Add XNOD, XGLN and XGL3 BSP formats recognition and support.

This commit is contained in:
Nev3r 2019-12-29 14:17:51 +01:00
parent c43a83dc04
commit 389b9e35c4
6 changed files with 317 additions and 17 deletions

View File

@ -2714,6 +2714,8 @@ static void HWR_AddLine(seg_t * line)
static sector_t tempsec;
fixed_t v1x, v1y, v2x, v2y; // the seg's vertexes as fixed_t
if (line->glseg)
return;
#ifdef POLYOBJECTS
if (line->polyseg && !(line->polyseg->flags & POF_RENDERSIDES))
return;

View File

@ -400,6 +400,8 @@ static void Polyobj_findSegs(polyobj_t *po, seg_t *seg)
// Find backfacings
for (s = 0; s < numsegs; s++)
{
if (segs[s].glseg)
continue;
if (segs[s].linedef == seg->linedef
&& segs[s].side == 1)
{
@ -436,6 +438,8 @@ newseg:
// seg's ending vertex.
for (i = 0; i < numsegs; ++i)
{
if (segs[i].glseg)
continue;
if (segs[i].side != 0) // needs to be frontfacing
continue;
if (segs[i].v1->x == seg->v2->x && segs[i].v1->y == seg->v2->y)
@ -460,6 +464,9 @@ newseg:
// Find backfacings
for (q = 0; q < numsegs; q++)
{
if (segs[q].glseg)
continue;
if (segs[q].linedef == segs[i].linedef
&& segs[q].side == 1)
{
@ -606,6 +613,9 @@ static void Polyobj_spawnPolyObj(INT32 num, mobj_t *spawnSpot, INT32 id)
INT32 poflags = POF_SOLID|POF_TESTHEIGHT|POF_RENDERSIDES;
INT32 parentID = 0, potrans = 0;
if (seg->glseg)
continue;
if (seg->side != 0) // needs to be frontfacing
continue;

