mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 15:22:15 +00:00
Split RenderPolyScene into two to allow rendering from multiple viewpoints
This commit is contained in:
parent
2316658dfc
commit
47aaf781c6
9 changed files with 364 additions and 255 deletions
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@ -1061,6 +1061,7 @@ set( NOT_COMPILED_SOURCE_FILES
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set( FASTMATH_PCH_SOURCES
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r_swrenderer.cpp
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r_poly.cpp
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r_poly_portal.cpp
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r_poly_cull.cpp
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r_poly_decal.cpp
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r_poly_particle.cpp
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196
src/r_poly.cpp
196
src/r_poly.cpp
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@ -28,21 +28,26 @@
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#include "r_poly.h"
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#include "gl/data/gl_data.h"
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CVAR(Bool, r_debug_cull, 0, 0)
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EXTERN_CVAR(Int, screenblocks)
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void InitGLRMapinfoData();
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/////////////////////////////////////////////////////////////////////////////
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RenderPolyScene *RenderPolyScene::Instance()
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{
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static RenderPolyScene scene;
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return &scene;
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}
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void RenderPolyScene::Render()
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{
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ClearBuffers();
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SetSceneViewport();
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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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MainPortal.SetViewpoint(WorldToClip, 0);
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MainPortal.Render();
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Skydome.Render(WorldToClip);
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MainPortal.RenderTranslucent();
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PlayerSprites.Render();
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DrawerCommandQueue::WaitForWorkers();
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@ -56,13 +61,8 @@ void RenderPolyScene::RenderRemainingPlayerSprites()
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void RenderPolyScene::ClearBuffers()
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{
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PolyVertexBuffer::Clear();
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SectorSpriteRanges.clear();
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SectorSpriteRanges.resize(numsectors);
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SortedSprites.clear();
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TranslucentObjects.clear();
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PolyStencilBuffer::Instance()->Clear(RenderTarget->GetWidth(), RenderTarget->GetHeight(), 0);
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PolySubsectorGBuffer::Instance()->Resize(RenderTarget->GetPitch(), RenderTarget->GetHeight());
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NextSubsectorDepth = 0;
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}
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void RenderPolyScene::SetSceneViewport()
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@ -116,179 +116,3 @@ void RenderPolyScene::SetupPerspectiveMatrix()
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WorldToClip = TriMatrix::perspective(fovy, ratio, 5.0f, 65535.0f) * worldToView;
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}
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void RenderPolyScene::RenderSectors()
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{
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if (r_debug_cull)
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{
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for (auto it = Cull.PvsSectors.rbegin(); it != Cull.PvsSectors.rend(); ++it)
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RenderSubsector(*it);
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}
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else
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{
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for (auto it = Cull.PvsSectors.begin(); it != Cull.PvsSectors.end(); ++it)
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RenderSubsector(*it);
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}
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}
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void RenderPolyScene::RenderSubsector(subsector_t *sub)
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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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uint32_t subsectorDepth = NextSubsectorDepth++;
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if (sub->sector->CenterFloor() != sub->sector->CenterCeiling())
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{
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RenderPolyPlane::RenderPlanes(WorldToClip, sub, subsectorDepth, Cull.MaxCeilingHeight, Cull.MinFloorHeight);
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}
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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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if (line->sidedef == nullptr || !(line->sidedef->Flags & WALLF_POLYOBJ))
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{
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RenderLine(sub, line, frontsector, subsectorDepth);
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}
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}
