mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-29 23:41:56 +00:00
Toying with triangle drawer and GL BSP nodes
This commit is contained in:
parent
47cc110498
commit
237f54f4be
6 changed files with 1030 additions and 4 deletions
|
@ -1051,6 +1051,7 @@ set( NOT_COMPILED_SOURCE_FILES
|
||||||
set( FASTMATH_PCH_SOURCES
|
set( FASTMATH_PCH_SOURCES
|
||||||
r_swrenderer.cpp
|
r_swrenderer.cpp
|
||||||
r_swrenderer2.cpp
|
r_swrenderer2.cpp
|
||||||
|
r_poly.cpp
|
||||||
r_3dfloors.cpp
|
r_3dfloors.cpp
|
||||||
r_bsp.cpp
|
r_bsp.cpp
|
||||||
r_draw.cpp
|
r_draw.cpp
|
||||||
|
|
|
@ -60,8 +60,17 @@
|
||||||
#include "r_data/colormaps.h"
|
#include "r_data/colormaps.h"
|
||||||
#include "p_maputl.h"
|
#include "p_maputl.h"
|
||||||
#include "r_swrenderer2.h"
|
#include "r_swrenderer2.h"
|
||||||
|
#include "r_poly.h"
|
||||||
|
#include "p_setup.h"
|
||||||
|
#include "version.h"
|
||||||
|
|
||||||
CVAR(Bool, r_newrenderer, 0, 0);
|
CUSTOM_CVAR(Bool, r_newrenderer, 0, CVAR_NOINITCALL)
|
||||||
|
{
|
||||||
|
if (self == 1 && !hasglnodes)
|
||||||
|
{
|
||||||
|
Printf("No GL BSP detected. You must enable automap texturing and then restart the map\n");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// MACROS ------------------------------------------------------------------
|
// MACROS ------------------------------------------------------------------
|
||||||
|
|
||||||
|
@ -907,13 +916,13 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
|
||||||
// Link the polyobjects right before drawing the scene to reduce the amounts of calls to this function
|
// Link the polyobjects right before drawing the scene to reduce the amounts of calls to this function
|
||||||
PO_LinkToSubsectors();
|
PO_LinkToSubsectors();
|
||||||
InSubsector = NULL;
|
InSubsector = NULL;
|
||||||
if (!r_newrenderer || !r_swtruecolor)
|
if (!r_newrenderer)
|
||||||
{
|
{
|
||||||
R_RenderBSPNode(nodes + numnodes - 1); // The head node is the last node output.
|
R_RenderBSPNode(nodes + numnodes - 1); // The head node is the last node output.
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
RenderBsp bsp;
|
RenderPolyBsp bsp;
|
||||||
bsp.Render();
|
bsp.Render();
|
||||||
}
|
}
|
||||||
R_3D_ResetClip(); // reset clips (floor/ceiling)
|
R_3D_ResetClip(); // reset clips (floor/ceiling)
|
||||||
|
@ -925,7 +934,7 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
|
||||||
if (viewactive)
|
if (viewactive)
|
||||||
{
|
{
|
||||||
PlaneCycles.Clock();
|
PlaneCycles.Clock();
|
||||||
if (!r_newrenderer || !r_swtruecolor)
|
if (!r_newrenderer)
|
||||||
{
|
{
|
||||||
R_DrawPlanes();
|
R_DrawPlanes();
|
||||||
R_DrawPortals();
|
R_DrawPortals();
|
||||||
|
|
852
src/r_poly.cpp
Normal file
852
src/r_poly.cpp
Normal file
|
@ -0,0 +1,852 @@
|
||||||
|
/*
|
||||||
|
** Experimental Doom software renderer
|
||||||
|
** Copyright (c) 2016 Magnus Norddahl
|
||||||
|
**
|
||||||
|
** This software is provided 'as-is', without any express or implied
|
||||||
|
** warranty. In no event will the authors be held liable for any damages
|
||||||
|
** arising from the use of this software.
|
||||||
|
**
|
||||||
|
** Permission is granted to anyone to use this software for any purpose,
|
||||||
|
** including commercial applications, and to alter it and redistribute it
|
||||||
|
** freely, subject to the following restrictions:
|
||||||
|
**
|
||||||
|
** 1. The origin of this software must not be misrepresented; you must not
|
||||||
|
** claim that you wrote the original software. If you use this software
|
||||||
|
** in a product, an acknowledgment in the product documentation would be
|
||||||
|
** appreciated but is not required.
|
||||||
|
** 2. Altered source versions must be plainly marked as such, and must not be
|
||||||
|
** misrepresented as being the original software.
|
||||||
|
** 3. This notice may not be removed or altered from any source distribution.
|
||||||
|
**
|
||||||
|
*/
|
||||||
|
|
||||||
|
#include <stdlib.h>
|
||||||
|
#include "templates.h"
|
||||||
|
#include "doomdef.h"
|
||||||
|
#include "sbar.h"
|
||||||
|
#include "r_data/r_translate.h"
|
||||||
|
#include "r_poly.h"
|
||||||
|
#include "r_draw.h"
|
||||||
|
#include "r_plane.h" // for yslope
|
||||||
|
#include "r_sky.h" // for skyflatnum
|
||||||
|
#include "r_things.h" // for pspritexscale
|
||||||
|
|
||||||
|
EXTERN_CVAR(Bool, r_drawplayersprites)
|
||||||
|
EXTERN_CVAR(Bool, r_deathcamera)
|
||||||
|
EXTERN_CVAR(Bool, st_scale)
|
||||||
|
|
||||||
|
namespace
|
||||||
|
{
|
||||||
|
short cliptop[MAXWIDTH], clipbottom[MAXWIDTH];
|
||||||
|
}
|
||||||
|
|
||||||
|
/////////////////////////////////////////////////////////////////////////////
|
||||||
|
|
||||||
|
void RenderPolyBsp::Render()
|
||||||
|
{
|
||||||
|
PolyVertexBuffer::Clear();
|
||||||
|
|
||||||
|
for (int i = 0; i < viewwidth; i++)
|
||||||
|
{
|
||||||
|
cliptop[i] = 0;
|
||||||
|
clipbottom[i] = viewheight;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Perspective correct:
|
||||||
|
float ratio = WidescreenRatio;
|
||||||
|
float fovratio = (WidescreenRatio >= 1.3f) ? 1.333333f : ratio;
|
||||||
|
float fovy = (float)(2 * DAngle::ToDegrees(atan(tan(FieldOfView.Radians() / 2) / fovratio)).Degrees);
|
||||||
|
TriMatrix worldToView =
|
||||||
|
TriMatrix::scale(1.0f, (float)YaspectMul, 1.0f) *
|
||||||
|
TriMatrix::rotate((float)ViewPitch.Radians(), 1.0f, 0.0f, 0.0f) *
|
||||||
|
TriMatrix::rotate((float)(ViewAngle - 90).Radians(), 0.0f, -1.0f, 0.0f) *
|
||||||
|
TriMatrix::swapYZ() *
|
||||||
|
TriMatrix::translate((float)-ViewPos.X, (float)-ViewPos.Y, (float)-ViewPos.Z);
|
||||||
|
worldToClip = TriMatrix::perspective(fovy, ratio, 5.0, 65535.0f) * worldToView;
|
||||||
|
|
||||||
|
// Y shearing like the Doom renderer:
|
||||||
|
//worldToClip = TriMatrix::viewToClip() * TriMatrix::worldToView();
|
||||||
|
|
||||||
|
// Cull front to back (ok, so we dont cull yet, but we should during this!):
|
||||||
|
if (numnodes == 0)
|
||||||
|
PvsSectors.push_back(subsectors); // RenderSubsector(subsectors);
|
||||||
|
else
|
||||||
|
RenderNode(nodes + numnodes - 1); // The head node is the last node output.
