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https://github.com/ZDoom/gzdoom-gles.git
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114 lines
3.2 KiB
C++
114 lines
3.2 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Voxel rendering
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// Copyright(c) 1998 - 2016 Randy Heit
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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#pragma once
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#include "r_visiblesprite.h"
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struct kvxslab_t;
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struct FVoxelMipLevel;
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struct FVoxel;
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namespace swrenderer
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{
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class SpriteDrawerArgs;
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// [RH] A c-buffer. Used for keeping track of offscreen voxel spans.
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struct FCoverageBuffer
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{
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struct Span
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{
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Span *NextSpan;
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short Start, Stop;
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};
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FCoverageBuffer(int size);
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~FCoverageBuffer();
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void Clear();
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void InsertSpan(int listnum, int start, int stop);
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Span *AllocSpan();
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FMemArena SpanArena;
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Span **Spans; // [0..NumLists-1] span lists
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Span *FreeSpans;
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unsigned int NumLists;
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};
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class RenderVoxel : public VisibleSprite
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{
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public:
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static void Project(RenderThread *thread, AActor *thing, DVector3 pos, FVoxelDef *voxel, const DVector2 &spriteScale, int renderflags, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int spriteshade, bool foggy, FDynamicColormap *basecolormap);
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static void Deinit();
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protected:
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bool IsVoxel() const override { return true; }
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void Render(RenderThread *thread, short *cliptop, short *clipbottom, int minZ, int maxZ) override;
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private:
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struct posang
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{
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FVector3 vpos = { 0.0f, 0.0f, 0.0f }; // view origin
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FAngle vang = { 0.0f }; // view angle
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};
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struct VoxelBlockEntry
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{
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VoxelBlock *block;
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VoxelBlockEntry *next;
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};
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posang pa;
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DAngle Angle = { 0.0 };
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fixed_t xscale = 0;
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FVoxel *voxel = nullptr;
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bool bInMirror = false;
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uint32_t Translation = 0;
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uint32_t FillColor = 0;
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enum { DVF_OFFSCREEN = 1, DVF_SPANSONLY = 2, DVF_MIRRORED = 4, DVF_FIND_X1X2 = 8 };
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static kvxslab_t *GetSlabStart(const FVoxelMipLevel &mip, int x, int y);
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static kvxslab_t *GetSlabEnd(const FVoxelMipLevel &mip, int x, int y);
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static kvxslab_t *NextSlab(kvxslab_t *slab);
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static void CheckOffscreenBuffer(int width, int height, bool spansonly);
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static FCoverageBuffer *OffscreenCoverageBuffer;
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static int OffscreenBufferWidth;
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static int OffscreenBufferHeight;
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static uint8_t *OffscreenColorBuffer;
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void DrawVoxel(
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RenderThread *thread, SpriteDrawerArgs &drawerargs,
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const FVector3 &globalpos, FAngle viewangle, const FVector3 &dasprpos, DAngle dasprang, fixed_t daxscale, fixed_t dayscale,
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FVoxel *voxobj, short *daumost, short *dadmost, int minslabz, int maxslabz, int flags);
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int sgn(int v)
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{
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return v < 0 ? -1 : v > 0 ? 1 : 0;
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}
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};
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}
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