/* ** 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. ** */ #pragma once #include #include #include #include #include "doomdata.h" #include "r_utility.h" #include "r_main.h" #include "r_poly_triangle.h" #include "r_poly_intersection.h" #include "r_poly_wall.h" #include "r_poly_sprite.h" #include "r_poly_wallsprite.h" #include "r_poly_playersprite.h" #include "r_poly_particle.h" #include "r_poly_plane.h" #include "r_poly_cull.h" // Used for sorting things by distance to the camera class PolySortedSprite { public: PolySortedSprite(AActor *thing, double distanceSquared) : Thing(thing), DistanceSquared(distanceSquared) { } bool operator<(const PolySortedSprite &other) const { return DistanceSquared < other.DistanceSquared; } AActor *Thing; double DistanceSquared; }; class PolyTranslucentObject { public: PolyTranslucentObject(particle_t *particle, subsector_t *sub, uint32_t subsectorDepth) : particle(particle), sub(sub), subsectorDepth(subsectorDepth) { } PolyTranslucentObject(AActor *thing, subsector_t *sub, uint32_t subsectorDepth) : thing(thing), sub(sub), subsectorDepth(subsectorDepth) { } PolyTranslucentObject(RenderPolyWall wall) : wall(wall) { } particle_t *particle = nullptr; AActor *thing = nullptr; subsector_t *sub = nullptr; uint32_t subsectorDepth = 0; RenderPolyWall wall; }; class SpriteRange { public: SpriteRange() = default; SpriteRange(int start, int count) : Start(start), Count(count) { } int Start = -1; int Count = 0; }; class PolyDrawSectorPortal; class PolyDrawLinePortal; // Renders everything from a specific viewpoint class RenderPolyPortal { public: RenderPolyPortal(); ~RenderPolyPortal(); void SetViewpoint(const TriMatrix &worldToClip, uint32_t stencilValue); void Render(int portalDepth); void RenderTranslucent(int portalDepth); static const uint32_t SkySubsectorDepth = 0x7fffffff; private: void ClearBuffers(); void RenderPortals(int portalDepth); void RenderSectors(); void RenderSubsector(subsector_t *sub); void RenderLine(subsector_t *sub, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth); SpriteRange GetSpritesForSector(sector_t *sector); TriMatrix WorldToClip; uint32_t StencilValue = 0; PolyCull Cull; uint32_t NextSubsectorDepth = 0; std::vector SectorSpriteRanges; std::vector SortedSprites; std::vector TranslucentObjects; std::vector SubsectorTranslucentWalls; std::vector> SectorPortals; std::vector> LinePortals; }; struct PolyPortalVertexRange { PolyPortalVertexRange(const TriVertex *vertices, int count, bool ccw, uint32_t subsectorDepth) : Vertices(vertices), Count(count), Ccw(ccw), SubsectorDepth(subsectorDepth) { } const TriVertex *Vertices; int Count; bool Ccw; uint32_t SubsectorDepth; }; class PolyDrawSectorPortal { public: PolyDrawSectorPortal(FSectorPortal *portal, bool ceiling); void Render(int portalDepth); void RenderTranslucent(int portalDepth); FSectorPortal *Portal = nullptr; uint32_t StencilValue = 0; std::vector Shape; private: void SaveGlobals(); void RestoreGlobals(); bool Ceiling; RenderPolyPortal RenderPortal; int savedextralight; DVector3 savedpos; DAngle savedangle; double savedvisibility; AActor *savedcamera; sector_t *savedsector; }; class PolyDrawLinePortal { public: PolyDrawLinePortal(FLinePortal *portal); PolyDrawLinePortal(line_t *mirror); void Render(int portalDepth); void RenderTranslucent(int portalDepth); FLinePortal *Portal = nullptr; line_t *Mirror = nullptr; uint32_t StencilValue = 0; std::vector Shape; private: void SaveGlobals(); void RestoreGlobals(); RenderPolyPortal RenderPortal; int savedextralight; DVector3 savedpos; DAngle savedangle; AActor *savedcamera; sector_t *savedsector; ActorRenderFlags savedvisibility; DVector3 savedViewPath[2]; };