/* ** Experimental 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 "r_draw.h" #include "r_plane.h" // for yslope #include "r_sky.h" // for skyflatnum #include "r_things.h" // for pspritexscale EXTERN_CVAR(Bool, r_drawplayersprites) EXTERN_CVAR(Bool, r_deathcamera) EXTERN_CVAR(Bool, st_scale) CVAR(Bool, r_debug_cull, 0, 0) ///////////////////////////////////////////////////////////////////////////// void RenderPolyBsp::Render() { if (!r_swtruecolor) // Disable pal rendering for now return; // Setup working buffers PolyVertexBuffer::Clear(); ClearSolidSegments(); SectorSpriteRanges.clear(); SectorSpriteRanges.resize(numsectors); SortedSprites.clear(); SubsectoredSprites.clear(); PvsSectors.clear(); ScreenSprites.clear(); PolyStencilBuffer::Instance()->Clear(viewwidth, viewheight, 0); PolySubsectorGBuffer::Instance()->Resize(dc_pitch, viewheight); NextSubsectorDepth = 0; // Perspective correct: 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; // Y shearing like the Doom renderer: //worldToClip = TriMatrix::viewToClip() * TriMatrix::worldToView(); frustumPlanes = FrustumPlanes(worldToClip); // Cull front to back if (numnodes == 0) { PvsSectors.push_back(subsectors); MaxCeilingHeight = subsectors->sector->ceilingplane.Zat0(); MinFloorHeight = subsectors->sector->floorplane.Zat0(); } else { MaxCeilingHeight = 0.0; MinFloorHeight = 0.0; RenderNode(nodes + numnodes - 1); // The head node is the last node output. } // Render front to back ClearSolidSegments(); if (r_debug_cull) { for (auto it = PvsSectors.rbegin(); it != PvsSectors.rend(); ++it) RenderSubsector(*it); } else { for (auto it = PvsSectors.begin(); it != PvsSectors.end(); ++it) RenderSubsector(*it); } skydome.Render(worldToClip); RenderSprites(); RenderPlayerSprites(); DrawerCommandQueue::WaitForWorkers(); RenderScreenSprites(); // To do: should be called by FSoftwareRenderer::DrawRemainingPlayerSprites instead of here } void RenderPolyBsp::RenderScreenSprites() { for (auto &sprite : ScreenSprites) sprite.Render(); } void RenderPolyBsp::RenderSubsector(subsector_t *sub) { sector_t *frontsector = sub->sector; frontsector->MoreFlags |= SECF_DRAWN; uint32_t subsectorDepth = NextSubsectorDepth++; if (sub->sector->CenterFloor() != sub->sector->CenterCeiling()) { RenderPlane(sub, subsectorDepth, true); RenderPlane(sub, subsectorDepth, false); } for (uint32_t i = 0; i < sub->numlines; i++) { seg_t *line = &sub->firstline[i]; if (line->sidedef == nullptr || !(line->sidedef->Flags & WALLF_POLYOBJ)) AddLine(line, frontsector, subsectorDepth); } SpriteRange sprites = GetSpritesForSector(sub->sector); for (int i = 0; i < sprites.Count; i++) { AActor *thing = SortedSprites[sprites.Start + i].Thing; SubsectoredSprites.push_back({ thing, sub, subsectorDepth }); } } void RenderPolyBsp::RenderSprites() { for (auto it = SubsectoredSprites.rbegin(); it != SubsectoredSprites.rend(); ++it) { auto &spr = *it; if ((spr.thing->renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE) AddWallSprite(spr.thing, spr.sub, spr.subsectorDepth); else AddSprite(spr.thing, spr.sub, spr.subsectorDepth); } } void RenderPolyBsp::RenderPlane(subsector_t *sub, uint32_t subsectorDepth, bool ceiling) { sector_t *frontsector = sub->sector; FTextureID picnum = frontsector->GetTexture(ceiling ? sector_t::ceiling : sector_t::floor); FTexture *tex = TexMan(picnum); if (tex->UseType == FTexture::TEX_Null) return; bool isSky = picnum == skyflatnum; double skyHeight = ceiling ? MaxCeilingHeight : MinFloorHeight; TriUniforms uniforms; uniforms.objectToClip = worldToClip; uniforms.light = (uint32_t)(frontsector->lightlevel / 255.0f * 256.0f); if (fixedlightlev >= 0) uniforms.light = (uint32_t)(fixedlightlev / 255.0f * 256.0f); else if (fixedcolormap) uniforms.light = 256; uniforms.flags = 0; uniforms.subsectorDepth = isSky ? SkySubsectorDepth : subsectorDepth; /* double vis = r_FloorVisibility / (plane.Zat0() - ViewPos.Z); if (fixedlightlev >= 0) R_SetDSColorMapLight(sector->ColorMap, 0, FIXEDLIGHT2SHADE(fixedlightlev)); else if (fixedcolormap) R_SetDSColorMapLight(fixedcolormap, 0, 0); else R_SetDSColorMapLight(sector->ColorMap, (float)(vis * fabs(CenterY - y)), LIGHT2SHADE(sector->lightlevel)); */ TriVertex *vertices = PolyVertexBuffer::GetVertices(sub->numlines); if (!vertices) return; if (ceiling) { for (uint32_t i = 0; i < sub->numlines; i++) { seg_t *line = &sub->firstline[i]; vertices[sub->numlines - 1 - i] = PlaneVertex(line->v1, frontsector, isSky ? skyHeight : frontsector->ceilingplane.ZatPoint(line->v1)); } } else { for (uint32_t i = 0; i < sub->numlines; i++) { seg_t *line = &sub->firstline[i]; vertices[i] = PlaneVertex(line->v1, frontsector, isSky ? skyHeight : frontsector->floorplane.ZatPoint(line->v1)); } } PolyDrawArgs args; args.uniforms = uniforms; args.vinput = vertices; args.vcount = sub->numlines; args.mode = TriangleDrawMode::Fan; args.ccw = true; args.clipleft = 0; args.cliptop = 0; args.clipright = viewwidth; args.clipbottom = viewheight; args.stenciltestvalue = 0; args.stencilwritevalue = 1; if (!isSky) { args.SetTexture(tex); PolyTriangleDrawer::draw(args, TriDrawVariant::Draw); PolyTriangleDrawer::draw(args, TriDrawVariant::Stencil); } else { args.stencilwritevalue = 255; PolyTriangleDrawer::draw(args, TriDrawVariant::Stencil); for (uint32_t i = 0; i < sub->numlines; i++) { TriVertex *wallvert = PolyVertexBuffer::GetVertices(4); if (!wallvert) return; seg_t *line = &sub->firstline[i]; bool closedSky = false; if (line->backsector) { sector_t *backsector = (line->backsector != line->frontsector) ? line->backsector : line->frontsector; double frontceilz1 = frontsector->ceilingplane.ZatPoint(line->v1); double frontfloorz1 = frontsector->floorplane.ZatPoint(line->v1); double frontceilz2 = frontsector->ceilingplane.ZatPoint(line->v2); double frontfloorz2 = frontsector->floorplane.ZatPoint(line->v2); double backceilz1 = backsector->ceilingplane.ZatPoint(line->v1); double backfloorz1 = backsector->floorplane.ZatPoint(line->v1); double backceilz2 = backsector->ceilingplane.ZatPoint(line->v2); double backfloorz2 = backsector->floorplane.ZatPoint(line->v2); double topceilz1 = frontceilz1; double topceilz2 = frontceilz2; double topfloorz1 = MIN(backceilz1, frontceilz1); double topfloorz2 = MIN(backceilz2, frontceilz2); double bottomceilz1 = MAX(frontfloorz1, backfloorz1); double bottomceilz2 = MAX(frontfloorz2, backfloorz2); double bottomfloorz1 = frontfloorz1; double bottomfloorz2 = frontfloorz2; double middleceilz1 = topfloorz1; double middleceilz2 = topfloorz2; double middlefloorz1 = MIN(bottomceilz1, middleceilz1); double middlefloorz2 = MIN(bottomceilz2, middleceilz2); bool bothSkyCeiling = frontsector->GetTexture(sector_t::ceiling) == skyflatnum && backsector->GetTexture(sector_t::ceiling) == skyflatnum; bool bothSkyFloor = frontsector->GetTexture(sector_t::floor) == skyflatnum && backsector->GetTexture(sector_t::floor) == skyflatnum; bool closedSector = backceilz1 == backfloorz1 && backceilz2 == backfloorz2; closedSky = (ceiling && bothSkyCeiling && closedSector) || (!ceiling && bothSkyFloor && closedSector); if (!closedSky) { bool topwall = (topceilz1 > topfloorz1 || topceilz2 > topfloorz2) && line->sidedef && !bothSkyCeiling; bool bottomwall = (bottomfloorz1 < bottomceilz1 || bottomfloorz2 < bottomceilz2) && line->sidedef && !bothSkyFloor; if ((ceiling && !topwall) || (!ceiling && !bottomwall)) continue; } } if (ceiling) { wallvert[0] = PlaneVertex(line->v1, frontsector, skyHeight); wallvert[1] = PlaneVertex(line->v2, frontsector, skyHeight); if (!closedSky) { wallvert[2] = PlaneVertex(line->v2, frontsector, frontsector->ceilingplane.ZatPoint(line->v2)); wallvert[3] = PlaneVertex(line->v1, frontsector, frontsector->ceilingplane.ZatPoint(line->v1)); } else { wallvert[2] = PlaneVertex(line->v2, frontsector, frontsector->floorplane.ZatPoint(line->v2)); wallvert[3] = PlaneVertex(line->v1, frontsector, frontsector->floorplane.ZatPoint(line->v1)); } } else { if (!closedSky) { wallvert[0] = PlaneVertex(line->v1, frontsector, frontsector->floorplane.ZatPoint(line->v1)); wallvert[1] = PlaneVertex(line->v2, frontsector, frontsector->floorplane.ZatPoint(line->v2)); } else { wallvert[0] = PlaneVertex(line->v1, frontsector, frontsector->ceilingplane.ZatPoint(line->v1)); wallvert[1] = PlaneVertex(line->v2, frontsector, frontsector->ceilingplane.ZatPoint(line->v2)); } wallvert[2] = PlaneVertex(line->v2, frontsector, skyHeight); wallvert[3] = PlaneVertex(line->v1, frontsector, skyHeight); } args.vinput = wallvert; args.vcount = 4; PolyTriangleDrawer::draw(args, TriDrawVariant::Stencil); } } } TriVertex RenderPolyBsp::PlaneVertex(vertex_t *v1, sector_t *sector, double height) { TriVertex v; v.x = (float)v1->fPos().X; v.y = (float)v1->fPos().Y; v.z = (float)height; v.w = 1.0f; v.varying[0] = v.x / 64.0f; v.varying[1] = 1.0f - v.y / 64.0f; return v; } SpriteRange RenderPolyBsp::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 RenderPolyBsp::AddLine(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 = GetSegmentRangeForLine(line->v1->fX(), line->v1->fY(), line->v2->fX(), line->v2->fY(), sx1, sx2); if (hasSegmentRange && IsSegmentCulled(sx1, sx2)) return; double frontceilz1 = frontsector->ceilingplane.ZatPoint(line->v1); double frontfloorz1 = frontsector->floorplane.ZatPoint(line->v1); double frontceilz2 = frontsector->ceilingplane.ZatPoint(line->v2); double frontfloorz2 = frontsector->floorplane.ZatPoint(line->v2); RenderPolyWall wall; wall.Line = line; wall.Colormap = frontsector->ColorMap; wall.Masked = false; wall.SubsectorDepth = subsectorDepth; if (line->backsector == nullptr) { if (line->sidedef) { wall.SetCoords(line->v1->fPos(), line->v2->fPos(), frontceilz1, frontfloorz1, frontceilz2, frontfloorz2); wall.TopZ = frontceilz1; wall.BottomZ = frontfloorz1; wall.UnpeggedCeil = frontceilz1; wall.Texpart = side_t::mid; wall.Render(worldToClip); if (hasSegmentRange) MarkSegmentCulled(sx1, sx2); } } else { sector_t *backsector = (line->backsector != line->frontsector) ? line->backsector : line->frontsector; double backceilz1 = backsector->ceilingplane.ZatPoint(line->v1); double backfloorz1 = backsector->floorplane.ZatPoint(line->v1); double backceilz2 = backsector->ceilingplane.ZatPoint(line->v2); double