- Clean up PolyTriangleDrawer API so that it can better support both softpoly and the swrenderer
- Slightly improve how softpoly processes portals - Pass the vertex transform matrix via a command rather than being part of the drawer args - Improve zbuffer drawers in the software renderer - Misc model rendering fixes
This commit is contained in:
parent
cb3650ed9e
commit
2d51fa5b43
54 changed files with 1210 additions and 843 deletions
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@ -47,22 +47,45 @@ RenderPolyScene::~RenderPolyScene()
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{
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}
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void RenderPolyScene::SetViewpoint(const TriMatrix &worldToClip, const PolyClipPlane &portalPlane, uint32_t stencilValue)
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void RenderPolyScene::Render(PolyPortalViewpoint *viewpoint)
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{
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WorldToClip = worldToClip;
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StencilValue = stencilValue;
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PortalPlane = portalPlane;
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}
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CurrentViewpoint = viewpoint;
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void RenderPolyScene::Render(int portalDepth)
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{
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PolyRenderThread *thread = PolyRenderer::Instance()->Threads.MainThread();
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SectorPortals.clear();
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LinePortals.clear();
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Cull.CullScene(PortalPlane);
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CurrentViewpoint->ObjectsStart = thread->TranslucentObjects.size();
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CurrentViewpoint->SectorPortalsStart = thread->SectorPortals.size();
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CurrentViewpoint->LinePortalsStart = thread->LinePortals.size();
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PolyCullCycles.Clock();
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Cull.CullScene(CurrentViewpoint->PortalPlane);
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PolyCullCycles.Unclock();
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RenderSectors();
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RenderPortals(portalDepth);
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PolyMaskedCycles.Clock();
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const auto &rviewpoint = PolyRenderer::Instance()->Viewpoint;
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for (uint32_t sectorIndex : Cull.SeenSectors)
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{
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sector_t *sector = &level.sectors[sectorIndex];
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for (AActor *thing = sector->thinglist; thing != nullptr; thing = thing->snext)
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{
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DVector2 left, right;
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if (!RenderPolySprite::GetLine(thing, left, right))
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continue;
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double distanceSquared = (thing->Pos() - rviewpoint.Pos).LengthSquared();
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AddSprite(thread, thing, distanceSquared, left, right);
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}
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}
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PolyMaskedCycles.Unclock();
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CurrentViewpoint->ObjectsEnd = thread->TranslucentObjects.size();
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CurrentViewpoint->SectorPortalsEnd = thread->SectorPortals.size();
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CurrentViewpoint->LinePortalsEnd = thread->LinePortals.size();
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RenderPortals();
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CurrentViewpoint = nullptr;
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}
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void RenderPolyScene::RenderSectors()
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@ -72,11 +95,18 @@ void RenderPolyScene::RenderSectors()
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int totalcount = (int)Cull.PvsSubsectors.size();
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uint32_t *subsectors = Cull.PvsSubsectors.data();
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TranslucentObjects.resize(PolyRenderer::Instance()->Threads.NumThreads());
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PolyOpaqueCycles.Clock();
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PolyRenderer::Instance()->Threads.RenderThreadSlices(totalcount, [&](PolyRenderThread *thread)
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{
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TranslucentObjects[thread->ThreadIndex].clear();
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PolyTriangleDrawer::SetTransform(thread->DrawQueue, thread->FrameMemory->NewObject<Mat4f>(CurrentViewpoint->WorldToClip));
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if (thread != mainthread)
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{
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thread->TranslucentObjects.clear();
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thread->SectorPortals.clear();
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thread->LinePortals.clear();
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}
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int start = thread->Start;
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int end = thread->End;
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@ -86,9 +116,11 @@ void RenderPolyScene::RenderSectors()
