source/games/duke/src/render.cpp # source/games/sw/src/draw.cpp # source/games/sw/src/game.h # source/games/sw/src/jsector.cpp # source/glbackend/glbackend.cpp
561 lines
15 KiB
C++
561 lines
15 KiB
C++
/*
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** hw_bunchdrawer.cpp
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**
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**---------------------------------------------------------------------------
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** Copyright 2008-2021 Christoph Oelckers
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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 "hw_drawinfo.h"
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#include "hw_bunchdrawer.h"
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#include "hw_clipper.h"
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#include "hw_clock.h"
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#include "hw_drawstructs.h"
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#include "automap.h"
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#include "gamefuncs.h"
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#include "hw_portal.h"
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#include "gamestruct.h"
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#include "hw_voxels.h"
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void BunchDrawer::Init(HWDrawInfo *_di, Clipper* c, vec2_t& view, binangle a1, binangle a2)
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{
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ang1 = a1;
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ang2 = a2;
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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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viewy = view.y * -(1/ 16.f);
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iview = view;
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StartScene();
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clipper->SetViewpoint(view);
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gcosang = bamang(di->Viewpoint.RotAngle).fcos();
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gsinang = bamang(di->Viewpoint.RotAngle).fsin();
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for (int i = 0; i < numwalls; i++)
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{
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// Precalculate the clip angles to avoid doing this repeatedly during level traversal.
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// Reverse the orientation so that startangle and endangle are properly ordered.
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wall[i].clipangle = clipper->PointToAngle(wall[i].pos);
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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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void BunchDrawer::StartScene()
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{
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LastBunch = 0;
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StartTime = I_msTime();
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Bunches.Clear();
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CompareData.Clear();
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gotsector.Zero();
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gotsector2.Zero();
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gotwall.Zero();
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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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bool BunchDrawer::StartBunch(int sectnum, int linenum, binangle startan, binangle endan, bool portal)
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{
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FBunch* bunch = &Bunches[LastBunch = Bunches.Reserve(1)];
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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->portal = portal;
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return bunch->endangle != ang2;
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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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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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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void BunchDrawer::DeleteBunch(int index)
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{
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Bunches[index] = Bunches.Last();
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Bunches.Pop();
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}
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bool BunchDrawer::CheckClip(walltype* wal)
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{
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auto pt2 = &wall[wal->point2];
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sectortype* backsector = §or[wal->nextsector];
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sectortype* frontsector = §or[wall[wal->nextwall].nextsector];
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// if one plane is sky on both sides, the line must not clip.
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if (frontsector->ceilingstat & backsector->ceilingstat & CSTAT_SECTOR_SKY) return false;
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if (frontsector->floorstat & backsector->floorstat & CSTAT_SECTOR_SKY) return false;
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float bs_floorheight1;
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float bs_floorheight2;
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float bs_ceilingheight1;
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float bs_ceilingheight2;
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float fs_floorheight1;
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float fs_floorheight2;
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float fs_ceilingheight1;
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float fs_ceilingheight2;
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// Mirrors and horizons always block the view
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//if (linedef->special==Line_Mirror || linedef->special==Line_Horizon) return true;
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PlanesAtPoint(frontsector, wal->x, wal->y, &fs_ceilingheight1, &fs_floorheight1);
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PlanesAtPoint(frontsector, pt2->x, pt2->y, &fs_ceilingheight2, &fs_floorheight2);
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PlanesAtPoint(backsector, wal->x, wal->y, &bs_ceilingheight1, &bs_floorheight1);
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PlanesAtPoint(backsector, pt2->x, pt2->y, &bs_ceilingheight2, &bs_floorheight2);
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// now check for closed sectors! No idea if we really need the sky checks. We'll see.
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if (bs_ceilingheight1 <= fs_floorheight1 && bs_ceilingheight2 <= fs_floorheight2)
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{
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// backsector's ceiling is below frontsector's floor.
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return true;
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}
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if (fs_ceilingheight1 <= bs_floorheight1 && fs_ceilingheight2 <= bs_floorheight2)
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{
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// backsector's floor is above frontsector's ceiling
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return true;
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}
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if (bs_ceilingheight1 <= bs_floorheight1 && bs_ceilingheight2 <= bs_floorheight2)
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{
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// backsector is closed
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return true;
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}
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return false;
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}
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//==========================================================================
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//
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// ClipLine
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// Clips the given segment
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//
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//==========================================================================
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int BunchDrawer::ClipLine(int line, bool portal)
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{
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auto wal = &wall[line];
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auto startAngle = wal->clipangle;
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auto endAngle = wall[wal->point2].clipangle;
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// Back side, i.e. backface culling - read: endAngle >= startAngle!
