Rename RenderBSP to RenderOpaquePass and RenderTranslucent to RenderTranslucentPass

This commit is contained in:
Magnus Norddahl 2017-01-11 20:42:39 +01:00
parent 6f1836b68b
commit 3f8e5d26b8
27 changed files with 93 additions and 93 deletions

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@ -846,9 +846,9 @@ set( FASTMATH_PCH_SOURCES
swrenderer/drawers/r_drawers.cpp swrenderer/drawers/r_drawers.cpp
swrenderer/drawers/r_thread.cpp swrenderer/drawers/r_thread.cpp
swrenderer/scene/r_3dfloors.cpp swrenderer/scene/r_3dfloors.cpp
swrenderer/scene/r_bsp.cpp swrenderer/scene/r_opaque_pass.cpp
swrenderer/scene/r_portal.cpp swrenderer/scene/r_portal.cpp
swrenderer/scene/r_translucent.cpp swrenderer/scene/r_translucent_pass.cpp
swrenderer/line/r_line.cpp swrenderer/line/r_line.cpp
swrenderer/line/r_walldraw.cpp swrenderer/line/r_walldraw.cpp
swrenderer/line/r_wallsetup.cpp swrenderer/line/r_wallsetup.cpp

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@ -31,7 +31,7 @@
#include "r_data/colormaps.h" #include "r_data/colormaps.h"
#include "gl/dynlights/gl_dynlight.h" #include "gl/dynlights/gl_dynlight.h"
#include "swrenderer/drawers/r_draw_rgba.h" #include "swrenderer/drawers/r_draw_rgba.h"
#include "swrenderer/scene/r_bsp.h" #include "swrenderer/scene/r_opaque_pass.h"
#include "swrenderer/scene/r_3dfloors.h" #include "swrenderer/scene/r_3dfloors.h"
#include "swrenderer/scene/r_portal.h" #include "swrenderer/scene/r_portal.h"
#include "swrenderer/segments/r_clipsegment.h" #include "swrenderer/segments/r_clipsegment.h"

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@ -33,7 +33,7 @@
#include "r_data/colormaps.h" #include "r_data/colormaps.h"
#include "swrenderer/r_main.h" #include "swrenderer/r_main.h"
#include "swrenderer/r_memory.h" #include "swrenderer/r_memory.h"
#include "swrenderer/scene/r_bsp.h" #include "swrenderer/scene/r_opaque_pass.h"
#include "swrenderer/scene/r_3dfloors.h" #include "swrenderer/scene/r_3dfloors.h"
#include "swrenderer/scene/r_portal.h" #include "swrenderer/scene/r_portal.h"
#include "swrenderer/line/r_line.h" #include "swrenderer/line/r_line.h"
@ -138,7 +138,7 @@ namespace swrenderer
// kg3D - its fake, no transfer_heights // kg3D - its fake, no transfer_heights
if (!(clip3d->fake3D & FAKE3D_FAKEBACK)) if (!(clip3d->fake3D & FAKE3D_FAKEBACK))
{ // killough 3/8/98, 4/4/98: hack for invisible ceilings / deep water { // killough 3/8/98, 4/4/98: hack for invisible ceilings / deep water
backsector = RenderBSP::Instance()->FakeFlat(backsector, &tempsec, nullptr, nullptr, curline, WallC.sx1, WallC.sx2, rw_frontcz1, rw_frontcz2); backsector = RenderOpaquePass::Instance()->FakeFlat(backsector, &tempsec, nullptr, nullptr, curline, WallC.sx1, WallC.sx2, rw_frontcz1, rw_frontcz2);
} }
doorclosed = false; // killough 4/16/98 doorclosed = false; // killough 4/16/98
@ -455,7 +455,7 @@ namespace swrenderer
// kg3D - backup for mid and fake walls // kg3D - backup for mid and fake walls
draw_segment->bkup = R_NewOpening(stop - start); draw_segment->bkup = R_NewOpening(stop - start);
memcpy(openings + draw_segment->bkup, &RenderBSP::Instance()->ceilingclip[start], sizeof(short)*(stop - start)); memcpy(openings + draw_segment->bkup, &RenderOpaquePass::Instance()->ceilingclip[start], sizeof(short)*(stop - start));
draw_segment->bFogBoundary = IsFogBoundary(frontsector, backsector); draw_segment->bFogBoundary = IsFogBoundary(frontsector, backsector);
if (sidedef->GetTexture(side_t::mid).isValid() || draw_segment->bFakeBoundary) if (sidedef->GetTexture(side_t::mid).isValid() || draw_segment->bFakeBoundary)
@ -567,13 +567,13 @@ namespace swrenderer
if (((draw_segment->silhouette & SIL_TOP) || maskedtexture) && draw_segment->sprtopclip == -1) if (((draw_segment->silhouette & SIL_TOP) || maskedtexture) && draw_segment->sprtopclip == -1)
{ {
draw_segment->sprtopclip = R_NewOpening(stop - start); draw_segment->sprtopclip = R_NewOpening(stop - start);
memcpy(openings + draw_segment->sprtopclip, &RenderBSP::Instance()->ceilingclip[start], sizeof(short)*(stop - start)); memcpy(openings + draw_segment->sprtopclip, &RenderOpaquePass::Instance()->ceilingclip[start], sizeof(short)*(stop - start));
} }
if (((draw_segment->silhouette & SIL_BOTTOM) || maskedtexture) && draw_segment->sprbottomclip == -1) if (((draw_segment->silhouette & SIL_BOTTOM) || maskedtexture) && draw_segment->sprbottomclip == -1)
{ {
draw_segment->sprbottomclip = R_NewOpening(stop - start); draw_segment->sprbottomclip = R_NewOpening(stop - start);
memcpy(openings + draw_segment->sprbottomclip, &RenderBSP::Instance()->floorclip[start], sizeof(short)*(stop - start)); memcpy(openings + draw_segment->sprbottomclip, &RenderOpaquePass::Instance()->floorclip[start], sizeof(short)*(stop - start));
} }
if (maskedtexture && curline->sidedef->GetTexture(side_t::mid).isValid()) if (maskedtexture && curline->sidedef->GetTexture(side_t::mid).isValid())
@ -969,8 +969,8 @@ namespace swrenderer
R_SetColorMapLight(fixedcolormap, 0, 0); R_SetColorMapLight(fixedcolormap, 0, 0);
// clip wall to the floor and ceiling // clip wall to the floor and ceiling
auto ceilingclip = RenderBSP::Instance()->ceilingclip; auto ceilingclip = RenderOpaquePass::Instance()->ceilingclip;
auto floorclip = RenderBSP::Instance()->floorclip; auto floorclip = RenderOpaquePass::Instance()->floorclip;
for (x = x1; x < x2; ++x) for (x = x1; x < x2; ++x)
{ {
if (walltop[x] < ceilingclip[x]) if (walltop[x] < ceilingclip[x])

