qzdoom/src/r_poly_portal.cpp

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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.
**
*/
#include <stdlib.h>
#include "templates.h"
#include "doomdef.h"
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#include "p_maputl.h"
#include "sbar.h"
#include "r_data/r_translate.h"
#include "r_poly_portal.h"
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#include "r_poly.h"
#include "gl/data/gl_data.h"
CVAR(Bool, r_debug_cull, 0, 0)
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EXTERN_CVAR(Int, r_portal_recursions)
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extern bool r_showviewer;
/////////////////////////////////////////////////////////////////////////////
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RenderPolyPortal::RenderPolyPortal()
{
}
RenderPolyPortal::~RenderPolyPortal()
{
}
void RenderPolyPortal::SetViewpoint(const TriMatrix &worldToClip, uint32_t stencilValue)
{
WorldToClip = worldToClip;
StencilValue = stencilValue;
}
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void RenderPolyPortal::Render(int portalDepth)
{
ClearBuffers();
Cull.CullScene(WorldToClip);
RenderSectors();
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if (portalDepth < r_portal_recursions)
{
for (auto &portal : SectorPortals)
portal->Render(portalDepth + 1);
for (auto &portal : LinePortals)
portal->Render(portalDepth + 1);
}
}
void RenderPolyPortal::ClearBuffers()
{
SectorSpriteRanges.clear();
SectorSpriteRanges.resize(numsectors);
SortedSprites.clear();
TranslucentObjects.clear();
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SectorPortals.clear();
LinePortals.clear();
NextSubsectorDepth = 0;
}
void RenderPolyPortal::RenderSectors()
{
if (r_debug_cull)
{
for (auto it = Cull.PvsSectors.rbegin(); it != Cull.PvsSectors.rend(); ++it)
RenderSubsector(*it);
}
else
{
for (auto it = Cull.PvsSectors.begin(); it != Cull.PvsSectors.end(); ++it)
RenderSubsector(*it);
}
}
void RenderPolyPortal::RenderSubsector(subsector_t *sub)
{
sector_t *frontsector = sub->sector;
frontsector->MoreFlags |= SECF_DRAWN;
uint32_t subsectorDepth = NextSubsectorDepth++;
if (sub->sector->CenterFloor() != sub->sector->CenterCeiling())
{
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RenderPolyPlane::RenderPlanes(WorldToClip, sub, subsectorDepth, StencilValue, Cull.MaxCeilingHeight, Cull.MinFloorHeight, SectorPortals);
}
for (uint32_t i = 0; i < sub->numlines; i++)
{
seg_t *line = &sub->firstline[i];
if (line->sidedef == nullptr || !(line->sidedef->Flags & WALLF_POLYOBJ))
{
RenderLine(sub, line, frontsector, subsectorDepth);
}
}
bool mainBSP = ((unsigned int)(sub - subsectors) < (unsigned int)numsubsectors);
if (mainBSP)
{
int subsectorIndex = (int)(sub - subsectors);
for (int i = ParticlesInSubsec[subsectorIndex]; i != NO_PARTICLE; i = Particles[i].snext)
{
particle_t *particle = Particles + i;
TranslucentObjects.push_back({ particle, sub, subsectorDepth });
}
}
SpriteRange sprites = GetSpritesForSector(sub->sector);
for (int i = 0; i < sprites.Count; i++)
{
AActor *thing = SortedSprites[sprites.Start + i].Thing;
TranslucentObjects.push_back({ thing, sub, subsectorDepth });
}
TranslucentObjects.insert(TranslucentObjects.end(), SubsectorTranslucentWalls.begin(), SubsectorTranslucentWalls.end());
SubsectorTranslucentWalls.clear();
}
SpriteRange RenderPolyPortal::GetSpritesForSector(sector_t *sector)
{
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if ((int)SectorSpriteRanges.size() < sector->sectornum || sector->sectornum < 0)
return SpriteRange();
auto &range = SectorSpriteRanges[sector->sectornum];
if (range.Start == -1)
{
range.Start = (int)SortedSprites.size();
range.Count = 0;
for (AActor *thing = sector->thinglist; thing != nullptr; thing = thing->snext)
{
SortedSprites.push_back({ thing, (thing->Pos() - ViewPos).LengthSquared() });
range.Count++;
}
std::stable_sort(SortedSprites.begin() + range.Start, SortedSprites.begin() + range.Start + range.Count);
}
return range;
}
void RenderPolyPortal::RenderLine(subsector_t *sub, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth)
{
// Reject lines not facing viewer
DVector2 pt1 = line->v1->fPos() - ViewPos;
DVector2 pt2 = line->v2->fPos() - ViewPos;
if (pt1.Y * (pt1.X - pt2.X) + pt1.X * (pt2.Y - pt1.Y) >= 0)
return;
// Cull wall if not visible
int sx1, sx2;
bool hasSegmentRange = Cull.GetSegmentRangeForLine(line->v1->fX(), line->v1->fY(), line->v2->fX(), line->v2->fY(), sx1, sx2);
