/* ** Polygon Doom software renderer ** Copyright (c) 2016 Magnus Norddahl ** ** This software is provided 'as-is', without any express or implied ** warranty. In no event will the authors be held liable for any damages ** arising from the use of this software. ** ** Permission is granted to anyone to use this software for any purpose, ** including commercial applications, and to alter it and redistribute it ** freely, subject to the following restrictions: ** ** 1. The origin of this software must not be misrepresented; you must not ** claim that you wrote the original software. If you use this software ** in a product, an acknowledgment in the product documentation would be ** appreciated but is not required. ** 2. Altered source versions must be plainly marked as such, and must not be ** misrepresented as being the original software. ** 3. This notice may not be removed or altered from any source distribution. ** */ #include #include "templates.h" #include "doomdef.h" #include "p_maputl.h" #include "sbar.h" #include "r_data/r_translate.h" #include "r_poly_portal.h" #include "r_poly.h" #include "gl/data/gl_data.h" CVAR(Bool, r_debug_cull, 0, 0) EXTERN_CVAR(Int, r_portal_recursions) extern bool r_showviewer; ///////////////////////////////////////////////////////////////////////////// RenderPolyPortal::RenderPolyPortal() { } RenderPolyPortal::~RenderPolyPortal() { } void RenderPolyPortal::SetViewpoint(const TriMatrix &worldToClip, uint32_t stencilValue) { WorldToClip = worldToClip; StencilValue = stencilValue; } void RenderPolyPortal::Render(int portalDepth) { ClearBuffers(); Cull.CullScene(WorldToClip); RenderSectors(); RenderPortals(portalDepth); } void RenderPolyPortal::ClearBuffers() { SectorSpriteRanges.clear(); SectorSpriteRanges.resize(numsectors); SortedSprites.clear(); TranslucentObjects.clear(); SectorPortals.clear(); LinePortals.clear(); NextSubsectorDepth = 0; } void RenderPolyPortal::RenderSectors() { if (r_debug_cull) { for (auto it = Cull.PvsSectors.rbegin(); it != Cull.PvsSectors.rend(); ++it) RenderSubsector(*it); } else { for (auto it = Cull.PvsSectors.begin(); it != Cull.PvsSectors.end(); ++it) RenderSubsector(*it); } } void RenderPolyPortal::RenderSubsector(subsector_t *sub) { sector_t *frontsector = sub->sector; frontsector->MoreFlags |= SECF_DRAWN; uint32_t subsectorDepth = NextSubsectorDepth++; if (sub->sector->CenterFloor() != sub->sector->CenterCeiling()) { RenderPolyPlane::RenderPlanes(WorldToClip, sub, subsectorDepth, StencilValue, Cull.MaxCeilingHeight, Cull.MinFloorHeight, SectorPortals); } for (uint32_t i = 0; i < sub->numlines; i++) { seg_t *line = &sub->firstline[i]; if (line->sidedef == nullptr || !