backfloorz2 = backsector->floorplane.ZatPoint(line->v2); double topceilz1 = frontceilz1; double topceilz2 = frontceilz2; double topfloorz1 = MIN(backceilz1, frontceilz1); double topfloorz2 = MIN(backceilz2, frontceilz2); double bottomceilz1 = MAX(frontfloorz1, backfloorz1); double bottomceilz2 = MAX(frontfloorz2, backfloorz2); double bottomfloorz1 = frontfloorz1; double bottomfloorz2 = frontfloorz2; double middleceilz1 = topfloorz1; double middleceilz2 = topfloorz2; double middlefloorz1 = MIN(bottomceilz1, middleceilz1); double middlefloorz2 = MIN(bottomceilz2, middleceilz2); bool bothSkyCeiling = frontsector->GetTexture(sector_t::ceiling) == skyflatnum && backsector->GetTexture(sector_t::ceiling) == skyflatnum; bool bothSkyFloor = frontsector->GetTexture(sector_t::floor) == skyflatnum && backsector->GetTexture(sector_t::floor) == skyflatnum; if ((topceilz1 > topfloorz1 || topceilz2 > topfloorz2) && line->sidedef && !bothSkyCeiling) { wall.SetCoords(line->v1->fPos(), line->v2->fPos(), topceilz1, topfloorz1, topceilz2, topfloorz2); wall.TopZ = topceilz1; wall.BottomZ = topfloorz1; wall.UnpeggedCeil = topceilz1; wall.Texpart = side_t::top; wall.Render(worldToClip); } if ((bottomfloorz1 < bottomceilz1 || bottomfloorz2 < bottomceilz2) && line->sidedef && !bothSkyFloor) { wall.SetCoords(line->v1->fPos(), line->v2->fPos(), bottomceilz1, bottomfloorz2, bottomceilz2, bottomfloorz2); wall.TopZ = bottomceilz1; wall.BottomZ = bottomfloorz2; wall.UnpeggedCeil = topceilz1; wall.Texpart = side_t::bottom; wall.Render(worldToClip); } if (line->sidedef) { FTexture *midtex = TexMan(line->sidedef->GetTexture(side_t::mid), true); if (midtex && midtex->UseType != FTexture::TEX_Null) { wall.SetCoords(line->v1->fPos(), line->v2->fPos(), middleceilz1, middlefloorz1, middleceilz2, middlefloorz2); wall.TopZ = middleceilz1; wall.BottomZ = middlefloorz1; wall.UnpeggedCeil = topceilz1; wall.Texpart = side_t::mid; wall.Masked = true; wall.Render(worldToClip); } } } } bool RenderPolyBsp::IsThingCulled(AActor *thing) { FIntCVar *cvar = thing->GetClass()->distancecheck; if (cvar != nullptr && *cvar >= 0) { double dist = (thing->Pos() - ViewPos).LengthSquared(); double check = (double)**cvar; if (dist >= check * check) return true; } // Don't waste time projecting sprites that are definitely not visible. if (thing == nullptr || (thing->renderflags & RF_INVISIBLE) || !thing->RenderStyle.IsVisible(thing->Alpha) || !thing->IsVisibleToPlayer()) { return true; } return false; } void RenderPolyBsp::AddSprite(AActor *thing, subsector_t *sub, uint32_t subsectorDepth) { if (IsThingCulled(thing)) return; DVector3 pos = thing->InterpolatedPosition(r_TicFracF); pos.Z += thing->GetBobOffset(r_TicFracF); bool flipTextureX = false; FTexture *tex = GetSpriteTexture(thing, flipTextureX); if (tex == nullptr) return; DVector2 spriteScale = thing->Scale; double thingxscalemul = spriteScale.X / tex->Scale.X; double thingyscalemul = spriteScale.Y / tex->Scale.Y; if (flipTextureX) pos.X -= (tex->GetWidth() - tex->LeftOffset) * thingxscalemul; else pos.X -= tex->LeftOffset * thingxscalemul; //pos.Z -= tex->TopOffset * thingyscalemul; pos.Z -= (tex->GetHeight() - tex->TopOffset) * thingyscalemul + thing->Floorclip; double spriteHalfWidth = thingxscalemul * tex->GetWidth() * 0.5; double spriteHeight = thingyscalemul * tex->GetHeight(); pos.X += spriteHalfWidth; DVector2 points[2] = { { pos.X - ViewSin * spriteHalfWidth, pos.Y + ViewCos * spriteHalfWidth }, { pos.X + ViewSin * spriteHalfWidth, pos.Y - ViewCos * spriteHalfWidth } }; // Is this sprite inside? (To do: clip the points) for (int i = 0; i < 2; i++) { for (uint32_t i = 0; i < sub->numlines; i++) { seg_t *line = &sub->firstline[i]; double nx = line->v1->fY() - line->v2->fY(); double ny = line->v2->fX() - line->v1->fX(); double d = -(line->v1->fX() * nx + line->v1->fY() * ny); if (pos.X * nx + pos.Y * ny + d > 0.0) return; } } //double depth = 1.0; //visstyle_t visstyle = GetSpriteVisStyle(thing, depth); // Rumor has it that AlterWeaponSprite needs to be called with visstyle passed in somewhere around here.. //R_SetColorMapLight(visstyle.BaseColormap, 0, visstyle.ColormapNum << FRACBITS); TriVertex *vertices = PolyVertexBuffer::GetVertices(4); if (!vertices) return; bool foggy = false; int actualextralight = foggy ? 0 : extralight << 4; std::pair offsets[4] = { { 0.0f, 1.0f }, { 1.0f, 1.0f }, { 1.0f, 0.0f }, { 0.0f, 0.0f }, }; for (int i = 0; i < 4; i++) { auto &p = (i == 0 || i == 3) ? points[0] : points[1]; vertices[i].x = (float)p.X; vertices[i].y = (float)p.Y; vertices[i].z = (float)(pos.Z + spriteHeight * offsets[i].second); vertices[i].w = 1.0f; vertices[i].varying[0] = (float)(offsets[i].first * tex->Scale.X); vertices[i].varying[1] = (float)((1.0f - offsets[i].second) * tex->Scale.Y); if (flipTextureX) vertices[i].varying[0] = 1.0f - vertices[i].varying[0]; } TriUniforms uniforms; uniforms.objectToClip = worldToClip; uniforms.light = (uint32_t)((thing->Sector->lightlevel + actualextralight) / 255.0f * 256.0f); uniforms.flags = 0; uniforms.subsectorDepth = subsectorDepth; PolyDrawArgs args; args.uniforms = uniforms; args.vinput = vertices; args.vcount = 4; args.mode = TriangleDrawMode::Fan; args.ccw = true; args.clipleft = 0; args.cliptop = 0; args.clipright = viewwidth; args.clipbottom = viewheight; args.stenciltestvalue = 0; args.stencilwritevalue = 1; args.SetTexture(tex); PolyTriangleDrawer::draw(args, TriDrawVariant::DrawSubsector); } void RenderPolyBsp::AddWallSprite(AActor *thing, subsector_t *sub, uint32_t subsectorDepth) { if (IsThingCulled(thing)) return; } visstyle_t RenderPolyBsp::GetSpriteVisStyle(AActor *thing, double z) { visstyle_t visstyle; bool foggy = false; int actualextralight = foggy ? 