ref: b5d26d5bc453c2b28050cd2a1a88fd49af0c11a0
dir: /src/hexen/r_bsp.c/
// // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 1993-2008 Raven Software // Copyright(C) 2005-2014 Simon Howard // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // as published by the Free Software Foundation; either version 2 // of the License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // #include "h2def.h" #include "i_system.h" #include "m_bbox.h" #include "r_local.h" seg_t *curline; side_t *sidedef; line_t *linedef; sector_t *frontsector, *backsector; drawseg_t drawsegs[MAXDRAWSEGS], *ds_p; void R_StoreWallRange(int start, int stop); /* ==================== = = R_ClearDrawSegs = ==================== */ void R_ClearDrawSegs(void) { ds_p = drawsegs; } //============================================================================= /* =============================================================================== = = ClipWallSegment = = Clips the given range of columns and includes it in the new clip list =============================================================================== */ typedef struct { int first, last; } cliprange_t; // We must expand MAXSEGS to the theoretical limit of the number of solidsegs // that can be generated in a scene by the DOOM engine. This was determined by // Lee Killough during BOOM development to be a function of the screensize. // The simplest thing we can do, other than fix this bug, is to let the game // render overage and then bomb out by detecting the overflow after the // fact. -haleyjd //#define MAXSEGS 32 #define MAXSEGS (SCREENWIDTH / 2 + 1) cliprange_t solidsegs[MAXSEGS], *newend; // newend is one past the last valid seg void R_ClipSolidWallSegment(int first, int last) { cliprange_t *next, *start; // find the first range that touches the range (adjacent pixels are touching) start = solidsegs; while (start->last < first - 1) start++; if (first < start->first) { if (last < start->first - 1) { // post is entirely visible (above start), so insert a new clippost R_StoreWallRange(first, last); next = newend; newend++; while (next != start) { *next = *(next - 1); next--; } next->first = first; next->last = last; return; } // there is a fragment above *start R_StoreWallRange(first, start->first - 1); start->first = first; // adjust the clip size } if (last <= start->last) return; // bottom contained in start next = start; while (last >= (next + 1)->first - 1) { // there is a fragment between two posts R_StoreWallRange(next->last + 1, (next + 1)->first - 1); next++; if (last <= next->last) { // bottom is contained in next start->last = next->last; // adjust the clip size goto crunch; } } // there is a fragment after *next R_StoreWallRange(next->last + 1, last); start->last = last; // adjust the clip size // remove start+1 to next from the clip list, // because start now covers their area crunch: if (next == start) return; // post just extended past the bottom of one post while (next++ != newend) // remove a post *++start = *next; newend = start + 1; } /* =============================================================================== = = R_ClipPassWallSegment = = Clips the given range of columns, but does not includes it in the clip list =============================================================================== */ void R_ClipPassWallSegment(int first, int last) { cliprange_t *start; // find the first range that touches the range (adjacent pixels are touching) start = solidsegs; while (start->last < first - 1) start++; if (first < start->first) { if (last < start->first - 1) { // post is entirely visible (above start) R_StoreWallRange(first, last); return; } // there is a fragment above *start R_StoreWallRange(first, start->first - 1); } if (last <= start->last) return; // bottom contained in start while (last >= (start + 1)->first - 1) { // there is a fragment between two posts R_StoreWallRange(start->last + 1, (start + 1)->first - 1); start++; if (last <= start->last) return; } // there is a fragment after *next R_StoreWallRange(start->last + 1, last); } /* ==================== = = R_ClearClipSegs = ==================== */ void R_ClearClipSegs(void) { solidsegs[0].first = -0x7fffffff; solidsegs[0].last = -1; solidsegs[1].first = viewwidth; solidsegs[1].last = 0x7fffffff; newend = solidsegs + 2; } //============================================================================= /* ====================== = = R_AddLine = = Clips the given segment and adds any visible pieces to the line list = ====================== */ void R_AddLine(seg_t * line) { int x1, x2; angle_t angle1, angle2, span, tspan; curline = line; // OPTIMIZE: quickly reject orthogonal back sides angle1 = R_PointToAngle(line->v1->x, line->v1->y); angle2 = R_PointToAngle(line->v2->x, line->v2->y); // // clip to view edges // OPTIMIZE: make constant out of 2*clipangle (FIELDOFVIEW) span = angle1 - angle2; if (span >= ANG180) return; // back side rw_angle1 = angle1; // global angle needed by segcalc angle1 -= viewangle; angle2 -= viewangle; tspan = angle1 + clipangle; if (tspan > 2 * clipangle) { tspan -= 2 * clipangle; if (tspan >= span) return; // totally off the left edge angle1 = clipangle; } tspan = clipangle - angle2; if (tspan > 2 * clipangle) { tspan -= 2 * clipangle; if (tspan >= span) return; // totally off the left edge angle2 = -clipangle; } // // the seg is in the view range, but not necessarily visible // angle1 = (angle1 + ANG90) >> ANGLETOFINESHIFT; angle2 = (angle2 + ANG90) >> ANGLETOFINESHIFT; x1 = viewangletox[angle1]; x2 = viewangletox[angle2]; if (x1 == x2) return; // does not cross a pixel backsector = line->backsector; if (!backsector) goto clipsolid; // single sided line if (backsector->ceilingheight <= frontsector->floorheight || backsector->floorheight >= frontsector->ceilingheight) goto clipsolid; // closed door if (backsector->ceilingheight != frontsector->ceilingheight || backsector->floorheight != frontsector->floorheight) goto clippass; // window // reject empty lines used for triggers and special events if (backsector->ceilingpic == frontsector->ceilingpic && backsector->floorpic == frontsector->floorpic && backsector->lightlevel == frontsector->lightlevel && backsector->special == frontsector->special && curline->sidedef->midtexture == 0) return; clippass: R_ClipPassWallSegment(x1, x2 - 1); return; clipsolid: R_ClipSolidWallSegment(x1, x2 - 1); } //============================================================================ /* =============================================================================== = = R_CheckBBox = = Returns true if some part of the bbox might be visible = =============================================================================== */ int checkcoord[12][4] = { {3, 0, 2, 1}, {3, 0, 2, 0}, {3, 1, 2, 0}, {0}, {2, 0, 2, 1}, {0, 0, 0, 0}, {3, 1, 3, 0}, {0}, {2, 0, 3, 1}, {2, 1, 3, 1}, {2, 1, 3, 0} }; boolean R_CheckBBox(fixed_t * bspcoord) { int boxx, boxy, boxpos; fixed_t x1, y1, x2, y2; angle_t angle1, angle2, span, tspan; cliprange_t *start; int sx1, sx2; // find the corners of the box that define the edges from current viewpoint if (viewx <= bspcoord[BOXLEFT]) boxx = 0; else if (viewx < bspcoord[BOXRIGHT]) boxx = 1; else boxx = 2; if (viewy >= bspcoord[BOXTOP]) boxy = 0; else if (viewy > bspcoord[BOXBOTTOM]) boxy = 1; else boxy = 2; boxpos = (boxy << 2) + boxx; if (boxpos == 5) return true; x1 = bspcoord[checkcoord[boxpos][0]]; y1 = bspcoord[checkcoord[boxpos][1]]; x2 = bspcoord[checkcoord[boxpos][2]]; y2 = bspcoord[checkcoord[boxpos][3]]; // // check clip list for an open space // angle1 = R_PointToAngle(x1, y1) - viewangle; angle2 = R_PointToAngle(x2, y2) - viewangle; span = angle1 - angle2; if (span >= ANG180) return true; // sitting on a line tspan = angle1 + clipangle; if (tspan > 2 * clipangle) { tspan -= 2 * clipangle; if (tspan >= span) return false; // totally off the left edge angle1 = clipangle; } tspan = clipangle - angle2; if (tspan > 2 * clipangle) { tspan -= 2 * clipangle; if (tspan >= span) return false; // totally off the left edge angle2 = -clipangle; } // find the first clippost that touches the source post (adjacent pixels are touching) angle1 = (angle1 + ANG90) >> ANGLETOFINESHIFT; angle2 = (angle2 + ANG90) >> ANGLETOFINESHIFT; sx1 = viewangletox[angle1]; sx2 = viewangletox[angle2]; if (sx1 == sx2) return false; // does not cross a pixel sx2--; start = solidsegs; while (start->last < sx2) start++; if (sx1 >= start->first && sx2 <= start->last) return false; // the clippost contains the new span return true; } /* ================ = = R_Subsector = = Draw one or more segments ================ */ void R_Subsector(int num) { int count; seg_t *line; subsector_t *sub; int polyCount; seg_t **polySeg; #ifdef RANGECHECK if (num >= numsubsectors) I_Error("R_Subsector: ss %i with numss = %i", num, numsubsectors); #endif sscount++; sub = &subsectors[num]; frontsector = sub->sector; count = sub->numlines; line = &segs[sub->firstline]; if (frontsector->floorheight < viewz) { floorplane = R_FindPlane(frontsector->floorheight, frontsector->floorpic, frontsector->lightlevel, frontsector->special); } else { floorplane = NULL; } if (frontsector->ceilingheight > viewz || frontsector->ceilingpic == skyflatnum) { ceilingplane = R_FindPlane(frontsector->ceilingheight, frontsector->ceilingpic, frontsector->lightlevel, 0); } else { ceilingplane = NULL; } R_AddSprites(frontsector); if (sub->poly) { // Render the polyobj in the subsector first polyCount = sub->poly->numsegs; polySeg = sub->poly->segs; while (polyCount--) { R_AddLine(*polySeg++); } } while (count--) { R_AddLine(line); line++; } // check for solidsegs overflow - extremely unsatisfactory! if(newend > &solidsegs[32]) I_Error("R_Subsector: solidsegs overflow (vanilla may crash here)\n"); } /* =============================================================================== = = RenderBSPNode = =============================================================================== */ void R_RenderBSPNode(int bspnum) { node_t *bsp; int side; if (bspnum & NF_SUBSECTOR) { if (bspnum == -1) R_Subsector(0); else R_Subsector(bspnum & (~NF_SUBSECTOR)); return; } bsp = &nodes[bspnum]; // // decide which side the view point is on // side = R_PointOnSide(viewx, viewy, bsp); R_RenderBSPNode(bsp->children[side]); // recursively divide front space if (R_CheckBBox(bsp->bbox[side ^ 1])) // possibly divide back space R_RenderBSPNode(bsp->children[side ^ 1]); }