- added GL render as of SVN revision 1600.
This commit is contained in:
parent
8c31955731
commit
399d0974ab
103 changed files with 51414 additions and 23 deletions
563
src/gl/scene/gl_bsp.cpp
Normal file
563
src/gl/scene/gl_bsp.cpp
Normal file
|
|
@ -0,0 +1,563 @@
|
|||
/*
|
||||
** gl_bsp.cpp
|
||||
** Main rendering loop / BSP traversal / visibility clipping
|
||||
**
|
||||
**---------------------------------------------------------------------------
|
||||
** Copyright 2000-2005 Christoph Oelckers
|
||||
** All rights reserved.
|
||||
**
|
||||
** Redistribution and use in source and binary forms, with or without
|
||||
** modification, are permitted provided that the following conditions
|
||||
** are met:
|
||||
**
|
||||
** 1. Redistributions of source code must retain the above copyright
|
||||
** notice, this list of conditions and the following disclaimer.
|
||||
** 2. Redistributions in binary form must reproduce the above copyright
|
||||
** notice, this list of conditions and the following disclaimer in the
|
||||
** documentation and/or other materials provided with the distribution.
|
||||
** 3. The name of the author may not be used to endorse or promote products
|
||||
** derived from this software without specific prior written permission.
|
||||
** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
|
||||
** covered by the terms of the GNU Lesser General Public License as published
|
||||
** by the Free Software Foundation; either version 2.1 of the License, or (at
|
||||
** your option) any later version.
|
||||
** 5. Full disclosure of the entire project's source code, except for third
|
||||
** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
|
||||
**
|
||||
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
|
||||
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
||||
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
||||
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
|
||||
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
||||
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
**---------------------------------------------------------------------------
|
||||
**
|
||||
*/
|
||||
|
||||
#include "p_lnspec.h"
|
||||
#include "p_local.h"
|
||||
#include "a_sharedglobal.h"
|
||||
#include "r_sky.h"
|
||||
#include "p_effect.h"
|
||||
#include "po_man.h"
|
||||
|
||||
#include "gl/renderer/gl_renderer.h"
|
||||
#include "gl/data/gl_data.h"
|
||||
#include "gl/data/gl_vertexbuffer.h"
|
||||
#include "gl/scene/gl_clipper.h"
|
||||
#include "gl/scene/gl_portal.h"
|
||||
#include "gl/scene/gl_wall.h"
|
||||
#include "gl/utility/gl_clock.h"
|
||||
|
||||
EXTERN_CVAR(Bool, gl_render_segs)
|
||||
|
||||
Clipper clipper;
|
||||
|
||||
|
||||
CVAR(Bool, gl_render_things, true, 0)
|
||||
CVAR(Bool, gl_render_walls, true, 0)
|
||||
CVAR(Bool, gl_render_flats, true, 0)
|
||||
|
||||
|
||||
static void UnclipSubsector(subsector_t *sub)
|
||||
{
|
||||
int count = sub->numlines;
|
||||
seg_t * seg = sub->firstline;
|
||||
|
||||
while (count--)
|
||||
{
|
||||
angle_t startAngle = seg->v2->GetClipAngle();
|
||||
angle_t endAngle = seg->v1->GetClipAngle();
|
||||
|
||||
// Back side, i.e. backface culling - read: endAngle >= startAngle!
|
||||
if (startAngle-endAngle >= ANGLE_180)
|
||||
{
|
||||
clipper.SafeRemoveClipRange(startAngle, endAngle);
|
||||
}
|
||||
seg++;
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// R_AddLine
|
||||
// Clips the given segment
|
||||
// and adds any visible pieces to the line list.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
// making these 2 variables global instead of passing them as function parameters is faster.