0 : extralight << 4; int spriteshade = LIGHT2SHADE(thing->Sector->lightlevel + actualextralight); visstyle.RenderStyle = thing->RenderStyle; visstyle.Alpha = float(thing->Alpha); visstyle.ColormapNum = 0; // The software renderer cannot invert the source without inverting the overlay // too. That means if the source is inverted, we need to do the reverse of what // the invert overlay flag says to do. bool invertcolormap = (visstyle.RenderStyle.Flags & STYLEF_InvertOverlay) != 0; if (visstyle.RenderStyle.Flags & STYLEF_InvertSource) { invertcolormap = !invertcolormap; } FDynamicColormap *mybasecolormap = thing->Sector->ColorMap; // Sprites that are added to the scene must fade to black. if (visstyle.RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0) { mybasecolormap = GetSpecialLights(mybasecolormap->Color, 0, mybasecolormap->Desaturate); } if (visstyle.RenderStyle.Flags & STYLEF_FadeToBlack) { if (invertcolormap) { // Fade to white mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(255, 255, 255), mybasecolormap->Desaturate); invertcolormap = false; } else { // Fade to black mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(0, 0, 0), mybasecolormap->Desaturate); } } // get light level if (fixedcolormap != nullptr) { // fixed map visstyle.BaseColormap = fixedcolormap; visstyle.ColormapNum = 0; } else { if (invertcolormap) { mybasecolormap = GetSpecialLights(mybasecolormap->Color, mybasecolormap->Fade.InverseColor(), mybasecolormap->Desaturate); } if (fixedlightlev >= 0) { visstyle.BaseColormap = mybasecolormap; visstyle.ColormapNum = fixedlightlev >> COLORMAPSHIFT; } else if (!foggy && ((thing->renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT))) { // full bright visstyle.BaseColormap = mybasecolormap; visstyle.ColormapNum = 0; } else { // diminished light double minz = double((2048 * 4) / double(1 << 20)); visstyle.ColormapNum = GETPALOOKUP(r_SpriteVisibility / MAX(z, minz), spriteshade); visstyle.BaseColormap = mybasecolormap; } } return visstyle; } FTexture *RenderPolyBsp::GetSpriteTexture(AActor *thing, /*out*/ bool &flipX) { flipX = false; if (thing->picnum.isValid()) { FTexture *tex = TexMan(thing->picnum); if (tex->UseType == FTexture::TEX_Null) { return nullptr; } if (tex->Rotations != 0xFFFF) { // choose a different rotation based on player view spriteframe_t *sprframe = &SpriteFrames[tex->Rotations]; DVector3 pos = thing->InterpolatedPosition(r_TicFracF); pos.Z += thing->GetBobOffset(r_TicFracF); DAngle ang = (pos - ViewPos).Angle(); angle_t rot; if (sprframe->Texture[0] == sprframe->Texture[1]) { rot = (ang - thing->Angles.Yaw + 45.0 / 2 * 9).BAMs() >> 28; } else { rot = (ang - thing->Angles.Yaw + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28; } flipX = (sprframe->Flip & (1 << rot)) != 0; tex = TexMan[sprframe->Texture[rot]]; // Do not animate the rotation } return tex; } else { // decide which texture to use for the sprite int spritenum = thing->sprite; if (spritenum >= (signed)sprites.Size() || spritenum < 0) return nullptr; spritedef_t *sprdef = &sprites[spritenum]; if (thing->frame >= sprdef->numframes) { // If there are no frames at all for this sprite, don't draw it. return nullptr; } else { //picnum = SpriteFrames[sprdef->spriteframes + thing->frame].Texture[0]; // choose a different rotation based on player view spriteframe_t *sprframe = &SpriteFrames[sprdef->spriteframes + thing->frame]; DVector3 pos = thing->InterpolatedPosition(r_TicFracF); pos.Z += thing->GetBobOffset(r_TicFracF); DAngle ang = (pos - ViewPos).Angle(); angle_t rot; if (sprframe->Texture[0] == sprframe->Texture[1]) { rot = (ang - thing->Angles.Yaw + 45.0 / 2 * 9).BAMs() >> 28; } else { rot = (ang - thing->Angles.Yaw + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28; } flipX = (sprframe->Flip & (1 << rot)) != 0; return TexMan[sprframe->Texture[rot]]; // Do not animate the rotation } } } void RenderPolyBsp::RenderNode(void *node) { 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(ViewPos, bsp); // Recursively divide front space (toward the viewer). RenderNode(bsp->children[side]); // Possibly divide back space (away from the viewer). side ^= 1; if (!CheckBBox(bsp->bbox[side])) return; node = bsp->children[side]; } // Mark that we need to render this subsector_t *sub = (subsector_t *)((BYTE *)node - 1); MaxCeilingHeight = MAX(MaxCeilingHeight, sub->sector->ceilingplane.Zat0()); MinFloorHeight = MIN(MinFloorHeight, sub->sector->floorplane.Zat0()); PvsSectors.push_back(sub); // Update culling info for further bsp clipping for (uint32_t i = 0; i < sub->numlines; i++) { seg_t *line = &sub->firstline[i]; if ((line->sidedef == nullptr || !