(line->sidedef->Flags & WALLF_POLYOBJ)) { RenderLine(sub, line, frontsector, subsectorDepth); } } bool mainBSP = ((unsigned int)(sub - subsectors) < (unsigned int)numsubsectors); if (mainBSP) { int subsectorIndex = (int)(sub - subsectors); for (int i = ParticlesInSubsec[subsectorIndex]; i != NO_PARTICLE; i = Particles[i].snext) { particle_t *particle = Particles + i; TranslucentObjects.push_back({ particle, sub, subsectorDepth }); } } SpriteRange sprites = GetSpritesForSector(sub->sector); for (int i = 0; i < sprites.Count; i++) { AActor *thing = SortedSprites[sprites.Start + i].Thing; TranslucentObjects.push_back({ thing, sub, subsectorDepth }); } TranslucentObjects.insert(TranslucentObjects.end(), SubsectorTranslucentWalls.begin(), SubsectorTranslucentWalls.end()); SubsectorTranslucentWalls.clear(); } SpriteRange RenderPolyPortal::GetSpritesForSector(sector_t *sector) { if ((int)SectorSpriteRanges.size() < sector->sectornum || sector->sectornum < 0) return SpriteRange(); auto &range = SectorSpriteRanges[sector->sectornum]; if (range.Start == -1) { range.Start = (int)SortedSprites.size(); range.Count = 0; for (AActor *thing = sector->thinglist; thing != nullptr; thing = thing->snext) { SortedSprites.push_back({ thing, (thing->Pos() - ViewPos).LengthSquared() }); range.Count++; } std::stable_sort(SortedSprites.begin() + range.Start, SortedSprites.begin() + range.Start + range.Count); } return range; } void RenderPolyPortal::RenderLine(subsector_t *sub, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth) { // Reject lines not facing viewer DVector2 pt1 = line->v1->fPos() - ViewPos; DVector2 pt2 = line->v2->fPos() - ViewPos; if (pt1.Y * (pt1.X - pt2.X) + pt1.X * (pt2.Y - pt1.Y) >= 0) return; // Cull wall if not visible int sx1, sx2; bool hasSegmentRange = Cull.GetSegmentRangeForLine(line->v1->fX(), line->v1->fY(), line->v2->fX(), line->v2->fY(), sx1, sx2); if (!hasSegmentRange || Cull.IsSegmentCulled(sx1, sx2)) return; // Tell automap we saw this if (!r_dontmaplines && line->linedef) { line->linedef->flags |= ML_MAPPED; sub->flags |= SSECF_DRAWN; } // Render 3D floor sides if (line->backsector && frontsector->e && line->backsector->e->XFloor.ffloors.Size()) { for (unsigned int i = 0; i < line->backsector->e->XFloor.ffloors.Size(); i++) { F3DFloor *fakeFloor = line->backsector->e->XFloor.ffloors[i]; if (!(fakeFloor->flags & FF_EXISTS)) continue; if (!(fakeFloor->flags & FF_RENDERPLANES)) continue; if (!fakeFloor->model) continue; RenderPolyWall::Render3DFloorLine(WorldToClip, line, frontsector, subsectorDepth, StencilValue, fakeFloor, SubsectorTranslucentWalls); } } // Render wall, and update culling info if its an occlusion blocker if (RenderPolyWall::RenderLine(WorldToClip, line, frontsector, subsectorDepth, StencilValue, SubsectorTranslucentWalls, LinePortals)) { if (hasSegmentRange) Cull.MarkSegmentCulled(sx1, sx2); } } void RenderPolyPortal::RenderPortals(int portalDepth) { if (portalDepth < r_portal_recursions) { for (auto &portal : SectorPortals) portal->Render(portalDepth + 1); for (auto &portal : LinePortals) portal->Render(portalDepth + 1); } else // Fill with black { PolyDrawArgs args; args.objectToClip = &WorldToClip; args.mode = TriangleDrawMode::Fan; args.uniforms.color = 0; args.uniforms.light = 256; args.uniforms.flags = TriUniforms::fixed_light; for (auto &portal : SectorPortals) { args.stenciltestvalue = portal->StencilValue; args.stencilwritevalue = portal->StencilValue + 1; for (const auto &verts : portal->Shape) { args.vinput = verts.Vertices; args.vcount = verts.Count; args.ccw = verts.Ccw; args.uniforms.subsectorDepth = verts.SubsectorDepth; PolyTriangleDrawer::draw(args, TriDrawVariant::FillNormal, TriBlendMode::Copy); } } for (auto &portal : LinePortals) { args.stenciltestvalue = portal->StencilValue; args.stencilwritevalue = portal->StencilValue + 1; for (const auto &verts : portal->Shape) { args.vinput = verts.Vertices; args.vcount = verts.Count; args.ccw = verts.Ccw; args.uniforms.subsectorDepth = verts.SubsectorDepth; PolyTriangleDrawer::draw(args, TriDrawVariant::FillNormal, TriBlendMode::Copy); } } } } void RenderPolyPortal::RenderTranslucent(int portalDepth) { if (portalDepth < r_portal_recursions) { for (auto it = SectorPortals.rbegin(); it != SectorPortals.rend(); ++it) { auto &portal = *it; portal->RenderTranslucent(portalDepth + 1); PolyDrawArgs args; args.objectToClip = &WorldToClip; args.mode = TriangleDrawMode::Fan; args.stenciltestvalue = portal->StencilValue + 1; args.stencilwritevalue = StencilValue; for (const auto &verts : portal->Shape) { args.vinput = verts.Vertices; args.vcount = verts.Count; args.ccw = verts.Ccw; args.uniforms.subsectorDepth = verts.SubsectorDepth; PolyTriangleDrawer::draw(args, TriDrawVariant::StencilClose, TriBlendMode::Copy); } } for (auto it = LinePortals.rbegin(); it != LinePortals.rend(); ++it) { auto &portal = *it; portal->RenderTranslucent(portalDepth + 1); PolyDrawArgs args; args.objectToClip = &WorldToClip; args.mode = TriangleDrawMode::Fan; args.stenciltestvalue = portal->StencilValue + 1; args.stencilwritevalue = StencilValue; for (const auto &verts : portal->Shape) { args.vinput = verts.Vertices; args.vcount = verts.Count; args.ccw = verts.Ccw; args.uniforms.subsectorDepth = verts.SubsectorDepth; PolyTriangleDrawer::draw(args, TriDrawVariant::StencilClose, TriBlendMode::Copy); } } } for (auto it = TranslucentObjects.rbegin(); it != TranslucentObjects.rend(); ++it) { auto &obj = *it; if (obj.particle) { RenderPolyParticle spr; spr.Render(WorldToClip, obj.particle, obj.sub, obj.subsectorDepth, StencilValue + 1); } else if (!obj.thing) { obj.wall.Render(WorldToClip); } else if ((obj.thing->renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE) { RenderPolyWallSprite wallspr; wallspr.Render(WorldToClip, obj.thing, obj.sub, obj.subsectorDepth, StencilValue + 1); } else { RenderPolySprite spr; spr.Render(WorldToClip, obj.thing, obj.sub, obj.subsectorDepth, StencilValue + 1); } } } ///////////////////////////////////////////////////////////////////////////// PolyDrawSectorPortal::PolyDrawSectorPortal(FSectorPortal *portal, bool ceiling) : Portal(portal), Ceiling(ceiling) { StencilValue = RenderPolyScene::Instance()->GetNextStencilValue(); } void PolyDrawSectorPortal::Render(int portalDepth) { if (Portal->mType == PORTS_HORIZON || Portal->mType == PORTS_PLANE) return; SaveGlobals(); // To do: get this information from RenderPolyScene instead of duplicating the code.. double radPitch = ViewPitch.Normalized180().Radians(); double angx = cos(radPitch); double angy = sin(radPitch) * glset.pixelstretch; double alen = sqrt(angx*angx + angy*angy); float adjustedPitch = (float)asin(angy / alen); float adjustedViewAngle = (float)(ViewAngle - 90).Radians(); float ratio = WidescreenRatio; float fovratio = (WidescreenRatio >= 1.3f) ? 