// search for T-intersection problem // BP : It can be mush more faster doing this at the same time of the splitpoly // but we must use a different structure : polygone pointing on segs // segs pointing on polygone and on vertex (too mush complicated, well not // realy but i am soo lasy), the methode discibed is also better for segs presition static INT32 SolveTProblem(void) { poly_t *p; INT32 i; size_t l; if (cv_grsolvetjoin.value == 0) return 0; DEBPRINT("Solving T-joins. This may take a while. Please wait...\n"); CON_Drawer(); //let the user know what we are doing I_FinishUpdate(); // page flip or blit buffer numsplitpoly = 0; for (l = 0; l < addsubsector; l++) { p = extrasubsectors[l].planepoly; if (p) for (i = 0; i < p->numpts; i++) SearchSegInBSP((INT32)numnodes-1, &p->pts[i], p); } //DEBPRINT("numsplitpoly %d\n", numsplitpoly); return numsplitpoly; }
static void D_Display(void) { static boolean menuactivestate = false; static gamestate_t oldgamestate = -1; boolean redrawsbar = false; static boolean wipe = false; INT32 wipedefindex = 0; if (dedicated) return; if (nodrawers) return; // for comparative timing/profiling // check for change of screen size (video mode) if (setmodeneeded && !wipe) SCR_SetMode(); // change video mode if (vid.recalc) SCR_Recalc(); // NOTE! setsizeneeded is set by SCR_Recalc() // change the view size if needed if (setsizeneeded) { R_ExecuteSetViewSize(); oldgamestate = -1; // force background redraw redrawsbar = true; } // save the current screen if about to wipe if (gamestate != wipegamestate) { wipe = true; F_WipeStartScreen(); } else wipe = false; // draw buffered stuff to screen // Used only by linux GGI version I_UpdateNoBlit(); if (wipe) { // set for all later wipedefindex = gamestate; // wipe_xxx_toblack if (gamestate == GS_INTERMISSION) { if (intertype == int_spec) // Special Stage wipedefindex = wipe_specinter_toblack; else if (intertype != int_coop) // Multiplayer wipedefindex = wipe_multinter_toblack; } if (rendermode != render_none) { // Fade to black first if (gamestate != GS_LEVEL // fades to black on its own timing, always && wipedefs[wipedefindex] != UINT8_MAX) { V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31); #ifdef HWRENDER if(rendermode != render_soft) HWR_PrepFadeToBlack(); #endif F_WipeEndScreen(); F_RunWipe(wipedefs[wipedefindex], gamestate != GS_TIMEATTACK); } F_WipeStartScreen(); } } // do buffered drawing switch (gamestate) { case GS_LEVEL: if (!gametic) break; HU_Erase(); if (automapactive) AM_Drawer(); if (wipe || menuactivestate || (rendermode != render_soft && rendermode != render_none) || vid.recalc) redrawsbar = true; break; case GS_INTERMISSION: Y_IntermissionDrawer(); HU_Erase(); HU_Drawer(); break; case GS_TIMEATTACK: break; case GS_INTRO: F_IntroDrawer(); if (wipegamestate == (gamestate_t)-1) wipe = true; break; case GS_CUTSCENE: F_CutsceneDrawer(); HU_Erase(); HU_Drawer(); break; case GS_GAMEEND: F_GameEndDrawer(); break; case GS_EVALUATION: F_GameEvaluationDrawer(); HU_Drawer(); break; case GS_CONTINUING: F_ContinueDrawer(); break; case GS_CREDITS: F_CreditDrawer(); HU_Erase(); HU_Drawer(); break; case GS_TITLESCREEN: F_TitleScreenDrawer(); break; case GS_WAITINGPLAYERS: // The clientconnect drawer is independent... case GS_DEDICATEDSERVER: case GS_NULL: break; } // clean up border stuff // see if the border needs to be initially drawn if (gamestate == GS_LEVEL) { #if 0 if (oldgamestate != GS_LEVEL) R_FillBackScreen(); // draw the pattern into the back screen #endif // draw the view directly if (!automapactive && !dedicated && cv_renderview.value) { if (players[displayplayer].mo || players[displayplayer].playerstate == PST_DEAD) { topleft = screens[0] + viewwindowy*vid.width + viewwindowx; objectsdrawn = 0; #ifdef HWRENDER if (rendermode != render_soft) HWR_RenderPlayerView(0, &players[displayplayer]); else #endif if (rendermode != render_none) R_RenderPlayerView(&players[displayplayer]); } // render the second screen if (splitscreen && players[secondarydisplayplayer].mo) { #ifdef HWRENDER if (rendermode != render_soft) HWR_RenderPlayerView(1, &players[secondarydisplayplayer]); else #endif if (rendermode != render_none) { viewwindowy = vid.height / 2; M_Memcpy(ylookup, ylookup2, viewheight*sizeof (ylookup[0])); topleft = screens[0] + viewwindowy*vid.width + viewwindowx; R_RenderPlayerView(&players[secondarydisplayplayer]); viewwindowy = 0; M_Memcpy(ylookup, ylookup1, viewheight*sizeof (ylookup[0])); } } // Image postprocessing effect if (postimgtype) V_DoPostProcessor(0, postimgtype, postimgparam); if (postimgtype2) V_DoPostProcessor(1, postimgtype2, postimgparam2); } if (lastdraw) { if (rendermode == render_soft) VID_BlitLinearScreen(screens[0], screens[1], vid.width*vid.bpp, vid.height, vid.width*vid.bpp, vid.rowbytes); lastdraw = false; } ST_Drawer(redrawsbar); HU_Drawer(); } // change gamma if needed if (gamestate != oldgamestate && gamestate != GS_LEVEL) V_SetPalette(0); menuactivestate = menuactive; oldgamestate = wipegamestate = gamestate; // draw pause pic if (paused && cv_showhud.value && (!menuactive || netgame)) { INT32 py; patch_t *patch; if (automapactive) py = 4; else py = viewwindowy + 4; patch = W_CachePatchName("M_PAUSE", PU_CACHE); V_DrawScaledPatch(viewwindowx + (BASEVIDWIDTH - SHORT(patch->width))/2, py, 0, patch); } // vid size change is now finished if it was on... vid.recalc = 0; // FIXME: draw either console or menu, not the two if (gamestate != GS_TIMEATTACK) CON_Drawer(); M_Drawer(); // menu is drawn even on top of everything NetUpdate(); // send out any new accumulation // It's safe to end the game now. if (G_GetExitGameFlag()) { Command_ExitGame_f(); G_ClearExitGameFlag(); } // // normal update // if (!wipe) { if (cv_netstat.value) { char s[50]; Net_GetNetStat(); s[sizeof s - 1] = '\0'; snprintf(s, sizeof s - 1, "get %d b/s", getbps); V_DrawRightAlignedString(BASEVIDWIDTH, BASEVIDHEIGHT-ST_HEIGHT-40, V_YELLOWMAP, s); snprintf(s, sizeof s - 1, "send %d b/s", sendbps); V_DrawRightAlignedString(BASEVIDWIDTH, BASEVIDHEIGHT-ST_HEIGHT-30, V_YELLOWMAP, s); snprintf(s, sizeof s - 1, "GameMiss %.2f%%", gamelostpercent); V_DrawRightAlignedString(BASEVIDWIDTH, BASEVIDHEIGHT-ST_HEIGHT-20, V_YELLOWMAP, s); snprintf(s, sizeof s - 1, "SysMiss %.2f%%", lostpercent); V_DrawRightAlignedString(BASEVIDWIDTH, BASEVIDHEIGHT-ST_HEIGHT-10, V_YELLOWMAP, s); } I_FinishUpdate(); // page flip or blit buffer return; } // // wipe update // wipedefindex += WIPEFINALSHIFT; if (rendermode != render_none) { F_WipeEndScreen(); F_RunWipe(wipedefs[wipedefindex], gamestate != GS_TIMEATTACK); } }
static void D_Display(void) { static boolean menuactivestate = false; static gamestate_t oldgamestate = -1; boolean redrawsbar = false; static boolean wipe = false; if (dedicated) return; if (nodrawers) return; // for comparative timing/profiling // check for change of screen size (video mode) if (setmodeneeded && !wipe) SCR_SetMode(); // change video mode if (vid.recalc) SCR_Recalc(); // NOTE! setsizeneeded is set by SCR_Recalc() // change the view size if needed if (setsizeneeded) { R_ExecuteSetViewSize(); oldgamestate = -1; // force