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@ -42,7 +42,7 @@
#include "swrenderer/drawers/r_drawers.h" #include "swrenderer/drawers/r_drawers.h"
#include "swrenderer/drawers/r_draw.h" #include "swrenderer/drawers/r_draw.h"
#include "swrenderer/segments/r_drawsegment.h" #include "swrenderer/segments/r_drawsegment.h"
#include "swrenderer/scene/r_bsp.h" #include "swrenderer/scene/r_opaque_pass.h"
#include "swrenderer/scene/r_3dfloors.h" #include "swrenderer/scene/r_3dfloors.h"
#include "swrenderer/scene/r_portal.h" #include "swrenderer/scene/r_portal.h"
#include "swrenderer/line/r_walldraw.h" #include "swrenderer/line/r_walldraw.h"

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@ -27,7 +27,7 @@
#include "cmdlib.h" #include "cmdlib.h"
#include "d_net.h" #include "d_net.h"
#include "g_level.h" #include "g_level.h"
#include "swrenderer/scene/r_bsp.h" #include "swrenderer/scene/r_opaque_pass.h"
#include "r_flatplane.h" #include "r_flatplane.h"
#include "swrenderer/scene/r_3dfloors.h" #include "swrenderer/scene/r_3dfloors.h"
#include "v_palette.h" #include "v_palette.h"

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@ -27,7 +27,7 @@
#include "cmdlib.h" #include "cmdlib.h"
#include "d_net.h" #include "d_net.h"
#include "g_level.h" #include "g_level.h"
#include "swrenderer/scene/r_bsp.h" #include "swrenderer/scene/r_opaque_pass.h"
#include "r_skyplane.h" #include "r_skyplane.h"
#include "swrenderer/scene/r_3dfloors.h" #include "swrenderer/scene/r_3dfloors.h"
#include "v_palette.h" #include "v_palette.h"

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@ -27,7 +27,7 @@
#include "cmdlib.h" #include "cmdlib.h"
#include "d_net.h" #include "d_net.h"
#include "g_level.h" #include "g_level.h"
#include "swrenderer/scene/r_bsp.h" #include "swrenderer/scene/r_opaque_pass.h"
#include "r_slopeplane.h" #include "r_slopeplane.h"
#include "swrenderer/scene/r_3dfloors.h" #include "swrenderer/scene/r_3dfloors.h"
#include "v_palette.h" #include "v_palette.h"

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@ -29,7 +29,7 @@
#include "g_level.h" #include "g_level.h"
#include "gl/dynlights/gl_dynlight.h" #include "gl/dynlights/gl_dynlight.h"
#include "swrenderer/r_main.h" #include "swrenderer/r_main.h"
#include "swrenderer/scene/r_bsp.h" #include "swrenderer/scene/r_opaque_pass.h"
#include "swrenderer/scene/r_3dfloors.h" #include "swrenderer/scene/r_3dfloors.h"
#include "swrenderer/scene/r_portal.h" #include "swrenderer/scene/r_portal.h"
#include "swrenderer/plane/r_flatplane.h" #include "swrenderer/plane/r_flatplane.h"

