mirror of
https://github.com/ZDoom/gzdoom-gles.git
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117 lines
3.4 KiB
C++
117 lines
3.4 KiB
C++
/*
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** Polygon Doom software renderer
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** Copyright (c) 2016 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#pragma once
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#include <vector>
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#include <memory>
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#include <algorithm>
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#include <functional>
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#include "doomdata.h"
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#include "r_utility.h"
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#include "r_main.h"
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#include "r_poly_triangle.h"
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#include "r_poly_intersection.h"
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#include "r_poly_wall.h"
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#include "r_poly_sprite.h"
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#include "r_poly_wallsprite.h"
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#include "r_poly_playersprite.h"
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#include "r_poly_particle.h"
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#include "r_poly_plane.h"
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#include "r_poly_sky.h"
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#include "r_poly_cull.h"
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// Used for sorting things by distance to the camera
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class PolySortedSprite
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{
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public:
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PolySortedSprite(AActor *thing, double distanceSquared) : Thing(thing), DistanceSquared(distanceSquared) { }
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bool operator<(const PolySortedSprite &other) const { return DistanceSquared < other.DistanceSquared; }
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AActor *Thing;
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double DistanceSquared;
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};
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class PolyTranslucentObject
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{
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public:
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PolyTranslucentObject(particle_t *particle, subsector_t *sub, uint32_t subsectorDepth) : particle(particle), sub(sub), subsectorDepth(subsectorDepth) { }
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PolyTranslucentObject(AActor *thing, subsector_t *sub, uint32_t subsectorDepth) : thing(thing), sub(sub), subsectorDepth(subsectorDepth) { }
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PolyTranslucentObject(RenderPolyWall wall) : wall(wall) { }
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particle_t *particle = nullptr;
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AActor *thing = nullptr;
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subsector_t *sub = nullptr;
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uint32_t subsectorDepth = 0;
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RenderPolyWall wall;
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};
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class SpriteRange
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{
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public:
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SpriteRange() = default;
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SpriteRange(int start, int count) : Start(start), Count(count) { }
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int Start = -1;
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int Count = 0;
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};
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// Renders a scene
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class RenderPolyScene
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{
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public:
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void Render();
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void RenderRemainingPlayerSprites();
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static const uint32_t SkySubsectorDepth = 0x7fffffff;
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static RenderPolyScene *Instance();
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private:
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void ClearBuffers();
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void SetSceneViewport();
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void SetupPerspectiveMatrix();
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void RenderSectors();
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void RenderSubsector(subsector_t *sub);
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void RenderLine(subsector_t *sub, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth);
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void RenderTranslucent();
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SpriteRange GetSpritesForSector(sector_t *sector);
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TriMatrix WorldToClip;
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PolyCull Cull;
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uint32_t NextSubsectorDepth = 0;
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std::vector<SpriteRange> SectorSpriteRanges;
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std::vector<PolySortedSprite> SortedSprites;
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std::vector<PolyTranslucentObject> TranslucentObjects;
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std::vector<PolyTranslucentObject> SubsectorTranslucentWalls;
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PolySkyDome skydome;
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RenderPolyPlayerSprites PlayerSprites;
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};
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class PolyVertexBuffer
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{
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public:
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static TriVertex *GetVertices(int count);
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static void Clear();
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};
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