mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-11 07:11:54 +00:00
Merge branch 'master' of https://github.com/coelckers/gzdoom
This commit is contained in:
commit
0cbbd8d4b1
34 changed files with 441 additions and 1042 deletions
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@ -872,7 +872,6 @@ set( POLYRENDER_SOURCES
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polyrenderer/drawers/poly_draw_args.cpp
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polyrenderer/drawers/screen_triangle.cpp
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polyrenderer/math/tri_matrix.cpp
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polyrenderer/math/poly_intersection.cpp
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)
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# These files will be flagged as "headers" so that they appear in project files
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@ -37,23 +37,23 @@
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#include "poly_draw_args.h"
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#include "swrenderer/viewport/r_viewport.h"
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void PolyDrawArgs::SetClipPlane(float a, float b, float c, float d)
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void PolyDrawArgs::SetClipPlane(const PolyClipPlane &plane)
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{
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clipPlane[0] = a;
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clipPlane[1] = b;
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clipPlane[2] = c;
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clipPlane[3] = d;
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mClipPlane[0] = plane.A;
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mClipPlane[1] = plane.B;
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mClipPlane[2] = plane.C;
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mClipPlane[3] = plane.D;
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}
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void PolyDrawArgs::SetTexture(FTexture *texture)
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{
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textureWidth = texture->GetWidth();
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textureHeight = texture->GetHeight();
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mTextureWidth = texture->GetWidth();
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mTextureHeight = texture->GetHeight();
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if (PolyRenderer::Instance()->RenderTarget->IsBgra())
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texturePixels = (const uint8_t *)texture->GetPixelsBgra();
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mTexturePixels = (const uint8_t *)texture->GetPixelsBgra();
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else
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texturePixels = texture->GetPixels();
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translation = nullptr;
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mTexturePixels = texture->GetPixels();
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mTranslation = nullptr;
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}
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void PolyDrawArgs::SetTexture(FTexture *texture, uint32_t translationID, bool forcePal)
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@ -64,22 +64,22 @@ void PolyDrawArgs::SetTexture(FTexture *texture, uint32_t translationID, bool fo
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if (table != nullptr && !table->Inactive)
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{
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if (PolyRenderer::Instance()->RenderTarget->IsBgra())
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translation = (uint8_t*)table->Palette;
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mTranslation = (uint8_t*)table->Palette;
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else
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translation = table->Remap;
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mTranslation = table->Remap;
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textureWidth = texture->GetWidth();
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textureHeight = texture->GetHeight();
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texturePixels = texture->GetPixels();
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mTextureWidth = texture->GetWidth();
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mTextureHeight = texture->GetHeight();
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mTexturePixels = texture->GetPixels();
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return;
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}
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}
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if (forcePal)
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{
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textureWidth = texture->GetWidth();
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textureHeight = texture->GetHeight();
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texturePixels = texture->GetPixels();
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mTextureWidth = texture->GetWidth();
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mTextureHeight = texture->GetHeight();
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mTexturePixels = texture->GetPixels();
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}
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else
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{
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@ -87,21 +87,48 @@ void PolyDrawArgs::SetTexture(FTexture *texture, uint32_t translationID, bool fo
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}
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}
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void PolyDrawArgs::SetColormap(FSWColormap *base_colormap)
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void PolyDrawArgs::SetLight(FSWColormap *base_colormap, uint32_t lightlevel, double globVis, bool fixed)
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{
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uniforms.light_red = base_colormap->Color.r * 256 / 255;
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uniforms.light_green = base_colormap->Color.g * 256 / 255;
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uniforms.light_blue = base_colormap->Color.b * 256 / 255;
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uniforms.light_alpha = base_colormap->Color.a * 256 / 255;
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uniforms.fade_red = base_colormap->Fade.r;
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uniforms.fade_green = base_colormap->Fade.g;
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uniforms.fade_blue = base_colormap->Fade.b;
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uniforms.fade_alpha = base_colormap->Fade.a;
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uniforms.desaturate = MIN(abs(base_colormap->Desaturate), 255) * 255 / 256;
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bool simple_shade = (base_colormap->Color.d == 0x00ffffff && base_colormap->Fade.d == 0x00000000 && base_colormap->Desaturate == 0);
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if (simple_shade)
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uniforms.flags |= TriUniforms::simple_shade;
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else
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uniforms.flags &= ~TriUniforms::simple_shade;
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colormaps = base_colormap->Maps;
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mGlobVis = (float)globVis;
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|
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PolyCameraLight *cameraLight = PolyCameraLight::Instance();
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if (cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
|
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{
|
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lightlevel = cameraLight->FixedLightLevel() >= 0 ? cameraLight->FixedLightLevel() : 255;
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fixed = true;
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}
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mLight = clamp<uint32_t>(lightlevel, 0, 255);
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mFixedLight = fixed;
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mLightRed = base_colormap->Color.r * 256 / 255;
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mLightGreen = base_colormap->Color.g * 256 / 255;
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mLightBlue = base_colormap->Color.b * 256 / 255;
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mLightAlpha = base_colormap->Color.a * 256 / 255;
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mFadeRed = base_colormap->Fade.r;
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mFadeGreen = base_colormap->Fade.g;
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mFadeBlue = base_colormap->Fade.b;
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mFadeAlpha = base_colormap->Fade.a;
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mDesaturate = MIN(abs(base_colormap->Desaturate), 255) * 255 / 256;
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mSimpleShade = (base_colormap->Color.d == 0x00ffffff && base_colormap->Fade.d == 0x00000000 && base_colormap->Desaturate == 0);
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mColormaps = base_colormap->Maps;
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}
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void PolyDrawArgs::SetColor(uint32_t bgra, uint8_t palindex)
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{
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if (PolyRenderer::Instance()->RenderTarget->IsBgra())
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{
|
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mColor = bgra;
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}
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else
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{
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mColor = palindex;
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}
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}
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void PolyDrawArgs::DrawArray(const TriVertex *vertices, int vcount, PolyDrawMode mode)
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{
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mVertices = vertices;
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mVertexCount = vcount;
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mDrawMode = mode;
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PolyRenderer::Instance()->DrawQueue->Push<DrawPolyTrianglesCommand>(*this, PolyTriangleDrawer::is_mirror());
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}
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@ -27,43 +27,123 @@
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#include "screen_triangle.h"
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class FTexture;
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struct TriMatrix;
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enum class TriangleDrawMode
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enum class PolyDrawMode
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{
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Normal,
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Fan,
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Strip
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Triangles,
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TriangleFan,
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TriangleStrip
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};
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struct TriDrawTriangleArgs;
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struct TriMatrix;
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class PolyClipPlane
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{
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public:
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PolyClipPlane() : A(0.0f), B(0.0f), C(0.0f), D(1.0f) { }
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PolyClipPlane(float a, float b, float c, float d) : A(a), B(b), C(c), D(d) { }
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float A, B, C, D;
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};
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class PolyDrawArgs
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{
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public:
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TriUniforms uniforms;
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const TriMatrix *objectToClip = nullptr;
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const TriVertex *vinput = nullptr;
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int vcount = 0;
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TriangleDrawMode mode = TriangleDrawMode::Normal;
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bool ccw = false;
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// bool stencilTest = true; // Always true for now
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bool subsectorTest = false;
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bool writeStencil = true;
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bool writeColor = true;
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bool writeSubsector = true;
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const uint8_t *texturePixels = nullptr;
