Aside from using incorrect values this could crash the renderer if used in the very first rendering frame because the software renderer always operates on a copy.
321 lines
12 KiB
C++
321 lines
12 KiB
C++
/*
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** Polygon Doom software renderer
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** Copyright (c) 2016 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#include <stdlib.h>
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#include "templates.h"
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#include "doomdef.h"
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#include "sbar.h"
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#include "r_data/r_translate.h"
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#include "poly_model.h"
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#include "polyrenderer/poly_renderer.h"
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#include "polyrenderer/scene/poly_light.h"
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#include "polyrenderer/poly_renderthread.h"
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#include "r_data/r_vanillatrans.h"
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#include "actorinlines.h"
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#include "i_time.h"
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void PolyRenderModel(PolyRenderThread *thread, const Mat4f &worldToClip, uint32_t stencilValue, float x, float y, float z, FSpriteModelFrame *smf, AActor *actor)
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{
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PolyModelRenderer renderer(thread, worldToClip, stencilValue);
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renderer.sector = actor->Sector;
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renderer.RenderStyle = actor->RenderStyle;
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renderer.RenderAlpha = (float)actor->Alpha;
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if (!renderer.RenderStyle.IsVisible(renderer.RenderAlpha))
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return;
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bool foggy = false;
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int actualextralight = foggy ? 0 : PolyRenderer::Instance()->Viewpoint.extralight << 4;
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bool fullbrightSprite = ((actor->renderflags & RF_FULLBRIGHT) || (actor->flags5 & MF5_BRIGHT));
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renderer.lightlevel = fullbrightSprite ? 255 : actor->Sector->lightlevel + actualextralight;
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renderer.visibility = PolyRenderer::Instance()->Light.SpriteGlobVis(foggy);
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renderer.fillcolor = actor->fillcolor;
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renderer.Translation = actor->Translation;
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renderer.AddLights(actor);
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renderer.RenderModel(x, y, z, smf, actor, PolyRenderer::Instance()->Viewpoint.TicFrac);
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PolyTriangleDrawer::SetModelVertexShader(thread->DrawQueue, -1, -1, 0.0f);
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PolyTriangleDrawer::SetTransform(thread->DrawQueue, thread->FrameMemory->NewObject<Mat4f>(worldToClip), nullptr);
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}
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static bool isBright(DPSprite *psp)
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{
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if (psp != nullptr && psp->GetState() != nullptr)
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{
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bool disablefullbright = false;
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FTextureID lump = sprites[psp->GetSprite()].GetSpriteFrame(psp->GetFrame(), 0, 0., nullptr);
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if (lump.isValid())
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{
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FTexture * tex = TexMan.GetPalettedTexture(lump, true);
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if (tex) disablefullbright = tex->isFullbrightDisabled();
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}
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return psp->GetState()->GetFullbright() && !disablefullbright;
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}
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return false;
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}
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void PolyRenderHUDModel(PolyRenderThread *thread, const Mat4f &worldToClip, uint32_t stencilValue, DPSprite *psp, float ofsx, float ofsy)
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{
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PolyModelRenderer renderer(thread, worldToClip, stencilValue);
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AActor *playermo = players[consoleplayer].camera;
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auto rs = psp->GetRenderStyle(playermo->RenderStyle, playermo->Alpha);
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renderer.sector = playermo->Sector;
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renderer.RenderStyle = rs.first;
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renderer.RenderAlpha = rs.second;
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if (psp->Flags & PSPF_FORCEALPHA) renderer.RenderAlpha = 0.0f;
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if (!renderer.RenderStyle.IsVisible(renderer.RenderAlpha))
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return;
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bool foggy = false;
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int actualextralight = foggy ? 0 : PolyRenderer::Instance()->Viewpoint.extralight << 4;
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bool fullbrightSprite = isBright(psp);
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renderer.lightlevel = fullbrightSprite ? 255 : playermo->Sector->lightlevel + actualextralight;
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renderer.visibility = PolyRenderer::Instance()->Light.SpriteGlobVis(foggy);
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PalEntry ThingColor = (playermo->RenderStyle.Flags & STYLEF_ColorIsFixed) ? playermo->fillcolor : 0xffffff;
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ThingColor.a = 255;
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renderer.fillcolor = fullbrightSprite ? ThingColor : ThingColor.Modulate(playermo->Sector->SpecialColors[sector_t::sprites]);
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renderer.Translation = 0xffffffff;// playermo->Translation;
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renderer.RenderHUDModel(psp, ofsx, ofsy);
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PolyTriangleDrawer::SetModelVertexShader(thread->DrawQueue, -1, -1, 0.0f);
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}
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/////////////////////////////////////////////////////////////////////////////
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PolyModelRenderer::PolyModelRenderer(PolyRenderThread *thread, const Mat4f &worldToClip, uint32_t stencilValue) : Thread(thread), WorldToClip(worldToClip), StencilValue(stencilValue)
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{
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}
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void PolyModelRenderer::AddLights(AActor *actor)
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{
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if (r_dynlights && actor)
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{
