qzdoom-gpl/src/gl/scene/gl_drawinfo.h
Christoph Oelckers dbb05c5f33 - remove use of builtin texture matrices.
- make matrix class single precision.
2014-07-13 20:41:20 +02:00

279 lines
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6.9 KiB
C++

#ifndef __GL_DRAWINFO_H
#define __GL_DRAWINFO_H
#include "gl/scene/gl_wall.h"
enum GLDrawItemType
{
GLDIT_WALL,
GLDIT_FLAT,
GLDIT_SPRITE,
GLDIT_POLY,
};
enum DrawListType
{
// These are organized so that the various multipass rendering modes
// have to be set as few times as possible
GLDL_LIGHT,
GLDL_LIGHTBRIGHT,
GLDL_LIGHTMASKED,
GLDL_LIGHTFOG,
GLDL_LIGHTFOGMASKED,
GLDL_PLAIN,
GLDL_MASKED,
GLDL_FOG,
GLDL_FOGMASKED,
GLDL_TRANSLUCENT,
GLDL_TRANSLUCENTBORDER,
GLDL_TYPES,
GLDL_FIRSTLIGHT = GLDL_LIGHT,
GLDL_LASTLIGHT = GLDL_LIGHTFOGMASKED,
GLDL_FIRSTNOLIGHT = GLDL_PLAIN,
GLDL_LASTNOLIGHT = GLDL_FOGMASKED,
};
enum Drawpasses
{
GLPASS_BASE, // Draws the untextured surface only
GLPASS_BASE_MASKED, // Draws an untextured surface that is masked by the texture
GLPASS_PLAIN, // Draws a texture that isn't affected by dynamic lights with sector light settings
GLPASS_LIGHT, // Draws dynamic lights
GLPASS_LIGHT_ADDITIVE, // Draws additive dynamic lights
GLPASS_TEXTURE, // Draws the texture to be modulated with the light information on the base surface
GLPASS_DECALS, // Draws a decal
GLPASS_DECALS_NOFOG,// Draws a decal without setting the fog (used for passes that need a fog layer)
GLPASS_TRANSLUCENT, // Draws translucent objects
GLPASS_ALL // Everything at once, using shaders for dynamic lights
};
//==========================================================================
//
// Intermediate struct to link one draw item into a draw list
//
// unfortunately this struct must not contain pointers because
// the arrays may be reallocated!
//
//==========================================================================
struct GLDrawItem
{
GLDrawItemType rendertype;
int index;
GLDrawItem(GLDrawItemType _rendertype,int _index) : rendertype(_rendertype),index(_index) {}
};
struct SortNode
{
int itemindex;
SortNode * parent;
SortNode * next; // unsorted successor
SortNode * left; // left side of this node
SortNode * equal; // equal to this node
SortNode * right; // right side of this node
void UnlinkFromChain();
void Link(SortNode * hook);
void AddToEqual(SortNode * newnode);
void AddToLeft (SortNode * newnode);
void AddToRight(SortNode * newnode);
};
//==========================================================================
//
// One draw list. This contains all info for one type of rendering data
//
//==========================================================================
struct GLDrawList
{
//private:
TArray<GLWall> walls;
TArray<GLFlat> flats;
TArray<GLSprite> sprites;
TArray<GLDrawItem> drawitems;
int SortNodeStart;
SortNode * sorted;
public:
GLDrawList()
{
next=NULL;
SortNodeStart=-1;
sorted=NULL;
}
~GLDrawList()
{
Reset();
}
void AddWall(GLWall * wall);
void AddFlat(GLFlat * flat);
void AddSprite(GLSprite * sprite);
void Reset();
void Sort();
void MakeSortList();
SortNode * FindSortPlane(SortNode * head);
SortNode * FindSortWall(SortNode * head);
void SortPlaneIntoPlane(SortNode * head,SortNode * sort);
void SortWallIntoPlane(SortNode * head,SortNode * sort);
void SortSpriteIntoPlane(SortNode * head,SortNode * sort);
void SortWallIntoWall(SortNode * head,SortNode * sort);
void SortSpriteIntoWall(SortNode * head,SortNode * sort);
int CompareSprites(SortNode * a,SortNode * b);
SortNode * SortSpriteList(SortNode * head);
SortNode * DoSort(SortNode * head);
void DoDraw(int pass, int index);
void DoDrawSorted(SortNode * node);
void DrawSorted();
void Draw(int pass);
GLDrawList * next;
} ;
//==========================================================================
//
// these are used to link faked planes due to missing textures to a sector
//
//==========================================================================
struct gl_subsectorrendernode
{
gl_subsectorrendernode * next;
subsector_t * sub;
};
struct FDrawInfo
{
struct wallseg
{
float x1, y1, z1, x2, y2, z2;
};
bool temporary;
struct MissingTextureInfo
{
seg_t * seg;
subsector_t * sub;
fixed_t planez;
fixed_t planezfront;
};
struct MissingSegInfo
{
seg_t * seg;
int MTI_Index; // tells us which MissingTextureInfo represents this seg.