|
||||||
|
|
||||||
|
// Render back to front (we don't have a zbuffer at the moment, sniff!):
|
||||||
|
for (auto it = PvsSectors.rbegin(); it != PvsSectors.rend(); ++it)
|
||||||
|
RenderSubsector(*it);
|
||||||
|
|
||||||
|
RenderPlayerSprites();
|
||||||
|
RenderScreenSprites(); // To do: should be called by FSoftwareRenderer::DrawRemainingPlayerSprites instead of here
|
||||||
|
}
|
||||||
|
|
||||||
|
void RenderPolyBsp::RenderScreenSprites()
|
||||||
|
{
|
||||||
|
for (auto &sprite : ScreenSprites)
|
||||||
|
sprite.Render();
|
||||||
|
}
|
||||||
|
|
||||||
|
void RenderPolyBsp::RenderSubsector(subsector_t *sub)
|
||||||
|
{
|
||||||
|
sector_t *frontsector = sub->sector;
|
||||||
|
frontsector->MoreFlags |= SECF_DRAWN;
|
||||||
|
|
||||||
|
for (uint32_t i = 0; i < sub->numlines; i++)
|
||||||
|
{
|
||||||
|
seg_t *line = &sub->firstline[i];
|
||||||
|
if (line->sidedef == NULL || !(line->sidedef->Flags & WALLF_POLYOBJ))
|
||||||
|
AddLine(line, frontsector);
|
||||||
|
}
|
||||||
|
|
||||||
|
TriVertex *floorVertices = PolyVertexBuffer::GetVertices(sub->numlines);
|
||||||
|
TriVertex *ceilVertices = PolyVertexBuffer::GetVertices(sub->numlines);
|
||||||
|
if (floorVertices == nullptr || ceilVertices == nullptr)
|
||||||
|
return;
|
||||||
|
|
||||||
|
for (uint32_t i = 0; i < sub->numlines; i++)
|
||||||
|
{
|
||||||
|
seg_t *line = &sub->firstline[i];
|
||||||
|
int j = sub->numlines - 1 - i;
|
||||||
|
ceilVertices[j].x = (float)line->v1->fPos().X;
|
||||||
|
ceilVertices[j].y = (float)line->v1->fPos().Y;
|
||||||
|
ceilVertices[j].z = (float)frontsector->ceilingplane.ZatPoint(line->v1);
|
||||||
|
ceilVertices[j].w = 1.0f;
|
||||||
|
ceilVertices[j].varying[0] = ceilVertices[j].x / 64.0f;
|
||||||
|
ceilVertices[j].varying[1] = ceilVertices[j].y / 64.0f;
|
||||||
|
ceilVertices[j].varying[2] = 1.0f;
|
||||||
|
|
||||||
|
floorVertices[i].x = (float)line->v1->fPos().X;
|
||||||
|
floorVertices[i].y = (float)line->v1->fPos().Y;
|
||||||
|
floorVertices[i].z = (float)frontsector->floorplane.ZatPoint(line->v1);
|
||||||
|
floorVertices[i].w = 1.0f;
|
||||||
|
floorVertices[i].varying[0] = floorVertices[i].x / 64.0f;
|
||||||
|
floorVertices[i].varying[1] = floorVertices[i].y / 64.0f;
|
||||||
|
floorVertices[i].varying[2] = 1.0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
FTexture *floortex = TexMan(frontsector->GetTexture(sector_t::floor));
|
||||||
|
if (floortex->UseType != FTexture::TEX_Null)
|
||||||
|
TriangleDrawer::draw(worldToClip, floorVertices, sub->numlines, TriangleDrawMode::Fan, true, 0, viewwidth, cliptop, clipbottom, floortex);
|
||||||
|
|
||||||
|
FTexture *ceiltex = TexMan(frontsector->GetTexture(sector_t::ceiling));
|
||||||
|
if (ceiltex->UseType != FTexture::TEX_Null)
|
||||||
|
TriangleDrawer::draw(worldToClip, ceilVertices, sub->numlines, TriangleDrawMode::Fan, true, 0, viewwidth, cliptop, clipbottom, ceiltex);
|
||||||
|
|
||||||
|
/*for (AActor *thing = sub->sector->thinglist; thing != nullptr; thing = thing->snext)
|
||||||
|
{
|
||||||
|
if ((thing->renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
|
||||||
|
AddWallSprite(thing);
|
||||||
|
else
|
||||||
|
AddSprite(thing);
|
||||||
|
}*/
|
||||||
|
}
|
||||||
|
|
||||||
|
void RenderPolyBsp::AddLine(seg_t *line, sector_t *frontsector)
|
||||||
|
{
|
||||||
|
// Reject lines not facing viewer
|
||||||
|
DVector2 pt1 = line->v1->fPos() - ViewPos;
|
||||||
|
DVector2 pt2 = line->v2->fPos() - ViewPos;
|
||||||
|
if (pt1.Y * (pt1.X - pt2.X) + pt1.X * (pt2.Y - pt1.Y) >= 0)
|
||||||
|
return;
|
||||||
|
|
||||||
|
double frontceilz1 = frontsector->ceilingplane.ZatPoint(line->v1);
|
||||||
|
double frontfloorz1 = frontsector->floorplane.ZatPoint(line->v1);
|
||||||
|
double frontceilz2 = frontsector->ceilingplane.ZatPoint(line->v2);
|
||||||
|
double frontfloorz2 = frontsector->floorplane.ZatPoint(line->v2);
|
||||||
|
|
||||||
|
//VisiblePlaneKey ceilingPlaneKey(frontsector->GetTexture(sector_t::ceiling), frontsector->ColorMap, frontsector->lightlevel, frontsector->ceilingplane, frontsector->planes[sector_t::ceiling].xform);
|
||||||
|
//VisiblePlaneKey floorPlaneKey(frontsector->GetTexture(sector_t::floor), frontsector->ColorMap, frontsector->lightlevel, frontsector->floorplane, frontsector->planes[sector_t::floor].xform);
|
||||||
|
|
||||||
|
RenderPolyWall wall;
|
||||||
|
wall.Line = line;
|
||||||
|
wall.Colormap = frontsector->ColorMap;
|
||||||
|
wall.Masked = false;
|
||||||
|
|
||||||
|
if (line->backsector == nullptr)
|
||||||
|
{
|
||||||
|
wall.SetCoords(line->v1->fPos(), line->v2->fPos(), frontceilz1, frontfloorz1, frontceilz2, frontfloorz2);
|
||||||
|
wall.TopZ = frontceilz1;
|
||||||
|
wall.BottomZ = frontfloorz1;
|
||||||
|
wall.UnpeggedCeil = frontceilz1;
|
||||||
|
wall.Texpart = side_t::mid;
|
||||||
|
wall.Render(worldToClip);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
sector_t *backsector = (line->backsector != line->frontsector) ? line->backsector : line->frontsector;
|
||||||
|
|
||||||
|
double backceilz1 = backsector->ceilingplane.ZatPoint(line->v1);
|
||||||
