mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-10 14:51:40 +00:00
- Switch sprite drawing to use the interesting draw segments list
- Stop adding 3D floor "fake" draw segments to the interesting segments list - Rename InterestingSegments list to TranslucentSegments
This commit is contained in:
parent
5a761dd3c3
commit
e19c8eba62
6 changed files with 56 additions and 78 deletions
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@ -508,9 +508,9 @@ namespace swrenderer
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draw_segment->shade = LightVisibility::LightLevelToShade(mLineSegment->sidedef->GetLightLevel(foggy, mLineSegment->frontsector->lightlevel) + LightVisibility::ActualExtraLight(foggy, Thread->Viewport.get()), foggy);
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}
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if (draw_segment->bFogBoundary || draw_segment->maskedtexturecol != nullptr)
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if ((draw_segment->bFogBoundary || draw_segment->maskedtexturecol != nullptr) && !draw_segment->fake)
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{
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Thread->DrawSegments->PushInteresting(draw_segment);
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Thread->DrawSegments->PushTranslucent(draw_segment);
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}
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}
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}
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@ -136,37 +136,11 @@ namespace swrenderer
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RenderPortal *renderportal = Thread->Portal.get();
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DrawSegmentList *drawseglist = Thread->DrawSegments.get();
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int numGroups = drawseglist->SegmentGroups.Size();
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for (int j = 0; j < numGroups; j++)
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drawseglist->SegmentGroups[j].GroupDrawn = false;
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auto &sortedSprites = Thread->SpriteList->SortedSprites;
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for (int i = sortedSprites.Size(); i > 0; i--)
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{
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VisibleSprite *sprite = sortedSprites[i - 1];
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// Draw the draw segments known to be behind us now.
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for (int j = numGroups; j > 0; j--)
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{
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auto &group = drawseglist->SegmentGroups[j - 1];
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if (!group.GroupDrawn && group.neardepth > sprite->DrawSegDepth())
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{
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for (unsigned int index = group.BeginIndex; index != group.EndIndex; index++)
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{
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DrawSegment *ds = drawseglist->Segment(index);
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if (ds->CurrentPortalUniq != renderportal->CurrentPortalUniq) continue;
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if (ds->fake) continue;
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if (ds->maskedtexturecol != nullptr || ds->bFogBoundary)
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{
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RenderDrawSegment renderer(Thread);
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renderer.Render(ds, ds->x1, ds->x2);
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}
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}
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group.GroupDrawn = true;
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}
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}
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if (sprite->IsCurrentPortalUniq(renderportal->CurrentPortalUniq))
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{
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sprite->Render(Thread);
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@ -63,15 +63,15 @@ namespace swrenderer
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StartIndices.Clear();
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StartIndices.Push(0);
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InterestingSegments.Clear();
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StartInterestingIndices.Clear();
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StartInterestingIndices.Push(0);
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TranslucentSegments.Clear();
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StartTranslucentIndices.Clear();
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StartTranslucentIndices.Push(0);
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}
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void DrawSegmentList::PushPortal()
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{
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StartIndices.Push(Segments.Size());
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StartInterestingIndices.Push(InterestingSegments.Size());
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StartTranslucentIndices.Push(TranslucentSegments.Size());
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}
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void DrawSegmentList::PopPortal()
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@ -79,8 +79,8 @@ namespace swrenderer
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Segments.Resize(StartIndices.Last());
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StartIndices.Pop();
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InterestingSegments.Resize(StartInterestingIndices.Last());
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StartInterestingIndices.Pop();
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TranslucentSegments.Resize(StartTranslucentIndices.Last());
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StartTranslucentIndices.Pop();
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}
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void DrawSegmentList::Push(DrawSegment *segment)
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@ -88,9 +88,9 @@ namespace swrenderer
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Segments.Push(segment);
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}
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void DrawSegmentList::PushInteresting(DrawSegment *segment)
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void DrawSegmentList::PushTranslucent(DrawSegment *segment)
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{
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InterestingSegments.Push(segment);
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TranslucentSegments.Push(segment);
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}
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void DrawSegmentList::BuildSegmentGroups()
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@ -63,7 +63,6 @@ namespace swrenderer
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short *sprbottomclip;
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unsigned int BeginIndex;
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unsigned int EndIndex;
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bool GroupDrawn;
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};
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class DrawSegmentList
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@ -76,14 +75,14 @@ namespace swrenderer
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unsigned int SegmentsCount() const { return Segments.Size() - StartIndices.Last(); }
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DrawSegment *Segment(unsigned int index) const { return Segments[Segments.Size() - 1 - index]; }
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unsigned int InterestingSegmentsCount() const { return InterestingSegments.Size() - StartInterestingIndices.Last(); }
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DrawSegment *InterestingSegment(unsigned int index) const { return InterestingSegments[InterestingSegments.Size() - 1 - index]; }
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unsigned int TranslucentSegmentsCount() const { return TranslucentSegments.Size() - StartTranslucentIndices.Last(); }
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DrawSegment *TranslucentSegment(unsigned int index) const { return TranslucentSegments[TranslucentSegments.Size() - 1 - index]; }
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void Clear();
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void PushPortal();
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void PopPortal();
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void Push(DrawSegment *segment);
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void PushInteresting(DrawSegment *segment);
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void PushTranslucent(DrawSegment *segment);
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void BuildSegmentGroups();
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@ -93,8 +92,8 @@ namespace swrenderer
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TArray<DrawSegment *> Segments;
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TArray<unsigned int> StartIndices;
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TArray<DrawSegment *> InterestingSegments; // drawsegs that have something drawn on them
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TArray<unsigned int> StartInterestingIndices;
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TArray<DrawSegment *> TranslucentSegments; // drawsegs that have something drawn on them
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TArray<unsigned int> StartTranslucentIndices;
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// For building segment groups
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short cliptop[MAXWIDTH];
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@ -275,12 +275,10 @@ namespace swrenderer
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// Draw any masked textures behind this particle so that when the
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// particle is drawn, it will be in front of them.
