mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-29 07:22:07 +00:00
Remove software renderer internals from F3DFloor
This commit is contained in:
parent
8ad132b64f
commit
cfe4c55973
12 changed files with 86 additions and 57 deletions
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@ -129,8 +129,6 @@ static void P_Add3DFloor(sector_t* sec, sector_t* sec2, line_t* master, int flag
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ffloor->top.copied = ffloor->bottom.copied = false;
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ffloor->top.model = ffloor->bottom.model = ffloor->model = sec2;
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ffloor->target = sec;
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ffloor->ceilingclip = ffloor->floorclip = NULL;
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ffloor->validcount = 0;
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if (!(flags&FF_THINFLOOR))
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{
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@ -95,11 +95,6 @@ struct F3DFloor
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int lastlight;
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int alpha;
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// kg3D - for software
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short *floorclip;
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short *ceilingclip;
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int validcount;
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FDynamicColormap *GetColormap();
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void UpdateColormap(FDynamicColormap *&map);
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PalEntry GetBlend();
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@ -89,7 +89,8 @@ namespace swrenderer
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return;
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}
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NetUpdate();
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if (Thread->MainThread)
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NetUpdate();
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frontsector = curline->frontsector;
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backsector = curline->backsector;
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@ -362,7 +362,8 @@ namespace swrenderer
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Draw1Column(x, y1, y2, sampler);
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}
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NetUpdate();
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if (Thread->MainThread)
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NetUpdate();
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}
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void RenderWallPart::ProcessNormalWall(const short *uwal, const short *dwal, double texturemid, float *swal, fixed_t *lwal)
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@ -129,6 +129,7 @@ namespace swrenderer
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renderer.Render(this, xscale, yscale, alpha, additive, masked, colormap, tex);
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}
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}
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NetUpdate();
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if (thread->MainThread)
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NetUpdate();
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}
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}
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@ -14,6 +14,7 @@
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#include "r_3dfloors.h"
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#include "r_utility.h"
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#include "swrenderer/r_renderthread.h"
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#include "swrenderer/r_memory.h"
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CVAR(Int, r_3dfloors, true, 0);
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@ -24,8 +25,20 @@ namespace swrenderer
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Thread = thread;
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}
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void Clip3DFloors::SetFakeFloor(F3DFloor *newFakeFloor)
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{
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auto &clip = FakeFloors[newFakeFloor];
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if (clip == nullptr)
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{
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clip = Thread->FrameMemory->NewObject<FakeFloorClip>(newFakeFloor);
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}
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fakeFloor = clip;
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}
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void Clip3DFloors::Cleanup()
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{
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FakeFloors.clear();
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fakeActive = false;
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fake3D = 0;
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while (CurrentSkybox)
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@ -2,12 +2,14 @@
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#pragma once
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#include "p_3dfloors.h"
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#include <unordered_map>
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EXTERN_CVAR(Int, r_3dfloors);
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namespace swrenderer
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{
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class RenderThread;
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class FakeFloorClip;
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struct HeightLevel
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{
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@ -27,7 +29,7 @@ namespace swrenderer
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{
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short floorclip[MAXWIDTH];
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short ceilingclip[MAXWIDTH];
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F3DFloor *ffloor;
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FakeFloorClip *ffloor;
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ClipStack *next;
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};
