mirror of
https://github.com/ZDoom/gzdoom.git
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340 lines
8.9 KiB
C++
340 lines
8.9 KiB
C++
/*
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** r_swrender.cpp
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** Software renderer interface
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**
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**---------------------------------------------------------------------------
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** Copyright 2011 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "swrenderer/scene/r_scene.h"
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#include "swrenderer/scene/r_viewport.h"
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#include "swrenderer/things/r_playersprite.h"
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#include "swrenderer/scene/r_scene.h"
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#include "swrenderer/scene/r_viewport.h"
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#include "swrenderer/scene/r_light.h"
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#include "v_palette.h"
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#include "v_video.h"
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#include "m_png.h"
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#include "r_swrenderer.h"
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#include "scene/r_opaque_pass.h"
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#include "scene/r_3dfloors.h"
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#include "scene/r_portal.h"
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#include "textures/textures.h"
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#include "r_data/voxels.h"
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#include "drawers/r_draw_rgba.h"
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#include "drawers/r_drawers.h"
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#include "polyrenderer/poly_renderer.h"
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#include "p_setup.h"
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void gl_ParseDefs();
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void gl_InitData();
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void gl_SetActorLights(AActor *);
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void gl_PreprocessLevel();
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void gl_CleanLevelData();
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EXTERN_CVAR(Bool, r_shadercolormaps)
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EXTERN_CVAR(Float, maxviewpitch) // [SP] CVAR from GZDoom
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CUSTOM_CVAR(Bool, r_polyrenderer, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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{
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if (self == 1 && !hasglnodes)
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{
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Printf("No GL BSP detected. You must restart the map before rendering will be correct\n");
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}
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if (usergame)
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{
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// [SP] Update pitch limits to the netgame/gamesim.
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players[consoleplayer].SendPitchLimits();
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}
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}
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using namespace swrenderer;
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FSoftwareRenderer::FSoftwareRenderer()
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{
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}
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FSoftwareRenderer::~FSoftwareRenderer()
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{
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}
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void FSoftwareRenderer::Init()
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{
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gl_ParseDefs();
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r_swtruecolor = screen->IsBgra();
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RenderScene::Instance()->Init();
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}
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bool FSoftwareRenderer::UsesColormap() const
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{
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return true;
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}
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void FSoftwareRenderer::PrecacheTexture(FTexture *tex, int cache)
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{
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bool isbgra = screen->IsBgra();
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if (tex != NULL)
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{
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if (cache & FTextureManager::HIT_Columnmode)
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{
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const FTexture::Span *spanp;
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if (isbgra)
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tex->GetColumnBgra(0, &spanp);
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else
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tex->GetColumn(0, &spanp);
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}
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else if (cache != 0)
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{
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if (isbgra)
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tex->GetPixelsBgra();
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else
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tex->GetPixels ();
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}
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else
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{
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tex->Unload ();
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}
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}
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}
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void FSoftwareRenderer::Precache(BYTE *texhitlist, TMap<PClassActor*, bool> &actorhitlist)
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{
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BYTE *spritelist = new BYTE[sprites.Size()];
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TMap<PClassActor*, bool>::Iterator it(actorhitlist);
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TMap<PClassActor*, bool>::Pair *pair;
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memset(spritelist, 0, sprites.Size());
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while (it.NextPair(pair))
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{
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PClassActor *cls = pair->Key;
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for (int i = 0; i < cls->NumOwnedStates; i++)
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{
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spritelist[cls->OwnedStates[i].sprite] = true;
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}
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}
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// Precache textures (and sprites).
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for (int i = (int)(sprites.Size() - 1); i >= 0; i--)
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{
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if (spritelist[i])
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{
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int j, k;
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for (j = 0; j < sprites[i].numframes; j++)
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{
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const spriteframe_t *frame = &SpriteFrames[sprites[i].spriteframes + j];
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for (k = 0; k < 16; k++)
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{
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FTextureID pic = frame->Texture[k];
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if (pic.isValid())
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{
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texhitlist[pic.GetIndex()] = FTextureManager::HIT_Sprite;
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}
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}
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}
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}
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}
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delete[] spritelist;
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int cnt = TexMan.NumTextures();
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for (int i = cnt - 1; i >= 0; i--)
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{
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PrecacheTexture(TexMan.ByIndex(i), texhitlist[i]);
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}
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}
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void FSoftwareRenderer::RenderView(player_t *player)
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{
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if (r_polyrenderer)
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PolyRenderer::Instance()->RenderView(player);
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else
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RenderScene::Instance()->RenderView(player);
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FCanvasTextureInfo::UpdateAll();
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}
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void FSoftwareRenderer::RemapVoxels()
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{
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for (unsigned i=0; i<Voxels.Size(); i++)
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{
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Voxels[i]->Remap();
