- moved the basic methofs of HWDrawInfo to a dedicated file instead of storing them somewhere else.

This commit is contained in:
Christoph Oelckers 2018-06-19 23:52:01 +02:00
parent 54970b60e8
commit 922c3a8d75
4 changed files with 214 additions and 155 deletions

View file

@ -837,6 +837,7 @@ set( FASTMATH_SOURCES
hwrenderer/scene/hw_bsp.cpp
hwrenderer/scene/hw_fakeflat.cpp
hwrenderer/scene/hw_decal.cpp
hwrenderer/scene/hw_drawinfo.cpp
hwrenderer/scene/hw_drawlist.cpp
hwrenderer/scene/hw_clipper.cpp
hwrenderer/scene/hw_flats.cpp

View file

@ -0,0 +1,213 @@
//
//---------------------------------------------------------------------------
//
// Copyright(C) 2000-2018 Christoph Oelckers
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
/*
** gl_drawinfo.cpp
** Basic scene draw info management class
**
*/
#include "a_sharedglobal.h"
#include "r_utility.h"
#include "r_sky.h"
#include "d_player.h"
#include "g_levellocals.h"
#include "hw_fakeflat.h"
#include "hw_drawinfo.h"
#include "hwrenderer/utility/hw_clock.h"
#include "hwrenderer/utility/hw_cvars.h"
sector_t * hw_FakeFlat(sector_t * sec, sector_t * dest, area_t in_area, bool back);
//==========================================================================
//
//
//
//==========================================================================
void HWDrawInfo::ClearBuffers()
{
for(unsigned int i=0;i< otherfloorplanes.Size();i++)
{
gl_subsectorrendernode * node = otherfloorplanes[i];
while (node)
{
gl_subsectorrendernode * n = node;
node = node->next;
delete n;
}
}
otherfloorplanes.Clear();
for(unsigned int i=0;i< otherceilingplanes.Size();i++)
{
gl_subsectorrendernode * node = otherceilingplanes[i];
while (node)
{
gl_subsectorrendernode * n = node;
node = node->next;
delete n;
}
}
otherceilingplanes.Clear();
// clear all the lists that might not have been cleared already
MissingUpperTextures.Clear();
MissingLowerTextures.Clear();
MissingUpperSegs.Clear();
MissingLowerSegs.Clear();
SubsectorHacks.Clear();
CeilingStacks.Clear();
FloorStacks.Clear();
HandledSubsectors.Clear();
spriteindex = 0;
CurrentMapSections.Resize(level.NumMapSections);
CurrentMapSections.Zero();
sectorrenderflags.Resize(level.sectors.Size());
ss_renderflags.Resize(level.subsectors.Size());
no_renderflags.Resize(level.subsectors.Size());
memset(&sectorrenderflags[0], 0, level.sectors.Size() * sizeof(sectorrenderflags[0]));
memset(&ss_renderflags[0], 0, level.subsectors.Size() * sizeof(ss_renderflags[0]));
memset(&no_renderflags[0], 0, level.nodes.Size() * sizeof(no_renderflags[0]));
mClipPortal = nullptr;
}
//==========================================================================
//
//
//
//==========================================================================
void HWDrawInfo::UpdateCurrentMapSection()
{
const int mapsection = R_PointInSubsector(Viewpoint.Pos)->mapsection;
CurrentMapSections.Set(mapsection);
}
