raze/source/core/rendering/hw_sections.cpp

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/*
** hw_sectiona.cpp
** For decoupling the renderer from internal Build structures
**
**---------------------------------------------------------------------------
** Copyright 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.
**---------------------------------------------------------------------------
**
** The sole reason for existence of this file is that Build's sector setup
** does not allow for easy splitting of sectors, either for having disjoint parts
** or requiring partial rendering. So we need to add a superstructure
** where we can shuffle around some content without disturbing the original
** order...
**
*/
#include "hw_sections.h"
SectionLine sectionLines[MAXWALLS + (MAXWALLS >> 2)];
Section sections[MAXSECTORS + (MAXSECTORS >> 2)];
TArray<int> sectionspersector[MAXSECTORS]; // reverse map, mainly for the automap
int numsections;
int numsectionlines;
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void hw_SplitSector(int sector, int startpos, int endpos);
TArray<int> splits;
void hw_BuildSections()
{
for (int i = 0; i < numsectors; i++)
{
// Fix maps which do not set their wallptr to the first wall. Lo Wang In Time's map 11 is such a case.
int wp = sector[i].wallptr;
while (wp > 0 && wall[wp - 1].nextwall >= 0 && wall[wall[wp - 1].nextwall].nextsector == i)
{
sector[i].wallptr--;
sector[i].wallnum++;
wp--;
}
sections[i].sector = i;
sections[i].lines.Resize(sector[i].wallnum);
for (int j = 0; j < sector[i].wallnum; j++) sections[i].lines[j] = sector[i].wallptr + j;
sectionspersector[i].Resize(1);
sectionspersector[i][0] = i;
}
// Initial setup just creates a 1:1 mapping of walls to section lines and sectors to sections.
numsectionlines = numwalls;
numsections = numsectors;
for (int i = 0; i < numwalls; i++)
{
sectionLines[i].startpoint = sectionLines[i].wall = i;
sectionLines[i].endpoint = wall[i].point2;
sectionLines[i].partner = wall[i].nextwall;
sectionLines[i].section = wall[i].sector;
sectionLines[i].partnersection = wall[i].nextsector;
sectionLines[i].point2index = wall[i].point2 - sector[wall[i].sector].wallptr;
}
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for (unsigned i = 0; i < splits.Size(); i += 3)
hw_SplitSector(splits[i], splits[i + 1], splits[i + 2]);
}
static void SplitSection(int section, int start, int end)
{
// note: to do this, the sector's lines must be well ordered and there must only be one outline and no holes.
// This also can only apply a single split to a given sector.
int firstsection = numsections++;
int secondsection = numsections++;
auto& sect = sections[section];
Section* sect1 = &sections[firstsection];
Section* sect2 = &sections[secondsection];
sect1->sector = sect.sector;
sect2->sector = sect.sector;
sect1->lines.Clear();
sect2->lines.Clear();
for (int aline : sect.lines)
{
int line = sectionLines[aline].wall;
if (line < start || line >= end)
{
sect1->lines.Push(aline);
}
if (line == start)
{
sect1->lines.Push(-1);
sect2->lines.Push(-1);
}
if (line >= start && line < end)
{
sect2->lines.Push(aline);
}
}
int firstnewline = numsectionlines;
int thisline = numsectionlines;
int splitline1, splitline2;
//numsectionlines += sect1->lines.Size() + 1;
for (unsigned i = 0; i < sect1->lines.Size(); i++)// auto& sline : sect1->lines)
{
int sline = sect1->lines[i];
sect1->lines[i] = thisline;
if (sline != -1)
{
SectionLine& newline = sectionLines[thisline];
newline = sectionLines[sline];
newline.section = int16_t(sect1 - sections);
if (i != sect1->lines.Size() - 1) newline.point2index = thisline + 1 - firstnewline;
else newline.point2index = 0;
assert(newline.point2index >= 0);
// relink the partner
auto& partnerline = sectionLines[newline.partner];
partnerline.partner = thisline;
partnerline.partnersection = newline.section;
thisline++;
}
else
{
splitline1 = thisline++;
sectionLines[splitline1].wall = -1;
sectionLines[splitline1].section = int16_t(sect1 - sections);
sectionLines[splitline1].partnersection = int16_t(sect2 - sections);
sectionLines[splitline1].startpoint = start;
sectionLines[splitline1].endpoint = end;
sectionLines[splitline1].point2index = splitline1 + 1 - firstnewline;
}
}
firstnewline = thisline;
for (unsigned i = 0; i < sect2->lines.Size(); i++)// auto& sline : sect1->lines)
{
int sline = sect2->lines[i];
sect2->lines[i] = thisline;
if (sline != -1)
{
SectionLine& newline = sectionLines[thisline];
newline = sectionLines[sline];
newline.section = int16_t(sect2 - sections);
if (i != sect2->lines.Size() - 1) newline.point2index = thisline + 1 - firstnewline;
else newline.point2index = 0;
assert(newline.point2index >= 0);
// relink the partner
auto& partnerline = sectionLines[newline.partner];
partnerline.partner = thisline;
partnerline.partnersection = newline.section;
thisline++;
}
else
{
splitline2 = thisline++;
sectionLines[splitline2].wall = -1;
sectionLines[splitline2].section = int16_t(sect2 - sections);
sectionLines[splitline2].partnersection = int16_t(sect1 - sections);
sectionLines[splitline2].startpoint = end;
sectionLines[splitline2].endpoint = start;
sectionLines[splitline2].point2index = splitline2 + 1 - firstnewline;
}
}
sectionLines[splitline1].partner = splitline2;
sectionLines[splitline2].partner = splitline1;
sectionspersector[sect.sector].Resize(2);
sectionspersector[sect.sector][0] = int16_t(sect1 - sections);
sectionspersector[sect.sector][1] = int16_t(sect2 - sections);
}
void hw_SplitSector(int sectnum, int start, int end)
{
int wallstart = sector[sectnum].wallptr;
int wallend = wallstart + sector[sectnum].wallnum;
if (start < wallstart || start >= wallend || end < wallstart || end >= wallend || end < start) return;
for (unsigned i = 0; i < sectionspersector[sectnum].Size(); i++)
{
int sect = sectionspersector[sectnum][i];
bool foundstart = false, foundend = false;
for (int aline : sections[sect].lines)
{
int line = sectionLines[aline].wall;
if (line == start) foundstart = true;
if (line == end) foundend = true;
}
if (foundstart && foundend)
{
sectionspersector[sectnum].Delete(i);
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SplitSection(sect, start, end);
return;
}
}
}
void hw_SetSplitSector(int sectnum, int start, int end)
{
splits.Push(sectnum);
splits.Push(start);
splits.Push(end);
}
void hw_ClearSplitSector()
{
splits.Clear();
}