|
double backfloorz1 = backsector->floorplane.ZatPoint(line->v1);
|
||||||
|
double backceilz2 = backsector->ceilingplane.ZatPoint(line->v2);
|
||||||
|
double backfloorz2 = backsector->floorplane.ZatPoint(line->v2);
|
||||||
|
|
||||||
|
double topceilz1 = frontceilz1;
|
||||||
|
double topceilz2 = frontceilz2;
|
||||||
|
double topfloorz1 = MIN(backceilz1, frontceilz1);
|
||||||
|
double topfloorz2 = MIN(backceilz2, frontceilz2);
|
||||||
|
double bottomceilz1 = MAX(frontfloorz1, backfloorz1);
|
||||||
|
double bottomceilz2 = MAX(frontfloorz2, backfloorz2);
|
||||||
|
double bottomfloorz1 = frontfloorz1;
|
||||||
|
double bottomfloorz2 = frontfloorz2;
|
||||||
|
double middleceilz1 = topfloorz1;
|
||||||
|
double middleceilz2 = topfloorz2;
|
||||||
|
double middlefloorz1 = MIN(bottomceilz1, middleceilz1);
|
||||||
|
double middlefloorz2 = MIN(bottomceilz2, middleceilz2);
|
||||||
|
|
||||||
|
bool bothSkyCeiling = false;// frontsector->GetTexture(sector_t::ceiling) == skyflatnum && backsector->GetTexture(sector_t::ceiling) == skyflatnum;
|
||||||
|
bool bothSkyFloor = false;// frontsector->GetTexture(sector_t::floor) == skyflatnum && backsector->GetTexture(sector_t::floor) == skyflatnum;
|
||||||
|
|
||||||
|
if ((topceilz1 > topfloorz1 || topceilz2 > topfloorz2) && !bothSkyCeiling && line->sidedef)
|
||||||
|
{
|
||||||
|
wall.SetCoords(line->v1->fPos(), line->v2->fPos(), topceilz1, topfloorz1, topceilz2, topfloorz2);
|
||||||
|
wall.TopZ = topceilz1;
|
||||||
|
wall.BottomZ = topfloorz1;
|
||||||
|
wall.UnpeggedCeil = topceilz1;
|
||||||
|
wall.Texpart = side_t::top;
|
||||||
|
wall.Render(worldToClip);
|
||||||
|
}
|
||||||
|
|
||||||
|
if ((bottomfloorz1 < bottomceilz1 || bottomfloorz2 < bottomceilz2) && !bothSkyFloor && line->sidedef)
|
||||||
|
{
|
||||||
|
wall.SetCoords(line->v1->fPos(), line->v2->fPos(), bottomceilz1, bottomfloorz2, bottomceilz2, bottomfloorz2);
|
||||||
|
wall.TopZ = bottomceilz1;
|
||||||
|
wall.BottomZ = bottomfloorz2;
|
||||||
|
wall.UnpeggedCeil = topceilz1;
|
||||||
|
wall.Texpart = side_t::bottom;
|
||||||
|
wall.Render(worldToClip);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (line->sidedef)
|
||||||
|
{
|
||||||
|
FTexture *midtex = TexMan(line->sidedef->GetTexture(side_t::mid), true);
|
||||||
|
if (midtex && midtex->UseType != FTexture::TEX_Null)
|
||||||
|
{
|
||||||
|
wall.SetCoords(line->v1->fPos(), line->v2->fPos(), middleceilz1, middlefloorz1, middleceilz2, middlefloorz2);
|
||||||
|
wall.TopZ = middleceilz1;
|
||||||
|
wall.BottomZ = middlefloorz1;
|
||||||
|
wall.UnpeggedCeil = topceilz1;
|
||||||
|
wall.Texpart = side_t::mid;
|
||||||
|
wall.Masked = true;
|
||||||
|
wall.Render(worldToClip);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void RenderPolyBsp::RenderNode(void *node)
|
||||||
|
{
|
||||||
|
while (!((size_t)node & 1)) // Keep going until found a subsector
|
||||||
|
{
|
||||||
|
node_t *bsp = (node_t *)node;
|
||||||
|
|
||||||
|
// Decide which side the view point is on.
|
||||||
|
int side = PointOnSide(ViewPos, bsp);
|
||||||
|
|
||||||
|
// Recursively divide front space (toward the viewer).
|
||||||
|
RenderNode(bsp->children[side]);
|
||||||
|
|
||||||
|
// Possibly divide back space (away from the viewer).
|
||||||
|
side ^= 1;
|
||||||
|
if (!CheckBBox(bsp->bbox[side]))
|
||||||
|
return;
|
||||||
|
|
||||||
|
node = bsp->children[side];
|
||||||
|
}
|
||||||
|
PvsSectors.push_back((subsector_t *)((BYTE *)node - 1));
|
||||||
|
//RenderSubsector((subsector_t *)((BYTE *)node - 1));
|
||||||
|
}
|
||||||
|
|
||||||
|
void RenderPolyBsp::RenderPlayerSprites()
|
||||||
|
{
|
||||||
|
if (!r_drawplayersprites ||
|
||||||
|
!camera ||
|
||||||
|
!camera->player ||
|
||||||
|
(players[consoleplayer].cheats & CF_CHASECAM) ||
|
||||||
|
(r_deathcamera && camera->health <= 0))
|
||||||
|
return;
|
||||||
|
|
||||||
|
float bobx, boby;
|
||||||
|
P_BobWeapon(camera->player, &bobx, &boby, r_TicFracF);
|
||||||
|
|
||||||
|
// Interpolate the main weapon layer once so as to be able to add it to other layers.
|
||||||
|
double wx, wy;
|
||||||
|
DPSprite *weapon = camera->player->FindPSprite(PSP_WEAPON);
|
||||||
|
if (weapon)
|
||||||
|
{
|
||||||
|
if (weapon->firstTic)
|
||||||
|
{
|
||||||
|
wx = weapon->x;
|
||||||
|
wy = weapon->y;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
wx = weapon->oldx + (weapon->x - weapon->oldx) * r_TicFracF;
|
||||||
|
wy = weapon->oldy + (weapon->y - weapon->oldy) * r_TicFracF;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
wx = 0;
|
||||||
|
wy = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
for (DPSprite *sprite = camera->player->psprites; sprite != nullptr; sprite = sprite->GetNext())
|
||||||
|
{
|
||||||
|
// [RH] Don't draw the targeter's crosshair if the player already has a crosshair set.
|
||||||
|
// It's possible this psprite's caller is now null but the layer itself hasn't been destroyed
|
||||||
|
// because it didn't tick yet (if we typed 'take all' while in the console for example).
|
||||||
|
// In this case let's simply not draw it to avoid crashing.