(line->sidedef->Flags & WALLF_POLYOBJ)) && line->backsector == nullptr) { int sx1, sx2; if (GetSegmentRangeForLine(line->v1->fX(), line->v1->fY(), line->v2->fX(), line->v2->fY(), sx1, sx2)) { MarkSegmentCulled(sx1, sx2); } } } } void RenderPolyBsp::RenderPlayerSprites() { if (!r_drawplayersprites || !camera || !camera->player || (players[consoleplayer].cheats & CF_CHASECAM) || (r_deathcamera && camera->health <= 0)) return; float bobx, boby; P_BobWeapon(camera->player, &bobx, &boby, r_TicFracF); // Interpolate the main weapon layer once so as to be able to add it to other layers. double wx, wy; DPSprite *weapon = camera->player->FindPSprite(PSP_WEAPON); if (weapon) { if (weapon->firstTic) { wx = weapon->x; wy = weapon->y; } else { wx = weapon->oldx + (weapon->x - weapon->oldx) * r_TicFracF; wy = weapon->oldy + (weapon->y - weapon->oldy) * r_TicFracF; } } else { wx = 0; wy = 0; } for (DPSprite *sprite = camera->player->psprites; sprite != nullptr; sprite = sprite->GetNext()) { // [RH] Don't draw the targeter's crosshair if the player already has a crosshair set. // It's possible this psprite's caller is now null but the layer itself hasn't been destroyed // because it didn't tick yet (if we typed 'take all' while in the console for example). // In this case let's simply not draw it to avoid crashing. if ((sprite->GetID() != PSP_TARGETCENTER || CrosshairImage == nullptr) && sprite->GetCaller() != nullptr) { RenderPlayerSprite(sprite, camera, bobx, boby, wx, wy, r_TicFracF); } } } void RenderPolyBsp::RenderPlayerSprite(DPSprite *sprite, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac) { // decide which patch to use if ((unsigned)sprite->GetSprite() >= (unsigned)sprites.Size()) { DPrintf(DMSG_ERROR, "RenderPlayerSprite: invalid sprite number %i\n", sprite->GetSprite()); return; } spritedef_t *def = &sprites[sprite->GetSprite()]; if (sprite->GetFrame() >= def->numframes) { DPrintf(DMSG_ERROR, "RenderPlayerSprite: invalid sprite frame %i : %i\n", sprite->GetSprite(), sprite->GetFrame()); return; } spriteframe_t *frame = &SpriteFrames[def->spriteframes + sprite->GetFrame()]; FTextureID picnum = frame->Texture[0]; bool flip = (frame->Flip & 1) != 0; FTexture *tex = TexMan(picnum); if (tex->UseType == FTexture::TEX_Null) return; // Can't interpolate the first tic. if (sprite->firstTic) { sprite->firstTic = false; sprite->oldx = sprite->x; sprite->oldy = sprite->y; } double sx = sprite->oldx + (sprite->x - sprite->oldx) * ticfrac; double sy = sprite->oldy + (sprite->y - sprite->oldy) * ticfrac; if (sprite->Flags & PSPF_ADDBOB) { sx += bobx; sy += boby; } if (sprite->Flags & PSPF_ADDWEAPON && sprite->GetID() != PSP_WEAPON) { sx += wx; sy += wy; } // calculate edges of the shape double tx = sx - BaseXCenter; tx -= tex->GetScaledLeftOffset(); int x1 = xs_RoundToInt(CenterX + tx * pspritexscale); // off the right side if (x1 > viewwidth) return; tx += tex->GetScaledWidth(); int x2 = xs_RoundToInt(CenterX + tx * pspritexscale); // off the left side if (x2 <= 0) return; double texturemid = (BaseYCenter - sy) * tex->Scale.Y + tex->TopOffset; // Adjust PSprite for fullscreen views if (camera->player && (RenderTarget != screen || viewheight == RenderTarget->GetHeight() || (RenderTarget->GetWidth() > (BaseXCenter * 2) && !st_scale))) { AWeapon *weapon = dyn_cast(sprite->GetCaller()); if (weapon != nullptr && weapon->YAdjust != 0) { if (RenderTarget != screen || viewheight == RenderTarget->GetHeight()) { texturemid -= weapon->YAdjust; } else { texturemid -= StatusBar->GetDisplacement() * weapon->YAdjust; } } } // Move the weapon down for 1280x1024. if (sprite->GetID() < PSP_TARGETCENTER) { texturemid -= AspectPspriteOffset(WidescreenRatio); } int clipped_x1 = MAX(x1, 0); int clipped_x2 = MIN(x2, viewwidth); double xscale = pspritexscale / tex->Scale.X; double yscale = pspriteyscale / tex->Scale.Y; uint32_t translation = 0; // [RH] Use default colors double xiscale, startfrac; if (flip) { xiscale = -pspritexiscale * tex->Scale.X; startfrac = 1; } else { xiscale = pspritexiscale * tex->Scale.X; startfrac = 0; } if (clipped_x1 > x1) startfrac += xiscale * (clipped_x1 - x1); bool noaccel = false; FDynamicColormap *basecolormap = viewsector->ColorMap; FDynamicColormap *colormap_to_use = basecolormap; visstyle_t visstyle; visstyle.ColormapNum = 0; visstyle.BaseColormap = basecolormap; visstyle.Alpha = 0; visstyle.RenderStyle = STYLE_Normal; bool foggy = false; int actualextralight = foggy ? 