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int textureWidth = 0;
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int textureHeight = 0;
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const uint8_t *translation = nullptr;
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uint8_t stenciltestvalue = 0;
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uint8_t stencilwritevalue = 0;
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const uint8_t *colormaps = nullptr;
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float clipPlane[4];
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TriBlendMode blendmode = TriBlendMode::Copy;
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void SetClipPlane(float a, float b, float c, float d);
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void SetClipPlane(const PolyClipPlane &plane);
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void SetTexture(FTexture *texture);
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void SetTexture(FTexture *texture, uint32_t translationID, bool forcePal = false);
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void SetColormap(FSWColormap *base_colormap);
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void SetLight(FSWColormap *basecolormap, uint32_t lightlevel, double globVis, bool fixed);
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void SetSubsectorDepth(uint32_t subsectorDepth) { mSubsectorDepth = subsectorDepth; }
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void SetSubsectorDepthTest(bool enable) { mSubsectorTest = enable; }
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void SetStencilTestValue(uint8_t stencilTestValue) { mStencilTestValue = stencilTestValue; }
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void SetWriteColor(bool enable) { mWriteColor = enable; }
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void SetWriteStencil(bool enable, uint8_t stencilWriteValue = 0) { mWriteStencil = enable; mStencilWriteValue = stencilWriteValue; }
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void SetWriteSubsectorDepth(bool enable) { mWriteSubsector = enable; }
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void SetFaceCullCCW(bool counterclockwise) { mFaceCullCCW = counterclockwise; }
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void SetStyle(TriBlendMode blendmode, double srcalpha = 1.0, double destalpha = 1.0) { mBlendMode = blendmode; mSrcAlpha = (uint32_t)(srcalpha * 256.0 + 0.5); mDestAlpha = (uint32_t)(destalpha * 256.0 + 0.5); }
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void SetTransform(const TriMatrix *objectToClip) { mObjectToClip = objectToClip; }
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void SetColor(uint32_t bgra, uint8_t palindex);
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void DrawArray(const TriVertex *vertices, int vcount, PolyDrawMode mode = PolyDrawMode::Triangles);
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const TriMatrix *ObjectToClip() const { return mObjectToClip; }
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const float *ClipPlane() const { return mClipPlane; }
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const TriVertex *Vertices() const { return mVertices; }
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int VertexCount() const { return mVertexCount; }
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PolyDrawMode DrawMode() const { return mDrawMode; }
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bool FaceCullCCW() const { return mFaceCullCCW; }
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bool WriteColor() const { return mWriteColor; }
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const uint8_t *TexturePixels() const { return mTexturePixels; }
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int TextureWidth() const { return mTextureWidth; }
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int TextureHeight() const { return mTextureHeight; }
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const uint8_t *Translation() const { return mTranslation; }
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bool WriteStencil() const { return mWriteStencil; }
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uint8_t StencilTestValue() const { return mStencilTestValue; }
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uint8_t StencilWriteValue() const { return mStencilWriteValue; }
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bool SubsectorTest() const { return mSubsectorTest; }
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bool WriteSubsector() const { return mWriteSubsector; }
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uint32_t SubsectorDepth() const { return mSubsectorDepth; }
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TriBlendMode BlendMode() const { return mBlendMode; }
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uint32_t Color() const { return mColor; }
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uint32_t SrcAlpha() const { return mSrcAlpha; }
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uint32_t DestAlpha() const { return mDestAlpha; }
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float GlobVis() const { return mGlobVis; }
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uint32_t Light() const { return mLight; }
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const uint8_t *BaseColormap() const { return mColormaps; }
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uint16_t ShadeLightAlpha() const { return mLightAlpha; }
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uint16_t ShadeLightRed() const { return mLightRed; }
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uint16_t ShadeLightGreen() const { return mLightGreen; }
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uint16_t ShadeLightBlue() const { return mLightBlue; }
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uint16_t ShadeFadeAlpha() const { return mFadeAlpha; }
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uint16_t ShadeFadeRed() const { return mFadeRed; }
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uint16_t ShadeFadeGreen() const { return mFadeGreen; }
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uint16_t ShadeFadeBlue() const { return mFadeBlue; }
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uint16_t ShadeDesaturate() const { return mDesaturate; }
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|
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bool SimpleShade() const { return mSimpleShade; }
|
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bool NearestFilter() const { return mNearestFilter; }
|
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bool FixedLight() const { return mFixedLight; }
|
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|
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private:
|
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const TriMatrix *mObjectToClip = nullptr;
|
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const TriVertex *mVertices = nullptr;
|
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int mVertexCount = 0;
|
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PolyDrawMode mDrawMode = PolyDrawMode::Triangles;
|
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bool mFaceCullCCW = false;
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bool mSubsectorTest = false;
|
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bool mWriteStencil = true;
|
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bool mWriteColor = true;
|
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bool mWriteSubsector = true;
|
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const uint8_t *mTexturePixels = nullptr;
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int mTextureWidth = 0;
|
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int mTextureHeight = 0;
|
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const uint8_t *mTranslation = nullptr;
|
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uint8_t mStencilTestValue = 0;
|
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uint8_t mStencilWriteValue = 0;
|
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const uint8_t *mColormaps = nullptr;
|
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float mClipPlane[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
|
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TriBlendMode mBlendMode = TriBlendMode::Copy;
|
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uint32_t mLight = 0;
|
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uint32_t mSubsectorDepth = 0;
|
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uint32_t mColor = 0;
|
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uint32_t mSrcAlpha = 0;
|
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uint32_t mDestAlpha = 0;
|
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uint16_t mLightAlpha = 0;
|
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uint16_t mLightRed = 0;
|
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uint16_t mLightGreen = 0;
|
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uint16_t mLightBlue = 0;
|
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uint16_t mFadeAlpha = 0;
|
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uint16_t mFadeRed = 0;
|
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uint16_t mFadeGreen = 0;
|
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uint16_t mFadeBlue = 0;
|
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uint16_t mDesaturate = 0;
|
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float mGlobVis = 0.0f;
|
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bool mSimpleShade = true;
|
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bool mNearestFilter = true;
|
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bool mFixedLight = false;
|
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};
|
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|
|
|
@ -32,12 +32,11 @@ public:
|
|||
{
|
||||
using namespace TriScreenDrawerModes;
|
||||
|
||||
auto flags = args->uniforms->flags;
|
||||
bool is_simple_shade = (flags & TriUniforms::simple_shade) == TriUniforms::simple_shade;
|
||||
bool is_simple_shade = args->uniforms->SimpleShade();
|
||||
|
||||
if (SamplerT::Mode == (int)Samplers::Texture)
|
||||
{
|
||||
bool is_nearest_filter = (flags & TriUniforms::nearest_filter) == TriUniforms::nearest_filter;
|
||||
bool is_nearest_filter = args->uniforms->NearestFilter();
|
||||
|
||||
if (is_simple_shade)
|
||||
{
|
||||
|
@ -79,11 +78,10 @@ public:
|
|||
int startX = thread->StartX;
|
||||
int startY = thread->StartY;
|
||||
|
||||
auto flags = args->uniforms->flags;
|
||||
bool is_fixed_light = (flags & TriUniforms::fixed_light) == TriUniforms::fixed_light;
|
||||
bool is_fixed_light = args->uniforms->FixedLight();
|
||||
uint32_t lightmask = is_fixed_light ? 0 : 0xffffffff;
|
||||
uint32_t srcalpha = args->uniforms->srcalpha;
|
||||
uint32_t destalpha = args->uniforms->destalpha;
|
||||
uint32_t srcalpha = args->uniforms->SrcAlpha();
|
||||
uint32_t destalpha = args->uniforms->DestAlpha();
|
||||
|
||||
// Calculate gradients
|
||||
const TriVertex &v1 = *args->v1;
|
||||
|
@ -107,16 +105,17 @@ public:
|
|||
int pitch = args->pitch;
|
||||
|
||||
// Light
|
||||
uint32_t light = args->uniforms->light;
|
||||
float shade = (64.0f - (light * 255 / 256 + 12.0f) * 32.0f / 128.0f) / 32.0f;
|
||||
float globVis = args->uniforms->globvis * (1.0f / 32.0f);
|
||||
uint32_t light = args->uniforms->Light();
|
||||
float shade = 2.0f - (light + 12.0f) / 128.0f;
|
||||
float globVis = args->uniforms->GlobVis() * (1.0f / 32.0f);
|
||||
light += (light >> 7); // 255 -> 256
|
||||
|
||||
// Sampling stuff
|
||||
uint32_t color = args->uniforms->color;
|
||||
const uint32_t * RESTRICT translation = (const uint32_t *)args->translation;
|
||||
const uint32_t * RESTRICT texPixels = (const uint32_t *)args->texturePixels;
|
||||
uint32_t texWidth = args->textureWidth;
|
||||
uint32_t texHeight = args->textureHeight;
|
||||
uint32_t color = args->uniforms->Color();
|
||||
const uint32_t * RESTRICT translation = (const uint32_t *)args->uniforms->Translation();
|
||||
const uint32_t * RESTRICT texPixels = (const uint32_t *)args->uniforms->TexturePixels();
|
||||
uint32_t texWidth = args->uniforms->TextureWidth();
|
||||
uint32_t texHeight = args->uniforms->TextureHeight();
|
||||
uint32_t oneU, oneV;
|
||||
if (SamplerT::Mode != (int)Samplers::Fill)
|
||||
{
|
||||
|
@ -134,10 +133,10 @@ public:
|
|||
int desaturate;
|
||||
if (ShadeModeT::Mode == (int)ShadeMode::Advanced)
|
||||
{
|
||||
inv_desaturate = _mm_setr_epi16(256, 256 - args->uniforms->desaturate, 256 - args->uniforms->desaturate, 256 - args->uniforms->desaturate, 256, 256 - args->uniforms->desaturate, 256 - args->uniforms->desaturate, 256 - args->uniforms->desaturate);
|
||||
shade_fade = _mm_set_epi16(args->uniforms->fade_alpha, args->uniforms->fade_red, args->uniforms->fade_green, args->uniforms->fade_blue, args->uniforms->fade_alpha, args->uniforms->fade_red, args->uniforms->fade_green, args->uniforms->fade_blue);
|
||||
shade_light = _mm_set_epi16(args->uniforms->light_alpha, args->uniforms->light_red, args->uniforms->light_green, args->uniforms->light_blue, args->uniforms->light_alpha, args->uniforms->light_red, args->uniforms->light_green, args->uniforms->light_blue);
|
||||
desaturate = args->uniforms->desaturate;
|
||||
inv_desaturate = _mm_setr_epi16(256, 256 - args->uniforms->ShadeDesaturate(), 256 - args->uniforms->ShadeDesaturate(), 256 - args->uniforms->ShadeDesaturate(), 256, 256 - args->uniforms->ShadeDesaturate(), 256 - args->uniforms->ShadeDesaturate(), 256 - args->uniforms->ShadeDesaturate());
|
||||
shade_fade = _mm_set_epi16(args->uniforms->ShadeFadeAlpha(), args->uniforms->ShadeFadeRed(), args->uniforms->ShadeFadeGreen(), args->uniforms->ShadeFadeBlue(), args->uniforms->ShadeFadeAlpha(), args->uniforms->ShadeFadeRed(), args->uniforms->ShadeFadeGreen(), args->uniforms->ShadeFadeBlue());
|
||||