|
||||||
|
if ((sprite->GetID() != PSP_TARGETCENTER || CrosshairImage == nullptr) && sprite->GetCaller() != nullptr)
|
||||||
|
{
|
||||||
|
RenderPlayerSprite(sprite, camera, bobx, boby, wx, wy, r_TicFracF);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void RenderPolyBsp::RenderPlayerSprite(DPSprite *sprite, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac)
|
||||||
|
{
|
||||||
|
// decide which patch to use
|
||||||
|
if ((unsigned)sprite->GetSprite() >= (unsigned)sprites.Size())
|
||||||
|
{
|
||||||
|
DPrintf(DMSG_ERROR, "RenderPlayerSprite: invalid sprite number %i\n", sprite->GetSprite());
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
spritedef_t *def = &sprites[sprite->GetSprite()];
|
||||||
|
if (sprite->GetFrame() >= def->numframes)
|
||||||
|
{
|
||||||
|
DPrintf(DMSG_ERROR, "RenderPlayerSprite: invalid sprite frame %i : %i\n", sprite->GetSprite(), sprite->GetFrame());
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
spriteframe_t *frame = &SpriteFrames[def->spriteframes + sprite->GetFrame()];
|
||||||
|
FTextureID picnum = frame->Texture[0];
|
||||||
|
bool flip = (frame->Flip & 1) != 0;
|
||||||
|
|
||||||
|
FTexture *tex = TexMan(picnum);
|
||||||
|
if (tex->UseType == FTexture::TEX_Null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
// Can't interpolate the first tic.
|
||||||
|
if (sprite->firstTic)
|
||||||
|
{
|
||||||
|
sprite->firstTic = false;
|
||||||
|
sprite->oldx = sprite->x;
|
||||||
|
sprite->oldy = sprite->y;
|
||||||
|
}
|
||||||
|
|
||||||
|
double sx = sprite->oldx + (sprite->x - sprite->oldx) * ticfrac;
|
||||||
|
double sy = sprite->oldy + (sprite->y - sprite->oldy) * ticfrac;
|
||||||
|
|
||||||
|
if (sprite->Flags & PSPF_ADDBOB)
|
||||||
|
{
|
||||||
|
sx += bobx;
|
||||||
|
sy += boby;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (sprite->Flags & PSPF_ADDWEAPON && sprite->GetID() != PSP_WEAPON)
|
||||||
|
{
|
||||||
|
sx += wx;
|
||||||
|
sy += wy;
|
||||||
|
}
|
||||||
|
|
||||||
|
// calculate edges of the shape
|
||||||
|
double tx = sx - BaseXCenter;
|
||||||
|
|
||||||
|
tx -= tex->GetScaledLeftOffset();
|
||||||
|
int x1 = xs_RoundToInt(CenterX + tx * pspritexscale);
|
||||||
|
|
||||||
|
// off the right side
|
||||||
|
if (x1 > viewwidth)
|
||||||
|
return;
|
||||||
|
|
||||||
|
tx += tex->GetScaledWidth();
|
||||||
|
int x2 = xs_RoundToInt(CenterX + tx * pspritexscale);
|
||||||
|
|
||||||
|
// off the left side
|
||||||
|
if (x2 <= 0)
|
||||||
|
return;
|
||||||
|
|
||||||
|
double texturemid = (BaseYCenter - sy) * tex->Scale.Y + tex->TopOffset;
|
||||||
|
|
||||||
|
// Adjust PSprite for fullscreen views
|
||||||
|
if (camera->player && (RenderTarget != screen || viewheight == RenderTarget->GetHeight() || (RenderTarget->GetWidth() > (BaseXCenter * 2) && !st_scale)))
|
||||||
|
{
|
||||||
|
AWeapon *weapon = dyn_cast<AWeapon>(sprite->GetCaller());
|
||||||
|
if (weapon != nullptr && weapon->YAdjust != 0)
|
||||||
|
{
|
||||||
|
if (RenderTarget != screen || viewheight == RenderTarget->GetHeight())
|
||||||
|
{
|
||||||
|
texturemid -= weapon->YAdjust;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
texturemid -= StatusBar->GetDisplacement() * weapon->YAdjust;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Move the weapon down for 1280x1024.
|
||||||
|
if (sprite->GetID() < PSP_TARGETCENTER)
|
||||||
|
{
|
||||||
|
texturemid -= AspectPspriteOffset(WidescreenRatio);
|
||||||
|
}
|
||||||
|
|
||||||
|
int clipped_x1 = MAX(x1, 0);
|
||||||
|
int clipped_x2 = MIN(x2, viewwidth);
|
||||||
|
double xscale = pspritexscale / tex->Scale.X;
|
||||||
|
double yscale = pspriteyscale / tex->Scale.Y;
|
||||||
|
uint32_t translation = 0; // [RH] Use default colors
|
||||||
|
|
||||||
|
double xiscale, startfrac;
|
||||||
|
if (flip)
|
||||||
|
{
|
||||||
|
xiscale = -pspritexiscale * tex->Scale.X;
|
||||||
|
startfrac = 1;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
xiscale = pspritexiscale * tex->Scale.X;
|
||||||
|
startfrac = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (clipped_x1 > x1)
|
||||||
|
startfrac += xiscale * (clipped_x1 - x1);
|
||||||
|
|
||||||
|
bool noaccel = false;
|
||||||
|
|
||||||
|
FDynamicColormap *basecolormap = viewsector->ColorMap;
|
||||||
|
FDynamicColormap *colormap_to_use = basecolormap;
|
||||||
|
|
||||||
|
visstyle_t visstyle;
|
||||||
|
visstyle.ColormapNum = 0;
|
||||||
|
visstyle.BaseColormap = basecolormap;
|
||||||
|
visstyle.Alpha = 0;
|
||||||
|
visstyle.RenderStyle = STYLE_Normal;
|
||||||
|
|
||||||
|
bool foggy = false;
|
||||||
|
int actualextralight = foggy ? 0 : extralight << 4;
|
||||||
|
int spriteshade = LIGHT2SHADE(owner->Sector->lightlevel + actualextralight);
|
||||||
|
double minz = double((2048 * 4) / double(1 << 20));
|
||||||
|
visstyle.ColormapNum = GETPALOOKUP(r_SpriteVisibility / minz, spriteshade);
|
||||||
|
|
||||||
|
if (sprite->GetID() < PSP_TARGETCENTER)
|
||||||
|
{
|
||||||
|
// Lots of complicated style and noaccel stuff
|
||||||
|
}
|
||||||
|
|
||||||
|
// Check for hardware-assisted 2D. If it's available, and this sprite is not
|
||||||
|
// fuzzy, don't draw it until after the switch to 2D mode.
