gzdoom/src/polyrenderer/scene/poly_scene.cpp
Christoph Oelckers cd25b4be4f - use a TArray to store the particles and remove all 16 bit global variables.
This means one less exit function to deal with - and these days 16 bit variables are a pointless attempt at saving space.
2018-12-15 10:04:49 +01:00

593 lines
20 KiB
C++

/*
** 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 <stdlib.h>
#include "templates.h"
#include "doomdef.h"
#include "p_maputl.h"
#include "sbar.h"
#include "r_data/r_translate.h"
#include "polyrenderer/poly_renderer.h"
#include "polyrenderer/scene/poly_scene.h"
#include "polyrenderer/scene/poly_light.h"
#include "polyrenderer/scene/poly_wall.h"
#include "polyrenderer/scene/poly_wallsprite.h"
#include "polyrenderer/scene/poly_plane.h"
#include "polyrenderer/scene/poly_particle.h"
#include "polyrenderer/scene/poly_sprite.h"
EXTERN_CVAR(Int, r_portal_recursions)
extern double model_distance_cull;
/////////////////////////////////////////////////////////////////////////////
RenderPolyScene::RenderPolyScene()
{
}
RenderPolyScene::~RenderPolyScene()
{
}
void RenderPolyScene::Render(PolyPortalViewpoint *viewpoint)
{
PolyPortalViewpoint *oldviewpoint = CurrentViewpoint;
CurrentViewpoint = viewpoint;
PolyRenderThread *thread = PolyRenderer::Instance()->Threads.MainThread();
CurrentViewpoint->ObjectsStart = thread->TranslucentObjects.size();
CurrentViewpoint->SectorPortalsStart = thread->SectorPortals.size();
CurrentViewpoint->LinePortalsStart = thread->LinePortals.size();
PolyCullCycles.Clock();
Cull.CullScene(CurrentViewpoint->PortalEnterSector, CurrentViewpoint->PortalEnterLine);
PolyCullCycles.Unclock();
RenderSectors();
PolyMaskedCycles.Clock();
const auto &rviewpoint = PolyRenderer::Instance()->Viewpoint;
for (uint32_t sectorIndex : Cull.SeenSectors)
{
sector_t *sector = &level.sectors[sectorIndex];
for (AActor *thing = sector->thinglist; thing != nullptr; thing = thing->snext)
{
if (!RenderPolySprite::IsThingCulled(thing))
{
int spritenum = thing->sprite;
bool isPicnumOverride = thing->picnum.isValid();
FSpriteModelFrame *modelframe = isPicnumOverride ? nullptr : FindModelFrame(thing->GetClass(), spritenum, thing->frame, !!(thing->flags & MF_DROPPED));
double distanceSquared = (thing->Pos() - rviewpoint.Pos).LengthSquared();
if (r_modelscene && modelframe && distanceSquared < model_distance_cull)
{
AddModel(thread, thing, distanceSquared, thing->Pos());
}
else
{
DVector2 left, right;
if (!RenderPolySprite::GetLine(thing, left, right))
continue;
AddSprite(thread, thing, distanceSquared, left, right);
}
}
}
}
PolyMaskedCycles.Unclock();
CurrentViewpoint->ObjectsEnd = thread->TranslucentObjects.size();
CurrentViewpoint->SectorPortalsEnd = thread->SectorPortals.size();
CurrentViewpoint->LinePortalsEnd = thread->LinePortals.size();
Skydome.Render(thread, CurrentViewpoint->WorldToView, CurrentViewpoint->WorldToClip);
RenderPortals();
RenderTranslucent();
CurrentViewpoint = oldviewpoint;
}
void RenderPolyScene::RenderSectors()
