- detached the poly renderer from the software renderer

This commit is contained in:
Magnus Norddahl 2017-03-20 08:28:16 +01:00
commit 11e5759913
33 changed files with 327 additions and 315 deletions

View file

@ -32,8 +32,8 @@
#include "po_man.h"
#include "st_stuff.h"
#include "g_levellocals.h"
#include "polyrenderer/scene/poly_light.h"
#include "swrenderer/scene/r_scene.h"
#include "swrenderer/scene/r_light.h"
#include "swrenderer/drawers/r_draw_rgba.h"
#include "swrenderer/viewport/r_viewport.h"
#include "swrenderer/r_swcolormaps.h"
@ -50,49 +50,46 @@ PolyRenderer *PolyRenderer::Instance()
return &scene;
}
PolyRenderer::PolyRenderer() : Thread(nullptr)
PolyRenderer::PolyRenderer()
{
DrawQueue = std::make_shared<DrawerCommandQueue>(&FrameMemory);
}
void PolyRenderer::RenderView(player_t *player)
{
using namespace swrenderer;
auto viewport = Thread.Viewport.get();
viewport->RenderTarget = screen;
RenderTarget = screen;
int width = SCREENWIDTH;
int height = SCREENHEIGHT;
int stHeight = gST_Y;
float trueratio;
ActiveRatio(width, height, &trueratio);
viewport->SetViewport(&Thread, width, height, trueratio);
//viewport->SetViewport(&Thread, width, height, trueratio);
RenderActorView(player->mo, false);
// Apply special colormap if the target cannot do it
CameraLight *cameraLight = CameraLight::Instance();
if (cameraLight->ShaderColormap() && viewport->RenderTarget->IsBgra() && !(r_shadercolormaps && screen->Accel2D))
if (cameraLight->ShaderColormap() && RenderTarget->IsBgra() && !(r_shadercolormaps && screen->Accel2D))
{
Thread.DrawQueue->Push<ApplySpecialColormapRGBACommand>(cameraLight->ShaderColormap(), screen);
DrawQueue->Push<ApplySpecialColormapRGBACommand>(cameraLight->ShaderColormap(), screen);
}
DrawerThreads::Execute(Thread.DrawQueue);
DrawerThreads::Execute(DrawQueue);
DrawerThreads::WaitForWorkers();
Thread.DrawQueue->Clear();
DrawQueue->Clear();
}
void PolyRenderer::RenderViewToCanvas(AActor *actor, DCanvas *canvas, int x, int y, int width, int height, bool dontmaplines)
{
auto viewport = Thread.Viewport.get();
const bool savedviewactive = viewactive;
viewwidth = width;
viewport->RenderTarget = canvas;
R_SetWindow(viewport->viewpoint, viewport->viewwindow, 12, width, height, height, true);
viewport->SetViewport(&Thread, width, height, viewport->viewwindow.WidescreenRatio);
RenderTarget = canvas;
R_SetWindow(Viewpoint, Viewwindow, 12, width, height, height, true);
//viewport->SetViewport(&Thread, width, height, Viewwindow.WidescreenRatio);
viewwindowx = x;
viewwindowy = y;
viewactive = true;
@ -100,16 +97,16 @@ void PolyRenderer::RenderViewToCanvas(AActor *actor, DCanvas *canvas, int x, int
canvas->Lock(true);
RenderActorView(actor, dontmaplines);
DrawerThreads::Execute(Thread.DrawQueue);
DrawerThreads::Execute(DrawQueue);
DrawerThreads::WaitForWorkers();
canvas->Unlock();
viewport->RenderTarget = screen;
R_ExecuteSetViewSize(viewport->viewpoint, viewport->viewwindow);
RenderTarget = screen;
R_ExecuteSetViewSize(Viewpoint, Viewwindow);
float trueratio;
ActiveRatio(width, height, &trueratio);
viewport->SetViewport(&Thread, width, height, viewport->viewwindow.WidescreenRatio);
//viewport->SetViewport(&Thread, width, height, viewport->viewwindow.WidescreenRatio);
viewactive = savedviewactive;
}
@ -121,19 +118,19 @@ void PolyRenderer::RenderActorView(AActor *actor, bool dontmaplines)
P_FindParticleSubsectors();
PO_LinkToSubsectors();
R_SetupFrame(Thread.Viewport->viewpoint, Thread.Viewport->viewwindow, actor);
R_SetupFrame(Viewpoint, Viewwindow, actor);
if (APART(R_OldBlend)) NormalLight.Maps = realcolormaps.Maps;
else NormalLight.Maps = realcolormaps.Maps + NUMCOLORMAPS * 256 * R_OldBlend;
swrenderer::CameraLight::Instance()->SetCamera(Thread.Viewport.get(), actor);
Thread.Viewport->SetupFreelook();
PolyCameraLight::Instance()->SetCamera(Viewpoint, RenderTarget, actor);
//Viewport->SetupFreelook();
ActorRenderFlags savedflags = Thread.Viewport->viewpoint.camera->renderflags;
ActorRenderFlags savedflags = Viewpoint.camera->renderflags;