shade_light = _mm_set_epi16(args->uniforms->ShadeLightAlpha(), args->uniforms->ShadeLightRed(), args->uniforms->ShadeLightGreen(), args->uniforms->ShadeLightBlue(), args->uniforms->ShadeLightAlpha(), args->uniforms->ShadeLightRed(), args->uniforms->ShadeLightGreen(), args->uniforms->ShadeLightBlue());
|
||||
desaturate = args->uniforms->ShadeDesaturate();
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -39,12 +39,11 @@ public:
|
|||
int startX = thread->StartX;
|
||||
int startY = thread->StartY;
|
||||
|
||||
auto flags = args->uniforms->flags;
|
||||
bool is_fixed_light = (flags & TriUniforms::fixed_light) == TriUniforms::fixed_light;
|
||||
bool is_fixed_light = args->uniforms->FixedLight();
|
||||
uint32_t lightmask = is_fixed_light ? 0 : 0xffffffff;
|
||||
auto colormaps = args->colormaps;
|
||||
uint32_t srcalpha = args->uniforms->srcalpha;
|
||||
uint32_t destalpha = args->uniforms->destalpha;
|
||||
auto colormaps = args->uniforms->BaseColormap();
|
||||
uint32_t srcalpha = args->uniforms->SrcAlpha();
|
||||
uint32_t destalpha = args->uniforms->DestAlpha();
|
||||
|
||||
// Calculate gradients
|
||||
const TriVertex &v1 = *args->v1;
|
||||
|
@ -68,16 +67,17 @@ public:
|
|||
int pitch = args->pitch;
|
||||
|
||||
// Light
|
||||
uint32_t light = args->uniforms->light;
|
||||
float shade = (64.0f - (light * 255 / 256 + 12.0f) * 32.0f / 128.0f) / 32.0f;
|
||||
float globVis = args->uniforms->globvis * (1.0f / 32.0f);
|
||||
uint32_t light = args->uniforms->Light();
|
||||
float shade = 2.0f - (light + 12.0f) / 128.0f;
|
||||
float globVis = args->uniforms->GlobVis() * (1.0f / 32.0f);
|
||||
light += light >> 7; // 255 -> 256
|
||||
|
||||
// Sampling stuff
|
||||
uint32_t color = args->uniforms->color;
|
||||
const uint8_t * RESTRICT translation = args->translation;
|
||||
const uint8_t * RESTRICT texPixels = args->texturePixels;
|
||||
uint32_t texWidth = args->textureWidth;
|
||||
uint32_t texHeight = args->textureHeight;
|
||||
uint32_t color = args->uniforms->Color();
|
||||
const uint8_t * RESTRICT translation = args->uniforms->Translation();
|
||||
const uint8_t * RESTRICT texPixels = args->uniforms->TexturePixels();
|
||||
uint32_t texWidth = args->uniforms->TextureWidth();
|
||||
uint32_t texHeight = args->uniforms->TextureHeight();
|
||||
|
||||
for (int i = 0; i < numSpans; i++)
|
||||
{
|
||||
|
|
|
@ -80,35 +80,35 @@ void PolyTriangleDrawer::toggle_mirror()
|
|||
mirror = !mirror;
|
||||
}
|
||||
|
||||
void PolyTriangleDrawer::draw(const PolyDrawArgs &args)
|
||||
bool PolyTriangleDrawer::is_mirror()
|
||||
{
|
||||
PolyRenderer::Instance()->DrawQueue->Push<DrawPolyTrianglesCommand>(args, mirror);
|
||||
return mirror;
|
||||
}
|
||||
|
||||
void PolyTriangleDrawer::draw_arrays(const PolyDrawArgs &drawargs, WorkerThreadData *thread)
|
||||
{
|
||||
if (drawargs.vcount < 3)
|
||||
if (drawargs.VertexCount() < 3)
|
||||
return;
|
||||
|
||||
PolyDrawFuncPtr drawfuncs[4];
|
||||
int num_drawfuncs = 0;
|
||||
|
||||
drawfuncs[num_drawfuncs++] = drawargs.subsectorTest ? &ScreenTriangle::SetupSubsector : &ScreenTriangle::SetupNormal;
|
||||
drawfuncs[num_drawfuncs++] = drawargs.SubsectorTest() ? &ScreenTriangle::SetupSubsector : &ScreenTriangle::SetupNormal;
|
||||
|
||||
if (!r_debug_trisetup) // For profiling how much time is spent in setup vs drawal
|
||||
{
|
||||
int bmode = (int)drawargs.blendmode;
|
||||
int bmode = (int)drawargs.BlendMode();
|
||||
|
||||
if (drawargs.writeColor && drawargs.texturePixels)
|
||||
if (drawargs.WriteColor() && drawargs.TexturePixels())
|
||||
drawfuncs[num_drawfuncs++] = dest_bgra ? ScreenTriangle::TriDraw32[bmode] : ScreenTriangle::TriDraw8[bmode];
|
||||
else if (drawargs.writeColor)
|
||||
else if (drawargs.WriteColor())
|
||||
drawfuncs[num_drawfuncs++] = dest_bgra ? ScreenTriangle::TriFill32[bmode] : ScreenTriangle::TriFill8[bmode];
|
||||
}
|
||||
|
||||
if (drawargs.writeStencil)
|
||||
if (drawargs.WriteStencil())
|
||||
drawfuncs[num_drawfuncs++] = &ScreenTriangle::StencilWrite;
|
||||
|
||||
if (drawargs.writeSubsector)
|
||||
if (drawargs.WriteSubsector())
|
||||
drawfuncs[num_drawfuncs++] = &ScreenTriangle::SubsectorWrite;
|
||||
|
||||
TriDrawTriangleArgs args;
|
||||
|
@ -118,53 +118,44 @@ void PolyTriangleDrawer::draw_arrays(const PolyDrawArgs &drawargs, WorkerThreadD
|
|||
args.clipright = dest_width;
|
||||
args.cliptop = 0;
|
||||
args.clipbottom = dest_height;
|
||||
args.texturePixels = drawargs.texturePixels;
|
||||
args.textureWidth = drawargs.textureWidth;
|
||||
args.textureHeight = drawargs.textureHeight;
|
||||
args.translation = drawargs.translation;
|
||||
args.uniforms = &drawargs.uniforms;
|
||||
args.stencilTestValue = drawargs.stenciltestvalue;
|
||||
args.stencilWriteValue = drawargs.stencilwritevalue;
|
||||
args.uniforms = &drawargs;
|
||||
args.stencilPitch = PolyStencilBuffer::Instance()->BlockWidth();
|
||||
args.stencilValues = PolyStencilBuffer::Instance()->Values();
|
||||
args.stencilMasks = PolyStencilBuffer::Instance()->Masks();
|
||||
args.subsectorGBuffer = PolySubsectorGBuffer::Instance()->Values();
|
||||
args.colormaps = drawargs.colormaps;
|
||||
args.RGB256k = RGB256k.All;
|
||||
args.BaseColors = (const uint8_t *)GPalette.BaseColors;
|
||||
|
||||
bool ccw = drawargs.ccw;
|
||||
const TriVertex *vinput = drawargs.vinput;
|
||||
int vcount = drawargs.vcount;
|
||||
bool ccw = drawargs.FaceCullCCW();
|
||||
const TriVertex *vinput = drawargs.Vertices();
|
||||
int vcount = drawargs.VertexCount();
|
||||
|
||||
ShadedTriVertex vert[3];
|
||||
if (drawargs.mode == TriangleDrawMode::Normal)
|
||||
if (drawargs.DrawMode() == PolyDrawMode::Triangles)
|
||||
{
|
||||
for (int i = 0; i < vcount / 3; i++)
|
||||
{
|
||||
for (int j = 0; j < 3; j++)
|
||||
vert[j] = shade_vertex(*drawargs.objectToClip, drawargs.clipPlane, *(vinput++));
|
||||
vert[j] = shade_vertex(*drawargs.ObjectToClip(), drawargs.ClipPlane(), *(vinput++));
|
||||
draw_shaded_triangle(vert, ccw, &args, thread, drawfuncs, num_drawfuncs);
|
||||
}
|
||||
}
|
||||
else if (drawargs.mode == TriangleDrawMode::Fan)
|
||||
else if (drawargs.DrawMode() == PolyDrawMode::TriangleFan)
|
||||
{
|
||||
vert[0] = shade_vertex(*drawargs.objectToClip, drawargs.clipPlane, *(vinput++));
|
||||
vert[1] = shade_vertex(*drawargs.objectToClip, drawargs.clipPlane, *(vinput++));
|
||||
vert[0] = shade_vertex(*drawargs.ObjectToClip(), drawargs.ClipPlane(), *(vinput++));
|
||||
vert[1] = shade_vertex(*drawargs.ObjectToClip(), drawargs.ClipPlane(), *(vinput++));
|
||||
for (int i = 2; i < vcount; i++)
|
||||
{
|
||||
vert[2] = shade_vertex(*drawargs.objectToClip, drawargs.clipPlane, *(vinput++));
|
||||
vert[2] = shade_vertex(*drawargs.ObjectToClip(), drawargs.ClipPlane(), *(vinput++));
|
||||
draw_shaded_triangle(vert, ccw, &args, thread, drawfuncs, num_drawfuncs);
|
||||
vert[1] = vert[2];
|
||||
}
|
||||
}
|
||||
else // TriangleDrawMode::Strip
|
||||
else // TriangleDrawMode::TriangleStrip
|
||||
{
|
||||
vert[0] = shade_vertex(*drawargs.objectToClip, drawargs.clipPlane, *(vinput++));
|
||||
vert[1] = shade_vertex(*drawargs.objectToClip, drawargs.clipPlane, *(vinput++));
|
||||
vert[0] = shade_vertex(*drawargs.ObjectToClip(), drawargs.ClipPlane(), *(vinput++));
|
||||
vert[1] = shade_vertex(*drawargs.ObjectToClip(), drawargs.ClipPlane(), *(vinput++));
|
||||
for (int i = 2; i < vcount; i++)
|
||||
{
|
||||
vert[2] = shade_vertex(*drawargs.objectToClip, drawargs.clipPlane, *(vinput++));
|
||||
vert[2] = shade_vertex(*drawargs.ObjectToClip(), drawargs.ClipPlane(), *(vinput++));
|
||||
draw_shaded_triangle(vert, ccw, &args, thread, drawfuncs, num_drawfuncs);
|
||||
vert[0] = vert[1];
|
||||
vert[1] = vert[2];
|
||||
|
@ -448,7 +439,7 @@ DrawPolyTrianglesCommand::DrawPolyTrianglesCommand(const PolyDrawArgs &args, boo
|
|||
: args(args)
|
||||
{
|
||||
if (mirror)
|
||||
this->args.ccw = !this->args.ccw;
|
||||
this->args.SetFaceCullCCW(!this->args.FaceCullCCW());
|
||||
}
|
||||
|
||||
void DrawPolyTrianglesCommand::Execute(DrawerThread *thread)
|
||||
|
@ -461,32 +452,3 @@ void DrawPolyTrianglesCommand::Execute(DrawerThread *thread)
|
|||
|
||||
PolyTriangleDrawer::draw_arrays(args, &thread_data);
|
||||
}
|
||||
|
||||
FString DrawPolyTrianglesCommand::DebugInfo()
|
||||
{
|
||||
FString blendmodestr;
|
||||
switch (args.blendmode)
|
||||
{
|
||||
default: blendmodestr = "Unknown"; break;
|
||||
case TriBlendMode::Copy: blendmodestr = "Copy"; break;
|
||||
case TriBlendMode::AlphaBlend: blendmodestr = "AlphaBlend"; break;
|
||||
case TriBlendMode::AddSolid: blendmodestr = "AddSolid"; break;
|
||||
case TriBlendMode::Add: blendmodestr = "Add"; break;
|
||||
case TriBlendMode::Sub: blendmodestr = "Sub"; break;
|
||||
case TriBlendMode::RevSub: blendmodestr = "RevSub"; break;
|
||||
case TriBlendMode::Stencil: blendmodestr = "Stencil"; break;
|
||||
case TriBlendMode::Shaded: blendmodestr = "Shaded"; break;
|
||||
case TriBlendMode::TranslateCopy: blendmodestr = "TranslateCopy"; break;
|
||||
case TriBlendMode::TranslateAlphaBlend: blendmodestr = "TranslateAlphaBlend"; break;
|
||||
case TriBlendMode::TranslateAdd: blendmodestr = "TranslateAdd"; break;
|
||||
case TriBlendMode::TranslateSub: blendmodestr = "TranslateSub"; break;
|
||||
case TriBlendMode::TranslateRevSub: blendmodestr = "TranslateRevSub"; break;
|
||||
case TriBlendMode::AddSrcColorOneMinusSrcColor: blendmodestr = "AddSrcColorOneMinusSrcColor"; break;
|
||||
}
|
||||
|
||||
FString info;
|
||||
info.Format("DrawPolyTriangles: blend mode = %s, color = %d, light = %d, textureWidth = %d, textureHeight = %d, texture = %s, translation = %s, colormaps = %s",
|
||||
blendmodestr.GetChars(), args.uniforms.color, args.uniforms.light, args.textureWidth, args.textureHeight,
|
||||
args.texturePixels ? "ptr" : "null", args.translation ? "ptr" : "null", args.colormaps ? "ptr" : "null");
|
||||
return info;
|
||||
}
|
||||
|
|
|
@ -40,8 +40,8 @@ class PolyTriangleDrawer
|
|||
{
|
||||
public:
|
||||
static void set_viewport(int x, int y, int width, int height, DCanvas *canvas);
|
||||
static void draw(const PolyDrawArgs &args);
|
||||
static void toggle_mirror();
|
||||
static bool is_mirror();
|
||||
|
||||
private:
|
||||
static ShadedTriVertex shade_vertex(const TriMatrix &objectToClip, const float *clipPlane, const TriVertex &v);
|
||||
|
@ -66,7 +66,7 @@ public:
|
|||
DrawPolyTrianglesCommand(const PolyDrawArgs &args, bool mirror);
|
||||
|
||||
void Execute(DrawerThread *thread) override;
|
||||
FString DebugInfo() override;
|
||||
FString DebugInfo() override { return "DrawPolyTriangles"; }
|
||||
|
||||
private:
|
||||
PolyDrawArgs args;
|
||||
|
|
|
@ -52,7 +52,7 @@ void ScreenTriangle::SetupNormal(const TriDrawTriangleArgs *args, WorkerThreadDa
|
|||
int stencilPitch = args->stencilPitch;
|
||||
uint8_t * RESTRICT stencilValues = args->stencilValues;
|
||||
uint32_t * RESTRICT stencilMasks = args->stencilMasks;
|
||||
uint8_t stencilTestValue = args->stencilTestValue;
|
||||
uint8_t stencilTestValue = args->uniforms->StencilTestValue();
|
||||
|
||||
TriFullSpan * RESTRICT span = thread->FullSpans;
|
||||
TriPartialBlock * RESTRICT partial = thread->PartialBlocks;
|
||||
|
@ -389,10 +389,10 @@ void ScreenTriangle::SetupSubsector(const TriDrawTriangleArgs *args, WorkerThrea
|
|||
int stencilPitch = args->stencilPitch;
|
||||
uint8_t * RESTRICT stencilValues = args->stencilValues;
|
||||
uint32_t * RESTRICT stencilMasks = args->stencilMasks;
|
||||
uint8_t stencilTestValue = args->stencilTestValue;
|
||||
uint8_t stencilTestValue = args->uniforms->StencilTestValue();
|
||||
|
||||
uint32_t * RESTRICT subsectorGBuffer = args->subsectorGBuffer;
|
||||
uint32_t subsectorDepth = args->uniforms->subsectorDepth;
|
||||
uint32_t subsectorDepth = args->uniforms->SubsectorDepth();
|
||||
int32_t pitch = args->pitch;
|
||||
|
||||
TriFullSpan * RESTRICT span = thread->FullSpans;
|
||||
|
@ -800,7 +800,7 @@ void ScreenTriangle::StencilWrite(const TriDrawTriangleArgs *args, WorkerThreadD
|
|||
{
|
||||
uint8_t * RESTRICT stencilValues = args->stencilValues;
|
||||
uint32_t * RESTRICT stencilMasks = args->stencilMasks;
|
||||
uint32_t stencilWriteValue = args->stencilWriteValue;
|
||||
uint32_t stencilWriteValue = args->uniforms->StencilWriteValue();
|
||||
uint32_t stencilPitch = args->stencilPitch;
|
||||
|
||||
int numSpans = thread->NumFullSpans;
|
||||
|
@ -869,7 +869,7 @@ void ScreenTriangle::StencilWrite(const TriDrawTriangleArgs *args, WorkerThreadD
|
|||
void ScreenTriangle::SubsectorWrite(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
|
||||
{
|
||||
uint32_t * RESTRICT subsectorGBuffer = args->subsectorGBuffer;
|
||||
uint32_t subsectorDepth = args->uniforms->subsectorDepth;
|
||||
uint32_t subsectorDepth = args->uniforms->SubsectorDepth();
|
||||
int pitch = args->pitch;
|
||||
|
||||
int numSpans = thread->NumFullSpans;
|
||||
|
|
|
@ -26,6 +26,7 @@
|
|||
#include <vector>
|
||||
|
||||
class FString;
|
||||
class PolyDrawArgs;
|
||||
|
||||
struct TriFullSpan
|
||||
{
|
||||
|
@ -67,32 +68,6 @@ struct TriVertex
|
|||
float varying[NumVarying];
|
||||
};
|
||||
|
||||
struct TriUniforms
|
||||
{
|
||||
uint32_t light;
|
||||
uint32_t subsectorDepth;
|
||||
uint32_t color;
|
||||
uint32_t srcalpha;
|
||||
uint32_t destalpha;
|
||||
uint16_t light_alpha;
|
||||
uint16_t light_red;
|
||||
uint16_t light_green;
|
||||
uint16_t light_blue;
|
||||
uint16_t fade_alpha;
|
||||
uint16_t fade_red;
|
||||
uint16_t fade_green;
|
||||
uint16_t fade_blue;
|
||||
uint16_t desaturate;
|
||||
float globvis;
|
||||
uint32_t flags;
|
||||
enum Flags
|
||||
{
|
||||
simple_shade = 1,
|
||||
nearest_filter = 2,
|
||||
fixed_light = 4
|
||||
};
|
||||
};
|
||||
|
||||
struct TriDrawTriangleArgs
|
||||
{
|
||||
uint8_t *dest;
|
||||
|
@ -104,20 +79,11 @@ struct TriDrawTriangleArgs
|
|||
int32_t clipright;
|
||||
int32_t cliptop;
|
||||
int32_t clipbottom;
|
||||
const uint8_t *texturePixels;
|
||||
uint32_t textureWidth;
|
||||
uint32_t textureHeight;
|
||||
const uint8_t *translation;
|
||||
const TriUniforms *uniforms;
|
||||
uint8_t *stencilValues;
|
||||
uint32_t *stencilMasks;
|
||||
int32_t stencilPitch;
|
||||
uint8_t stencilTestValue;
|
||||
uint8_t stencilWriteValue;
|
||||
uint32_t *subsectorGBuffer;
|
||||
const uint8_t *colormaps;
|
||||
const uint8_t *RGB256k;
|
||||
const uint8_t *BaseColors;
|
||||