{
PolyRenderThread *mainthread = PolyRenderer::Instance()->Threads.MainThread();
int totalcount = (int)Cull.PvsSubsectors.size();
uint32_t *subsectors = Cull.PvsSubsectors.data();
PolyOpaqueCycles.Clock();
PolyRenderer::Instance()->Threads.RenderThreadSlices(totalcount, [&](PolyRenderThread *thread)
{
PolyTriangleDrawer::SetCullCCW(thread->DrawQueue, !CurrentViewpoint->Mirror);
PolyTriangleDrawer::SetTransform(thread->DrawQueue, thread->FrameMemory->NewObject<Mat4f>(CurrentViewpoint->WorldToClip), nullptr);
if (thread != mainthread)
{
thread->TranslucentObjects.clear();
thread->SectorPortals.clear();
thread->LinePortals.clear();
}
int start = thread->Start;
int end = thread->End;
for (int i = start; i < end; i++)
{
RenderSubsector(thread, &level.subsectors[subsectors[i]], i);
}
}, [&](PolyRenderThread *thread)
{
const auto &objects = thread->TranslucentObjects;
mainthread->TranslucentObjects.insert(mainthread->TranslucentObjects.end(), objects.begin(), objects.end());
});
PolyOpaqueCycles.Unclock();
}
void RenderPolyScene::RenderSubsector(PolyRenderThread *thread, subsector_t *sub, uint32_t subsectorDepth)
{
sector_t *frontsector = sub->sector;
frontsector->MoreFlags |= SECMF_DRAWN;
if (sub->polys)
{
if (sub->BSP == nullptr || sub->BSP->bDirty)
{
sub->BuildPolyBSP();
// This is done by the GL renderer, but not the sw renderer. No idea what the purpose is..
for (unsigned i = 0; i < sub->BSP->Segs.Size(); i++)
{
sub->BSP->Segs[i].Subsector = sub;
sub->BSP->Segs[i].PartnerSeg = nullptr;
}
}
if (sub->BSP->Nodes.Size() == 0)
{
RenderPolySubsector(thread, &sub->BSP->Subsectors[0], subsectorDepth, frontsector);
}
else
{
RenderPolyNode(thread, &sub->BSP->Nodes.Last(), subsectorDepth, frontsector);
}
}
PolyTransferHeights fakeflat(sub);
Render3DFloorPlane::RenderPlanes(thread, sub, CurrentViewpoint->StencilValue, subsectorDepth, thread->TranslucentObjects);
RenderPolyPlane::RenderPlanes(thread, fakeflat, CurrentViewpoint->StencilValue, Cull.MaxCeilingHeight, Cull.MinFloorHeight, thread->SectorPortals, CurrentViewpoint->SectorPortalsStart);
for (uint32_t i = 0; i < sub->numlines; i++)
{
if (Cull.IsLineSegVisible(subsectorDepth, i))
{
seg_t *line = &sub->firstline[i];
RenderLine(thread, sub, line, fakeflat.FrontSector, subsectorDepth);
}
}
int subsectorIndex = sub->Index();
for (int i = ParticlesInSubsec[subsectorIndex]; i != NO_PARTICLE; i = Particles[i].snext)
{
particle_t *particle = &Particles[i];
thread->TranslucentObjects.push_back(thread->FrameMemory->NewObject<PolyTranslucentParticle>(particle, sub, subsectorDepth, CurrentViewpoint->StencilValue));
}
}
void RenderPolyScene::RenderPolyNode(PolyRenderThread *thread, void *node, uint32_t subsectorDepth, sector_t *frontsector)
{
while (!((size_t)node & 1)) // Keep going until found a subsector
{
node_t *bsp = (node_t *)node;
// Decide which side the view point is on.
int side = PointOnSide(PolyRenderer::Instance()->Viewpoint.Pos, bsp);
// Recursively divide front space (toward the viewer).
