mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 07:12:16 +00:00
Merge remote-tracking branch 'remotes/origin/3.0_work'
This commit is contained in:
commit
439e4f9f94
36 changed files with 107 additions and 63 deletions
|
@ -66,7 +66,7 @@ void PolyRenderer::RenderView(player_t *player)
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int stHeight = gST_Y;
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float trueratio;
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ActiveRatio(width, height, &trueratio);
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viewport->SetViewport(width, height, trueratio);
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viewport->SetViewport(&Thread, width, height, trueratio);
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RenderActorView(player->mo, false);
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@ -89,7 +89,7 @@ void PolyRenderer::RenderViewToCanvas(AActor *actor, DCanvas *canvas, int x, int
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viewwidth = width;
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viewport->RenderTarget = canvas;
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R_SetWindow(viewport->viewpoint, viewport->viewwindow, 12, width, height, height, true);
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viewport->SetViewport(width, height, viewport->viewwindow.WidescreenRatio);
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viewport->SetViewport(&Thread, width, height, viewport->viewwindow.WidescreenRatio);
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viewwindowx = x;
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viewwindowy = y;
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viewactive = true;
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@ -105,7 +105,7 @@ void PolyRenderer::RenderViewToCanvas(AActor *actor, DCanvas *canvas, int x, int
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R_ExecuteSetViewSize(viewport->viewpoint, viewport->viewwindow);
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float trueratio;
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ActiveRatio(width, height, &trueratio);
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viewport->SetViewport(width, height, viewport->viewwindow.WidescreenRatio);
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viewport->SetViewport(&Thread, width, height, viewport->viewwindow.WidescreenRatio);
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viewactive = savedviewactive;
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}
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@ -139,7 +139,7 @@ void RenderPolyDecal::Render(const TriMatrix &worldToClip, const Vec4f &clipPlan
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args.uniforms.flags = 0;
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args.SetColormap(front->ColorMap);
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args.SetTexture(tex, decal->Translation, true);
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args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->WallGlobVis(foggy);
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args.uniforms.globvis = (float)PolyRenderer::Instance()->Thread.Light->WallGlobVis(foggy);
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if (fullbrightSprite || cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
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{
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args.uniforms.light = 256;
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@ -76,7 +76,7 @@ void RenderPolyParticle::Render(const TriMatrix &worldToClip, const Vec4f &clipP
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PolyDrawArgs args;
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args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->ParticleGlobVis(foggy);
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args.uniforms.globvis = (float)PolyRenderer::Instance()->Thread.Light->ParticleGlobVis(foggy);
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if (fullbrightSprite || cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
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{
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@ -112,7 +112,7 @@ void RenderPolyPlane::Render3DFloor(const TriMatrix &worldToClip, const Vec4f &c
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UVTransform xform(ceiling ? fakeFloor->top.model->planes[sector_t::ceiling].xform : fakeFloor->top.model->planes[sector_t::floor].xform, tex);
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PolyDrawArgs args;
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args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->SlopePlaneGlobVis(foggy) * 48.0f;
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args.uniforms.globvis = (float)PolyRenderer::Instance()->Thread.Light->SlopePlaneGlobVis(foggy) * 48.0f;
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args.uniforms.light = (uint32_t)(lightlevel / 255.0f * 256.0f);
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if (cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
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args.uniforms.light = 256;
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@ -310,7 +310,7 @@ void RenderPolyPlane::Render(const TriMatrix &worldToClip, const Vec4f &clipPlan
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swrenderer::CameraLight *cameraLight = swrenderer::CameraLight::Instance();
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PolyDrawArgs args;
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args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->SlopePlaneGlobVis(foggy) * 48.0f;
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args.uniforms.globvis = (float)PolyRenderer::Instance()->Thread.Light->SlopePlaneGlobVis(foggy) * 48.0f;
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args.uniforms.light = (uint32_t)(frontsector->lightlevel / 255.0f * 256.0f);
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if (cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
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args.uniforms.light = 256;
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@ -228,7 +228,7 @@ void RenderPolyPlayerSprites::RenderSprite(DPSprite *sprite, AActor *owner, floa
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int actualextralight = foggy ? 0 : viewpoint.extralight << 4;
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int spriteshade = swrenderer::LightVisibility::LightLevelToShade(owner->Sector->lightlevel + actualextralight, foggy);
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double minz = double((2048 * 4) / double(1 << 20));
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ColormapNum = GETPALOOKUP(swrenderer::LightVisibility::Instance()->SpriteGlobVis(foggy) / minz, spriteshade);
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ColormapNum = GETPALOOKUP(PolyRenderer::Instance()->Thread.Light->SpriteGlobVis(foggy) / minz, spriteshade);
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if (sprite->GetID() < PSP_TARGETCENTER)
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{
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|
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@ -93,7 +93,7 @@ void PolyDrawSectorPortal::SaveGlobals()
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savedextralight = viewpoint.extralight;
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savedpos = viewpoint.Pos;