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if (startAngle.asbam() - endAngle.asbam() < ANGLE_180)
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{
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return CL_Skip;
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}
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if (!portal && !clipper->SafeCheckRange(startAngle, endAngle))
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{
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return CL_Skip;
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}
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if (wal->nextwall == -1 || (wal->cstat & CSTAT_WALL_1WAY) || CheckClip(wal))
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{
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// one-sided
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if (!portal) clipper->SafeAddClipRange(startAngle, endAngle);
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return CL_Draw;
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}
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else
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{
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return CL_Draw | CL_Pass;
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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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void BunchDrawer::ProcessBunch(int bnch)
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{
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FBunch* bunch = &Bunches[bnch];
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ClipWall.Clock();
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for (int i = bunch->startline; i <= bunch->endline; i++)
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{
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int clipped = ClipLine(i, bunch->portal);
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if (clipped & CL_Draw)
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{
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show2dwall.Set(i);
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if (!gotwall[i])
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{
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gotwall.Set(i);
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ClipWall.Unclock();
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Bsp.Unclock();
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SetupWall.Clock();
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HWWall hwwall;
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hwwall.Process(di, &wall[i], §or[bunch->sectnum], wall[i].nextsector < 0 ? nullptr : §or[wall[i].nextsector]);
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rendered_lines++;
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SetupWall.Unclock();
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Bsp.Clock();
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ClipWall.Clock();
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}
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}
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if (clipped & CL_Pass)
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{
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ClipWall.Unclock();
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ProcessSector(wall[i].nextsector, false);
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ClipWall.Clock();
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}
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}
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ClipWall.Unclock();
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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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int BunchDrawer::WallInFront(int wall1, int wall2)
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{
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double x1s = WallStartX(wall1);
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double y1s = WallStartY(wall1);
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double x1e = WallEndX(wall1);
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double y1e = WallEndY(wall1);
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double x2s = WallStartX(wall2);
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double y2s = WallStartY(wall2);
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double x2e = WallEndX(wall2);
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double y2e = WallEndY(wall2);
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double dx = x1e - x1s;
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double dy = y1e - y1s;
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double t1 = PointOnLineSide(x2s, y2s, x1s, y1s, dx, dy);
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double t2 = PointOnLineSide(x2e, y2e, x1s, y1s, dx, dy);
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if (t1 == 0)
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{
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if (t2 == 0) return(-1);
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t1 = t2;
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}
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if (t2 == 0) t2 = t1;
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if ((t1 * t2) >= 0)
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{
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t2 = PointOnLineSide(viewx, viewy, x1s, y1s, dx, dy);
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return((t2 * t1) <= 0);
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}
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dx = x2e - x2s;
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dy = y2e - y2s;
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t1 = PointOnLineSide(x1s, y1s, x2s, y2s, dx, dy);
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t2 = PointOnLineSide(x1e, y1e, x2s, y2s, dx, dy);
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if (t1 == 0)
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{
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if (t2 == 0) return(-1);
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t1 = t2;
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}
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if (t2 == 0) t2 = t1;
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if ((t1 * t2) >= 0)
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{
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t2 = PointOnLineSide(viewx, viewy, x2s, y2s, dx, dy);
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return((t2 * t1) > 0);
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}
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return(-2);
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}
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//==========================================================================
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//
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// This is a bit more complicated than it looks because angles can wrap
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// around so we can only compare angle differences.
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//
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// Rules:
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// 1. Any bunch can span at most 180°.
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// 2. 2 bunches can never overlap at both ends
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// 3. if there is an overlap one of the 2 starting points must be in the
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// overlapping area.
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//
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//==========================================================================
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int BunchDrawer::BunchInFront(FBunch* b1, FBunch* b2)
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{
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binangle anglecheck, endang;
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if (b2->startangle.asbam() - b1->startangle.asbam() < b1->endangle.asbam() - b1->startangle.asbam())
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{
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// we have an overlap at b2->startangle
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anglecheck = b2->startangle - b1->startangle;
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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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if (endang.asbam() > anglecheck.asbam())
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{
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// found a line
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int ret = WallInFront(b2->startline, i);
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return ret;
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}
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}
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}
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else if (b1->startangle.asbam() - b2->startangle.asbam() < b2->endangle.asbam() - b2->startangle.asbam())
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{
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// we have an overlap at b1->startangle
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anglecheck = b1->startangle - b2->startangle;
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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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if (endang.asbam() > anglecheck.asbam())
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{
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// found a line
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int ret = WallInFront(i, b1->startline);
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return ret;
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}
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}
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}
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// we have no overlap
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return -1;
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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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int BunchDrawer::FindClosestBunch()
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{
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int closest = 0; //Almost works, but not quite :(
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CompareData.Clear();
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for (unsigned i = 1; i < Bunches.Size(); i++)
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{
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switch (BunchInFront(&Bunches[i], &Bunches[closest]))
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{
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case 0: // i is in front
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closest = i;
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continue;
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case 1: // i is behind
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continue;
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default: // can't determine
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CompareData.Push(i); // mark for later comparison
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continue;
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}
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}
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// we need to do a second pass to see how the marked bunches relate to the currently closest one.