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}
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}, [&](PolyRenderThread *thread)
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{
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const auto &objects = TranslucentObjects[thread->ThreadIndex];
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TranslucentObjects[0].insert(TranslucentObjects[0].end(), objects.begin(), objects.end());
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const auto &objects = thread->TranslucentObjects;
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mainthread->TranslucentObjects.insert(mainthread->TranslucentObjects.end(), objects.begin(), objects.end());
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});
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PolyOpaqueCycles.Unclock();
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}
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void RenderPolyScene::RenderSubsector(PolyRenderThread *thread, subsector_t *sub, uint32_t subsectorDepth)
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@ -121,15 +153,15 @@ void RenderPolyScene::RenderSubsector(PolyRenderThread *thread, subsector_t *sub
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RenderPolyNode(thread, &sub->BSP->Nodes.Last(), subsectorDepth, frontsector);
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}
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Render3DFloorPlane::RenderPlanes(thread, WorldToClip, PortalPlane, sub, StencilValue, subsectorDepth, TranslucentObjects[thread->ThreadIndex]);
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RenderPolyPlane::RenderPlanes(thread, WorldToClip, PortalPlane, sub, StencilValue, Cull.MaxCeilingHeight, Cull.MinFloorHeight, SectorPortals);
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Render3DFloorPlane::RenderPlanes(thread, CurrentViewpoint->PortalPlane, sub, CurrentViewpoint->StencilValue, subsectorDepth, thread->TranslucentObjects);
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RenderPolyPlane::RenderPlanes(thread, CurrentViewpoint->PortalPlane, sub, CurrentViewpoint->StencilValue, Cull.MaxCeilingHeight, Cull.MinFloorHeight, thread->SectorPortals);
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}
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else
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{
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PolyTransferHeights fakeflat(sub);
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Render3DFloorPlane::RenderPlanes(thread, WorldToClip, PortalPlane, sub, StencilValue, subsectorDepth, TranslucentObjects[thread->ThreadIndex]);
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RenderPolyPlane::RenderPlanes(thread, WorldToClip, PortalPlane, fakeflat, StencilValue, Cull.MaxCeilingHeight, Cull.MinFloorHeight, SectorPortals);
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Render3DFloorPlane::RenderPlanes(thread, CurrentViewpoint->PortalPlane, sub, CurrentViewpoint->StencilValue, subsectorDepth, thread->TranslucentObjects);
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RenderPolyPlane::RenderPlanes(thread, CurrentViewpoint->PortalPlane, fakeflat, CurrentViewpoint->StencilValue, Cull.MaxCeilingHeight, Cull.MinFloorHeight, thread->SectorPortals);
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for (uint32_t i = 0; i < sub->numlines; i++)
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{
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@ -147,7 +179,7 @@ void RenderPolyScene::RenderSubsector(PolyRenderThread *thread, subsector_t *sub
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for (int i = ParticlesInSubsec[subsectorIndex]; i != NO_PARTICLE; i = Particles[i].snext)
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{
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particle_t *particle = Particles + i;
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TranslucentObjects[thread->ThreadIndex].push_back(thread->FrameMemory->NewObject<PolyTranslucentParticle>(particle, sub, subsectorDepth, StencilValue));
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thread->TranslucentObjects.push_back(thread->FrameMemory->NewObject<PolyTranslucentParticle>(particle, sub, subsectorDepth, CurrentViewpoint->StencilValue));
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}
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}
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}
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@ -200,7 +232,7 @@ void RenderPolyScene::RenderPolySubsector(PolyRenderThread *thread, subsector_t
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sub->flags |= SSECF_DRAWN;
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}
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RenderPolyWall::RenderLine(thread, WorldToClip, PortalPlane, line, frontsector, subsectorDepth, StencilValue, TranslucentObjects[thread->ThreadIndex], LinePortals, LastPortalLine);
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RenderPolyWall::RenderLine(thread, CurrentViewpoint->PortalPlane, line, frontsector, subsectorDepth, CurrentViewpoint->StencilValue, thread->TranslucentObjects, thread->LinePortals, CurrentViewpoint->LastPortalLine);
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}
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}
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}
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@ -210,21 +242,21 @@ int RenderPolyScene::PointOnSide(const DVector2 &pos, const node_t *node)
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return DMulScale32(FLOAT2FIXED(pos.Y) - node->y, node->dx, node->x - FLOAT2FIXED(pos.X), node->dy) > 0;
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}
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void RenderPolyScene::RenderSprite(PolyRenderThread *thread, AActor *thing, double sortDistance, const DVector2 &left, const DVector2 &right)
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void RenderPolyScene::AddSprite(PolyRenderThread *thread, AActor *thing, double sortDistance, const DVector2 &left, const DVector2 &right)
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{
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if (level.nodes.Size() == 0)