if (!hasSegmentRange || Cull.IsSegmentCulled(sx1, sx2))
return;
// Tell automap we saw this
if (!r_dontmaplines && line->linedef)
{
line->linedef->flags |= ML_MAPPED;
sub->flags |= SSECF_DRAWN;
}
// Render 3D floor sides
if (line->backsector && frontsector->e && line->backsector->e->XFloor.ffloors.Size())
{
for (unsigned int i = 0; i < line->backsector->e->XFloor.ffloors.Size(); i++)
{
F3DFloor *fakeFloor = line->backsector->e->XFloor.ffloors[i];
if (!(fakeFloor->flags & FF_EXISTS)) continue;
if (!(fakeFloor->flags & FF_RENDERPLANES)) continue;
if (!fakeFloor->model) continue;
RenderPolyWall::Render3DFloorLine(WorldToClip, line, frontsector, subsectorDepth, StencilValue, fakeFloor, SubsectorTranslucentWalls);
}
}
// Render wall, and update culling info if its an occlusion blocker
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if (RenderPolyWall::RenderLine(WorldToClip, line, frontsector, subsectorDepth, StencilValue, SubsectorTranslucentWalls, LinePortals))
{
if (hasSegmentRange)
Cull.MarkSegmentCulled(sx1, sx2);
}
}
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void RenderPolyPortal::RenderTranslucent(int portalDepth)
{
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if (portalDepth < r_portal_recursions)
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{
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for (auto it = SectorPortals.rbegin(); it != SectorPortals.rend(); ++it)
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{
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auto &portal = *it;
portal->RenderTranslucent(portalDepth + 1);
PolyDrawArgs args;
args.objectToClip = &WorldToClip;
args.mode = TriangleDrawMode::Fan;
args.stenciltestvalue = portal->StencilValue + 1;
args.stencilwritevalue = StencilValue;
for (const auto &verts : portal->Shape)
{
args.vinput = verts.Vertices;
args.vcount = verts.Count;
args.ccw = verts.Ccw;
args.uniforms.subsectorDepth = verts.SubsectorDepth;
PolyTriangleDrawer::draw(args, TriDrawVariant::StencilClose, TriBlendMode::Copy);
}
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}
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for (auto it = LinePortals.rbegin(); it != LinePortals.rend(); ++it)
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{
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auto &portal = *it;
portal->RenderTranslucent(portalDepth + 1);
PolyDrawArgs args;
args.objectToClip = &WorldToClip;
args.mode = TriangleDrawMode::Fan;
args.stenciltestvalue = portal->StencilValue + 1;
args.stencilwritevalue = StencilValue;
for (const auto &verts : portal->Shape)
{
args.vinput = verts.Vertices;
args.vcount = verts.Count;
args.ccw = verts.Ccw;
args.uniforms.subsectorDepth = verts.SubsectorDepth;
PolyTriangleDrawer::draw(args, TriDrawVariant::StencilClose, TriBlendMode::Copy);
}
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}
}
for (auto it = TranslucentObjects.rbegin(); it != TranslucentObjects.rend(); ++it)
{
auto &obj = *it;
if (obj.particle)
{
RenderPolyParticle spr;
spr.Render(WorldToClip, obj.particle, obj.sub, obj.subsectorDepth, StencilValue + 1);
}
else if (!obj.thing)
{
obj.wall.Render(WorldToClip);
}
else if ((obj.thing->renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
{
RenderPolyWallSprite wallspr;
wallspr.Render(WorldToClip, obj.thing, obj.sub, obj.subsectorDepth, StencilValue + 1);
}
else
{
RenderPolySprite spr;
spr.Render(WorldToClip, obj.thing, obj.sub, obj.subsectorDepth, StencilValue + 1);
}
}
}
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/////////////////////////////////////////////////////////////////////////////
PolyDrawSectorPortal::PolyDrawSectorPortal(FSectorPortal *portal, bool ceiling) : Portal(portal), Ceiling(ceiling)
{
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StencilValue = RenderPolyScene::Instance()->GetNextStencilValue();
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}
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void PolyDrawSectorPortal::Render(int portalDepth)
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{
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if (Portal->mType == PORTS_HORIZON || Portal->mType == PORTS_PLANE)
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return;
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SaveGlobals();
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// To do: get this information from RenderPolyScene instead of duplicating the code..
