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https://github.com/ZDoom/qzdoom-gpl.git
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Create class for draw segment list
This commit is contained in:
parent
2821c15795
commit
6899b351a2
8 changed files with 104 additions and 86 deletions
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@ -321,7 +321,7 @@ namespace swrenderer
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I_FatalError("Bad R_StoreWallRange: %i to %i", start, stop);
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#endif
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DrawSegment *draw_segment = R_AddDrawSegment();
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DrawSegment *draw_segment = DrawSegmentList::Instance()->Add();
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if (!rw_prepped)
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{
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@ -519,8 +519,8 @@ namespace swrenderer
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if (draw_segment->bFogBoundary || draw_segment->maskedtexturecol != nullptr)
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{
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size_t drawsegnum = draw_segment - drawsegs;
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InterestingDrawsegs.Push(drawsegnum);
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size_t drawsegnum = draw_segment - DrawSegmentList::Instance()->drawsegs;
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DrawSegmentList::Instance()->InterestingDrawsegs.Push(drawsegnum);
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}
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}
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}
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@ -93,6 +93,7 @@ namespace swrenderer
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numskyboxes = 0;
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VisiblePlaneList *planes = VisiblePlaneList::Instance();
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DrawSegmentList *drawseglist = DrawSegmentList::Instance();
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if (!planes->HasPortalPlanes())
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return;
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@ -103,8 +104,8 @@ namespace swrenderer
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int savedextralight = extralight;
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DVector3 savedpos = ViewPos;
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DAngle savedangle = ViewAngle;
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ptrdiff_t savedds_p = ds_p - drawsegs;
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size_t savedinteresting = FirstInterestingDrawseg;
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ptrdiff_t savedds_p = drawseglist->ds_p - drawseglist->drawsegs;
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size_t savedinteresting = drawseglist->FirstInterestingDrawseg;
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double savedvisibility = R_GetVisibility();
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AActor *savedcamera = camera;
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sector_t *savedsector = viewsector;
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@ -187,7 +188,7 @@ namespace swrenderer
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}
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// Create a drawseg to clip sprites to the sky plane
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DrawSegment *draw_segment = R_AddDrawSegment();
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DrawSegment *draw_segment = drawseglist->Add();
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draw_segment->CurrentPortalUniq = CurrentPortalUniq;
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draw_segment->siz1 = INT_MAX;
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draw_segment->siz2 = INT_MAX;
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@ -207,11 +208,11 @@ namespace swrenderer
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memcpy(draw_segment->sprbottomclip, floorclip + pl->left, (pl->right - pl->left) * sizeof(short));
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memcpy(draw_segment->sprtopclip, ceilingclip + pl->left, (pl->right - pl->left) * sizeof(short));
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firstdrawseg = draw_segment;
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FirstInterestingDrawseg = InterestingDrawsegs.Size();
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drawseglist->firstdrawseg = draw_segment;
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drawseglist->FirstInterestingDrawseg = drawseglist->InterestingDrawsegs.Size();
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interestingStack.Push(FirstInterestingDrawseg);
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ptrdiff_t diffnum = firstdrawseg - drawsegs;
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interestingStack.Push(drawseglist->FirstInterestingDrawseg);
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ptrdiff_t diffnum = drawseglist->firstdrawseg - drawseglist->drawsegs;
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drawsegStack.Push(diffnum);
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VisibleSpriteList::Instance()->PushPortal();
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viewposStack.Push(ViewPos);
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@ -228,19 +229,19 @@ namespace swrenderer
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// Draw all the masked textures in a second pass, in the reverse order they
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// were added. This must be done separately from the previous step for the
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// sake of nested skyboxes.
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while (interestingStack.Pop(FirstInterestingDrawseg))
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while (interestingStack.Pop(drawseglist->FirstInterestingDrawseg))
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{
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ptrdiff_t pd = 0;
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drawsegStack.Pop(pd);
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firstdrawseg = drawsegs + pd;
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drawseglist->firstdrawseg = drawseglist->drawsegs + pd;
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// Masked textures and planes need the view coordinates restored for proper positioning.
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viewposStack.Pop(ViewPos);
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RenderTranslucentPass::Render();
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ds_p = firstdrawseg;
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drawseglist->ds_p = drawseglist->firstdrawseg;
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VisibleSpriteList::Instance()->PopPortal();
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@ -251,10 +252,10 @@ namespace swrenderer
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pl->Render(pl->Alpha, pl->Additive, true);
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}
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}
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firstdrawseg = drawsegs;
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ds_p = drawsegs + savedds_p;
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InterestingDrawsegs.Resize((unsigned int)FirstInterestingDrawseg);
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FirstInterestingDrawseg = savedinteresting;
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drawseglist->firstdrawseg = drawseglist->drawsegs;
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drawseglist->ds_p = drawseglist->drawsegs + savedds_p;
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drawseglist->InterestingDrawsegs.Resize((unsigned int)drawseglist->FirstInterestingDrawseg);
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drawseglist->FirstInterestingDrawseg = savedinteresting;
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camera = savedcamera;
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viewsector = savedsector;
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@ -132,7 +132,7 @@ namespace swrenderer
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// Clear buffers.