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{
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subsector_t *sub = &level.subsectors[0];
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if (Cull.SubsectorDepths[sub->Index()] != 0xffffffff)
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TranslucentObjects[thread->ThreadIndex].push_back(thread->FrameMemory->NewObject<PolyTranslucentThing>(thing, sub, Cull.SubsectorDepths[sub->Index()], sortDistance, 0.0f, 1.0f, StencilValue));
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thread->TranslucentObjects.push_back(thread->FrameMemory->NewObject<PolyTranslucentThing>(thing, sub, Cull.SubsectorDepths[sub->Index()], sortDistance, 0.0f, 1.0f, CurrentViewpoint->StencilValue));
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}
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else
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{
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RenderSprite(thread, thing, sortDistance, left, right, 0.0, 1.0, level.HeadNode());
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AddSprite(thread, thing, sortDistance, left, right, 0.0, 1.0, level.HeadNode());
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}
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}
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void RenderPolyScene::RenderSprite(PolyRenderThread *thread, AActor *thing, double sortDistance, DVector2 left, DVector2 right, double t1, double t2, void *node)
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void RenderPolyScene::AddSprite(PolyRenderThread *thread, AActor *thing, double sortDistance, DVector2 left, DVector2 right, double t1, double t2, void *node)
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{
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while (!((size_t)node & 1)) // Keep going until found a subsector
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{
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@ -246,7 +278,7 @@ void RenderPolyScene::RenderSprite(PolyRenderThread *thread, AActor *thing, doub
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DVector2 mid = left * (1.0 - t) + right * t;
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double tmid = t1 * (1.0 - t) + t2 * t;
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RenderSprite(thread, thing, sortDistance, mid, right, tmid, t2, bsp->children[sideRight]);
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AddSprite(thread, thing, sortDistance, mid, right, tmid, t2, bsp->children[sideRight]);
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right = mid;
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t2 = tmid;
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}
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@ -256,7 +288,7 @@ void RenderPolyScene::RenderSprite(PolyRenderThread *thread, AActor *thing, doub
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subsector_t *sub = (subsector_t *)((uint8_t *)node - 1);
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if (Cull.SubsectorDepths[sub->Index()] != 0xffffffff)
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TranslucentObjects[thread->ThreadIndex].push_back(thread->FrameMemory->NewObject<PolyTranslucentThing>(thing, sub, Cull.SubsectorDepths[sub->Index()], sortDistance, (float)t1, (float)t2, StencilValue));
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thread->TranslucentObjects.push_back(thread->FrameMemory->NewObject<PolyTranslucentThing>(thing, sub, Cull.SubsectorDepths[sub->Index()], sortDistance, (float)t1, (float)t2, CurrentViewpoint->StencilValue));
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}
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void RenderPolyScene::RenderLine(PolyRenderThread *thread, subsector_t *sub, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth)
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@ -274,127 +306,129 @@ void RenderPolyScene::RenderLine(PolyRenderThread *thread, subsector_t *sub, seg
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for (unsigned int i = 0; i < line->backsector->e->XFloor.ffloors.Size(); i++)
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{
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F3DFloor *fakeFloor = line->backsector->e->XFloor.ffloors[i];
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RenderPolyWall::Render3DFloorLine(thread, WorldToClip, PortalPlane, line, frontsector, subsectorDepth, StencilValue, fakeFloor, TranslucentObjects[thread->ThreadIndex]);
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RenderPolyWall::Render3DFloorLine(thread, CurrentViewpoint->PortalPlane, line, frontsector, subsectorDepth, CurrentViewpoint->StencilValue, fakeFloor, thread->TranslucentObjects);
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}
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}
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// Render wall, and update culling info if its an occlusion blocker
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RenderPolyWall::RenderLine(thread, WorldToClip, PortalPlane, line, frontsector, subsectorDepth, StencilValue, TranslucentObjects[thread->ThreadIndex], LinePortals, LastPortalLine);
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RenderPolyWall::RenderLine(thread, CurrentViewpoint->PortalPlane, line, frontsector, subsectorDepth, CurrentViewpoint->StencilValue, thread->TranslucentObjects, thread->LinePortals, CurrentViewpoint->LastPortalLine);
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}
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void RenderPolyScene::RenderPortals(int portalDepth)
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void RenderPolyScene::RenderPortals()
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{
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PolyRenderThread *thread = PolyRenderer::Instance()->Threads.MainThread();
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bool foggy = false;
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if (portalDepth < r_portal_recursions)
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if (CurrentViewpoint->PortalDepth < r_portal_recursions)
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{
