- add dynamic lights to softpoly and software renderer models

This commit is contained in:
Magnus Norddahl 2018-06-05 22:43:11 +02:00
parent 61f379c88f
commit 5464d2a577
13 changed files with 283 additions and 65 deletions

View file

@ -34,6 +34,7 @@
#include "hwrenderer/dynlights/hw_dynlightdata.h" #include "hwrenderer/dynlights/hw_dynlightdata.h"
#include "hwrenderer/dynlights/hw_shadowmap.h" #include "hwrenderer/dynlights/hw_shadowmap.h"
#include "hwrenderer/scene/hw_drawinfo.h" #include "hwrenderer/scene/hw_drawinfo.h"
#include "r_data/models/models.h"
template<class T> template<class T>
T smoothstep(const T edge0, const T edge1, const T x) T smoothstep(const T edge0, const T edge1, const T x)
@ -138,49 +139,6 @@ void HWDrawInfo::GetDynSpriteLight(AActor *thing, particle_t *particle, float *o
} }
} }
// Check if circle potentially intersects with node AABB
static bool CheckBBoxCircle(float *bbox, float x, float y, float radiusSquared)
{
float centerX = (bbox[BOXRIGHT] + bbox[BOXLEFT]) * 0.5f;
float centerY = (bbox[BOXBOTTOM] + bbox[BOXTOP]) * 0.5f;
float extentX = (bbox[BOXRIGHT] - bbox[BOXLEFT]) * 0.5f;
float extentY = (bbox[BOXBOTTOM] - bbox[BOXTOP]) * 0.5f;
float aabbRadiusSquared = extentX * extentX + extentY * extentY;
x -= centerX;
y -= centerY;
float dist = x * x + y * y;
return dist <= radiusSquared + aabbRadiusSquared;
}
template<typename Callback>
void BSPNodeWalkCircle(void *node, float x, float y, float radiusSquared, const Callback &callback)
{
while (!((size_t)node & 1))
{
node_t *bsp = (node_t *)node;
if (CheckBBoxCircle(bsp->bbox[0], x, y, radiusSquared))
BSPNodeWalkCircle(bsp->children[0], x, y, radiusSquared, callback);
if (!CheckBBoxCircle(bsp->bbox[1], x, y, radiusSquared))
return;
node = bsp->children[1];
}
subsector_t *sub = (subsector_t *)((uint8_t *)node - 1);
callback(sub);
}
template<typename Callback>
void BSPWalkCircle(float x, float y, float radiusSquared, const Callback &callback)
{
if (level.nodes.Size() == 0)
callback(&level.subsectors[0]);
else
BSPNodeWalkCircle(level.HeadNode(), x, y, radiusSquared, callback);
}
// static so that we build up a reserve (memory allocations stop) // static so that we build up a reserve (memory allocations stop)
// For multithread processing each worker thread needs its own copy, though. // For multithread processing each worker thread needs its own copy, though.
static thread_local TArray<ADynamicLight*> addedLightsArray; static thread_local TArray<ADynamicLight*> addedLightsArray;

