raze/source/core/rendering/scene/hw_drawstructs.h

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#pragma once
//==========================================================================
//
// One wall segment in the draw list
//
//==========================================================================
#include "renderstyle.h"
#include "textures.h"
#include "fcolormap.h"
#include "build.h"
#ifdef _MSC_VER
#pragma warning(disable:4244)
#endif
struct HWHorizonInfo;
struct HWSkyInfo;
class FMaterial;
struct FTexCoordInfo;
struct FSectorPortalGroup;
struct FFlatVertex;
struct FDynLightData;
class VSMatrix;
struct FSpriteModelFrame;
class FRenderState;
struct HWDecal;
struct HWSectorPlane
{
FTextureID texture;
//secplane_t plane;
float Texheight;
float Angle;
FVector2 Offs;
FVector2 Scale;
void GetFromSector(sectortype* sec, int ceiling)
{
/*
Offs.X = (float)sec->GetXOffset(ceiling);
Offs.Y = (float)sec->GetYOffset(ceiling);
Scale.X = (float)sec->GetXScale(ceiling);
Scale.Y = (float)sec->GetYScale(ceiling);
Angle = (float)sec->GetAngle(ceiling).Degrees;
texture = sec->GetTexture(ceiling);
plane = sec->GetSecPlane(ceiling);
Texheight = (float)((ceiling == sector_t::ceiling) ? plane.fD() : -plane.fD());
*/
}
};
enum HWRenderStyle
{
STYLEHW_Normal, // default
STYLEHW_Solid, // drawn solid (needs special treatment for sprites)
STYLEHW_NoAlphaTest, // disable alpha test
};
enum WallTypes
{
RENDERWALL_NONE,
RENDERWALL_TOP,
RENDERWALL_M1S,
RENDERWALL_M2S,
RENDERWALL_BOTTOM,
RENDERWALL_FOGBOUNDARY,
RENDERWALL_MIRRORSURFACE,
RENDERWALL_M2SNF,
RENDERWALL_COLOR,
// Insert new types at the end!
};
enum PortalTypes
{
PORTALTYPE_SKY,
PORTALTYPE_HORIZON,
PORTALTYPE_SKYBOX,
PORTALTYPE_SECTORSTACK,
PORTALTYPE_PLANEMIRROR,
PORTALTYPE_MIRROR,
PORTALTYPE_LINETOLINE,
};
//==========================================================================
//
// One sector plane, still in fixed point
//
//==========================================================================
struct HWSeg
{
float x1,x2;
float y1,y2;
float fracleft, fracright;
FVector3 Normal() const
{
// we do not use the vector math inlines here because they are not optimized for speed but accuracy in the playsim and this is called quite frequently.
float x = y2 - y1;
float y = x1 - x2;
float ilength = 1.f / sqrtf(x*x + y*y);
return FVector3(x * ilength, 0, y * ilength);
}
};
struct texcoord
{
float u,v;
};
struct HWDrawInfo;
class HWWall
{
public:
static const char passflag[];
enum
{
HWF_CLAMPX=1,
HWF_CLAMPY=2,
HWF_SKYHACK=4,
HWF_NOSPLIT=64,
HWF_TRANSLUCENT = 128,
HWF_NOSLICE = 256
};
enum
{
RWF_BLANK = 0,
RWF_TEXTURED = 1, // actually not being used anymore because with buffers it's even less efficient not writing the texture coordinates - but leave it here
RWF_NORENDER = 8,
};
enum
{
LOLFT,
UPLFT,
UPRGT,
LORGT,
};
friend struct HWDrawList;
friend class HWPortal;
FGameTexture *texture;
HWSeg glseg;
float ztop[2],zbottom[2];
texcoord tcs[4];
float alpha;
ERenderStyle RenderStyle;
float ViewDistance;
float visibility;
short shade, palette, floorpal;
uint16_t flags;
uint8_t type;
int dynlightindex;
/*
union
{
// it's either one of them but never more!
FSectorPortal *secportal; // sector portal (formerly skybox)
HWSkyInfo * sky; // for normal sky
HWHorizonInfo * horizon; // for horizon information
FSectorPortalGroup * portal; // stacked sector portals
secplane_t * planemirror; // for plane mirrors
2021-03-15 17:55:56 +00:00
walltype *lineportal; // line-to-line portals
};
*/
// these are not the same as ytop and ybottom!!!
