mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 07:12:16 +00:00
Adjust class naming to closer match the GZDoom renderer and split portal rendering part to its own file
This commit is contained in:
parent
dbacb75617
commit
e09c7d239f
10 changed files with 470 additions and 414 deletions
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@ -1030,6 +1030,7 @@ set( NOT_COMPILED_SOURCE_FILES
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set( FASTMATH_PCH_SOURCES
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r_swrenderer.cpp
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r_poly.cpp
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r_poly_scene.cpp
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r_poly_portal.cpp
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r_poly_cull.cpp
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r_poly_decal.cpp
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@ -37,13 +37,13 @@ extern bool r_showviewer;
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/////////////////////////////////////////////////////////////////////////////
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RenderPolyScene *RenderPolyScene::Instance()
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PolyRenderer *PolyRenderer::Instance()
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{
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static RenderPolyScene scene;
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static PolyRenderer scene;
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return &scene;
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}
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void RenderPolyScene::RenderViewToCanvas(AActor *actor, DCanvas *canvas, int x, int y, int width, int height, bool dontmaplines)
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void PolyRenderer::RenderViewToCanvas(AActor *actor, DCanvas *canvas, int x, int y, int width, int height, bool dontmaplines)
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{
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const bool savedviewactive = viewactive;
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const bool savedoutputformat = swrenderer::r_swtruecolor;
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@ -70,7 +70,7 @@ void RenderPolyScene::RenderViewToCanvas(AActor *actor, DCanvas *canvas, int x,
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swrenderer::r_swtruecolor = savedoutputformat;
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}
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void RenderPolyScene::RenderActorView(AActor *actor, bool dontmaplines)
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void PolyRenderer::RenderActorView(AActor *actor, bool dontmaplines)
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{
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NetUpdate();
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@ -106,12 +106,12 @@ void RenderPolyScene::RenderActorView(AActor *actor, bool dontmaplines)
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NetUpdate();
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}
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void RenderPolyScene::RenderRemainingPlayerSprites()
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void PolyRenderer::RenderRemainingPlayerSprites()
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{
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PlayerSprites.RenderRemainingSprites();
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}
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void RenderPolyScene::ClearBuffers()
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void PolyRenderer::ClearBuffers()
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{
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PolyVertexBuffer::Clear();
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PolyStencilBuffer::Instance()->Clear(RenderTarget->GetWidth(), RenderTarget->GetHeight(), 0);
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@ -119,7 +119,7 @@ void RenderPolyScene::ClearBuffers()
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NextStencilValue = 0;
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}
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void RenderPolyScene::SetSceneViewport()
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void PolyRenderer::SetSceneViewport()
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{
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if (RenderTarget == screen) // Rendering to screen
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{
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@ -138,7 +138,7 @@ void RenderPolyScene::SetSceneViewport()
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}
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}
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void RenderPolyScene::SetupPerspectiveMatrix()
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void PolyRenderer::SetupPerspectiveMatrix()
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{
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static bool bDidSetup = false;
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@ -36,15 +36,14 @@
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class AActor;
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class DCanvas;
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// Renders a scene
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class RenderPolyScene
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class PolyRenderer
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{
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public:
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void RenderViewToCanvas(AActor *actor, DCanvas *canvas, int x, int y, int width, int height, bool dontmaplines);
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void RenderActorView(AActor *actor, bool dontmaplines);
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void RenderRemainingPlayerSprites();
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static RenderPolyScene *Instance();
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static PolyRenderer *Instance();
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uint32_t GetNextStencilValue() { uint32_t value = NextStencilValue; NextStencilValue += 2; return value; }
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@ -54,7 +53,7 @@ private:
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void SetupPerspectiveMatrix();
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TriMatrix WorldToClip;
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RenderPolyPortal MainPortal;
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RenderPolyScene MainPortal;
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PolySkyDome Skydome;
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RenderPolyPlayerSprites PlayerSprites;
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uint32_t NextStencilValue = 0;
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@ -254,7 +254,7 @@ void RenderPolyPlane::Render(const TriMatrix &worldToClip, const Vec4f &clipPlan
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if (swrenderer::fixedlightlev >= 0 || swrenderer::fixedcolormap)
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args.uniforms.light = 256;
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args.uniforms.flags = 0;
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args.uniforms.subsectorDepth = isSky ? RenderPolyPortal::SkySubsectorDepth : subsectorDepth;
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args.uniforms.subsectorDepth = isSky ? RenderPolyScene::SkySubsectorDepth : subsectorDepth;
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TriVertex *vertices = PolyVertexBuffer::GetVertices(sub->numlines);
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if (!vertices)
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@ -30,323 +30,13 @@
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#include "r_poly.h"
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#include "gl/data/gl_data.h"
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CVAR(Bool, r_debug_cull, 0, 0)
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EXTERN_CVAR(Int, r_portal_recursions)
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extern bool r_showviewer;
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/////////////////////////////////////////////////////////////////////////////
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RenderPolyPortal::RenderPolyPortal()
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{
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}
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RenderPolyPortal::~RenderPolyPortal()
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{
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}
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void RenderPolyPortal::SetViewpoint(const TriMatrix &worldToClip, const Vec4f &portalPlane, uint32_t stencilValue)
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{
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WorldToClip = worldToClip;
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StencilValue = stencilValue;
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PortalPlane = portalPlane;
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}
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void RenderPolyPortal::Render(int portalDepth)
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{
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ClearBuffers();
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Cull.CullScene(WorldToClip, PortalPlane);
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RenderSectors();
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RenderPortals(portalDepth);
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}
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void RenderPolyPortal::ClearBuffers()
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{
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SeenSectors.clear();
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SubsectorDepths.clear();
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TranslucentObjects.clear();
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SectorPortals.clear();
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LinePortals.clear();
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NextSubsectorDepth = 0;
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}
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void RenderPolyPortal::RenderSectors()
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{
