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Refactor|Map Renderer: Moved HEdge::prepareWallDivs() to rend_main.cpp
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In its present form this data and the associated logics are firmly a
part of the render domain.

Also removed many unnecessary header includes.
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danij-deng committed Apr 30, 2013
1 parent 5bd0941 commit c6394e4
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Showing 3 changed files with 237 additions and 232 deletions.
19 changes: 2 additions & 17 deletions doomsday/client/include/map/hedge.h
Expand Up @@ -26,13 +26,12 @@
#include "MapElement"
#include "BspLeaf"
#include "Line"
#include "Sector"
#include "Vertex"

#include "resource/r_data.h"
#include "render/walldiv.h"
#include "render/rend_bias.h"

class Sector;

/**
* @defgroup hedgeFrameFlags Half-edge Frame Flags
* @ingroup map
Expand Down Expand Up @@ -336,20 +335,6 @@ class HEdge : public de::MapElement
return pointOnSide(point);
}

/**
* Prepare wall division data for a section of the HEdge.
*
* @param section Line::Side section to prepare divisions for.
* @param leftWallDivs Division data for the left edge is written here.
* @param rightWallDivs Division data for the right edge is written here.
* @param materialOrigin Material origin offset data is written here. Can be @c 0.
*
* @return @c true if divisions were prepared (the specified @a section has a
* non-zero Z axis height).
*/
bool prepareWallDivs(int section, walldivs_t *leftWallDivs, walldivs_t *rightWallDivs,
de::Vector2f *materialOrigin) const;

/**
* Retrieve the bias surface for specified geometry @a groupId
*
Expand Down
206 changes: 3 additions & 203 deletions doomsday/client/src/map/hedge.cpp
Expand Up @@ -18,15 +18,9 @@
* 02110-1301 USA</small>
*/

#include <QtAlgorithms>

#include <de/Log>

#include "BspLeaf"
#include "Line"
#include "Vertex"
#include "map/lineowner.h"
#include "map/r_world.h" /// R_GetVtxLineOwner @todo remove me
#include "Sector"

#include "map/hedge.h"

Expand Down Expand Up @@ -180,202 +174,6 @@ coord_t HEdge::length() const
return _length;
}

static walldivnode_t *findWallDivNodeByZOrigin(walldivs_t *wallDivs, coord_t height)
{
DENG2_ASSERT(wallDivs != 0);
for(uint i = 0; i < wallDivs->num; ++i)
{
walldivnode_t *node = &wallDivs->nodes[i];
if(node->height == height)
return node;
}
return 0;
}

static void addWallDivNodesForPlaneIntercepts(HEdge const *hedge, walldivs_t *wallDivs,
int section, coord_t bottomZ, coord_t topZ, boolean doRight)
{
bool const clockwise = !doRight;

// Polyobj edges are never split.
if(!hedge->hasLineSide() || hedge->line().isFromPolyobj()) return;

bool const isTwoSided = (hedge->line().hasFrontSections() && hedge->line().hasBackSections())? true:false;

// Check for neighborhood division?
if(section == Line::Side::Middle && isTwoSided) return;

// Only edges at line ends can/should be split.
if(!((hedge == hedge->lineSide().leftHEdge() && !doRight) ||
(hedge == hedge->lineSide().rightHEdge() && doRight)))
return;

if(bottomZ >= topZ) return; // Obviously no division.

Sector const *frontSec = hedge->lineSide().sectorPtr();

// Retrieve the start owner node.
LineOwner *base = R_GetVtxLineOwner(&hedge->lineSide().vertex(doRight), &hedge->line());
LineOwner *own = base;
bool stopScan = false;
do
{
own = own->_link[clockwise];

if(own == base)
{
stopScan = true;
}
else
{
Line *iter = &own->line();

if(iter->isSelfReferencing())
continue;

uint i = 0;
do
{ // First front, then back.
Sector *scanSec = NULL;
if(!i && iter->hasFrontSections() && iter->frontSectorPtr() != frontSec)
scanSec = iter->frontSectorPtr();
else if(i && iter->hasBackSections() && iter->backSectorPtr() != frontSec)
scanSec = iter->backSectorPtr();

if(scanSec)
{
if(scanSec->ceiling().visHeight() - scanSec->floor().visHeight() > 0)
{
for(int j = 0; j < scanSec->planeCount() && !stopScan; ++j)
{
Plane const &plane = scanSec->plane(j);

if(plane.visHeight() > bottomZ && plane.visHeight() < topZ)
{
if(!findWallDivNodeByZOrigin(wallDivs, plane.visHeight()))
{
WallDivs_Append(wallDivs, plane.visHeight());

