This commit is contained in:
KP 2024-07-28 19:20:30 -05:00
parent e88c56e3c2
commit 4edcab3ef7
3 changed files with 71 additions and 207 deletions

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@ -1,32 +1,27 @@
[06:45:36 PM] Info: Starting...
[07:19:31 PM] Info: Starting...
KP3D version 2
===============================
Copyright (C) kpworld.xyz 2018-2024
Contact me! @kp_cftsz
[06:45:36 PM] Info: Initializing SDL
[06:45:36 PM] Info: Initializing OpenGL
[06:45:36 PM] Info: OpenGL version: 4.6.0 NVIDIA 536.23
[06:45:36 PM] Info: Initializing GLEW
[06:45:36 PM] Info: Initializing SDL_mixer
[06:45:36 PM] Info: Reticulating splines...
[06:45:36 PM] Info: Ready!
[06:45:36 PM] Info: Finalize mesh with 45 batches
[06:45:40 PM] Info: Finalize mesh with 50 batches
[06:45:43 PM] Info: Finalize mesh with 52 batches
[06:45:43 PM] Info: Finalize mesh with 56 batches
[06:45:43 PM] Info: Finalize mesh with 56 batches
[06:45:43 PM] Info: Finalize mesh with 56 batches
[06:45:43 PM] Info: Finalize mesh with 56 batches
[06:45:43 PM] Info: Finalize mesh with 56 batches
[06:45:43 PM] Info: Finalize mesh with 56 batches
[06:45:43 PM] Info: Finalize mesh with 56 batches
[06:45:43 PM] Info: Finalize mesh with 56 batches
[06:45:43 PM] Info: Finalize mesh with 56 batches
[06:45:43 PM] Info: Finalize mesh with 56 batches
[06:45:43 PM] Info: Finalize mesh with 56 batches
[06:45:43 PM] Info: Finalize mesh with 56 batches
[06:45:47 PM] Error: Sector 9 discarded; a sector may not overlap another sector unless all of its walls fit inside
[06:45:47 PM] Error: Sector 8 discarded; a sector may not overlap another sector unless all of its walls fit inside
[06:45:47 PM] Info: Finalize mesh with 50 batches
[07:19:31 PM] Info: Initializing SDL
[07:19:31 PM] Info: Initializing OpenGL
[07:19:31 PM] Info: OpenGL version: 4.6.0 NVIDIA 536.23
[07:19:31 PM] Info: Initializing GLEW
[07:19:31 PM] Info: Initializing SDL_mixer
[07:19:31 PM] Info: Reticulating splines...
[07:19:31 PM] Info: Ready!
[07:19:31 PM] Info: Finalized mesh with 45 batches
[07:19:37 PM] Info: Finalized mesh with 50 batches
[07:19:39 PM] Error: Sector 5 discarded; a sector may not overlap another sector unless all of its walls fit inside
[07:19:39 PM] Error: Sector 1 discarded; a sector may not overlap another sector unless all of its walls fit inside
[07:19:39 PM] Info: Finalized mesh with 25 batches
[07:19:39 PM] Info: Finalized mesh with 25 batches
[07:19:39 PM] Info: Finalized mesh with 25 batches
[07:19:39 PM] Info: Finalized mesh with 25 batches
[07:19:39 PM] Info: Finalized mesh with 25 batches
[07:19:39 PM] Info: Finalized mesh with 25 batches
[07:19:39 PM] Info: Finalized mesh with 25 batches
[07:19:39 PM] Info: Finalized mesh with 25 batches
[07:19:39 PM] Info: Finalized mesh with 25 batches

View file

@ -23,8 +23,6 @@ struct SectorContainmentStatus
bool SectorContains(const kp3d::Sector& outer, const kp3d::Sector& inner, SectorContainmentStatus* output = nullptr)
{
#if 0
using namespace Clipper2Lib;
using namespace kp3d;
bool completely_inside = false;
@ -32,55 +30,19 @@ bool SectorContains(const kp3d::Sector& outer, const kp3d::Sector& inner, Sector
int count = 0;
int partial_count = 0;
PathD outer_path;
for (const Wall& l: outer.walls)
outer_path.push_back({l.start.x, l.start.y});
PathD inner_path;
for (const Wall& l: inner.walls)
inner_path.push_back({l.start.x, l.start.y});
for (PointD& p: inner_path)
{
PointInPolygonResult status = Clipper2Lib::PointInPolygon(p, outer_path);
if (status == PointInPolygonResult::IsInside)
count++;
if (status == PointInPolygonResult::IsOn)