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RenderClipSegment::Instance()->Clear(0, viewwidth);
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R_ClearDrawSegs();
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DrawSegmentList::Instance()->Clear();
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VisiblePlaneList::Instance()->Clear();
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RenderTranslucentPass::Clear();
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@ -269,7 +269,7 @@ namespace swrenderer
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{
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RenderTranslucentPass::Deinit();
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Clip3DFloors::Instance()->Cleanup();
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R_FreeDrawSegs();
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DrawSegmentList::Instance()->Deinit();
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}
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/////////////////////////////////////////////////////////////////////////
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@ -68,7 +68,8 @@ namespace swrenderer
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// a) exit early if no relevant info is found and
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// b) skip most of the collected drawsegs which have no portal attached.
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portaldrawsegs.Clear();
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for (DrawSegment* seg = ds_p; seg-- > firstdrawseg; ) // copied code from killough below
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DrawSegmentList *drawseglist = DrawSegmentList::Instance();
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for (DrawSegment* seg = drawseglist->ds_p; seg-- > drawseglist->firstdrawseg; )
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{
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// I don't know what makes this happen (some old top-down portal code or possibly skybox code? something adds null lines...)
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// crashes at the first frame of the first map of Action2.wad
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@ -133,17 +134,12 @@ namespace swrenderer
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// render any remaining masked mid textures
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// Modified by Lee Killough:
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// (pointer check was originally nonportable
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// and buggy, by going past LEFT end of array):
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// for (ds=ds_p-1 ; ds >= drawsegs ; ds--) old buggy code
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if (renew)
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{
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Clip3DFloors::Instance()->fake3D |= FAKE3D_REFRESHCLIP;
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}
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for (DrawSegment *ds = ds_p; ds-- > firstdrawseg; ) // new -- killough
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DrawSegmentList *drawseglist = DrawSegmentList::Instance();
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for (DrawSegment *ds = drawseglist->ds_p; ds-- > drawseglist->firstdrawseg; )
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{
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// [ZZ] the same as above
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if (ds->CurrentPortalUniq != renderportal->CurrentPortalUniq)
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@ -152,7 +148,8 @@ namespace swrenderer
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if (ds->fake) continue;
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if (ds->maskedtexturecol != nullptr || ds->bFogBoundary)
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{
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R_RenderMaskedSegRange(ds, ds->x1, ds->x2);
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RenderDrawSegment renderer;
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renderer.Render(ds, ds->x1, ds->x2);
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}
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}
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}
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@ -45,35 +45,13 @@ EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
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namespace swrenderer
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{
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DrawSegment *firstdrawseg;
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DrawSegment *ds_p;
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DrawSegment *drawsegs;
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size_t FirstInterestingDrawseg;
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TArray<size_t> InterestingDrawsegs;
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namespace
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DrawSegmentList *DrawSegmentList::Instance()
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{
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size_t MaxDrawSegs;
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sector_t *frontsector;
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sector_t *backsector;
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seg_t *curline;
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FWallCoords WallC;
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FWallTmapVals WallT;
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float rw_light;
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float rw_lightstep;
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fixed_t rw_offset;
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FTexture *rw_pic;
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ProjectedWallLine wallupper;
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ProjectedWallLine walllower;
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static DrawSegmentList instance;
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return &instance;
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}
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void R_FreeDrawSegs()
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void DrawSegmentList::Deinit()
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{
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if (drawsegs != nullptr)
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{
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@ -82,7 +60,7 @@ namespace swrenderer
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}
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}
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void R_ClearDrawSegs()
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void DrawSegmentList::Clear()
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{
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if (drawsegs == nullptr)
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{
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@ -94,7 +72,7 @@ namespace swrenderer
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ds_p = drawsegs;
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}
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DrawSegment *R_AddDrawSegment()
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DrawSegment *DrawSegmentList::Add()
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{
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if (ds_p == &drawsegs[MaxDrawSegs])
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{ // [RH] Grab some more drawsegs
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@ -110,8 +88,10 @@ namespace swrenderer
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return ds_p++;
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}
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/////////////////////////////////////////////////////////////////////////
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// Clip a midtexture to the floor and ceiling of the sector in front of it.
