871 lines
22 KiB
C++
871 lines
22 KiB
C++
//
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// Copyright(C) 2000-2016 Christoph Oelckers
|
|
// All rights reserved.
|
|
//
|
|
// This program is free software: you can redistribute it and/or modify
|
|
// it under the terms of the GNU Lesser General Public License as published by
|
|
// the Free Software Foundation, either version 3 of the License, or
|
|
// (at your option) any later version.
|
|
//
|
|
// This program is distributed in the hope that it will be useful,
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
// GNU Lesser General Public License for more details.
|
|
//
|
|
// You should have received a copy of the GNU Lesser General Public License
|
|
// along with this program. If not, see http://www.gnu.org/licenses/
|
|
//
|
|
//--------------------------------------------------------------------------
|
|
//
|
|
/*
|
|
** gl_bsp.cpp
|
|
** Main rendering loop / BSP traversal / visibility clipping
|
|
**
|
|
**/
|
|
|
|
#include "p_lnspec.h"
|
|
#include "p_local.h"
|
|
#include "a_sharedglobal.h"
|
|
#include "g_levellocals.h"
|
|
#include "p_effect.h"
|
|
#include "po_man.h"
|
|
#include "m_fixed.h"
|
|
#include "ctpl.h"
|
|
#include "texturemanager.h"
|
|
#include "hwrenderer/scene/hw_fakeflat.h"
|
|
#include "hwrenderer/scene/hw_clipper.h"
|
|
#include "hwrenderer/scene/hw_drawstructs.h"
|
|
#include "hwrenderer/scene/hw_drawinfo.h"
|
|
#include "hwrenderer/scene/hw_portal.h"
|
|
#include "hw_clock.h"
|
|
#include "flatvertices.h"
|
|
#include "hw_vertexbuilder.h"
|
|
|
|
#ifdef ARCH_IA32
|
|
#include <immintrin.h>
|
|
#endif // ARCH_IA32
|
|
|
|
CVAR(Bool, gl_multithread, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
|
|
|
EXTERN_CVAR(Float, r_actorspriteshadowdist)
|
|
|
|
thread_local bool isWorkerThread;
|
|
ctpl::thread_pool renderPool(1);
|
|
bool inited = false;
|
|
|
|
struct RenderJob
|
|
{
|
|
enum
|
|
{
|
|
FlatJob,
|
|
WallJob,
|
|
SpriteJob,
|
|
ParticleJob,
|
|
PortalJob,
|
|
TerminateJob // inserted when all work is done so that the worker can return.
|
|
};
|
|
|
|
int type;
|
|
subsector_t *sub;
|
|
seg_t *seg;
|
|
};
|
|
|
|
|
|
class RenderJobQueue
|
|
{
|
|
RenderJob pool[300000]; // Way more than ever needed. The largest ever seen on a single viewpoint is around 40000.
|
|
std::atomic<int> readindex{};
|
|
std::atomic<int> writeindex{};
|
|
public:
|
|
void AddJob(int type, subsector_t *sub, seg_t *seg = nullptr)
|
|
{
|
|
// This does not check for array overflows. The pool should be large enough that it never hits the limit.
|
|
|
|
pool[writeindex] = { type, sub, seg };
|
|
writeindex++; // update index only after the value has been written.
|
|
}
|
|
|
|
RenderJob *GetJob()
|
|
{
|
|
if (readindex < writeindex) return &pool[readindex++];
|
|
return nullptr;
|
|
}
|
|
|
|
void ReleaseAll()
|
|
{
|
|
readindex = 0;
|
|
writeindex = 0;
|
|
}
|
|
};
|
|
|
|
static RenderJobQueue jobQueue; // One static queue is sufficient here. This code will never be called recursively.
|
|
|
|
void HWDrawInfo::WorkerThread()
|
|
{
|
|
sector_t *front, *back;
|
|
|
|
FRenderState& state = *screen->RenderState();
|
|
|
|
WTTotal.Clock();
|
|
isWorkerThread = true; // for adding asserts in GL API code. The worker thread may never call any GL API.
|
|
while (true)
|
|
{
|
|
auto job = jobQueue.GetJob();
|
|
if (job == nullptr)
|
|
{
|
|
#ifdef ARCH_IA32
|
|
// The queue is empty. But yielding would be too costly here and possibly cause further delays down the line if the thread is halted.
|
|
// So instead add a few pause instructions and retry immediately.