|
||||
static subsector_t *currentsubsector;
|
||||
static sector_t *currentsector;
|
||||
|
||||
static void AddLine (seg_t *seg)
|
||||
{
|
||||
#ifdef _MSC_VER
|
||||
#ifdef _DEBUG
|
||||
if (seg->linedef-lines==38)
|
||||
__asm nop
|
||||
#endif
|
||||
#endif
|
||||
|
||||
angle_t startAngle, endAngle;
|
||||
sector_t * backsector = NULL;
|
||||
sector_t bs;
|
||||
|
||||
if (GLRenderer->mCurrentPortal)
|
||||
{
|
||||
int clipres = GLRenderer->mCurrentPortal->ClipSeg(seg);
|
||||
if (clipres == GLPortal::PClip_InFront) return;
|
||||
}
|
||||
|
||||
startAngle = seg->v2->GetClipAngle();
|
||||
endAngle = seg->v1->GetClipAngle();
|
||||
|
||||
// Back side, i.e. backface culling - read: endAngle >= startAngle!
|
||||
if (startAngle-endAngle<ANGLE_180)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (seg->sidedef == NULL)
|
||||
{
|
||||
if (!(currentsubsector->flags & SSECF_DRAWN))
|
||||
{
|
||||
if (clipper.SafeCheckRange(startAngle, endAngle))
|
||||
{
|
||||
currentsubsector->flags |= SSECF_DRAWN;
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if (!clipper.SafeCheckRange(startAngle, endAngle))
|
||||
{
|
||||
return;
|
||||
}
|
||||
currentsubsector->flags |= SSECF_DRAWN;
|
||||
|
||||
if (!seg->backsector)
|
||||
{
|
||||
clipper.SafeAddClipRange(startAngle, endAngle);
|
||||
}
|
||||
else if (!(seg->sidedef->Flags & WALLF_POLYOBJ)) // Two-sided polyobjects never obstruct the view
|
||||
{
|
||||
if (currentsector->sectornum == seg->backsector->sectornum)
|
||||
{
|
||||
FTexture * tex = TexMan(seg->sidedef->GetTexture(side_t::mid));
|
||||
if (!tex || tex->UseType==FTexture::TEX_Null)
|
||||
{
|
||||
// nothing to do here!
|
||||
seg->linedef->validcount=validcount;
|
||||
return;
|
||||
}
|
||||
backsector=currentsector;
|
||||
}
|
||||
else
|
||||
{
|
||||
// clipping checks are only needed when the backsector is not the same as the front sector
|
||||
gl_CheckViewArea(seg->v1, seg->v2, seg->frontsector, seg->backsector);
|
||||
|
||||
backsector = gl_FakeFlat(seg->backsector, &bs, true);
|
||||
|
||||
if (gl_CheckClip(seg->sidedef, currentsector, backsector))
|
||||
{
|
||||
clipper.SafeAddClipRange(startAngle, endAngle);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Backsector for polyobj segs is always the containing sector itself
|
||||
backsector = currentsector;
|
||||
}
|
||||
|
||||
seg->linedef->flags |= ML_MAPPED;
|
||||
|
||||
if ((seg->sidedef->Flags & WALLF_POLYOBJ) || seg->linedef->validcount!=validcount)
|
||||
{
|
||||
if (!(seg->sidedef->Flags & WALLF_POLYOBJ)) seg->linedef->validcount=validcount;
|
||||
|
||||
if (gl_render_walls)
|
||||
{
|
||||
SetupWall.Clock();
|
||||
|
||||
//if (!gl_multithreading)
|
||||
{
|
||||
GLWall wall;
|
||||
wall.sub = currentsubsector;
|
||||
wall.Process(seg, currentsector, backsector);
|
||||
}
|
||||
/*
|
||||
else
|
||||
{
|
||||
FJob *job = new FGLJobProcessWall(currentsubsector, seg,
|
||||
currentsector->sectornum, backsector != NULL? backsector->sectornum : -1);
|
||||
GLRenderer->mThreadManager->AddJob(job);
|
||||
}
|
||||
*/
|
||||
rendered_lines++;
|
||||
|
||||
SetupWall.Unclock();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// R_Subsector
|
||||
// Determine floor/ceiling planes.
