Adjust class naming to closer match the GZDoom renderer and split portal rendering part to its own file
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dbacb75617
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10 changed files with 470 additions and 414 deletions
341
src/r_poly_scene.cpp
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341
src/r_poly_scene.cpp
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/*
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** Polygon Doom software renderer
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** Copyright (c) 2016 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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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 "p_maputl.h"
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#include "sbar.h"
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#include "r_data/r_translate.h"
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#include "r_poly_scene.h"
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#include "r_poly.h"
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#include "gl/data/gl_data.h"
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CVAR(Bool, r_debug_cull, 0, 0)
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EXTERN_CVAR(Int, r_portal_recursions)
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/////////////////////////////////////////////////////////////////////////////
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RenderPolyScene::RenderPolyScene()
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{
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}
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RenderPolyScene::~RenderPolyScene()
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{
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}
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void RenderPolyScene::SetViewpoint(const TriMatrix &worldToClip, const Vec4f &portalPlane, uint32_t stencilValue)
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{
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WorldToClip = worldToClip;
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StencilValue = stencilValue;
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PortalPlane = portalPlane;
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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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Cull.CullScene(WorldToClip, PortalPlane);
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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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{
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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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NextSubsectorDepth = 0;
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}
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void RenderPolyScene::RenderSectors()
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{
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if (r_debug_cull)
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{
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for (auto it = Cull.PvsSectors.rbegin(); it != Cull.PvsSectors.rend(); ++it)
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RenderSubsector(*it);
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}
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else
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{
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for (auto it = Cull.PvsSectors.begin(); it != Cull.PvsSectors.end(); ++it)
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RenderSubsector(*it);
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}
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}
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void RenderPolyScene::RenderSubsector(subsector_t *sub)
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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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uint32_t subsectorDepth = NextSubsectorDepth++;
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if (sub->sector->CenterFloor() != sub->sector->CenterCeiling())
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{
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RenderPolyPlane::RenderPlanes(WorldToClip, PortalPlane, sub, subsectorDepth, StencilValue, Cull.MaxCeilingHeight, Cull.MinFloorHeight, SectorPortals);
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}
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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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if (line->sidedef == nullptr || !(line->sidedef->Flags & WALLF_POLYOBJ))
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{
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RenderLine(sub, line, frontsector, subsectorDepth);
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}
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}
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bool mainBSP = ((unsigned int)(sub - subsectors) < (unsigned int)numsubsectors);
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if (mainBSP)
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{
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int subsectorIndex = (int)(sub - subsectors);
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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({ particle, sub, subsectorDepth });
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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::RenderSprite(AActor *thing, double sortDistance, const DVector2 &left, const DVector2 &right)
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{
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if (numnodes == 0)
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RenderSprite(thing, sortDistance, left, right, 0.0, 1.0, subsectors);
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else
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RenderSprite(thing, sortDistance, left, right, 0.0, 1.0, nodes + numnodes - 1); // The head node is the last node output.
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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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{
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while (!((size_t)node & 1)) // Keep going until found a subsector
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{
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node_t *bsp = (node_t *)node;
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DVector2 planePos(FIXED2DBL(bsp->x), FIXED2DBL(bsp->y));
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DVector2 planeNormal = DVector2(FIXED2DBL(-bsp->dy), FIXED2DBL(bsp->dx));
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double planeD = planeNormal | planePos;
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int sideLeft = (left | planeNormal) > planeD;
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int sideRight = (right | planeNormal) > planeD;
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if (sideLeft != sideRight)
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{
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double dotLeft = planeNormal | left;
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double dotRight = planeNormal | right;
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double t = (planeD - dotLeft) / (dotRight - dotLeft);
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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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right = mid;
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t2 = tmid;
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}
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node = bsp->children[sideLeft];
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}
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subsector_t *sub = (subsector_t *)((BYTE *)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({ thing, sub, it->second, sortDistance, (float)t1, (float)t2 });
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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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{
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// Reject lines not facing viewer
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DVector2 pt1 = line->v1->fPos() - ViewPos;
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DVector2 pt2 = line->v2->fPos() - ViewPos;
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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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int sx1, sx2;
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LineSegmentRange segmentRange = Cull.GetSegmentRangeForLine(line->v1->fX(), line->v1->fY(), line->v2->fX(), line->v2->fY(), sx1, sx2);
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if (segmentRange == LineSegmentRange::NotVisible || (segmentRange == LineSegmentRange::HasSegment && Cull.IsSegmentCulled(sx1, sx2)))
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return;
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// Tell automap we saw this
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if (!swrenderer::r_dontmaplines && line->linedef && segmentRange != LineSegmentRange::AlwaysVisible)
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{
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line->linedef->flags |= ML_MAPPED;
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sub->flags |= SSECF_DRAWN;
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}
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// Render 3D floor sides
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if (line->backsector && frontsector->e && line->backsector->e->XFloor.ffloors.Size())
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{
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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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if (!(fakeFloor->flags & FF_EXISTS)) continue;
