raze/source/core/rendering/scene/hw_bunchdrawer.cpp

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/*
** hw_bunchdrawer.cpp
**
**---------------------------------------------------------------------------
** Copyright 2008-2021 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "hw_drawinfo.h"
#include "hw_bunchdrawer.h"
#include "hw_clipper.h"
#include "hw_clock.h"
#include "hw_drawstructs.h"
#include "automap.h"
#include "gamefuncs.h"
#include "hw_portal.h"
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#include "gamestruct.h"
#include "hw_voxels.h"
#include "mapinfo.h"
#include "gamecontrol.h"
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#include "hw_sections.h"
#include "coreactor.h"
#include "texinfo.h"
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#include "buildtiles.h"
//#define DEBUG_CLIPPER
//==========================================================================
//
//
//
//==========================================================================
void BunchDrawer::Init(HWDrawInfo *_di, Clipper* c, const DVector2& view, angle_t a1, angle_t a2)
{
ang1 = a1;
ang2 = a2;
angrange = ang2 - ang1;
di = _di;
clipper = c;
viewx = view.X;
viewy = view.Y;
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viewz = (float)di->Viewpoint.Pos.Z;
StartScene();
gcosang = g_cosbam(di->Viewpoint.RotAngle);
gsinang = g_sinbam(di->Viewpoint.RotAngle);
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for (auto& w : wall)
{
// Precalculate the clip angles to avoid doing this repeatedly during level traversal.
DVector2 vv;
vv.X = w.pos.X - view.X;
vv.Y = w.pos.Y + view.Y; // beware of different coordinate systems!
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w.clipangle = vv.Angle().BAMs();
}
memset(sectionstartang.Data(), -1, sectionstartang.Size() * sizeof(sectionstartang[0]));
memset(sectionendang.Data(), -1, sectionendang.Size() * sizeof(sectionendang[0]));
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//blockwall.Resize(wall.Size());
}
//==========================================================================
//
//
//
//==========================================================================
void BunchDrawer::StartScene()
{
unsigned numsections = sections.Size();
LastBunch = 0;
StartTime = I_msTime();
Bunches.Clear();
CompareData.Clear();
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gotsector.Resize(sector.Size());
gotsector.Zero();
gotsection2.Resize(numsections);
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gotsection2.Zero();
gotwall.Resize(wall.Size());
gotwall.Zero();
sectionstartang.Resize(numsections);
sectionendang.Resize(numsections);
//blockwall.Zero();
}
//==========================================================================
//
//
//
//==========================================================================
bool BunchDrawer::StartBunch(int sectnum, int linenum, angle_t startan, angle_t endan, bool portal)
{
FBunch* bunch = &Bunches[LastBunch = Bunches.Reserve(1)];
bunch->sectornum = sectnum;
bunch->startline = bunch->endline = linenum;
bunch->startangle = startan;
bunch->endangle = endan;
bunch->portal = portal;
assert(bunch->endangle >= bunch->startangle);
return bunch->endangle != angrange;
}
//==========================================================================
//
//
//
//==========================================================================
bool BunchDrawer::AddLineToBunch(int line, angle_t newan)
{
Bunches[LastBunch].endline++;
assert(newan > Bunches[LastBunch].endangle);
Bunches[LastBunch].endangle = newan;
assert(Bunches[LastBunch].endangle > Bunches[LastBunch].startangle);
return Bunches[LastBunch].endangle != angrange;
}
//==========================================================================
//
//
//
//==========================================================================
void BunchDrawer::DeleteBunch(int index)
{
Bunches[index] = Bunches.Last();
Bunches.Pop();
}
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bool BunchDrawer::CheckClip(walltype* wal, float* topclip, float* bottomclip)
{
auto pt2 = wal->point2Wall();
sectortype* backsector = wal->nextSector();
sectortype* frontsector = wal->sectorp();
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float bs_floorheight1;
float bs_floorheight2;
float bs_ceilingheight1;
float bs_ceilingheight2;
float fs_floorheight1;
float fs_floorheight2;
float fs_ceilingheight1;
float fs_ceilingheight2;
// Mirrors and horizons always block the view
//if (linedef->special==Line_Mirror || linedef->special==Line_Horizon) return true;
PlanesAtPoint(frontsector, wal->pos.X, wal->pos.Y, &fs_ceilingheight1, &fs_floorheight1);
PlanesAtPoint(frontsector, pt2->pos.X, pt2->pos.Y, &fs_ceilingheight2, &fs_floorheight2);
PlanesAtPoint(backsector, wal->pos.X, wal->pos.Y, &bs_ceilingheight1, &bs_floorheight1);
PlanesAtPoint(backsector, pt2->pos.X, pt2->pos.Y, &bs_ceilingheight2, &bs_floorheight2);
*bottomclip = max(min(bs_floorheight1, bs_floorheight2), min(fs_floorheight1, fs_floorheight2));
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// if one plane is sky on both sides, the line must not clip.
