vkdoom_m/src/swrenderer/things/r_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

391 lines
14 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 "r_model.h"
#include "r_data/r_vanillatrans.h"
#include "actorinlines.h"
#include "i_time.h"
#include "swrenderer/r_memory.h"
#include "swrenderer/r_swcolormaps.h"
#include "swrenderer/viewport/r_viewport.h"
#include "swrenderer/scene/r_light.h"
namespace swrenderer
{
void RenderModel::Project(RenderThread *thread, float x, float y, float z, FSpriteModelFrame *smf, AActor *actor)
{
// transform the origin point
double tr_x = x - thread->Viewport->viewpoint.Pos.X;
double tr_y = y - thread->Viewport->viewpoint.Pos.Y;
double tz = tr_x * thread->Viewport->viewpoint.TanCos + tr_y * thread->Viewport->viewpoint.TanSin;
// thing is behind view plane?
if (tz < MINZ)
return;
double tx = tr_x * thread->Viewport->viewpoint.Sin - tr_y * thread->Viewport->viewpoint.Cos;
// Flip for mirrors
if (thread->Portal->MirrorFlags & RF_XFLIP)
{
tx = viewwidth - tx - 1;
}
// too far off the side?
if (fabs(tx / 64) > fabs(tz))
return;
RenderModel *vis = thread->FrameMemory->NewObject<RenderModel>(x, y, z, smf, actor, float(1 / tz));
vis->CurrentPortalUniq = thread->Portal->CurrentPortalUniq;
vis->WorldToClip = thread->Viewport->WorldToClip;
vis->MirrorWorldToClip = !!(thread->Portal->MirrorFlags & RF_XFLIP);
thread->SpriteList->Push(vis);
}
RenderModel::RenderModel(float x, float y, float z, FSpriteModelFrame *smf, AActor *actor, float idepth) : x(x), y(y), z(z), smf(smf), actor(actor)
{
gpos = { x, y, z };
this->idepth = idepth;
}
void RenderModel::Render(RenderThread *thread, short *cliptop, short *clipbottom, int minZ, int maxZ, Fake3DTranslucent clip3DFloor)
{
SWModelRenderer renderer(thread, clip3DFloor, &WorldToClip, MirrorWorldToClip);
renderer.AddLights(actor);
renderer.RenderModel(x, y, z, smf, actor, r_viewpoint.TicFrac);
PolyTriangleDrawer::SetModelVertexShader(thread->DrawQueue, -1, -1, 0.0f);
}
/////////////////////////////////////////////////////////////////////////////
void RenderHUDModel(RenderThread *thread, DPSprite *psp, float ofsx, float ofsy)
{
SWModelRenderer renderer(thread, Fake3DTranslucent(), &thread->Viewport->WorldToClip, false);
renderer.RenderHUDModel(psp, ofsx, ofsy);
PolyTriangleDrawer::SetModelVertexShader(thread->DrawQueue, -1, -1, 0.0f);
}
/////////////////////////////////////////////////////////////////////////////
SWModelRenderer::SWModelRenderer(RenderThread *thread, Fake3DTranslucent clip3DFloor, Mat4f *worldToClip, bool mirrorWorldToClip)
: Thread(thread), Clip3DFloor(clip3DFloor), WorldToClip(worldToClip), MirrorWorldToClip(mirrorWorldToClip)
{
}
void SWModelRenderer::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 SWModelRenderer::BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix, bool mirrored)
{
ModelActor = actor;
const_cast<VSMatrix &>(objectToWorldMatrix).copy(ObjectToWorld.Matrix);
ClipTop = {};
ClipBottom = {};
if (Clip3DFloor.clipTop || Clip3DFloor.clipBottom)
{
// Convert 3d floor clipping planes from world to object space
VSMatrix inverseMat;
const_cast<VSMatrix &>(objectToWorldMatrix).inverseMatrix(inverseMat);
Mat4f worldToObject;
inverseMat.copy(worldToObject.Matrix);
// Note: Y and Z is swapped here
Vec4f one = worldToObject * Vec4f(0.0f, 1.0f, 0.0f, 1.0f);
Vec4f zero = worldToObject * Vec4f(0.0f, 0.0f, 0.0f, 1.0f);
Vec4f up = { one.X - zero.X, one.Y - zero.Y, one.Z - zero.Z };
if (Clip3DFloor.clipTop)
{
Vec4f p = worldToObject * Vec4f(0.0f, Clip3DFloor.sclipTop, 0.0f, 1.0f);
float d = up.X * p.X + up.Y * p.Y + up.Z * p.Z;
ClipTop = { -up.X, -up.Y, -up.Z, d };
}
if (Clip3DFloor.clipBottom)
{
Vec4f p = worldToObject * Vec4f(0.0f, Clip3DFloor.sclipBottom, 0.0f, 1.0f);
float d = up.X * p.X + up.Y * p.Y + up.Z * p.Z;
ClipBottom = { up.X, up.Y, up.Z, -d };
}
}
SetTransform();
if (actor->RenderStyle == LegacyRenderStyles[STYLE_Normal] || !!(smf->flags & MDL_DONTCULLBACKFACES))
PolyTriangleDrawer::SetTwoSided(Thread->DrawQueue, true);
PolyTriangleDrawer::SetCullCCW(Thread->DrawQueue, !(mirrored ^ MirrorWorldToClip));
}
void SWModelRenderer::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 *SWModelRenderer::CreateVertexBuffer(bool needindex, bool singleframe)
{
return new SWModelVertexBuffer(needindex, singleframe);
}
VSMatrix SWModelRenderer::GetViewToWorldMatrix()
{
// Calculate the WorldToView matrix as it would have looked like without yshearing:
