📄 r_bsp.c
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//**************************************************************************//**//** r_bsp.c : Heretic 2 : Raven Software, Corp.//**//** $RCSfile: r_bsp.c,v $//** $Revision: 1.2 $//** $Date: 95/07/13 15:17:10 $//** $Author: cjr $//**//**************************************************************************#include "h2def.h"#include "r_local.h"seg_t *curline;side_t *sidedef;line_t *linedef;sector_t *frontsector, *backsector;drawseg_t drawsegs[MAXDRAWSEGS], *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, last;} cliprange_t;#define MAXSEGS 32cliprange_t solidsegs[MAXSEGS], *newend; // newend is one past the last valid segvoid R_ClipSolidWallSegment (int first, int last){ cliprange_t *next, *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); start->first = first; // adjust the clip size } if (last <= start->last) return; // bottom contained in start 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 start->last = next->last; // adjust the clip size goto crunch; } } // there is a fragment after *next R_StoreWallRange (next->last + 1, last); start->last = last; // adjust the clip size// remove start+1 to next from the clip list,// because start now covers their areacrunch: if (next == start) return; // post just extended past the bottom of one post 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===============================================================================*/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); } if (last <= start->last) return; // bottom contained in start 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, x2; angle_t angle1, angle2, span, tspan;#ifdef __NeXT__ RD_DrawLineCheck (line);#endif 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; if (span >= ANG180) return; // back side rw_angle1 = angle1; // global angle needed by segcalc angle1 -= viewangle; angle2 -= viewangle; tspan = angle1 + clipangle; if (tspan > 2*clipangle) { tspan -= 2*clipangle; if (tspan >= span) return; // totally off the left edge angle1 = clipangle; } tspan = clipangle - angle2; if (tspan > 2*clipangle) { tspan -= 2*clipangle; if (tspan >= span) return; // totally off the left edge 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]; if (x1 == x2) return; // does not cross a pixel backsector = line->backsector; if (!backsector) goto clipsolid; // single sided line if (backsector->ceilingheight <= frontsector->floorheight || backsector->floorheight >= frontsector->ceilingheight) goto clipsolid; // closed door if (backsector->ceilingheight != frontsector->ceilingheight || backsector->floorheight != frontsector->floorheight) goto clippass; // window// reject empty lines used for triggers and special events if (backsector->ceilingpic == frontsector->ceilingpic && backsector->floorpic == frontsector->floorpic && backsector->lightlevel == frontsector->lightlevel && backsector->special == frontsector->special && curline->sidedef->midtexture == 0) return;clippass: R_ClipPassWallSegment (x1, x2-1); return;clipsolid: R_ClipSolidWallSegment (x1, x2-1);}//============================================================================/*================================================================================= R_CheckBBox== 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, boxy, boxpos; fixed_t x1, y1, x2, y2; angle_t angle1, angle2, span, tspan; cliprange_t *start; int sx1, sx2;#ifdef __NeXT__ RD_DrawBBox (bspcoord);#endif// 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]];#ifdef __NeXT__// RD_DisplayLine (x1, y1, x2, y2, 0.1);#endif//// check clip list for an open space// angle1 = R_PointToAngle (x1, y1) - viewangle; angle2 = R_PointToAngle (x2, y2) - viewangle; span = angle1 - angle2; if (span >= ANG180) return true; // sitting on a line tspan = angle1 + clipangle; if (tspan > 2*clipangle) { tspan -= 2*clipangle; if (tspan >= span) return false; // totally off the left edge angle1 = clipangle; } tspan = clipangle - angle2; if (tspan > 2*clipangle) { tspan -= 2*clipangle; if (tspan >= span) return false; // totally off the left edge 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]; if (sx1 == sx2) return false; // does not cross a pixel sx2--; start = solidsegs; while (start->last < sx2) start++; if (sx1 >= start->first && sx2 <= start->last) return false; // the clippost contains the new span return true;}/*================== R_Subsector== Draw one or more segments================*/void R_Subsector (int num){ int count; seg_t *line; subsector_t *sub; int polyCount; seg_t **polySeg;#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, frontsector->special); } else { floorplane = NULL; } if(frontsector->ceilingheight > viewz || frontsector->ceilingpic == skyflatnum) { ceilingplane = R_FindPlane(frontsector->ceilingheight, frontsector->ceilingpic, frontsector->lightlevel, 0); } else { ceilingplane = NULL; } R_AddSprites(frontsector); if(sub->poly) { // Render the polyobj in the subsector first polyCount = sub->poly->numsegs; polySeg = sub->poly->segs; while(polyCount--) { R_AddLine(*polySeg++); } } while (count--) { R_AddLine (line); line++; }}/*================================================================================= RenderBSPNode================================================================================*/void R_RenderBSPNode (int bspnum){ node_t *bsp; int side; if (bspnum & NF_SUBSECTOR) { if (bspnum == -1) R_Subsector (0); else R_Subsector (bspnum&(~NF_SUBSECTOR)); return; } bsp = &nodes[bspnum];#ifdef __NeXT__ RD_DrawNodeLine (bsp);#endif//// decide which side the view point is on// side = R_PointOnSide (viewx, viewy, bsp); R_RenderBSPNode (bsp->children[side]); // recursively divide front space if (R_CheckBBox (bsp->bbox[side^1])) // possibly divide back space R_RenderBSPNode (bsp->children[side^1]);}
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