mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-16 01:11:28 +00:00
eaff9e359f
This is now a separate type from spritetype which contains an actor pointer instead so that sprite display can be handled without requiring a static sprite array.
220 lines
5.6 KiB
C++
220 lines
5.6 KiB
C++
#pragma once
|
|
|
|
#include <atomic>
|
|
#include <functional>
|
|
#include "build.h"
|
|
#include "vectors.h"
|
|
#include "hw_viewpointuniforms.h"
|
|
#include "v_video.h"
|
|
#include "hw_drawlist.h"
|
|
#include "hw_bunchdrawer.h"
|
|
//#include "r_viewpoint.h"
|
|
|
|
enum EDrawMode
|
|
{
|
|
DM_MAINVIEW,
|
|
DM_OFFSCREEN,
|
|
DM_PORTAL,
|
|
DM_SKYPORTAL
|
|
};
|
|
|
|
struct FSectorPortalGroup;
|
|
struct FFlatVertex;
|
|
class HWWall;
|
|
class HWFlat;
|
|
class HWSprite;
|
|
class IShadowMap;
|
|
struct FDynLightData;
|
|
class Clipper;
|
|
class HWPortal;
|
|
class FFlatVertexBuffer;
|
|
class IRenderQueue;
|
|
class HWScenePortalBase;
|
|
class FRenderState;
|
|
|
|
struct FRenderViewpoint
|
|
{
|
|
spritetype* CameraSprite;
|
|
DVector3 Pos;
|
|
FRotator HWAngles;
|
|
FAngle FieldOfView;
|
|
angle_t RotAngle;
|
|
int* SectNums;
|
|
int SectCount;
|
|
double TicFrac;
|
|
double TanCos, TanSin; // needed for calculating a sprite's screen depth.
|
|
DVector2 ViewVector; // direction the camera is facing.
|
|
};
|
|
//==========================================================================
|
|
//
|
|
// these are used to link faked planes due to missing textures to a sector
|
|
//
|
|
//==========================================================================
|
|
|
|
enum SectorRenderFlags
|
|
{
|
|
// This is used to merge several subsectors into a single draw item
|
|
SSRF_RENDERFLOOR = 1,
|
|
SSRF_RENDERCEILING = 2,
|
|
SSRF_RENDERALL = 7,
|
|
SSRF_PROCESSED = 8,
|
|
SSRF_SEEN = 16,
|
|
};
|
|
|
|
enum EPortalClip
|
|
{
|
|
PClip_InFront,
|
|
PClip_Inside,
|
|
PClip_Behind,
|
|
};
|
|
|
|
enum DrawListType
|
|
{
|
|
GLDL_PLAINWALLS,
|
|
GLDL_PLAINFLATS,
|
|
GLDL_MASKEDWALLS,
|
|
GLDL_MASKEDWALLSS, // arbitrary wall sprites.
|
|
GLDL_MASKEDWALLSV, // vertical wall sprites
|
|
GLDL_MASKEDWALLSH, // horizontal wall sprites. These two lists merely exist for easier sorting.
|
|
GLDL_MASKEDFLATS,
|
|
GLDL_MODELS,
|
|
|
|
GLDL_TRANSLUCENT,
|
|
GLDL_TRANSLUCENTBORDER,
|
|
|
|
GLDL_TYPES,
|
|
};
|
|
|
|
|
|
struct HWDrawInfo
|
|
{
|
|
struct wallseg
|
|
{
|
|
float x1, y1, z1, x2, y2, z2;
|
|
};
|
|
|
|
HWDrawList drawlists[GLDL_TYPES];
|
|
int vpIndex;
|
|
//ELightMode lightmode;
|
|
|
|
HWDrawInfo * outer = nullptr;
|
|
int FullbrightFlags;
|
|
std::atomic<int> spriteindex;
|
|
HWPortal *mClipPortal;
|
|
HWPortal *mCurrentPortal;
|
|
//FRotator mAngles;
|
|
BunchDrawer mDrawer;
|
|
Clipper *mClipper;
|
|
FRenderViewpoint Viewpoint;
|
|
HWViewpointUniforms VPUniforms; // per-viewpoint uniform state
|
|
TArray<HWPortal *> Portals;
|
|
tspritetype tsprite[MAXSPRITESONSCREEN];
|
|
int spritesortcnt;
|
|
|
|
// This is needed by the BSP traverser.
