/* 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: * *--------------------------------------------------------------------- */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #ifdef _WIN32 #define WIN32_LEAN_AND_MEAN #include #endif #ifndef CALLBACK #define CALLBACK #endif #include #include "gl_opengl.h" #include "z_zone.h" #include "doomstat.h" #include "gl_intern.h" #include "gl_struct.h" #include "p_maputl.h" #include "r_main.h" #include "am_map.h" #include "lprintf.h" static FILE *levelinfo; static int gld_max_vertexes = 0; static int gld_num_vertexes = 0; static int triangulate_subsectors = 0; // this is the list for all sectors to the loops GLSector *sectorloops; // this is the list for all subsectors to the loops // uses by textured automap GLMapSubsector *subsectorloops; static void gld_AddGlobalVertexes(int count) { if ((gld_num_vertexes+count)>=gld_max_vertexes) { gld_max_vertexes+=count+1024; flats_vbo = Z_Realloc(flats_vbo, gld_max_vertexes * sizeof(flats_vbo[0]), PU_STATIC, 0); } } /***************************** * * FLATS * *****************************/ /* proff - 05/15/2000 * The idea and algorithm to compute the flats with nodes and subsectors is * originaly from JHexen. I have redone it. */ #define FIX2DBL(x) ((double)(x)) #define MAX_CC_SIDES 128 static dboolean gld_PointOnSide(vertex_t *p, divline_t *d) { // We'll return false if the point c is on the left side. return ((FIX2DBL(d->y)-FIX2DBL(p->y))*FIX2DBL(d->dx)-(FIX2DBL(d->x)-FIX2DBL(p->x))*FIX2DBL(d->dy) >= 0); } // Lines start-end and fdiv must intersect. static void gld_CalcIntersectionVertex(vertex_t *s, vertex_t *e, divline_t *d, vertex_t *i) { double ax = FIX2DBL(s->x), ay = FIX2DBL(s->y), bx = FIX2DBL(e->x), by = FIX2DBL(e->y); double cx = FIX2DBL(d->x), cy = FIX2DBL(d->y), dx = cx+FIX2DBL(d->dx), dy = cy+FIX2DBL(d->dy); double r = ((ay-cy)*(dx-cx)-(ax-cx)*(dy-cy)) / ((bx-ax)*(dy-cy)-(by-ay)*(dx-cx)); i->x = (fixed_t)((double)s->x + r*((double)e->x-(double)s->x)); i->y = (fixed_t)((double)s->y + r*((double)e->y-(double)s->y)); } #undef FIX2DBL // Returns a pointer to the list of points. It must be used. // static vertex_t *gld_FlatEdgeClipper(int *numpoints, vertex_t *points, int numclippers, divline_t *clippers) { unsigned char sidelist[MAX_CC_SIDES]; int i, k, num = *numpoints; // We'll clip the polygon with each of the divlines. The left side of // each divline is discarded. for(i=0; i= MAX_CC_SIDES) I_Error("gld_FlatEdgeClipper: Too many points in carver"); // Make room for the new vertex. memmove(&points[endIdx+1], &points[endIdx], (num - endIdx-1)*sizeof(vertex_t)); memcpy(&points[endIdx], &newvert, sizeof(newvert)); memmove(&sidelist[endIdx+1], &sidelist[endIdx], num-endIdx-1); sidelist[endIdx] = 1; // Skip over the new vertex. k++; } } // Now we must discard the points that are on the wrong side. for(k=0; knumlines; divline_t *clippers; int i, numedgepoints; vertex_t *edgepoints; clippers=(divline_t*)Z_Malloc(numclippers*sizeof(divline_t),PU_LEVEL,0); if (!clippers) return; for(i=0; ifirstline+i-num]; clippers[i].x = seg->v1->x; clippers[i].y = seg->v1->y; clippers[i].dx = seg->v2->x-seg->v1->x; clippers[i].dy = seg->v2->y-seg->v1->y; } // Setup the 'worldwide' polygon. numedgepoints = 4; edgepoints = (vertex_t*)Z_Malloc(numedgepoints*sizeof(vertex_t),PU_LEVEL,0); edgepoints[0].x = INT_MIN; edgepoints[0].y = INT_MAX; edgepoints[1].x = INT_MAX; edgepoints[1].y = INT_MAX; edgepoints[2].x = INT_MAX; edgepoints[2].y = INT_MIN; edgepoints[3].x = INT_MIN; edgepoints[3].y = INT_MIN; // Do some clipping, edgepoints = gld_FlatEdgeClipper(&numedgepoints, edgepoints, numclippers, clippers); if(!numedgepoints) { if (levelinfo) fprintf(levelinfo, "All carved away: subsector %i - sector %i\n", ssec-subsectors, ssec->sector->iSectorID); } else { if(numedgepoints >= 3) { gld_AddGlobalVertexes(numedgepoints); if (flats_vbo) { int currentsector=ssec->sector->iSectorID; GLLoopDef **loop; int *loopcount; if (triangulate_subsectors) { loop = &subsectorloops[ ssidx ].loops; loopcount = &subsectorloops[ ssidx ].loopcount; } else { loop = §orloops[ currentsector ].loops; loopcount = §orloops[ currentsector ].loopcount; } (*loopcount)++; (*loop) = Z_Realloc((*loop), sizeof(GLLoopDef)*(*loopcount), PU_STATIC, 0); ((*loop)[(*loopcount) - 1]).index = ssidx; ((*loop)[(*loopcount) - 1]).mode = GL_TRIANGLE_FAN; ((*loop)[(*loopcount) - 1]).vertexcount = numedgepoints; ((*loop)[(*loopcount) - 1]).vertexindex = gld_num_vertexes; for(i = 0; i < numedgepoints; i++) { flats_vbo[gld_num_vertexes].u = ( (float)edgepoints[i].x/(float)FRACUNIT)/64.0f; flats_vbo[gld_num_vertexes].v = (-(float)edgepoints[i].y/(float)FRACUNIT)/64.0f; flats_vbo[gld_num_vertexes].x = -(float)edgepoints[i].x/MAP_SCALE; flats_vbo[gld_num_vertexes].y = 0.0f; flats_vbo[gld_num_vertexes].z = (float)edgepoints[i].y/MAP_SCALE; gld_num_vertexes++; } } } } // We're done, free the edgepoints memory. Z_Free(edgepoints); Z_Free(clippers); } static void gld_CarveFlats(int bspnode, int numdivlines, divline_t *divlines) { node_t *nod; divline_t *childlist, *dl; int childlistsize = numdivlines+1; // If this is a subsector we are dealing with, begin carving with the // given list. if(bspnode & NF_SUBSECTOR) { // We have arrived at a subsector. The divline list contains all // the partition lines that carve out the subsector. // special case for trivial maps (no nodes, single subsector) int ssidx = (numnodes != 0) ? bspnode & (~NF_SUBSECTOR) : 0; if (!(subsectors[ssidx].sector->flags & SECTOR_IS_CLOSED) || triangulate_subsectors) gld_FlatConvexCarver(ssidx, numdivlines, divlines); return; } // Get a pointer to the node. nod = nodes + bspnode; // Allocate a new list for each child. childlist = (divline_t*)Z_Malloc(childlistsize*sizeof(divline_t),PU_LEVEL,0); // Copy the previous lines. if(divlines) memcpy(childlist,divlines,numdivlines*sizeof(divline_t)); dl = childlist + numdivlines; dl->x = nod->x; dl->y = nod->y; // The right child gets the original line (LEFT side clipped). dl->dx = nod->dx; dl->dy = nod->dy; gld_CarveFlats(nod->children[0],childlistsize,childlist); // The left side. We must reverse the line, otherwise the wrong // side would get clipped. dl->dx = -nod->dx; dl->dy = -nod->dy; gld_CarveFlats(nod->children[1],childlistsize,childlist); // We are finishing with this node, free the allocated list. Z_Free(childlist); } #ifdef USE_GLU_TESS static int currentsector; // the sector which is currently tesselated // ntessBegin // // called when the tesselation of a new loop starts static void CALLBACK ntessBegin( GLenum type ) { #ifdef PRBOOM_DEBUG if (levelinfo) { if (type==GL_TRIANGLES) fprintf(levelinfo, "\t\tBegin: GL_TRIANGLES\n"); else if (type==GL_TRIANGLE_FAN) fprintf(levelinfo, "\t\tBegin: GL_TRIANGLE_FAN\n"); else if (type==GL_TRIANGLE_STRIP) fprintf(levelinfo, "\t\tBegin: GL_TRIANGLE_STRIP\n"); else fprintf(levelinfo, "\t\tBegin: unknown\n"); } #endif // increase loopcount for currentsector sectorloops[ currentsector ].loopcount++; // reallocate to get space for another loop // PU_LEVEL is used, so this gets freed before a new level is loaded sectorloops[ currentsector ].loops=Z_Realloc(sectorloops[currentsector].loops,sizeof(GLLoopDef)*sectorloops[currentsector].loopcount, PU_STATIC, 0); // set initial