partial_count++;
}
if ((count + partial_count) == inner_path.size())
completely_inside = true;
if (partial_count > 0 && count > 0)
partially_inside = true;
#else
bool completely_inside = false;
bool partially_inside = false;
int count = 0;
int partial_count = 0;
using namespace kp3d;
for (const Wall& l : inner.walls)
{
if (PointInPolygon(outer.walls, l.start))
{
count++;
}
for (const Wall& l2 : outer.walls)
{
if (PointInLine(l.start, l2.start, l2.end))
{
partial_count++;
}
}
}
if ((count) == inner.walls.size())
if (count == inner.walls.size())
completely_inside = true;
if (partial_count > 0)// && count > 0)
if (partial_count > 0)
partially_inside = true;
#endif
if (output)
{
output->count = count;
@ -90,7 +52,7 @@ bool SectorContains(const kp3d::Sector& outer, const kp3d::Sector& inner, Sector
// KP3D_LOG_INFO("SectorContains: outer: {}, inner: {} - count: {}, partial count: {} / complete: {}, partial: {}", outer.id, inner.id, count, partial_count, completely_inside, partially_inside);
return completely_inside;// || (count > 0 && partial_count < 4); // stupid
return completely_inside;
}
// Callback used by the renderer and editor
@ -102,11 +64,6 @@ kp3d::uint ShouldHighlight(const kp3d::RenderBatch3D& batch)
if (&batch != kp3d::editor_hovered_batch)
return 0xFFFFFFFF;
kp3d::BatchSectorInfo info = std::any_cast<kp3d::BatchSectorInfo>(batch.userdata);
// if (info.wall)
// return 0xFF5555FF;
// else if (info.flat)
// return 0xFFFF55FF;
// else
if (info.sector)
return 0x5555FFFF;
}
@ -170,11 +127,8 @@ void Map::BuildFlat(Sector& sector, Flat& flat, bool invert)
l.textures[TEX_FRONT] = nullptr;
l.flags = Wall::FLAG_OPENING | Wall::FLAG_SUBSECTOR_OPENING;
l.portal = &sector;
// flat.steiner_points.push_back({ l.start.x, flat.base_height, l.start.y });
//s->floor.steiner_points.push_back({ l.start.x, s->floor.base_height, l.start.y });
//s->ceiling.steiner_points.push_back({ l.start.x, s->ceiling.base_height, l.start.y });
}
//if (l.flags & Wall::FLAG_SUBSECTOR_OPENING)
// if (l.flags & Wall::FLAG_SUBSECTOR_OPENING)
// steiner_points.push_back({l.start.x, l.start.y});
}
ss.push_back({l.start.x, l.start.y});
@ -280,18 +234,11 @@ void Map::BuildQuad(Sector& sector, Wall& wall, Flat& flat_topr, Flat& flat_bott
Vec2 mpos = {Distance({v.position.x, v.position.z}, {pos_a.x, pos_a.z}), v.position.y};
points.push_back(mpos);
}
if (!points.empty())
{
//if (!FloatCmp(points.back().x, Distance({ pos_a.x, pos_a.z }, { pos_b.x, pos_b.z }), E) && !FloatCmp(points.back().y, flat_bottom.base_height, E))
// points.push_back({ Distance({ pos_a.x, pos_a.z }, {pos_b.x, pos_b.z}), flat_bottom.base_height });
}
else
if (points.empty())
{
points.push_back({0.0f, flat_bottom.base_height});
points.push_back({Distance({pos_a.x, pos_a.z}, {pos_b.x, pos_b.z}), flat_bottom.base_height});
}
//if (points.empty())
// points.push_back({ 0.0f, flat_bottom.base_height });
std::vector<Vec2> top_points;
for (const Vertex3D& v: flat_top.triangulated_data)
{
@ -300,18 +247,11 @@ void Map::BuildQuad(Sector& sector, Wall& wall, Flat& flat_topr, Flat& flat_bott
Vec2 mpos = {Distance({v.position.x, v.position.z}, {pos_a.x, pos_a.z}), v.position.y};
top_points.push_back(mpos);
}
if (!top_points.empty())
{
//if (!FloatCmp(top_points.back().x, 0.0f, E) && !FloatCmp(top_points.back().y, flat_top.base_height, E))
// top_points.push_back({ 0.0f, flat_top.base_height });
}
else
if (top_points.empty())
{
top_points.push_back({ Distance({pos_a.x, pos_a.z}, {pos_b.x, pos_b.z}), flat_top.base_height });
top_points.push_back({ 0.0f, flat_top.base_height });
