/* ** 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_data/r_interpolate.h" #include "r_poly.h" #include "gl/data/gl_data.h" #include "d_net.h" #include "po_man.h" EXTERN_CVAR(Int, screenblocks) void InitGLRMapinfoData(); extern bool r_showviewer; ///////////////////////////////////////////////////////////////////////////// PolyRenderer *PolyRenderer::Instance() { static PolyRenderer scene; return &scene; } void PolyRenderer::RenderViewToCanvas(AActor *actor, DCanvas *canvas, int x, int y, int width, int height, bool dontmaplines) { const bool savedviewactive = viewactive; const bool savedoutputformat = swrenderer::r_swtruecolor; viewwidth = width; RenderTarget = canvas; swrenderer::bRenderingToCanvas = true; R_SetWindow(12, width, height, height, true); viewwindowx = x; viewwindowy = y; viewactive = true; swrenderer::r_swtruecolor = canvas->IsBgra(); canvas->Lock(true); RenderActorView(actor, dontmaplines); canvas->Unlock(); RenderTarget = screen; swrenderer::bRenderingToCanvas = false; R_ExecuteSetViewSize(); viewactive = savedviewactive; swrenderer::r_swtruecolor = savedoutputformat; } void PolyRenderer::RenderActorView(AActor *actor, bool dontmaplines) { NetUpdate(); DontMapLines = dontmaplines; P_FindParticleSubsectors(); PO_LinkToSubsectors(); R_SetupFrame(actor); ActorRenderFlags savedflags = camera->renderflags; // Never draw the player unless in chasecam mode if (!r_showviewer) camera->renderflags |= RF_INVISIBLE; R_BeginDrawerCommands(); ClearBuffers(); SetSceneViewport(); SetupPerspectiveMatrix(); MainPortal.SetViewpoint(WorldToClip, Vec4f(0.0f, 0.0f, 0.0f, 1.0f), GetNextStencilValue()); MainPortal.Render(0); Skydome.Render(WorldToClip); MainPortal.RenderTranslucent(0); PlayerSprites.Render(); camera->renderflags = savedflags; interpolator.RestoreInterpolations (); NetUpdate(); R_EndDrawerCommands(); NetUpdate(); } void PolyRenderer::RenderRemainingPlayerSprites() { PlayerSprites.RenderRemainingSprites(); } void PolyRenderer::ClearBuffers() { PolyVertexBuffer::Clear(); PolyStencilBuffer::Instance()->Clear(RenderTarget->GetWidth(), RenderTarget->GetHeight(), 0); PolySubsectorGBuffer::Instance()->Resize(RenderTarget->GetPitch(), RenderTarget->GetHeight()); NextStencilValue = 0; SeenLinePortals.clear(); SeenMirrors.clear(); } void PolyRenderer::SetSceneViewport() { if (RenderTarget == screen) // Rendering to screen { 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); } else // Rendering to camera texture { PolyTriangleDrawer::set_viewport(0, 0, RenderTarget->GetWidth(), RenderTarget->GetHeight(), RenderTarget); } } void PolyRenderer::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; } bool PolyRenderer::InsertSeenLinePortal(FLinePortal *portal) { return SeenLinePortals.insert(portal).second; } bool PolyRenderer::InsertSeenMirror(line_t *mirrorLine) { return SeenMirrors.insert(mirrorLine).second; }