qzdoom/src/r_poly.h

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/*
** 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"
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#include "r_poly_particle.h"
#include "r_poly_plane.h"
#include "r_poly_sky.h"
#include "r_poly_cull.h"
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// Used for sorting things by distance to the camera
class PolySortedSprite
{
public:
PolySortedSprite(AActor *thing, double distanceSquared) : Thing(thing), DistanceSquared(distanceSquared) { }
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bool operator<(const PolySortedSprite &other) const { return DistanceSquared < other.DistanceSquared; }
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AActor *Thing;
double DistanceSquared;
};
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class PolyTranslucentObject
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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) : thing(thing), sub(sub), subsectorDepth(subsectorDepth) { }
PolyTranslucentObject(RenderPolyWall wall) : wall(wall) { }
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particle_t *particle = nullptr;
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AActor *thing = nullptr;
subsector_t *sub = nullptr;
uint32_t subsectorDepth = 0;
RenderPolyWall wall;
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};
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class SpriteRange
{
public:
SpriteRange() = default;
SpriteRange(int start, int count) : Start(start), Count(count) { }
int Start = -1;
int Count = 0;
};
// Renders a scene
class RenderPolyScene
{
public:
void Render();
void RenderRemainingPlayerSprites();
static const uint32_t SkySubsectorDepth = 0x7fffffff;
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static RenderPolyScene *Instance();
private:
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void ClearBuffers();
void SetSceneViewport();
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void SetupPerspectiveMatrix();
void RenderSectors();
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 RenderTranslucent();
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SpriteRange GetSpritesForSector(sector_t *sector);
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TriMatrix WorldToClip;
PolyCull Cull;
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uint32_t NextSubsectorDepth = 0;
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std::vector<SpriteRange> SectorSpriteRanges;
std::vector<PolySortedSprite> SortedSprites;
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std::vector<PolyTranslucentObject> TranslucentObjects;
std::vector<PolyTranslucentObject> SubsectorTranslucentWalls;
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PolySkyDome skydome;
RenderPolyPlayerSprites PlayerSprites;
};
class PolyVertexBuffer
{
public:
static TriVertex *GetVertices(int count);
static void Clear();
};