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for (auto &portal : SectorPortals)
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portal->Render(portalDepth + 1);
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for (auto &portal : thread->SectorPortals)
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portal->Render(CurrentViewpoint->PortalDepth + 1);
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for (auto &portal : LinePortals)
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portal->Render(portalDepth + 1);
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for (auto &portal : thread->LinePortals)
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portal->Render(CurrentViewpoint->PortalDepth + 1);
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}
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else // Fill with black
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{
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PolyDrawArgs args;
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args.SetTransform(&WorldToClip);
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args.SetLight(&NormalLight, 255, PolyRenderer::Instance()->Light.WallGlobVis(foggy), true);
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args.SetColor(0, 0);
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args.SetClipPlane(0, PortalPlane);
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args.SetClipPlane(0, CurrentViewpoint->PortalPlane);
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args.SetStyle(TriBlendMode::FillOpaque);
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for (auto &portal : SectorPortals)
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for (auto &portal : thread->SectorPortals)
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{
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args.SetStencilTestValue(portal->StencilValue);
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args.SetWriteStencil(true, portal->StencilValue + 1);
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for (const auto &verts : portal->Shape)
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{
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args.SetFaceCullCCW(verts.Ccw);
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args.DrawArray(thread, verts.Vertices, verts.Count, PolyDrawMode::TriangleFan);
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args.DrawArray(thread->DrawQueue, verts.Vertices, verts.Count, PolyDrawMode::TriangleFan);
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}
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}
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for (auto &portal : LinePortals)
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for (auto &portal : thread->LinePortals)
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{
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args.SetStencilTestValue(portal->StencilValue);
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args.SetWriteStencil(true, portal->StencilValue + 1);
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for (const auto &verts : portal->Shape)
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{
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args.SetFaceCullCCW(verts.Ccw);
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args.DrawArray(thread, verts.Vertices, verts.Count, PolyDrawMode::TriangleFan);
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args.DrawArray(thread->DrawQueue, verts.Vertices, verts.Count, PolyDrawMode::TriangleFan);
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}
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}
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}
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}
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void RenderPolyScene::RenderTranslucent(int portalDepth)
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void RenderPolyScene::RenderTranslucent(PolyPortalViewpoint *viewpoint)
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{
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CurrentViewpoint = viewpoint;
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PolyRenderThread *thread = PolyRenderer::Instance()->Threads.MainThread();
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if (portalDepth < r_portal_recursions)
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PolyTriangleDrawer::SetTransform(thread->DrawQueue, thread->FrameMemory->NewObject<Mat4f>(CurrentViewpoint->WorldToClip));
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if (CurrentViewpoint->PortalDepth < r_portal_recursions)
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{
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for (auto it = SectorPortals.rbegin(); it != SectorPortals.rend(); ++it)
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for (auto it = thread->SectorPortals.rbegin(); it != thread->SectorPortals.rend(); ++it)
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{
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auto &portal = *it;
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portal->RenderTranslucent(portalDepth + 1);
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portal->RenderTranslucent();
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PolyDrawArgs args;
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args.SetTransform(&WorldToClip);
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args.SetStencilTestValue(portal->StencilValue + 1);
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args.SetWriteStencil(true, StencilValue + 1);
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args.SetClipPlane(0, PortalPlane);
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args.SetWriteStencil(true, CurrentViewpoint->StencilValue + 1);
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args.SetClipPlane(0, CurrentViewpoint->PortalPlane);
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for (const auto &verts : portal->Shape)
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{
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args.SetFaceCullCCW(verts.Ccw);
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args.SetWriteColor(false);
