v4k-git-backup/demos/ports/doom/src/r_bsp.c

564 lines
12 KiB
C

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// BSP traversal, handling of LineSegs for rendering.
//
//-----------------------------------------------------------------------------
#include "doom_config.h"
#include "doomdef.h"
#include "m_bbox.h"
#include "i_system.h"
#include "r_main.h"
#include "r_plane.h"
#include "r_things.h"
#include "doomstat.h" // State.
#include "r_state.h" // State.
#define MAXSEGS 32
//
// ClipWallSegment
// Clips the given range of columns
// and includes it in the new clip list.
//
typedef struct
{
int first;
int last;
} cliprange_t;
seg_t* curline;
side_t* sidedef;
line_t* linedef;
sector_t* frontsector;
sector_t* backsector;
drawseg_t drawsegs[MAXDRAWSEGS];
drawseg_t* ds_p;
// newend is one past the last valid seg
cliprange_t* newend;
cliprange_t solidsegs[MAXSEGS];
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}
};
void R_StoreWallRange(int start, int stop);
//
// R_ClearDrawSegs
//
void R_ClearDrawSegs(void)
{
ds_p = drawsegs;
}
//
// R_ClipSolidWallSegment
// Does handle solid walls,
// e.g. single sided LineDefs (middle texture)
// that entirely block the view.
//
void R_ClipSolidWallSegment(int first, int last)
{
cliprange_t* next;
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),
// 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);
// Now adjust the clip size.
start->first = first;
}
// Bottom contained in start?
if (last <= start->last)
return;
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.
// Adjust the clip size.
start->last = next->last;
goto crunch;
}
}
// There is a fragment after *next.
R_StoreWallRange(next->last + 1, last);
// Adjust the clip size.
start->last = last;
// Remove start+1 to next from the clip list,
// because start now covers their area.
crunch:
if (next == start)
{
// Post just extended past the bottom of one post.
return;
}
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.
// Does handle windows,
// e.g. LineDefs with upper and lower texture.
//
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);
}
// Bottom contained in start?
if (last <= start->last)
return;
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;
int x2;
angle_t angle1;
angle_t angle2;
angle_t span;
angle_t 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;
// Back side? I.e. backface culling?
if (span >= ANG180)
return;
// Global angle needed by segcalc.
rw_angle1 = angle1;
angle1 -= viewangle;
angle2 -= viewangle;
tspan = angle1 + clipangle;
if (tspan > 2 * clipangle)
{
tspan -= 2 * clipangle;
// Totally off the left edge?
if (tspan >= span)
return;
angle1 = clipangle;
}
tspan = clipangle - angle2;
if (tspan > 2 * clipangle)
{
tspan -= 2 * clipangle;
// Totally off the left edge?
if (tspan >= span)
return;
#pragma warning(push)
#pragma warning(disable : 4146)
angle2 = -clipangle;
#pragma warning(pop)
}
// 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];
// Does not cross a pixel?
if (x1 == x2)
return;
backsector = line->backsector;
// Single sided line?
if (!backsector)
goto clipsolid;
// Closed door.
if (backsector->ceilingheight <= frontsector->floorheight
|| backsector->floorheight >= frontsector->ceilingheight)
goto clipsolid;
// Window.
if (backsector->ceilingheight != frontsector->ceilingheight
|| backsector->floorheight != frontsector->floorheight)
goto clippass;
// Reject empty lines used for triggers
// and special events.
// Identical floor and ceiling on both sides,
// identical light levels on both sides,
// and no middle texture.
if (backsector->ceilingpic == frontsector->ceilingpic
&& backsector->floorpic == frontsector->floorpic
&& backsector->lightlevel == frontsector->lightlevel
&& curline->sidedef->midtexture == 0)
{
return;
}
clippass:
R_ClipPassWallSegment(x1, x2 - 1);
return;
clipsolid:
R_ClipSolidWallSegment(x1, x2 - 1);
}
//
// R_CheckBBox
// Checks BSP node/subtree bounding box.
// Returns true
// if some part of the bbox might be visible.
//
doom_boolean R_CheckBBox(fixed_t* bspcoord)
{
int boxx;
int boxy;
int boxpos;
fixed_t x1;
fixed_t y1;
fixed_t x2;
fixed_t y2;
angle_t angle1;
angle_t angle2;
angle_t span;
angle_t tspan;
cliprange_t* start;
int sx1;
int 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;
// Sitting on a line?
if (span >= ANG180)
return true;
tspan = angle1 + clipangle;
if (tspan > 2 * clipangle)
{
tspan -= 2 * clipangle;
// Totally off the left edge?
if (tspan >= span)
return false;
angle1 = clipangle;
}
tspan = clipangle - angle2;
if (tspan > 2 * clipangle)
{
tspan -= 2 * clipangle;
// Totally off the left edge?
if (tspan >= span)
return false;
#pragma warning(push)
#pragma warning(disable : 4146)
angle2 = -clipangle;
#pragma warning(pop)
}
// 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];
// Does not cross a pixel.
if (sx1 == sx2)
return false;
sx2--;
start = solidsegs;
while (start->last < sx2)
start++;
if (sx1 >= start->first
&& sx2 <= start->last)
{
// The clippost contains the new span.
return false;
}
return true;
}
//
// R_Subsector
// Determine floor/ceiling planes.
// Add sprites of things in sector.
// Draw one or more line segments.
//
void R_Subsector(int num)
{
int count;
seg_t* line;
subsector_t* sub;
#ifdef RANGECHECK
if (num >= numsubsectors)
{
//I_Error("Error: R_Subsector: ss %i with numss = %i",
// num,
// numsubsectors);
doom_strcpy(error_buf, "Error: R_Subsector: ss ");
doom_concat(error_buf, doom_itoa(num, 10));
doom_concat(error_buf, " with numss = ");
doom_concat(error_buf, doom_itoa(numsubsectors, 10));
I_Error(error_buf);
}
#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);
}
else
floorplane = 0;
if (frontsector->ceilingheight > viewz
|| frontsector->ceilingpic == skyflatnum)
{
ceilingplane = R_FindPlane(frontsector->ceilingheight,
frontsector->ceilingpic,
frontsector->lightlevel);
}
else
ceilingplane = 0;
R_AddSprites(frontsector);
while (count--)
{
R_AddLine(line);
line++;
}
}
//
// RenderBSPNode
// Renders all subsectors below a given node,
// traversing subtree recursively.
// Just call with BSP root.
void R_RenderBSPNode(int bspnum)
{
node_t* bsp;
int side;
// Found a subsector?
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);
// Recursively divide front space.
R_RenderBSPNode(bsp->children[side]);
// Possibly divide back space.
if (R_CheckBBox(bsp->bbox[side ^ 1]))
R_RenderBSPNode(bsp->children[side ^ 1]);
}