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Split r_poly into multiple files handling each aspect of rendering a scene
This commit is contained in:
parent
23384a913c
commit
3673338644
21 changed files with 2107 additions and 1591 deletions
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@ -1070,6 +1070,14 @@ set( FASTMATH_PCH_SOURCES
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r_swrenderer.cpp
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r_swrenderer2.cpp
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r_poly.cpp
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r_poly_cull.cpp
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r_poly_particle.cpp
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r_poly_plane.cpp
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r_poly_playersprite.cpp
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r_poly_wall.cpp
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r_poly_wallsprite.cpp
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r_poly_sprite.cpp
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r_poly_sky.cpp
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r_poly_triangle.cpp
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r_poly_intersection.cpp
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r_3dfloors.cpp
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@ -59,7 +59,6 @@
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#include "v_font.h"
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#include "r_data/colormaps.h"
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#include "p_maputl.h"
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#include "r_swrenderer2.h"
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#include "r_poly.h"
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#include "p_setup.h"
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#include "version.h"
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@ -922,8 +921,7 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
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}
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else
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{
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static RenderPolyBsp bsp;
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bsp.Render();
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RenderPolyScene::Instance()->Render();
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}
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R_3D_ResetClip(); // reset clips (floor/ceiling)
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camera->renderflags = savedflags;
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@ -955,7 +953,7 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
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NetUpdate ();
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MaskedCycles.Clock();
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if (!r_newrenderer || !r_swtruecolor)
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if (!r_newrenderer)
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R_DrawMasked ();
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MaskedCycles.Unclock();
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1494
src/r_poly.cpp
1494
src/r_poly.cpp
File diff suppressed because it is too large
Load diff
159
src/r_poly.h
159
src/r_poly.h
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@ -1,5 +1,5 @@
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/*
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** Experimental Doom software renderer
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** Polygon Doom software renderer
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** Copyright (c) 2016 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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@ -31,60 +31,13 @@
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#include "r_main.h"
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#include "r_poly_triangle.h"
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#include "r_poly_intersection.h"
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// DScreen accelerated sprite to be rendered
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class PolyScreenSprite
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{
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public:
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void Render();
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FTexture *Pic = nullptr;
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double X1 = 0.0;
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double Y1 = 0.0;
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double Width = 0.0;
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double Height = 0.0;
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FRemapTable *Translation = nullptr;
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bool Flip = false;
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visstyle_t visstyle;
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uint32_t FillColor = 0;
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FDynamicColormap *Colormap = nullptr;
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};
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class RenderPolyWall
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{
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public:
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void Render(const TriMatrix &worldToClip);
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void SetCoords(const DVector2 &v1, const DVector2 &v2, double ceil1, double floor1, double ceil2, double floor2)
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{
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this->v1 = v1;
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this->v2 = v2;
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this->ceil1 = ceil1;
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this->floor1 = floor1;
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this->ceil2 = ceil2;
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this->floor2 = floor2;
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}
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DVector2 v1;
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DVector2 v2;
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double ceil1 = 0.0;
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double floor1 = 0.0;
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double ceil2 = 0.0;
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double floor2 = 0.0;
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const seg_t *Line = nullptr;
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side_t::ETexpart Texpart = side_t::mid;
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double TopZ = 0.0;
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double BottomZ = 0.0;
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double UnpeggedCeil = 0.0;
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FSWColormap *Colormap = nullptr;
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bool Masked = false;
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uint32_t SubsectorDepth = 0;
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private:
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FTexture *GetTexture();
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int GetLightLevel();
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};
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#include "r_poly_wall.h"
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#include "r_poly_sprite.h"
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#include "r_poly_wallsprite.h"
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#include "r_poly_playersprite.h"
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#include "r_poly_plane.h"
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#include "r_poly_sky.h"
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#include "r_poly_cull.h"
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// Used for sorting things by distance to the camera
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class PolySortedSprite
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@ -119,110 +72,34 @@ public:
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int Count = 0;
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};
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class PolySkyDome
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{
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public:
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PolySkyDome() { CreateDome(); }
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void Render(const TriMatrix &worldToClip);
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private:
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TArray<TriVertex> mVertices;
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TArray<unsigned int> mPrimStart;
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int mRows, mColumns;
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void SkyVertex(int r, int c, bool yflip);
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void CreateSkyHemisphere(bool zflip);
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void CreateDome();
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void RenderRow(PolyDrawArgs &args, int row);
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void RenderCapColorRow(PolyDrawArgs &args, FTexture *skytex, int row, bool bottomCap);
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TriVertex SetVertex(float xx, float yy, float zz, float uu = 0, float vv = 0);
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TriVertex SetVertexXYZ(float xx, float yy, float zz, float uu = 0, float vv = 0);
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};
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// Renders a GL BSP tree in a scene
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class RenderPolyBsp
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// Renders a scene
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class RenderPolyScene
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{
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public:
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void Render();
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void RenderScreenSprites();
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void RenderRemainingPlayerSprites();
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static const uint32_t SkySubsectorDepth = 0x7fffffff;
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static RenderPolyScene *Instance();
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private:
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void RenderNode(void *node);
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void RenderSubsector(subsector_t *sub);
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void RenderPlane(subsector_t *sub, uint32_t subsectorDepth, bool ceiling);
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void AddLine(seg_t *line, sector_t *frontsector, uint32_t subsectorDepth);
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TriVertex PlaneVertex(vertex_t *v1, sector_t *sector, double height);
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void RenderLine(seg_t *line, sector_t *frontsector, uint32_t subsectorDepth);
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void RenderTranslucent();
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void AddSprite(AActor *thing, subsector_t *sub, uint32_t subsectorDepth);
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void AddWallSprite(AActor *thing, subsector_t *sub, uint32_t subsectorDepth);
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bool IsThingCulled(AActor *thing);
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visstyle_t GetSpriteVisStyle(AActor *thing, double z);
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FTexture *GetSpriteTexture(AActor *thing, /*out*/ bool &flipX);
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SpriteRange GetSpritesForSector(sector_t *sector);
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void RenderPlayerSprites();
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void RenderPlayerSprite(DPSprite *sprite, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac);
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int PointOnSide(const DVector2 &pos, const node_t *node);
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// Checks BSP node/subtree bounding box.
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// Returns true if some part of the bbox might be visible.
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bool CheckBBox(float *bspcoord);
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bool GetSegmentRangeForLine(double x1, double y1, double x2, double y2, int &sx1, int &sx2) const;
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void MarkSegmentCulled(int x1, int x2);
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bool IsSegmentCulled(int x1, int x2) const;
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void ClearSolidSegments();
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std::vector<subsector_t *> PvsSectors;
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TriMatrix WorldToClip;
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PolyCull Cull;
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uint32_t NextSubsectorDepth = 0;
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double MaxCeilingHeight = 0.0;
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double MinFloorHeight = 0.0;
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TriMatrix worldToClip;
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FrustumPlanes frustumPlanes;
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std::vector<SpriteRange> SectorSpriteRanges;
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std::vector<PolySortedSprite> SortedSprites;
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std::vector<PolyTranslucentObject> TranslucentObjects;
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std::vector<PolyTranslucentObject> TempTranslucentWalls;
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std::vector<PolyScreenSprite> ScreenSprites;
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const int BaseXCenter = 160;
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const int BaseYCenter = 100;
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struct SolidSegment
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{
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SolidSegment(int x1, int x2) : X1(x1), X2(x2) { }
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int X1, X2;
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};
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std::vector<SolidSegment> SolidSegments;
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const int SolidCullScale = 3000;
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std::vector<PolyTranslucentObject> SubsectorTranslucentWalls;
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PolySkyDome skydome;
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};
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// Texture coordinates for a wall
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class PolyWallTextureCoords
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{
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public:
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PolyWallTextureCoords(FTexture *tex, const seg_t *line, side_t::ETexpart texpart, double topz, double bottomz, double unpeggedceil);
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double u1, u2;
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double v1, v2;
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private:
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void CalcU(FTexture *tex, const seg_t *line, side_t::ETexpart texpart);
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void CalcV(FTexture *tex, const seg_t *line, side_t::ETexpart texpart, double topz, double bottomz, double unpeggedceil);
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void CalcVTopPart(FTexture *tex, const seg_t *line, double topz, double bottomz, double vscale, double yoffset);
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void CalcVMidPart(FTexture *tex, const seg_t *line, double topz, double bottomz, double vscale, double yoffset);
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void CalcVBottomPart(FTexture *tex, const seg_t *line, double topz, double bottomz, double unpeggedceil, double vscale, double yoffset);
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RenderPolyPlayerSprites PlayerSprites;
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};
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class PolyVertexBuffer
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259
src/r_poly_cull.cpp
Normal file
259
src/r_poly_cull.cpp
Normal file
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@ -0,0 +1,259 @@
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/*
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** Potential visible set (PVS) handling
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** Copyright (c) 2016 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#include <stdlib.h>
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#include "templates.h"
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#include "doomdef.h"
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#include "sbar.h"
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#include "r_data/r_translate.h"
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#include "r_poly_cull.h"
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#include "r_poly.h"
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void PolyCull::CullScene(const TriMatrix &worldToClip)
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{
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ClearSolidSegments();
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PvsSectors.clear();
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frustumPlanes = FrustumPlanes(worldToClip);
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// Cull front to back
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if (numnodes == 0)
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{
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PvsSectors.push_back(subsectors);
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MaxCeilingHeight = subsectors->sector->ceilingplane.Zat0();
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MinFloorHeight = subsectors->sector->floorplane.Zat0();
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}
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else
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{
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MaxCeilingHeight = 0.0;
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MinFloorHeight = 0.0;
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CullNode(nodes + numnodes - 1); // The head node is the last node output.
