/* ** Polygon Doom software renderer ** Copyright (c) 2016 Magnus Norddahl ** ** This software is provided 'as-is', without any express or implied ** warranty. In no event will the authors be held liable for any damages ** arising from the use of this software. ** ** Permission is granted to anyone to use this software for any purpose, ** including commercial applications, and to alter it and redistribute it ** freely, subject to the following restrictions: ** ** 1. The origin of this software must not be misrepresented; you must not ** claim that you wrote the original software. If you use this software ** in a product, an acknowledgment in the product documentation would be ** appreciated but is not required. ** 2. Altered source versions must be plainly marked as such, and must not be ** misrepresented as being the original software. ** 3. This notice may not be removed or altered from any source distribution. ** */ #include #include "templates.h" #include "doomdef.h" #include "sbar.h" #include "r_data/r_translate.h" #include "poly_plane.h" #include "poly_portal.h" #include "polyrenderer/poly_renderer.h" #include "r_sky.h" #include "polyrenderer/scene/poly_light.h" #include "polyrenderer/poly_renderthread.h" #include "p_lnspec.h" #include "a_dynlight.h" EXTERN_CVAR(Int, r_3dfloors) void RenderPolyPlane::RenderPlanes(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, const PolyTransferHeights &fakeflat, uint32_t stencilValue, double skyCeilingHeight, double skyFloorHeight, std::vector> §orPortals) { if (fakeflat.FrontSector->CenterFloor() == fakeflat.FrontSector->CenterCeiling()) return; RenderPolyPlane plane; plane.Render(thread, worldToClip, clipPlane, fakeflat, stencilValue, true, skyCeilingHeight, sectorPortals); plane.Render(thread, worldToClip, clipPlane, fakeflat, stencilValue, false, skyFloorHeight, sectorPortals); } void RenderPolyPlane::Render(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, const PolyTransferHeights &fakeflat, uint32_t stencilValue, bool ceiling, double skyHeight, std::vector> §orPortals) { FSectorPortal *portal = fakeflat.FrontSector->ValidatePortal(ceiling ? sector_t::ceiling : sector_t::floor); if (!portal || (portal->mFlags & PORTSF_INSKYBOX) == PORTSF_INSKYBOX) // Do not recurse into portals we already recursed into { RenderNormal(thread, worldToClip, clipPlane, fakeflat, stencilValue, ceiling, skyHeight); } else { RenderPortal(thread, worldToClip, clipPlane, fakeflat, stencilValue, ceiling, skyHeight, portal, sectorPortals); } } void RenderPolyPlane::RenderNormal(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, const PolyTransferHeights &fakeflat, uint32_t stencilValue, bool ceiling, double skyHeight) { const auto &viewpoint = PolyRenderer::Instance()->Viewpoint; FTextureID picnum = fakeflat.FrontSector->GetTexture(ceiling ? sector_t::ceiling : sector_t::floor); if (picnum != skyflatnum) { FTexture *tex = TexMan(picnum); if (!tex || tex->UseType == FTexture::TEX_Null) return; PolyPlaneUVTransform transform = PolyPlaneUVTransform(ceiling ? fakeflat.FrontSector->planes[sector_t::ceiling].xform : fakeflat.FrontSector->planes[sector_t::floor].xform, tex); TriVertex *vertices = CreatePlaneVertices(thread, fakeflat.Subsector, transform, ceiling ? fakeflat.FrontSector->ceilingplane : fakeflat.FrontSector->floorplane); PolyDrawArgs args; SetLightLevel(thread, args, fakeflat, ceiling); SetDynLights(thread, args, fakeflat.Subsector, ceiling); args.SetTransform(&worldToClip); args.SetFaceCullCCW(true); args.SetStencilTestValue(stencilValue); args.SetWriteStencil(true, stencilValue + 1); args.SetClipPlane(0, clipPlane); args.SetTexture(tex); args.SetStyle(TriBlendMode::TextureOpaque); args.DrawArray(thread, vertices, fakeflat.Subsector->numlines, PolyDrawMode::TriangleFan); } else { TriVertex *vertices = CreateSkyPlaneVertices(thread, fakeflat.Subsector, skyHeight); PolyDrawArgs args; args.SetTransform(&worldToClip); args.SetFaceCullCCW(true); args.SetStencilTestValue(stencilValue); args.SetWriteStencil(true, stencilValue + 1); args.SetClipPlane(0, clipPlane); args.SetWriteStencil(true, 255); args.SetWriteColor(false); args.SetWriteDepth(false); args.DrawArray(thread, vertices, fakeflat.Subsector->numlines, PolyDrawMode::TriangleFan); RenderSkyWalls(thread, args, fakeflat.Subsector, nullptr, ceiling, skyHeight); } } void RenderPolyPlane::RenderPortal(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, const PolyTransferHeights &fakeflat, uint32_t stencilValue, bool ceiling, double skyHeight, FSectorPortal *portal, std::vector> §orPortals) { const auto &viewpoint = PolyRenderer::Instance()->Viewpoint; PolyDrawSectorPortal *polyportal = nullptr; std::vector portalSegments; // Skip portals not facing the camera if ((ceiling && fakeflat.FrontSector->ceilingplane.PointOnSide(viewpoint.Pos) < 0) || (!ceiling && fakeflat.FrontSector->floorplane.PointOnSide(viewpoint.Pos) < 0)) { return; } for (auto &p : sectorPortals) { if (p->Portal == portal) // To do: what other criteria do we need to check for? { polyportal = p.get(); break; } } if (!polyportal) { sectorPortals.push_back(std::unique_ptr(new PolyDrawSectorPortal(portal, ceiling))); polyportal = sectorPortals.back().get(); } #if 0 // Calculate portal clipping portalSegments.reserve(sub->numlines); for (uint32_t i = 0; i < sub->numlines; i++) { seg_t *line = &sub->firstline[i]; DVector2 pt1 = line->v1->fPos() - viewpoint.Pos; DVector2 pt2 = line->v2->fPos() - viewpoint.Pos; bool backside = pt1.Y * (pt1.X - pt2.X) + pt1.X * (pt2.Y - pt1.Y) >= 0; if (!backside) { angle_t angle1, angle2; if (cull.GetAnglesForLine(line->v1->fX(), line->v1->fY(), line->v2->fX(), line->v2->fY(), angle1, angle2)) portalSegments.push_back({ angle1, angle2 }); } else { angle_t angle1, angle2; if (cull.GetAnglesForLine(line->v2->fX(), line->v2->fY(), line->v1->fX(), line->v1->fY(), angle1, angle2)) portalSegments.push_back({ angle1, angle2 }); } } #endif TriVertex *vertices = CreateSkyPlaneVertices(thread, fakeflat.Subsector, skyHeight); PolyDrawArgs args; args.SetTransform(&worldToClip); args.SetFaceCullCCW(true); args.SetStencilTestValue(stencilValue); args.SetWriteStencil(true, stencilValue + 1); args.SetClipPlane(0, clipPlane); args.SetWriteStencil(true, polyportal->StencilValue); args.SetWriteColor(false); args.SetWriteDepth(false); args.DrawArray(thread, vertices, fakeflat.Subsector->numlines, PolyDrawMode::TriangleFan); RenderSkyWalls(thread, args, fakeflat.Subsector, polyportal, ceiling, skyHeight); polyportal->Shape.push_back({ vertices, (int)fakeflat.Subsector->numlines, true }); } void RenderPolyPlane::RenderSkyWalls(PolyRenderThread *thread, PolyDrawArgs &args, subsector_t *sub, PolyDrawSectorPortal *polyportal, bool ceiling, double skyHeight) { sector_t *frontsector = sub->sector; for (uint32_t i = 0; i < sub->numlines; i++) { seg_t *line = &sub->firstline[i]; double skyBottomz1 = frontsector->ceilingplane.ZatPoint(line->v1); double skyBottomz2 = frontsector->ceilingplane.ZatPoint(line->v2); if (line->backsector) { sector_t *backsector = line->backsector; double backceilz1 = backsector->ceilingplane.ZatPoint(line->v1); double backfloorz1 = backsector->floorplane.ZatPoint(line->v1); double backceilz2 = backsector->ceilingplane.ZatPoint(line->v2); double backfloorz2 = backsector->floorplane.ZatPoint(line->v2); bool bothSkyCeiling = frontsector->GetTexture(sector_t::ceiling) == skyflatnum && backsector->GetTexture(sector_t::ceiling) == skyflatnum; bool closedSector = backceilz1 == backfloorz1 && backceilz2 == backfloorz2; if (ceiling && bothSkyCeiling && closedSector) { double frontceilz1 = frontsector->ceilingplane.ZatPoint(line->v1); double frontfloorz1 = frontsector->floorplane.ZatPoint(line->v1); double frontceilz2 = frontsector->ceilingplane.ZatPoint(line->v2); double frontfloorz2 = frontsector->floorplane.ZatPoint(line->v2); double topceilz1 = frontceilz1; double topceilz2 = frontceilz2; double topfloorz1 = MIN(backceilz1, frontceilz1); double topfloorz2 = MIN(backceilz2, frontceilz2); double bottomceilz1 = MAX(frontfloorz1, backfloorz1); double bottomceilz2 = MAX(frontfloorz2, backfloorz2); double middleceilz1 = topfloorz1; double middleceilz2 = topfloorz2; double middlefloorz1 = MIN(bottomceilz1, middleceilz1); double middlefloorz2 = MIN(bottomceilz2, middleceilz2); skyBottomz1 = middlefloorz1; skyBottomz2 = middlefloorz2; } else if (bothSkyCeiling) { continue; } } else if (polyportal && line->linedef && line->linedef->special == Line_Horizon) { // Not entirely correct as this closes the line horizon rather than allowing the floor to continue to infinity skyBottomz1 = frontsector->floorplane.ZatPoint(line->v1); skyBottomz2 = frontsector->floorplane.ZatPoint(line->v2); } TriVertex *wallvert = thread->FrameMemory->AllocMemory(4); if (ceiling) { wallvert[0] = GetSkyVertex(line->v1, skyHeight); wallvert[1] = GetSkyVertex(line->v2, skyHeight); wallvert[2] = GetSkyVertex(line->v2, skyBottomz2); wallvert[3] = GetSkyVertex(line->v1, skyBottomz1); } else { wallvert[0] = GetSkyVertex(line->v1, frontsector->floorplane.ZatPoint(line->v1)); wallvert[1] = GetSkyVertex(line->v2, frontsector->floorplane.ZatPoint(line->v2)); wallvert[2] = GetSkyVertex(line->v2, skyHeight); wallvert[3] = GetSkyVertex(line->v1, skyHeight); } args.DrawArray(thread, wallvert, 4, PolyDrawMode::TriangleFan); if (polyportal) { polyportal->Shape.push_back({ wallvert, 4, args.FaceCullCCW() }); } } } void RenderPolyPlane::SetLightLevel(PolyRenderThread *thread, PolyDrawArgs &args, const PolyTransferHeights &fakeflat, bool ceiling) { bool foggy = level.fadeto || fakeflat.FrontSector->Colormap.FadeColor || (level.flags & LEVEL_HASFADETABLE); int lightlevel = ceiling ? fakeflat.CeilingLightLevel : fakeflat.FloorLightLevel; int actualextralight = foggy ? 