vkdoom_m/src/rendering/hwrenderer/doom_levelmesh.cpp
2023-08-30 18:08:00 +02:00

465 lines
12 KiB
C++

#include "templates.h"
#include "doom_levelmesh.h"
#include "g_levellocals.h"
#include "texturemanager.h"
#include "playsim/p_lnspec.h"
#include "c_dispatch.h"
#include "g_levellocals.h"
CCMD(dumplevelmesh)
{
if (level.levelMesh)
{
level.levelMesh->DumpMesh(FString("levelmesh.obj"));
Printf("Level mesh exported.");
}
else
{
Printf("No level mesh. Perhaps your level has no lightmap loaded?");
}
}
DoomLevelMesh::DoomLevelMesh(FLevelLocals &doomMap)
{
for (unsigned int i = 0; i < doomMap.sides.Size(); i++)
{
CreateSideSurfaces(doomMap, &doomMap.sides[i]);
}
CreateSubsectorSurfaces(doomMap);
for (size_t i = 0; i < Surfaces.Size(); i++)
{
const Surface &s = Surfaces[i];
int numVerts = s.numVerts;
unsigned int pos = s.startVertIndex;
FVector3* verts = &MeshVertices[pos];
for (int j = 0; j < numVerts; j++)
{
MeshUVIndex.Push(j);
}
if (s.type == ST_FLOOR || s.type == ST_CEILING)
{
for (int j = 2; j < numVerts; j++)
{
if (!IsDegenerate(verts[0], verts[j - 1], verts[j]))
{
MeshElements.Push(pos);
MeshElements.Push(pos + j - 1);
MeshElements.Push(pos + j);
MeshSurfaces.Push((int)i);
}
}
}
else if (s.type == ST_MIDDLEWALL || s.type == ST_UPPERWALL || s.type == ST_LOWERWALL)
{
if (!IsDegenerate(verts[0], verts[1], verts[2]))
{
MeshElements.Push(pos + 0);
MeshElements.Push(pos + 1);
MeshElements.Push(pos + 2);
MeshSurfaces.Push((int)i);
}
if (!IsDegenerate(verts[1], verts[2], verts[3]))
{
MeshElements.Push(pos + 3);
MeshElements.Push(pos + 2);
MeshElements.Push(pos + 1);
MeshSurfaces.Push((int)i);
}
}
}
Collision = std::make_unique<TriangleMeshShape>(MeshVertices.Data(), MeshVertices.Size(), MeshElements.Data(), MeshElements.Size());
}
void DoomLevelMesh::CreateSideSurfaces(FLevelLocals &doomMap, side_t *side)
{
sector_t *front;
sector_t *back;
front = side->sector;
back = (side->linedef->frontsector == front) ? side->linedef->backsector : side->linedef->frontsector;
if (IsControlSector(front))
return;
FVector2 v1 = ToFVector2(side->V1()->fPos());
FVector2 v2 = ToFVector2(side->V2()->fPos());
float v1Top = (float)front->ceilingplane.ZatPoint(v1);
float v1Bottom = (float)front->floorplane.ZatPoint(v1);
float v2Top = (float)front->ceilingplane.ZatPoint(v2);
float v2Bottom = (float)front->floorplane.ZatPoint(v2);
int typeIndex = side->Index();
FVector2 dx(v2.X - v1.X, v2.Y - v1.Y);
float distance = dx.Length();
// line_horizont consumes everything
if (side->linedef->special == Line_Horizon && front != back)
{
Surface surf;
surf.type = ST_MIDDLEWALL;
surf.typeIndex = typeIndex;
surf.bSky = front->GetTexture(sector_t::floor) == skyflatnum || front->GetTexture(sector_t::ceiling) == skyflatnum;
FVector3 verts[4];
verts[0].X = verts[2].X = v1.X;