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}
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ClearSolidSegments();
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}
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void PolyCull::CullNode(void *node)
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{
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while (!((size_t)node & 1)) // Keep going until found a subsector
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{
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node_t *bsp = (node_t *)node;
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// Decide which side the view point is on.
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int side = PointOnSide(ViewPos, bsp);
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// Recursively divide front space (toward the viewer).
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CullNode(bsp->children[side]);
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// Possibly divide back space (away from the viewer).
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side ^= 1;
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if (!CheckBBox(bsp->bbox[side]))
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return;
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node = bsp->children[side];
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}
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// Mark that we need to render this
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subsector_t *sub = (subsector_t *)((BYTE *)node - 1);
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MaxCeilingHeight = MAX(MaxCeilingHeight, sub->sector->ceilingplane.Zat0());
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MinFloorHeight = MIN(MinFloorHeight, sub->sector->floorplane.Zat0());
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PvsSectors.push_back(sub);
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// Update culling info for further bsp clipping
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for (uint32_t i = 0; i < sub->numlines; i++)
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{
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seg_t *line = &sub->firstline[i];
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if ((line->sidedef == nullptr || !(line->sidedef->Flags & WALLF_POLYOBJ)) && line->backsector == nullptr)
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{
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int sx1, sx2;
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if (GetSegmentRangeForLine(line->v1->fX(), line->v1->fY(), line->v2->fX(), line->v2->fY(), sx1, sx2))
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{
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MarkSegmentCulled(sx1, sx2);
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}
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}
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}
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}
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void PolyCull::ClearSolidSegments()
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{
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SolidSegments.clear();
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SolidSegments.reserve(SolidCullScale + 2);
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SolidSegments.push_back({ -0x7fff, -SolidCullScale });
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SolidSegments.push_back({ SolidCullScale , 0x7fff });
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}
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bool PolyCull::IsSegmentCulled(int x1, int x2) const
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{
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int next = 0;
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while (SolidSegments[next].X2 <= x2)
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next++;
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return (x1 >= SolidSegments[next].X1 && x2 <= SolidSegments[next].X2);
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}
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void PolyCull::MarkSegmentCulled(int x1, int x2)
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{
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if (x1 >= x2)
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return;
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int cur = 1;
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while (true)
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{
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if (SolidSegments[cur].X1 <= x1 && SolidSegments[cur].X2 >= x2) // Already fully marked
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{
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break;
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}
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else if (cur + 1 != SolidSegments.size() && SolidSegments[cur].X2 >= x1 && SolidSegments[cur].X1 <= x2) // Merge segments
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{
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// Find last segment
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int merge = cur;
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while (merge + 2 != SolidSegments.size() && SolidSegments[merge + 1].X1 <= x2)
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merge++;
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// Apply new merged range
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SolidSegments[cur].X1 = MIN(SolidSegments[cur].X1, x1);
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SolidSegments[cur].X2 = MAX(SolidSegments[merge].X2, x2);
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// Remove additional segments we merged with
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if (merge > cur)
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SolidSegments.erase(SolidSegments.begin() + (cur + 1), SolidSegments.begin() + (merge + 1));
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break;
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}
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else if (SolidSegments[cur].X1 > x1) // Insert new segment
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{
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SolidSegments.insert(SolidSegments.begin() + cur, { x1, x2 });
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break;
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}
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cur++;
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}
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}
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int PolyCull::PointOnSide(const DVector2 &pos, const node_t *node)
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{
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return DMulScale32(FLOAT2FIXED(pos.Y) - node->y, node->dx, node->x - FLOAT2FIXED(pos.X), node->dy) > 0;
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}
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bool PolyCull::CheckBBox(float *bspcoord)
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{
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// Start using a quick frustum AABB test:
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AxisAlignedBoundingBox aabb(Vec3f(bspcoord[BOXLEFT], bspcoord[BOXBOTTOM], (float)ViewPos.Z - 1000.0f), Vec3f(bspcoord[BOXRIGHT], bspcoord[BOXTOP], (float)ViewPos.Z + 1000.0f));
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auto result = IntersectionTest::frustum_aabb(frustumPlanes, aabb);
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if (result == IntersectionTest::outside)
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return false;
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// Occlusion test using solid segments:
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int boxx;
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int boxy;
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int boxpos;
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double x1, y1, x2, y2;
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// Find the corners of the box
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// that define the edges from current viewpoint.
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if (ViewPos.X <= bspcoord[BOXLEFT])
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boxx = 0;
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else if (ViewPos.X < bspcoord[BOXRIGHT])
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boxx = 1;
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else
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boxx = 2;
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if (ViewPos.Y >= bspcoord[BOXTOP])
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boxy = 0;
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else if (ViewPos.Y > bspcoord[BOXBOTTOM])
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boxy = 1;
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else
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boxy = 2;
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boxpos = (boxy << 2) + boxx;
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if (boxpos == 5)
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return true;
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static const int checkcoord[12][4] =
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{
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{ 3,0,2,1 },
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{ 3,0,2,0 },
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{ 3,1,2,0 },
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{ 0 },
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{ 2,0,2,1 },
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{ 0,0,0,0 },
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{ 3,1,3,0 },
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{ 0 },
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{ 2,0,3,1 },
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{ 2,1,3,1 },
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{ 2,1,3,0 }
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};
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x1 = bspcoord[checkcoord[boxpos][0]];
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y1 = bspcoord[checkcoord[boxpos][1]];
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x2 = bspcoord[checkcoord[boxpos][2]];
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y2 = bspcoord[checkcoord[boxpos][3]];
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int sx1, sx2;
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if (GetSegmentRangeForLine(x1, y1, x2, y2, sx1, sx2))
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return !IsSegmentCulled(sx1, sx2);
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else
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return true;
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}
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|
||||
bool PolyCull::GetSegmentRangeForLine(double x1, double y1, double x2, double y2, int &sx1, int &sx2) const
|
||||
{
|
||||
double znear = 5.0;
|
||||
|
||||
// Transform to 2D view space:
|
||||
x1 = x1 - ViewPos.X;
|
||||
y1 = y1 - ViewPos.Y;
|
||||
x2 = x2 - ViewPos.X;
|
||||
y2 = y2 - ViewPos.Y;
|
||||
double rx1 = x1 * ViewSin - y1 * ViewCos;
|
||||
double rx2 = x2 * ViewSin - y2 * ViewCos;
|
||||
double ry1 = x1 * ViewCos + y1 * ViewSin;
|
||||
double ry2 = x2 * ViewCos + y2 * ViewSin;
|
||||
|
||||
// Cull if line is entirely behind view
|
||||
if (ry1 < znear && ry2 < znear) return false;
|
||||
|
||||
// Clip line, if needed
|
||||
double t1 = 0.0f, t2 = 1.0f;
|
||||
if (ry1 < znear)
|
||||
t1 = clamp((znear - ry1) / (ry2 - ry1), 0.0, 1.0);
|
||||
if (ry2 < znear)
|
||||
t2 = clamp((znear - ry1) / (ry2 - ry1), 0.0, 1.0);
|
||||
if (t1 != 0.0 || t2 != 1.0)
|
||||
{
|
||||
double nx1 = rx1 * (1.0 - t1) + rx2 * t1;
|
||||
double ny1 = ry1 * (1.0 - t1) + ry2 * t1;
|
||||
double nx2 = rx1 * (1.0 - t2) + rx2 * t2;
|
||||
double ny2 = ry1 * (1.0 - t2) + ry2 * t2;
|
||||
rx1 = nx1;
|
||||
rx2 = nx2;
|
||||
ry1 = ny1;
|
||||
ry2 = ny2;
|
||||
}
|
||||
|
||||
sx1 = (int)floor(clamp(rx1 / ry1 * (SolidCullScale / 3), (double)-SolidCullScale, (double)SolidCullScale));
|
||||
sx2 = (int)floor(clamp(rx2 / ry2 * (SolidCullScale / 3), (double)-SolidCullScale, (double)SolidCullScale));
|
||||
|
||||
if (sx1 > sx2)
|
||||
std::swap(sx1, sx2);
|
||||
return sx1 != sx2;
|
||||
}
|
61
src/r_poly_cull.h
Normal file
61
src/r_poly_cull.h
Normal file
|
@ -0,0 +1,61 @@
|
|||
/*
|
||||
** Potential visible set (PVS) handling
|
||||
** Copyright (c) 2016 Magnus Norddahl
|
||||
**
|
||||
** This software is provided 'as-is', without any express or implied
|
||||
** warranty. In no event will the authors be held liable for any damages
|
||||
** arising from the use of this software.
|
||||
**
|
||||
** Permission is granted to anyone to use this software for any purpose,
|
||||
** including commercial applications, and to alter it and redistribute it
|
||||
** freely, subject to the following restrictions:
|
||||
**
|
||||
** 1. The origin of this software must not be misrepresented; you must not
|
||||
** claim that you wrote the original software. If you use this software
|
||||
** in a product, an acknowledgment in the product documentation would be
|
||||
** appreciated but is not required.
|
||||
** 2. Altered source versions must be plainly marked as such, and must not be
|
||||
** misrepresented as being the original software.
|
||||
** 3. This notice may not be removed or altered from any source distribution.
|
||||
**
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "r_poly_triangle.h"
|
||||
#include "r_poly_intersection.h"
|
||||
|
||||
class PolyCull
|
||||
{
|
||||
public:
|
||||
void CullScene(const TriMatrix &worldToClip);
|
||||
|
||||
bool GetSegmentRangeForLine(double x1, double y1, double x2, double y2, int &sx1, int &sx2) const;
|
||||
void MarkSegmentCulled(int x1, int x2);
|
||||
bool IsSegmentCulled(int x1, int x2) const;
|
||||
|
||||
std::vector<subsector_t *> PvsSectors;
|
||||
double MaxCeilingHeight = 0.0;
|
||||
double MinFloorHeight = 0.0;
|
||||
|
||||
private:
|
||||
struct SolidSegment
|
||||
{
|
||||
SolidSegment(int x1, int x2) : X1(x1), X2(x2) { }
|
||||
int X1, X2;
|
||||
};
|
||||
|
||||
void CullNode(void *node);
|
||||
int PointOnSide(const DVector2 &pos, const node_t *node);
|
||||
|
||||
// Checks BSP node/subtree bounding box.
