vkdoom_m/src/polyrenderer/scene/poly_model.cpp
Christoph Oelckers ba66c0c889 - changed dynamic light traversal to use sections instead of the subsectors.
This is mostly complete, except for handling intra-section sidedefs.
2018-11-06 00:13:23 +01:00

289 lines
10 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.
**
*/
#include <stdlib.h>
#include "templates.h"
#include "doomdef.h"
#include "sbar.h"
#include "r_data/r_translate.h"
#include "poly_model.h"
#include "polyrenderer/poly_renderer.h"
#include "polyrenderer/scene/poly_light.h"
#include "polyrenderer/poly_renderthread.h"
#include "r_data/r_vanillatrans.h"
#include "actorinlines.h"
#include "i_time.h"
void PolyRenderModel(PolyRenderThread *thread, const Mat4f &worldToClip, uint32_t stencilValue, float x, float y, float z, FSpriteModelFrame *smf, AActor *actor)
{
PolyModelRenderer renderer(thread, worldToClip, stencilValue);
renderer.AddLights(actor);
renderer.RenderModel(x, y, z, smf, actor, r_viewpoint.TicFrac);
PolyTriangleDrawer::SetModelVertexShader(thread->DrawQueue, -1, -1, 0.0f);
PolyTriangleDrawer::SetTransform(thread->DrawQueue, thread->FrameMemory->NewObject<Mat4f>(worldToClip), nullptr);
}
void PolyRenderHUDModel(PolyRenderThread *thread, const Mat4f &worldToClip, uint32_t stencilValue, DPSprite *psp, float ofsx, float ofsy)
{
PolyModelRenderer renderer(thread, worldToClip, stencilValue);
renderer.RenderHUDModel(psp, ofsx, ofsy);
PolyTriangleDrawer::SetModelVertexShader(thread->DrawQueue, -1, -1, 0.0f);
}
/////////////////////////////////////////////////////////////////////////////
PolyModelRenderer::PolyModelRenderer(PolyRenderThread *thread, const Mat4f &worldToClip, uint32_t stencilValue) : Thread(thread), WorldToClip(worldToClip), StencilValue(stencilValue)
{
}
void PolyModelRenderer::AddLights(AActor *actor)
{
if (r_dynlights && actor)
{
auto &addedLights = Thread->AddedLightsArray;
addedLights.Clear();
float x = (float)actor->X();
float y = (float)actor->Y();
float z = (float)actor->Center();
float radiusSquared = (float)(actor->renderradius * actor->renderradius);
BSPWalkCircle(x, y, radiusSquared, [&](subsector_t *subsector) // Iterate through all subsectors potentially touched by actor
{
FLightNode * node = subsector->section->lighthead;
while (node) // check all lights touching a subsector
{
ADynamicLight *light = node->lightsource;
if (light->visibletoplayer && !(light->flags2&MF2_DORMANT) && (!(light->lightflags&LF_DONTLIGHTSELF) || light->target != actor) && !(light->lightflags&LF_DONTLIGHTACTORS))
{
int group = subsector->sector->PortalGroup;
DVector3 pos = light->PosRelative(group);
float radius = (float)(light->GetRadius() + actor->renderradius);
double dx = pos.X - x;
double dy = pos.Y - y;
double dz = pos.Z - z;
double distSquared = dx * dx + dy * dy + dz * dz;
if (distSquared < radius * radius) // Light and actor touches
{
if (std::find(addedLights.begin(), addedLights.end(), light) == addedLights.end()) // Check if we already added this light from a different subsector
{
addedLights.Push(light);
}
}
}
node = node->nextLight;
}
});
NumLights = addedLights.Size();
Lights = Thread->FrameMemory->AllocMemory<PolyLight>(NumLights);
for (int i = 0; i < NumLights; i++)
{
ADynamicLight *lightsource = addedLights[i];