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);
TriMatrix worldToClip = TriMatrix::perspective(fovy, ratio, 5.0f, 65535.0f) * worldToView;
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RenderPortal.SetViewpoint(worldToClip, StencilValue);
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RenderPortal.Render(portalDepth);
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RestoreGlobals();
}
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void PolyDrawSectorPortal::RenderTranslucent(int portalDepth)
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{
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if (Portal->mType == PORTS_HORIZON || Portal->mType == PORTS_PLANE)
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return;
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SaveGlobals();
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RenderPortal.RenderTranslucent(portalDepth);
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RestoreGlobals();
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}
void PolyDrawSectorPortal::SaveGlobals()
{
savedextralight = extralight;
savedpos = ViewPos;
savedangle = ViewAngle;
savedvisibility = R_GetVisibility();
savedcamera = camera;
savedsector = viewsector;
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if (Portal->mType == PORTS_SKYVIEWPOINT)
{
// Don't let gun flashes brighten the sky box
ASkyViewpoint *sky = barrier_cast<ASkyViewpoint*>(Portal->mSkybox);
extralight = 0;
R_SetVisibility(sky->args[0] * 0.25f);
ViewPos = sky->InterpolatedPosition(r_TicFracF);
ViewAngle = savedangle + (sky->PrevAngles.Yaw + deltaangle(sky->PrevAngles.Yaw, sky->Angles.Yaw) * r_TicFracF);
}
else //if (Portal->mType == PORTS_STACKEDSECTORTHING || Portal->mType == PORTS_PORTAL || Portal->mType == PORTS_LINKEDPORTAL)
{
//extralight = pl->extralight;
//R_SetVisibility(pl->visibility);
ViewPos.X += Portal->mDisplacement.X;
ViewPos.Y += Portal->mDisplacement.Y;
}
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camera = nullptr;
viewsector = Portal->mDestination;
R_SetViewAngle();
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Portal->mFlags |= PORTSF_INSKYBOX;
if (Portal->mPartner > 0) sectorPortals[Portal->mPartner].mFlags |= PORTSF_INSKYBOX;
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}
void PolyDrawSectorPortal::RestoreGlobals()
{
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Portal->mFlags &= ~PORTSF_INSKYBOX;
if (Portal->mPartner > 0) sectorPortals[Portal->mPartner].mFlags &= ~PORTSF_INSKYBOX;
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camera = savedcamera;
viewsector = savedsector;
ViewPos = savedpos;
R_SetVisibility(savedvisibility);
extralight = savedextralight;
ViewAngle = savedangle;
R_SetViewAngle();
}
/////////////////////////////////////////////////////////////////////////////
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PolyDrawLinePortal::PolyDrawLinePortal(FLinePortal *portal) : Portal(portal)
{
StencilValue = RenderPolyScene::Instance()->GetNextStencilValue();
}
PolyDrawLinePortal::PolyDrawLinePortal(line_t *mirror) : Mirror(mirror)
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{
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StencilValue = RenderPolyScene::Instance()->GetNextStencilValue();
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}
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void PolyDrawLinePortal::Render(int portalDepth)
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{
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SaveGlobals();
// To do: get this information from RenderPolyScene instead of duplicating the code..
