- Collect all PVS information first so that processing the individual sectors can be done on multiple threads
This commit is contained in:
parent
4101e9bf1d
commit
7a1274ab76
30 changed files with 630 additions and 265 deletions
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@ -54,57 +54,50 @@ void RenderPolyScene::SetViewpoint(const TriMatrix &worldToClip, const PolyClipP
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PortalPlane = portalPlane;
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}
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void RenderPolyScene::SetPortalSegments(const std::vector<PolyPortalSegment> &segments)
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{
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if (!segments.empty())
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{
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Cull.ClearSolidSegments();
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for (const auto &segment : segments)
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{
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Cull.MarkSegmentCulled(segment.Start, segment.End);
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}
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Cull.InvertSegments();
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PortalSegmentsAdded = true;
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}
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else
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{
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PortalSegmentsAdded = false;
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}
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}
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void RenderPolyScene::Render(int portalDepth)
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{
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ClearBuffers();
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if (!PortalSegmentsAdded)
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Cull.ClearSolidSegments();
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Cull.MarkViewFrustum();
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PolyRenderThread *thread = PolyRenderer::Instance()->Threads.MainThread();
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ClearBuffers(thread);
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Cull.CullScene(WorldToClip, PortalPlane);
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Cull.ClearSolidSegments();
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RenderSectors();
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RenderPortals(portalDepth);
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}
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void RenderPolyScene::ClearBuffers()
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void RenderPolyScene::ClearBuffers(PolyRenderThread *thread)
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{
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SeenSectors.clear();
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SubsectorDepths.clear();
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TranslucentObjects.clear();
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SectorPortals.clear();
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LinePortals.clear();
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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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void RenderPolyScene::RenderSectors()
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{
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int count = (int)Cull.PvsSectors.size();
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PolyRenderThread *mainthread = PolyRenderer::Instance()->Threads.MainThread();
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int totalcount = (int)Cull.PvsSectors.size();
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auto subsectors = Cull.PvsSectors.data();
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for (int i = 0; i < count; i++)
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PolyRenderer::Instance()->Threads.RenderThreadSlices(totalcount, [&](PolyRenderThread *thread)
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{
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RenderSubsector(subsectors[i], i);
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}
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if (!thread->MainThread)
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{
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ClearBuffers(thread);
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}
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int start = thread->Start;
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int end = thread->End;
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for (int i = start; i < end; i++)
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{
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RenderSubsector(thread, subsectors[i], i);
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}
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}, [&](PolyRenderThread *thread)
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{
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mainthread->TranslucentObjects.insert(mainthread->TranslucentObjects.end(), thread->TranslucentObjects.begin(), thread->TranslucentObjects.end());
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});
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}
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void RenderPolyScene::RenderSubsector(subsector_t *sub, uint32_t subsectorDepth)
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void RenderPolyScene::RenderSubsector(PolyRenderThread *thread, subsector_t *sub, uint32_t subsectorDepth)
