Removal of the software renderer, part 1.

This commit is contained in:
nashmuhandes 2016-04-27 19:00:22 +08:00
parent 45bcd8b31c
commit eec89b7575
9 changed files with 10 additions and 376 deletions

View file

@ -805,7 +805,6 @@ set( NOT_COMPILED_SOURCE_FILES
)
set( FASTMATH_PCH_SOURCES
r_swrenderer.cpp
r_3dfloors.cpp
r_bsp.cpp
r_draw.cpp

View file

@ -48,7 +48,6 @@
#include "m_argv.h"
#include "m_png.h"
#include "r_renderer.h"
#include "r_swrenderer.h"
#include "st_console.h"
#include "stats.h"
#include "textures.h"
@ -1617,15 +1616,13 @@ static void I_DeleteRenderer()
void I_CreateRenderer()
{
s_currentRenderer = vid_renderer;
//s_currentRenderer = vid_renderer;
if (NULL == Renderer)
{
extern FRenderer* gl_CreateInterface();
Renderer = 1 == s_currentRenderer
? gl_CreateInterface()
: new FSoftwareRenderer;
Renderer = gl_CreateInterface();
atterm(I_DeleteRenderer);
}
}

View file

@ -49,7 +49,6 @@
#include "m_argv.h"
#include "sdlglvideo.h"
#include "r_renderer.h"
#include "r_swrenderer.h"
EXTERN_CVAR (Bool, ticker)
EXTERN_CVAR (Bool, fullscreen)
@ -66,22 +65,16 @@ int currentrenderer;
// [ZDoomGL]
CUSTOM_CVAR (Int, vid_renderer, 1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
{
// 0: Software renderer
// 1: OpenGL renderer
if (self != currentrenderer)
{
switch (self)
{
case 0:
Printf("Switching to software renderer...\n");
break;
case 1:
Printf("Switching to OpenGL renderer...\n");
break;
default:
Printf("Unknown renderer (%d). Falling back to software renderer...\n", (int) vid_renderer);
self = 0; // make sure to actually switch to the software renderer
Printf("Unknown renderer (%d). Falling back to the OpenGL renderer...\n", (int) vid_renderer);
self = 1; // make sure to actually switch to the OpenGL renderer
break;
}
Printf("You must restart " GAMENAME " to switch the renderer\n");
@ -137,11 +130,10 @@ static void I_DeleteRenderer()
void I_CreateRenderer()
{
currentrenderer = vid_renderer;
//currentrenderer = vid_renderer;
if (Renderer == NULL)
{
if (currentrenderer==1) Renderer = gl_CreateInterface();
else Renderer = new FSoftwareRenderer;
Renderer = gl_CreateInterface();
atterm(I_DeleteRenderer);
}
}

View file

@ -11,7 +11,6 @@
#include "stats.h"
#include "v_palette.h"
#include "sdlvideo.h"
#include "r_swrenderer.h"
#include "version.h"
#include <SDL.h>