|
||||
// Returns true if some part of the bbox might be visible.
|
||||
bool CheckBBox(float *bspcoord);
|
||||
|
||||
void ClearSolidSegments();
|
||||
|
||||
std::vector<SolidSegment> SolidSegments;
|
||||
const int SolidCullScale = 3000;
|
||||
|
||||
FrustumPlanes frustumPlanes;
|
||||
};
|
33
src/r_poly_particle.cpp
Normal file
33
src/r_poly_particle.cpp
Normal file
|
@ -0,0 +1,33 @@
|
|||
/*
|
||||
** Particle drawing
|
||||
** Copyright (c) 2016 Magnus Norddahl
|
||||
**
|
||||
** This software is provided 'as-is', without any express or implied
|
||||
** warranty. In no event will the authors be held liable for any damages
|
||||
** arising from the use of this software.
|
||||
**
|
||||
** Permission is granted to anyone to use this software for any purpose,
|
||||
** including commercial applications, and to alter it and redistribute it
|
||||
** freely, subject to the following restrictions:
|
||||
**
|
||||
** 1. The origin of this software must not be misrepresented; you must not
|
||||
** claim that you wrote the original software. If you use this software
|
||||
** in a product, an acknowledgment in the product documentation would be
|
||||
** appreciated but is not required.
|
||||
** 2. Altered source versions must be plainly marked as such, and must not be
|
||||
** misrepresented as being the original software.
|
||||
** 3. This notice may not be removed or altered from any source distribution.
|
||||
**
|
||||
*/
|
||||
|
||||
#include <stdlib.h>
|
||||
#include "templates.h"
|
||||
#include "doomdef.h"
|
||||
#include "sbar.h"
|
||||
#include "r_data/r_translate.h"
|
||||
#include "r_poly_particle.h"
|
||||
#include "r_poly.h"
|
||||
|
||||
void RenderPolyParticle::Render()
|
||||
{
|
||||
}
|
29
src/r_poly_particle.h
Normal file
29
src/r_poly_particle.h
Normal file
|
@ -0,0 +1,29 @@
|
|||
/*
|
||||
** Handling drawing a particle
|
||||
** Copyright (c) 2016 Magnus Norddahl
|
||||
**
|
||||
** This software is provided 'as-is', without any express or implied
|
||||
** warranty. In no event will the authors be held liable for any damages
|
||||
** arising from the use of this software.
|
||||
**
|
||||
** Permission is granted to anyone to use this software for any purpose,
|
||||
** including commercial applications, and to alter it and redistribute it
|
||||
** freely, subject to the following restrictions:
|
||||
**
|
||||
** 1. The origin of this software must not be misrepresented; you must not
|
||||
** claim that you wrote the original software. If you use this software
|
||||
** in a product, an acknowledgment in the product documentation would be
|
||||
** appreciated but is not required.
|
||||
** 2. Altered source versions must be plainly marked as such, and must not be
|
||||
** misrepresented as being the original software.
|
||||
** 3. This notice may not be removed or altered from any source distribution.
|
||||
**
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
class RenderPolyParticle
|
||||
{
|
||||
public:
|
||||
void Render();
|
||||
};
|
196
src/r_poly_plane.cpp
Normal file
196
src/r_poly_plane.cpp
Normal file
|
@ -0,0 +1,196 @@
|
|||
/*
|
||||
** Handling drawing a plane (ceiling, floor)
|
||||
** Copyright (c) 2016 Magnus Norddahl
|
||||
**
|
||||
** This software is provided 'as-is', without any express or implied
|
||||
** warranty. In no event will the authors be held liable for any damages
|
||||
** arising from the use of this software.
|
||||
**
|
||||
** Permission is granted to anyone to use this software for any purpose,
|
||||
** including commercial applications, and to alter it and redistribute it
|
||||
** freely, subject to the following restrictions:
|
||||
**
|
||||
** 1. The origin of this software must not be misrepresented; you must not
|
||||
** claim that you wrote the original software. If you use this software
|
||||
** in a product, an acknowledgment in the product documentation would be
|
||||
** appreciated but is not required.
|
||||
** 2. Altered source versions must be plainly marked as such, and must not be
|
||||
** misrepresented as being the original software.
|
||||
** 3. This notice may not be removed or altered from any source distribution.
|
||||
**
|
||||
*/
|
||||
|
||||
#include <stdlib.h>
|
||||
#include "templates.h"
|
||||
#include "doomdef.h"
|
||||
#include "sbar.h"
|
||||
#include "r_data/r_translate.h"
|
||||
#include "r_poly_plane.h"
|
||||
#include "r_poly.h"
|
||||
#include "r_sky.h" // for skyflatnum
|
||||
|
||||
void RenderPolyPlane::Render(const TriMatrix &worldToClip, subsector_t *sub, uint32_t subsectorDepth, bool ceiling, double skyHeight)
|
||||
{
|
||||
sector_t *frontsector = sub->sector;
|
||||
|
||||
FTextureID picnum = frontsector->GetTexture(ceiling ? sector_t::ceiling : sector_t::floor);
|
||||
FTexture *tex = TexMan(picnum);
|
||||
if (tex->UseType == FTexture::TEX_Null)
|
||||
return;
|
||||
|
||||
bool isSky = picnum == skyflatnum;
|
||||
|
||||
TriUniforms uniforms;
|
||||
uniforms.objectToClip = worldToClip;
|
||||
uniforms.light = (uint32_t)(frontsector->lightlevel / 255.0f * 256.0f);
|
||||
if (fixedlightlev >= 0)
|
||||
uniforms.light = (uint32_t)(fixedlightlev / 255.0f * 256.0f);
|
||||
else if (fixedcolormap)
|
||||
uniforms.light = 256;
|
||||
uniforms.flags = 0;
|
||||
uniforms.subsectorDepth = isSky ? RenderPolyScene::SkySubsectorDepth : subsectorDepth;
|
||||
|
||||
TriVertex *vertices = PolyVertexBuffer::GetVertices(sub->numlines);
|
||||
if (!vertices)
|
||||
return;
|
||||
|
||||
if (ceiling)
|
||||
{
|
||||
for (uint32_t i = 0; i < sub->numlines; i++)
|
||||
{
|
||||
seg_t *line = &sub->firstline[i];
|
||||
vertices[sub->numlines - 1 - i] = PlaneVertex(line->v1, frontsector, isSky ? skyHeight : frontsector->ceilingplane.ZatPoint(line->v1));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (uint32_t i = 0; i < sub->numlines; i++)
|
||||
{
|
||||
seg_t *line = &sub->firstline[i];
|
||||
vertices[i] = PlaneVertex(line->v1, frontsector, isSky ? skyHeight : frontsector->floorplane.ZatPoint(line->v1));
|
||||
}
|
||||
}
|
||||
|
||||
PolyDrawArgs args;
|
||||
args.uniforms = uniforms;
|
||||
args.vinput = vertices;
|
||||
args.vcount = sub->numlines;
|
||||
args.mode = TriangleDrawMode::Fan;
|
||||
args.ccw = true;
|
||||
args.clipleft = 0;
|
||||
args.cliptop = 0;
|
||||
args.clipright = viewwidth;
|
||||
args.clipbottom = viewheight;
|
||||
args.stenciltestvalue = 0;
|
||||
args.stencilwritevalue = 1;
|
||||
|
||||
if (!isSky)
|
||||
{
|
||||
args.SetTexture(tex);
|
||||
PolyTriangleDrawer::draw(args, TriDrawVariant::Draw);
|
||||
PolyTriangleDrawer::draw(args, TriDrawVariant::Stencil);
|
||||
}
|
||||
else
|
||||
{
|
||||
args.stencilwritevalue = 255;
|
||||
PolyTriangleDrawer::draw(args, TriDrawVariant::Stencil);
|
||||
|
||||
for (uint32_t i = 0; i < sub->numlines; i++)
|
||||
{
|
||||
TriVertex *wallvert = PolyVertexBuffer::GetVertices(4);
|
||||
if (!wallvert)
|
||||
return;
|
||||
|
||||
seg_t *line = &sub->firstline[i];
|
||||
|
||||
bool closedSky = false;
|
||||
if (line->backsector)
|
||||
{
|
||||
sector_t *backsector = (line->backsector != line->frontsector) ? line->backsector : line->frontsector;
|
||||
|
||||
double frontceilz1 = frontsector->ceilingplane.ZatPoint(line->v1);
|
||||
double frontfloorz1 = frontsector->floorplane.ZatPoint(line->v1);
|
||||
double frontceilz2 = frontsector->ceilingplane.ZatPoint(line->v2);
|
||||
double frontfloorz2 = frontsector->floorplane.ZatPoint(line->v2);
|
||||
|
||||
double backceilz1 = backsector->ceilingplane.ZatPoint(line->v1);
|
||||
double backfloorz1 = backsector->floorplane.ZatPoint(line->v1);
|
||||
double backceilz2 = backsector->ceilingplane.ZatPoint(line->v2);
|
||||
double backfloorz2 = backsector->floorplane.ZatPoint(line->v2);
|
||||
|
||||
double topceilz1 = frontceilz1;
|
||||
double topceilz2 = frontceilz2;
|
||||
double topfloorz1 = MIN(backceilz1, frontceilz1);
|
||||