if (frontsector->ceilingstat & backsector->ceilingstat & CSTAT_SECTOR_SKY)
{
// save some processing with outside areas - no need to add to the clipper if back sector is higher.
/*if (fs_ceilingheight1 <= bs_floorheight1 && fs_ceilingheight2 <= bs_floorheight2)*/ *bottomclip = -FLT_MAX;
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*topclip = FLT_MAX;
return false;
}
*topclip = min(max(bs_ceilingheight1, bs_ceilingheight2), max(fs_ceilingheight1, fs_ceilingheight2));
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if (frontsector->floorstat & backsector->floorstat & CSTAT_SECTOR_SKY)
{
*bottomclip = -FLT_MAX;
return false;
}
// now check for closed sectors.
if (bs_ceilingheight1 <= fs_floorheight1 && bs_ceilingheight2 <= fs_floorheight2)
{
// backsector's ceiling is below frontsector's floor.
return true;
}
if (fs_ceilingheight1 <= bs_floorheight1 && fs_ceilingheight2 <= bs_floorheight2)
{
// backsector's floor is above frontsector's ceiling
return true;
}
if (bs_ceilingheight1 <= bs_floorheight1 && bs_ceilingheight2 <= bs_floorheight2)
{
// backsector is closed
return true;
}
return false;
}
//==========================================================================
//
// ClipLine
// Clips the given segment
//
//==========================================================================
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int BunchDrawer::ClipLine(int aline, bool portal)
{
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auto cline = &sectionLines[aline];
int section = cline->section;
int line = cline->wall;
auto startAngleBam = ClipAngle(cline->startpoint);
auto endAngleBam = ClipAngle(cline->endpoint);
// Back side, i.e. backface culling - read: endAngle <= startAngle!
if (startAngleBam - endAngleBam < ANGLE_180)
{
return CL_Skip;
}
//if (line >= 0 && blockwall[line]) return CL_Draw;
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// convert to clipper coordinates and clamp to valid range.
int startAngle = startAngleBam;
int endAngle = endAngleBam;
if (startAngle < 0) startAngle = 0;
if (endAngle < 0 || endAngle > (int)angrange) endAngle = angrange;
// 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];
auto sectEndAngle = sectionendang[section];
// check against the maximum possible viewing range of the sector.
// Todo: check if this is sufficient or if we really have to do a more costly check against the single visible segments.
// Note: These walls may be excluded from the clipper, but not from being drawn!
// if sectors got dragged around there may be overlaps which this code does not handle well do it may not run on such sectors.
bool dontclip = false;
if (sectStartAngle != -1 && !(sector[sections[section].sector].exflags & SECTOREX_DRAGGED))
{
if ((sectStartAngle > endAngle || sectEndAngle < startAngle))
{
dontclip = true;
}
else
{
if (sectStartAngle > startAngle) startAngle = sectStartAngle;
if (sectEndAngle < endAngle) endAngle = sectEndAngle;
if (endAngle <= startAngle) return CL_Skip; // can this even happen?
