mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-29 13:00:43 +00:00
7dd5b508c8
Still buggy triangulation and no texture alignment, but it renders something.
494 lines
13 KiB
C++
494 lines
13 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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//==========================================================================
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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)
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{
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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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StartScene();
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clipper->SetViewpoint(DVector2(viewx, viewy));
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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 = 0 - clipper->PointToPseudoAngle(wall[i].x * (1 / 16.f), wall[i].y * (-1 / 16.f));
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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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}
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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::StartBunch(int sectnum, int linenum, angle_t startan, angle_t endan)
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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;
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bunch->endangle = endan;
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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::AddLineToBunch(int line, int newan)
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{
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Bunches[LastBunch].endline++;
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Bunches[LastBunch].endangle = newan;
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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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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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if (frontsector->ceilingstat & backsector->ceilingstat & CSTAT_SECTOR_SKY) return false;
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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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if (frontsector->floorstat & backsector->floorstat & CSTAT_SECTOR_SKY) return false;
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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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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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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)
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{
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angle_t startAngle, endAngle;
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auto wal = &wall[line];
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startAngle = wal->clipangle;
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endAngle = wall[wal->point2].clipangle;
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// Back side, i.e. backface culling - read: endAngle >= startAngle!
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if (startAngle - endAngle < ANGLE_180)
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{
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return CL_Skip;
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}
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if (!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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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);
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if (clipped & CL_Draw)
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{
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show2dwall.Set(i);
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//if (gl_render_walls)
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{
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SetupWall.Clock();
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HWWall hwwall;
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//Printf("Rendering wall %d\n", i);
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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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}
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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);
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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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angle_t anglecheck, endang;
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if (b2->startangle - b1->startangle < b1->endangle - b1->startangle)
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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 > anglecheck)
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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 - b2->startangle < b2->endangle - b2->startangle)
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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 > anglecheck)
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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 = 0; // we need to recheck everything that's still marked.
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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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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)
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{
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if (gotsector[sectnum]) return;
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gotsector.Set(sectnum);
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Bsp.Clock();
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auto sect = §or[sectnum];
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bool inbunch;
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angle_t startangle;
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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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angle_t ang1 = thiswall->clipangle;
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angle_t ang2 = wall[thiswall->point2].clipangle;
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if (ang1 - ang2 < ANGLE_180)
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{
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// Backside
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inbunch = false;
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}
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else if (!clipper->SafeCheckRange(ang1, ang2))
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{
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// is it visible?
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inbunch = false;
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}
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else if (!inbunch || ang2 - startangle >= ANGLE_180)
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{
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// don't let a bunch span more than 180° to avoid problems.
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// This limitation ensures that the combined range of 2
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// bunches will always be less than 360° which simplifies
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// the distance comparison code because it prevents a
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// situation where 2 bunches may overlap at both ends.
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startangle = ang1;
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StartBunch(sectnum, sect->wallptr + i, ang1, ang2);
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inbunch = true;
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}
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else
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{
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AddLineToBunch(sect->wallptr + i, ang2);
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}
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if (thiswall->point2 != sect->wallptr + i + 1) inbunch = false;
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}
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Bsp.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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void BunchDrawer::RenderScene(int viewsector)
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{
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ProcessSector(viewsector);
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while (Bunches.Size() > 0)
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{
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int closest = FindClosestBunch();
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ProcessBunch(closest);
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DeleteBunch(closest);
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}
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}
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