double topfloorz2 = MIN(backceilz2, frontceilz2);
|
||||
double bottomceilz1 = MAX(frontfloorz1, backfloorz1);
|
||||
double bottomceilz2 = MAX(frontfloorz2, backfloorz2);
|
||||
double bottomfloorz1 = frontfloorz1;
|
||||
double bottomfloorz2 = frontfloorz2;
|
||||
double middleceilz1 = topfloorz1;
|
||||
double middleceilz2 = topfloorz2;
|
||||
double middlefloorz1 = MIN(bottomceilz1, middleceilz1);
|
||||
double middlefloorz2 = MIN(bottomceilz2, middleceilz2);
|
||||
|
||||
bool bothSkyCeiling = frontsector->GetTexture(sector_t::ceiling) == skyflatnum && backsector->GetTexture(sector_t::ceiling) == skyflatnum;
|
||||
bool bothSkyFloor = frontsector->GetTexture(sector_t::floor) == skyflatnum && backsector->GetTexture(sector_t::floor) == skyflatnum;
|
||||
|
||||
bool closedSector = backceilz1 == backfloorz1 && backceilz2 == backfloorz2;
|
||||
closedSky = (ceiling && bothSkyCeiling && closedSector) || (!ceiling && bothSkyFloor && closedSector);
|
||||
if (!closedSky)
|
||||
{
|
||||
bool topwall = (topceilz1 > topfloorz1 || topceilz2 > topfloorz2) && line->sidedef && !bothSkyCeiling;
|
||||
bool bottomwall = (bottomfloorz1 < bottomceilz1 || bottomfloorz2 < bottomceilz2) && line->sidedef && !bothSkyFloor;
|
||||
if ((ceiling && !topwall) || (!ceiling && !bottomwall))
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
if (ceiling)
|
||||
{
|
||||
wallvert[0] = PlaneVertex(line->v1, frontsector, skyHeight);
|
||||
wallvert[1] = PlaneVertex(line->v2, frontsector, skyHeight);
|
||||
if (!closedSky)
|
||||
{
|
||||
wallvert[2] = PlaneVertex(line->v2, frontsector, frontsector->ceilingplane.ZatPoint(line->v2));
|
||||
wallvert[3] = PlaneVertex(line->v1, frontsector, frontsector->ceilingplane.ZatPoint(line->v1));
|
||||
}
|
||||
else
|
||||
{
|
||||
wallvert[2] = PlaneVertex(line->v2, frontsector, frontsector->floorplane.ZatPoint(line->v2));
|
||||
wallvert[3] = PlaneVertex(line->v1, frontsector, frontsector->floorplane.ZatPoint(line->v1));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!closedSky)
|
||||
{
|
||||
wallvert[0] = PlaneVertex(line->v1, frontsector, frontsector->floorplane.ZatPoint(line->v1));
|
||||
wallvert[1] = PlaneVertex(line->v2, frontsector, frontsector->floorplane.ZatPoint(line->v2));
|
||||
}
|
||||
else
|
||||
{
|
||||
wallvert[0] = PlaneVertex(line->v1, frontsector, frontsector->ceilingplane.ZatPoint(line->v1));
|
||||
wallvert[1] = PlaneVertex(line->v2, frontsector, frontsector->ceilingplane.ZatPoint(line->v2));
|
||||
}
|
||||
wallvert[2] = PlaneVertex(line->v2, frontsector, skyHeight);
|
||||
wallvert[3] = PlaneVertex(line->v1, frontsector, skyHeight);
|
||||
}
|
||||
|
||||
args.vinput = wallvert;
|
||||
args.vcount = 4;
|
||||
PolyTriangleDrawer::draw(args, TriDrawVariant::Stencil);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
TriVertex RenderPolyPlane::PlaneVertex(vertex_t *v1, sector_t *sector, double height)
|
||||
{
|
||||
TriVertex v;
|
||||
v.x = (float)v1->fPos().X;
|
||||
v.y = (float)v1->fPos().Y;
|
||||
v.z = (float)height;
|
||||
v.w = 1.0f;
|
||||
v.varying[0] = v.x / 64.0f;
|
||||
v.varying[1] = 1.0f - v.y / 64.0f;
|
||||
return v;
|
||||
}
|
34
src/r_poly_plane.h
Normal file
34
src/r_poly_plane.h
Normal file
|
@ -0,0 +1,34 @@
|
|||
/*
|
||||
** Handling drawing a plane (ceiling, floor)
|
||||
** Copyright (c) 2016 Magnus Norddahl
|
||||
**
|
||||
** This software is provided 'as-is', without any express or implied
|
||||
** warranty. In no event will the authors be held liable for any damages
|
||||
** arising from the use of this software.
|
||||
**
|
||||
** Permission is granted to anyone to use this software for any purpose,
|
||||
** including commercial applications, and to alter it and redistribute it
|
||||
** freely, subject to the following restrictions:
|
||||
**
|
||||
** 1. The origin of this software must not be misrepresented; you must not
|
||||
** claim that you wrote the original software. If you use this software
|
||||
** in a product, an acknowledgment in the product documentation would be
|
||||
** appreciated but is not required.
|
||||
** 2. Altered source versions must be plainly marked as such, and must not be
|
||||
** misrepresented as being the original software.
|
||||
** 3. This notice may not be removed or altered from any source distribution.
|
||||
**
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "r_poly_triangle.h"
|
||||
|
||||
class RenderPolyPlane
|
||||
{
|
||||
public:
|
||||
void Render(const TriMatrix &worldToClip, subsector_t *sub, uint32_t subsectorDepth, bool ceiling, double skyHeight);
|
||||
|
||||
private:
|
||||
TriVertex PlaneVertex(vertex_t *v1, sector_t *sector, double height);
|
||||
};
|
299
src/r_poly_playersprite.cpp
Normal file
299
src/r_poly_playersprite.cpp
Normal file
|
@ -0,0 +1,299 @@
|
|||
/*
|
||||
** Handling drawing a player sprite
|
||||
** Copyright (c) 2016 Magnus Norddahl
|
||||
**
|
||||
** This software is provided 'as-is', without any express or implied
|
||||
** warranty. In no event will the authors be held liable for any damages
|
||||
** arising from the use of this software.
|
||||
**
|
||||
** Permission is granted to anyone to use this software for any purpose,
|
||||
** including commercial applications, and to alter it and redistribute it
|
||||
** freely, subject to the following restrictions:
|
||||
**
|
||||
** 1. The origin of this software must not be misrepresented; you must not
|
||||
** claim that you wrote the original software. If you use this software
|
||||
** in a product, an acknowledgment in the product documentation would be
|
||||
** appreciated but is not required.
|
||||
** 2. Altered source versions must be plainly marked as such, and must not be
|
||||
** misrepresented as being the original software.
|
||||
** 3. This notice may not be removed or altered from any source distribution.
|
||||
**
|
||||
*/
|
||||
|
||||
#include <stdlib.h>
|
||||
#include "templates.h"
|
||||
#include "doomdef.h"
|
||||
#include "sbar.h"
|
||||
#include "r_data/r_translate.h"
|
||||
#include "r_poly_playersprite.h"
|
||||
#include "r_poly.h"
|
||||
#include "r_things.h" // for pspritexscale
|
||||
|
||||
EXTERN_CVAR(Bool, r_drawplayersprites)
|
||||
EXTERN_CVAR(Bool, r_deathcamera)
|
||||
EXTERN_CVAR(Bool, st_scale)
|
||||
|
||||
void RenderPolyPlayerSprites::Render()
|
||||
{
|
||||
// In theory, everything in this function could be moved to RenderRemainingSprites.
|
||||
// Just in case there's some hack elsewhere that relies on this happening as part
|
||||
// of the main rendering we do it exactly as the old software renderer did.
|
||||
|
||||
ScreenSprites.clear();
|
||||
|
||||
if (!r_drawplayersprites ||
|
||||
!camera ||
|
||||
!camera->player ||
|
||||
(players[consoleplayer].cheats & CF_CHASECAM) ||
|
||||
(r_deathcamera && camera->health <= 0))
|
||||
return;
|
||||
|
||||
float bobx, boby;
|
||||
P_BobWeapon(camera->player, &bobx, &boby, r_TicFracF);
|
||||
|
||||
// Interpolate the main weapon layer once so as to be able to add it to other layers.
|
||||
double wx, wy;
|
||||
DPSprite *weapon = camera->player->FindPSprite(PSP_WEAPON);
|
||||
if (weapon)
|
||||
{
|
||||
if (weapon->firstTic)
|
||||
{
|
||||
wx = weapon->x;
|
||||
wy = weapon->y;
|
||||
}
|
||||
else
|
||||
{
|
||||
wx = weapon->oldx + (weapon->x - weapon->oldx) * r_TicFracF;
|
||||
wy = weapon->oldy + (weapon->y - weapon->oldy) * r_TicFracF;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
wx = 0;
|
||||
wy = 0;
|
||||
}
|
||||
|
||||
for (DPSprite *sprite = camera->player->psprites; sprite != nullptr; sprite = sprite->GetNext())
|
||||
{
|
||||
// [RH] Don't draw the targeter's crosshair if the player already has a crosshair set.
|
||||
// It's possible this psprite's caller is now null but the layer itself hasn't been destroyed
|
||||
// because it didn't tick yet (if we typed 'take all' while in the console for example).
|
||||
// In this case let's simply not draw it to avoid crashing.
