gzdoom-gles/src/swrenderer/line/r_farclip_line.cpp

190 lines
5.9 KiB
C++

//-----------------------------------------------------------------------------
//
// Copyright 2016 Magnus Norddahl
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//-----------------------------------------------------------------------------
//
#include <stdlib.h>
#include <stddef.h>
#include "templates.h"
#include "i_system.h"
#include "doomdef.h"
#include "doomstat.h"
#include "doomdata.h"
#include "p_lnspec.h"
#include "p_setup.h"
#include "r_sky.h"
#include "v_video.h"
#include "m_swap.h"
#include "w_wad.h"
#include "stats.h"
#include "a_sharedglobal.h"
#include "d_net.h"
#include "g_level.h"
#include "g_levellocals.h"
#include "r_wallsetup.h"
#include "v_palette.h"
#include "r_utility.h"
#include "r_data/colormaps.h"
#include "swrenderer/r_memory.h"
#include "swrenderer/scene/r_opaque_pass.h"
#include "swrenderer/scene/r_3dfloors.h"
#include "swrenderer/scene/r_portal.h"
#include "swrenderer/scene/r_light.h"
#include "swrenderer/scene/r_scene.h"
#include "swrenderer/viewport/r_viewport.h"
#include "swrenderer/line/r_farclip_line.h"
#include "swrenderer/line/r_walldraw.h"
#include "swrenderer/line/r_wallsetup.h"
#include "swrenderer/drawers/r_draw.h"
#include "swrenderer/segments/r_clipsegment.h"
#include "swrenderer/segments/r_drawsegment.h"
#include "swrenderer/plane/r_visibleplane.h"
#include "swrenderer/plane/r_visibleplanelist.h"
#include "swrenderer/viewport/r_skydrawer.h"
#include "swrenderer/r_renderthread.h"
namespace swrenderer
{
FarClipLine::FarClipLine(RenderThread *thread)
{
Thread = thread;
}
void FarClipLine::Render(seg_t *line, subsector_t *subsector, VisiblePlane *linefloorplane, VisiblePlane *lineceilingplane)
{
mSubsector = subsector;
mFrontSector = mSubsector->sector;
mLineSegment = line;
mFloorPlane = linefloorplane;
mCeilingPlane = lineceilingplane;
DVector2 pt1 = line->v1->fPos() - Thread->Viewport->viewpoint.Pos;
DVector2 pt2 = line->v2->fPos() - Thread->Viewport->viewpoint.Pos;
// Reject lines not facing viewer
if (pt1.Y * (pt1.X - pt2.X) + pt1.X * (pt2.Y - pt1.Y) >= 0)
return;
if (WallC.Init(Thread, pt1, pt2, 32.0 / (1 << 12)))
return;
RenderPortal *renderportal = Thread->Portal.get();
if (WallC.sx1 >= renderportal->WindowRight || WallC.sx2 <= renderportal->WindowLeft)
return;
if (line->linedef == nullptr)
return;
// reject lines that aren't seen from the portal (if any)
// [ZZ] 10.01.2016: lines inside a skybox shouldn't be clipped, although this imposes some limitations on portals in skyboxes.
if (!renderportal->CurrentPortalInSkybox && renderportal->CurrentPortal && P_ClipLineToPortal(line->linedef, renderportal->CurrentPortal->dst, Thread->Viewport->viewpoint.Pos))
return;
mFrontCeilingZ1 = mFrontSector->ceilingplane.ZatPoint(line->v1);
mFrontFloorZ1 = mFrontSector->floorplane.ZatPoint(line->v1);
mFrontCeilingZ2 = mFrontSector->ceilingplane.ZatPoint(line->v2);
mFrontFloorZ2 = mFrontSector->floorplane.ZatPoint(line->v2);
mPrepped = false;
Thread->ClipSegments->Clip(WallC.sx1, WallC.sx2, true, this);
}
bool FarClipLine::RenderWallSegment(int x1, int x2)
{
if (!mPrepped)
{
mPrepped = true;
//walltop.Project(Thread->Viewport.get(), mFrontSector->ceilingplane, &WallC, mLineSegment, Thread->Portal->MirrorFlags & RF_XFLIP);
wallbottom.Project(Thread->Viewport.get(), mFrontSector->floorplane, &WallC, mLineSegment, Thread->Portal->MirrorFlags & RF_XFLIP);
memcpy(walltop.ScreenY, wallbottom.ScreenY, sizeof(short) * MAXWIDTH);
}
ClipSegmentTopBottom(x1, x2);
MarkCeilingPlane(x1, x2);
MarkFloorPlane(x1, x2);
return true;
}
void FarClipLine::ClipSegmentTopBottom(int x1, int x2)
{
// clip wall to the floor and ceiling
auto ceilingclip = Thread->OpaquePass->ceilingclip;
auto floorclip = Thread->OpaquePass->floorclip;
for (int x = x1; x < x2; ++x)
{
if (walltop.ScreenY[x] < ceilingclip[x])
{
walltop.ScreenY[x] = ceilingclip[x];
}
if (wallbottom.ScreenY[x] > floorclip[x])
{
wallbottom.ScreenY[x] = floorclip[x];
}
}
}
void FarClipLine::MarkCeilingPlane(int x1, int x2)
{
if (mCeilingPlane)
{
mCeilingPlane = Thread->PlaneList->GetRange(mCeilingPlane, x1, x2);
auto ceilingclip = Thread->OpaquePass->ceilingclip;
auto floorclip = Thread->OpaquePass->floorclip;
Clip3DFloors *clip3d = Thread->Clip3D.get();
for (int x = x1; x < x2; ++x)
{
short top = (clip3d->fakeFloor && clip3d->fake3D & FAKE3D_FAKECEILING) ? clip3d->fakeFloor->ceilingclip[x] : ceilingclip[x];
short bottom = MIN(walltop.ScreenY[x], floorclip[x]);
if (top < bottom)
{
mCeilingPlane->top[x] = top;
mCeilingPlane->bottom[x] = bottom;
}
}
}
}
void FarClipLine::MarkFloorPlane(int x1, int x2)
{
if (mFloorPlane)
{
mFloorPlane = Thread->PlaneList->GetRange(mFloorPlane, x1, x2);
auto ceilingclip = Thread->OpaquePass->ceilingclip;
auto floorclip = Thread->OpaquePass->floorclip;
Clip3DFloors *clip3d = Thread->Clip3D.get();
for (int x = x1; x < x2; ++x)
{
short top = MAX(wallbottom.ScreenY[x], ceilingclip[x]);
short bottom = (clip3d->fakeFloor && clip3d->fake3D & FAKE3D_FAKEFLOOR) ? clip3d->fakeFloor->floorclip[x] : floorclip[x];
if (top < bottom)
{
assert(bottom <= viewheight);
mFloorPlane->top[x] = top;
mFloorPlane->bottom[x] = bottom;
}
}
}
}
}