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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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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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TranslucentObjects.push_back({ thing, sub, subsectorDepth });
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}
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TranslucentObjects.insert(TranslucentObjects.end(), SubsectorTranslucentWalls.begin(), SubsectorTranslucentWalls.end());
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SubsectorTranslucentWalls.clear();
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}
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SpriteRange RenderPolyScene::GetSpritesForSector(sector_t *sector)
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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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void RenderPolyScene::RenderLine(subsector_t *sub, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth)
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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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// Cull wall if not visible
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int sx1, sx2;
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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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if (!hasSegmentRange || Cull.IsSegmentCulled(sx1, sx2))
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return;
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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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// Render 3D floor sides
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if (line->backsector && frontsector->e && line->backsector->e->XFloor.ffloors.Size())
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{
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for (unsigned int i = 0; i < line->backsector->e->XFloor.ffloors.Size(); i++)
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{
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F3DFloor *fakeFloor = line->backsector->e->XFloor.ffloors[i];
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if (!(fakeFloor->flags & FF_EXISTS)) continue;
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if (!(fakeFloor->flags & FF_RENDERPLANES)) continue;
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if (!fakeFloor->model) continue;
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RenderPolyWall::Render3DFloorLine(WorldToClip, line, frontsector, subsectorDepth, fakeFloor, SubsectorTranslucentWalls);
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}
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}
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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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{
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if (hasSegmentRange)
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Cull.MarkSegmentCulled(sx1, sx2);
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}
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}
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void RenderPolyScene::RenderTranslucent()
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{
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for (auto it = TranslucentObjects.rbegin(); it != TranslucentObjects.rend(); ++it)
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{
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auto &obj = *it;
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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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{
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obj.wall.Render(WorldToClip);
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}
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else if ((obj.thing->renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
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{
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RenderPolyWallSprite wallspr;
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wallspr.Render(WorldToClip, obj.thing, obj.sub, obj.subsectorDepth);
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}
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else
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{
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RenderPolySprite spr;
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spr.Render(WorldToClip, obj.thing, obj.sub, obj.subsectorDepth);
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}
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}
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}
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RenderPolyScene *RenderPolyScene::Instance()
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{
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static RenderPolyScene scene;
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return &scene;
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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 = 64 * 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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69
src/r_poly.h
69
src/r_poly.h
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@ -29,51 +29,9 @@
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#include "doomdata.h"
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#include "r_utility.h"
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#include "r_main.h"
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#include "r_poly_triangle.h"
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#include "r_poly_intersection.h"
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#include "r_poly_wall.h"
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#include "r_poly_sprite.h"
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#include "r_poly_wallsprite.h"
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#include "r_poly_portal.h"
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#include "r_poly_playersprite.h"
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#include "r_poly_particle.h"
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#include "r_poly_plane.h"
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#include "r_poly_sky.h"
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#include "r_poly_cull.h"