0 : extralight << 4; int spriteshade = LIGHT2SHADE(owner->Sector->lightlevel + actualextralight); double minz = double((2048 * 4) / double(1 << 20)); visstyle.ColormapNum = GETPALOOKUP(r_SpriteVisibility / minz, spriteshade); if (sprite->GetID() < PSP_TARGETCENTER) { // Lots of complicated style and noaccel stuff } // Check for hardware-assisted 2D. If it's available, and this sprite is not // fuzzy, don't draw it until after the switch to 2D mode. if (!noaccel && RenderTarget == screen && (DFrameBuffer *)screen->Accel2D) { FRenderStyle style = visstyle.RenderStyle; style.CheckFuzz(); if (style.BlendOp != STYLEOP_Fuzz) { PolyScreenSprite screenSprite; screenSprite.Pic = tex; screenSprite.X1 = viewwindowx + x1; screenSprite.Y1 = viewwindowy + viewheight / 2 - texturemid * yscale - 0.5; screenSprite.Width = tex->GetWidth() * xscale; screenSprite.Height = tex->GetHeight() * yscale; screenSprite.Translation = TranslationToTable(translation); screenSprite.Flip = xiscale < 0; screenSprite.visstyle = visstyle; screenSprite.Colormap = colormap_to_use; ScreenSprites.push_back(screenSprite); return; } } //R_DrawVisSprite(vis); } void RenderPolyBsp::ClearSolidSegments() { SolidSegments.clear(); SolidSegments.reserve(SolidCullScale + 2); SolidSegments.push_back({ -0x7fff, -SolidCullScale }); SolidSegments.push_back({ SolidCullScale , 0x7fff }); } bool RenderPolyBsp::IsSegmentCulled(int x1, int x2) const { int next = 0; while (SolidSegments[next].X2 <= x2) next++; return (x1 >= SolidSegments[next].X1 && x2 <= SolidSegments[next].X2); } void RenderPolyBsp::MarkSegmentCulled(int x1, int x2) { if (x1 >= x2) return; int cur = 1; while (true) { if (SolidSegments[cur].X1 <= x1 && SolidSegments[cur].X2 >= x2) // Already fully marked { break; } else if (cur + 1 != SolidSegments.size() && SolidSegments[cur].X2 >= x1 && SolidSegments[cur].X1 <= x2) // Merge segments { // Find last segment int merge = cur; while (merge + 2 != SolidSegments.size() && SolidSegments[merge + 1].X1 <= x2) merge++; // Apply new merged range SolidSegments[cur].X1 = MIN(SolidSegments[cur].X1, x1); SolidSegments[cur].X2 = MAX(SolidSegments[merge].X2, x2); // Remove additional segments we merged with if (merge > cur) SolidSegments.erase(SolidSegments.begin() + (cur + 1), SolidSegments.begin() + (merge + 1)); break; } else if (SolidSegments[cur].X1 > x1) // Insert new segment { SolidSegments.insert(SolidSegments.begin() + cur, { x1, x2 }); break; } cur++; } } int RenderPolyBsp::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; } bool RenderPolyBsp::CheckBBox(float *bspcoord) { // Start using a quick frustum AABB test: AxisAlignedBoundingBox aabb(Vec3f(bspcoord[BOXLEFT], bspcoord[BOXBOTTOM], (float)ViewPos.Z - 1000.0f), Vec3f(bspcoord[BOXRIGHT], bspcoord[BOXTOP], (float)ViewPos.Z + 1000.0f)); auto result = IntersectionTest::frustum_aabb(frustumPlanes, aabb); if (result == IntersectionTest::outside) return false; // Occlusion test using solid segments: int boxx; int boxy; int boxpos; double x1, y1, x2, y2; // Find the corners of the box // that define the edges from current viewpoint. if (ViewPos.X <= bspcoord[BOXLEFT]) boxx = 0; else if (ViewPos.X < bspcoord[BOXRIGHT]) boxx = 1; else boxx = 2; if (ViewPos.Y >= bspcoord[BOXTOP]) boxy = 0; else if (ViewPos.Y > bspcoord[BOXBOTTOM]) boxy = 1; else boxy = 2; boxpos = (boxy << 2) + boxx; if (boxpos == 5) return true; static const int checkcoord[12][4] = { { 3,0,2,1 }, { 3,0,2,0 }, { 3,1,2,0 }, { 0 }, { 2,0,2,1 }, { 0,0,0,0 }, { 3,1,3,0 }, { 0 }, { 2,0,3,1 }, { 2,1,3,1 }, { 2,1,3,0 } }; x1 = bspcoord[checkcoord[boxpos][0]]; y1 = bspcoord[checkcoord[boxpos][1]]; x2 = bspcoord[checkcoord[boxpos][2]]; y2 = bspcoord[checkcoord[boxpos][3]]; int sx1, sx2; if (GetSegmentRangeForLine(x1, y1, x2, y2, sx1, sx2)) return !IsSegmentCulled(sx1, sx2); else return true; } bool RenderPolyBsp::GetSegmentRangeForLine(double x1, double y1, double x2, double y2, int &sx1, int &sx2) const { double znear = 5.0; // Transform to 2D view space: x1 = x1 - ViewPos.X; y1 = y1 - ViewPos.Y; x2 = x2 - ViewPos.X; y2 = y2 - ViewPos.Y; double rx1 = x1 * ViewSin - y1 * ViewCos; double rx2 = x2 * ViewSin - y2 * ViewCos; double ry1 = x1 * ViewCos + y1 * ViewSin; double ry2 = x2 * ViewCos + y2 * ViewSin; // Cull if line is entirely behind view if (ry1 < znear && ry2 < znear) return false; // Clip line, if needed double t1 = 0.0f, t2 = 1.0f; if (ry1 < znear) t1 = clamp((znear - ry1) / (ry2 - ry1), 0.0, 1.0); if (ry2 < znear) t2 = clamp((znear - ry1) / (ry2 - ry1), 0.0, 1.0); if (t1 != 0.0 || t2 != 1.0) { double nx1 = rx1 * (1.0 - t1) + rx2 * t1; double ny1 = ry1 * (1.0 - t1) + ry2 * t1; double nx2 = rx1 * (1.0 - t2) + rx2 * t2; double ny2 = ry1 * (1.0 - t2) + ry2 * t2; rx1 = nx1; rx2 = nx2; ry1 = ny1; ry2 = ny2; } sx1 = (int)floor(clamp(rx1 / ry1 * (SolidCullScale / 3), (double)-SolidCullScale, (double)SolidCullScale)); sx2 = (int)floor(clamp(rx2 / ry2 * (SolidCullScale / 3), (double)-SolidCullScale, (double)SolidCullScale)); if (sx1 > sx2) std::swap(sx1, sx2); return sx1 != sx2; } ///////////////////////////////////////////////////////////////////////////// void RenderPolyWall::Render(const TriMatrix &worldToClip) { FTexture *tex = GetTexture(); if (!tex) return; PolyWallTextureCoords texcoords(tex, Line, Texpart, TopZ, BottomZ, UnpeggedCeil); TriVertex *vertices = PolyVertexBuffer::GetVertices(4); if (!vertices) return; vertices[0].x = (float)v1.X; vertices[0].y = (float)v1.Y; vertices[0].z = (float)ceil1; vertices[0].w = 1.0f; vertices[0].varying[0] = (float)texcoords.u1; vertices[0].varying[1] = (float)texcoords.v1; vertices[1].x = (float)v2.X; vertices[1].y = (float)v2.Y; vertices[1].z = (float)ceil2; vertices[1].w = 1.0f; vertices[1].varying[0] = (float)texcoords.u2; vertices[1].varying[1] = (float)texcoords.v1; vertices[2].x = (float)v2.X; vertices[2].y = (float)v2.Y; vertices[2].z = (float)floor2; vertices[2].w = 1.0f; vertices[2].varying[0] = (float)texcoords.u2; vertices[2].varying[1] = (float)texcoords.v2; vertices[3].x = (float)v1.X; vertices[3].y = (float)v1.Y; vertices[3].z = (float)floor1; vertices[3].w = 1.0f; vertices[3].varying[0] = (float)texcoords.u1; vertices[3].varying[1] = (float)texcoords.v2; TriUniforms uniforms; uniforms.objectToClip = worldToClip; uniforms.light = (uint32_t)(GetLightLevel() / 255.0f * 256.0f); uniforms.flags = 0; uniforms.subsectorDepth = SubsectorDepth; PolyDrawArgs args; args.uniforms = uniforms; args.vinput = vertices; args.vcount = 4; args.mode = TriangleDrawMode::Fan; args.ccw = true; args.clipleft = 0; args.cliptop = 0; args.clipright = viewwidth; args.clipbottom = viewheight; args.stenciltestvalue = 0; args.stencilwritevalue = 1; args.SetTexture(tex); PolyTriangleDrawer::draw(args, TriDrawVariant::Draw); PolyTriangleDrawer::draw(args, TriDrawVariant::Stencil); } FTexture *RenderPolyWall::GetTexture() { FTexture *tex = TexMan(Line->sidedef->GetTexture(Texpart), true); if (tex == nullptr || tex->UseType == FTexture::TEX_Null) return nullptr; else return tex; } int RenderPolyWall::GetLightLevel() { if (fixedlightlev >= 0 || fixedcolormap) { return 255; } else { bool foggy = false; int actualextralight = foggy ? 0 : extralight << 4; return Line->sidedef->GetLightLevel(foggy, Line->frontsector->lightlevel) + actualextralight; } } /* float RenderPolyWall::GetLight(short x) { if (fixedlightlev >= 0 || fixedcolormap) return 0.0f; else return (float)(r_WallVisibility / Coords.Z(x)); } */ ///////////////////////////////////////////////////////////////////////////// PolyWallTextureCoords::PolyWallTextureCoords(FTexture *tex, const seg_t *line, side_t::ETexpart texpart, double topz, double bottomz, double unpeggedceil) { CalcU(tex, line, texpart); CalcV(tex, line, texpart, topz, bottomz, unpeggedceil); } void PolyWallTextureCoords::CalcU(FTexture *tex, const seg_t *line, side_t::ETexpart texpart) { double lineLength = line->sidedef->TexelLength; double lineStart = 0.0; bool entireSegment = ((line->linedef->v1 == line->v1) && (line->linedef->v2 == line->v2) || (line->linedef->v2 == line->v1) && (line->linedef->v1 == line->v2)); if (!entireSegment) { lineLength = (line->v2->fPos() - line->v1->fPos()).Length(); lineStart = (line->v1->fPos() - line->linedef->v1->fPos()).Length(); } int texWidth = tex->GetWidth(); double uscale = line->sidedef->GetTextureXScale(texpart) * tex->Scale.X; u1 = lineStart + line->sidedef->GetTextureXOffset(texpart); u2 = u1 + lineLength; u1 *= uscale; u2 *= uscale; u1 /= texWidth; u2 /= texWidth; } void PolyWallTextureCoords::CalcV(FTexture *tex, const seg_t *line, side_t::ETexpart texpart, double topz, double bottomz, double unpeggedceil) { double vscale = line->sidedef->GetTextureYScale(texpart) * tex->Scale.Y; double yoffset = line->sidedef->GetTextureYOffset(texpart); if (tex->bWorldPanning) yoffset *= vscale; switch (texpart) { default: case side_t::mid: CalcVMidPart(tex, line, topz, bottomz, vscale, yoffset); break; case side_t::top: CalcVTopPart(tex, line, topz, bottomz, vscale, yoffset); break; case side_t::bottom: CalcVBottomPart(tex, line, topz, bottomz, unpeggedceil, vscale, yoffset); break; } int texHeight = tex->GetHeight(); v1 /= texHeight; v2 /= texHeight; } void PolyWallTextureCoords::CalcVTopPart(FTexture *tex, const seg_t *line, double topz, double bottomz, double vscale, double yoffset) { bool pegged = (line->linedef->flags & ML_DONTPEGTOP) == 0; if (pegged) // bottom to top { int texHeight = tex->GetHeight(); v1 = -yoffset; v2 = v1 + (topz - bottomz); v1 *= vscale; v2 *= vscale; v1 = texHeight - v1; v2 = texHeight - v2; std::swap(v1, v2); } else // top to bottom { v1 = yoffset; v2 = v1 + (topz - bottomz); v1 *= vscale; v2 *= vscale; } } void PolyWallTextureCoords::CalcVMidPart(FTexture *tex, const seg_t *line, double topz, double bottomz, double vscale, double yoffset) { bool pegged = (line->linedef->flags & ML_DONTPEGBOTTOM) == 0; if (pegged) // top to bottom { v1 = yoffset; v2 = v1 + (topz - bottomz); v1 *= vscale; v2 *= vscale; } else // bottom to top { int texHeight = tex->GetHeight(); v1 = yoffset; v2 = v1 + (topz - bottomz); v1 *= vscale; v2 *= vscale; v1 = texHeight - v1; v2 = texHeight - v2; std::swap(v1, v2); } } void PolyWallTextureCoords::CalcVBottomPart(FTexture *tex, const seg_t *line, double topz, double bottomz, double unpeggedceil, double vscale, double yoffset) { bool pegged = (line->linedef->flags & ML_DONTPEGBOTTOM) == 0; if (pegged) // top to bottom { v1 = yoffset; v2 = v1 + (topz - bottomz); v1 *= vscale; v2 *= vscale; } else { v1 = yoffset + (unpeggedceil - topz); v2 = v1 + (topz - bottomz); v1 *= vscale; v2 *= vscale; } } ///////////////////////////////////////////////////////////////////////////// void PolyScreenSprite::Render() { FSpecialColormap *special = nullptr; FColormapStyle colormapstyle; PalEntry overlay = 0; bool usecolormapstyle = false; if (visstyle.BaseColormap >= &SpecialColormaps[0] && visstyle.BaseColormap < &SpecialColormaps[SpecialColormaps.Size()]) { special = static_cast(visstyle.BaseColormap); } else if (Colormap->Color == PalEntry(255, 255, 255) && Colormap->Desaturate == 0) { overlay = Colormap->Fade; overlay.a = BYTE(visstyle.ColormapNum * 255 / NUMCOLORMAPS); } else { usecolormapstyle = true; colormapstyle.Color = Colormap->Color; colormapstyle.Fade = Colormap->Fade; colormapstyle.Desaturate = Colormap->Desaturate; colormapstyle.FadeLevel = visstyle.ColormapNum / float(NUMCOLORMAPS); } screen->DrawTexture(Pic, X1, Y1, DTA_DestWidthF, Width, DTA_DestHeightF, Height, DTA_Translation, Translation, DTA_FlipX, Flip, DTA_TopOffset, 0, DTA_LeftOffset, 0, DTA_ClipLeft, viewwindowx, DTA_ClipTop, viewwindowy, DTA_ClipRight, viewwindowx + viewwidth, DTA_ClipBottom, viewwindowy + viewheight, DTA_AlphaF, visstyle.Alpha, DTA_RenderStyle, visstyle.RenderStyle, DTA_FillColor, FillColor, DTA_SpecialColormap, special, DTA_ColorOverlay, overlay.d, DTA_ColormapStyle, usecolormapstyle ? &colormapstyle : nullptr, TAG_DONE); } ///////////////////////////////////////////////////////////////////////////// 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; } ///////////////////////////////////////////////////////////////////////////// TriVertex PolySkyDome::SetVertex(float xx, float yy, float zz, float uu, float vv) { TriVertex v; v.x = xx; v.y = yy; v.z = zz; v.w = 1.0f; v.varying[0] = uu; v.varying[1] = vv; return v; } TriVertex PolySkyDome::SetVertexXYZ(float xx, float yy, float zz, float uu, float vv) { TriVertex v; v.x = xx; v.y = zz; v.z = yy; v.w = 1.0f; v.varying[0] = uu; v.varying[1] = vv; return v; } void PolySkyDome::SkyVertex(int r, int c, bool zflip) { static const FAngle maxSideAngle = 60.f; static const float scale = 10000.; FAngle topAngle = (c / (float)mColumns * 360.f); FAngle sideAngle = maxSideAngle * (float)(mRows - r) / (float)mRows; float height = sideAngle.Sin(); float realRadius = scale * sideAngle.Cos(); FVector2 pos = topAngle.ToVector(realRadius); float z = (!zflip) ? scale * height : -scale * height; float u, v; //uint32_t color = r == 0 ? 0xffffff : 0xffffffff; // And the texture coordinates. if (!zflip) // Flipped Y is for the lower hemisphere. { u = (-c / (float)mColumns); v = (r / (float)mRows); } else { u = (-c / (float)mColumns); v = 1.0f + ((mRows - r) / (float)mRows); } if (r != 4) z += 300; // And finally the vertex. TriVertex vert; vert = SetVertexXYZ(-pos.X, z - 1.f, pos.Y, u * 4.0f, v * 1.2f + 0.5f/*, color*/); mVertices.Push(vert); } void PolySkyDome::CreateSkyHemisphere(bool zflip) { int r, c; mPrimStart.Push(mVertices.Size()); for (c = 0; c < mColumns; c++) { SkyVertex(1, c, zflip); } // The total number of triangles per hemisphere can be calculated // as follows: rows * columns * 2 + 2 (for the top cap). for (r = 0; r < mRows; r++) { mPrimStart.Push(mVertices.Size()); for (c = 0; c <= mColumns; c++) { SkyVertex(r + zflip, c, zflip); SkyVertex(r + 1 - zflip, c, zflip); } } } void PolySkyDome::CreateDome() { mColumns = 128; mRows = 4; CreateSkyHemisphere(false); CreateSkyHemisphere(true); mPrimStart.Push(mVertices.Size()); } void PolySkyDome::RenderRow(PolyDrawArgs &args, int row) { args.vinput = &mVertices[mPrimStart[row]]; args.vcount = mPrimStart[row + 1] - mPrimStart[row]; args.mode = TriangleDrawMode::Strip; args.ccw = false; PolyTriangleDrawer::draw(args, TriDrawVariant::Draw); } void PolySkyDome::RenderCapColorRow(PolyDrawArgs &args, FTexture *skytex, int row, bool bottomCap) { uint32_t solid = skytex->GetSkyCapColor(bottomCap); if (!r_swtruecolor) solid = RGB32k.RGB[(RPART(solid) >> 3)][(GPART(solid) >> 3)][(BPART(solid) >> 3)]; args.vinput = &mVertices[mPrimStart[row]]; args.vcount = mPrimStart[row + 1] - mPrimStart[row]; args.mode = TriangleDrawMode::Fan; args.ccw = bottomCap; args.solidcolor = solid; PolyTriangleDrawer::draw(args, TriDrawVariant::Fill); } void PolySkyDome::Render(const TriMatrix &worldToClip) { FTextureID sky1tex, sky2tex; if ((level.flags & LEVEL_SWAPSKIES) && !(level.flags & LEVEL_DOUBLESKY)) sky1tex = sky2texture; else sky1tex = sky1texture; sky2tex = sky2texture; FTexture *frontskytex = TexMan(sky1tex, true); FTexture *backskytex = nullptr; if (level.flags & LEVEL_DOUBLESKY) backskytex = TexMan(sky2tex, true); TriMatrix objectToWorld = TriMatrix::translate((float)ViewPos.X, (float)ViewPos.Y, (float)ViewPos.Z); TriUniforms uniforms; uniforms.objectToClip = worldToClip * objectToWorld; uniforms.light = 256; uniforms.flags = 0; uniforms.subsectorDepth = RenderPolyBsp::SkySubsectorDepth; int rc = mRows + 1; PolyDrawArgs args; args.uniforms = uniforms; args.clipleft = 0; args.cliptop = 0; args.clipright = viewwidth; args.clipbottom = viewheight; args.stenciltestvalue = 255; args.stencilwritevalue = 1; args.SetTexture(frontskytex); RenderCapColorRow(args, frontskytex, 0, false); RenderCapColorRow(args, frontskytex, rc, true); for (int i = 1; i <= mRows; i++) { RenderRow(args, i); RenderRow(args, rc + i); } }