qzdoom-gpl/src/r_swrenderer.cpp
Magnus Norddahl 9416d436fe Move software renderer into its own namespace to isolate its globals and make
any access explicit. This reveals the places in the code where they are being
accessed where they shouldn't and prevents accidental usage.
2016-12-01 02:38:32 +01:00

483 lines
13 KiB
C++

/*
** r_swrender.cpp
** Software renderer interface
**
**---------------------------------------------------------------------------
** Copyright 2011 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "r_local.h"
#include "v_palette.h"
#include "v_video.h"
#include "m_png.h"
#include "r_bsp.h"
#include "r_swrenderer.h"
#include "r_3dfloors.h"
#include "textures/textures.h"
#include "r_data/voxels.h"
#include "r_draw_rgba.h"
#include "r_drawers.h"
#include "r_poly.h"
#include "p_setup.h"
EXTERN_CVAR(Bool, r_shadercolormaps)
EXTERN_CVAR(Float, maxviewpitch) // [SP] CVAR from GZDoom
CUSTOM_CVAR(Bool, r_polyrenderer, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
{
if (self == 1 && !hasglnodes)
{
Printf("No GL BSP detected. You must restart the map before rendering will be correct\n");
}
}
namespace swrenderer
{
void R_SWRSetWindow(int windowSize, int fullWidth, int fullHeight, int stHeight, float trueratio);
void R_SetupColormap(player_t *);
void R_SetupFreelook();
void R_InitRenderer();
}
using namespace swrenderer;
FSoftwareRenderer::FSoftwareRenderer()
{
}
FSoftwareRenderer::~FSoftwareRenderer()
{
}
//==========================================================================
//
// DCanvas :: Init
//
//==========================================================================
void FSoftwareRenderer::Init()
{
r_swtruecolor = screen->IsBgra();
R_InitRenderer();
}
//==========================================================================
//
// DCanvas :: UsesColormap
//
//==========================================================================
bool FSoftwareRenderer::UsesColormap() const
{
return true;
}
//===========================================================================
//
// Texture precaching
//
//===========================================================================
void FSoftwareRenderer::PrecacheTexture(FTexture *tex, int cache)
{
if (tex != NULL)
{
if (cache & FTextureManager::HIT_Columnmode)
{
const FTexture::Span *spanp;
if (r_swtruecolor)
tex->GetColumnBgra(0, &spanp);
else
tex->GetColumn(0, &spanp);
}
else if (cache != 0)
{
if (r_swtruecolor)
tex->GetPixelsBgra();
else
tex->GetPixels ();
}
else
{
tex->Unload ();
}
}
}
void FSoftwareRenderer::Precache(BYTE *texhitlist, TMap<PClassActor*, bool> &actorhitlist)
{
BYTE *spritelist = new BYTE[sprites.Size()];
TMap<PClassActor*, bool>::Iterator it(actorhitlist);
TMap<PClassActor*, bool>::Pair *pair;
memset(spritelist, 0, sprites.Size());
while (it.NextPair(pair))
{
PClassActor *cls = pair->Key;
for (int i = 0; i < cls->NumOwnedStates; i++)
{
spritelist[cls->OwnedStates[i].sprite] = true;
}
}
// Precache textures (and sprites).
for (int i = (int)(sprites.Size() - 1); i >= 0; i--)
{
if (spritelist[i])
{
int j, k;
for (j = 0; j < sprites[i].numframes; j++)
{
const spriteframe_t *frame = &SpriteFrames[sprites[i].spriteframes + j];
for (k = 0; k < 16; k++)
{
FTextureID pic = frame->Texture[k];
if (pic.isValid())
{
texhitlist[pic.GetIndex()] = FTextureManager::HIT_Sprite;
}
}
}
}
}
delete[] spritelist;
int cnt = TexMan.NumTextures();
for (int i = cnt - 1; i >= 0; i--)
{
PrecacheTexture(TexMan.ByIndex(i), texhitlist[i]);
}
}
//===========================================================================
//
// Render the view
//
//===========================================================================
void FSoftwareRenderer::RenderView(player_t *player)
{
if (r_polyrenderer)
{
bool saved_swtruecolor = r_swtruecolor;
r_swtruecolor = screen->IsBgra();
RenderPolyScene::Instance()->RenderActorView(player->mo, false);
FCanvasTextureInfo::UpdateAll();
// Apply special colormap if the target cannot do it
if (realfixedcolormap && r_swtruecolor && !(r_shadercolormaps && screen->Accel2D))
{
R_BeginDrawerCommands();
DrawerCommandQueue::QueueCommand<ApplySpecialColormapRGBACommand>(realfixedcolormap, screen);
R_EndDrawerCommands();
}
r_swtruecolor = saved_swtruecolor;
return;
}
if (r_swtruecolor != screen->IsBgra())
{
r_swtruecolor = screen->IsBgra();
R_InitColumnDrawers();
}
R_BeginDrawerCommands();
R_RenderActorView (player->mo);
// [RH] Let cameras draw onto textures that were visible this frame.