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savedangles = viewpoint.Angles;
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savedvisibility = swrenderer::LightVisibility::Instance()->GetVisibility();
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savedvisibility = PolyRenderer::Instance()->Thread.Light->GetVisibility();
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savedcamera = viewpoint.camera;
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savedsector = viewpoint.sector;
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@ -102,7 +102,7 @@ void PolyDrawSectorPortal::SaveGlobals()
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// Don't let gun flashes brighten the sky box
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AActor *sky = Portal->mSkybox;
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viewpoint.extralight = 0;
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swrenderer::LightVisibility::Instance()->SetVisibility(PolyRenderer::Instance()->Thread.Viewport.get(), sky->args[0] * 0.25f);
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PolyRenderer::Instance()->Thread.Light->SetVisibility(PolyRenderer::Instance()->Thread.Viewport.get(), sky->args[0] * 0.25f);
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viewpoint.Pos = sky->InterpolatedPosition(viewpoint.TicFrac);
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viewpoint.Angles.Yaw = savedangles.Yaw + (sky->PrevAngles.Yaw + deltaangle(sky->PrevAngles.Yaw, sky->Angles.Yaw) * viewpoint.TicFrac);
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}
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@ -133,7 +133,7 @@ void PolyDrawSectorPortal::RestoreGlobals()
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viewpoint.camera = savedcamera;
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viewpoint.sector = savedsector;
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viewpoint.Pos = savedpos;
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swrenderer::LightVisibility::Instance()->SetVisibility(PolyRenderer::Instance()->Thread.Viewport.get(), savedvisibility);
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PolyRenderer::Instance()->Thread.Light->SetVisibility(PolyRenderer::Instance()->Thread.Viewport.get(), savedvisibility);
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viewpoint.extralight = savedextralight;
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viewpoint.Angles = savedangles;
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R_SetViewAngle(viewpoint, viewwindow);
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@ -244,7 +244,7 @@ void RenderPolyScene::RenderPortals(int portalDepth)
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PolyDrawArgs args;
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args.objectToClip = &WorldToClip;
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args.mode = TriangleDrawMode::Fan;
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args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->WallGlobVis(foggy);
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args.uniforms.globvis = (float)PolyRenderer::Instance()->Thread.Light->WallGlobVis(foggy);
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args.uniforms.color = 0;
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args.uniforms.light = 256;
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args.uniforms.flags = TriUniforms::fixed_light;
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|
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@ -57,7 +57,7 @@ void PolySkyDome::Render(const TriMatrix &worldToClip)
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int rc = mRows + 1;
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PolyDrawArgs args;
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args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->WallGlobVis(foggy);
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args.uniforms.globvis = (float)PolyRenderer::Instance()->Thread.Light->WallGlobVis(foggy);
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args.uniforms.light = 256;
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args.uniforms.flags = 0;
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args.uniforms.subsectorDepth = RenderPolyScene::SkySubsectorDepth;
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@ -141,7 +141,7 @@ void RenderPolySprite::Render(const TriMatrix &worldToClip, const Vec4f &clipPla
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swrenderer::CameraLight *cameraLight = swrenderer::CameraLight::Instance();
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PolyDrawArgs args;
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args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->SpriteGlobVis(foggy);
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args.uniforms.globvis = (float)PolyRenderer::Instance()->Thread.Light->SpriteGlobVis(foggy);
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args.uniforms.flags = 0;
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if (fullbrightSprite || cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
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{
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|
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@ -249,7 +249,7 @@ void RenderPolyWall::Render(const TriMatrix &worldToClip, const Vec4f &clipPlane
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}
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PolyDrawArgs args;
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args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->WallGlobVis(foggy);
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args.uniforms.globvis = (float)PolyRenderer::Instance()->Thread.Light->WallGlobVis(foggy);
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args.uniforms.light = (uint32_t)(GetLightLevel() / 255.0f * 256.0f);
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args.uniforms.flags = 0;
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args.uniforms.subsectorDepth = SubsectorDepth;
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@ -102,7 +102,7 @@ void RenderPolyWallSprite::Render(const TriMatrix &worldToClip, const Vec4f &cli
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swrenderer::CameraLight *cameraLight = swrenderer::CameraLight::Instance();
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PolyDrawArgs args;
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args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->WallGlobVis(foggy);
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args.uniforms.globvis = (float)PolyRenderer::Instance()->Thread.Light->WallGlobVis(foggy);
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if (fullbrightSprite || cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
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{
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args.uniforms.light = 256;
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@ -782,7 +782,7 @@ namespace swrenderer
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if (cameraLight->FixedColormap() == nullptr && cameraLight->FixedLightLevel() < 0)
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{
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wallshade = LightVisibility::LightLevelToShade(mLineSegment->sidedef->GetLightLevel(foggy, mFrontSector->lightlevel) + LightVisibility::ActualExtraLight(foggy, Thread->Viewport.get()), foggy);
