// // 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 #include "templates.h" #include "i_system.h" #include "w_wad.h" #include "doomdef.h" #include "doomstat.h" #include "r_sky.h" #include "stats.h" #include "v_video.h" #include "a_sharedglobal.h" #include "c_console.h" #include "cmdlib.h" #include "d_net.h" #include "g_level.h" #include "g_levellocals.h" #include "swrenderer/scene/r_opaque_pass.h" #include "r_flatplane.h" #include "swrenderer/scene/r_3dfloors.h" #include "v_palette.h" #include "r_data/colormaps.h" #include "swrenderer/drawers/r_draw_rgba.h" #include "gl/dynlights/gl_dynlight.h" #include "swrenderer/segments/r_clipsegment.h" #include "swrenderer/segments/r_drawsegment.h" #include "swrenderer/scene/r_portal.h" #include "swrenderer/scene/r_scene.h" #include "swrenderer/scene/r_light.h" #include "swrenderer/plane/r_visibleplane.h" #include "swrenderer/viewport/r_viewport.h" #include "swrenderer/r_memory.h" #include "swrenderer/r_renderthread.h" namespace swrenderer { RenderFlatPlane::RenderFlatPlane(RenderThread *thread) { Thread = thread; } void RenderFlatPlane::Render(VisiblePlane *pl, double _xscale, double _yscale, fixed_t alpha, bool additive, bool masked, FDynamicColormap *colormap, FTexture *texture) { if (alpha <= 0) { return; } drawerargs.SetSolidColor(3); drawerargs.SetTexture(texture); double planeang = (pl->xform.Angle + pl->xform.baseAngle).Radians(); double xstep, ystep, leftxfrac, leftyfrac, rightxfrac, rightyfrac; double x; if (planeang != 0) { double cosine = cos(planeang), sine = sin(planeang); pviewx = pl->xform.xOffs + ViewPos.X * cosine - ViewPos.Y * sine; pviewy = pl->xform.yOffs - ViewPos.X * sine - ViewPos.Y * cosine; } else { pviewx = pl->xform.xOffs + ViewPos.X; pviewy = pl->xform.yOffs - ViewPos.Y; } pviewx = _xscale * pviewx; pviewy = _yscale * pviewy; // left to right mapping planeang += (ViewAngle - 90).Radians(); auto viewport = RenderViewport::Instance(); // Scale will be unit scale at FocalLengthX (normally SCREENWIDTH/2) distance xstep = cos(planeang) / viewport->FocalLengthX; ystep = -sin(planeang) / viewport->FocalLengthX; // [RH] flip for mirrors RenderPortal *renderportal = Thread->Portal.get(); if (renderportal->MirrorFlags & RF_XFLIP) { xstep = -xstep; ystep = -ystep; } planeang += M_PI / 2; double cosine = cos(planeang), sine = -sin(planeang); x = pl->right - viewport->CenterX - 0.5; rightxfrac = _xscale * (cosine + x * xstep); rightyfrac = _yscale * (sine + x * ystep); x = pl->left - viewport->CenterX + 0.5; leftxfrac = _xscale * (cosine + x * xstep); leftyfrac = _yscale * (sine + x * ystep); basexfrac = leftxfrac; baseyfrac = leftyfrac; xstepscale = (rightxfrac - leftxfrac) / (pl->right - pl->left + 1); ystepscale = (rightyfrac - leftyfrac) / (pl->right - pl->left + 1); minx = pl->left; planeheight = fabs(pl->height.Zat0() - ViewPos.Z); basecolormap = colormap; // [RH] set foggy flag bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); GlobVis = LightVisibility::Instance()->FlatPlaneGlobVis(foggy) / planeheight; CameraLight *cameraLight = CameraLight::Instance(); if (cameraLight->FixedLightLevel() >= 0) { drawerargs.SetLight(basecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->FixedLightLevel())); plane_shade = false; } else if (cameraLight->FixedColormap()) { drawerargs.SetLight(cameraLight->FixedColormap(), 0, 0); plane_shade = false; } else { plane_shade = true; planeshade = LIGHT2SHADE(pl->lightlevel, foggy); } drawerargs.SetStyle(masked, additive, alpha); light_list = pl->lights; RenderLines(pl); } void RenderFlatPlane::RenderLine(int y, int x1, int x2) { #ifdef RANGECHECK if (x2 < x1 || x1<0 || x2 >= viewwidth || (unsigned)y >= (unsigned)viewheight) { I_FatalError("R_MapPlane: %i, %i at %i", x1, x2, y); } #endif auto viewport = RenderViewport::Instance(); double curxfrac = basexfrac + xstepscale * (x1 + 0.5 - minx); double curyfrac = baseyfrac + ystepscale * (x1 + 0.5 - minx); double distance = viewport->PlaneDepth(y, planeheight); if (drawerargs.TextureWidthBits() != 0) { drawerargs.SetTextureUStep(xs_ToFixed(32 - drawerargs.TextureWidthBits(), distance * xstepscale)); drawerargs.SetTextureUPos(xs_ToFixed(32 - drawerargs.TextureWidthBits(), distance * curxfrac + pviewx)); } else { drawerargs.SetTextureUStep(0); drawerargs.SetTextureUPos(0); } if (drawerargs.TextureHeightBits() != 0) { drawerargs.SetTextureVStep(xs_ToFixed(32 - drawerargs.TextureHeightBits(), distance * ystepscale)); drawerargs.SetTextureVPos(xs_ToFixed(32 - drawerargs.TextureHeightBits(), distance * curyfrac + pviewy)); } else { drawerargs.SetTextureVStep(0); drawerargs.SetTextureVPos(0); } if (viewport->RenderTarget->IsBgra()) { double distance2 = viewport->PlaneDepth(y + 1, planeheight); double xmagnitude = fabs(ystepscale * (distance2 - distance) * viewport->FocalLengthX); double ymagnitude = fabs(xstepscale * (distance2 - distance) * viewport->FocalLengthX); double magnitude = MAX(ymagnitude, xmagnitude); double min_lod = -1000.0; drawerargs.SetTextureLOD(MAX(log2(magnitude) + r_lod_bias, min_lod)); } if (plane_shade) { // Determine lighting based on the span's distance from the viewer. drawerargs.SetLight(basecolormap, (float)(GlobVis * fabs(viewport->CenterY - y)), planeshade); } if (r_dynlights) { // Find row position in view space float zspan = (float)(planeheight / (fabs(y + 0.5 - viewport->CenterY) / viewport->InvZtoScale)); drawerargs.dc_viewpos.X = (float)((x1 + 0.5 - viewport->CenterX) / viewport->CenterX * zspan); drawerargs.dc_viewpos.Y = zspan; drawerargs.dc_viewpos.Z = (float)((viewport->CenterY - y - 0.5) / viewport->InvZtoScale * zspan); drawerargs.dc_viewpos_step.X = (float)(zspan / viewport->CenterX); static DrawerLight lightbuffer[64 * 1024]; static int nextlightindex = 0; // Plane normal drawerargs.dc_normal.X = 0.0f; drawerargs.dc_normal.Y = 0.0f; drawerargs.dc_normal.Z = (y >= viewport->CenterY) ? 1.0f : -1.0f; // Setup lights for row drawerargs.dc_num_lights = 0; drawerargs.dc_lights = lightbuffer + nextlightindex; VisiblePlaneLight *cur_node = light_list; while (cur_node && nextlightindex < 64 * 1024) { double lightX = cur_node->lightsource->X() - ViewPos.X; double lightY = cur_node->lightsource->Y() - ViewPos.Y; double lightZ = cur_node->lightsource->Z() - ViewPos.Z; float lx = (float)(lightX * ViewSin - lightY * ViewCos); float ly = (float)(lightX * ViewTanCos + lightY * ViewTanSin) - drawerargs.dc_viewpos.Y; float lz = (float)lightZ - drawerargs.dc_viewpos.Z; // Precalculate the constant part of the dot here so the drawer doesn't have to. bool is_point_light = (cur_node->lightsource->flags4 & MF4_ATTENUATE) != 0; float lconstant = ly * ly + lz * lz; float nlconstant = is_point_light ? lz * drawerargs.dc_normal.Z : 0.0f; // Include light only if it touches this row float radius = cur_node->lightsource->GetRadius(); if (radius * radius >= lconstant && nlconstant >= 0.0f) { uint32_t red = cur_node->lightsource->GetRed(); uint32_t green = cur_node->lightsource->GetGreen(); uint32_t blue = cur_node->lightsource->GetBlue(); nextlightindex++; auto &light = drawerargs.dc_lights[drawerargs.dc_num_lights++]; light.x = lx; light.y = lconstant; light.z = nlconstant; light.radius = 256.0f / radius; light.color = (red << 16) | (green << 8) | blue; } cur_node = cur_node->next; } if (nextlightindex == 64 * 1024) nextlightindex = 0; } else { drawerargs.dc_num_lights = 0; } drawerargs.SetDestY(y); drawerargs.SetDestX1(x1); drawerargs.SetDestX2(x2); drawerargs.DrawSpan(Thread); } ///////////////////////////////////////////////////////////////////////// RenderColoredPlane::RenderColoredPlane(RenderThread *thread) { Thread = thread; } void RenderColoredPlane::Render(VisiblePlane *pl) { RenderLines(pl); } void RenderColoredPlane::RenderLine(int y, int x1, int x2) { drawerargs.DrawColoredSpan(Thread, y, x1, x2); } }