View file

@ -77,9 +77,9 @@ void PolyTriangleDrawer::SetViewport(const DrawerCommandQueuePtr &queue, int x,
queue->Push<PolySetViewportCommand>(viewport_x, viewport_y, viewport_width, viewport_height, dest, dest_width, dest_height, dest_pitch, dest_bgra); queue->Push<PolySetViewportCommand>(viewport_x, viewport_y, viewport_width, viewport_height, dest, dest_width, dest_height, dest_pitch, dest_bgra);
} }
void PolyTriangleDrawer::SetTransform(const DrawerCommandQueuePtr &queue, const Mat4f *objectToClip) void PolyTriangleDrawer::SetTransform(const DrawerCommandQueuePtr &queue, const Mat4f *objectToClip, const Mat4f *objectToWorld)
{ {
queue->Push<PolySetTransformCommand>(objectToClip); queue->Push<PolySetTransformCommand>(objectToClip, objectToWorld);
} }
void PolyTriangleDrawer::SetCullCCW(const DrawerCommandQueuePtr &queue, bool ccw) void PolyTriangleDrawer::SetCullCCW(const DrawerCommandQueuePtr &queue, bool ccw)
@ -114,9 +114,10 @@ void PolyTriangleThreadData::SetViewport(int x, int y, int width, int height, ui
weaponScene = false; weaponScene = false;
} }
void PolyTriangleThreadData::SetTransform(const Mat4f *newObjectToClip) void PolyTriangleThreadData::SetTransform(const Mat4f *newObjectToClip, const Mat4f *newObjectToWorld)
{ {
objectToClip = newObjectToClip; objectToClip = newObjectToClip;
objectToWorld = newObjectToWorld;
} }
void PolyTriangleThreadData::DrawElements(const PolyDrawArgs &drawargs) void PolyTriangleThreadData::DrawElements(const PolyDrawArgs &drawargs)
@ -235,18 +236,30 @@ void PolyTriangleThreadData::DrawArrays(const PolyDrawArgs &drawargs)
ShadedTriVertex PolyTriangleThreadData::ShadeVertex(const PolyDrawArgs &drawargs, const TriVertex &v) ShadedTriVertex PolyTriangleThreadData::ShadeVertex(const PolyDrawArgs &drawargs, const TriVertex &v)
{ {
// Apply transform to get clip coordinates: // Apply transform to get clip coordinates:
Vec4f position = (*objectToClip) * Vec4f(v.x, v.y, v.z, v.w); Vec4f objpos = Vec4f(v.x, v.y, v.z, v.w);
Vec4f clippos = (*objectToClip) * objpos;
ShadedTriVertex sv; ShadedTriVertex sv;
sv.x = position.X; sv.x = clippos.X;
sv.y = position.Y; sv.y = clippos.Y;
sv.z = position.Z; sv.z = clippos.Z;
sv.w = position.W; sv.w = clippos.W;
sv.u = v.u; sv.u = v.u;
sv.v = v.v; sv.v = v.v;
sv.worldX = v.x;
sv.worldY = v.y; if (!objectToWorld) // Identity matrix
sv.worldZ = v.z; {
sv.worldX = v.x;
sv.worldY = v.y;
sv.worldZ = v.z;
}
else
{
Vec4f worldpos = (*objectToWorld) * objpos;
sv.worldX = worldpos.X;
sv.worldY = worldpos.Y;
sv.worldZ = worldpos.Z;
}
// Calculate gl_ClipDistance[i] // Calculate gl_ClipDistance[i]
for (int i = 0; i < 3; i++) for (int i = 0; i < 3; i++)
@ -576,13 +589,13 @@ PolyTriangleThreadData *PolyTriangleThreadData::Get(DrawerThread *thread)
///////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////
PolySetTransformCommand::PolySetTransformCommand(const Mat4f *objectToClip) : objectToClip(objectToClip) PolySetTransformCommand::PolySetTransformCommand(const Mat4f *objectToClip, const Mat4f *objectToWorld) : objectToClip(objectToClip), objectToWorld(objectToWorld)
{ {
} }
void PolySetTransformCommand::Execute(DrawerThread *thread) void PolySetTransformCommand::Execute(DrawerThread *thread)
{ {
PolyTriangleThreadData::Get(thread)->SetTransform(objectToClip); PolyTriangleThreadData::Get(thread)->SetTransform(objectToClip, objectToWorld);
} }
///////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////

View file

@ -37,7 +37,7 @@ public:
static void SetCullCCW(const DrawerCommandQueuePtr &queue, bool ccw); static void SetCullCCW(const DrawerCommandQueuePtr &queue, bool ccw);
static void SetTwoSided(const DrawerCommandQueuePtr &queue, bool twosided); static void SetTwoSided(const DrawerCommandQueuePtr &queue, bool twosided);
static void SetWeaponScene(const DrawerCommandQueuePtr &queue, bool enable); static void SetWeaponScene(const DrawerCommandQueuePtr &queue, bool enable);
static void SetTransform(const DrawerCommandQueuePtr &queue, const Mat4f *objectToClip); static void SetTransform(const DrawerCommandQueuePtr &queue, const Mat4f *objectToClip, const Mat4f *objectToWorld);
static bool IsBgra(); static bool IsBgra();
}; };
@ -48,7 +48,7 @@ public:
PolyTriangleThreadData(int32_t core, int32_t num_cores) : core(core), num_cores(num_cores) { } PolyTriangleThreadData(int32_t core, int32_t num_cores) : core(core), num_cores(num_cores) { }
void SetViewport(int x, int y, int width, int height, uint8_t *dest, int dest_width, int dest_height, int dest_pitch, bool dest_bgra); void SetViewport(int x, int y, int width, int height, uint8_t *dest, int dest_width, int dest_height, int dest_pitch, bool dest_bgra);
void SetTransform(const Mat4f *objectToClip); void SetTransform(const Mat4f *objectToClip, const Mat4f *objectToWorld);
void SetCullCCW(bool value) { ccw = value; } void SetCullCCW(bool value) { ccw = value; }
void SetTwoSided(bool value) { twosided = value; } void SetTwoSided(bool value) { twosided = value; }
void SetWeaponScene(bool value) { weaponScene = value; } void SetWeaponScene(bool value) { weaponScene = value; }
@ -88,6 +88,7 @@ private:
bool twosided = false; bool twosided = false;
bool weaponScene = false; bool weaponScene = false;
const Mat4f *objectToClip = nullptr; const Mat4f *objectToClip = nullptr;
const Mat4f *objectToWorld = nullptr;
enum { max_additional_vertices = 16 }; enum { max_additional_vertices = 16 };
}; };
@ -95,13 +96,14 @@ private:
class PolySetTransformCommand : public DrawerCommand class PolySetTransformCommand : public DrawerCommand
{ {
public: public:
PolySetTransformCommand(const Mat4f *objectToClip); PolySetTransformCommand(const Mat4f *objectToClip, const Mat4f *objectToWorld);
void Execute(DrawerThread *thread) override; void Execute(DrawerThread *thread) override;
FString DebugInfo() override { return "PolySetTransform"; } FString DebugInfo() override { return "PolySetTransform"; }
private: private:
const Mat4f *objectToClip; const Mat4f *objectToClip;
const Mat4f *objectToWorld;
}; };
class PolySetCullCCWCommand : public DrawerCommand class PolySetCullCCWCommand : public DrawerCommand