}
// if (top_points.empty())
// top_points.push_back({Distance({0.0f, 0.0f}, {pos_b.x - pos_a.x, pos_b.z - pos_a.x}), flat_top.base_height});
std::sort(points.begin(), points.end(), [&](Vec2 a, Vec2 b) { return a.x < b.x; });
std::sort(top_points.begin(), top_points.end(), [&](Vec2 a, Vec2 b) { return a.x > b.x; });
points.insert(points.end(), top_points.begin(), top_points.end());
@ -362,6 +302,9 @@ void Map::BuildQuad(Sector& sector, Wall& wall, Flat& flat_topr, Flat& flat_bott
}
}
/*
* Deals with building walls for sectors as well as upper/lower walls for joined sectors, subsectors, and joined subsectors
*/
void Map::BuildWall(Sector& sector, Wall& wall)
{
Vec3 a = {wall.start.x, 0.0f, wall.start.y};
@ -397,53 +340,12 @@ void Map::BuildWall(Sector& sector, Wall& wall)
}
}
void Map::SanitizeSectors()
{
// Before we can build the map, we need to do some safety checks and fix up the level geometry since we could easily encounter
// unexpected input, weird edge cases, etc.
// For instance, what do we do when two sectors overlap?
// - If the overlapping sector is completely contained by the sector it's overlapping, keep it as-is so we can make it a child
// - If the overlapping sector is *partially* overlapping, nuke the sector (if you need this functionality, prefer connected
// subsectors instead)
std::vector<Sector*> to_remove;
for (const auto& sp2: sectors)
{
for (const auto& sp : sectors)
{
Sector& s = *sp;
if (sp->id == sp2->id)
continue;
Sector& s2 = *sp2;
if (s2.inverted || s.inverted)
continue;
SectorContainmentStatus status;
SectorContains(s, s2, &status);
if (status.partial_count == s2.walls.size())
{
KP3D_LOG_ERROR("Sector {} discarded; a sector may not overlap another sector unless all of its walls fit inside", s2.id);
to_remove.push_back(sp2.get());
}
}
}
to_remove.erase(std::unique(to_remove.begin(), to_remove.end()), to_remove.end());
for (const auto& sp: to_remove)
sectors.erase(std::remove_if(sectors.begin(), sectors.end(), [&](const std::shared_ptr<Sector>& sec) { return sec.get() == sp; }), sectors.end());
}
void Map::JoinSectors(Sector& sector)
{
// "Connect" sectors by splitting up their walls where other sectors intersect
//for (int i = 0; i < sector.walls.size(); i++)
for (int i = 0; i < sector.walls.size(); i++)
{
Wall& ld = sector.walls[i];
//if (ld.flags & Wall::FLAG_TOUCHED)
// continue;
for (const auto& sp: sectors)
{
Sector& s = *sp;
@ -459,17 +361,15 @@ void Map::JoinSectors(Sector& sector)
float yt = s.ceiling.base_height;
bool not_child = s.parent_id != sector.id;
float e = 1.0f / 128.0f;
const float E = 1.0f / 128.0f;
for (Wall& l: s.walls)
{
//if (l.flags & Wall::FLAG_TOUCHED)
// continue;
bool good = false;
bool start_cmp = PosCmp({l.start.x, 0.0f, l.start.y}, {pos_a.x, 0.0f, pos_a.z}, e) ||
PosCmp({l.start.x, 0.0f, l.start.y}, {pos_b.x, 0.0f, pos_b.z}, e);
bool end_cmp = PosCmp({l.end.x, 0.0f, l.end.y}, {pos_b.x, 0.0f, pos_b.z}, e) ||
PosCmp({l.end.x, 0.0f, l.end.y}, {pos_a.x, 0.0f, pos_a.z}, e);
bool start_cmp = PosCmp({l.start.x, 0.0f, l.start.y}, {pos_a.x, 0.0f, pos_a.z}, E) ||
PosCmp({l.start.x, 0.0f, l.start.y}, {pos_b.x, 0.0f, pos_b.z}, E);
bool end_cmp = PosCmp({l.end.x, 0.0f, l.end.y}, {pos_b.x, 0.0f, pos_b.z}, E) ||
PosCmp({l.end.x, 0.0f, l.end.y}, {pos_a.x, 0.0f, pos_a.z}, E);
bool same_points = start_cmp && end_cmp;
bool start_on_seg = PointInLine(l.start, {pos_a.x, pos_a.z}, {pos_b.x, pos_b.z});
bool end_on_seg = PointInLine(l.end, {pos_a.x, pos_a.z}, {pos_b.x, pos_b.z});
@ -511,6 +411,9 @@ void Map::JoinSectors(Sector& sector)
switch (type)
{
// e.g.