}
}
if (!portal && !clipper->IsRangeVisible(startAngle, endAngle))
{
//Printf("\nWall %d from %2.3f - %2.3f (clipped away)\n", line, DAngle::fromBam(startAngle).Degrees(), DAngle::fromBam(endAngle).Degrees());
return CL_Skip;
}
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float topclip = 0, bottomclip = 0;
if (line >= 0 && (cline->partner == -1 || (wall[line].cstat & CSTAT_WALL_1WAY) || CheckClip(&wall[line], &topclip, &bottomclip)))
{
// one-sided
if (!portal && !dontclip && !(sector[sections[section].sector].exflags & SECTOREX_DONTCLIP))
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{
clipper->AddClipRange(startAngle, endAngle);
//Printf("\nWall %d from %2.3f - %2.3f (blocking)\n", line, DAngle::fromBam(startAngle).Degrees(), DAngle::fromBam(endAngle).Degrees());
//clipper->DumpClipper();
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}
return CL_Draw;
}
else
{
if (line > 0)
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{
if (portal) clipper->RemoveClipRange(startAngle, endAngle);
else
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{
if ((topclip < FLT_MAX || bottomclip > -FLT_MAX) && !dontclip)
{
clipper->AddWindowRange(startAngle, endAngle, topclip, bottomclip, viewz);
//Printf("\nWall %d from %2.3f - %2.3f, (%2.3f, %2.3f) (passing)\n", line, DAngle::fromBam(startAngle).Degrees(), DAngle::fromBam(endAngle).Degrees(), topclip, bottomclip);
//clipper->DumpClipper();
}
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}
}
// set potentially visible viewing range for this line's back sector.
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int nsection = cline->partnersection;
if (sectionstartang[nsection] == -1)
{
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sectionstartang[nsection] = startAngle;
sectionendang[nsection] = endAngle;
}
else
{
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if (startAngle < sectionstartang[nsection]) sectionstartang[nsection] = startAngle;
if (endAngle > sectionendang[nsection]) sectionendang[nsection] = endAngle;
}
return line < 0? CL_Pass : dontclip? CL_Draw : CL_Draw | CL_Pass;
}
}
//==========================================================================
//
//
//
//==========================================================================
void BunchDrawer::ProcessBunch(int bnch)
{
FBunch* bunch = &Bunches[bnch];
int start = bunch->startline;
int end = bunch->endline;
ClipWall.Clock();
for (int i = start; i <= end; i++)
{
bunch = &Bunches[bnch]; // re-get the pointer in case of reallocation.
int clipped = ClipLine(i, bunch->portal);
if (clipped & CL_Draw)
{
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int ww = sectionLines[i].wall;
if (ww != -1)
{
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show2dwall.Set(ww);
if (!gotwall[i])
{
//Printf("\nWall %d processed\n", i);
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gotwall.Set(i);
ClipWall.Unclock();
Bsp.Unclock();
SetupWall.Clock();
HWWall hwwall;
hwwall.Process(di, &wall[ww], &sector[bunch->sectornum], wall[ww].nextsector < 0 ? nullptr : &sector[wall[ww].nextsector]);
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SetupWall.Unclock();
Bsp.Clock();
ClipWall.Clock();
}
}
}
if (clipped & CL_Pass)
{
ClipWall.Unclock();
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ProcessSection(sectionLines[i].partnersection, false);
ClipWall.Clock();
}
}
ClipWall.Unclock();
}
//==========================================================================
//
//
//
//==========================================================================
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int BunchDrawer::WallInFront(int line1, int line2)
{
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int wall1s = sectionLines[line1].startpoint;
int wall1e = sectionLines[line1].endpoint;
int wall2s = sectionLines[line2].startpoint;
int wall2e = sectionLines[line2].endpoint;
double x1s = wall[wall1s].pos.X;
double y1s = -wall[wall1s].pos.Y;
double x1e = wall[wall1e].pos.X;
double y1e = -wall[wall1e].pos.Y;
double x2s = wall[wall2s].pos.X;
double y2s = -wall[wall2s].pos.Y;
double x2e = wall[wall2e].pos.X;
double y2e = -wall[wall2e].pos.Y;
retry:
double dx1 = x1e - x1s;
double dy1 = y1e - y1s;
double t1 = PointOnLineSide(x2s, y2s, x1s, y1s, dx1, dy1);
double t2 = PointOnLineSide(x2e, y2e, x1s, y1s, dx1, dy1);
if (t1 == 0)
{
if (t2 == 0) return -1;
t1 = t2;
}
if (t2 == 0) t2 = t1;
if ((t1 * t2) >= 0)
{
t2 = PointOnLineSide(viewx, viewy, x1s, y1s, dx1, dy1);
return (t2 * t1) <= 0;
}
double dx2 = x2e - x2s;
double dy2 = y2e - y2s;
double t3 = PointOnLineSide(x1s, y1s, x2s, y2s, dx2, dy2);
double t4 = PointOnLineSide(x1e, y1e, x2s, y2s, dx2, dy2);
if (t3 == 0)
{
if (t4 == 0) return -1;
t3 = t4;
}
if (t4 == 0) t4 = t3;
if ((t3 * t4) >= 0)
{
t4 = PointOnLineSide(viewx, viewy, x2s, y2s, dx2, dy2);
return (t4 * t3) > 0;
}
// If we got here the walls intersect. Most of the time this is just a tiny sliver intruding into the other wall.
