/* ** 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 #include "templates.h" #include "doomdef.h" #include "sbar.h" #include "r_data/r_translate.h" #include "r_poly.h" #include "gl/data/gl_data.h" CVAR(Bool, r_debug_cull, 0, 0) EXTERN_CVAR(Int, screenblocks) void InitGLRMapinfoData(); ///////////////////////////////////////////////////////////////////////////// void RenderPolyScene::Render() { ClearBuffers(); SetSceneViewport(); SetupPerspectiveMatrix(); Cull.CullScene(WorldToClip); RenderSectors(); skydome.Render(WorldToClip); RenderTranslucent(); PlayerSprites.Render(); DrawerCommandQueue::WaitForWorkers(); } void RenderPolyScene::RenderRemainingPlayerSprites() { PlayerSprites.RenderRemainingSprites(); } void RenderPolyScene::ClearBuffers() { PolyVertexBuffer::Clear(); SectorSpriteRanges.clear(); SectorSpriteRanges.resize(numsectors); SortedSprites.clear(); TranslucentObjects.clear(); PolyStencilBuffer::Instance()->Clear(RenderTarget->GetWidth(), RenderTarget->GetHeight(), 0); PolySubsectorGBuffer::Instance()->Resize(RenderTarget->GetPitch(), RenderTarget->GetHeight()); NextSubsectorDepth = 0; } void RenderPolyScene::SetSceneViewport() { int height; if (screenblocks >= 10) height = SCREENHEIGHT; else height = (screenblocks*SCREENHEIGHT / 10) & ~7; int bottom = SCREENHEIGHT - (height + viewwindowy - ((height - viewheight) / 2)); PolyTriangleDrawer::set_viewport(viewwindowx, SCREENHEIGHT - bottom - height, viewwidth, height, RenderTarget); } void RenderPolyScene::SetupPerspectiveMatrix() { static bool bDidSetup = false; if (!bDidSetup) { InitGLRMapinfoData(); bDidSetup = true; } // Code provided courtesy of Graf Zahl. Now we just have to plug it into the viewmatrix code... // We have to scale the pitch to account for the pixel stretching, because the playsim doesn't know about this and treats it as 1:1. double radPitch = ViewPitch.Normalized180().Radians(); double angx = cos(radPitch); double angy = sin(radPitch) * glset.pixelstretch; double alen = sqrt(angx*angx + angy*angy); float adjustedPitch = (float)asin(angy / alen); float adjustedViewAngle = (float)(ViewAngle - 90).Radians(); 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::rotate(adjustedPitch, 1.0f, 0.0f, 0.0f) * TriMatrix::rotate(adjustedViewAngle, 0.0f, -1.0f, 0.0f) * TriMatrix::scale(1.0f, glset.pixelstretch, 1.0f) * TriMatrix::swapYZ() * TriMatrix::translate((float)-ViewPos.X, (float)-ViewPos.Y, (float)-ViewPos.Z); WorldToClip = TriMatrix::perspective(fovy, ratio, 5.0f, 65535.0f) * worldToView; } void RenderPolyScene::RenderSectors() { if (r_debug_cull) { for (auto it = Cull.PvsSectors.rbegin(); it != Cull.PvsSectors.rend(); ++it) RenderSubsector(*it); } else { for (auto it = Cull.PvsSectors.begin(); it != Cull.PvsSectors.end(); ++it) RenderSubsector(*it); } } void RenderPolyScene::RenderSubsector(subsector_t *sub) { sector_t *frontsector = sub->sector; frontsector->MoreFlags |= SECF_DRAWN; uint32_t subsectorDepth = NextSubsectorDepth++; if (sub->sector->CenterFloor() != sub->sector->CenterCeiling()) { RenderPolyPlane::RenderPlanes(WorldToClip, sub, subsectorDepth, Cull.MaxCeilingHeight, Cull.MinFloorHeight); } for (uint32_t i = 0; i < sub->numlines; i++) { seg_t *line = &sub->firstline[i]; if (line->sidedef == nullptr || !(line->sidedef->Flags & WALLF_POLYOBJ)) { RenderLine(sub, line, frontsector, subsectorDepth); } } bool mainBSP = ((unsigned int)(sub - subsectors) < (unsigned int)numsubsectors); if (mainBSP) { int subsectorIndex = (int)(sub - subsectors); for (int i = ParticlesInSubsec[subsectorIndex]; i != NO_PARTICLE; i = Particles[i].snext) { particle_t *particle = Particles + i; TranslucentObjects.push_back({ particle, sub, subsectorDepth }); } } SpriteRange sprites = GetSpritesForSector(sub->sector); for (int i = 0; i < sprites.Count; i++) { AActor *thing = SortedSprites[sprites.Start + i].Thing; TranslucentObjects.push_back({ thing, sub, subsectorDepth }); } TranslucentObjects.insert(TranslucentObjects.end(), SubsectorTranslucentWalls.begin(), SubsectorTranslucentWalls.end()); SubsectorTranslucentWalls.clear(); } SpriteRange RenderPolyScene::GetSpritesForSector(sector_t *sector) { 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(subsector_t *sub, 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; // 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)) return; // Tell automap we saw this if (!r_dontmaplines && line->linedef) { line->linedef->flags |= ML_MAPPED; sub->flags |= SSECF_DRAWN; } // Render 3D floor sides if (line->backsector && frontsector->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]; if (!(fakeFloor->flags & FF_EXISTS)) continue; if (!(fakeFloor->flags & FF_RENDERPLANES)) continue; if (!fakeFloor->model) continue; RenderPolyWall::Render3DFloorLine(WorldToClip, line, frontsector, subsectorDepth, fakeFloor, SubsectorTranslucentWalls); } } // Render wall, and update culling info if its an occlusion blocker if (RenderPolyWall::RenderLine(WorldToClip, line, frontsector, subsectorDepth, SubsectorTranslucentWalls)) { if (hasSegmentRange) Cull.MarkSegmentCulled(sx1, sx2); } } void RenderPolyScene::RenderTranslucent() { for (auto it = TranslucentObjects.rbegin(); it != TranslucentObjects.rend(); ++it) { auto &obj = *it; if (obj.particle) { RenderPolyParticle spr; spr.Render(WorldToClip, obj.particle, obj.sub, obj.subsectorDepth); } else if (!obj.thing) { obj.wall.Render(WorldToClip); } else if ((obj.thing->renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE) { RenderPolyWallSprite wallspr; wallspr.Render(WorldToClip, obj.thing, obj.sub, obj.subsectorDepth); } else { RenderPolySprite spr; spr.Render(WorldToClip, obj.thing, obj.sub, obj.subsectorDepth); } } } 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; }