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| author | Dave Chapman <dave@dchapman.com> | 2006-03-28 15:44:01 +0000 |
|---|---|---|
| committer | Dave Chapman <dave@dchapman.com> | 2006-03-28 15:44:01 +0000 |
| commit | 47f4a458d636a889e955e68f896708f1276febc0 (patch) | |
| tree | 99f770c02ef606f0abbdcd332ac39e69830d8007 /apps/plugins/doom/r_bsp.c | |
| parent | fff7d6157d56f233cad5c2003475e47a5ff809a7 (diff) | |
| download | rockbox-47f4a458d636a889e955e68f896708f1276febc0.zip rockbox-47f4a458d636a889e955e68f896708f1276febc0.tar.gz rockbox-47f4a458d636a889e955e68f896708f1276febc0.tar.bz2 rockbox-47f4a458d636a889e955e68f896708f1276febc0.tar.xz | |
Patch #2969 - Doom! Currently only working on the H300.
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@9312 a1c6a512-1295-4272-9138-f99709370657
Diffstat (limited to 'apps/plugins/doom/r_bsp.c')
| -rw-r--r-- | apps/plugins/doom/r_bsp.c | 576 |
1 files changed, 576 insertions, 0 deletions
diff --git a/apps/plugins/doom/r_bsp.c b/apps/plugins/doom/r_bsp.c new file mode 100644 index 0000000..358787d --- /dev/null +++ b/apps/plugins/doom/r_bsp.c @@ -0,0 +1,576 @@ +/* Emacs style mode select -*- C++ -*- + *----------------------------------------------------------------------------- + * + * + * PrBoom a Doom port merged with LxDoom and LSDLDoom + * based on BOOM, a modified and improved DOOM engine + * Copyright (C) 1999 by + * id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman + * Copyright (C) 1999-2000 by + * Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze + * + * 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. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA + * 02111-1307, USA. + * + * 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_segs.h" +#include "rockmacros.h" + +seg_t *curline; +side_t *sidedef; +line_t *linedef; +sector_t *frontsector; +sector_t *backsector; +drawseg_t *ds_p; + + +drawseg_t *drawsegs; +unsigned maxdrawsegs; + +// +// R_ClearDrawSegs +// +void R_ClearDrawSegs (void) +{ + ds_p = drawsegs; +} + +// CPhipps - +// Instead of clipsegs, let's try using an array with one entry for each column, +// indicating whether it's blocked by a solid wall yet or not. + +byte solidcol[SCREENWIDTH] IBSS_ATTR; + +// CPhipps - +// R_ClipWallSegment +// +// Replaces the old R_Clip*WallSegment functions. It draws bits of walls in those +// columns which aren't solid, and updates the solidcol[] array appropriately + +void R_ClipWallSegment(int first, int last, boolean solid) +{ + byte *p; + while (first < last) { + if (solidcol[first]) { + if (!(p = memchr(solidcol+first, 0, last-first))) return; // All solid + first = p - solidcol; + } else { + int to; + if (!(p = memchr(solidcol+first, 1, last-first))) to = last; + else to = p - solidcol; + R_StoreWallRange(first, to-1); + if (solid) { + memset(solidcol+first,1,to-first); + } + first = to; + } + } +} + +// +// R_ClearClipSegs +// + +void R_ClearClipSegs (void) +{ + memset(solidcol, 0, SCREENWIDTH); +} + +// killough 1/18/98 -- This function is used to fix the automap bug which +// showed lines behind closed doors simply because the door had a dropoff. +// +// cph - converted to R_RecalcLineFlags. This recalculates all the flags for +// a line, including closure and texture tiling. + +static void R_RecalcLineFlags(void) +{ + linedef->r_validcount = gametic; + + /* First decide if the line is closed, normal, or invisible */ + if (!(linedef->flags & ML_TWOSIDED) + || backsector->ceilingheight <= frontsector->floorheight + || backsector->floorheight >= frontsector->ceilingheight + || ( + // if door is closed because back is shut: + backsector->ceilingheight <= backsector->floorheight + + // preserve a kind of transparent door/lift special effect: + && (backsector->ceilingheight >= frontsector->ceilingheight || + curline->sidedef->toptexture) + + && (backsector->floorheight <= frontsector->floorheight || + curline->sidedef->bottomtexture) + + // properly render skies (consider door "open" if both ceilings are sky): + && (backsector->ceilingpic !=skyflatnum || + frontsector->ceilingpic!