View file

@ -480,6 +480,29 @@ void DrawSpanOpt32(int y, int x0, int x1, const TriDrawTriangleArgs *args)
worldnormalZ = args->uniforms->Normal().Z; worldnormalZ = args->uniforms->Normal().Z;
dynlightcolor = args->uniforms->DynLightColor(); dynlightcolor = args->uniforms->DynLightColor();
// The normal vector cannot be uniform when drawing models. Calculate and use the face normal:
if (worldnormalX == 0.0f && worldnormalY == 0.0f && worldnormalZ == 0.0f)
{
float dx1 = args->v2->worldX - args->v1->worldX;
float dy1 = args->v2->worldY - args->v1->worldY;
float dz1 = args->v2->worldZ - args->v1->worldZ;
float dx2 = args->v3->worldX - args->v1->worldX;
float dy2 = args->v3->worldY - args->v1->worldY;
float dz2 = args->v3->worldZ - args->v1->worldZ;
worldnormalX = dy1 * dz2 - dz1 * dy2;
worldnormalY = dz1 * dx2 - dx1 * dz2;
worldnormalZ = dx1 * dy2 - dy1 * dx2;
float lensqr = worldnormalX * worldnormalX + worldnormalY * worldnormalY + worldnormalZ * worldnormalZ;
#ifndef NO_SSE
float rcplen = _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(lensqr)));
#else
float rcplen = 1.0f / sqrt(lensqr);
#endif
worldnormalX *= rcplen;
worldnormalY *= rcplen;
worldnormalZ *= rcplen;
}
int affineOffset = x0 / 16 * 16 - x0; int affineOffset = x0 / 16 * 16 - x0;
float posLightW = posW + stepW * affineOffset; float posLightW = posW + stepW * affineOffset;
posWorldX = posWorldX + stepWorldX * affineOffset; posWorldX = posWorldX + stepWorldX * affineOffset;
@ -1067,6 +1090,29 @@ void DrawSpanOpt8(int y, int x0, int x1, const TriDrawTriangleArgs *args)
worldnormalZ = args->uniforms->Normal().Z; worldnormalZ = args->uniforms->Normal().Z;
dynlightcolor = args->uniforms->DynLightColor(); dynlightcolor = args->uniforms->DynLightColor();
// The normal vector cannot be uniform when drawing models. Calculate and use the face normal:
if (worldnormalX == 0.0f && worldnormalY == 0.0f && worldnormalZ == 0.0f)
{
float dx1 = args->v2->worldX - args->v1->worldX;
float dy1 = args->v2->worldY - args->v1->worldY;
float dz1 = args->v2->worldZ - args->v1->worldZ;
float dx2 = args->v3->worldX - args->v1->worldX;
float dy2 = args->v3->worldY - args->v1->worldY;
float dz2 = args->v3->worldZ - args->v1->worldZ;
worldnormalX = dy1 * dz2 - dz1 * dy2;
worldnormalY = dz1 * dx2 - dx1 * dz2;
worldnormalZ = dx1 * dy2 - dy1 * dx2;
float lensqr = worldnormalX * worldnormalX + worldnormalY * worldnormalY + worldnormalZ * worldnormalZ;
#ifndef NO_SSE
float rcplen = _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(lensqr)));
#else
float rcplen = 1.0f / sqrt(lensqr);
#endif
worldnormalX *= rcplen;
worldnormalY *= rcplen;
worldnormalZ *= rcplen;
}
int affineOffset = x0 / 16 * 16 - x0; int affineOffset = x0 / 16 * 16 - x0;
float posLightW = posW + stepW * affineOffset; float posLightW = posW + stepW * affineOffset;
posWorldX = posWorldX + stepWorldX * affineOffset; posWorldX = posWorldX + stepWorldX * affineOffset;

