qzdoom/src/polyrenderer/scene/poly_scene.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"
#include "p_maputl.h"
#include "sbar.h"
#include "r_data/r_translate.h"
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#include "polyrenderer/scene/poly_scene.h"
#include "polyrenderer/poly_renderer.h"
#include "gl/data/gl_data.h"
#include "swrenderer/scene/r_light.h"
CVAR(Bool, r_debug_cull, 0, 0)
EXTERN_CVAR(Int, r_portal_recursions)
/////////////////////////////////////////////////////////////////////////////
RenderPolyScene::RenderPolyScene()
{
}
RenderPolyScene::~RenderPolyScene()
{
}
void RenderPolyScene::SetViewpoint(const TriMatrix &worldToClip, const Vec4f &portalPlane, uint32_t stencilValue)
{
WorldToClip = worldToClip;
StencilValue = stencilValue;
PortalPlane = portalPlane;
}
void RenderPolyScene::SetPortalSegments(const std::vector<PolyPortalSegment> &segments)
{
Cull.ClearSolidSegments();
for (const auto &segment : segments)
{
Cull.MarkSegmentCulled(segment.X1, segment.X2);
}
Cull.InvertSegments();
PortalSegmentsAdded = true;
}
void RenderPolyScene::Render(int portalDepth)
{
ClearBuffers();
if (!PortalSegmentsAdded)
Cull.ClearSolidSegments();
Cull.CullScene(WorldToClip, PortalPlane);
Cull.ClearSolidSegments();
RenderSectors();
RenderPortals(portalDepth);
}
void RenderPolyScene::ClearBuffers()
{
SeenSectors.clear();
SubsectorDepths.clear();
TranslucentObjects.clear();
SectorPortals.clear();
LinePortals.clear();
NextSubsectorDepth = 0;
}
void RenderPolyScene::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 RenderPolyScene::RenderSubsector(subsector_t *sub)
{
sector_t *frontsector = sub->sector;
frontsector->MoreFlags |= SECF_DRAWN;
uint32_t subsectorDepth = NextSubsectorDepth++;
if (sub->sector->CenterFloor() != sub->sector->CenterCeiling())
{
RenderPolyPlane::RenderPlanes(WorldToClip, PortalPlane, Cull, 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 });
}
}
SeenSectors.insert(sub->sector);
SubsectorDepths[sub] = subsectorDepth;
}
void RenderPolyScene::RenderSprite(AActor *thing, double sortDistance, const DVector2 &left, const DVector2 &right)
{
if (numnodes == 0)
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{
subsector_t *sub = subsectors;
auto it = SubsectorDepths.find(sub);
if (it != SubsectorDepths.end())
TranslucentObjects.push_back({ thing, sub, it->second, sortDistance, 0.0f, 1.0f });
}
else
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{
RenderSprite(thing, sortDistance, left, right, 0.0, 1.0, nodes + numnodes - 1); // The head node is the last node output.
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}
}
void RenderPolyScene::RenderSprite(AActor *thing, double sortDistance, DVector2 left, DVector2 right, double t1, double t2, void *node)
{
while (!((size_t)node & 1)) // Keep going until found a subsector
{
node_t *bsp = (node_t *)node;
DVector2 planePos(FIXED2DBL(bsp->x), FIXED2DBL(bsp->y));
DVector2 planeNormal = DVector2(FIXED2DBL(-bsp->dy), FIXED2DBL(bsp->dx));
double planeD = planeNormal | planePos;
int sideLeft = (left | planeNormal) > planeD;
int sideRight = (right | planeNormal) > planeD;
if (sideLeft != sideRight)
{
double dotLeft = planeNormal | left;
double dotRight = planeNormal | right;
double t = (planeD - dotLeft) / (dotRight - dotLeft);
DVector2 mid = left * (1.0 - t) + right * t;
double tmid = t1 * (1.0 - t) + t2 * t;
RenderSprite(thing, sortDistance, mid, right, tmid, t2, bsp->children[sideRight]);
right = mid;
t2 = tmid;
}
node = bsp->children[sideLeft];
}
subsector_t *sub = (subsector_t *)((BYTE *)node - 1);
auto it = SubsectorDepths.find(sub);
if (it != SubsectorDepths.end())
TranslucentObjects.push_back({ thing, sub, it->second, sortDistance, (float)t1, (float)t2 });
}
void RenderPolyScene::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;
LineSegmentRange segmentRange = Cull.GetSegmentRangeForLine(line->v1->fX(), line->v1->fY(), line->v2->fX(), line->v2->fY(), sx1, sx2);
if (segmentRange == LineSegmentRange::NotVisible || (segmentRange == LineSegmentRange::HasSegment && Cull.IsSegmentCulled(sx1, sx2)))
return;
// Tell automap we saw this
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if (!PolyRenderer::Instance()->DontMapLines && line->linedef && segmentRange != LineSegmentRange::AlwaysVisible)
{
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, PortalPlane, Cull, line, frontsector, subsectorDepth, StencilValue, fakeFloor, TranslucentObjects);