1.333333f : ratio; float fovy = (float)(2 * DAngle::ToDegrees(atan(tan(FieldOfView.Radians() / 2) / fovratio)).Degrees); TriMatrix worldToView = TriMatrix::rotate(adjustedPitch, 1.0f, 0.0f, 0.0f) * TriMatrix::rotate(adjustedViewAngle, 0.0f, -1.0f, 0.0f) * TriMatrix::scale(1.0f, glset.pixelstretch, 1.0f) * TriMatrix::swapYZ() * TriMatrix::translate((float)-ViewPos.X, (float)-ViewPos.Y, (float)-ViewPos.Z); TriMatrix worldToClip = TriMatrix::perspective(fovy, ratio, 5.0f, 65535.0f) * worldToView; RenderPortal.SetViewpoint(worldToClip, StencilValue); RenderPortal.Render(portalDepth); RestoreGlobals(); } void PolyDrawSectorPortal::RenderTranslucent(int portalDepth) { if (Portal->mType == PORTS_HORIZON || Portal->mType == PORTS_PLANE) return; SaveGlobals(); RenderPortal.RenderTranslucent(portalDepth); RestoreGlobals(); } void PolyDrawSectorPortal::SaveGlobals() { savedextralight = extralight; savedpos = ViewPos; savedangle = ViewAngle; savedvisibility = R_GetVisibility(); savedcamera = camera; savedsector = viewsector; if (Portal->mType == PORTS_SKYVIEWPOINT) { // Don't let gun flashes brighten the sky box ASkyViewpoint *sky = barrier_cast(Portal->mSkybox); extralight = 0; R_SetVisibility(sky->args[0] * 0.25f); ViewPos = sky->InterpolatedPosition(r_TicFracF); ViewAngle = savedangle + (sky->PrevAngles.Yaw + deltaangle(sky->PrevAngles.Yaw, sky->Angles.Yaw) * r_TicFracF); } else //if (Portal->mType == PORTS_STACKEDSECTORTHING || Portal->mType == PORTS_PORTAL || Portal->mType == PORTS_LINKEDPORTAL) { //extralight = pl->extralight; //R_SetVisibility(pl->visibility); ViewPos.X += Portal->mDisplacement.X; ViewPos.Y += Portal->mDisplacement.Y; } camera = nullptr; viewsector = Portal->mDestination; R_SetViewAngle(); Portal->mFlags |= PORTSF_INSKYBOX; if (Portal->mPartner > 0) sectorPortals[Portal->mPartner].mFlags |= PORTSF_INSKYBOX; } void PolyDrawSectorPortal::RestoreGlobals() { Portal->mFlags &= ~PORTSF_INSKYBOX; if (Portal->mPartner > 0) sectorPortals[Portal->mPartner].mFlags &= ~PORTSF_INSKYBOX; camera = savedcamera; viewsector = savedsector; ViewPos = savedpos; R_SetVisibility(savedvisibility); extralight = savedextralight; ViewAngle = savedangle; R_SetViewAngle(); } ///////////////////////////////////////////////////////////////////////////// PolyDrawLinePortal::PolyDrawLinePortal(FLinePortal *portal) : Portal(portal) { StencilValue = RenderPolyScene::Instance()->GetNextStencilValue(); } PolyDrawLinePortal::PolyDrawLinePortal(line_t *mirror) : Mirror(mirror) { StencilValue = RenderPolyScene::Instance()->GetNextStencilValue(); } void PolyDrawLinePortal::Render(int portalDepth) { SaveGlobals(); // To do: get this information from RenderPolyScene instead of duplicating the code.. double radPitch = ViewPitch.Normalized180().Radians(); double angx = cos(radPitch); double angy = sin(radPitch) * glset.pixelstretch; double alen = sqrt(angx*angx + angy*angy); float adjustedPitch = (float)asin(angy / alen); float adjustedViewAngle = (float)(ViewAngle - 90).Radians(); float ratio = WidescreenRatio; float fovratio = (WidescreenRatio >= 1.3f) ? 