View file

@ -32,6 +32,7 @@ class RenderMemory;
class PolyTranslucentObject; class PolyTranslucentObject;
class PolyDrawSectorPortal; class PolyDrawSectorPortal;
class PolyDrawLinePortal; class PolyDrawLinePortal;
class ADynamicLight;
class PolyRenderThread class PolyRenderThread
{ {
@ -53,6 +54,8 @@ public:
std::vector<std::unique_ptr<PolyDrawSectorPortal>> SectorPortals; std::vector<std::unique_ptr<PolyDrawSectorPortal>> SectorPortals;
std::vector<std::unique_ptr<PolyDrawLinePortal>> LinePortals; std::vector<std::unique_ptr<PolyDrawLinePortal>> LinePortals;
TArray<ADynamicLight*> AddedLightsArray;
// Make sure texture can accessed safely // Make sure texture can accessed safely
void PrepareTexture(FTexture *texture, FRenderStyle style); void PrepareTexture(FTexture *texture, FRenderStyle style);

View file

@ -36,6 +36,7 @@
void PolyRenderModel(PolyRenderThread *thread, const Mat4f &worldToClip, uint32_t stencilValue, float x, float y, float z, FSpriteModelFrame *smf, AActor *actor) void PolyRenderModel(PolyRenderThread *thread, const Mat4f &worldToClip, uint32_t stencilValue, float x, float y, float z, FSpriteModelFrame *smf, AActor *actor)
{ {
PolyModelRenderer renderer(thread, worldToClip, stencilValue); PolyModelRenderer renderer(thread, worldToClip, stencilValue);
renderer.AddLights(actor);
renderer.RenderModel(x, y, z, smf, actor); renderer.RenderModel(x, y, z, smf, actor);
} }
@ -51,6 +52,70 @@ PolyModelRenderer::PolyModelRenderer(PolyRenderThread *thread, const Mat4f &worl
{ {
} }
void PolyModelRenderer::AddLights(AActor *actor)
{
if (gl_lights && actor)
{
auto &addedLights = Thread->AddedLightsArray;
addedLights.Clear();
float x = (float)actor->X();
float y = (float)actor->Y();
float z = (float)actor->Center();
float radiusSquared = (float)(actor->renderradius * actor->renderradius);
BSPWalkCircle(x, y, radiusSquared, [&](subsector_t *subsector) // Iterate through all subsectors potentially touched by actor
{
FLightNode * node = subsector->lighthead;
while (node) // check all lights touching a subsector
{
ADynamicLight *light = node->lightsource;
if (light->visibletoplayer && !(light->flags2&MF2_DORMANT) && (!(light->lightflags&LF_DONTLIGHTSELF) || light->target != actor) && !(light->lightflags&LF_DONTLIGHTACTORS))
{
int group = subsector->sector->PortalGroup;
DVector3 pos = light->PosRelative(group);
float radius = (float)(light->GetRadius() + actor->renderradius);
double dx = pos.X - x;
double dy = pos.Y - y;
double dz = pos.Z - z;
double distSquared = dx * dx + dy * dy + dz * dz;
if (distSquared < radius * radius) // Light and actor touches
{
if (std::find(addedLights.begin(), addedLights.end(), light) == addedLights.end()) // Check if we already added this light from a different subsector
{
addedLights.Push(light);
}
}
}
node = node->nextLight;
}
});
NumLights = addedLights.Size();
Lights = Thread->FrameMemory->AllocMemory<PolyLight>(NumLights);
for (int i = 0; i < NumLights; i++)
{
ADynamicLight *lightsource = addedLights[i];
bool is_point_light = (lightsource->lightflags & LF_ATTENUATE) != 0;
uint32_t red = lightsource->GetRed();
uint32_t green = lightsource->GetGreen();