background redraw redrawsbar = true; } // save the current screen if about to wipe if (gamestate != wipegamestate) { wipe = true; #ifndef SHUFFLE if (rendermode == render_soft) #endif F_WipeStartScreen(); } else wipe = false; // Hardware mode does not fade wipe. // Thus, don't delay it unless needed for synchronisity. #ifndef SHUFFLE if (rendermode != render_soft /*&& !netgame*/) { if (gamestate != GS_INTRO && gamestate != GS_INTRO2 && gamestate != GS_CUTSCENE) wipe = false; } #endif // draw buffered stuff to screen // Used only by linux GGI version I_UpdateNoBlit(); // Fade to black first if (rendermode != render_none) { if (wipe) { if (!(mapheaderinfo[gamemap-1]->interscreen[0] == '#' && gamestate == GS_INTERMISSION)) { V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31); #if defined (SHUFFLE) && defined (HWRENDER) if(rendermode != render_soft) { HWR_PrepFadeToBlack(); } #endif } F_WipeEndScreen(0, 0, vid.width, vid.height); F_RunWipe(2*TICRATE, gamestate != GS_TIMEATTACK); WipeInAction = false; } F_WipeStartScreen(); } // do buffered drawing switch (gamestate) { case GS_LEVEL: if (!gametic) break; HU_Erase(); if (automapactive) AM_Drawer(); if (wipe || menuactivestate || (rendermode != render_soft && rendermode != render_none) || vid.recalc) redrawsbar = true; break; case GS_INTERMISSION: Y_IntermissionDrawer(); HU_Erase(); HU_Drawer(); break; case GS_TIMEATTACK: break; case GS_INTRO: case GS_INTRO2: F_IntroDrawer(); break; case GS_CUTSCENE: F_CutsceneDrawer(); HU_Erase(); HU_Drawer(); break; case GS_GAMEEND: F_GameEndDrawer(); break; case GS_EVALUATION: F_GameEvaluationDrawer(); break; case GS_CREDITS: F_CreditDrawer(); HU_Erase(); HU_Drawer(); break; case GS_TITLESCREEN: F_TitleScreenDrawer(); break; case GS_DEMOSCREEN: D_PageDrawer(pagename); case GS_DEDICATEDSERVER: case GS_WAITINGPLAYERS: case GS_NULL: break; } // Transitions for Introduction if (gamestate == GS_INTRO && oldgamestate == GS_INTRO2) wipe = true; else if (gamestate == GS_INTRO2 && oldgamestate == GS_INTRO) wipe = true; // clean up border stuff // see if the border needs to be initially drawn if (gamestate == GS_LEVEL) { if (oldgamestate != GS_LEVEL) { #if 0 R_FillBackScreen(); // draw the pattern into the back screen #endif } // draw the view directly if (!automapactive && !dedicated && cv_renderview.value) { if (players[displayplayer].mo) { topleft = screens[0] + viewwindowy*vid.width + viewwindowx; #ifdef HWRENDER if (rendermode != render_soft) HWR_RenderPlayerView(0, &players[displayplayer]); else #endif if (rendermode != render_none) R_RenderPlayerView(&players[displayplayer]); } // render the second screen if (secondarydisplayplayer != consoleplayer && players[secondarydisplayplayer].mo) { #ifdef HWRENDER if (rendermode != render_soft) HWR_RenderPlayerView(1, &players[secondarydisplayplayer]); else #endif if (rendermode != render_none) { viewwindowy = vid.height / 2; M_Memcpy(ylookup, ylookup2, viewheight*sizeof (ylookup[0])); topleft = screens[0] + viewwindowy*vid.width + viewwindowx; R_RenderPlayerView(&players[secondarydisplayplayer]); viewwindowy = 0; M_Memcpy(ylookup, ylookup1, viewheight*sizeof (ylookup[0])); } } // Image postprocessing effect if (postimgtype) V_DoPostProcessor(0, postimgtype, postimgparam); if (postimgtype2) V_DoPostProcessor(1, postimgtype2, postimgparam2); } if (lastdraw) { if (rendermode == render_soft) VID_BlitLinearScreen(screens[0], screens[1], vid.width*vid.bpp, vid.height, vid.width*vid.bpp, vid.rowbytes); lastdraw = false; } ST_Drawer(redrawsbar); HU_Drawer(); } // change gamma if