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}
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}
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void FSoftwareRenderer::WriteSavePic (player_t *player, FileWriter *file, int width, int height)
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{
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DCanvas *pic = new DSimpleCanvas (width, height, false);
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PalEntry palette[256];
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// Take a snapshot of the player's view
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pic->ObjectFlags |= OF_Fixed;
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pic->Lock ();
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if (r_polyrenderer)
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PolyRenderer::Instance()->RenderViewToCanvas(player->mo, pic, 0, 0, width, height, true);
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else
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RenderScene::Instance()->RenderViewToCanvas (player->mo, pic, 0, 0, width, height);
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screen->GetFlashedPalette (palette);
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M_CreatePNG (file, pic->GetBuffer(), palette, SS_PAL, width, height, pic->GetPitch());
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pic->Unlock ();
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pic->Destroy();
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pic->ObjectFlags |= OF_YesReallyDelete;
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delete pic;
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}
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void FSoftwareRenderer::DrawRemainingPlayerSprites()
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{
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if (!r_polyrenderer)
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{
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RenderPlayerSprite::RenderRemainingPlayerSprites();
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}
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else
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{
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PolyRenderer::Instance()->RenderRemainingPlayerSprites();
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}
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}
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int FSoftwareRenderer::GetMaxViewPitch(bool down)
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{
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const int MAX_DN_ANGLE = 56; // Max looking down angle
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const int MAX_UP_ANGLE = 32; // Max looking up angle
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return (r_polyrenderer) ? int(maxviewpitch) : (down ? MAX_DN_ANGLE : MAX_UP_ANGLE);
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}
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bool FSoftwareRenderer::RequireGLNodes()
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{
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return true;
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}
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void FSoftwareRenderer::OnModeSet ()
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{
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RenderScene::Instance()->ScreenResized();
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}
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void FSoftwareRenderer::SetClearColor(int color)
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{
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RenderScene::Instance()->SetClearColor(color);
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}
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void FSoftwareRenderer::RenderTextureView (FCanvasTexture *tex, AActor *viewpoint, int fov)
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{
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BYTE *Pixels = r_swtruecolor ? (BYTE*)tex->GetPixelsBgra() : (BYTE*)tex->GetPixels();
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DSimpleCanvas *Canvas = r_swtruecolor ? tex->GetCanvasBgra() : tex->GetCanvas();
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// curse Doom's overuse of global variables in the renderer.
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// These get clobbered by rendering to a camera texture but they need to be preserved so the final rendering can be done with the correct palette.
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FSWColormap *savecolormap = fixedcolormap;
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FSpecialColormap *savecm = realfixedcolormap;
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DAngle savedfov = FieldOfView;
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R_SetFOV ((double)fov);
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if (r_polyrenderer)
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PolyRenderer::Instance()->RenderViewToCanvas(viewpoint, Canvas, 0, 0, tex->GetWidth(), tex->GetHeight(), tex->bFirstUpdate);
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else
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RenderScene::Instance()->RenderViewToCanvas(viewpoint, Canvas, 0, 0, tex->GetWidth(), tex->GetHeight(), tex->bFirstUpdate);
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R_SetFOV (savedfov);
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if (Canvas->IsBgra())
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{
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if (Pixels == Canvas->GetBuffer())
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{
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FTexture::FlipSquareBlockBgra((uint32_t*)Pixels, tex->GetWidth(), tex->GetHeight());
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}
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else
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{
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FTexture::FlipNonSquareBlockBgra((uint32_t*)Pixels, (const uint32_t*)Canvas->GetBuffer(), tex->GetWidth(), tex->GetHeight(), Canvas->GetPitch());
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}
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}
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else
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{
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if (Pixels == Canvas->GetBuffer())
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{
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FTexture::FlipSquareBlockRemap(Pixels, tex->GetWidth(), tex->GetHeight(), GPalette.Remap);
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}
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else
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{
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FTexture::FlipNonSquareBlockRemap(Pixels, Canvas->GetBuffer(), tex->GetWidth(), tex->GetHeight(), Canvas->GetPitch(), GPalette.Remap);
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}
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}
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if (r_swtruecolor)
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{
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// True color render still sometimes uses palette textures (for sprites, mostly).
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// We need to make sure that both pixel buffers contain data:
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int width = tex->GetWidth();
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int height = tex->GetHeight();
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BYTE *palbuffer = (BYTE *)tex->GetPixels();
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uint32_t *bgrabuffer = (uint32_t*)tex->GetPixelsBgra();
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for (int x = 0; x < width; x++)
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{
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for (int y = 0; y < height; y++)
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{
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uint32_t color = bgrabuffer[y];
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int r = RPART(color);
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int g = GPART(color);
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int b = BPART(color);
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palbuffer[y] = RGB32k.RGB[r >> 3][g >> 3][b >> 3];
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}
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palbuffer += height;
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bgrabuffer += height;
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}
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}
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tex->SetUpdated();
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fixedcolormap = savecolormap;
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realfixedcolormap = savecm;
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}
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sector_t *FSoftwareRenderer::FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel)
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{
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return RenderOpaquePass::Instance()->FakeFlat(sec, tempsec, floorlightlevel, ceilinglightlevel, nullptr, 0, 0, 0, 0);
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}
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void FSoftwareRenderer::StateChanged(AActor *actor)
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{
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gl_SetActorLights(actor);
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}
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void FSoftwareRenderer::PreprocessLevel()
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{
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gl_PreprocessLevel();
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}
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void FSoftwareRenderer::CleanLevelData()
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{
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gl_CleanLevelData();
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}
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