uint32_t blue = lightsource->GetBlue();
PolyLight &light = Lights[i];
light.x = (float)lightsource->X();
light.y = (float)lightsource->Y();
light.z = (float)lightsource->Z();
light.radius = 256.0f / lightsource->GetRadius();
light.color = (red << 16) | (green << 8) | blue;
if (is_point_light)
light.radius = -light.radius;
}
}
}
void PolyModelRenderer::BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix, bool mirrored) void PolyModelRenderer::BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix, bool mirrored)
{ {
ModelActor = actor; ModelActor = actor;
@ -139,8 +204,9 @@ void PolyModelRenderer::SetTransform()
swapYZ.Matrix[1 + 2 * 4] = 1.0f; swapYZ.Matrix[1 + 2 * 4] = 1.0f;
swapYZ.Matrix[2 + 1 * 4] = 1.0f; swapYZ.Matrix[2 + 1 * 4] = 1.0f;
swapYZ.Matrix[3 + 3 * 4] = 1.0f; swapYZ.Matrix[3 + 3 * 4] = 1.0f;
ObjectToWorld = swapYZ * ObjectToWorld;
PolyTriangleDrawer::SetTransform(Thread->DrawQueue, Thread->FrameMemory->NewObject<Mat4f>(WorldToClip * swapYZ * ObjectToWorld)); PolyTriangleDrawer::SetTransform(Thread->DrawQueue, Thread->FrameMemory->NewObject<Mat4f>(WorldToClip * ObjectToWorld), Thread->FrameMemory->NewObject<Mat4f>(ObjectToWorld));
} }
void PolyModelRenderer::DrawArrays(int start, int count) void PolyModelRenderer::DrawArrays(int start, int count)
@ -156,6 +222,7 @@ void PolyModelRenderer::DrawArrays(int start, int count)
PolyDrawArgs args; PolyDrawArgs args;
args.SetLight(GetColorTable(sector->Colormap, sector->SpecialColors[sector_t::sprites], true), lightlevel, PolyRenderer::Instance()->Light.SpriteGlobVis(foggy), fullbrightSprite); args.SetLight(GetColorTable(sector->Colormap, sector->SpecialColors[sector_t::sprites], true), lightlevel, PolyRenderer::Instance()->Light.SpriteGlobVis(foggy), fullbrightSprite);
args.SetLights(Lights, NumLights);
args.SetStencilTestValue(StencilValue); args.SetStencilTestValue(StencilValue);
args.SetClipPlane(0, PolyClipPlane()); args.SetClipPlane(0, PolyClipPlane());
args.SetStyle(ModelActor->RenderStyle, ModelActor->Alpha, ModelActor->fillcolor, ModelActor->Translation, SkinTexture, fullbrightSprite); args.SetStyle(ModelActor->RenderStyle, ModelActor->Alpha, ModelActor->fillcolor, ModelActor->Translation, SkinTexture, fullbrightSprite);
@ -178,6 +245,7 @@ void PolyModelRenderer::DrawElements(int numIndices, size_t offset)
PolyDrawArgs args; PolyDrawArgs args;
args.SetLight(GetColorTable(sector->Colormap, sector->SpecialColors[sector_t::sprites], true), lightlevel, PolyRenderer::Instance()->Light.SpriteGlobVis(foggy), fullbrightSprite); args.SetLight(GetColorTable(sector->Colormap, sector->SpecialColors[sector_t::sprites], true), lightlevel, PolyRenderer::Instance()->Light.SpriteGlobVis(foggy), fullbrightSprite);
args.SetLights(Lights, NumLights);
args.SetStencilTestValue(StencilValue); args.SetStencilTestValue(StencilValue);
args.SetClipPlane(0, PolyClipPlane()); args.SetClipPlane(0, PolyClipPlane());
args.SetStyle(ModelActor->RenderStyle, ModelActor->Alpha, ModelActor->fillcolor, ModelActor->Translation, SkinTexture, fullbrightSprite); args.SetStyle(ModelActor->RenderStyle, ModelActor->Alpha, ModelActor->fillcolor, ModelActor->Translation, SkinTexture, fullbrightSprite);

