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30b1b046e4
This will be needed for sectors consisting of disjoint parts and for providing some help with addressing rendering anomalies
75 lines
No EOL
3 KiB
C++
75 lines
No EOL
3 KiB
C++
/*
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** hw_sectiona.cpp
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** For decoupling the renderer from internal Build structures
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**
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**---------------------------------------------------------------------------
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** Copyright 2021 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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** The sole reason for existence of this file is that Build's sector setup
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** does not allow for easy splitting of sectors, either for having disjoint parts
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** or requiring partial rendering. So we need to add a superstructure
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** where we can shuffle around some content without disturbing the original
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** order...
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**
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*/
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#include "hw_sections.h"
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SectionLine sectionLines[MAXWALLS + (MAXWALLS >> 2)];
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Section sections[MAXSECTORS + (MAXSECTORS >> 2)];
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TArray<int> sectionspersector[MAXSECTORS]; // reverse map, mainly for the automap
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int numsections;
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int numsectionlines;
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void hw_BuildSections()
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{
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// Initial setup just creates a 1:1 mapping of walls to section lines and sectors to sections.
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numsectionlines = numwalls;
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numsections = numsectors;
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for (int i = 0; i < numwalls; i++)
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{
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sectionLines[i].startpoint = sectionLines[i].wall = i;
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sectionLines[i].endpoint = wall[i].point2;
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sectionLines[i].partner = wall[i].nextwall;
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sectionLines[i].section = wall[i].sector;
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sectionLines[i].partnersection = wall[i].nextsector;
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sectionLines[i].point2index = wall[i].point2 - sector[wall[i].sector].wallptr;
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}
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for (int i = 0; i < numsectors; i++)
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{
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sections[i].sector = i;
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sections[i].lines.Resize(sector[i].wallnum);
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for (int j = 0; j < sector[i].wallnum; j++) sections[i].lines[j] = sector[i].wallptr + j;
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sectionspersector[i].Resize(1);
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sectionspersector[i][0] = i;
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}
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} |