/* ** 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" #include "gamestruct.h" #include "hw_voxels.h" #include "mapinfo.h" #include "gamecontrol.h" #include "hw_sections.h" #include "coreactor.h" #include "texinfo.h" #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; viewz = (float)di->Viewpoint.Pos.Z; StartScene(); gcosang = g_cosbam(di->Viewpoint.RotAngle); gsinang = g_sinbam(di->Viewpoint.RotAngle); 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! w.clipangle = RAD2BAM(atan2(vv.Y, vv.X)); } memset(sectionstartang.Data(), -1, sectionstartang.Size() * sizeof(sectionstartang[0])); memset(sectionendang.Data(), -1, sectionendang.Size() * sizeof(sectionendang[0])); //blockwall.Resize(wall.Size()); } //========================================================================== // // // //========================================================================== void BunchDrawer::StartScene() { unsigned numsections = sections.Size(); LastBunch = 0; StartTime = I_msTime(); Bunches.Clear(); CompareData.Clear(); gotsector.Resize(sector.Size()); gotsector.Zero(); gotsection2.Resize(numsections); 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(); } bool BunchDrawer::CheckClip(walltype* wal, float* topclip, float* bottomclip) { auto pt2 = wal->point2Wall(); sectortype* backsector = wal->nextSector(); sectortype* frontsector = wal->sectorp(); 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)); // 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; *topclip = FLT_MAX; return false; } *topclip = min(max(bs_ceilingheight1, bs_ceilingheight2), max(fs_ceilingheight1, fs_ceilingheight2)); 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 // //========================================================================== int BunchDrawer::ClipLine(int aline, bool portal) { auto cline = §ionLines[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; // 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. 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)) { return CL_Skip; } if (line < 0) return CL_Pass; float topclip = 0, bottomclip = 0; if (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)) { clipper->AddClipRange(startAngle, endAngle); //Printf("\nWall %d from %2.3f - %2.3f (blocking)\n", line, bamang(startAngle).asdeg(), bamang(endAngle).asdeg()); //clipper->DumpClipper(); } return CL_Draw; } else { if (portal) clipper->RemoveClipRange(startAngle, endAngle); else { 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, bamang(startAngle).asdeg(), bamang(endAngle).asdeg(), topclip, bottomclip); //clipper->DumpClipper(); } } // set potentially visible viewing range for this line's back sector. int nsection = cline->partnersection; if (sectionstartang[nsection] == -1) { sectionstartang[nsection] = startAngle; sectionendang[nsection] = endAngle; } else { if (startAngle < sectionstartang[nsection]) sectionstartang[nsection] = startAngle; if (endAngle > sectionendang[nsection]) sectionendang[nsection] = endAngle; } return 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) { int ww = sectionLines[i].wall; if (ww != -1) { show2dwall.Set(ww); if (!gotwall[i]) { gotwall.Set(i); ClipWall.Unclock(); Bsp.Unclock(); SetupWall.Clock(); HWWall hwwall; hwwall.Process(di, &wall[ww], §or[bunch->sectornum], wall[ww].nextsector < 0 ? nullptr : §or[wall[ww].nextsector]); SetupWall.Unclock(); Bsp.Clock(); ClipWall.Clock(); } } } if (clipped & CL_Pass) { ClipWall.Unclock(); ProcessSection(sectionLines[i].partnersection, false); ClipWall.Clock(); } } ClipWall.Unclock(); } //========================================================================== // // // //========================================================================== int BunchDrawer::WallInFront(int line1, int line2) { 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, bamang(sectionstartang[nsection]).asdeg(), bamang(sectionendang[nsection]).asdeg()); */ return closest; } //========================================================================== // // // //========================================================================== void BunchDrawer::ProcessSection(int sectionnum, bool portal) { 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) 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, §or[sectnum], sectionnum); SetupFlat.Unclock(); Bsp.Clock(); //Todo: process subsectors inbunch = false; auto section = §ions[sectionnum]; for (unsigned i = 0; i < section->lines.Size(); i++) { auto thisline = §ionLines[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; 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); } } if (thisline->endpoint != section->lines[i] + 1) inbunch = false; } } //========================================================================== // // // //========================================================================== void BunchDrawer::RenderScene(const int* viewsectors, unsigned sectcount, bool portal) { //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]]) { sectionstartang[j] = 0; sectionendang[j] = int(angrange); } } for (unsigned i = 0; i < sectcount; i++) { for (auto j : sectionsPerSector[viewsectors[i]]) { ProcessSection(j, portal); } } while (Bunches.Size() > 0) { int closest = FindClosestBunch(); ProcessBunch(closest); DeleteBunch(closest); } }; 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(); gotsection2.Zero(); ang1 = rotang + ANGLE_90; ang2 = rotang - ANGLE_90 - 1; angrange = ang2 - ang1; process(); } Bsp.Unclock(); }