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for (unsigned i = 0; i < CompareData.Size(); i++)
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{
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switch (BunchInFront(&Bunches[CompareData[i]], &Bunches[closest]))
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{
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case 0: // is in front
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closest = CompareData[i];
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CompareData[i] = CompareData.Last();
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CompareData.Pop();
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i = -1; // we need to recheck everything that's still marked. -1 because this will get incremented before being used.
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continue;
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case 1: // is behind
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CompareData[i] = CompareData.Last();
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CompareData.Pop();
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i--;
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continue;
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default:
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continue;
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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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return closest;
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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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void BunchDrawer::ProcessSector(int sectnum, bool portal)
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{
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if (gotsector2[sectnum]) return;
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gotsector2.Set(sectnum);
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auto sect = §or[sectnum];
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bool inbunch;
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binangle startangle;
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SetupSprite.Clock();
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int z;
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if (!gotsector[sectnum])
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{
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gotsector.Set(sectnum);
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SectIterator it(sectnum);
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while ((z = it.NextIndex()) >= 0)
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{
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auto const spr = (uspriteptr_t)&sprite[z];
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if ((spr->cstat & CSTAT_SPRITE_INVISIBLE) || spr->xrepeat == 0 || spr->yrepeat == 0) // skip invisible sprites
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continue;
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int sx = spr->x - iview.x, sy = spr->y - int(iview.y);
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// this checks if the sprite is it behind the camera, which will not work if the pitch is high enough to necessitate a FOV of more than 180°.
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//if ((spr->cstat & CSTAT_SPRITE_ALIGNMENT_MASK) || (hw_models && tile2model[spr->picnum].modelid >= 0) || ((sx * gcosang) + (sy * gsinang) > 0))
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{
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if ((spr->cstat & (CSTAT_SPRITE_ONE_SIDED | CSTAT_SPRITE_ALIGNMENT_MASK)) != (CSTAT_SPRITE_ONE_SIDED | CSTAT_SPRITE_ALIGNMENT_WALL) ||
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(r_voxels && tiletovox[spr->picnum] >= 0 && voxmodels[tiletovox[spr->picnum]]) ||
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(r_voxels && gi->Voxelize(spr->picnum) > -1) ||
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DMulScale(bcos(spr->ang), -sx, bsin(spr->ang), -sy, 6) > 0)
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if (renderAddTsprite(di->tsprite, di->spritesortcnt, z, sectnum))
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break;
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}
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}
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SetupSprite.Unclock();
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}
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if (automapping)
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show2dsector.Set(sectnum);
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SetupFlat.Clock();
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HWFlat flat;
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flat.ProcessSector(di, §or[sectnum]);
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SetupFlat.Unclock();
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//Todo: process subsectors
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inbunch = false;
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for (int i = 0; i < sect->wallnum; i++)
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{
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auto thiswall = &wall[sect->wallptr + i];
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#ifdef _DEBUG
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// For displaying positions in debugger
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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 = thiswall->clipangle;
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binangle walang2 = wall[thiswall->point2].clipangle;
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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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(walang1.asbam() - walang2.asbam() < ANGLE_180))
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{
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inbunch = false;
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}
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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);
|
|
inbunch = StartBunch(sectnum, sect->wallptr + i, walang1, walang2, portal);
|
|
}
|
|
else
|
|
{
|
|
//Printf("\tWall %d\n", sect->wallptr + i);
|
|
inbunch = AddLineToBunch(sect->wallptr + i, walang2);
|
|
}
|
|
if (thiswall->point2 != sect->wallptr + i + 1) inbunch = false;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void BunchDrawer::RenderScene(const int* viewsectors, unsigned sectcount, bool portal)
|
|
{
|
|
//Printf("----------------------------------------- \nstart at sector %d\n", viewsectors[0]);
|
|
auto process = [&]()
|
|
{
|
|
for (unsigned i = 0; i < sectcount; i++)
|
|
ProcessSector(viewsectors[i], portal);
|
|
while (Bunches.Size() > 0)
|
|
{
|
|
int closest = FindClosestBunch();
|
|
ProcessBunch(closest);
|
|
DeleteBunch(closest);
|
|
}
|
|
};
|
|
|
|
Bsp.Clock();
|
|
if (ang1.asbam() != 0 || ang2.asbam() != 0)
|
|
{
|
|
process();
|
|
}
|
|
else
|
|
{
|
|
// with a 360° field of view we need to split the scene into two halves.
|
|
// The BunchInFront check can fail with angles that may wrap around.
|
|
auto rotang = di->Viewpoint.RotAngle;
|
|
ang1 = bamang(rotang - ANGLE_90);
|
|
ang2 = bamang(rotang + ANGLE_90);
|
|
process();
|
|
clipper->Clear();
|
|
gotsector2.Zero();
|
|
ang1 = bamang(rotang + ANGLE_90);
|
|
ang2 = bamang(rotang - ANGLE_90);
|
|
process();
|
|
}
|
|
Bsp.Unclock();
|
|
}
|