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// Used for sorting things by distance to the camera
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class PolySortedSprite
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{
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public:
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PolySortedSprite(AActor *thing, double distanceSquared) : Thing(thing), DistanceSquared(distanceSquared) { }
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bool operator<(const PolySortedSprite &other) const { return DistanceSquared < other.DistanceSquared; }
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AActor *Thing;
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double DistanceSquared;
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};
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class PolyTranslucentObject
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{
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public:
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PolyTranslucentObject(particle_t *particle, subsector_t *sub, uint32_t subsectorDepth) : particle(particle), sub(sub), subsectorDepth(subsectorDepth) { }
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PolyTranslucentObject(AActor *thing, subsector_t *sub, uint32_t subsectorDepth) : thing(thing), sub(sub), subsectorDepth(subsectorDepth) { }
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PolyTranslucentObject(RenderPolyWall wall) : wall(wall) { }
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particle_t *particle = nullptr;
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AActor *thing = nullptr;
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subsector_t *sub = nullptr;
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uint32_t subsectorDepth = 0;
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RenderPolyWall wall;
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};
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class SpriteRange
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{
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public:
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SpriteRange() = default;
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SpriteRange(int start, int count) : Start(start), Count(count) { }
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int Start = -1;
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int Count = 0;
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};
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// Renders a scene
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class RenderPolyScene
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void Render();
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void RenderRemainingPlayerSprites();
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static const uint32_t SkySubsectorDepth = 0x7fffffff;
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static RenderPolyScene *Instance();
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private:
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void ClearBuffers();
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void SetSceneViewport();
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void SetupPerspectiveMatrix();
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void RenderSectors();
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void RenderSubsector(subsector_t *sub);
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void RenderLine(subsector_t *sub, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth);
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void RenderTranslucent();
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SpriteRange GetSpritesForSector(sector_t *sector);
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TriMatrix WorldToClip;
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PolyCull Cull;
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uint32_t NextSubsectorDepth = 0;
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std::vector<SpriteRange> SectorSpriteRanges;
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std::vector<PolySortedSprite> SortedSprites;
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std::vector<PolyTranslucentObject> TranslucentObjects;
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std::vector<PolyTranslucentObject> SubsectorTranslucentWalls;
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PolySkyDome skydome;
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RenderPolyPortal MainPortal;
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PolySkyDome Skydome;
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RenderPolyPlayerSprites PlayerSprites;
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};
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class PolyVertexBuffer
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{
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public:
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static TriVertex *GetVertices(int count);
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static void Clear();
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};
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@ -26,6 +26,7 @@
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#include "sbar.h"
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#include "r_data/r_translate.h"
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#include "r_poly_plane.h"
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#include "r_poly_portal.h"
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#include "r_poly.h"
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#include "r_sky.h" // for skyflatnum
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@ -200,7 +201,7 @@ void RenderPolyPlane::Render(const TriMatrix &worldToClip, subsector_t *sub, uin
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if (fixedlightlev >= 0 || fixedcolormap)
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uniforms.light = 256;
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uniforms.flags = 0;
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uniforms.subsectorDepth = isSky ? RenderPolyScene::SkySubsectorDepth : subsectorDepth;
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uniforms.subsectorDepth = isSky ? RenderPolyPortal::SkySubsectorDepth : subsectorDepth;