}
}
// Render wall, and update culling info if its an occlusion blocker
if (RenderPolyWall::RenderLine(WorldToClip, PortalPlane, Cull, line, frontsector, subsectorDepth, StencilValue, TranslucentObjects, LinePortals))
{
if (segmentRange == LineSegmentRange::HasSegment)
Cull.MarkSegmentCulled(sx1, sx2);
}
}
void RenderPolyScene::RenderPortals(int portalDepth)
{
if (portalDepth < r_portal_recursions)
{
for (auto &portal : SectorPortals)
portal->Render(portalDepth + 1);
for (auto &portal : LinePortals)
portal->Render(portalDepth + 1);
}
else // Fill with black
{
PolyDrawArgs args;
args.objectToClip = &WorldToClip;
args.mode = TriangleDrawMode::Fan;
args.uniforms.globvis = (float)swrenderer::r_WallVisibility;
args.uniforms.color = 0;
args.uniforms.light = 256;
args.uniforms.flags = TriUniforms::fixed_light;
args.SetClipPlane(PortalPlane.x, PortalPlane.y, PortalPlane.z, PortalPlane.w);
for (auto &portal : SectorPortals)
{
args.stenciltestvalue = portal->StencilValue;
args.stencilwritevalue = portal->StencilValue + 1;
for (const auto &verts : portal->Shape)
{
args.vinput = verts.Vertices;
args.vcount = verts.Count;
args.ccw = verts.Ccw;
args.uniforms.subsectorDepth = verts.SubsectorDepth;
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args.blendmode = TriBlendMode::Copy;
PolyTriangleDrawer::draw(args);
}
}
for (auto &portal : LinePortals)
{
args.stenciltestvalue = portal->StencilValue;
args.stencilwritevalue = portal->StencilValue + 1;
for (const auto &verts : portal->Shape)
{
args.vinput = verts.Vertices;
args.vcount = verts.Count;
args.ccw = verts.Ccw;
args.uniforms.subsectorDepth = verts.SubsectorDepth;
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PolyTriangleDrawer::draw(args);
}
}
}
}
void RenderPolyScene::RenderTranslucent(int portalDepth)
{
if (portalDepth < r_portal_recursions)
{
for (auto it = SectorPortals.rbegin(); it != SectorPortals.rend(); ++it)
{
auto &portal = *it;
portal->RenderTranslucent(portalDepth + 1);
PolyDrawArgs args;
args.objectToClip = &WorldToClip;
args.mode = TriangleDrawMode::Fan;
args.stenciltestvalue = portal->StencilValue + 1;
args.stencilwritevalue = StencilValue + 1;
args.SetClipPlane(PortalPlane.x, PortalPlane.y, PortalPlane.z, PortalPlane.w);
for (const auto &verts : portal->Shape)
{
args.vinput = verts.Vertices;
args.vcount = verts.Count;
args.ccw = verts.Ccw;
args.uniforms.subsectorDepth = verts.SubsectorDepth;
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args.writeColor = false;
PolyTriangleDrawer::draw(args);
}
}
for (auto it = LinePortals.rbegin(); it != LinePortals.rend(); ++it)
{
auto &portal = *it;
portal->RenderTranslucent(portalDepth + 1);
PolyDrawArgs args;
args.objectToClip = &WorldToClip;
args.mode = TriangleDrawMode::Fan;
args.stenciltestvalue = portal->StencilValue + 1;
args.stencilwritevalue = StencilValue + 1;
args.SetClipPlane(PortalPlane.x, PortalPlane.y, PortalPlane.z, PortalPlane.w);
for (const auto &verts : portal->Shape)
{
args.vinput = verts.Vertices;
args.vcount = verts.Count;
args.ccw = verts.Ccw;
args.uniforms.subsectorDepth = verts.SubsectorDepth;
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args.writeColor = false;
PolyTriangleDrawer::draw(args);
}
}
}
for (sector_t *sector : SeenSectors)
{
for (AActor *thing = sector->thinglist; thing != nullptr; thing = thing->snext)
{
DVector2 left, right;
if (!RenderPolySprite::GetLine(thing, left, right))
continue;
double distanceSquared = (thing->Pos() - ViewPos).LengthSquared();
RenderSprite(thing, distanceSquared, left, right);
}
}
std::stable_sort(TranslucentObjects.begin(), TranslucentObjects.end());
for (auto it = TranslucentObjects.rbegin(); it != TranslucentObjects.rend(); ++it)
{
auto &obj = *it;
if (obj.particle)
{
RenderPolyParticle spr;
spr.Render(WorldToClip, PortalPlane, obj.particle, obj.sub, obj.subsectorDepth, StencilValue + 1);
}
else if (!obj.thing)
{
obj.wall.Render(WorldToClip, PortalPlane, Cull);
}
else if ((obj.thing->renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
{
RenderPolyWallSprite wallspr;
wallspr.Render(WorldToClip, PortalPlane, obj.thing, obj.sub, obj.subsectorDepth, StencilValue + 1);
}
else
{
RenderPolySprite spr;
spr.Render(WorldToClip, PortalPlane, obj.thing, obj.sub, obj.subsectorDepth, StencilValue + 1, obj.SpriteLeft, obj.SpriteRight);
}
}
}