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if (r_debug_cull)
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{
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for (auto it = Cull.PvsSectors.rbegin(); it != Cull.PvsSectors.rend(); ++it)
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RenderSubsector(*it);
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}
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else
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{
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for (auto it = Cull.PvsSectors.begin(); it != Cull.PvsSectors.end(); ++it)
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RenderSubsector(*it);
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}
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}
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void RenderPolyPortal::RenderSubsector(subsector_t *sub)
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{
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sector_t *frontsector = sub->sector;
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frontsector->MoreFlags |= SECF_DRAWN;
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uint32_t subsectorDepth = NextSubsectorDepth++;
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if (sub->sector->CenterFloor() != sub->sector->CenterCeiling())
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{
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RenderPolyPlane::RenderPlanes(WorldToClip, PortalPlane, sub, subsectorDepth, StencilValue, Cull.MaxCeilingHeight, Cull.MinFloorHeight, SectorPortals);
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}
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for (uint32_t i = 0; i < sub->numlines; i++)
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{
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seg_t *line = &sub->firstline[i];
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if (line->sidedef == nullptr || !(line->sidedef->Flags & WALLF_POLYOBJ))
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{
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RenderLine(sub, line, frontsector, subsectorDepth);
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}
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}
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bool mainBSP = ((unsigned int)(sub - subsectors) < (unsigned int)numsubsectors);
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if (mainBSP)
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{
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int subsectorIndex = (int)(sub - subsectors);
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for (int i = ParticlesInSubsec[subsectorIndex]; i != NO_PARTICLE; i = Particles[i].snext)
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{
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particle_t *particle = Particles + i;
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TranslucentObjects.push_back({ particle, sub, subsectorDepth });
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}
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}
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SeenSectors.insert(sub->sector);
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SubsectorDepths[sub] = subsectorDepth;
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}
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void RenderPolyPortal::RenderSprite(AActor *thing, double sortDistance, const DVector2 &left, const DVector2 &right)
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{
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if (numnodes == 0)
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RenderSprite(thing, sortDistance, left, right, 0.0, 1.0, subsectors);
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else
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RenderSprite(thing, sortDistance, left, right, 0.0, 1.0, nodes + numnodes - 1); // The head node is the last node output.
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}
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void RenderPolyPortal::RenderSprite(AActor *thing, double sortDistance, DVector2 left, DVector2 right, double t1, double t2, void *node)
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{
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while (!((size_t)node & 1)) // Keep going until found a subsector
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{
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node_t *bsp = (node_t *)node;
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DVector2 planePos(FIXED2DBL(bsp->x), FIXED2DBL(bsp->y));
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DVector2 planeNormal = DVector2(FIXED2DBL(-bsp->dy), FIXED2DBL(bsp->dx));
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double planeD = planeNormal | planePos;
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int sideLeft = (left | planeNormal) > planeD;
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int sideRight = (right | planeNormal) > planeD;
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if (sideLeft != sideRight)
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{
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double dotLeft = planeNormal | left;
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double dotRight = planeNormal | right;
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double t = (planeD - dotLeft) / (dotRight - dotLeft);
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DVector2 mid = left * (1.0 - t) + right * t;
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double tmid = t1 * (1.0 - t) + t2 * t;
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RenderSprite(thing, sortDistance, mid, right, tmid, t2, bsp->children[sideRight]);
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right = mid;
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t2 = tmid;
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}
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node = bsp->children[sideLeft];
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}
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subsector_t *sub = (subsector_t *)((BYTE *)node - 1);
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auto it = SubsectorDepths.find(sub);
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if (it != SubsectorDepths.end())
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TranslucentObjects.push_back({ thing, sub, it->second, sortDistance, (float)t1, (float)t2 });
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}
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void RenderPolyPortal::RenderLine(subsector_t *sub, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth)
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{
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// Reject lines not facing viewer
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DVector2 pt1 = line->v1->fPos() - ViewPos;
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DVector2 pt2 = line->v2->fPos() - ViewPos;
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if (pt1.Y * (pt1.X - pt2.X) + pt1.X * (pt2.Y - pt1.Y) >= 0)
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return;
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// Cull wall if not visible
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int sx1, sx2;
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LineSegmentRange segmentRange = Cull.GetSegmentRangeForLine(line->v1->fX(), line->v1->fY(), line->v2->fX(), line->v2->fY(), sx1, sx2);
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if (segmentRange == LineSegmentRange::NotVisible || (segmentRange == LineSegmentRange::HasSegment && Cull.IsSegmentCulled(sx1, sx2)))
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return;
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// Tell automap we saw this
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if (!swrenderer::r_dontmaplines && line->linedef && segmentRange != LineSegmentRange::AlwaysVisible)
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{
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line->linedef->flags |= ML_MAPPED;
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sub->flags |= SSECF_DRAWN;
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}
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// Render 3D floor sides
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if (line->backsector && frontsector->e && line->backsector->e->XFloor.ffloors.Size())
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{
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for (unsigned int i = 0; i < line->backsector->e->XFloor.ffloors.Size(); i++)
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{
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F3DFloor *fakeFloor = line->backsector->e->XFloor.ffloors[i];
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if (!(fakeFloor->flags & FF_EXISTS)) continue;
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if (!(fakeFloor->flags & FF_RENDERPLANES)) continue;
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if (!fakeFloor->model) continue;
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RenderPolyWall::Render3DFloorLine(WorldToClip, PortalPlane, line, frontsector, subsectorDepth, StencilValue, fakeFloor, TranslucentObjects);
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}
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}
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// Render wall, and update culling info if its an occlusion blocker
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if (RenderPolyWall::RenderLine(WorldToClip, PortalPlane, line, frontsector, subsectorDepth, StencilValue, TranslucentObjects, LinePortals))
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{
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if (segmentRange == LineSegmentRange::HasSegment)
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Cull.MarkSegmentCulled(sx1, sx2);
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}
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}
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void RenderPolyPortal::RenderPortals(int portalDepth)
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{
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if (portalDepth < r_portal_recursions)
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{
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for (auto &portal : SectorPortals)
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portal->Render(portalDepth + 1);
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for (auto &portal : LinePortals)
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portal->Render(portalDepth + 1);