1.333333f : ratio; float fovy = (float)(2 * DAngle::ToDegrees(atan(tan(FieldOfView.Radians() / 2) / fovratio)).Degrees); TriMatrix worldToView = TriMatrix::rotate(adjustedPitch, 1.0f, 0.0f, 0.0f) * TriMatrix::rotate(adjustedViewAngle, 0.0f, -1.0f, 0.0f) * TriMatrix::scale(1.0f, glset.pixelstretch, 1.0f) * TriMatrix::swapYZ() * TriMatrix::translate((float)-ViewPos.X, (float)-ViewPos.Y, (float)-ViewPos.Z); TriMatrix worldToClip = TriMatrix::perspective(fovy, ratio, 5.0f, 65535.0f) * worldToView; RenderPortal.SetViewpoint(worldToClip, StencilValue); RenderPortal.Render(portalDepth); RestoreGlobals(); } void PolyDrawLinePortal::RenderTranslucent(int portalDepth) { SaveGlobals(); RenderPortal.RenderTranslucent(portalDepth); RestoreGlobals(); } void PolyDrawLinePortal::SaveGlobals() { savedextralight = extralight; savedpos = ViewPos; savedangle = ViewAngle; savedcamera = camera; savedsector = viewsector; savedvisibility = camera ? camera->renderflags & RF_INVISIBLE : ActorRenderFlags::FromInt(0); savedViewPath[0] = ViewPath[0]; savedViewPath[1] = ViewPath[1]; if (Mirror) { DAngle startang = ViewAngle; DVector3 startpos = ViewPos; vertex_t *v1 = Mirror->v1; // Reflect the current view behind the mirror. if (Mirror->Delta().X == 0) { // vertical mirror ViewPos.X = v1->fX() - startpos.X + v1->fX(); } else if (Mirror->Delta().Y == 0) { // horizontal mirror ViewPos.Y = v1->fY() - startpos.Y + v1->fY(); } else { // any mirror vertex_t *v2 = Mirror->v2; double dx = v2->fX() - v1->fX(); double dy = v2->fY() - v1->fY(); double x1 = v1->fX(); double y1 = v1->fY(); double x = startpos.X; double y = startpos.Y; // the above two cases catch len == 0 double r = ((x - x1)*dx + (y - y1)*dy) / (dx*dx + dy*dy); ViewPos.X = (x1 + r * dx) * 2 - x; ViewPos.Y = (y1 + r * dy) * 2 - y; } ViewAngle = Mirror->Delta().Angle() * 2 - startang; } else { auto src = Portal->mOrigin; auto dst = Portal->mDestination; P_TranslatePortalXY(src, ViewPos.X, ViewPos.Y); P_TranslatePortalZ(src, ViewPos.Z); P_TranslatePortalAngle(src, ViewAngle); P_TranslatePortalXY(src, ViewPath[0].X, ViewPath[0].Y); P_TranslatePortalXY(src, ViewPath[1].X, ViewPath[1].Y); if (!r_showviewer && camera && P_PointOnLineSidePrecise(ViewPath[0], dst) != P_PointOnLineSidePrecise(ViewPath[1], dst)) { double distp = (ViewPath[0] - ViewPath[1]).Length(); if (distp > EQUAL_EPSILON) { double dist1 = (ViewPos - ViewPath[0]).Length(); double dist2 = (ViewPos - ViewPath[1]).Length(); if (dist1 + dist2 < distp + 1) { camera->renderflags |= RF_INVISIBLE; } } } /*if (Portal->mirror) { if (MirrorFlags & RF_XFLIP) MirrorFlags &= ~RF_XFLIP; else MirrorFlags |= RF_XFLIP; }*/ } camera = nullptr; //viewsector = R_PointInSubsector(ViewPos)->sector; R_SetViewAngle(); } void PolyDrawLinePortal::RestoreGlobals() { if (!savedvisibility && camera) camera->renderflags &= ~RF_INVISIBLE; camera = savedcamera; viewsector = savedsector; ViewPos = savedpos; extralight = savedextralight; ViewAngle = savedangle; ViewPath[0] = savedViewPath[0]; ViewPath[1] = savedViewPath[1]; R_SetViewAngle(); }