RenderPolyNode(thread, bsp->children[side], subsectorDepth, frontsector);
// Possibly divide back space (away from the viewer).
side ^= 1;
// Don't bother culling on poly objects
//if (!CheckBBox(bsp->bbox[side]))
// return;
node = bsp->children[side];
}
subsector_t *sub = (subsector_t *)((uint8_t *)node - 1);
RenderPolySubsector(thread, sub, subsectorDepth, frontsector);
}
void RenderPolyScene::RenderPolySubsector(PolyRenderThread *thread, subsector_t *sub, uint32_t subsectorDepth, sector_t *frontsector)
{
const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
for (uint32_t i = 0; i < sub->numlines; i++)
{
seg_t *line = &sub->firstline[i];
if (line->linedef)
{
// Reject lines not facing viewer
DVector2 pt1 = line->v1->fPos() - viewpoint.Pos;
DVector2 pt2 = line->v2->fPos() - viewpoint.Pos;
if (pt1.Y * (pt1.X - pt2.X) + pt1.X * (pt2.Y - pt1.Y) >= 0)
continue;
// Tell automap we saw this
if (!PolyRenderer::Instance()->DontMapLines && line->linedef)
{
line->linedef->flags |= ML_MAPPED;
sub->flags |= SSECMF_DRAWN;
}
RenderPolyWall::RenderLine(thread, line, frontsector, subsectorDepth, CurrentViewpoint->StencilValue, thread->TranslucentObjects, thread->LinePortals, CurrentViewpoint->LinePortalsStart, CurrentViewpoint->PortalEnterLine);
}
}
}
int RenderPolyScene::PointOnSide(const DVector2 &pos, const node_t *node)
{
return DMulScale32(FLOAT2FIXED(pos.Y) - node->y, node->dx, node->x - FLOAT2FIXED(pos.X), node->dy) > 0;
}
void RenderPolyScene::AddSprite(PolyRenderThread *thread, AActor *thing, double sortDistance, const DVector2 &left, const DVector2 &right)
{
if (level.nodes.Size() == 0)
{
subsector_t *sub = &level.subsectors[0];
if (Cull.SubsectorDepths[sub->Index()] != 0xffffffff)
thread->TranslucentObjects.push_back(thread->FrameMemory->NewObject<PolyTranslucentThing>(thing, sub, Cull.SubsectorDepths[sub->Index()], sortDistance, 0.0f, 1.0f, CurrentViewpoint->StencilValue));
}
else
{
AddSprite(thread, thing, sortDistance, left, right, 0.0, 1.0, level.HeadNode());
}
}
void RenderPolyScene::AddSprite(PolyRenderThread *thread, AActor *thing, double sortDistance, DVector2 left, DVector2 right, double t1, double t2, void *node)
{
while (!((size_t)node & 1)) // Keep going until found a subsector
{
node_t *bsp = (node_t *)node;
DVector2 planePos(FIXED2DBL(bsp->x), FIXED2DBL(bsp->y));
DVector2 planeNormal = DVector2(FIXED2DBL(-bsp->dy), FIXED2DBL(bsp->dx));
double planeD = planeNormal | planePos;
int sideLeft = (left | planeNormal) > planeD;
int sideRight = (right | planeNormal) > planeD;
if (sideLeft != sideRight)
{
double dotLeft = planeNormal | left;
double dotRight = planeNormal | right;
double t = (planeD - dotLeft) / (dotRight - dotLeft);
DVector2 mid = left * (1.0 - t) + right * t;
double tmid = t1 * (1.0 - t) + t2 * t;
AddSprite(thread, thing, sortDistance, mid, right, tmid, t2, bsp->children[sideRight]);
right = mid;
t2 = tmid;
}
node = bsp->children[sideLeft];
}
subsector_t *sub = (subsector_t *)((uint8_t *)node - 1);
if (Cull.SubsectorDepths[sub->Index()] != 0xffffffff)