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}
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else // Fill with black
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{
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PolyDrawArgs args;
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args.objectToClip = &WorldToClip;
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args.mode = TriangleDrawMode::Fan;
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args.uniforms.color = 0;
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args.uniforms.light = 256;
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args.uniforms.flags = TriUniforms::fixed_light;
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args.SetClipPlane(PortalPlane.x, PortalPlane.y, PortalPlane.z, PortalPlane.w);
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for (auto &portal : SectorPortals)
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{
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args.stenciltestvalue = portal->StencilValue;
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args.stencilwritevalue = portal->StencilValue + 1;
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for (const auto &verts : portal->Shape)
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{
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args.vinput = verts.Vertices;
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args.vcount = verts.Count;
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args.ccw = verts.Ccw;
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args.uniforms.subsectorDepth = verts.SubsectorDepth;
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PolyTriangleDrawer::draw(args, TriDrawVariant::FillNormal, TriBlendMode::Copy);
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}
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}
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for (auto &portal : LinePortals)
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{
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args.stenciltestvalue = portal->StencilValue;
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args.stencilwritevalue = portal->StencilValue + 1;
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for (const auto &verts : portal->Shape)
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{
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args.vinput = verts.Vertices;
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args.vcount = verts.Count;
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args.ccw = verts.Ccw;
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args.uniforms.subsectorDepth = verts.SubsectorDepth;
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PolyTriangleDrawer::draw(args, TriDrawVariant::FillNormal, TriBlendMode::Copy);
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}
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}
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}
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}
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void RenderPolyPortal::RenderTranslucent(int portalDepth)
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{
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if (portalDepth < r_portal_recursions)
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{
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for (auto it = SectorPortals.rbegin(); it != SectorPortals.rend(); ++it)
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{
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auto &portal = *it;
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portal->RenderTranslucent(portalDepth + 1);
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PolyDrawArgs args;
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args.objectToClip = &WorldToClip;
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args.mode = TriangleDrawMode::Fan;
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args.stenciltestvalue = portal->StencilValue + 1;
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args.stencilwritevalue = StencilValue;
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args.SetClipPlane(PortalPlane.x, PortalPlane.y, PortalPlane.z, PortalPlane.w);
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for (const auto &verts : portal->Shape)
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{
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args.vinput = verts.Vertices;
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args.vcount = verts.Count;
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args.ccw = verts.Ccw;
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args.uniforms.subsectorDepth = verts.SubsectorDepth;
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PolyTriangleDrawer::draw(args, TriDrawVariant::StencilClose, TriBlendMode::Copy);
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}
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}
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for (auto it = LinePortals.rbegin(); it != LinePortals.rend(); ++it)
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{
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auto &portal = *it;
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portal->RenderTranslucent(portalDepth + 1);
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PolyDrawArgs args;
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args.objectToClip = &WorldToClip;
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args.mode = TriangleDrawMode::Fan;
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args.stenciltestvalue = portal->StencilValue + 1;
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args.stencilwritevalue = StencilValue;
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args.SetClipPlane(PortalPlane.x, PortalPlane.y, PortalPlane.z, PortalPlane.w);
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for (const auto &verts : portal->Shape)
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{
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args.vinput = verts.Vertices;
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args.vcount = verts.Count;
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args.ccw = verts.Ccw;
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args.uniforms.subsectorDepth = verts.SubsectorDepth;
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PolyTriangleDrawer::draw(args, TriDrawVariant::StencilClose, TriBlendMode::Copy);
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}
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}
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}
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for (sector_t *sector : SeenSectors)
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{
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for (AActor *thing = sector->thinglist; thing != nullptr; thing = thing->snext)
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{
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DVector2 left, right;
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if (!RenderPolySprite::GetLine(thing, left, right))
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continue;
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double distanceSquared = (thing->Pos() - ViewPos).LengthSquared();
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RenderSprite(thing, distanceSquared, left, right);
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}
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}
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std::stable_sort(TranslucentObjects.begin(), TranslucentObjects.end());
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for (auto it = TranslucentObjects.rbegin(); it != TranslucentObjects.rend(); ++it)
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{
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auto &obj = *it;
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if (obj.particle)
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{
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RenderPolyParticle spr;
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spr.Render(WorldToClip, PortalPlane, obj.particle, obj.sub, obj.subsectorDepth, StencilValue + 1);
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}
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else if (!obj.thing)
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{
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obj.wall.Render(WorldToClip, PortalPlane);
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}
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else if ((obj.thing->renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
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{
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RenderPolyWallSprite wallspr;
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wallspr.Render(WorldToClip, PortalPlane, obj.thing, obj.sub, obj.subsectorDepth, StencilValue + 1);
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}
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else
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{
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RenderPolySprite spr;
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spr.Render(WorldToClip, PortalPlane, obj.thing, obj.sub, obj.subsectorDepth, StencilValue + 1, obj.SpriteLeft, obj.SpriteRight);
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}
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}
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}
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/////////////////////////////////////////////////////////////////////////////
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PolyDrawSectorPortal::PolyDrawSectorPortal(FSectorPortal *portal, bool ceiling) : Portal(portal), Ceiling(ceiling)
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{
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StencilValue = RenderPolyScene::Instance()->GetNextStencilValue();
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StencilValue = PolyRenderer::Instance()->GetNextStencilValue();
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}
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void PolyDrawSectorPortal::Render(int portalDepth)
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@ -356,7 +46,7 @@ void PolyDrawSectorPortal::Render(int portalDepth)
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SaveGlobals();
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// To do: get this information from RenderPolyScene instead of duplicating the code..
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// To do: get this information from PolyRenderer instead of duplicating the code..
