/* ** hw_sections.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 the map content without disturbing the original ** order... ** */ #include "build.h" #include "hw_sections.h" #include "memarena.h" #include "c_cvars.h" #include "gamefuncs.h" void CreateVertexMap(); FMemArena sectionArena(102400); TMap bugged; TArray sectionLines; TArray
sections; TArrayView> sectionsPerSector; TArray splits; struct loopcollect { TArray> loops; int bugged = 0; }; struct sectionbuild { int bugged = 0; int wallcount = 0; TArray> loops; }; struct sectionbuildsector { int sectnum; TArray sections; }; static bool cmpLess(double a, double b) { return a < b; } static bool cmpGreater(double a, double b) { return a > b; } static int sgn(double v) { // Don't try to be smart here - the compiler won't like it. return (v > 0)? 1: (v < 0)? -1 : 0; } static double dist(const DVector2& a, const DVector2& b) { // We only need to know if it's 1 or higher, so this is enough. return fabs(a.X - b.X) + fabs(a.Y - b.Y); } using cmp = bool(*)(double, double); //========================================================================== // // This will also be needed by the triangulator because it faces the same problems with eliminating linedef overlaps. // //========================================================================== void StripLoop(TArray& points) { for (int p = 0; p < (int)points.Size(); p++) { unsigned prev = p == 0 ? points.Size() - 1 : p - 1; unsigned next = unsigned(p) == points.Size() - 1 ? 0 : p + 1; if (points[next] == points[prev]) // if the two neighboring points are equal, this one dos not contribute to the sector's area. { if (next == 0) { points.Delete(0); points.Pop(); } else { points.Delete(p, 2); p--; } if (p > 0) p--; // backtrack one point more to ensure we can check the newly formed connection as well. } else if ((points[prev].X == points[p].X && points[next].X == points[p].X && sgn(points[next].Y - points[p].Y) == sgn(points[prev].Y - points[p].Y)) || (points[prev].Y == points[p].Y && points[next].Y == points[p].Y && sgn(points[next].X - points[p].X) == sgn(points[prev].X - points[p].X)) || dist(points[prev], points[next]) <= 1/256.) // if the two points are extremely close together, we may also ignore the intermediate point. { // both connections exit the point into the same direction. Here it is sufficient to just delete it so that the neighboring ones connect directly. points.Delete(p); p--; if (p > 0) p--; // backtrack one point more to ensure we can check the newly formed connection as well. } // Todo: check the non-orthogonal case of the above, too. Duke E2L7's sector 130 is such a case. } } //========================================================================== // // // //========================================================================== int GetWindingOrder(TArray& poly, cmp comp1 = cmpLess, cmp comp2 = cmpGreater) { int n = poly.Size(); double minx = poly[0].X; double miny = poly[0].Y; int m = 0; for (int i = 0; i < n; i++) { if ((comp1(poly[i].Y, miny)) || ((poly[i].Y == miny) && (comp2(poly[i].X, minx)))) { m = i; minx = poly[m].X; miny = poly[m].Y; } } double a[2], b[2], c[2]; int m1 = (m + n - 1) % n; int m2 = (m + 1) % n; a[0] = poly[m1].X; b[0] = poly[m].X; c[0] = poly[m2].X; a[1] = poly[m1].Y; b[1] = poly[m].Y; c[1] = poly[m2].Y; auto area = a[0] * b[1] - a[1] * b[0] + a[1] * c[0] - a[0] * c[1] + b[0] * c[1] - c[0] * b[1]; return (area > 0) - (area < 0); } int GetWindingOrder(TArray& poly) { // This is more complicated than it should be due to how doors are designed in Build. // Overlapping and backtracking lines are quite common and need to be removed from the data before determining the winding order. TArray points(poly.Size(), true); int i = 0; for (auto& index : poly) { points[i++] = wall[index].pos; } StripLoop(points); if (points.Size() == 0) return 1; // Sector has no dimension. We must accept this as valid here. int order = GetWindingOrder(points); if (order == 0) { // this may be a diagonal overlap, so try one other corner, too. order = GetWindingOrder(points, cmpGreater, cmpLess); } // if (order == 0) do a pedantic check - this is hopefully not needed ever. return order; } //========================================================================== // // // //========================================================================== static void CollectLoops(TArray& sectors) { BitArray visited; visited.Resize(wall.Size()); visited.Zero(); TArray thisloop; int count = 0; for (unsigned i = 0; i < sector.Size(); i++) { int first = wallindex(sector[i].walls.Data()); int last = first + sector[i].walls.Size(); sectors.Reserve(1); sectors.Last().bugged = 0; for (int w = first; w < last; w++) { if (visited[w]) continue; thisloop.Clear(); thisloop.Push(w); visited.Set(w); for (int ww = wall[w].point2; ww != w; ww = wall[ww].point2) { if (ww < first || ww >= last) { Printf("Found wall %d outside sector %d in a loop\n", ww, i); sectors.Last().bugged = ESectionFlag::Unclosed; bugged.Insert(i, true); break; } if (visited[ww]) { // quick check for the only known cause of this in proper maps: // RRRA E1L3 and SW $yamato have a wall duplicate where the duplicate's index is the original's + 1. These can just be deleted here and be ignored. if (ww > 1 && wall[ww-1].pos == wall[ww-2].pos && wall[ww-1].point2 == wall[ww-2].point2 && wall[ww - 1].point2 == ww) { thisloop.Clear(); break; } Printf("found already visited wall %d\nLinked by:", ww); bugged.Insert(i, true); for (unsigned walnum = 0; walnum < wall.Size(); walnum++) { if (wall[walnum].point2 == ww) Printf(" %d,", walnum); } Printf("\n"); sectors.Last().bugged = ESectionFlag::Unclosed; break; } thisloop.Push(ww); visited.Set(ww); } if (thisloop.Size() > 0) { count++; int o = GetWindingOrder(thisloop); if (o == 0) { //Printf("Unable to determine winding order of loop in sector %d!\n", i); bugged.Insert(i, true); } thisloop.Push(o); sectors.Last().loops.Push(std::move(thisloop)); } } } } //========================================================================== // // checks if a point is within a given section // //========================================================================== static TArray points; static int insideLoop(int vertex, TArray& loop) { points.Resize(loop.Size() - 1); for (unsigned ii = 0; ii < loop.Size() - 1; ii++) { points[ii] = wall[loop[ii]].pos; } // to reliably detect walls where vertices lie directly on outer walls, we must test the wall's center as well. // SW: Wanton Destrcution's $bath.map, sector 601 is an example for that. DVector2 pts[] = { wall[vertex].pos, wall[vertex].center() }; for (int i = 0; i < 2; i++) { int isinside = insidePoly(pts[i].X, pts[i].Y, points.Data(), points.Size()); if (isinside == 1) return 1; } return -1; } static int insideLoop(TArray& check, TArray& loop) { for (unsigned v = 0; v < check.Size() - 1; v++) { if (insideLoop(check[v], loop) == 1) { return true; } } return false; } //========================================================================== // // // //========================================================================== static void GroupData(TArray& collect, TArray& builders) { for (unsigned i = 0; i < sector.Size(); i++) { auto& builder = builders[i]; builder.sectnum = i; auto& sectloops = collect[i].loops; // Handle the two easy cases explicitly so that they can be done without running into more complex checks if (sectloops.Size() == 1) { // we got one loop - do this quickly without any checks. auto& loop = sectloops[0]; builder.sections.Reserve(1); int last = loop.Last(); builder.sections.Last().wallcount = loop.Size() - 1; builder.sections.Last().loops.Push(std::move(loop)); builder.sections.Last().bugged = collect[i].bugged; if (last != 1) { builder.sections.Last().bugged = ESectionFlag::BadWinding; // Todo: Use flags for bugginess. //Printf("Sector %d has wrong winding order\n", i); bugged.Insert(i, true); } continue; } if (!collect[i].bugged) // only try to build a proper set of sections if the sector is not malformed. Otherwise just make a single one of everything. { unsigned wind1count = 0; unsigned windnegcount = 0; int posplace = -1; for (unsigned l = 0; l < sectloops.Size(); l++) { auto& loop = sectloops[l]; if (loop.Last() == 1) { wind1count++; posplace = l; } else if (loop.Last() == -1) windnegcount++; } // Check for one outer loop with multiple inner loops. This is also fairly common and quickly found. if (wind1count == 1 && windnegcount == sectloops.Size() - 1) { if (posplace > 0) sectloops[0].Swap(sectloops[posplace]); unsigned insidecount = 0; for (unsigned l = 1; l < sectloops.Size(); l++) { if (insideLoop(sectloops[l], sectloops[0])) insidecount++; } if (insidecount == sectloops.Size() - 1) { builder.sections.Reserve(1); builder.sections.Last().wallcount = 0; builder.sections.Last().bugged = 0; for (auto& loop : sectloops) { builder.sections.Last().wallcount += loop.Size() - 1; builder.sections.Last().loops.Push(std::move(loop)); } continue; } } // Check for multiple outer loops with no