mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-25 13:41:05 +00:00
- GLDrawList moved to hwrenderer/.
This commit is contained in:
parent
77b301612a
commit
9350eee0c0
6 changed files with 972 additions and 927 deletions
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@ -829,6 +829,7 @@ set( FASTMATH_SOURCES
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hwrenderer/dynlights/hw_dynlightdata.cpp
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hwrenderer/scene/hw_fakeflat.cpp
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hwrenderer/scene/hw_decal.cpp
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hwrenderer/scene/hw_drawlist.cpp
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hwrenderer/scene/hw_clipper.cpp
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hwrenderer/scene/hw_flats.cpp
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hwrenderer/scene/hw_renderhacks.cpp
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@ -45,824 +45,12 @@
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FDrawInfo * gl_drawinfo;
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FDrawInfoList di_list;
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static FMemArena RenderDataAllocator(1024*1024); // Use large blocks to reduce allocation time.
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void ResetAllocator()
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{
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RenderDataAllocator.FreeAll();
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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class StaticSortNodeArray : public TDeletingArray<SortNode*>
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{
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unsigned usecount;
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public:
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unsigned Size() { return usecount; }
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void Clear() { usecount=0; }
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void Release(int start) { usecount=start; }
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SortNode * GetNew();
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};
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SortNode * StaticSortNodeArray::GetNew()
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{
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if (usecount==TArray<SortNode*>::Size())
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{
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Push(new SortNode);
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}
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return operator[](usecount++);
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}
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static StaticSortNodeArray SortNodes;
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void GLDrawList::Reset()
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{
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if (sorted) SortNodes.Release(SortNodeStart);
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sorted=NULL;
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walls.Clear();
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flats.Clear();
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sprites.Clear();
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drawitems.Clear();
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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inline void SortNode::UnlinkFromChain()
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{
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if (parent) parent->next=next;
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if (next) next->parent=parent;
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parent=next=NULL;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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inline void SortNode::Link(SortNode * hook)
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{
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if (hook)
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{
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parent=hook->parent;
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hook->parent=this;
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}
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next=hook;
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if (parent) parent->next=this;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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inline void SortNode::AddToEqual(SortNode *child)
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{
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child->UnlinkFromChain();
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child->equal=equal;
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equal=child;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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inline void SortNode::AddToLeft(SortNode * child)
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{
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child->UnlinkFromChain();
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child->Link(left);
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left=child;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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inline void SortNode::AddToRight(SortNode * child)
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{
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child->UnlinkFromChain();
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child->Link(right);
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right=child;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void GLDrawList::MakeSortList()
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{
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SortNode * p, * n, * c;
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unsigned i;
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SortNodeStart=SortNodes.Size();
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p=NULL;
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n=SortNodes.GetNew();
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for(i=0;i<drawitems.Size();i++)
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{
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n->itemindex=(int)i;
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n->left=n->equal=n->right=NULL;
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n->parent=p;
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p=n;
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if (i!=drawitems.Size()-1)
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{
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c=SortNodes.GetNew();
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n->next=c;
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n=c;
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}
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else
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{
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n->next=NULL;
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}
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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SortNode * GLDrawList::FindSortPlane(SortNode * head)
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{
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while (head->next && drawitems[head->itemindex].rendertype!=GLDIT_FLAT)
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head=head->next;
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if (drawitems[head->itemindex].rendertype==GLDIT_FLAT) return head;
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return NULL;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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SortNode * GLDrawList::FindSortWall(SortNode * head)
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{
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float farthest = -FLT_MAX;
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float nearest = FLT_MAX;
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SortNode * best = NULL;
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SortNode * node = head;
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float bestdist = FLT_MAX;
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while (node)
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{
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GLDrawItem * it = &drawitems[node->itemindex];
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if (it->rendertype == GLDIT_WALL)
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{
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float d = walls[it->index]->ViewDistance;
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if (d > farthest) farthest = d;
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if (d < nearest) nearest = d;
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}
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node = node->next;
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}
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if (farthest == INT_MIN) return NULL;
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node = head;
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farthest = (farthest + nearest) / 2;
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while (node)
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{
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GLDrawItem * it = &drawitems[node->itemindex];
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if (it->rendertype == GLDIT_WALL)
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{
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float di = fabsf(walls[it->index]->ViewDistance - farthest);
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if (!best || di < bestdist)
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{
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best = node;
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bestdist = di;
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}
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}
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node = node->next;
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}
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return best;
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}
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//==========================================================================
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//
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// Note: sloped planes are a huge problem...
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//
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//==========================================================================
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void GLDrawList::SortPlaneIntoPlane(SortNode * head,SortNode * sort)
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{
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GLFlat * fh= flats[drawitems[head->itemindex].index];
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GLFlat * fs= flats[drawitems[sort->itemindex].index];
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if (fh->z==fs->z)
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head->AddToEqual(sort);
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else if ( (fh->z<fs->z && fh->ceiling) || (fh->z>fs->z && !fh->ceiling))
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head->AddToLeft(sort);
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else
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head->AddToRight(sort);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void GLDrawList::SortWallIntoPlane(SortNode * head, SortNode * sort)
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{
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GLFlat * fh = flats[drawitems[head->itemindex].index];
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GLWall * ws = walls[drawitems[sort->itemindex].index];
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bool ceiling = fh->z > r_viewpoint.Pos.Z;
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if ((ws->ztop[0] > fh->z || ws->ztop[1] > fh->z) && (ws->zbottom[0] < fh->z || ws->zbottom[1] < fh->z))
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{
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// We have to split this wall!
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GLWall *w = NewWall();
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*w = *ws;
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// Splitting is done in the shader with clip planes, if available
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if (gl.flags & RFL_NO_CLIP_PLANES)
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{
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ws->vertcount = 0; // invalidate current vertices.
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float newtexv = ws->tcs[GLWall::UPLFT].v + ((ws->tcs[GLWall::LOLFT].v - ws->tcs[GLWall::UPLFT].v) / (ws->zbottom[0] - ws->ztop[0])) * (fh->z - ws->ztop[0]);
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// I make the very big assumption here that translucent walls in sloped sectors
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// and 3D-floors never coexist in the same level. If that were the case this
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// code would become extremely more complicated.
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if (!ceiling)
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{
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ws->ztop[1] = w->zbottom[1] = ws->ztop[0] = w->zbottom[0] = fh->z;
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ws->tcs[GLWall::UPRGT].v = w->tcs[GLWall::LORGT].v = ws->tcs[GLWall::UPLFT].v = w->tcs[GLWall::LOLFT].v = newtexv;
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}
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else
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{
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w->ztop[1] = ws->zbottom[1] = w->ztop[0] = ws->zbottom[0] = fh->z;
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w->tcs[GLWall::UPLFT].v = ws->tcs[GLWall::LOLFT].v = w->tcs[GLWall::UPRGT].v = ws->tcs[GLWall::LORGT].v = newtexv;
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}
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}
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SortNode * sort2 = SortNodes.GetNew();
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memset(sort2, 0, sizeof(SortNode));
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sort2->itemindex = drawitems.Size() - 1;
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head->AddToLeft(sort);
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head->AddToRight(sort2);
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}
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else if ((ws->zbottom[0] < fh->z && !ceiling) || (ws->ztop[0] > fh->z && ceiling)) // completely on the left side
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{
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head->AddToLeft(sort);
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}
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else
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{
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head->AddToRight(sort);
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void GLDrawList::SortSpriteIntoPlane(SortNode * head, SortNode * sort)
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{
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GLFlat * fh = flats[drawitems[head->itemindex].index];
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GLSprite * ss = sprites[drawitems[sort->itemindex].index];
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bool ceiling = fh->z > r_viewpoint.Pos.Z;
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auto hiz = ss->z1 > ss->z2 ? ss->z1 : ss->z2;
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auto loz = ss->z1 < ss->z2 ? ss->z1 : ss->z2;
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if ((hiz > fh->z && loz < fh->z) || ss->modelframe)
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{
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// We have to split this sprite
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GLSprite *s = NewSprite();
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*s = *ss;
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// Splitting is done in the shader with clip planes, if available.
