vkdoom_m/src/polyrenderer/scene/poly_scene.h

129 lines
3.8 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 <vector>
#include <memory>
#include <algorithm>
#include <functional>
#include "doomdata.h"
#include "r_utility.h"
#include "polyrenderer/drawers/poly_triangle.h"
#include "polyrenderer/math/gpu_types.h"
#include "poly_playersprite.h"
#include "poly_cull.h"
#include "poly_sky.h"
class PolyTranslucentObject
{
public:
PolyTranslucentObject(uint32_t subsectorDepth = 0, double distanceSquared = 0.0) : subsectorDepth(subsectorDepth), DistanceSquared(distanceSquared) { }
virtual ~PolyTranslucentObject() { }
virtual void Render(PolyRenderThread *thread) = 0;
bool operator<(const PolyTranslucentObject &other) const
{
return subsectorDepth != other.subsectorDepth ? subsectorDepth < other.subsectorDepth : DistanceSquared < other.DistanceSquared;
}
uint32_t subsectorDepth;
double DistanceSquared;
};
class PolyDrawSectorPortal;
class PolyDrawLinePortal;
class PolyPortalSegment;
class PolyPortalViewpoint
{
public:
Mat4f WorldToView;
Mat4f WorldToClip;
uint32_t StencilValue = 0;
int PortalDepth = 0;
bool Mirror = false;
line_t *PortalEnterLine = nullptr;
sector_t *PortalEnterSector = nullptr;
size_t ObjectsStart = 0;
size_t ObjectsEnd = 0;
size_t SectorPortalsStart = 0;
size_t SectorPortalsEnd = 0;
size_t LinePortalsStart = 0;
size_t LinePortalsEnd = 0;
};
// Renders everything from a specific viewpoint
class RenderPolyScene
{
public:
RenderPolyScene();
~RenderPolyScene();
void Render(PolyPortalViewpoint *viewpoint);
static const uint32_t SkySubsectorDepth = 0x7fffffff;
PolyPortalViewpoint *CurrentViewpoint = nullptr;
private:
void RenderPortals();
void RenderTranslucent();
void RenderSectors();
void RenderSubsector(PolyRenderThread *thread, subsector_t *sub, uint32_t subsectorDepth);
void RenderLine(PolyRenderThread *thread, subsector_t *sub, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth);
void AddSprite(PolyRenderThread *thread, AActor *thing, double sortDistance, const DVector2 &left, const DVector2 &right);
void AddSprite(PolyRenderThread *thread, AActor *thing, double sortDistance, DVector2 left, DVector2 right, double t1, double t2, void *node);
void AddModel(PolyRenderThread *thread, AActor *thing, double sortDistance, DVector2 pos);
void RenderPolySubsector(PolyRenderThread *thread, subsector_t *sub, uint32_t subsectorDepth, sector_t *frontsector);
void RenderPolyNode(PolyRenderThread *thread, void *node, uint32_t subsectorDepth, sector_t *frontsector);
static int PointOnSide(const DVector2 &pos, const node_t *node);
PolyCull Cull;
PolySkyDome Skydome;
};
enum class PolyWaterFakeSide
{
Center,
BelowFloor,
AboveCeiling
};
class PolyTransferHeights
{
public:
PolyTransferHeights(subsector_t *sub);
subsector_t *Subsector = nullptr;
sector_t *FrontSector = nullptr;
PolyWaterFakeSide FakeSide = PolyWaterFakeSide::Center;
int FloorLightLevel = 0;
int CeilingLightLevel = 0;
private:
sector_t tempsec;
};