2016-11-07 08:25:12 +00:00
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/*
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2016-11-14 13:19:48 +00:00
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** Polygon Doom software renderer
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2016-11-07 08:25:12 +00:00
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** Copyright (c) 2016 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#include <stdlib.h>
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#include "templates.h"
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#include "doomdef.h"
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#include "sbar.h"
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#include "r_data/r_translate.h"
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#include "r_poly.h"
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2016-11-17 07:50:54 +00:00
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#include "gl/data/gl_data.h"
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2016-11-07 08:25:12 +00:00
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2016-11-09 00:33:40 +00:00
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CVAR(Bool, r_debug_cull, 0, 0)
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2016-11-17 20:07:00 +00:00
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EXTERN_CVAR(Int, screenblocks)
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2016-11-17 07:50:54 +00:00
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void InitGLRMapinfoData();
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2016-11-09 00:33:40 +00:00
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2016-11-07 08:25:12 +00:00
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/////////////////////////////////////////////////////////////////////////////
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2016-11-14 13:19:48 +00:00
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void RenderPolyScene::Render()
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2016-11-07 08:25:12 +00:00
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{
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2016-11-12 12:50:28 +00:00
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if (!r_swtruecolor) // Disable pal rendering for now
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return;
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2016-11-16 10:18:40 +00:00
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ClearBuffers();
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SetupPerspectiveMatrix();
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Cull.CullScene(WorldToClip);
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RenderSectors();
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skydome.Render(WorldToClip);
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RenderTranslucent();
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PlayerSprites.Render();
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DrawerCommandQueue::WaitForWorkers();
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}
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void RenderPolyScene::RenderRemainingPlayerSprites()
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{
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PlayerSprites.RenderRemainingSprites();
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}
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void RenderPolyScene::ClearBuffers()
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{
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2016-11-07 08:25:12 +00:00
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PolyVertexBuffer::Clear();
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2016-11-09 10:38:07 +00:00
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SectorSpriteRanges.clear();
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SectorSpriteRanges.resize(numsectors);
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SortedSprites.clear();
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2016-11-13 14:16:55 +00:00
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TranslucentObjects.clear();
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2016-11-10 07:08:37 +00:00
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PolyStencilBuffer::Instance()->Clear(viewwidth, viewheight, 0);
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2016-11-10 12:58:03 +00:00
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PolySubsectorGBuffer::Instance()->Resize(dc_pitch, viewheight);
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NextSubsectorDepth = 0;
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2016-11-16 10:18:40 +00:00
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}
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2016-11-09 10:38:07 +00:00
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2016-11-16 10:18:40 +00:00
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void RenderPolyScene::SetupPerspectiveMatrix()
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{
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2016-11-17 07:50:54 +00:00
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static bool bDidSetup = false;
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if (!bDidSetup)
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{
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InitGLRMapinfoData();
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bDidSetup = true;
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}
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2016-11-17 20:07:00 +00:00
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int height;
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if (screenblocks >= 10)
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{
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height = SCREENHEIGHT;
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}
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else
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{
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height = (screenblocks*SCREENHEIGHT / 10) & ~7;
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}
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viewheight = height; // So viewheight was calculated incorrectly. That's just.. wonderful.
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2016-11-17 07:50:54 +00:00
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2016-11-17 21:44:55 +00:00
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// Code provided courtesy of Graf Zahl. Now we just have to plug it into the viewmatrix code...
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// We have to scale the pitch to account for the pixel stretching, because the playsim doesn't know about this and treats it as 1:1.