View file

@ -1,302 +0,0 @@
/*
** r_swrender.cpp
** Software renderer interface
**
**---------------------------------------------------------------------------
** Copyright 2011 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "r_local.h"
#include "v_palette.h"
#include "v_video.h"
#include "m_png.h"
#include "r_bsp.h"
#include "r_swrenderer.h"
#include "r_3dfloors.h"
#include "textures/textures.h"
#include "r_data/voxels.h"
class FArchive;
void R_SWRSetWindow(int windowSize, int fullWidth, int fullHeight, int stHeight, int trueratio);
void R_SetupColormap(player_t *);
void R_SetupFreelook();
void R_InitRenderer();
extern float LastFOV;
//==========================================================================
//
// DCanvas :: Init
//
//==========================================================================
void FSoftwareRenderer::Init()
{
R_InitRenderer();
}
//==========================================================================
//
// DCanvas :: UsesColormap
//
//==========================================================================
bool FSoftwareRenderer::UsesColormap() const
{
return true;
}
//===========================================================================
//
// Texture precaching
//
//===========================================================================
void FSoftwareRenderer::PrecacheTexture(FTexture *tex, int cache)
{
if (tex != NULL)
{
if (cache & FTextureManager::HIT_Columnmode)
{
const FTexture::Span *spanp;
tex->GetColumn(0, &spanp);
}
else if (cache != 0)
{
tex->GetPixels ();
}
else
{
tex->Unload ();
}
}
}
//===========================================================================
//
// Render the view
//
//===========================================================================
void FSoftwareRenderer::RenderView(player_t *player)
{
R_RenderActorView (player->mo);
// [RH] Let cameras draw onto textures that were visible this frame.
FCanvasTextureInfo::UpdateAll ();
}
//==========================================================================
//
//
//
//==========================================================================
void FSoftwareRenderer::RemapVoxels()
{
for (unsigned i=0; i<Voxels.Size(); i++)
{
Voxels[i]->Remap();
}
}
//===========================================================================
//
// Render the view to a savegame picture
//
//===========================================================================
void FSoftwareRenderer::WriteSavePic (player_t *player, FILE *file, int width, int height)
{
DCanvas *pic = new DSimpleCanvas (width, height);
PalEntry palette[256];
// Take a snapshot of the player's view
pic->ObjectFlags |= OF_Fixed;
pic->Lock ();
R_RenderViewToCanvas (player->mo, pic, 0, 0, width, height);
screen->GetFlashedPalette (palette);
M_CreatePNG (file, pic->GetBuffer(), palette, SS_PAL, width, height, pic->GetPitch());
pic->Unlock ();
pic->Destroy();
pic->ObjectFlags |= OF_YesReallyDelete;
delete pic;
}
//===========================================================================
//
//
//
//===========================================================================
void FSoftwareRenderer::DrawRemainingPlayerSprites()
{
R_DrawRemainingPlayerSprites();
}
//===========================================================================
//
// Get max. view angle (renderer specific information so it goes here now)
//
//===========================================================================
#define MAX_DN_ANGLE 56 // Max looking down angle
#define MAX_UP_ANGLE 32 // Max looking up angle
int FSoftwareRenderer::GetMaxViewPitch(bool down)
{
return down ? MAX_DN_ANGLE : MAX_UP_ANGLE;
}
//==========================================================================
//
// OnModeSet
//
// Called from V_SetResolution()
//
//==========================================================================
void FSoftwareRenderer::OnModeSet ()
{
R_MultiresInit ();
RenderTarget = screen;
screen->Lock (true);
R_SetupBuffer ();
screen->Unlock ();
}
//===========================================================================
//
//
//
//===========================================================================
void FSoftwareRenderer::ErrorCleanup ()
{
fakeActive = 0;
fake3D = 0;
while (CurrentSkybox)
{
R_3D_DeleteHeights();
R_3D_LeaveSkybox();
}
R_3D_ResetClip();
R_3D_DeleteHeights();
}
//===========================================================================
//
//
//
//===========================================================================
void FSoftwareRenderer::ClearBuffer(int color)
{
memset(RenderTarget->GetBuffer(), color, RenderTarget->GetPitch() * RenderTarget->GetHeight());
}
//===========================================================================
//
//
//
//===========================================================================
void FSoftwareRenderer::SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight, int trueratio)
{
R_SWRSetWindow(windowSize, fullWidth, fullHeight, stHeight, trueratio);
}
//===========================================================================
//
//
//
//===========================================================================
void FSoftwareRenderer::SetupFrame(player_t *player)
{
R_SetupColormap(player);
R_SetupFreelook();
}
//==========================================================================
//
// R_CopyStackedViewParameters
//
//==========================================================================
void FSoftwareRenderer::CopyStackedViewParameters()
{
R_CopyStackedViewParameters();
}
//==========================================================================
//
//
//
//==========================================================================
void FSoftwareRenderer::RenderTextureView (FCanvasTexture *tex, AActor *viewpoint, int fov)
{
BYTE *Pixels = const_cast<BYTE*>(tex->GetPixels());
DSimpleCanvas *Canvas = tex->GetCanvas();
// curse Doom's overuse of global variables in the renderer.
// 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.
unsigned char *savecolormap = fixedcolormap;
FSpecialColormap *savecm = realfixedcolormap;
float savedfov = LastFOV;
R_SetFOV ((float)fov);
R_RenderViewToCanvas (viewpoint, Canvas, 0, 0, tex->GetWidth(), tex->GetHeight(), tex->bFirstUpdate);
R_SetFOV (savedfov);
if (Pixels == Canvas->GetBuffer())
{
FTexture::FlipSquareBlockRemap (Pixels, tex->GetWidth(), tex->GetHeight(), GPalette.Remap);
}
else
{
FTexture::FlipNonSquareBlockRemap (Pixels, Canvas->GetBuffer(), tex->GetWidth(), tex->GetHeight(), Canvas->GetPitch(), GPalette.Remap);
}
tex->SetUpdated();
fixedcolormap = savecolormap;
realfixedcolormap = savecm;
}
//==========================================================================
//
//
//
//==========================================================================
sector_t *FSoftwareRenderer::FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel, bool back)
{
return R_FakeFlat(sec, tempsec, floorlightlevel, ceilinglightlevel, back);
}