values for current loop // currentloop is -> sectorloops[currentsector].loopcount-1 sectorloops[ currentsector ].loops[ sectorloops[currentsector].loopcount-1 ].index=-1; sectorloops[ currentsector ].loops[ sectorloops[currentsector].loopcount-1 ].mode=type; sectorloops[ currentsector ].loops[ sectorloops[currentsector].loopcount-1 ].vertexcount=0; sectorloops[ currentsector ].loops[ sectorloops[currentsector].loopcount-1 ].vertexindex=gld_num_vertexes; } // ntessError // // called when the tesselation failes (DEBUG only) static void CALLBACK ntessError(GLenum error) { #ifdef PRBOOM_DEBUG const GLubyte *estring; estring = gluErrorString(error); fprintf(levelinfo, "\t\tTessellation Error: %s\n", estring); #endif } // ntessCombine // // called when the two or more vertexes are on the same coordinate static void CALLBACK ntessCombine( GLdouble coords[3], vertex_t *vert[4], GLfloat w[4], void **dataOut ) { #ifdef PRBOOM_DEBUG if (levelinfo) { fprintf(levelinfo, "\t\tVertexCombine Coords: x %10.5f, y %10.5f z %10.5f\n", coords[0], coords[1], coords[2]); if (vert[0]) fprintf(levelinfo, "\t\tVertexCombine Vert1 : x %10i, y %10i p %p\n", vert[0]->x>>FRACBITS, vert[0]->y>>FRACBITS, vert[0]); if (vert[1]) fprintf(levelinfo, "\t\tVertexCombine Vert2 : x %10i, y %10i p %p\n", vert[1]->x>>FRACBITS, vert[1]->y>>FRACBITS, vert[1]); if (vert[2]) fprintf(levelinfo, "\t\tVertexCombine Vert3 : x %10i, y %10i p %p\n", vert[2]->x>>FRACBITS, vert[2]->y>>FRACBITS, vert[2]); if (vert[3]) fprintf(levelinfo, "\t\tVertexCombine Vert4 : x %10i, y %10i p %p\n", vert[3]->x>>FRACBITS, vert[3]->y>>FRACBITS, vert[3]); } #endif // just return the first vertex, because all vertexes are on the same coordinate *dataOut = vert[0]; } // ntessVertex // // called when a vertex is found static void CALLBACK ntessVertex( vertex_t *vert ) { #ifdef PRBOOM_DEBUG if (levelinfo) fprintf(levelinfo, "\t\tVertex : x %10i, y %10i\n", vert->x>>FRACBITS, vert->y>>FRACBITS); #endif // increase vertex count sectorloops[ currentsector ].loops[ sectorloops[currentsector].loopcount-1 ].vertexcount++; // increase vertex count gld_AddGlobalVertexes(1); // add the new vertex (vert is the second argument of gluTessVertex) flats_vbo[gld_num_vertexes].u=( (float)vert->x/(float)FRACUNIT)/64.0f; flats_vbo[gld_num_vertexes].v=(-(float)vert->y/(float)FRACUNIT)/64.0f; flats_vbo[gld_num_vertexes].x=-(float)vert->x/MAP_SCALE; flats_vbo[gld_num_vertexes].y=0.0f; flats_vbo[gld_num_vertexes].z= (float)vert->y/MAP_SCALE; gld_num_vertexes++; } // ntessEnd // // called when the tesselation of a the current loop ends (DEBUG only) static void CALLBACK ntessEnd( void ) { #ifdef PRBOOM_DEBUG if (levelinfo) fprintf(levelinfo, "\t\tEnd loopcount %i vertexcount %i\n", sectorloops[currentsector].loopcount, sectorloops[ currentsector ].loops[ sectorloops[currentsector].loopcount-1 ].vertexcount); #endif } // gld_PrecalculateSector // // this calculates the loops for the sector "num" // // how does it work? // first I have to credit Michael 'Kodak' Ryssen for the usage of the // glu tesselation functions. the rest of this stuff is entirely done by me (proff). // if there are any similarities, then they are implications of the algorithm. // // I'm starting with the first line of the current sector. I take it's ending vertex and // add it to the tesselator. the current line is marked as used. then I'm searching for // the next line which connects to the current line. if there is more than one line, I // choose the one with the smallest angle to the current. if there is no next line, I // start a new loop and take the first unused line in the sector. after all lines