needed if (gamestate != oldgamestate && gamestate != GS_LEVEL) V_SetPalette(0); menuactivestate = menuactive; oldgamestate = wipegamestate = gamestate; // draw pause pic if (paused && (!menuactive || netgame)) { INT32 py; patch_t *patch; if (automapactive) py = 4; else py = viewwindowy + 4; patch = W_CachePatchName("M_PAUSE", PU_CACHE); V_DrawScaledPatch(viewwindowx + (BASEVIDWIDTH - SHORT(patch->width))/2, py, 0, patch); } // vid size change is now finished if it was on... vid.recalc = 0; // FIXME: draw either console or menu, not the two if (gamestate != GS_TIMEATTACK) CON_Drawer(); M_Drawer(); // menu is drawn even on top of everything NetUpdate(); // send out any new accumulation // It's safe to end the game now. if (G_GetExitGameFlag()) { Command_ExitGame_f(); G_ClearExitGameFlag(); } // // normal update // if (!wipe) { if (cv_netstat.value) { char s[50]; Net_GetNetStat(); s[sizeof s - 1] = '\0'; snprintf(s, sizeof s - 1, "get %d b/s", getbps); V_DrawString(BASEVIDWIDTH - V_StringWidth(s), BASEVIDHEIGHT-ST_HEIGHT-40, V_YELLOWMAP, s); snprintf(s, sizeof s - 1, "send %d b/s", sendbps); V_DrawString(BASEVIDWIDTH - V_StringWidth(s), BASEVIDHEIGHT-ST_HEIGHT-30, V_YELLOWMAP, s); snprintf(s, sizeof s - 1, "GameMiss %.2f%%", gamelostpercent); V_DrawString(BASEVIDWIDTH - V_StringWidth(s), BASEVIDHEIGHT-ST_HEIGHT-20, V_YELLOWMAP, s); snprintf(s, sizeof s - 1, "SysMiss %.2f%%", lostpercent); V_DrawString(BASEVIDWIDTH - V_StringWidth(s), BASEVIDHEIGHT-ST_HEIGHT-10, V_YELLOWMAP, s); } I_FinishUpdate(); // page flip or blit buffer if (takescreenshot) // Only take screenshots after drawing. M_DoScreenShot(); return; } // // wipe update // if (rendermode != render_none) { F_WipeEndScreen(0, 0, vid.width, vid.height); F_RunWipe(2*TICRATE, gamestate != GS_TIMEATTACK); WipeInAction = false; } }
// call this routine after the BSP of a Doom wad file is loaded, // and it will generate all the convex polys for the hardware renderer void HWR_CreatePlanePolygons(INT32 bspnum) { poly_t *rootp; polyvertex_t *rootpv; size_t i; fixed_t rootbbox[4]; DEBPRINT("Creating polygons, please wait...\n"); ls_count = ls_percent = 0; // reset the loading status CON_Drawer(); //let the user know what we are doing I_FinishUpdate(); // page flip or blit buffer HWR_ClearPolys(); // find min/max boundaries of map //DEBPRINT("Looking for boundaries of map...\n"); M_ClearBox(rootbbox); for (i = 0;i < numvertexes; i++) M_AddToBox(rootbbox, vertexes[i].x, vertexes[i].y); //DEBPRINT("Generating subsector polygons... %d subsectors\n", numsubsectors); HWR_FreeExtraSubsectors(); // allocate extra data for each subsector present in map totsubsectors = numsubsectors + NEWSUBSECTORS; extrasubsectors = calloc(totsubsectors, sizeof (*extrasubsectors)); if (extrasubsectors == NULL) I_Error("couldn't malloc extrasubsectors totsubsectors %s\n", sizeu1(totsubsectors)); // allocate table for back to front drawing of subsectors /*gr_drawsubsectors = (INT16 *)malloc(sizeof (*gr_drawsubsectors) * totsubsectors); if (!gr_drawsubsectors) I_Error("couldn't malloc gr_drawsubsectors\n");*/ // number of the first new subsector that might be added addsubsector = numsubsectors; // construct the initial convex poly that encloses the full map rootp = HWR_AllocPoly(4); rootpv = rootp->pts; rootpv->x = FIXED_TO_FLOAT(rootbbox[BOXLEFT ]); rootpv->y = FIXED_TO_FLOAT(rootbbox[BOXBOTTOM]); //lr rootpv++; rootpv->x = FIXED_TO_FLOAT(rootbbox[BOXLEFT ]); rootpv->y = FIXED_TO_FLOAT(rootbbox[BOXTOP ]); //ur rootpv++; rootpv->x = FIXED_TO_FLOAT(rootbbox[BOXRIGHT ]); rootpv->y = FIXED_TO_FLOAT(rootbbox[BOXTOP ]); //ul rootpv++; rootpv->x = FIXED_TO_FLOAT(rootbbox[BOXRIGHT ]); rootpv->y = FIXED_TO_FLOAT(rootbbox[BOXBOTTOM]); //ll rootpv++; WalkBSPNode(bspnum, rootp, NULL,rootbbox); i = SolveTProblem(); //DEBPRINT("%d point divides a polygon line\n",i); AdjustSegs(); //debug debug.. //if (nobackpoly) // DEBPRINT("no back polygon %u times\n",nobackpoly); //"(should happen only with the deep water trick)" //if (skipcut) // DEBPRINT("%u cuts were skipped because of only one point\n",skipcut); //DEBPRINT("done: %u total subsector convex polygons\n", totalsubsecpolys); }
// poly : the convex polygon that encloses all child subsectors static void WalkBSPNode(INT32 bspnum, poly_t *poly, UINT16 *leafnode, fixed_t *bbox) { node_t *bsp; poly_t *backpoly, *frontpoly; fdivline_t fdivline; polyvertex_t *pt; INT32 i; // Found a subsector? if (bspnum & NF_SUBSECTOR) { if (bspnum == -1) { // BP: i think this code is useless and wrong because // - bspnum==-1 happens only when numsubsectors == 0 // - it can't happens in bsp recursive call since bspnum is a INT32 and children is UINT16 // - the BSP is complet !! (there just can have subsector without segs) (i am not sure of this point) // do we have a valid polygon ? if (poly && poly->numpts > 2) { DEBPRINT("Adding a new subsector\n"); if (addsubsector == numsubsectors + NEWSUBSECTORS) I_Error("WalkBSPNode: not enough addsubsectors\n"); else if (addsubsector > 0x7fff) I_Error("WalkBSPNode: addsubsector > 0x7fff\n"); *leafnode = (UINT16)((UINT16)addsubsector | NF_SUBSECTOR); extrasubsectors[addsubsector].planepoly = poly; addsubsector++; } //add subsectors without segs here? //HWR_SubsecPoly(0, NULL); } else { HWR_SubsecPoly(bspnum&(~NF_SUBSECTOR), poly); //Hurdler: implement a loading status if (ls_count-- <= 0) { char s[16]; int x, y; I_OsPolling(); ls_count = numsubsectors/50; CON_Drawer(); sprintf(s, "%d%%", (++ls_percent)<<1); x = BASEVIDWIDTH/2; y = BASEVIDHEIGHT/2; V_DrawFill(0, 0, vid.width, vid.height, 31); // Black background to match fade in effect //V_DrawPatchFill(W_CachePatchName("SRB2BACK",PU_CACHE)); // SRB2 background, ehhh too bright. M_DrawTextBox(x-58, y-8, 13, 1); V_DrawString(x-50, y, V_YELLOWMAP, "Loading..."); V_DrawString(x+50-V_StringWidth(s), y, V_YELLOWMAP, s); // Is this really necessary at this point..? V_DrawCenteredString(BASEVIDWIDTH/2, 40, V_YELLOWMAP, "OPENGL MODE IS INCOMPLETE AND MAY"); V_DrawCenteredString(BASEVIDWIDTH/2, 50, V_YELLOWMAP, "NOT DISPLAY SOME SURFACES."); V_DrawCenteredString(BASEVIDWIDTH/2, 70, V_YELLOWMAP, "USE AT SONIC'S RISK."); I_UpdateNoVsync(); } } M_ClearBox(bbox); poly = extrasubsectors[bspnum&~NF_SUBSECTOR].planepoly; for (i = 0, pt = poly->pts; i < poly->numpts; i++,pt++) M_AddToBox(bbox, FLOAT_TO_FIXED(pt->x), FLOAT_TO_FIXED(pt->y)); return; } bsp = &nodes[bspnum]; SearchDivline(bsp, &fdivline); SplitPoly(&fdivline, poly, &frontpoly, &backpoly); poly = NULL; //debug if (!backpoly) nobackpoly++; // Recursively divide front space. if (frontpoly) { WalkBSPNode(bsp->children[0], frontpoly, &bsp->children[0],bsp->bbox[0]); // copy child bbox M_Memcpy(bbox, bsp->bbox[0], 4*sizeof (fixed_t)); } else I_Error("WalkBSPNode: no front poly?"); // Recursively divide back space. if (backpoly) { // Correct back bbox to include floor/ceiling convex polygon WalkBSPNode(bsp->children[1], backpoly, &bsp->children[1], bsp->bbox[1]); // enlarge bbox with seconde child M_AddToBox(bbox, bsp->bbox[1][BOXLEFT ], bsp->bbox[1][BOXTOP ]); M_AddToBox(bbox, bsp->bbox[1][BOXRIGHT ], bsp->bbox[1][BOXBOTTOM]); } }