=skyflatnum) + ) + ) + linedef->r_flags = RF_CLOSED; + else { + // 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. + // CPhipps - recode for speed, not certain if this is portable though + if (backsector->ceilingheight != frontsector->ceilingheight + || backsector->floorheight != frontsector->floorheight + || curline->sidedef->midtexture + || memcmp(&backsector->floor_xoffs, &frontsector->floor_xoffs, + sizeof(frontsector->floor_xoffs) + sizeof(frontsector->floor_yoffs) + + sizeof(frontsector->ceiling_xoffs) + sizeof(frontsector->ceiling_yoffs) + + sizeof(frontsector->ceilingpic) + sizeof(frontsector->floorpic) + + sizeof(frontsector->lightlevel) + sizeof(frontsector->floorlightsec) + + sizeof(frontsector->ceilinglightsec))) { + linedef->r_flags = 0; return; + } else + linedef->r_flags = RF_IGNORE; + } + + /* cph - I'm too lazy to try and work with offsets in this */ + if (curline->sidedef->rowoffset) return; + + /* Now decide on texture tiling */ + if (linedef->flags & ML_TWOSIDED) { + int c; + + /* Does top texture need tiling */ + if ((c = frontsector->ceilingheight - backsector->ceilingheight) > 0 && + (textureheight[texturetranslation[curline->sidedef->toptexture]] > c)) + linedef->r_flags |= RF_TOP_TILE; + + /* Does bottom texture need tiling */ + if ((c = frontsector->floorheight - backsector->floorheight) > 0 && + (textureheight[texturetranslation[curline->sidedef->bottomtexture]] > c)) + linedef->r_flags |= RF_BOT_TILE; + } else { + int c; + /* Does middle texture need tiling */ + if ((c = frontsector->ceilingheight - frontsector->floorheight) > 0 && + (textureheight[texturetranslation[curline->sidedef->midtexture]] > c)) + linedef->r_flags |= RF_MID_TILE; + } +} + +// +// killough 3/7/98: Hack floor/ceiling heights for deep water etc. +// +// If player's view height is underneath fake floor, lower the +// drawn ceiling to be just under the floor height, and replace +// the drawn floor and ceiling textures, and light level, with +// the control sector's. +// +// Similar for ceiling, only reflected. +// +// killough 4/11/98, 4/13/98: fix bugs, add 'back' parameter +// + +sector_t *R_FakeFlat(sector_t *sec, sector_t *tempsec, + int *floorlightlevel, int *ceilinglightlevel, + boolean back) +{ + if (floorlightlevel) + *floorlightlevel = sec->floorlightsec == -1 ? + sec->lightlevel : sectors[sec->floorlightsec].lightlevel; + + if (ceilinglightlevel) + *ceilinglightlevel = sec->ceilinglightsec == -1 ? // killough 4/11/98 + sec->lightlevel : sectors[sec->ceilinglightsec].lightlevel; + + if (sec->heightsec != -1) + { + const sector_t *s = §ors[sec->heightsec]; + int heightsec = viewplayer->mo->subsector->sector->heightsec; + int underwater = heightsec!=-1 && viewz<=sectors[heightsec].floorheight; + + // Replace sector being drawn, with a copy to be hacked + *tempsec = *sec; + + // Replace floor and ceiling height with other sector's heights. + tempsec->floorheight = s->floorheight; + tempsec->ceilingheight = s->ceilingheight; + + // killough 11/98: prevent sudden light changes from non-water sectors: + if (underwater && (tempsec-> floorheight = sec->floorheight, + tempsec->ceilingheight = s->floorheight-1, !back)) + { // head-below-floor hack + tempsec->floorpic = s->floorpic; + tempsec->floor_xoffs = s->floor_xoffs; + tempsec->floor_yoffs = s->floor_yoffs; + + if (underwater) { + if (s->ceilingpic == skyflatnum) { + tempsec->floorheight = tempsec->ceilingheight+1; + tempsec->ceilingpic = tempsec->floorpic; + tempsec->ceiling_xoffs = tempsec->floor_xoffs; + tempsec->ceiling_yoffs = tempsec->floor_yoffs; + } else { + tempsec->ceilingpic = s->ceilingpic; + tempsec->ceiling_xoffs = s->ceiling_xoffs; + tempsec->ceiling_yoffs = s->ceiling_yoffs; + } + } + + tempsec->lightlevel = s->lightlevel; + + if (floorlightlevel) + *floorlightlevel = s->floorlightsec == -1 ? s->lightlevel : + sectors[s->floorlightsec].lightlevel; // killough 3/16/98 + + if (ceilinglightlevel) + *ceilinglightlevel = s->ceilinglightsec == -1 ? s->lightlevel : + sectors[s->ceilinglightsec].lightlevel; // killough 4/11/98 + } + else + if (heightsec != -1 && viewz >= sectors[heightsec].ceilingheight && + sec->ceilingheight > s->ceilingheight) + { // Above-ceiling hack + tempsec->ceilingheight = s->ceilingheight; + tempsec->floorheight = s->ceilingheight + 1; + + tempsec->floorpic = tempsec->ceilingpic = s->ceilingpic; + tempsec->floor_xoffs = tempsec->ceiling_xoffs = s->ceiling_xoffs; + tempsec->floor_yoffs = tempsec->ceiling_yoffs = s->ceiling_yoffs; + + if (s->floorpic != skyflatnum) + { + tempsec->ceilingheight = sec->ceilingheight; + tempsec->floorpic = s->floorpic; + tempsec->floor_xoffs = s->floor_xoffs; + tempsec->floor_yoffs = s->floor_yoffs; + } + + tempsec->lightlevel = s->lightlevel; + + if (floorlightlevel) + *floorlightlevel = s->floorlightsec == -1 ? s->lightlevel : + sectors[s->floorlightsec].lightlevel; // killough 3/16/98 + + if (ceilinglightlevel) + *ceilinglightlevel = s->ceilinglightsec == -1 ? s->lightlevel : + sectors[s->ceilinglightsec].lightlevel; // killough 4/11/98 + } + sec = tempsec; // Use other sector + } + return sec; +} + +// +// R_AddLine +// Clips the given segment +// and adds any visible pieces to the line list. +// + +static void R_AddLine (seg_t *line) +{ + int x1; + int x2; + angle_t angle1; + angle_t angle2; + angle_t span; + angle_t tspan; + static sector_t tempsec; // killough 3/8/98: ceiling/water hack + // boolean solid = true; + + curline = line; + + angle1 = R_PointToAngle (line->v1->x, line->v1->y); + angle2 = R_PointToAngle (line->v2->x, line->v2->y); + + // Clip to view edges. + 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 = 0-clipangle; + } + + // The seg is in the view range, + // but not necessarily visible. + + angle1 = (angle1+ANG90)>>ANGLETOFINESHIFT; + angle2 = (angle2+ANG90)>>ANGLETOFINESHIFT; + + // killough 1/31/98: Here is where "slime trails" can SOMETIMES occur: + x1 = viewangletox[angle1]; + x2 = viewangletox[angle2]; + + // Does not cross a pixel? + if (x1 >= x2) // killough 1/31/98 -- change == to >= for robustness + return; + + backsector = line->backsector; + + // Single sided line? + if (backsector) + // killough 3/8/98, 4/4/98: hack for invisible ceilings / deep water + backsector = R_FakeFlat(backsector, &tempsec, NULL, NULL, true); + + /* cph - roll up linedef properties in flags */ + if ((linedef = curline->linedef)->r_validcount != gametic) + R_RecalcLineFlags(); + + if (linedef->r_flags & RF_IGNORE) + { + return; + } + else + R_ClipWallSegment (x1, x2, linedef->r_flags & RF_CLOSED); +} + +// +// R_CheckBBox +// Checks BSP node/subtree bounding box. +// Returns true +// if some part of the bbox might be visible. +// + +static const int checkcoord[12][4] = // killough -- static const + { + {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} + }; + +// killough 1/28/98: static // CPhipps - const parameter, reformatted +static boolean R_CheckBBox(const fixed_t *bspcoord) +{ + angle_t angle1, angle2; + + { + int boxpos; + const int* check; + + // Find the corners of the box + // that define the edges from current viewpoint. + boxpos = (viewx <= bspcoord[BOXLEFT] ? 0 : viewx < bspcoord[BOXRIGHT ] ? 1 : 2) + + (viewy >= bspcoord[BOXTOP ] ? 0 : viewy > bspcoord[BOXBOTTOM] ? 4 : 8); + + if (boxpos == 5) + return true; + + check = checkcoord[boxpos]; + angle1 = R_PointToAngle (bspcoord[check[0]], bspcoord[check[1]]) - viewangle; + angle2 = R_PointToAngle (bspcoord[check[2]], bspcoord[check[3]]) - viewangle; + } + + // cph - replaced old code, which was unclear and badly commented + // Much more efficient code now + if ((signed)angle1 < (signed)angle2) { /* it's "behind" us */ + /* Either angle1 or angle2 is behind us, so it doesn't matter if we + * change it to the corect sign + */ + if ((angle1 >= ANG180) && (angle1 < ANG270)) + angle1 = INT_MAX; /* which is ANG180-1 */ + else + angle2 = INT_MIN; + } + + if ((signed)angle2 >= (signed)clipangle) return false; // Both off left edge + if ((signed)angle1 <= -(signed)clipangle) return false; // Both off right edge + if ((signed)angle1 >= (signed)clipangle) angle1 = clipangle; // Clip at left edge + if ((signed)angle2 <= -(signed)clipangle) angle2 = 0-clipangle; // Clip at right edge + + // Find the first clippost + // that touches the source post + // (adjacent pixels are touching). + angle1 = (angle1+ANG90)>>ANGLETOFINESHIFT; + angle2 = (angle2+ANG90)>>ANGLETOFINESHIFT; + { + int sx1 = viewangletox[angle1]; + int sx2 = viewangletox[angle2]; + // const cliprange_t *start; + + // Does not cross a pixel. + if (sx1 == sx2) + return false; + + if (!memchr(solidcol+sx1, 0, sx2-sx1)) return false; + // All columns it covers are already solidly covered + } + + return true; +} + +// +// R_Subsector +// Determine floor/ceiling planes. +// Add sprites of things in sector. +// Draw one or more line segments. +// +// killough 1/31/98 -- made static, polished + +// Had to move this out of the function - causes stack overflows in RockBox +sector_t tempsec IBSS_ATTR; // killough 3/7/98: deep water hack +static void R_Subsector(int num) +{ + int count; + seg_t *line; + subsector_t *sub; + + int floorlightlevel; // killough 3/16/98: set floor lightlevel + int ceilinglightlevel; // killough 4/11/98 + +#ifdef RANGECHECK + if (num>=numsubsectors) + I_Error ("R_Subsector: ss %i with numss = %i", num, numsubsectors); +#endif + + sub = &subsectors[num]; + frontsector = sub->sector; + count = sub->numlines; + line = &segs[sub->firstline]; +// sscount++; + + // killough 3/8/98, 4/4/98: Deep water / fake ceiling effect + frontsector = R_FakeFlat(frontsector, &tempsec, &floorlightlevel, + &ceilinglightlevel, false); // killough 4/11/98 + + // killough 3/7/98: Add (x,y) offsets to flats, add deep water check + // killough 3/16/98: add floorlightlevel + // killough 10/98: add support for skies transferred from sidedefs + + floorplane = frontsector->floorheight < viewz || // killough 3/7/98 + (frontsector->heightsec != -1 && + sectors[frontsector->heightsec].ceilingpic == skyflatnum) + ? + R_FindPlane(frontsector->floorheight, + frontsector->floorpic == skyflatnum && // kilough 10/98 + frontsector->sky & PL_SKYFLAT ? frontsector->sky : + frontsector->floorpic, + floorlightlevel, // killough 3/16/98 + frontsector->floor_xoffs, // killough 3/7/98 + frontsector->floor_yoffs + ) : NULL; + + ceilingplane = frontsector->ceilingheight > viewz || + frontsector->ceilingpic == skyflatnum || + (frontsector->heightsec != -1 && + sectors[frontsector->heightsec].floorpic == skyflatnum) + ? + R_FindPlane(frontsector->ceilingheight, // killough 3/8/98 + frontsector->ceilingpic == skyflatnum && // kilough 10/98 + frontsector->sky & PL_SKYFLAT ? frontsector->sky : + frontsector->ceilingpic, + ceilinglightlevel, // killough 4/11/98 + frontsector->ceiling_xoffs, // killough 3/7/98 + frontsector->ceiling_yoffs + ) : NULL; + + // killough 9/18/98: Fix underwater slowdown, by passing real sector + // instead of fake one. Improve sprite lighting by basing sprite + // lightlevels on floor & ceiling lightlevels in the surrounding area. + // + // 10/98 killough: + // + // NOTE: TeamTNT fixed this bug incorrectly, messing up sprite lighting!!! + // That is part of the 242 effect!!! If you simply pass sub->sector to + // the old code you will not get correct lighting for underwater sprites!!! + // Either you must pass the fake sector and handle validcount here, on the + // real sector, or you must account for the lighting in some other way, + // like passing it as an argument. + + R_AddSprites(sub, (floorlightlevel+ceilinglightlevel)/2); + + while (count--) + { + if (line->miniseg == false) + R_AddLine (line); + line++; + } + +} + +// +// RenderBSPNode +// Renders all subsectors below a given node, +// traversing subtree recursively. +// Just call with BSP root. +// +// killough 5/2/98: reformatted, removed tail recursion + +void R_RenderBSPNode(int bspnum) +{ + while (!(bspnum & NF_SUBSECTOR)) // Found a subsector? + { + const node_t *bsp = &nodes[bspnum]; + + // Decide which side the view point is on. + int 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])) + return; + + bspnum = bsp->children[side^1]; + } + R_Subsector(bspnum == -1 ? 0 : bspnum & ~NF_SUBSECTOR); +} |