are // processed, the polygon is tesselated. // // e6y // The bug in algorithm of splitting of a sector into the closed contours was fixed. // There is no more HOM at the starting area on MAP16 @ Eternal.wad // I hope nothing was broken static void gld_PrecalculateSector(int num) { int i; dboolean *lineadded=NULL; int linecount; int currentline; int oldline; int currentloop; int bestline; int bestlinecount; vertex_t *startvertex; vertex_t *currentvertex = NULL; //e6y: fix use of uninitialized local variable below angle_t lineangle; angle_t angle; angle_t bestangle; GLUtesselator *tess; double *v=NULL; int maxvertexnum; int vertexnum; currentsector=num; lineadded=Z_Malloc(sectors[num].linecount*sizeof(dboolean),PU_LEVEL,0); if (!lineadded) { if (levelinfo) fclose(levelinfo); return; } // init tesselator tess=gluNewTess(); if (!tess) { if (levelinfo) fclose(levelinfo); Z_Free(lineadded); return; } // set callbacks gluTessCallback(tess, GLU_TESS_BEGIN, ntessBegin); gluTessCallback(tess, GLU_TESS_VERTEX, ntessVertex); gluTessCallback(tess, GLU_TESS_ERROR, ntessError); gluTessCallback(tess, GLU_TESS_COMBINE, ntessCombine); gluTessCallback(tess, GLU_TESS_END, ntessEnd); if (levelinfo) fprintf(levelinfo, "sector %i, %i lines in sector\n", num, sectors[num].linecount); // remove any line which has both sides in the same sector (i.e. Doom2 Map01 Sector 1) for (i=0; isidenum[0]!=NO_INDEX) if (sectors[num].lines[i]->sidenum[1]!=NO_INDEX) if (sides[sectors[num].lines[i]->sidenum[0]].sector ==sides[sectors[num].lines[i]->sidenum[1]].sector) { lineadded[i]=true; if (levelinfo) fprintf(levelinfo, "line %4i (iLineID %4i) has both sides in same sector (removed)\n", i, sectors[num].lines[i]->iLineID); } } // e6y // Remove any line which has a clone with the same vertexes and orientation // (i.e. MM.WAD Map22 lines 1298 and 2397) // There is no more HOM on Memento Mori MAP22 sector 299 for (i = 0; i < sectors[num].linecount - 1; i++) { int j; for (j = i + 1; j < sectors[num].linecount; j++) { if (sectors[num].lines[i]->v1 == sectors[num].lines[j]->v1 && sectors[num].lines[i]->v2 == sectors[num].lines[j]->v2 && sectors[num].lines[i]->frontsector == sectors[num].lines[j]->frontsector && sectors[num].lines[i]->backsector == sectors[num].lines[j]->backsector && lineadded[i] == false && lineadded[j] == false) { lineadded[i] = true; } } } // initialize variables linecount=sectors[num].linecount; oldline=0; currentline=0; startvertex=sectors[num].lines[currentline]->v2; currentloop=0; vertexnum=0; maxvertexnum=0; // start tesselator if (levelinfo) fprintf(levelinfo, "gluTessBeginPolygon\n"); gluTessBeginPolygon(tess, NULL); if (levelinfo) fprintf(levelinfo, "\tgluTessBeginContour\n"); gluTessBeginContour(tess); while (linecount) { // if there is no connected line, then start new loop if ((oldline==currentline) || (startvertex==currentvertex)) { currentline=-1; for (i=0; isidenum[0]!=NO_INDEX) ? (sides[sectors[num].lines[currentline]->sidenum[0]].sector==§ors[num]) : false) startvertex=sectors[num].lines[currentline]->v1; else startvertex=sectors[num].lines[currentline]->v2; if (levelinfo) fprintf(levelinfo, "\tNew Loop %3i\n", currentloop); if (oldline!=0) { if (levelinfo) fprintf(levelinfo, "\tgluTessEndContour\n"); gluTessEndContour(tess); // if (levelinfo) fprintf(levelinfo, "\tgluNextContour\n"); // gluNextContour(tess, GLU_CW); if (levelinfo) fprintf(levelinfo, "\tgluTessBeginContour\n"); gluTessBeginContour(tess); } break; } } if (currentline==-1) break; // add current line lineadded[currentline]=true; // check if currentsector is on the front side of the line ... if ((sectors[num].lines[currentline]->sidenum[0]!