|
|
_mm_pause();
|
|
_mm_pause();
|
|
_mm_pause();
|
|
_mm_pause();
|
|
_mm_pause();
|
|
_mm_pause();
|
|
_mm_pause();
|
|
_mm_pause();
|
|
_mm_pause();
|
|
_mm_pause();
|
|
#endif // ARCH_IA32
|
|
}
|
|
// Note that the main thread MUST have prepared the fake sectors that get used below!
|
|
// This worker thread cannot prepare them itself without costly synchronization.
|
|
else switch (job->type)
|
|
{
|
|
case RenderJob::TerminateJob:
|
|
WTTotal.Unclock();
|
|
return;
|
|
|
|
case RenderJob::WallJob:
|
|
{
|
|
HWWall wall;
|
|
SetupWall.Clock();
|
|
wall.sub = job->sub;
|
|
|
|
front = hw_FakeFlat(job->sub->sector, in_area, false);
|
|
auto seg = job->seg;
|
|
auto backsector = seg->backsector;
|
|
if (!backsector && seg->linedef->isVisualPortal() && seg->sidedef == seg->linedef->sidedef[0]) // For one-sided portals use the portal's destination sector as backsector.
|
|
{
|
|
auto portal = seg->linedef->getPortal();
|
|
backsector = portal->mDestination->frontsector;
|
|
back = hw_FakeFlat(backsector, in_area, true);
|
|
if (front->floorplane.isSlope() || front->ceilingplane.isSlope() || back->floorplane.isSlope() || back->ceilingplane.isSlope())
|
|
{
|
|
// Having a one-sided portal like this with slopes is too messy so let's ignore that case.
|
|
back = nullptr;
|
|
}
|
|
}
|
|
else if (backsector)
|
|
{
|
|
if (front->sectornum == backsector->sectornum || (seg->sidedef->Flags & WALLF_POLYOBJ))
|
|
{
|
|
back = front;
|
|
}
|
|
else
|
|
{
|
|
back = hw_FakeFlat(backsector, in_area, true);
|
|
}
|
|
}
|
|
else back = nullptr;
|
|
|
|
wall.Process(this, state, job->seg, front, back);
|
|
rendered_lines++;
|
|
SetupWall.Unclock();
|
|
break;
|
|
}
|
|
|
|
case RenderJob::FlatJob:
|
|
{
|
|
HWFlat flat;
|
|
SetupFlat.Clock();
|
|
flat.section = job->sub->section;
|
|
front = hw_FakeFlat(job->sub->render_sector, in_area, false);
|
|
flat.ProcessSector(this, state, front);
|
|
SetupFlat.Unclock();
|
|
break;
|
|
}
|
|
|
|
case RenderJob::SpriteJob:
|
|
SetupSprite.Clock();
|
|
front = hw_FakeFlat(job->sub->sector, in_area, false);
|
|
RenderThings(job->sub, front, state);
|
|
SetupSprite.Unclock();
|
|
break;
|
|
|
|
case RenderJob::ParticleJob:
|
|
SetupSprite.Clock();
|
|
front = hw_FakeFlat(job->sub->sector, in_area, false);
|
|
RenderParticles(job->sub, front, state);
|
|
SetupSprite.Unclock();
|
|
break;
|
|
|
|
case RenderJob::PortalJob:
|
|
AddSubsectorToPortal((FSectorPortalGroup *)job->seg, job->sub);
|
|
break;
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
EXTERN_CVAR(Bool, gl_render_segs)
|
|
|
|
CVAR(Bool, gl_render_things, true, 0)
|
|
CVAR(Bool, gl_render_walls, true, 0)
|
|
CVAR(Bool, gl_render_flats, true, 0)
|
|
|
|
void HWDrawInfo::UnclipSubsector(subsector_t *sub)
|
|
{
|
|
int count = sub->numlines;
|
|
seg_t * seg = sub->firstline;
|
|
auto &clipper = *mClipper;
|
|
|
|
while (count--)
|
|
{
|
|
angle_t startAngle = clipper.GetClipAngle(seg->v2);
|
|
angle_t endAngle = clipper.GetClipAngle(seg->v1);
|
|
|
|
// Back side, i.e. backface culling - read: endAngle >= startAngle!