verts[0].Y = verts[2].Y = v1.Y;
verts[1].X = verts[3].X = v2.X;
verts[1].Y = verts[3].Y = v2.Y;
verts[0].Z = v1Bottom;
verts[1].Z = v2Bottom;
verts[2].Z = v1Top;
verts[3].Z = v2Top;
surf.startVertIndex = MeshVertices.Size();
surf.numVerts = 4;
MeshVertices.Push(verts[0]);
MeshVertices.Push(verts[1]);
MeshVertices.Push(verts[2]);
MeshVertices.Push(verts[3]);
surf.plane = ToPlane(verts[0], verts[1], verts[2]);
Surfaces.Push(surf);
return;
}
if (back)
{
for (unsigned int j = 0; j < front->e->XFloor.ffloors.Size(); j++)
{
F3DFloor *xfloor = front->e->XFloor.ffloors[j];
// Don't create a line when both sectors have the same 3d floor
bool bothSides = false;
for (unsigned int k = 0; k < back->e->XFloor.ffloors.Size(); k++)
{
if (back->e->XFloor.ffloors[k] == xfloor)
{
bothSides = true;
break;
}
}
if (bothSides)
continue;
Surface surf;
surf.type = ST_MIDDLEWALL;
surf.typeIndex = typeIndex;
surf.controlSector = xfloor->model;
surf.bSky = false;
FVector3 verts[4];
verts[0].X = verts[2].X = v2.X;
verts[0].Y = verts[2].Y = v2.Y;
verts[1].X = verts[3].X = v1.X;
verts[1].Y = verts[3].Y = v1.Y;
verts[0].Z = (float)xfloor->model->floorplane.ZatPoint(v2);
verts[1].Z = (float)xfloor->model->floorplane.ZatPoint(v1);
verts[2].Z = (float)xfloor->model->ceilingplane.ZatPoint(v2);
verts[3].Z = (float)xfloor->model->ceilingplane.ZatPoint(v1);
surf.startVertIndex = MeshVertices.Size();
surf.numVerts = 4;
MeshVertices.Push(verts[0]);
MeshVertices.Push(verts[1]);
MeshVertices.Push(verts[2]);
MeshVertices.Push(verts[3]);
surf.plane = ToPlane(verts[0], verts[1], verts[2]);
Surfaces.Push(surf);
}
float v1TopBack = (float)back->ceilingplane.ZatPoint(v1);
float v1BottomBack = (float)back->floorplane.ZatPoint(v1);
float v2TopBack = (float)back->ceilingplane.ZatPoint(v2);
float v2BottomBack = (float)back->floorplane.ZatPoint(v2);
if (v1Top == v1TopBack && v1Bottom == v1BottomBack && v2Top == v2TopBack && v2Bottom == v2BottomBack)
{
return;
}
// bottom seg
if (v1Bottom < v1BottomBack || v2Bottom < v2BottomBack)
{
if (IsBottomSideVisible(side))
{
Surface surf;
FVector3 verts[4];
verts[0].X = verts[2].X = v1.X;
verts[0].Y = verts[2].Y = v1.Y;
verts[1].X = verts[3].X = v2.X;
verts[1].Y = verts[3].Y = v2.Y;
verts[0].Z = v1Bottom;
verts[1].Z = v2Bottom;
verts[2].Z = v1BottomBack;
verts[3].Z = v2BottomBack;
surf.startVertIndex = MeshVertices.Size();
surf.numVerts = 4;
MeshVertices.Push(verts[0]);
MeshVertices.Push(verts[1]);
MeshVertices.Push(verts[2]);
MeshVertices.Push(verts[3]);
surf.plane = ToPlane(verts[0], verts[1], verts[2]);
surf.type = ST_LOWERWALL;
surf.typeIndex = typeIndex;
surf.bSky = false;
surf.controlSector = nullptr;
Surfaces.Push(surf);
}
v1Bottom = v1BottomBack;
v2Bottom = v2BottomBack;
}
// top seg
if (v1Top > v1TopBack || v2Top > v2TopBack)
{
bool bSky = IsTopSideSky(front, back, side);