|
||||
if ((sprite->GetID() != PSP_TARGETCENTER || CrosshairImage == nullptr) && sprite->GetCaller() != nullptr)
|
||||
{
|
||||
RenderSprite(sprite, camera, bobx, boby, wx, wy, r_TicFracF);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void RenderPolyPlayerSprites::RenderRemainingSprites()
|
||||
{
|
||||
for (auto &sprite : ScreenSprites)
|
||||
sprite.Render();
|
||||
}
|
||||
|
||||
void RenderPolyPlayerSprites::RenderSprite(DPSprite *sprite, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac)
|
||||
{
|
||||
// decide which patch to use
|
||||
if ((unsigned)sprite->GetSprite() >= (unsigned)sprites.Size())
|
||||
{
|
||||
DPrintf(DMSG_ERROR, "RenderPlayerSprite: invalid sprite number %i\n", sprite->GetSprite());
|
||||
return;
|
||||
}
|
||||
|
||||
spritedef_t *def = &sprites[sprite->GetSprite()];
|
||||
if (sprite->GetFrame() >= def->numframes)
|
||||
{
|
||||
DPrintf(DMSG_ERROR, "RenderPlayerSprite: invalid sprite frame %i : %i\n", sprite->GetSprite(), sprite->GetFrame());
|
||||
return;
|
||||
}
|
||||
|
||||
spriteframe_t *frame = &SpriteFrames[def->spriteframes + sprite->GetFrame()];
|
||||
FTextureID picnum = frame->Texture[0];
|
||||
bool flip = (frame->Flip & 1) != 0;
|
||||
|
||||
FTexture *tex = TexMan(picnum);
|
||||
if (tex->UseType == FTexture::TEX_Null)
|
||||
return;
|
||||
|
||||
// Can't interpolate the first tic.
|
||||
if (sprite->firstTic)
|
||||
{
|
||||
sprite->firstTic = false;
|
||||
sprite->oldx = sprite->x;
|
||||
sprite->oldy = sprite->y;
|
||||
}
|
||||
|
||||
double sx = sprite->oldx + (sprite->x - sprite->oldx) * ticfrac;
|
||||
double sy = sprite->oldy + (sprite->y - sprite->oldy) * ticfrac;
|
||||
|
||||
if (sprite->Flags & PSPF_ADDBOB)
|
||||
{
|
||||
sx += bobx;
|
||||
sy += boby;
|
||||
}
|
||||
|
||||
if (sprite->Flags & PSPF_ADDWEAPON && sprite->GetID() != PSP_WEAPON)
|
||||
{
|
||||
sx += wx;
|
||||
sy += wy;
|
||||
}
|
||||
|
||||
// calculate edges of the shape
|
||||
double tx = sx - BaseXCenter;
|
||||
|
||||
tx -= tex->GetScaledLeftOffset();
|
||||
int x1 = xs_RoundToInt(CenterX + tx * pspritexscale);
|
||||
|
||||
// off the right side
|
||||
if (x1 > viewwidth)
|
||||
return;
|
||||
|
||||
tx += tex->GetScaledWidth();
|
||||
int x2 = xs_RoundToInt(CenterX + tx * pspritexscale);
|
||||
|
||||
// off the left side
|
||||
if (x2 <= 0)
|
||||
return;
|
||||
|
||||
double texturemid = (BaseYCenter - sy) * tex->Scale.Y + tex->TopOffset;
|
||||
|
||||
// Adjust PSprite for fullscreen views
|
||||
if (camera->player && (RenderTarget != screen || viewheight == RenderTarget->GetHeight() || (RenderTarget->GetWidth() > (BaseXCenter * 2) && !st_scale)))
|
||||
{
|
||||
AWeapon *weapon = dyn_cast<AWeapon>(sprite->GetCaller());
|
||||
if (weapon != nullptr && weapon->YAdjust != 0)
|
||||
{
|
||||
if (RenderTarget != screen || viewheight == RenderTarget->GetHeight())
|
||||
{
|
||||
texturemid -= weapon->YAdjust;
|
||||
}
|
||||
else
|
||||
{
|
||||
texturemid -= StatusBar->GetDisplacement() * weapon->YAdjust;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Move the weapon down for 1280x1024.
|
||||
if (sprite->GetID() < PSP_TARGETCENTER)
|
||||
{
|
||||
texturemid -= AspectPspriteOffset(WidescreenRatio);
|
||||
}
|
||||
|
||||
int clipped_x1 = MAX(x1, 0);
|
||||
int clipped_x2 = MIN(x2, viewwidth);
|
||||
double xscale = pspritexscale / tex->Scale.X;
|
||||
double yscale = pspriteyscale / tex->Scale.Y;
|
||||
uint32_t translation = 0; // [RH] Use default colors
|
||||
|
||||
double xiscale, startfrac;
|
||||
if (flip)
|
||||
{
|
||||
xiscale = -pspritexiscale * tex->Scale.X;
|
||||
startfrac = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
xiscale = pspritexiscale * tex->Scale.X;
|
||||
startfrac = 0;
|
||||
}
|
||||
|
||||
if (clipped_x1 > x1)
|
||||
startfrac += xiscale * (clipped_x1 - x1);
|
||||
|
||||
bool noaccel = false;
|
||||
|
||||
FDynamicColormap *basecolormap = viewsector->ColorMap;
|
||||
FDynamicColormap *colormap_to_use = basecolormap;
|
||||
|
||||
visstyle_t visstyle;
|
||||
visstyle.ColormapNum = 0;
|
||||
visstyle.BaseColormap = basecolormap;
|
||||
visstyle.Alpha = 0;
|
||||
visstyle.RenderStyle = STYLE_Normal;
|
||||
|
||||
bool foggy = false;
|
||||
int actualextralight = foggy ? 0 : extralight << 4;
|
||||
int spriteshade = LIGHT2SHADE(owner->Sector->lightlevel + actualextralight);
|
||||
double minz = double((2048 * 4) / double(1 << 20));
|
||||
visstyle.ColormapNum = GETPALOOKUP(r_SpriteVisibility / minz, spriteshade);
|
||||
|
||||
if (sprite->GetID() < PSP_TARGETCENTER)
|
||||
{
|
||||
// Lots of complicated style and noaccel stuff
|
||||
}
|
||||
|
||||
// Check for hardware-assisted 2D. If it's available, and this sprite is not
|
||||
// fuzzy, don't draw it until after the switch to 2D mode.
|
||||
if (!noaccel && RenderTarget == screen && (DFrameBuffer *)screen->Accel2D)
|
||||
{
|
||||
FRenderStyle style = visstyle.RenderStyle;
|
||||
style.CheckFuzz();
|
||||
if (style.BlendOp != STYLEOP_Fuzz)
|
||||
{
|
||||
PolyScreenSprite screenSprite;
|
||||
screenSprite.Pic = tex;
|
||||
screenSprite.X1 = viewwindowx + x1;
|
||||
screenSprite.Y1 = viewwindowy + viewheight / 2 - texturemid * yscale - 0.5;
|
||||
screenSprite.Width = tex->GetWidth() * xscale;
|
||||
screenSprite.Height = tex->GetHeight() * yscale;
|
||||
screenSprite.Translation = TranslationToTable(translation);
|
||||
screenSprite.Flip = xiscale < 0;
|
||||
screenSprite.visstyle = visstyle;
|
||||
screenSprite.Colormap = colormap_to_use;
|
||||
ScreenSprites.push_back(screenSprite);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
//R_DrawVisSprite(vis);
|
||||
}
|
||||
|
||||
void PolyScreenSprite::Render()
|
||||
{
|
||||
FSpecialColormap *special = nullptr;
|
||||
FColormapStyle colormapstyle;
|
||||
PalEntry overlay = 0;
|
||||
bool usecolormapstyle = false;
|
||||
if (visstyle.BaseColormap >= &SpecialColormaps[0] &&
|
||||
visstyle.BaseColormap < &SpecialColormaps[SpecialColormaps.Size()])
|
||||
{
|
||||
special = static_cast<FSpecialColormap*>(visstyle.BaseColormap);
|
||||
}
|
||||
else if (Colormap->Color == PalEntry(255, 255, 255) &&
|
||||
Colormap->Desaturate == 0)
|
||||
{
|
||||
overlay = Colormap->Fade;
|
||||
overlay.a = BYTE(visstyle.ColormapNum * 255 / NUMCOLORMAPS);
|
||||
}
|
||||
else
|
||||
{
|
||||
usecolormapstyle = true;
|
||||
colormapstyle.Color = Colormap->Color;
|
||||
colormapstyle.Fade = Colormap->Fade;
|
||||
colormapstyle.Desaturate = Colormap->Desaturate;
|
||||
colormapstyle.FadeLevel = visstyle.ColormapNum / float(NUMCOLORMAPS);
|
||||
}
|
||||
|
||||
screen->DrawTexture(Pic,
|
||||
X1,
|
||||
Y1,
|
||||
DTA_DestWidthF, Width,
|
||||
DTA_DestHeightF, Height,
|
||||
DTA_Translation, Translation,
|
||||
DTA_FlipX, Flip,
|
||||
DTA_TopOffset, 0,
|
||||
DTA_LeftOffset, 0,
|
||||
DTA_ClipLeft, viewwindowx,
|
||||
DTA_ClipTop, viewwindowy,
|
||||
DTA_ClipRight, viewwindowx + viewwidth,
|
||||
DTA_ClipBottom, viewwindowy + viewheight,
|
||||
DTA_AlphaF, visstyle.Alpha,
|
||||
DTA_RenderStyle, visstyle.RenderStyle,
|
||||
DTA_FillColor, FillColor,
|
||||
DTA_SpecialColormap, special,
|
||||
DTA_ColorOverlay, overlay.d,
|
||||
DTA_ColormapStyle, usecolormapstyle ? &colormapstyle : nullptr,
|
||||
TAG_DONE);
