- moved all rendering code into a common subdirectory.
No changes to the files themselves was made.
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256 changed files with 193 additions and 191 deletions
171
src/rendering/swrenderer/segments/r_drawsegment.cpp
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171
src/rendering/swrenderer/segments/r_drawsegment.cpp
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//-----------------------------------------------------------------------------
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//
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// Copyright 1993-1996 id Software
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// Copyright 1999-2016 Randy Heit
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// Copyright 2016 Magnus Norddahl
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//-----------------------------------------------------------------------------
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#include <stdlib.h>
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#include "templates.h"
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#include "doomdef.h"
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#include "m_bbox.h"
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#include "p_lnspec.h"
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#include "p_setup.h"
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#include "a_sharedglobal.h"
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#include "g_level.h"
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#include "p_effect.h"
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#include "doomstat.h"
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#include "r_state.h"
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#include "v_palette.h"
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#include "r_sky.h"
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#include "po_man.h"
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#include "r_data/colormaps.h"
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#include "d_net.h"
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#include "swrenderer/r_memory.h"
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#include "swrenderer/drawers/r_draw.h"
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#include "swrenderer/scene/r_3dfloors.h"
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#include "swrenderer/scene/r_opaque_pass.h"
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#include "swrenderer/scene/r_portal.h"
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#include "swrenderer/line/r_wallsetup.h"
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#include "swrenderer/line/r_walldraw.h"
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#include "swrenderer/line/r_fogboundary.h"
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#include "swrenderer/segments/r_drawsegment.h"
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#include "swrenderer/things/r_visiblesprite.h"
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#include "swrenderer/scene/r_light.h"
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#include "swrenderer/viewport/r_viewport.h"
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#include "swrenderer/r_renderthread.h"
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namespace swrenderer
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{
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DrawSegmentList::DrawSegmentList(RenderThread *thread)
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{
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Thread = thread;
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}
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void DrawSegmentList::Clear()
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{
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Segments.Clear();
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StartIndices.Clear();
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StartIndices.Push(0);
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TranslucentSegments.Clear();
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StartTranslucentIndices.Clear();
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StartTranslucentIndices.Push(0);
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}
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void DrawSegmentList::PushPortal()
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{
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StartIndices.Push(Segments.Size());
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StartTranslucentIndices.Push(TranslucentSegments.Size());
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}
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void DrawSegmentList::PopPortal()
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{
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Segments.Resize(StartIndices.Last());
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StartIndices.Pop();
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TranslucentSegments.Resize(StartTranslucentIndices.Last());
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StartTranslucentIndices.Pop();
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}
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void DrawSegmentList::Push(DrawSegment *segment)
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{
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Segments.Push(segment);
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}
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void DrawSegmentList::PushTranslucent(DrawSegment *segment)
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{
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TranslucentSegments.Push(segment);
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}
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void DrawSegmentList::BuildSegmentGroups()
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{
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SegmentGroups.Clear();
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unsigned int groupSize = 100;
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for (unsigned int index = 0; index < SegmentsCount(); index += groupSize)
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{
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auto ds = Segment(index);
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DrawSegmentGroup group;
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group.BeginIndex = index;
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group.EndIndex = MIN(index + groupSize, SegmentsCount());
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group.x1 = ds->x1;
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group.x2 = ds->x2;
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group.neardepth = MIN(ds->WallC.sz1, ds->WallC.sz2);
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group.fardepth = MAX(ds->WallC.sz1, ds->WallC.sz2);
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for (unsigned int groupIndex = group.BeginIndex + 1; groupIndex < group.EndIndex; groupIndex++)
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{
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ds = Segment(groupIndex);
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group.x1 = MIN(group.x1, ds->x1);
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group.x2 = MAX(group.x2, ds->x2);
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group.neardepth = MIN(group.neardepth, ds->WallC.sz1);
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group.neardepth = MIN(group.neardepth, ds->WallC.sz2);
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group.fardepth = MAX(ds->WallC.sz1, group.fardepth);
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group.fardepth = MAX(ds->WallC.sz2, group.fardepth);
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}
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for (int x = group.x1; x < group.x2; x++)
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{
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cliptop[x] = 0;
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clipbottom[x] = viewheight;
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}
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for (unsigned int groupIndex = group.BeginIndex; groupIndex < group.EndIndex; groupIndex++)
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{
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ds = Segment(groupIndex);
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if (ds->silhouette & SIL_BOTTOM)
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{
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short *clip1 = clipbottom + ds->x1;
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const short *clip2 = ds->sprbottomclip;
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int i = ds->x2 - ds->x1;
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do
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{
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if (*clip1 > *clip2)
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*clip1 = *clip2;
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clip1++;
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clip2++;
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} while (--i);
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}
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if (ds->silhouette & SIL_TOP)
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{
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short *clip1 = cliptop + ds->x1;
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const short *clip2 = ds->sprtopclip;
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int i = ds->x2 - ds->x1;
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do
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{
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if (*clip1 < *clip2)
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*clip1 = *clip2;
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clip1++;
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clip2++;
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} while (--i);
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}
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}
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group.sprtopclip = Thread->FrameMemory->AllocMemory<short>(group.x2 - group.x1);
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group.sprbottomclip = Thread->FrameMemory->AllocMemory<short>(group.x2 - group.x1);
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memcpy(group.sprtopclip, cliptop + group.x1, (group.x2 - group.x1) * sizeof(short));
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memcpy(group.sprbottomclip, clipbottom + group.x1, (group.x2 - group.x1) * sizeof(short));
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SegmentGroups.Push(group);
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}
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}
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}
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