zdbsp/Unused/rejectbuilder.cpp

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// The old code used the same algorithm as DoomBSP:
//
// Represent each sector by its bounding box. Then for each pair of
// sectors, see if any chains of one-sided lines can walk from one
// side of the convex hull for that pair to the other side.
//
// It works, but it's far from being perfect. It's quite easy for
// this algorithm to consider two sectors as being visible from
// each other when they are really not. But it won't erroneously
// flag two sectors as obstructed when they're really not, and that's
// the only thing that really matters when building a REJECT lump.
//
// Because that was next to useless, I scrapped that code and adapted
// Quake's vis utility to work in a 2D world. Since this is basically vis,
// it depends on GL nodes being present to function. As the usefulness
// of a REJECT lump is debatable, I have chosen to not compile this module
// in with ZDBSP. Save yourself some space and run ZDBSP with the -r option.
#include <string.h>
#include <stdio.h>
#include "zdbsp.h"
#include "nodebuild.h"
#include "rejectbuilder.h"
#include "templates.h"
bool MergeVis=1;
FRejectBuilder::FRejectBuilder (FLevel &level)
: Level (level), testlevel (2), totalvis (0)
{
LoadPortals ();
if (MergeVis)
{
MergeLeaves ();
MergeLeafPortals ();
}
CountActivePortals ();
CalcVis ();
BuildReject ();
}
FRejectBuilder::~FRejectBuilder ()
{
}
BYTE *FRejectBuilder::GetReject ()
{
WORD *sectormap;
int i, j;
int rejectSize = (Level.NumSectors*Level.NumSectors + 7) / 8;
BYTE *reject = new BYTE[rejectSize];
memset (reject, 0xff, rejectSize);
int pvs_size = (Level.NumGLSubsectors * Level.NumGLSubsectors) + 7 / 8;
Level.GLPVS = new BYTE[pvs_size];
Level.GLPVSSize = pvs_size;
memset (Level.GLPVS, 0, pvs_size);
sectormap = new WORD[Level.NumGLSubsectors];
for (i = 0; i < Level.NumGLSubsectors; ++i)
{
const MapSegGLEx *seg = &Level.GLSegs[Level.GLSubsectors[i].firstline];
sectormap[i] = Level.Sides[Level.Lines[seg->linedef].sidenum[seg->side]].sector;
}
for (i = 0; i < Level.NumGLSubsectors; ++i)
{
int rowpvs = i*Level.NumGLSubsectors;
int rowrej = sectormap[i]*Level.NumSectors;
BYTE *bytes = visBytes + i*leafbytes;
for (j = 0; j < Level.NumGLSubsectors; ++j)
{
if (bytes[j>>3] & (1<<(j&7)))
{
int mark = rowpvs + j;
Level.GLPVS[mark>>3] |= 1<<(mark&7);
mark = rowrej + sectormap[j];
reject[mark>>3] &= ~(1<<(mark&7));
}
}
}
return reject;
}
void FRejectBuilder::BuildReject ()
{
}
inline const WideVertex *FRejectBuilder::GetVertex (WORD vertnum)
{
return &Level.Vertices[vertnum];
}
FRejectBuilder::FLeaf::FLeaf ()
: numportals (0), merged (-1), portals (NULL)
{
}
FRejectBuilder::FLeaf::~FLeaf ()
{
if (portals != NULL)
{
delete[] portals;
}
}
int FRejectBuilder::PointOnSide (const FPoint &point, const FLine &line)
{
return FNodeBuilder::PointOnSide (point.x, point.y, line.x, line.y, line.dx, line.dy);
}
void FRejectBuilder::LoadPortals ()
{
WORD *segleaf;
int i, j, k, max;
VPortal *p;
FLeaf *l;
FWinding *w;
portalclusters = Level.NumGLSubsectors;
for (numportals = 0, i = 0; i < Level.NumGLSegs; ++i)
{
if (Level.GLSegs[i].partner != DWORD_MAX)
{
++numportals;
}
}
// these counts should take advantage of 64 bit systems automatically
leafbytes = ((portalclusters+63)&~63)>>3;
leaflongs = leafbytes/sizeof(long);
portalbytes = ((numportals+63)&~63)>>3;
portallongs = portalbytes/sizeof(long);
portals = new VPortal[numportals];
memset (portals, 0, numportals*sizeof(VPortal));
leafs = new FLeaf[portalclusters];
numVisBytes = portalclusters*leafbytes;
visBytes = new BYTE[numVisBytes];
segleaf = new WORD[Level.NumGLSegs];
for (i = 0; i < Level.NumGLSubsectors; ++i)
{
j = Level.GLSubsectors[i].firstline;
max = j + Level.GLSubsectors[i].numlines;
for (; j < max; ++j)
{
segleaf[j] = i;
}
}
p = portals;
l = leafs;
for (i = 0; i < Level.NumGLSubsectors; ++i, ++l)
{
j = Level.GLSubsectors[i].firstline;
max = j + Level.GLSubsectors[i].numlines;
// Count portals in this leaf
for (; j < max; ++j)
{
if (Level.GLSegs[j].partner != DWORD_MAX)
{
++l->numportals;
}
}
if (l->numportals == 0)
{
continue;
}
l->portals = new VPortal *[l->numportals];
for (k = 0, j = Level.GLSubsectors[i].firstline; j < max; ++j)
{
const MapSegGLEx *seg = &Level.GLSegs[j];
if (seg->partner == DWORD_MAX)
{
continue;
}
// create portal from seg
l->portals[k++] = p;
w = &p->winding;
w->points[0] = GetVertex (seg->v1);
w->points[1] = GetVertex (seg->v2);
p->hint = seg->linedef != NO_INDEX;
p->line.x = w->points[1].x;
p->line.y = w->points[1].y;
p->line.dx = w->points[0].x - p->line.x;
p->line.dy = w->points[0].y - p->line.y;
p->leaf = segleaf[seg->partner];
p++;
}
}
delete[] segleaf;
}