View file

@ -1,41 +0,0 @@
#ifndef __R_SWRENDERER_H
#define __R_SWRENDERER_H
#include "r_renderer.h"
struct FSoftwareRenderer : public FRenderer
{
// Can be overridden so that the colormaps for sector color/fade won't be built.
virtual bool UsesColormap() const;
// precache one texture
virtual void PrecacheTexture(FTexture *tex, int cache);
// render 3D view
virtual void RenderView(player_t *player);
// Remap voxel palette
virtual void RemapVoxels();
// renders view to a savegame picture
virtual void WriteSavePic (player_t *player, FILE *file, int width, int height);
// draws player sprites with hardware acceleration (only useful for software rendering)
virtual void DrawRemainingPlayerSprites();
virtual int GetMaxViewPitch(bool down);
void OnModeSet ();
void ErrorCleanup ();
void ClearBuffer(int color);
void Init();
void SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight, int trueratio);
void SetupFrame(player_t *player);
void CopyStackedViewParameters();
void RenderTextureView (FCanvasTexture *tex, AActor *viewpoint, int fov);
sector_t *FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel, bool back);
};
#endif

View file

@ -47,7 +47,6 @@
#include "doomstat.h"
#include "m_argv.h"
#include "version.h"
#include "r_swrenderer.h"
EXTERN_CVAR (Bool, ticker)
EXTERN_CVAR (Bool, fullscreen)
@ -73,22 +72,16 @@ bool changerenderer;
// [ZDoomGL]
CUSTOM_CVAR (Int, vid_renderer, 1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
{
// 0: Software renderer
// 1: OpenGL renderer
if (self != currentrenderer)
{
switch (self)
{
case 0:
Printf("Switching to software renderer...\n");
break;
case 1:
Printf("Switching to OpenGL renderer...\n");
break;
default:
Printf("Unknown renderer (%d). Falling back to software renderer...\n", *vid_renderer);
self = 0; // make sure to actually switch to the software renderer
Printf("Unknown renderer (%d). Falling back to the OpenGL renderer...\n", *vid_renderer);
self = 1; // make sure to actually switch to the OpenGL renderer
break;
}
//changerenderer = true;
@ -155,11 +148,10 @@ static void I_DeleteRenderer()
void I_CreateRenderer()
{
currentrenderer = vid_renderer;
//currentrenderer = vid_renderer;
if (Renderer == NULL)
{
if (currentrenderer==1) Renderer = gl_CreateInterface();
else Renderer = new FSoftwareRenderer;
Renderer = gl_CreateInterface();
atterm(I_DeleteRenderer);
}
}

View file

@ -56,7 +56,6 @@ extern HANDLE FPSLimitEvent;
class D3DTex;
class D3DPal;
struct FSoftwareRenderer;
class Win32Video : public IVideo
{

View file

@ -69,7 +69,6 @@
#include "m_argv.h"
#include "r_defs.h"
#include "v_text.h"
#include "r_swrenderer.h"
#include "version.h"
#include "win32iface.h"