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// The fallback here only really works for non-y-billboarded sprites.
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if (screen->hwcaps & RFL_NO_CLIP_PLANES)
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{
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float newtexv = ss->vt + ((ss->vb - ss->vt) / (ss->z2 - ss->z1))*(fh->z - ss->z1);
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if (!ceiling)
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{
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ss->z1 = s->z2 = fh->z;
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ss->vt = s->vb = newtexv;
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}
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else
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{
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s->z1 = ss->z2 = fh->z;
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s->vt = ss->vb = newtexv;
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}
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}
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SortNode * sort2 = SortNodes.GetNew();
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memset(sort2, 0, sizeof(SortNode));
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sort2->itemindex = drawitems.Size() - 1;
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head->AddToLeft(sort);
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head->AddToRight(sort2);
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}
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else if ((ss->z2<fh->z && !ceiling) || (ss->z1>fh->z && ceiling)) // completely on the left side
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{
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head->AddToLeft(sort);
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}
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else
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{
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head->AddToRight(sort);
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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#define MIN_EQ (0.0005f)
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// Lines start-end and fdiv must intersect.
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inline double CalcIntersectionVertex(GLWall *w1, GLWall * w2)
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{
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float ax = w1->glseg.x1, ay = w1->glseg.y1;
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float bx = w1->glseg.x2, by = w1->glseg.y2;
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float cx = w2->glseg.x1, cy = w2->glseg.y1;
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float dx = w2->glseg.x2, dy = w2->glseg.y2;
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return ((ay - cy)*(dx - cx) - (ax - cx)*(dy - cy)) / ((bx - ax)*(dy - cy) - (by - ay)*(dx - cx));
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}
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void GLDrawList::SortWallIntoWall(SortNode * head,SortNode * sort)
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{
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GLWall * wh= walls[drawitems[head->itemindex].index];
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GLWall * ws= walls[drawitems[sort->itemindex].index];
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float v1=wh->PointOnSide(ws->glseg.x1,ws->glseg.y1);
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float v2=wh->PointOnSide(ws->glseg.x2,ws->glseg.y2);
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if (fabs(v1)<MIN_EQ && fabs(v2)<MIN_EQ)
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{
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if (ws->type==RENDERWALL_FOGBOUNDARY && wh->type!=RENDERWALL_FOGBOUNDARY)
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{
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head->AddToRight(sort);
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}
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else if (ws->type!=RENDERWALL_FOGBOUNDARY && wh->type==RENDERWALL_FOGBOUNDARY)
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{
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head->AddToLeft(sort);
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}
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else
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{
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head->AddToEqual(sort);
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}
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}
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else if (v1<MIN_EQ && v2<MIN_EQ)
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{
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head->AddToLeft(sort);
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}
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else if (v1>-MIN_EQ && v2>-MIN_EQ)
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{
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head->AddToRight(sort);
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}
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else
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{
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double r = CalcIntersectionVertex(ws, wh);
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float ix=(float)(ws->glseg.x1+r*(ws->glseg.x2-ws->glseg.x1));
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float iy=(float)(ws->glseg.y1+r*(ws->glseg.y2-ws->glseg.y1));
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float iu=(float)(ws->tcs[GLWall::UPLFT].u + r * (ws->tcs[GLWall::UPRGT].u - ws->tcs[GLWall::UPLFT].u));
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float izt=(float)(ws->ztop[0]+r*(ws->ztop[1]-ws->ztop[0]));
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float izb=(float)(ws->zbottom[0]+r*(ws->zbottom[1]-ws->zbottom[0]));
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ws->vertcount = 0; // invalidate current vertices.
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GLWall *w= NewWall();
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*w = *ws;
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w->glseg.x1=ws->glseg.x2=ix;
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w->glseg.y1=ws->glseg.y2=iy;
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w->glseg.fracleft = ws->glseg.fracright = ws->glseg.fracleft + r*(ws->glseg.fracright - ws->glseg.fracleft);
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w->ztop[0]=ws->ztop[1]=izt;
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w->zbottom[0]=ws->zbottom[1]=izb;
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w->tcs[GLWall::LOLFT].u = w->tcs[GLWall::UPLFT].u = ws->tcs[GLWall::LORGT].u = ws->tcs[GLWall::UPRGT].u = iu;
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ws->MakeVertices(gl_drawinfo, false);
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w->MakeVertices(gl_drawinfo, false);
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SortNode * sort2=SortNodes.GetNew();
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memset(sort2,0,sizeof(SortNode));
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sort2->itemindex=drawitems.Size()-1;
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if (v1>0)
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{
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head->AddToLeft(sort2);
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head->AddToRight(sort);
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}
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else
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{
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head->AddToLeft(sort);
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head->AddToRight(sort2);
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}
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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EXTERN_CVAR(Int, gl_billboard_mode)
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EXTERN_CVAR(Bool, gl_billboard_faces_camera)
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EXTERN_CVAR(Bool, gl_billboard_particles)
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inline double CalcIntersectionVertex(GLSprite *s, GLWall * w2)
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{
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float ax = s->x1, ay = s->y1;
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float bx = s->x2, by = s->y2;
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float cx = w2->glseg.x1, cy = w2->glseg.y1;
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float dx = w2->glseg.x2, dy = w2->glseg.y2;
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return ((ay - cy)*(dx - cx) - (ax - cx)*(dy - cy)) / ((bx - ax)*(dy - cy) - (by - ay)*(dx - cx));
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}
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void GLDrawList::SortSpriteIntoWall(SortNode * head,SortNode * sort)
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{
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GLWall *wh= walls[drawitems[head->itemindex].index];
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GLSprite * ss= sprites[drawitems[sort->itemindex].index];
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float v1 = wh->PointOnSide(ss->x1, ss->y1);
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float v2 = wh->PointOnSide(ss->x2, ss->y2);
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if (fabs(v1)<MIN_EQ && fabs(v2)<MIN_EQ)
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{
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if (wh->type==RENDERWALL_FOGBOUNDARY)
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{
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head->AddToLeft(sort);
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}
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else
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{
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head->AddToEqual(sort);
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}
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}
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else if (v1<MIN_EQ && v2<MIN_EQ)
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{
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head->AddToLeft(sort);
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}
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else if (v1>-MIN_EQ && v2>-MIN_EQ)
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{
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head->AddToRight(sort);
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}
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else
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{
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const bool drawWithXYBillboard = ((ss->particle && gl_billboard_particles) || (!(ss->actor && ss->actor->renderflags & RF_FORCEYBILLBOARD)
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&& (gl_billboard_mode == 1 || (ss->actor && ss->actor->renderflags & RF_FORCEXYBILLBOARD))));
|
||||
|
||||
const bool drawBillboardFacingCamera = gl_billboard_faces_camera;
|
||||
// [Nash] has +ROLLSPRITE
|
||||
const bool rotated = (ss->actor != nullptr && ss->actor->renderflags & (RF_ROLLSPRITE | RF_WALLSPRITE | RF_FLATSPRITE));
|
||||
|
||||
// cannot sort them at the moment. This requires more complex splitting.
