gzdoom-gles/src/swrenderer/segments/r_drawsegment.cpp

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//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
#include <stdlib.h>
#include "templates.h"
#include "doomdef.h"
#include "m_bbox.h"
#include "i_system.h"
#include "p_lnspec.h"
#include "p_setup.h"
#include "a_sharedglobal.h"
#include "g_level.h"
#include "p_effect.h"
#include "doomstat.h"
#include "r_state.h"
#include "v_palette.h"
#include "r_sky.h"
#include "po_man.h"
#include "r_data/colormaps.h"
#include "d_net.h"
#include "swrenderer/r_memory.h"
#include "swrenderer/drawers/r_draw.h"
#include "swrenderer/scene/r_3dfloors.h"
#include "swrenderer/scene/r_opaque_pass.h"
#include "swrenderer/scene/r_portal.h"
#include "swrenderer/line/r_wallsetup.h"
#include "swrenderer/line/r_walldraw.h"
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#include "swrenderer/line/r_fogboundary.h"
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#include "swrenderer/segments/r_drawsegment.h"
#include "swrenderer/things/r_visiblesprite.h"
#include "swrenderer/scene/r_light.h"
#include "swrenderer/viewport/r_viewport.h"
#include "swrenderer/r_renderthread.h"
namespace swrenderer
{
DrawSegmentList::DrawSegmentList(RenderThread *thread)
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{
Thread = thread;
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}
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void DrawSegmentList::Clear()
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{
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Segments.Clear();
StartIndices.Clear();
StartIndices.Push(0);
InterestingSegments.Clear();
StartInterestingIndices.Clear();
StartInterestingIndices.Push(0);
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}
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void DrawSegmentList::PushPortal()
{
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StartIndices.Push(Segments.Size());
StartInterestingIndices.Push(InterestingSegments.Size());
}
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void DrawSegmentList::PopPortal()
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{
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Segments.Resize(StartIndices.Last());
StartIndices.Pop();
StartInterestingIndices.Resize(StartInterestingIndices.Last());
StartInterestingIndices.Pop();
}
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void DrawSegmentList::Push(DrawSegment *segment)
{
Segments.Push(segment);
}
void DrawSegmentList::PushInteresting(DrawSegment *segment)
{
InterestingSegments.Push(segment);
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}
void DrawSegmentList::BuildSegmentGroups()
{
SegmentGroups.Clear();
unsigned int groupSize = 100;
for (unsigned int index = BeginIndex(); index < EndIndex(); index += groupSize)
{
auto ds = Segment(index);
DrawSegmentGroup group;
group.BeginIndex = index;
group.EndIndex = MIN(index + groupSize, EndIndex());
group.x1 = ds->x1;
group.x2 = ds->x2;
group.neardepth = MIN(ds->sz1, ds->sz2);
group.fardepth = MAX(ds->sz1, ds->sz2);
for (unsigned int groupIndex = group.BeginIndex + 1; groupIndex < group.EndIndex; groupIndex++)
{
ds = Segment(groupIndex);
group.x1 = MIN(group.x1, ds->x1);
group.x2 = MAX(group.x2, ds->x2);
group.neardepth = MIN(group.neardepth, ds->sz1);
group.neardepth = MIN(group.neardepth, ds->sz2);
group.fardepth = MAX(ds->sz1, group.fardepth);
group.fardepth = MAX(ds->sz2, group.fardepth);
}
for (int x = group.x1; x < group.x2; x++)
{
cliptop[x] = 0;
clipbottom[x] = viewheight;
}
for (unsigned int groupIndex = group.BeginIndex; groupIndex < group.EndIndex; groupIndex++)
{
ds = Segment(groupIndex);
// kg3D - no clipping on fake segs
if (ds->fake) continue;
if (ds->silhouette & SIL_BOTTOM)
{
short *clip1 = clipbottom + ds->x1;
const short *clip2 = ds->sprbottomclip;
int i = ds->x2 - ds->x1;
do
{
if (*clip1 > *clip2)
*clip1 = *clip2;
clip1++;
clip2++;
} while (--i);
}
if (ds->silhouette & SIL_TOP)
{
short *clip1 = cliptop + ds->x1;
const short *clip2 = ds->sprtopclip;
int i = ds->x2 - ds->x1;
do
{
if (*clip1 < *clip2)
*clip1 = *clip2;
clip1++;
clip2++;
} while (--i);
}
}
group.sprtopclip = Thread->FrameMemory->AllocMemory<short>(group.x2 - group.x1);
group.sprbottomclip = Thread->FrameMemory->AllocMemory<short>(group.x2 - group.x1);
memcpy(group.sprtopclip, cliptop + group.x1, (group.x2 - group.x1) * sizeof(short));
memcpy(group.sprbottomclip, clipbottom + group.x1, (group.x2 - group.x1) * sizeof(short));
SegmentGroups.Push(group);
}
}
}