bool is_point_light = (lightsource->lightflags & LF_ATTENUATE) != 0;
uint32_t red = lightsource->GetRed();
uint32_t green = lightsource->GetGreen();
uint32_t blue = lightsource->GetBlue();
PolyLight &light = Lights[i];
light.x = (float)lightsource->X();
light.y = (float)lightsource->Y();
light.z = (float)lightsource->Z();
light.radius = 256.0f / lightsource->GetRadius();
light.color = (red << 16) | (green << 8) | blue;
if (is_point_light)
light.radius = -light.radius;
}
}
}
void PolyModelRenderer::BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix, bool mirrored)
{
ModelActor = actor;
const_cast<VSMatrix &>(objectToWorldMatrix).copy(ObjectToWorld.Matrix);
SetTransform();
if (actor->RenderStyle == LegacyRenderStyles[STYLE_Normal] || !!(smf->flags & MDL_DONTCULLBACKFACES))
PolyTriangleDrawer::SetTwoSided(Thread->DrawQueue, true);
PolyTriangleDrawer::SetCullCCW(Thread->DrawQueue, !mirrored);
}
void PolyModelRenderer::EndDrawModel(AActor *actor, FSpriteModelFrame *smf)
{
if (actor->RenderStyle == LegacyRenderStyles[STYLE_Normal] || !!(smf->flags & MDL_DONTCULLBACKFACES))
PolyTriangleDrawer::SetTwoSided(Thread->DrawQueue, false);
PolyTriangleDrawer::SetCullCCW(Thread->DrawQueue, true);
ModelActor = nullptr;
}
IModelVertexBuffer *PolyModelRenderer::CreateVertexBuffer(bool needindex, bool singleframe)
{
return new PolyModelVertexBuffer(needindex, singleframe);
}
VSMatrix PolyModelRenderer::GetViewToWorldMatrix()
{
Mat4f swapYZ = Mat4f::Null();
swapYZ.Matrix[0 + 0 * 4] = 1.0f;
swapYZ.Matrix[1 + 2 * 4] = 1.0f;
swapYZ.Matrix[2 + 1 * 4] = 1.0f;
swapYZ.Matrix[3 + 3 * 4] = 1.0f;
VSMatrix worldToView;
worldToView.loadMatrix((PolyRenderer::Instance()->Scene.CurrentViewpoint->WorldToView * swapYZ).Matrix);
VSMatrix objectToWorld;
worldToView.inverseMatrix(objectToWorld);
return objectToWorld;
}
void PolyModelRenderer::BeginDrawHUDModel(AActor *actor, const VSMatrix &objectToWorldMatrix, bool mirrored)
{
ModelActor = actor;
const_cast<VSMatrix &>(objectToWorldMatrix).copy(ObjectToWorld.Matrix);
SetTransform();
PolyTriangleDrawer::SetWeaponScene(Thread->DrawQueue, true);
if (actor->RenderStyle == LegacyRenderStyles[STYLE_Normal])
PolyTriangleDrawer::SetTwoSided(Thread->DrawQueue, true);
PolyTriangleDrawer::SetCullCCW(Thread->DrawQueue, mirrored);
}
void PolyModelRenderer::EndDrawHUDModel(AActor *actor)
{
ModelActor = nullptr;
PolyTriangleDrawer::SetWeaponScene(Thread->DrawQueue, false);
if (actor->RenderStyle == LegacyRenderStyles[STYLE_Normal])
PolyTriangleDrawer::SetTwoSided(Thread->DrawQueue, false);
PolyTriangleDrawer::SetCullCCW(Thread->DrawQueue, true);
}
void PolyModelRenderer::SetInterpolation(double interpolation)
{
InterpolationFactor = (float)interpolation;
}
void PolyModelRenderer::SetMaterial(FTexture *skin, bool clampNoFilter, int translation)
{
SkinTexture = skin;
}
void PolyModelRenderer::SetTransform()
{
Mat4f swapYZ = Mat4f::Null();
swapYZ.Matrix[0 + 0 * 4] = 1.0f;
swapYZ.Matrix[1 + 2 * 4] = 1.0f;
swapYZ.Matrix[2 + 1 * 4] = 1.0f;
swapYZ.Matrix[3 + 3 * 4] = 1.0f;
ObjectToWorld = swapYZ * ObjectToWorld;
PolyTriangleDrawer::SetTransform(Thread->DrawQueue, Thread->FrameMemory->NewObject<Mat4f>(WorldToClip * ObjectToWorld), Thread->FrameMemory->NewObject<Mat4f>(ObjectToWorld));