|
||||
if (drawWithXYBillboard || drawBillboardFacingCamera || rotated)
|
||||
{
|
||||
float v1 = wh->PointOnSide(ss->x, ss->y);
|
||||
if (v1 < 0)
|
||||
{
|
||||
head->AddToLeft(sort);
|
||||
}
|
||||
else
|
||||
{
|
||||
head->AddToRight(sort);
|
||||
}
|
||||
return;
|
||||
}
|
||||
double r=CalcIntersectionVertex(ss, wh);
|
||||
|
||||
float ix=(float)(ss->x1 + r * (ss->x2-ss->x1));
|
||||
float iy=(float)(ss->y1 + r * (ss->y2-ss->y1));
|
||||
float iu=(float)(ss->ul + r * (ss->ur-ss->ul));
|
||||
|
||||
GLSprite *s = NewSprite();
|
||||
*s = *ss;
|
||||
|
||||
s->x1=ss->x2=ix;
|
||||
s->y1=ss->y2=iy;
|
||||
s->ul=ss->ur=iu;
|
||||
|
||||
SortNode * sort2=SortNodes.GetNew();
|
||||
memset(sort2,0,sizeof(SortNode));
|
||||
sort2->itemindex=drawitems.Size()-1;
|
||||
|
||||
if (v1>0)
|
||||
{
|
||||
head->AddToLeft(sort2);
|
||||
head->AddToRight(sort);
|
||||
}
|
||||
else
|
||||
{
|
||||
head->AddToLeft(sort);
|
||||
head->AddToRight(sort2);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
inline int GLDrawList::CompareSprites(SortNode * a,SortNode * b)
|
||||
{
|
||||
GLSprite * s1= sprites[drawitems[a->itemindex].index];
|
||||
GLSprite * s2= sprites[drawitems[b->itemindex].index];
|
||||
|
||||
int res = s1->depth - s2->depth;
|
||||
|
||||
if (res != 0) return -res;
|
||||
else return (i_compatflags & COMPATF_SPRITESORT)? s1->index-s2->index : s2->index-s1->index;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
SortNode * GLDrawList::SortSpriteList(SortNode * head)
|
||||
{
|
||||
SortNode * n;
|
||||
int count;
|
||||
unsigned i;
|
||||
|
||||
static TArray<SortNode*> sortspritelist;
|
||||
|
||||
SortNode * parent=head->parent;
|
||||
|
||||
sortspritelist.Clear();
|
||||
for(count=0,n=head;n;n=n->next) sortspritelist.Push(n);
|
||||
std::stable_sort(sortspritelist.begin(), sortspritelist.end(), [=](SortNode *a, SortNode *b)
|
||||
{
|
||||
return CompareSprites(a, b) < 0;
|
||||
});
|
||||
|
||||
for(i=0;i<sortspritelist.Size();i++)
|
||||
{
|
||||
sortspritelist[i]->next=NULL;
|
||||
if (parent) parent->equal=sortspritelist[i];
|
||||
parent=sortspritelist[i];
|
||||
}
|
||||
return sortspritelist[0];
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
SortNode * GLDrawList::DoSort(SortNode * head)
|
||||
{
|
||||
SortNode * node, * sn, * next;
|
||||
|
||||
sn=FindSortPlane(head);
|
||||
if (sn)
|
||||
{
|
||||
if (sn==head) head=head->next;
|
||||
sn->UnlinkFromChain();
|
||||
node=head;
|
||||
head=sn;
|
||||
while (node)
|
||||
{
|
||||
next=node->next;
|
||||
switch(drawitems[node->itemindex].rendertype)
|
||||
{
|
||||
case GLDIT_FLAT:
|
||||
SortPlaneIntoPlane(head,node);
|
||||
break;
|
||||
|
||||
case GLDIT_WALL:
|
||||
SortWallIntoPlane(head,node);
|
||||
break;
|
||||
|
||||
case GLDIT_SPRITE:
|
||||
SortSpriteIntoPlane(head,node);
|
||||
break;
|
||||
}
|
||||
node=next;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
sn=FindSortWall(head);
|
||||
if (sn)
|
||||
{
|
||||
if (sn==head) head=head->next;
|
||||
sn->UnlinkFromChain();
|
||||
node=head;
|
||||
head=sn;
|
||||
while (node)
|
||||
{
|
||||
next=node->next;
|
||||
switch(drawitems[node->itemindex].rendertype)
|
||||
{
|
||||
case GLDIT_WALL:
|
||||
SortWallIntoWall(head,node);
|
||||
break;
|
||||
|
||||
case GLDIT_SPRITE:
|
||||
SortSpriteIntoWall(head,node);
|
||||
break;
|
||||
|
||||
case GLDIT_FLAT: break;
|
||||
}
|
||||
node=next;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
return SortSpriteList(head);
|
||||
}
|
||||
}
|
||||
if (head->left) head->left=DoSort(head->left);
|
||||
if (head->right) head->right=DoSort(head->right);
|
||||
return sn;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
void GLDrawList::Sort()
|
||||
{
|
||||
MakeSortList();
|
||||
sorted = DoSort(SortNodes[SortNodeStart]);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Sorting the drawitems first by texture and then by light level.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void GLDrawList::SortWalls()
|
||||
{
|
||||
if (drawitems.Size() > 1)
|
||||
{
|
||||
std::sort(drawitems.begin(), drawitems.end(), [=](const GLDrawItem &a, const GLDrawItem &b) -> bool
|
||||
{
|
||||
GLWall * w1 = walls[a.index];
|
||||
GLWall * w2 = walls[b.index];
|
||||
|
||||
if (w1->gltexture != w2->gltexture) return w1->gltexture < w2->gltexture;
|
||||
return (w1->flags & 3) < (w2->flags & 3);
|
||||
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
void GLDrawList::SortFlats()
|
||||
{
|
||||
if (drawitems.Size() > 1)
|
||||
{
|
||||
std::sort(drawitems.begin(), drawitems.end(), [=](const GLDrawItem &a, const GLDrawItem &b)
|
||||
{
|
||||
GLFlat * w1 = flats[a.index];
|
||||
GLFlat* w2 = flats[b.index];
|
||||
return w1->gltexture < w2->gltexture;
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
GLWall *GLDrawList::NewWall()
|
||||
{
|
||||
auto wall = (GLWall*)RenderDataAllocator.Alloc(sizeof(GLWall));
|
||||
drawitems.Push(GLDrawItem(GLDIT_WALL, walls.Push(wall)));
|
||||
return wall;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
GLFlat *GLDrawList::NewFlat()
|
||||
{
|
||||
auto flat = (GLFlat*)RenderDataAllocator.Alloc(sizeof(GLFlat));
|
||||
drawitems.Push(GLDrawItem(GLDIT_FLAT,flats.Push(flat)));
|
||||
return flat;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
GLSprite *GLDrawList::NewSprite()
|
||||
{
|
||||
auto sprite = (GLSprite*)RenderDataAllocator.Alloc(sizeof(GLSprite));
|
||||
drawitems.Push(GLDrawItem(GLDIT_SPRITE, sprites.Push(sprite)));
|
||||
return sprite;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
void GLDrawList::DoDraw(HWDrawInfo *di, int pass, int i, bool trans)
|
||||
{
|
||||
switch(drawitems[i].rendertype)
|
||||
{
|
||||
case GLDIT_FLAT:
|
||||
{
|
||||
GLFlat * f= flats[drawitems[i].index];
|
||||
RenderFlat.Clock();
|
||||
di->DrawFlat(f, pass, trans);
|
||||
RenderFlat.Unclock();
|
||||
}
|
||||
break;
|
||||
|
||||
case GLDIT_WALL:
|
||||
{
|
||||
GLWall * w= walls[drawitems[i].index];
|
||||
RenderWall.Clock();
|
||||
di->DrawWall(w, pass);
|
||||
RenderWall.Unclock();
|
||||
}
|
||||
break;
|
||||
|
||||
case GLDIT_SPRITE:
|
||||
{
|
||||
GLSprite * s= sprites[drawitems[i].index];
|
||||
RenderSprite.Clock();
|
||||
gl_drawinfo->DrawSprite(s, pass);
|
||||
RenderSprite.Unclock();
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
void GLDrawList::Draw(HWDrawInfo *di, int pass, bool trans)
|
||||
{
|
||||
for (unsigned i = 0; i < drawitems.Size(); i++)
|
||||
{
|
||||
DoDraw(di, pass, i, trans);
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
void GLDrawList::DrawWalls(HWDrawInfo *di, int pass)
|
||||
{
|
||||
RenderWall.Clock();
|
||||
for (auto &item : drawitems)
|
||||
{
|
||||
di->DrawWall(walls[item.index], pass);
|
||||
}
