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https://github.com/ZDoom/qzdoom.git
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Move r_bsp into a class
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parent
c396e7f949
commit
28732d63d2
12 changed files with 758 additions and 777 deletions
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@ -134,7 +134,7 @@ namespace swrenderer
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// kg3D - its fake, no transfer_heights
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if (!(fake3D & FAKE3D_FAKEBACK))
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{ // killough 3/8/98, 4/4/98: hack for invisible ceilings / deep water
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backsector = R_FakeFlat(backsector, &tempsec, nullptr, nullptr, curline, WallC.sx1, WallC.sx2, rw_frontcz1, rw_frontcz2);
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backsector = RenderBSP::Instance()->FakeFlat(backsector, &tempsec, nullptr, nullptr, curline, WallC.sx1, WallC.sx2, rw_frontcz1, rw_frontcz2);
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}
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doorclosed = false; // killough 4/16/98
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@ -447,7 +447,7 @@ namespace swrenderer
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// kg3D - backup for mid and fake walls
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draw_segment->bkup = R_NewOpening(stop - start);
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memcpy(openings + draw_segment->bkup, &ceilingclip[start], sizeof(short)*(stop - start));
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memcpy(openings + draw_segment->bkup, &RenderBSP::Instance()->ceilingclip[start], sizeof(short)*(stop - start));
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draw_segment->bFogBoundary = IsFogBoundary(frontsector, backsector);
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if (sidedef->GetTexture(side_t::mid).isValid() || draw_segment->bFakeBoundary)
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@ -559,13 +559,13 @@ namespace swrenderer
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if (((draw_segment->silhouette & SIL_TOP) || maskedtexture) && draw_segment->sprtopclip == -1)
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{
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draw_segment->sprtopclip = R_NewOpening(stop - start);
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memcpy(openings + draw_segment->sprtopclip, &ceilingclip[start], sizeof(short)*(stop - start));
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memcpy(openings + draw_segment->sprtopclip, &RenderBSP::Instance()->ceilingclip[start], sizeof(short)*(stop - start));
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}
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if (((draw_segment->silhouette & SIL_BOTTOM) || maskedtexture) && draw_segment->sprbottomclip == -1)
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{
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draw_segment->sprbottomclip = R_NewOpening(stop - start);
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memcpy(openings + draw_segment->sprbottomclip, &floorclip[start], sizeof(short)*(stop - start));
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memcpy(openings + draw_segment->sprbottomclip, &RenderBSP::Instance()->floorclip[start], sizeof(short)*(stop - start));
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}
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if (maskedtexture && curline->sidedef->GetTexture(side_t::mid).isValid())
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@ -960,6 +960,8 @@ namespace swrenderer
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R_SetColorMapLight(fixedcolormap, 0, 0);
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// clip wall to the floor and ceiling
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auto ceilingclip = RenderBSP::Instance()->ceilingclip;
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auto floorclip = RenderBSP::Instance()->floorclip;
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for (x = x1; x < x2; ++x)
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{
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if (walltop[x] < ceilingclip[x])
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@ -474,12 +474,7 @@ namespace swrenderer
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if (pl->left >= pl->right)
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return;
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if (r_drawflat) // no texture mapping
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{
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drawerargs::ds_color += 4;
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R_DrawColoredPlane(pl);
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}
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else if (pl->picnum == skyflatnum) // sky flat
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if (pl->picnum == skyflatnum) // sky flat
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{
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R_DrawSkyPlane(pl);
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}
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@ -506,7 +501,7 @@ namespace swrenderer
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basecolormap = pl->colormap;
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if (r_drawflat || (!pl->height.isSlope() && !tilt))
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if (!pl->height.isSlope() && !tilt)
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{
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R_DrawNormalPlane(pl, xscale, yscale, alpha, additive, masked);
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}
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@ -103,9 +103,7 @@ static void R_ShutdownRenderer();
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// EXTERNAL DATA DECLARATIONS ----------------------------------------------
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extern short *openings;
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extern bool r_fakingunderwater;
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extern int fuzzviewheight;
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extern subsector_t *InSubsector;
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// PRIVATE DATA DECLARATIONS -----------------------------------------------
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@ -555,24 +553,13 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
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R_ClearSprites ();
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// opening / clipping determination
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// [RH] clip ceiling to console bottom
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fillshort(floorclip, viewwidth, viewheight);
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fillshort(ceilingclip, viewwidth, !screen->Accel2D && ConBottom > viewwindowy && !bRenderingToCanvas ? (ConBottom - viewwindowy) : 0);
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RenderBSP::Instance()->ClearClip();
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R_FreeOpenings();
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NetUpdate ();
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// [RH] Show off segs if r_drawflat is 1
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if (r_drawflat)
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{
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colfunc = &SWPixelFormatDrawers::FillColumn;
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spanfunc = &SWPixelFormatDrawers::FillSpan;
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}
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else
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{
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colfunc = basecolfunc;
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spanfunc = &SWPixelFormatDrawers::DrawSpan;
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}
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colfunc = basecolfunc;
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spanfunc = &SWPixelFormatDrawers::DrawSpan;
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WindowLeft = 0;
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WindowRight = viewwidth;
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@ -583,7 +570,7 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
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r_dontmaplines = dontmaplines;
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// [RH] Hack to make windows into underwater areas possible
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r_fakingunderwater = false;
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RenderBSP::Instance()->ResetFakingUnderwater();
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// [RH] Setup particles for this frame
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P_FindParticleSubsectors ();
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@ -597,7 +584,7 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
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}
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// Link the polyobjects right before drawing the scene to reduce the amounts of calls to this function
