Split RenderPolyScene into two to allow rendering from multiple viewpoints

This commit is contained in:
Magnus Norddahl 2016-11-24 05:51:37 +01:00
commit 47aaf781c6
9 changed files with 364 additions and 255 deletions

View file

@ -28,21 +28,26 @@
#include "r_poly.h"
#include "gl/data/gl_data.h"
CVAR(Bool, r_debug_cull, 0, 0)
EXTERN_CVAR(Int, screenblocks)
void InitGLRMapinfoData();
/////////////////////////////////////////////////////////////////////////////
RenderPolyScene *RenderPolyScene::Instance()
{
static RenderPolyScene scene;
return &scene;
}
void RenderPolyScene::Render()
{
ClearBuffers();
SetSceneViewport();
SetupPerspectiveMatrix();
Cull.CullScene(WorldToClip);
RenderSectors();
skydome.Render(WorldToClip);
RenderTranslucent();
MainPortal.SetViewpoint(WorldToClip, 0);
MainPortal.Render();
Skydome.Render(WorldToClip);
MainPortal.RenderTranslucent();
PlayerSprites.Render();
DrawerCommandQueue::WaitForWorkers();
@ -56,13 +61,8 @@ void RenderPolyScene::RenderRemainingPlayerSprites()
void RenderPolyScene::ClearBuffers()
{
PolyVertexBuffer::Clear();
SectorSpriteRanges.clear();
SectorSpriteRanges.resize(numsectors);
SortedSprites.clear();
TranslucentObjects.clear();
PolyStencilBuffer::Instance()->Clear(RenderTarget->GetWidth(), RenderTarget->GetHeight(), 0);
PolySubsectorGBuffer::Instance()->Resize(RenderTarget->GetPitch(), RenderTarget->GetHeight());
NextSubsectorDepth = 0;
}
void RenderPolyScene::SetSceneViewport()
@ -116,179 +116,3 @@ void RenderPolyScene::SetupPerspectiveMatrix()
WorldToClip = TriMatrix::perspective(fovy, ratio, 5.0f, 65535.0f) * worldToView;
}
void RenderPolyScene::RenderSectors()
{
if (r_debug_cull)
{
for (auto it = Cull.PvsSectors.rbegin(); it != Cull.PvsSectors.rend(); ++it)
RenderSubsector(*it);
}
else
{
for (auto it = Cull.PvsSectors.begin(); it != Cull.PvsSectors.end(); ++it)
RenderSubsector(*it);
}
}
void RenderPolyScene::RenderSubsector(subsector_t *sub)
{
sector_t *frontsector = sub->sector;
frontsector->MoreFlags |= SECF_DRAWN;
uint32_t subsectorDepth = NextSubsectorDepth++;
if (sub->sector->CenterFloor() != sub->sector->CenterCeiling())
{
RenderPolyPlane::RenderPlanes(WorldToClip, sub, subsectorDepth, Cull.MaxCeilingHeight, Cull.MinFloorHeight);
}
for (uint32_t i = 0; i < sub->numlines; i++)
{
seg_t *line = &sub->firstline[i];
if (line->sidedef == nullptr || !(line->sidedef->Flags & WALLF_POLYOBJ))
{
RenderLine(sub, line, frontsector, subsectorDepth);
}
}
bool mainBSP = ((unsigned int)(sub - subsectors) < (unsigned int)numsubsectors);
if (mainBSP)
{
int subsectorIndex = (int)(sub - subsectors);
for (int i = ParticlesInSubsec[subsectorIndex]; i != NO_PARTICLE; i = Particles[i].snext)
{
particle_t *particle = Particles + i;
TranslucentObjects.push_back({ particle, sub, subsectorDepth });
}
}
SpriteRange sprites = GetSpritesForSector(sub->sector);
for (int i = 0; i < sprites.Count; i++)
{
AActor *thing = SortedSprites[sprites.Start + i].Thing;
TranslucentObjects.push_back({ thing, sub, subsectorDepth });
}
TranslucentObjects.insert(TranslucentObjects.end(), SubsectorTranslucentWalls.begin(), SubsectorTranslucentWalls.end());
SubsectorTranslucentWalls.clear();
}
