/* ** 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" //========================================================================== // // // //========================================================================== void BunchDrawer::Init(HWDrawInfo *_di, Clipper* c, vec2_t& view) { di = _di; clipper = c; viewx = view.x * (1/ 16.f); viewy = view.y * -(1/ 16.f); iview = view; StartScene(); clipper->SetViewpoint(view); gcosang = bamang(di->Viewpoint.RotAngle).fcos(); gsinang = bamang(di->Viewpoint.RotAngle).fsin(); for (int i = 0; i < numwalls; i++) { // Precalculate the clip angles to avoid doing this repeatedly during level traversal. // Reverse the orientation so that startangle and endangle are properly ordered. wall[i].clipangle = clipper->PointToAngle(wall[i].pos); } } //========================================================================== // // // //========================================================================== void BunchDrawer::StartScene() { LastBunch = 0; StartTime = I_msTime(); Bunches.Clear(); CompareData.Clear(); gotsector.Zero(); } //========================================================================== // // // //========================================================================== void BunchDrawer::StartBunch(int sectnum, int linenum, binangle startan, binangle endan) { FBunch* bunch = &Bunches[LastBunch = Bunches.Reserve(1)]; bunch->sectnum = sectnum; bunch->startline = bunch->endline = linenum; bunch->startangle = startan; bunch->endangle = endan; } //========================================================================== // // // //========================================================================== void BunchDrawer::AddLineToBunch(int line, binangle newan) { Bunches[LastBunch].endline++; Bunches[LastBunch].endangle = newan; } //========================================================================== // // // //========================================================================== void BunchDrawer::DeleteBunch(int index) { Bunches[index] = Bunches.Last(); Bunches.Pop(); } bool BunchDrawer::CheckClip(walltype* wal) { auto pt2 = &wall[wal->point2]; sectortype* backsector = §or[wal->nextsector]; sectortype* frontsector = §or[wall[wal->nextwall].nextsector]; // if one plane is sky on both sides, the line must not clip. if (frontsector->ceilingstat & backsector->ceilingstat & CSTAT_SECTOR_SKY) return false; if (frontsector->floorstat & backsector->floorstat & CSTAT_SECTOR_SKY) return false; 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->x, wal->y, &fs_ceilingheight1, &fs_floorheight1); PlanesAtPoint(frontsector, pt2->x, pt2->y, &fs_ceilingheight2, &fs_floorheight2); PlanesAtPoint(backsector, wal->x, wal->y, &bs_ceilingheight1, &bs_floorheight1); PlanesAtPoint(backsector, pt2->x, pt2->y, &bs_ceilingheight2, &bs_floorheight2); // now check for closed sectors! No idea if we really need the sky checks. We'll see. 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 line) { auto wal = &wall[line]; auto startAngle = wal->clipangle; auto endAngle = wall[wal->point2].clipangle; // Back side, i.e. backface culling - read: endAngle >= startAngle! if (startAngle.asbam() - endAngle.asbam() < ANGLE_180) { return CL_Skip; } if (!clipper->SafeCheckRange(startAngle, endAngle)) { return CL_Skip; } if (wal->nextwall == -1 || (wal->cstat & CSTAT_WALL_1WAY) || CheckClip(wal)) { // one-sided clipper->SafeAddClipRange(startAngle, endAngle); return CL_Draw; } else { return CL_Draw | CL_Pass; } } //========================================================================== // // // //========================================================================== void BunchDrawer::ProcessBunch(int bnch) { FBunch* bunch = &Bunches[bnch]; ClipWall.Clock(); for (int i = bunch->startline; i <= bunch->endline; i++) { int clipped = ClipLine(i); if (clipped & CL_Draw) { show2dwall.Set(i); //if (gl_render_walls) { SetupWall.Clock(); HWWall hwwall; hwwall.Process(di, &wall[i], §or[bunch->sectnum], wall[i].nextsector < 0 ? nullptr : §or[wall[i].nextsector]); rendered_lines++; SetupWall.Unclock(); } } if (clipped & CL_Pass) { ClipWall.Unclock(); ProcessSector(wall[i].nextsector); ClipWall.Clock(); } } ClipWall.Unclock(); } //========================================================================== // // // //========================================================================== int BunchDrawer::WallInFront(int wall1, int wall2) { double x1s = WallStartX(wall1); double y1s = WallStartY(wall1); double x1e = WallEndX(wall1); double y1e = WallEndY(wall1); double x2s = WallStartX(wall2); double y2s = WallStartY(wall2); double x2e = WallEndX(wall2); double y2e = WallEndY(wall2); double dx = x1e - x1s; double dy = y1e - y1s; double