|
||||||
|
if (!noaccel && RenderTarget == screen && (DFrameBuffer *)screen->Accel2D)
|
||||||
|
{
|
||||||
|
FRenderStyle style = visstyle.RenderStyle;
|
||||||
|
style.CheckFuzz();
|
||||||
|
if (style.BlendOp != STYLEOP_Fuzz)
|
||||||
|
{
|
||||||
|
PolyScreenSprite screenSprite;
|
||||||
|
screenSprite.Pic = tex;
|
||||||
|
screenSprite.X1 = viewwindowx + x1;
|
||||||
|
screenSprite.Y1 = viewwindowy + viewheight / 2 - texturemid * yscale - 0.5;
|
||||||
|
screenSprite.Width = tex->GetWidth() * xscale;
|
||||||
|
screenSprite.Height = tex->GetHeight() * yscale;
|
||||||
|
screenSprite.Translation = TranslationToTable(translation);
|
||||||
|
screenSprite.Flip = xiscale < 0;
|
||||||
|
screenSprite.visstyle = visstyle;
|
||||||
|
screenSprite.Colormap = colormap_to_use;
|
||||||
|
ScreenSprites.push_back(screenSprite);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
//R_DrawVisSprite(vis);
|
||||||
|
}
|
||||||
|
|
||||||
|
int RenderPolyBsp::PointOnSide(const DVector2 &pos, const node_t *node)
|
||||||
|
{
|
||||||
|
return DMulScale32(FLOAT2FIXED(pos.Y) - node->y, node->dx, node->x - FLOAT2FIXED(pos.X), node->dy) > 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool RenderPolyBsp::CheckBBox(float *bspcoord)
|
||||||
|
{
|
||||||
|
static const int checkcoord[12][4] =
|
||||||
|
{
|
||||||
|
{ 3,0,2,1 },
|
||||||
|
{ 3,0,2,0 },
|
||||||
|
{ 3,1,2,0 },
|
||||||
|
{ 0 },
|
||||||
|
{ 2,0,2,1 },
|
||||||
|
{ 0,0,0,0 },
|
||||||
|
{ 3,1,3,0 },
|
||||||
|
{ 0 },
|
||||||
|
{ 2,0,3,1 },
|
||||||
|
{ 2,1,3,1 },
|
||||||
|
{ 2,1,3,0 }
|
||||||
|
};
|
||||||
|
|
||||||
|
int boxx;
|
||||||
|
int boxy;
|
||||||
|
int boxpos;
|
||||||
|
|
||||||
|
double x1, y1, x2, y2;
|
||||||
|
double rx1, ry1, rx2, ry2;
|
||||||
|
int sx1, sx2;
|
||||||
|
|
||||||
|
// Find the corners of the box
|
||||||
|
// that define the edges from current viewpoint.
|
||||||
|
if (ViewPos.X <= bspcoord[BOXLEFT])
|
||||||
|
boxx = 0;
|
||||||
|
else if (ViewPos.X < bspcoord[BOXRIGHT])
|
||||||
|
boxx = 1;
|
||||||
|
else
|
||||||
|
boxx = 2;
|
||||||
|
|
||||||
|
if (ViewPos.Y >= bspcoord[BOXTOP])
|
||||||
|
boxy = 0;
|
||||||
|
else if (ViewPos.Y > bspcoord[BOXBOTTOM])
|
||||||
|
boxy = 1;
|
||||||
|
else
|
||||||
|
boxy = 2;
|
||||||
|
|
||||||
|
boxpos = (boxy << 2) + boxx;
|
||||||
|
if (boxpos == 5)
|
||||||
|
return true;
|
||||||
|
|
||||||
|
x1 = bspcoord[checkcoord[boxpos][0]] - ViewPos.X;
|
||||||
|
y1 = bspcoord[checkcoord[boxpos][1]] - ViewPos.Y;
|
||||||
|
x2 = bspcoord[checkcoord[boxpos][2]] - ViewPos.X;
|
||||||
|
y2 = bspcoord[checkcoord[boxpos][3]] - ViewPos.Y;
|
||||||
|
|
||||||
|
// check clip list for an open space
|
||||||
|
|
||||||
|
// Sitting on a line?
|
||||||
|
if (y1 * (x1 - x2) + x1 * (y2 - y1) >= -EQUAL_EPSILON)
|
||||||
|
return true;
|
||||||
|
|
||||||
|
rx1 = x1 * ViewSin - y1 * ViewCos;
|
||||||
|
rx2 = x2 * ViewSin - y2 * ViewCos;
|
||||||
|
ry1 = x1 * ViewTanCos + y1 * ViewTanSin;
|
||||||
|
ry2 = x2 * ViewTanCos + y2 * ViewTanSin;
|
||||||
|
|
||||||
|
/*if (MirrorFlags & RF_XFLIP)
|
||||||
|
{
|
||||||
|
double t = -rx1;
|
||||||
|
rx1 = -rx2;
|
||||||
|
rx2 = t;
|
||||||
|
swapvalues(ry1, ry2);
|
||||||
|
}*/
|
||||||
|
|
||||||
|
if (rx1 >= -ry1)
|
||||||
|
{
|
||||||
|
if (rx1 > ry1) return false; // left edge is off the right side
|
||||||
|
if (ry1 == 0) return false;
|
||||||
|
sx1 = xs_RoundToInt(CenterX + rx1 * CenterX / ry1);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (rx2 < -ry2) return false; // wall is off the left side
|
||||||
|
if (rx1 - rx2 - ry2 + ry1 == 0) return false; // wall does not intersect view volume
|
||||||
|
sx1 = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (rx2 <= ry2)
|
||||||
|
{
|
||||||
|
if (rx2 < -ry2) return false; // right edge is off the left side
|
||||||
|
if (ry2 == 0) return false;
|
||||||
|
sx2 = xs_RoundToInt(CenterX + rx2 * CenterX / ry2);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (rx1 > ry1) return false; // wall is off the right side
|
||||||
|
if (ry2 - ry1 - rx2 + rx1 == 0) return false; // wall does not intersect view volume
|
||||||
|
sx2 = viewwidth;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Find the first clippost that touches the source post
|
||||||
|
// (adjacent pixels are touching).
|
||||||
|
|
||||||
|
// Does not cross a pixel.