=NO_INDEX) ? (sides[sectors[num].lines[currentline]->sidenum[0]].sector==§ors[num]) : false) { // v2 is ending vertex currentvertex=sectors[num].lines[currentline]->v2; // calculate the angle of this line for use below lineangle = R_PointToAngle2(sectors[num].lines[currentline]->v1->x,sectors[num].lines[currentline]->v1->y,sectors[num].lines[currentline]->v2->x,sectors[num].lines[currentline]->v2->y); lineangle=(lineangle>>ANGLETOFINESHIFT)*360/8192; //e6y: direction of a line shouldn't be changed //if (lineangle>=180) // lineangle=lineangle-360; if (levelinfo) fprintf(levelinfo, "\t\tAdded Line %4i to Loop, iLineID %5i, Angle: %4i, flipped false\n", currentline, sectors[num].lines[currentline]->iLineID, lineangle); } else // ... or on the back side { // v1 is ending vertex currentvertex=sectors[num].lines[currentline]->v1; // calculate the angle of this line for use below lineangle = R_PointToAngle2(sectors[num].lines[currentline]->v2->x,sectors[num].lines[currentline]->v2->y,sectors[num].lines[currentline]->v1->x,sectors[num].lines[currentline]->v1->y); lineangle=(lineangle>>ANGLETOFINESHIFT)*360/8192; //e6y: direction of a line shouldn't be changed //if (lineangle>=180) // lineangle=lineangle-360; if (levelinfo) fprintf(levelinfo, "\t\tAdded Line %4i to Loop, iLineID %5i, Angle: %4i, flipped true\n", currentline, sectors[num].lines[currentline]->iLineID, lineangle); } if (vertexnum>=maxvertexnum) { maxvertexnum+=512; v=Z_Realloc(v,maxvertexnum*3*sizeof(double),PU_LEVEL,0); } // calculate coordinates for the glu tesselation functions v[vertexnum*3+0]=-(double)currentvertex->x/(double)MAP_SCALE; v[vertexnum*3+1]=0.0; v[vertexnum*3+2]= (double)currentvertex->y/(double)MAP_SCALE; // add the vertex to the tesselator, currentvertex is the pointer to the vertexlist of doom // v[vertexnum] is the GLdouble array of the current vertex if (levelinfo) fprintf(levelinfo, "\t\tgluTessVertex(%i, %i)\n",currentvertex->x>>FRACBITS,currentvertex->y>>FRACBITS); gluTessVertex(tess, &v[vertexnum*3], currentvertex); // increase vertexindex vertexnum++; // decrease linecount of current sector linecount--; // find the next line oldline=currentline; // if this isn't changed at the end of the search, a new loop will start bestline=-1; // set to start values bestlinecount=0; // set backsector if there is one /*if (sectors[num].lines[currentline]->sidenum[1]!=NO_INDEX) backsector=sides[sectors[num].lines[currentline]->sidenum[1]].sector; else backsector=NULL;*/ // search through all lines of the current sector for (i=0; iv1==currentvertex) || (sectors[num].lines[i]->v2==currentvertex)) { // calculate the angle of this best line candidate if ((sectors[num].lines[i]->sidenum[0]!=NO_INDEX) ? (sides[sectors[num].lines[i]->sidenum[0]].sector==§ors[num]) : false) angle = R_PointToAngle2(sectors[num].lines[i]->v1->x,sectors[num].lines[i]->v1->y,sectors[num].lines[i]->v2->x,sectors[num].lines[i]->v2->y); else angle = R_PointToAngle2(sectors[num].lines[i]->v2->x,sectors[num].lines[i]->v2->y,sectors[num].lines[i]->v1->x,sectors[num].lines[i]->v1->y); angle=(angle>>ANGLETOFINESHIFT)*360/8192; //e6y: direction of a line shouldn't be changed //if (angle>=180) // angle=angle-360; // check if line is flipped ... if ((sectors[num].lines[i]->sidenum[0]!=NO_INDEX) ? (sides[sectors[num].lines[i]->sidenum[0]].sector==§ors[num]) : false) { // when the line is not flipped and startvertex is not the currentvertex then skip this line if (sectors[num].lines[i]->v1!=currentvertex) continue; } else { // when the line is flipped and endvertex is not the currentvertex then skip this line if (sectors[num].lines[i]->v2!