// Have we reached the div limit?
if(wallDivs->num == WALLDIVS_MAX_NODES)
stopScan = true;
}
}

if(!stopScan)
{
// Clip a range bound to this height?
if(plane.type() == Plane::Floor && plane.visHeight() > bottomZ)
bottomZ = plane.visHeight();
else if(plane.type() == Plane::Ceiling && plane.visHeight() < topZ)
topZ = plane.visHeight();

// All clipped away?
if(bottomZ >= topZ)
stopScan = true;
}
}
}
else
{
/**
* A zero height sector is a special case. In this
* instance, the potential division is at the height
* of the back ceiling. This is because elsewhere
* we automatically fix the case of a floor above a
* ceiling by lowering the floor.
*/
coord_t z = scanSec->ceiling().visHeight();

if(z > bottomZ && z < topZ)
{
if(!findWallDivNodeByZOrigin(wallDivs, z))
{
WallDivs_Append(wallDivs, z);

// All clipped away.
stopScan = true;
}
}
}
}
} while(!stopScan && ++i < 2);

// Stop the scan when a single sided line is reached.
if(!iter->hasFrontSections() || !iter->hasBackSections())
stopScan = true;
}
} while(!stopScan);
}

static int sortWallDivNode(void const *e1, void const *e2)
{
coord_t const h1 = ((walldivnode_t *)e1)->height;
coord_t const h2 = ((walldivnode_t *)e2)->height;
if(h1 > h2) return 1;
if(h2 > h1) return -1;
return 0;
}

static void buildWallDiv(walldivs_t *wallDivs, HEdge const *hedge,
int section, coord_t bottomZ, coord_t topZ, boolean doRight)
{
DENG_ASSERT(wallDivs->num == 0);

// Nodes are arranged according to their Z axis height in ascending order.
// The first node is the bottom.
WallDivs_Append(wallDivs, bottomZ);

// Add nodes for intercepts.
addWallDivNodesForPlaneIntercepts(hedge, wallDivs, section, bottomZ, topZ, doRight);

// The last node is the top.
WallDivs_Append(wallDivs, topZ);

if(!(wallDivs->num > 2)) return;

// Sorting is required. This shouldn't take too long...
// There seldom are more than two or three nodes.
qsort(wallDivs->nodes, wallDivs->num, sizeof(*wallDivs->nodes), sortWallDivNode);

WallDivs_AssertSorted(wallDivs);
WallDivs_AssertInRange(wallDivs, bottomZ, topZ);
}

bool HEdge::prepareWallDivs(int section, walldivs_t *leftWallDivs,
walldivs_t *rightWallDivs, Vector2f *materialOrigin) const
{
DENG_ASSERT(hasLineSide());

Sector const *frontSec, *backSec;

if(!line().isSelfReferencing())
{
frontSec = bspLeafSectorPtr();
backSec = hasTwin()? twin().bspLeafSectorPtr() : 0;
}
else
{
frontSec = backSec = lineSide().sectorPtr();
}

coord_t bottom, top;
bool visible = R_SideSectionCoords(lineSide(), section, frontSec, backSec,
&bottom, &top, materialOrigin);

if(materialOrigin)
{
materialOrigin->x += float(_lineOffset);
}

if(!visible) return false;

buildWallDiv(leftWallDivs, this, section, bottom, top, false/*is-left-edge*/);
buildWallDiv(rightWallDivs, this, section, bottom, top, true/*is-right-edge*/);

return true;
}

biassurface_t &HEdge::biasSurfaceForGeometryGroup(uint groupId)
{
if(groupId <= Line::Side::Top)
Expand Down Expand Up @@ -449,6 +247,8 @@ int HEdge::property(setargs_t &args) const
// WallDivs ----------------------------------------------------------------
/// @todo Move the following to another file

#include "render/walldiv.h"

coord_t WallDivNode_Height(walldivnode_t *node)
{
DENG2_ASSERT(node);
Expand Down

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