// Never draw the player unless in chasecam mode
if (!Thread.Viewport->viewpoint.showviewer)
Thread.Viewport->viewpoint.camera->renderflags |= RF_INVISIBLE;
if (!Viewpoint.showviewer)
Viewpoint.camera->renderflags |= RF_INVISIBLE;
ClearBuffers();
SetSceneViewport();
@ -144,7 +141,7 @@ void PolyRenderer::RenderActorView(AActor *actor, bool dontmaplines)
MainPortal.RenderTranslucent(0);
PlayerSprites.Render();
Thread.Viewport->viewpoint.camera->renderflags = savedflags;
Viewpoint.camera->renderflags = savedflags;
interpolator.RestoreInterpolations ();
NetUpdate();
@ -158,9 +155,8 @@ void PolyRenderer::RenderRemainingPlayerSprites()
void PolyRenderer::ClearBuffers()
{
PolyVertexBuffer::Clear();
auto viewport = Thread.Viewport.get();
PolyStencilBuffer::Instance()->Clear(viewport->RenderTarget->GetWidth(), viewport->RenderTarget->GetHeight(), 0);
PolySubsectorGBuffer::Instance()->Resize(viewport->RenderTarget->GetPitch(), viewport->RenderTarget->GetHeight());
PolyStencilBuffer::Instance()->Clear(RenderTarget->GetWidth(), RenderTarget->GetHeight(), 0);
PolySubsectorGBuffer::Instance()->Resize(RenderTarget->GetPitch(), RenderTarget->GetHeight());
NextStencilValue = 0;
SeenLinePortals.clear();
SeenMirrors.clear();
@ -170,9 +166,7 @@ void PolyRenderer::SetSceneViewport()
{
using namespace swrenderer;
auto viewport = Thread.Viewport.get();
if (viewport->RenderTarget == screen) // Rendering to screen
if (RenderTarget == screen) // Rendering to screen
{
int height;
if (screenblocks >= 10)
@ -181,11 +175,11 @@ void PolyRenderer::SetSceneViewport()
height = (screenblocks*SCREENHEIGHT / 10) & ~7;
int bottom = SCREENHEIGHT - (height + viewwindowy - ((height - viewheight) / 2));
PolyTriangleDrawer::set_viewport(viewwindowx, SCREENHEIGHT - bottom - height, viewwidth, height, viewport->RenderTarget);
PolyTriangleDrawer::set_viewport(viewwindowx, SCREENHEIGHT - bottom - height, viewwidth, height, RenderTarget);
}
else // Rendering to camera texture
{
PolyTriangleDrawer::set_viewport(0, 0, viewport->RenderTarget->GetWidth(), viewport->RenderTarget->GetHeight(), viewport->RenderTarget);
PolyTriangleDrawer::set_viewport(0, 0, RenderTarget->GetWidth(), RenderTarget->GetHeight(), RenderTarget);
}
}
@ -201,25 +195,23 @@ void PolyRenderer::SetupPerspectiveMatrix()
// Code provided courtesy of Graf Zahl. Now we just have to plug it into the viewmatrix code...
// We have to scale the pitch to account for the pixel stretching, because the playsim doesn't know about this and treats it as 1:1.
const auto &viewpoint = Thread.Viewport->viewpoint;
const auto &viewwindow = Thread.Viewport->viewwindow;
double radPitch = viewpoint.Angles.Pitch.Normalized180().Radians();
double radPitch = Viewpoint.Angles.Pitch.Normalized180().Radians();
double angx = cos(radPitch);
double angy = sin(radPitch) * level.info->pixelstretch;
double alen = sqrt(angx*angx + angy*angy);
float adjustedPitch = (float)asin(angy / alen);
float adjustedViewAngle = (float)(viewpoint.Angles.Yaw - 90).Radians();
float adjustedViewAngle = (float)(Viewpoint.Angles.Yaw - 90).Radians();
float ratio = viewwindow.WidescreenRatio;
float fovratio = (viewwindow.WidescreenRatio >= 1.3f) ? 1.333333f : ratio;
float fovy = (float)(2 * DAngle::ToDegrees(atan(tan(viewpoint.FieldOfView.Radians() / 2) / fovratio)).Degrees);
float ratio = Viewwindow.WidescreenRatio;
float fovratio = (Viewwindow.WidescreenRatio >= 1.3f) ? 1.333333f : ratio;
float fovy = (float)(2 * DAngle::ToDegrees(atan(tan(Viewpoint.FieldOfView.Radians() / 2) / fovratio)).Degrees);
TriMatrix worldToView =
TriMatrix::rotate(adjustedPitch, 1.0f, 0.0f, 0.0f) *
TriMatrix::rotate(adjustedViewAngle, 0.0f, -1.0f, 0.0f) *
TriMatrix::scale(1.0f, level.info->pixelstretch, 1.0f) *
TriMatrix::swapYZ() *
TriMatrix::translate((float)-viewpoint.Pos.X, (float)-viewpoint.Pos.Y, (float)-viewpoint.Pos.Z);
TriMatrix::translate((float)-Viewpoint.Pos.X, (float)-Viewpoint.Pos.Y, (float)-Viewpoint.Pos.Z);
WorldToClip = TriMatrix::perspective(fovy, ratio, 5.0f, 65535.0f) * worldToView;
}