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@ -37,13 +37,13 @@
#include "r_main.h" #include "r_main.h"
#include "drawers/r_draw.h" #include "drawers/r_draw.h"
#include "plane/r_flatplane.h" #include "plane/r_flatplane.h"
#include "scene/r_bsp.h" #include "scene/r_opaque_pass.h"
#include "segments/r_drawsegment.h" #include "segments/r_drawsegment.h"
#include "segments/r_portalsegment.h" #include "segments/r_portalsegment.h"
#include "segments/r_clipsegment.h" #include "segments/r_clipsegment.h"
#include "scene/r_3dfloors.h" #include "scene/r_3dfloors.h"
#include "scene/r_portal.h" #include "scene/r_portal.h"
#include "scene/r_translucent.h" #include "scene/r_translucent_pass.h"
#include "r_sky.h" #include "r_sky.h"
#include "drawers/r_draw_rgba.h" #include "drawers/r_draw_rgba.h"
#include "st_stuff.h" #include "st_stuff.h"
@ -385,7 +385,7 @@ void R_InitRenderer()
static void R_ShutdownRenderer() static void R_ShutdownRenderer()
{ {
RenderTranslucent::Deinit(); RenderTranslucentPass::Deinit();
R_DeinitPlanes(); R_DeinitPlanes();
Clip3DFloors::Instance()->Cleanup(); Clip3DFloors::Instance()->Cleanup();
R_DeinitOpenings(); R_DeinitOpenings();
@ -528,10 +528,10 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
R_ClearClipSegs (0, viewwidth); R_ClearClipSegs (0, viewwidth);
R_ClearDrawSegs (); R_ClearDrawSegs ();
R_ClearPlanes (true); R_ClearPlanes (true);
RenderTranslucent::Clear(); RenderTranslucentPass::Clear();
// opening / clipping determination // opening / clipping determination
RenderBSP::Instance()->ClearClip(); RenderOpaquePass::Instance()->ClearClip();
R_FreeOpenings(); R_FreeOpenings();
NetUpdate (); NetUpdate ();
@ -544,7 +544,7 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
r_dontmaplines = dontmaplines; r_dontmaplines = dontmaplines;
// [RH] Hack to make windows into underwater areas possible // [RH] Hack to make windows into underwater areas possible
RenderBSP::Instance()->ResetFakingUnderwater(); RenderOpaquePass::Instance()->ResetFakingUnderwater();
// [RH] Setup particles for this frame // [RH] Setup particles for this frame
P_FindParticleSubsectors (); P_FindParticleSubsectors ();
@ -558,7 +558,7 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
} }
// Link the polyobjects right before drawing the scene to reduce the amounts of calls to this function // Link the polyobjects right before drawing the scene to reduce the amounts of calls to this function
PO_LinkToSubsectors(); PO_LinkToSubsectors();
RenderBSP::Instance()->RenderScene(); RenderOpaquePass::Instance()->RenderScene();
Clip3DFloors::Instance()->ResetClip(); // reset clips (floor/ceiling) Clip3DFloors::Instance()->ResetClip(); // reset clips (floor/ceiling)
camera->renderflags = savedflags; camera->renderflags = savedflags;
WallCycles.Unclock(); WallCycles.Unclock();
@ -577,7 +577,7 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
NetUpdate (); NetUpdate ();
MaskedCycles.Clock(); MaskedCycles.Clock();
RenderTranslucent::Render(); RenderTranslucentPass::Render();
MaskedCycles.Unclock(); MaskedCycles.Unclock();
NetUpdate (); NetUpdate ();

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@ -39,7 +39,7 @@
#include "v_video.h" #include "v_video.h"
#include "m_png.h" #include "m_png.h"
#include "r_swrenderer.h" #include "r_swrenderer.h"
#include "scene/r_bsp.h" #include "scene/r_opaque_pass.h"
#include "scene/r_3dfloors.h" #include "scene/r_3dfloors.h"
#include "scene/r_portal.h" #include "scene/r_portal.h"
#include "textures/textures.h" #include "textures/textures.h"
@ -477,6 +477,6 @@ void FSoftwareRenderer::RenderTextureView (FCanvasTexture *tex, AActor *viewpoin
sector_t *FSoftwareRenderer::FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel) sector_t *FSoftwareRenderer::FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel)
{ {
return RenderBSP::Instance()->FakeFlat(sec, tempsec, floorlightlevel, ceilinglightlevel, nullptr, 0, 0, 0, 0); return RenderOpaquePass::Instance()->FakeFlat(sec, tempsec, floorlightlevel, ceilinglightlevel, nullptr, 0, 0, 0, 0);
} }

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@ -10,7 +10,7 @@
#include "p_local.h" #include "p_local.h"
#include "c_dispatch.h" #include "c_dispatch.h"
#include "swrenderer/r_main.h" #include "swrenderer/r_main.h"
#include "r_bsp.h" #include "r_opaque_pass.h"
#include "c_cvars.h" #include "c_cvars.h"
#include "r_3dfloors.h" #include "r_3dfloors.h"
@ -102,8 +102,8 @@ namespace swrenderer
curr = (ClipStack*)M_Malloc(sizeof(ClipStack)); curr = (ClipStack*)M_Malloc(sizeof(ClipStack));
curr->next = 0; curr->next = 0;
memcpy(curr->floorclip, RenderBSP::Instance()->floorclip, sizeof(short) * MAXWIDTH); memcpy(curr->floorclip, RenderOpaquePass::Instance()->floorclip, sizeof(short) * MAXWIDTH);
memcpy(curr->ceilingclip, RenderBSP::Instance()->ceilingclip, sizeof(short) * MAXWIDTH); memcpy(curr->ceilingclip, RenderOpaquePass::Instance()->ceilingclip, sizeof(short) * MAXWIDTH);
curr->ffloor = fakeFloor; curr->ffloor = fakeFloor;
assert(fakeFloor->floorclip == nullptr); assert(fakeFloor->floorclip == nullptr);
assert(fakeFloor->ceilingclip == nullptr); assert(fakeFloor->ceilingclip == nullptr);

