gzdoom-gles/src/swrenderer/plane/r_visibleplanelist.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 <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 "gl/dynlights/gl_dynlight.h"
#include "swrenderer/r_memory.h"
#include "swrenderer/scene/r_opaque_pass.h"
#include "swrenderer/scene/r_3dfloors.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_flatplane.h"
#include "swrenderer/plane/r_slopeplane.h"
#include "swrenderer/plane/r_skyplane.h"
#include "swrenderer/plane/r_visibleplane.h"
#include "swrenderer/plane/r_visibleplanelist.h"
#include "swrenderer/drawers/r_draw.h"
#include "swrenderer/viewport/r_viewport.h"
#include "swrenderer/r_renderthread.h"
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namespace swrenderer
{
VisiblePlaneList::VisiblePlaneList(RenderThread *thread)
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{
Thread = thread;
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}
VisiblePlaneList::VisiblePlaneList()
{
for (auto &plane : visplanes)
plane = nullptr;
}
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VisiblePlane *VisiblePlaneList::Add(unsigned hash)
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{
VisiblePlane *newplane = Thread->FrameMemory->NewObject<VisiblePlane>(Thread);
newplane->next = visplanes[hash];
visplanes[hash] = newplane;
return newplane;
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}
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void VisiblePlaneList::Clear()
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{
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for (int i = 0; i <= MAXVISPLANES; i++)
visplanes[i] = nullptr;
}
void VisiblePlaneList::ClearKeepFakePlanes()
{
for (int i = 0; i <= MAXVISPLANES - 1; i++)
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{
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for (VisiblePlane **probe = &visplanes[i]; *probe != nullptr; )
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{
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if ((*probe)->sky < 0)
{ // fake: move past it
probe = &(*probe)->next;
}
else
{ // not fake: move from list
VisiblePlane *vis = *probe;
*probe = vis->next;
vis->next = nullptr;
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}
}
}
}
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VisiblePlane *VisiblePlaneList::FindPlane(const secplane_t &height, FTextureID picnum, int lightlevel, double Alpha, bool additive, const FTransform &xxform, int sky, FSectorPortal *portal, FDynamicColormap *basecolormap)
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{
secplane_t plane;
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VisiblePlane *check;
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unsigned hash; // killough
bool isskybox;
const FTransform *xform = &xxform;
fixed_t alpha = FLOAT2FIXED(Alpha);
//angle_t angle = (xform.Angle + xform.baseAngle).BAMs();
FTransform nulltransform;
if (picnum == skyflatnum) // killough 10/98
{ // most skies map together
lightlevel = 0;
xform = &nulltransform;
nulltransform.xOffs = nulltransform.yOffs = nulltransform.baseyOffs = 0;
nulltransform.xScale = nulltransform.yScale = 1;
nulltransform.Angle = nulltransform.baseAngle = 0.0;
additive = false;
// [RH] Map floor skies and ceiling skies to separate visplanes. This isn't
// always necessary, but it is needed if a floor and ceiling sky are in the
// same column but separated by a wall. If they both try to reside in the
// same visplane, then only the floor sky will be drawn.
plane.set(0., 0., height.fC(), 0.);
isskybox = portal != nullptr && !(portal->mFlags & PORTSF_INSKYBOX);
}
else if (portal != nullptr && !(portal->mFlags & PORTSF_INSKYBOX))
{
plane = height;
isskybox = true;
}
else
{
plane = height;
isskybox = false;
// kg3D - hack, store alpha in sky
// i know there is ->alpha, but this also allows to identify fake plane
// and ->alpha is for stacked sectors
Clip3DFloors *clip3d = Thread->Clip3DFloors.get();
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if (clip3d->fake3D & (FAKE3D_FAKEFLOOR | FAKE3D_FAKECEILING)) sky = 0x80000000 | clip3d->fakeAlpha;
else sky = 0; // not skyflatnum so it can't be a sky
portal = nullptr;
alpha = OPAQUE;
}
// New visplane algorithm uses hash table -- killough
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hash = isskybox ? ((unsigned)MAXVISPLANES) : CalcHash(picnum.GetIndex(), lightlevel, height);
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RenderPortal *renderportal = Thread->Portal.get();
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for (check = visplanes[hash]; check; check = check->next) // killough
{
if (isskybox)
{
if (portal == check->portal && plane == check->height)
{
if (portal->mType != PORTS_SKYVIEWPOINT)
{ // This skybox is really a stacked sector, so we need to
// check even more.