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double radPitch = ViewPitch.Normalized180().Radians();
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double angx = cos(radPitch);
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double angy = sin(radPitch) * glset.pixelstretch;
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@ -444,19 +134,19 @@ void PolyDrawSectorPortal::RestoreGlobals()
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PolyDrawLinePortal::PolyDrawLinePortal(FLinePortal *portal) : Portal(portal)
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||||
{
|
||||
StencilValue = RenderPolyScene::Instance()->GetNextStencilValue();
|
||||
StencilValue = PolyRenderer::Instance()->GetNextStencilValue();
|
||||
}
|
||||
|
||||
PolyDrawLinePortal::PolyDrawLinePortal(line_t *mirror) : Mirror(mirror)
|
||||
{
|
||||
StencilValue = RenderPolyScene::Instance()->GetNextStencilValue();
|
||||
StencilValue = PolyRenderer::Instance()->GetNextStencilValue();
|
||||
}
|
||||
|
||||
void PolyDrawLinePortal::Render(int portalDepth)
|
||||
{
|
||||
SaveGlobals();
|
||||
|
||||
// To do: get this information from RenderPolyScene instead of duplicating the code..
|
||||
// To do: get this information from PolyRenderer instead of duplicating the code..
|
||||
double radPitch = ViewPitch.Normalized180().Radians();
|
||||
double angx = cos(radPitch);
|
||||
double angy = sin(radPitch) * glset.pixelstretch;
|
||||
|
|
|
@ -22,85 +22,7 @@
|
|||
|
||||
#pragma once
|
||||
|
||||
#include <vector>
|
||||
#include <memory>
|
||||
#include <algorithm>
|
||||
#include <functional>
|
||||
#include "doomdata.h"
|
||||
#include "r_utility.h"
|
||||
#include "r_main.h"
|
||||
#include "r_poly_triangle.h"
|
||||
#include "r_poly_intersection.h"
|
||||
#include "r_poly_wall.h"
|
||||
#include "r_poly_sprite.h"
|
||||
#include "r_poly_wallsprite.h"
|
||||
#include "r_poly_playersprite.h"
|
||||
#include "r_poly_particle.h"
|
||||
#include "r_poly_plane.h"
|
||||
#include "r_poly_cull.h"
|
||||
#include <set>
|
||||
#include <unordered_map>
|
||||
|
||||
class PolyTranslucentObject
|
||||
{
|
||||
public:
|
||||
PolyTranslucentObject(particle_t *particle, subsector_t *sub, uint32_t subsectorDepth) : particle(particle), sub(sub), subsectorDepth(subsectorDepth) { }
|
||||
PolyTranslucentObject(AActor *thing, subsector_t *sub, uint32_t subsectorDepth, double dist, float t1, float t2) : thing(thing), sub(sub), subsectorDepth(subsectorDepth), DistanceSquared(dist), SpriteLeft(t1), SpriteRight(t2) { }
|
||||
PolyTranslucentObject(RenderPolyWall wall) : wall(wall), subsectorDepth(wall.SubsectorDepth), DistanceSquared(1.e6) { }
|
||||
|
||||
bool operator<(const PolyTranslucentObject &other) const
|
||||
{
|
||||
return subsectorDepth != other.subsectorDepth ? subsectorDepth < other.subsectorDepth : DistanceSquared < other.DistanceSquared;
|
||||
}
|
||||
|
||||
particle_t *particle = nullptr;
|
||||
AActor *thing = nullptr;
|
||||
subsector_t *sub = nullptr;
|
||||
|
||||
RenderPolyWall wall;
|
||||
|
||||
uint32_t subsectorDepth = 0;
|
||||
double DistanceSquared = 0.0;
|
||||
|
||||
float SpriteLeft = 0.0f, SpriteRight = 1.0f;
|
||||
};
|
||||
|
||||
class PolyDrawSectorPortal;
|
||||
class PolyDrawLinePortal;
|
||||
|
||||
// Renders everything from a specific viewpoint
|
||||
class RenderPolyPortal
|
||||
{
|
||||
public:
|
||||
RenderPolyPortal();
|
||||
~RenderPolyPortal();
|
||||
void SetViewpoint(const TriMatrix &worldToClip, const Vec4f &portalPlane, uint32_t stencilValue);
|
||||
void Render(int portalDepth);
|
||||
void RenderTranslucent(int portalDepth);
|
||||
|
||||
static const uint32_t SkySubsectorDepth = 0x7fffffff;
|
||||
|
||||
private:
|
||||
void ClearBuffers();
|
||||
void RenderPortals(int portalDepth);
|
||||
void RenderSectors();
|
||||
void RenderSubsector(subsector_t *sub);
|
||||
void RenderLine(subsector_t *sub, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth);
|
||||
void RenderSprite(AActor *thing, double sortDistance, const DVector2 &left, const DVector2 &right);
|
||||
void RenderSprite(AActor *thing, double sortDistance, DVector2 left, DVector2 right, double t1, double t2, void *node);
|
||||
|
||||
TriMatrix WorldToClip;
|
||||
Vec4f PortalPlane;
|
||||
uint32_t StencilValue = 0;
|
||||
PolyCull Cull;
|
||||
uint32_t NextSubsectorDepth = 0;
|
||||
std::set<sector_t *> SeenSectors;
|
||||
std::unordered_map<subsector_t *, uint32_t> SubsectorDepths;
|
||||
std::vector<PolyTranslucentObject> TranslucentObjects;
|
||||
|
||||
std::vector<std::unique_ptr<PolyDrawSectorPortal>> SectorPortals;
|
||||
std::vector<std::unique_ptr<PolyDrawLinePortal>> LinePortals;
|
||||
};
|
||||
#include "r_poly_scene.h"
|
||||
|
||||
struct PolyPortalVertexRange
|
||||
{
|
||||
|
@ -128,7 +50,7 @@ private:
|
|||
void RestoreGlobals();
|
||||
|
||||
bool Ceiling;
|
||||
RenderPolyPortal RenderPortal;
|
||||
RenderPolyScene RenderPortal;
|
||||
|
||||
int savedextralight;
|
||||
DVector3 savedpos;
|
||||
|
@ -156,7 +78,7 @@ private:
|
|||
void SaveGlobals();
|
||||
void RestoreGlobals();
|
||||
|
||||
RenderPolyPortal RenderPortal;
|
||||
RenderPolyScene RenderPortal;
|
||||
|
||||
int savedextralight;
|
||||
DVector3 savedpos;