|
|
if (startAngle-endAngle >= ANGLE_180)
|
|
{
|
|
clipper.SafeRemoveClipRange(startAngle, endAngle);
|
|
clipper.SetBlocked(false);
|
|
}
|
|
seg++;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_AddLine
|
|
// Clips the given segment
|
|
// and adds any visible pieces to the line list.
|
|
//
|
|
//==========================================================================
|
|
|
|
void HWDrawInfo::AddLine (seg_t *seg, bool portalclip, FRenderState& state)
|
|
{
|
|
#ifdef _DEBUG
|
|
if (seg->linedef && seg->linedef->Index() == 38)
|
|
{
|
|
int a = 0;
|
|
}
|
|
#endif
|
|
|
|
sector_t * backsector = nullptr;
|
|
|
|
if (portalclip)
|
|
{
|
|
int clipres = mClipPortal->ClipSeg(seg, Viewpoint.Pos);
|
|
if (clipres == PClip_InFront) return;
|
|
}
|
|
|
|
auto &clipper = *mClipper;
|
|
angle_t startAngle = clipper.GetClipAngle(seg->v2);
|
|
angle_t endAngle = clipper.GetClipAngle(seg->v1);
|
|
|
|
// Back side, i.e. backface culling - read: endAngle >= startAngle!
|
|
if (startAngle-endAngle<ANGLE_180)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (seg->sidedef == nullptr)
|
|
{
|
|
if (!(currentsubsector->flags & SSECMF_DRAWN))
|
|
{
|
|
if (clipper.SafeCheckRange(startAngle, endAngle))
|
|
{
|
|
currentsubsector->flags |= SSECMF_DRAWN;
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (!clipper.SafeCheckRange(startAngle, endAngle))
|
|
{
|
|
return;
|
|
}
|
|
currentsubsector->flags |= SSECMF_DRAWN;
|
|
|
|
uint8_t ispoly = uint8_t(seg->sidedef->Flags & WALLF_POLYOBJ);
|
|
|
|
if (!seg->backsector)
|
|
{
|
|
clipper.SafeAddClipRange(startAngle, endAngle);
|
|
}
|
|
else if (!ispoly) // Two-sided polyobjects never obstruct the view
|
|
{
|
|
if (currentsector->sectornum == seg->backsector->sectornum)
|
|
{
|
|
if (!seg->linedef->isVisualPortal())
|
|
{
|
|
auto tex = TexMan.GetGameTexture(seg->sidedef->GetTexture(side_t::mid), true);
|
|
if (!tex || !tex->isValid())
|
|
{
|
|
// nothing to do here!
|
|
seg->linedef->validcount=validcount;
|
|
return;
|
|
}
|
|
}
|
|
backsector=currentsector;
|
|
}
|
|
else
|
|
{
|
|
// clipping checks are only needed when the backsector is not the same as the front sector
|
|
if (in_area == area_default) in_area = hw_CheckViewArea(seg->v1, seg->v2, seg->frontsector, seg->backsector);
|
|
|
|
backsector = hw_FakeFlat(seg->backsector, in_area, true);
|
|
|
|
if (hw_CheckClip(seg->sidedef, currentsector, backsector))
|
|
{
|
|
clipper.SafeAddClipRange(startAngle, endAngle);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Backsector for polyobj segs is always the containing sector itself
|
|
backsector = currentsector;
|
|
}
|
|
|
|
seg->linedef->flags |= ML_MAPPED;
|
|
|
|
if (ispoly || seg->linedef->validcount!=validcount)
|
|
{
|
|
if (!ispoly) seg->linedef->validcount=validcount;
|
|
|
|
if (gl_render_walls)
|
|
{
|
|
if (multithread)
|
|
{
|
|
jobQueue.AddJob(RenderJob::WallJob, seg->Subsector, seg);
|
|
}
|
|
else
|
|
{
|
|
HWWall wall;
|
|
SetupWall.Clock();
|
|
wall.sub = seg->Subsector;
|
|
wall.Process(this, state, seg, currentsector, backsector);
|
|
rendered_lines++;
|
|
SetupWall.Unclock();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_Subsector
|
|
// Determine floor/ceiling planes.
|
|
// Add sprites of things in sector.
|
|
// Draw one or more line segments.