const PolyDrawArgs *uniforms;
|
||||
};
|
||||
|
||||
enum class TriBlendMode
|
||||
|
|
|
@ -1,235 +0,0 @@
|
|||
/*
|
||||
** Various 3D intersection tests
|
||||
** Copyright (c) 1997-2015 The UICore Team
|
||||
**
|
||||
** 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 "poly_intersection.h"
|
||||
|
||||
IntersectionTest::Result IntersectionTest::plane_aabb(const Vec4f &plane, const AxisAlignedBoundingBox &aabb)
|
||||
{
|
||||
Vec3f center = aabb.center();
|
||||
Vec3f extents = aabb.extents();
|
||||
float e = extents.x * std::abs(plane.x) + extents.y * std::abs(plane.y) + extents.z * std::abs(plane.z);
|
||||
float s = center.x * plane.x + center.y * plane.y + center.z * plane.z + plane.w;
|
||||
if (s - e > 0)
|
||||
return inside;
|
||||
else if (s + e < 0)
|
||||
return outside;
|
||||
else
|
||||
return intersecting;
|
||||
}
|
||||
|
||||
IntersectionTest::Result IntersectionTest::plane_obb(const Vec4f &plane, const OrientedBoundingBox &obb)
|
||||
{
|
||||
Vec3f n(plane);
|
||||
float d = plane.w;
|
||||
float e = obb.extents.x * std::abs(Vec3f::dot(obb.axis_x, n)) + obb.extents.y * std::abs(Vec3f::dot(obb.axis_y, n)) + obb.extents.z * std::abs(Vec3f::dot(obb.axis_z, n));
|
||||
float s = Vec3f::dot(obb.center, n) + d;
|
||||
if (s - e > 0)
|
||||
return inside;
|
||||
else if (s + e < 0)
|
||||
return outside;
|
||||
else
|
||||
return intersecting;
|
||||
}
|
||||
|
||||
IntersectionTest::OverlapResult IntersectionTest::sphere(const Vec3f ¢er1, float radius1, const Vec3f ¢er2, float radius2)
|
||||
{
|
||||
Vec3f h = center1 - center2;
|
||||
float square_distance = Vec3f::dot(h, h);
|
||||
float radius_sum = radius1 + radius2;
|
||||
if (square_distance > radius_sum * radius_sum)
|
||||
return disjoint;
|
||||
else
|
||||
return overlap;
|
||||
}
|
||||
|
||||
IntersectionTest::OverlapResult IntersectionTest::sphere_aabb(const Vec3f ¢er, float radius, const AxisAlignedBoundingBox &aabb)
|
||||
{
|
||||
Vec3f a = aabb.aabb_min - center;
|
||||
Vec3f b = center - aabb.aabb_max;
|
||||
a.x = std::max(a.x, 0.0f);
|
||||
a.y = std::max(a.y, 0.0f);
|
||||
a.z = std::max(a.z, 0.0f);
|
||||
b.x = std::max(b.x, 0.0f);
|
||||
b.y = std::max(b.y, 0.0f);
|
||||
b.z = std::max(b.z, 0.0f);
|
||||
Vec3f e = a + b;
|
||||
float d = Vec3f::dot(e, e);
|
||||
if (d > radius * radius)
|
||||
return disjoint;
|
||||
else
|
||||
return overlap;
|
||||
}
|
||||
|
||||
IntersectionTest::OverlapResult IntersectionTest::aabb(const AxisAlignedBoundingBox &a, const AxisAlignedBoundingBox &b)
|
||||
{
|
||||
if (a.aabb_min.x > b.aabb_max.x || b.aabb_min.x > a.aabb_max.x ||
|
||||
a.aabb_min.y > b.aabb_max.y || b.aabb_min.y > a.aabb_max.y ||
|
||||
a.aabb_min.z > b.aabb_max.z || b.aabb_min.z > a.aabb_max.z)
|
||||
{
|
||||
return disjoint;
|
||||
}
|
||||
else
|
||||
{
|
||||
return overlap;
|
||||
}
|
||||
}
|
||||
|
||||
IntersectionTest::Result IntersectionTest::frustum_aabb(const FrustumPlanes &frustum, const AxisAlignedBoundingBox &box)
|
||||
{
|
||||
bool is_intersecting = false;
|
||||
for (int i = 0; i < 6; i++)
|
||||
{
|
||||
Result result = plane_aabb(frustum.planes[i], box);
|
||||
if (result == outside)
|
||||
return outside;
|
||||
else if (result == intersecting)
|
||||
is_intersecting = true;
|
||||
break;
|
||||
}
|
||||
if (is_intersecting)
|
||||
return intersecting;
|
||||
else
|
||||
return inside;
|
||||
}
|
||||
|
||||
IntersectionTest::Result IntersectionTest::frustum_obb(const FrustumPlanes &frustum, const OrientedBoundingBox &box)
|
||||
{
|
||||
bool is_intersecting = false;
|
||||
for (int i = 0; i < 6; i++)
|
||||
{
|
||||
Result result = plane_obb(frustum.planes[i], box);
|
||||
if (result == outside)
|
||||
return outside;
|
||||
else if (result == intersecting)
|
||||
is_intersecting = true;
|
||||
}
|
||||
if (is_intersecting)
|
||||
return intersecting;
|
||||
else
|
||||
return inside;
|
||||
}
|
||||
|
||||
IntersectionTest::OverlapResult IntersectionTest::ray_aabb(const Vec3f &ray_start, const Vec3f &ray_end, const AxisAlignedBoundingBox &aabb)
|
||||
{
|
||||
Vec3f c = (ray_start + ray_end) * 0.5f;
|
||||
Vec3f w = ray_end - c;
|
||||
Vec3f h = aabb.extents();
|
||||
|
||||
c -= aabb.center();
|
||||
|
||||
Vec3f v(std::abs(w.x), std::abs(w.y), std::abs(w.z));
|
||||
|
||||
if (std::abs(c.x) > v.x + h.x || std::abs(c.y) > v.y + h.y || std::abs(c.z) > v.z + h.z)
|
||||
return disjoint;
|
||||
|
||||
if (std::abs(c.y * w.z - c.z * w.y) > h.y * v.z + h.z * v.y ||
|
||||
std::abs(c.x * w.z - c.z * w.x) > h.x * v.z + h.z * v.x ||
|
||||
std::abs(c.x * w.y - c.y * w.x) > h.x * v.y + h.y * v.x)
|
||||
return disjoint;
|
||||
|
||||
return overlap;
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
FrustumPlanes::FrustumPlanes()
|
||||
{
|
||||
}
|
||||
|
||||
FrustumPlanes::FrustumPlanes(const Mat4f &world_to_projection)
|
||||
{
|
||||
planes[0] = near_frustum_plane(world_to_projection);
|
||||
planes[1] = far_frustum_plane(world_to_projection);
|
||||
planes[2] = left_frustum_plane(world_to_projection);
|
||||
planes[3] = right_frustum_plane(world_to_projection);
|
||||
planes[4] = top_frustum_plane(world_to_projection);
|
||||
planes[5] = bottom_frustum_plane(world_to_projection);
|
||||
}
|
||||
|
||||
Vec4f FrustumPlanes::left_frustum_plane(const Mat4f &m)
|
||||
{
|
||||
Vec4f plane(
|
||||
m.matrix[3 + 0 * 4] + m.matrix[0 + 0 * 4],
|
||||
m.matrix[3 + 1 * 4] + m.matrix[0 + 1 * 4],
|
||||
m.matrix[3 + 2 * 4] + m.matrix[0 + 2 * 4],
|
||||
m.matrix[3 + 3 * 4] + m.matrix[0 + 3 * 4]);
|
||||
plane /= plane.length3();
|
||||
return plane;
|
||||
}
|
||||
|
||||
Vec4f FrustumPlanes::right_frustum_plane(const Mat4f &m)
|
||||
{
|
||||
Vec4f plane(
|
||||
m.matrix[3 + 0 * 4] - m.matrix[0 + 0 * 4],
|
||||
m.matrix[3 + 1 * 4] - m.matrix[0 + 1 * 4],
|
||||
m.matrix[3 + 2 * 4] - m.matrix[0 + 2 * 4],
|
||||
m.matrix[3 + 3 * 4] - m.matrix[0 + 3 * 4]);
|
||||
plane /= plane.length3();
|
||||
return plane;
|
||||
}
|
||||
|
||||
Vec4f FrustumPlanes::top_frustum_plane(const Mat4f &m)
|
||||
{
|
||||
Vec4f plane(
|
||||
m.matrix[3 + 0 * 4] - m.matrix[1 + 0 * 4],
|
||||
m.matrix[3 + 1 * 4] - m.matrix[1 + 1 * 4],
|
||||
m.matrix[3 + 2 * 4] - m.matrix[1 + 2 * 4],
|
||||
m.matrix[3 + 3 * 4] - m.matrix[1 + 3 * 4]);
|
||||
plane /= plane.length3();
|
||||
return plane;
|
||||
}
|
||||
|
||||
Vec4f FrustumPlanes::bottom_frustum_plane(const Mat4f &m)
|
||||
{
|
||||
Vec4f plane(
|
||||
m.matrix[3 + 0 * 4] + m.matrix[1 + 0 * 4],
|
||||
m.matrix[3 + 1 * 4] + m.matrix[1 + 1 * 4],
|
||||
m.matrix[3 + 2 * 4] + m.matrix[1 + 2 * 4],
|
||||
m.matrix[3 + 3 * 4] + m.matrix[1 + 3 * 4]);
|
||||
plane /= plane.length3();
|
||||
return plane;
|
||||
}
|
||||
|
||||
Vec4f FrustumPlanes::near_frustum_plane(const Mat4f &m)
|
||||
{
|
||||
Vec4f plane(
|
||||
m.matrix[3 + 0 * 4] + m.matrix[2 + 0 * 4],
|
||||
m.matrix[3 + 1 * 4] + m.matrix[2 + 1 * 4],
|
||||
m.matrix[3 + 2 * 4] + m.matrix[2 + 2 * 4],
|
||||
m.matrix[3 + 3 * 4] + m.matrix[2 + 3 * 4]);
|
||||
plane /= plane.length3();
|
||||
return plane;
|
||||
}
|
||||
|
||||
Vec4f FrustumPlanes::far_frustum_plane(const Mat4f &m)
|
||||
{
|
||||
Vec4f plane(
|
||||
m.matrix[3 + 0 * 4] - m.matrix[2 + 0 * 4],
|
||||
m.matrix[3 + 1 * 4] - m.matrix[2 + 1 * 4],
|
||||
m.matrix[3 + 2 * 4] - m.matrix[2 + 2 * 4],
|
||||
m.matrix[3 + 3 * 4] - m.matrix[2 + 3 * 4]);
|
||||
plane /= plane.length3();
|
||||
return plane;
|
||||
}
|
|
@ -1,179 +0,0 @@
|
|||
/*
|
||||
** Various 3D intersection tests
|
||||
** Copyright (c) 1997-2015 The UICore Team
|
||||
**
|
||||
** 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 "polyrenderer/drawers/poly_triangle.h"
|
||||
#include <algorithm>
|
||||
#include <cmath>
|
||||
|
||||
class Vec3f;
|
||||
|
||||
class Vec4f
|
||||
{
|
||||
public:
|
||||
Vec4f() = default;
|
||||
Vec4f(const Vec4f &) = default;
|
||||
Vec4f(float x, float y, float z, float w) : x(x), y(y), z(z), w(w) { }
|
||||
Vec4f(float v) : x(v), y(v), z(v), w(v) { }
|
||||
Vec4f(const Vec3f &xyz, float w);
|
||||
|
||||
static float dot(const Vec4f &a, const Vec4f &b) { return a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w; }
|
||||
static float dot3(const Vec4f &a, const Vec4f &b) { return a.x * b.x + a.y * b.y + a.z * b.z; }
|
||||
float length3() const { return std::sqrt(dot3(*this, *this)); }
|
||||
float magnitude() const { return std::sqrt(dot(*this, *this)); }
|
||||
|
||||
Vec4f &operator+=(const Vec4f &b) { *this = Vec4f(x + b.x, y + b.y, z + b.z, w + b.w); return *this; }
|
||||
Vec4f &operator-=(const Vec4f &b) { *this = Vec4f(x - b.x, y - b.y, z - b.z, w - b.w); return *this; }
|
||||
Vec4f &operator*=(const Vec4f &b) { *this = Vec4f(x * b.x, y * b.y, z * b.z, w * b.w); return *this; }
|
||||
Vec4f &operator/=(const Vec4f &b) { *this = Vec4f(x / b.x, y / b.y, z / b.z, w / b.w); return *this; }
|
||||
Vec4f &operator+=(float b) { *this = Vec4f(x + b, y + b, z + b, w + b); return *this; }
|
||||
Vec4f &operator-=(float b) { *this = Vec4f(x - b, y - b, z - b, w - b); return *this; }
|
||||
Vec4f &operator*=(float b) { *this = Vec4f(x * b, y * b, z * b, w * b); return *this; }
|
||||
Vec4f &operator/=(float b) { *this = Vec4f(x / b, y / b, z / b, w / b); return *this; }
|
||||
|
||||
float x, y, z, w;
|
||||
};
|
||||
|
||||
inline bool operator==(const Vec4f &a, const Vec4f &b) { return a.x == b.x && a.y == b.y && a.z == b.z && a.w == b.w; }
|
||||
inline bool operator!=(const Vec4f &a, const Vec4f &b) { return a.x != b.x || a.y != b.y || a.z != b.z || a.w == b.w; }
|
||||
|
||||
class Vec3f
|
||||
{
|
||||
public:
|
||||
Vec3f() = default;
|
||||
Vec3f(const Vec3f &) = default;
|
||||
Vec3f(const Vec4f &v) : x(v.x), y(v.y), z(v.z) { }
|
||||
Vec3f(float x, float y, float z) : x(x), y(y), z(z) { }
|
||||
Vec3f(float v) : x(v), y(v), z(v) { }
|
||||
|
||||
static float dot(const Vec3f &a, const Vec3f &b) { return a.x * b.x + a.y * b.y + a.z * b.z; }
|
||||
float length() const { return std::sqrt(dot(*this, *this)); }
|
||||
|
||||
Vec3f &operator+=(const Vec3f &b) { *this = Vec3f(x + b.x, y + b.y, z + b.z); return *this; }
|
||||
Vec3f &operator-=(const Vec3f &b) { *this = Vec3f(x - b.x, y - b.y, z - b.z); return *this; }
|
||||
Vec3f &operator*=(const Vec3f &b) { *this = Vec3f(x * b.x, y * b.y, z * b.z); return *this; }
|
||||
Vec3f &operator/=(const Vec3f &b) { *this = Vec3f(x / b.x, y / b.y, z / b.z); return *this; }
|
||||
Vec3f &operator+=(float b) { *this = Vec3f(x + b, y + b, z + b); return *this; }
|
||||
Vec3f &operator-=(float b) { *this = Vec3f(x - b, y - b, z - b); return *this; }
|
||||
Vec3f &operator*=(float b) { *this = Vec3f(x * b, y * b, z * b); return *this; }
|
||||
Vec3f &operator/=(float b) { *this = Vec3f(x / b, y / b, z / b); return *this; }
|
||||
|
||||
float x, y, z;
|
||||
};
|
||||
|
||||
inline bool operator==(const Vec3f &a, const Vec3f &b) { return a.x == b.x && a.y == b.y && a.z == b.z; }
|
||||
inline bool operator!=(const Vec3f &a, const Vec3f &b) { return a.x != b.x || a.y != b.y || a.z != b.z; }
|
||||
|
||||
inline Vec3f operator+(const Vec3f &a, const Vec3f &b) { return Vec3f(a.x + b.x, a.y + b.y, a.z + b.z); }
|
||||
inline Vec3f operator-(const Vec3f &a, const Vec3f &b) { return Vec3f(a.x - b.x, a.y - b.y, a.z - b.z); }
|
||||
inline Vec3f operator*(const Vec3f &a, const Vec3f &b) { return Vec3f(a.x * b.x, a.y * b.y, a.z * b.z); }
|
||||
inline Vec3f operator/(const Vec3f &a, const Vec3f &b) { return Vec3f(a.x / b.x, a.y / b.y, a.z / b.z); }
|
||||
|
||||
inline Vec3f operator+(const Vec3f &a, float b) { return Vec3f(a.x + b, a.y + b, a.z + b); }
|
||||
inline Vec3f operator-(const Vec3f &a, float b) { return Vec3f(a.x - b, a.y - b, a.z - b); }
|
||||
inline Vec3f operator*(const Vec3f &a, float b) { return Vec3f(a.x * b, a.y * b, a.z * b); }
|
||||
inline Vec3f operator/(const Vec3f &a, float b) { return Vec3f(a.x / b, a.y / b, a.z / b); }
|
||||
|
||||
inline Vec3f operator+(float a, const Vec3f &b) { return Vec3f(a + b.x, a + b.y, a + b.z); }
|
||||
inline Vec3f operator-(float a, const Vec3f &b) { return Vec3f(a - b.x, a - b.y, a - b.z); }
|
||||
inline Vec3f operator*(float a, const Vec3f &b) { return Vec3f(a * b.x, a * b.y, a * b.z); }
|
||||
inline Vec3f operator/(float a, const Vec3f &b) { return Vec3f(a / b.x, a / b.y, a / b.z); }
|
||||
|
||||
inline Vec4f::Vec4f(const Vec3f &xyz, float w) : x(xyz.x), y(xyz.y), z(xyz.z), w(w) { }
|
||||
|
||||
typedef TriMatrix Mat4f;
|
||||
|
||||
class AxisAlignedBoundingBox
|
||||
{
|
||||
public:
|
||||
AxisAlignedBoundingBox() : aabb_min(), aabb_max() {}
|
||||
AxisAlignedBoundingBox(const Vec3f &aabb_min, const Vec3f &aabb_max) : aabb_min(aabb_min), aabb_max(aabb_max) { }
|
||||
AxisAlignedBoundingBox(const AxisAlignedBoundingBox &aabb, const Vec3f &barycentric_min, const Vec3f &barycentric_max)
|
||||
: aabb_min(mix(aabb.aabb_min, aabb.aabb_max, barycentric_min)), aabb_max(mix(aabb.aabb_min, aabb.aabb_max, barycentric_max)) { }
|
||||
|
||||
Vec3f center() const { return (aabb_max + aabb_min) * 0.5f; }
|
||||
Vec3f extents() const { return (aabb_max - aabb_min) * 0.5f; }
|
||||
|
||||
Vec3f aabb_min;
|
||||
Vec3f aabb_max;
|
||||
|
||||
private:
|
||||
template<typename A, typename B, typename C>
|
||||
inline A mix(A a, B b, C mix)
|
||||
{
|
||||
return a * (C(1) - mix) + b * mix;
|
||||
}
|
||||
};
|
||||
|
||||
class OrientedBoundingBox
|
||||
{
|
||||
public:
|
||||
Vec3f center;
|
||||
Vec3f extents;
|
||||
Vec3f axis_x;
|
||||
Vec3f axis_y;
|
||||
Vec3f axis_z;
|
||||
};
|
||||
|
||||
class FrustumPlanes
|
||||
{
|
||||
public:
|
||||
FrustumPlanes();
|
||||
explicit FrustumPlanes(const Mat4f &world_to_projection);
|
||||
|
||||
Vec4f planes[6];
|
||||
|
||||
private:
|
||||
static Vec4f left_frustum_plane(const Mat4f &matrix);
|
||||
static Vec4f right_frustum_plane(const Mat4f &matrix);
|
||||
static Vec4f top_frustum_plane(const Mat4f &matrix);
|
||||
static Vec4f bottom_frustum_plane(const Mat4f &matrix);
|
||||
static Vec4f near_frustum_plane(const Mat4f &matrix);
|
||||
static Vec4f far_frustum_plane(const Mat4f &matrix);
|
||||
};
|
||||
|
||||
class IntersectionTest
|
||||
{
|
||||
public:
|
||||
enum Result
|
||||
{
|
||||
outside,
|
||||
inside,
|
||||
intersecting,
|
||||
};
|
||||
|
||||
enum OverlapResult
|
||||
{
|
||||
disjoint,
|
||||
overlap
|
||||
};
|
||||
|
||||
