// // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // #include #include "templates.h" #include "doomdef.h" #include "m_bbox.h" #include "i_system.h" #include "p_lnspec.h" #include "p_setup.h" #include "a_sharedglobal.h" #include "g_level.h" #include "p_effect.h" #include "doomstat.h" #include "r_state.h" #include "v_palette.h" #include "r_sky.h" #include "po_man.h" #include "r_data/colormaps.h" #include "d_net.h" #include "swrenderer/r_memory.h" #include "swrenderer/drawers/r_draw.h" #include "swrenderer/scene/r_3dfloors.h" #include "swrenderer/scene/r_opaque_pass.h" #include "swrenderer/scene/r_portal.h" #include "swrenderer/line/r_wallsetup.h" #include "swrenderer/line/r_walldraw.h" #include "swrenderer/line/r_fogboundary.h" #include "swrenderer/segments/r_drawsegment.h" #include "swrenderer/things/r_visiblesprite.h" #include "swrenderer/scene/r_light.h" #include "swrenderer/viewport/r_viewport.h" #include "swrenderer/r_renderthread.h" namespace swrenderer { DrawSegmentList::DrawSegmentList(RenderThread *thread) { Thread = thread; } void DrawSegmentList::Clear() { Segments.Clear(); StartIndices.Clear(); StartIndices.Push(0); InterestingSegments.Clear(); StartInterestingIndices.Clear(); StartInterestingIndices.Push(0); } void DrawSegmentList::PushPortal() { StartIndices.Push(Segments.Size()); StartInterestingIndices.Push(InterestingSegments.Size()); } void DrawSegmentList::PopPortal() { Segments.Resize(StartIndices.Last()); StartIndices.Pop(); InterestingSegments.Resize(StartInterestingIndices.Last()); StartInterestingIndices.Pop(); } void DrawSegmentList::Push(DrawSegment *segment) { Segments.Push(segment); } void DrawSegmentList::PushInteresting(DrawSegment *segment) { InterestingSegments.Push(segment); } void DrawSegmentList::BuildSegmentGroups() { SegmentGroups.Clear(); unsigned int groupSize = 100; for (unsigned int index = 0; index < SegmentsCount(); index += groupSize) { auto ds = Segment(index); DrawSegmentGroup group; group.BeginIndex = index; group.EndIndex = MIN(index + groupSize, SegmentsCount()); group.x1 = ds->x1; group.x2 = ds->x2; group.neardepth = MIN(ds->sz1, ds->sz2); group.fardepth = MAX(ds->sz1, ds->sz2); for (unsigned int groupIndex = group.BeginIndex + 1; groupIndex < group.EndIndex; groupIndex++) { ds = Segment(groupIndex); group.x1 = MIN(group.x1, ds->x1); group.x2 = MAX(group.x2, ds->x2); group.neardepth = MIN(group.neardepth, ds->sz1); group.neardepth = MIN(group.neardepth, ds->sz2); group.fardepth = MAX(ds->sz1, group.fardepth); group.fardepth = MAX(ds->sz2, group.fardepth); } for (int x = group.x1; x < group.x2; x++) { cliptop[x] = 0; clipbottom[x] = viewheight; } for (unsigned int groupIndex = group.BeginIndex; groupIndex < group.EndIndex; groupIndex++) { ds = Segment(groupIndex); // kg3D - no clipping on fake segs if (ds->fake) continue; if (ds->silhouette & SIL_BOTTOM) { short *clip1 = clipbottom + ds->x1; const short *clip2 = ds->sprbottomclip; int i = ds->x2 - ds->x1; do { if (*clip1 > *clip2) *clip1 = *clip2; clip1++; clip2++; } while (--i); } if (ds->silhouette & SIL_TOP) { short *clip1 = cliptop + ds->x1; const short *clip2 = ds->sprtopclip; int i = ds->x2 - ds->x1; do { if (*clip1 < *clip2) *clip1 = *clip2; clip1++; clip2++; } while (--i); } } group.sprtopclip = Thread->FrameMemory->AllocMemory(group.x2 - group.x1); group.sprbottomclip = Thread->FrameMemory->AllocMemory(group.x2 - group.x1); memcpy(group.sprtopclip, cliptop + group.x1, (group.x2 - group.x1) * sizeof(short)); memcpy(group.sprbottomclip, clipbottom + group.x1, (group.x2 - group.x1) * sizeof(short)); SegmentGroups.Push(group); } } }