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double GlobVis = LightVisibility::Instance()->WallGlobVis(foggy);
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double GlobVis = Thread->Light->WallGlobVis(foggy);
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rw_lightleft = float(GlobVis / WallC.sz1);
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rw_lightstep = float((GlobVis / WallC.sz2 - rw_lightleft) / (WallC.sx2 - WallC.sx1));
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}
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@ -515,6 +515,8 @@ namespace swrenderer
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this->rw_pic = pic;
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this->mask = mask;
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Thread->PrepareTexture(pic);
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if (rw_pic->GetHeight() != 1 << rw_pic->HeightBits)
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{
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ProcessWallNP2(walltop, wallbottom, texturemid, swall, lwall, top, bottom);
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@ -59,7 +59,7 @@ namespace swrenderer
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}
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drawerargs.SetSolidColor(3);
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drawerargs.SetTexture(Thread->Viewport.get(), texture);
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drawerargs.SetTexture(Thread, texture);
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double planeang = (pl->xform.Angle + pl->xform.baseAngle).Radians();
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double xstep, ystep, leftxfrac, leftyfrac, rightxfrac, rightyfrac;
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@ -120,7 +120,7 @@ namespace swrenderer
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// [RH] set foggy flag
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bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE));
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GlobVis = LightVisibility::Instance()->FlatPlaneGlobVis(foggy) / planeheight;
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GlobVis = Thread->Light->FlatPlaneGlobVis(foggy) / planeheight;
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|
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CameraLight *cameraLight = CameraLight::Instance();
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if (cameraLight->FixedLightLevel() >= 0)
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|
|
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@ -198,8 +198,8 @@ namespace swrenderer
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angle1 = (uint32_t)((UMulScale16(ang, frontcyl) + frontpos) >> FRACBITS);
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angle2 = (uint32_t)((UMulScale16(ang, backcyl) + backpos) >> FRACBITS);
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|
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drawerargs.SetFrontTexture(viewport, frontskytex, angle1);
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drawerargs.SetBackTexture(viewport, backskytex, angle2);
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drawerargs.SetFrontTexture(Thread, frontskytex, angle1);
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drawerargs.SetBackTexture(Thread, backskytex, angle2);
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drawerargs.SetTextureVStep(uv_step);
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drawerargs.SetTextureVPos(uv_pos);
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drawerargs.SetDest(viewport, start_x, y1);
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|
|
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@ -80,7 +80,7 @@ namespace swrenderer
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auto viewport = Thread->Viewport.get();
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|
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drawerargs.SetSolidColor(3);
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drawerargs.SetTexture(Thread->Viewport.get(), texture);
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drawerargs.SetTexture(Thread, texture);
|
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|
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lxscale = _xscale * ifloatpow2[drawerargs.TextureWidthBits()];
|
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lyscale = _yscale * ifloatpow2[drawerargs.TextureHeightBits()];
|
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|
@ -157,7 +157,7 @@ namespace swrenderer
|
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basecolormap = colormap;
|
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bool foggy = level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE);;
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|
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planelightfloat = (LightVisibility::Instance()->SlopePlaneGlobVis(foggy) * lxscale * lyscale) / (fabs(pl->height.ZatPoint(Thread->Viewport->viewpoint.Pos) - Thread->Viewport->viewpoint.Pos.Z)) / 65536.f;
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planelightfloat = (Thread->Light->SlopePlaneGlobVis(foggy) * lxscale * lyscale) / (fabs(pl->height.ZatPoint(Thread->Viewport->viewpoint.Pos) - Thread->Viewport->viewpoint.Pos.Z)) / 65536.f;
|
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|
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if (pl->height.fC() > 0)
|
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planelightfloat = -planelightfloat;
|
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|
|
|
@ -62,6 +62,7 @@ namespace swrenderer
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MainThread = mainThread;
|
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FrameMemory = std::make_unique<RenderMemory>();
|
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Viewport = std::make_unique<RenderViewport>();
|
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Light = std::make_unique<LightVisibility>();
|
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DrawQueue = std::make_shared<DrawerCommandQueue>(this);
|
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OpaquePass = std::make_unique<RenderOpaquePass>(this);
|
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TranslucentPass = std::make_unique<RenderTranslucentPass>(this);
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|
@ -87,4 +88,38 @@ namespace swrenderer
|
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else
|
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return pal_drawers.get();
|
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}
|
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|
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void RenderThread::PrepareTexture(FTexture *texture)
|
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{
|
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if (texture == nullptr)
|
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return;
|
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|
||||
// Textures may not have loaded/refreshed yet. The shared code doing
|
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// this is not thread safe. By calling GetPixels in a mutex lock we
|
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// make sure that only one thread is loading a texture at any given
|
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// time.