View File

@ -1456,31 +1456,312 @@ static void P_LoadSegs(UINT8 *data)
}
}
// Auxiliary function: Shrink node ID from 32-bit to 16-bit.
static UINT16 ShrinkNodeID(UINT32 x) {
UINT16 mask = (x >> 16) & 0xC000;
UINT16 result = x;
return result | mask;
}
typedef enum {
NT_DOOM,
NT_XNOD,
NT_ZNOD,
NT_XGLN,
NT_ZGLN,
NT_XGL2,
NT_ZGL2,
NT_XGL3,
NT_ZGL3,
NT_UNSUPPORTED
} nodetype_t;
static void P_LoadMapBSP(const virtres_t *virt)
{
virtlump_t* virtssectors = vres_Find(virt, "SSECTORS");
virtlump_t* virtsegs = vres_Find(virt, "SEGS");
virtlump_t* virtnodes = vres_Find(virt, "NODES");
numsubsectors = virtssectors->size / sizeof(mapsubsector_t);
numnodes = virtnodes->size / sizeof(mapnode_t);
numsegs = virtsegs->size / sizeof(mapseg_t);
nodetype_t nodetype = NT_UNSUPPORTED;
if (numsubsectors <= 0)
I_Error("Level has no subsectors (did you forget to run it through a nodesbuilder?)");
if (numnodes <= 0)
I_Error("Level has no nodes");
if (numsegs <= 0)
I_Error("Level has no segs");
// Find out the BSP format.
if (vres_Find(virt, "TEXTMAP"))
{
virtnodes = vres_Find(virt, "ZNODES");
if (!memcmp(virtnodes->data, "XGLN", 4))
nodetype = NT_XGLN;
else if (!memcmp(virtnodes->data, "XGL3", 4))
nodetype = NT_XGL3;
}
else
{
if (!virtsegs || !virtsegs->size)
{
// Possibly ZDoom extended nodes: SSECTORS is empty, NODES has a signature.
if (!virtssectors || !virtssectors->size)
{
if (!memcmp(virtnodes->data, "XNOD", 4))
nodetype = NT_XNOD;
else if (!memcmp(virtnodes->data, "ZNOD", 4)) // Compressed variant.
nodetype = NT_ZNOD;
}
// Possibly GL nodes: NODES ignored, SSECTORS takes precedence as nodes lump, (It is confusing yeah) and has a signature.
else
{
if (!memcmp(virtssectors->data, "XGLN", 4))
{
virtnodes = virtssectors;
nodetype = NT_XGLN;
}
else if (!memcmp(virtssectors->data, "ZGLN", 4)) // Compressed variant.
{
virtnodes = virtssectors;
nodetype = NT_ZGLN;
}
else if (!memcmp(virtssectors->data, "XGL3", 4)) // Compressed variant.
{
virtnodes = virtssectors;
nodetype = NT_XGL3;
}
}
}
else // Traditional map format BSP tree.
nodetype = NT_DOOM;
}
subsectors = Z_Calloc(numsubsectors * sizeof(*subsectors), PU_LEVEL, NULL);
nodes = Z_Calloc(numnodes * sizeof(*nodes), PU_LEVEL, NULL);
segs = Z_Calloc(numsegs * sizeof(*segs), PU_LEVEL, NULL);
switch (nodetype)
{
case NT_DOOM:
numsubsectors = virtssectors->size / sizeof(mapsubsector_t);
numnodes = virtnodes->size / sizeof(mapnode_t);
numsegs = virtsegs->size / sizeof(mapseg_t);
// Nodes
P_LoadSubsectors(virtssectors->data);
P_LoadNodes(virtnodes->data);
P_LoadSegs(virtsegs->data);
if (numsubsectors <= 0)
I_Error("Level has no subsectors (did you forget to run it through a nodesbuilder?)");
if (numnodes <= 0)
I_Error("Level has no nodes");
if (numsegs <= 0)
I_Error("Level has no segs");
subsectors = Z_Calloc(numsubsectors * sizeof(*subsectors), PU_LEVEL, NULL);
nodes = Z_Calloc(numnodes * sizeof(*nodes), PU_LEVEL, NULL);
segs = Z_Calloc(numsegs * sizeof(*segs), PU_LEVEL, NULL);
P_LoadSubsectors(virtssectors->data);
P_LoadNodes(virtnodes->data);
P_LoadSegs(virtsegs->data);
break;
case NT_XNOD:
case NT_XGLN:
case NT_XGL3:
{
size_t i, j, k;
INT16 m;
UINT8* data = virtnodes->data + 4;
/// Extended node formats feature additional vertexes; useful for OpenGL, but totally useless in gamelogic.
UINT32 orivtx, xtrvtx;
orivtx = READUINT32(data);
xtrvtx = READUINT32(data);
if (numvertexes != orivtx) /// If native vertex count doesn't match node original vertex count, bail out (broken data?).
{
CONS_Alert(CONS_WARNING, "Vertex count in map data and nodes differ!\n");
return;
}
if (xtrvtx) /// If extra vertexes were generated, reallocate the vertex array and fix the pointers.
{
line_t* ld = lines;
size_t oldpos = (size_t) vertexes;
ssize_t offset;
numvertexes+= xtrvtx;
vertexes = Z_Realloc(vertexes, numvertexes * sizeof (*vertexes), PU_LEVEL, NULL);
offset = ((size_t) vertexes) - oldpos;
for (i = 0, ld = lines; i < numlines; i++, ld++)
{
ld->v1 = (vertex_t*) ((size_t) ld->v1 + offset);
ld->v2 = (vertex_t*) ((size_t) ld->v2 + offset);
}
}
// Read vertex data.
for (i = orivtx; i < numvertexes; i++)
{
vertexes[i].x = READFIXED(data);
vertexes[i].y = READFIXED(data);
}
// Subsectors
numsubsectors = READUINT32(data);
subsectors = Z_Calloc(numsubsectors * sizeof (*subsectors), PU_LEVEL, NULL);
for (i = 0; i < numsubsectors; i++)
subsectors[i].numlines = READUINT32(data);
// Segs
numsegs = READUINT32(data);
