qzdoom-gpl/src/r_poly.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

172 lines
5.1 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.
**
*/
#include <stdlib.h>
#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;
/////////////////////////////////////////////////////////////////////////////
RenderPolyScene *RenderPolyScene::Instance()
{
static RenderPolyScene scene;
return &scene;
}
void RenderPolyScene::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 RenderPolyScene::RenderActorView(AActor *actor, bool dontmaplines)
{
NetUpdate();
//swrenderer::r_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 RenderPolyScene::RenderRemainingPlayerSprites()
{
PlayerSprites.RenderRemainingSprites();
}
void RenderPolyScene::ClearBuffers()
{
PolyVertexBuffer::Clear();
PolyStencilBuffer::Instance()->Clear(RenderTarget->GetWidth(), RenderTarget->GetHeight(), 0);
PolySubsectorGBuffer::Instance()->Resize(RenderTarget->GetPitch(), RenderTarget->GetHeight());
NextStencilValue = 0;
}
void RenderPolyScene::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 RenderPolyScene::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;
}