|
||||
RenderWall.Unclock();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
void GLDrawList::DrawFlats(HWDrawInfo *di, int pass)
|
||||
{
|
||||
RenderFlat.Clock();
|
||||
for (unsigned i = 0; i<drawitems.Size(); i++)
|
||||
{
|
||||
di->DrawFlat(flats[drawitems[i].index], pass, false);
|
||||
}
|
||||
RenderFlat.Unclock();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
void FDrawInfo::DoDrawSorted(GLDrawList *dl, SortNode * head)
|
||||
void FDrawInfo::DoDrawSorted(HWDrawList *dl, SortNode * head)
|
||||
{
|
||||
float clipsplit[2];
|
||||
int relation = 0;
|
||||
|
@ -924,13 +112,13 @@ void FDrawInfo::DoDrawSorted(GLDrawList *dl, SortNode * head)
|
|||
//==========================================================================
|
||||
void FDrawInfo::DrawSorted(int listindex)
|
||||
{
|
||||
GLDrawList *dl = &drawlists[listindex];
|
||||
HWDrawList *dl = &drawlists[listindex];
|
||||
if (dl->drawitems.Size()==0) return;
|
||||
|
||||
if (!dl->sorted)
|
||||
{
|
||||
GLRenderer->mVBO->Map();
|
||||
dl->Sort();
|
||||
dl->Sort(this);
|
||||
GLRenderer->mVBO->Unmap();
|
||||
}
|
||||
gl_RenderState.ClearClipSplit();
|
||||
|
@ -985,7 +173,7 @@ FDrawInfo::FDrawInfo()
|
|||
next = NULL;
|
||||
if (gl.legacyMode)
|
||||
{
|
||||
dldrawlists = new GLDrawList[GLLDL_TYPES];
|
||||
dldrawlists = new HWDrawList[GLLDL_TYPES];
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1049,7 +237,7 @@ void FDrawInfo::EndDrawInfo()
|
|||
gl_drawinfo=di->next;
|
||||
di_list.Release(di);
|
||||
if (gl_drawinfo == nullptr)
|
||||
ResetAllocator();
|
||||
ResetRenderDataAllocator();
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
#ifndef __GL_DRAWINFO_H
|
||||
#define __GL_DRAWINFO_H
|
||||
|
||||
#include "hwrenderer/scene/hw_drawinfo.h"
|
||||
#include "hwrenderer/scene/hw_drawlist.h"
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning(disable:4244)
|
||||
|
@ -9,13 +9,6 @@
|
|||
|
||||
class GLSceneDrawer;
|
||||
|
||||
enum GLDrawItemType
|
||||
{
|
||||
GLDIT_WALL,
|
||||
GLDIT_FLAT,
|
||||
GLDIT_SPRITE,
|
||||
};
|
||||
|
||||
enum DrawListType
|
||||
{
|
||||
GLDL_PLAINWALLS,
|
||||
|
@ -69,112 +62,14 @@ enum Drawpasses
|
|||
|
||||
};
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Intermediate struct to link one draw item into a draw list
|
||||
//
|
||||
// unfortunately this struct must not contain pointers because
|
||||
// the arrays may be reallocated!
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
struct GLDrawItem
|
||||
{
|
||||
GLDrawItemType rendertype;
|
||||
int index;
|
||||
|
||||
GLDrawItem(GLDrawItemType _rendertype,int _index) : rendertype(_rendertype),index(_index) {}
|
||||
};
|
||||
|
||||
struct SortNode
|
||||
{
|
||||
int itemindex;
|
||||
SortNode * parent;
|
||||
SortNode * next; // unsorted successor
|
||||
SortNode * left; // left side of this node
|
||||
SortNode * equal; // equal to this node
|
||||
SortNode * right; // right side of this node
|
||||
|
||||
|
||||
void UnlinkFromChain();
|
||||
void Link(SortNode * hook);
|
||||
void AddToEqual(SortNode * newnode);
|
||||
void AddToLeft (SortNode * newnode);
|
||||
void AddToRight(SortNode * newnode);
|
||||
};
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// One draw list. This contains all info for one type of rendering data
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
struct GLDrawList
|
||||
{
|
||||
//private:
|
||||
TArray<GLWall*> walls;
|
||||
TArray<GLFlat*> flats;
|
||||
TArray<GLSprite*> sprites;
|
||||
TArray<GLDrawItem> drawitems;
|
||||
int SortNodeStart;
|
||||
SortNode * sorted;
|
||||
|
||||
public:
|
||||
GLDrawList()
|
||||
{
|
||||
next=NULL;
|
||||
SortNodeStart=-1;
|
||||
sorted=NULL;
|
||||
}
|
||||
|
||||
~GLDrawList()
|
||||
{
|
||||
Reset();
|
||||
}
|
||||
|
||||
unsigned int Size()
|
||||
{
|
||||
return drawitems.Size();
|
||||
}
|
||||
|
||||
GLWall *NewWall();
|
||||
GLFlat *NewFlat();
|
||||
GLSprite *NewSprite();
|
||||
void Reset();
|
||||
void SortWalls();
|
||||
void SortFlats();
|
||||
|
||||
|
||||
void MakeSortList();
|
||||
SortNode * FindSortPlane(SortNode * head);
|
||||
SortNode * FindSortWall(SortNode * head);
|
||||
void SortPlaneIntoPlane(SortNode * head,SortNode * sort);
|
||||
void SortWallIntoPlane(SortNode * head,SortNode * sort);
|
||||
void SortSpriteIntoPlane(SortNode * head,SortNode * sort);
|
||||
void SortWallIntoWall(SortNode * head,SortNode * sort);
|
||||
void SortSpriteIntoWall(SortNode * head,SortNode * sort);
|
||||
int CompareSprites(SortNode * a,SortNode * b);
|
||||
SortNode * SortSpriteList(SortNode * head);
|
||||
SortNode * DoSort(SortNode * head);
|
||||
void Sort();
|
||||
|
||||
void DoDraw(HWDrawInfo *di, int pass, int index, bool trans);
|
||||
void Draw(HWDrawInfo *di, int pass, bool trans = false);
|
||||
void DrawWalls(HWDrawInfo *di, int pass);
|
||||
void DrawFlats(HWDrawInfo *di, int pass);
|
||||
|
||||
GLDrawList * next;
|
||||
} ;
|
||||
|
||||
|
||||
struct FDrawInfo : public HWDrawInfo
|
||||
{
|
||||
GLSceneDrawer *mDrawer;
|
||||
|
||||
FDrawInfo * next;
|
||||
GLDrawList drawlists[GLDL_TYPES];
|
||||
HWDrawList drawlists[GLDL_TYPES];
|
||||
TArray<GLDecal *> decals[2]; // the second slot is for mirrors which get rendered in a separate pass.
|
||||
GLDrawList *dldrawlists = NULL; // only gets allocated when needed.
|
||||
HWDrawList *dldrawlists = NULL; // only gets allocated when needed.
|
||||
|
||||
FDrawInfo();
|
||||
~FDrawInfo();
|
||||
|
@ -227,7 +122,7 @@ struct FDrawInfo : public HWDrawInfo
|
|||
// Sprite drawer
|
||||
void DrawSprite(GLSprite *sprite, int pass);
|
||||
|
||||
void DoDrawSorted(GLDrawList *dl, SortNode * head);
|
||||
void DoDrawSorted(HWDrawList *dl, SortNode * head);
|
||||
void DrawSorted(int listindex);
|
||||
|
||||
// These two may be moved to the API independent part of the renderer later.
|
||||
|
|
848
src/hwrenderer/scene/hw_drawlist.cpp
Normal file
848
src/hwrenderer/scene/hw_drawlist.cpp
Normal file
|
@ -0,0 +1,848 @@
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// Copyright(C) 2002-2016 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/
|
||||
//
|
||||
//--------------------------------------------------------------------------
|
||||
//
|
||||
/*
|
||||
** hw_drawlist.cpp
|
||||
** The main container type for draw items.
|
||||
**
|
||||
*/
|
||||
|
||||
#include "r_sky.h"
|
||||
#include "r_utility.h"
|
||||
#include "doomstat.h"
|
||||
#include "actor.h"
|
||||
#include "g_levellocals.h"
|
||||
#include "hwrenderer/scene/hw_drawstructs.h"
|
||||
#include "hwrenderer/scene/hw_drawlist.h"
|
||||
#include "hwrenderer/utility/hw_clock.h"
|
||||
|
||||
FMemArena RenderDataAllocator(1024*1024); // Use large blocks to reduce allocation time.