};
struct SubsectorHackInfo
{
subsector_t * sub;
BYTE flags;
};
TArray<BYTE> sectorrenderflags;
TArray<BYTE> ss_renderflags;
TArray<BYTE> no_renderflags;
TArray<MissingTextureInfo> MissingUpperTextures;
TArray<MissingTextureInfo> MissingLowerTextures;
TArray<MissingSegInfo> MissingUpperSegs;
TArray<MissingSegInfo> MissingLowerSegs;
TArray<SubsectorHackInfo> SubsectorHacks;
TArray<gl_subsectorrendernode*> otherfloorplanes;
TArray<gl_subsectorrendernode*> otherceilingplanes;
TArray<sector_t *> CeilingStacks;
TArray<sector_t *> FloorStacks;
TArray<subsector_t *> HandledSubsectors;
FDrawInfo * next;
GLDrawList drawlists[GLDL_TYPES];
FDrawInfo();
~FDrawInfo();
void ClearBuffers();
bool DoOneSectorUpper(subsector_t * subsec, fixed_t planez);
bool DoOneSectorLower(subsector_t * subsec, fixed_t planez);
bool DoFakeBridge(subsector_t * subsec, fixed_t planez);
bool DoFakeCeilingBridge(subsector_t * subsec, fixed_t planez);
bool CheckAnchorFloor(subsector_t * sub);
bool CollectSubsectorsFloor(subsector_t * sub, sector_t * anchor);
bool CheckAnchorCeiling(subsector_t * sub);
bool CollectSubsectorsCeiling(subsector_t * sub, sector_t * anchor);
void CollectSectorStacksCeiling(subsector_t * sub, sector_t * anchor);
void CollectSectorStacksFloor(subsector_t * sub, sector_t * anchor);
void AddUpperMissingTexture(side_t * side, subsector_t *sub, fixed_t backheight);
void AddLowerMissingTexture(side_t * side, subsector_t *sub, fixed_t backheight);
void HandleMissingTextures();
void DrawUnhandledMissingTextures();
void AddHackedSubsector(subsector_t * sub);
void HandleHackedSubsectors();
void AddFloorStack(sector_t * sec);
void AddCeilingStack(sector_t * sec);
void ProcessSectorStacks();
void AddOtherFloorPlane(int sector, gl_subsectorrendernode * node);
void AddOtherCeilingPlane(int sector, gl_subsectorrendernode * node);
void StartScene();
void SetupFloodStencil(wallseg * ws);
void ClearFloodStencil(wallseg * ws);
void DrawFloodedPlane(wallseg * ws, float planez, sector_t * sec, bool ceiling);
void FloodUpperGap(seg_t * seg);
void FloodLowerGap(seg_t * seg);
static void StartDrawInfo();
static void EndDrawInfo();
gl_subsectorrendernode * GetOtherFloorPlanes(unsigned int sector)
{
if (sector<otherfloorplanes.Size()) return otherfloorplanes[sector];
else return NULL;
}
gl_subsectorrendernode * GetOtherCeilingPlanes(unsigned int sector)
{
if (sector<otherceilingplanes.Size()) return otherceilingplanes[sector];
else return NULL;
}
};
class FDrawInfoList
{
TDeletingArray<FDrawInfo *> mList;
public:
FDrawInfo *GetNew();
void Release(FDrawInfo *);
};
extern FDrawInfo * gl_drawinfo;
void gl_SetPlaneTextureRotation(const GLSectorPlane * secplane, FMaterial * gltexture);
void gl_SetRenderStyle(FRenderStyle style, bool drawopaque, bool allowcolorblending);
#endif