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void ClipMidtex(int x1, int x2)
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void RenderDrawSegment::ClipMidtex(int x1, int x2)
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{
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ProjectedWallLine most;
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@ -131,7 +111,7 @@ namespace swrenderer
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}
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}
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void R_GetMaskedWallTopBottom(DrawSegment *ds, double &top, double &bot)
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void RenderDrawSegment::GetMaskedWallTopBottom(DrawSegment *ds, double &top, double &bot)
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{
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double frontcz1 = ds->curline->frontsector->ceilingplane.ZatPoint(ds->curline->v1);
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double frontfz1 = ds->curline->frontsector->floorplane.ZatPoint(ds->curline->v1);
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}
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}
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void R_RenderMaskedSegRange(DrawSegment *ds, int x1, int x2)
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void RenderDrawSegment::Render(DrawSegment *ds, int x1, int x2)
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{
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float *MaskedSWall = nullptr, MaskedScaleY = 0, rw_scalestep = 0;
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fixed_t *maskedtexturecol = nullptr;
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@ -448,7 +428,7 @@ namespace swrenderer
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rw_pic = tex;
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double top, bot;
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R_GetMaskedWallTopBottom(ds, top, bot);
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GetMaskedWallTopBottom(ds, top, bot);
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RenderWallPart renderWallpart;
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renderWallpart.Render(frontsector, curline, WallC, rw_pic, x1, x2, mceilingclip, mfloorclip, texturemid, MaskedSWall, maskedtexturecol, ds->yscale, top, bot, true, wallshade, rw_offset, rw_light, rw_lightstep, nullptr, ds->foggy, basecolormap);
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@ -457,7 +437,7 @@ namespace swrenderer
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clearfog:
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if (ds->bFakeBoundary & 3)
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{
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R_RenderFakeWallRange(ds, x1, x2, wallshade);
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RenderFakeWallRange(ds, x1, x2, wallshade);
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}
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if (!notrelevant)
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{
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@ -478,7 +458,7 @@ namespace swrenderer
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}
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// kg3D - render one fake wall
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void R_RenderFakeWall(DrawSegment *ds, int x1, int x2, F3DFloor *rover, int wallshade, FDynamicColormap *basecolormap)
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void RenderDrawSegment::RenderFakeWall(DrawSegment *ds, int x1, int x2, F3DFloor *rover, int wallshade, FDynamicColormap *basecolormap)
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{
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int i;
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double xscale;
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@ -578,14 +558,14 @@ namespace swrenderer
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walltexcoords.ProjectPos(curline->sidedef->TexelLength*xscale, ds->sx1, ds->sx2, WallT);
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double top, bot;
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R_GetMaskedWallTopBottom(ds, top, bot);
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GetMaskedWallTopBottom(ds, top, bot);
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RenderWallPart renderWallpart;
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renderWallpart.Render(frontsector, curline, WallC, rw_pic, x1, x2, wallupper.ScreenY, walllower.ScreenY, texturemid, MaskedSWall, walltexcoords.UPos, yscale, top, bot, true, wallshade, rw_offset, rw_light, rw_lightstep, nullptr, ds->foggy, basecolormap);
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}
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// kg3D - walls of fake floors
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void R_RenderFakeWallRange(DrawSegment *ds, int x1, int x2, int wallshade)
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void RenderDrawSegment::RenderFakeWallRange(DrawSegment *ds, int x1, int x2, int wallshade)
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{
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FTexture *const DONT_DRAW = ((FTexture*)(intptr_t)-1);
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int i, j;
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@ -800,7 +780,7 @@ namespace swrenderer
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}
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if (rw_pic != DONT_DRAW)
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{
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R_RenderFakeWall(ds, x1, x2, fover ? fover : rover, wallshade, basecolormap);
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RenderFakeWall(ds, x1, x2, fover ? fover : rover, wallshade, basecolormap);
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}
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else rw_pic = nullptr;
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break;
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@ -975,7 +955,7 @@ namespace swrenderer
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if (rw_pic != DONT_DRAW)
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{
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R_RenderFakeWall(ds, x1, x2, fover ? fover : rover, wallshade, basecolormap);
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RenderFakeWall(ds, x1, x2, fover ? fover : rover, wallshade, basecolormap);
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}
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else
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{
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@ -46,21 +46,53 @@ namespace swrenderer
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int fake; // ident fake drawseg, don't draw and clip sprites backups
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int CurrentPortalUniq; // [ZZ] to identify the portal that this drawseg is in. used for sprite clipping.
