vkdoom_m/src/gl/scene/gl_drawinfo.h
Christoph Oelckers 52d73eabbf - weapon drawing code refactor complete.
Setup and drawing are now done separately, this also no longer needs the Quad drawer.
2018-05-04 23:11:37 +02:00

169 lines
5 KiB
C++

#ifndef __GL_DRAWINFO_H
#define __GL_DRAWINFO_H
#include "hwrenderer/scene/hw_drawlist.h"
#include "hwrenderer/scene/hw_weapon.h"
#ifdef _MSC_VER
#pragma warning(disable:4244)
#endif
class GLSceneDrawer;
enum DrawListType
{
GLDL_PLAINWALLS,
GLDL_PLAINFLATS,
GLDL_MASKEDWALLS,
GLDL_MASKEDFLATS,
GLDL_MASKEDWALLSOFS,
GLDL_MODELS,
GLDL_TRANSLUCENT,
GLDL_TRANSLUCENTBORDER,
GLDL_TYPES,
};
// more lists for handling of dynamic lights
enum DLDrawListType
{
// These are organized so that the various multipass rendering modes have to be set as few times as possible
GLLDL_WALLS_PLAIN, // dynamic lights on normal walls
GLLDL_WALLS_MASKED, // dynamic lights on masked midtextures
GLLDL_FLATS_PLAIN, // dynamic lights on normal flats
GLLDL_FLATS_MASKED, // dynamic lights on masked flats
GLLDL_WALLS_FOG, // lights on fogged walls
GLLDL_WALLS_FOGMASKED, // lights on fogged masked midtextures
GLLDL_FLATS_FOG, // lights on fogged walls
GLLDL_FLATS_FOGMASKED, // lights on fogged masked midtextures
GLLDL_TYPES,
};
enum Drawpasses
{
GLPASS_ALL, // Main pass with dynamic lights
GLPASS_LIGHTSONLY, // only collect dynamic lights
GLPASS_DECALS, // Draws a decal
GLPASS_TRANSLUCENT, // Draws translucent objects
// these are only used with texture based dynamic lights
GLPASS_BASE, // untextured base for dynamic lights
GLPASS_BASE_MASKED, // same but with active texture
GLPASS_LIGHTTEX, // lighttexture pass
GLPASS_TEXONLY, // finishing texture pass
GLPASS_LIGHTTEX_ADDITIVE, // lighttexture pass (additive)
GLPASS_LIGHTTEX_FOGGY, // lighttexture pass on foggy surfaces (forces all lights to be additive)
};
struct FDrawInfo : public HWDrawInfo
{
GLSceneDrawer *mDrawer;
FDrawInfo * next;
HWDrawList drawlists[GLDL_TYPES];
TArray<HUDSprite> hudsprites; // These may just be stored by value.
TArray<GLDecal *> decals[2]; // the second slot is for mirrors which get rendered in a separate pass.
HWDrawList *dldrawlists = NULL; // only gets allocated when needed.
FDrawInfo();
~FDrawInfo();
void AddWall(GLWall *wall) override;
void AddMirrorSurface(GLWall *w) override;
GLDecal *AddDecal(bool onmirror) override;
void AddPortal(GLWall *w, int portaltype) override;
void AddFlat(GLFlat *flat, bool fog) override;
void AddSprite(GLSprite *sprite, bool translucent) override;
void AddHUDSprite(HUDSprite *huds) override;
std::pair<FFlatVertex *, unsigned int> AllocVertices(unsigned int count) override;
int UploadLights(FDynLightData &data) override;
// Legacy GL only.
bool PutWallCompat(GLWall *wall, int passflag);
bool PutFlatCompat(GLFlat *flat, bool fog);
void RenderFogBoundaryCompat(GLWall *wall);
void RenderLightsCompat(GLWall *wall, int pass);
void DrawSubsectorLights(GLFlat *flat, subsector_t * sub, int pass);
void DrawLightsCompat(GLFlat *flat, int pass);
void DrawDecal(GLDecal *gldecal);
void DrawDecals();
void DrawDecalsForMirror(GLWall *wall);
void StartScene();
void SetupFloodStencil(wallseg * ws);
void ClearFloodStencil(wallseg * ws);
void DrawFloodedPlane(wallseg * ws, float planez, sector_t * sec, bool ceiling);
void FloodUpperGap(seg_t * seg) override;
void FloodLowerGap(seg_t * seg) override;
// Wall drawer
void RenderWall(GLWall *wall, int textured);
void RenderFogBoundary(GLWall *wall);
void RenderMirrorSurface(GLWall *wall);
void RenderTranslucentWall(GLWall *wall);
void RenderTexturedWall(GLWall *wall, int rflags);
void DrawWall(GLWall *wall, int pass) override;
// Flat drawer
void DrawFlat(GLFlat *flat, int pass, bool trans) override; // trans only has meaning for GLPASS_LIGHTSONLY
void DrawSkyboxSector(GLFlat *flat, int pass, bool processlights);
void DrawSubsectors(GLFlat *flat, int pass, bool processlights, bool istrans);
void ProcessLights(GLFlat *flat, bool istrans);
void DrawSubsector(GLFlat *flat, subsector_t * sub);
void SetupSubsectorLights(GLFlat *flat, int pass, subsector_t * sub, int *dli);
// Sprite drawer
void DrawSprite(GLSprite *sprite, int pass);
void DrawPSprite(HUDSprite *huds);
void DrawPlayerSprites(bool hudModelStep);
void DoDrawSorted(HWDrawList *dl, SortNode * head);
void DrawSorted(int listindex);
// These two may be moved to the API independent part of the renderer later.
void ProcessLowerMinisegs(TArray<seg_t *> &lowersegs) override;
void AddSubsectorToPortal(FSectorPortalGroup *portal, subsector_t *sub) override;
int ClipPoint(const DVector3 &pos) override;
static void StartDrawInfo(GLSceneDrawer *drawer);
static void EndDrawInfo();
gl_subsectorrendernode * GetOtherFloorPlanes(unsigned int sector)
{
if (sector<otherfloorplanes.Size()) return otherfloorplanes[sector];
else return NULL;
}
gl_subsectorrendernode * GetOtherCeilingPlanes(unsigned int sector)
{
if (sector<otherceilingplanes.Size()) return otherceilingplanes[sector];
else return NULL;
}
};
class FDrawInfoList
{
TDeletingArray<FDrawInfo *> mList;
public:
FDrawInfo *GetNew();
void Release(FDrawInfo *);
};
extern FDrawInfo * gl_drawinfo;
void gl_SetRenderStyle(FRenderStyle style, bool drawopaque, bool allowcolorblending);
#endif