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if (!(fakeFloor->flags & FF_RENDERPLANES)) continue;
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if (!fakeFloor->model) continue;
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RenderPolyWall::Render3DFloorLine(WorldToClip, PortalPlane, line, frontsector, subsectorDepth, StencilValue, fakeFloor, 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))
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{
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if (segmentRange == LineSegmentRange::HasSegment)
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Cull.MarkSegmentCulled(sx1, sx2);
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}
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}
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void RenderPolyScene::RenderPortals(int portalDepth)
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{
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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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portal->Render(portalDepth + 1);
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for (auto &portal : 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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{
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PolyDrawArgs args;
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args.objectToClip = &WorldToClip;
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args.mode = TriangleDrawMode::Fan;
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args.uniforms.color = 0;
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args.uniforms.light = 256;
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args.uniforms.flags = TriUniforms::fixed_light;
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args.SetClipPlane(PortalPlane.x, PortalPlane.y, PortalPlane.z, PortalPlane.w);
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for (auto &portal : SectorPortals)
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{
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args.stenciltestvalue = portal->StencilValue;
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args.stencilwritevalue = portal->StencilValue + 1;
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for (const auto &verts : portal->Shape)
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{
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args.vinput = verts.Vertices;
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args.vcount = verts.Count;
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args.ccw = verts.Ccw;
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args.uniforms.subsectorDepth = verts.SubsectorDepth;
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PolyTriangleDrawer::draw(args, TriDrawVariant::FillNormal, TriBlendMode::Copy);
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}
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}
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for (auto &portal : LinePortals)
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{
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args.stenciltestvalue = portal->StencilValue;
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args.stencilwritevalue = portal->StencilValue + 1;
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for (const auto &verts : portal->Shape)
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{
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args.vinput = verts.Vertices;
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args.vcount = verts.Count;
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args.ccw = verts.Ccw;
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args.uniforms.subsectorDepth = verts.SubsectorDepth;
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PolyTriangleDrawer::draw(args, TriDrawVariant::FillNormal, TriBlendMode::Copy);
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}
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}
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}
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}
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void RenderPolyScene::RenderTranslucent(int portalDepth)
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{
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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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{
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auto &portal = *it;
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portal->RenderTranslucent(portalDepth + 1);
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PolyDrawArgs args;
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args.objectToClip = &WorldToClip;
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args.mode = TriangleDrawMode::Fan;
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args.stenciltestvalue = portal->StencilValue + 1;
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args.stencilwritevalue = StencilValue;
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args.SetClipPlane(PortalPlane.x, PortalPlane.y, PortalPlane.z, PortalPlane.w);
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for (const auto &verts : portal->Shape)
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{
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args.vinput = verts.Vertices;
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args.vcount = verts.Count;
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args.ccw = verts.Ccw;
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args.uniforms.subsectorDepth = verts.SubsectorDepth;
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PolyTriangleDrawer::draw(args, TriDrawVariant::StencilClose, TriBlendMode::Copy);
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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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{
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auto &portal = *it;
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portal->RenderTranslucent(portalDepth + 1);
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PolyDrawArgs args;
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args.objectToClip = &WorldToClip;
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args.mode = TriangleDrawMode::Fan;
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args.stenciltestvalue = portal->StencilValue + 1;
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args.stencilwritevalue = StencilValue;
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args.SetClipPlane(PortalPlane.x, PortalPlane.y, PortalPlane.z, PortalPlane.w);
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for (const auto &verts : portal->Shape)
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{
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args.vinput = verts.Vertices;
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args.vcount = verts.Count;
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args.ccw = verts.Ccw;
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args.uniforms.subsectorDepth = verts.SubsectorDepth;
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PolyTriangleDrawer::draw(args, TriDrawVariant::StencilClose, TriBlendMode::Copy);
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}
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}
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}
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for (sector_t *sector : 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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DVector2 left, right;
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if (!RenderPolySprite::GetLine(thing, left, right))
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continue;
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double distanceSquared = (thing->Pos() - ViewPos).LengthSquared();
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RenderSprite(thing, distanceSquared, left, right);
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}
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}
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std::stable_sort(TranslucentObjects.begin(), TranslucentObjects.end());
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for (auto it = TranslucentObjects.rbegin(); it != TranslucentObjects.rend(); ++it)
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{
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auto &obj = *it;
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if (obj.particle)
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{
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RenderPolyParticle spr;
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spr.Render(WorldToClip, PortalPlane, obj.particle, obj.sub, obj.subsectorDepth, StencilValue + 1);
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}
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else if (!obj.thing)
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{
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obj.wall.Render(WorldToClip, PortalPlane);
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}
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else if ((obj.thing->renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
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{
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RenderPolyWallSprite wallspr;
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wallspr.Render(WorldToClip, PortalPlane, obj.thing, obj.sub, obj.subsectorDepth, StencilValue + 1);
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}
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else
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{
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RenderPolySprite spr;
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spr.Render(WorldToClip, PortalPlane, obj.thing, obj.sub, obj.subsectorDepth, StencilValue + 1, obj.SpriteLeft, obj.SpriteRight);
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}
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}
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}
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