|
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//
|
||||
// It is critical that this function is called before any direct
|
||||
// calls to GetPixels for this to work.
|
||||
|
||||
static std::mutex loadmutex;
|
||||
loadmutex.lock();
|
||||
try
|
||||
{
|
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texture->GetPixels();
|
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const FTexture::Span *spans;
|
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texture->GetColumn(0, &spans);
|
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if (Viewport->RenderTarget->IsBgra())
|
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{
|
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texture->GetPixelsBgra();
|
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texture->GetColumnBgra(0, &spans);
|
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}
|
||||
loadmutex.unlock();
|
||||
}
|
||||
catch (...)
|
||||
{
|
||||
loadmutex.unlock();
|
||||
throw;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -43,6 +43,7 @@ namespace swrenderer
|
|||
class RenderClipSegment;
|
||||
class RenderMemory;
|
||||
class RenderViewport;
|
||||
class LightVisibility;
|
||||
class SWPixelFormatDrawers;
|
||||
class SWTruecolorDrawers;
|
||||
class SWPalDrawers;
|
||||
|
@ -69,6 +70,7 @@ namespace swrenderer
|
|||
std::unique_ptr<DrawSegmentList> DrawSegments;
|
||||
std::unique_ptr<RenderClipSegment> ClipSegments;
|
||||
std::unique_ptr<RenderViewport> Viewport;
|
||||
std::unique_ptr<LightVisibility> Light;
|
||||
DrawerCommandQueuePtr DrawQueue;
|
||||
|
||||
std::thread thread;
|
||||
|
@ -78,6 +80,9 @@ namespace swrenderer
|
|||
short cliptop[MAXWIDTH];
|
||||
|
||||
SWPixelFormatDrawers *Drawers(RenderViewport *viewport);
|
||||
|
||||
// Make sure texture can accessed safely
|
||||
void PrepareTexture(FTexture *texture);
|
||||
|
||||
private:
|
||||
std::unique_ptr<SWTruecolorDrawers> tc_drawers;
|
||||
|
|
|
@ -274,7 +274,7 @@ void SWCanvas::FillSimplePoly(DCanvas *canvas, FTexture *tex, FVector2 *points,
|
|||
|
||||
// Setup constant texture mapping parameters.
|
||||
SpanDrawerArgs drawerargs;
|
||||
drawerargs.SetTexture(viewport, tex);
|
||||
drawerargs.SetTexture(&thread, tex);
|
||||
if (colormap)
|
||||
drawerargs.SetLight(colormap, 0, clamp(shade >> FRACBITS, 0, NUMCOLORMAPS - 1));
|
||||
else
|
||||
|
|
|
@ -365,10 +365,10 @@ void FSoftwareRenderer::CleanLevelData()
|
|||
|
||||
double FSoftwareRenderer::GetVisibility()
|
||||
{
|
||||
return LightVisibility::Instance()->GetVisibility();
|
||||
return mScene.MainThread()->Light->GetVisibility();
|
||||
}
|
||||
|
||||
void FSoftwareRenderer::SetVisibility(double vis)
|
||||
{
|
||||
LightVisibility::Instance()->SetVisibility(mScene.MainThread()->Viewport.get(), vis);
|
||||
mScene.MainThread()->Light->SetVisibility(mScene.MainThread()->Viewport.get(), vis);
|
||||
}
|
||||
|
|
|
@ -93,12 +93,6 @@ namespace swrenderer
|
|||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
|
||||
LightVisibility *LightVisibility::Instance()
|
||||
{
|
||||
static LightVisibility instance;
|
||||
return &instance;
|
||||
}
|
||||
|
||||
// Changes how rapidly things get dark with distance
|
||||
void LightVisibility::SetVisibility(RenderViewport *viewport, double vis)
|
||||
{
|
||||
|
|
|
@ -69,8 +69,6 @@ namespace swrenderer
|
|||