static Result plane_aabb(const Vec4f &plane, const AxisAlignedBoundingBox &aabb);
|
||||
static Result plane_obb(const Vec4f &plane, const OrientedBoundingBox &obb);
|
||||
static OverlapResult sphere(const Vec3f ¢er1, float radius1, const Vec3f ¢er2, float radius2);
|
||||
static OverlapResult sphere_aabb(const Vec3f ¢er, float radius, const AxisAlignedBoundingBox &aabb);
|
||||
static OverlapResult aabb(const AxisAlignedBoundingBox &a, const AxisAlignedBoundingBox &b);
|
||||
static Result frustum_aabb(const FrustumPlanes &frustum, const AxisAlignedBoundingBox &box);
|
||||
static Result frustum_obb(const FrustumPlanes &frustum, const OrientedBoundingBox &box);
|
||||
static OverlapResult ray_aabb(const Vec3f &ray_start, const Vec3f &ray_end, const AxisAlignedBoundingBox &box);
|
||||
};
|
|
@ -3,7 +3,6 @@
|
|||
#include "drawers/poly_draw_args.cpp"
|
||||
#include "drawers/poly_triangle.cpp"
|
||||
#include "drawers/screen_triangle.cpp"
|
||||
#include "math/poly_intersection.cpp"
|
||||
#include "math/tri_matrix.cpp"
|
||||
#include "scene/poly_cull.cpp"
|
||||
#include "scene/poly_decal.cpp"
|
||||
|
|
|
@ -134,7 +134,7 @@ void PolyRenderer::RenderActorView(AActor *actor, bool dontmaplines)
|
|||
ClearBuffers();
|
||||
SetSceneViewport();
|
||||
SetupPerspectiveMatrix();
|
||||
MainPortal.SetViewpoint(WorldToClip, Vec4f(0.0f, 0.0f, 0.0f, 1.0f), GetNextStencilValue());
|
||||
MainPortal.SetViewpoint(WorldToClip, PolyClipPlane(0.0f, 0.0f, 0.0f, 1.0f), GetNextStencilValue());
|
||||
MainPortal.Render(0);
|
||||
Skydome.Render(WorldToClip);
|
||||
MainPortal.RenderTranslucent(0);
|
||||
|
|
|
@ -28,10 +28,9 @@
|
|||
#include "poly_cull.h"
|
||||
#include "polyrenderer/poly_renderer.h"
|
||||
|
||||
void PolyCull::CullScene(const TriMatrix &worldToClip, const Vec4f &portalClipPlane)
|
||||
void PolyCull::CullScene(const TriMatrix &worldToClip, const PolyClipPlane &portalClipPlane)
|
||||
{
|
||||
PvsSectors.clear();
|
||||
frustumPlanes = FrustumPlanes(worldToClip);
|
||||
PortalClipPlane = portalClipPlane;
|
||||
|
||||
// Cull front to back
|
||||
|
@ -210,20 +209,6 @@ int PolyCull::PointOnSide(const DVector2 &pos, const node_t *node)
|
|||
|
||||
bool PolyCull::CheckBBox(float *bspcoord)
|
||||
{
|
||||
#if 0 // This doesn't work because it creates gaps in the angle based clipper segment list :(
|
||||
// Start using a quick frustum AABB test:
|
||||
|
||||
AxisAlignedBoundingBox aabb(Vec3f(bspcoord[BOXLEFT], bspcoord[BOXBOTTOM], (float)PolyRenderer::Instance()->Viewpoint.Pos.Z - 1000.0f), Vec3f(bspcoord[BOXRIGHT], bspcoord[BOXTOP], (float)PolyRenderer::Instance()->Viewpoint.Pos.Z + 1000.0f));
|
||||
auto result = IntersectionTest::frustum_aabb(frustumPlanes, aabb);
|
||||
if (result == IntersectionTest::outside)
|
||||
return false;
|
||||
|
||||
// Skip if its in front of the portal:
|
||||
|
||||
if (IntersectionTest::plane_aabb(PortalClipPlane, aabb) == IntersectionTest::outside)
|
||||
return false;
|
||||
#endif
|
||||
|
||||
// Occlusion test using solid segments:
|
||||
static const uint8_t checkcoord[12][4] =
|
||||
{
|
||||
|
|
|
@ -23,13 +23,12 @@
|
|||
#pragma once
|
||||
|
||||
#include "polyrenderer/drawers/poly_triangle.h"
|
||||
#include "polyrenderer/math/poly_intersection.h"
|
||||
|
||||
class PolyCull
|
||||
{
|
||||
public:
|
||||
void ClearSolidSegments();
|
||||
void CullScene(const TriMatrix &worldToClip, const Vec4f &portalClipPlane);
|
||||
void CullScene(const TriMatrix &worldToClip, const PolyClipPlane &portalClipPlane);
|
||||
|
||||
bool GetAnglesForLine(double x1, double y1, double x2, double y2, angle_t &angle1, angle_t &angle2) const;
|
||||
void MarkSegmentCulled(angle_t angle1, angle_t angle2);
|
||||
|
@ -61,8 +60,7 @@ private:
|
|||
const int SolidCullScale = 3000;
|
||||
bool FirstSkyHeight = true;
|
||||
|
||||
FrustumPlanes frustumPlanes;
|
||||
Vec4f PortalClipPlane;
|
||||
PolyClipPlane PortalClipPlane;
|
||||
|
||||
static angle_t PointToPseudoAngle(double x, double y);
|
||||
static angle_t AngleToPseudo(angle_t ang);
|
||||
|
|
|
@ -31,7 +31,7 @@
|
|||
#include "a_sharedglobal.h"
|
||||
#include "swrenderer/scene/r_scene.h"
|
||||
|
||||
void RenderPolyDecal::RenderWallDecals(const TriMatrix &worldToClip, const Vec4f &clipPlane, const seg_t *line, uint32_t subsectorDepth, uint32_t stencilValue)
|
||||
void RenderPolyDecal::RenderWallDecals(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, const seg_t *line, uint32_t subsectorDepth, uint32_t stencilValue)
|
||||
{
|
||||
if (line->linedef == nullptr && line->sidedef == nullptr)
|
||||
return;
|
||||
|
@ -43,7 +43,7 @@ void RenderPolyDecal::RenderWallDecals(const TriMatrix &worldToClip, const Vec4f
|
|||
}
|
||||
}
|
||||
|
||||
void RenderPolyDecal::Render(const TriMatrix &worldToClip, const Vec4f &clipPlane, DBaseDecal *decal, const seg_t *line, uint32_t subsectorDepth, uint32_t stencilValue)
|
||||
void RenderPolyDecal::Render(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, DBaseDecal *decal, const seg_t *line, uint32_t subsectorDepth, uint32_t stencilValue)
|
||||
{
|
||||
if (decal->RenderFlags & RF_INVISIBLE || !viewactive || !decal->PicNum.isValid())
|
||||
return;
|
||||
|
@ -130,49 +130,21 @@ void RenderPolyDecal::Render(const TriMatrix &worldToClip, const Vec4f &clipPlan
|
|||
}
|
||||
|
||||
bool fullbrightSprite = (decal->RenderFlags & RF_FULLBRIGHT) == RF_FULLBRIGHT;
|
||||
|
||||
PolyCameraLight *cameraLight = PolyCameraLight::Instance();
|
||||
int lightlevel = fullbrightSprite ? 255 : front->lightlevel + actualextralight;
|
||||
|
||||
PolyDrawArgs args;
|
||||
args.uniforms.flags = TriUniforms::nearest_filter;
|
||||
args.SetColormap(GetColorTable(front->Colormap));
|
||||
args.SetLight(GetColorTable(front->Colormap), lightlevel, PolyRenderer::Instance()->Light.WallGlobVis(foggy), fullbrightSprite);
|
||||
args.SetTexture(tex, decal->Translation, true);
|
||||
args.uniforms.globvis = (float)PolyRenderer::Instance()->Light.WallGlobVis(foggy);
|
||||
if (fullbrightSprite || cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
|
||||
{
|
||||
args.uniforms.light = 256;
|
||||
args.uniforms.flags |= TriUniforms::fixed_light;
|
||||
}
|
||||
else
|
||||
{
|
||||
args.uniforms.light = (uint32_t)((front->lightlevel + actualextralight) / 255.0f * 256.0f);
|
||||
}
|
||||
args.uniforms.subsectorDepth = subsectorDepth;
|
||||
|
||||
if (PolyRenderer::Instance()->RenderTarget->IsBgra())
|
||||
{
|
||||
args.uniforms.color = 0xff000000 | decal->AlphaColor;
|
||||
}
|
||||
else
|
||||
{
|
||||
args.uniforms.color = ((uint32_t)decal->AlphaColor) >> 24;
|
||||
}
|
||||
|
||||
args.uniforms.srcalpha = (uint32_t)(decal->Alpha * 256.0 + 0.5);
|
||||
args.uniforms.destalpha = 256 - args.uniforms.srcalpha;
|
||||
|
||||
args.objectToClip = &worldToClip;
|
||||
args.vinput = vertices;
|
||||
args.vcount = 4;
|
||||
args.mode = TriangleDrawMode::Fan;
|
||||
args.ccw = true;
|
||||
args.stenciltestvalue = stencilValue;
|
||||
args.stencilwritevalue = stencilValue;
|
||||
//mode = R_SetPatchStyle (decal->RenderStyle, (float)decal->Alpha, decal->Translation, decal->AlphaColor);
|
||||
args.SetClipPlane(clipPlane.x, clipPlane.y, clipPlane.z, clipPlane.w);
|
||||
args.blendmode = TriBlendMode::Shaded;
|
||||
args.subsectorTest = true;
|
||||
args.writeStencil = false;
|
||||
args.writeSubsector = false;
|
||||
PolyTriangleDrawer::draw(args);
|
||||
args.SetSubsectorDepth(subsectorDepth);
|
||||
args.SetColor(0xff000000 | decal->AlphaColor, decal->AlphaColor >> 24);
|
||||
args.SetStyle(TriBlendMode::Shaded, decal->Alpha, 1.0 - decal->Alpha); // R_SetPatchStyle (decal->RenderStyle, (float)decal->Alpha, decal->Translation, decal->AlphaColor);
|
||||
args.SetTransform(&worldToClip);
|
||||
args.SetFaceCullCCW(true);
|
||||
args.SetStencilTestValue(stencilValue);
|
||||
args.SetWriteStencil(true, stencilValue);
|
||||
args.SetClipPlane(clipPlane);
|
||||
args.SetSubsectorDepthTest(true);
|
||||
args.SetWriteStencil(false);
|
||||
args.SetWriteSubsectorDepth(false);
|
||||
args.DrawArray(vertices, 4, PolyDrawMode::TriangleFan);
|
||||
}
|
||||
|
|
|
@ -24,13 +24,11 @@
|
|||
|
||||
#include "polyrenderer/drawers/poly_triangle.h"
|
||||
|
||||
class Vec4f;
|
||||
|
||||
class RenderPolyDecal
|
||||
{
|
||||
public:
|
||||
static void RenderWallDecals(const TriMatrix &worldToClip, const Vec4f &clipPlane, const seg_t *line, uint32_t subsectorDepth, uint32_t stencilValue);
|
||||
static void RenderWallDecals(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, const seg_t *line, uint32_t subsectorDepth, uint32_t stencilValue);
|
||||
|
||||
private:
|
||||
void Render(const TriMatrix &worldToClip, const Vec4f &clipPlane, DBaseDecal *decal, const seg_t *line, uint32_t subsectorDepth, uint32_t stencilValue);
|
||||
void Render(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, DBaseDecal *decal, const seg_t *line, uint32_t subsectorDepth, uint32_t stencilValue);
|
||||
};
|
||||
|
|
|
@ -25,6 +25,7 @@
|
|||
#include "doomdef.h"
|
||||
#include "sbar.h"
|
||||
#include "poly_light.h"
|
||||
#include "polyrenderer/poly_renderer.h"
|
||||
|
||||
fixed_t PolyLightVisibility::LightLevelToShade(int lightlevel, bool foggy)
|
||||
{
|
||||
|
@ -41,3 +42,8 @@ fixed_t PolyLightVisibility::LightLevelToShade(int lightlevel, bool foggy)
|
|||
return (NUMCOLORMAPS * 2 * FRACUNIT) - ((lightlevel + 12) * (FRACUNIT*NUMCOLORMAPS / 128));
|
||||
}
|
||||
}
|
||||
|
||||
double PolyLightVisibility::FocalTangent()
|
||||
{
|
||||
return PolyRenderer::Instance()->Viewwindow.FocalTangent;
|
||||
}
|
||||
|
|
|
@ -31,9 +31,9 @@ typedef swrenderer::CameraLight PolyCameraLight;
|
|||
class PolyLightVisibility
|
||||
{
|
||||
public:
|
||||
double WallGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0f : WallVisibility; }
|
||||
double SpriteGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0f : WallVisibility; }
|
||||
double ParticleGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0f : (WallVisibility * 0.5); }
|
||||
double WallGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0 : WallVisibility / FocalTangent(); }
|
||||
double SpriteGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0 : WallVisibility / FocalTangent(); }
|
||||
double ParticleGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0 : WallVisibility * 0.5 / FocalTangent(); }
|
||||
|
||||
// The vis value to pass into the GETPALOOKUP or LIGHTSCALE macros
|
||||
double WallVis(double screenZ, bool foggy) const { return WallGlobVis(foggy) / screenZ; }
|
||||
|
@ -43,6 +43,8 @@ public:
|
|||
static fixed_t LightLevelToShade(int lightlevel, bool foggy);
|
||||
|
||||
private:
|
||||
static double FocalTangent();
|
||||
|
||||
// 1706 is the value for walls on 1080p 16:9 displays.
|
||||
double WallVisibility = 1706.0;
|
||||
bool NoLightFade = false;
|
||||
|
|
|
@ -29,7 +29,7 @@
|
|||
#include "polyrenderer/poly_renderer.h"
|
||||
#include "polyrenderer/scene/poly_light.h"
|
||||
|
||||
void RenderPolyParticle::Render(const TriMatrix &worldToClip, const Vec4f &clipPlane, particle_t *particle, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue)
|
||||
void RenderPolyParticle::Render(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, particle_t *particle, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue)
|
||||
{
|
||||
DVector3 pos = particle->Pos;
|
||||
double psize = particle->size / 8.0;
|
||||
|
@ -68,51 +68,20 @@ void RenderPolyParticle::Render(const TriMatrix &worldToClip, const Vec4f &clipP
|
|||
vertices[i].varying[1] = (float)(1.0f - offsets[i].second);
|
||||
}
|
||||
|
||||
// int color = (particle->color >> 24) & 0xff; // pal index, I think
|
||||
bool fullbrightSprite = particle->bright != 0;
|
||||
PolyCameraLight *cameraLight = PolyCameraLight::Instance();
|
||||
int lightlevel = fullbrightSprite ? 255 : sub->sector->lightlevel + actualextralight;
|
||||
|
||||
PolyDrawArgs args;
|
||||
|
||||
args.uniforms.globvis = (float)PolyRenderer::Instance()->Light.ParticleGlobVis(foggy);
|
||||
|
||||
if (fullbrightSprite || cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
|
||||
{
|
||||
args.uniforms.light = 256;
|
||||
args.uniforms.flags = TriUniforms::fixed_light | TriUniforms::nearest_filter;
|
||||
}
|
||||
else
|
||||
{
|
||||
args.uniforms.light = (uint32_t)((sub->sector->lightlevel + actualextralight) / 255.0f * 256.0f);
|
||||
args.uniforms.flags = TriUniforms::nearest_filter;
|
||||
}
|
||||
args.uniforms.subsectorDepth = subsectorDepth;
|
||||
|
||||
uint32_t alpha = (uint32_t)clamp(particle->alpha * 255.0f + 0.5f, 0.0f, 255.0f);
|
||||
|
||||
if (PolyRenderer::Instance()->RenderTarget->IsBgra())
|
||||
{
|
||||
args.uniforms.color = (alpha << 24) | (particle->color & 0xffffff);
|
||||
}
|
||||
else
|
||||
{
|
||||
args.uniforms.color = ((uint32_t)particle->color) >> 24;
|
||||
args.uniforms.srcalpha = alpha;
|
||||
args.uniforms.destalpha = 255 - alpha;
|
||||
}
|
||||
|
||||
args.objectToClip = &worldToClip;
|
||||
args.vinput = vertices;
|
||||
args.vcount = 4;
|
||||
args.mode = TriangleDrawMode::Fan;
|
||||
args.ccw = true;
|
||||
args.stenciltestvalue = stencilValue;
|
||||
args.stencilwritevalue = stencilValue;
|
||||
args.SetColormap(GetColorTable(sub->sector->Colormap));
|
||||
args.SetClipPlane(clipPlane.x, clipPlane.y, clipPlane.z, clipPlane.w);
|
||||
args.subsectorTest = true;
|
||||
args.writeStencil = false;
|
||||
args.writeSubsector = false;
|
||||
args.blendmode = TriBlendMode::AlphaBlend;
|
||||
PolyTriangleDrawer::draw(args);
|
||||
args.SetLight(GetColorTable(sub->sector->Colormap), lightlevel, PolyRenderer::Instance()->Light.ParticleGlobVis(foggy), fullbrightSprite);
|
||||
args.SetSubsectorDepth(subsectorDepth);
|
||||
args.SetSubsectorDepthTest(true);
|
||||
args.SetColor(particle->color | 0xff000000, particle->color >> 24);
|
||||
args.SetStyle(TriBlendMode::AlphaBlend, particle->alpha, 1.0 - particle->alpha);
|
||||
args.SetTransform(&worldToClip);
|
||||
args.SetFaceCullCCW(true);
|
||||
args.SetStencilTestValue(stencilValue);
|
||||
args.SetWriteStencil(false);
|
||||
args.SetWriteSubsectorDepth(false);
|
||||
args.SetClipPlane(clipPlane);
|
||||
args.DrawArray(vertices, 4, PolyDrawMode::TriangleFan);
|
||||
}
|
||||
|
|
|
@ -25,10 +25,8 @@
|
|||
#include "polyrenderer/drawers/poly_triangle.h"
|
||||
#include "p_effect.h"
|