|
||||
// Add sprites of things in sector.
|
||||
// Draw one or more line segments.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
static void PolySubsector(subsector_t * sub)
|
||||
{
|
||||
int count = sub->numlines;
|
||||
seg_t * line = sub->firstline;
|
||||
|
||||
while (count--)
|
||||
{
|
||||
if (line->linedef)
|
||||
{
|
||||
AddLine (line);
|
||||
}
|
||||
line++;
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// RenderBSPNode
|
||||
// Renders all subsectors below a given node,
|
||||
// traversing subtree recursively.
|
||||
// Just call with BSP root.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
static void RenderPolyBSPNode (void *node)
|
||||
{
|
||||
while (!((size_t)node & 1)) // Keep going until found a subsector
|
||||
{
|
||||
node_t *bsp = (node_t *)node;
|
||||
|
||||
// Decide which side the view point is on.
|
||||
int side = R_PointOnSide(viewx, viewy, bsp);
|
||||
|
||||
// Recursively divide front space (toward the viewer).
|
||||
RenderPolyBSPNode (bsp->children[side]);
|
||||
|
||||
// Possibly divide back space (away from the viewer).
|
||||
side ^= 1;
|
||||
|
||||
// It is not necessary to use the slower precise version here
|
||||
if (!clipper.CheckBox(bsp->bbox[side]))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
node = bsp->children[side];
|
||||
}
|
||||
PolySubsector ((subsector_t *)((BYTE *)node - 1));
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Unlilke the software renderer this function will only draw the walls,
|
||||
// not the flats. Those are handled as a whole by the parent subsector.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
static void AddPolyobjs(subsector_t *sub)
|
||||
{
|
||||
if (sub->BSP == NULL || sub->BSP->bDirty)
|
||||
{
|
||||
sub->BuildPolyBSP();
|
||||
}
|
||||
if (sub->BSP->Nodes.Size() == 0)
|
||||
{
|
||||
PolySubsector(&sub->BSP->Subsectors[0]);
|
||||
}
|
||||
else
|
||||
{
|
||||
RenderPolyBSPNode(&sub->BSP->Nodes.Last());
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
static inline void AddLines(subsector_t * sub, sector_t * sector)
|
||||
{
|
||||
currentsector = sector;
|
||||
currentsubsector = sub;
|
||||
|
||||
ClipWall.Clock();
|
||||
if (sub->polys != NULL)
|
||||
{
|
||||
AddPolyobjs(sub);
|
||||
}
|
||||
else
|
||||
{
|
||||
int count = sub->numlines;
|
||||
seg_t * seg = sub->firstline;
|
||||
|
||||
while (count--)
|
||||
{
|
||||
if (seg->linedef == NULL)
|
||||
{
|
||||
if (!(sub->flags & SSECF_DRAWN)) AddLine (seg);
|
||||
}
|
||||
else if (!(seg->sidedef->Flags & WALLF_POLYOBJ))
|
||||
{
|
||||
AddLine (seg);
|
||||
}
|
||||
seg++;
|
||||
}
|
||||
}
|
||||
ClipWall.Unclock();
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// R_RenderThings
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
static inline void RenderThings(subsector_t * sub, sector_t * sector)
|
||||
{
|
||||
|
||||
SetupSprite.Clock();
|
||||
sector_t * sec=sub->sector;
|
||||
if (sec->thinglist != NULL)
|
||||
{
|
||||
//if (!gl_multithreading)
|
||||
{
|
||||
// Handle all things in sector.
