/* ** 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 #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::SetPortalSegments(const std::vector &segments) { Cull.ClearSolidSegments(); for (const auto &segment : segments) { Cull.MarkSegmentCulled(segment.X1, segment.X2); } Cull.InvertSegments(); PortalSegmentsAdded = true; } void RenderPolyScene::Render(int portalDepth) { ClearBuffers(); if (!PortalSegmentsAdded) Cull.ClearSolidSegments(); Cull.CullScene(WorldToClip, PortalPlane); Cull.ClearSolidSegments(); 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, Cull, 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) { subsector_t *sub = subsectors; auto it = SubsectorDepths.find(sub); if (it != SubsectorDepths.end()) TranslucentObjects.push_back({ thing, sub, it->second, sortDistance, 0.0f, 1.0f }); } 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, Cull, line, frontsector, subsectorDepth, StencilValue, fakeFloor, TranslucentObjects); } } // Render wall, and update culling info if its an occlusion blocker if (RenderPolyWall::RenderLine(WorldToClip, PortalPlane, Cull, 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 + 1; 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 + 1; 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, Cull); } 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); } } }