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@ -52,7 +52,7 @@
// State. // State.
#include "doomstat.h" #include "doomstat.h"
#include "r_state.h" #include "r_state.h"
#include "r_bsp.h" #include "r_opaque_pass.h"
#include "v_palette.h" #include "v_palette.h"
#include "r_sky.h" #include "r_sky.h"
#include "po_man.h" #include "po_man.h"
@ -64,13 +64,13 @@ EXTERN_CVAR(Bool, r_drawvoxels);
namespace swrenderer namespace swrenderer
{ {
RenderBSP *RenderBSP::Instance() RenderOpaquePass *RenderOpaquePass::Instance()
{ {
static RenderBSP bsp; static RenderOpaquePass instance;
return &bsp; return &instance;
} }
sector_t *RenderBSP::FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel, seg_t *backline, int backx1, int backx2, double frontcz1, double frontcz2) sector_t *RenderOpaquePass::FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel, seg_t *backline, int backx1, int backx2, double frontcz1, double frontcz2)
{ {
// If player's view height is underneath fake floor, lower the // If player's view height is underneath fake floor, lower the
// drawn ceiling to be just under the floor height, and replace // drawn ceiling to be just under the floor height, and replace
@ -277,7 +277,7 @@ namespace swrenderer
// Checks BSP node/subtree bounding box. // Checks BSP node/subtree bounding box.
// Returns true if some part of the bbox might be visible. // Returns true if some part of the bbox might be visible.
bool RenderBSP::CheckBBox(float *bspcoord) bool RenderOpaquePass::CheckBBox(float *bspcoord)
{ {
static const int checkcoord[12][4] = static const int checkcoord[12][4] =
{ {
@ -378,7 +378,7 @@ namespace swrenderer
return R_IsWallSegmentVisible(sx1, sx2); return R_IsWallSegmentVisible(sx1, sx2);
} }
void RenderBSP::AddPolyobjs(subsector_t *sub) void RenderOpaquePass::AddPolyobjs(subsector_t *sub)
{ {
if (sub->BSP == nullptr || sub->BSP->bDirty) if (sub->BSP == nullptr || sub->BSP->bDirty)
{ {
@ -395,7 +395,7 @@ namespace swrenderer
} }
// kg3D - add fake segs, never rendered // kg3D - add fake segs, never rendered
void RenderBSP::FakeDrawLoop(subsector_t *sub, visplane_t *floorplane, visplane_t *ceilingplane) void RenderOpaquePass::FakeDrawLoop(subsector_t *sub, visplane_t *floorplane, visplane_t *ceilingplane)
{ {
int count; int count;
seg_t* line; seg_t* line;
@ -413,7 +413,7 @@ namespace swrenderer
} }
} }
void RenderBSP::RenderSubsector(subsector_t *sub) void RenderOpaquePass::RenderSubsector(subsector_t *sub)
{ {
// Determine floor/ceiling planes. // Determine floor/ceiling planes.
// Add sprites of things in sector. // Add sprites of things in sector.
@ -761,7 +761,7 @@ namespace swrenderer
} }
} }
void RenderBSP::RenderScene() void RenderOpaquePass::RenderScene()
{ {
InSubsector = nullptr; InSubsector = nullptr;
RenderBSPNode(nodes + numnodes - 1); // The head node is the last node output. RenderBSPNode(nodes + numnodes - 1); // The head node is the last node output.
@ -773,7 +773,7 @@ namespace swrenderer
// Just call with BSP root and -1. // Just call with BSP root and -1.
// killough 5/2/98: reformatted, removed tail recursion // killough 5/2/98: reformatted, removed tail recursion
void RenderBSP::RenderBSPNode(void *node) void RenderOpaquePass::RenderBSPNode(void *node)
{ {
if (numnodes == 0) if (numnodes == 0)
{ {
@ -800,14 +800,14 @@ namespace swrenderer
RenderSubsector((subsector_t *)((BYTE *)node - 1)); RenderSubsector((subsector_t *)((BYTE *)node - 1));
} }
void RenderBSP::ClearClip() void RenderOpaquePass::ClearClip()
{ {
// clip ceiling to console bottom // clip ceiling to console bottom
fillshort(floorclip, viewwidth, viewheight); fillshort(floorclip, viewwidth, viewheight);
fillshort(ceilingclip, viewwidth, !screen->Accel2D && ConBottom > viewwindowy && !bRenderingToCanvas ? (ConBottom - viewwindowy) : 0); fillshort(ceilingclip, viewwidth, !screen->Accel2D && ConBottom > viewwindowy && !bRenderingToCanvas ? (ConBottom - viewwindowy) : 0);
} }
void RenderBSP::AddSprites(sector_t *sec, int lightlevel, WaterFakeSide fakeside) void RenderOpaquePass::AddSprites(sector_t *sec, int lightlevel, WaterFakeSide fakeside)
{ {
F3DFloor *fakeceiling = nullptr; F3DFloor *fakeceiling = nullptr;
F3DFloor *fakefloor = nullptr; F3DFloor *fakefloor = nullptr;
@ -885,7 +885,7 @@ namespace swrenderer
} }
} }
bool RenderBSP::IsPotentiallyVisible(AActor *thing) bool RenderOpaquePass::IsPotentiallyVisible(AActor *thing)
{ {
// Don't waste time projecting sprites that are definitely not visible. // Don't waste time projecting sprites that are definitely not visible.
if (thing == nullptr || if (thing == nullptr ||
@ -906,7 +906,7 @@ namespace swrenderer
return true; return true;
} }
bool RenderBSP::GetThingSprite(AActor *thing, ThingSprite &sprite) bool RenderOpaquePass::GetThingSprite(AActor *thing, ThingSprite &sprite)
{ {
sprite.pos = thing->InterpolatedPosition(r_TicFracF); sprite.pos = thing->InterpolatedPosition(r_TicFracF);
sprite.pos.Z += thing->GetBobOffset(r_TicFracF); sprite.pos.Z += thing->GetBobOffset(r_TicFracF);

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@ -48,10 +48,10 @@ namespace swrenderer
int renderflags; int renderflags;
}; };
class RenderBSP class RenderOpaquePass
{ {
public: public:
static RenderBSP *Instance(); static RenderOpaquePass *Instance();
void ClearClip(); void ClearClip();
void RenderScene(); void RenderScene();

