qzdoom/src/r_poly.h

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/*
** Experimental 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"
// DScreen accelerated sprite to be rendered
class PolyScreenSprite
{
public:
void Render();
FTexture *Pic = nullptr;
double X1 = 0.0;
double Y1 = 0.0;
double Width = 0.0;
double Height = 0.0;
FRemapTable *Translation = nullptr;
bool Flip = false;
visstyle_t visstyle;
uint32_t FillColor = 0;
FDynamicColormap *Colormap = nullptr;
};
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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 PolySubsectoredSprite
{
public:
PolySubsectoredSprite(AActor *thing, subsector_t *sub, uint32_t subsectorDepth) : thing(thing), sub(sub), subsectorDepth(subsectorDepth) { }
AActor *thing;
subsector_t *sub;
uint32_t subsectorDepth;
};
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class SpriteRange
{
public:
SpriteRange() = default;
SpriteRange(int start, int count) : Start(start), Count(count) { }
int Start = -1;
int Count = 0;
};
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class PolySkyDome
{
public:
PolySkyDome() { CreateDome(); }
void Render(const TriMatrix &worldToClip);
private:
TArray<TriVertex> mVertices;
TArray<unsigned int> mPrimStart;
int mRows, mColumns;
void SkyVertex(int r, int c, bool yflip);
void CreateSkyHemisphere(bool zflip);
void CreateDome();
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void RenderRow(PolyDrawArgs &args, int row);
void RenderCapColorRow(PolyDrawArgs &args, FTexture *skytex, int row, bool bottomCap);
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TriVertex SetVertex(float xx, float yy, float zz, float uu = 0, float vv = 0);
TriVertex SetVertexXYZ(float xx, float yy, float zz, float uu = 0, float vv = 0);
};
// Renders a GL BSP tree in a scene
class RenderPolyBsp
{
public:
void Render();
void RenderScreenSprites();
static const uint32_t SkySubsectorDepth = 0x7fffffff;
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private:
void RenderNode(void *node);
void RenderSubsector(subsector_t *sub);
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void RenderPlane(subsector_t *sub, uint32_t subsectorDepth, bool ceiling);
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void AddLine(seg_t *line, sector_t *frontsector, uint32_t subsectorDepth);
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TriVertex PlaneVertex(vertex_t *v1, sector_t *sector, double height);
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void RenderSprites();
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void AddSprite(AActor *thing, subsector_t *sub, uint32_t subsectorDepth);
void AddWallSprite(AActor *thing, subsector_t *sub, uint32_t subsectorDepth);
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bool IsThingCulled(AActor *thing);
visstyle_t GetSpriteVisStyle(AActor *thing, double z);
FTexture *GetSpriteTexture(AActor *thing, /*out*/ bool &flipX);
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SpriteRange GetSpritesForSector(sector_t *sector);
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void RenderPlayerSprites();
void RenderPlayerSprite(DPSprite *sprite, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac);
int PointOnSide(const DVector2 &pos, const node_t *node);
// Checks BSP node/subtree bounding box.
// Returns true if some part of the bbox might be visible.
bool CheckBBox(float *bspcoord);
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bool GetSegmentRangeForLine(double x1, double y1, double x2, double y2, int &sx1, int &sx2) const;
void MarkSegmentCulled(int x1, int x2);
bool IsSegmentCulled(int x1, int x2) const;
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void ClearSolidSegments();
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std::vector<subsector_t *> PvsSectors;
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uint32_t NextSubsectorDepth = 0;
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double MaxCeilingHeight = 0.0;
double MinFloorHeight = 0.0;
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TriMatrix worldToClip;
FrustumPlanes frustumPlanes;
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std::vector<SpriteRange> SectorSpriteRanges;
std::vector<PolySortedSprite> SortedSprites;
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std::vector<PolySubsectoredSprite> SubsectoredSprites;
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std::vector<PolyScreenSprite> ScreenSprites;
const int BaseXCenter = 160;
const int BaseYCenter = 100;
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struct SolidSegment
{
SolidSegment(int x1, int x2) : X1(x1), X2(x2) { }
int X1, X2;
};
std::vector<SolidSegment> SolidSegments;
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const int SolidCullScale = 3000;
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PolySkyDome skydome;
};
class RenderPolyWall
{
public:
void Render(const TriMatrix &worldToClip);
void SetCoords(const DVector2 &v1, const DVector2 &v2, double ceil1, double floor1, double ceil2, double floor2)
{
this->v1 = v1;
this->v2 = v2;
this->ceil1 = ceil1;
this->floor1 = floor1;
this->ceil2 = ceil2;
this->floor2 = floor2;
}
DVector2 v1;
DVector2 v2;
double ceil1 = 0.0;
double floor1 = 0.0;
double ceil2 = 0.0;
double floor2 = 0.0;
const seg_t *Line = nullptr;
side_t::ETexpart Texpart = side_t::mid;
double TopZ = 0.0;
double BottomZ = 0.0;
double UnpeggedCeil = 0.0;
FSWColormap *Colormap = nullptr;
bool Masked = false;
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uint32_t SubsectorDepth = 0;
private:
FTexture *GetTexture();
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int GetLightLevel();
};
// Texture coordinates for a wall
class PolyWallTextureCoords
{
public:
PolyWallTextureCoords(FTexture *tex, const seg_t *line, side_t::ETexpart texpart, double topz, double bottomz, double unpeggedceil);
double u1, u2;
double v1, v2;
private:
void CalcU(FTexture *tex, const seg_t *line, side_t::ETexpart texpart);
void CalcV(FTexture *tex, const seg_t *line, side_t::ETexpart texpart, double topz, double bottomz, double unpeggedceil);
void CalcVTopPart(FTexture *tex, const seg_t *line, double topz, double bottomz, double vscale, double yoffset);
void CalcVMidPart(FTexture *tex, const seg_t *line, double topz, double bottomz, double vscale, double yoffset);
void CalcVBottomPart(FTexture *tex, const seg_t *line, double topz, double bottomz, double unpeggedceil, double vscale, double yoffset);
};
class PolyVertexBuffer
{
public:
static TriVertex *GetVertices(int count);
static void Clear();
};