}
void PolyModelRenderer::DrawArrays(int start, int count)
{
const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
bool foggy = false;
int actualextralight = foggy ? 0 : viewpoint.extralight << 4;
sector_t *sector = ModelActor->Sector;
bool fullbrightSprite = ((ModelActor->renderflags & RF_FULLBRIGHT) || (ModelActor->flags5 & MF5_BRIGHT));
int lightlevel = fullbrightSprite ? 255 : ModelActor->Sector->lightlevel + actualextralight;
PolyDrawArgs args;
args.SetLight(GetColorTable(sector->Colormap, sector->SpecialColors[sector_t::sprites], true), lightlevel, PolyRenderer::Instance()->Light.SpriteGlobVis(foggy), fullbrightSprite);
args.SetLights(Lights, NumLights);
args.SetStencilTestValue(StencilValue);
args.SetClipPlane(0, PolyClipPlane());
args.SetStyle(ModelActor->RenderStyle, ModelActor->Alpha, ModelActor->fillcolor, ModelActor->Translation, SkinTexture, fullbrightSprite);
args.SetDepthTest(true);
args.SetWriteDepth(true);
args.SetWriteStencil(false);
PolyTriangleDrawer::DrawArray(Thread->DrawQueue, args, VertexBuffer + start, count);
}
void PolyModelRenderer::DrawElements(int numIndices, size_t offset)
{
const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
bool foggy = false;
int actualextralight = foggy ? 0 : viewpoint.extralight << 4;
sector_t *sector = ModelActor->Sector;
bool fullbrightSprite = ((ModelActor->renderflags & RF_FULLBRIGHT) || (ModelActor->flags5 & MF5_BRIGHT));
int lightlevel = fullbrightSprite ? 255 : ModelActor->Sector->lightlevel + actualextralight;
PolyDrawArgs args;
args.SetLight(GetColorTable(sector->Colormap, sector->SpecialColors[sector_t::sprites], true), lightlevel, PolyRenderer::Instance()->Light.SpriteGlobVis(foggy), fullbrightSprite);
args.SetLights(Lights, NumLights);
args.SetStencilTestValue(StencilValue);
args.SetClipPlane(0, PolyClipPlane());
args.SetStyle(ModelActor->RenderStyle, ModelActor->Alpha, ModelActor->fillcolor, ModelActor->Translation, SkinTexture, fullbrightSprite);
args.SetDepthTest(true);
args.SetWriteDepth(true);
args.SetWriteStencil(false);
PolyTriangleDrawer::DrawElements(Thread->DrawQueue, args, VertexBuffer, IndexBuffer + offset / sizeof(unsigned int), numIndices);
}
/////////////////////////////////////////////////////////////////////////////
PolyModelVertexBuffer::PolyModelVertexBuffer(bool needindex, bool singleframe)
{
}
PolyModelVertexBuffer::~PolyModelVertexBuffer()
{
}
FModelVertex *PolyModelVertexBuffer::LockVertexBuffer(unsigned int size)
{
mVertexBuffer.Resize(size);
return &mVertexBuffer[0];
}
void PolyModelVertexBuffer::UnlockVertexBuffer()
{
}
unsigned int *PolyModelVertexBuffer::LockIndexBuffer(unsigned int size)
{
mIndexBuffer.Resize(size);
return &mIndexBuffer[0];
}
void PolyModelVertexBuffer::UnlockIndexBuffer()
{
}
void PolyModelVertexBuffer::SetupFrame(FModelRenderer *renderer, unsigned int frame1, unsigned int frame2, unsigned int size)
{
PolyModelRenderer *polyrenderer = (PolyModelRenderer *)renderer;
polyrenderer->VertexBuffer = mVertexBuffer.Size() ? &mVertexBuffer[0] : nullptr;
polyrenderer->IndexBuffer = mIndexBuffer.Size() ? &mIndexBuffer[0] : nullptr;
PolyTriangleDrawer::SetModelVertexShader(polyrenderer->Thread->DrawQueue, frame1, frame2, polyrenderer->InterpolationFactor);
}