// If that is the case we can ignore that sliver and pretend it is completely on the other side.
const double max_dist = 3;
const double side_threshold = (max_dist * max_dist) / (16. * 16.); // we are operating in render coordinate space but want 3 map units tolerance.
double d1 = SquareDistToLine(x2s, y2s, x1s, y1s, x1e, y1e);
if (d1 < side_threshold) t1 = t2;
double d2 = SquareDistToLine(x2e, y2e, x1s, y1s, x1e, y1e);
if (d2 < side_threshold) t2 = t1;
if ((fabs(d1) < side_threshold) ^ (fabs(d2) < side_threshold)) // only acceptable if only one end of the wall got adjusted.
{
t2 = PointOnLineSide(viewx, viewy, x1s, y1s, dx1, dy1);
return((t2 * t1) <= 0);
}
double d3 = SquareDistToLine(x1s, y1s, x2s, y2s, x2e, y2e);
if (d3 < side_threshold) t1 = t2;
double d4 = SquareDistToLine(x1e, y1e, x2s, y2s, x2e, y2e);
if (d4 < side_threshold) t2 = t1;
if ((fabs(d3) < side_threshold) ^ (fabs(d4) < side_threshold)) // only acceptable if only one end of the wall got adjusted.
{
t2 = PointOnLineSide(viewx, viewy, x2s, y2s, dx2, dy2);
return((t2 * t1) <= 0);
}
// let's try some last ditch effort here: compare the longer sections of the two walls from the intersection point.
// Only do this if the distance of the smaller one is not too large.
const double max_overlap = 2 * 2;
if (max(min(d1, d2), min(d3, d4)) < max_overlap)
{
// if one of the walls is too short, let colinearBunchInFront decide. This case normally only happens with doors where this will yield the correct result.
if ((d1 < max_overlap && d2 < max_overlap) || (d3 < max_overlap && d4 < max_overlap))
return -1;
DVector2 intersect;
SquareDistToWall(x1s, -y1s, &wall[line2], &intersect);
intersect.Y = -intersect.Y;
if (d3 < max_overlap)
{
x1s = intersect.X;
y1s = intersect.Y;
}
else
{
x1e = intersect.X;
y1e = intersect.Y;
}
if (d1 < max_overlap)
{
x2s = intersect.X;
y2s = intersect.Y;
}
else
{
x2e = intersect.X;
y2e = intersect.Y;
}
goto retry;
}
return -2;
}
//==========================================================================
//
// Rules:
// 1. Any bunch can span at most 180°.
// 2. 2 bunches can never overlap at both ends
// 3. if there is an overlap one of the 2 starting points must be in the
// overlapping area.