|
|
bool multithread;
|
|
bool ingeo;
|
|
FVector2 geoofs;
|
|
|
|
private:
|
|
bool inview;
|
|
sectortype *currentsector;
|
|
|
|
void WorkerThread();
|
|
|
|
void UnclipSubsector(sectortype *sub);
|
|
|
|
void AddLine(walltype *seg, bool portalclip);
|
|
void AddLines(sectortype* sector);
|
|
void AddSpecialPortalLines(sectortype * sector, walltype* line);
|
|
public:
|
|
//void RenderThings(sectortype * sub, sectortype * sector);
|
|
//void RenderParticles(sectortype *sub, sectortype *front);
|
|
void SetColor(FRenderState &state, int sectorlightlevel, int rellight, bool fullbright, const FColormap &cm, float alpha, bool weapon = false);
|
|
public:
|
|
|
|
void SetCameraPos(const DVector3 &pos)
|
|
{
|
|
VPUniforms.mCameraPos = { (float)pos.X, (float)pos.Z, (float)pos.Y, 0.f };
|
|
}
|
|
|
|
void SetClipHeight(float h, float d)
|
|
{
|
|
VPUniforms.mClipHeight = h;
|
|
VPUniforms.mClipHeightDirection = d;
|
|
VPUniforms.mClipLine.X = -1000001.f;
|
|
}
|
|
|
|
void SetClipLine(walltype *line)
|
|
{
|
|
//VPUniforms.mClipLine = { (float)line->v1->fX(), (float)line->v1->fY(), (float)line->Delta().X, (float)line->Delta().Y };
|
|
VPUniforms.mClipHeight = 0;
|
|
}
|
|
|
|
HWPortal * FindPortal(const void * src);
|
|
|
|
static HWDrawInfo *StartDrawInfo(HWDrawInfo *parent, FRenderViewpoint &parentvp, HWViewpointUniforms *uniforms);
|
|
void StartScene(FRenderViewpoint &parentvp, HWViewpointUniforms *uniforms);
|
|
void ClearBuffers();
|
|
HWDrawInfo *EndDrawInfo();
|
|
|
|
void DrawScene(int drawmode, bool portal);
|
|
void CreateScene(bool portal);
|
|
void DispatchSprites();
|
|
void RenderScene(FRenderState &state);
|
|
void RenderTranslucent(FRenderState &state);
|
|
void RenderPortal(HWPortal *p, FRenderState &state, bool usestencil);
|
|
void EndDrawScene(FRenderState &state);
|
|
void Set3DViewport(FRenderState &state);
|
|
void ProcessScene(bool toscreen);
|
|
|
|
//void GetDynSpriteLight(AActor *self, float x, float y, float z, FLightNode *node, int portalgroup, float *out);
|
|
//void GetDynSpriteLight(AActor *thing, particle_t *particle, float *out);
|
|
|
|
void SetViewMatrix(const FRotator &angles, float vx, float vy, float vz, bool mirror, bool planemirror);
|
|
void SetupView(FRenderState &state, float vx, float vy, float vz, bool mirror, bool planemirror);
|
|
angle_t FrustumAngle();
|
|
|
|
void DrawPlayerSprites(bool hudModelStep, FRenderState &state);
|
|
|
|
//void AddSubsectorToPortal(FSectorPortalGroup *portal, sectortype *sub);
|
|
|
|
void AddWall(HWWall *w);
|
|
void AddMirrorSurface(HWWall *w);
|
|
void AddFlat(HWFlat *flat);
|
|
void AddSprite(HWSprite *sprite, bool translucent);
|
|
|
|
|
|
bool isSoftwareLighting() const
|
|
{
|
|
return true;// lightmode == ELightMode::ZDoomSoftware || lightmode == ELightMode::DoomSoftware || lightmode == ELightMode::Build;
|
|
}
|
|
|
|
bool isBuildSoftwareLighting() const
|
|
{
|
|
return true;// lightmode == ELightMode::Build;
|
|
}
|
|
|
|
bool isDoomSoftwareLighting() const
|
|
{
|
|
return false;// lightmode == ELightMode::ZDoomSoftware || lightmode == ELightMode::DoomSoftware;
|
|
}
|
|
|
|
bool isDarkLightMode() const
|
|
{
|
|
return false;// lightmode == ELightMode::Doom || lightmode == ELightMode::DoomDark;
|
|
}
|
|
|
|
void SetFallbackLightMode()
|
|
{
|
|
//lightmode = ELightMode::Doom;
|
|
}
|
|
|
|
};
|
|
|
|
void CleanSWDrawer();
|
|
//sectortype* RenderViewpoint(FRenderViewpoint& mainvp, AActor* camera, IntRect* bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen);
|
|
//void WriteSavePic(player_t* player, FileWriter* file, int width, int height);
|
|
//sectortype* RenderView(player_t* player);
|
|
|
|
|