|
||||
}
|
59
src/r_poly_playersprite.h
Normal file
59
src/r_poly_playersprite.h
Normal file
|
@ -0,0 +1,59 @@
|
|||
/*
|
||||
** Handling drawing a player sprite
|
||||
** Copyright (c) 2016 Magnus Norddahl
|
||||
**
|
||||
** This software is provided 'as-is', without any express or implied
|
||||
** warranty. In no event will the authors be held liable for any damages
|
||||
** arising from the use of this software.
|
||||
**
|
||||
** Permission is granted to anyone to use this software for any purpose,
|
||||
** including commercial applications, and to alter it and redistribute it
|
||||
** freely, subject to the following restrictions:
|
||||
**
|
||||
** 1. The origin of this software must not be misrepresented; you must not
|
||||
** claim that you wrote the original software. If you use this software
|
||||
** in a product, an acknowledgment in the product documentation would be
|
||||
** appreciated but is not required.
|
||||
** 2. Altered source versions must be plainly marked as such, and must not be
|
||||
** misrepresented as being the original software.
|
||||
** 3. This notice may not be removed or altered from any source distribution.
|
||||
**
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
class PolyScreenSprite;
|
||||
class DPSprite;
|
||||
|
||||
class RenderPolyPlayerSprites
|
||||
{
|
||||
public:
|
||||
void Render();
|
||||
void RenderRemainingSprites();
|
||||
|
||||
private:
|
||||
void RenderSprite(DPSprite *sprite, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac);
|
||||
|
||||
const int BaseXCenter = 160;
|
||||
const int BaseYCenter = 100;
|
||||
|
||||
std::vector<PolyScreenSprite> ScreenSprites;
|
||||
};
|
||||
|
||||
// DScreen accelerated sprite to be rendered
|
||||
class PolyScreenSprite
|
||||
{
|
||||
public:
|
||||
void Render();
|
||||
|
||||
FTexture *Pic = nullptr;
|
||||
double X1 = 0.0;
|
||||
double Y1 = 0.0;
|
||||
double Width = 0.0;
|
||||
double Height = 0.0;
|
||||
FRemapTable *Translation = nullptr;
|
||||
bool Flip = false;
|
||||
visstyle_t visstyle;
|
||||
uint32_t FillColor = 0;
|
||||
FDynamicColormap *Colormap = nullptr;
|
||||
};
|
193
src/r_poly_sky.cpp
Normal file
193
src/r_poly_sky.cpp
Normal file
|
@ -0,0 +1,193 @@
|
|||
/*
|
||||
** Sky dome rendering
|
||||
** Copyright(C) 2003-2016 Christoph Oelckers
|
||||
** All rights reserved.
|
||||
**
|
||||
** This program is free software: you can redistribute it and/or modify
|
||||
** it under the terms of the GNU Lesser General Public License as published by
|
||||
** the Free Software Foundation, either version 3 of the License, or
|
||||
** (at your option) any later version.
|
||||
**
|
||||
** This program is distributed in the hope that it will be useful,
|
||||
** but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
** GNU Lesser General Public License for more details.
|
||||
**
|
||||
** You should have received a copy of the GNU Lesser General Public License
|
||||
** along with this program. If not, see http:**www.gnu.org/licenses/
|
||||
**
|
||||
** Loosely based on the JDoom sky and the ZDoomGL 0.66.2 sky.
|
||||
*/
|
||||
|
||||
#include <stdlib.h>
|
||||
#include "templates.h"
|
||||
#include "doomdef.h"
|
||||
#include "sbar.h"
|
||||
#include "r_data/r_translate.h"
|
||||
#include "r_poly_sky.h"
|
||||
#include "r_poly.h"
|
||||
#include "r_sky.h" // for skyflatnum
|
||||
|
||||
PolySkyDome::PolySkyDome()
|
||||
{
|
||||
CreateDome();
|
||||
}
|
||||
|
||||
void PolySkyDome::Render(const TriMatrix &worldToClip)
|
||||
{
|
||||
FTextureID sky1tex, sky2tex;
|
||||
if ((level.flags & LEVEL_SWAPSKIES) && !(level.flags & LEVEL_DOUBLESKY))
|
||||
sky1tex = sky2texture;
|
||||
else
|
||||
sky1tex = sky1texture;
|
||||
sky2tex = sky2texture;
|
||||
|
||||
FTexture *frontskytex = TexMan(sky1tex, true);
|
||||
FTexture *backskytex = nullptr;
|
||||
if (level.flags & LEVEL_DOUBLESKY)
|
||||
backskytex = TexMan(sky2tex, true);
|
||||
|
||||
TriMatrix objectToWorld = TriMatrix::translate((float)ViewPos.X, (float)ViewPos.Y, (float)ViewPos.Z);
|
||||
|
||||
TriUniforms uniforms;
|
||||
uniforms.objectToClip = worldToClip * objectToWorld;
|
||||
uniforms.light = 256;
|
||||
uniforms.flags = 0;
|
||||
uniforms.subsectorDepth = RenderPolyScene::SkySubsectorDepth;
|
||||
|
||||
int rc = mRows + 1;
|
||||
|
||||
PolyDrawArgs args;
|
||||
args.uniforms = uniforms;
|
||||
args.clipleft = 0;
|
||||
args.cliptop = 0;
|
||||
args.clipright = viewwidth;
|
||||
args.clipbottom = viewheight;
|
||||
args.stenciltestvalue = 255;
|
||||
args.stencilwritevalue = 1;
|
||||
args.SetTexture(frontskytex);
|
||||
|
||||
RenderCapColorRow(args, frontskytex, 0, false);
|
||||
RenderCapColorRow(args, frontskytex, rc, true);
|
||||
|
||||
for (int i = 1; i <= mRows; i++)
|
||||
{
|
||||
RenderRow(args, i);
|
||||
RenderRow(args, rc + i);
|
||||
}
|
||||
}
|
||||
|
||||
void PolySkyDome::RenderRow(PolyDrawArgs &args, int row)
|
||||
{
|
||||
args.vinput = &mVertices[mPrimStart[row]];
|
||||
args.vcount = mPrimStart[row + 1] - mPrimStart[row];
|
||||
args.mode = TriangleDrawMode::Strip;
|
||||
args.ccw = false;
|
||||
PolyTriangleDrawer::draw(args, TriDrawVariant::Draw);
|
||||
}
|
||||
|
||||
void PolySkyDome::RenderCapColorRow(PolyDrawArgs &args, FTexture *skytex, int row, bool bottomCap)
|
||||
{
|
||||
uint32_t solid = skytex->GetSkyCapColor(bottomCap);
|
||||
if (!r_swtruecolor)
|
||||
solid = 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.solidcolor = solid;
|
||||
PolyTriangleDrawer::draw(args, TriDrawVariant::Fill);
|
||||
}
|
||||
|
||||
void PolySkyDome::CreateDome()
|
||||
{
|
||||
mColumns = 128;
|
||||
mRows = 4;
|
||||
CreateSkyHemisphere(false);
|
||||
CreateSkyHemisphere(true);
|
||||
mPrimStart.Push(mVertices.Size());
|
||||
}
|
||||
|
||||
void PolySkyDome::CreateSkyHemisphere(bool zflip)
|
||||
{
|
||||
int r, c;
|
||||
|
||||
mPrimStart.Push(mVertices.Size());
|
||||
|
||||
for (c = 0; c < mColumns; c++)
|
||||
{
|
||||
SkyVertex(1, c, zflip);
|
||||
}
|
||||
|
||||
// The total number of triangles per hemisphere can be calculated
|
||||
// as follows: rows * columns * 2 + 2 (for the top cap).
|
||||
for (r = 0; r < mRows; r++)
|
||||
{
|
||||
mPrimStart.Push(mVertices.Size());
|
||||
for (c = 0; c <= mColumns; c++)
|
||||
{
|
||||
SkyVertex(r + zflip, c, zflip);
|
||||
SkyVertex(r + 1 - zflip, c, zflip);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
TriVertex PolySkyDome::SetVertex(float xx, float yy, float zz, float uu, float vv)
|
||||
{
|
||||
TriVertex v;
|
||||
v.x = xx;
|
||||
v.y = yy;
|
||||
v.z = zz;
|
||||
v.w = 1.0f;
|
||||
v.varying[0] = uu;
|
||||
v.varying[1] = vv;
|
||||
return v;
|
||||
}
|
||||
|
||||
TriVertex PolySkyDome::SetVertexXYZ(float xx, float yy, float zz, float uu, float vv)
|
||||
{
|
||||
TriVertex v;
|
||||
v.x = xx;
|
||||
v.y = zz;
|
||||
v.z = yy;
|
||||
v.w = 1.0f;
|
||||
v.varying[0] = uu;
|
||||
v.varying[1] = vv;
|
||||
return v;
|
||||
}
|
||||
|
||||
void PolySkyDome::SkyVertex(int r, int c, bool zflip)
|
||||
{
|
||||
static const FAngle maxSideAngle = 60.f;
|
||||
static const float scale = 10000.;
|
||||
|
||||
FAngle topAngle = (c / (float)mColumns * 360.f);
|
||||
FAngle sideAngle = maxSideAngle * (float)(mRows - r) / (float)mRows;
|
||||
float height = sideAngle.Sin();
|
||||
float realRadius = scale * sideAngle.Cos();
|
||||
FVector2 pos = topAngle.ToVector(realRadius);
|
||||
float z = (!zflip) ? scale * height : -scale * height;
|
||||
|
||||
float u, v;
|
||||
//uint32_t color = r == 0 ? 0xffffff : 0xffffffff;
|
||||
|
||||
// And the texture coordinates.
|
||||
if (!zflip) // Flipped Y is for the lower hemisphere.
|
||||
{
|
||||
u = (-c / (float)mColumns);
|
||||
v = (r / (float)mRows);
|
||||
}
|
||||
else
|
||||
{
|
||||
u = (-c / (float)mColumns);
|
||||
v = 1.0f + ((mRows - r) / (float)mRows);
|
||||
}
|
||||
|
||||
if (r != 4) z += 300;
|
||||
|
||||
// And finally the vertex.
