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- /*
- ===========================================================================
- Doom 3 BFG Edition GPL Source Code
- Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
- Doom 3 BFG Edition Source Code 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 3 of the License, or
- (at your option) any later version.
- Doom 3 BFG Edition Source Code 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.
- You should have received a copy of the GNU General Public License
- along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #include "Precompiled.h"
- #include "globaldata.h"
- #include "doomdef.h"
- #include "m_bbox.h"
- #include "i_system.h"
- #include "r_main.h"
- #include "r_plane.h"
- #include "r_things.h"
- // State.
- #include "doomstat.h"
- #include "r_state.h"
- //#include "r_local.h"
- void
- R_StoreWallRange
- ( int start,
- int stop );
- //
- // R_ClearDrawSegs
- //
- void R_ClearDrawSegs (void)
- {
- ::g->ds_p = ::g->drawsegs;
- }
- //
- // ClipWallSegment
- // Clips the given range of columns
- // and includes it in the new clip list.
- //
- // ::g->newend is one past the last valid seg
- //
- // 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 = ::g->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 = ::g->newend;
- ::g->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++ != ::g->newend)
- {
- // Remove a post.
- *++start = *next;
- }
- ::g->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 = ::g->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)
- {
- ::g->solidsegs[0].first = -0x7fffffff;
- ::g->solidsegs[0].last = -1;
- ::g->solidsegs[1].first = ::g->viewwidth;
- ::g->solidsegs[1].last = 0x7fffffff;
- ::g->newend = ::g->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;
-
- ::g->curline = line;
- // OPTIMIZE: quickly reject orthogonal back ::g->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*::g->clipangle (FIELDOFVIEW).
- span = angle1 - angle2;
-
- // Back side? I.e. backface culling?
- if (span >= ANG180)
- return;
- extern angle_t GetViewAngle();
- // Global angle needed by segcalc.
- ::g->rw_angle1 = angle1;
- angle1 -= GetViewAngle();
- angle2 -= GetViewAngle();
-
- tspan = angle1 + ::g->clipangle;
- if (tspan > 2*::g->clipangle)
- {
- tspan -= 2*::g->clipangle;
- // Totally off the left edge?
- if (tspan >= span)
- return;
-
- angle1 = ::g->clipangle;
- }
- tspan = ::g->clipangle - angle2;
- if (tspan > 2*::g->clipangle)
- {
- tspan -= 2*::g->clipangle;
- // Totally off the left edge?
- if (tspan >= span)
- return;
- angle2 = -::g->clipangle; // ALANHACK UNSIGNED
- }
-
- // The seg is in the view range,
- // but not necessarily visible.
- angle1 = (angle1+ANG90)>>ANGLETOFINESHIFT;
- angle2 = (angle2+ANG90)>>ANGLETOFINESHIFT;
- x1 = ::g->viewangletox[angle1];
- x2 = ::g->viewangletox[angle2];
- // Does not cross a pixel?
- if (x1 == x2)
- return;
-
- ::g->backsector = line->backsector;
- // Single sided line?
- if (!::g->backsector)
- goto clipsolid;
- // Closed door.
- if (::g->backsector->ceilingheight <= ::g->frontsector->floorheight
- || ::g->backsector->floorheight >= ::g->frontsector->ceilingheight)
- goto clipsolid;
- // Window.
- if (::g->backsector->ceilingheight != ::g->frontsector->ceilingheight
- || ::g->backsector->floorheight != ::g->frontsector->floorheight)
- goto clippass;
-
- // Reject empty ::g->lines used for triggers
- // and special ::g->events.
- // Identical floor and ceiling on both ::g->sides,
- // identical light levels on both ::g->sides,
- // and no middle texture.
- if (::g->backsector->ceilingpic == ::g->frontsector->ceilingpic
- && ::g->backsector->floorpic == ::g->frontsector->floorpic
- && ::g->backsector->lightlevel == ::g->frontsector->lightlevel
- && ::g->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.