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TriVertex *vertices = PolyVertexBuffer::GetVertices(sub->numlines);
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if (!vertices)
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210
src/r_poly_portal.cpp
Normal file
210
src/r_poly_portal.cpp
Normal file
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@ -0,0 +1,210 @@
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/*
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** Polygon Doom software renderer
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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_portal.h"
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#include "gl/data/gl_data.h"
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CVAR(Bool, r_debug_cull, 0, 0)
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/////////////////////////////////////////////////////////////////////////////
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void RenderPolyPortal::SetViewpoint(const TriMatrix &worldToClip, uint32_t stencilValue)
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{
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WorldToClip = worldToClip;
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StencilValue = stencilValue;
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}
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void RenderPolyPortal::Render()
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{
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ClearBuffers();
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Cull.CullScene(WorldToClip);
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RenderSectors();
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for (auto &portal : Portals)
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portal->Render();
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}
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void RenderPolyPortal::ClearBuffers()
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{
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SectorSpriteRanges.clear();
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SectorSpriteRanges.resize(numsectors);
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SortedSprites.clear();
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TranslucentObjects.clear();
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Portals.clear();
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NextSubsectorDepth = 0;
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}
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void RenderPolyPortal::RenderSectors()
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{
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if (r_debug_cull)
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{
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for (auto it = Cull.PvsSectors.rbegin(); it != Cull.PvsSectors.rend(); ++it)
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RenderSubsector(*it);
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}
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else
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{
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for (auto it = Cull.PvsSectors.begin(); it != Cull.PvsSectors.end(); ++it)
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RenderSubsector(*it);
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}
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}
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void RenderPolyPortal::RenderSubsector(subsector_t *sub)
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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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uint32_t subsectorDepth = NextSubsectorDepth++;
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if (sub->sector->CenterFloor() != sub->sector->CenterCeiling())
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{
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RenderPolyPlane::RenderPlanes(WorldToClip, sub, subsectorDepth, Cull.MaxCeilingHeight, Cull.MinFloorHeight);
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FSectorPortal *ceilingPortal = frontsector->ValidatePortal(sector_t::ceiling);
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FSectorPortal *floorPortal = frontsector->ValidatePortal(sector_t::floor);
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}
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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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if (line->sidedef == nullptr || !(line->sidedef->Flags & WALLF_POLYOBJ))
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{
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RenderLine(sub, line, frontsector, subsectorDepth);
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}
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}
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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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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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TranslucentObjects.push_back({ thing, sub, subsectorDepth });
|
||||
}
|
||||
|
||||
TranslucentObjects.insert(TranslucentObjects.end(), SubsectorTranslucentWalls.begin(), SubsectorTranslucentWalls.end());
|
||||
SubsectorTranslucentWalls.clear();
|
||||
}
|
||||
|
||||
SpriteRange RenderPolyPortal::GetSpritesForSector(sector_t *sector)
|
||||
{
|
||||
if (SectorSpriteRanges.size() < sector->sectornum || sector->sectornum < 0)
|
||||
return SpriteRange();
|
||||
|
||||
auto &range = SectorSpriteRanges[sector->sectornum];
|
||||
if (range.Start == -1)
|
||||
{
|
||||
range.Start = (int)SortedSprites.size();
|
||||
range.Count = 0;
|
||||
for (AActor *thing = sector->thinglist; thing != nullptr; thing = thing->snext)
|
||||
{
|
||||
SortedSprites.push_back({ thing, (thing->Pos() - ViewPos).LengthSquared() });
|
||||
range.Count++;
|
||||
}
|
||||
std::stable_sort(SortedSprites.begin() + range.Start, SortedSprites.begin() + range.Start + range.Count);
|
||||
}
|
||||
return range;
|
||||
}
|
||||
|
||||
void RenderPolyPortal::RenderLine(subsector_t *sub, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth)
|
||||
{
|
||||
// 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;
|
||||
|
||||
// Cull wall if not visible
|
||||
int sx1, sx2;
|
||||