|
||||
TriVertex vert;
|
||||
vert = SetVertexXYZ(-pos.X, z - 1.f, pos.Y, u * 4.0f, v * 1.2f + 0.5f/*, color*/);
|
||||
mVertices.Push(vert);
|
||||
}
|
45
src/r_poly_sky.h
Normal file
45
src/r_poly_sky.h
Normal file
|
@ -0,0 +1,45 @@
|
|||
/*
|
||||
** Sky dome rendering
|
||||
** Copyright(C) 2003-2016 Christoph Oelckers
|
||||
** All rights reserved.
|
||||
**
|
||||
** This program is free software: you can redistribute it and/or modify
|
||||
** it under the terms of the GNU Lesser General Public License as published by
|
||||
** the Free Software Foundation, either version 3 of the License, or
|
||||
** (at your option) any later version.
|
||||
**
|
||||
** This program is distributed in the hope that it will be useful,
|
||||
** but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
** GNU Lesser General Public License for more details.
|
||||
**
|
||||
** You should have received a copy of the GNU Lesser General Public License
|
||||
** along with this program. If not, see http:**www.gnu.org/licenses/
|
||||
**
|
||||
** Loosely based on the JDoom sky and the ZDoomGL 0.66.2 sky.
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "r_poly_triangle.h"
|
||||
|
||||
class PolySkyDome
|
||||
{
|
||||
public:
|
||||
PolySkyDome();
|
||||
void Render(const TriMatrix &worldToClip);
|
||||
|
||||
private:
|
||||
TArray<TriVertex> mVertices;
|
||||
TArray<unsigned int> mPrimStart;
|
||||
int mRows, mColumns;
|
||||
|
||||
void SkyVertex(int r, int c, bool yflip);
|
||||
void CreateSkyHemisphere(bool zflip);
|
||||
void CreateDome();
|
||||
void RenderRow(PolyDrawArgs &args, int row);
|
||||
void RenderCapColorRow(PolyDrawArgs &args, FTexture *skytex, int row, bool bottomCap);
|
||||
|
||||
TriVertex SetVertex(float xx, float yy, float zz, float uu = 0, float vv = 0);
|
||||
TriVertex SetVertexXYZ(float xx, float yy, float zz, float uu = 0, float vv = 0);
|
||||
};
|
301
src/r_poly_sprite.cpp
Normal file
301
src/r_poly_sprite.cpp
Normal file
|
@ -0,0 +1,301 @@
|
|||
/*
|
||||
** Handling drawing a sprite
|
||||
** Copyright (c) 2016 Magnus Norddahl
|
||||
**
|
||||
** This software is provided 'as-is', without any express or implied
|
||||
** warranty. In no event will the authors be held liable for any damages
|
||||
** arising from the use of this software.
|
||||
**
|
||||
** Permission is granted to anyone to use this software for any purpose,
|
||||
** including commercial applications, and to alter it and redistribute it
|
||||
** freely, subject to the following restrictions:
|
||||
**
|
||||
** 1. The origin of this software must not be misrepresented; you must not
|
||||
** claim that you wrote the original software. If you use this software
|
||||
** in a product, an acknowledgment in the product documentation would be
|
||||
** appreciated but is not required.
|
||||
** 2. Altered source versions must be plainly marked as such, and must not be
|
||||
** misrepresented as being the original software.
|
||||
** 3. This notice may not be removed or altered from any source distribution.
|
||||
**
|
||||
*/
|
||||
|
||||
#include <stdlib.h>
|
||||
#include "templates.h"
|
||||
#include "doomdef.h"
|
||||
#include "sbar.h"
|
||||
#include "r_data/r_translate.h"
|
||||
#include "r_poly_sprite.h"
|
||||
#include "r_poly.h"
|
||||
|
||||
void RenderPolySprite::Render(const TriMatrix &worldToClip, AActor *thing, subsector_t *sub, uint32_t subsectorDepth)
|
||||
{
|
||||
if (IsThingCulled(thing))
|
||||
return;
|
||||
|
||||
DVector3 pos = thing->InterpolatedPosition(r_TicFracF);
|
||||
pos.Z += thing->GetBobOffset(r_TicFracF);
|
||||
|
||||
bool flipTextureX = false;
|
||||
FTexture *tex = GetSpriteTexture(thing, flipTextureX);
|
||||
if (tex == nullptr)
|
||||
return;
|
||||
DVector2 spriteScale = thing->Scale;
|
||||
double thingxscalemul = spriteScale.X / tex->Scale.X;
|
||||
double thingyscalemul = spriteScale.Y / tex->Scale.Y;
|
||||
|
||||
if (flipTextureX)
|
||||
pos.X -= (tex->GetWidth() - tex->LeftOffset) * thingxscalemul;
|
||||
else
|
||||
pos.X -= tex->LeftOffset * thingxscalemul;
|
||||
|
||||
//pos.Z -= tex->TopOffset * thingyscalemul;
|
||||
pos.Z -= (tex->GetHeight() - tex->TopOffset) * thingyscalemul + thing->Floorclip;
|
||||
|
||||
double spriteHalfWidth = thingxscalemul * tex->GetWidth() * 0.5;
|
||||
double spriteHeight = thingyscalemul * tex->GetHeight();
|
||||
|
||||
pos.X += spriteHalfWidth;
|
||||
|
||||
DVector2 points[2] =
|
||||
{
|
||||
{ pos.X - ViewSin * spriteHalfWidth, pos.Y + ViewCos * spriteHalfWidth },
|
||||
{ pos.X + ViewSin * spriteHalfWidth, pos.Y - ViewCos * spriteHalfWidth }
|
||||
};
|
||||
|
||||
// Is this sprite inside? (To do: clip the points)
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
for (uint32_t i = 0; i < sub->numlines; i++)
|
||||
{
|
||||
seg_t *line = &sub->firstline[i];
|
||||
double nx = line->v1->fY() - line->v2->fY();
|
||||
double ny = line->v2->fX() - line->v1->fX();
|
||||
double d = -(line->v1->fX() * nx + line->v1->fY() * ny);
|
||||
if (pos.X * nx + pos.Y * ny + d > 0.0)
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
//double depth = 1.0;
|
||||
//visstyle_t visstyle = GetSpriteVisStyle(thing, depth);
|
||||
// Rumor has it that AlterWeaponSprite needs to be called with visstyle passed in somewhere around here..
|
||||
//R_SetColorMapLight(visstyle.BaseColormap, 0, visstyle.ColormapNum << FRACBITS);
|
||||
|
||||
TriVertex *vertices = PolyVertexBuffer::GetVertices(4);
|
||||
if (!vertices)
|
||||
return;
|
||||
|
||||
bool foggy = false;
|
||||
int actualextralight = foggy ? 0 : extralight << 4;
|
||||
|
||||
std::pair<float, float> offsets[4] =
|
||||
{
|
||||
{ 0.0f, 1.0f },
|
||||
{ 1.0f, 1.0f },
|
||||
{ 1.0f, 0.0f },
|
||||
{ 0.0f, 0.0f },
|
||||
};
|
||||
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
auto &p = (i == 0 || i == 3) ? points[0] : points[1];
|
||||
|
||||
vertices[i].x = (float)p.X;
|
||||
vertices[i].y = (float)p.Y;
|
||||
vertices[i].z = (float)(pos.Z + spriteHeight * offsets[i].second);
|
||||
vertices[i].w = 1.0f;
|
||||
vertices[i].varying[0] = (float)(offsets[i].first * tex->Scale.X);
|
||||
vertices[i].varying[1] = (float)((1.0f - offsets[i].second) * tex->Scale.Y);
|
||||
if (flipTextureX)
|
||||
vertices[i].varying[0] = 1.0f - vertices[i].varying[0];
|
||||
}
|
||||
|
||||
TriUniforms uniforms;
|
||||
uniforms.objectToClip = worldToClip;
|
||||
uniforms.light = (uint32_t)((thing->Sector->lightlevel + actualextralight) / 255.0f * 256.0f);
|
||||
uniforms.flags = 0;
|
||||
uniforms.subsectorDepth = subsectorDepth;
|
||||
|
||||
PolyDrawArgs args;
|
||||
args.uniforms = uniforms;
|
||||
args.vinput = vertices;
|
||||
args.vcount = 4;
|
||||
args.mode = TriangleDrawMode::Fan;
|
||||
args.ccw = true;
|
||||
args.clipleft = 0;
|
||||
args.cliptop = 0;
|
||||
args.clipright = viewwidth;
|
||||
args.clipbottom = viewheight;
|
||||
args.stenciltestvalue = 0;
|
||||
args.stencilwritevalue = 1;
|
||||
args.SetTexture(tex);
|
||||
PolyTriangleDrawer::draw(args, TriDrawVariant::DrawSubsector);
|
||||
}
|
||||
|
||||
bool RenderPolySprite::IsThingCulled(AActor *thing)
|
||||
{
|
||||
FIntCVar *cvar = thing->GetClass()->distancecheck;
|
||||
if (cvar != nullptr && *cvar >= 0)
|
||||
{
|
||||
double dist = (thing->Pos() - ViewPos).LengthSquared();
|
||||
double check = (double)**cvar;
|
||||
if (dist >= check * check)
|
||||
return true;
|
||||
}
|
||||
|
||||
// Don't waste time projecting sprites that are definitely not visible.