0 : PolyRenderer::Instance()->Viewpoint.extralight << 4; lightlevel = clamp(lightlevel + actualextralight, 0, 255); PolyCameraLight *cameraLight = PolyCameraLight::Instance(); FDynamicColormap *basecolormap = GetColorTable(fakeflat.FrontSector->Colormap, fakeflat.FrontSector->SpecialColors[ceiling ? sector_t::ceiling : sector_t::floor]); if (cameraLight->FixedLightLevel() < 0 && fakeflat.FrontSector->e && fakeflat.FrontSector->e->XFloor.lightlist.Size()) { lightlist_t *light = P_GetPlaneLight(fakeflat.FrontSector, ceiling ? &fakeflat.FrontSector->ceilingplane : &fakeflat.FrontSector->floorplane, false); basecolormap = GetColorTable(light->extra_colormap, fakeflat.FrontSector->SpecialColors[ceiling ? sector_t::ceiling : sector_t::floor]); if (light->p_lightlevel != &fakeflat.FrontSector->lightlevel) // If this is the real ceiling, don't discard plane lighting R_FakeFlat() accounted for. { lightlevel = *light->p_lightlevel; } } args.SetLight(basecolormap, lightlevel, PolyRenderer::Instance()->Light.WallGlobVis(foggy), false); } void RenderPolyPlane::SetDynLights(PolyRenderThread *thread, PolyDrawArgs &args, subsector_t *sub, bool ceiling) { FLightNode *light_list = sub->lighthead; auto cameraLight = PolyCameraLight::Instance(); if ((cameraLight->FixedLightLevel() >= 0) || (cameraLight->FixedColormap() != nullptr)) { args.SetLights(nullptr, 0); // [SP] Don't draw dynlights if invul/lightamp active return; } // Calculate max lights that can touch the wall so we can allocate memory for the list int max_lights = 0; FLightNode *cur_node = light_list; while (cur_node) { if (!(cur_node->lightsource->flags2&MF2_DORMANT)) max_lights++; cur_node = cur_node->nextLight; } if (max_lights == 0) { args.SetLights(nullptr, 0); return; } int dc_num_lights = 0; PolyLight *dc_lights = thread->FrameMemory->AllocMemory(max_lights); // Setup lights cur_node = light_list; while (cur_node) { if (!(cur_node->lightsource->flags2&MF2_DORMANT)) { bool is_point_light = (cur_node->lightsource->lightflags & LF_ATTENUATE) != 0; // To do: cull lights not touching subsector uint32_t red = cur_node->lightsource->GetRed(); uint32_t green = cur_node->lightsource->GetGreen(); uint32_t blue = cur_node->lightsource->GetBlue(); auto &light = dc_lights[dc_num_lights++]; light.x = (float)cur_node->lightsource->X(); light.y = (float)cur_node->lightsource->Y(); light.z = (float)cur_node->lightsource->Z(); light.radius = 256.0f / cur_node->lightsource->GetRadius(); light.color = (red << 16) | (green << 8) | blue; if (is_point_light) light.radius = -light.radius; } cur_node = cur_node->nextLight; } args.SetLights(dc_lights, dc_num_lights); DVector3 normal = ceiling ? sub->sector->ceilingplane.Normal() : sub->sector->floorplane.Normal(); args.SetNormal({ (float)normal.X, (float)normal.Y, (float)normal.Z }); } TriVertex *RenderPolyPlane::CreatePlaneVertices(PolyRenderThread *thread, subsector_t *sub, const PolyPlaneUVTransform &transform, const secplane_t &plane) { TriVertex *vertices = thread->FrameMemory->AllocMemory(sub->numlines); const auto &viewpoint = PolyRenderer::Instance()->Viewpoint; double planeZ = plane.ZatPoint(viewpoint.Pos.XY()); if (viewpoint.Pos.Z < planeZ) { for (uint32_t i = 0; i < sub->numlines; i++) { seg_t *line = &sub->firstline[sub->numlines - 1 - i]; vertices[i] = transform.GetVertex(line->v1, plane.ZatPoint(line->v1)); } } else { for (uint32_t i = 0; i < sub->numlines; i++) { seg_t *line = &sub->firstline[i]; vertices[i] = transform.GetVertex(line->v1, plane.ZatPoint(line->v1)); } } return vertices; } TriVertex *RenderPolyPlane::CreateSkyPlaneVertices(PolyRenderThread *thread, subsector_t *sub, double skyHeight) { TriVertex *vertices = thread->FrameMemory->AllocMemory(sub->numlines); const auto &viewpoint = PolyRenderer::Instance()->Viewpoint; if (viewpoint.Pos.Z < skyHeight) { for (uint32_t i = 0; i < sub->numlines; i++) { seg_t *line = &sub->firstline[sub->numlines - 1 - i]; vertices[i] = GetSkyVertex(line->v1, skyHeight); } } else { for (uint32_t i = 0; i < sub->numlines; i++) { seg_t *line = &sub->firstline[i]; vertices[i] = GetSkyVertex(line->v1, skyHeight); } } return vertices; } ///////////////////////////////////////////////////////////////////////////// PolyPlaneUVTransform::PolyPlaneUVTransform(const FTransform &transform, FTexture *tex) { if (tex) { xscale = (float)(transform.xScale * tex->Scale.X / tex->GetWidth()); yscale = (float)(transform.yScale * tex->Scale.Y / tex->GetHeight()); double planeang = (transform.Angle + transform.baseAngle).Radians(); cosine = (float)cos(planeang); sine = (float)sin(planeang); xOffs = (float)transform.xOffs; yOffs = (float)transform.yOffs; } else { xscale = 1.0f / 64.0f; yscale = 1.0f / 64.0f; cosine = 1.0f; sine = 0.0f; xOffs = 0.0f; yOffs = 0.0f; } } ///////////////////////////////////////////////////////////////////////////// void Render3DFloorPlane::RenderPlanes(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, subsector_t *sub, uint32_t stencilValue, uint32_t subsectorDepth, std::vector &translucentObjects) { if (!r_3dfloors || sub->sector->CenterFloor() == sub->sector->CenterCeiling()) return; const auto &viewpoint = PolyRenderer::Instance()->Viewpoint; auto frontsector = sub->sector; auto &ffloors = frontsector->e->XFloor.ffloors; // 3D floor floors for (int i = 0; i < (int)ffloors.Size(); i++) { F3DFloor *fakeFloor = ffloors[i]; if (!(fakeFloor->flags & FF_EXISTS)) continue; if (!fakeFloor->model) continue; //if (!(fakeFloor->flags & FF_NOSHADE) || (fakeFloor->flags & (FF_RENDERPLANES | FF_RENDERSIDES))) // R_3D_AddHeight(fakeFloor->top.plane, frontsector); if (!(fakeFloor->flags & FF_RENDERPLANES)) continue; if (fakeFloor->alpha == 0) continue; if (fakeFloor->flags & FF_THISINSIDE && fakeFloor->flags & FF_INVERTSECTOR) continue; //fakeFloor->alpha double fakeHeight = fakeFloor->top.plane->ZatPoint(frontsector->centerspot); if (fakeFloor->bottom.plane->isSlope() || (fakeHeight < viewpoint.Pos.Z && fakeHeight > frontsector->floorplane.ZatPoint(frontsector->centerspot))) { Render3DFloorPlane plane; plane.sub = sub; plane.stencilValue = stencilValue; plane.ceiling = false; plane.fakeFloor = fakeFloor; plane.Additive = !!(fakeFloor->flags & FF_ADDITIVETRANS); if (!plane.Additive && fakeFloor->alpha == 255) { plane.Masked = false; plane.Alpha = 1.0; } else { plane.Masked = true; plane.Alpha = fakeFloor->alpha / 255.0; } if (!plane.Masked) plane.Render(thread, worldToClip, clipPlane); else translucentObjects.push_back(thread->FrameMemory->NewObject(plane, subsectorDepth)); } } // 3D floor ceilings for (int i = 0; i < (int)ffloors.Size(); i++) { F3DFloor *fakeFloor = ffloors[i]; if (!