const auto &Viewpoint = Thread->Viewport->viewpoint;
const auto &Viewwindow = Thread->Viewport->viewwindow;
double radPitch = Viewpoint.Angles.Pitch.Normalized180().Radians();
double angx = cos(radPitch);
double angy = sin(radPitch) * level.info->pixelstretch;
double alen = sqrt(angx*angx + angy*angy);
float adjustedPitch = (float)asin(angy / alen);
float adjustedViewAngle = (float)(Viewpoint.Angles.Yaw - 90).Radians();
float ratio = Viewwindow.WidescreenRatio;
float fovratio = (Viewwindow.WidescreenRatio >= 1.3f) ? 1.333333f : ratio;
float fovy = (float)(2 * DAngle::ToDegrees(atan(tan(Viewpoint.FieldOfView.Radians() / 2) / fovratio)).Degrees);
Mat4f altWorldToView =
Mat4f::Rotate(adjustedPitch, 1.0f, 0.0f, 0.0f) *
Mat4f::Rotate(adjustedViewAngle, 0.0f, -1.0f, 0.0f) *
Mat4f::Scale(1.0f, level.info->pixelstretch, 1.0f) *
Mat4f::SwapYZ() *
Mat4f::Translate((float)-Viewpoint.Pos.X, (float)-Viewpoint.Pos.Y, (float)-Viewpoint.Pos.Z);
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((altWorldToView * swapYZ).Matrix);
VSMatrix objectToWorld;
worldToView.inverseMatrix(objectToWorld);
return objectToWorld;
}
void SWModelRenderer::BeginDrawHUDModel(AActor *actor, const VSMatrix &objectToWorldMatrix, bool mirrored)
{
ModelActor = actor;
const_cast<VSMatrix &>(objectToWorldMatrix).copy(ObjectToWorld.Matrix);
ClipTop = {};
ClipBottom = {};
SetTransform();
PolyTriangleDrawer::SetWeaponScene(Thread->DrawQueue, true);
if (actor->RenderStyle == LegacyRenderStyles[STYLE_Normal])
PolyTriangleDrawer::SetTwoSided(Thread->DrawQueue, true);
PolyTriangleDrawer::SetCullCCW(Thread->DrawQueue, !(mirrored ^ MirrorWorldToClip));
}
void SWModelRenderer::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 SWModelRenderer::SetInterpolation(double interpolation)
{
InterpolationFactor = (float)interpolation;
}
void SWModelRenderer::SetMaterial(FTexture *skin, bool clampNoFilter, int translation)
{
SkinTexture = skin;
}
void SWModelRenderer::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 SWModelRenderer::DrawArrays(int start, int count)
{
const auto &viewpoint = Thread->Viewport->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, Thread->Light->SpriteGlobVis(foggy), fullbrightSprite);
args.SetLights(Lights, NumLights);
args.SetNormal(FVector3(0.0f, 0.0f, 0.0f));
args.SetStyle(ModelActor->RenderStyle, ModelActor->Alpha, ModelActor->fillcolor, ModelActor->Translation, SkinTexture, fullbrightSprite);
args.SetDepthTest(true);
args.SetWriteDepth(true);
args.SetWriteStencil(false);
args.SetClipPlane(0, PolyClipPlane());
args.SetClipPlane(1, ClipTop);
args.SetClipPlane(2, ClipBottom);
PolyTriangleDrawer::DrawArray(Thread->DrawQueue, args, VertexBuffer + start, count);
}
void SWModelRenderer::DrawElements(int numIndices, size_t offset)
{
const auto &viewpoint = Thread->Viewport->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, Thread->Light->SpriteGlobVis(foggy), fullbrightSprite);
args.SetLights(Lights, NumLights);
args.SetNormal(FVector3(0.0f, 0.0f, 0.0f));
args.SetStyle(ModelActor->RenderStyle, ModelActor->Alpha, ModelActor->fillcolor, ModelActor->Translation, SkinTexture, fullbrightSprite);
args.SetDepthTest(true);
args.SetWriteDepth(true);
args.SetWriteStencil(false);
args.SetClipPlane(0, PolyClipPlane());
args.SetClipPlane(1, ClipTop);
args.SetClipPlane(2, ClipBottom);
PolyTriangleDrawer::DrawElements(Thread->DrawQueue, args, VertexBuffer, IndexBuffer + offset / sizeof(unsigned int), numIndices);
}
/////////////////////////////////////////////////////////////////////////////
SWModelVertexBuffer::SWModelVertexBuffer(bool needindex, bool singleframe)
{
}
SWModelVertexBuffer::~SWModelVertexBuffer()
{
}
FModelVertex *SWModelVertexBuffer::LockVertexBuffer(unsigned int size)
{
mVertexBuffer.Resize(size);
return &mVertexBuffer[0];
}
void SWModelVertexBuffer::UnlockVertexBuffer()
{
}
unsigned int *SWModelVertexBuffer::LockIndexBuffer(unsigned int size)
{
mIndexBuffer.Resize(size);
return &mIndexBuffer[0];
}
void SWModelVertexBuffer::UnlockIndexBuffer()
{
}
void SWModelVertexBuffer::SetupFrame(FModelRenderer *renderer, unsigned int frame1, unsigned int frame2, unsigned int size)
{
SWModelRenderer *swrenderer = (SWModelRenderer *)renderer;
swrenderer->VertexBuffer = mVertexBuffer.Size() ? &mVertexBuffer[0] : nullptr;
swrenderer->IndexBuffer = mIndexBuffer.Size() ? &mIndexBuffer[0] : nullptr;
PolyTriangleDrawer::SetModelVertexShader(swrenderer->Thread->DrawQueue, frame1, frame2, swrenderer->InterpolationFactor);
}
}