float zceil[2];
float zfloor[2];
unsigned int vertindex;
unsigned int vertcount;
public:
walltype * seg;
sectortype *frontsector, *backsector;
//private:
void PutWall(HWDrawInfo *di, bool translucent);
void PutPortal(HWDrawInfo *di, int ptype, int plane);
void CheckTexturePosition();
void SetupLights(HWDrawInfo *di, FDynLightData &lightdata);
void MakeVertices(HWDrawInfo *di, bool nosplit);
void SkyPlane(HWDrawInfo *di, sectortype *sector, int plane, bool allowmirror);
void SkyLine(HWDrawInfo *di, sectortype *sec, walltype *line);
void SkyNormal(HWDrawInfo* di, sectortype* fs, FVector2& v1, FVector2& v2) {}
void SkyTop(HWDrawInfo *di, walltype * seg,sectortype * fs,sectortype * bs, FVector2& v1, FVector2& v2) {}
void SkyBottom(HWDrawInfo *di, walltype * seg,sectortype * fs,sectortype * bs, FVector2& v1, FVector2& v2) {}
bool DoHorizon(HWDrawInfo *di, walltype * seg,sectortype * fs, DVector2& v1, DVector2& v2);
bool SetWallCoordinates(walltype* seg, float topleft, float topright, float bottomleft, float bottomright);
void DoTexture(HWDrawInfo* di, walltype* wal, walltype* refwall, float yref, float topleft, float topright, float bottomleft, float bottomright);
void DoOneSidedTexture(HWDrawInfo *di, walltype * seg, sectortype* frontsector, sectortype* backsector, float topleft,float topright, float bottomleft,float bottomright);
void DoUpperTexture(HWDrawInfo* di, walltype* seg, sectortype* frontsector, sectortype* backsector, float topleft, float topright, float bottomleft, float bottomright);
void DoLowerTexture(HWDrawInfo* di, walltype* seg, sectortype* frontsector, sectortype* backsector, float topleft, float topright, float bottomleft, float bottomright);
void DoMidTexture(HWDrawInfo *di, walltype * seg,
sectortype * front, sectortype * back,
float fch1, float fch2, float ffh1, float ffh2,
float bch1, float bch2, float bfh1, float bfh2);
//void ProcessDecal(HWDrawInfo *di, DBaseDecal *decal, const FVector3 &normal);
//void ProcessDecals(HWDrawInfo *di);
int CreateVertices(FFlatVertex *&ptr, bool nosplit);
//int CountVertices();
void RenderWall(HWDrawInfo *di, FRenderState &state, int textured);
void RenderFogBoundary(HWDrawInfo *di, FRenderState &state);
void RenderMirrorSurface(HWDrawInfo *di, FRenderState &state);
void RenderTexturedWall(HWDrawInfo *di, FRenderState &state, int rflags);
void RenderTranslucentWall(HWDrawInfo *di, FRenderState &state);
public:
void Process(HWDrawInfo* di, walltype* seg, sectortype* frontsector, sectortype* backsector);
float PointOnSide(float x,float y)
{
return -((y-glseg.y1)*(glseg.x2-glseg.x1)-(x-glseg.x1)*(glseg.y2-glseg.y1));
}
void DrawWall(HWDrawInfo *di, FRenderState &state, bool translucent);
};
//==========================================================================
//
// One flat plane in the draw list
//
//==========================================================================
class HWFlat
{
public:
sectortype * sector;
FGameTexture *texture;
float z; // the z position of the flat (only valid for non-sloped planes)
FColormap Colormap; // light and fog
PalEntry FlatColor;
PalEntry AddColor;
ERenderStyle renderstyle;
float alpha;
HWSectorPlane plane;
int lightlevel;
bool stack;
bool ceiling;
uint8_t renderflags;
uint8_t hacktype;
int iboindex;
//int vboheight;
int dynlightindex;
void CreateSkyboxVertices(FFlatVertex *buffer);
//void SetupLights(HWDrawInfo *di, FLightNode *head, FDynLightData &lightdata, int portalgroup);
void PutFlat(HWDrawInfo *di, bool fog = false);
void Process(HWDrawInfo *di, sectortype * model, int whichplane, bool notexture);
void ProcessSector(HWDrawInfo *di, sectortype * frontsector, int which = 7 /*SSRF_RENDERALL*/); // cannot use constant due to circular dependencies.
void DrawSubsectors(HWDrawInfo *di, FRenderState &state);
void DrawFlat(HWDrawInfo* di, FRenderState& state, bool translucent) {}
};
//==========================================================================
//
// One sprite in the draw list
//
//==========================================================================
class HWSprite
{
public:
int lightlevel;
uint8_t foglevel;
uint8_t hw_styleflags;
bool fullbright;
bool polyoffset;
FColormap Colormap;
FSpriteModelFrame * modelframe;
FRenderStyle RenderStyle;
int OverrideShader;
int translation;
int index;
float depth;
int vertexindex;
float topclip;
float bottomclip;
float x,y,z; // needed for sorting!
float ul,ur;
float vt,vb;
float x1,y1,z1;
float x2,y2,z2;
float trans;
int dynlightindex;
FGameTexture *texture;
spritetype * actor;
//TArray<lightlist_t> *lightlist;
DRotator Angles;
void SplitSprite(HWDrawInfo *di, sectortype * frontsector, bool translucent);
void PerformSpriteClipAdjustment(AActor *thing, const DVector2 &thingpos, float spriteheight);
bool CalculateVertices(HWDrawInfo *di, FVector3 *v, DVector3 *vp);
public:
void CreateVertices(HWDrawInfo* di) {}
void PutSprite(HWDrawInfo *di, bool translucent);
void Process(HWDrawInfo *di, AActor* thing,sectortype * sector, int thruportal = false);
void DrawSprite(HWDrawInfo* di, FRenderState& state, bool translucent) {}
};
struct DecalVertex
{
float x, y, z;
float u, v;
};
/*
struct HWDecal
{
FGameTexture *texture;
TArray<lightlist_t> *lightlist;
DBaseDecal *decal;
DecalVertex dv[4];
float zcenter;
unsigned int vertindex;
FRenderStyle renderstyle;
int lightlevel;
int rellight;
float alpha;
FColormap Colormap;
int dynlightindex;
sectortype *frontsector;
FVector3 Normal;
void DrawDecal(HWDrawInfo *di, FRenderState &state);
};
*/
inline float Dist2(float x1,float y1,float x2,float y2)
{
return sqrtf((x1-x2)*(x1-x2)+(y1-y2)*(y1-y2));
}
bool hw_SetPlaneTextureRotation(const HWSectorPlane * secplane, FGameTexture * gltexture, VSMatrix &mat);
void hw_GetDynModelLight(AActor *self, FDynLightData &modellightdata);
extern const float LARGE_VALUE;
struct FDynLightData;
struct FDynamicLight;
bool GetLight(FDynLightData& dld, int group, Plane& p, FDynamicLight* light, bool checkside);
void AddLightToList(FDynLightData &dld, int group, FDynamicLight* light, bool forceAttenuate);