if (bSky || IsTopSideVisible(side))
{
Surface surf;
FVector3 verts[4];
verts[0].X = verts[2].X = v1.X;
verts[0].Y = verts[2].Y = v1.Y;
verts[1].X = verts[3].X = v2.X;
verts[1].Y = verts[3].Y = v2.Y;
verts[0].Z = v1TopBack;
verts[1].Z = v2TopBack;
verts[2].Z = v1Top;
verts[3].Z = v2Top;
surf.startVertIndex = MeshVertices.Size();
surf.numVerts = 4;
MeshVertices.Push(verts[0]);
MeshVertices.Push(verts[1]);
MeshVertices.Push(verts[2]);
MeshVertices.Push(verts[3]);
surf.plane = ToPlane(verts[0], verts[1], verts[2]);
surf.type = ST_UPPERWALL;
surf.typeIndex = typeIndex;
surf.bSky = bSky;
surf.controlSector = nullptr;
Surfaces.Push(surf);
}
v1Top = v1TopBack;
v2Top = v2TopBack;
}
}
// middle seg
if (back == nullptr)
{
Surface surf;
surf.bSky = false;
FVector3 verts[4];
verts[0].X = verts[2].X = v1.X;
verts[0].Y = verts[2].Y = v1.Y;
verts[1].X = verts[3].X = v2.X;
verts[1].Y = verts[3].Y = v2.Y;
verts[0].Z = v1Bottom;
verts[1].Z = v2Bottom;
verts[2].Z = v1Top;
verts[3].Z = v2Top;
surf.startVertIndex = MeshVertices.Size();
surf.numVerts = 4;
surf.bSky = false;
MeshVertices.Push(verts[0]);
MeshVertices.Push(verts[1]);
MeshVertices.Push(verts[2]);
MeshVertices.Push(verts[3]);
surf.plane = ToPlane(verts[0], verts[1], verts[2]);
surf.type = ST_MIDDLEWALL;
surf.typeIndex = typeIndex;
surf.controlSector = nullptr;
Surfaces.Push(surf);
}
}
void DoomLevelMesh::CreateFloorSurface(FLevelLocals &doomMap, subsector_t *sub, sector_t *sector, int typeIndex, bool is3DFloor)
{
Surface surf;
surf.bSky = IsSkySector(sector, sector_t::floor);
if (!is3DFloor)
{
surf.plane = sector->floorplane;
}
else
{
surf.plane = sector->ceilingplane;
surf.plane.FlipVert();
}
surf.numVerts = sub->numlines;
surf.startVertIndex = MeshVertices.Size();
MeshVertices.Resize(surf.startVertIndex + surf.numVerts);
FVector3* verts = &MeshVertices[surf.startVertIndex];
for (int j = 0; j < surf.numVerts; j++)
{
seg_t *seg = &sub->firstline[(surf.numVerts - 1) - j];
FVector2 v1 = ToFVector2(seg->v1->fPos());
verts[j].X = v1.X;
verts[j].Y = v1.Y;
verts[j].Z = (float)surf.plane.ZatPoint(verts[j]);
}
surf.type = ST_FLOOR;
surf.typeIndex = typeIndex;
surf.controlSector = is3DFloor ? sector : nullptr;
Surfaces.Push(surf);
}
void DoomLevelMesh::CreateCeilingSurface(FLevelLocals &doomMap, subsector_t *sub, sector_t *sector, int typeIndex, bool is3DFloor)
{
Surface surf;
surf.bSky = IsSkySector(sector, sector_t::ceiling);
if (!is3DFloor)
{
surf.plane = sector->ceilingplane;
}
else
{
surf.plane = sector->floorplane;
surf.plane.FlipVert();
}
surf.numVerts = sub->numlines;
surf.startVertIndex = MeshVertices.Size();
MeshVertices.Resize(surf.startVertIndex + surf.numVerts);
FVector3* verts = &MeshVertices[surf.startVertIndex];
for (int j = 0; j < surf.numVerts; j++)
{
seg_t *seg = &sub->firstline[j];