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PO_LinkToSubsectors();
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R_RenderScene();
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RenderBSP::Instance()->RenderScene();
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R_3D_ResetClip(); // reset clips (floor/ceiling)
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camera->renderflags = savedflags;
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WallCycles.Unclock();
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@ -484,6 +484,6 @@ void FSoftwareRenderer::RenderTextureView (FCanvasTexture *tex, AActor *viewpoin
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sector_t *FSoftwareRenderer::FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel)
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{
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return R_FakeFlat(sec, tempsec, floorlightlevel, ceilinglightlevel, nullptr, 0, 0, 0, 0);
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return RenderBSP::Instance()->FakeFlat(sec, tempsec, floorlightlevel, ceilinglightlevel, nullptr, 0, 0, 0, 0);
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}
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@ -98,8 +98,8 @@ void R_3D_NewClip()
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curr = (ClipStack*)M_Malloc(sizeof(ClipStack));
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curr->next = 0;
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memcpy(curr->floorclip, floorclip, sizeof(short) * MAXWIDTH);
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memcpy(curr->ceilingclip, ceilingclip, sizeof(short) * MAXWIDTH);
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memcpy(curr->floorclip, RenderBSP::Instance()->floorclip, sizeof(short) * MAXWIDTH);
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memcpy(curr->ceilingclip, RenderBSP::Instance()->ceilingclip, sizeof(short) * MAXWIDTH);
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curr->ffloor = fakeFloor;
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assert(fakeFloor->floorclip == NULL);
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assert(fakeFloor->ceilingclip == NULL);
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File diff suppressed because it is too large
Load diff
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@ -1,7 +1,3 @@
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// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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@ -14,47 +10,57 @@
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// DESCRIPTION:
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// Refresh module, BSP traversal and handling.
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//
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//-----------------------------------------------------------------------------
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#ifndef __R_BSP__
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#define __R_BSP__
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#pragma once
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#include "tarray.h"
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#include <stddef.h>
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#include "r_defs.h"
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EXTERN_CVAR (Bool, r_drawflat) // [RH] Don't texture segs?
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#include "swrenderer/line/r_line.h"
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namespace swrenderer
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{
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struct visplane_t;
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struct visplane_t;
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// The 3072 below is just an arbitrary value picked to avoid
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// drawing lines the player is too close to that would overflow
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// the texture calculations.
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#define TOO_CLOSE_Z (3072.0 / (1<<12))
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// The 3072 below is just an arbitrary value picked to avoid
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// drawing lines the player is too close to that would overflow
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// the texture calculations.
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#define TOO_CLOSE_Z (3072.0 / (1<<12))
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enum
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{
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FAKED_Center,
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FAKED_BelowFloor,
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FAKED_AboveCeiling
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};
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enum
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{
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FAKED_Center,
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FAKED_BelowFloor,
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FAKED_AboveCeiling
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};
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class RenderBSP
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{
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public:
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static RenderBSP *Instance();
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void R_RenderScene();
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void R_RenderBSPNode (void *node);
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void ClearClip();
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void RenderScene();
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// killough 4/13/98: fake floors/ceilings for deep water / fake ceilings:
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sector_t *R_FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel, seg_t *backline, int backx1, int backx2, double frontcz1, double frontcz2);
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void ResetFakingUnderwater() { r_fakingunderwater = false; }
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sector_t *FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel, seg_t *backline, int backx1, int backx2, double frontcz1, double frontcz2);
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extern short floorclip[MAXWIDTH];
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extern short ceilingclip[MAXWIDTH];
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short floorclip[MAXWIDTH];
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short ceilingclip[MAXWIDTH];
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private:
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void RenderBSPNode(void *node);
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void RenderSubsector(subsector_t *sub);
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bool CheckBBox(float *bspcoord);
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void AddPolyobjs(subsector_t *sub);
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void FakeDrawLoop(subsector_t *sub, visplane_t *floorplane, visplane_t *ceilingplane);
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subsector_t *InSubsector;
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sector_t *frontsector;
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uint8_t FakeSide;
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bool r_fakingunderwater;
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SWRenderLine renderline;
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};
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}
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#endif
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@ -204,6 +204,8 @@ namespace swrenderer
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WindowLeft = pl->left;
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WindowRight = pl->right;
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auto ceilingclip = RenderBSP::Instance()->ceilingclip;
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auto floorclip = RenderBSP::Instance()->floorclip;
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for (i = pl->left; i < pl->right; i++)
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{
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if (pl->top[i] == 0x7fff)
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@ -249,7 +251,7 @@ namespace swrenderer
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viewposStack.Push(ViewPos);
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visplaneStack.Push(pl);
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R_RenderScene();
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RenderBSP::Instance()->RenderScene();
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R_3D_ResetClip(); // reset clips (floor/ceiling)
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R_DrawPlanes();
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R_3D_EnterSkybox(); // push 3D floor height map
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CurrentPortalInSkybox = false; // first portal in a skybox should set this variable to false for proper clipping in skyboxes.