|
||||
|
|
341
src/r_poly_scene.cpp
Normal file
341
src/r_poly_scene.cpp
Normal file
|
@ -0,0 +1,341 @@
|
|||
/*
|
||||
** Polygon Doom software renderer
|
||||
** Copyright (c) 2016 Magnus Norddahl
|
||||
**
|
||||
** This software is provided 'as-is', without any express or implied
|
||||
** warranty. In no event will the authors be held liable for any damages
|
||||
** arising from the use of this software.
|
||||
**
|
||||
** Permission is granted to anyone to use this software for any purpose,
|
||||
** including commercial applications, and to alter it and redistribute it
|
||||
** freely, subject to the following restrictions:
|
||||
**
|
||||
** 1. The origin of this software must not be misrepresented; you must not
|
||||
** claim that you wrote the original software. If you use this software
|
||||
** in a product, an acknowledgment in the product documentation would be
|
||||
** appreciated but is not required.
|
||||
** 2. Altered source versions must be plainly marked as such, and must not be
|
||||
** misrepresented as being the original software.
|
||||
** 3. This notice may not be removed or altered from any source distribution.
|
||||
**
|
||||
*/
|
||||
|
||||
#include <stdlib.h>
|
||||
#include "templates.h"
|
||||
#include "doomdef.h"
|
||||
#include "p_maputl.h"
|
||||
#include "sbar.h"
|
||||
#include "r_data/r_translate.h"
|
||||
#include "r_poly_scene.h"
|
||||
#include "r_poly.h"
|
||||
#include "gl/data/gl_data.h"
|
||||
|
||||
CVAR(Bool, r_debug_cull, 0, 0)
|
||||
EXTERN_CVAR(Int, r_portal_recursions)
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
RenderPolyScene::RenderPolyScene()
|
||||
{
|
||||
}
|
||||
|
||||
RenderPolyScene::~RenderPolyScene()
|
||||
{
|
||||
}
|
||||
|
||||
void RenderPolyScene::SetViewpoint(const TriMatrix &worldToClip, const Vec4f &portalPlane, uint32_t stencilValue)
|
||||
{
|
||||
WorldToClip = worldToClip;
|
||||
StencilValue = stencilValue;
|
||||
PortalPlane = portalPlane;
|
||||
}
|
||||
|
||||
void RenderPolyScene::Render(int portalDepth)
|
||||
{
|
||||
ClearBuffers();
|
||||
Cull.CullScene(WorldToClip, PortalPlane);
|
||||
RenderSectors();
|
||||
RenderPortals(portalDepth);
|
||||
}
|
||||
|
||||
void RenderPolyScene::ClearBuffers()
|
||||
{
|
||||
SeenSectors.clear();
|
||||
SubsectorDepths.clear();
|
||||
TranslucentObjects.clear();
|
||||
SectorPortals.clear();
|
||||
LinePortals.clear();
|
||||
NextSubsectorDepth = 0;
|
||||
}
|
||||
|
||||
void RenderPolyScene::RenderSectors()
|
||||
{
|
||||
if (r_debug_cull)
|
||||
{
|
||||
for (auto it = Cull.PvsSectors.rbegin(); it != Cull.PvsSectors.rend(); ++it)
|
||||
RenderSubsector(*it);
|
||||
}
|
||||
else
|
||||
{
|
||||
for (auto it = Cull.PvsSectors.begin(); it != Cull.PvsSectors.end(); ++it)
|
||||
RenderSubsector(*it);
|
||||
}
|
||||
}
|
||||
|
||||
void RenderPolyScene::RenderSubsector(subsector_t *sub)
|
||||
{
|
||||
sector_t *frontsector = sub->sector;
|
||||
frontsector->MoreFlags |= SECF_DRAWN;
|
||||
|
||||
uint32_t subsectorDepth = NextSubsectorDepth++;
|
||||
|
||||
if (sub->sector->CenterFloor() != sub->sector->CenterCeiling())
|
||||
{
|
||||
RenderPolyPlane::RenderPlanes(WorldToClip, PortalPlane, sub, subsectorDepth, StencilValue, Cull.MaxCeilingHeight, Cull.MinFloorHeight, SectorPortals);
|
||||
}
|
||||
|
||||
for (uint32_t i = 0; i < sub->numlines; i++)
|
||||
{
|
||||
seg_t *line = &sub->firstline[i];
|
||||
if (line->sidedef == nullptr || !(line->sidedef->Flags & WALLF_POLYOBJ))
|
||||
{
|
||||
RenderLine(sub, line, frontsector, subsectorDepth);
|
||||
}
|
||||
}
|
||||
|
||||
bool mainBSP = ((unsigned int)(sub - subsectors) < (unsigned int)numsubsectors);
|
||||
if (mainBSP)
|
||||
{
|
||||
int subsectorIndex = (int)(sub - subsectors);
|
||||
for (int i = ParticlesInSubsec[subsectorIndex]; i != NO_PARTICLE; i = Particles[i].snext)
|
||||
{
|
||||
particle_t *particle = Particles + i;
|
||||
TranslucentObjects.push_back({ particle, sub, subsectorDepth });
|
||||
}
|
||||
}
|
||||
|
||||
SeenSectors.insert(sub->sector);
|
||||
SubsectorDepths[sub] = subsectorDepth;
|
||||
}
|
||||
|
||||
void RenderPolyScene::RenderSprite(AActor *thing, double sortDistance, const DVector2 &left, const DVector2 &right)
|
||||
{
|
||||
if (numnodes == 0)
|
||||
RenderSprite(thing, sortDistance, left, right, 0.0, 1.0, subsectors);
|
||||
else
|
||||
RenderSprite(thing, sortDistance, left, right, 0.0, 1.0, nodes + numnodes - 1); // The head node is the last node output.
