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Distance sort sprites
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parent
83b3169ed5
commit
dc0e6d40a4
2 changed files with 51 additions and 1 deletions
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@ -47,6 +47,10 @@ void RenderPolyBsp::Render()
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SolidSegments.push_back({ -0x7fff, 0 });
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SolidSegments.push_back({ viewwidth, 0x7fff });
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SectorSpriteRanges.clear();
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SectorSpriteRanges.resize(numsectors);
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SortedSprites.clear();
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// Perspective correct:
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float ratio = WidescreenRatio;
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float fovratio = (WidescreenRatio >= 1.3f) ? 1.333333f : ratio;
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@ -174,8 +178,10 @@ void RenderPolyBsp::RenderSubsector(subsector_t *sub)
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PolyTriangleDrawer::draw(uniforms, vertices, sub->numlines, TriangleDrawMode::Fan, true, 0, viewwidth, 0, viewheight, ceiltex);
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}
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for (AActor *thing = sub->sector->thinglist; thing != nullptr; thing = thing->snext)
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SpriteRange sprites = GetSpritesForSector(sub->sector);
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for (int i = 0; i < sprites.Count; i++)
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{
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AActor *thing = SortedSprites[sprites.Start + i].Thing;
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if ((thing->renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
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AddWallSprite(thing, sub);
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else
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@ -183,6 +189,26 @@ void RenderPolyBsp::RenderSubsector(subsector_t *sub)
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}
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}
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SpriteRange RenderPolyBsp::GetSpritesForSector(sector_t *sector)
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{
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if (SectorSpriteRanges.size() < sector->sectornum || sector->sectornum < 0)
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return SpriteRange();
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auto &range = SectorSpriteRanges[sector->sectornum];
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if (range.Start == -1)
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{
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range.Start = (int)SortedSprites.size();
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range.Count = 0;
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for (AActor *thing = sector->thinglist; thing != nullptr; thing = thing->snext)
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{
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SortedSprites.push_back({ thing, (thing->Pos() - ViewPos).LengthSquared() });
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range.Count++;
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}
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std::stable_sort(SortedSprites.begin() + range.Start, SortedSprites.begin() + range.Start + range.Count);
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}
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return range;
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}
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void RenderPolyBsp::AddLine(seg_t *line, sector_t *frontsector)
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{
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// Reject lines not facing viewer
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24
src/r_poly.h
24
src/r_poly.h
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@ -49,6 +49,26 @@ public:
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FDynamicColormap *Colormap = nullptr;
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};
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// Used for sorting things by distance to the camera
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class PolySortedSprite
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{
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public:
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PolySortedSprite(AActor *thing, double distanceSquared) : Thing(thing), DistanceSquared(distanceSquared) { }
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bool operator<(const PolySortedSprite &other) const { return DistanceSquared > other.DistanceSquared; }
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AActor *Thing;
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double DistanceSquared;
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};
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class SpriteRange
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{
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public:
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SpriteRange() = default;
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SpriteRange(int start, int count) : Start(start), Count(count) { }
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int Start = -1;
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int Count = 0;
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};
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// Renders a GL BSP tree in a scene
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class RenderPolyBsp
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{
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@ -67,6 +87,7 @@ private:
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bool IsThingCulled(AActor *thing);
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visstyle_t GetSpriteVisStyle(AActor *thing, double z);
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FTexture *GetSpriteTexture(AActor *thing, /*out*/ bool &flipX);
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SpriteRange GetSpritesForSector(sector_t *sector);
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void RenderPlayerSprites();
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void RenderPlayerSprite(DPSprite *sprite, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac);
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@ -85,6 +106,9 @@ private:
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std::vector<subsector_t *> PvsSectors;
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TriMatrix worldToClip;
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std::vector<SpriteRange> SectorSpriteRanges;
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std::vector<PolySortedSprite> SortedSprites;
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std::vector<PolyScreenSprite> ScreenSprites;
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const int BaseXCenter = 160;
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