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@ -51,6 +53,17 @@ namespace swrenderer
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FAKE3D_DOWN2UP = 8, // rendering from down to up (floors)
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};
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class FakeFloorClip
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{
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public:
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FakeFloorClip(F3DFloor *fakeFloor) : fakeFloor(fakeFloor) { }
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F3DFloor *fakeFloor = nullptr;
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short *floorclip = nullptr;
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short *ceilingclip = nullptr;
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int validcount = -1;
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};
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class Clip3DFloors
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{
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public:
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@ -64,12 +77,13 @@ namespace swrenderer
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void ResetClip();
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void EnterSkybox();
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void LeaveSkybox();
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void SetFakeFloor(F3DFloor *fakeFloor);
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RenderThread *Thread = nullptr;
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int fake3D = 0;
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F3DFloor *fakeFloor = nullptr;
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FakeFloorClip *fakeFloor = nullptr;
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fixed_t fakeAlpha = 0;
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bool fakeActive = false;
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double sclipBottom = 0;
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@ -83,5 +97,7 @@ namespace swrenderer
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TArray<HeightStack> toplist;
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ClipStack *clip_top = nullptr;
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ClipStack *clip_cur = nullptr;
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std::unordered_map<F3DFloor *, FakeFloorClip *> FakeFloors;
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};
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}
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@ -573,32 +573,32 @@ namespace swrenderer
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// first check all floors
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for (int i = 0; i < (int)frontsector->e->XFloor.ffloors.Size(); i++)
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{
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clip3d->fakeFloor = frontsector->e->XFloor.ffloors[i];
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if (!(clip3d->fakeFloor->flags & FF_EXISTS)) continue;
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if (!clip3d->fakeFloor->model) continue;
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if (clip3d->fakeFloor->bottom.plane->isSlope()) continue;
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if (!(clip3d->fakeFloor->flags & FF_NOSHADE) || (clip3d->fakeFloor->flags & (FF_RENDERPLANES | FF_RENDERSIDES)))
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clip3d->SetFakeFloor(frontsector->e->XFloor.ffloors[i]);
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if (!(clip3d->fakeFloor->fakeFloor->flags & FF_EXISTS)) continue;
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if (!clip3d->fakeFloor->fakeFloor->model) continue;
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if (clip3d->fakeFloor->fakeFloor->bottom.plane->isSlope()) continue;
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if (!(clip3d->fakeFloor->fakeFloor->flags & FF_NOSHADE) || (clip3d->fakeFloor->fakeFloor->flags & (FF_RENDERPLANES | FF_RENDERSIDES)))
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{
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clip3d->AddHeight(clip3d->fakeFloor->top.plane, frontsector);
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clip3d->AddHeight(clip3d->fakeFloor->fakeFloor->top.plane, frontsector);
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}
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if (!(clip3d->fakeFloor->flags & FF_RENDERPLANES)) continue;
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if (clip3d->fakeFloor->alpha == 0) continue;
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if (clip3d->fakeFloor->flags & FF_THISINSIDE && clip3d->fakeFloor->flags & FF_INVERTSECTOR) continue;
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clip3d->fakeAlpha = MIN<fixed_t>(Scale(clip3d->fakeFloor->alpha, OPAQUE, 255), OPAQUE);
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if (!(clip3d->fakeFloor->fakeFloor->flags & FF_RENDERPLANES)) continue;
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if (clip3d->fakeFloor->fakeFloor->alpha == 0) continue;
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if (clip3d->fakeFloor->fakeFloor->flags & FF_THISINSIDE && clip3d->fakeFloor->fakeFloor->flags & FF_INVERTSECTOR) continue;
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clip3d->fakeAlpha = MIN<fixed_t>(Scale(clip3d->fakeFloor->fakeFloor->alpha, OPAQUE, 255), OPAQUE);
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if (clip3d->fakeFloor->validcount != validcount)
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{
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clip3d->fakeFloor->validcount = validcount;
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clip3d->NewClip();
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}
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double fakeHeight = clip3d->fakeFloor->top.plane->ZatPoint(frontsector->centerspot);
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double fakeHeight = clip3d->fakeFloor->fakeFloor->top.plane->ZatPoint(frontsector->centerspot);
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if (fakeHeight < ViewPos.Z &&
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fakeHeight > frontsector->floorplane.ZatPoint(frontsector->centerspot))
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{
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clip3d->fake3D = FAKE3D_FAKEFLOOR;
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tempsec = *clip3d->fakeFloor->model;
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tempsec.floorplane = *clip3d->fakeFloor->top.plane;
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tempsec.ceilingplane = *clip3d->fakeFloor->bottom.plane;