//-----------------------------------------------------------------------------
//
// Sets the area the camera is in
//
//-----------------------------------------------------------------------------
void HWDrawInfo::SetViewArea()
{
auto &vp = Viewpoint;
// The render_sector is better suited to represent the current position in GL
vp.sector = R_PointInSubsector(vp.Pos)->render_sector;
// Get the heightsec state from the render sector, not the current one!
if (vp.sector->GetHeightSec())
{
in_area = vp.Pos.Z <= vp.sector->heightsec->floorplane.ZatPoint(vp.Pos) ? area_below :
(vp.Pos.Z > vp.sector->heightsec->ceilingplane.ZatPoint(vp.Pos) &&
!(vp.sector->heightsec->MoreFlags&SECMF_FAKEFLOORONLY)) ? area_above : area_normal;
}
else
{
in_area = level.HasHeightSecs ? area_default : area_normal; // depends on exposed lower sectors, if map contains heightsecs.
}
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
int HWDrawInfo::SetFullbrightFlags(player_t *player)
{
FullbrightFlags = 0;
// check for special colormaps
player_t * cplayer = player? player->camera->player : nullptr;
if (cplayer)
{
int cm = CM_DEFAULT;
if (cplayer->extralight == INT_MIN)
{
cm = CM_FIRSTSPECIALCOLORMAP + INVERSECOLORMAP;
Viewpoint.extralight = 0;
FullbrightFlags = Fullbright;
// This does never set stealth vision.
}
else if (cplayer->fixedcolormap != NOFIXEDCOLORMAP)
{
cm = CM_FIRSTSPECIALCOLORMAP + cplayer->fixedcolormap;
FullbrightFlags = Fullbright;
if (gl_enhanced_nv_stealth > 2) FullbrightFlags |= StealthVision;
}
else if (cplayer->fixedlightlevel != -1)
{
auto torchtype = PClass::FindActor(NAME_PowerTorch);
auto litetype = PClass::FindActor(NAME_PowerLightAmp);
for (AInventory * in = cplayer->mo->Inventory; in; in = in->Inventory)
{
//PalEntry color = in->CallGetBlend();
// Need special handling for light amplifiers
if (in->IsKindOf(torchtype))
{
FullbrightFlags = Fullbright;
if (gl_enhanced_nv_stealth > 1) FullbrightFlags |= StealthVision;
}
else if (in->IsKindOf(litetype))
{
FullbrightFlags = Fullbright;
if (gl_enhanced_nightvision) FullbrightFlags |= Nightvision;
if (gl_enhanced_nv_stealth > 0) FullbrightFlags |= StealthVision;
}
}
}
return cm;
}
else
{
return CM_DEFAULT;
}
}
//-----------------------------------------------------------------------------
//
// R_FrustumAngle
//
//-----------------------------------------------------------------------------
angle_t HWDrawInfo::FrustumAngle()
{
float tilt = fabs(Viewpoint.HWAngles.Pitch.Degrees);
// If the pitch is larger than this you can look all around at a FOV of 90°
if (tilt > 46.0f) return 0xffffffff;
// ok, this is a gross hack that barely works...
// but at least it doesn't overestimate too much...
double floatangle = 2.0 + (45.0 + ((tilt / 1.9)))*Viewpoint.FieldOfView.Degrees*48.0 / AspectMultiplier(r_viewwindow.WidescreenRatio) / 90.0;
angle_t a1 = DAngle(floatangle).BAMs();
if (a1 >= ANGLE_180) return 0xffffffff;
return a1;
}

