forked from insane-adding-machines/DOOM
-
Notifications
You must be signed in to change notification settings - Fork 20
/
r_bsp.c
573 lines (451 loc) · 10.8 KB
/
r_bsp.c
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
//
// Copyright(C) 1993-1996 Id Software, Inc.
// 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.
//
// DESCRIPTION:
// BSP traversal, handling of LineSegs for rendering.
//
#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"
seg_t* curline;
side_t* sidedef;
line_t* linedef;
sector_t* frontsector;
sector_t* backsector;
drawseg_t drawsegs[MAXDRAWSEGS];
drawseg_t* 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;
int last;
} cliprange_t;
#define MAXSEGS 32
// newend is one past the last valid seg
cliprange_t* newend;
cliprange_t solidsegs[MAXSEGS];
//
// 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;
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];
// 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.
//
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;
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;
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];
// 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 ("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);
}
else
floorplane = NULL;
if (frontsector->ceilingheight > viewz
|| frontsector->ceilingpic == skyflatnum)
{
ceilingplane = R_FindPlane (frontsector->ceilingheight,
frontsector->ceilingpic,
frontsector->lightlevel);
}
else
ceilingplane = NULL;
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]);
}