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@ -49,8 +49,8 @@
#include "swrenderer/segments/r_drawsegment.h" #include "swrenderer/segments/r_drawsegment.h"
#include "swrenderer/plane/r_visibleplane.h" #include "swrenderer/plane/r_visibleplane.h"
#include "swrenderer/things/r_visiblesprite.h" #include "swrenderer/things/r_visiblesprite.h"
#include "swrenderer/scene/r_bsp.h" #include "swrenderer/scene/r_opaque_pass.h"
#include "swrenderer/scene/r_translucent.h" #include "swrenderer/scene/r_translucent_pass.h"
#include "swrenderer/r_main.h" #include "swrenderer/r_main.h"
#include "swrenderer/r_memory.h" #include "swrenderer/r_memory.h"
@ -178,8 +178,8 @@ namespace swrenderer
WindowLeft = pl->left; WindowLeft = pl->left;
WindowRight = pl->right; WindowRight = pl->right;
auto ceilingclip = RenderBSP::Instance()->ceilingclip; auto ceilingclip = RenderOpaquePass::Instance()->ceilingclip;
auto floorclip = RenderBSP::Instance()->floorclip; auto floorclip = RenderOpaquePass::Instance()->floorclip;
for (i = pl->left; i < pl->right; i++) for (i = pl->left; i < pl->right; i++)
{ {
if (pl->top[i] == 0x7fff) if (pl->top[i] == 0x7fff)
@ -225,7 +225,7 @@ namespace swrenderer
viewposStack.Push(ViewPos); viewposStack.Push(ViewPos);
visplaneStack.Push(pl); visplaneStack.Push(pl);
RenderBSP::Instance()->RenderScene(); RenderOpaquePass::Instance()->RenderScene();
Clip3DFloors::Instance()->ResetClip(); // reset clips (floor/ceiling) Clip3DFloors::Instance()->ResetClip(); // reset clips (floor/ceiling)
R_DrawPlanes(); R_DrawPlanes();
@ -248,7 +248,7 @@ namespace swrenderer
// Masked textures and planes need the view coordinates restored for proper positioning. // Masked textures and planes need the view coordinates restored for proper positioning.
viewposStack.Pop(ViewPos); viewposStack.Pop(ViewPos);
RenderTranslucent::Render(); RenderTranslucentPass::Render();
ds_p = firstdrawseg; ds_p = firstdrawseg;
VisibleSpriteList::vissprite_p = VisibleSpriteList::firstvissprite; VisibleSpriteList::vissprite_p = VisibleSpriteList::firstvissprite;
@ -441,12 +441,12 @@ namespace swrenderer
CurrentPortalInSkybox = false; // first portal in a skybox should set this variable to false for proper clipping in skyboxes. CurrentPortalInSkybox = false; // first portal in a skybox should set this variable to false for proper clipping in skyboxes.
// first pass, set clipping // first pass, set clipping
auto ceilingclip = RenderBSP::Instance()->ceilingclip; auto ceilingclip = RenderOpaquePass::Instance()->ceilingclip;
auto floorclip = RenderBSP::Instance()->floorclip; auto floorclip = RenderOpaquePass::Instance()->floorclip;
memcpy(ceilingclip + pds->x1, &pds->ceilingclip[0], pds->len * sizeof(*ceilingclip)); memcpy(ceilingclip + pds->x1, &pds->ceilingclip[0], pds->len * sizeof(*ceilingclip));
memcpy(floorclip + pds->x1, &pds->floorclip[0], pds->len * sizeof(*floorclip)); memcpy(floorclip + pds->x1, &pds->floorclip[0], pds->len * sizeof(*floorclip));
RenderBSP::Instance()->RenderScene(); RenderOpaquePass::Instance()->RenderScene();
Clip3DFloors::Instance()->ResetClip(); // reset clips (floor/ceiling) Clip3DFloors::Instance()->ResetClip(); // reset clips (floor/ceiling)
if (!savedvisibility && camera) camera->renderflags &= ~RF_INVISIBLE; if (!savedvisibility && camera) camera->renderflags &= ~RF_INVISIBLE;
@ -470,7 +470,7 @@ namespace swrenderer
NetUpdate(); NetUpdate();
MaskedCycles.Clock(); // [ZZ] count sprites in portals/mirrors along with normal ones. MaskedCycles.Clock(); // [ZZ] count sprites in portals/mirrors along with normal ones.
RenderTranslucent::Render(); // this is required since with portals there often will be cases when more than 80% of the view is inside a portal. RenderTranslucentPass::Render(); // this is required since with portals there often will be cases when more than 80% of the view is inside a portal.
MaskedCycles.Unclock(); MaskedCycles.Unclock();
NetUpdate(); NetUpdate();