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double radPitch = ViewPitch.Normalized180().Radians();
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double angx = cos(radPitch);
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double angy = sin(radPitch) * glset.pixelstretch;
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double alen = sqrt(angx*angx + angy*angy);
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//mAngles.Pitch = (float)RAD2DEG(asin(angy / alen));
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2016-11-07 08:25:12 +00:00
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float ratio = WidescreenRatio;
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float fovratio = (WidescreenRatio >= 1.3f) ? 1.333333f : ratio;
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float fovy = (float)(2 * DAngle::ToDegrees(atan(tan(FieldOfView.Radians() / 2) / fovratio)).Degrees);
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TriMatrix worldToView =
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2016-11-17 21:44:55 +00:00
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TriMatrix::rotate((float)asin(angy / alen), 1.0f, 0.0f, 0.0f) *
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2016-11-07 08:25:12 +00:00
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TriMatrix::rotate((float)(ViewAngle - 90).Radians(), 0.0f, -1.0f, 0.0f) *
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2016-11-17 21:44:55 +00:00
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TriMatrix::scale(1.0f, glset.pixelstretch, 1.0f) *
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2016-11-07 08:25:12 +00:00
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TriMatrix::swapYZ() *
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TriMatrix::translate((float)-ViewPos.X, (float)-ViewPos.Y, (float)-ViewPos.Z);
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2016-11-14 13:19:48 +00:00
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WorldToClip = TriMatrix::perspective(fovy, ratio, 5.0f, 65535.0f) * worldToView;
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2016-11-16 10:18:40 +00:00
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}
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2016-11-07 08:25:12 +00:00
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2016-11-16 10:18:40 +00:00
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void RenderPolyScene::RenderSectors()
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{
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2016-11-10 09:44:35 +00:00
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if (r_debug_cull)
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2016-11-09 00:33:40 +00:00
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{
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2016-11-14 13:19:48 +00:00
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for (auto it = Cull.PvsSectors.rbegin(); it != Cull.PvsSectors.rend(); ++it)
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2016-11-09 00:33:40 +00:00
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RenderSubsector(*it);
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}
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else
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{
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2016-11-14 13:19:48 +00:00
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for (auto it = Cull.PvsSectors.begin(); it != Cull.PvsSectors.end(); ++it)
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2016-11-09 00:33:40 +00:00
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RenderSubsector(*it);
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}
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2016-11-07 08:25:12 +00:00
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}
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2016-11-14 13:19:48 +00:00
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void RenderPolyScene::RenderSubsector(subsector_t *sub)
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2016-11-07 08:25:12 +00:00
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{
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sector_t *frontsector = sub->sector;
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frontsector->MoreFlags |= SECF_DRAWN;
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2016-11-10 12:58:03 +00:00
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uint32_t subsectorDepth = NextSubsectorDepth++;
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2016-11-11 18:26:28 +00:00
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if (sub->sector->CenterFloor() != sub->sector->CenterCeiling())
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{
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2016-11-16 10:18:40 +00:00
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RenderPolyPlane::RenderPlanes(WorldToClip, sub, subsectorDepth, Cull.MaxCeilingHeight, Cull.MinFloorHeight);
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2016-11-11 18:26:28 +00:00
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}
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2016-11-07 08:25:12 +00:00
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for (uint32_t i = 0; i < sub->numlines; i++)
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{
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seg_t *line = &sub->firstline[i];
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2016-11-10 04:30:33 +00:00
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if (line->sidedef == nullptr || !(line->sidedef->Flags & WALLF_POLYOBJ))
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2016-11-15 12:30:30 +00:00
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RenderLine(sub, line, frontsector, subsectorDepth);
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2016-11-07 08:25:12 +00:00
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}
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2016-11-17 00:29:08 +00:00
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bool mainBSP = ((unsigned int)(sub - subsectors) < (unsigned int)numsubsectors);
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if (mainBSP)
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{
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int subsectorIndex = (int)(sub - subsectors);
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for (int i = ParticlesInSubsec[subsectorIndex]; i != NO_PARTICLE; i = Particles[i].snext)
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{
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particle_t *particle = Particles + i;
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TranslucentObjects.push_back({ particle, sub, subsectorDepth });
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}
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}
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2016-11-11 09:15:27 +00:00
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SpriteRange sprites = GetSpritesForSector(sub->sector);
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for (int i = 0; i < sprites.Count; i++)
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{
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AActor *thing = SortedSprites[sprites.Start + i].Thing;
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2016-11-13 14:16:55 +00:00
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TranslucentObjects.push_back({ thing, sub, subsectorDepth });
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2016-11-11 18:26:28 +00:00
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}
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2016-11-13 14:16:55 +00:00
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2016-11-14 13:19:48 +00:00
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TranslucentObjects.insert(TranslucentObjects.end(), SubsectorTranslucentWalls.begin(), SubsectorTranslucentWalls.end());
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SubsectorTranslucentWalls.clear();
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2016-11-07 08:25:12 +00:00
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}
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2016-11-14 13:19:48 +00:00
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SpriteRange RenderPolyScene::GetSpritesForSector(sector_t *sector)
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2016-11-09 10:38:07 +00:00
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{
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if (SectorSpriteRanges.size() < sector->sectornum || sector->sectornum < 0)
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return SpriteRange();
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auto &range = SectorSpriteRanges[sector->sectornum];
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if (range.Start == -1)
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{
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range.Start = (int)SortedSprites.size();
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range.Count = 0;