|
|
//
|
|
//==========================================================================
|
|
|
|
void HWDrawInfo::PolySubsector(subsector_t * sub, FRenderState& state)
|
|
{
|
|
int count = sub->numlines;
|
|
seg_t * line = sub->firstline;
|
|
|
|
while (count--)
|
|
{
|
|
if (line->linedef)
|
|
{
|
|
AddLine (line, mClipPortal != nullptr, state);
|
|
}
|
|
line++;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// RenderBSPNode
|
|
// Renders all subsectors below a given node,
|
|
// traversing subtree recursively.
|
|
// Just call with BSP root.
|
|
//
|
|
//==========================================================================
|
|
|
|
void HWDrawInfo::RenderPolyBSPNode (void *node, FRenderState& state)
|
|
{
|
|
while (!((size_t)node & 1)) // Keep going until found a subsector
|
|
{
|
|
node_t *bsp = (node_t *)node;
|
|
|
|
// Decide which side the view point is on.
|
|
int side = R_PointOnSide(viewx, viewy, bsp);
|
|
|
|
// Recursively divide front space (toward the viewer).
|
|
RenderPolyBSPNode (bsp->children[side], state);
|
|
|
|
// Possibly divide back space (away from the viewer).
|
|
side ^= 1;
|
|
|
|
// It is not necessary to use the slower precise version here
|
|
if (!mClipper->CheckBox(bsp->bbox[side]))
|
|
{
|
|
return;
|
|
}
|
|
|
|
node = bsp->children[side];
|
|
}
|
|
PolySubsector ((subsector_t *)((uint8_t *)node - 1), state);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Unlilke the software renderer this function will only draw the walls,
|
|
// not the flats. Those are handled as a whole by the parent subsector.
|
|
//
|
|
//==========================================================================
|
|
|
|
void HWDrawInfo::AddPolyobjs(subsector_t *sub, FRenderState& state)
|
|
{
|
|
if (sub->BSP == nullptr || sub->BSP->bDirty)
|
|
{
|
|
sub->BuildPolyBSP();
|
|
}
|
|
if (sub->BSP->Nodes.Size() == 0)
|
|
{
|
|
PolySubsector(&sub->BSP->Subsectors[0], state);
|
|
}
|
|
else
|
|
{
|
|
RenderPolyBSPNode(&sub->BSP->Nodes.Last(), state);
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void HWDrawInfo::AddLines(subsector_t * sub, sector_t * sector, FRenderState& state)
|
|
{
|
|
currentsector = sector;
|
|
currentsubsector = sub;
|
|
|
|
ClipWall.Clock();
|
|
if (sub->polys != nullptr)
|
|
{
|
|
AddPolyobjs(sub, state);
|
|
}
|
|
else
|
|
{
|
|
int count = sub->numlines;
|
|
seg_t * seg = sub->firstline;
|
|
|
|
while (count--)
|
|
{
|
|
if (seg->linedef == nullptr)
|
|
{
|
|
if (!(sub->flags & SSECMF_DRAWN)) AddLine (seg, mClipPortal != nullptr, state);
|
|
}
|
|
else if (!(seg->sidedef->Flags & WALLF_POLYOBJ))
|
|
{
|
|
AddLine (seg, mClipPortal != nullptr, state);
|
|
}
|
|
seg++;
|
|
}
|
|
}
|
|
ClipWall.Unclock();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Adds lines that lie directly on the portal boundary.
|
|
// Only two-sided lines will be handled here, and no polyobjects
|
|
//
|
|
//==========================================================================
|
|
|
|
inline bool PointOnLine(const DVector2 &pos, const linebase_t *line)
|
|
{
|
|
double v = (pos.Y - line->v1->fY()) * line->Delta().X + (line->v1->fX() - pos.X) * line->Delta().Y;
|
|
return fabs(v) <= EQUAL_EPSILON;
|
|
}
|
|
|
|
void HWDrawInfo::AddSpecialPortalLines(subsector_t * sub, sector_t * sector, linebase_t *line, FRenderState& state)
|
|
{
|
|
currentsector = sector;
|
|
currentsubsector = sub;
|
|
|
|
ClipWall.Clock();
|
|
int count = sub->numlines;
|
|
seg_t * seg = sub->firstline;
|
|
|
|
while (count--)
|
|
{
|
|
if (seg->linedef != nullptr && seg->PartnerSeg != nullptr)
|
|
{
|
|
if (PointOnLine(seg->v1->fPos(), line) && PointOnLine(seg->v2->fPos(), line))
|
|
AddLine(seg, false, state);
|
|
}
|
|
seg++;
|
|
}
|
|
ClipWall.Unclock();
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_RenderThings
|
|
//
|
|
//==========================================================================
|
|
|
|
void HWDrawInfo::RenderThings(subsector_t * sub, sector_t * sector, FRenderState& state)
|
|
{
|
|
sector_t * sec=sub->sector;
|
|
// Handle all things in sector.