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if (!(clip3d->fakeFloor->flags & FF_THISINSIDE) && !(clip3d->fakeFloor->flags & FF_INVERTSECTOR))
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tempsec = *clip3d->fakeFloor->fakeFloor->model;
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tempsec.floorplane = *clip3d->fakeFloor->fakeFloor->top.plane;
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tempsec.ceilingplane = *clip3d->fakeFloor->fakeFloor->bottom.plane;
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if (!(clip3d->fakeFloor->fakeFloor->flags & FF_THISINSIDE) && !(clip3d->fakeFloor->fakeFloor->flags & FF_INVERTSECTOR))
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{
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tempsec.SetTexture(sector_t::floor, tempsec.GetTexture(sector_t::ceiling));
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position = sector_t::ceiling;
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@ -618,7 +618,7 @@ namespace swrenderer
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frontsector->GetTexture(sector_t::floor),
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floorlightlevel + R_ActualExtraLight(foggy), // killough 3/16/98
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frontsector->GetAlpha(sector_t::floor),
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!!(clip3d->fakeFloor->flags & FF_ADDITIVETRANS),
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!!(clip3d->fakeFloor->fakeFloor->flags & FF_ADDITIVETRANS),
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frontsector->planes[position].xform,
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frontsector->sky,
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nullptr,
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@ -635,34 +635,34 @@ namespace swrenderer
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// and now ceilings
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for (unsigned int i = 0; i < frontsector->e->XFloor.ffloors.Size(); i++)
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{
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clip3d->fakeFloor = frontsector->e->XFloor.ffloors[i];
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if (!(clip3d->fakeFloor->flags & FF_EXISTS)) continue;
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if (!clip3d->fakeFloor->model) continue;
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if (clip3d->fakeFloor->top.plane->isSlope()) continue;
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if (!(clip3d->fakeFloor->flags & FF_NOSHADE) || (clip3d->fakeFloor->flags & (FF_RENDERPLANES | FF_RENDERSIDES)))
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clip3d->SetFakeFloor(frontsector->e->XFloor.ffloors[i]);
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if (!(clip3d->fakeFloor->fakeFloor->flags & FF_EXISTS)) continue;
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if (!clip3d->fakeFloor->fakeFloor->model) continue;
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if (clip3d->fakeFloor->fakeFloor->top.plane->isSlope()) continue;
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if (!(clip3d->fakeFloor->fakeFloor->flags & FF_NOSHADE) || (clip3d->fakeFloor->fakeFloor->flags & (FF_RENDERPLANES | FF_RENDERSIDES)))
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{
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clip3d->AddHeight(clip3d->fakeFloor->bottom.plane, frontsector);
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clip3d->AddHeight(clip3d->fakeFloor->fakeFloor->bottom.plane, frontsector);
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}
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if (!(clip3d->fakeFloor->flags & FF_RENDERPLANES)) continue;
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if (clip3d->fakeFloor->alpha == 0) continue;
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if (!(clip3d->fakeFloor->flags & FF_THISINSIDE) && (clip3d->fakeFloor->flags & (FF_SWIMMABLE | FF_INVERTSECTOR)) == (FF_SWIMMABLE | FF_INVERTSECTOR)) continue;
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clip3d->fakeAlpha = MIN<fixed_t>(Scale(clip3d->fakeFloor->alpha, OPAQUE, 255), OPAQUE);
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if (!(clip3d->fakeFloor->fakeFloor->flags & FF_RENDERPLANES)) continue;
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if (clip3d->fakeFloor->fakeFloor->alpha == 0) continue;
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if (!(clip3d->fakeFloor->fakeFloor->flags & FF_THISINSIDE) && (clip3d->fakeFloor->fakeFloor->flags & (FF_SWIMMABLE | FF_INVERTSECTOR)) == (FF_SWIMMABLE | FF_INVERTSECTOR)) continue;
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clip3d->fakeAlpha = MIN<fixed_t>(Scale(clip3d->fakeFloor->fakeFloor->alpha, OPAQUE, 255), OPAQUE);
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if (clip3d->fakeFloor->validcount != validcount)
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{
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clip3d->fakeFloor->validcount = validcount;
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clip3d->NewClip();
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}
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double fakeHeight = clip3d->fakeFloor->bottom.plane->ZatPoint(frontsector->centerspot);
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double fakeHeight = clip3d->fakeFloor->fakeFloor->bottom.plane->ZatPoint(frontsector->centerspot);
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if (fakeHeight > ViewPos.Z &&
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fakeHeight < frontsector->ceilingplane.ZatPoint(frontsector->centerspot))
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{
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clip3d->fake3D = FAKE3D_FAKECEILING;
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tempsec = *clip3d->fakeFloor->model;
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tempsec.floorplane = *clip3d->fakeFloor->top.plane;
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tempsec.ceilingplane = *clip3d->fakeFloor->bottom.plane;
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if ((!(clip3d->fakeFloor->flags & FF_THISINSIDE) && !(clip3d->fakeFloor->flags & FF_INVERTSECTOR)) ||
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(clip3d->fakeFloor->flags & FF_THISINSIDE && clip3d->fakeFloor->flags & FF_INVERTSECTOR))
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tempsec = *clip3d->fakeFloor->fakeFloor->model;
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tempsec.floorplane = *clip3d->fakeFloor->fakeFloor->top.plane;
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tempsec.ceilingplane = *clip3d->fakeFloor->fakeFloor->bottom.plane;