=currentvertex) continue; } // set new best line candidate if (bestline==-1) // if this is the first one ... { bestline=i; bestangle=lineangle-angle; bestlinecount++; } else // check if the angle between the current line and this best line candidate is smaller then // the angle of the last candidate // e6y: for finding an angle between AB and BC vectors we should subtract // (BC - BA) == (BC - (180 - AB)) == (angle-(180-lineangle)) if (D_abs(angle-(180-lineangle))1) if (levelinfo) fprintf(levelinfo, "\t\tBestlinecount: %4i\n", bestlinecount); } } // let the tesselator calculate the loops if (levelinfo) fprintf(levelinfo, "\tgluTessEndContour\n"); gluTessEndContour(tess); if (levelinfo) fprintf(levelinfo, "gluTessEndPolygon\n"); gluTessEndPolygon(tess); // clean memory gluDeleteTess(tess); Z_Free(v); Z_Free(lineadded); } #endif /* USE_GLU_TESS */ /******************************************** * Name : gld_GetSubSectorVertices * * created : 08/13/00 * * modified : 09/18/00, adapted for PrBoom * * author : figgi * * what : prepares subsectorvertices * * (glnodes only) * ********************************************/ static void gld_GetSubSectorVertices(void) { int i, j; int numedgepoints; subsector_t* ssector; for(i = 0; i < numsubsectors; i++) { ssector = &subsectors[i]; if ((ssector->sector->flags & SECTOR_IS_CLOSED) && !triangulate_subsectors) continue; numedgepoints = ssector->numlines; gld_AddGlobalVertexes(numedgepoints); if (flats_vbo) { int currentsector = ssector->sector->iSectorID; GLLoopDef **loop; int *loopcount; if (triangulate_subsectors) { loop = &subsectorloops[ i ].loops; loopcount = &subsectorloops[ i ].loopcount; } else { loop = §orloops[ currentsector ].loops; loopcount = §orloops[ currentsector ].loopcount; } (*loopcount)++; (*loop) = Z_Realloc((*loop), sizeof(GLLoopDef)*(*loopcount), PU_STATIC, 0); ((*loop)[(*loopcount) - 1]).index = i; ((*loop)[(*loopcount) - 1]).mode = GL_TRIANGLE_FAN; ((*loop)[(*loopcount) - 1]).vertexcount = numedgepoints; ((*loop)[(*loopcount) - 1]).vertexindex = gld_num_vertexes; for(j = 0; j < numedgepoints; j++) { flats_vbo[gld_num_vertexes].u =( (float)(segs[ssector->firstline + j].v1->x)/FRACUNIT)/64.0f; flats_vbo[gld_num_vertexes].v =(-(float)(segs[ssector->firstline + j].v1->y)/FRACUNIT)/64.0f; flats_vbo[gld_num_vertexes].x = -(float)(segs[ssector->firstline + j].v1->x)/MAP_SCALE; flats_vbo[gld_num_vertexes].y = 0.0f; flats_vbo[gld_num_vertexes].z = (float)(segs[ssector->firstline + j].v1->y)/MAP_SCALE; gld_num_vertexes++; } } } } // gld_PreprocessLevel // // this checks all sectors if they are closed and calls gld_PrecalculateSector to // calculate the loops for every sector // the idea to check for closed sectors is from DEU. check next commentary /* Note from RQ: This is a very simple idea, but it works! The first test (above) checks that all Sectors are closed. But if a closed set of LineDefs is moved out of a Sector and has all its "external" SideDefs pointing to that Sector instead of the new one, then we need a second test. That's why I check if the SideDefs facing each other are bound to the same Sector. Other note from RQ: Nowadays, what makes the power of a good editor is its automatic tests. So, if you are writing another Doom editor, you will probably want to do the same kind of tests in your program. Fine, but if you use these ideas, don't forget to credit DEU... Just a reminder... :-) */ // so I credited DEU // // e6y // All sectors which are inside 64x64 square of map grid should be marked here. // GL_CLAMP instead of GL_REPEAT should be used for them for avoiding seams // static void