(fakeFloor->flags & FF_EXISTS)) continue; if (!fakeFloor->model) continue; //if (!(fakeFloor->flags & FF_NOSHADE) || (fakeFloor->flags & (FF_RENDERPLANES | FF_RENDERSIDES))) // R_3D_AddHeight(fakeFloor->bottom.plane, frontsector); if (!(fakeFloor->flags & FF_RENDERPLANES)) continue; if (fakeFloor->alpha == 0) continue; if (!(fakeFloor->flags & FF_THISINSIDE) && (fakeFloor->flags & (FF_SWIMMABLE | FF_INVERTSECTOR)) == (FF_SWIMMABLE | FF_INVERTSECTOR)) continue; //fakeFloor->alpha double fakeHeight = fakeFloor->bottom.plane->ZatPoint(frontsector->centerspot); if (fakeFloor->bottom.plane->isSlope() || (fakeHeight > viewpoint.Pos.Z && fakeHeight < frontsector->ceilingplane.ZatPoint(frontsector->centerspot))) { Render3DFloorPlane plane; plane.sub = sub; plane.stencilValue = stencilValue; plane.ceiling = true; plane.fakeFloor = fakeFloor; plane.Additive = !!(fakeFloor->flags & FF_ADDITIVETRANS); if (!plane.Additive && fakeFloor->alpha == 255) { plane.Masked = false; plane.Alpha = 1.0; } else { plane.Masked = true; plane.Alpha = fakeFloor->alpha / 255.0; } if (!plane.Masked) plane.Render(thread, worldToClip, clipPlane); else translucentObjects.push_back(thread->FrameMemory->NewObject(plane, subsectorDepth)); } } } void Render3DFloorPlane::Render(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane) { FTextureID picnum = ceiling ? *fakeFloor->bottom.texture : *fakeFloor->top.texture; FTexture *tex = TexMan(picnum); if (tex->UseType == FTexture::TEX_Null) return; PolyCameraLight *cameraLight = PolyCameraLight::Instance(); int lightlevel = 255; bool foggy = false; if (cameraLight->FixedLightLevel() < 0 && sub->sector->e->XFloor.lightlist.Size()) { lightlist_t *light = P_GetPlaneLight(sub->sector, &sub->sector->ceilingplane, false); //basecolormap = light->extra_colormap; lightlevel = *light->p_lightlevel; } int actualextralight = foggy ? 0 : PolyRenderer::Instance()->Viewpoint.extralight << 4; lightlevel = clamp(lightlevel + actualextralight, 0, 255); PolyPlaneUVTransform xform(ceiling ? fakeFloor->top.model->planes[sector_t::ceiling].xform : fakeFloor->top.model->planes[sector_t::floor].xform, tex); TriVertex *vertices = thread->FrameMemory->AllocMemory(sub->numlines); if (ceiling) { for (uint32_t i = 0; i < sub->numlines; i++) { seg_t *line = &sub->firstline[i]; vertices[sub->numlines - 1 - i] = xform.GetVertex(line->v1, fakeFloor->bottom.plane->ZatPoint(line->v1)); } } else { for (uint32_t i = 0; i < sub->numlines; i++) { seg_t *line = &sub->firstline[i]; vertices[i] = xform.GetVertex(line->v1, fakeFloor->top.plane->ZatPoint(line->v1)); } } PolyDrawArgs args; args.SetLight(GetColorTable(sub->sector->Colormap), lightlevel, PolyRenderer::Instance()->Light.WallGlobVis(foggy), false); args.SetTransform(&worldToClip); if (!Masked) { args.SetStyle(TriBlendMode::TextureOpaque); } else { double srcalpha = MIN(Alpha, 1.0); double destalpha = Additive ? 1.0 : 1.0 - srcalpha; args.SetStyle(TriBlendMode::TextureAdd, srcalpha, destalpha); args.SetDepthTest(true); args.SetWriteDepth(true); args.SetWriteStencil(false); } args.SetFaceCullCCW(true); args.SetStencilTestValue(stencilValue); args.SetWriteStencil(true, stencilValue + 1); args.SetTexture(tex); args.SetClipPlane(0, clipPlane); args.DrawArray(thread, vertices, sub->numlines, PolyDrawMode::TriangleFan); }