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if ((!(clip3d->fakeFloor->fakeFloor->flags & FF_THISINSIDE) && !(clip3d->fakeFloor->fakeFloor->flags & FF_INVERTSECTOR)) ||
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(clip3d->fakeFloor->fakeFloor->flags & FF_THISINSIDE && clip3d->fakeFloor->fakeFloor->flags & FF_INVERTSECTOR))
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{
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tempsec.SetTexture(sector_t::ceiling, tempsec.GetTexture(sector_t::floor));
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position = sector_t::floor;
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@ -684,7 +684,7 @@ namespace swrenderer
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frontsector->GetTexture(sector_t::ceiling),
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ceilinglightlevel + R_ActualExtraLight(foggy), // killough 4/11/98
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frontsector->GetAlpha(sector_t::ceiling),
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!!(clip3d->fakeFloor->flags & FF_ADDITIVETRANS),
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!!(clip3d->fakeFloor->fakeFloor->flags & FF_ADDITIVETRANS),
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frontsector->planes[position].xform,
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frontsector->sky,
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nullptr,
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@ -741,14 +741,14 @@ namespace swrenderer
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Clip3DFloors *clip3d = Thread->Clip3DFloors.get();
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for (unsigned int i = 0; i < line->backsector->e->XFloor.ffloors.Size(); i++)
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{
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clip3d->fakeFloor = line->backsector->e->XFloor.ffloors[i];
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if (!(clip3d->fakeFloor->flags & FF_EXISTS)) continue;
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if (!(clip3d->fakeFloor->flags & FF_RENDERPLANES)) continue;
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if (!clip3d->fakeFloor->model) continue;
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clip3d->SetFakeFloor(line->backsector->e->XFloor.ffloors[i]);
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if (!(clip3d->fakeFloor->fakeFloor->flags & FF_EXISTS)) continue;
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if (!(clip3d->fakeFloor->fakeFloor->flags & FF_RENDERPLANES)) continue;
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if (!clip3d->fakeFloor->fakeFloor->model) continue;
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clip3d->fake3D = FAKE3D_FAKEBACK;
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tempsec = *clip3d->fakeFloor->model;
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tempsec.floorplane = *clip3d->fakeFloor->top.plane;
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tempsec.ceilingplane = *clip3d->fakeFloor->bottom.plane;
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tempsec = *clip3d->fakeFloor->fakeFloor->model;
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tempsec.floorplane = *clip3d->fakeFloor->fakeFloor->top.plane;
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tempsec.ceilingplane = *clip3d->fakeFloor->fakeFloor->bottom.plane;
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if (clip3d->fakeFloor->validcount != validcount)
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{
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clip3d->fakeFloor->validcount = validcount;
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@ -441,13 +441,15 @@ namespace swrenderer
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int prevuniq2 = CurrentPortalUniq;
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CurrentPortalUniq = prevuniq;
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NetUpdate();
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if (Thread->MainThread)
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NetUpdate();
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MaskedCycles.Clock(); // [ZZ] count sprites in portals/mirrors along with normal ones.
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Thread->TranslucentPass->Render(); // this is required since with portals there often will be cases when more than 80% of the view is inside a portal.
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MaskedCycles.Unclock();
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NetUpdate();
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if (Thread->MainThread)
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NetUpdate();
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Thread->Clip3DFloors->LeaveSkybox(); // pop 3D floor height map
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CurrentPortalUniq = prevuniq2;
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@ -267,7 +267,7 @@ namespace swrenderer
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{
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while (Threads.size() < (size_t)numThreads)
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{
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auto thread = std::make_unique<RenderThread>(this);
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auto thread = std::make_unique<RenderThread>(this, false);
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auto renderthread = thread.get();
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int start_run_id = run_id;
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thread->thread = std::thread([=]()
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@ -630,6 +630,7 @@ namespace swrenderer
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frac += xiscale;
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}
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NetUpdate();
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if (thread->MainThread)
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NetUpdate();
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}
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}
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@ -298,6 +298,7 @@ namespace swrenderer
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}
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}
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NetUpdate();
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if (thread->MainThread)
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NetUpdate();
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}
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}
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