|
|
const auto &vp = Viewpoint;
|
|
for (auto p = sec->touching_renderthings; p != nullptr; p = p->m_snext)
|
|
{
|
|
auto thing = p->m_thing;
|
|
if (thing->validcount == validcount) continue;
|
|
thing->validcount = validcount;
|
|
|
|
FIntCVar *cvar = thing->GetInfo()->distancecheck;
|
|
if (cvar != nullptr && *cvar >= 0)
|
|
{
|
|
double dist = (thing->Pos() - vp.Pos).LengthSquared();
|
|
double check = (double)**cvar;
|
|
if (dist >= check * check)
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
// If this thing is in a map section that's not in view it can't possibly be visible
|
|
if (CurrentMapSections[thing->subsector->mapsection])
|
|
{
|
|
HWSprite sprite;
|
|
|
|
// [Nash] draw sprite shadow
|
|
if (R_ShouldDrawSpriteShadow(thing))
|
|
{
|
|
double dist = (thing->Pos() - vp.Pos).LengthSquared();
|
|
double check = r_actorspriteshadowdist;
|
|
if (dist <= check * check)
|
|
{
|
|
sprite.Process(this, state, thing, sector, in_area, false, true);
|
|
}
|
|
}
|
|
|
|
sprite.Process(this, state, thing, sector, in_area, false);
|
|
}
|
|
}
|
|
|
|
for (msecnode_t *node = sec->sectorportal_thinglist; node; node = node->m_snext)
|
|
{
|
|
AActor *thing = node->m_thing;
|
|
FIntCVar *cvar = thing->GetInfo()->distancecheck;
|
|
if (cvar != nullptr && *cvar >= 0)
|
|
{
|
|
double dist = (thing->Pos() - vp.Pos).LengthSquared();
|
|
double check = (double)**cvar;
|
|
if (dist >= check * check)
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
HWSprite sprite;
|
|
|
|
// [Nash] draw sprite shadow
|
|
if (R_ShouldDrawSpriteShadow(thing))
|
|
{
|
|
double dist = (thing->Pos() - vp.Pos).LengthSquared();
|
|
double check = r_actorspriteshadowdist;
|
|
if (dist <= check * check)
|
|
{
|
|
sprite.Process(this, state, thing, sector, in_area, true, true);
|
|
}
|
|
}
|
|
|
|
sprite.Process(this, state, thing, sector, in_area, true);
|
|
}
|
|
}
|
|
|
|
void HWDrawInfo::RenderParticles(subsector_t *sub, sector_t *front, FRenderState& state)
|
|
{
|
|
SetupSprite.Clock();
|
|
for (int i = Level->ParticlesInSubsec[sub->Index()]; i != NO_PARTICLE; i = Level->Particles[i].snext)
|
|
{
|
|
if (mClipPortal)
|
|
{
|
|
int clipres = mClipPortal->ClipPoint(Level->Particles[i].Pos);
|
|
if (clipres == PClip_InFront) continue;
|
|
}
|
|
|
|
HWSprite sprite;
|
|
sprite.ProcessParticle(this, state, &Level->Particles[i], front);
|
|
}
|
|
SetupSprite.Unclock();
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_Subsector
|
|
// Determine floor/ceiling planes.
|
|
// Add sprites of things in sector.
|
|
// Draw one or more line segments.
|
|
//
|
|
//==========================================================================
|
|
|
|
void HWDrawInfo::DoSubsector(subsector_t * sub, FRenderState& state)
|
|
{
|
|
sector_t * sector;
|
|
sector_t * fakesector;
|
|
|
|
#ifdef _DEBUG
|
|
if (sub->sector->sectornum==931)
|
|
{
|
|
int a = 0;
|
|
}
|
|
#endif
|
|
|
|
sector=sub->sector;
|
|
if (!sector) return;
|
|
|
|
// If the mapsections differ this subsector can't possibly be visible from the current view point
|
|
if (!CurrentMapSections[sub->mapsection]) return;
|
|
if (sub->flags & SSECF_POLYORG) return; // never render polyobject origin subsectors because their vertices no longer are where one may expect.