- //
- qboolean 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;
- extern fixed_t GetViewX(); extern fixed_t GetViewY();
- // Find the corners of the box
- // that define the edges from current viewpoint.
- if (GetViewX() <= bspcoord[BOXLEFT])
- boxx = 0;
- else if (GetViewX() < bspcoord[BOXRIGHT])
- boxx = 1;
- else
- boxx = 2;
-
- if (GetViewY() >= bspcoord[BOXTOP])
- boxy = 0;
- else if (GetViewY() > bspcoord[BOXBOTTOM])
- boxy = 1;
- else
- boxy = 2;
-
- boxpos = (boxy<<2)+boxx;
- if (boxpos == 5)
- return true;
-
- x1 = bspcoord[::g->checkcoord[boxpos][0]];
- y1 = bspcoord[::g->checkcoord[boxpos][1]];
- x2 = bspcoord[::g->checkcoord[boxpos][2]];
- y2 = bspcoord[::g->checkcoord[boxpos][3]];
-
- // check clip list for an open space
- extern angle_t GetViewAngle();
- angle1 = R_PointToAngle (x1, y1) - GetViewAngle();
- angle2 = R_PointToAngle (x2, y2) - GetViewAngle();
-
- span = angle1 - angle2;
- // Sitting on a line?
- if (span >= ANG180)
- return true;
-
- tspan = angle1 + ::g->clipangle;
- if (tspan > 2*::g->clipangle)
- {
- tspan -= 2*::g->clipangle;
- // Totally off the left edge?
- if (tspan >= span)
- return false;
- angle1 = ::g->clipangle;
- }
- tspan = ::g->clipangle - angle2;
- if (tspan > 2*::g->clipangle)
- {
- tspan -= 2*::g->clipangle;
- // Totally off the left edge?
- if (tspan >= span)
- return false;
-
- angle2 = -::g->clipangle;// ALANHACK UNSIGNED
- }
- // Find the first clippost
- // that touches the source post
- // (adjacent pixels are touching).
- angle1 = (angle1+ANG90)>>ANGLETOFINESHIFT;
- angle2 = (angle2+ANG90)>>ANGLETOFINESHIFT;
- sx1 = ::g->viewangletox[angle1];
- sx2 = ::g->viewangletox[angle2];
- // Does not cross a pixel.
- if (sx1 == sx2)
- return false;
- sx2--;
-
- start = ::g->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 ::g->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>=::g->numsubsectors)
- I_Error ("R_Subsector: ss %i with numss = %i",
- num,
- ::g->numsubsectors);
- #endif
- ::g->sscount++;
- sub = &::g->subsectors[num];
- ::g->frontsector = sub->sector;
- count = sub->numlines;
- line = &::g->segs[sub->firstline];
- if (::g->frontsector->floorheight < ::g->viewz)
- {
- ::g->floorplane = R_FindPlane (::g->frontsector->floorheight,
- ::g->frontsector->floorpic,
- ::g->frontsector->lightlevel);
- }
- else
- ::g->floorplane = NULL;
-
- if (::g->frontsector->ceilingheight > ::g->viewz
- || ::g->frontsector->ceilingpic == ::g->skyflatnum)
- {
- ::g->ceilingplane = R_FindPlane (::g->frontsector->ceilingheight,
- ::g->frontsector->ceilingpic,
- ::g->frontsector->lightlevel);
- }
- else
- ::g->ceilingplane = NULL;
-
- R_AddSprites (::g->frontsector);
- while (count--)
- {
- R_AddLine (line);
- line++;
- }
- }
- //
- // RenderBSPNode
- // Renders all ::g->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 = &::g->nodes[bspnum];
-
- extern fixed_t GetViewX(); extern fixed_t GetViewY();
- // Decide which side the view point is on.
- side = R_PointOnSide (GetViewX(), GetViewY(), 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]);
- }
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