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{
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sector_t *frontsector = sub->sector;
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frontsector->MoreFlags |= SECF_DRAWN;
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@ -127,44 +120,43 @@ void RenderPolyScene::RenderSubsector(subsector_t *sub, uint32_t subsectorDepth)
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if (sub->BSP->Nodes.Size() == 0)
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{
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RenderPolySubsector(&sub->BSP->Subsectors[0], subsectorDepth, frontsector);
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RenderPolySubsector(thread, &sub->BSP->Subsectors[0], subsectorDepth, frontsector);
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}
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else
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{
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RenderPolyNode(&sub->BSP->Nodes.Last(), subsectorDepth, frontsector);
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RenderPolyNode(thread, &sub->BSP->Nodes.Last(), subsectorDepth, frontsector);
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}
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Render3DFloorPlane::RenderPlanes(WorldToClip, PortalPlane, sub, StencilValue, subsectorDepth, TranslucentObjects);
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RenderPolyPlane::RenderPlanes(WorldToClip, PortalPlane, sub, StencilValue, Cull.MaxCeilingHeight, Cull.MinFloorHeight, SectorPortals);
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Render3DFloorPlane::RenderPlanes(thread, WorldToClip, PortalPlane, sub, StencilValue, subsectorDepth, thread->TranslucentObjects);
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RenderPolyPlane::RenderPlanes(thread, WorldToClip, PortalPlane, sub, StencilValue, Cull.MaxCeilingHeight, Cull.MinFloorHeight, thread->SectorPortals);
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}
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else
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{
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Render3DFloorPlane::RenderPlanes(WorldToClip, PortalPlane, sub, StencilValue, subsectorDepth, TranslucentObjects);
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RenderPolyPlane::RenderPlanes(WorldToClip, PortalPlane, sub, StencilValue, Cull.MaxCeilingHeight, Cull.MinFloorHeight, SectorPortals);
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Render3DFloorPlane::RenderPlanes(thread, WorldToClip, PortalPlane, sub, StencilValue, subsectorDepth, thread->TranslucentObjects);
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RenderPolyPlane::RenderPlanes(thread, WorldToClip, PortalPlane, sub, 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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seg_t *line = &sub->firstline[i];
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RenderLine(sub, line, frontsector, subsectorDepth);
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if (Cull.IsLineSegVisible(subsectorDepth, i))
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{
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seg_t *line = &sub->firstline[i];
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RenderLine(thread, sub, line, frontsector, subsectorDepth);
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}
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}
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}
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if (mainBSP)
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{
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RenderMemory &memory = PolyRenderer::Instance()->FrameMemory;
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int subsectorIndex = sub->Index();
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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.push_back(memory.NewObject<PolyTranslucentParticle>(particle, sub, subsectorDepth, StencilValue));
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thread->TranslucentObjects.push_back(thread->FrameMemory->NewObject<PolyTranslucentParticle>(particle, sub, subsectorDepth, StencilValue));
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}
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}
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SeenSectors.insert(sub->sector);
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SubsectorDepths[sub] = subsectorDepth;
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}
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void RenderPolyScene::RenderPolyNode(void *node, uint32_t subsectorDepth, sector_t *frontsector)
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void RenderPolyScene::RenderPolyNode(PolyRenderThread *thread, void *node, uint32_t subsectorDepth, sector_t *frontsector)
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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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@ -174,7 +166,7 @@ void RenderPolyScene::RenderPolyNode(void *node, uint32_t subsectorDepth, sector
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int side = PointOnSide(PolyRenderer::Instance()->Viewpoint.Pos, bsp);
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// Recursively divide front space (toward the viewer).
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RenderPolyNode(bsp->children[side], subsectorDepth, frontsector);
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RenderPolyNode(thread, bsp->children[side], subsectorDepth, frontsector);
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// Possibly divide back space (away from the viewer).