|
||||
}
|
||||
|
||||
void RenderPolyScene::RenderSprite(AActor *thing, double sortDistance, DVector2 left, DVector2 right, double t1, double t2, void *node)
|
||||
{
|
||||
while (!((size_t)node & 1)) // Keep going until found a subsector
|
||||
{
|
||||
node_t *bsp = (node_t *)node;
|
||||
|
||||
DVector2 planePos(FIXED2DBL(bsp->x), FIXED2DBL(bsp->y));
|
||||
DVector2 planeNormal = DVector2(FIXED2DBL(-bsp->dy), FIXED2DBL(bsp->dx));
|
||||
double planeD = planeNormal | planePos;
|
||||
|
||||
int sideLeft = (left | planeNormal) > planeD;
|
||||
int sideRight = (right | planeNormal) > planeD;
|
||||
|
||||
if (sideLeft != sideRight)
|
||||
{
|
||||
double dotLeft = planeNormal | left;
|
||||
double dotRight = planeNormal | right;
|
||||
double t = (planeD - dotLeft) / (dotRight - dotLeft);
|
||||
|
||||
DVector2 mid = left * (1.0 - t) + right * t;
|
||||
double tmid = t1 * (1.0 - t) + t2 * t;
|
||||
|
||||
RenderSprite(thing, sortDistance, mid, right, tmid, t2, bsp->children[sideRight]);
|
||||
right = mid;
|
||||
t2 = tmid;
|
||||
}
|
||||
node = bsp->children[sideLeft];
|
||||
}
|
||||
|
||||
subsector_t *sub = (subsector_t *)((BYTE *)node - 1);
|
||||
|
||||
auto it = SubsectorDepths.find(sub);
|
||||
if (it != SubsectorDepths.end())
|
||||
TranslucentObjects.push_back({ thing, sub, it->second, sortDistance, (float)t1, (float)t2 });
|
||||
}
|
||||
|
||||
void RenderPolyScene::RenderLine(subsector_t *sub, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth)
|
||||
{
|
||||
// Reject lines not facing viewer
|
||||
DVector2 pt1 = line->v1->fPos() - ViewPos;
|
||||
DVector2 pt2 = line->v2->fPos() - ViewPos;
|
||||
if (pt1.Y * (pt1.X - pt2.X) + pt1.X * (pt2.Y - pt1.Y) >= 0)
|
||||
return;
|
||||
|
||||
// Cull wall if not visible
|
||||
int sx1, sx2;
|
||||
LineSegmentRange segmentRange = Cull.GetSegmentRangeForLine(line->v1->fX(), line->v1->fY(), line->v2->fX(), line->v2->fY(), sx1, sx2);
|
||||
if (segmentRange == LineSegmentRange::NotVisible || (segmentRange == LineSegmentRange::HasSegment && Cull.IsSegmentCulled(sx1, sx2)))
|
||||
return;
|
||||
|
||||
// Tell automap we saw this
|
||||
if (!swrenderer::r_dontmaplines && line->linedef && segmentRange != LineSegmentRange::AlwaysVisible)
|
||||
{
|
||||
line->linedef->flags |= ML_MAPPED;
|
||||
sub->flags |= SSECF_DRAWN;
|
||||
}
|
||||
|
||||
// Render 3D floor sides
|
||||
if (line->backsector && frontsector->e && line->backsector->e->XFloor.ffloors.Size())
|
||||
{
|
||||
for (unsigned int i = 0; i < line->backsector->e->XFloor.ffloors.Size(); i++)
|
||||
{
|
||||
F3DFloor *fakeFloor = line->backsector->e->XFloor.ffloors[i];
|
||||
if (!(fakeFloor->flags & FF_EXISTS)) continue;
|
||||
if (!(fakeFloor->flags & FF_RENDERPLANES)) continue;
|
||||
if (!fakeFloor->model) continue;
|
||||
RenderPolyWall::Render3DFloorLine(WorldToClip, PortalPlane, line, frontsector, subsectorDepth, StencilValue, fakeFloor, TranslucentObjects);
|
||||
}
|
||||
}
|
||||
|
||||
// Render wall, and update culling info if its an occlusion blocker
|
||||
if (RenderPolyWall::RenderLine(WorldToClip, PortalPlane, line, frontsector, subsectorDepth, StencilValue, TranslucentObjects, LinePortals))
|
||||
{
|
||||
if (segmentRange == LineSegmentRange::HasSegment)
|
||||
Cull.MarkSegmentCulled(sx1, sx2);
|
||||
}
|
||||
}
|
||||
|
||||
void RenderPolyScene::RenderPortals(int portalDepth)
|
||||
{
|
||||
if (portalDepth < r_portal_recursions)
|
||||
{
|
||||
for (auto &portal : SectorPortals)
|
||||
portal->Render(portalDepth + 1);
|
||||
|
||||
for (auto &portal : LinePortals)
|
||||
portal->Render(portalDepth + 1);
|
||||
}
|
||||
else // Fill with black
|
||||
{
|
||||
PolyDrawArgs args;
|
||||
args.objectToClip = &WorldToClip;
|
||||
args.mode = TriangleDrawMode::Fan;
|
||||
args.uniforms.color = 0;
|
||||
args.uniforms.light = 256;
|
||||
args.uniforms.flags = TriUniforms::fixed_light;
|
||||
args.SetClipPlane(PortalPlane.x, PortalPlane.y, PortalPlane.z, PortalPlane.w);
|
||||
|
||||
for (auto &portal : SectorPortals)
|
||||
{
|