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args.DrawArray(thread, verts.Vertices, verts.Count, PolyDrawMode::TriangleFan);
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args.DrawArray(thread->DrawQueue, verts.Vertices, verts.Count, PolyDrawMode::TriangleFan);
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}
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}
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for (auto it = LinePortals.rbegin(); it != LinePortals.rend(); ++it)
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for (auto it = thread->LinePortals.rbegin(); it != thread->LinePortals.rend(); ++it)
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{
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auto &portal = *it;
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portal->RenderTranslucent(portalDepth + 1);
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portal->RenderTranslucent();
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PolyDrawArgs args;
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args.SetTransform(&WorldToClip);
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args.SetStencilTestValue(portal->StencilValue + 1);
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args.SetWriteStencil(true, StencilValue + 1);
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args.SetClipPlane(0, PortalPlane);
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args.SetWriteStencil(true, CurrentViewpoint->StencilValue + 1);
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args.SetClipPlane(0, CurrentViewpoint->PortalPlane);
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for (const auto &verts : portal->Shape)
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{
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args.SetFaceCullCCW(verts.Ccw);
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args.SetWriteColor(false);
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args.DrawArray(thread, verts.Vertices, verts.Count, PolyDrawMode::TriangleFan);
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args.DrawArray(thread->DrawQueue, verts.Vertices, verts.Count, PolyDrawMode::TriangleFan);
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}
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}
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}
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const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
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for (uint32_t sectorIndex : Cull.SeenSectors)
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PolyMaskedCycles.Clock();
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// Draw all translucent objects back to front
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if (CurrentViewpoint->ObjectsEnd > CurrentViewpoint->ObjectsStart)
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{
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sector_t *sector = &level.sectors[sectorIndex];
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for (AActor *thing = sector->thinglist; thing != nullptr; thing = thing->snext)
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std::stable_sort(
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thread->TranslucentObjects.begin() + CurrentViewpoint->ObjectsStart,
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thread->TranslucentObjects.begin() + CurrentViewpoint->ObjectsEnd,
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[](auto a, auto b) { return *a < *b; });
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size_t i = CurrentViewpoint->ObjectsEnd - 1;
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size_t start = CurrentViewpoint->ObjectsStart;
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auto objects = thread->TranslucentObjects.data();
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while (true)
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{
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DVector2 left, right;
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if (!RenderPolySprite::GetLine(thing, left, right))
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continue;
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double distanceSquared = (thing->Pos() - viewpoint.Pos).LengthSquared();
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RenderSprite(thread, thing, distanceSquared, left, right);
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PolyTranslucentObject *obj = objects[i];
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obj->Render(thread, CurrentViewpoint->PortalPlane);
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obj->~PolyTranslucentObject();
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if (i == start)
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break;
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i--;
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}
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}
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std::stable_sort(TranslucentObjects[0].begin(), TranslucentObjects[0].end(), [](auto a, auto b) { return *a < *b; });
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thread->TranslucentObjects.clear();
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for (auto it = TranslucentObjects[0].rbegin(); it != TranslucentObjects[0].rend(); ++it)
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{
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PolyTranslucentObject *obj = *it;
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obj->Render(thread, WorldToClip, PortalPlane);
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obj->~PolyTranslucentObject();
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}
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PolyMaskedCycles.Unclock();
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TranslucentObjects[0].clear();
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CurrentViewpoint = nullptr;
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}
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/////////////////////////////////////////////////////////////////////////////
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