|
||||||
|
if (sx2 <= sx1)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
/////////////////////////////////////////////////////////////////////////////
|
||||||
|
|
||||||
|
void RenderPolyWall::Render(const TriMatrix &worldToClip)
|
||||||
|
{
|
||||||
|
FTexture *tex = GetTexture();
|
||||||
|
if (!tex)
|
||||||
|
return;
|
||||||
|
|
||||||
|
PolyWallTextureCoords texcoords(tex, Line, Texpart, TopZ, BottomZ, UnpeggedCeil);
|
||||||
|
|
||||||
|
TriVertex *vertices = PolyVertexBuffer::GetVertices(4);
|
||||||
|
if (!vertices)
|
||||||
|
return;
|
||||||
|
|
||||||
|
vertices[0].x = (float)v1.X;
|
||||||
|
vertices[0].y = (float)v1.Y;
|
||||||
|
vertices[0].z = (float)ceil1;
|
||||||
|
vertices[0].w = 1.0f;
|
||||||
|
vertices[0].varying[0] = (float)texcoords.u1;
|
||||||
|
vertices[0].varying[1] = (float)texcoords.v1;
|
||||||
|
vertices[0].varying[2] = 1.0f;
|
||||||
|
|
||||||
|
vertices[1].x = (float)v2.X;
|
||||||
|
vertices[1].y = (float)v2.Y;
|
||||||
|
vertices[1].z = (float)ceil2;
|
||||||
|
vertices[1].w = 1.0f;
|
||||||
|
vertices[1].varying[0] = (float)texcoords.u2;
|
||||||
|
vertices[1].varying[1] = (float)texcoords.v1;
|
||||||
|
vertices[1].varying[2] = 1.0f;
|
||||||
|
|
||||||
|
vertices[2].x = (float)v2.X;
|
||||||
|
vertices[2].y = (float)v2.Y;
|
||||||
|
vertices[2].z = (float)floor2;
|
||||||
|
vertices[2].w = 1.0f;
|
||||||
|
vertices[2].varying[0] = (float)texcoords.u2;
|
||||||
|
vertices[2].varying[1] = (float)texcoords.v2;
|
||||||
|
vertices[2].varying[2] = 1.0f;
|
||||||
|
|
||||||
|
vertices[3].x = (float)v1.X;
|
||||||
|
vertices[3].y = (float)v1.Y;
|
||||||
|
vertices[3].z = (float)floor1;
|
||||||
|
vertices[3].w = 1.0f;
|
||||||
|
vertices[3].varying[0] = (float)texcoords.u1;
|
||||||
|
vertices[3].varying[1] = (float)texcoords.v2;
|
||||||
|
vertices[3].varying[2] = 1.0f;
|
||||||
|
|
||||||
|
TriangleDrawer::draw(worldToClip, vertices, 4, TriangleDrawMode::Fan, true, 0, viewwidth, cliptop, clipbottom, tex);
|
||||||
|
}
|
||||||
|
|
||||||
|
FTexture *RenderPolyWall::GetTexture()
|
||||||
|
{
|
||||||
|
FTexture *tex = TexMan(Line->sidedef->GetTexture(Texpart), true);
|
||||||
|
if (tex == nullptr || tex->UseType == FTexture::TEX_Null)
|
||||||
|
return nullptr;
|
||||||
|
else
|
||||||
|
return tex;
|
||||||
|
}
|
||||||
|
|
||||||
|
int RenderPolyWall::GetShade()
|
||||||
|
{
|
||||||
|
if (fixedlightlev >= 0 || fixedcolormap)
|
||||||
|
{
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
bool foggy = false;
|
||||||
|
int actualextralight = foggy ? 0 : extralight << 4;
|
||||||
|
int shade = LIGHT2SHADE(Line->sidedef->GetLightLevel(foggy, Line->frontsector->lightlevel) + actualextralight);
|
||||||
|
return shade;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
float RenderPolyWall::GetLight(short x)
|
||||||
|
{
|
||||||
|
if (fixedlightlev >= 0 || fixedcolormap)
|
||||||
|
return 0.0f;
|
||||||
|
else
|
||||||
|
return (float)(r_WallVisibility / Coords.Z(x));
|
||||||
|
}
|
||||||
|
*/
|
||||||
|
|
||||||
|
/////////////////////////////////////////////////////////////////////////////
|
||||||
|
|
||||||
|
PolyWallTextureCoords::PolyWallTextureCoords(FTexture *tex, const seg_t *line, side_t::ETexpart texpart, double topz, double bottomz, double unpeggedceil)
|
||||||
|
{
|
||||||
|
CalcU(tex, line, texpart);
|
||||||
|
CalcV(tex, line, texpart, topz, bottomz, unpeggedceil);
|
||||||
|
}
|
||||||
|
|
||||||
|
void PolyWallTextureCoords::CalcU(FTexture *tex, const seg_t *line, side_t::ETexpart texpart)
|
||||||
|
{
|
||||||
|
double lineLength = line->sidedef->TexelLength;
|
||||||
|
double lineStart = 0.0;
|
||||||
|
|
||||||
|
bool entireSegment = ((line->linedef->v1 == line->v1) && (line->linedef->v2 == line->v2) || (line->linedef->v2 == line->v1) && (line->linedef->v1 == line->v2));
|
||||||
|
if (!entireSegment)
|
||||||
|
{
|
||||||
|
lineLength = (line->v2->fPos() - line->v1->fPos()).Length();
|
||||||
|
lineStart = (line->v1->fPos() - line->linedef->v1->fPos()).Length();
|
||||||
|
}
|
||||||
|
|
||||||
|
int texWidth = tex->GetWidth();
|
||||||
|
double uscale = line->sidedef->GetTextureXScale(texpart) * tex->Scale.X;
|
||||||
|
u1 = lineStart + line->sidedef->GetTextureXOffset(texpart);
|
||||||
|
u2 = u1 + lineLength;
|
||||||
|
u1 *= uscale;
|
||||||
|
u2 *= uscale;
|
||||||
|
u1 /= texWidth;
|
||||||
|
u2 /= texWidth;
|
||||||
|
}
|
||||||
|
|
||||||
|
void PolyWallTextureCoords::CalcV(FTexture *tex, const seg_t *line, side_t::ETexpart texpart, double topz, double bottomz, double unpeggedceil)
|
||||||
|
{
|
||||||
|
double vscale = line->sidedef->GetTextureYScale(texpart) * tex->Scale.Y;
|
||||||
|
|
||||||
|
double yoffset = line->sidedef->GetTextureYOffset(texpart);
|
||||||
|
if (tex->bWorldPanning)
|
||||||
|
yoffset *= vscale;
|
||||||
|
|
||||||
|
switch (texpart)
|
||||||
|
{
|
||||||
|
default:
|
||||||
|
case side_t::mid:
|
||||||
|
CalcVMidPart(tex, line, topz, bottomz, vscale, yoffset);
|
||||||
|
break;
|
||||||
|
case side_t::top:
|
||||||
|
CalcVTopPart(tex, line, topz, bottomz, vscale, yoffset);
|
||||||
|
break;
|
||||||
|
case side_t::bottom:
|
||||||
|
CalcVBottomPart(tex, line, topz, bottomz, unpeggedceil, vscale, yoffset);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
int texHeight = tex->GetHeight();
|
||||||
|
v1 /= texHeight;
|
||||||
|
v2 /= texHeight;
|
||||||
|
}
|
||||||
|
|
||||||
|
void PolyWallTextureCoords::CalcVTopPart(FTexture *tex, const seg_t *line, double topz, double bottomz, double vscale, double yoffset)
|
||||||
|
{
|
||||||
|
bool pegged = (line->linedef->flags & ML_DONTPEGTOP) == 0;
|
||||||
|
if (pegged) // bottom to top
|
||||||
|
{
|
||||||
|
int texHeight = tex->GetHeight();
|
||||||
|
v1 = -yoffset;
|
||||||
|
v2 = v1 + (topz - bottomz);
|
||||||
|
v1 *= vscale;
|
||||||
|
v2 *= vscale;
|
||||||
|
v1 = texHeight - v1;
|
||||||
|
v2 = texHeight - v2;
|
||||||
|
std::swap(v1, v2);
|
||||||
|
}
|
||||||
|
else // top to bottom
|
||||||
|
{
|
||||||
|
v1 = yoffset;
|
||||||
|
v2 = v1 + (topz - bottomz);
|
||||||
|
v1 *= vscale;
|
||||||
|
v2 *= vscale;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void PolyWallTextureCoords::CalcVMidPart(FTexture *tex, const seg_t *line, double topz, double bottomz, double vscale, double yoffset)
|
||||||
|
{
|
||||||
|
bool pegged = (line->linedef->flags & ML_DONTPEGBOTTOM) == 0;
|
||||||
|
if (pegged) // top to bottom
|
||||||
|
{
|
||||||
|
v1 = yoffset;
|
||||||
|
v2 = v1 + (topz - bottomz);
