qzdoom-gpl/src/r_poly.cpp

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/*
** 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 "sbar.h"
#include "r_data/r_translate.h"
#include "r_poly.h"
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CVAR(Bool, r_debug_cull, 0, 0)
/////////////////////////////////////////////////////////////////////////////
void RenderPolyScene::Render()
{
if (!r_swtruecolor) // Disable pal rendering for now
return;
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// Setup working buffers
PolyVertexBuffer::Clear();
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SectorSpriteRanges.clear();
SectorSpriteRanges.resize(numsectors);
SortedSprites.clear();
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TranslucentObjects.clear();
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PolyStencilBuffer::Instance()->Clear(viewwidth, viewheight, 0);
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PolySubsectorGBuffer::Instance()->Resize(dc_pitch, viewheight);
NextSubsectorDepth = 0;
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// Setup perspective matrix:
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::scale(1.0f, (float)YaspectMul, 1.0f) *
TriMatrix::rotate((float)ViewPitch.Radians(), 1.0f, 0.0f, 0.0f) *
TriMatrix::rotate((float)(ViewAngle - 90).Radians(), 0.0f, -1.0f, 0.0f) *
TriMatrix::swapYZ() *
TriMatrix::translate((float)-ViewPos.X, (float)-ViewPos.Y, (float)-ViewPos.Z);
WorldToClip = TriMatrix::perspective(fovy, ratio, 5.0f, 65535.0f) * worldToView;
Cull.CullScene(WorldToClip);
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if (r_debug_cull)
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{
for (auto it = Cull.PvsSectors.rbegin(); it != Cull.PvsSectors.rend(); ++it)
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RenderSubsector(*it);
}
else
{
for (auto it = Cull.PvsSectors.begin(); it != Cull.PvsSectors.end(); ++it)
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RenderSubsector(*it);
}
skydome.Render(WorldToClip);
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RenderTranslucent();
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PlayerSprites.Render();
DrawerCommandQueue::WaitForWorkers();
RenderRemainingPlayerSprites(); // To do: should be called by FSoftwareRenderer::DrawRemainingPlayerSprites instead of here
}
void RenderPolyScene::RenderRemainingPlayerSprites()
{
PlayerSprites.RenderRemainingSprites();
}
void RenderPolyScene::RenderSubsector(subsector_t *sub)
{
sector_t *frontsector = sub->sector;
frontsector->MoreFlags |= SECF_DRAWN;
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uint32_t subsectorDepth = NextSubsectorDepth++;
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if (sub->sector->CenterFloor() != sub->sector->CenterCeiling())
{
RenderPolyPlane plane;
plane.Render(WorldToClip, sub, subsectorDepth, true, Cull.MaxCeilingHeight);
plane.Render(WorldToClip, sub, subsectorDepth, false, Cull.MinFloorHeight);
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}
for (uint32_t i = 0; i < sub->numlines; i++)
{
seg_t *line = &sub->firstline[i];
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if (line->sidedef == nullptr || !(line->sidedef->Flags & WALLF_POLYOBJ))
RenderLine(line, frontsector, subsectorDepth);
}
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SpriteRange sprites = GetSpritesForSector(sub->sector);
for (int i = 0; i < sprites.Count; i++)
{
AActor *thing = SortedSprites[sprites.Start + i].Thing;
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TranslucentObjects.push_back({ thing, sub, subsectorDepth });
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}
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TranslucentObjects.insert(TranslucentObjects.end(), SubsectorTranslucentWalls.begin(), SubsectorTranslucentWalls.end());
SubsectorTranslucentWalls.clear();
}
SpriteRange RenderPolyScene::GetSpritesForSector(sector_t *sector)
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{
if (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 RenderPolyScene::RenderLine(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;
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// 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))
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return;
// Render wall, and update culling info if its an occlusion blocker
if (RenderPolyWall::RenderLine(WorldToClip, line, frontsector, subsectorDepth, SubsectorTranslucentWalls))
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{
if (hasSegmentRange)
Cull.MarkSegmentCulled(sx1, sx2);
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}
}
void RenderPolyScene::RenderTranslucent()
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{
for (auto it = TranslucentObjects.rbegin(); it != TranslucentObjects.rend(); ++it)
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{
auto &obj = *it;
if (!obj.thing)
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{
obj.wall.Render(WorldToClip);
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}
else if ((obj.thing->renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
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{
RenderPolyWallSprite wallspr;
wallspr.Render(obj.thing, obj.sub, obj.subsectorDepth);
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}
else
{
RenderPolySprite spr;
spr.Render(WorldToClip, obj.thing, obj.sub, obj.subsectorDepth);
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}
}
}
RenderPolyScene *RenderPolyScene::Instance()
{
static RenderPolyScene scene;
return &scene;
}
/////////////////////////////////////////////////////////////////////////////
namespace
{
int NextBufferVertex = 0;
}
TriVertex *PolyVertexBuffer::GetVertices(int count)
{
enum { VertexBufferSize = 16 * 1024 };
static TriVertex Vertex[VertexBufferSize];
if (NextBufferVertex + count > VertexBufferSize)
return nullptr;
TriVertex *v = Vertex + NextBufferVertex;
NextBufferVertex += count;
return v;
}
void PolyVertexBuffer::Clear()
{
NextBufferVertex = 0;
}