|
|
|
|
if (ss_renderflags[sub->Index()] & SSRF_SEEN)
|
|
{
|
|
// This means that we have reached a subsector in a portal that has been marked 'seen'
|
|
// from the other side of the portal. This means we must clear the clipper for the
|
|
// range this subsector spans before going on.
|
|
UnclipSubsector(sub);
|
|
}
|
|
if (mClipper->IsBlocked()) return; // if we are inside a stacked sector portal which hasn't unclipped anything yet.
|
|
|
|
fakesector=hw_FakeFlat(sector, in_area, false);
|
|
|
|
if (mClipPortal)
|
|
{
|
|
int clipres = mClipPortal->ClipSubsector(sub);
|
|
if (clipres == PClip_InFront)
|
|
{
|
|
auto line = mClipPortal->ClipLine();
|
|
// The subsector is out of range, but we still have to check lines that lie directly on the boundary and may expose their upper or lower parts.
|
|
if (line) AddSpecialPortalLines(sub, fakesector, line, state);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (sector->validcount != validcount)
|
|
{
|
|
CheckUpdate(state, sector);
|
|
}
|
|
|
|
// [RH] Add particles
|
|
if (gl_render_things && Level->ParticlesInSubsec[sub->Index()] != NO_PARTICLE)
|
|
{
|
|
if (multithread)
|
|
{
|
|
jobQueue.AddJob(RenderJob::ParticleJob, sub, nullptr);
|
|
}
|
|
else
|
|
{
|
|
SetupSprite.Clock();
|
|
RenderParticles(sub, fakesector, state);
|
|
SetupSprite.Unclock();
|
|
}
|
|
}
|
|
|
|
AddLines(sub, fakesector, state);
|
|
|
|
// BSP is traversed by subsector.
|
|
// A sector might have been split into several
|
|
// subsectors during BSP building.
|
|
// Thus we check whether it was already added.
|
|
if (sector->validcount != validcount)
|
|
{
|
|
// Well, now it will be done.
|
|
sector->validcount = validcount;
|
|
sector->MoreFlags |= SECMF_DRAWN;
|
|
|
|
if (gl_render_things && (sector->touching_renderthings || sector->sectorportal_thinglist))
|
|
{
|
|
if (multithread)
|
|
{
|
|
jobQueue.AddJob(RenderJob::SpriteJob, sub, nullptr);
|
|
}
|
|
else
|
|
{
|
|
SetupSprite.Clock();
|
|
RenderThings(sub, fakesector, state);
|
|
SetupSprite.Unclock();
|
|
}
|
|
}
|
|
}
|
|
|
|
if (gl_render_flats)
|
|
{
|
|
// Subsectors with only 2 lines cannot have any area
|
|
if (sub->numlines>2 || (sub->hacked&1))
|
|
{
|
|
// Exclude the case when it tries to render a sector with a heightsec
|
|
// but undetermined heightsec state. This can only happen if the
|
|
// subsector is obstructed but not excluded due to a large bounding box.
|
|
// Due to the way a BSP works such a subsector can never be visible
|
|
if (!sector->GetHeightSec() || in_area!=area_default)
|
|
{
|
|
if (sector != sub->render_sector)
|
|
{
|
|
sector = sub->render_sector;
|
|
// the planes of this subsector are faked to belong to another sector
|
|
// This means we need the heightsec parts and light info of the render sector, not the actual one.
|
|
fakesector = hw_FakeFlat(sector, in_area, false);
|
|
}
|
|
|
|
uint8_t &srf = section_renderflags[Level->sections.SectionIndex(sub->section)];
|
|
if (!(srf & SSRF_PROCESSED))
|
|
{
|
|
srf |= SSRF_PROCESSED;
|
|
|
|
if (multithread)
|
|
{
|
|
jobQueue.AddJob(RenderJob::FlatJob, sub);
|
|
}
|
|
else
|
|
{
|
|
HWFlat flat;
|
|
flat.section = sub->section;
|
|
SetupFlat.Clock();
|
|
flat.ProcessSector(this, state, fakesector);
|
|
SetupFlat.Unclock();
|
|
}
|
|
}
|
|
// mark subsector as processed - but mark for rendering only if it has an actual area.