class LightVisibility
|
||||
{
|
||||
public:
|
||||
static LightVisibility *Instance();
|
||||
|
||||
void SetVisibility(RenderViewport *viewport, double visibility);
|
||||
double GetVisibility() const { return CurrentVisibility; }
|
||||
|
||||
|
|
|
@ -104,7 +104,7 @@ namespace swrenderer
|
|||
int savedextralight = Thread->Viewport->viewpoint.extralight;
|
||||
DVector3 savedpos = Thread->Viewport->viewpoint.Pos;
|
||||
DRotator savedangles = Thread->Viewport->viewpoint.Angles;
|
||||
double savedvisibility = LightVisibility::Instance()->GetVisibility();
|
||||
double savedvisibility = Thread->Light->GetVisibility();
|
||||
AActor *savedcamera = Thread->Viewport->viewpoint.camera;
|
||||
sector_t *savedsector = Thread->Viewport->viewpoint.sector;
|
||||
|
||||
|
@ -126,7 +126,7 @@ namespace swrenderer
|
|||
// Don't let gun flashes brighten the sky box
|
||||
AActor *sky = port->mSkybox;
|
||||
Thread->Viewport->viewpoint.extralight = 0;
|
||||
LightVisibility::Instance()->SetVisibility(Thread->Viewport.get(), sky->args[0] * 0.25f);
|
||||
Thread->Light->SetVisibility(Thread->Viewport.get(), sky->args[0] * 0.25f);
|
||||
|
||||
Thread->Viewport->viewpoint.Pos = sky->InterpolatedPosition(Thread->Viewport->viewpoint.TicFrac);
|
||||
Thread->Viewport->viewpoint.Angles.Yaw = savedangles.Yaw + (sky->PrevAngles.Yaw + deltaangle(sky->PrevAngles.Yaw, sky->Angles.Yaw) * Thread->Viewport->viewpoint.TicFrac);
|
||||
|
@ -139,7 +139,7 @@ namespace swrenderer
|
|||
case PORTS_PORTAL:
|
||||
case PORTS_LINKEDPORTAL:
|
||||
Thread->Viewport->viewpoint.extralight = pl->extralight;
|
||||
LightVisibility::Instance()->SetVisibility(Thread->Viewport.get(), pl->visibility);
|
||||
Thread->Light->SetVisibility(Thread->Viewport.get(), pl->visibility);
|
||||
Thread->Viewport->viewpoint.Pos.X = pl->viewpos.X + port->mDisplacement.X;
|
||||
Thread->Viewport->viewpoint.Pos.Y = pl->viewpos.Y + port->mDisplacement.Y;
|
||||
Thread->Viewport->viewpoint.Pos.Z = pl->viewpos.Z;
|
||||
|
@ -245,7 +245,7 @@ namespace swrenderer
|
|||
Thread->Viewport->viewpoint.camera = savedcamera;
|
||||
Thread->Viewport->viewpoint.sector = savedsector;
|
||||
Thread->Viewport->viewpoint.Pos = savedpos;
|
||||
LightVisibility::Instance()->SetVisibility(Thread->Viewport.get(), savedvisibility);
|
||||
Thread->Light->SetVisibility(Thread->Viewport.get(), savedvisibility);
|
||||
Thread->Viewport->viewpoint.extralight = savedextralight;
|
||||
Thread->Viewport->viewpoint.Angles = savedangles;
|
||||
R_SetViewAngle(Thread->Viewport->viewpoint, Thread->Viewport->viewwindow);
|
||||
|
@ -517,7 +517,7 @@ namespace swrenderer
|
|||
stacked_viewpos = Thread->Viewport->viewpoint.Pos;
|
||||
stacked_angle = Thread->Viewport->viewpoint.Angles;
|
||||
stacked_extralight = Thread->Viewport->viewpoint.extralight;
|
||||
stacked_visibility = LightVisibility::Instance()->GetVisibility();
|
||||
stacked_visibility = Thread->Light->GetVisibility();
|
||||
}
|
||||
|
||||
void RenderPortal::SetMainPortal()
|
||||
|
|
|
@ -83,7 +83,7 @@ namespace swrenderer
|
|||
int height = SCREENHEIGHT;
|
||||
float trueratio;
|
||||
ActiveRatio(width, height, &trueratio);
|
||||
viewport->SetViewport(width, height, trueratio);
|
||||
viewport->SetViewport(MainThread(), width, height, trueratio);
|
||||
|
||||
if (r_clearbuffer != 0)
|
||||
{
|
||||
|
@ -185,6 +185,7 @@ namespace swrenderer