View file

@ -34,6 +34,8 @@ class PolyModelRenderer : public FModelRenderer
public: public:
PolyModelRenderer(PolyRenderThread *thread, const Mat4f &worldToClip, uint32_t stencilValue); PolyModelRenderer(PolyRenderThread *thread, const Mat4f &worldToClip, uint32_t stencilValue);
void AddLights(AActor *actor);
ModelRendererType GetType() const override { return PolyModelRendererType; } ModelRendererType GetType() const override { return PolyModelRendererType; }
void BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix, bool mirrored) override; void BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix, bool mirrored) override;
@ -61,6 +63,8 @@ public:
unsigned int *IndexBuffer = nullptr; unsigned int *IndexBuffer = nullptr;
TriVertex *VertexBuffer = nullptr; TriVertex *VertexBuffer = nullptr;
float InterpolationFactor = 0.0; float InterpolationFactor = 0.0;
PolyLight *Lights = nullptr;
int NumLights = 0;
}; };
class PolyModelVertexBuffer : public IModelVertexBuffer class PolyModelVertexBuffer : public IModelVertexBuffer

View file

@ -104,7 +104,7 @@ void RenderPolyScene::RenderSectors()
PolyRenderer::Instance()->Threads.RenderThreadSlices(totalcount, [&](PolyRenderThread *thread) PolyRenderer::Instance()->Threads.RenderThreadSlices(totalcount, [&](PolyRenderThread *thread)
{ {
PolyTriangleDrawer::SetCullCCW(thread->DrawQueue, !CurrentViewpoint->Mirror); PolyTriangleDrawer::SetCullCCW(thread->DrawQueue, !CurrentViewpoint->Mirror);
PolyTriangleDrawer::SetTransform(thread->DrawQueue, thread->FrameMemory->NewObject<Mat4f>(CurrentViewpoint->WorldToClip)); PolyTriangleDrawer::SetTransform(thread->DrawQueue, thread->FrameMemory->NewObject<Mat4f>(CurrentViewpoint->WorldToClip), nullptr);
if (thread != mainthread) if (thread != mainthread)
{ {
@ -336,7 +336,7 @@ void RenderPolyScene::RenderPortals()
Mat4f *transform = thread->FrameMemory->NewObject<Mat4f>(CurrentViewpoint->WorldToClip); Mat4f *transform = thread->FrameMemory->NewObject<Mat4f>(CurrentViewpoint->WorldToClip);
PolyTriangleDrawer::SetCullCCW(thread->DrawQueue, !CurrentViewpoint->Mirror); PolyTriangleDrawer::SetCullCCW(thread->DrawQueue, !CurrentViewpoint->Mirror);
PolyTriangleDrawer::SetTransform(thread->DrawQueue, transform); PolyTriangleDrawer::SetTransform(thread->DrawQueue, transform, nullptr);
PolyDrawArgs args; PolyDrawArgs args;
args.SetWriteColor(!enterPortals); args.SetWriteColor(!enterPortals);
@ -379,7 +379,7 @@ void RenderPolyScene::RenderTranslucent()
Mat4f *transform = thread->FrameMemory->NewObject<Mat4f>(CurrentViewpoint->WorldToClip); Mat4f *transform = thread->FrameMemory->NewObject<Mat4f>(CurrentViewpoint->WorldToClip);
PolyTriangleDrawer::SetCullCCW(thread->DrawQueue, !CurrentViewpoint->Mirror); PolyTriangleDrawer::SetCullCCW(thread->DrawQueue, !CurrentViewpoint->Mirror);
PolyTriangleDrawer::SetTransform(thread->DrawQueue, transform); PolyTriangleDrawer::SetTransform(thread->DrawQueue, transform, nullptr);
PolyMaskedCycles.Clock(); PolyMaskedCycles.Clock();

View file

@ -83,7 +83,7 @@ void PolySkyDome::Render(PolyRenderThread *thread, const Mat4f &worldToView, con
int rc = mRows + 1; int rc = mRows + 1;
PolyTriangleDrawer::SetTransform(thread->DrawQueue, thread->FrameMemory->NewObject<Mat4f>(worldToClip * objectToWorld)); PolyTriangleDrawer::SetTransform(thread->DrawQueue, thread->FrameMemory->NewObject<Mat4f>(worldToClip * objectToWorld), nullptr);
PolyDrawArgs args; PolyDrawArgs args;
args.SetLight(&NormalLight, 255, PolyRenderer::Instance()->Light.WallGlobVis(false), true); args.SetLight(&NormalLight, 255, PolyRenderer::Instance()->Light.WallGlobVis(false), true);

View file

@ -499,4 +499,49 @@ public:
extern DeletingModelArray Models; extern DeletingModelArray Models;
// Check if circle potentially intersects with node AABB
inline bool CheckBBoxCircle(float *bbox, float x, float y, float radiusSquared)
{
float centerX = (bbox[BOXRIGHT] + bbox[BOXLEFT]) * 0.5f;
float centerY = (bbox[BOXBOTTOM] + bbox[BOXTOP]) * 0.5f;
float extentX = (bbox[BOXRIGHT] - bbox[BOXLEFT]) * 0.5f;
float extentY = (bbox[BOXBOTTOM] - bbox[BOXTOP]) * 0.5f;
float aabbRadiusSquared = extentX * extentX + extentY * extentY;
x -= centerX;
y -= centerY;
float dist = x * x + y * y;
return dist <= radiusSquared + aabbRadiusSquared;
}
// Helper function for BSPWalkCircle
template<typename Callback>
void BSPNodeWalkCircle(void *node, float x, float y, float radiusSquared, const Callback &callback)
{
while (!((size_t)node & 1))
{
node_t *bsp = (node_t *)node;
if (CheckBBoxCircle(bsp->bbox[0], x, y, radiusSquared))
BSPNodeWalkCircle(bsp->children[0], x, y, radiusSquared, callback);
if (!CheckBBoxCircle(bsp->bbox[1], x, y, radiusSquared))
return;
node = bsp->children[1];
}
subsector_t *sub = (subsector_t *)((uint8_t *)node - 1);
callback(sub);
}
// Search BSP for subsectors within the given radius and call callback(subsector) for each found
template<typename Callback>
void BSPWalkCircle(float x, float y, float radiusSquared, const Callback &callback)
{
if (level.nodes.Size() == 0)
callback(&level.subsectors[0]);
else
BSPNodeWalkCircle(level.HeadNode(), x, y, radiusSquared, callback);
}
#endif #endif

