mirror of
https://github.com/ZDoom/qzdoom-gpl.git
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106 lines
3.7 KiB
C++
106 lines
3.7 KiB
C++
/*
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** Polygon Doom software renderer
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** Copyright (c) 2016 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#pragma once
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#include <vector>
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#include <memory>
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#include <algorithm>
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#include <functional>
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#include "doomdata.h"
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#include "r_utility.h"
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#include "r_main.h"
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#include "r_poly_triangle.h"
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#include "r_poly_intersection.h"
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#include "r_poly_wall.h"
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#include "r_poly_sprite.h"
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#include "r_poly_wallsprite.h"
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#include "r_poly_playersprite.h"
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#include "r_poly_particle.h"
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#include "r_poly_plane.h"
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#include "r_poly_cull.h"
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#include <set>
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#include <unordered_map>
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class PolyTranslucentObject
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{
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public:
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PolyTranslucentObject(particle_t *particle, subsector_t *sub, uint32_t subsectorDepth) : particle(particle), sub(sub), subsectorDepth(subsectorDepth) { }
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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) { }
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PolyTranslucentObject(RenderPolyWall wall) : wall(wall), subsectorDepth(wall.SubsectorDepth), DistanceSquared(1.e6) { }
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bool operator<(const PolyTranslucentObject &other) const
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{
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return subsectorDepth != other.subsectorDepth ? subsectorDepth < other.subsectorDepth : DistanceSquared < other.DistanceSquared;
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}
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particle_t *particle = nullptr;
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AActor *thing = nullptr;
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subsector_t *sub = nullptr;
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RenderPolyWall wall;
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uint32_t subsectorDepth = 0;
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double DistanceSquared = 0.0;
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float SpriteLeft = 0.0f, SpriteRight = 1.0f;
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};
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class PolyDrawSectorPortal;
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class PolyDrawLinePortal;
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class PolyPortalSegment;
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// Renders everything from a specific viewpoint
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class RenderPolyScene
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{
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public:
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RenderPolyScene();
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~RenderPolyScene();
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void SetViewpoint(const TriMatrix &worldToClip, const Vec4f &portalPlane, uint32_t stencilValue);
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void SetPortalSegments(const std::vector<PolyPortalSegment> &segments);
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void Render(int portalDepth);
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void RenderTranslucent(int portalDepth);
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static const uint32_t SkySubsectorDepth = 0x7fffffff;
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private:
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void ClearBuffers();
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void RenderPortals(int portalDepth);
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void RenderSectors();
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void RenderSubsector(subsector_t *sub);
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void RenderLine(subsector_t *sub, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth);
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void RenderSprite(AActor *thing, double sortDistance, const DVector2 &left, const DVector2 &right);
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void RenderSprite(AActor *thing, double sortDistance, DVector2 left, DVector2 right, double t1, double t2, void *node);
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TriMatrix WorldToClip;
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Vec4f PortalPlane;
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uint32_t StencilValue = 0;
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PolyCull Cull;
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uint32_t NextSubsectorDepth = 0;
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std::set<sector_t *> SeenSectors;
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std::unordered_map<subsector_t *, uint32_t> SubsectorDepths;
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std::vector<PolyTranslucentObject> TranslucentObjects;
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std::vector<std::unique_ptr<PolyDrawSectorPortal>> SectorPortals;
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std::vector<std::unique_ptr<PolyDrawLinePortal>> LinePortals;
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bool PortalSegmentsAdded = false;
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};
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