inner loops. Less frequent, but still a regular occurence. if (wind1count == sectloops.Size() && windnegcount == 0) { for (auto& loop1 : sectloops) for (auto& loop2 : sectloops) { if (&loop1 != &loop2 && insideLoop(loop1, loop2)) { goto nope; // just get out of here. } } for (auto& loop : sectloops) { builder.sections.Reserve(1); builder.sections.Last().bugged = 0; builder.sections.Last().wallcount = loop.Size() - 1; builder.sections.Last().loops.Push(std::move(loop)); } continue; } nope:; // Now try the case where we got multiple sections where some have holes. // For that, first build a map to see which sectors lie inside others. TArray inside(sectloops.Size(), true); TArray> outside(sectloops.Size(), true); for (auto& in : inside) in = -1; for (unsigned a = 0; a < sectloops.Size(); a++) { for (unsigned b = 0; b < sectloops.Size(); b++) { if (b != a && insideLoop(sectloops[a], sectloops[b])) { if (inside[a] == -1) { if (sectloops[a].Last() != -1 || sectloops[b].Last() != 1) { //Printf("Bad winding order for loops in sector %d\n", i); bugged.Insert(i, true); inside[a] = inside[b] = -2; // invalidate both loops } else { inside[a] = b; outside[b].Push(a); } } else { //Printf("Nested loops found in sector %d, comparing loops starting at %d and %d\n", i, sectloops[a][0], sectloops[b][0]); bugged.Insert(i, true); if (inside[a] != -2) { inside[inside[a]] = -2; } inside[a] = inside[b] = -2; } } } } // Now write out the proper sections we were able to find. for (unsigned a = 0; a < sectloops.Size(); a++) { if (inside[a] == -1 && sectloops[a].Size() > 0 && sectloops[a].Last() == 1) { auto& loop = sectloops[a]; builder.sections.Reserve(1); builder.sections.Last().bugged = -1; // debug only - remove once checked!!! builder.sections.Last().wallcount = loop.Size() - 1; builder.sections.Last().loops.Push(std::move(loop)); for (auto c: outside[a]) { if (inside[c] == (int)a) { auto& iloop = sectloops[c]; builder.sections.Last().wallcount += iloop.Size() - 1; builder.sections.Last().loops.Push(std::move(iloop)); inside[c] = -1; } } } } } // Whatever gets here is in a shape where any guesswork is futile. Just dump it into a single section and don't think about it any further. bool tossit = false; for (unsigned a = 0; a < sectloops.Size(); a++) { if (sectloops[a].Size() > 0) { if (!tossit) // Have we created our dumping section yet? If no, do so now and print a warning. { tossit = true; //Printf("Potential problem at sector %d with %d loops\n", i, sectloops.Size()); bugged.Insert(i, true); builder.sections.Reserve(1); builder.sections.Last().bugged = ESectionFlag::Dumped; // this will most likely require use of the node builder to triangulate anyway. } auto& loop = sectloops[a]; builder.sections.Last().wallcount += loop.Size() - 1; builder.sections.Last().loops.Push(std::move(loop)); } } } } //========================================================================== // // handle explicit sector splits while we still have simple index arrays. // This operates on the generated sections // //========================================================================== static void TrySplitLoop(sectionbuildsector& builder, int firstwall, int lastwall) { for (unsigned s = 0; s < builder.sections.Size(); s++) { auto& section = builder.sections[s]; if (section.loops.Size() > 1) { // Must have one loop to split a section. Should this ever be needed for sections with holes the loops need to be joined before running this. Printf("Unable to split sector %d between walls %d and %d\n", builder.sectnum, firstwall, lastwall); return; } auto& loop = section.loops[0]; unsigned i1 = loop.Find(firstwall); unsigned i2 = loop.Find(lastwall); if (i1 >= loop.Size() || i2 >= loop.Size()) continue; if (i2 < i1) std::swap(i1, i2); TArray newloop1; TArray newloop2; auto it = loop.begin(); auto end = loop.end() - 1; while (it != end && *it != firstwall) newloop1.Push(*it++); newloop1.Push(-firstwall); while (it != end && *it != lastwall) newloop2.Push(*it++); newloop2.Push(-lastwall); while (it != end) newloop1.Push(*it++); section.wallcount = newloop1.Size(); newloop1.Push(loop.Last()); section.loops[0] = std::move(newloop1); builder.sections.Reserve(1); auto& newsect = builder.sections.Last(); newsect.bugged = false; newsect.wallcount = newloop2.Size(); newloop2.Push(loop.Last()); newsect.loops.Resize(1); newsect.loops[0] = std::move(newloop2); break; } } static void SplitLoops(TArray& builders) { for (unsigned i = 0; i < splits.Size(); i += 3) { int sector = splits[0]; TrySplitLoop(builders[sector], splits[i + 1], splits[i + 2]); } } //========================================================================== // // // //========================================================================== static void ConstructSections(TArray& builders) { // count all sections and allocate the global buffers. TArray splitwalls; // Allocate all Section walls. sectionLines.Resize(wall.Size() + splits.Size() * 2 / 3); for (unsigned i = 0; i < splits.Size(); i++) { if (i % 3) splitwalls.Push(splits[i]); } unsigned nextwall = wall.Size(); for (unsigned i = 0; i < wall.Size(); i++) { sectionLines[i].startpoint = i; sectionLines[i].endpoint = wall[i].point2; sectionLines[i].wall = i; sectionLines[i].partner = wall[i].nextwall; } for (unsigned i = wall.Size(); i < sectionLines.Size(); i++) { unsigned pair = (i - wall.Size()); sectionLines[i].startpoint = splitwalls[pair]; sectionLines[i].endpoint = splitwalls[pair ^ 1]; sectionLines[i].wall = -1; sectionLines[i].partner = wall.Size() + (pair ^ 1); } unsigned count = 0; // allocate as much as possible from the arena here. size_t size = sizeof(*sectionsPerSector.Data()) * sector.Size(); auto data = sectionArena.Calloc(size); sectionsPerSector.Set(static_cast(data), sector.Size()); for (unsigned i = 0; i < sector.Size(); i++) { auto& builder = builders[i]; count += builder.sections.Size(); size = sizeof(int) * builder.sections.Size(); data = sectionArena.Calloc(size); sectionsPerSector[i].Set(static_cast(data), builder.sections.Size()); // although this may need reallocation, it is too small to warrant single allocations for each sector. } sections.Resize(count); // this we cannot put into the arena because its size may change. memset(sections.Data(), 0, count * sizeof(*sections.Data())); // now fill in the data int cursection = 0; for (unsigned i = 0; i < sector.Size(); i++) { auto& builder = builders[i]; for (unsigned j = 0; j < builder.sections.Size(); j++) { auto section = §ions[cursection]; auto& srcsect = builder.sections[j]; sectionsPerSector[i][j] = cursection; section->sector = i; section->index = cursection++; int sectwalls = srcsect.wallcount; auto walls = (int*)sectionArena.Calloc(sectwalls * sizeof(int)); section->lines.Set(walls, sectwalls); unsigned srcloops = srcsect.loops.Size(); auto loops = (Section2Loop*)sectionArena.Calloc(srcloops * sizeof(Section2Loop)); section->loops.Set(loops, srcloops); int curwall = 0; for (unsigned ii = 0; ii < srcloops; ii++) { auto& srcloop = srcsect.loops[ii]; auto& loop = section->loops[ii]; unsigned numsectionwalls = srcloop.Size() - 1; auto wallarray = (int*)sectionArena.Calloc(numsectionwalls * sizeof(int)); loop.walls.Set(wallarray, numsectionwalls); for (unsigned w = 0; w < numsectionwalls; w++) { int wall_i = srcloop[w]; if (wall_i >= 0) { auto wal = §ionLines[wall_i]; section->lines[curwall++] = loop.walls[w] = wall_i; wal->section = section->index; } else { wall_i = (int)wall.Size() + splitwalls.Find(-wall_i); auto wal = §ionLines[wall_i]; section->lines[curwall++] = loop.walls[w] = wall_i; wal->section = section->index; } } } } } // Can only do this after completing everything else. for (auto& line : sectionLines) { line.partnersection = line.partner == -1 ? -1 : sectionLines[line.partner].section; } sectionLines.ShrinkToFit(); sections.ShrinkToFit(); } //========================================================================== // // // //========================================================================== void hw_CreateSections() { bugged.Clear(); sectionArena.FreeAll(); sections.Clear(); sectionLines.Clear(); TArray collect; CollectLoops(collect); TArray builders(sector.Size(), true); GroupData(collect, builders); SplitLoops(builders); ConstructSections(builders); CreateVertexMap(); } //========================================================================== // // Create a set of vertex loops from a given session // //========================================================================== Outline BuildOutline(Section* section) { Outline output(section->loops.Size(), true); for (unsigned i = 0; i < section->loops.Size(); i++) { output[i].Resize(section->loops[i].walls.Size()); for (unsigned j = 0; j < section->loops[i].walls.Size(); j++) { output[i][j] = sectionLines[section->loops[i].walls[j]].v1(); } StripLoop(output[i]); } return output; } void hw_SetSplitSector(int sectnum, int start, int end) { splits.Push(sectnum); splits.Push(start); splits.Push(end); } void hw_ClearSplitSector() { splits.Clear(); }