if (check->extralight == renderportal->stacked_extralight &&
check->visibility == renderportal->stacked_visibility &&
check->viewpos == renderportal->stacked_viewpos &&
(
// headache inducing logic... :(
(portal->mType != PORTS_STACKEDSECTORTHING) ||
(
check->Alpha == alpha &&
check->Additive == additive &&
(alpha == 0 || // if alpha is > 0 everything needs to be checked
(plane == check->height &&
picnum == check->picnum &&
lightlevel == check->lightlevel &&
basecolormap == check->colormap && // [RH] Add more checks
*xform == check->xform
)
) &&
check->viewangle == renderportal->stacked_angle
)
)
)
{
return check;
}
}
else
{
return check;
}
}
}
else
if (plane == check->height &&
picnum == check->picnum &&
lightlevel == check->lightlevel &&
basecolormap == check->colormap && // [RH] Add more checks
*xform == check->xform &&
sky == check->sky &&
renderportal->CurrentPortalUniq == check->CurrentPortalUniq &&
renderportal->MirrorFlags == check->MirrorFlags &&
Thread->Clip3DFloors->CurrentSkybox == check->CurrentSkybox &&
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ViewPos == check->viewpos
)
{
return check;
}
}
check = Add(hash); // killough
check->height = plane;
check->picnum = picnum;
check->lightlevel = lightlevel;
check->xform = *xform;
check->colormap = basecolormap; // [RH] Save colormap
check->sky = sky;
check->portal = portal;
check->extralight = renderportal->stacked_extralight;
check->visibility = renderportal->stacked_visibility;
check->viewpos = renderportal->stacked_viewpos;
check->viewangle = renderportal->stacked_angle;
check->Alpha = alpha;
check->Additive = additive;
check->CurrentPortalUniq = renderportal->CurrentPortalUniq;
check->MirrorFlags = renderportal->MirrorFlags;
check->CurrentSkybox = Thread->Clip3DFloors->CurrentSkybox;
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return check;
}
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VisiblePlane *VisiblePlaneList::GetRange(VisiblePlane *pl, int start, int stop)
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{
int intrl, intrh;
int unionl, unionh;
int x;
assert(start >= 0 && start < viewwidth);
assert(stop > start && stop <= viewwidth);
if (start < pl->left)
{
intrl = pl->left;
unionl = start;
}
else
{
unionl = pl->left;
intrl = start;
}
if (stop > pl->right)
{
intrh = pl->right;
unionh = stop;
}
else
{
unionh = pl->right;
intrh = stop;
}
x = intrl;
while (x < intrh && pl->top[x] == 0x7fff) x++;
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if (x >= intrh)
{
// use the same visplane
pl->left = unionl;
pl->right = unionh;
}
else
{
// make a new visplane
unsigned hash;
if (pl->portal != nullptr && !(pl->portal->mFlags & PORTSF_INSKYBOX) && viewactive)
{
hash = MAXVISPLANES;
}
else
{
hash = CalcHash(pl->picnum.GetIndex(), pl->lightlevel, pl->height);
}
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VisiblePlane *new_pl = Add(hash);
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new_pl->height = pl->height;
new_pl->picnum = pl->picnum;
new_pl->lightlevel = pl->lightlevel;
new_pl->xform = pl->xform;
new_pl->colormap = pl->colormap;
new_pl->portal = pl->portal;
new_pl->extralight = pl->extralight;
new_pl->visibility = pl->visibility;
new_pl->viewpos = pl->viewpos;
new_pl->viewangle = pl->viewangle;
new_pl->sky = pl->sky;
new_pl->Alpha = pl->Alpha;
new_pl->Additive = pl->Additive;
new_pl->CurrentPortalUniq = pl->CurrentPortalUniq;
new_pl->MirrorFlags = pl->MirrorFlags;
new_pl->CurrentSkybox = pl->CurrentSkybox;
new_pl->lights = pl->lights;
pl = new_pl;
pl->left = start;
pl->right = stop;
}
return pl;
}
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bool VisiblePlaneList::HasPortalPlanes() const
{
return visplanes[MAXVISPLANES] != nullptr;
}
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VisiblePlane *VisiblePlaneList::PopFirstPortalPlane()
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{
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VisiblePlane *pl = visplanes[VisiblePlaneList::MAXVISPLANES];
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if (pl)
{
visplanes[VisiblePlaneList::MAXVISPLANES] = pl->next;
pl->next = nullptr;
}
return pl;
}
void VisiblePlaneList::ClearPortalPlanes()
{
visplanes[VisiblePlaneList::MAXVISPLANES] = nullptr;
}
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int VisiblePlaneList::Render()
{
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VisiblePlane *pl;
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int i;
int vpcount = 0;
RenderPortal *renderportal = Thread->Portal.get();
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for (i = 0; i < MAXVISPLANES; i++)
{
for (pl = visplanes[i]; pl; pl = pl->next)
{
// kg3D - draw only correct planes
if (pl->CurrentPortalUniq != renderportal->CurrentPortalUniq || pl->CurrentSkybox != Thread->Clip3DFloors->CurrentSkybox)
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continue;
// kg3D - draw only real planes now
if (pl->sky >= 0) {
vpcount++;
pl->Render(Thread, OPAQUE, false, false);
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}
}
}
return vpcount;
}
void VisiblePlaneList::RenderHeight(double height)
{
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VisiblePlane *pl;
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int i;
DVector3 oViewPos = ViewPos;
DAngle oViewAngle = ViewAngle;
RenderPortal *renderportal = Thread->Portal.get();
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for (i = 0; i < MAXVISPLANES; i++)
{
for (pl = visplanes[i]; pl; pl = pl->next)
{
if (pl->CurrentSkybox != Thread->Clip3DFloors->CurrentSkybox || pl->CurrentPortalUniq != renderportal->CurrentPortalUniq)
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continue;
if (pl->sky < 0 && pl->height.Zat0() == height)
{
ViewPos = pl->viewpos;
ViewAngle = pl->viewangle;
renderportal->MirrorFlags = pl->MirrorFlags;
pl->Render(Thread, pl->sky & 0x7FFFFFFF, pl->Additive, true);
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}
}
}
ViewPos = oViewPos;
ViewAngle = oViewAngle;
}
}