gld_MarkSectorsForClamp(void) { int i; for (i = 0; i < numsectors; i++) { int loopnum; // current loop number GLLoopDef *currentloop; // the current loop GLfloat minu, maxu, minv, maxv; dboolean fail; minu = minv = 65535; maxu = maxv = -65535; fail = false; for (loopnum = 0; !fail && loopnum < sectorloops[i].loopcount; loopnum++) { int vertexnum; // set the current loop currentloop = §orloops[i].loops[loopnum]; if (!currentloop) continue; for (vertexnum = currentloop->vertexindex; !fail && vertexnum<(currentloop->vertexindex+currentloop->vertexcount); vertexnum++) { vbo_xyz_uv_t *vbo; vbo = &flats_vbo[vertexnum]; if (vbo->u < minu) minu = (float)floor(vbo->u); if (vbo->v < minv) minv = (float)floor(vbo->v); if (vbo->u > maxu) maxu = vbo->u; if (vbo->v > maxv) maxv = vbo->v; fail = (maxu - minu > 1.0f || maxv - minv > 1.0f); } } if (!fail) { sectorloops[i].flags = SECTOR_CLAMPXY; for (loopnum=0; loopnumvertexindex; vertexnum < (currentloop->vertexindex+currentloop->vertexcount); vertexnum++) { flats_vbo[vertexnum].u = flats_vbo[vertexnum].u - minu; flats_vbo[vertexnum].v = flats_vbo[vertexnum].v - minv; } } } } } static void gld_PreprocessSectors(void) { #ifdef USE_GLU_TESS // figgi char *vertexcheck = NULL; char *vertexcheck2 = NULL; int v1num; int v2num; int i; int j; #endif #ifdef PRBOOM_DEBUG levelinfo=fopen("levelinfo.txt","a"); if (levelinfo) { if (gamemode==commercial) fprintf(levelinfo,"MAP%02i\n",gamemap); else fprintf(levelinfo,"E%iM%i\n",gameepisode,gamemap); } #endif if (numsectors) { sectorloops=Z_Malloc(sizeof(GLSector)*numsectors,PU_STATIC,0); if (!sectorloops) I_Error("gld_PreprocessSectors: Not enough memory for array sectorloops"); memset(sectorloops, 0, sizeof(GLSector)*numsectors); } if (numsubsectors) { subsectorloops=Z_Malloc(sizeof(GLMapSubsector)*numsubsectors,PU_STATIC,0); if (!subsectorloops) I_Error("gld_PreprocessSectors: Not enough memory for array subsectorloops"); memset(subsectorloops, 0, sizeof(GLMapSubsector)*numsubsectors); } if (numsegs) { segrendered=calloc(numsegs, sizeof(byte)); if (!segrendered) I_Error("gld_PreprocessSectors: Not enough memory for array segrendered"); } if (numlines) { linerendered[0]=calloc(numlines, sizeof(byte)); linerendered[1]=calloc(numlines, sizeof(byte)); if (!linerendered[0] || !linerendered[1]) I_Error("gld_PreprocessSectors: Not enough memory for array linerendered"); } flats_vbo = NULL; gld_max_vertexes=0; gld_num_vertexes=0; if (numvertexes) { gld_AddGlobalVertexes(numvertexes*2); } #ifdef USE_GLU_TESS if (numvertexes) { vertexcheck=malloc(numvertexes*sizeof(vertexcheck[0])); vertexcheck2=malloc(numvertexes*sizeof(vertexcheck2[0])); if (!vertexcheck || !vertexcheck2) { if (levelinfo) fclose(levelinfo); I_Error("gld_PreprocessSectors: Not enough memory for array vertexcheck"); return; } } for (i=0; iv1-(int)vertexes)/sizeof(vertex_t); v2num=((int)sectors[i].lines[j]->v2-(int)vertexes)/sizeof(vertex_t); if ((v1num>=numvertexes) || (v2num>=numvertexes)) continue; // e6y: for correct handling of missing textures. // We do not need to apply some algos for isolated lines. vertexcheck2[v1num]++; vertexcheck2[v2num]++; if (sectors[i].lines[j]->sidenum[0]!=NO_INDEX) if (sides[sectors[i].lines[j]->sidenum[0]].sector==§ors[i]) { vertexcheck[v1num]|=1; vertexcheck[v2num]|=2; } if (sectors[i].lines[j]->sidenum[1]!