|
||||
|
||||
void ResetRenderDataAllocator()
|
||||
{
|
||||
RenderDataAllocator.FreeAll();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
class StaticSortNodeArray : public TDeletingArray<SortNode*>
|
||||
{
|
||||
unsigned usecount;
|
||||
public:
|
||||
unsigned Size() { return usecount; }
|
||||
void Clear() { usecount=0; }
|
||||
void Release(int start) { usecount=start; }
|
||||
SortNode * GetNew();
|
||||
};
|
||||
|
||||
|
||||
SortNode * StaticSortNodeArray::GetNew()
|
||||
{
|
||||
if (usecount==TArray<SortNode*>::Size())
|
||||
{
|
||||
Push(new SortNode);
|
||||
}
|
||||
return operator[](usecount++);
|
||||
}
|
||||
|
||||
|
||||
static StaticSortNodeArray SortNodes;
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
void HWDrawList::Reset()
|
||||
{
|
||||
if (sorted) SortNodes.Release(SortNodeStart);
|
||||
sorted=NULL;
|
||||
walls.Clear();
|
||||
flats.Clear();
|
||||
sprites.Clear();
|
||||
drawitems.Clear();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
inline void SortNode::UnlinkFromChain()
|
||||
{
|
||||
if (parent) parent->next=next;
|
||||
if (next) next->parent=parent;
|
||||
parent=next=NULL;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
inline void SortNode::Link(SortNode * hook)
|
||||
{
|
||||
if (hook)
|
||||
{
|
||||
parent=hook->parent;
|
||||
hook->parent=this;
|
||||
}
|
||||
next=hook;
|
||||
if (parent) parent->next=this;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
inline void SortNode::AddToEqual(SortNode *child)
|
||||
{
|
||||
child->UnlinkFromChain();
|
||||
child->equal=equal;
|
||||
equal=child;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
inline void SortNode::AddToLeft(SortNode * child)
|
||||
{
|
||||
child->UnlinkFromChain();
|
||||
child->Link(left);
|
||||
left=child;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
inline void SortNode::AddToRight(SortNode * child)
|
||||
{
|
||||
child->UnlinkFromChain();
|
||||
child->Link(right);
|
||||
right=child;
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
void HWDrawList::MakeSortList()
|
||||
{
|
||||
SortNode * p, * n, * c;
|
||||
unsigned i;
|
||||
|
||||
SortNodeStart=SortNodes.Size();
|
||||
p=NULL;
|
||||
n=SortNodes.GetNew();
|
||||
for(i=0;i<drawitems.Size();i++)
|
||||
{
|
||||
n->itemindex=(int)i;
|
||||
n->left=n->equal=n->right=NULL;
|
||||
n->parent=p;
|
||||
p=n;
|
||||
if (i!=drawitems.Size()-1)
|
||||
{
|
||||
c=SortNodes.GetNew();
|
||||
n->next=c;
|
||||
n=c;
|
||||
}
|
||||
else
|
||||
{
|
||||
n->next=NULL;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
SortNode * HWDrawList::FindSortPlane(SortNode * head)
|
||||
{
|
||||
while (head->next && drawitems[head->itemindex].rendertype!=GLDIT_FLAT)
|
||||
head=head->next;
|
||||
if (drawitems[head->itemindex].rendertype==GLDIT_FLAT) return head;
|
||||
return NULL;
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
SortNode * HWDrawList::FindSortWall(SortNode * head)
|
||||
{
|
||||
float farthest = -FLT_MAX;
|
||||
float nearest = FLT_MAX;
|
||||
SortNode * best = NULL;
|
||||
SortNode * node = head;
|
||||
float bestdist = FLT_MAX;
|
||||
|
||||
while (node)
|
||||
{
|
||||
GLDrawItem * it = &drawitems[node->itemindex];
|
||||
if (it->rendertype == GLDIT_WALL)
|
||||
{
|
||||
float d = walls[it->index]->ViewDistance;
|
||||
if (d > farthest) farthest = d;
|
||||
if (d < nearest) nearest = d;
|
||||
}
|
||||
node = node->next;
|
||||
}
|
||||
if (farthest == INT_MIN) return NULL;
|
||||
node = head;
|
||||
farthest = (farthest + nearest) / 2;
|
||||
while (node)
|
||||
{
|
||||
GLDrawItem * it = &drawitems[node->itemindex];
|
||||
if (it->rendertype == GLDIT_WALL)
|
||||
{
|
||||
float di = fabsf(walls[it->index]->ViewDistance - farthest);
|
||||
if (!best || di < bestdist)
|
||||
{
|
||||
best = node;
|
||||
bestdist = di;
|
||||
}
|
||||
}
|
||||
node = node->next;
|
||||
}
|
||||
return best;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Note: sloped planes are a huge problem...
|
||||
//
|
||||
//==========================================================================
|
||||
void HWDrawList::SortPlaneIntoPlane(SortNode * head,SortNode * sort)
|
||||
{
|
||||
GLFlat * fh= flats[drawitems[head->itemindex].index];
|
||||
GLFlat * fs= flats[drawitems[sort->itemindex].index];
|
||||
|
||||
if (fh->z==fs->z)
|
||||
head->AddToEqual(sort);
|
||||
else if ( (fh->z<fs->z && fh->ceiling) || (fh->z>fs->z && !fh->ceiling))
|
||||
head->AddToLeft(sort);
|
||||
else
|
||||
head->AddToRight(sort);
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
void HWDrawList::SortWallIntoPlane(SortNode * head, SortNode * sort)
|
||||
{
|
||||
GLFlat * fh = flats[drawitems[head->itemindex].index];
|
||||
GLWall * ws = walls[drawitems[sort->itemindex].index];
|
||||
|
||||
bool ceiling = fh->z > r_viewpoint.Pos.Z;
|
||||
|
||||
if ((ws->ztop[0] > fh->z || ws->ztop[1] > fh->z) && (ws->zbottom[0] < fh->z || ws->zbottom[1] < fh->z))
|
||||
{
|
||||
// We have to split this wall!
|
||||
|
||||
GLWall *w = NewWall();
|
||||
*w = *ws;
|
||||
|
||||
// Splitting is done in the shader with clip planes, if available
|
||||
if (screen->hwcaps & RFL_NO_CLIP_PLANES)
|
||||
{
|
||||
ws->vertcount = 0; // invalidate current vertices.
|
||||
float newtexv = ws->tcs[GLWall::UPLFT].v + ((ws->tcs[GLWall::LOLFT].v - ws->tcs[GLWall::UPLFT].v) / (ws->zbottom[0] - ws->ztop[0])) * (fh->z - ws->ztop[0]);
|
||||
|
||||
// I make the very big assumption here that translucent walls in sloped sectors
|
||||
// and 3D-floors never coexist in the same level. If that were the case this
|
||||
// code would become extremely more complicated.