|
|||
for (int i = 0; i < numThreads; i++)
|
||||
{
|
||||
*Threads[i]->Viewport = *MainThread()->Viewport;
|
||||
*Threads[i]->Light = *MainThread()->Light;
|
||||
Threads[i]->X1 = viewwidth * i / numThreads;
|
||||
Threads[i]->X2 = viewwidth * (i + 1) / numThreads;
|
||||
}
|
||||
|
@ -333,7 +334,7 @@ namespace swrenderer
|
|||
viewwindowx = x;
|
||||
viewwindowy = y;
|
||||
viewactive = true;
|
||||
viewport->SetViewport(width, height, MainThread()->Viewport->viewwindow.WidescreenRatio);
|
||||
viewport->SetViewport(MainThread(), width, height, MainThread()->Viewport->viewwindow.WidescreenRatio);
|
||||
|
||||
RenderActorView(actor, dontmaplines);
|
||||
|
||||
|
@ -343,7 +344,7 @@ namespace swrenderer
|
|||
float trueratio;
|
||||
ActiveRatio(width, height, &trueratio);
|
||||
screen->Lock(true);
|
||||
viewport->SetViewport(width, height, trueratio);
|
||||
viewport->SetViewport(MainThread(), width, height, trueratio);
|
||||
screen->Unlock();
|
||||
|
||||
viewactive = savedviewactive;
|
||||
|
@ -358,7 +359,7 @@ namespace swrenderer
|
|||
float trueratio;
|
||||
ActiveRatio(width, height, &trueratio);
|
||||
screen->Lock(true);
|
||||
viewport->SetViewport(SCREENWIDTH, SCREENHEIGHT, trueratio);
|
||||
viewport->SetViewport(MainThread(), SCREENWIDTH, SCREENHEIGHT, trueratio);
|
||||
screen->Unlock();
|
||||
}
|
||||
|
||||
|
|
|
@ -204,7 +204,7 @@ namespace swrenderer
|
|||
vis->floorclip = 0;
|
||||
vis->foggy = foggy;
|
||||
|
||||
vis->Light.SetColormap(tiz * LightVisibility::Instance()->ParticleGlobVis(foggy), shade, map, particle->bright != 0, false, false);
|
||||
vis->Light.SetColormap(tiz * thread->Light->ParticleGlobVis(foggy), shade, map, particle->bright != 0, false, false);
|
||||
|
||||
thread->SpriteList->Push(vis);
|
||||
}
|
||||
|
|
|
@ -280,7 +280,7 @@ namespace swrenderer
|
|||
vis->dynlightcolor = 0;
|
||||
}
|
||||
|
||||
vis->Light.SetColormap(LightVisibility::Instance()->SpriteGlobVis(foggy) / MAX(tz, MINZ), spriteshade, basecolormap, fullbright, invertcolormap, fadeToBlack);
|
||||
vis->Light.SetColormap(thread->Light->SpriteGlobVis(foggy) / MAX(tz, MINZ), spriteshade, basecolormap, fullbright, invertcolormap, fadeToBlack);
|
||||
|
||||
thread->SpriteList->Push(vis);
|
||||
}
|
||||
|
|
|
@ -140,7 +140,7 @@ namespace swrenderer
|
|||
|
||||
int spriteshade = LightVisibility::LightLevelToShade(sec->lightlevel + LightVisibility::ActualExtraLight(spr->foggy, thread->Viewport.get()), foggy);
|
||||
|
||||
Light.SetColormap(LightVisibility::Instance()->SpriteGlobVis(foggy) / MAX(MINZ, (double)spr->depth), spriteshade, mybasecolormap, isFullBright, invertcolormap, fadeToBlack);
|
||||
Light.SetColormap(thread->Light->SpriteGlobVis(foggy) / MAX(MINZ, (double)spr->depth), spriteshade, mybasecolormap, isFullBright, invertcolormap, fadeToBlack);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -170,7 +170,7 @@ namespace swrenderer
|
|||
bool fullbright = !vis->foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT));
|
||||
bool fadeToBlack = (vis->RenderStyle.Flags & STYLEF_FadeToBlack) != 0;
|
||||
|
||||
vis->Light.SetColormap(LightVisibility::Instance()->SpriteGlobVis(foggy) / MAX(tz, MINZ), spriteshade, basecolormap, fullbright, invertcolormap, fadeToBlack);
|
||||
vis->Light.SetColormap(thread->Light->SpriteGlobVis(foggy) / MAX(tz, MINZ), spriteshade, basecolormap, fullbright, invertcolormap, fadeToBlack);