FCanvasTextureInfo::UpdateAll ();
// Apply special colormap if the target cannot do it
if (realfixedcolormap && r_swtruecolor && !(r_shadercolormaps && screen->Accel2D))
{
DrawerCommandQueue::QueueCommand<ApplySpecialColormapRGBACommand>(realfixedcolormap, screen);
}
R_EndDrawerCommands();
}
//==========================================================================
//
//
//
//==========================================================================
void FSoftwareRenderer::RemapVoxels()
{
for (unsigned i=0; i<Voxels.Size(); i++)
{
Voxels[i]->Remap();
}
}
//===========================================================================
//
// Render the view to a savegame picture
//
//===========================================================================
void FSoftwareRenderer::WriteSavePic (player_t *player, FileWriter *file, int width, int height)
{
DCanvas *pic = new DSimpleCanvas (width, height, false);
PalEntry palette[256];
// Take a snapshot of the player's view
pic->ObjectFlags |= OF_Fixed;
pic->Lock ();
if (r_polyrenderer)
RenderPolyScene::Instance()->RenderViewToCanvas(player->mo, pic, 0, 0, width, height, true);
else
R_RenderViewToCanvas (player->mo, pic, 0, 0, width, height);
screen->GetFlashedPalette (palette);
M_CreatePNG (file, pic->GetBuffer(), palette, SS_PAL, width, height, pic->GetPitch());
pic->Unlock ();
pic->Destroy();
pic->ObjectFlags |= OF_YesReallyDelete;
delete pic;
}
//===========================================================================
//
//
//
//===========================================================================
void FSoftwareRenderer::DrawRemainingPlayerSprites()
{
if (!r_polyrenderer)
{
R_DrawRemainingPlayerSprites();
}
else
{
RenderPolyScene::Instance()->RenderRemainingPlayerSprites();
}
}
//===========================================================================
//
// Get max. view angle (renderer specific information so it goes here now)
//
//===========================================================================
#define MAX_DN_ANGLE 56 // Max looking down angle
#define MAX_UP_ANGLE 32 // Max looking up angle
int FSoftwareRenderer::GetMaxViewPitch(bool down)
{
return (r_polyrenderer) ? int(maxviewpitch) : (down ? MAX_DN_ANGLE : MAX_UP_ANGLE);
}
bool FSoftwareRenderer::RequireGLNodes()
{
return r_polyrenderer;
}
//==========================================================================
//
// OnModeSet
//
// Called from V_SetResolution()
//
//==========================================================================
void FSoftwareRenderer::OnModeSet ()
{
R_MultiresInit ();
RenderTarget = screen;
screen->Lock (true);
R_SetupBuffer ();
screen->Unlock ();
}
//===========================================================================
//
//
//
//===========================================================================
void FSoftwareRenderer::ErrorCleanup ()
{
fakeActive = 0;
fake3D = 0;
while (CurrentSkybox)
{
R_3D_DeleteHeights();
R_3D_LeaveSkybox();
}
R_3D_ResetClip();
R_3D_DeleteHeights();
}
//===========================================================================
//
//
//
//===========================================================================
void FSoftwareRenderer::ClearBuffer(int color)
{
// [SP] For now, for truecolor, this just outputs black. We'll figure out how to get something more meaningful
// later when this actually matters more. This is just to clear HOMs for now.