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DrawSegmentList *segmentlist = thread->DrawSegments.get();
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for (unsigned int index = 0; index != segmentlist->InterestingSegmentsCount(); index++)
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for (unsigned int index = 0; index != segmentlist->TranslucentSegmentsCount(); index++)
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{
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DrawSegment *ds = segmentlist->InterestingSegment(index);
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DrawSegment *ds = segmentlist->TranslucentSegment(index);
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// kg3D - no fake segs
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if (ds->fake) continue;
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if (ds->x1 >= x2 || ds->x2 <= x1)
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{
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continue;
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@ -58,7 +58,6 @@ namespace swrenderer
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int i;
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int x1, x2;
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int r1, r2;
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short topclip, botclip;
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short *clip1, *clip2;
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FSWColormap *colormap = spr->Light.BaseColormap;
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@ -293,16 +292,48 @@ namespace swrenderer
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// The first drawseg that is closer than the sprite is the clip seg.
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DrawSegmentList *segmentlist = thread->DrawSegments.get();
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RenderPortal *renderportal = thread->Portal.get();
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// Render draw segments behind sprite
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for (unsigned int index = 0; index != segmentlist->TranslucentSegmentsCount(); index++)
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{
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DrawSegment *ds = segmentlist->TranslucentSegment(index);
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if (ds->x1 >= x2 || ds->x2 <= x1)
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{
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continue;
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}
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float neardepth = MIN(ds->sz1, ds->sz2);
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float fardepth = MAX(ds->sz1, ds->sz2);
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// Check if sprite is in front of draw seg:
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if ((!spr->IsWallSprite() && neardepth > spr->depth) || ((spr->IsWallSprite() || fardepth > spr->depth) &&
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(spr->gpos.Y - ds->curline->v1->fY()) * (ds->curline->v2->fX() - ds->curline->v1->fX()) -
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(spr->gpos.X - ds->curline->v1->fX()) * (ds->curline->v2->fY() - ds->curline->v1->fY()) <= 0))
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{
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if (ds->CurrentPortalUniq == renderportal->CurrentPortalUniq)
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{
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int r1 = MAX<int>(ds->x1, x1);
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int r2 = MIN<int>(ds->x2, x2);
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RenderDrawSegment renderer(thread);
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renderer.Render(ds, r1, r2);
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}
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}
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}
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for (unsigned int groupIndex = 0; groupIndex < segmentlist->SegmentGroups.Size(); groupIndex++)
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{
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auto &group = segmentlist->SegmentGroups[groupIndex];
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if (group.x1 >= x2 || group.x2 <= x1 || group.neardepth > spr->depth)
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continue;
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if (group.fardepth < spr->depth)
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{
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r1 = MAX<int>(group.x1, x1);
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r2 = MIN<int>(group.x2, x2);
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int r1 = MAX<int>(group.x1, x1);
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int r2 = MIN<int>(group.x2, x2);
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// Clip bottom
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clip1 = clipbot + r1;
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@ -330,7 +361,6 @@ namespace swrenderer
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}
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else
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{
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//for (unsigned int index = segmentlist->BeginIndex(); index != segmentlist->EndIndex(); index++)
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for (unsigned int index = group.BeginIndex; index != group.EndIndex; index++)
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{
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DrawSegment *ds = segmentlist->Segment(index);
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@ -346,41 +376,18 @@ namespace swrenderer
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continue;
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}
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r1 = MAX<int>(ds->x1, x1);
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r2 = MIN<int>(ds->x2, x2);
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int r1 = MAX<int>(ds->x1, x1);
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int r2 = MIN<int>(ds->x2, x2);
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float neardepth, fardepth;
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if (!spr->IsWallSprite())
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{
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if (ds->sz1 < ds->sz2)
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{
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neardepth = ds->sz1, fardepth = ds->sz2;
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}
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else
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{
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neardepth = ds->sz2, fardepth = ds->sz1;
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}
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}
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else
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{
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// GCC complained about this case, is there something missing here?
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fardepth = neardepth = 0;
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}
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float neardepth = MIN(ds->sz1, ds->sz2);
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float fardepth = MAX(ds->sz1, ds->sz2);
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// Check if sprite is in front of draw seg:
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if ((!spr->IsWallSprite() && neardepth > spr->depth) || ((spr->IsWallSprite() || fardepth > spr->depth) &&
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(spr->gpos.Y - ds->curline->v1->fY()) * (ds->curline->v2->fX() - ds->curline->v1->fX()) -
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(spr->gpos.X - ds->curline->v1->fX()) * (ds->curline->v2->fY() - ds->curline->v1->fY()) <= 0))
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{
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RenderPortal *renderportal = thread->Portal.get();
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// seg is behind sprite, so draw the mid texture if it has one
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if (ds->CurrentPortalUniq == renderportal->CurrentPortalUniq && (ds->maskedtexturecol != nullptr || ds->bFogBoundary))
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{
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RenderDrawSegment renderer(thread);
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renderer.Render(ds, r1, r2);
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}
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// seg is behind sprite
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continue;
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}
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