|
||||
if (!ceiling)
|
||||
{
|
||||
ws->ztop[1] = w->zbottom[1] = ws->ztop[0] = w->zbottom[0] = fh->z;
|
||||
ws->tcs[GLWall::UPRGT].v = w->tcs[GLWall::LORGT].v = ws->tcs[GLWall::UPLFT].v = w->tcs[GLWall::LOLFT].v = newtexv;
|
||||
}
|
||||
else
|
||||
{
|
||||
w->ztop[1] = ws->zbottom[1] = w->ztop[0] = ws->zbottom[0] = fh->z;
|
||||
w->tcs[GLWall::UPLFT].v = ws->tcs[GLWall::LOLFT].v = w->tcs[GLWall::UPRGT].v = ws->tcs[GLWall::LORGT].v = newtexv;
|
||||
}
|
||||
}
|
||||
|
||||
SortNode * sort2 = SortNodes.GetNew();
|
||||
memset(sort2, 0, sizeof(SortNode));
|
||||
sort2->itemindex = drawitems.Size() - 1;
|
||||
|
||||
head->AddToLeft(sort);
|
||||
head->AddToRight(sort2);
|
||||
}
|
||||
else if ((ws->zbottom[0] < fh->z && !ceiling) || (ws->ztop[0] > fh->z && ceiling)) // completely on the left side
|
||||
{
|
||||
head->AddToLeft(sort);
|
||||
}
|
||||
else
|
||||
{
|
||||
head->AddToRight(sort);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
void HWDrawList::SortSpriteIntoPlane(SortNode * head, SortNode * sort)
|
||||
{
|
||||
GLFlat * fh = flats[drawitems[head->itemindex].index];
|
||||
GLSprite * ss = sprites[drawitems[sort->itemindex].index];
|
||||
|
||||
bool ceiling = fh->z > r_viewpoint.Pos.Z;
|
||||
|
||||
auto hiz = ss->z1 > ss->z2 ? ss->z1 : ss->z2;
|
||||
auto loz = ss->z1 < ss->z2 ? ss->z1 : ss->z2;
|
||||
|
||||
if ((hiz > fh->z && loz < fh->z) || ss->modelframe)
|
||||
{
|
||||
// We have to split this sprite
|
||||
GLSprite *s = NewSprite();
|
||||
*s = *ss;
|
||||
|
||||
// Splitting is done in the shader with clip planes, if available.
|
||||
// The fallback here only really works for non-y-billboarded sprites.
|
||||
if (screen->hwcaps & RFL_NO_CLIP_PLANES)
|
||||
{
|
||||
float newtexv = ss->vt + ((ss->vb - ss->vt) / (ss->z2 - ss->z1))*(fh->z - ss->z1);
|
||||
|
||||
if (!ceiling)
|
||||
{
|
||||
ss->z1 = s->z2 = fh->z;
|
||||
ss->vt = s->vb = newtexv;
|
||||
}
|
||||
else
|
||||
{
|
||||
s->z1 = ss->z2 = fh->z;
|
||||
s->vt = ss->vb = newtexv;
|
||||
}
|
||||
}
|
||||
|
||||
SortNode * sort2 = SortNodes.GetNew();
|
||||
memset(sort2, 0, sizeof(SortNode));
|
||||
sort2->itemindex = drawitems.Size() - 1;
|
||||
|
||||
head->AddToLeft(sort);
|
||||
head->AddToRight(sort2);
|
||||
}
|
||||
else if ((ss->z2<fh->z && !ceiling) || (ss->z1>fh->z && ceiling)) // completely on the left side
|
||||
{
|
||||
head->AddToLeft(sort);
|
||||
}
|
||||
else
|
||||
{
|
||||
head->AddToRight(sort);
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
#define MIN_EQ (0.0005f)
|
||||
|
||||
// Lines start-end and fdiv must intersect.
|
||||
inline double CalcIntersectionVertex(GLWall *w1, GLWall * w2)
|
||||
{
|
||||
float ax = w1->glseg.x1, ay = w1->glseg.y1;
|
||||
float bx = w1->glseg.x2, by = w1->glseg.y2;
|
||||
float cx = w2->glseg.x1, cy = w2->glseg.y1;
|
||||
float dx = w2->glseg.x2, dy = w2->glseg.y2;
|
||||
return ((ay - cy)*(dx - cx) - (ax - cx)*(dy - cy)) / ((bx - ax)*(dy - cy) - (by - ay)*(dx - cx));
|
||||
}
|
||||
|
||||
void HWDrawList::SortWallIntoWall(HWDrawInfo *di, SortNode * head,SortNode * sort)
|
||||
{
|
||||
GLWall * wh= walls[drawitems[head->itemindex].index];
|
||||
GLWall * ws= walls[drawitems[sort->itemindex].index];
|
||||
float v1=wh->PointOnSide(ws->glseg.x1,ws->glseg.y1);
|
||||
float v2=wh->PointOnSide(ws->glseg.x2,ws->glseg.y2);
|
||||
|
||||
if (fabs(v1)<MIN_EQ && fabs(v2)<MIN_EQ)
|
||||
{
|
||||
if (ws->type==RENDERWALL_FOGBOUNDARY && wh->type!=RENDERWALL_FOGBOUNDARY)
|
||||
{
|
||||
head->AddToRight(sort);
|
||||
}
|
||||
else if (ws->type!=RENDERWALL_FOGBOUNDARY && wh->type==RENDERWALL_FOGBOUNDARY)
|
||||
{
|
||||
head->AddToLeft(sort);
|
||||
}
|
||||
else
|
||||
{
|
||||
head->AddToEqual(sort);
|
||||
}
|
||||
}
|
||||
else if (v1<MIN_EQ && v2<MIN_EQ)
|
||||
{
|
||||
head->AddToLeft(sort);
|
||||
}
|
||||
else if (v1>-MIN_EQ && v2>-MIN_EQ)
|
||||
{
|
||||
head->AddToRight(sort);
|
||||
}
|
||||
else
|
||||
{
|
||||
double r = CalcIntersectionVertex(ws, wh);
|
||||
|
||||
float ix=(float)(ws->glseg.x1+r*(ws->glseg.x2-ws->glseg.x1));
|
||||
float iy=(float)(ws->glseg.y1+r*(ws->glseg.y2-ws->glseg.y1));
|
||||
float iu=(float)(ws->tcs[GLWall::UPLFT].u + r * (ws->tcs[GLWall::UPRGT].u - ws->tcs[GLWall::UPLFT].u));
|
||||
float izt=(float)(ws->ztop[0]+r*(ws->ztop[1]-ws->ztop[0]));
|
||||
float izb=(float)(ws->zbottom[0]+r*(ws->zbottom[1]-ws->zbottom[0]));
|
||||
|
||||
ws->vertcount = 0; // invalidate current vertices.