SpriteRange RenderPolyScene::GetSpritesForSector(sector_t *sector)
{
if (SectorSpriteRanges.size() < sector->sectornum || sector->sectornum < 0)
return SpriteRange();
auto &range = SectorSpriteRanges[sector->sectornum];
if (range.Start == -1)
{
range.Start = (int)SortedSprites.size();
range.Count = 0;
for (AActor *thing = sector->thinglist; thing != nullptr; thing = thing->snext)
{
SortedSprites.push_back({ thing, (thing->Pos() - ViewPos).LengthSquared() });
range.Count++;
}
std::stable_sort(SortedSprites.begin() + range.Start, SortedSprites.begin() + range.Start + range.Count);
}
return range;
}
void RenderPolyScene::RenderLine(subsector_t *sub, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth)
{
// Reject lines not facing viewer
DVector2 pt1 = line->v1->fPos() - ViewPos;
DVector2 pt2 = line->v2->fPos() - ViewPos;
if (pt1.Y * (pt1.X - pt2.X) + pt1.X * (pt2.Y - pt1.Y) >= 0)
return;
// Cull wall if not visible
int sx1, sx2;
bool hasSegmentRange = Cull.GetSegmentRangeForLine(line->v1->fX(), line->v1->fY(), line->v2->fX(), line->v2->fY(), sx1, sx2);
if (!hasSegmentRange || Cull.IsSegmentCulled(sx1, sx2))
return;
// Tell automap we saw this
if (!r_dontmaplines && line->linedef)
{
line->linedef->flags |= ML_MAPPED;
sub->flags |= SSECF_DRAWN;
}
// Render 3D floor sides
if (line->backsector && frontsector->e && line->backsector->e->XFloor.ffloors.Size())
{
for (unsigned int i = 0; i < line->backsector->e->XFloor.ffloors.Size(); i++)
{
F3DFloor *fakeFloor = line->backsector->e->XFloor.ffloors[i];
if (!(fakeFloor->flags & FF_EXISTS)) continue;
if (!(fakeFloor->flags & FF_RENDERPLANES)) continue;
if (!fakeFloor->model) continue;
RenderPolyWall::Render3DFloorLine(WorldToClip, line, frontsector, subsectorDepth, fakeFloor, SubsectorTranslucentWalls);
}
}
// Render wall, and update culling info if its an occlusion blocker
if (RenderPolyWall::RenderLine(WorldToClip, line, frontsector, subsectorDepth, SubsectorTranslucentWalls))
{
if (hasSegmentRange)
Cull.MarkSegmentCulled(sx1, sx2);
}
}
void RenderPolyScene::RenderTranslucent()
{
for (auto it = TranslucentObjects.rbegin(); it != TranslucentObjects.rend(); ++it)
{
auto &obj = *it;
if (obj.particle)
{
RenderPolyParticle spr;
spr.Render(WorldToClip, obj.particle, obj.sub, obj.subsectorDepth);
}
else if (!obj.thing)
{
obj.wall.Render(WorldToClip);
}
else if ((obj.thing->renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
{
RenderPolyWallSprite wallspr;
wallspr.Render(WorldToClip, obj.thing, obj.sub, obj.subsectorDepth);
}
else
{
RenderPolySprite spr;
spr.Render(WorldToClip, obj.thing, obj.sub, obj.subsectorDepth);
}
}
}
RenderPolyScene *RenderPolyScene::Instance()
{
static RenderPolyScene scene;
return &scene;
}
/////////////////////////////////////////////////////////////////////////////
namespace
{
int NextBufferVertex = 0;
}
TriVertex *PolyVertexBuffer::GetVertices(int count)
{
enum { VertexBufferSize = 64 * 1024 };
static TriVertex Vertex[VertexBufferSize];
if (NextBufferVertex + count > VertexBufferSize)
return nullptr;
TriVertex *v = Vertex + NextBufferVertex;
NextBufferVertex += count;
return v;
}
void PolyVertexBuffer::Clear()
{
NextBufferVertex = 0;
}