if (!r_swtruecolor)
memset(RenderTarget->GetBuffer(), color, RenderTarget->GetPitch() * RenderTarget->GetHeight());
else
memset(RenderTarget->GetBuffer(), 0, RenderTarget->GetPitch() * RenderTarget->GetHeight() * 4);
}
//===========================================================================
//
//
//
//===========================================================================
void FSoftwareRenderer::SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight, float trueratio)
{
R_SWRSetWindow(windowSize, fullWidth, fullHeight, stHeight, trueratio);
}
//===========================================================================
//
//
//
//===========================================================================
void FSoftwareRenderer::SetupFrame(player_t *player)
{
R_SetupColormap(player);
R_SetupFreelook();
}
//==========================================================================
//
// R_CopyStackedViewParameters
//
//==========================================================================
void FSoftwareRenderer::CopyStackedViewParameters()
{
R_CopyStackedViewParameters();
}
//==========================================================================
//
//
//
//==========================================================================
void FSoftwareRenderer::RenderTextureView (FCanvasTexture *tex, AActor *viewpoint, int fov)
{
BYTE *Pixels = r_swtruecolor ? (BYTE*)tex->GetPixelsBgra() : (BYTE*)tex->GetPixels();
DSimpleCanvas *Canvas = r_swtruecolor ? tex->GetCanvasBgra() : tex->GetCanvas();
// curse Doom's overuse of global variables in the renderer.
// These get clobbered by rendering to a camera texture but they need to be preserved so the final rendering can be done with the correct palette.
FSWColormap *savecolormap = fixedcolormap;
FSpecialColormap *savecm = realfixedcolormap;
DAngle savedfov = FieldOfView;
R_SetFOV ((double)fov);
if (r_polyrenderer)
RenderPolyScene::Instance()->RenderViewToCanvas(viewpoint, Canvas, 0, 0, tex->GetWidth(), tex->GetHeight(), tex->bFirstUpdate);
else
R_RenderViewToCanvas (viewpoint, Canvas, 0, 0, tex->GetWidth(), tex->GetHeight(), tex->bFirstUpdate);
R_SetFOV (savedfov);
if (Canvas->IsBgra())
{
if (Pixels == Canvas->GetBuffer())
{
FTexture::FlipSquareBlockBgra((uint32_t*)Pixels, tex->GetWidth(), tex->GetHeight());
}
else
{
FTexture::FlipNonSquareBlockBgra((uint32_t*)Pixels, (const uint32_t*)Canvas->GetBuffer(), tex->GetWidth(), tex->GetHeight(), Canvas->GetPitch());
}
}
else
{
if (Pixels == Canvas->GetBuffer())
{
FTexture::FlipSquareBlockRemap(Pixels, tex->GetWidth(), tex->GetHeight(), GPalette.Remap);
}
else
{
FTexture::FlipNonSquareBlockRemap(Pixels, Canvas->GetBuffer(), tex->GetWidth(), tex->GetHeight(), Canvas->GetPitch(), GPalette.Remap);
}
}
if (r_swtruecolor)
{
// True color render still sometimes uses palette textures (for sprites, mostly).
// We need to make sure that both pixel buffers contain data:
int width = tex->GetWidth();
int height = tex->GetHeight();
BYTE *palbuffer = (BYTE *)tex->GetPixels();
uint32_t *bgrabuffer = (uint32_t*)tex->GetPixelsBgra();
for (int x = 0; x < width; x++)
{
for (int y = 0; y < height; y++)
{
uint32_t color = bgrabuffer[y];
int r = RPART(color);
int g = GPART(color);
int b = BPART(color);
palbuffer[y] = RGB32k.RGB[r >> 3][g >> 3][b >> 3];
}
palbuffer += height;
bgrabuffer += height;
}
}
tex->SetUpdated();
fixedcolormap = savecolormap;
realfixedcolormap = savecm;
}
//==========================================================================
//
//
//
//==========================================================================
sector_t *FSoftwareRenderer::FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel, bool back)
{
return R_FakeFlat(sec, tempsec, floorlightlevel, ceilinglightlevel, back);
}