qzdoom-gpl/src/r_poly_scene.h

106 lines
3.7 KiB
C++

/*
** 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 <vector>
#include <memory>
#include <algorithm>
#include <functional>
#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 <set>
#include <unordered_map>
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;
class PolyPortalSegment;
// Renders everything from a specific viewpoint
class RenderPolyScene
{
public:
RenderPolyScene();
~RenderPolyScene();
void SetViewpoint(const TriMatrix &worldToClip, const Vec4f &portalPlane, uint32_t stencilValue);
void SetPortalSegments(const std::vector<PolyPortalSegment> &segments);
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<sector_t *> SeenSectors;
std::unordered_map<subsector_t *, uint32_t> SubsectorDepths;
std::vector<PolyTranslucentObject> TranslucentObjects;
std::vector<std::unique_ptr<PolyDrawSectorPortal>> SectorPortals;
std::vector<std::unique_ptr<PolyDrawLinePortal>> LinePortals;
bool PortalSegmentsAdded = false;
};