vkdoom_m/src/polyrenderer/scene/poly_plane.h
Magnus Norddahl 2d51fa5b43 - Clean up PolyTriangleDrawer API so that it can better support both softpoly and the swrenderer
- Slightly improve how softpoly processes portals
- Pass the vertex transform matrix via a command rather than being part of the drawer args
- Improve zbuffer drawers in the software renderer
- Misc model rendering fixes
2018-04-07 15:48:48 +02:00

106 lines
4.1 KiB
C++

/*
** 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.
**
*/
#pragma once
#include "polyrenderer/drawers/poly_triangle.h"
class PolyDrawSectorPortal;
class PolyPlaneUVTransform
{
public:
PolyPlaneUVTransform(const FTransform &transform, FTexture *tex);
TriVertex GetVertex(vertex_t *v1, double height) const
{
TriVertex v;
v.x = (float)v1->fX();
v.y = (float)v1->fY();
v.z = (float)height;
v.w = 1.0f;
v.u = GetU(v.x, v.y);
v.v = GetV(v.x, v.y);
return v;
}
private:
float GetU(float x, float y) const { return (xOffs + x * cosine - y * sine) * xscale; }
float GetV(float x, float y) const { return (yOffs - x * sine - y * cosine) * yscale; }
float xscale;
float yscale;
float cosine;
float sine;
float xOffs, yOffs;
};
class RenderPolyPlane
{
public:
static void RenderPlanes(PolyRenderThread *thread, const PolyClipPlane &clipPlane, const PolyTransferHeights &fakeflat, uint32_t stencilValue, double skyCeilingHeight, double skyFloorHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> &sectorPortals);
private:
void Render(PolyRenderThread *thread, const PolyClipPlane &clipPlane, const PolyTransferHeights &fakeflat, uint32_t stencilValue, bool ceiling, double skyHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> &sectorPortals);
void RenderPortal(PolyRenderThread *thread, const PolyClipPlane &clipPlane, const PolyTransferHeights &fakeflat, uint32_t stencilValue, bool ceiling, double skyHeight, FSectorPortal *portal, std::vector<std::unique_ptr<PolyDrawSectorPortal>> &sectorPortals);
void RenderNormal(PolyRenderThread *thread, const PolyClipPlane &clipPlane, const PolyTransferHeights &fakeflat, uint32_t stencilValue, bool ceiling, double skyHeight);
void RenderSkyWalls(PolyRenderThread *thread, PolyDrawArgs &args, subsector_t *sub, PolyDrawSectorPortal *polyportal, bool ceiling, double skyHeight);
void SetLightLevel(PolyRenderThread *thread, PolyDrawArgs &args, const PolyTransferHeights &fakeflat, bool ceiling);
void SetDynLights(PolyRenderThread *thread, PolyDrawArgs &args, subsector_t *sub, bool ceiling);
TriVertex *CreatePlaneVertices(PolyRenderThread *thread, subsector_t *sub, const PolyPlaneUVTransform &transform, const secplane_t &plane);
TriVertex *CreateSkyPlaneVertices(PolyRenderThread *thread, subsector_t *sub, double skyHeight);
static TriVertex GetSkyVertex(vertex_t *v, double height) { return { (float)v->fX(), (float)v->fY(), (float)height, 1.0f, 0.0f, 0.0f }; }
};
class Render3DFloorPlane
{
public:
static void RenderPlanes(PolyRenderThread *thread, const PolyClipPlane &clipPlane, subsector_t *sub, uint32_t stencilValue, uint32_t subsectorDepth, std::vector<PolyTranslucentObject *> &translucentObjects);
void Render(PolyRenderThread *thread, const PolyClipPlane &clipPlane);
subsector_t *sub = nullptr;
uint32_t stencilValue = 0;
bool ceiling = false;
F3DFloor *fakeFloor = nullptr;
bool Masked = false;
bool Additive = false;
double Alpha = 1.0;
};
class PolyTranslucent3DFloorPlane : public PolyTranslucentObject
{
public:
PolyTranslucent3DFloorPlane(Render3DFloorPlane plane, uint32_t subsectorDepth) : PolyTranslucentObject(subsectorDepth, 1e7), plane(plane) { }
void Render(PolyRenderThread *thread, const PolyClipPlane &portalPlane) override
{
plane.Render(thread, portalPlane);
}
Render3DFloorPlane plane;
};