void RenderVisTreeClass::initialize_clip_data()
{
	ResetEndpointClips();
	
	/* set two default endpoint clips (left and right sides of screen) */
	{
		endpoint_clip_data *endpoint;
		
		endpoint= &EndpointClips[indexLEFT_SIDE_OF_SCREEN];
		endpoint->flags= _clip_left;
		short_to_long_2d(view->untransformed_left_edge,endpoint->vector);
		endpoint->x= 0;

		endpoint= &EndpointClips[indexRIGHT_SIDE_OF_SCREEN];
		endpoint->flags= _clip_right;
		short_to_long_2d(view->untransformed_right_edge,endpoint->vector);
		endpoint->x= view->screen_width;
	}
	
	ResetLineClips();

	/* set default line clip (top and bottom of screen) */
	{
		line_clip_data *line= &LineClips[indexTOP_AND_BOTTOM_OF_SCREEN];

		line->flags= _clip_up|_clip_down;
		line->x0= 0;
		line->x1= view->screen_width;
		line->top_y= 0; short_to_long_2d(view->top_edge,line->top_vector);
		line->bottom_y= view->screen_height; short_to_long_2d(view->bottom_edge,line->bottom_vector);
	}

	// LP change:
	ClippingWindows.clear();
}
Example #2
0
// Main routine
void RenderVisTreeClass::build_render_tree()
{
	assert(view);	// Idiot-proofing

	/* initialize the queue where we remember polygons we need to fire at */
	initialize_polygon_queue();

	/* initialize our node list to contain the root, etc. */
	initialize_render_tree();
	
	/* reset clipping buffers */
	initialize_clip_data();
	
	// LP change:
	// Adjusted for long-vector handling
	// Using start index of list of nodes: 0
	long_vector2d view_edge;
	
	short_to_long_2d( view->left_edge, view_edge );
	cast_render_ray( &view_edge, NONE, &Nodes.front(), _counterclockwise_bias );
	
	short_to_long_2d( view->right_edge, view_edge );
	cast_render_ray( &view_edge, NONE, &Nodes.front(), _clockwise_bias );
	
	/* 
		pull polygons off the queue, fire at all their new endpoints, building the tree as we go 
	*/
	while (polygon_queue_size)
	{
		auto polygon_index 	= PolygonQueue[ --polygon_queue_size ];
		polygon_data *polygon 	= get_polygon_data(polygon_index);
		
		assert( !POLYGON_IS_DETACHED(polygon) );
		
		const ix vertex_count = polygon->vertex_count;
		for( ix vertex_index = 0; vertex_index < vertex_count; ++vertex_index )
		{
			const auto endpoint_index	= polygon->endpoint_indexes[vertex_index];
			endpoint_data *endpoint		= get_endpoint_data(endpoint_index);
			
			if (TEST_RENDER_FLAG(endpoint_index, _endpoint_has_been_visited))
				continue;
			// LP change: move toward correct handling of long distances
			long_vector2d _vector;
			
			/* transform all visited endpoints */
			endpoint->transformed = endpoint->vertex;
			transform_overflow_point2d( &endpoint->transformed, 
						(world_point2d *) &view->origin, 
						view->yaw, 
						&endpoint->flags );
						
			/* calculate an outbound vector to this endpoint */
			// LP: changed to do long distance correctly.	
			_vector.i 	= int32( endpoint->vertex.x ) - int32( view->origin.x );
			_vector.j	= int32( endpoint->vertex.y ) - int32( view->origin.y );
			
			// LP change: compose a true transformed point to replace endpoint->transformed,
			// and use it in the upcoming code
			long_vector2d transformed_endpoint;
			overflow_short_to_long_2d( 	endpoint->transformed, 
							endpoint->flags, 
							transformed_endpoint );
			if (transformed_endpoint.i > 0)
			{
				const int32 x = view->half_screen_width + 
				( transformed_endpoint.j * view->world_to_screen_x ) / transformed_endpoint.i;
				
				endpoint_x_coordinates[ endpoint_index ] = 
					static_cast< int16 >( PIN(x, INT16_MIN, INT16_MAX) );
					
				SET_RENDER_FLAG(endpoint_index, _endpoint_has_been_transformed);
			}
			
			/* 
				do two cross products to determine whether this endpoint is in our view cone or not
				(we don't have to cast at points outside the cone) 
			*/
			const auto ri = view->right_edge.i;
			const auto rj = view->right_edge.j;
			const int32 crossprod_right = ( ri * _vector.j ) - ( rj * _vector.i );
			
			const auto li = view->left_edge.i;
			const auto lj = view->left_edge.j;
			const int32 crossprod_left = ( li * _vector.j ) - ( lj * _vector.i );
			
			if( crossprod_right <= 0 && crossprod_left >= 0 )
			{
				//it's in our view, cast at it
				int16 endpoint_;
				
				if( ENDPOINT_IS_TRANSPARENT(endpoint) )
					endpoint_ = NONE;
				else
					endpoint_ = endpoint_index;
					
				cast_render_ray(&_vector, endpoint_, &Nodes.front(), _no_bias);
			}
			SET_RENDER_FLAG(endpoint_index, _endpoint_has_been_visited);
		
		}
	}
}