mirror of
https://github.com/ZDoom/gzdoom-gles.git
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190 lines
5.9 KiB
C++
190 lines
5.9 KiB
C++
//-----------------------------------------------------------------------------
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//
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// Copyright 2016 Magnus Norddahl
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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 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 General Public License for more details.
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//
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// You should have received a copy of the GNU 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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#include <stdlib.h>
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#include <stddef.h>
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#include "templates.h"
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#include "i_system.h"
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#include "doomdef.h"
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#include "doomstat.h"
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#include "doomdata.h"
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#include "p_lnspec.h"
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#include "p_setup.h"
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#include "r_sky.h"
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#include "v_video.h"
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#include "m_swap.h"
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#include "w_wad.h"
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#include "stats.h"
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#include "a_sharedglobal.h"
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#include "d_net.h"
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#include "g_level.h"
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#include "g_levellocals.h"
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#include "r_wallsetup.h"
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#include "v_palette.h"
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#include "r_utility.h"
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#include "r_data/colormaps.h"
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#include "swrenderer/r_memory.h"
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#include "swrenderer/scene/r_opaque_pass.h"
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#include "swrenderer/scene/r_3dfloors.h"
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#include "swrenderer/scene/r_portal.h"
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#include "swrenderer/scene/r_light.h"
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#include "swrenderer/scene/r_scene.h"
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#include "swrenderer/viewport/r_viewport.h"
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#include "swrenderer/line/r_farclip_line.h"
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#include "swrenderer/line/r_walldraw.h"
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#include "swrenderer/line/r_wallsetup.h"
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#include "swrenderer/drawers/r_draw.h"
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#include "swrenderer/segments/r_clipsegment.h"
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#include "swrenderer/segments/r_drawsegment.h"
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#include "swrenderer/plane/r_visibleplane.h"
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#include "swrenderer/plane/r_visibleplanelist.h"
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#include "swrenderer/viewport/r_skydrawer.h"
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#include "swrenderer/r_renderthread.h"
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namespace swrenderer
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{
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FarClipLine::FarClipLine(RenderThread *thread)
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{
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Thread = thread;
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}
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void FarClipLine::Render(seg_t *line, subsector_t *subsector, VisiblePlane *linefloorplane, VisiblePlane *lineceilingplane)
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{
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mSubsector = subsector;
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mFrontSector = mSubsector->sector;
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mLineSegment = line;
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mFloorPlane = linefloorplane;
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mCeilingPlane = lineceilingplane;
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DVector2 pt1 = line->v1->fPos() - Thread->Viewport->viewpoint.Pos;
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DVector2 pt2 = line->v2->fPos() - Thread->Viewport->viewpoint.Pos;
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// Reject lines not facing viewer
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if (pt1.Y * (pt1.X - pt2.X) + pt1.X * (pt2.Y - pt1.Y) >= 0)
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return;
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if (WallC.Init(Thread, pt1, pt2, 32.0 / (1 << 12)))
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return;
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RenderPortal *renderportal = Thread->Portal.get();
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if (WallC.sx1 >= renderportal->WindowRight || WallC.sx2 <= renderportal->WindowLeft)
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return;
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if (line->linedef == nullptr)
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return;
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// reject lines that aren't seen from the portal (if any)
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// [ZZ] 10.01.2016: lines inside a skybox shouldn't be clipped, although this imposes some limitations on portals in skyboxes.
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if (!renderportal->CurrentPortalInSkybox && renderportal->CurrentPortal && P_ClipLineToPortal(line->linedef, renderportal->CurrentPortal->dst, Thread->Viewport->viewpoint.Pos))
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return;
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mFrontCeilingZ1 = mFrontSector->ceilingplane.ZatPoint(line->v1);
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mFrontFloorZ1 = mFrontSector->floorplane.ZatPoint(line->v1);
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mFrontCeilingZ2 = mFrontSector->ceilingplane.ZatPoint(line->v2);
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mFrontFloorZ2 = mFrontSector->floorplane.ZatPoint(line->v2);
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mPrepped = false;
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Thread->ClipSegments->Clip(WallC.sx1, WallC.sx2, true, this);
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}
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bool FarClipLine::RenderWallSegment(int x1, int x2)
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{
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if (!mPrepped)
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{
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mPrepped = true;
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//walltop.Project(Thread->Viewport.get(), mFrontSector->ceilingplane, &WallC, mLineSegment, Thread->Portal->MirrorFlags & RF_XFLIP);
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wallbottom.Project(Thread->Viewport.get(), mFrontSector->floorplane, &WallC, mLineSegment, Thread->Portal->MirrorFlags & RF_XFLIP);
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memcpy(walltop.ScreenY, wallbottom.ScreenY, sizeof(short) * MAXWIDTH);
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}
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ClipSegmentTopBottom(x1, x2);
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MarkCeilingPlane(x1, x2);
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MarkFloorPlane(x1, x2);
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return true;
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}
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void FarClipLine::ClipSegmentTopBottom(int x1, int x2)
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{
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// clip wall to the floor and ceiling
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auto ceilingclip = Thread->OpaquePass->ceilingclip;
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auto floorclip = Thread->OpaquePass->floorclip;
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for (int x = x1; x < x2; ++x)
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{
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if (walltop.ScreenY[x] < ceilingclip[x])
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{
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walltop.ScreenY[x] = ceilingclip[x];
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}
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if (wallbottom.ScreenY[x] > floorclip[x])
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{
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wallbottom.ScreenY[x] = floorclip[x];
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}
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}
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}
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void FarClipLine::MarkCeilingPlane(int x1, int x2)
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{
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if (mCeilingPlane)
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{
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mCeilingPlane = Thread->PlaneList->GetRange(mCeilingPlane, x1, x2);
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auto ceilingclip = Thread->OpaquePass->ceilingclip;
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auto floorclip = Thread->OpaquePass->floorclip;
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Clip3DFloors *clip3d = Thread->Clip3D.get();
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for (int x = x1; x < x2; ++x)
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{
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short top = (clip3d->fakeFloor && clip3d->fake3D & FAKE3D_FAKECEILING) ? clip3d->fakeFloor->ceilingclip[x] : ceilingclip[x];
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short bottom = MIN(walltop.ScreenY[x], floorclip[x]);
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if (top < bottom)
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{
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mCeilingPlane->top[x] = top;
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mCeilingPlane->bottom[x] = bottom;
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}
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}
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}
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}
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void FarClipLine::MarkFloorPlane(int x1, int x2)
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{
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if (mFloorPlane)
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{
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mFloorPlane = Thread->PlaneList->GetRange(mFloorPlane, x1, x2);
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auto ceilingclip = Thread->OpaquePass->ceilingclip;
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auto floorclip = Thread->OpaquePass->floorclip;
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Clip3DFloors *clip3d = Thread->Clip3D.get();
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for (int x = x1; x < x2; ++x)
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{
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short top = MAX(wallbottom.ScreenY[x], ceilingclip[x]);
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short bottom = (clip3d->fakeFloor && clip3d->fake3D & FAKE3D_FAKEFLOOR) ? clip3d->fakeFloor->floorclip[x] : floorclip[x];
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if (top < bottom)
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{
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assert(bottom <= viewheight);
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mFloorPlane->top[x] = top;
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mFloorPlane->bottom[x] = bottom;
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}
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}
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}
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}
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}
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