thread->TranslucentObjects.push_back(thread->FrameMemory->NewObject<PolyTranslucentThing>(thing, sub, Cull.SubsectorDepths[sub->Index()], sortDistance, (float)t1, (float)t2, CurrentViewpoint->StencilValue));
}
void RenderPolyScene::AddModel(PolyRenderThread *thread, AActor *thing, double sortDistance, DVector2 pos)
{
if (level.nodes.Size() == 0)
{
subsector_t *sub = &level.subsectors[0];
if (Cull.SubsectorDepths[sub->Index()] != 0xffffffff)
thread->TranslucentObjects.push_back(thread->FrameMemory->NewObject<PolyTranslucentThing>(thing, sub, Cull.SubsectorDepths[sub->Index()], sortDistance, 0.0f, 1.0f, CurrentViewpoint->StencilValue));
}
else
{
void *node = level.HeadNode();
while (!((size_t)node & 1)) // Keep going until found a subsector
{
node_t *bsp = (node_t *)node;
DVector2 planePos(FIXED2DBL(bsp->x), FIXED2DBL(bsp->y));
DVector2 planeNormal = DVector2(FIXED2DBL(-bsp->dy), FIXED2DBL(bsp->dx));
double planeD = planeNormal | planePos;
int side = (pos | planeNormal) > planeD;
node = bsp->children[side];
}
subsector_t *sub = (subsector_t *)((uint8_t *)node - 1);
if (Cull.SubsectorDepths[sub->Index()] != 0xffffffff)
thread->TranslucentObjects.push_back(thread->FrameMemory->NewObject<PolyTranslucentThing>(thing, sub, Cull.SubsectorDepths[sub->Index()], sortDistance, 0.0f, 1.0f, CurrentViewpoint->StencilValue));
}
}
void RenderPolyScene::RenderLine(PolyRenderThread *thread, subsector_t *sub, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth)
{
// Tell automap we saw this
if (!PolyRenderer::Instance()->DontMapLines && line->linedef)
{
line->linedef->flags |= ML_MAPPED;
sub->flags |= SSECMF_DRAWN;
}
// Render 3D floor sides
if (line->sidedef && line->backsector && line->backsector->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];
RenderPolyWall::Render3DFloorLine(thread, line, frontsector, subsectorDepth, CurrentViewpoint->StencilValue, fakeFloor, thread->TranslucentObjects);
}
}
// Render wall, and update culling info if its an occlusion blocker
RenderPolyWall::RenderLine(thread, line, frontsector, subsectorDepth, CurrentViewpoint->StencilValue, thread->TranslucentObjects, thread->LinePortals, CurrentViewpoint->LinePortalsStart, CurrentViewpoint->PortalEnterLine);
}
void RenderPolyScene::RenderPortals()
{
PolyRenderThread *thread = PolyRenderer::Instance()->Threads.MainThread();
bool enterPortals = CurrentViewpoint->PortalDepth < r_portal_recursions;
if (enterPortals)
{
for (size_t i = CurrentViewpoint->SectorPortalsStart; i < CurrentViewpoint->SectorPortalsEnd; i++)
thread->SectorPortals[i]->Render(CurrentViewpoint->PortalDepth + 1);
for (size_t i = CurrentViewpoint->LinePortalsStart; i < CurrentViewpoint->LinePortalsEnd; i++)
thread->LinePortals[i]->Render(CurrentViewpoint->PortalDepth + 1);
}
Mat4f *transform = thread->FrameMemory->NewObject<Mat4f>(CurrentViewpoint->WorldToClip);
PolyTriangleDrawer::SetCullCCW(thread->DrawQueue, !CurrentViewpoint->Mirror);
PolyTriangleDrawer::SetTransform(thread->DrawQueue, transform, nullptr);
PolyDrawArgs args;
args.SetWriteColor(!enterPortals);
args.SetDepthTest(false);
if (!enterPortals) // Fill with black