|
||||||
|
v1 *= vscale;
|
||||||
|
v2 *= vscale;
|
||||||
|
}
|
||||||
|
else // bottom to top
|
||||||
|
{
|
||||||
|
int texHeight = tex->GetHeight();
|
||||||
|
v1 = yoffset;
|
||||||
|
v2 = v1 + (topz - bottomz);
|
||||||
|
v1 *= vscale;
|
||||||
|
v2 *= vscale;
|
||||||
|
v1 = texHeight - v1;
|
||||||
|
v2 = texHeight - v2;
|
||||||
|
std::swap(v1, v2);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void PolyWallTextureCoords::CalcVBottomPart(FTexture *tex, const seg_t *line, double topz, double bottomz, double unpeggedceil, double vscale, double yoffset)
|
||||||
|
{
|
||||||
|
bool pegged = (line->linedef->flags & ML_DONTPEGBOTTOM) == 0;
|
||||||
|
if (pegged) // top to bottom
|
||||||
|
{
|
||||||
|
v1 = yoffset;
|
||||||
|
v2 = v1 + (topz - bottomz);
|
||||||
|
v1 *= vscale;
|
||||||
|
v2 *= vscale;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
v1 = yoffset + (unpeggedceil - topz);
|
||||||
|
v2 = v1 + (topz - bottomz);
|
||||||
|
v1 *= vscale;
|
||||||
|
v2 *= vscale;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/////////////////////////////////////////////////////////////////////////////
|
||||||
|
|
||||||
|
void PolyScreenSprite::Render()
|
||||||
|
{
|
||||||
|
FSpecialColormap *special = nullptr;
|
||||||
|
FColormapStyle colormapstyle;
|
||||||
|
PalEntry overlay = 0;
|
||||||
|
bool usecolormapstyle = false;
|
||||||
|
if (visstyle.BaseColormap >= &SpecialColormaps[0] &&
|
||||||
|
visstyle.BaseColormap < &SpecialColormaps[SpecialColormaps.Size()])
|
||||||
|
{
|
||||||
|
special = static_cast<FSpecialColormap*>(visstyle.BaseColormap);
|
||||||
|
}
|
||||||
|
else if (Colormap->Color == PalEntry(255, 255, 255) &&
|
||||||
|
Colormap->Desaturate == 0)
|
||||||
|
{
|
||||||
|
overlay = Colormap->Fade;
|
||||||
|
overlay.a = BYTE(visstyle.ColormapNum * 255 / NUMCOLORMAPS);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
usecolormapstyle = true;
|
||||||
|
colormapstyle.Color = Colormap->Color;
|
||||||
|
colormapstyle.Fade = Colormap->Fade;
|
||||||
|
colormapstyle.Desaturate = Colormap->Desaturate;
|
||||||
|
colormapstyle.FadeLevel = visstyle.ColormapNum / float(NUMCOLORMAPS);
|
||||||
|
}
|
||||||
|
|
||||||
|
screen->DrawTexture(Pic,
|
||||||
|
X1,
|
||||||
|
Y1,
|
||||||
|
DTA_DestWidthF, Width,
|
||||||
|
DTA_DestHeightF, Height,
|
||||||
|
DTA_Translation, Translation,
|
||||||
|
DTA_FlipX, Flip,
|
||||||
|
DTA_TopOffset, 0,
|
||||||
|
DTA_LeftOffset, 0,
|
||||||
|
DTA_ClipLeft, viewwindowx,
|
||||||
|
DTA_ClipTop, viewwindowy,
|
||||||
|
DTA_ClipRight, viewwindowx + viewwidth,
|
||||||
|
DTA_ClipBottom, viewwindowy + viewheight,
|
||||||
|
DTA_AlphaF, visstyle.Alpha,
|
||||||
|
DTA_RenderStyle, visstyle.RenderStyle,
|
||||||
|
DTA_FillColor, FillColor,
|
||||||
|
DTA_SpecialColormap, special,
|
||||||
|
DTA_ColorOverlay, overlay.d,
|
||||||
|
DTA_ColormapStyle, usecolormapstyle ? &colormapstyle : NULL,
|
||||||
|
TAG_DONE);
|
||||||
|
}
|
||||||
|
|
||||||
|
/////////////////////////////////////////////////////////////////////////////
|
||||||
|
|
||||||
|
namespace
|
||||||
|
{
|
||||||
|
int NextBufferVertex = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
TriVertex *PolyVertexBuffer::GetVertices(int count)
|
||||||
|
{
|
||||||
|
enum { VertexBufferSize = 16 * 1024 };
|
||||||
|
static TriVertex Vertex[VertexBufferSize];
|
||||||
|
|
||||||
|
if (NextBufferVertex + count > VertexBufferSize)
|
||||||
|
return nullptr;
|
||||||
|
TriVertex *v = Vertex + NextBufferVertex;
|
||||||
|
NextBufferVertex += count;
|
||||||
|
return v;
|
||||||
|
}
|
||||||
|
|
||||||
|
void PolyVertexBuffer::Clear()
|
||||||
|
{
|
||||||
|
NextBufferVertex = 0;
|
||||||
|
}
|
140
src/r_poly.h
Normal file
140
src/r_poly.h
Normal file
|
@ -0,0 +1,140 @@
|
||||||
|
/*
|
||||||
|
** Experimental Doom software renderer
|
||||||
|
** Copyright (c) 2016 Magnus Norddahl
|
||||||
|
**
|
||||||
|
** This software is provided 'as-is', without any express or implied
|
||||||
|
** warranty. In no event will the authors be held liable for any damages
|
||||||
|
** arising from the use of this software.
|
||||||
|
**
|
||||||
|
** Permission is granted to anyone to use this software for any purpose,
|
||||||
|
** including commercial applications, and to alter it and redistribute it
|
||||||
|
** freely, subject to the following restrictions:
|
||||||
|
**
|
||||||
|
** 1. The origin of this software must not be misrepresented; you must not
|
||||||
|
** claim that you wrote the original software. If you use this software
|
||||||
|
** in a product, an acknowledgment in the product documentation would be
|
||||||
|
** appreciated but is not required.
|
||||||
|
** 2. Altered source versions must be plainly marked as such, and must not be
|
||||||
|
** misrepresented as being the original software.
|
||||||
|
** 3. This notice may not be removed or altered from any source distribution.
|
||||||
|
**
|
||||||
|
*/
|
||||||
|
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <vector>
|
||||||
|
#include <memory>
|
||||||
|
#include <algorithm>
|
||||||
|
#include <functional>
|
||||||
|
#include "doomdata.h"
|
||||||
|
#include "r_utility.h"
|
||||||
|
#include "r_main.h"
|
||||||
|
#include "r_triangle.h"
|
||||||
|
|
||||||
|
// DScreen accelerated sprite to be rendered
|
||||||
|
class PolyScreenSprite
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
void Render();
|
||||||
|
|
||||||
|
FTexture *Pic = nullptr;
|
||||||
|
double X1 = 0.0;
|
||||||
|
double Y1 = 0.0;
|
||||||
|
double Width = 0.0;
|
||||||
|
double Height = 0.0;
|
||||||
|
FRemapTable *Translation = nullptr;
|
||||||
|
bool Flip = false;
|
||||||
|
visstyle_t visstyle;
|
||||||
|
uint32_t FillColor = 0;
|
||||||
|
FDynamicColormap *Colormap = nullptr;
|
||||||
|
};
|
||||||
|
|
||||||
|
// Renders a GL BSP tree in a scene
|
||||||
|
class RenderPolyBsp
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
void Render();
|
||||||
|
void RenderScreenSprites();
|
||||||
|
|
||||||
|
private:
|
||||||
|
void RenderNode(void *node);
|
||||||
|
void RenderSubsector(subsector_t *sub);
|
||||||
|
void AddLine(seg_t *line, sector_t *frontsector);
|
||||||
|
|
||||||
|
void RenderPlayerSprites();
|
||||||
|
void RenderPlayerSprite(DPSprite *sprite, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac);
|
||||||
|
|
||||||
|
int PointOnSide(const DVector2 &pos, const node_t *node);
|
||||||
|
|
||||||
|
// Checks BSP node/subtree bounding box.