//
//==========================================================================
int BunchDrawer::ColinearBunchInFront(FBunch* b1, FBunch* b2)
{
// Unable to determine the order. The only option left is to see if the sectors within the bunch can be ordered.
for (int i = b1->startline; i <= b1->endline; i++)
{
int wall1s = sectionLines[i].wall;
if (wall1s == -1) continue;
int sect1 = wall[wall1s].sector;
int nsect1 = wall[wall1s].nextsector;
for (int j = b2->startline; j <= b2->endline; j++)
{
int wall2s = sectionLines[j].wall;
if (wall2s == -1) continue;
int sect2 = wall[wall2s].sector;
int nsect2 = wall[wall2s].nextsector;
if (sect1 == nsect2) return 1; // bunch 2 is in front
if (sect2 == nsect1) return 0; // bunch 1 is in front
}
}
return -1;
}
int BunchDrawer::BunchInFront(FBunch* b1, FBunch* b2)
{
angle_t anglecheck, endang;
bool colinear = false;
if (b2->startangle >= b1->startangle && b2->startangle < b1->endangle)
{
// we have an overlap at b2->startangle
anglecheck = b2->startangle;
// Find the wall in b1 that overlaps b2->startangle
for (int i = b1->startline; i <= b1->endline; i++)
{
endang = ClipAngle(sectionLines[i].endpoint);
if (endang > anglecheck)
{
// found a line
int ret = WallInFront(b2->startline, i);
if (ret == -1)
{
ret = ColinearBunchInFront(b1, b2);
if (ret == -1)
{
colinear = true;
continue;
}
}
return ret;
}
}
}
else if (b1->startangle >= b2->startangle && b1->startangle < b2->endangle)
{
// we have an overlap at b1->startangle
anglecheck = b1->startangle;
// Find the wall in b2 that overlaps b1->startangle
for (int i = b2->startline; i <= b2->endline; i++)
{
endang = ClipAngle(sectionLines[i].endpoint);
if (endang > anglecheck)
{
// found a line
int ret = WallInFront(i, b1->startline);
if (ret == -1)
{
ret = ColinearBunchInFront(b1, b2);
if (ret == -1)
{
colinear = true;
continue;
}
}
return ret;
}
}
}
if (colinear)
{
return -2;
}
// we have no overlap
return -1;
}
//==========================================================================
//
//
//
//==========================================================================
int BunchDrawer::FindClosestBunch()
{
int closest = 0; //Almost works, but not quite :(
CompareData.Clear();
for (unsigned i = 1; i < Bunches.Size(); i++)
{
switch (BunchInFront(&Bunches[i], &Bunches[closest]))
{
case 0: // i is in front
closest = i;
continue;
case 1: // i is behind
continue;
default: // can't determine
CompareData.Push(i); // mark for later comparison
continue;
}
}
// we need to do a second pass to see how the marked bunches relate to the currently closest one.
for (unsigned i = 0; i < CompareData.Size(); i++)
{
switch (BunchInFront(&Bunches[CompareData[i]], &Bunches[closest]))
{
case 0: // is in front
closest = CompareData[i];
CompareData[i] = CompareData.Last();
CompareData.Pop();
i = -1; // we need to recheck everything that's still marked. -1 because this will get incremented before being used.
continue;
case 1: // is behind
CompareData[i] = CompareData.Last();
CompareData.Pop();
i--;
continue;
default:
continue;
}
}
/*
int nsection = sectionLines[Bunches[closest].startline].section;
Printf("\n=====================================\npicked bunch starting at sector %d, wall %d - Range at (%2.3f - %2.3f)\n",
sections[nsection].sector, Bunches[closest].startline,
DAngle::fromBam(sectionstartang[nsection]).Degrees(), DAngle::fromBam(sectionendang[nsection]).Degrees());
*/
return closest;
}
//==========================================================================
//
//
//
//==========================================================================
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void BunchDrawer::ProcessSection(int sectionnum, bool portal)
{
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if (gotsection2[sectionnum]) return;
gotsection2.Set(sectionnum);
bool inbunch;
int sectnum = sections[sectionnum].sector;
if (!gotsector[sectnum])
{
Bsp.Unclock();
SetupSprite.Clock();
gotsector.Set(sectnum);
CoreSectIterator it(sectnum);
while (auto actor = it.Next())
{
if ((actor->spr.cstat & CSTAT_SPRITE_INVISIBLE) || actor->spr.scale.X == 0 || actor->spr.scale.Y == 0) // skip invisible sprites
continue;
auto tex = actor->spr.spritetexture();
if (!tex.isValid()) continue;
auto tx = TexMan.GetGameTexture(tex);
if (tx->GetUseType() == ETextureType::FirstDefined && (actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == CSTAT_SPRITE_ALIGNMENT_FACING) continue;
auto viewvec = actor->spr.pos.XY() - DVector2(viewx, -viewy); // note that viewy is in render coordinates
// 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°.
