diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index f35b80cd5..d0da3b603 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -17,6 +17,7 @@ #include "../qs22j.h" #ifdef HWRENDER +#include "hw_clip.h" #include "hw_glob.h" #include "hw_light.h" #include "hw_drv.h" @@ -50,10 +51,6 @@ #include "../r_fps.h" #include "../r_plane.h" // R_FlatDimensionsFromLumpSize -#ifdef NEWCLIP -#include "hw_clip.h" -#endif - #define R_FAKEFLOORS #define HWPRECIP //#define POLYSKY @@ -834,41 +831,6 @@ static void HWR_ProjectWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIEL // BSP, CULL, ETC.. // ========================================================================== -// return the frac from the interception of the clipping line -// (in fact a clipping plane that has a constant, so can clip with simple 2d) -// with the wall segment -// -#ifndef NEWCLIP -static float HWR_ClipViewSegment(INT32 x, polyvertex_t *v1, polyvertex_t *v2) -{ - float num, den; - float v1x, v1y, v1dx, v1dy, v2dx, v2dy; - angle_t pclipangle = gl_xtoviewangle[x]; - - // a segment of a polygon - v1x = v1->x; - v1y = v1->y; - v1dx = (v2->x - v1->x); - v1dy = (v2->y - v1->y); - - // the clipping line - pclipangle = pclipangle + dup_viewangle; //back to normal angle (non-relative) - v2dx = FIXED_TO_FLOAT(FINECOSINE(pclipangle>>ANGLETOFINESHIFT)); - v2dy = FIXED_TO_FLOAT(FINESINE(pclipangle>>ANGLETOFINESHIFT)); - - den = v2dy*v1dx - v2dx*v1dy; - if (den == 0) - return -1; // parallel - - // calc the frac along the polygon segment, - //num = (v2x - v1x)*v2dy + (v1y - v2y)*v2dx; - //num = -v1x * v2dy + v1y * v2dx; - num = (gl_viewx - v1x)*v2dy + (v1y - gl_viewy)*v2dx; - - return num / den; -} -#endif - // // HWR_SplitWall // @@ -1971,8 +1933,8 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom // // e6y: Check whether the player can look beyond this line // -#ifdef NEWCLIP boolean checkforemptylines = true; + // Don't modify anything here, just check // Kalaron: Modified for sloped linedefs static boolean CheckClip(seg_t * seg, sector_t * afrontsector, sector_t * abacksector) @@ -2070,295 +2032,6 @@ static boolean CheckClip(seg_t * seg, sector_t * afrontsector, sector_t * abacks return false; } -#else -//Hurdler: just like in r_bsp.c -#if 1 -#define MAXSEGS MAXVIDWIDTH/2+1 -#else -//Alam_GBC: Or not (may cause overflow) -#define MAXSEGS 128 -#endif - -// hw_newend is one past the last valid seg -static cliprange_t * hw_newend; -static cliprange_t gl_solidsegs[MAXSEGS]; - -// needs fix: walls are incorrectly clipped one column less -static consvar_t cv_glclipwalls = CVAR_INIT ("gr_clipwalls", "Off", 0, CV_OnOff, NULL); - -static void printsolidsegs(void) -{ - cliprange_t * start; - if (!hw_newend) - return; - for (start = gl_solidsegs;start != hw_newend;start++) - { - CONS_Debug(DBG_RENDER, "%d-%d|",start->first,start->last); - } - CONS_Debug(DBG_RENDER, "\n\n"); -} - -// -// -// -static void HWR_ClipSolidWallSegment(INT32 first, INT32 last) -{ - cliprange_t *next, *start; - float lowfrac, highfrac; - boolean poorhack = false; - - // Find the first range that touches the range - // (adjacent pixels are touching). - start = gl_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. - HWR_StoreWallRange(first, last); - - next = hw_newend; - hw_newend++; - - while (next != start) - { - *next = *(next-1); - next--; - } - - next->first = first; - next->last = last; - printsolidsegs(); - return; - } - - // There is a fragment above *start. - if (!cv_glclipwalls.value) - { - if (!poorhack) HWR_StoreWallRange(first, last); - poorhack = true; - } - else - { - highfrac = HWR_ClipViewSegment(start->first+1, (polyvertex_t *)gl_curline->pv1, (polyvertex_t *)gl_curline->pv2); - HWR_StoreWallRange(0, highfrac); - } - // Now adjust the clip size. - start->first = first; - } - - // Bottom contained in start? - if (last <= start->last) - { - printsolidsegs(); - return; - } - next = start; - while (last >= (next+1)->first-1) - { - // There is a fragment between two posts. - if (!cv_glclipwalls.value) - { - if (!poorhack) HWR_StoreWallRange(first,last); - poorhack = true; - } - else - { - lowfrac = HWR_ClipViewSegment(next->last-1, (polyvertex_t *)gl_curline->pv1, (polyvertex_t *)gl_curline->pv2); - highfrac = HWR_ClipViewSegment((next+1)->first+1, (polyvertex_t *)gl_curline->pv1, (polyvertex_t *)gl_curline->pv2); - HWR_StoreWallRange(lowfrac, highfrac); - } - next++; - - if (last <= next->last) - { - // Bottom is contained in next. - // Adjust the clip size. - start->last = next->last; - goto crunch; - } - } - - if (first == next->first+1) // 1 line texture - { - if (!cv_glclipwalls.value) - { - if (!poorhack) HWR_StoreWallRange(first,last); - poorhack = true; - } - else - HWR_StoreWallRange(0, 1); - } - else - { - // There is a fragment after *next. - if (!cv_glclipwalls.value) - { - if (!poorhack) HWR_StoreWallRange(first,last); - poorhack = true; - } - else - { - lowfrac = HWR_ClipViewSegment(next->last-1, (polyvertex_t *)gl_curline->pv1, (polyvertex_t *)gl_curline->pv2); - HWR_StoreWallRange(lowfrac, 1); - } - } - - // 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) - { - printsolidsegs(); - // Post just extended past the bottom of one post. - return; - } - - - while (next++ != hw_newend) - { - // Remove a post. - *++start = *next; - } - - hw_newend = start; - printsolidsegs(); -} - -// -// handle LineDefs with upper and lower texture (windows) -// -static void HWR_ClipPassWallSegment(INT32 first, INT32 last) -{ - cliprange_t *start; - float lowfrac, highfrac; - //to allow noclipwalls but still solidseg reject of non-visible walls - boolean poorhack = false; - - // Find the first range that touches the range - // (adjacent pixels are touching). - start = gl_solidsegs; - while (start->last < first - 1) - start++; - - if (first < start->first) - { - if (last < start->first-1) - { - // Post is entirely visible (above start). - HWR_StoreWallRange(0, 1); - return; - } - - // There is a fragment above *start. - if (!cv_glclipwalls.value) - { //20/08/99: Changed by Hurdler (taken from faB's code) - if (!poorhack) HWR_StoreWallRange(0, 1); - poorhack = true; - } - else - { - highfrac = HWR_ClipViewSegment(min(start->first + 1, - start->last), (polyvertex_t *)gl_curline->pv1, - (polyvertex_t *)gl_curline->pv2); - HWR_StoreWallRange(0, highfrac); - } - } - - // Bottom contained in start? - if (last <= start->last) - return; - - while (last >= (start+1)->first-1) - { - // There is a fragment between two posts. - if (!cv_glclipwalls.value) - { - if (!poorhack) HWR_StoreWallRange(0, 1); - poorhack = true; - } - else - { - lowfrac = HWR_ClipViewSegment(max(start->last-1,start->first), (polyvertex_t *)gl_curline->pv1, (polyvertex_t *)gl_curline->pv2); - highfrac = HWR_ClipViewSegment(min((start+1)->first+1,(start+1)->last), (polyvertex_t *)gl_curline->pv1, (polyvertex_t *)gl_curline->pv2); - HWR_StoreWallRange(lowfrac, highfrac); - } - start++; - - if (last <= start->last) - return; - } - - if (first == start->first+1) // 1 line texture - { - if (!cv_glclipwalls.value) - { - if (!poorhack) HWR_StoreWallRange(0, 1); - poorhack = true; - } - else - HWR_StoreWallRange(0, 1); - } - else - { - // There is a fragment after *next. - if (!cv_glclipwalls.value) - { - if (!poorhack) HWR_StoreWallRange(0,1); - poorhack = true; - } - else - { - lowfrac = HWR_ClipViewSegment(max(start->last - 1, - start->first), (polyvertex_t *)gl_curline->pv1, - (polyvertex_t *)gl_curline->pv2); - HWR_StoreWallRange(lowfrac, 1); - } - } -} - -// -------------------------------------------------------------------------- -// HWR_ClipToSolidSegs check if it is hide by wall (solidsegs) -// -------------------------------------------------------------------------- -static boolean HWR_ClipToSolidSegs(INT32 first, INT32 last) -{ - cliprange_t * start; - - // Find the first range that touches the range - // (adjacent pixels are touching). - start = gl_solidsegs; - while (start->last < first-1) - start++; - - if (first < start->first) - return true; - - // Bottom contained in start? - if (last <= start->last) - return false; - - return true; -} - -// -// HWR_ClearClipSegs -// -static void HWR_ClearClipSegs(void) -{ - gl_solidsegs[0].first = -0x7fffffff; - gl_solidsegs[0].last = -1; - gl_solidsegs[1].first = vid.width; //viewwidth; - gl_solidsegs[1].last = 0x7fffffff; - hw_newend = gl_solidsegs+2; -} -#endif // NEWCLIP // -----------------+ // HWR_AddLine : Clips the given segment and adds any visible pieces to the line list. @@ -2368,11 +2041,6 @@ static void HWR_ClearClipSegs(void) static void HWR_AddLine(seg_t * line) { angle_t angle1, angle2; -#ifndef NEWCLIP - INT32 x1, x2; - angle_t span, tspan; - boolean bothceilingssky = false, bothfloorssky = false; -#endif // SoM: Backsector needs to be run through R_FakeFlat static sector_t tempsec; @@ -2408,7 +2076,6 @@ static void HWR_AddLine(seg_t * line) angle1 = R_PointToAngle64(v1x, v1y); angle2 = R_PointToAngle64(v2x, v2y); -#ifdef NEWCLIP // PrBoom: Back side, i.e. backface culling - read: endAngle >= startAngle! if (angle2 - angle1 < ANGLE_180) return; @@ -2421,90 +2088,8 @@ static void HWR_AddLine(seg_t * line) } checkforemptylines = true; -#else - // Clip to view edges. - span = angle1 - angle2; - - // backface culling : span is < ANGLE_180 if ang1 > ang2 : the seg is facing - if (span >= ANGLE_180) - return; - - // Global angle needed by segcalc. - //rw_angle1 = angle1; - angle1 -= dup_viewangle; - angle2 -= dup_viewangle; - - tspan = angle1 + gl_clipangle; - if (tspan > 2*gl_clipangle) - { - tspan -= 2*gl_clipangle; - - // Totally off the left edge? - if (tspan >= span) - return; - - angle1 = gl_clipangle; - } - tspan = gl_clipangle - angle2; - if (tspan > 2*gl_clipangle) - { - tspan -= 2*gl_clipangle; - - // Totally off the left edge? - if (tspan >= span) - return; - - angle2 = (angle_t)-(signed)gl_clipangle; - } - -#if 0 - { - float fx1,fx2,fy1,fy2; - //BP: test with a better projection than viewangletox[R_PointToAngle(angle)] - // do not enable this at release 4 mul and 2 div - fx1 = ((polyvertex_t *)(line->pv1))->x-gl_viewx; - fy1 = ((polyvertex_t *)(line->pv1))->y-gl_viewy; - fy2 = (fx1 * gl_viewcos + fy1 * gl_viewsin); - if (fy2 < 0) - // the point is back - fx1 = 0; - else - fx1 = gl_windowcenterx + (fx1 * gl_viewsin - fy1 * gl_viewcos) * gl_centerx / fy2; - - fx2 = ((polyvertex_t *)(line->pv2))->x-gl_viewx; - fy2 = ((polyvertex_t *)(line->pv2))->y-gl_viewy; - fy1 = (fx2 * gl_viewcos + fy2 * gl_viewsin); - if (fy1 < 0) - // the point is back - fx2 = vid.width; - else - fx2 = gl_windowcenterx + (fx2 * gl_viewsin - fy2 * gl_viewcos) * gl_centerx / fy1; - - x1 = fx1+0.5f; - x2 = fx2+0.5f; - } -#else - // The seg is in the view range, - // but not necessarily visible. - angle1 = (angle1+ANGLE_90)>>ANGLETOFINESHIFT; - angle2 = (angle2+ANGLE_90)>>ANGLETOFINESHIFT; - - x1 = gl_viewangletox[angle1]; - x2 = gl_viewangletox[angle2]; -#endif - // Does not cross a pixel? -// if (x1 == x2) -/* { - // BP: HERE IS THE MAIN PROBLEM ! - //CONS_Debug(DBG_RENDER, "tineline\n"); - return; - } -*/ -#endif - gl_backsector = line->backsector; -#ifdef NEWCLIP if (!line->backsector) { gld_clipper_SafeAddClipRange(angle2, angle1); @@ -2547,114 +2132,6 @@ static void HWR_AddLine(seg_t * line) HWR_ProcessSeg(); // Doesn't need arguments because they're defined globally :D return; -#else - // Single sided line? - if (!gl_backsector) - goto clipsolid; - - gl_backsector = R_FakeFlat(gl_backsector, &tempsec, NULL, NULL, true); - - if (gl_backsector->ceilingpic == skyflatnum && gl_frontsector->ceilingpic == skyflatnum) - bothceilingssky = true; - if (gl_backsector->floorpic == skyflatnum && gl_frontsector->floorpic == skyflatnum) - bothfloorssky = true; - - if (bothceilingssky && bothfloorssky) // everything's sky? let's save us a bit of time then - { - if (!line->polyseg && - !line->sidedef->midtexture - && ((!gl_frontsector->ffloors && !gl_backsector->ffloors) - || Tag_Compare(&gl_frontsector->tags, &gl_backsector->tags))) - return; // line is empty, don't even bother - - goto clippass; // treat like wide open window instead - } - - if (gl_frontsector->f_slope || gl_frontsector->c_slope || gl_backsector->f_slope || gl_backsector->c_slope) - { - fixed_t frontf1,frontf2, frontc1, frontc2; // front floor/ceiling ends - fixed_t backf1, backf2, backc1, backc2; // back floor ceiling ends - -#define SLOPEPARAMS(slope, end1, end2, normalheight) \ - end1 = P_GetZAt(slope, v1x, v1y, normalheight); \ - end2 = P_GetZAt(slope, v2x, v2y, normalheight); - - SLOPEPARAMS(gl_frontsector->f_slope, frontf1, frontf2, gl_frontsector-> floorheight) - SLOPEPARAMS(gl_frontsector->c_slope, frontc1, frontc2, gl_frontsector->ceilingheight) - SLOPEPARAMS( gl_backsector->f_slope, backf1, backf2, gl_backsector-> floorheight) - SLOPEPARAMS( gl_backsector->c_slope, backc1, backc2, gl_backsector->ceilingheight) -#undef