{
bool foggy = false;
args.SetLight(&NormalLight, 255, PolyRenderer::Instance()->Light.WallGlobVis(foggy), true);
args.SetStyle(TriBlendMode::Fill);
args.SetColor(0, 0);
}
for (size_t i = CurrentViewpoint->SectorPortalsStart; i < CurrentViewpoint->SectorPortalsEnd; i++)
{
const auto &portal = thread->SectorPortals[i];
args.SetStencilTestValue(enterPortals ? portal->StencilValue + 1 : portal->StencilValue);
args.SetWriteStencil(true, CurrentViewpoint->StencilValue + 1);
for (const auto &verts : portal->Shape)
{
PolyTriangleDrawer::DrawArray(thread->DrawQueue, args, verts.Vertices, verts.Count, PolyDrawMode::TriangleFan);
}
}
for (size_t i = CurrentViewpoint->LinePortalsStart; i < CurrentViewpoint->LinePortalsEnd; i++)
{
const auto &portal = thread->LinePortals[i];
args.SetStencilTestValue(enterPortals ? portal->StencilValue + 1 : portal->StencilValue);
args.SetWriteStencil(true, CurrentViewpoint->StencilValue + 1);
for (const auto &verts : portal->Shape)
{
PolyTriangleDrawer::DrawArray(thread->DrawQueue, args, verts.Vertices, verts.Count, PolyDrawMode::TriangleFan);
}
}
}
void RenderPolyScene::RenderTranslucent()
{
PolyRenderThread *thread = PolyRenderer::Instance()->Threads.MainThread();
Mat4f *transform = thread->FrameMemory->NewObject<Mat4f>(CurrentViewpoint->WorldToClip);
PolyTriangleDrawer::SetCullCCW(thread->DrawQueue, !CurrentViewpoint->Mirror);
PolyTriangleDrawer::SetTransform(thread->DrawQueue, transform, nullptr);
PolyMaskedCycles.Clock();
// Draw all translucent objects back to front
std::stable_sort(
thread->TranslucentObjects.begin() + CurrentViewpoint->ObjectsStart,
thread->TranslucentObjects.begin() + CurrentViewpoint->ObjectsEnd,
[](auto a, auto b) { return *a < *b; });
auto objects = thread->TranslucentObjects.data();
for (size_t i = CurrentViewpoint->ObjectsEnd; i > CurrentViewpoint->ObjectsStart; i--)
{
PolyTranslucentObject *obj = objects[i - 1];
obj->Render(thread);
obj->~PolyTranslucentObject();
}
PolyMaskedCycles.Unclock();
}
/////////////////////////////////////////////////////////////////////////////
PolyTransferHeights::PolyTransferHeights(subsector_t *sub) : Subsector(sub)
{
sector_t *sec = sub->sector;
// If player's view height is underneath fake floor, lower the
// drawn ceiling to be just under the floor height, and replace
// the drawn floor and ceiling textures, and light level, with
// the control sector's.
//
// Similar for ceiling, only reflected.
// [RH] allow per-plane lighting
FloorLightLevel = sec->GetFloorLight();
CeilingLightLevel = sec->GetCeilingLight();
FakeSide = PolyWaterFakeSide::Center;
const sector_t *s = sec->GetHeightSec();
if (s != nullptr)
{
sector_t *heightsec = PolyRenderer::Instance()->Viewpoint.sector->heightsec;
bool underwater = (heightsec && heightsec->floorplane.PointOnSide(PolyRenderer::Instance()->Viewpoint.Pos) <= 0);
bool doorunderwater = false;
int diffTex = (s->MoreFlags & SECMF_CLIPFAKEPLANES);
// Replace sector being drawn with a copy to be hacked
tempsec = *sec;
// Replace floor and ceiling height with control sector's heights.
