/* ** 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. ** */ #pragma once #include #include #include #include #include "doomdata.h" #include "r_utility.h" #include "r_main.h" #include "r_poly_triangle.h" #include "r_poly_intersection.h" #include "r_poly_wall.h" #include "r_poly_sprite.h" #include "r_poly_wallsprite.h" #include "r_poly_playersprite.h" #include "r_poly_particle.h" #include "r_poly_plane.h" #include "r_poly_cull.h" #include #include class PolyTranslucentObject { public: PolyTranslucentObject(particle_t *particle, subsector_t *sub, uint32_t subsectorDepth) : particle(particle), sub(sub), subsectorDepth(subsectorDepth) { } PolyTranslucentObject(AActor *thing, subsector_t *sub, uint32_t subsectorDepth, double dist, float t1, float t2) : thing(thing), sub(sub), subsectorDepth(subsectorDepth), DistanceSquared(dist), SpriteLeft(t1), SpriteRight(t2) { } PolyTranslucentObject(RenderPolyWall wall) : wall(wall), subsectorDepth(wall.SubsectorDepth), DistanceSquared(1.e6) { } bool operator<(const PolyTranslucentObject &other) const { return subsectorDepth != other.subsectorDepth ? subsectorDepth < other.subsectorDepth : DistanceSquared < other.DistanceSquared; } particle_t *particle = nullptr; AActor *thing = nullptr; subsector_t *sub = nullptr; RenderPolyWall wall; uint32_t subsectorDepth = 0; double DistanceSquared = 0.0; float SpriteLeft = 0.0f, SpriteRight = 1.0f; }; class PolyDrawSectorPortal; class PolyDrawLinePortal; // Renders everything from a specific viewpoint class RenderPolyScene { public: RenderPolyScene(); ~RenderPolyScene(); void SetViewpoint(const TriMatrix &worldToClip, const Vec4f &portalPlane, uint32_t stencilValue); void Render(int portalDepth); void RenderTranslucent(int portalDepth); static const uint32_t SkySubsectorDepth = 0x7fffffff; private: void ClearBuffers(); void RenderPortals(int portalDepth); void RenderSectors(); void RenderSubsector(subsector_t *sub); void RenderLine(subsector_t *sub, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth); void RenderSprite(AActor *thing, double sortDistance, const DVector2 &left, const DVector2 &right); void RenderSprite(AActor *thing, double sortDistance, DVector2 left, DVector2 right, double t1, double t2, void *node); TriMatrix WorldToClip; Vec4f PortalPlane; uint32_t StencilValue = 0; PolyCull Cull; uint32_t NextSubsectorDepth = 0; std::set SeenSectors; std::unordered_map SubsectorDepths; std::vector TranslucentObjects; std::vector> SectorPortals; std::vector> LinePortals; };