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// first pass, set clipping
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// first pass, set clipping
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auto ceilingclip = RenderBSP::Instance()->ceilingclip;
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auto floorclip = RenderBSP::Instance()->floorclip;
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memcpy(ceilingclip + pds->x1, &pds->ceilingclip[0], pds->len * sizeof(*ceilingclip));
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memcpy(floorclip + pds->x1, &pds->floorclip[0], pds->len * sizeof(*floorclip));
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R_RenderScene();
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RenderBSP::Instance()->RenderScene();
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R_3D_ResetClip(); // reset clips (floor/ceiling)
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if (!savedvisibility && camera) camera->renderflags &= ~RF_INVISIBLE;
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@ -162,7 +162,7 @@ namespace swrenderer
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}
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// killough 4/13/98: get correct lightlevel for 2s normal textures
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sec = R_FakeFlat(frontsector, &tempsec, nullptr, nullptr, nullptr, 0, 0, 0, 0);
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sec = RenderBSP::Instance()->FakeFlat(frontsector, &tempsec, nullptr, nullptr, nullptr, 0, 0, 0, 0);
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basecolormap = sec->ColorMap; // [RH] Set basecolormap
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@ -170,7 +170,7 @@ namespace swrenderer
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else if (pass == 0)
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{
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mceilingclip = walltop;
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mfloorclip = ceilingclip;
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mfloorclip = RenderBSP::Instance()->ceilingclip;
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needrepeat = 1;
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}
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else
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@ -186,7 +186,7 @@ namespace swrenderer
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goto done;
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}
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mceilingclip = walltop;
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mfloorclip = ceilingclip;
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mfloorclip = RenderBSP::Instance()->ceilingclip;
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break;
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case RF_CLIPMID:
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@ -203,7 +203,7 @@ namespace swrenderer
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{
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goto done;
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}
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mceilingclip = floorclip;
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mceilingclip = RenderBSP::Instance()->floorclip;
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mfloorclip = wallbottom;
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break;
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}
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// If this sprite is RF_CLIPFULL on a two-sided line, needrepeat will
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// be set 1 if we need to draw on the lower wall. In all other cases,
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// needrepeat will be 0, and the while will fail.
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mceilingclip = floorclip;
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mceilingclip = RenderBSP::Instance()->floorclip;
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mfloorclip = wallbottom;
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R_FinishSetPatchStyle();
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} while (needrepeat--);
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@ -114,6 +114,8 @@ namespace swrenderer
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// entered, we don't need to clip it to drawsegs like a normal sprite.
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// Clip particles behind walls.
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auto ceilingclip = RenderBSP::Instance()->ceilingclip;
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auto floorclip = RenderBSP::Instance()->floorclip;
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if (y1 < ceilingclip[x1]) y1 = ceilingclip[x1];
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if (y1 < ceilingclip[x2 - 1]) y1 = ceilingclip[x2 - 1];
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if (y2 >= floorclip[x1]) y2 = floorclip[x1] - 1;
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@ -123,7 +123,7 @@ namespace swrenderer
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else
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{ // This used to use camera->Sector but due to interpolation that can be incorrect
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// when the interpolated viewpoint is in a different sector than the camera.
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sec = R_FakeFlat(viewsector, &tempsec, &floorlight, &ceilinglight, nullptr, 0, 0, 0, 0);
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sec = RenderBSP::Instance()->FakeFlat(viewsector, &tempsec, &floorlight, &ceilinglight, nullptr, 0, 0, 0, 0);
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// [RH] set basecolormap
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basecolormap = sec->ColorMap;
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