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for (AActor *thing = sector->thinglist; thing != nullptr; thing = thing->snext)
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{
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SortedSprites.push_back({ thing, (thing->Pos() - ViewPos).LengthSquared() });
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range.Count++;
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}
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std::stable_sort(SortedSprites.begin() + range.Start, SortedSprites.begin() + range.Start + range.Count);
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}
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return range;
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}
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2016-11-15 12:30:30 +00:00
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void RenderPolyScene::RenderLine(subsector_t *sub, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth)
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2016-11-07 08:25:12 +00:00
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{
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// Reject lines not facing viewer
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DVector2 pt1 = line->v1->fPos() - ViewPos;
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DVector2 pt2 = line->v2->fPos() - ViewPos;
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if (pt1.Y * (pt1.X - pt2.X) + pt1.X * (pt2.Y - pt1.Y) >= 0)
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return;
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2016-11-13 12:24:36 +00:00
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// Cull wall if not visible
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int sx1, sx2;
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2016-11-14 13:19:48 +00:00
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bool hasSegmentRange = Cull.GetSegmentRangeForLine(line->v1->fX(), line->v1->fY(), line->v2->fX(), line->v2->fY(), sx1, sx2);
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2016-11-15 14:15:26 +00:00
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if (!hasSegmentRange || Cull.IsSegmentCulled(sx1, sx2))
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2016-11-08 04:17:29 +00:00
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return;
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2016-11-15 12:30:30 +00:00
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// Tell automap we saw this
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if (!r_dontmaplines && line->linedef)
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{
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line->linedef->flags |= ML_MAPPED;
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sub->flags |= SSECF_DRAWN;
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}
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2016-11-14 13:19:48 +00:00
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// Render wall, and update culling info if its an occlusion blocker
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if (RenderPolyWall::RenderLine(WorldToClip, line, frontsector, subsectorDepth, SubsectorTranslucentWalls))
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2016-11-08 04:17:29 +00:00
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{
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2016-11-14 13:19:48 +00:00
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if (hasSegmentRange)
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Cull.MarkSegmentCulled(sx1, sx2);
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2016-11-08 04:17:29 +00:00
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}
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}
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2016-11-14 13:19:48 +00:00
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void RenderPolyScene::RenderTranslucent()
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2016-11-08 04:17:29 +00:00
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{
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2016-11-14 13:19:48 +00:00
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for (auto it = TranslucentObjects.rbegin(); it != TranslucentObjects.rend(); ++it)
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2016-11-08 04:17:29 +00:00
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{
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2016-11-14 13:19:48 +00:00
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auto &obj = *it;
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2016-11-17 00:29:08 +00:00
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if (obj.particle)
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{
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RenderPolyParticle spr;
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spr.Render(WorldToClip, obj.particle, obj.sub, obj.subsectorDepth);
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}
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else if (!obj.thing)
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2016-11-08 04:17:29 +00:00
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{
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2016-11-14 13:19:48 +00:00
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obj.wall.Render(WorldToClip);
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2016-11-08 04:17:29 +00:00
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}
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2016-11-14 13:19:48 +00:00
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else if ((obj.thing->renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
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2016-11-08 04:17:29 +00:00
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{
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2016-11-14 13:19:48 +00:00
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RenderPolyWallSprite wallspr;
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2016-11-16 21:31:49 +00:00
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wallspr.Render(WorldToClip, obj.thing, obj.sub, obj.subsectorDepth);
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2016-11-08 04:17:29 +00:00
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}
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else
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{
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2016-11-14 13:19:48 +00:00
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RenderPolySprite spr;
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spr.Render(WorldToClip, obj.thing, obj.sub, obj.subsectorDepth);
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2016-11-09 00:33:40 +00:00
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}
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}
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2016-11-07 08:25:12 +00:00
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}
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2016-11-14 13:19:48 +00:00
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RenderPolyScene *RenderPolyScene::Instance()
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2016-11-07 08:25:12 +00:00
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{
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2016-11-14 13:19:48 +00:00
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static RenderPolyScene scene;
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return &scene;
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2016-11-07 08:25:12 +00:00
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}
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/////////////////////////////////////////////////////////////////////////////
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namespace
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{
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int NextBufferVertex = 0;
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}
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TriVertex *PolyVertexBuffer::GetVertices(int count)
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{
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enum { VertexBufferSize = 16 * 1024 };
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static TriVertex Vertex[VertexBufferSize];
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if (NextBufferVertex + count > VertexBufferSize)
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return nullptr;
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TriVertex *v = Vertex + NextBufferVertex;
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NextBufferVertex += count;
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return v;
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}
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void PolyVertexBuffer::Clear()
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{
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NextBufferVertex = 0;
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}
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