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@ -32,7 +32,7 @@
#include "swrenderer/things/r_playersprite.h" #include "swrenderer/things/r_playersprite.h"
#include "swrenderer/segments/r_drawsegment.h" #include "swrenderer/segments/r_drawsegment.h"
#include "swrenderer/scene/r_portal.h" #include "swrenderer/scene/r_portal.h"
#include "swrenderer/scene/r_translucent.h" #include "swrenderer/scene/r_translucent_pass.h"
#include "swrenderer/plane/r_visibleplane.h" #include "swrenderer/plane/r_visibleplane.h"
#include "swrenderer/r_memory.h" #include "swrenderer/r_memory.h"
@ -44,23 +44,23 @@ CVAR(Bool, r_fullbrightignoresectorcolor, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG
namespace swrenderer namespace swrenderer
{ {
bool RenderTranslucent::DrewAVoxel; bool RenderTranslucentPass::DrewAVoxel;
TArray<drawseg_t *> RenderTranslucent::portaldrawsegs; TArray<drawseg_t *> RenderTranslucentPass::portaldrawsegs;
void RenderTranslucent::Deinit() void RenderTranslucentPass::Deinit()
{ {
VisibleSpriteList::Deinit(); VisibleSpriteList::Deinit();
SortedVisibleSpriteList::Deinit(); SortedVisibleSpriteList::Deinit();
RenderVoxel::Deinit(); RenderVoxel::Deinit();
} }
void RenderTranslucent::Clear() void RenderTranslucentPass::Clear()
{ {
VisibleSpriteList::Clear(); VisibleSpriteList::Clear();
DrewAVoxel = false; DrewAVoxel = false;
} }
void RenderTranslucent::CollectPortals() void RenderTranslucentPass::CollectPortals()
{ {
// This function collects all drawsegs that may be of interest to R_ClipSpriteColumnWithPortals // This function collects all drawsegs that may be of interest to R_ClipSpriteColumnWithPortals
// Having that function over the entire list of drawsegs can break down performance quite drastically. // Having that function over the entire list of drawsegs can break down performance quite drastically.
@ -90,7 +90,7 @@ namespace swrenderer
} }
} }
bool RenderTranslucent::ClipSpriteColumnWithPortals(int x, vissprite_t* spr) bool RenderTranslucentPass::ClipSpriteColumnWithPortals(int x, vissprite_t* spr)
{ {
RenderPortal *renderportal = RenderPortal::Instance(); RenderPortal *renderportal = RenderPortal::Instance();
@ -118,7 +118,7 @@ namespace swrenderer
return false; return false;
} }
void RenderTranslucent::DrawSprite(vissprite_t *spr) void RenderTranslucentPass::DrawSprite(vissprite_t *spr)
{ {
static short clipbot[MAXWIDTH]; static short clipbot[MAXWIDTH];
static short cliptop[MAXWIDTH]; static short cliptop[MAXWIDTH];
@ -523,7 +523,7 @@ namespace swrenderer
spr->Style.ColormapNum = colormapnum; spr->Style.ColormapNum = colormapnum;
} }
void RenderTranslucent::DrawMaskedSingle(bool renew) void RenderTranslucentPass::DrawMaskedSingle(bool renew)
{ {
RenderPortal *renderportal = RenderPortal::Instance(); RenderPortal *renderportal = RenderPortal::Instance();
@ -560,7 +560,7 @@ namespace swrenderer
} }
} }
void RenderTranslucent::Render() void RenderTranslucentPass::Render()
{ {
CollectPortals(); CollectPortals();
SortedVisibleSpriteList::Sort(DrewAVoxel ? SortedVisibleSpriteList::sv_compare2d : SortedVisibleSpriteList::sv_compare, VisibleSpriteList::firstvissprite - VisibleSpriteList::vissprites); SortedVisibleSpriteList::Sort(DrewAVoxel ? SortedVisibleSpriteList::sv_compare2d : SortedVisibleSpriteList::sv_compare, VisibleSpriteList::firstvissprite - VisibleSpriteList::vissprites);

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@ -25,7 +25,7 @@ namespace swrenderer
struct vissprite_t; struct vissprite_t;
struct drawseg_t; struct drawseg_t;
class RenderTranslucent class RenderTranslucentPass
{ {
public: public:
static void Deinit(); static void Deinit();

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@ -26,7 +26,7 @@
#include "p_effect.h" #include "p_effect.h"
#include "doomstat.h" #include "doomstat.h"
#include "r_state.h" #include "r_state.h"
#include "swrenderer/scene/r_bsp.h" #include "swrenderer/scene/r_opaque_pass.h"
#include "v_palette.h" #include "v_palette.h"
#include "r_sky.h" #include "r_sky.h"
#include "po_man.h" #include "po_man.h"

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@ -32,7 +32,7 @@
#include "swrenderer/r_memory.h" #include "swrenderer/r_memory.h"
#include "swrenderer/drawers/r_draw.h" #include "swrenderer/drawers/r_draw.h"
#include "swrenderer/scene/r_3dfloors.h" #include "swrenderer/scene/r_3dfloors.h"
#include "swrenderer/scene/r_bsp.h" #include "swrenderer/scene/r_opaque_pass.h"
#include "swrenderer/scene/r_portal.h" #include "swrenderer/scene/r_portal.h"
#include "swrenderer/line/r_wallsetup.h" #include "swrenderer/line/r_wallsetup.h"
#include "swrenderer/line/r_walldraw.h" #include "swrenderer/line/r_walldraw.h"
@ -166,7 +166,7 @@ namespace swrenderer
} }
// killough 4/13/98: get correct lightlevel for 2s normal textures // killough 4/13/98: get correct lightlevel for 2s normal textures
sec = RenderBSP::Instance()->FakeFlat(frontsector, &tempsec, nullptr, nullptr, nullptr, 0, 0, 0, 0); sec = RenderOpaquePass::Instance()->FakeFlat(frontsector, &tempsec, nullptr, nullptr, nullptr, 0, 0, 0, 0);
basecolormap = sec->ColorMap; // [RH] Set basecolormap basecolormap = sec->ColorMap; // [RH] Set basecolormap

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@ -26,7 +26,7 @@
#include "p_effect.h" #include "p_effect.h"
#include "doomstat.h" #include "doomstat.h"
#include "r_state.h" #include "r_state.h"
#include "swrenderer/scene/r_bsp.h" #include "swrenderer/scene/r_opaque_pass.h"
#include "v_palette.h" #include "v_palette.h"
#include "r_sky.h" #include "r_sky.h"
#include "po_man.h" #include "po_man.h"