t1 = PointOnLineSide(x2s, y2s, x1s, y1s, dx, dy); double t2 = PointOnLineSide(x2e, y2e, x1s, y1s, dx, dy); 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, dx, dy); return((t2 * t1) < 0); } dx = x2e - x2s; dy = y2e - y2s; t1 = PointOnLineSide(x1s, y1s, x2s, y2s, dx, dy); t2 = PointOnLineSide(x1e, y1e, x2s, y2s, dx, dy); if (t1 == 0) { if (t2 == 0) return(-1); t1 = t2; } if (t2 == 0) t2 = t1; if ((t1 * t2) >= 0) { t2 = PointOnLineSide(viewx, viewy, x2s, y2s, dx, dy); return((t2 * t1) >= 0); } return(-2); } //========================================================================== // // This is a bit more complicated than it looks because angles can wrap // around so we can only compare angle differences. // // 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::BunchInFront(FBunch* b1, FBunch* b2) { binangle anglecheck, endang; if (b2->startangle.asbam() - b1->startangle.asbam() < b1->endangle.asbam() - b1->startangle.asbam()) { // we have an overlap at b2->startangle anglecheck = b2->startangle - b1->startangle; // Find the wall in b1 that overlaps b2->startangle for (int i = b1->startline; i <= b1->endline; i++) { endang = wall[wall[i].point2].clipangle - b1->startangle; if (endang.asbam() > anglecheck.asbam()) { // found a line int ret = WallInFront(b2->startline, i); return ret; } } } else if (b1->startangle.asbam() - b2->startangle.asbam() < b2->endangle.asbam() - b2->startangle.asbam()) { // we have an overlap at b1->startangle anglecheck = b1->startangle - b2->startangle; // Find the wall in b2 that overlaps b1->startangle for (int i = b2->startline; i <= b2->endline; i++) { endang = wall[wall[i].point2].clipangle - b2->startangle; if (endang.asbam() > anglecheck.asbam()) { // found a line int ret = WallInFront(i, b1->startline); return ret; } } } // 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; } } return closest; } //========================================================================== // // // //========================================================================== void BunchDrawer::ProcessSector(int sectnum) { if (gotsector[sectnum]) return; gotsector.Set(sectnum); auto sect = §or[sectnum]; bool inbunch; binangle startangle; SetupSprite.Clock(); int z; SectIterator it(sectnum); while ((z = it.NextIndex()) >= 0) { auto const spr = (uspriteptr_t)&sprite[z]; if ((spr->cstat & CSTAT_SPRITE_INVISIBLE) || spr->xrepeat == 0 || spr->yrepeat == 0) // skip invisible sprites continue; int sx = spr->x - iview.x, sy = spr->y - int(iview.y); // 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 ((spr->cstat & CSTAT_SPRITE_ALIGNMENT_MASK) || (hw_models && tile2model[spr->picnum].modelid >= 0) || ((sx * gcosang) + (sy * gsinang) > 0)) { if ((spr->cstat & (CSTAT_SPRITE_ONE_SIDED | CSTAT_SPRITE_ALIGNMENT_MASK)) != (CSTAT_SPRITE_ONE_SIDED | CSTAT_SPRITE_ALIGNMENT_WALL) || (r_voxels && tiletovox[spr->picnum] >= 0 && voxmodels[tiletovox[spr->picnum]]) || DMulScale(bcos(spr->ang), -sx, bsin(spr->ang), -sy, 6) > 0) if (renderAddTsprite(z, sectnum)) break; } } SetupSprite.Unclock(); SetupFlat.Clock(); HWFlat flat; flat.ProcessSector(di, §or[sectnum]); SetupFlat.Unclock(); Bsp.Clock(); //Todo: process subsectors inbunch = false; for (int i = 0; i < sect->wallnum; i++) { auto thiswall = &wall[sect->wallptr + i]; #ifdef _DEBUG // For displaying positions in debugger DVector2 start = { WallStartX(thiswall), WallStartY(thiswall) }; DVector2 end = { WallStartX(thiswall->point2), WallStartY(thiswall->point2) }; #endif binangle ang1 = thiswall->clipangle; binangle ang2 = wall[thiswall->point2].clipangle; if (ang1.asbam() - ang2.asbam() < ANGLE_180) { // Backside inbunch = false; } /* disabled because it only fragments the bunches without any performance gain. else if (!clipper->SafeCheckRange(ang1, ang2)) { // is it visible? inbunch = false; } */ else if (!inbunch || ang2.asbam() - startangle.asbam() >= ANGLE_180) { // don't let a bunch span more than 180° to avoid problems. // This limitation ensures that the combined range of 2 // bunches will always be less than 360° which simplifies // the distance comparison code because it prevents a // situation where 2 bunches may overlap at both ends. startangle = ang1; StartBunch(sectnum, sect->wallptr + i, ang1, ang2); inbunch = true; } else { AddLineToBunch(sect->wallptr + i, ang2); } if (thiswall->point2 != sect->wallptr + i + 1) inbunch = false; } Bsp.Unclock(); } //========================================================================== // // // //========================================================================== void BunchDrawer::RenderScene(const int* viewsectors, unsigned sectcount) { for(unsigned i=0;i 0) { int closest = FindClosestBunch(); ProcessBunch(closest); DeleteBunch(closest); } }