vkdoom_m/src/rendering/hwrenderer/scene/hw_drawinfo.h
2023-09-16 15:13:16 +02:00

374 lines
12 KiB
C++

#pragma once
#include <atomic>
#include <functional>
#include "vectors.h"
#include "r_defs.h"
#include "r_utility.h"
#include "hw_viewpointuniforms.h"
#include "v_video.h"
#include "hw_weapon.h"
#include "hw_drawlist.h"
EXTERN_CVAR(Bool, lm_always_update);
EXTERN_CVAR(Int, lm_max_updates);
enum EDrawMode
{
DM_MAINVIEW,
DM_OFFSCREEN,
DM_PORTAL,
DM_SKYPORTAL
};
struct FSectorPortalGroup;
struct FLinePortalSpan;
struct FFlatVertex;
class HWWall;
class HWFlat;
class HWSprite;
struct HWDecal;
class ShadowMap;
struct particle_t;
struct FDynLightData;
struct HUDSprite;
class ACorona;
class Clipper;
class HWPortal;
class HWScenePortalBase;
class FRenderState;
class HWDrawContext;
// these are used to link faked planes due to missing textures to a sector
struct gl_subsectorrendernode
{
gl_subsectorrendernode * next;
subsector_t * sub;
int lightindex;
int vertexindex;
};
struct gl_floodrendernode
{
gl_floodrendernode * next;
seg_t *seg;
int vertexindex;
// This will use the light list of the originating sector.
};
enum area_t : int;
enum SectorRenderFlags
{
// This is used to merge several subsectors into a single draw item
SSRF_RENDERFLOOR = 1,
SSRF_RENDERCEILING = 2,
SSRF_RENDER3DPLANES = 4,
SSRF_RENDERALL = 7,
SSRF_PROCESSED = 8,
SSRF_SEEN = 16,
SSRF_PLANEHACK = 32,
SSRF_FLOODHACK = 64
};
enum EPortalClip
{
PClip_InFront,
PClip_Inside,
PClip_Behind,
};
enum DrawListType
{
GLDL_PLAINWALLS,
GLDL_PLAINFLATS,
GLDL_MASKEDWALLS,
GLDL_MASKEDFLATS,
GLDL_MASKEDWALLSOFS,
GLDL_MODELS,
GLDL_TRANSLUCENT,
GLDL_TRANSLUCENTBORDER,
GLDL_TYPES,
};
struct HWDrawInfo
{
struct wallseg
{
float x1, y1, z1, x2, y2, z2;
};
struct MissingTextureInfo
{
seg_t * seg;
subsector_t * sub;
float Planez;
float Planezfront;
};
struct MissingSegInfo
{
seg_t * seg;
int MTI_Index; // tells us which MissingTextureInfo represents this seg.
};
struct SubsectorHackInfo
{
subsector_t * sub;
uint8_t flags;
};
enum EFullbrightFlags
{
Fullbright = 1,
Nightvision = 2,
StealthVision = 4
};
bool isFullbrightScene() const { return !!(FullbrightFlags & Fullbright); }
bool isNightvision() const { return !!(FullbrightFlags & Nightvision); }
bool isStealthVision() const { return !!(FullbrightFlags & StealthVision); }
HWDrawContext* drawctx = nullptr;
HWDrawList drawlists[GLDL_TYPES];
int vpIndex;
ELightMode lightmode;
FLevelLocals *Level;
HWDrawInfo * outer = nullptr;
int FullbrightFlags;
std::atomic<int> spriteindex;
HWPortal *mClipPortal;
HWPortal *mCurrentPortal;
Clipper *mClipper;
FRenderViewpoint Viewpoint;
HWViewpointUniforms VPUniforms; // per-viewpoint uniform state
TArray<HWPortal *> Portals;
TArray<HWDecal *> Decals[2]; // the second slot is for mirrors which get rendered in a separate pass.
TArray<HUDSprite> hudsprites; // These may just be stored by value.
TArray<ACorona*> Coronas;
TArray<LevelMeshSurface*> VisibleSurfaces;
uint64_t LastFrameTime = 0;
TArray<MissingTextureInfo> MissingUpperTextures;
TArray<MissingTextureInfo> MissingLowerTextures;
TArray<MissingSegInfo> MissingUpperSegs;
TArray<MissingSegInfo> MissingLowerSegs;
TArray<SubsectorHackInfo> SubsectorHacks;
TMap<int, gl_subsectorrendernode*> otherFloorPlanes;
TMap<int, gl_subsectorrendernode*> otherCeilingPlanes;
TMap<int, gl_floodrendernode*> floodFloorSegs;
TMap<int, gl_floodrendernode*> floodCeilingSegs;
TArray<subsector_t *> HandledSubsectors;
TArray<uint8_t> section_renderflags;
TArray<uint8_t> ss_renderflags;
TArray<uint8_t> no_renderflags;
// This is needed by the BSP traverser.