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};
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extern DrawSegment *firstdrawseg;
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extern DrawSegment *ds_p;
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extern DrawSegment *drawsegs;
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extern TArray<size_t> InterestingDrawsegs; // drawsegs that have something drawn on them
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extern size_t FirstInterestingDrawseg;
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void R_ClearDrawSegs();
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void R_FreeDrawSegs();
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class DrawSegmentList
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{
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public:
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static DrawSegmentList *Instance();
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DrawSegment *R_AddDrawSegment();
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void ClipMidtex(int x1, int x2);
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void R_RenderMaskedSegRange(DrawSegment *ds, int x1, int x2);
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void R_RenderFakeWall(DrawSegment *ds, int x1, int x2, F3DFloor *rover, int wallshade, FDynamicColormap *basecolormap);
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void R_RenderFakeWallRange(DrawSegment *ds, int x1, int x2, int wallshade);
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void R_GetMaskedWallTopBottom(DrawSegment *ds, double &top, double &bot);
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DrawSegment *firstdrawseg = nullptr;
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DrawSegment *ds_p = nullptr;
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DrawSegment *drawsegs = nullptr;
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TArray<size_t> InterestingDrawsegs; // drawsegs that have something drawn on them
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size_t FirstInterestingDrawseg = 0;
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void Clear();
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void Deinit();
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DrawSegment *Add();
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private:
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size_t MaxDrawSegs = 0;
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};
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class RenderDrawSegment
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{
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public:
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void Render(DrawSegment *ds, int x1, int x2);
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private:
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void ClipMidtex(int x1, int x2);
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void RenderFakeWall(DrawSegment *ds, int x1, int x2, F3DFloor *rover, int wallshade, FDynamicColormap *basecolormap);
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void RenderFakeWallRange(DrawSegment *ds, int x1, int x2, int wallshade);
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void GetMaskedWallTopBottom(DrawSegment *ds, double &top, double &bot);
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sector_t *frontsector = nullptr;
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sector_t *backsector = nullptr;
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seg_t *curline = nullptr;
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FWallCoords WallC;
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FWallTmapVals WallT;
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float rw_light = 0.0f;
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float rw_lightstep = 0.0f;
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fixed_t rw_offset = 0;
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FTexture *rw_pic = nullptr;
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ProjectedWallLine wallupper;
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ProjectedWallLine walllower;
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};
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}
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@ -261,9 +261,10 @@ namespace swrenderer
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{
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// Draw any masked textures behind this particle so that when the
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// particle is drawn, it will be in front of them.
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for (unsigned int p = InterestingDrawsegs.Size(); p-- > FirstInterestingDrawseg; )
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DrawSegmentList *segmentlist = DrawSegmentList::Instance();
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for (unsigned int p = segmentlist->InterestingDrawsegs.Size(); p-- > segmentlist->FirstInterestingDrawseg; )
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{
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DrawSegment *ds = &drawsegs[InterestingDrawsegs[p]];
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DrawSegment *ds = &segmentlist->drawsegs[segmentlist->InterestingDrawsegs[p]];
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// kg3D - no fake segs
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if (ds->fake) continue;
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if (ds->x1 >= x2 || ds->x2 <= x1)
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@ -274,7 +275,10 @@ namespace swrenderer
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{
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// [ZZ] only draw stuff that's inside the same portal as the particle, other portals will care for themselves
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if (ds->CurrentPortalUniq == CurrentPortalUniq)
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R_RenderMaskedSegRange(ds, MAX<int>(ds->x1, x1), MIN<int>(ds->x2, x2));
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{
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RenderDrawSegment renderer;
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renderer.Render(ds, MAX<int>(ds->x1, x1), MIN<int>(ds->x2, x2));
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}
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}
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}
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}
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@ -282,7 +282,8 @@ namespace swrenderer
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// for (ds=ds_p-1 ; ds >= drawsegs ; ds--) old buggy code
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for (ds = ds_p; ds-- > firstdrawseg; ) // new -- killough
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DrawSegmentList *segmentlist = DrawSegmentList::Instance();
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for (ds = segmentlist->ds_p; ds-- > segmentlist->firstdrawseg; ) // new -- killough
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{
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// [ZZ] portal handling here
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//if (ds->CurrentPortalUniq != spr->CurrentPortalUniq)
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@ -327,7 +328,10 @@ namespace swrenderer
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// seg is behind sprite, so draw the mid texture if it has one
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if (ds->CurrentPortalUniq == renderportal->CurrentPortalUniq && // [ZZ] instead, portal uniq check is made here
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(ds->maskedtexturecol != nullptr || ds->bFogBoundary))
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R_RenderMaskedSegRange(ds, r1, r2);
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{
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RenderDrawSegment renderer;
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renderer.Render(ds, r1, r2);
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}
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continue;
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||||
}
|
||||
|
|
Loading…
Reference in a new issue