|
||||||
|
// Returns true if some part of the bbox might be visible.
|
||||||
|
bool CheckBBox(float *bspcoord);
|
||||||
|
|
||||||
|
std::vector<subsector_t *> PvsSectors;
|
||||||
|
TriMatrix worldToClip;
|
||||||
|
|
||||||
|
std::vector<PolyScreenSprite> ScreenSprites;
|
||||||
|
|
||||||
|
const int BaseXCenter = 160;
|
||||||
|
const int BaseYCenter = 100;
|
||||||
|
};
|
||||||
|
|
||||||
|
class RenderPolyWall
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
void Render(const TriMatrix &worldToClip);
|
||||||
|
|
||||||
|
void SetCoords(const DVector2 &v1, const DVector2 &v2, double ceil1, double floor1, double ceil2, double floor2)
|
||||||
|
{
|
||||||
|
this->v1 = v1;
|
||||||
|
this->v2 = v2;
|
||||||
|
this->ceil1 = ceil1;
|
||||||
|
this->floor1 = floor1;
|
||||||
|
this->ceil2 = ceil2;
|
||||||
|
this->floor2 = floor2;
|
||||||
|
}
|
||||||
|
|
||||||
|
DVector2 v1;
|
||||||
|
DVector2 v2;
|
||||||
|
double ceil1 = 0.0;
|
||||||
|
double floor1 = 0.0;
|
||||||
|
double ceil2 = 0.0;
|
||||||
|
double floor2 = 0.0;
|
||||||
|
|
||||||
|
const seg_t *Line = nullptr;
|
||||||
|
side_t::ETexpart Texpart = side_t::mid;
|
||||||
|
double TopZ = 0.0;
|
||||||
|
double BottomZ = 0.0;
|
||||||
|
double UnpeggedCeil = 0.0;
|
||||||
|
FSWColormap *Colormap = nullptr;
|
||||||
|
bool Masked = false;
|
||||||
|
|
||||||
|
private:
|
||||||
|
FTexture *GetTexture();
|
||||||
|
int GetShade();
|
||||||
|
//float GetLight(short x);
|
||||||
|
};
|
||||||
|
|
||||||
|
// Texture coordinates for a wall
|
||||||
|
class PolyWallTextureCoords
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
PolyWallTextureCoords(FTexture *tex, const seg_t *line, side_t::ETexpart texpart, double topz, double bottomz, double unpeggedceil);
|
||||||
|
|
||||||
|
double u1, u2;
|
||||||
|
double v1, v2;
|
||||||
|
|
||||||
|
private:
|
||||||
|
void CalcU(FTexture *tex, const seg_t *line, side_t::ETexpart texpart);
|
||||||
|
void CalcV(FTexture *tex, const seg_t *line, side_t::ETexpart texpart, double topz, double bottomz, double unpeggedceil);
|
||||||
|
void CalcVTopPart(FTexture *tex, const seg_t *line, double topz, double bottomz, double vscale, double yoffset);
|
||||||
|
void CalcVMidPart(FTexture *tex, const seg_t *line, double topz, double bottomz, double vscale, double yoffset);
|
||||||
|
void CalcVBottomPart(FTexture *tex, const seg_t *line, double topz, double bottomz, double unpeggedceil, double vscale, double yoffset);
|
||||||
|
};
|
||||||
|
|
||||||
|
class PolyVertexBuffer
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
static TriVertex *GetVertices(int count);
|
||||||
|
static void Clear();
|
||||||
|
};
|
|
@ -1141,6 +1141,28 @@ TriMatrix TriMatrix::rotate(float angle, float x, float y, float z)
|
||||||
return m;
|
return m;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
TriMatrix TriMatrix::swapYZ()
|
||||||
|
{
|
||||||
|
TriMatrix m = null();
|
||||||
|
m.matrix[0 + 0 * 4] = 1.0f;
|
||||||
|
m.matrix[1 + 2 * 4] = 1.0f;
|
||||||
|
m.matrix[2 + 1 * 4] = -1.0f;
|
||||||
|
m.matrix[3 + 3 * 4] = 1.0f;
|
||||||
|
return m;
|
||||||
|
}
|
||||||
|
|
||||||
|
TriMatrix TriMatrix::perspective(float fovy, float aspect, float z_near, float z_far)
|
||||||
|
{
|
||||||
|
float f = (float)(1.0 / tan(fovy * M_PI / 360.0));
|
||||||
|
TriMatrix m = null();
|
||||||
|
m.matrix[0 + 0 * 4] = f / aspect;
|
||||||
|
m.matrix[1 + 1 * 4] = f;
|
||||||
|
m.matrix[2 + 2 * 4] = (z_far + z_near) / (z_near - z_far);
|
||||||
|
m.matrix[2 + 3 * 4] = (2.0f * z_far * z_near) / (z_near - z_far);
|
||||||
|
m.matrix[3 + 2 * 4] = -1.0f;
|
||||||
|
return m;
|
||||||
|
}
|
||||||
|
|
||||||
TriMatrix TriMatrix::frustum(float left, float right, float bottom, float top, float near, float far)
|
TriMatrix TriMatrix::frustum(float left, float right, float bottom, float top, float near, float far)
|
||||||
{
|
{
|
||||||
float a = (right + left) / (right - left);
|
float a = (right + left) / (right - left);
|
||||||
|
|
|
@ -47,6 +47,8 @@ struct TriMatrix
|
||||||
static TriMatrix translate(float x, float y, float z);
|
static TriMatrix translate(float x, float y, float z);
|
||||||
static TriMatrix scale(float x, float y, float z);
|
static TriMatrix scale(float x, float y, float z);
|
||||||
static TriMatrix rotate(float angle, float x, float y, float z);
|
static TriMatrix rotate(float angle, float x, float y, float z);
|
||||||
|
static TriMatrix swapYZ();
|
||||||
|
static TriMatrix perspective(float fovy, float aspect, float near, float far);
|
||||||
static TriMatrix frustum(float left, float right, float bottom, float top, float near, float far);
|
static TriMatrix frustum(float left, float right, float bottom, float top, float near, float far);
|
||||||
|
|
||||||
static TriMatrix worldToView(); // Software renderer world to view space transform
|
static TriMatrix worldToView(); // Software renderer world to view space transform
|
||||||
|
|
Loading…
Reference in a new issue