BitArray CurrentMapSections; // this cannot be a single number, because a group of portals with the same displacement may link different sections.
area_t in_area;
fixed_t viewx, viewy; // since the nodes are still fixed point, keeping the view position also fixed point for node traversal is faster.
bool multithread;
bool MeshBSP = false;
bool MeshBuilding = false;
HWDrawInfo(HWDrawContext* drawctx) : drawctx(drawctx) { for (HWDrawList& list : drawlists) list.drawctx = drawctx; }
void SetCameraPos(const DVector3 &pos)
{
VPUniforms.mCameraPos = { (float)pos.X, (float)pos.Z, (float)pos.Y, 0.f };
}
void SetClipHeight(float h, float d)
{
VPUniforms.mClipHeight = h;
VPUniforms.mClipHeightDirection = d;
VPUniforms.mClipLine.X = -1000001.f;
}
void SetClipLine(line_t *line)
{
VPUniforms.mClipLine = { (float)line->v1->fX(), (float)line->v1->fY(), (float)line->Delta().X, (float)line->Delta().Y };
VPUniforms.mClipHeight = 0;
}
void PushVisibleSurface(LevelMeshSurface* surface)
{
if (outer)
{
outer->PushVisibleSurface(surface);
return;
}
if (lm_always_update)
{
surface->needsUpdate = true;
}
else if (VisibleSurfaces.Size() >= lm_max_updates)
{
return;
}
if (surface->needsUpdate && !surface->portalIndex && !surface->bSky)
{
VisibleSurfaces.Push(surface);
}
}
HWPortal * FindPortal(const void * src);
void RenderBSPNode(void *node, FRenderState& state);
void RenderBSP(void *node, bool drawpsprites, FRenderState& state);
static HWDrawInfo *StartDrawInfo(HWDrawContext* drawctx, FLevelLocals *lev, HWDrawInfo *parent, FRenderViewpoint &parentvp, HWViewpointUniforms *uniforms);
void StartScene(FRenderViewpoint &parentvp, HWViewpointUniforms *uniforms);
void ClearBuffers();
HWDrawInfo *EndDrawInfo();
void SetViewArea();
int SetFullbrightFlags(player_t *player);
void DrawScene(int drawmode, FRenderState& state);
void CreateScene(bool drawpsprites, FRenderState& state);
void RenderScene(FRenderState &state);
void RenderTranslucent(FRenderState &state);
void RenderPortal(HWPortal *p, FRenderState &state, bool usestencil);
void EndDrawScene(sector_t * viewsector, FRenderState &state);
void DrawEndScene2D(sector_t * viewsector, FRenderState &state);
void Set3DViewport(FRenderState &state);
void ProcessScene(bool toscreen, FRenderState& state);
bool DoOneSectorUpper(subsector_t * subsec, float planez, area_t in_area);
bool DoOneSectorLower(subsector_t * subsec, float planez, area_t in_area);
bool DoFakeBridge(subsector_t * subsec, float planez, area_t in_area);
bool DoFakeCeilingBridge(subsector_t * subsec, float planez, area_t in_area);
bool CheckAnchorFloor(subsector_t * sub);
bool CollectSubsectorsFloor(subsector_t * sub, sector_t * anchor);
bool CheckAnchorCeiling(subsector_t * sub);
bool CollectSubsectorsCeiling(subsector_t * sub, sector_t * anchor);
void DispatchRenderHacks(FRenderState& state);
void AddUpperMissingTexture(side_t * side, subsector_t *sub, float backheight);
void AddLowerMissingTexture(side_t * side, subsector_t *sub, float backheight);
void HandleMissingTextures(area_t in_area, FRenderState& state);
void PrepareUnhandledMissingTextures(FRenderState& state);
void PrepareUpperGap(seg_t * seg, FRenderState& state);
void PrepareLowerGap(seg_t * seg, FRenderState& state);
void CreateFloodPoly(wallseg * ws, FFlatVertex *vertices, float planez, sector_t * sec, bool ceiling);
void CreateFloodStencilPoly(wallseg * ws, FFlatVertex *vertices);
void AddHackedSubsector(subsector_t * sub);
void HandleHackedSubsectors(FRenderState& state);
void ProcessActorsInPortal(FLinePortalSpan *glport, area_t in_area, FRenderState& state);
void AddOtherFloorPlane(int sector, gl_subsectorrendernode * node, FRenderState& state);
void AddOtherCeilingPlane(int sector, gl_subsectorrendernode * node, FRenderState& state);
void GetDynSpriteLight(AActor *self, float x, float y, float z, FLightNode *node, int portalgroup, float *out);
void GetDynSpriteLight(AActor *thing, particle_t *particle, float *out);