|
||||
GLWall *w= NewWall();
|
||||
*w = *ws;
|
||||
|
||||
w->glseg.x1=ws->glseg.x2=ix;
|
||||
w->glseg.y1=ws->glseg.y2=iy;
|
||||
w->glseg.fracleft = ws->glseg.fracright = ws->glseg.fracleft + r*(ws->glseg.fracright - ws->glseg.fracleft);
|
||||
w->ztop[0]=ws->ztop[1]=izt;
|
||||
w->zbottom[0]=ws->zbottom[1]=izb;
|
||||
w->tcs[GLWall::LOLFT].u = w->tcs[GLWall::UPLFT].u = ws->tcs[GLWall::LORGT].u = ws->tcs[GLWall::UPRGT].u = iu;
|
||||
ws->MakeVertices(di, false);
|
||||
w->MakeVertices(di, false);
|
||||
|
||||
SortNode * sort2=SortNodes.GetNew();
|
||||
memset(sort2,0,sizeof(SortNode));
|
||||
sort2->itemindex=drawitems.Size()-1;
|
||||
|
||||
if (v1>0)
|
||||
{
|
||||
head->AddToLeft(sort2);
|
||||
head->AddToRight(sort);
|
||||
}
|
||||
else
|
||||
{
|
||||
head->AddToLeft(sort);
|
||||
head->AddToRight(sort2);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
EXTERN_CVAR(Int, gl_billboard_mode)
|
||||
EXTERN_CVAR(Bool, gl_billboard_faces_camera)
|
||||
EXTERN_CVAR(Bool, gl_billboard_particles)
|
||||
|
||||
inline double CalcIntersectionVertex(GLSprite *s, GLWall * w2)
|
||||
{
|
||||
float ax = s->x1, ay = s->y1;
|
||||
float bx = s->x2, by = s->y2;
|
||||
float cx = w2->glseg.x1, cy = w2->glseg.y1;
|
||||
float dx = w2->glseg.x2, dy = w2->glseg.y2;
|
||||
return ((ay - cy)*(dx - cx) - (ax - cx)*(dy - cy)) / ((bx - ax)*(dy - cy) - (by - ay)*(dx - cx));
|
||||
}
|
||||
|
||||
void HWDrawList::SortSpriteIntoWall(SortNode * head,SortNode * sort)
|
||||
{
|
||||
GLWall *wh= walls[drawitems[head->itemindex].index];
|
||||
GLSprite * ss= sprites[drawitems[sort->itemindex].index];
|
||||
|
||||
float v1 = wh->PointOnSide(ss->x1, ss->y1);
|
||||
float v2 = wh->PointOnSide(ss->x2, ss->y2);
|
||||
|
||||
if (fabs(v1)<MIN_EQ && fabs(v2)<MIN_EQ)
|
||||
{
|
||||
if (wh->type==RENDERWALL_FOGBOUNDARY)
|
||||
{
|
||||
head->AddToLeft(sort);
|
||||
}
|
||||
else
|
||||
{
|
||||
head->AddToEqual(sort);
|
||||
}
|
||||
}
|
||||
else if (v1<MIN_EQ && v2<MIN_EQ)
|
||||
{
|
||||
head->AddToLeft(sort);
|
||||
}
|
||||
else if (v1>-MIN_EQ && v2>-MIN_EQ)
|
||||
{
|
||||
head->AddToRight(sort);
|
||||
}
|
||||
else
|
||||
{
|
||||
const bool drawWithXYBillboard = ((ss->particle && gl_billboard_particles) || (!(ss->actor && ss->actor->renderflags & RF_FORCEYBILLBOARD)
|
||||
&& (gl_billboard_mode == 1 || (ss->actor && ss->actor->renderflags & RF_FORCEXYBILLBOARD))));
|
||||
|
||||
const bool drawBillboardFacingCamera = gl_billboard_faces_camera;
|
||||
// [Nash] has +ROLLSPRITE
|
||||
const bool rotated = (ss->actor != nullptr && ss->actor->renderflags & (RF_ROLLSPRITE | RF_WALLSPRITE | RF_FLATSPRITE));
|
||||
|
||||
// cannot sort them at the moment. This requires more complex splitting.
|
||||
if (drawWithXYBillboard || drawBillboardFacingCamera || rotated)
|
||||
{
|
||||
float v1 = wh->PointOnSide(ss->x, ss->y);
|
||||
if (v1 < 0)
|
||||
{
|
||||
head->AddToLeft(sort);
|
||||
}
|
||||
else
|
||||
{
|
||||
head->AddToRight(sort);
|
||||
}
|
||||
return;
|
||||
}
|
||||
double r=CalcIntersectionVertex(ss, wh);
|
||||
|
||||
float ix=(float)(ss->x1 + r * (ss->x2-ss->x1));
|
||||
float iy=(float)(ss->y1 + r * (ss->y2-ss->y1));
|
||||
float iu=(float)(ss->ul + r * (ss->ur-ss->ul));
|
||||
|
||||
GLSprite *s = NewSprite();
|
||||
*s = *ss;
|
||||
|
||||
s->x1=ss->x2=ix;
|
||||
s->y1=ss->y2=iy;
|
||||
s->ul=ss->ur=iu;
|
||||
|
||||
SortNode * sort2=SortNodes.GetNew();
|
||||
memset(sort2,0,sizeof(SortNode));
|
||||
sort2->itemindex=drawitems.Size()-1;
|
||||
|
||||
if (v1>0)
|
||||
{
|
||||
head->AddToLeft(sort2);
|
||||
head->AddToRight(sort);
|
||||
}
|
||||
else
|
||||
{
|
||||
head->AddToLeft(sort);
|
||||
head->AddToRight(sort2);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
inline int HWDrawList::CompareSprites(SortNode * a,SortNode * b)
|
||||
{
|
||||
GLSprite * s1= sprites[drawitems[a->itemindex].index];
|
||||
GLSprite * s2= sprites[drawitems[b->itemindex].index];
|
||||
|
||||
int res = s1->depth - s2->depth;
|
||||
|
||||
if (res != 0) return -res;
|
||||
else return (i_compatflags & COMPATF_SPRITESORT)? s1->index-s2->index : s2->index-s1->index;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
SortNode * HWDrawList::SortSpriteList(SortNode * head)
|
||||
{
|
||||
SortNode * n;
|
||||
int count;
|
||||
unsigned i;
|
||||
|
||||
static TArray<SortNode*> sortspritelist;
|
||||
|
||||
SortNode * parent=head->parent;
|
||||
|
||||
sortspritelist.Clear();
|
||||
for(count=0,n=head;n;n=n->next) sortspritelist.Push(n);
|
||||
std::stable_sort(sortspritelist.begin(), sortspritelist.end(), [=](SortNode *a, SortNode *b)
|
||||
{
|
||||
return CompareSprites(a, b) < 0;
|
||||
});
|
||||
|
||||
for(i=0;i<sortspritelist.Size();i++)
|
||||
{
|
||||
sortspritelist[i]->next=NULL;
|
||||
if (parent) parent->equal=sortspritelist[i];
|
||||
parent=sortspritelist[i];
|
||||
}
|
||||
return sortspritelist[0];
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
SortNode * HWDrawList::DoSort(HWDrawInfo *di, SortNode * head)
|
||||
{
|
||||
SortNode * node, * sn, * next;
|
||||
|
||||
sn=FindSortPlane(head);
|
||||
if (sn)
|
||||
{
|
||||
if (sn==head) head=head->next;
|
||||
sn->UnlinkFromChain();
|
||||
node=head;
|
||||
head=sn;
|
||||
while (node)
|
||||
{
|
||||
next=node->next;
|
||||
switch(drawitems[node->itemindex].rendertype)
|
||||
{
|
||||
case GLDIT_FLAT:
|
||||
SortPlaneIntoPlane(head,node);
|
||||
break;
|
||||
|
||||
case GLDIT_WALL:
|
||||
SortWallIntoPlane(head,node);
|
||||
break;
|
||||
|
||||
case GLDIT_SPRITE:
|
||||
SortSpriteIntoPlane(head,node);
|
||||
break;
|
||||
}
|
||||
node=next;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
sn=FindSortWall(head);
|
||||
if (sn)
|
||||
{
|
||||
if (sn==head) head=head->next;
|
||||
sn->UnlinkFromChain();
|
||||
node=head;
|
||||
head=sn;
|
||||
while (node)
|
||||
{
|
||||
next=node->next;
|
||||
switch(drawitems[node->itemindex].rendertype)
|
||||
{
|
||||
case GLDIT_WALL:
|
||||
SortWallIntoWall(di, head,node);
|
||||
break;
|
||||
|
||||
case GLDIT_SPRITE:
|
||||
SortSpriteIntoWall(head,node);
|
||||
break;
|
||||
|
||||
case GLDIT_FLAT: break;
|
||||
}
|
||||
node=next;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
return SortSpriteList(head);
|
||||
}
|
||||
}
|
||||
if (head->left) head->left=DoSort(di, head->left);
|
||||
if (head->right) head->right=DoSort(di, head->right);
|
||||
return sn;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
void HWDrawList::Sort(HWDrawInfo *di)
|
||||
{
|
||||
MakeSortList();
|
||||
sorted = DoSort(di, SortNodes[SortNodeStart]);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Sorting the drawitems first by texture and then by light level.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void HWDrawList::SortWalls()