||||
args.stenciltestvalue = portal->StencilValue;
|
||||
args.stencilwritevalue = portal->StencilValue + 1;
|
||||
for (const auto &verts : portal->Shape)
|
||||
{
|
||||
args.vinput = verts.Vertices;
|
||||
args.vcount = verts.Count;
|
||||
args.ccw = verts.Ccw;
|
||||
args.uniforms.subsectorDepth = verts.SubsectorDepth;
|
||||
PolyTriangleDrawer::draw(args, TriDrawVariant::FillNormal, TriBlendMode::Copy);
|
||||
}
|
||||
}
|
||||
|
||||
for (auto &portal : LinePortals)
|
||||
{
|
||||
args.stenciltestvalue = portal->StencilValue;
|
||||
args.stencilwritevalue = portal->StencilValue + 1;
|
||||
for (const auto &verts : portal->Shape)
|
||||
{
|
||||
args.vinput = verts.Vertices;
|
||||
args.vcount = verts.Count;
|
||||
args.ccw = verts.Ccw;
|
||||
args.uniforms.subsectorDepth = verts.SubsectorDepth;
|
||||
PolyTriangleDrawer::draw(args, TriDrawVariant::FillNormal, TriBlendMode::Copy);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void RenderPolyScene::RenderTranslucent(int portalDepth)
|
||||
{
|
||||
if (portalDepth < r_portal_recursions)
|
||||
{
|
||||
for (auto it = SectorPortals.rbegin(); it != SectorPortals.rend(); ++it)
|
||||
{
|
||||
auto &portal = *it;
|
||||
portal->RenderTranslucent(portalDepth + 1);
|
||||
|
||||
PolyDrawArgs args;
|
||||
args.objectToClip = &WorldToClip;
|
||||
args.mode = TriangleDrawMode::Fan;
|
||||
args.stenciltestvalue = portal->StencilValue + 1;
|
||||
args.stencilwritevalue = StencilValue;
|
||||
args.SetClipPlane(PortalPlane.x, PortalPlane.y, PortalPlane.z, PortalPlane.w);
|
||||
for (const auto &verts : portal->Shape)
|
||||
{
|
||||
args.vinput = verts.Vertices;
|
||||
args.vcount = verts.Count;
|
||||
args.ccw = verts.Ccw;
|
||||
args.uniforms.subsectorDepth = verts.SubsectorDepth;
|
||||
PolyTriangleDrawer::draw(args, TriDrawVariant::StencilClose, TriBlendMode::Copy);
|
||||
}
|
||||
}
|
||||
|
||||
for (auto it = LinePortals.rbegin(); it != LinePortals.rend(); ++it)
|
||||
{
|
||||
auto &portal = *it;
|
||||
portal->RenderTranslucent(portalDepth + 1);
|
||||
|
||||
PolyDrawArgs args;
|
||||
args.objectToClip = &WorldToClip;
|
||||
args.mode = TriangleDrawMode::Fan;
|
||||
args.stenciltestvalue = portal->StencilValue + 1;
|
||||
args.stencilwritevalue = StencilValue;
|
||||
args.SetClipPlane(PortalPlane.x, PortalPlane.y, PortalPlane.z, PortalPlane.w);
|
||||
for (const auto &verts : portal->Shape)
|
||||
{
|
||||
args.vinput = verts.Vertices;
|
||||
args.vcount = verts.Count;
|
||||
args.ccw = verts.Ccw;
|
||||
args.uniforms.subsectorDepth = verts.SubsectorDepth;
|
||||
PolyTriangleDrawer::draw(args, TriDrawVariant::StencilClose, TriBlendMode::Copy);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (sector_t *sector : SeenSectors)
|
||||
{
|
||||
for (AActor *thing = sector->thinglist; thing != nullptr; thing = thing->snext)
|
||||
{
|
||||
DVector2 left, right;
|
||||
if (!RenderPolySprite::GetLine(thing, left, right))
|
||||
continue;
|
||||
double distanceSquared = (thing->Pos() - ViewPos).LengthSquared();
|
||||
RenderSprite(thing, distanceSquared, left, right);
|
||||
}
|
||||
}
|
||||
|
||||
std::stable_sort(TranslucentObjects.begin(), TranslucentObjects.end());
|
||||
|
||||
for (auto it = TranslucentObjects.rbegin(); it != TranslucentObjects.rend(); ++it)
|
||||
{
|
||||
auto &obj = *it;
|
||||
if (obj.particle)
|
||||
{
|
||||
RenderPolyParticle spr;
|
||||
spr.Render(WorldToClip, PortalPlane, obj.particle, obj.sub, obj.subsectorDepth, StencilValue + 1);
|
||||
}
|
||||
else if (!obj.thing)
|
||||
{
|
||||
obj.wall.Render(WorldToClip, PortalPlane);
|
||||
}
|
||||
else if ((obj.thing->renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
|
||||
{
|
||||
RenderPolyWallSprite wallspr;
|
||||
wallspr.Render(WorldToClip, PortalPlane, obj.thing, obj.sub, obj.subsectorDepth, StencilValue + 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
RenderPolySprite spr;
|
||||
spr.Render(WorldToClip, PortalPlane, obj.thing, obj.sub, obj.subsectorDepth, StencilValue + 1, obj.SpriteLeft, obj.SpriteRight);