=NO_INDEX) if (sides[sectors[i].lines[j]->sidenum[1]].sector==§ors[i]) { vertexcheck[v1num]|=2; vertexcheck[v2num]|=1; } } if (sectors[i].linecount<3) { #ifdef PRBOOM_DEBUG lprintf(LO_ERROR, "sector %i is not closed! %i lines in sector\n", i, sectors[i].linecount); #endif if (levelinfo) fprintf(levelinfo, "sector %i is not closed! %i lines in sector\n", i, sectors[i].linecount); sectors[i].flags &= ~SECTOR_IS_CLOSED; } else { sectors[i].flags |= SECTOR_IS_CLOSED; for (j=0; jv1-(int)vertexes)/sizeof(vertex_t); v2num=((int)sectors[i].lines[j]->v2-(int)vertexes)/sizeof(vertex_t); if (vertexcheck2[v1num] < 2 && vertexcheck2[v2num] < 2) { sectors[i].lines[j]->r_flags |= RF_ISOLATED; } } // figgi -- adapted for glnodes if (sectors[i].flags & SECTOR_IS_CLOSED) gld_PrecalculateSector(i); } free(vertexcheck); free(vertexcheck2); #endif /* USE_GLU_TESS */ // figgi -- adapted for glnodes if (numnodes) { if (nodesVersion == 0) gld_CarveFlats(numnodes-1, 0, 0); else gld_GetSubSectorVertices(); } gld_ProcessTexturedMap(); if (levelinfo) fclose(levelinfo); //e6y: for seamless rendering gld_MarkSectorsForClamp(); } static void gld_PreprocessSegs(void) { int i; gl_segs=Z_Malloc(numsegs*sizeof(GLSeg),PU_STATIC,0); for (i=0; ix/(float)MAP_SCALE; gl_segs[i].z1= (float)segs[i].v1->y/(float)MAP_SCALE; gl_segs[i].x2=-(float)segs[i].v2->x/(float)MAP_SCALE; gl_segs[i].z2= (float)segs[i].v2->y/(float)MAP_SCALE; } gl_lines=Z_Malloc(numlines*sizeof(GLSeg),PU_STATIC,0); for (i=0; ix/(float)MAP_SCALE; gl_lines[i].z1= (float)lines[i].v1->y/(float)MAP_SCALE; gl_lines[i].x2=-(float)lines[i].v2->x/(float)MAP_SCALE; gl_lines[i].z2= (float)lines[i].v2->y/(float)MAP_SCALE; } } void gld_PreprocessLevel(void) { // e6y: speedup of level reloading // Do not preprocess GL data twice for same level if (!gl_preprocessed) { int i; static int numsectors_prev = 0; static int numsubsectors_prev = 0; free(gl_segs); free(gl_lines); free(flats_vbo); flats_vbo = NULL; free(segrendered); free(linerendered[0]); free(linerendered[1]); for (i = 0; i < numsectors_prev; i++) { free(sectorloops[i].loops); } free(sectorloops); for (i = 0; i < numsubsectors_prev; i++) { free(subsectorloops[i].loops); } free(subsectorloops); gld_Precache(); gld_PreprocessSectors(); gld_PreprocessFakeSectors(); gld_PreprocessSegs(); numsectors_prev = numsectors; numsubsectors_prev = numsubsectors; } else { gld_PreprocessFakeSectors(); memset(segrendered, 0, numsegs*sizeof(segrendered[0])); memset(linerendered[0], 0, numlines*sizeof(linerendered[0][0])); memset(linerendered[1], 0, numlines*sizeof(linerendered[1][0])); } gld_ResetTexturedAutomap(); gld_FreeDrawInfo(); #if defined(USE_VERTEX_ARRAYS) || defined(USE_VBO) if (!gl_preprocessed) { if (gl_ext_arb_vertex_buffer_object) { if (flats_vbo_id) { // delete VBO when already exists GLEXT_glDeleteBuffersARB(1, &flats_vbo_id); } // generate a new VBO and get the associated ID GLEXT_glGenBuffersARB(1, &flats_vbo_id); // bind VBO in order to use GLEXT_glBindBufferARB(GL_ARRAY_BUFFER, flats_vbo_id); // upload data to VBO GLEXT_glBufferDataARB(GL_ARRAY_BUFFER, gld_num_vertexes * sizeof(flats_vbo[0]), flats_vbo, GL_STATIC_DRAW_ARB); free(flats_vbo); flats_vbo = NULL; // bind VBO in order to use GLEXT_glBindBufferARB(GL_ARRAY_BUFFER, flats_vbo_id); } glVertexPointer(3, GL_FLOAT, sizeof(flats_vbo[0]), flats_vbo_x); glTexCoordPointer(2, GL_FLOAT, sizeof(flats_vbo[0]), flats_vbo_u); } #endif //e6y gld_PreprocessDetail(); gld_InitVertexData(); #if defined(USE_VERTEX_ARRAYS) || defined(USE_VBO) if (!gl_preprocessed) { if (gl_use_display_lists) { gld_InitDisplayLists(); } } #endif gl_preprocessed = true; } /***************************** * * AUTOMAP * *****************************/ void gld_ProcessTexturedMap(void) { if (map_textured && subsectorloops && subsectorloops[0].loops == NULL) { triangulate_subsectors = 1; if (nodesVersion == 0) gld_CarveFlats(numnodes-1, 0, 0); else gld_GetSubSectorVertices(); triangulate_subsectors = 0; } }