SLOPEPARAMS - // if both ceilings are skies, consider it always "open" - // same for floors - if (!bothceilingssky && !bothfloorssky) - { - // Closed door. - if ((backc1 <= frontf1 && backc2 <= frontf2) - || (backf1 >= frontc1 && backf2 >= frontc2)) - { - goto clipsolid; - } - - // Check for automap fix. - if (backc1 <= backf1 && backc2 <= backf2 - && ((backc1 >= frontc1 && backc2 >= frontc2) || gl_curline->sidedef->toptexture) - && ((backf1 <= frontf1 && backf2 >= frontf2) || gl_curline->sidedef->bottomtexture)) - goto clipsolid; - } - - // Window. - if (!bothceilingssky) // ceilings are always the "same" when sky - if (backc1 != frontc1 || backc2 != frontc2) - goto clippass; - if (!bothfloorssky) // floors are always the "same" when sky - if (backf1 != frontf1 || backf2 != frontf2) - goto clippass; - } - else - { - // if both ceilings are skies, consider it always "open" - // same for floors - if (!bothceilingssky && !bothfloorssky) - { - // Closed door. - if (gl_backsector->ceilingheight <= gl_frontsector->floorheight || - gl_backsector->floorheight >= gl_frontsector->ceilingheight) - goto clipsolid; - - // Check for automap fix. - if (gl_backsector->ceilingheight <= gl_backsector->floorheight - && ((gl_backsector->ceilingheight >= gl_frontsector->ceilingheight) || gl_curline->sidedef->toptexture) - && ((gl_backsector->floorheight <= gl_backsector->floorheight) || gl_curline->sidedef->bottomtexture)) - goto clipsolid; - } - - // Window. - if (!bothceilingssky) // ceilings are always the "same" when sky - if (gl_backsector->ceilingheight != gl_frontsector->ceilingheight) - goto clippass; - if (!bothfloorssky) // floors are always the "same" when sky - if (gl_backsector->floorheight != gl_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 (R_IsEmptyLine(gl_curline, gl_frontsector, gl_backsector)) - return; - -clippass: - if (x1 == x2) - { x2++;x1 -= 2; } - HWR_ClipPassWallSegment(x1, x2-1); - return; - -clipsolid: - if (x1 == x2) - goto clippass; - HWR_ClipSolidWallSegment(x1, x2-1); -#endif } // HWR_CheckBBox @@ -2669,10 +2146,6 @@ static boolean HWR_CheckBBox(fixed_t *bspcoord) INT32 boxpos; fixed_t px1, py1, px2, py2; angle_t angle1, angle2; -#ifndef NEWCLIP - INT32 sx1, sx2; - angle_t span, tspan; -#endif // Find the corners of the box // that define the edges from current viewpoint. @@ -2698,59 +2171,10 @@ static boolean HWR_CheckBBox(fixed_t *bspcoord) px2 = bspcoord[checkcoord[boxpos][2]]; py2 = bspcoord[checkcoord[boxpos][3]]; -#ifdef NEWCLIP angle1 = R_PointToAngle64(px1, py1); angle2 = R_PointToAngle64(px2, py2); + return gld_clipper_SafeCheckRange(angle2, angle1); -#else - // check clip list for an open space - angle1 = R_PointToAngle2(dup_viewx>>1, dup_viewy>>1, px1>>1, py1>>1) - dup_viewangle; - angle2 = R_PointToAngle2(dup_viewx>>1, dup_viewy>>1, px2>>1, py2>>1) - dup_viewangle; - - span = angle1 - angle2; - - // Sitting on a line? - if (span >= ANGLE_180) - return true; - - tspan = angle1 + gl_clipangle; - - if (tspan > 2*gl_clipangle) - { - tspan -= 2*gl_clipangle; - - // Totally off the left edge? - if (tspan >= span) - return false; - - angle1 = gl_clipangle; - } - tspan = gl_clipangle - angle2; - if (tspan > 2*gl_clipangle) - { - tspan -= 2*gl_clipangle; - - // Totally off the left edge? - if (tspan >= span) - return false; - - angle2 = (angle_t)-(signed)gl_clipangle; - } - - // Find the first clippost - // that touches the source post - // (adjacent pixels are touching). - angle1 = (angle1+ANGLE_90)>>ANGLETOFINESHIFT; - angle2 = (angle2+ANGLE_90)>>ANGLETOFINESHIFT; - sx1 = gl_viewangletox[angle1]; - sx2 = gl_viewangletox[angle2]; - - // Does not cross a pixel. - if (sx1 == sx2) - return false; - - return HWR_ClipToSolidSegs(sx1, sx2 - 1); -#endif } // @@ -6401,7 +5825,6 @@ void HWR_RenderSkyboxView(player_t *player) drawcount = 0; -#ifdef NEWCLIP { angle_t a1 = gld_FrustumAngle(gl_aimingangle); gld_clipper_Clear(); @@ -6410,9 +5833,6 @@ void HWR_RenderSkyboxView(player_t *player) gld_FrustrumSetup(); #endif } -#else - HWR_ClearClipSegs(); -#endif //04/01/2000: Hurdler: added for T&L // Actually it only works on Walls and Planes @@ -6432,32 +5852,6 @@ void HWR_RenderSkyboxView(player_t *player) HWR_RenderBSPNode((INT32)numnodes-1); -#ifndef NEWCLIP - // Make a viewangle int so we can render things based on mouselook - viewangle = localaiming[viewssnum]; - - // Handle stuff when you are looking farther up or down. - if ((gl_aimingangle || fpov > 90.0f)) - { - dup_viewangle += ANGLE_90; - HWR_ClearClipSegs(); - HWR_RenderBSPNode((INT32)numnodes-1); //left - - dup_viewangle += ANGLE_90; - if (((INT32)gl_aimingangle > ANGLE_45 || (INT32)gl_aimingangle<-ANGLE_45)) - { - HWR_ClearClipSegs(); - HWR_RenderBSPNode((INT32)numnodes-1); //back - } - - dup_viewangle += ANGLE_90; - HWR_ClearClipSegs(); - HWR_RenderBSPNode((INT32)numnodes-1); //right - - dup_viewangle += ANGLE_90; - } -#endif - if (cv_glbatching.value) HWR_RenderBatches(); @@ -6613,7 +6007,6 @@ void HWR_RenderPlayerView(void) drawcount = 0; -#ifdef NEWCLIP { angle_t a1 = gld_FrustumAngle(gl_aimingangle); gld_clipper_Clear(); @@ -6622,10 +6015,6 @@ void HWR_RenderPlayerView(void) gld_FrustrumSetup(); #endif } -#else - HWR_ClearClipSegs(); -#endif - //04/01/2000: Hurdler: added for T&L // Actually it only works on Walls and Planes HWD.pfnSetTransform(&atransform); @@ -6648,32 +6037,6 @@ void HWR_RenderPlayerView(void) HWR_RenderBSPNode((INT32)numnodes-1); -#ifndef NEWCLIP - // Make a viewangle int so we can render things based on mouselook - viewangle = localaiming[viewssnum]; - - // Handle stuff when you are looking farther up or down. - if ((gl_aimingangle || fpov > 90.0f)) - { - dup_viewangle += ANGLE_90; - HWR_ClearClipSegs(); - HWR_RenderBSPNode((INT32)numnodes-1); //left - - dup_viewangle += ANGLE_90; - if (((INT32)gl_aimingangle > ANGLE_45 || (INT32)gl_aimingangle<-ANGLE_45)) - { - HWR_ClearClipSegs(); - HWR_RenderBSPNode((INT32)numnodes-1); //back - } - - dup_viewangle += ANGLE_90; - HWR_ClearClipSegs(); - HWR_RenderBSPNode((INT32)numnodes-1); //right - - dup_viewangle += ANGLE_90; - } -#endif - ps_bsptime = I_GetPreciseTime() - ps_bsptime; if (cv_glbatching.value) @@ -6824,10 +6187,6 @@ void HWR_AddCommands(void) CV_RegisterVar(&cv_glsolvetjoin); CV_RegisterVar(&cv_glbatching); - -#ifndef NEWCLIP - CV_RegisterVar(&cv_glclipwalls); -#endif } void HWR_AddSessionCommands(void)