// +----|-------------|----+
// +-------------+
case OVERLAP_NO_TOUCH:
{
XYf old_end = ld.end;
@ -523,7 +426,6 @@ void Map::JoinSectors(Sector& sector)
w1.end.x = l.start.x;
w1.end.y = l.start.y;
w1.textures[TEX_FRONT] = nullptr;
// w1.flags = Wall::FLAG_OPENING;
w1.portal = &s;
w1.flags = Wall::FLAG_TOUCHED;
InsertLine(sector.walls, i + 1, w1);
@ -536,6 +438,9 @@ void Map::JoinSectors(Sector& sector)
InsertLine(sector.walls, i + 2, w2);
}
break;
// e.g.
// +-------------|---------+
// +-------------+
case OVERLAP_LEFT_TOUCH:
{
Wall w1 = ld;
@ -552,6 +457,9 @@ void Map::JoinSectors(Sector& sector)
InsertLine(sector.walls, i + 1, w1);
}
break;
// e.g.
// +---------|-------------+
// +-------------+
case OVERLAP_RIGHT_TOUCH:
{
Wall w1 = ld;
@ -569,6 +477,9 @@ void Map::JoinSectors(Sector& sector)
InsertLine(sector.walls, i + 1, w1);
}
break;
// e.g.
// +-----------------------+
// +-----------------------+
case OVERLAP_BOTH_TOUCH:
{
if (!sector.inverted) // not sure if we want to discount inverted sectors for just this case or all of
@ -595,59 +506,31 @@ void Map::JoinSectors(Sector& sector)
}
}
bool Map::WallOverlaps(Sector& sector, Wall& ld)
void Map::SanitizeSectors()
{
bool d = false;
for (const auto& sp: sectors)
// Before we can build the map, we need to do some safety checks and fix up the level geometry since we could easily encounter
// unexpected input, weird edge cases, etc.
std::vector<Sector*> to_remove;
for (const auto& sp2 : sectors)
{
Sector& s = *sp;
if (s.id == sector.id)
for (const auto& sp : sectors)
{
if (sp->id == sp2->id || sp2->inverted || sp->inverted)
continue;
Vec3 pos_a = { ld.start.x, sector.floor.base_height, ld.start.y };
Vec3 pos_b = { ld.end.x, sector.ceiling.base_height, ld.end.y };
float yb = s.floor.base_height;
float yt = s.ceiling.base_height;
bool not_child = s.parent_id != sector.id;
float e = 1.0f / 128.0f;
for (Wall& l: s.walls)
SectorContainmentStatus status;
SectorContains(*sp, *sp2, &status);
if (status.partial_count == sp2->walls.size())
{
//if (l.flags & Wall::FLAG_TOUCHED)
// continue;
bool good = false;
bool start_cmp = PosCmp({ l.start.x, 0.0f, l.start.y }, { pos_a.x, 0.0f, pos_a.z }, e) ||
PosCmp({ l.start.x, 0.0f, l.start.y }, { pos_b.x, 0.0f, pos_b.z }, e);
bool end_cmp = PosCmp({ l.end.x, 0.0f, l.end.y }, { pos_b.x, 0.0f, pos_b.z }, e) ||
PosCmp({ l.end.x, 0.0f, l.end.y }, { pos_a.x, 0.0f, pos_a.z }, e);
bool same_points = start_cmp && end_cmp;
bool start_on_seg = PointInLine(l.start, { pos_a.x, pos_a.z }, { pos_b.x, pos_b.z });
bool end_on_seg = PointInLine(l.end, { pos_a.x, pos_a.z }, { pos_b.x, pos_b.z });
bool on_segment = start_on_seg && end_on_seg;
bool right_join = start_on_seg && end_cmp;
bool left_join = end_on_seg && start_cmp;
if (on_segment && not_child) {
if (same_points)
return true;
//if (left_join)
// return true;
//else if (right_join)
// return true;//d = true;
//KP3D_LOG_INFO("Wall is overlapping!");
KP3D_LOG_ERROR("Sector {} discarded; a sector may not overlap another sector unless all of its walls fit inside", sp2->id);
to_remove.push_back(sp2.get());
}
//if (on_segment && not_child)
// good = true;
}
}
return d;
to_remove.erase(std::unique(to_remove.begin(), to_remove.end()), to_remove.end());
for (const auto& sp : to_remove)
sectors.erase(std::remove_if(sectors.begin(), sectors.end(), [&](const std::shared_ptr<Sector>& sec) { return sec.get() == sp; }), sectors.end());
}
void Map::Init()
@ -710,13 +593,6 @@ void Map::Rebuild(NormalGenType gen_normals)
{
m_mesh.Reset();
//sectors.clear();
//for (Sector& s : original_sectors)
//{
// s.original = &s;
// sectors.push_back(s);
//}
// Correct sectors with counter-clockwise linedef order using the shoelace formula,
// also while we're at it grab the sector areas (will be useful later) and reset old data.