bool hasSegmentRange = Cull.GetSegmentRangeForLine(line->v1->fX(), line->v1->fY(), line->v2->fX(), line->v2->fY(), sx1, sx2);
|
||||
if (!hasSegmentRange || Cull.IsSegmentCulled(sx1, sx2))
|
||||
return;
|
||||
|
||||
// Tell automap we saw this
|
||||
if (!r_dontmaplines && line->linedef)
|
||||
{
|
||||
line->linedef->flags |= ML_MAPPED;
|
||||
sub->flags |= SSECF_DRAWN;
|
||||
}
|
||||
|
||||
// Render 3D floor sides
|
||||
if (line->backsector && frontsector->e && line->backsector->e->XFloor.ffloors.Size())
|
||||
{
|
||||
for (unsigned int i = 0; i < line->backsector->e->XFloor.ffloors.Size(); i++)
|
||||
{
|
||||
F3DFloor *fakeFloor = line->backsector->e->XFloor.ffloors[i];
|
||||
if (!(fakeFloor->flags & FF_EXISTS)) continue;
|
||||
if (!(fakeFloor->flags & FF_RENDERPLANES)) continue;
|
||||
if (!fakeFloor->model) continue;
|
||||
RenderPolyWall::Render3DFloorLine(WorldToClip, line, frontsector, subsectorDepth, fakeFloor, SubsectorTranslucentWalls);
|
||||
}
|
||||
}
|
||||
|
||||
// Render wall, and update culling info if its an occlusion blocker
|
||||
if (RenderPolyWall::RenderLine(WorldToClip, line, frontsector, subsectorDepth, SubsectorTranslucentWalls))
|
||||
{
|
||||
if (hasSegmentRange)
|
||||
Cull.MarkSegmentCulled(sx1, sx2);
|
||||
}
|
||||
}
|
||||
|
||||
void RenderPolyPortal::RenderTranslucent()
|
||||
{
|
||||
for (auto it = Portals.rbegin(); it != Portals.rend(); ++it)
|
||||
(*it)->RenderTranslucent();
|
||||
|
||||
for (auto it = TranslucentObjects.rbegin(); it != TranslucentObjects.rend(); ++it)
|
||||
{
|
||||
auto &obj = *it;
|
||||
if (obj.particle)
|
||||
{
|
||||
RenderPolyParticle spr;
|
||||
spr.Render(WorldToClip, obj.particle, obj.sub, obj.subsectorDepth);
|
||||
}
|
||||
else if (!obj.thing)
|
||||
{
|
||||
obj.wall.Render(WorldToClip);
|
||||
}
|
||||
else if ((obj.thing->renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
|
||||
{
|
||||
RenderPolyWallSprite wallspr;
|
||||
wallspr.Render(WorldToClip, obj.thing, obj.sub, obj.subsectorDepth);
|
||||
}
|
||||
else
|
||||
{
|
||||
RenderPolySprite spr;
|
||||
spr.Render(WorldToClip, obj.thing, obj.sub, obj.subsectorDepth);
|
||||
}
|
||||
}
|
||||
}
|
105
src/r_poly_portal.h
Normal file
105
src/r_poly_portal.h
Normal file
|
@ -0,0 +1,105 @@
|
|||
/*
|
||||
** Polygon 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_poly_triangle.h"
|
||||
#include "r_poly_intersection.h"
|
||||
#include "r_poly_wall.h"
|
||||
#include "r_poly_sprite.h"
|
||||
#include "r_poly_wallsprite.h"
|
||||
#include "r_poly_playersprite.h"
|
||||
#include "r_poly_particle.h"
|
||||
#include "r_poly_plane.h"
|
||||
#include "r_poly_cull.h"
|
||||
|
||||
// Used for sorting things by distance to the camera
|
||||
class PolySortedSprite
|
||||
{
|
||||
public:
|
||||
PolySortedSprite(AActor *thing, double distanceSquared) : Thing(thing), DistanceSquared(distanceSquared) { }
|
||||
bool operator<(const PolySortedSprite &other) const { return DistanceSquared < other.DistanceSquared; }
|
||||
|
||||
AActor *Thing;
|
||||
double DistanceSquared;
|
||||
};
|
||||
|
||||
class PolyTranslucentObject
|
||||
{
|
||||
public:
|
||||
PolyTranslucentObject(particle_t *particle, subsector_t *sub, uint32_t subsectorDepth) : particle(particle), sub(sub), subsectorDepth(subsectorDepth) { }
|
||||
PolyTranslucentObject(AActor *thing, subsector_t *sub, uint32_t subsectorDepth) : thing(thing), sub(sub), subsectorDepth(subsectorDepth) { }
|
||||
PolyTranslucentObject(RenderPolyWall wall) : wall(wall) { }
|
||||
|
||||
particle_t *particle = nullptr;
|
||||
AActor *thing = nullptr;
|
||||
subsector_t *sub = nullptr;
|
||||
uint32_t subsectorDepth = 0;
|
||||
|
||||
RenderPolyWall wall;
|
||||
};
|
||||
|
||||
class SpriteRange
|
||||
{
|
||||
public:
|
||||
SpriteRange() = default;
|
||||
SpriteRange(int start, int count) : Start(start), Count(count) { }
|
||||
int Start = -1;
|
||||
int Count = 0;
|
||||
};
|
||||
|
||||
// Renders everything from a specific viewpoint
|
||||
class RenderPolyPortal
|
||||
{
|
||||
public:
|
||||
void SetViewpoint(const TriMatrix &worldToClip, uint32_t stencilValue);
|
||||
void Render();
|
||||
void RenderTranslucent();
|
||||
|
||||
static const uint32_t SkySubsectorDepth = 0x7fffffff;
|
||||
|
||||
private:
|
||||
void ClearBuffers();
|
||||
void RenderSectors();
|
||||
void RenderSubsector(subsector_t *sub);
|
||||
void RenderLine(subsector_t *sub, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth);
|
||||
|
||||
SpriteRange GetSpritesForSector(sector_t *sector);
|
||||
|
||||
TriMatrix WorldToClip;
|
||||
uint32_t StencilValue = 0;
|
||||
PolyCull Cull;
|
||||
uint32_t NextSubsectorDepth = 0;
|
||||
std::vector<SpriteRange> SectorSpriteRanges;
|
||||
std::vector<PolySortedSprite> SortedSprites;
|
||||
std::vector<PolyTranslucentObject> TranslucentObjects;
|
||||
std::vector<PolyTranslucentObject> SubsectorTranslucentWalls;
|
||||
|
||||
std::vector<std::unique_ptr<RenderPolyPortal>> Portals;
|
||||
};
|
|
@ -25,7 +25,7 @@
|
|||
#include "sbar.h"
|
||||
#include "r_data/r_translate.h"
|
||||
#include "r_poly_sky.h"
|
||||
#include "r_poly.h"
|
||||
#include "r_poly_portal.h"
|
||||
#include "r_sky.h" // for skyflatnum
|
||||
|
||||
PolySkyDome::PolySkyDome()
|
||||
|
@ -53,7 +53,7 @@ void PolySkyDome::Render(const TriMatrix &worldToClip)
|
|||
TriUniforms uniforms;
|
||||
uniforms.light = 256;
|
||||
uniforms.flags = 0;
|
||||
uniforms.subsectorDepth = RenderPolyScene::SkySubsectorDepth;
|
||||
uniforms.subsectorDepth = RenderPolyPortal::SkySubsectorDepth;
|
||||
|
||||
int rc = mRows + 1;
|
||||
|
||||
|
|
|
@ -523,3 +523,27 @@ TriVertex TriMatrix::operator*(TriVertex v) const
|
|||
v.w = vw;
|
||||
return v;
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
namespace
|
||||
{
|
||||
int NextBufferVertex = 0;
|
||||
}
|
||||
|
||||
TriVertex *PolyVertexBuffer::GetVertices(int count)
|
||||
{
|
||||
enum { VertexBufferSize = 256 * 1024 };
|
||||
static TriVertex Vertex[VertexBufferSize];
|
||||
|
||||
if (NextBufferVertex + count > VertexBufferSize)
|
||||
return nullptr;
|
||||
TriVertex *v = Vertex + NextBufferVertex;
|
||||
NextBufferVertex += count;
|
||||
return v;
|
||||
}
|
||||
|
||||
void PolyVertexBuffer::Clear()
|
||||
{
|
||||
NextBufferVertex = 0;
|
||||
}
|
||||
|
|
|
@ -220,3 +220,10 @@ private:
|
|||
TriDrawVariant variant;
|
||||
TriBlendMode blendmode;
|
||||
};
|
||||
|
||||
class PolyVertexBuffer
|
||||
{
|
||||
public:
|
||||
static TriVertex *GetVertices(int count);
|
||||
static void Clear();
|
||||
};
|
||||
|
|
Loading…
Reference in a new issue