void PreparePlayerSprites(sector_t * viewsector, area_t in_area, FRenderState& state);
void PrepareTargeterSprites(double ticfrac, FRenderState& state);
void UpdateCurrentMapSection();
void SetViewMatrix(const FRotator &angles, float vx, float vy, float vz, bool mirror, bool planemirror);
void SetupView(FRenderState &state, float vx, float vy, float vz, bool mirror, bool planemirror);
angle_t FrustumAngle();
void DrawDecals(FRenderState &state, TArray<HWDecal *> &decals);
void DrawPlayerSprites(bool hudModelStep, FRenderState &state);
void DrawCoronas(FRenderState& state);
void DrawCorona(FRenderState& state, ACorona* corona, double dist);
void ProcessLowerMinisegs(TArray<seg_t *> &lowersegs, FRenderState& state);
void AddSubsectorToPortal(FSectorPortalGroup *portal, subsector_t *sub);
void AddWall(HWWall *w);
void AddMirrorSurface(HWWall *w, FRenderState& state);
void AddFlat(HWFlat *flat, bool fog);
void AddSprite(HWSprite *sprite, bool translucent);
void RenderThings(subsector_t* sub, sector_t* sector, FRenderState& state);
void RenderParticles(subsector_t* sub, sector_t* front, FRenderState& state);
void DoSubsector(subsector_t* sub, FRenderState& state);
int SetupLightsForOtherPlane(subsector_t* sub, FDynLightData& lightdata, const secplane_t* plane, FRenderState& state);
int CreateOtherPlaneVertices(subsector_t* sub, const secplane_t* plane, FRenderState& state);
void DrawPSprite(HUDSprite* huds, FRenderState& state);
void SetColor(FRenderState& state, int sectorlightlevel, int rellight, bool fullbright, const FColormap& cm, float alpha, bool weapon = false);
void SetFog(FRenderState& state, int lightlevel, int rellight, bool fullbright, const FColormap* cmap, bool isadditive);
void SetShaderLight(FRenderState& state, float level, float olight);
int CalcLightLevel(int lightlevel, int rellight, bool weapon, int blendfactor);
PalEntry CalcLightColor(int light, PalEntry pe, int blendfactor);
float GetFogDensity(int lightlevel, PalEntry fogcolor, int sectorfogdensity, int blendfactor);
bool CheckFog(sector_t* frontsector, sector_t* backsector);
WeaponLighting GetWeaponLighting(sector_t* viewsector, const DVector3& pos, int cm, area_t in_area, const DVector3& playerpos);
void PreparePlayerSprites2D(sector_t* viewsector, area_t in_area, FRenderState& state);
void PreparePlayerSprites3D(sector_t* viewsector, area_t in_area, FRenderState& state);
HWDecal *AddDecal(bool onmirror);
bool isSoftwareLighting() const
{
return lightmode == ELightMode::ZDoomSoftware || lightmode == ELightMode::DoomSoftware || lightmode == ELightMode::Build;
}
bool isBuildSoftwareLighting() const
{
return lightmode == ELightMode::Build;
}
bool isDoomSoftwareLighting() const
{
return lightmode == ELightMode::ZDoomSoftware || lightmode == ELightMode::DoomSoftware;
}
bool isDarkLightMode() const
{
return lightmode == ELightMode::Doom || lightmode == ELightMode::DoomDark;
}
void SetFallbackLightMode()
{
lightmode = ELightMode::Doom;
}
private:
// For ProcessLowerMiniseg
bool inview;
subsector_t* viewsubsector;
TArray<seg_t*> lowersegs;
subsector_t* currentsubsector; // used by the line processing code.
sector_t* currentsector;
void WorkerThread();
void UnclipSubsector(subsector_t* sub);
void AddLine(seg_t* seg, bool portalclip, FRenderState& state);
void PolySubsector(subsector_t* sub, FRenderState& state);
void RenderPolyBSPNode(void* node, FRenderState& state);
void AddPolyobjs(subsector_t* sub, FRenderState& state);
void AddLines(subsector_t* sub, sector_t* sector, FRenderState& state);
void AddSpecialPortalLines(subsector_t* sub, sector_t* sector, linebase_t* line, FRenderState& state);
void UpdateLightmaps();
};
void CleanSWDrawer();
sector_t* RenderViewpoint(FRenderViewpoint& mainvp, AActor* camera, IntRect* bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen);
void WriteSavePic(player_t* player, FileWriter* file, int width, int height);
sector_t* RenderView(player_t* player);