View file

@ -386,101 +386,3 @@ sector_t * hw_FakeFlat(sector_t * sec, sector_t * dest, area_t in_area, bool bac
}
return dest;
}
//-----------------------------------------------------------------------------
//
// Sets the area the camera is in
//
//-----------------------------------------------------------------------------
void HWDrawInfo::SetViewArea()
{
auto &vp = Viewpoint;
// The render_sector is better suited to represent the current position in GL
vp.sector = R_PointInSubsector(vp.Pos)->render_sector;
// Get the heightsec state from the render sector, not the current one!
if (vp.sector->GetHeightSec())
{
in_area = vp.Pos.Z <= vp.sector->heightsec->floorplane.ZatPoint(vp.Pos) ? area_below :
(vp.Pos.Z > vp.sector->heightsec->ceilingplane.ZatPoint(vp.Pos) &&
!(vp.sector->heightsec->MoreFlags&SECMF_FAKEFLOORONLY)) ? area_above : area_normal;
}
else
{
in_area = level.HasHeightSecs ? area_default : area_normal; // depends on exposed lower sectors, if map contains heightsecs.
}
}
int HWDrawInfo::SetFullbrightFlags(player_t *player)
{
FullbrightFlags = 0;
// check for special colormaps
player_t * cplayer = player? player->camera->player : nullptr;
if (cplayer)
{
int cm = CM_DEFAULT;
if (cplayer->extralight == INT_MIN)
{
cm = CM_FIRSTSPECIALCOLORMAP + INVERSECOLORMAP;
Viewpoint.extralight = 0;
FullbrightFlags = Fullbright;
// This does never set stealth vision.
}
else if (cplayer->fixedcolormap != NOFIXEDCOLORMAP)
{
cm = CM_FIRSTSPECIALCOLORMAP + cplayer->fixedcolormap;
FullbrightFlags = Fullbright;
if (gl_enhanced_nv_stealth > 2) FullbrightFlags |= StealthVision;
}
else if (cplayer->fixedlightlevel != -1)
{
auto torchtype = PClass::FindActor(NAME_PowerTorch);
auto litetype = PClass::FindActor(NAME_PowerLightAmp);
for (AInventory * in = cplayer->mo->Inventory; in; in = in->Inventory)
{
//PalEntry color = in->CallGetBlend();
// Need special handling for light amplifiers
if (in->IsKindOf(torchtype))
{
FullbrightFlags = Fullbright;
if (gl_enhanced_nv_stealth > 1) FullbrightFlags |= StealthVision;
}
else if (in->IsKindOf(litetype))
{
FullbrightFlags = Fullbright;
if (gl_enhanced_nightvision) FullbrightFlags |= Nightvision;
if (gl_enhanced_nv_stealth > 0) FullbrightFlags |= StealthVision;
}
}
}
return cm;
}
else
{
return CM_DEFAULT;
}
}
//-----------------------------------------------------------------------------
//
// R_FrustumAngle
//
//-----------------------------------------------------------------------------
angle_t HWDrawInfo::FrustumAngle()
{
float tilt = fabs(Viewpoint.HWAngles.Pitch.Degrees);
// If the pitch is larger than this you can look all around at a FOV of 90°
if (tilt > 46.0f) return 0xffffffff;
// ok, this is a gross hack that barely works...
// but at least it doesn't overestimate too much...
double floatangle = 2.0 + (45.0 + ((tilt / 1.9)))*Viewpoint.FieldOfView.Degrees*48.0 / AspectMultiplier(r_viewwindow.WidescreenRatio) / 90.0;
angle_t a1 = DAngle(floatangle).BAMs();
if (a1 >= ANGLE_180) return 0xffffffff;
return a1;
}

View file

@ -35,63 +35,6 @@
sector_t * hw_FakeFlat(sector_t * sec, sector_t * dest, area_t in_area, bool back);
void HWDrawInfo::ClearBuffers()
{
for(unsigned int i=0;i< otherfloorplanes.Size();i++)
{
gl_subsectorrendernode * node = otherfloorplanes[i];
while (node)
{
gl_subsectorrendernode * n = node;
node = node->next;
delete n;
}
}
otherfloorplanes.Clear();
for(unsigned int i=0;i< otherceilingplanes.Size();i++)
{
gl_subsectorrendernode * node = otherceilingplanes[i];
while (node)
{
gl_subsectorrendernode * n = node;
node = node->next;
delete n;
}
}
otherceilingplanes.Clear();
// clear all the lists that might not have been cleared already
MissingUpperTextures.Clear();
MissingLowerTextures.Clear();
MissingUpperSegs.Clear();
MissingLowerSegs.Clear();
SubsectorHacks.Clear();
CeilingStacks.Clear();
FloorStacks.Clear();
HandledSubsectors.Clear();
spriteindex = 0;
CurrentMapSections.Resize(level.NumMapSections);
CurrentMapSections.Zero();
sectorrenderflags.Resize(level.sectors.Size());
ss_renderflags.Resize(level.subsectors.Size());
no_renderflags.Resize(level.subsectors.Size());
memset(&sectorrenderflags[0], 0, level.sectors.Size() * sizeof(sectorrenderflags[0]));
memset(&ss_renderflags[0], 0, level.subsectors.Size() * sizeof(ss_renderflags[0]));
memset(&no_renderflags[0], 0, level.nodes.Size() * sizeof(no_renderflags[0]));
mClipPortal = nullptr;
}
void HWDrawInfo::UpdateCurrentMapSection()
{
const int mapsection = R_PointInSubsector(Viewpoint.Pos)->mapsection;
CurrentMapSections.Set(mapsection);
}
//==========================================================================
//
// Adds a subsector plane to a sector's render list