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https://github.com/ZDoom/gzdoom-gles.git
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Add the experimental swrenderer2
This commit is contained in:
parent
2a9e97688d
commit
7ef5a9f117
4 changed files with 2236 additions and 4 deletions
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@ -971,6 +971,7 @@ set( NOT_COMPILED_SOURCE_FILES
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set( FASTMATH_PCH_SOURCES
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set( FASTMATH_PCH_SOURCES
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r_swrenderer.cpp
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r_swrenderer.cpp
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r_swrenderer2.cpp
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r_3dfloors.cpp
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r_3dfloors.cpp
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r_bsp.cpp
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r_bsp.cpp
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r_draw.cpp
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r_draw.cpp
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@ -60,6 +60,9 @@
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#include "r_data/colormaps.h"
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#include "r_data/colormaps.h"
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#include "farchive.h"
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#include "farchive.h"
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#include "p_maputl.h"
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#include "p_maputl.h"
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#include "r_swrenderer2.h"
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CVAR(Bool, r_newrenderer, 0, 0);
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// MACROS ------------------------------------------------------------------
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// MACROS ------------------------------------------------------------------
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@ -897,7 +900,15 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
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// Link the polyobjects right before drawing the scene to reduce the amounts of calls to this function
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// Link the polyobjects right before drawing the scene to reduce the amounts of calls to this function
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PO_LinkToSubsectors();
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PO_LinkToSubsectors();
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InSubsector = NULL;
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InSubsector = NULL;
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R_RenderBSPNode (nodes + numnodes - 1); // The head node is the last node output.
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if (!r_newrenderer || !r_swtruecolor)
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{
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R_RenderBSPNode(nodes + numnodes - 1); // The head node is the last node output.
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}
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else
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{
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RenderBsp bsp;
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bsp.Render();
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}
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R_3D_ResetClip(); // reset clips (floor/ceiling)
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R_3D_ResetClip(); // reset clips (floor/ceiling)
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camera->renderflags = savedflags;
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camera->renderflags = savedflags;
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WallCycles.Unclock();
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WallCycles.Unclock();
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@ -907,8 +918,11 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
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if (viewactive)
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if (viewactive)
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{
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{
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PlaneCycles.Clock();
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PlaneCycles.Clock();
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R_DrawPlanes ();
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if (!r_newrenderer || !r_swtruecolor)
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R_DrawPortals ();
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{
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R_DrawPlanes();
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R_DrawPortals();
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}
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PlaneCycles.Unclock();
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PlaneCycles.Unclock();
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// [RH] Walk through mirrors
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// [RH] Walk through mirrors
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@ -925,7 +939,8 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
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NetUpdate ();
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NetUpdate ();
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MaskedCycles.Clock();
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MaskedCycles.Clock();
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R_DrawMasked ();
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if (!r_newrenderer || !r_swtruecolor)
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R_DrawMasked ();
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MaskedCycles.Unclock();
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MaskedCycles.Unclock();
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NetUpdate ();
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NetUpdate ();
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1871
src/r_swrenderer2.cpp
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1871
src/r_swrenderer2.cpp
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File diff suppressed because it is too large
Load diff
345
src/r_swrenderer2.h
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345
src/r_swrenderer2.h
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@ -0,0 +1,345 @@
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#pragma once
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#include <vector>
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#include <memory>
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#include <algorithm>
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#include <functional>
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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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// Transform for a view position and its viewport
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//
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// World space uses map coordinates in the XY plane. Z is up.
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// Eye space means relative to viewer, Y is up and Z is into the screen.
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// Viewport means in normalized device coordinates (-1 to 1 range with perspective division). 0,0 is in the center of the viewport and Y is still up.
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// Screen means in final screen coordinates. 0,0 is the upper left corner and Y is down. Z is still 1/z.