View file

@ -28,6 +28,7 @@
class DrawerCommandQueue; class DrawerCommandQueue;
typedef std::shared_ptr<DrawerCommandQueue> DrawerCommandQueuePtr; typedef std::shared_ptr<DrawerCommandQueue> DrawerCommandQueuePtr;
class RenderMemory; class RenderMemory;
class ADynamicLight;
EXTERN_CVAR(Bool, r_models); EXTERN_CVAR(Bool, r_models);
@ -75,6 +76,8 @@ namespace swrenderer
std::unique_ptr<LightVisibility> Light; std::unique_ptr<LightVisibility> Light;
DrawerCommandQueuePtr DrawQueue; DrawerCommandQueuePtr DrawQueue;
TArray<ADynamicLight*> AddedLightsArray;
std::thread thread; std::thread thread;
// VisibleSprite working buffers // VisibleSprite working buffers

View file

@ -75,6 +75,7 @@ namespace swrenderer
void RenderModel::Render(RenderThread *thread, short *cliptop, short *clipbottom, int minZ, int maxZ, Fake3DTranslucent clip3DFloor) void RenderModel::Render(RenderThread *thread, short *cliptop, short *clipbottom, int minZ, int maxZ, Fake3DTranslucent clip3DFloor)
{ {
SWModelRenderer renderer(thread, clip3DFloor, &WorldToClip, MirrorWorldToClip); SWModelRenderer renderer(thread, clip3DFloor, &WorldToClip, MirrorWorldToClip);
renderer.AddLights(actor);
renderer.RenderModel(x, y, z, smf, actor); renderer.RenderModel(x, y, z, smf, actor);
} }
@ -93,6 +94,70 @@ namespace swrenderer
{ {
} }
void SWModelRenderer::AddLights(AActor *actor)
{
if (gl_lights && actor)
{
auto &addedLights = Thread->AddedLightsArray;
addedLights.Clear();
float x = (float)actor->X();
float y = (float)actor->Y();
float z = (float)actor->Center();
float radiusSquared = (float)(actor->renderradius * actor->renderradius);
BSPWalkCircle(x, y, radiusSquared, [&](subsector_t *subsector) // Iterate through all subsectors potentially touched by actor
{
FLightNode * node = subsector->lighthead;
while (node) // check all lights touching a subsector
{
ADynamicLight *light = node->lightsource;
if (light->visibletoplayer && !(light->flags2&MF2_DORMANT) && (!(light->lightflags&LF_DONTLIGHTSELF) || light->target != actor) && !(light->lightflags&LF_DONTLIGHTACTORS))
{
int group = subsector->sector->PortalGroup;
DVector3 pos = light->PosRelative(group);
float radius = (float)(light->GetRadius() + actor->renderradius);
double dx = pos.X - x;
double dy = pos.Y - y;
double dz = pos.Z - z;
double distSquared = dx * dx + dy * dy + dz * dz;
if (distSquared < radius * radius) // Light and actor touches
{
if (std::find(addedLights.begin(), addedLights.end(), light) == addedLights.end()) // Check if we already added this light from a different subsector
{
addedLights.Push(light);
}
}
}
node = node->nextLight;
}
});
NumLights = addedLights.Size();
Lights = Thread->FrameMemory->AllocMemory<PolyLight>(NumLights);
for (int i = 0; i < NumLights; i++)
{
ADynamicLight *lightsource = addedLights[i];
bool is_point_light = (lightsource->lightflags & LF_ATTENUATE) != 0;
uint32_t red = lightsource->GetRed();
uint32_t green = lightsource->GetGreen();
uint32_t blue = lightsource->GetBlue();
PolyLight &light = Lights[i];
light.x = (float)lightsource->X();
light.y = (float)lightsource->Y();
light.z = (float)lightsource->Z();
light.radius = 256.0f / lightsource->GetRadius();
light.color = (red << 16) | (green << 8) | blue;
if (is_point_light)
light.radius = -light.radius;
}
}
}
void SWModelRenderer::BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix, bool mirrored) void SWModelRenderer::BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix, bool mirrored)
{ {
ModelActor = actor; ModelActor = actor;
@ -235,8 +300,9 @@ namespace swrenderer
swapYZ.Matrix[1 + 2 * 4] = 1.0f; swapYZ.Matrix[1 + 2 * 4] = 1.0f;
swapYZ.Matrix[2 + 1 * 4] = 1.0f; swapYZ.Matrix[2 + 1 * 4] = 1.0f;
swapYZ.Matrix[3 + 3 * 4] = 1.0f; swapYZ.Matrix[3 + 3 * 4] = 1.0f;
ObjectToWorld = swapYZ * ObjectToWorld;
PolyTriangleDrawer::SetTransform(Thread->DrawQueue, Thread->FrameMemory->NewObject<Mat4f>((*WorldToClip) * swapYZ * ObjectToWorld)); PolyTriangleDrawer::SetTransform(Thread->DrawQueue, Thread->FrameMemory->NewObject<Mat4f>((*WorldToClip) * ObjectToWorld), Thread->FrameMemory->NewObject<Mat4f>(ObjectToWorld));
} }
void SWModelRenderer::DrawArrays(int start, int count) void SWModelRenderer::DrawArrays(int start, int count)
@ -252,6 +318,8 @@ namespace swrenderer
PolyDrawArgs args; PolyDrawArgs args;
args.SetLight(GetColorTable(sector->Colormap, sector->SpecialColors[sector_t::sprites], true), lightlevel, Thread->Light->SpriteGlobVis(foggy), fullbrightSprite); args.SetLight(GetColorTable(sector->Colormap, sector->SpecialColors[sector_t::sprites], true), lightlevel, Thread->Light->SpriteGlobVis(foggy), fullbrightSprite);
args.SetLights(Lights, NumLights);
args.SetNormal(FVector3(0.0f, 0.0f, 0.0f));
args.SetStyle(ModelActor->RenderStyle, ModelActor->Alpha, ModelActor->fillcolor, ModelActor->Translation, SkinTexture, fullbrightSprite); args.SetStyle(ModelActor->RenderStyle, ModelActor->Alpha, ModelActor->fillcolor, ModelActor->Translation, SkinTexture, fullbrightSprite);
args.SetDepthTest(true); args.SetDepthTest(true);
args.SetWriteDepth(true); args.SetWriteDepth(true);
@ -276,6 +344,8 @@ namespace swrenderer
PolyDrawArgs args; PolyDrawArgs args;
args.SetLight(GetColorTable(sector->Colormap, sector->SpecialColors[sector_t::sprites], true), lightlevel, Thread->Light->SpriteGlobVis(foggy), fullbrightSprite); args.SetLight(GetColorTable(sector->Colormap, sector->SpecialColors[sector_t::sprites], true), lightlevel, Thread->Light->SpriteGlobVis(foggy), fullbrightSprite);
args.SetLights(Lights, NumLights);
args.SetNormal(FVector3(0.0f, 0.0f, 0.0f));
args.SetStyle(ModelActor->RenderStyle, ModelActor->Alpha, ModelActor->fillcolor, ModelActor->Translation, SkinTexture, fullbrightSprite); args.SetStyle(ModelActor->RenderStyle, ModelActor->Alpha, ModelActor->fillcolor, ModelActor->Translation, SkinTexture, fullbrightSprite);
args.SetDepthTest(true); args.SetDepthTest(true);
args.SetWriteDepth(true); args.SetWriteDepth(true);