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auto &addedLights = Thread->AddedLightsArray;
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addedLights.Clear();
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float x = (float)actor->X();
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float y = (float)actor->Y();
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float z = (float)actor->Center();
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float actorradius = (float)actor->RenderRadius();
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float radiusSquared = actorradius * actorradius;
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BSPWalkCircle(actor->Level, x, y, radiusSquared, [&](subsector_t *subsector) // Iterate through all subsectors potentially touched by actor
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{
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FLightNode * node = subsector->section->lighthead;
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while (node) // check all lights touching a subsector
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{
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FDynamicLight *light = node->lightsource;
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if (light->ShouldLightActor(actor))
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{
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int group = subsector->sector->PortalGroup;
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DVector3 pos = light->PosRelative(group);
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float radius = (float)(light->GetRadius() + actorradius);
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double dx = pos.X - x;
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double dy = pos.Y - y;
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double dz = pos.Z - z;
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double distSquared = dx * dx + dy * dy + dz * dz;
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if (distSquared < radius * radius) // Light and actor touches
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{
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if (std::find(addedLights.begin(), addedLights.end(), light) == addedLights.end()) // Check if we already added this light from a different subsector
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{
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addedLights.Push(light);
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}
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}
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}
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node = node->nextLight;
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}
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});
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NumLights = addedLights.Size();
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Lights = Thread->FrameMemory->AllocMemory<PolyLight>(NumLights);
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for (int i = 0; i < NumLights; i++)
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{
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FDynamicLight *lightsource = addedLights[i];
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bool is_point_light = lightsource->IsAttenuated();
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uint32_t red = lightsource->GetRed();
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uint32_t green = lightsource->GetGreen();
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uint32_t blue = lightsource->GetBlue();
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PolyLight &light = Lights[i];
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light.x = (float)lightsource->X();
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light.y = (float)lightsource->Y();
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light.z = (float)lightsource->Z();
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light.radius = 256.0f / lightsource->GetRadius();
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light.color = (red << 16) | (green << 8) | blue;
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if (is_point_light)
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light.radius = -light.radius;
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}
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}
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}
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void PolyModelRenderer::BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix, bool mirrored)
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{
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const_cast<VSMatrix &>(objectToWorldMatrix).copy(ObjectToWorld.Matrix);
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SetTransform();
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if (actor->RenderStyle == LegacyRenderStyles[STYLE_Normal] || !!(smf->flags & MDL_DONTCULLBACKFACES))
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PolyTriangleDrawer::SetTwoSided(Thread->DrawQueue, true);
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PolyTriangleDrawer::SetCullCCW(Thread->DrawQueue, !mirrored);
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}
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void PolyModelRenderer::EndDrawModel(AActor *actor, FSpriteModelFrame *smf)
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{
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if (actor->RenderStyle == LegacyRenderStyles[STYLE_Normal] || !!(smf->flags & MDL_DONTCULLBACKFACES))
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PolyTriangleDrawer::SetTwoSided(Thread->DrawQueue, false);
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PolyTriangleDrawer::SetCullCCW(Thread->DrawQueue, true);
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}
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IModelVertexBuffer *PolyModelRenderer::CreateVertexBuffer(bool needindex, bool singleframe)
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{
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return new PolyModelVertexBuffer(needindex, singleframe);
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}
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VSMatrix PolyModelRenderer::GetViewToWorldMatrix()
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{
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Mat4f swapYZ = Mat4f::Null();
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swapYZ.Matrix[0 + 0 * 4] = 1.0f;
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swapYZ.Matrix[1 + 2 * 4] = 1.0f;
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swapYZ.Matrix[2 + 1 * 4] = 1.0f;
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swapYZ.Matrix[3 + 3 * 4] = 1.0f;
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VSMatrix worldToView;
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worldToView.loadMatrix((PolyRenderer::Instance()->Scene.CurrentViewpoint->WorldToView * swapYZ).Matrix);
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VSMatrix objectToWorld;
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worldToView.inverseMatrix(objectToWorld);
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return objectToWorld;
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}
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void PolyModelRenderer::BeginDrawHUDModel(AActor *actor, const VSMatrix &objectToWorldMatrix, bool mirrored)
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{
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const_cast<VSMatrix &>(objectToWorldMatrix).copy(ObjectToWorld.Matrix);
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SetTransform();
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PolyTriangleDrawer::SetWeaponScene(Thread->DrawQueue, true);
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if (actor->RenderStyle == LegacyRenderStyles[STYLE_Normal])