|
||||
for (AActor * thing = sec->thinglist; thing; thing = thing->snext)
|
||||
{
|
||||
GLRenderer->ProcessSprite(thing, sector);
|
||||
}
|
||||
}
|
||||
/*
|
||||
else if (sec->thinglist != NULL)
|
||||
{
|
||||
FJob *job = new FGLJobProcessSprites(sector);
|
||||
GLRenderer->mThreadManager->AddJob(job);
|
||||
}
|
||||
*/
|
||||
}
|
||||
SetupSprite.Unclock();
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// R_Subsector
|
||||
// Determine floor/ceiling planes.
|
||||
// Add sprites of things in sector.
|
||||
// Draw one or more line segments.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
static void DoSubsector(subsector_t * sub)
|
||||
{
|
||||
unsigned int i;
|
||||
sector_t * sector;
|
||||
sector_t * fakesector;
|
||||
sector_t fake;
|
||||
|
||||
// check for visibility of this entire subsector. This requires GL nodes.
|
||||
// (disabled because it costs more time than it saves.)
|
||||
//if (!clipper.CheckBox(sub->bbox)) return;
|
||||
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#ifdef _DEBUG
|
||||
if (sub->sector-sectors==931)
|
||||
{
|
||||
__asm nop
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
sector=sub->sector;
|
||||
if (!sector) return;
|
||||
|
||||
// If the mapsections differ this subsector can't possibly be visible from the current view point
|
||||
if (!(currentmapsection[sub->mapsection>>3] & (1 << (sub->mapsection & 7)))) return;
|
||||
|
||||
if (gl_drawinfo->ss_renderflags[sub-subsectors] & SSRF_SEEN)
|
||||
{
|
||||
// This means that we have reached a subsector in a portal that has been marked 'seen'
|
||||
// from the other side of the portal. This means we must clear the clipper for the
|
||||
// range this subsector spans before going on.
|
||||
UnclipSubsector(sub);
|
||||
}
|
||||
|
||||
fakesector=gl_FakeFlat(sector, &fake, false);
|
||||
|
||||
if (sector->validcount != validcount)
|
||||
{
|
||||
GLRenderer->mVBO->CheckUpdate(sector);
|
||||
}
|
||||
|
||||
// [RH] Add particles
|
||||
//int shade = LIGHT2SHADE((floorlightlevel + ceilinglightlevel)/2 + r_actualextralight);
|
||||
if (gl_render_things)
|
||||
{
|
||||
SetupSprite.Clock();
|
||||
|
||||
//if (!gl_multithreading)
|
||||
{
|
||||
for (i = ParticlesInSubsec[DWORD(sub-subsectors)]; i != NO_PARTICLE; i = Particles[i].snext)
|
||||
{
|
||||
GLRenderer->ProcessParticle(&Particles[i], fakesector);
|
||||
}
|
||||
}
|
||||
/*
|
||||
else if (ParticlesInSubsec[DWORD(sub-subsectors)] != NO_PARTICLE)
|
||||
{
|
||||
FJob job = new FGLJobProcessParticles(sub);
|
||||
GLRenderer->mThreadManager->AddJob(job);
|
||||
}
|
||||
*/
|
||||
SetupSprite.Unclock();
|
||||
}
|
||||
|
||||
AddLines(sub, fakesector);
|
||||
|
||||
// BSP is traversed by subsector.
|
||||
// A sector might have been split into several
|
||||
// subsectors during BSP building.
|
||||
// Thus we check whether it was already added.
|
||||
if (sector->validcount != validcount)
|
||||
{
|
||||
// Well, now it will be done.
|
||||
sector->validcount = validcount;
|
||||
|
||||
if (gl_render_things)
|
||||
{
|
||||
RenderThings(sub, fakesector);
|
||||
}
|
||||
sector->MoreFlags |= SECF_DRAWN;
|
||||
}
|
||||
|
||||
if (gl_render_flats)
|
||||
{
|
||||
// Subsectors with only 2 lines cannot have any area!