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//
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class ViewPosTransform
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{
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public:
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DVector3 WorldToEye(const DVector3 &worldPoint) const;
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DVector3 WorldToViewport(const DVector3 &worldPoint) const { return EyeToViewport(WorldToEye(worldPoint)); }
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DVector3 WorldToScreen(const DVector3 &worldPoint) const { return EyeToScreen(WorldToEye(worldPoint)); }
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DVector3 EyeToViewport(const DVector3 &eyePoint) const;
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DVector3 EyeToScreen(const DVector3 &eyePoint) const { return ViewportToScreen(EyeToViewport(eyePoint)); }
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DVector3 ViewportToScreen(const DVector3 &viewportPoint) const;
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double ScreenXToEye(int x, double z) const;
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double ScreenYToEye(int y, double z) const;
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double NearZ() const { return 0.0078125; };
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};
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// Screen space coordinates for a wall
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class WallCoords
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{
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public:
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WallCoords() = default;
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WallCoords(const ViewPosTransform &transform, const DVector2 &v1, const DVector2 &v2, double ceil1, double floor1, double ceil2, double floor2);
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// True if transform and clip culled the wall
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bool Culled = true;
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// Plane for wall in eye space
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DVector3 PlaneNormal;
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double PlaneD = 0.0;
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// Z range of the wall in eye space
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double NearZ = 0.0;
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double FarZ = 0.0;
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// Screen space bounding box of the wall
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int ScreenX1 = 0;
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int ScreenX2 = 0;
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int ScreenY1 = 0;
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int ScreenY2 = 0;
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// Get the Y positions for the given column
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short Y1(int x) const;
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short Y2(int x) const;
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// Get the depth for a column
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double Z(int x) const;
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// Perspective correct interpolation from start to end (used to calculate texture coordinates)
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double VaryingX(int x, double start, double end) const;
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double VaryingY(int x, int y, double start, double end) const;
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private:
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static DVector3 Mix(const DVector3 &a, const DVector3 &b, double t);
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static double Mix(double a, double b, double t);
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ViewPosTransform Transform;
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DVector3 ScreenTopLeft;
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DVector3 ScreenTopRight;
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DVector3 ScreenBottomLeft;
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DVector3 ScreenBottomRight;
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double RcpDeltaScreenX = 0.0;
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double VaryingXScale = 1.0;
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double VaryingXOffset = 0.0;
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};
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// Texture coordinates for a wall
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class WallTextureCoords
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{
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public:
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WallTextureCoords(FTexture *tex, const seg_t *line, side_t::ETexpart texpart, double topz, double bottomz, double unpeggedceil);
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double u1, u2;
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double v1, v2;
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private:
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void CalcU(FTexture *tex, const seg_t *line, side_t::ETexpart texpart);
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void CalcV(FTexture *tex, const seg_t *line, side_t::ETexpart texpart, double topz, double bottomz, double unpeggedceil);
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void CalcVTopPart(FTexture *tex, const seg_t *line, double topz, double bottomz, double vscale, double yoffset);
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void CalcVMidPart(FTexture *tex, const seg_t *line, double topz, double bottomz, double vscale, double yoffset);
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void CalcVBottomPart(FTexture *tex, const seg_t *line, double topz, double bottomz, double unpeggedceil, double vscale, double yoffset);
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};
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// Clipping buffers used during rendering
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class RenderClipBuffer
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{
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public:
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void Clear(short left, short right);
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void MarkSegmentCulled(const WallCoords &wallCoords, int drawIndex);
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void ClipVertical(const WallCoords &wallCoords, int drawIndex);
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void ClipTop(const WallCoords &wallCoords, int drawIndex);
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void ClipBottom(const WallCoords &wallCoords, int drawIndex);
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bool IsSegmentCulled(short x1, short x2) const;
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void SetupSpriteClip(short x1, short x2, const DVector3 &pos, bool wallSprite);
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void RenderMaskedWalls();
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short Top[MAXWIDTH];
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short Bottom[MAXWIDTH];
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std::function<void(short x1, short x2, int drawIndex, const short *clipTop, const short *clipBottom)> DrawMaskedWall;
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private:
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void AddDrawSegment(short x1, short x2, const WallCoords &wall, bool clipTop, bool clipBottom, int drawIndex);
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struct SolidSegment
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{
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SolidSegment(short x1, short x2) : X1(x1), X2(x2) { }
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short X1, X2;
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};
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struct DrawSegment
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{
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short X1;
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short X2;
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int ClipOffset;
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bool ClipTop;
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bool ClipBottom;
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DVector3 PlaneNormal;
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double PlaneD;
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double NearZ;
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double FarZ;
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int DrawIndex;
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};
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std::vector<SolidSegment> SolidSegments;
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std::vector<DrawSegment> DrawSegments;
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std::vector<short> ClipValues;
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friend class VisibleSegmentsIterator;
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};
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// Walks the visible segments in a range
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class VisibleSegmentsIterator
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{
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public:
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VisibleSegmentsIterator(const RenderClipBuffer &buffer, short startx, short endx);
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bool Step();
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short X1;
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short X2;
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private:
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const std::vector<RenderClipBuffer::SolidSegment> &SolidSegments;
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short endx;
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int next = 0;
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};
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// Class used to group sector ceilings/floors sharing common properties
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class VisiblePlaneKey
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{
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public:
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VisiblePlaneKey() { }
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VisiblePlaneKey(FTextureID picnum, FSWColormap *colormap, int lightlevel, secplane_t plane, const FTransform &xform) : Picnum(picnum), ColorMap(colormap), LightLevel(lightlevel), Plane(plane), Transform(xform) { }
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bool operator==(const VisiblePlaneKey &other) const
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{
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return Picnum == other.Picnum && LightLevel == other.LightLevel && Plane.fD() == other.Plane.fD();
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}
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FTextureID Picnum;
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FSWColormap *ColorMap;
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int LightLevel;
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secplane_t Plane;
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FTransform Transform;
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};
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// Visible plane to be rendered
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class VisiblePlane
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{
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public:
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VisiblePlane(const VisiblePlaneKey &key) { Clear(key); }
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void Clear(const VisiblePlaneKey &key)
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{
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Key = key;
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Left = viewwidth;
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Right = 0;
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for (int i = 0; i < MAXWIDTH; i++)
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{
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Top[i] = UnsetValue;
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Bottom[i] = 0;
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}
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}
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VisiblePlaneKey Key;
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enum { UnsetValue = 0x7fff };
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short Left;
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short Right;
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short Top[MAXWIDTH];
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short Bottom[MAXWIDTH];
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std::unique_ptr<VisiblePlane> Next;
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};
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class RenderVisiblePlane
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{
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public:
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RenderVisiblePlane(VisiblePlane *plane, FTexture *tex);
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void Step();
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double viewx;
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double viewy;
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double planeheight;
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double basexfrac;
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double baseyfrac;
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double xstepscale;
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double ystepscale;
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};
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// Tracks plane locations and renders them
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class RenderPlanes
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{
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public:
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void Clear();
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void MarkCeilingPlane(const VisiblePlaneKey &key, const RenderClipBuffer &clip, const WallCoords &wallCoords);
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void MarkFloorPlane(const VisiblePlaneKey &key, const RenderClipBuffer &clip, const WallCoords &wallCoords);
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void Render();
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private:
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void RenderPlane(VisiblePlane *plane);
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void RenderSpan(int y, int x1, int x2, const VisiblePlaneKey &key, FTexture *texture, const RenderVisiblePlane &renderInfo);
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VisiblePlane *GetPlaneWithUnsetRange(const VisiblePlaneKey &key, int x0, int x1);
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VisiblePlane *GetPlane(const VisiblePlaneKey &key);
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std::unique_ptr<VisiblePlane> AllocPlane(const VisiblePlaneKey &key);
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static uint32_t Hash(const VisiblePlaneKey &key) { return ((unsigned)((key.Picnum.GetIndex()) * 3 + (key.LightLevel) + (FLOAT2FIXED(key.Plane.fD())) * 7) & (NumBuckets - 1)); }
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enum { NumBuckets = 128 /* must be a power of 2 */ };
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std::unique_ptr<VisiblePlane> PlaneBuckets[NumBuckets];
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std::vector<std::unique_ptr<VisiblePlane>> FreePlanes;
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};
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// Renders a wall texture
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class RenderWall
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{
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public:
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void Render(const RenderClipBuffer &clip);
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void RenderMasked(short x1, short x2, const short *clipTop, const short *clipBottom);
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WallCoords Coords;
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const seg_t *Line;
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side_t::ETexpart Texpart;
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double TopZ;
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double BottomZ;
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double UnpeggedCeil;
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FSWColormap *Colormap;
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bool Masked;
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private:
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FTexture *GetTexture();
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int GetShade();
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float GetLight(short x);
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};
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// Sprite thing to be rendered
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class VisibleSprite
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{
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public:
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VisibleSprite(AActor *actor, const DVector3 &eyePos);
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void Render(RenderClipBuffer *clip);
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private:
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AActor *Actor;
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DVector3 EyePos;
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FTexture *GetSpriteTexture(AActor *thing, /*out*/ bool &flipX);
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visstyle_t GetSpriteVisStyle(AActor *thing, double z);
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friend class RenderBsp; // For sorting
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};
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// DScreen accelerated sprite to be rendered
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class ScreenSprite
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{
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public:
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void Render();
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FTexture *Pic = nullptr;
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double X1 = 0.0;
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double Y1 = 0.0;
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double Width = 0.0;
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double Height = 0.0;
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FRemapTable *Translation = nullptr;
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bool Flip = false;
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visstyle_t visstyle;
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uint32_t FillColor = 0;
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FDynamicColormap *Colormap = nullptr;
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};
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// Renders a BSP tree in a scene
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class RenderBsp
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{
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public:
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void Render();
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void RenderScreenSprites();
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private:
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void RenderNode(void *node);
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void RenderSubsector(subsector_t *sub);
|
||||||
|
void AddLine(seg_t *line, sector_t *frontsector);
|
||||||
|
|
||||||
|
void AddSprite(AActor *thing);
|
||||||
|
void AddWallSprite(AActor *thing);
|
||||||
|
bool IsThingCulled(AActor *thing);
|
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|
void RenderMaskedObjects();
|
||||||
|
|
||||||
|
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);
|
||||||
|
|
||||||
|
ViewPosTransform Transform;
|
||||||
|
RenderClipBuffer Clip;
|
||||||
|
RenderPlanes Planes;
|
||||||
|
std::vector<VisibleSprite> VisibleSprites;
|
||||||
|
std::vector<RenderWall> VisibleMaskedWalls;
|
||||||
|
std::vector<ScreenSprite> ScreenSprites;
|
||||||
|
|
||||||
|
const int BaseXCenter = 160;
|
||||||
|
const int BaseYCenter = 100;
|
||||||
|
};
|
Loading…
Reference in a new issue