|
||||
}
|
||||
}
|
||||
}
|
103
src/r_poly_scene.h
Normal file
103
src/r_poly_scene.h
Normal file
|
@ -0,0 +1,103 @@
|
|||
/*
|
||||
** Polygon Doom software renderer
|
||||
** Copyright (c) 2016 Magnus Norddahl
|
||||
**
|
||||
** This software is provided 'as-is', without any express or implied
|
||||
** warranty. In no event will the authors be held liable for any damages
|
||||
** arising from the use of this software.
|
||||
**
|
||||
** Permission is granted to anyone to use this software for any purpose,
|
||||
** including commercial applications, and to alter it and redistribute it
|
||||
** freely, subject to the following restrictions:
|
||||
**
|
||||
** 1. The origin of this software must not be misrepresented; you must not
|
||||
** claim that you wrote the original software. If you use this software
|
||||
** in a product, an acknowledgment in the product documentation would be
|
||||
** appreciated but is not required.
|
||||
** 2. Altered source versions must be plainly marked as such, and must not be
|
||||
** misrepresented as being the original software.
|
||||
** 3. This notice may not be removed or altered from any source distribution.
|
||||
**
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <vector>
|
||||
#include <memory>
|
||||
#include <algorithm>
|
||||
#include <functional>
|
||||
#include "doomdata.h"
|
||||
#include "r_utility.h"
|
||||
#include "r_main.h"
|
||||
#include "r_poly_triangle.h"
|
||||
#include "r_poly_intersection.h"
|
||||
#include "r_poly_wall.h"
|
||||
#include "r_poly_sprite.h"
|
||||
#include "r_poly_wallsprite.h"
|
||||
#include "r_poly_playersprite.h"
|
||||
#include "r_poly_particle.h"
|
||||
#include "r_poly_plane.h"
|
||||
#include "r_poly_cull.h"
|
||||
#include <set>
|
||||
#include <unordered_map>
|
||||
|
||||
class PolyTranslucentObject
|
||||
{
|
||||
public:
|
||||
PolyTranslucentObject(particle_t *particle, subsector_t *sub, uint32_t subsectorDepth) : particle(particle), sub(sub), subsectorDepth(subsectorDepth) { }
|
||||
PolyTranslucentObject(AActor *thing, subsector_t *sub, uint32_t subsectorDepth, double dist, float t1, float t2) : thing(thing), sub(sub), subsectorDepth(subsectorDepth), DistanceSquared(dist), SpriteLeft(t1), SpriteRight(t2) { }
|
||||
PolyTranslucentObject(RenderPolyWall wall) : wall(wall), subsectorDepth(wall.SubsectorDepth), DistanceSquared(1.e6) { }
|
||||
|
||||
bool operator<(const PolyTranslucentObject &other) const
|
||||
{
|
||||
return subsectorDepth != other.subsectorDepth ? subsectorDepth < other.subsectorDepth : DistanceSquared < other.DistanceSquared;
|
||||
}
|
||||
|
||||
particle_t *particle = nullptr;
|
||||
AActor *thing = nullptr;
|
||||
subsector_t *sub = nullptr;
|
||||
|
||||
RenderPolyWall wall;
|
||||
|
||||
uint32_t subsectorDepth = 0;
|
||||
double DistanceSquared = 0.0;
|
||||
|
||||
float SpriteLeft = 0.0f, SpriteRight = 1.0f;
|
||||
};
|
||||
|
||||
class PolyDrawSectorPortal;
|
||||
class PolyDrawLinePortal;
|
||||
|
||||
// Renders everything from a specific viewpoint
|
||||
class RenderPolyScene
|
||||
{
|
||||
public:
|
||||
RenderPolyScene();
|
||||
~RenderPolyScene();
|
||||
void SetViewpoint(const TriMatrix &worldToClip, const Vec4f &portalPlane, uint32_t stencilValue);
|
||||
void Render(int portalDepth);
|
||||
void RenderTranslucent(int portalDepth);
|
||||
|
||||
static const uint32_t SkySubsectorDepth = 0x7fffffff;
|
||||
|
||||
private:
|
||||
void ClearBuffers();
|
||||
void RenderPortals(int portalDepth);
|
||||
void RenderSectors();
|
||||
void RenderSubsector(subsector_t *sub);
|
||||
void RenderLine(subsector_t *sub, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth);
|
||||
void RenderSprite(AActor *thing, double sortDistance, const DVector2 &left, const DVector2 &right);
|
||||
void RenderSprite(AActor *thing, double sortDistance, DVector2 left, DVector2 right, double t1, double t2, void *node);
|
||||
|
||||
TriMatrix WorldToClip;
|
||||
Vec4f PortalPlane;
|
||||
uint32_t StencilValue = 0;
|
||||
PolyCull Cull;
|
||||
uint32_t NextSubsectorDepth = 0;
|
||||
std::set<sector_t *> SeenSectors;
|
||||
std::unordered_map<subsector_t *, uint32_t> SubsectorDepths;
|
||||
std::vector<PolyTranslucentObject> TranslucentObjects;
|
||||
|
||||
std::vector<std::unique_ptr<PolyDrawSectorPortal>> SectorPortals;
|
||||
std::vector<std::unique_ptr<PolyDrawLinePortal>> LinePortals;
|
||||
};
|
|
@ -55,7 +55,7 @@ void PolySkyDome::Render(const TriMatrix &worldToClip)
|
|||
PolyDrawArgs args;
|
||||
args.uniforms.light = 256;
|
||||
args.uniforms.flags = 0;
|
||||
args.uniforms.subsectorDepth = RenderPolyPortal::SkySubsectorDepth;
|
||||
args.uniforms.subsectorDepth = RenderPolyScene::SkySubsectorDepth;
|
||||
args.objectToClip = &objectToClip;
|
||||
args.stenciltestvalue = 255;
|
||||
args.stencilwritevalue = 255;
|
||||
|
|
|
@ -195,7 +195,7 @@ void FSoftwareRenderer::RenderView(player_t *player)
|
|||
bool saved_swtruecolor = r_swtruecolor;
|
||||
r_swtruecolor = screen->IsBgra();
|
||||
|
||||
RenderPolyScene::Instance()->RenderActorView(player->mo, false);
|
||||
PolyRenderer::Instance()->RenderActorView(player->mo, false);
|
||||
FCanvasTextureInfo::UpdateAll();
|
||||
|
||||
// Apply special colormap if the target cannot do it
|
||||
|
@ -260,7 +260,7 @@ void FSoftwareRenderer::WriteSavePic (player_t *player, FileWriter *file, int wi
|
|||
pic->ObjectFlags |= OF_Fixed;
|
||||
pic->Lock ();
|
||||
if (r_polyrenderer)
|
||||
RenderPolyScene::Instance()->RenderViewToCanvas(player->mo, pic, 0, 0, width, height, true);
|
||||
PolyRenderer::Instance()->RenderViewToCanvas(player->mo, pic, 0, 0, width, height, true);
|
||||
else
|
||||
R_RenderViewToCanvas (player->mo, pic, 0, 0, width, height);
|
||||
screen->GetFlashedPalette (palette);
|
||||
|
@ -285,7 +285,7 @@ void FSoftwareRenderer::DrawRemainingPlayerSprites()
|
|||
}
|
||||
else
|
||||
{
|
||||
RenderPolyScene::Instance()->RenderRemainingPlayerSprites();
|
||||
PolyRenderer::Instance()->RenderRemainingPlayerSprites();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -413,7 +413,7 @@ void FSoftwareRenderer::RenderTextureView (FCanvasTexture *tex, AActor *viewpoin
|
|||
DAngle savedfov = FieldOfView;
|
||||
R_SetFOV ((double)fov);
|
||||
if (r_polyrenderer)
|
||||
RenderPolyScene::Instance()->RenderViewToCanvas(viewpoint, Canvas, 0, 0, tex->GetWidth(), tex->GetHeight(), tex->bFirstUpdate);
|
||||
PolyRenderer::Instance()->RenderViewToCanvas(viewpoint, Canvas, 0, 0, tex->GetWidth(), tex->GetHeight(), tex->bFirstUpdate);
|
||||
else
|
||||
R_RenderViewToCanvas (viewpoint, Canvas, 0, 0, tex->GetWidth(), tex->GetHeight(), tex->bFirstUpdate);
|
||||
R_SetFOV (savedfov);
|
||||
|
|
Loading…
Reference in a new issue