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);
TriMatrix worldToClip = TriMatrix::perspective(fovy, ratio, 5.0f, 65535.0f) * worldToView;
RenderPortal.SetViewpoint(worldToClip, StencilValue);
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RenderPortal.Render(portalDepth);
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RestoreGlobals();
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}
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void PolyDrawLinePortal::RenderTranslucent(int portalDepth)
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{
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SaveGlobals();
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RenderPortal.RenderTranslucent(portalDepth);
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RestoreGlobals();
}
void PolyDrawLinePortal::SaveGlobals()
{
savedextralight = extralight;
savedpos = ViewPos;
savedangle = ViewAngle;
savedcamera = camera;
savedsector = viewsector;
savedvisibility = camera ? camera->renderflags & RF_INVISIBLE : ActorRenderFlags::FromInt(0);
savedViewPath[0] = ViewPath[0];
savedViewPath[1] = ViewPath[1];
if (Mirror)
{
DAngle startang = ViewAngle;
DVector3 startpos = ViewPos;
vertex_t *v1 = Mirror->v1;
// Reflect the current view behind the mirror.
if (Mirror->Delta().X == 0)
{ // vertical mirror
ViewPos.X = v1->fX() - startpos.X + v1->fX();
}
else if (Mirror->Delta().Y == 0)
{ // horizontal mirror
ViewPos.Y = v1->fY() - startpos.Y + v1->fY();
}
else
{ // any mirror
vertex_t *v2 = Mirror->v2;
double dx = v2->fX() - v1->fX();
double dy = v2->fY() - v1->fY();
double x1 = v1->fX();
double y1 = v1->fY();
double x = startpos.X;
double y = startpos.Y;
// the above two cases catch len == 0
double r = ((x - x1)*dx + (y - y1)*dy) / (dx*dx + dy*dy);
ViewPos.X = (x1 + r * dx) * 2 - x;
ViewPos.Y = (y1 + r * dy) * 2 - y;
}
ViewAngle = Mirror->Delta().Angle() * 2 - startang;
}
else
{
auto src = Portal->mOrigin;
auto dst = Portal->mDestination;
P_TranslatePortalXY(src, ViewPos.X, ViewPos.Y);
P_TranslatePortalZ(src, ViewPos.Z);
P_TranslatePortalAngle(src, ViewAngle);
P_TranslatePortalXY(src, ViewPath[0].X, ViewPath[0].Y);
P_TranslatePortalXY(src, ViewPath[1].X, ViewPath[1].Y);
if (!r_showviewer && camera && P_PointOnLineSidePrecise(ViewPath[0], dst) != P_PointOnLineSidePrecise(ViewPath[1], dst))
{
double distp = (ViewPath[0] - ViewPath[1]).Length();
if (distp > EQUAL_EPSILON)
{
double dist1 = (ViewPos - ViewPath[0]).Length();
double dist2 = (ViewPos - ViewPath[1]).Length();
if (dist1 + dist2 < distp + 1)
{
camera->renderflags |= RF_INVISIBLE;
}
}
}
/*if (Portal->mirror)
{
if (MirrorFlags & RF_XFLIP) MirrorFlags &= ~RF_XFLIP;
else MirrorFlags |= RF_XFLIP;
}*/
}
camera = nullptr;
//viewsector = Portal->mDestination;
R_SetViewAngle();
}
void PolyDrawLinePortal::RestoreGlobals()
{
if (!savedvisibility && camera) camera->renderflags &= ~RF_INVISIBLE;
camera = savedcamera;
viewsector = savedsector;
ViewPos = savedpos;
extralight = savedextralight;
ViewAngle = savedangle;
ViewPath[0] = savedViewPath[0];
ViewPath[1] = savedViewPath[1];
R_SetViewAngle();
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}