||||
|
||||
class Vec4f;
|
||||
|
||||
class RenderPolyParticle
|
||||
{
|
||||
public:
|
||||
void Render(const TriMatrix &worldToClip, const Vec4f &clipPlane, particle_t *particle, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue);
|
||||
void Render(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, particle_t *particle, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue);
|
||||
};
|
||||
|
|
|
@ -33,7 +33,7 @@
|
|||
|
||||
EXTERN_CVAR(Int, r_3dfloors)
|
||||
|
||||
void RenderPolyPlane::RenderPlanes(const TriMatrix &worldToClip, const Vec4f &clipPlane, PolyCull &cull, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, double skyCeilingHeight, double skyFloorHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> §orPortals)
|
||||
void RenderPolyPlane::RenderPlanes(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, PolyCull &cull, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, double skyCeilingHeight, double skyFloorHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> §orPortals)
|
||||
{
|
||||
RenderPolyPlane plane;
|
||||
|
||||
|
@ -91,7 +91,7 @@ void RenderPolyPlane::RenderPlanes(const TriMatrix &worldToClip, const Vec4f &cl
|
|||
plane.Render(worldToClip, clipPlane, cull, sub, subsectorDepth, stencilValue, false, skyFloorHeight, sectorPortals);
|
||||
}
|
||||
|
||||
void RenderPolyPlane::Render3DFloor(const TriMatrix &worldToClip, const Vec4f &clipPlane, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, bool ceiling, F3DFloor *fakeFloor)
|
||||
void RenderPolyPlane::Render3DFloor(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, bool ceiling, F3DFloor *fakeFloor)
|
||||
{
|
||||
FTextureID picnum = ceiling ? *fakeFloor->bottom.texture : *fakeFloor->top.texture;
|
||||
FTexture *tex = TexMan(picnum);
|
||||
|
@ -111,16 +111,7 @@ void RenderPolyPlane::Render3DFloor(const TriMatrix &worldToClip, const Vec4f &c
|
|||
|
||||
UVTransform xform(ceiling ? fakeFloor->top.model->planes[sector_t::ceiling].xform : fakeFloor->top.model->planes[sector_t::floor].xform, tex);
|
||||
|
||||
PolyDrawArgs args;
|
||||
args.uniforms.globvis = (float)PolyRenderer::Instance()->Light.WallGlobVis(foggy); // .SlopePlaneGlobVis(foggy) * 48.0f;
|
||||
args.uniforms.light = (uint32_t)(lightlevel / 255.0f * 256.0f);
|
||||
if (cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
|
||||
args.uniforms.light = 256;
|
||||
args.uniforms.flags = TriUniforms::nearest_filter;
|
||||
args.uniforms.subsectorDepth = subsectorDepth;
|
||||
|
||||
TriVertex *vertices = PolyRenderer::Instance()->FrameMemory.AllocMemory<TriVertex>(sub->numlines);
|
||||
|
||||
if (ceiling)
|
||||
{
|
||||
for (uint32_t i = 0; i < sub->numlines; i++)
|
||||
|
@ -138,21 +129,20 @@ void RenderPolyPlane::Render3DFloor(const TriMatrix &worldToClip, const Vec4f &c
|
|||
}
|
||||
}
|
||||
|
||||
args.objectToClip = &worldToClip;
|
||||
args.vinput = vertices;
|
||||
args.vcount = sub->numlines;
|
||||
args.mode = TriangleDrawMode::Fan;
|
||||
args.ccw = true;
|
||||
args.stenciltestvalue = stencilValue;
|
||||
args.stencilwritevalue = stencilValue + 1;
|
||||
PolyDrawArgs args;
|
||||
args.SetLight(GetColorTable(sub->sector->Colormap), lightlevel, PolyRenderer::Instance()->Light.WallGlobVis(foggy), false);
|
||||
args.SetSubsectorDepth(subsectorDepth);
|
||||
args.SetTransform(&worldToClip);
|
||||
args.SetStyle(TriBlendMode::Copy);
|
||||
args.SetFaceCullCCW(true);
|
||||
args.SetStencilTestValue(stencilValue);
|
||||
args.SetWriteStencil(true, stencilValue + 1);
|
||||
args.SetTexture(tex);
|
||||
args.SetColormap(GetColorTable(sub->sector->Colormap));
|
||||
args.SetClipPlane(clipPlane.x, clipPlane.y, clipPlane.z, clipPlane.w);
|
||||
args.blendmode = TriBlendMode::Copy;
|
||||
PolyTriangleDrawer::draw(args);
|
||||
args.SetClipPlane(clipPlane);
|
||||
args.DrawArray(vertices, sub->numlines, PolyDrawMode::TriangleFan);
|
||||
}
|
||||
|
||||
void RenderPolyPlane::Render(const TriMatrix &worldToClip, const Vec4f &clipPlane, PolyCull &cull, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, bool ceiling, double skyHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> §orPortals)
|
||||
void RenderPolyPlane::Render(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, PolyCull &cull, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, bool ceiling, double skyHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> §orPortals)
|
||||
{
|
||||
const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
|
||||
bool foggy = false;
|
||||
|
@ -291,16 +281,6 @@ void RenderPolyPlane::Render(const TriMatrix &worldToClip, const Vec4f &clipPlan
|
|||
|
||||
UVTransform transform(ceiling ? frontsector->planes[sector_t::ceiling].xform : frontsector->planes[sector_t::floor].xform, tex);
|
||||
|
||||
PolyCameraLight *cameraLight = PolyCameraLight::Instance();
|
||||
|
||||
PolyDrawArgs args;
|
||||
args.uniforms.globvis = (float)PolyRenderer::Instance()->Light.WallGlobVis(foggy);// ->SlopePlaneGlobVis(foggy) * 48.0f;
|
||||
args.uniforms.light = (uint32_t)(frontsector->lightlevel / 255.0f * 256.0f);
|
||||
if (cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
|
||||
args.uniforms.light = 256;
|
||||
args.uniforms.flags = TriUniforms::nearest_filter;
|
||||
args.uniforms.subsectorDepth = isSky ? RenderPolyScene::SkySubsectorDepth : subsectorDepth;
|
||||
|
||||
TriVertex *vertices = PolyRenderer::Instance()->FrameMemory.AllocMemory<TriVertex>(sub->numlines);
|
||||
|
||||
if (ceiling)
|
||||
|
@ -320,37 +300,36 @@ void RenderPolyPlane::Render(const TriMatrix &worldToClip, const Vec4f &clipPlan
|
|||
}
|
||||
}
|
||||
|
||||
args.objectToClip = &worldToClip;
|
||||
args.vinput = vertices;
|
||||
args.vcount = sub->numlines;
|
||||
args.mode = TriangleDrawMode::Fan;
|
||||
args.ccw = ccw;
|
||||
args.stenciltestvalue = stencilValue;
|
||||
args.stencilwritevalue = stencilValue + 1;
|
||||
args.SetColormap(GetColorTable(frontsector->Colormap, frontsector->SpecialColors[ceiling]));
|
||||
args.SetClipPlane(clipPlane.x, clipPlane.y, clipPlane.z, clipPlane.w);
|
||||
PolyDrawArgs args;
|
||||
args.SetLight(GetColorTable(frontsector->Colormap, frontsector->SpecialColors[ceiling]), frontsector->lightlevel, PolyRenderer::Instance()->Light.WallGlobVis(foggy), false);
|
||||
args.SetSubsectorDepth(isSky ? RenderPolyScene::SkySubsectorDepth : subsectorDepth);
|
||||
args.SetTransform(&worldToClip);
|
||||
args.SetFaceCullCCW(ccw);
|
||||
args.SetStencilTestValue(stencilValue);
|
||||
args.SetWriteStencil(true, stencilValue + 1);
|
||||
args.SetClipPlane(clipPlane);
|
||||
|
||||
if (!isSky)
|
||||
{
|
||||
args.SetTexture(tex);
|
||||
args.blendmode = TriBlendMode::Copy;
|
||||
PolyTriangleDrawer::draw(args);
|
||||
args.SetStyle(TriBlendMode::Copy);
|
||||
args.DrawArray(vertices, sub->numlines, PolyDrawMode::TriangleFan);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (portal)
|
||||
{
|
||||
args.stencilwritevalue = polyportal->StencilValue;
|
||||
polyportal->Shape.push_back({ args.vinput, args.vcount, args.ccw, subsectorDepth });
|
||||
args.SetWriteStencil(true, polyportal->StencilValue);
|
||||
polyportal->Shape.push_back({ vertices, (int)sub->numlines, ccw, subsectorDepth });
|
||||
}
|
||||
else
|
||||
{
|
||||
args.stencilwritevalue = 255;
|
||||
args.SetWriteStencil(true, 255);
|
||||
}
|
||||
|
||||
args.writeColor = false;
|
||||
args.writeSubsector = false;
|
||||
PolyTriangleDrawer::draw(args);
|
||||
args.SetWriteColor(false);
|
||||
args.SetWriteSubsectorDepth(false);
|
||||
args.DrawArray(vertices, sub->numlines, PolyDrawMode::TriangleFan);
|
||||
|
||||
for (uint32_t i = 0; i < sub->numlines; i++)
|
||||
{
|
||||
|
@ -414,13 +393,11 @@ void RenderPolyPlane::Render(const TriMatrix &worldToClip, const Vec4f &clipPlan
|
|||
wallvert[3] = PlaneVertex(line->v1, skyHeight, transform);
|
||||
}
|
||||
|
||||
args.vinput = wallvert;
|
||||
args.vcount = 4;
|
||||
PolyTriangleDrawer::draw(args);
|
||||
args.DrawArray(wallvert, 4, PolyDrawMode::TriangleFan);
|
||||
|
||||
if (portal)
|
||||
{
|
||||
polyportal->Shape.push_back({ args.vinput, args.vcount, args.ccw, subsectorDepth });
|
||||
polyportal->Shape.push_back({ wallvert, 4, ccw, subsectorDepth });
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -26,12 +26,11 @@
|
|||
|
||||
class PolyDrawSectorPortal;
|
||||
class PolyCull;
|
||||
class Vec4f;
|
||||
|
||||
class RenderPolyPlane
|
||||
{
|
||||
public:
|
||||
static void RenderPlanes(const TriMatrix &worldToClip, const Vec4f &clipPlane, PolyCull &cull, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, double skyCeilingHeight, double skyFloorHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> §orPortals);
|
||||
static void RenderPlanes(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, PolyCull &cull, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, double skyCeilingHeight, double skyFloorHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> §orPortals);
|
||||
|
||||
private:
|
||||
struct UVTransform
|
||||
|
@ -48,7 +47,7 @@ private:
|
|||
float xOffs, yOffs;
|
||||
};
|
||||
|
||||
void Render3DFloor(const TriMatrix &worldToClip, const Vec4f &clipPlane, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, bool ceiling, F3DFloor *fakefloor);
|
||||
void Render(const TriMatrix &worldToClip, const Vec4f &clipPlane, PolyCull &cull, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, bool ceiling, double skyHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> §orPortals);
|
||||
void Render3DFloor(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, bool ceiling, F3DFloor *fakefloor);
|
||||
void Render(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, PolyCull &cull, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, bool ceiling, double skyHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> §orPortals);
|
||||
TriVertex PlaneVertex(vertex_t *v1, double height, const UVTransform &transform);
|
||||
};
|
||||
|
|
|
@ -45,7 +45,7 @@ void PolyDrawSectorPortal::Render(int portalDepth)
|
|||
|
||||
const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
|
||||
|
||||
Vec4f portalPlane = Vec4f(0.0f);
|
||||
PolyClipPlane portalPlane(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
if (Portal->mType != PORTS_SKYVIEWPOINT)
|
||||
{
|
||||
float minHeight;
|
||||
|
@ -71,17 +71,11 @@ void PolyDrawSectorPortal::Render(int portalDepth)
|
|||
|
||||
if (!first && minHeight > viewpoint.Pos.Z)
|
||||
{
|
||||
portalPlane.x = 0.0f;
|
||||
portalPlane.y = 0.0f;
|
||||
portalPlane.z = 1.0f;
|
||||
portalPlane.w = -minHeight;
|
||||
portalPlane = PolyClipPlane(0.0f, 0.0f, 1.0f, -minHeight);
|
||||
}
|
||||
else if (!first && maxHeight < viewpoint.Pos.Z)
|
||||
{
|
||||
portalPlane.x = 0.0f;
|
||||
portalPlane.y = 0.0f;
|
||||
portalPlane.z = -1.0f;
|
||||
portalPlane.w = maxHeight;
|
||||
portalPlane = PolyClipPlane(0.0f, 0.0f, -1.0f, maxHeight);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -223,7 +217,7 @@ void PolyDrawLinePortal::Render(int portalDepth)
|
|||
DVector2 planeNormal = (clipLine->v2->fPos() - clipLine->v1->fPos()).Rotated90CW();
|
||||
planeNormal.MakeUnit();
|
||||
double planeD = -(planeNormal | (planePos + planeNormal * 0.001));
|
||||
Vec4f portalPlane((float)planeNormal.X, (float)planeNormal.Y, 0.0f, (float)planeD);
|
||||
PolyClipPlane portalPlane((float)planeNormal.X, (float)planeNormal.Y, (float)0.0f, (float)planeD);
|
||||
|
||||
RenderPortal.SetViewpoint(worldToClip, portalPlane, StencilValue);
|
||||
RenderPortal.SetPortalSegments(Segments);
|
||||
|
|
|
@ -43,7 +43,7 @@ RenderPolyScene::~RenderPolyScene()
|
|||
{
|
||||
}
|
||||
|
||||
void RenderPolyScene::SetViewpoint(const TriMatrix &worldToClip, const Vec4f &portalPlane, uint32_t stencilValue)
|
||||
void RenderPolyScene::SetViewpoint(const TriMatrix &worldToClip, const PolyClipPlane &portalPlane, uint32_t stencilValue)
|
||||
{
|
||||
WorldToClip = worldToClip;
|
||||
StencilValue = stencilValue;
|
||||
|
@ -249,40 +249,33 @@ void RenderPolyScene::RenderPortals(int portalDepth)
|
|||
else // Fill with black
|
||||
{
|
||||
PolyDrawArgs args;
|
||||
args.objectToClip = &WorldToClip;
|
||||
args.mode = TriangleDrawMode::Fan;
|
||||
args.uniforms.globvis = (float)PolyRenderer::Instance()->Light.WallGlobVis(foggy);
|
||||
args.uniforms.color = 0;
|
||||
args.uniforms.light = 256;
|
||||
args.uniforms.flags = TriUniforms::fixed_light;
|
||||
args.SetClipPlane(PortalPlane.x, PortalPlane.y, PortalPlane.z, PortalPlane.w);
|
||||
args.SetTransform(&WorldToClip);
|
||||
args.SetLight(&NormalLight, 255, PolyRenderer::Instance()->Light.WallGlobVis(foggy), true);
|
||||
args.SetColor(0, 0);
|
||||
args.SetClipPlane(PortalPlane);
|
||||
args.SetStyle(TriBlendMode::Copy);
|
||||
|
||||
for (auto &portal : SectorPortals)
|
||||
{
|
||||
args.stenciltestvalue = portal->StencilValue;
|
||||
args.stencilwritevalue = portal->StencilValue + 1;
|
||||
args.SetStencilTestValue(portal->StencilValue);
|
||||
args.SetWriteStencil(true, 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;
|
||||
args.blendmode = TriBlendMode::Copy;
|
||||
PolyTriangleDrawer::draw(args);
|
||||
args.SetFaceCullCCW(verts.Ccw);
|
||||
args.SetSubsectorDepth(verts.SubsectorDepth);
|
||||
args.DrawArray(verts.Vertices, verts.Count, PolyDrawMode::TriangleFan);
|
||||
}
|
||||
}
|
||||
|
||||
for (auto &portal : LinePortals)
|
||||
{
|
||||
args.stenciltestvalue = portal->StencilValue;
|
||||
args.stencilwritevalue = portal->StencilValue + 1;
|
||||
args.SetStencilTestValue(portal->StencilValue);
|
||||
args.SetWriteStencil(true, 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;
|
||||
PolyTriangleDrawer::draw(args);
|
||||
args.SetFaceCullCCW(verts.Ccw);
|
||||
args.SetSubsectorDepth(verts.SubsectorDepth);
|
||||
args.DrawArray(verts.Vertices, verts.Count, PolyDrawMode::TriangleFan);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -298,19 +291,16 @@ void RenderPolyScene::RenderTranslucent(int portalDepth)
|
|||
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);
|
||||
args.SetTransform(&WorldToClip);
|
||||
args.SetStencilTestValue(portal->StencilValue + 1);
|
||||
args.SetWriteStencil(true, StencilValue + 1);
|
||||
args.SetClipPlane(PortalPlane);
|
||||
for (const auto &verts : portal->Shape)
|
||||
{
|
||||
args.vinput = verts.Vertices;
|
||||