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side ^= 1;
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@ -187,10 +179,10 @@ void RenderPolyScene::RenderPolyNode(void *node, uint32_t subsectorDepth, sector
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}
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subsector_t *sub = (subsector_t *)((uint8_t *)node - 1);
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RenderPolySubsector(sub, subsectorDepth, frontsector);
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RenderPolySubsector(thread, sub, subsectorDepth, frontsector);
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}
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void RenderPolyScene::RenderPolySubsector(subsector_t *sub, uint32_t subsectorDepth, sector_t *frontsector)
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void RenderPolyScene::RenderPolySubsector(PolyRenderThread *thread, subsector_t *sub, uint32_t subsectorDepth, sector_t *frontsector)
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{
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const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
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@ -205,11 +197,6 @@ void RenderPolyScene::RenderPolySubsector(subsector_t *sub, uint32_t subsectorDe
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if (pt1.Y * (pt1.X - pt2.X) + pt1.X * (pt2.Y - pt1.Y) >= 0)
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continue;
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// Cull wall if not visible
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angle_t angle1, angle2;
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if (!Cull.GetAnglesForLine(line->v1->fX(), line->v1->fY(), line->v2->fX(), line->v2->fY(), angle1, angle2))
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continue;
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// Tell automap we saw this
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if (!PolyRenderer::Instance()->DontMapLines && line->linedef)
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{
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@ -217,11 +204,7 @@ void RenderPolyScene::RenderPolySubsector(subsector_t *sub, uint32_t subsectorDe
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sub->flags |= SSECF_DRAWN;
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}
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// Render wall, and update culling info if its an occlusion blocker
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if (RenderPolyWall::RenderLine(WorldToClip, PortalPlane, line, frontsector, subsectorDepth, StencilValue, TranslucentObjects, LinePortals, LastPortalLine))
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{
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Cull.MarkSegmentCulled(angle1, angle2);
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}
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RenderPolyWall::RenderLine(thread, WorldToClip, PortalPlane, line, frontsector, subsectorDepth, StencilValue, thread->TranslucentObjects, thread->LinePortals, LastPortalLine);
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}
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}
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}
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@ -231,22 +214,22 @@ 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(AActor *thing, double sortDistance, const DVector2 &left, const DVector2 &right)
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void RenderPolyScene::RenderSprite(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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auto it = SubsectorDepths.find(sub);
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if (it != SubsectorDepths.end())
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TranslucentObjects.push_back(PolyRenderer::Instance()->FrameMemory.NewObject<PolyTranslucentThing>(thing, sub, it->second, sortDistance, 0.0f, 1.0f, StencilValue));
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auto it = Cull.SubsectorDepths.find(sub);
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if (it != Cull.SubsectorDepths.end())
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thread->TranslucentObjects.push_back(thread->FrameMemory->NewObject<PolyTranslucentThing>(thing, sub, it->second, sortDistance, 0.0f, 1.0f, StencilValue));
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}
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else
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{
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RenderSprite(thing, sortDistance, left, right, 0.0, 1.0, level.HeadNode());
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RenderSprite(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(AActor *thing, double sortDistance, DVector2 left, DVector2 right, double t1, double t2, void *node)
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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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{
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while (!((size_t)node & 1)) // Keep going until found a subsector
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{
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@ -268,7 +251,7 @@ void RenderPolyScene::RenderSprite(AActor *thing, double sortDistance, DVector2
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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(thing, sortDistance, mid, right, tmid, t2, bsp->children[sideRight]);
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RenderSprite(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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@ -277,26 +260,13 @@ void RenderPolyScene::RenderSprite(AActor *thing, double sortDistance, DVector2
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subsector_t *sub = (subsector_t *)((uint8_t *)node - 1);
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auto it = SubsectorDepths.find(sub);
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if (it != SubsectorDepths.end())
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TranslucentObjects.push_back(PolyRenderer::Instance()->FrameMemory.NewObject<PolyTranslucentThing>(thing, sub, it->second, sortDistance, (float)t1, (float)t2, StencilValue));
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auto it = Cull.SubsectorDepths.find(sub);
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if (it != Cull.SubsectorDepths.end())
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thread->TranslucentObjects.push_back(thread->FrameMemory->NewObject<PolyTranslucentThing>(thing, sub, it->second, sortDistance, (float)t1, (float)t2, StencilValue));
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}
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void RenderPolyScene::RenderLine(subsector_t *sub, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth)
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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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{
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const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