|
||||
|
||||
thread->SpriteList->Push(vis, true);
|
||||
}
|
||||
|
|
|
@ -133,7 +133,7 @@ namespace swrenderer
|
|||
vis->wallc = wallc;
|
||||
vis->foggy = foggy;
|
||||
|
||||
vis->Light.SetColormap(LightVisibility::Instance()->SpriteGlobVis(foggy) / MAX(tz, MINZ), spriteshade, basecolormap, false, false, false);
|
||||
vis->Light.SetColormap(thread->Light->SpriteGlobVis(foggy) / MAX(tz, MINZ), spriteshade, basecolormap, false, false, false);
|
||||
|
||||
thread->SpriteList->Push(vis);
|
||||
}
|
||||
|
@ -183,7 +183,7 @@ namespace swrenderer
|
|||
SpriteDrawerArgs drawerargs;
|
||||
|
||||
int shade = LightVisibility::LightLevelToShade(spr->sector->lightlevel + LightVisibility::ActualExtraLight(spr->foggy, thread->Viewport.get()), spr->foggy);
|
||||
double GlobVis = LightVisibility::Instance()->WallGlobVis(foggy);
|
||||
double GlobVis = thread->Light->WallGlobVis(foggy);
|
||||
float lightleft = float(GlobVis / spr->wallc.sz1);
|
||||
float lightstep = float((GlobVis / spr->wallc.sz2 - lightleft) / (spr->wallc.sx2 - spr->wallc.sx1));
|
||||
float light = lightleft + (x1 - spr->wallc.sx1) * lightstep;
|
||||
|
|
|
@ -34,9 +34,10 @@ namespace swrenderer
|
|||
dc_viewport = viewport;
|
||||
}
|
||||
|
||||
void SkyDrawerArgs::SetFrontTexture(RenderViewport *viewport, FTexture *texture, uint32_t column)
|
||||
void SkyDrawerArgs::SetFrontTexture(RenderThread *thread, FTexture *texture, uint32_t column)
|
||||
{
|
||||
if (viewport->RenderTarget->IsBgra())
|
||||
thread->PrepareTexture(texture);
|
||||
if (thread->Viewport->RenderTarget->IsBgra())
|
||||
{
|
||||
dc_source = (const uint8_t *)texture->GetColumnBgra(column, nullptr);
|
||||
dc_sourceheight = texture->GetHeight();
|
||||
|
@ -48,14 +49,15 @@ namespace swrenderer
|
|||
}
|
||||
}
|
||||
|
||||
void SkyDrawerArgs::SetBackTexture(RenderViewport *viewport, FTexture *texture, uint32_t column)
|
||||
void SkyDrawerArgs::SetBackTexture(RenderThread *thread, FTexture *texture, uint32_t column)
|
||||
{
|
||||
thread->PrepareTexture(texture);
|
||||
if (texture == nullptr)
|
||||
{
|
||||
dc_source2 = nullptr;
|
||||
dc_sourceheight2 = 1;
|
||||
}
|
||||
else if (viewport->RenderTarget->IsBgra())
|
||||
else if (thread->Viewport->RenderTarget->IsBgra())
|
||||
{
|
||||
dc_source2 = (const uint8_t *)texture->GetColumnBgra(column, nullptr);
|
||||
dc_sourceheight2 = texture->GetHeight();
|
||||
|
|
|
@ -15,8 +15,8 @@ namespace swrenderer
|
|||
public:
|
||||
void SetDest(RenderViewport *viewport, int x, int y);
|
||||
void SetCount(int count) { dc_count = count; }
|
||||
void SetFrontTexture(RenderViewport *viewport, FTexture *texture, uint32_t column);
|
||||
void SetBackTexture(RenderViewport *viewport, FTexture *texture, uint32_t column);
|
||||
void SetFrontTexture(RenderThread *thread, FTexture *texture, uint32_t column);
|
||||
void SetBackTexture(RenderThread *thread, FTexture *texture, uint32_t column);
|
||||
void SetTextureVPos(uint32_t texturefrac) { dc_texturefrac = texturefrac; }
|
||||
void SetTextureVStep(uint32_t iscale) { dc_iscale = iscale; }
|
||||
void SetSolidTop(uint32_t color) { solid_top = color; }
|
||||
|
|
|
@ -22,8 +22,10 @@ namespace swrenderer
|
|||
spanfunc = &SWPixelFormatDrawers::DrawSpan;
|
||||
}
|
||||
|
||||
void SpanDrawerArgs::SetTexture(RenderViewport *viewport, FTexture *tex)