|
||||
if (sub->numlines>2 || (sub->hacked&1))
|
||||
{
|
||||
// Exclude the case when it tries to render a sector with a heightsec
|
||||
// but undetermined heightsec state. This can only happen if the
|
||||
// subsector is obstructed but not excluded due to a large bounding box.
|
||||
// Due to the way a BSP works such a subsector can never be visible
|
||||
if (!sector->heightsec || sector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC || in_area!=area_default)
|
||||
{
|
||||
if (sector != sub->render_sector)
|
||||
{
|
||||
sector = sub->render_sector;
|
||||
// the planes of this subsector are faked to belong to another sector
|
||||
// This means we need the heightsec parts and light info of the render sector, not the actual one.
|
||||
fakesector = gl_FakeFlat(sector, &fake, false);
|
||||
}
|
||||
|
||||
BYTE &srf = gl_drawinfo->sectorrenderflags[sub->render_sector->sectornum];
|
||||
if (!(srf & SSRF_PROCESSED))
|
||||
{
|
||||
srf |= SSRF_PROCESSED;
|
||||
|
||||
SetupFlat.Clock();
|
||||
//if (!gl_multithreading)
|
||||
{
|
||||
GLRenderer->ProcessSector(fakesector);
|
||||
}
|
||||
/*
|
||||
else
|
||||
{
|
||||
FJob *job = new FGLJobProcessFlats(sub);
|
||||
GLRenderer->mThreadManager->AddJob(job);
|
||||
}
|
||||
*/
|
||||
SetupFlat.Unclock();
|
||||
}
|
||||
// mark subsector as processed - but mark for rendering only if it has an actual area.
|
||||
gl_drawinfo->ss_renderflags[sub-subsectors] =
|
||||
(sub->numlines > 2) ? SSRF_PROCESSED|SSRF_RENDERALL : SSRF_PROCESSED;
|
||||
if (sub->hacked & 1) gl_drawinfo->AddHackedSubsector(sub);
|
||||
|
||||
FPortal *portal;
|
||||
|
||||
portal = fakesector->portals[sector_t::ceiling];
|
||||
if (portal != NULL)
|
||||
{
|
||||
GLSectorStackPortal *glportal = portal->GetGLPortal();
|
||||
glportal->AddSubsector(sub);
|
||||
}
|
||||
|
||||
portal = fakesector->portals[sector_t::floor];
|
||||
if (portal != NULL)
|
||||
{
|
||||
GLSectorStackPortal *glportal = portal->GetGLPortal();
|
||||
glportal->AddSubsector(sub);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// RenderBSPNode
|
||||
// Renders all subsectors below a given node,
|
||||
// traversing subtree recursively.
|
||||
// Just call with BSP root.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void gl_RenderBSPNode (void *node)
|
||||
{
|
||||
if (numnodes == 0)
|
||||
{
|
||||
DoSubsector (subsectors);
|
||||
return;
|
||||
}
|
||||
while (!((size_t)node & 1)) // Keep going until found a subsector
|
||||
{
|
||||
node_t *bsp = (node_t *)node;
|
||||
|
||||
// Decide which side the view point is on.
|
||||
int side = R_PointOnSide(viewx, viewy, bsp);
|
||||
|
||||
// Recursively divide front space (toward the viewer).
|
||||
gl_RenderBSPNode (bsp->children[side]);
|
||||
|
||||
// Possibly divide back space (away from the viewer).
|
||||
side ^= 1;
|
||||
|
||||
// It is not necessary to use the slower precise version here
|
||||
if (!clipper.CheckBox(bsp->bbox[side]))
|
||||
{
|
||||
if (!(gl_drawinfo->no_renderflags[bsp-nodes] & SSRF_SEEN))
|
||||
return;
|
||||
}
|
||||
|
||||
node = bsp->children[side];
|
||||
}
|
||||
DoSubsector ((subsector_t *)((BYTE *)node - 1));
|
||||
}
|
||||
|
||||
|
||||
Loading…
Add table
Add a link
Reference in a new issue