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// Reject lines not facing viewer
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DVector2 pt1 = line->v1->fPos() - viewpoint.Pos;
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DVector2 pt2 = line->v2->fPos() - viewpoint.Pos;
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if (pt1.Y * (pt1.X - pt2.X) + pt1.X * (pt2.Y - pt1.Y) >= 0)
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return;
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// Cull wall if not visible
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angle_t angle1, angle2;
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if (!Cull.GetAnglesForLine(line->v1->fX(), line->v1->fY(), line->v2->fX(), line->v2->fY(), angle1, angle2))
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return;
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// Tell automap we saw this
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if (!PolyRenderer::Instance()->DontMapLines && line->linedef)
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{
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@ -310,26 +280,25 @@ void RenderPolyScene::RenderLine(subsector_t *sub, seg_t *line, sector_t *fronts
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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(WorldToClip, PortalPlane, line, frontsector, subsectorDepth, StencilValue, fakeFloor, TranslucentObjects);
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RenderPolyWall::Render3DFloorLine(thread, WorldToClip, PortalPlane, line, frontsector, subsectorDepth, 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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if (RenderPolyWall::RenderLine(WorldToClip, PortalPlane, line, frontsector, subsectorDepth, StencilValue, TranslucentObjects, LinePortals, LastPortalLine))
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{
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Cull.MarkSegmentCulled(angle1, angle2);
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}
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RenderPolyWall::RenderLine(thread, WorldToClip, PortalPlane, line, frontsector, subsectorDepth, StencilValue, thread->TranslucentObjects, thread->LinePortals, LastPortalLine);
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}
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void RenderPolyScene::RenderPortals(int portalDepth)
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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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{
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for (auto &portal : SectorPortals)
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for (auto &portal : thread->SectorPortals)
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portal->Render(portalDepth + 1);
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for (auto &portal : LinePortals)
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for (auto &portal : thread->LinePortals)
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portal->Render(portalDepth + 1);
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}
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else // Fill with black
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@ -341,25 +310,25 @@ void RenderPolyScene::RenderPortals(int portalDepth)
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args.SetClipPlane(0, 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(verts.Vertices, verts.Count, PolyDrawMode::TriangleFan);
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args.DrawArray(thread, 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(verts.Vertices, verts.Count, PolyDrawMode::TriangleFan);
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args.DrawArray(thread, verts.Vertices, verts.Count, PolyDrawMode::TriangleFan);
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}
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}
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}
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@ -367,9 +336,11 @@ void RenderPolyScene::RenderPortals(int portalDepth)
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void RenderPolyScene::RenderTranslucent(int portalDepth)
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{
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PolyRenderThread *thread = PolyRenderer::Instance()->Threads.MainThread();
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if (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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@ -383,11 +354,11 @@ void RenderPolyScene::RenderTranslucent(int portalDepth)
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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(verts.Vertices, verts.Count, PolyDrawMode::TriangleFan);
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args.DrawArray(thread, 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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@ -401,13 +372,13 @@ void RenderPolyScene::RenderTranslucent(int portalDepth)
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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(verts.Vertices, verts.Count, PolyDrawMode::TriangleFan);
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args.DrawArray(thread, 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 (sector_t *sector : SeenSectors)
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for (sector_t *sector : Cull.SeenSectors)
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{
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for (AActor *thing = sector->thinglist; thing != nullptr; thing = thing->snext)
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{
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@ -415,18 +386,18 @@ void RenderPolyScene::RenderTranslucent(int portalDepth)
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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(thing, distanceSquared, left, right);
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RenderSprite(thread, thing, distanceSquared, left, right);
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}
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}
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std::stable_sort(TranslucentObjects.begin(), TranslucentObjects.end(), [](auto a, auto b) { return *a < *b; });
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std::stable_sort(thread->TranslucentObjects.begin(), thread->TranslucentObjects.end(), [](auto a, auto b) { return *a < *b; });
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for (auto it = TranslucentObjects.rbegin(); it != TranslucentObjects.rend(); ++it)
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for (auto it = thread->TranslucentObjects.rbegin(); it != thread->TranslucentObjects.rend(); ++it)
|
||||
{
|
||||
PolyTranslucentObject *obj = *it;
|
||||
obj->Render(WorldToClip, PortalPlane);
|
||||
obj->Render(thread, WorldToClip, PortalPlane);
|
||||
obj->~PolyTranslucentObject();
|
||||
}
|
||||
|
||||
TranslucentObjects.clear();
|
||||
thread->TranslucentObjects.clear();
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue