gzdoom-gles/src/swrenderer/plane/r_flatplane.cpp

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//-----------------------------------------------------------------------------
//
// Copyright 1993-1996 id Software
// Copyright 1999-2016 Randy Heit
// Copyright 2016 Magnus Norddahl
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//-----------------------------------------------------------------------------
//
#include <stdlib.h>
#include <float.h>
#include "templates.h"
#include "i_system.h"
#include "w_wad.h"
#include "doomdef.h"
#include "doomstat.h"
#include "r_sky.h"
#include "stats.h"
#include "v_video.h"
#include "a_sharedglobal.h"
#include "c_console.h"
#include "cmdlib.h"
#include "d_net.h"
#include "g_level.h"
#include "g_levellocals.h"
#include "swrenderer/scene/r_opaque_pass.h"
#include "r_flatplane.h"
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#include "swrenderer/scene/r_3dfloors.h"
#include "v_palette.h"
#include "r_data/colormaps.h"
#include "swrenderer/drawers/r_draw_rgba.h"
#include "a_dynlight.h"
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#include "swrenderer/segments/r_clipsegment.h"
#include "swrenderer/segments/r_drawsegment.h"
#include "swrenderer/scene/r_portal.h"
#include "swrenderer/scene/r_scene.h"
#include "swrenderer/scene/r_light.h"
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#include "swrenderer/plane/r_visibleplane.h"
#include "swrenderer/viewport/r_viewport.h"
#include "swrenderer/r_memory.h"
#include "swrenderer/r_renderthread.h"
namespace swrenderer
{
RenderFlatPlane::RenderFlatPlane(RenderThread *thread)
{
Thread = thread;
}
void RenderFlatPlane::Render(VisiblePlane *pl, double _xscale, double _yscale, fixed_t alpha, bool additive, bool masked, FDynamicColormap *colormap, FSoftwareTexture *texture)
{
if (alpha <= 0)
{
return;
}
drawerargs.SetSolidColor(3);
drawerargs.SetTexture(Thread, texture);
double planeang = (pl->xform.Angle + pl->xform.baseAngle).Radians();
double xstep, ystep, leftxfrac, leftyfrac, rightxfrac, rightyfrac;
double x;
if (planeang != 0)
{
double cosine = cos(planeang), sine = sin(planeang);
pviewx = pl->xform.xOffs + Thread->Viewport->viewpoint.Pos.X * cosine - Thread->Viewport->viewpoint.Pos.Y * sine;
pviewy = pl->xform.yOffs + pl->xform.baseyOffs - Thread->Viewport->viewpoint.Pos.X * sine - Thread->Viewport->viewpoint.Pos.Y * cosine;
}
else
{
pviewx = pl->xform.xOffs + Thread->Viewport->viewpoint.Pos.X;
pviewy = pl->xform.yOffs - Thread->Viewport->viewpoint.Pos.Y;
}
pviewx = _xscale * pviewx;
pviewy = _yscale * pviewy;
// left to right mapping
planeang += (Thread->Viewport->viewpoint.Angles.Yaw - 90).Radians();
auto viewport = Thread->Viewport.get();
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// Scale will be unit scale at FocalLengthX (normally SCREENWIDTH/2) distance
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xstep = cos(planeang) / viewport->FocalLengthX;
ystep = -sin(planeang) / viewport->FocalLengthX;
// [RH] flip for mirrors
RenderPortal *renderportal = Thread->Portal.get();
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if (renderportal->MirrorFlags & RF_XFLIP)
{
xstep = -xstep;
ystep = -ystep;
}
planeang += M_PI / 2;
double cosine = cos(planeang), sine = -sin(planeang);
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x = pl->right - viewport->CenterX + 0.5;
rightxfrac = _xscale * (cosine + x * xstep);
rightyfrac = _yscale * (sine + x * ystep);
x = pl->left - viewport->CenterX + 0.5;
leftxfrac = _xscale * (cosine + x * xstep);
leftyfrac = _yscale * (sine + x * ystep);
basexfrac = leftxfrac;
baseyfrac = leftyfrac;
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if (pl->left != pl->right)
{
xstepscale = (rightxfrac - leftxfrac) / (pl->right - pl->left);
ystepscale = (rightyfrac - leftyfrac) / (pl->right - pl->left);
}
else
{
xstepscale = 0;
ystepscale = 0;
}
minx = pl->left;
planeheight = fabs(pl->height.Zat0() - Thread->Viewport->viewpoint.Pos.Z);
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basecolormap = colormap;
// [RH] set foggy flag
bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE));
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GlobVis = Thread->Light->FlatPlaneGlobVis(foggy) / planeheight;
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CameraLight *cameraLight = CameraLight::Instance();
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if (cameraLight->FixedLightLevel() >= 0)
{
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drawerargs.SetLight(basecolormap, 0, cameraLight->FixedLightLevelShade());
plane_shade = false;
}
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else if (cameraLight->FixedColormap())
{
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drawerargs.SetLight(cameraLight->FixedColormap(), 0, 0);
plane_shade = false;
}
else
{
plane_shade = true;
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planeshade = LightVisibility::LightLevelToShade(pl->lightlevel, foggy);
}
drawerargs.SetStyle(masked, additive, alpha);
light_list = pl->lights;
RenderLines(pl);
}
void RenderFlatPlane::RenderLine(int y, int x1, int x2)
{
#ifdef RANGECHECK
if (x2 < x1 || x1<0 || x2 >= viewwidth || (unsigned)y >= (unsigned)viewheight)
{
I_Error("R_MapPlane: %i, %i at %i", x1, x2, y);
}
#endif
auto viewport = Thread->Viewport.get();
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double curxfrac = basexfrac + xstepscale * (x1 - minx);
double curyfrac = baseyfrac + ystepscale * (x1 - minx);
double distance = viewport->PlaneDepth(y, planeheight);
float zbufferdepth = (float)(1.0 / fabs(planeheight / Thread->Viewport->ScreenToViewY(y, 1.0)));
drawerargs.SetTextureUStep(distance * xstepscale / drawerargs.TextureWidth());
drawerargs.SetTextureUPos((distance * curxfrac + pviewx) / drawerargs.TextureWidth());
drawerargs.SetTextureVStep(distance * ystepscale / drawerargs.TextureHeight());
drawerargs.SetTextureVPos((distance * curyfrac + pviewy) / drawerargs.TextureHeight());
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if (viewport->RenderTarget->IsBgra())
{
double distance2 = viewport->PlaneDepth(y + 1, planeheight);
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double xmagnitude = fabs(ystepscale * (distance2 - distance) * viewport->FocalLengthX);
double ymagnitude = fabs(xstepscale * (distance2 - distance) * viewport->FocalLengthX);
double magnitude = MAX(ymagnitude, xmagnitude);
double min_lod = -1000.0;
drawerargs.SetTextureLOD(MAX(log2(magnitude) + r_lod_bias, min_lod));
}
if (plane_shade)
{
// Determine lighting based on the span's distance from the viewer.
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drawerargs.SetLight(basecolormap, (float)(GlobVis * fabs(viewport->CenterY - y)), planeshade);
}
if (r_dynlights)
{
int tx = x1;
bool mirror = !!(Thread->Portal->MirrorFlags & RF_XFLIP);
if (mirror)
tx = viewwidth - tx - 1;
// Find row position in view space
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float zspan = (float)(planeheight / (fabs(y + 0.5 - viewport->CenterY) / viewport->InvZtoScale));
drawerargs.dc_viewpos.X = (float)((tx + 0.5 - viewport->CenterX) / viewport->CenterX * zspan);
drawerargs.dc_viewpos.Y = zspan;
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drawerargs.dc_viewpos.Z = (float)((viewport->CenterY - y - 0.5) / viewport->InvZtoScale * zspan);
drawerargs.dc_viewpos_step.X = (float)(zspan / viewport->CenterX);
if (mirror)
drawerargs.dc_viewpos_step.X = -drawerargs.dc_viewpos_step.X;
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// Plane normal
drawerargs.dc_normal.X = 0.0f;
drawerargs.dc_normal.Y = 0.0f;
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drawerargs.dc_normal.Z = (y >= viewport->CenterY) ? 1.0f : -1.0f;
// Calculate max lights that can touch the row so we can allocate memory for the list
int max_lights = 0;
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VisiblePlaneLight *cur_node = light_list;
while (cur_node)
{
if (!(cur_node->lightsource->flags2&MF2_DORMANT))
max_lights++;
cur_node = cur_node->next;
}
drawerargs.dc_num_lights = 0;
drawerargs.dc_lights = Thread->FrameMemory->AllocMemory<DrawerLight>(max_lights);
// Setup lights for row
cur_node = light_list;
while (cur_node)
{
double lightX = cur_node->lightsource->X() - Thread->Viewport->viewpoint.Pos.X;
double lightY = cur_node->lightsource->Y() - Thread->Viewport->viewpoint.Pos.Y;
double lightZ = cur_node->lightsource->Z() - Thread->Viewport->viewpoint.Pos.Z;
float lx = (float)(lightX * Thread->Viewport->viewpoint.Sin - lightY * Thread->Viewport->viewpoint.Cos);
float ly = (float)(lightX * Thread->Viewport->viewpoint.TanCos + lightY * Thread->Viewport->viewpoint.TanSin) - drawerargs.dc_viewpos.Y;
float lz = (float)lightZ - drawerargs.dc_viewpos.Z;
// Precalculate the constant part of the dot here so the drawer doesn't have to.
bool is_point_light = (cur_node->lightsource->lightflags & LF_ATTENUATE) != 0;
float lconstant = ly * ly + lz * lz;
float nlconstant = is_point_light ? lz * drawerargs.dc_normal.Z : 0.0f;
// Include light only if it touches this row
float radius = cur_node->lightsource->GetRadius();
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if (radius * radius >= lconstant && nlconstant >= 0.0f)
{
uint32_t red = cur_node->lightsource->GetRed();
uint32_t green = cur_node->lightsource->GetGreen();
uint32_t blue = cur_node->lightsource->GetBlue();
auto &light = drawerargs.dc_lights[drawerargs.dc_num_lights++];
light.x = lx;
light.y = lconstant;
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light.z = nlconstant;
light.radius = 256.0f / radius;
light.color = (red << 16) | (green << 8) | blue;
}
cur_node = cur_node->next;
}
}
else
{
drawerargs.dc_num_lights = 0;
}
drawerargs.SetDestY(viewport, y);
drawerargs.SetDestX1(x1);
drawerargs.SetDestX2(x2);
drawerargs.DrawSpan(Thread);
if (r_modelscene)
drawerargs.DrawDepthSpan(Thread, zbufferdepth, zbufferdepth);
}
/////////////////////////////////////////////////////////////////////////
RenderColoredPlane::RenderColoredPlane(RenderThread *thread)
{
Thread = thread;
}
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void RenderColoredPlane::Render(VisiblePlane *pl)
{
RenderLines(pl);
}
void RenderColoredPlane::RenderLine(int y, int x1, int x2)
{
drawerargs.DrawColoredSpan(Thread, y, x1, x2);
}
}