FVector2 v1 = ToFVector2(seg->v1->fPos());
verts[j].X = v1.X;
verts[j].Y = v1.Y;
verts[j].Z = (float)surf.plane.ZatPoint(verts[j]);
}
surf.type = ST_CEILING;
surf.typeIndex = typeIndex;
surf.controlSector = is3DFloor ? sector : nullptr;
Surfaces.Push(surf);
}
void DoomLevelMesh::CreateSubsectorSurfaces(FLevelLocals &doomMap)
{
for (unsigned int i = 0; i < doomMap.subsectors.Size(); i++)
{
subsector_t *sub = &doomMap.subsectors[i];
if (sub->numlines < 3)
{
continue;
}
sector_t *sector = sub->sector;
if (!sector || IsControlSector(sector))
continue;
CreateFloorSurface(doomMap, sub, sector, i, false);
CreateCeilingSurface(doomMap, sub, sector, i, false);
for (unsigned int j = 0; j < sector->e->XFloor.ffloors.Size(); j++)
{
CreateFloorSurface(doomMap, sub, sector->e->XFloor.ffloors[j]->model, i, true);
CreateCeilingSurface(doomMap, sub, sector->e->XFloor.ffloors[j]->model, i, true);
}
}
}
bool DoomLevelMesh::IsTopSideSky(sector_t* frontsector, sector_t* backsector, side_t* side)
{
return IsSkySector(frontsector, sector_t::ceiling) && IsSkySector(backsector, sector_t::ceiling);
}
bool DoomLevelMesh::IsTopSideVisible(side_t* side)
{
auto tex = TexMan.GetGameTexture(side->GetTexture(side_t::top), true);
return tex && tex->isValid();
}
bool DoomLevelMesh::IsBottomSideVisible(side_t* side)
{
auto tex = TexMan.GetGameTexture(side->GetTexture(side_t::bottom), true);
return tex && tex->isValid();
}
bool DoomLevelMesh::IsSkySector(sector_t* sector, int plane)
{
// plane is either sector_t::ceiling or sector_t::floor
return sector->GetTexture(plane) == skyflatnum;
}
bool DoomLevelMesh::IsControlSector(sector_t* sector)
{
//return sector->controlsector;
return false;
}
bool DoomLevelMesh::IsDegenerate(const FVector3 &v0, const FVector3 &v1, const FVector3 &v2)
{
// A degenerate triangle has a zero cross product for two of its sides.
float ax = v1.X - v0.X;
float ay = v1.Y - v0.Y;
float az = v1.Z - v0.Z;
float bx = v2.X - v0.X;
float by = v2.Y - v0.Y;
float bz = v2.Z - v0.Z;
float crossx = ay * bz - az * by;
float crossy = az * bx - ax * bz;
float crossz = ax * by - ay * bx;
float crosslengthsqr = crossx * crossx + crossy * crossy + crossz * crossz;
return crosslengthsqr <= 1.e-6f;
}
void DoomLevelMesh::DumpMesh(const FString& filename) const
{
auto f = fopen(filename.GetChars(), "w");
fprintf(f, "# DoomLevelMesh debug export\n");
fprintf(f, "# MeshVertices: %d, MeshElements: %d\n", MeshVertices.Size(), MeshElements.Size());
double scale = 1 / 100.0;
for (const auto& v : MeshVertices)
{
fprintf(f, "v %f %f %f\n", v.X * scale, v.Y * scale, v.Z * scale);
}
const auto s = MeshElements.Size();
for (auto i = 0; i + 2 < s; i += 3)
{
fprintf(f, "f %d %d %d\n", MeshElements[i] + 1, MeshElements[i + 1] + 1, MeshElements[i + 2] + 1);
}
fclose(f);
}