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@ -28,7 +28,7 @@
#include "a_sharedglobal.h" #include "a_sharedglobal.h"
#include "d_net.h" #include "d_net.h"
#include "g_level.h" #include "g_level.h"
#include "swrenderer/scene/r_bsp.h" #include "swrenderer/scene/r_opaque_pass.h"
#include "r_decal.h" #include "r_decal.h"
#include "swrenderer/scene/r_3dfloors.h" #include "swrenderer/scene/r_3dfloors.h"
#include "swrenderer/drawers/r_draw.h" #include "swrenderer/drawers/r_draw.h"
@ -173,7 +173,7 @@ namespace swrenderer
else if (pass == 0) else if (pass == 0)
{ {
mceilingclip = walltop; mceilingclip = walltop;
mfloorclip = RenderBSP::Instance()->ceilingclip; mfloorclip = RenderOpaquePass::Instance()->ceilingclip;
needrepeat = 1; needrepeat = 1;
} }
else else
@ -189,7 +189,7 @@ namespace swrenderer
goto done; goto done;
} }
mceilingclip = walltop; mceilingclip = walltop;
mfloorclip = RenderBSP::Instance()->ceilingclip; mfloorclip = RenderOpaquePass::Instance()->ceilingclip;
break; break;
case RF_CLIPMID: case RF_CLIPMID:
@ -206,7 +206,7 @@ namespace swrenderer
{ {
goto done; goto done;
} }
mceilingclip = RenderBSP::Instance()->floorclip; mceilingclip = RenderOpaquePass::Instance()->floorclip;
mfloorclip = wallbottom; mfloorclip = wallbottom;
break; break;
} }
@ -300,7 +300,7 @@ namespace swrenderer
// If this sprite is RF_CLIPFULL on a two-sided line, needrepeat will // If this sprite is RF_CLIPFULL on a two-sided line, needrepeat will
// be set 1 if we need to draw on the lower wall. In all other cases, // be set 1 if we need to draw on the lower wall. In all other cases,
// needrepeat will be 0, and the while will fail. // needrepeat will be 0, and the while will fail.
mceilingclip = RenderBSP::Instance()->floorclip; mceilingclip = RenderOpaquePass::Instance()->floorclip;
mfloorclip = wallbottom; mfloorclip = wallbottom;
R_FinishSetPatchStyle(); R_FinishSetPatchStyle();
} while (needrepeat--); } while (needrepeat--);

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@ -38,9 +38,9 @@
#include "colormatcher.h" #include "colormatcher.h"
#include "d_netinf.h" #include "d_netinf.h"
#include "p_effect.h" #include "p_effect.h"
#include "swrenderer/scene/r_bsp.h" #include "swrenderer/scene/r_opaque_pass.h"
#include "swrenderer/scene/r_3dfloors.h" #include "swrenderer/scene/r_3dfloors.h"
#include "swrenderer/scene/r_translucent.h" #include "swrenderer/scene/r_translucent_pass.h"
#include "swrenderer/drawers/r_draw_rgba.h" #include "swrenderer/drawers/r_draw_rgba.h"
#include "swrenderer/drawers/r_draw_pal.h" #include "swrenderer/drawers/r_draw_pal.h"
#include "v_palette.h" #include "v_palette.h"
@ -118,8 +118,8 @@ namespace swrenderer
// entered, we don't need to clip it to drawsegs like a normal sprite. // entered, we don't need to clip it to drawsegs like a normal sprite.
// Clip particles behind walls. // Clip particles behind walls.
auto ceilingclip = RenderBSP::Instance()->ceilingclip; auto ceilingclip = RenderOpaquePass::Instance()->ceilingclip;
auto floorclip = RenderBSP::Instance()->floorclip; auto floorclip = RenderOpaquePass::Instance()->floorclip;
if (y1 < ceilingclip[x1]) y1 = ceilingclip[x1]; if (y1 < ceilingclip[x1]) y1 = ceilingclip[x1];
if (y1 < ceilingclip[x2 - 1]) y1 = ceilingclip[x2 - 1]; if (y1 < ceilingclip[x2 - 1]) y1 = ceilingclip[x2 - 1];
if (y2 >= floorclip[x1]) y2 = floorclip[x1] - 1; if (y2 >= floorclip[x1]) y2 = floorclip[x1] - 1;
@ -254,7 +254,7 @@ namespace swrenderer
{ {
for (int x = x1; x < (x1 + countbase); x++, fracposx += fracstepx) for (int x = x1; x < (x1 + countbase); x++, fracposx += fracstepx)
{ {
if (RenderTranslucent::ClipSpriteColumnWithPortals(x, vis)) if (RenderTranslucentPass::ClipSpriteColumnWithPortals(x, vis))
continue; continue;
uint32_t *dest = ylookup[yl] + x + (uint32_t*)dc_destorg; uint32_t *dest = ylookup[yl] + x + (uint32_t*)dc_destorg;
DrawerCommandQueue::QueueCommand<DrawParticleColumnRGBACommand>(dest, yl, spacing, ycount, fg, alpha, fracposx); DrawerCommandQueue::QueueCommand<DrawParticleColumnRGBACommand>(dest, yl, spacing, ycount, fg, alpha, fracposx);
@ -264,7 +264,7 @@ namespace swrenderer
{ {
for (int x = x1; x < (x1 + countbase); x++, fracposx += fracstepx) for (int x = x1; x < (x1 + countbase); x++, fracposx += fracstepx)
{ {
if (RenderTranslucent::ClipSpriteColumnWithPortals(x, vis)) if (RenderTranslucentPass::ClipSpriteColumnWithPortals(x, vis))
continue; continue;
uint8_t *dest = ylookup[yl] + x + dc_destorg; uint8_t *dest = ylookup[yl] + x + dc_destorg;
DrawerCommandQueue::QueueCommand<DrawParticleColumnPalCommand>(dest, yl, spacing, ycount, fg, alpha, fracposx); DrawerCommandQueue::QueueCommand<DrawParticleColumnPalCommand>(dest, yl, spacing, ycount, fg, alpha, fracposx);

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@ -14,7 +14,7 @@
#pragma once #pragma once
#include "r_visiblesprite.h" #include "r_visiblesprite.h"
#include "swrenderer/scene/r_bsp.h" #include "swrenderer/scene/r_opaque_pass.h"
namespace swrenderer namespace swrenderer
{ {