segs = Z_Calloc(numsegs * sizeof (*segs), PU_LEVEL, NULL);
for (i = 0, k = 0; i < numsubsectors; i++)
{
subsectors[i].firstline = k;
switch (nodetype)
{
case NT_XGLN:
for (m = 0; m < subsectors[i].numlines; m++, k++)
{
UINT16 linenum;
UINT32 vert;
vert = READUINT32(data);
segs[k].v1 = &vertexes[vert];
if (m == 0)
segs[k + subsectors[i].numlines - 1].v2 = &vertexes[vert];
else
segs[k - 1].v2 = segs[k].v1;
data += 4;// partner; can be ignored by software renderer;
linenum = READUINT16(data);
if (linenum == 0xFFFF)
{
segs[k].glseg = true;
segs[k].linedef = NULL;
}
else
{
segs[k].glseg = false;
segs[k].linedef = &lines[linenum];
}
segs[k].side = READUINT8(data);
}
break;
case NT_XGL3:
for (m = 0; m < subsectors[i].numlines; m++, k++)
{
UINT32 linenum;
UINT32 vert;
vert = READUINT32(data);
segs[k].v1 = &vertexes[vert];
if (m == 0)
segs[k + subsectors[i].numlines - 1].v2 = &vertexes[vert];
else
segs[k - 1].v2 = segs[k].v1;
data += 4;// partner; can be ignored by software renderer;
linenum = READUINT32(data);
if (linenum == 0xFFFFFFFF)
{
segs[k].glseg = true;
segs[k].linedef = NULL;
}
else
{
segs[k].glseg = false;
segs[k].linedef = NULL;
}
segs[k].side = READUINT8(data);
}
break;
case NT_XNOD:
for (m = 0; m < subsectors[i].numlines; m++, k++)
{
segs[k].v1 = &vertexes[READUINT32(data)];
segs[k].v2 = &vertexes[READUINT32(data)];
segs[k].linedef = &lines[READUINT16(data)];
segs[k].side = READUINT8(data);
}
break;
default:
return;
}
}
{
INT32 side;
seg_t *li;
for (i = 0, li = segs; i < numsegs; i++, li++)
{
vertex_t *v1 = li->v1;
vertex_t *v2 = li->v2;
li->angle = R_PointToAngle2(v1->x, v1->y, v2->x, v2->y);
li->offset = FixedHypot(v1->x - li->linedef->v1->x, v1->y - li->linedef->v1->y);
side = li->side;
li->sidedef = &sides[li->linedef->sidenum[side]];
li->frontsector = sides[li->linedef->sidenum[side]].sector;
if (li->linedef->flags & ML_TWOSIDED)
li->backsector = sides[li->linedef->sidenum[side^1]].sector;
else
li->backsector = 0;
segs[i].numlights = 0;
segs[i].rlights = NULL;
}
}
// Nodes
numnodes = READINT32(data);
nodes = Z_Calloc(numnodes * sizeof (*nodes), PU_LEVEL, NULL);
if (nodetype == NT_XGL3)
{
UINT32 x, y, dx, dy;
UINT32 c0, c1;
node_t *mn;
for (i = 0, mn = nodes; i < numnodes; i++, mn++)
{
// Splitter.
x = READINT32(data);
y = READINT32(data);
dx = READINT32(data);
dy = READINT32(data);
mn->x = x;
mn->y = y;
mn->dx = dx;
mn->dy = dy;
// Bounding boxes and children.
for (j = 0; j < 2; j++)
for (k = 0; k < 4; k++)
mn->bbox[j][k] = READINT16(data)<<FRACBITS;
c0 = READUINT32(data);
c1 = READUINT32(data);
mn->children[0] = ShrinkNodeID(c0); /// \todo Use UINT32 for node children in a future, instead?
mn->children[1] = ShrinkNodeID(c1);
}
}
else
{
UINT32 c0, c1;
node_t *mn;
for (i = 0, mn = nodes; i < numnodes; i++, mn++)
{
// Splitter.
mn->x = READINT16(data)<<FRACBITS;
mn->y = READINT16(data)<<FRACBITS;
mn->dx = READINT16(data)<<FRACBITS;
mn->dy = READINT16(data)<<FRACBITS;
// Bounding boxes and children.
for (j = 0; j < 2; j++)
for (k = 0; k < 4; k++)
mn->bbox[j][k] = READINT16(data)<<FRACBITS;
c0 = READUINT32(data);
c1 = READUINT32(data);
mn->children[0] = ShrinkNodeID(c0); /// \todo Use UINT32 for node children in a future, instead?
mn->children[1] = ShrinkNodeID(c1);
}
}
}
break;
default:
CONS_Alert(CONS_WARNING, "Unsupported BSP format detected.\n");
return;
}
return;
}
// Split from P_LoadBlockMap for convenience

View File

@ -1169,9 +1169,11 @@ static void R_Subsector(size_t num)
while (count--)
{
// CONS_Debug(DBG_GAMELOGIC, "Adding normal line %d...(%d)\n", line->linedef-lines, leveltime);
if (!line->glseg
#ifdef POLYOBJECTS
if (!line->polyseg) // ignore segs that belong to polyobjects
&& !line->polyseg // ignore segs that belong to polyobjects
#endif
)
R_AddLine(line);
line++;
curline = NULL; /* cph 2001/11/18 - must clear curline now we're done with it, so stuff doesn't try using it for other things */

View File

@ -586,6 +586,7 @@ typedef struct seg_s
polyobj_t *polyseg;
boolean dontrenderme;
#endif
boolean glseg;
} seg_t;
//

View File

@ -308,6 +308,10 @@ void R_RenderMaskedSegRange(drawseg_t *ds, INT32 x1, INT32 x2)
// for horizontal / vertical / diagonal. Diagonal?
// OPTIMIZE: get rid of LIGHTSEGSHIFT globally
curline = ds->curline;
if (curline->glseg)
return;
frontsector = curline->frontsector;
backsector = curline->backsector;
texnum = R_GetTextureNum(curline->sidedef->midtexture);