//if ((actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) || (hw_models && tile2model[actor->spr.picnum].modelid >= 0) || ((sx * gcosang) + (sy * gsinang) > 0))
{
if ((actor->spr.cstat & (CSTAT_SPRITE_ONE_SIDE | CSTAT_SPRITE_ALIGNMENT_MASK)) != (CSTAT_SPRITE_ONE_SIDE | CSTAT_SPRITE_ALIGNMENT_WALL) ||
tilehasvoxel(actor->spr.spritetexture()) ||
(actor->spr.Angles.Yaw.Cos() * viewvec.X) + (actor->spr.Angles.Yaw.Sin() * viewvec.Y) < 0)
if (!renderAddTsprite(di->tsprites, actor))
break;
}
}
SetupSprite.Unclock();
Bsp.Clock();
}
if (automapping)
show2dsector.Set(sectnum);
Bsp.Unclock();
SetupFlat.Clock();
HWFlat flat;
flat.ProcessSector(di, &sector[sectnum], sectionnum);
SetupFlat.Unclock();
Bsp.Clock();
//Todo: process subsectors
inbunch = false;
auto section = &sections[sectionnum];
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for (unsigned i = 0; i < section->lines.Size(); i++)
{
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auto thisline = &sectionLines[section->lines[i]];
angle_t walang1 = ClipAngle(thisline->startpoint);
angle_t walang2 = ClipAngle(thisline->endpoint);
// outside the visible area or seen from the backside.
if ((walang1 > angrange && walang2 > angrange && walang1 < walang2) ||
(walang1 - walang2 < ANGLE_180))
{
inbunch = false;
}
else
{
if (walang1 >= angrange) { walang1 = 0; inbunch = false; }
if (walang2 >= angrange) walang2 = angrange;
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if (section->lines[i] >= (int)wall.Size()) inbunch = false;
if (!inbunch)
{
//Printf("Starting bunch, Sector %d\n\tWall %d\n", section->sector, section->lines[i]);
inbunch = StartBunch(sectnum, section->lines[i], walang1, walang2, portal);
}
else
{
//Printf("\tWall %d\n", section->lines[i]);
inbunch = AddLineToBunch(section->lines[i], walang2);
}
}
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if (thisline->endpoint != section->lines[i] + 1) inbunch = false;
}
}
//==========================================================================
//
//
//
//==========================================================================
void BunchDrawer::RenderScene(const int* viewsectors, unsigned sectcount, bool portal)
{
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//Printf("----------------------------------------- \nstart at sector %d, z = %2.3f\n", viewsectors[0], viewz);
auto process = [&]()
{
clipper->Clear(ang1);
for (unsigned i = 0; i < sectcount; i++)
{
for (auto j : sectionsPerSector[viewsectors[i]])
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{
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sectionstartang[j] = 0;
sectionendang[j] = int(angrange);
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}
}
for (unsigned i = 0; i < sectcount; i++)
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{
for (auto j : sectionsPerSector[viewsectors[i]])
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{
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ProcessSection(j, portal);
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}
}
while (Bunches.Size() > 0)
{
int closest = FindClosestBunch();
ProcessBunch(closest);
DeleteBunch(closest);
}
};
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Bsp.Clock();
if (ang1 != 0 || ang2 != 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 = rotang - ANGLE_90;
ang2 = rotang + ANGLE_90 - 1;
angrange = ang2 - ang1;
process();
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gotsection2.Zero();
ang1 = rotang + ANGLE_90;
ang2 = rotang - ANGLE_90 - 1;
angrange = ang2 - ang1;
process();
}
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Bsp.Unclock();
}