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PolyTriangleDrawer::SetTwoSided(Thread->DrawQueue, true);
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PolyTriangleDrawer::SetCullCCW(Thread->DrawQueue, mirrored);
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}
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void PolyModelRenderer::EndDrawHUDModel(AActor *actor)
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{
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PolyTriangleDrawer::SetWeaponScene(Thread->DrawQueue, false);
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if (actor->RenderStyle == LegacyRenderStyles[STYLE_Normal])
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PolyTriangleDrawer::SetTwoSided(Thread->DrawQueue, false);
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PolyTriangleDrawer::SetCullCCW(Thread->DrawQueue, true);
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}
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void PolyModelRenderer::SetInterpolation(double interpolation)
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{
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InterpolationFactor = (float)interpolation;
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}
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void PolyModelRenderer::SetMaterial(FTexture *skin, bool clampNoFilter, int translation)
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{
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SkinTexture = skin? skin->GetSoftwareTexture() : nullptr;
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}
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void PolyModelRenderer::SetTransform()
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{
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Mat4f swapYZ = Mat4f::Null();
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swapYZ.Matrix[0 + 0 * 4] = 1.0f;
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swapYZ.Matrix[1 + 2 * 4] = 1.0f;
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swapYZ.Matrix[2 + 1 * 4] = 1.0f;
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swapYZ.Matrix[3 + 3 * 4] = 1.0f;
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ObjectToWorld = swapYZ * ObjectToWorld;
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PolyTriangleDrawer::SetTransform(Thread->DrawQueue, Thread->FrameMemory->NewObject<Mat4f>(WorldToClip * ObjectToWorld), Thread->FrameMemory->NewObject<Mat4f>(ObjectToWorld));
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}
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void PolyModelRenderer::DrawArrays(int start, int count)
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{
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PolyDrawArgs args;
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auto nc = !!(sector->Level->flags3 & LEVEL3_NOCOLOREDSPRITELIGHTING);
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args.SetLight(GetSpriteColorTable(sector->Colormap, sector->SpecialColors[sector_t::sprites], nc), lightlevel, visibility, fullbrightSprite); args.SetLights(Lights, NumLights);
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args.SetStencilTestValue(StencilValue);
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args.SetClipPlane(0, PolyClipPlane());
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args.SetStyle(RenderStyle, RenderAlpha, fillcolor, Translation, SkinTexture, fullbrightSprite);
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args.SetDepthTest(true);
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args.SetWriteDepth(true);
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args.SetWriteStencil(false);
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PolyTriangleDrawer::DrawArray(Thread->DrawQueue, args, VertexBuffer + start, count);
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}
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void PolyModelRenderer::DrawElements(int numIndices, size_t offset)
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{
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PolyDrawArgs args;
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auto nc = !!(sector->Level->flags3 & LEVEL3_NOCOLOREDSPRITELIGHTING);
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args.SetLight(GetSpriteColorTable(sector->Colormap, sector->SpecialColors[sector_t::sprites], nc), lightlevel, visibility, fullbrightSprite); args.SetLights(Lights, NumLights);
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args.SetStencilTestValue(StencilValue);
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args.SetClipPlane(0, PolyClipPlane());
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args.SetStyle(RenderStyle, RenderAlpha, fillcolor, Translation, SkinTexture, fullbrightSprite);
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args.SetDepthTest(true);
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args.SetWriteDepth(true);
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args.SetWriteStencil(false);
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PolyTriangleDrawer::DrawElements(Thread->DrawQueue, args, VertexBuffer, IndexBuffer + offset / sizeof(unsigned int), numIndices);
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}
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/////////////////////////////////////////////////////////////////////////////
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PolyModelVertexBuffer::PolyModelVertexBuffer(bool needindex, bool singleframe)
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{
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}
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PolyModelVertexBuffer::~PolyModelVertexBuffer()
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{
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}
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FModelVertex *PolyModelVertexBuffer::LockVertexBuffer(unsigned int size)
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{
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mVertexBuffer.Resize(size);
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return &mVertexBuffer[0];
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}
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void PolyModelVertexBuffer::UnlockVertexBuffer()
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{
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}
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unsigned int *PolyModelVertexBuffer::LockIndexBuffer(unsigned int size)
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{
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mIndexBuffer.Resize(size);
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return &mIndexBuffer[0];
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}
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void PolyModelVertexBuffer::UnlockIndexBuffer()
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{
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}
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void PolyModelVertexBuffer::SetupFrame(FModelRenderer *renderer, unsigned int frame1, unsigned int frame2, unsigned int size)
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{
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PolyModelRenderer *polyrenderer = (PolyModelRenderer *)renderer;
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polyrenderer->VertexBuffer = mVertexBuffer.Size() ? &mVertexBuffer[0] : nullptr;
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polyrenderer->IndexBuffer = mIndexBuffer.Size() ? &mIndexBuffer[0] : nullptr;
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PolyTriangleDrawer::SetModelVertexShader(polyrenderer->Thread->DrawQueue, frame1, frame2, polyrenderer->InterpolationFactor);
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}
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