args.vcount = verts.Count;
|
||||
args.ccw = verts.Ccw;
|
||||
args.uniforms.subsectorDepth = verts.SubsectorDepth;
|
||||
args.writeColor = false;
|
||||
PolyTriangleDrawer::draw(args);
|
||||
args.SetFaceCullCCW(verts.Ccw);
|
||||
args.SetSubsectorDepth(verts.SubsectorDepth);
|
||||
args.SetWriteColor(false);
|
||||
args.DrawArray(verts.Vertices, verts.Count, PolyDrawMode::TriangleFan);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -320,19 +310,16 @@ void RenderPolyScene::RenderTranslucent(int portalDepth)
|
|||
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);
|
||||
args.SetTransform(&WorldToClip);
|
||||
args.SetStencilTestValue(portal->StencilValue + 1);
|
||||
args.SetWriteStencil(true, StencilValue + 1);
|
||||
args.SetClipPlane(PortalPlane);
|
||||
for (const auto &verts : portal->Shape)
|
||||
{
|
||||
args.vinput = verts.Vertices;
|
||||
args.vcount = verts.Count;
|
||||
args.ccw = verts.Ccw;
|
||||
args.uniforms.subsectorDepth = verts.SubsectorDepth;
|
||||
args.writeColor = false;
|
||||
PolyTriangleDrawer::draw(args);
|
||||
args.SetFaceCullCCW(verts.Ccw);
|
||||
args.SetSubsectorDepth(verts.SubsectorDepth);
|
||||
args.SetWriteColor(false);
|
||||
args.DrawArray(verts.Vertices, verts.Count, PolyDrawMode::TriangleFan);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -29,7 +29,6 @@
|
|||
#include "doomdata.h"
|
||||
#include "r_utility.h"
|
||||
#include "polyrenderer/drawers/poly_triangle.h"
|
||||
#include "polyrenderer/math/poly_intersection.h"
|
||||
#include "poly_wall.h"
|
||||
#include "poly_sprite.h"
|
||||
#include "poly_wallsprite.h"
|
||||
|
@ -74,7 +73,7 @@ class RenderPolyScene
|
|||
public:
|
||||
RenderPolyScene();
|
||||
~RenderPolyScene();
|
||||
void SetViewpoint(const TriMatrix &worldToClip, const Vec4f &portalPlane, uint32_t stencilValue);
|
||||
void SetViewpoint(const TriMatrix &worldToClip, const PolyClipPlane &portalPlane, uint32_t stencilValue);
|
||||
void SetPortalSegments(const std::vector<PolyPortalSegment> &segments);
|
||||
void Render(int portalDepth);
|
||||
void RenderTranslucent(int portalDepth);
|
||||
|
@ -91,7 +90,7 @@ private:
|
|||
void RenderSprite(AActor *thing, double sortDistance, DVector2 left, DVector2 right, double t1, double t2, void *node);
|
||||
|
||||
TriMatrix WorldToClip;
|
||||
Vec4f PortalPlane;
|
||||
PolyClipPlane PortalPlane;
|
||||
uint32_t StencilValue = 0;
|
||||
PolyCull Cull;
|
||||
uint32_t NextSubsectorDepth = 0;
|
||||
|
|
|
@ -38,7 +38,6 @@ PolySkyDome::PolySkyDome()
|
|||
void PolySkyDome::Render(const TriMatrix &worldToClip)
|
||||
{
|
||||
FTextureID sky1tex, sky2tex;
|
||||
bool foggy = false;
|
||||
if ((level.flags & LEVEL_SWAPSKIES) && !(level.flags & LEVEL_DOUBLESKY))
|
||||
sky1tex = sky2texture;
|
||||
else
|
||||
|
@ -57,15 +56,12 @@ void PolySkyDome::Render(const TriMatrix &worldToClip)
|
|||
int rc = mRows + 1;
|
||||
|
||||
PolyDrawArgs args;
|
||||
args.uniforms.globvis = (float)PolyRenderer::Instance()->Light.WallGlobVis(foggy);
|
||||
args.uniforms.light = 256;
|
||||
args.uniforms.flags = TriUniforms::nearest_filter;
|
||||
args.uniforms.subsectorDepth = RenderPolyScene::SkySubsectorDepth;
|
||||
args.objectToClip = &objectToClip;
|
||||
args.stenciltestvalue = 255;
|
||||
args.stencilwritevalue = 1;
|
||||
args.SetColormap(&NormalLight);
|
||||
args.SetClipPlane(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
args.SetLight(&NormalLight, 255, PolyRenderer::Instance()->Light.WallGlobVis(false), true);
|
||||
args.SetSubsectorDepth(RenderPolyScene::SkySubsectorDepth);
|
||||
args.SetTransform(&objectToClip);
|
||||
args.SetStencilTestValue(255);
|
||||
args.SetWriteStencil(true, 1);
|
||||
args.SetClipPlane(PolyClipPlane(0.0f, 0.0f, 0.0f, 1.0f));
|
||||
|
||||
RenderCapColorRow(args, frontskytex, 0, false);
|
||||
RenderCapColorRow(args, frontskytex, rc, true);
|
||||
|
@ -84,28 +80,21 @@ void PolySkyDome::Render(const TriMatrix &worldToClip)
|
|||
|
||||
void PolySkyDome::RenderRow(PolyDrawArgs &args, int row, uint32_t capcolor)
|
||||
{
|
||||
args.vinput = &mVertices[mPrimStart[row]];
|
||||
args.vcount = mPrimStart[row + 1] - mPrimStart[row];
|
||||
args.mode = TriangleDrawMode::Strip;
|
||||
args.ccw = false;
|
||||
args.uniforms.color = capcolor;
|
||||
args.blendmode = TriBlendMode::Skycap;
|
||||
PolyTriangleDrawer::draw(args);
|
||||
args.SetFaceCullCCW(false);
|
||||
args.SetColor(capcolor, 0);
|
||||
args.SetStyle(TriBlendMode::Skycap);
|
||||
args.DrawArray(&mVertices[mPrimStart[row]], mPrimStart[row + 1] - mPrimStart[row], PolyDrawMode::TriangleStrip);
|
||||
}
|
||||
|
||||
void PolySkyDome::RenderCapColorRow(PolyDrawArgs &args, FTexture *skytex, int row, bool bottomCap)
|
||||
{
|
||||
uint32_t solid = skytex->GetSkyCapColor(bottomCap);
|
||||
if (!PolyRenderer::Instance()->RenderTarget->IsBgra())
|
||||
solid = RGB32k.RGB[(RPART(solid) >> 3)][(GPART(solid) >> 3)][(BPART(solid) >> 3)];
|
||||
uint8_t palsolid = RGB32k.RGB[(RPART(solid) >> 3)][(GPART(solid) >> 3)][(BPART(solid) >> 3)];
|
||||
|
||||
args.vinput = &mVertices[mPrimStart[row]];
|
||||
args.vcount = mPrimStart[row + 1] - mPrimStart[row];
|
||||
args.mode = TriangleDrawMode::Fan;
|
||||
args.ccw = bottomCap;
|
||||
args.uniforms.color = solid;
|
||||
args.blendmode = TriBlendMode::Copy;
|
||||
PolyTriangleDrawer::draw(args);
|
||||
args.SetFaceCullCCW(bottomCap);
|
||||
args.SetColor(solid, palsolid);
|
||||
args.SetStyle(TriBlendMode::Copy);
|
||||
args.DrawArray(&mVertices[mPrimStart[row]], mPrimStart[row + 1] - mPrimStart[row], PolyDrawMode::TriangleFan);
|
||||
}
|
||||
|
||||
void PolySkyDome::CreateDome()
|
||||
|
|
|
@ -27,7 +27,6 @@
|
|||
#include "r_data/r_translate.h"
|
||||
#include "poly_sprite.h"
|
||||
#include "polyrenderer/poly_renderer.h"
|
||||
#include "polyrenderer/math/poly_intersection.h"
|
||||
#include "polyrenderer/scene/poly_light.h"
|
||||
|
||||
EXTERN_CVAR(Float, transsouls)
|
||||
|
@ -65,7 +64,7 @@ bool RenderPolySprite::GetLine(AActor *thing, DVector2 &left, DVector2 &right)
|
|||
return true;
|
||||
}
|
||||
|
||||
void RenderPolySprite::Render(const TriMatrix &worldToClip, const Vec4f &clipPlane, AActor *thing, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, float t1, float t2)
|
||||
void RenderPolySprite::Render(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, AActor *thing, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, float t1, float t2)
|
||||
{
|
||||
DVector2 line[2];
|
||||
if (!GetLine(thing, line[0], line[1]))
|
||||
|
@ -136,136 +135,80 @@ void RenderPolySprite::Render(const TriMatrix &worldToClip, const Vec4f &clipPla
|
|||
}
|
||||
|
||||
bool fullbrightSprite = ((thing->renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT));
|
||||
PolyCameraLight *cameraLight = PolyCameraLight::Instance();
|
||||
int lightlevel = fullbrightSprite ? 255 : thing->Sector->lightlevel + actualextralight;
|
||||
|
||||
PolyDrawArgs args;
|
||||
args.uniforms.globvis = (float)PolyRenderer::Instance()->Light.SpriteGlobVis(foggy);
|
||||
args.uniforms.flags = TriUniforms::nearest_filter;
|
||||
if (fullbrightSprite || cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
|
||||
{
|
||||
args.uniforms.light = 256;
|
||||
args.uniforms.flags |= TriUniforms::fixed_light;
|
||||
}
|
||||
else
|
||||
{
|
||||
args.uniforms.light = (uint32_t)((thing->Sector->lightlevel + actualextralight) / 255.0f * 256.0f);
|
||||
}
|
||||
args.uniforms.subsectorDepth = subsectorDepth;
|
||||
|
||||
args.objectToClip = &worldToClip;
|
||||
args.vinput = vertices;
|
||||
args.vcount = 4;
|
||||
args.mode = TriangleDrawMode::Fan;
|
||||
args.ccw = true;
|
||||
args.stenciltestvalue = stencilValue;
|
||||
args.stencilwritevalue = stencilValue;
|
||||
args.SetLight(GetColorTable(sub->sector->Colormap, sub->sector->SpecialColors[sector_t::sprites], true), lightlevel, PolyRenderer::Instance()->Light.SpriteGlobVis(foggy), fullbrightSprite);
|
||||
args.SetSubsectorDepth(subsectorDepth);
|
||||
args.SetTransform(&worldToClip);
|
||||
args.SetFaceCullCCW(true);
|
||||
args.SetStencilTestValue(stencilValue);
|
||||
args.SetWriteStencil(true, stencilValue);
|
||||
args.SetTexture(tex, thing->Translation);
|
||||
args.SetColormap(GetColorTable(sub->sector->Colormap, sub->sector->SpecialColors[sector_t::sprites], true));
|
||||
args.SetClipPlane(clipPlane.x, clipPlane.y, clipPlane.z, clipPlane.w);
|
||||
args.SetClipPlane(clipPlane);
|
||||
|
||||
TriBlendMode blendmode;
|
||||
|
||||
if (thing->RenderStyle == LegacyRenderStyles[STYLE_Normal] ||
|
||||
(r_drawfuzz == 0 && thing->RenderStyle == LegacyRenderStyles[STYLE_OptFuzzy]))
|
||||
{
|
||||
args.uniforms.destalpha = 0;
|
||||
args.uniforms.srcalpha = 256;
|
||||
blendmode = args.translation ? TriBlendMode::TranslateAdd : TriBlendMode::Add;
|
||||
args.SetStyle(args.Translation() ? TriBlendMode::TranslateAdd : TriBlendMode::Add, 1.0, 0.0);
|
||||
}
|
||||
else if (thing->RenderStyle == LegacyRenderStyles[STYLE_Add] && fullbrightSprite && thing->Alpha == 1.0 && args.translation == nullptr)
|
||||
else if (thing->RenderStyle == LegacyRenderStyles[STYLE_Add] && fullbrightSprite && thing->Alpha == 1.0 && !args.Translation())
|
||||
{
|
||||
args.uniforms.destalpha = 256;
|
||||
args.uniforms.srcalpha = 256;
|
||||
blendmode = TriBlendMode::AddSrcColorOneMinusSrcColor;
|
||||
args.SetStyle(TriBlendMode::AddSrcColorOneMinusSrcColor, 1.0, 1.0);
|
||||
}
|
||||
else if (thing->RenderStyle == LegacyRenderStyles[STYLE_Add])
|
||||
{
|
||||
args.uniforms.destalpha = (uint32_t)(1.0 * 256);
|
||||
args.uniforms.srcalpha = (uint32_t)(thing->Alpha * 256);
|
||||
blendmode = args.translation ? TriBlendMode::TranslateAdd : TriBlendMode::Add;
|
||||
args.SetStyle(args.Translation() ? TriBlendMode::TranslateAdd : TriBlendMode::Add, thing->Alpha, 1.0);
|
||||
}
|
||||
else if (thing->RenderStyle == LegacyRenderStyles[STYLE_Subtract])
|
||||
{
|
||||
args.uniforms.destalpha = (uint32_t)(1.0 * 256);
|
||||
args.uniforms.srcalpha = (uint32_t)(thing->Alpha * 256);
|
||||
blendmode = args.translation ? TriBlendMode::TranslateRevSub : TriBlendMode::RevSub;
|
||||
args.SetStyle(args.Translation() ? TriBlendMode::TranslateRevSub : TriBlendMode::RevSub, thing->Alpha, 1.0);
|
||||
}
|
||||
else if (thing->RenderStyle == LegacyRenderStyles[STYLE_SoulTrans])
|
||||
{
|
||||
args.uniforms.destalpha = (uint32_t)(256 - transsouls * 256);
|
||||
args.uniforms.srcalpha = (uint32_t)(transsouls * 256);
|
||||
blendmode = args.translation ? TriBlendMode::TranslateAdd : TriBlendMode::Add;
|
||||
args.SetStyle(args.Translation() ? TriBlendMode::TranslateAdd : TriBlendMode::Add, transsouls, 1.0 - transsouls);
|
||||
}
|
||||
else if (thing->RenderStyle == LegacyRenderStyles[STYLE_Fuzzy] ||
|
||||
(r_drawfuzz == 2 && thing->RenderStyle == LegacyRenderStyles[STYLE_OptFuzzy]))
|
||||
{ // NYI - Fuzzy - for now, just a copy of "Shadow"
|
||||
args.uniforms.destalpha = 160;
|
||||
args.uniforms.srcalpha = 0;
|
||||
blendmode = args.translation ? TriBlendMode::TranslateAdd : TriBlendMode::Add;
|
||||
args.SetStyle(args.Translation() ? TriBlendMode::TranslateAdd : TriBlendMode::Add, 0.0, 160 / 255.0);
|
||||
}
|
||||
else if (thing->RenderStyle == LegacyRenderStyles[STYLE_Shadow] ||
|
||||
(r_drawfuzz == 1 && thing->RenderStyle == LegacyRenderStyles[STYLE_OptFuzzy]))
|
||||
{
|
||||
args.uniforms.destalpha = 160;
|
||||
args.uniforms.srcalpha = 0;
|
||||
blendmode = args.translation ? TriBlendMode::TranslateAdd : TriBlendMode::Add;
|
||||
args.SetStyle(args.Translation() ? TriBlendMode::TranslateAdd : TriBlendMode::Add, 0.0, 160 / 255.0);
|
||||
}
|
||||
else if (thing->RenderStyle == LegacyRenderStyles[STYLE_TranslucentStencil])
|
||||
{
|
||||
args.uniforms.destalpha = (uint32_t)(256 - thing->Alpha * 256);
|
||||
args.uniforms.srcalpha = (uint32_t)(thing->Alpha * 256);
|
||||
args.uniforms.color = 0xff000000 | thing->fillcolor;
|
||||
blendmode = TriBlendMode::Stencil;
|
||||
args.SetColor(0xff000000 | thing->fillcolor, thing->fillcolor >> 24);
|
||||
args.SetStyle(TriBlendMode::Stencil, thing->Alpha, 1.0 - thing->Alpha);
|
||||
}
|
||||
else if (thing->RenderStyle == LegacyRenderStyles[STYLE_AddStencil])
|
||||
{
|
||||
args.uniforms.destalpha = 256;
|
||||
args.uniforms.srcalpha = (uint32_t)(thing->Alpha * 256);
|
||||
args.uniforms.color = 0xff000000 | thing->fillcolor;
|
||||
blendmode = TriBlendMode::Stencil;
|
||||
args.SetColor(0xff000000 | thing->fillcolor, thing->fillcolor >> 24);
|
||||
args.SetStyle(TriBlendMode::Stencil, thing->Alpha, 1.0 - thing->Alpha);
|
||||
}
|
||||
else if (thing->RenderStyle == LegacyRenderStyles[STYLE_Shaded])
|
||||
{
|
||||
args.uniforms.srcalpha = (uint32_t)(thing->Alpha * 256);
|
||||
args.uniforms.destalpha = 256 - args.uniforms.srcalpha;
|
||||
args.uniforms.color = 0;
|
||||
blendmode = TriBlendMode::Shaded;
|
||||
args.SetColor(0, 0);
|
||||
args.SetStyle(TriBlendMode::Shaded, thing->Alpha, 1.0 - thing->Alpha);
|
||||
args.SetTexture(tex, thing->Translation, true);
|
||||
}
|
||||
else if (thing->RenderStyle == LegacyRenderStyles[STYLE_AddShaded])
|
||||
{
|
||||
args.uniforms.destalpha = 256;
|
||||
args.uniforms.srcalpha = (uint32_t)(thing->Alpha * 256);
|
||||
args.uniforms.color = 0;
|
||||
blendmode = TriBlendMode::Shaded;
|
||||
args.SetColor(0, 0);
|
||||
args.SetStyle(TriBlendMode::Shaded, thing->Alpha, 1.0 - thing->Alpha);
|
||||
args.SetTexture(tex, thing->Translation, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
args.uniforms.destalpha = (uint32_t)(256 - thing->Alpha * 256);
|
||||
args.uniforms.srcalpha = (uint32_t)(thing->Alpha * 256);
|
||||
blendmode = args.translation ? TriBlendMode::TranslateAdd : TriBlendMode::Add;
|
||||
args.SetStyle(args.Translation() ? TriBlendMode::TranslateAdd : TriBlendMode::Add, thing->Alpha, 1.0 - thing->Alpha);
|
||||
}
|
||||
|
||||
if (blendmode == TriBlendMode::Shaded)
|
||||
{
|
||||
args.SetTexture(tex, thing->Translation, true);
|
||||
}
|
||||
|
||||
if (!PolyRenderer::Instance()->RenderTarget->IsBgra())
|
||||
{
|
||||
uint32_t r = (args.uniforms.color >> 16) & 0xff;
|
||||
uint32_t g = (args.uniforms.color >> 8) & 0xff;
|
||||
uint32_t b = args.uniforms.color & 0xff;
|
||||
args.uniforms.color = RGB32k.RGB[r >> 3][g >> 3][b >> 3];
|
||||
|
||||
if (blendmode == TriBlendMode::Sub) // Sub crashes in pal mode for some weird reason.