if (diffTex)
{
if (s->floorplane.CopyPlaneIfValid(&tempsec.floorplane, &sec->ceilingplane))
{
tempsec.SetTexture(sector_t::floor, s->GetTexture(sector_t::floor), false);
}
else if (s->MoreFlags & SECMF_FAKEFLOORONLY)
{
if (underwater)
{
tempsec.Colormap = s->Colormap;
if (!(s->MoreFlags & SECMF_NOFAKELIGHT))
{
tempsec.lightlevel = s->lightlevel;
FloorLightLevel = s->GetFloorLight();
CeilingLightLevel = s->GetCeilingLight();
}
FakeSide = PolyWaterFakeSide::BelowFloor;
FrontSector = &tempsec;
return;
}
FrontSector = sec;
return;
}
}
else
{
tempsec.floorplane = s->floorplane;
}
if (!(s->MoreFlags & SECMF_FAKEFLOORONLY))
{
if (diffTex)
{
if (s->ceilingplane.CopyPlaneIfValid(&tempsec.ceilingplane, &sec->floorplane))
{
tempsec.SetTexture(sector_t::ceiling, s->GetTexture(sector_t::ceiling), false);
}
}
else
{
tempsec.ceilingplane = s->ceilingplane;
}
}
double refceilz = s->ceilingplane.ZatPoint(PolyRenderer::Instance()->Viewpoint.Pos);
double orgceilz = sec->ceilingplane.ZatPoint(PolyRenderer::Instance()->Viewpoint.Pos);
if (underwater || doorunderwater)
{
tempsec.floorplane = sec->floorplane;
tempsec.ceilingplane = s->floorplane;
tempsec.ceilingplane.FlipVert();
tempsec.ceilingplane.ChangeHeight(-1 / 65536.);
tempsec.Colormap = s->Colormap;
}
// killough 11/98: prevent sudden light changes from non-water sectors:
if (underwater || doorunderwater)
{
// head-below-floor hack
tempsec.SetTexture(sector_t::floor, diffTex ? sec->GetTexture(sector_t::floor) : s->GetTexture(sector_t::floor), false);
tempsec.planes[sector_t::floor].xform = s->planes[sector_t::floor].xform;
tempsec.ceilingplane = s->floorplane;
tempsec.ceilingplane.FlipVert();
tempsec.ceilingplane.ChangeHeight(-1 / 65536.);
if (s->GetTexture(sector_t::ceiling) == skyflatnum)
{
tempsec.floorplane = tempsec.ceilingplane;
tempsec.floorplane.FlipVert();
tempsec.floorplane.ChangeHeight(+1 / 65536.);
tempsec.SetTexture(sector_t::ceiling, tempsec.GetTexture(sector_t::floor), false);
tempsec.planes[sector_t::ceiling].xform = tempsec.planes[sector_t::floor].xform;
}
else
{
tempsec.SetTexture(sector_t::ceiling, diffTex ? s->GetTexture(sector_t::floor) : s->GetTexture(sector_t::ceiling), false);
tempsec.planes[sector_t::ceiling].xform = s->planes[sector_t::ceiling].xform;
}
if (!(s->MoreFlags & SECMF_NOFAKELIGHT))
{
tempsec.lightlevel = s->lightlevel;
FloorLightLevel = s->GetFloorLight();
CeilingLightLevel = s->GetCeilingLight();
}
FakeSide = PolyWaterFakeSide::BelowFloor;
}
else if (heightsec && heightsec->ceilingplane.PointOnSide(PolyRenderer::Instance()->Viewpoint.Pos) <= 0 && orgceilz > refceilz && !(s->MoreFlags & SECMF_FAKEFLOORONLY))
{
// Above-ceiling hack
tempsec.ceilingplane = s->ceilingplane;
tempsec.floorplane = s->ceilingplane;
tempsec.floorplane.FlipVert();
tempsec.floorplane.ChangeHeight(+1 / 65536.);
tempsec.Colormap = s->Colormap;
tempsec.SetTexture(sector_t::ceiling, diffTex ? sec->GetTexture(sector_t::ceiling) : s->GetTexture(sector_t::ceiling), false);
tempsec.SetTexture(sector_t::floor, s->GetTexture(sector_t::ceiling), false);
tempsec.planes[sector_t::ceiling].xform = tempsec.planes[sector_t::floor].xform = s->planes[sector_t::ceiling].xform;
if (s->GetTexture(sector_t::floor) != skyflatnum)
{
tempsec.ceilingplane = sec->ceilingplane;
tempsec.SetTexture(sector_t::floor, s->GetTexture(sector_t::floor), false);
tempsec.planes[sector_t::floor].xform = s->planes[sector_t::floor].xform;
}
if (!(s->MoreFlags & SECMF_NOFAKELIGHT))
{
tempsec.lightlevel = s->lightlevel;
FloorLightLevel = s->GetFloorLight();
CeilingLightLevel = s->GetCeilingLight();
}
FakeSide = PolyWaterFakeSide::AboveCeiling;
}
sec = &tempsec;
}
FrontSector = sec;
}