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@ -38,7 +38,7 @@
#include "colormatcher.h" #include "colormatcher.h"
#include "d_netinf.h" #include "d_netinf.h"
#include "p_effect.h" #include "p_effect.h"
#include "swrenderer/scene/r_bsp.h" #include "swrenderer/scene/r_opaque_pass.h"
#include "swrenderer/scene/r_3dfloors.h" #include "swrenderer/scene/r_3dfloors.h"
#include "swrenderer/drawers/r_draw_rgba.h" #include "swrenderer/drawers/r_draw_rgba.h"
#include "swrenderer/drawers/r_draw_pal.h" #include "swrenderer/drawers/r_draw_pal.h"
@ -127,7 +127,7 @@ namespace swrenderer
else else
{ // This used to use camera->Sector but due to interpolation that can be incorrect { // This used to use camera->Sector but due to interpolation that can be incorrect
// when the interpolated viewpoint is in a different sector than the camera. // when the interpolated viewpoint is in a different sector than the camera.
sec = RenderBSP::Instance()->FakeFlat(viewsector, &tempsec, &floorlight, &ceilinglight, nullptr, 0, 0, 0, 0); sec = RenderOpaquePass::Instance()->FakeFlat(viewsector, &tempsec, &floorlight, &ceilinglight, nullptr, 0, 0, 0, 0);
// [RH] set basecolormap // [RH] set basecolormap
basecolormap = sec->ColorMap; basecolormap = sec->ColorMap;

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@ -38,9 +38,9 @@
#include "colormatcher.h" #include "colormatcher.h"
#include "d_netinf.h" #include "d_netinf.h"
#include "p_effect.h" #include "p_effect.h"
#include "swrenderer/scene/r_bsp.h" #include "swrenderer/scene/r_opaque_pass.h"
#include "swrenderer/scene/r_3dfloors.h" #include "swrenderer/scene/r_3dfloors.h"
#include "swrenderer/scene/r_translucent.h" #include "swrenderer/scene/r_translucent_pass.h"
#include "swrenderer/drawers/r_draw_rgba.h" #include "swrenderer/drawers/r_draw_rgba.h"
#include "swrenderer/drawers/r_draw_pal.h" #include "swrenderer/drawers/r_draw_pal.h"
#include "v_palette.h" #include "v_palette.h"
@ -331,7 +331,7 @@ namespace swrenderer
{ {
while (x < x2) while (x < x2)
{ {
if (ispsprite || !RenderTranslucent::ClipSpriteColumnWithPortals(x, vis)) if (ispsprite || !RenderTranslucentPass::ClipSpriteColumnWithPortals(x, vis))
R_DrawMaskedColumn(x, iscale, tex, frac, spryscale, sprtopscreen, sprflipvert, mfloorclip, mceilingclip, false); R_DrawMaskedColumn(x, iscale, tex, frac, spryscale, sprtopscreen, sprflipvert, mfloorclip, mceilingclip, false);
x++; x++;
frac += xiscale; frac += xiscale;

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@ -14,7 +14,7 @@
#pragma once #pragma once
#include "swrenderer/line/r_line.h" #include "swrenderer/line/r_line.h"
#include "swrenderer/scene/r_bsp.h" #include "swrenderer/scene/r_opaque_pass.h"
#include "swrenderer/things/r_visiblespritelist.h" #include "swrenderer/things/r_visiblespritelist.h"
#define MINZ double((2048*4) / double(1 << 20)) #define MINZ double((2048*4) / double(1 << 20))

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@ -37,7 +37,7 @@
#include "swrenderer/things/r_visiblesprite.h" #include "swrenderer/things/r_visiblesprite.h"
#include "swrenderer/things/r_voxel.h" #include "swrenderer/things/r_voxel.h"
#include "swrenderer/scene/r_portal.h" #include "swrenderer/scene/r_portal.h"
#include "swrenderer/scene/r_translucent.h" #include "swrenderer/scene/r_translucent_pass.h"
#include "swrenderer/r_main.h" #include "swrenderer/r_main.h"
EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor) EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor)
@ -153,7 +153,7 @@ namespace swrenderer
vis->voxel = voxel->Voxel; vis->voxel = voxel->Voxel;
vis->bIsVoxel = true; vis->bIsVoxel = true;
vis->bWallSprite = false; vis->bWallSprite = false;
RenderTranslucent::DrewAVoxel = true; RenderTranslucentPass::DrewAVoxel = true;
// The software renderer cannot invert the source without inverting the overlay // The software renderer cannot invert the source without inverting the overlay
// too. That means if the source is inverted, we need to do the reverse of what // too. That means if the source is inverted, we need to do the reverse of what

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@ -38,9 +38,9 @@
#include "colormatcher.h" #include "colormatcher.h"
#include "d_netinf.h" #include "d_netinf.h"
#include "p_effect.h" #include "p_effect.h"
#include "swrenderer/scene/r_bsp.h" #include "swrenderer/scene/r_opaque_pass.h"
#include "swrenderer/scene/r_3dfloors.h" #include "swrenderer/scene/r_3dfloors.h"
#include "swrenderer/scene/r_translucent.h" #include "swrenderer/scene/r_translucent_pass.h"
#include "swrenderer/drawers/r_draw_rgba.h" #include "swrenderer/drawers/r_draw_rgba.h"
#include "swrenderer/drawers/r_draw_pal.h" #include "swrenderer/drawers/r_draw_pal.h"
#include "v_palette.h" #include "v_palette.h"
@ -223,7 +223,7 @@ namespace swrenderer
{ // calculate lighting { // calculate lighting
R_SetColorMapLight(usecolormap, light, shade); R_SetColorMapLight(usecolormap, light, shade);
} }
if (!RenderTranslucent::ClipSpriteColumnWithPortals(x, spr)) if (!RenderTranslucentPass::ClipSpriteColumnWithPortals(x, spr))
DrawColumn(x, WallSpriteTile, maskedScaleY, sprflipvert, mfloorclip, mceilingclip); DrawColumn(x, WallSpriteTile, maskedScaleY, sprflipvert, mfloorclip, mceilingclip);
light += lightstep; light += lightstep;
x++; x++;