int i = 0;
@ -738,13 +614,7 @@ void Map::Rebuild(NormalGenType gen_normals)
float area = 0.0f;
for (Wall& l: s.walls)
{
//bool touched = l.flags & Wall::FLAG_TOUCHED;
//bool no_collisions = l.flags & Wall::FLAG_NO_COLLISION;
l.flags = Wall::NO_FLAGS;
//if (touched)
// l.flags |= Wall::FLAG_TOUCHED;
//if (no_collisions)
// l.flags |= Wall::FLAG_NO_COLLISION;
l.portal = nullptr;
area += l.start.x * l.end.y;
@ -760,7 +630,6 @@ void Map::Rebuild(NormalGenType gen_normals)
s.area = fabsf(area);
}
// Now perform the process of "parenting" sectors; this essentially takes in our flat list of sectors and creates a hierarchy.
std::sort(sectors.begin(), sectors.end(), [](const auto& a, const auto& b) { return a->area < b->area; });
SanitizeSectors();
@ -782,6 +651,7 @@ void Map::Rebuild(NormalGenType gen_normals)
}
}
}
SanitizeSectors();
#if 0
// Debug: Print out the sector hierachy
@ -881,11 +751,12 @@ void Map::Rebuild(NormalGenType gen_normals)
(au.sector != bu.sector || au.flat != bu.flat || au.wall != bu.wall);
}
);
KP3D_LOG_INFO("Finalize mesh with {} batches", m_mesh.GetBatchesRef().size());
KP3D_LOG_INFO("Finalized mesh with {} batches", m_mesh.GetBatchesRef().size());
}
void Map::Update()
{
// ...
}
void Map::Render()
@ -894,7 +765,7 @@ void Map::Render()
RenderSkybox();
// Map
glDisable(GL_CULL_FACE);
glDisable(GL_CULL_FACE); // <- we shouldn't count on this
kp3d::Renderer3D::PushShader(kp3d::Renderer3D::GetMapShader());
kp3d::Renderer3D::DrawMesh(m_mesh, m_transform, true, ShouldHighlight);
kp3d::Renderer3D::PopShader();
@ -974,7 +845,6 @@ void Map::BuildSkybox(const std::string& texture_path, float scale)
void Map::RenderSkybox()
{
return;
glDisable(GL_DEPTH_TEST);
Renderer3D::PushShader(Renderer3D::GetDefaultShader());
m_skybox_data.transform.translation = Renderer3D::GetPrimaryCamera()->position;

View file

@ -132,9 +132,8 @@ public:
void BuildFlat(Sector& sector, Flat& flat, bool invert);
void BuildQuad(Sector& sector, Wall& wall, Flat& flat_top, Flat& flat_bottom, const Texture* texture, Vec3 pos_a, Vec3 pos_b, bool flip, bool flip_u, bool flip_v, XYf uv_offset);
void BuildWall(Sector& sector, Wall& wall);
void SanitizeSectors();
void JoinSectors(Sector& sector);
bool WallOverlaps(Sector& sector, Wall& wall);
void SanitizeSectors();
void Init();