- Collect all PVS information first so that processing the individual sectors can be done on multiple threads

This commit is contained in:
Magnus Norddahl 2017-09-07 00:34:09 +02:00
commit 7a1274ab76
30 changed files with 630 additions and 265 deletions

View file

@ -30,7 +30,14 @@
void PolyCull::CullScene(const TriMatrix &worldToClip, const PolyClipPlane &portalClipPlane)
{
ClearSolidSegments();
MarkViewFrustum();
PvsSectors.clear();
PvsLineStart.clear();
PvsLineVisible.clear();
SeenSectors.clear();
SubsectorDepths.clear();
PortalClipPlane = portalClipPlane;
// Cull front to back
@ -97,35 +104,49 @@ void PolyCull::CullSubsector(subsector_t *sub)
FirstSkyHeight = false;
}
uint32_t subsectorDepth = (uint32_t)PvsSectors.size();
// Mark that we need to render this
PvsSectors.push_back(sub);
PvsLineStart.push_back((uint32_t)PvsLineVisible.size());
DVector3 viewpos = PolyRenderer::Instance()->Viewpoint.Pos;
// Update culling info for further bsp clipping
for (uint32_t i = 0; i < sub->numlines; i++)
{
seg_t *line = &sub->firstline[i];
if ((line->sidedef == nullptr || !(line->sidedef->Flags & WALLF_POLYOBJ)) && line->backsector == nullptr)
// Skip 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)
{
// Skip lines not facing viewer
DVector2 pt1 = line->v1->fPos() - PolyRenderer::Instance()->Viewpoint.Pos;
DVector2 pt2 = line->v2->fPos() - PolyRenderer::Instance()->Viewpoint.Pos;
if (pt1.Y * (pt1.X - pt2.X) + pt1.X * (pt2.Y - pt1.Y) >= 0)
continue;
// Skip line if entirely behind portal clipping plane
if ((PortalClipPlane.A * line->v1->fX() + PortalClipPlane.B * line->v1->fY() + PortalClipPlane.D <= 0.0) ||
(PortalClipPlane.A * line->v2->fX() + PortalClipPlane.B * line->v2->fY() + PortalClipPlane.D <= 0.0))
{
continue;
}
angle_t angle1, angle2;
if (GetAnglesForLine(line->v1->fX(), line->v1->fY(), line->v2->fX(), line->v2->fY(), angle1, angle2))
{
MarkSegmentCulled(angle1, angle2);
}
PvsLineVisible.push_back(false);
continue;
}
// Skip line if entirely behind portal clipping plane
if ((PortalClipPlane.A * line->v1->fX() + PortalClipPlane.B * line->v1->fY() + PortalClipPlane.D <= 0.0) ||
(PortalClipPlane.A * line->v2->fX() + PortalClipPlane.B * line->v2->fY() + PortalClipPlane.D <= 0.0))
{
PvsLineVisible.push_back(false);
continue;
}
angle_t angle1, angle2;
bool lineVisible = GetAnglesForLine(line->v1->fX(), line->v1->fY(), line->v2->fX(), line->v2->fY(), angle1, angle2);
if (lineVisible && line->backsector == nullptr)
{
MarkSegmentCulled(angle1, angle2);
}
// Mark if this line was visible
PvsLineVisible.push_back(lineVisible);
}
SeenSectors.insert(sub->sector);
SubsectorDepths[sub] = subsectorDepth;
}
void PolyCull::ClearSolidSegments()