|
|
ss_renderflags[sub->Index()] =
|
|
(sub->numlines > 2) ? SSRF_PROCESSED|SSRF_RENDERALL : SSRF_PROCESSED;
|
|
if (sub->hacked & 1) AddHackedSubsector(sub);
|
|
|
|
// This is for portal coverage.
|
|
FSectorPortalGroup *portal;
|
|
|
|
// AddSubsectorToPortal cannot be called here when using multithreaded processing,
|
|
// because the wall processing code in the worker can also modify the portal state.
|
|
// To avoid costly synchronization for every access to the portal list,
|
|
// the call to AddSubsectorToPortal will be deferred to the worker.
|
|
// (GetPortalGruop only accesses static sector data so this check can be done here, restricting the new job to the minimum possible extent.)
|
|
portal = fakesector->GetPortalGroup(sector_t::ceiling);
|
|
if (portal != nullptr)
|
|
{
|
|
if (multithread)
|
|
{
|
|
jobQueue.AddJob(RenderJob::PortalJob, sub, (seg_t *)portal);
|
|
}
|
|
else
|
|
{
|
|
AddSubsectorToPortal(portal, sub);
|
|
}
|
|
}
|
|
|
|
portal = fakesector->GetPortalGroup(sector_t::floor);
|
|
if (portal != nullptr)
|
|
{
|
|
if (multithread)
|
|
{
|
|
jobQueue.AddJob(RenderJob::PortalJob, sub, (seg_t *)portal);
|
|
}
|
|
else
|
|
{
|
|
AddSubsectorToPortal(portal, sub);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// RenderBSPNode
|
|
// Renders all subsectors below a given node,
|
|
// traversing subtree recursively.
|
|
// Just call with BSP root.
|
|
//
|
|
//==========================================================================
|
|
|
|
void HWDrawInfo::RenderBSPNode (void *node, FRenderState& state)
|
|
{
|
|
if (Level->nodes.Size() == 0)
|
|
{
|
|
DoSubsector (&Level->subsectors[0], state);
|
|
return;
|
|
}
|
|
while (!((size_t)node & 1)) // Keep going until found a subsector
|
|
{
|
|
node_t *bsp = (node_t *)node;
|
|
|
|
// Decide which side the view point is on.
|
|
int side = R_PointOnSide(viewx, viewy, bsp);
|
|
|
|
// Recursively divide front space (toward the viewer).
|
|
RenderBSPNode (bsp->children[side], state);
|
|
|
|
// Possibly divide back space (away from the viewer).
|
|
side ^= 1;
|
|
|
|
// It is not necessary to use the slower precise version here
|
|
if (!mClipper->CheckBox(bsp->bbox[side]))
|
|
{
|
|
if (!(no_renderflags[bsp->Index()] & SSRF_SEEN))
|
|
return;
|
|
}
|
|
|
|
node = bsp->children[side];
|
|
}
|
|
DoSubsector ((subsector_t *)((uint8_t *)node - 1), state);
|
|
}
|
|
|
|
void HWDrawInfo::RenderBSP(void *node, bool drawpsprites, FRenderState& state)
|
|
{
|
|
Bsp.Clock();
|
|
|
|
// Give the DrawInfo the viewpoint in fixed point because that's what the nodes are.
|
|
viewx = FLOAT2FIXED(Viewpoint.Pos.X);
|
|
viewy = FLOAT2FIXED(Viewpoint.Pos.Y);
|
|
|
|
validcount++; // used for processing sidedefs only once by the renderer.
|
|
|
|
multithread = gl_multithread;
|
|
if (multithread)
|
|
{
|
|
jobQueue.ReleaseAll();
|
|
auto future = renderPool.push([&](int id) {
|
|
WorkerThread();
|
|
});
|
|
RenderBSPNode(node, state);
|
|
|
|
jobQueue.AddJob(RenderJob::TerminateJob, nullptr, nullptr);
|
|
Bsp.Unclock();
|
|
MTWait.Clock();
|
|
future.wait();
|
|
MTWait.Unclock();
|
|
}
|
|
else
|
|
{
|
|
RenderBSPNode(node, state);
|
|
Bsp.Unclock();
|
|
}
|
|
// Process all the sprites on the current portal's back side which touch the portal.
|
|
if (mCurrentPortal != nullptr) mCurrentPortal->RenderAttached(this, state);
|
|
|
|
if (drawpsprites)
|
|
PreparePlayerSprites(Viewpoint.sector, in_area, state);
|
|
}
|