|
||||
{
|
||||
if (drawitems.Size() > 1)
|
||||
{
|
||||
std::sort(drawitems.begin(), drawitems.end(), [=](const GLDrawItem &a, const GLDrawItem &b) -> bool
|
||||
{
|
||||
GLWall * w1 = walls[a.index];
|
||||
GLWall * w2 = walls[b.index];
|
||||
|
||||
if (w1->gltexture != w2->gltexture) return w1->gltexture < w2->gltexture;
|
||||
return (w1->flags & 3) < (w2->flags & 3);
|
||||
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
void HWDrawList::SortFlats()
|
||||
{
|
||||
if (drawitems.Size() > 1)
|
||||
{
|
||||
std::sort(drawitems.begin(), drawitems.end(), [=](const GLDrawItem &a, const GLDrawItem &b)
|
||||
{
|
||||
GLFlat * w1 = flats[a.index];
|
||||
GLFlat* w2 = flats[b.index];
|
||||
return w1->gltexture < w2->gltexture;
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
GLWall *HWDrawList::NewWall()
|
||||
{
|
||||
auto wall = (GLWall*)RenderDataAllocator.Alloc(sizeof(GLWall));
|
||||
drawitems.Push(GLDrawItem(GLDIT_WALL, walls.Push(wall)));
|
||||
return wall;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
GLFlat *HWDrawList::NewFlat()
|
||||
{
|
||||
auto flat = (GLFlat*)RenderDataAllocator.Alloc(sizeof(GLFlat));
|
||||
drawitems.Push(GLDrawItem(GLDIT_FLAT,flats.Push(flat)));
|
||||
return flat;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
GLSprite *HWDrawList::NewSprite()
|
||||
{
|
||||
auto sprite = (GLSprite*)RenderDataAllocator.Alloc(sizeof(GLSprite));
|
||||
drawitems.Push(GLDrawItem(GLDIT_SPRITE, sprites.Push(sprite)));
|
||||
return sprite;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
void HWDrawList::DoDraw(HWDrawInfo *di, int pass, int i, bool trans)
|
||||
{
|
||||
switch(drawitems[i].rendertype)
|
||||
{
|
||||
case GLDIT_FLAT:
|
||||
{
|
||||
GLFlat * f= flats[drawitems[i].index];
|
||||
RenderFlat.Clock();
|
||||
di->DrawFlat(f, pass, trans);
|
||||
RenderFlat.Unclock();
|
||||
}
|
||||
break;
|
||||
|
||||
case GLDIT_WALL:
|
||||
{
|
||||
GLWall * w= walls[drawitems[i].index];
|
||||
RenderWall.Clock();
|
||||
di->DrawWall(w, pass);
|
||||
RenderWall.Unclock();
|
||||
}
|
||||
break;
|
||||
|
||||
case GLDIT_SPRITE:
|
||||
{
|
||||
GLSprite * s= sprites[drawitems[i].index];
|
||||
RenderSprite.Clock();
|
||||
di->DrawSprite(s, pass);
|
||||
RenderSprite.Unclock();
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
void HWDrawList::Draw(HWDrawInfo *di, int pass, bool trans)
|
||||
{
|
||||
for (unsigned i = 0; i < drawitems.Size(); i++)
|
||||
{
|
||||
DoDraw(di, pass, i, trans);
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
void HWDrawList::DrawWalls(HWDrawInfo *di, int pass)
|
||||
{
|
||||
RenderWall.Clock();
|
||||
for (auto &item : drawitems)
|
||||
{
|
||||
di->DrawWall(walls[item.index], pass);
|
||||
}
|
||||
RenderWall.Unclock();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
void HWDrawList::DrawFlats(HWDrawInfo *di, int pass)
|
||||
{
|
||||
RenderFlat.Clock();
|
||||
for (unsigned i = 0; i<drawitems.Size(); i++)
|
||||
{
|
||||
di->DrawFlat(flats[drawitems[i].index], pass, false);
|
||||
}
|
||||
RenderFlat.Unclock();
|
||||
}
|
||||
|
113
src/hwrenderer/scene/hw_drawlist.h
Normal file
113
src/hwrenderer/scene/hw_drawlist.h
Normal file
|
@ -0,0 +1,113 @@
|
|||
#pragma once
|
||||
|
||||
#include "hwrenderer/scene/hw_drawinfo.h"
|
||||
#include "memarena.h"
|
||||
|
||||
extern FMemArena RenderDataAllocator;
|
||||
void ResetRenderDataAllocator();
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Intermediate struct to link one draw item into a draw list
|
||||
//
|
||||
// unfortunately this struct must not contain pointers because
|
||||
// the arrays may be reallocated!
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
enum GLDrawItemType
|
||||
{
|
||||
GLDIT_WALL,
|
||||
GLDIT_FLAT,
|
||||
GLDIT_SPRITE,
|
||||
};
|
||||
|
||||
struct GLDrawItem
|
||||
{
|
||||
GLDrawItemType rendertype;
|
||||
int index;
|
||||
|
||||
GLDrawItem(GLDrawItemType _rendertype,int _index) : rendertype(_rendertype),index(_index) {}
|
||||
};
|
||||
|
||||
struct SortNode
|
||||
{
|
||||
int itemindex;
|
||||
SortNode * parent;
|
||||
SortNode * next; // unsorted successor
|
||||
SortNode * left; // left side of this node
|
||||
SortNode * equal; // equal to this node
|
||||
SortNode * right; // right side of this node
|
||||
|
||||
|
||||
void UnlinkFromChain();
|
||||
void Link(SortNode * hook);
|
||||
void AddToEqual(SortNode * newnode);
|
||||
void AddToLeft (SortNode * newnode);
|
||||
void AddToRight(SortNode * newnode);
|
||||
};
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// One draw list. This contains all info for one type of rendering data
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
struct HWDrawList
|
||||
{
|
||||
//private:
|
||||
TArray<GLWall*> walls;
|
||||
TArray<GLFlat*> flats;
|
||||
TArray<GLSprite*> sprites;
|
||||
TArray<GLDrawItem> drawitems;
|
||||
int SortNodeStart;
|
||||
SortNode * sorted;
|
||||
|
||||
public:
|
||||
HWDrawList()
|
||||
{
|
||||
next=NULL;
|
||||
SortNodeStart=-1;
|
||||
sorted=NULL;
|
||||
}
|
||||
|
||||
~HWDrawList()
|
||||
{
|
||||
Reset();
|
||||
}
|
||||
|
||||
unsigned int Size()
|
||||
{
|
||||
return drawitems.Size();
|
||||
}
|
||||
|
||||
GLWall *NewWall();
|
||||
GLFlat *NewFlat();
|
||||
GLSprite *NewSprite();
|
||||
void Reset();
|
||||
void SortWalls();
|
||||
void SortFlats();
|
||||
|
||||
|
||||
void MakeSortList();
|
||||
SortNode * FindSortPlane(SortNode * head);
|
||||
SortNode * FindSortWall(SortNode * head);
|
||||
void SortPlaneIntoPlane(SortNode * head,SortNode * sort);
|
||||
void SortWallIntoPlane(SortNode * head,SortNode * sort);
|
||||
void SortSpriteIntoPlane(SortNode * head,SortNode * sort);
|
||||
void SortWallIntoWall(HWDrawInfo *di, SortNode * head,SortNode * sort);
|
||||
void SortSpriteIntoWall(SortNode * head,SortNode * sort);
|
||||
int CompareSprites(SortNode * a,SortNode * b);
|
||||
SortNode * SortSpriteList(SortNode * head);
|
||||
SortNode * DoSort(HWDrawInfo *di, SortNode * head);
|
||||
void Sort(HWDrawInfo *di);
|
||||
|
||||
void DoDraw(HWDrawInfo *di, int pass, int index, bool trans);
|
||||
void Draw(HWDrawInfo *di, int pass, bool trans = false);
|
||||
void DrawWalls(HWDrawInfo *di, int pass);
|
||||
void DrawFlats(HWDrawInfo *di, int pass);
|
||||
|
||||
HWDrawList * next;
|
||||
} ;
|
||||
|
||||
|
|
@ -144,7 +144,7 @@ public:
|
|||
LORGT,
|
||||
};
|
||||
|
||||
friend struct GLDrawList;
|
||||
friend struct HWDrawList;
|
||||
friend class GLPortal;
|
||||
|
||||
vertex_t * vertexes[2]; // required for polygon splitting
|
||||
|
|
Loading…
Reference in a new issue