|
||||
blendmode = TriBlendMode::Add;
|
||||
}
|
||||
|
||||
args.subsectorTest = true;
|
||||
args.writeSubsector = false;
|
||||
args.writeStencil = false;
|
||||
args.blendmode = blendmode;
|
||||
PolyTriangleDrawer::draw(args);
|
||||
args.SetSubsectorDepthTest(true);
|
||||
args.SetWriteSubsectorDepth(false);
|
||||
args.SetWriteStencil(false);
|
||||
args.DrawArray(vertices, 4, PolyDrawMode::TriangleFan);
|
||||
}
|
||||
|
||||
bool RenderPolySprite::IsThingCulled(AActor *thing)
|
||||
|
|
|
@ -24,12 +24,10 @@
|
|||
|
||||
#include "polyrenderer/drawers/poly_triangle.h"
|
||||
|
||||
class Vec4f;
|
||||
|
||||
class RenderPolySprite
|
||||
{
|
||||
public:
|
||||
void Render(const TriMatrix &worldToClip, const Vec4f &clipPlane, AActor *thing, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, float t1, float t2);
|
||||
void Render(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, AActor *thing, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, float t1, float t2);
|
||||
|
||||
static bool GetLine(AActor *thing, DVector2 &left, DVector2 &right);
|
||||
static bool IsThingCulled(AActor *thing);
|
||||
|
|
|
@ -37,7 +37,7 @@
|
|||
|
||||
EXTERN_CVAR(Bool, r_drawmirrors)
|
||||
|
||||
bool RenderPolyWall::RenderLine(const TriMatrix &worldToClip, const Vec4f &clipPlane, PolyCull &cull, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth, uint32_t stencilValue, std::vector<PolyTranslucentObject*> &translucentWallsOutput, std::vector<std::unique_ptr<PolyDrawLinePortal>> &linePortals)
|
||||
bool RenderPolyWall::RenderLine(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, PolyCull &cull, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth, uint32_t stencilValue, std::vector<PolyTranslucentObject*> &translucentWallsOutput, std::vector<std::unique_ptr<PolyDrawLinePortal>> &linePortals)
|
||||
{
|
||||
PolyDrawLinePortal *polyportal = nullptr;
|
||||
if (line->backsector == nullptr && line->linedef && line->sidedef == line->linedef->sidedef[0] && (line->linedef->special == Line_Mirror && r_drawmirrors))
|
||||
|
@ -165,7 +165,7 @@ bool RenderPolyWall::RenderLine(const TriMatrix &worldToClip, const Vec4f &clipP
|
|||
return polyportal != nullptr;
|
||||
}
|
||||
|
||||
void RenderPolyWall::Render3DFloorLine(const TriMatrix &worldToClip, const Vec4f &clipPlane, PolyCull &cull, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth, uint32_t stencilValue, F3DFloor *fakeFloor, std::vector<PolyTranslucentObject*> &translucentWallsOutput)
|
||||
void RenderPolyWall::Render3DFloorLine(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, PolyCull &cull, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth, uint32_t stencilValue, F3DFloor *fakeFloor, std::vector<PolyTranslucentObject*> &translucentWallsOutput)
|
||||
{
|
||||
double frontceilz1 = fakeFloor->top.plane->ZatPoint(line->v1);
|
||||
double frontfloorz1 = fakeFloor->bottom.plane->ZatPoint(line->v1);
|
||||
|
@ -198,7 +198,7 @@ void RenderPolyWall::SetCoords(const DVector2 &v1, const DVector2 &v2, double ce
|
|||
this->floor2 = floor2;
|
||||
}
|
||||
|
||||
void RenderPolyWall::Render(const TriMatrix &worldToClip, const Vec4f &clipPlane, PolyCull &cull)
|
||||
void RenderPolyWall::Render(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, PolyCull &cull)
|
||||
{
|
||||
bool foggy = false;
|
||||
FTexture *tex = GetTexture();
|
||||
|
@ -248,32 +248,23 @@ void RenderPolyWall::Render(const TriMatrix &worldToClip, const Vec4f &clipPlane
|
|||
}
|
||||
|
||||
PolyDrawArgs args;
|
||||
args.uniforms.globvis = (float)PolyRenderer::Instance()->Light.WallGlobVis(foggy);
|
||||
args.uniforms.light = (uint32_t)(GetLightLevel() / 255.0f * 256.0f);
|
||||
args.uniforms.flags = TriUniforms::nearest_filter;
|
||||
args.uniforms.subsectorDepth = SubsectorDepth;
|
||||
args.objectToClip = &worldToClip;
|
||||
args.vinput = vertices;
|
||||
args.vcount = 4;
|
||||
args.mode = TriangleDrawMode::Fan;
|
||||
args.ccw = true;
|
||||
args.stenciltestvalue = StencilValue;
|
||||
args.stencilwritevalue = StencilValue + 1;
|
||||
args.SetLight(GetColorTable(Line->frontsector->Colormap, Line->frontsector->SpecialColors[sector_t::walltop]), GetLightLevel(), PolyRenderer::Instance()->Light.WallGlobVis(foggy), false);
|
||||
args.SetSubsectorDepth(SubsectorDepth);
|
||||
args.SetTransform(&worldToClip);
|
||||
args.SetFaceCullCCW(true);
|
||||
args.SetStencilTestValue(StencilValue);
|
||||
args.SetWriteStencil(true, StencilValue + 1);
|
||||
if (tex)
|
||||
args.SetTexture(tex);
|
||||
args.SetColormap(GetColorTable(Line->frontsector->Colormap, Line->frontsector->SpecialColors[sector_t::walltop]));
|
||||
args.SetClipPlane(clipPlane.x, clipPlane.y, clipPlane.z, clipPlane.w);
|
||||
|
||||
//if (Side && Side->lighthead)
|
||||
// args.uniforms.light = 255; // Make walls touched by a light fullbright!
|
||||
args.SetClipPlane(clipPlane);
|
||||
|
||||
if (Polyportal)
|
||||
{
|
||||
args.stencilwritevalue = Polyportal->StencilValue;
|
||||
args.writeColor = false;
|
||||
args.writeSubsector = false;
|
||||
PolyTriangleDrawer::draw(args);
|
||||
Polyportal->Shape.push_back({ args.vinput, args.vcount, args.ccw, args.uniforms.subsectorDepth });
|
||||
args.SetWriteStencil(true, Polyportal->StencilValue);
|
||||
args.SetWriteColor(false);
|
||||
args.SetWriteSubsectorDepth(false);
|
||||
args.DrawArray(vertices, 4, PolyDrawMode::TriangleFan);
|
||||
Polyportal->Shape.push_back({ vertices, 4, true, SubsectorDepth });
|
||||
|
||||
angle_t angle1, angle2;
|
||||
if (cull.GetAnglesForLine(v1.X, v1.Y, v2.X, v2.Y, angle1, angle2))
|
||||
|
@ -281,21 +272,16 @@ void RenderPolyWall::Render(const TriMatrix &worldToClip, const Vec4f &clipPlane
|
|||
}
|
||||
else if (!Masked)
|
||||
{
|
||||
args.blendmode = TriBlendMode::Copy;
|
||||
PolyTriangleDrawer::draw(args);
|
||||
args.SetStyle(TriBlendMode::Copy);
|
||||
args.DrawArray(vertices, 4, PolyDrawMode::TriangleFan);
|
||||
}
|
||||
else
|
||||
{
|
||||
args.uniforms.destalpha = (Line->flags & ML_ADDTRANS) ? 256 : (uint32_t)(256 - Line->alpha * 256);
|
||||
args.uniforms.srcalpha = (uint32_t)(Line->alpha * 256);
|
||||
args.subsectorTest = true;
|
||||
args.writeSubsector = false;
|
||||
args.writeStencil = false;
|
||||
if (args.uniforms.destalpha == 0 && args.uniforms.srcalpha == 256)
|
||||
args.blendmode = TriBlendMode::AlphaBlend;
|
||||
else
|
||||
args.blendmode = TriBlendMode::Add;
|
||||
PolyTriangleDrawer::draw(args);
|
||||
args.SetStyle((Line->flags & ML_ADDTRANS) ? TriBlendMode::Add : TriBlendMode::AlphaBlend, Line->alpha, 1.0);
|
||||
args.SetSubsectorDepthTest(true);
|
||||
args.SetWriteSubsectorDepth(true);
|
||||
args.SetWriteStencil(false);
|
||||
args.DrawArray(vertices, 4, PolyDrawMode::TriangleFan);
|
||||
}
|
||||
|
||||
RenderPolyDecal::RenderWallDecals(worldToClip, clipPlane, LineSeg, SubsectorDepth, StencilValue);
|
||||
|
|
|
@ -27,16 +27,15 @@
|
|||
class PolyTranslucentObject;
|
||||
class PolyDrawLinePortal;
|
||||
class PolyCull;
|
||||
class Vec4f;
|
||||
|
||||
class RenderPolyWall
|
||||
{
|
||||
public:
|
||||
static bool RenderLine(const TriMatrix &worldToClip, const Vec4f &clipPlane, PolyCull &cull, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth, uint32_t stencilValue, std::vector<PolyTranslucentObject*> &translucentWallsOutput, std::vector<std::unique_ptr<PolyDrawLinePortal>> &linePortals);
|
||||
static void Render3DFloorLine(const TriMatrix &worldToClip, const Vec4f &clipPlane, PolyCull &cull, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth, uint32_t stencilValue, F3DFloor *fakeFloor, std::vector<PolyTranslucentObject*> &translucentWallsOutput);
|
||||
static bool RenderLine(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, PolyCull &cull, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth, uint32_t stencilValue, std::vector<PolyTranslucentObject*> &translucentWallsOutput, std::vector<std::unique_ptr<PolyDrawLinePortal>> &linePortals);
|
||||
static void Render3DFloorLine(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, PolyCull &cull, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth, uint32_t stencilValue, F3DFloor *fakeFloor, std::vector<PolyTranslucentObject*> &translucentWallsOutput);
|
||||
|
||||
void SetCoords(const DVector2 &v1, const DVector2 &v2, double ceil1, double floor1, double ceil2, double floor2);
|
||||
void Render(const TriMatrix &worldToClip, const Vec4f &clipPlane, PolyCull &cull);
|
||||
void Render(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, PolyCull &cull);
|
||||
|
||||
DVector2 v1;
|
||||
DVector2 v2;
|
||||
|
|
|
@ -29,7 +29,7 @@
|
|||
#include "polyrenderer/poly_renderer.h"
|
||||
#include "polyrenderer/scene/poly_light.h"
|
||||
|
||||
void RenderPolyWallSprite::Render(const TriMatrix &worldToClip, const Vec4f &clipPlane, AActor *thing, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue)
|
||||
void RenderPolyWallSprite::Render(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, AActor *thing, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue)
|
||||
{
|
||||
if (RenderPolySprite::IsThingCulled(thing))
|
||||
return;
|
||||
|
@ -97,35 +97,18 @@ void RenderPolyWallSprite::Render(const TriMatrix &worldToClip, const Vec4f &cli
|
|||
}
|
||||
|
||||
bool fullbrightSprite = ((thing->renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT));
|
||||
PolyCameraLight *cameraLight = PolyCameraLight::Instance();
|
||||
int lightlevel = fullbrightSprite ? 255 : thing->Sector->lightlevel + actualextralight;
|
||||
|
||||
PolyDrawArgs args;
|
||||
args.uniforms.globvis = (float)PolyRenderer::Instance()->Light.WallGlobVis(foggy);
|
||||
if (fullbrightSprite || cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
|
||||
{
|
||||
args.uniforms.light = 256;
|
||||
args.uniforms.flags = TriUniforms::fixed_light | TriUniforms::nearest_filter;
|
||||
}
|
||||
else
|
||||
{
|
||||
args.uniforms.light = (uint32_t)((thing->Sector->lightlevel + actualextralight) / 255.0f * 256.0f);
|
||||
args.uniforms.flags = TriUniforms::nearest_filter;
|
||||
}
|
||||
args.uniforms.subsectorDepth = subsectorDepth;
|
||||
|
||||
args.objectToClip = &worldToClip;
|
||||
args.vinput = vertices;
|
||||
args.vcount = 4;
|
||||
args.mode = TriangleDrawMode::Fan;
|
||||
args.ccw = true;
|
||||
args.stenciltestvalue = stencilValue;
|
||||
args.stencilwritevalue = stencilValue;
|
||||
args.SetLight(GetColorTable(sub->sector->Colormap, sub->sector->SpecialColors[sector_t::sprites], true), lightlevel, PolyRenderer::Instance()->Light.WallGlobVis(foggy), fullbrightSprite);
|
||||
args.SetTransform(&worldToClip);
|
||||
args.SetFaceCullCCW(true);
|
||||
args.SetStencilTestValue(stencilValue);
|
||||
args.SetTexture(tex);
|
||||
args.SetColormap(GetColorTable(sub->sector->Colormap, sub->sector->SpecialColors[sector_t::sprites], true));
|
||||
args.SetClipPlane(clipPlane.x, clipPlane.y, clipPlane.z, clipPlane.w);
|
||||
args.subsectorTest = true;
|
||||
args.writeSubsector = false;
|
||||
args.writeStencil = false;
|
||||
args.blendmode = TriBlendMode::AlphaBlend;
|
||||
PolyTriangleDrawer::draw(args);
|
||||
args.SetClipPlane(clipPlane);
|
||||
args.SetSubsectorDepthTest(true);
|
||||
args.SetWriteSubsectorDepth(false);
|
||||
args.SetWriteStencil(false);
|
||||
args.SetStyle(TriBlendMode::AlphaBlend);
|
||||
args.DrawArray(vertices, 4, PolyDrawMode::TriangleFan);
|
||||
}
|
||||
|
|
|
@ -24,10 +24,8 @@
|
|||
|
||||
#include "polyrenderer/drawers/poly_triangle.h"
|
||||
|
||||
class Vec4f;
|
||||
|
||||
class RenderPolyWallSprite
|
||||
{
|
||||
public:
|
||||
void Render(const TriMatrix &worldToClip, const Vec4f &clipPlane, AActor *thing, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue);
|
||||
void Render(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, AActor *thing, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue);
|
||||
};
|
||||
|
|
|
@ -84,6 +84,7 @@ int I_PickIWad_Gtk (WadStuff *wads, int numwads, bool showwin, int defaultiwad);
|
|||
int I_PickIWad_Cocoa (WadStuff *wads, int numwads, bool showwin, int defaultiwad);
|
||||
#endif
|
||||
|
||||
double PerfToSec, PerfToMillisec;
|
||||
uint32_t LanguageIDs[4];
|
||||
|
||||
int (*I_GetTime) (bool saveMS);
|
||||
|
|
Loading…
Reference in a new issue