r_bsp.c
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上传日期:2021-05-12
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文件大小:12k
源码类别:
射击游戏
开发平台:
Visual 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.
- //
- //-----------------------------------------------------------------------------
- static const char
- rcsid[] = "$Id: r_bsp.c,v 1.4 1997/02/03 22:45:12 b1 Exp $";
- #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"
- char MsgText[256];
- void WriteDebug(char *);
- 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)
- {
- //WriteDebug("Back face culled...n");
- 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)
- {
- //WriteDebug("Off the left edge...n");
- return;
- }
- angle1 = clipangle;
- }
- tspan = clipangle - angle2;
- if (tspan > 2*clipangle)
- {
- tspan -= 2*clipangle;
- // Totally off the left edge?
- if (tspan >= span)
- {
- //WriteDebug("Off the left edge...n");
- return;
- }
- angle2 = (clipangle * -1);
- }
- // 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)
- {
- //WriteDebug("No pixel spanned...n");
- return;
- }
- backsector = line->backsector;
- // Single sided line?
- if (!backsector)
- {
- //WriteDebug("Wall...n");
- goto clipsolid;
- }
- // Closed door.
- if (backsector->ceilingheight <= frontsector->floorheight || backsector->floorheight >= frontsector->ceilingheight)
- {
- //WriteDebug("Closed door...n");
- goto clipsolid;
- }
- // Window.
- if (backsector->ceilingheight != frontsector->ceilingheight || backsector->floorheight != frontsector->floorheight)
- {
- //WriteDebug("Window (portal)...n");
- 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)
- {
- //WriteDebug("Trip line...n");
- return;
- }
- clippass:
- R_ClipPassWallSegment (x1, x2-1);
- return;
- clipsolid:
- R_ClipSolidWallSegment (x1, x2-1);
- return;
- }
- //
- // 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 * -1);
- }
- // 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]);
- }