View file

@ -28,6 +28,8 @@
#include "swrenderer/r_renderthread.h" #include "swrenderer/r_renderthread.h"
#include "swrenderer/things/r_visiblesprite.h" #include "swrenderer/things/r_visiblesprite.h"
struct PolyLight;
namespace swrenderer namespace swrenderer
{ {
void RenderHUDModel(RenderThread *thread, DPSprite *psp, float ofsx, float ofsy); void RenderHUDModel(RenderThread *thread, DPSprite *psp, float ofsx, float ofsy);
@ -56,6 +58,8 @@ namespace swrenderer
public: public:
SWModelRenderer(RenderThread *thread, Fake3DTranslucent clip3DFloor, Mat4f *worldToClip, bool mirrorWorldToClip); SWModelRenderer(RenderThread *thread, Fake3DTranslucent clip3DFloor, Mat4f *worldToClip, bool mirrorWorldToClip);
void AddLights(AActor *actor);
ModelRendererType GetType() const override { return SWModelRendererType; } ModelRendererType GetType() const override { return SWModelRendererType; }
void BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix, bool mirrored) override; void BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix, bool mirrored) override;
@ -85,6 +89,8 @@ namespace swrenderer
float InterpolationFactor = 0.0; float InterpolationFactor = 0.0;
Mat4f *WorldToClip = nullptr; Mat4f *WorldToClip = nullptr;
bool MirrorWorldToClip = false; bool MirrorWorldToClip = false;
PolyLight *Lights = nullptr;
int NumLights = 0;
}; };
class SWModelVertexBuffer : public IModelVertexBuffer class SWModelVertexBuffer : public IModelVertexBuffer