|
||||
void SpanDrawerArgs::SetTexture(RenderThread *thread, FTexture *tex)
|
||||
{
|
||||
thread->PrepareTexture(tex);
|
||||
|
||||
tex->GetWidth();
|
||||
ds_xbits = tex->WidthBits;
|
||||
ds_ybits = tex->HeightBits;
|
||||
|
@ -36,7 +38,7 @@ namespace swrenderer
|
|||
ds_ybits--;
|
||||
}
|
||||
|
||||
ds_source = viewport->RenderTarget->IsBgra() ? (const uint8_t*)tex->GetPixelsBgra() : tex->GetPixels();
|
||||
ds_source = thread->Viewport->RenderTarget->IsBgra() ? (const uint8_t*)tex->GetPixelsBgra() : tex->GetPixels();
|
||||
ds_source_mipmapped = tex->Mipmapped() && tex->GetWidth() > 1 && tex->GetHeight() > 1;
|
||||
}
|
||||
|
||||
|
|
|
@ -19,7 +19,7 @@ namespace swrenderer
|
|||
void SetDestY(RenderViewport *viewport, int y) { ds_viewport = viewport; ds_y = y; }
|
||||
void SetDestX1(int x) { ds_x1 = x; }
|
||||
void SetDestX2(int x) { ds_x2 = x; }
|
||||
void SetTexture(RenderViewport *viewport, FTexture *tex);
|
||||
void SetTexture(RenderThread *thread, FTexture *tex);
|
||||
void SetTextureLOD(double lod) { ds_lod = lod; }
|
||||
void SetTextureUPos(dsfixed_t xfrac) { ds_xfrac = xfrac; }
|
||||
void SetTextureVPos(dsfixed_t yfrac) { ds_yfrac = yfrac; }
|
||||
|
|
|
@ -49,7 +49,7 @@ namespace swrenderer
|
|||
return;
|
||||
|
||||
auto viewport = thread->Viewport.get();
|
||||
|
||||
|
||||
// Handle the linear filtered version in a different function to reduce chances of merge conflicts from zdoom.
|
||||
if (viewport->RenderTarget->IsBgra() && !drawer_needs_pal_input) // To do: add support to R_DrawColumnHoriz_rgba
|
||||
{
|
||||
|
@ -62,6 +62,8 @@ namespace swrenderer
|
|||
dc_iscale = iscale;
|
||||
dc_textureheight = tex->GetHeight();
|
||||
|
||||
thread->PrepareTexture(tex);
|
||||
|
||||
const FTexture::Span *span;
|
||||
const uint8_t *column;
|
||||
if (viewport->RenderTarget->IsBgra() && !drawer_needs_pal_input)
|
||||
|
@ -132,6 +134,8 @@ namespace swrenderer
|
|||
dc_x = x;
|
||||
dc_iscale = iscale;
|
||||
|
||||
thread->PrepareTexture(tex);
|
||||
|
||||
// Normalize to 0-1 range:
|
||||
double uv_stepd = FIXED2DBL(dc_iscale);
|
||||
double v_step = uv_stepd / tex->GetHeight();
|
||||
|
|
|
@ -48,7 +48,7 @@ namespace swrenderer
|
|||
{
|
||||
}
|
||||
|
||||
void RenderViewport::SetViewport(int fullWidth, int fullHeight, float trueratio)
|
||||
void RenderViewport::SetViewport(RenderThread *thread, int fullWidth, int fullHeight, float trueratio)
|
||||
{
|
||||
int virtheight, virtwidth, virtwidth2, virtheight2;
|
||||
|
||||
|
@ -101,8 +101,7 @@ namespace swrenderer
|
|||
InitTextureMapping();
|
||||
|
||||
// Reset r_*Visibility vars
|
||||
LightVisibility *visibility = LightVisibility::Instance();
|
||||
visibility->SetVisibility(this, visibility->GetVisibility());
|
||||
thread->Light->SetVisibility(this, thread->Light->GetVisibility());
|
||||
|
||||
SetupBuffer();
|
||||
}
|
||||
|
|
|
@ -19,13 +19,15 @@
|
|||
|
||||
namespace swrenderer
|
||||
{
|
||||
class RenderThread;
|
||||
|
||||
class RenderViewport
|
||||
{
|
||||
public:
|
||||
RenderViewport();
|
||||
~RenderViewport();
|
||||
|
||||
void SetViewport(int width, int height, float trueratio);
|
||||
void SetViewport(RenderThread *thread, int width, int height, float trueratio);
|
||||
void SetupFreelook();
|
||||
|
||||
DCanvas *RenderTarget = nullptr;
|
||||
|
|
Loading…
Reference in a new issue