|
||||
if (thing == nullptr ||
|
||||
(thing->renderflags & RF_INVISIBLE) ||
|
||||
!thing->RenderStyle.IsVisible(thing->Alpha) ||
|
||||
!thing->IsVisibleToPlayer())
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
visstyle_t RenderPolySprite::GetSpriteVisStyle(AActor *thing, double z)
|
||||
{
|
||||
visstyle_t visstyle;
|
||||
|
||||
bool foggy = false;
|
||||
int actualextralight = foggy ? 0 : extralight << 4;
|
||||
int spriteshade = LIGHT2SHADE(thing->Sector->lightlevel + actualextralight);
|
||||
|
||||
visstyle.RenderStyle = thing->RenderStyle;
|
||||
visstyle.Alpha = float(thing->Alpha);
|
||||
visstyle.ColormapNum = 0;
|
||||
|
||||
// The software renderer cannot invert the source without inverting the overlay
|
||||
// too. That means if the source is inverted, we need to do the reverse of what
|
||||
// the invert overlay flag says to do.
|
||||
bool invertcolormap = (visstyle.RenderStyle.Flags & STYLEF_InvertOverlay) != 0;
|
||||
|
||||
if (visstyle.RenderStyle.Flags & STYLEF_InvertSource)
|
||||
{
|
||||
invertcolormap = !invertcolormap;
|
||||
}
|
||||
|
||||
FDynamicColormap *mybasecolormap = thing->Sector->ColorMap;
|
||||
|
||||
// Sprites that are added to the scene must fade to black.
|
||||
if (visstyle.RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0)
|
||||
{
|
||||
mybasecolormap = GetSpecialLights(mybasecolormap->Color, 0, mybasecolormap->Desaturate);
|
||||
}
|
||||
|
||||
if (visstyle.RenderStyle.Flags & STYLEF_FadeToBlack)
|
||||
{
|
||||
if (invertcolormap)
|
||||
{ // Fade to white
|
||||
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(255, 255, 255), mybasecolormap->Desaturate);
|
||||
invertcolormap = false;
|
||||
}
|
||||
else
|
||||
{ // Fade to black
|
||||
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(0, 0, 0), mybasecolormap->Desaturate);
|
||||
}
|
||||
}
|
||||
|
||||
// get light level
|
||||
if (fixedcolormap != nullptr)
|
||||
{ // fixed map
|
||||
visstyle.BaseColormap = fixedcolormap;
|
||||
visstyle.ColormapNum = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (invertcolormap)
|
||||
{
|
||||
mybasecolormap = GetSpecialLights(mybasecolormap->Color, mybasecolormap->Fade.InverseColor(), mybasecolormap->Desaturate);
|
||||
}
|
||||
if (fixedlightlev >= 0)
|
||||
{
|
||||
visstyle.BaseColormap = mybasecolormap;
|
||||
visstyle.ColormapNum = fixedlightlev >> COLORMAPSHIFT;
|
||||
}
|
||||
else if (!foggy && ((thing->renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT)))
|
||||
{ // full bright
|
||||
visstyle.BaseColormap = mybasecolormap;
|
||||
visstyle.ColormapNum = 0;
|
||||
}
|
||||
else
|
||||
{ // diminished light
|
||||
double minz = double((2048 * 4) / double(1 << 20));
|
||||
visstyle.ColormapNum = GETPALOOKUP(r_SpriteVisibility / MAX(z, minz), spriteshade);
|
||||
visstyle.BaseColormap = mybasecolormap;
|
||||
}
|
||||
}
|
||||
|
||||
return visstyle;
|
||||
}
|
||||
|
||||
FTexture *RenderPolySprite::GetSpriteTexture(AActor *thing, /*out*/ bool &flipX)
|
||||
{
|
||||
flipX = false;
|
||||
if (thing->picnum.isValid())
|
||||
{
|
||||
FTexture *tex = TexMan(thing->picnum);
|
||||
if (tex->UseType == FTexture::TEX_Null)
|
||||
{
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
if (tex->Rotations != 0xFFFF)
|
||||
{
|
||||
// choose a different rotation based on player view
|
||||
spriteframe_t *sprframe = &SpriteFrames[tex->Rotations];
|
||||
DVector3 pos = thing->InterpolatedPosition(r_TicFracF);
|
||||
pos.Z += thing->GetBobOffset(r_TicFracF);
|
||||
DAngle ang = (pos - ViewPos).Angle();
|
||||
angle_t rot;
|
||||
if (sprframe->Texture[0] == sprframe->Texture[1])
|
||||
{
|
||||
rot = (ang - thing->Angles.Yaw + 45.0 / 2 * 9).BAMs() >> 28;
|
||||
}
|
||||
else
|
||||
{
|
||||
rot = (ang - thing->Angles.Yaw + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
|
||||
}
|
||||
flipX = (sprframe->Flip & (1 << rot)) != 0;
|
||||
tex = TexMan[sprframe->Texture[rot]]; // Do not animate the rotation
|
||||
}
|
||||
return tex;
|
||||
}
|
||||
else
|
||||
{
|
||||
// decide which texture to use for the sprite
|
||||
int spritenum = thing->sprite;
|
||||
if (spritenum >= (signed)sprites.Size() || spritenum < 0)
|
||||
return nullptr;
|
||||
|
||||
spritedef_t *sprdef = &sprites[spritenum];
|
||||
if (thing->frame >= sprdef->numframes)
|
||||
{
|
||||
// If there are no frames at all for this sprite, don't draw it.
|
||||
return nullptr;
|
||||
}
|
||||
else
|
||||
{
|
||||
//picnum = SpriteFrames[sprdef->spriteframes + thing->frame].Texture[0];
|
||||
// choose a different rotation based on player view
|
||||
spriteframe_t *sprframe = &SpriteFrames[sprdef->spriteframes + thing->frame];
|
||||
DVector3 pos = thing->InterpolatedPosition(r_TicFracF);
|
||||
pos.Z += thing->GetBobOffset(r_TicFracF);
|
||||
DAngle ang = (pos - ViewPos).Angle();
|
||||
angle_t rot;
|
||||
if (sprframe->Texture[0] == sprframe->Texture[1])
|
||||
{
|
||||
rot = (ang - thing->Angles.Yaw + 45.0 / 2 * 9).BAMs() >> 28;
|
||||
}
|
||||
else
|
||||
{
|
||||
rot = (ang - thing->Angles.Yaw + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
|
||||
}
|
||||
flipX = (sprframe->Flip & (1 << rot)) != 0;
|
||||
return TexMan[sprframe->Texture[rot]]; // Do not animate the rotation
|
||||
}
|
||||
}
|
||||
}
|
37
src/r_poly_sprite.h
Normal file
37
src/r_poly_sprite.h
Normal file
|
@ -0,0 +1,37 @@
|
|||
/*
|
||||
** Handling drawing a sprite
|
||||
** Copyright (c) 2016 Magnus Norddahl
|
||||
**
|
||||
** This software is provided 'as-is', without any express or implied
|
||||
** warranty. In no event will the authors be held liable for any damages
|
||||
** arising from the use of this software.
|
||||
**
|
||||
** Permission is granted to anyone to use this software for any purpose,
|
||||
** including commercial applications, and to alter it and redistribute it
|
||||
** freely, subject to the following restrictions:
|
||||
**
|
||||
** 1. The origin of this software must not be misrepresented; you must not
|
||||
** claim that you wrote the original software. If you use this software
|
||||
** in a product, an acknowledgment in the product documentation would be
|
||||
** appreciated but is not required.
|
||||
** 2. Altered source versions must be plainly marked as such, and must not be
|
||||
** misrepresented as being the original software.
|
||||
** 3. This notice may not be removed or altered from any source distribution.
|
||||
**
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "r_poly_triangle.h"
|
||||
|
||||
class RenderPolySprite
|
||||
{
|
||||
public:
|
||||
void Render(const TriMatrix &worldToClip, AActor *thing, subsector_t *sub, uint32_t subsectorDepth);
|
||||
|
||||
static bool IsThingCulled(AActor *thing);
|
||||
|
||||
private:
|
||||
visstyle_t GetSpriteVisStyle(AActor *thing, double z);
|
||||
FTexture *GetSpriteTexture(AActor *thing, /*out*/ bool &flipX);
|
||||
};
|
334
src/r_poly_wall.cpp
Normal file
334
src/r_poly_wall.cpp
Normal file
|
@ -0,0 +1,334 @@
|
|||
/*
|
||||
** Handling drawing a wall
|
||||
** Copyright (c) 2016 Magnus Norddahl
|
||||
**
|
||||
** This software is provided 'as-is', without any express or implied
|
||||
** warranty. In no event will the authors be held liable for any damages
|
||||
** arising from the use of this software.
|
||||
**
|
||||
** Permission is granted to anyone to use this software for any purpose,
|
||||
** including commercial applications, and to alter it and redistribute it
|
||||
** freely, subject to the following restrictions:
|
||||
**
|
||||
** 1. The origin of this software must not be misrepresented; you must not
|
||||
** claim that you wrote the original software. If you use this software
|
||||
** in a product, an acknowledgment in the product documentation would be
|
||||
** appreciated but is not required.
|
||||
** 2. Altered source versions must be plainly marked as such, and must not be
|
||||
** misrepresented as being the original software.
|
||||
** 3. This notice may not be removed or altered from any source distribution.
|
||||
**
|
||||
*/
|
||||
|
||||
#include <stdlib.h>
|
||||
#include "templates.h"
|
||||
#include "doomdef.h"
|
||||
#include "sbar.h"
|
||||
#include "r_data/r_translate.h"
|
||||
#include "r_poly_wall.h"
|
||||
#include "r_poly.h"
|
||||
#include "r_sky.h" // for skyflatnum
|
||||
|
||||
bool RenderPolyWall::RenderLine(const TriMatrix &worldToClip, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth, std::vector<PolyTranslucentObject> &translucentWallsOutput)
|
||||
{
|
||||
double frontceilz1 = frontsector->ceilingplane.ZatPoint(line->v1);
|
||||
double frontfloorz1 = frontsector->floorplane.ZatPoint(line->v1);
|
||||
double frontceilz2 = frontsector->ceilingplane.ZatPoint(line->v2);
|
||||
double frontfloorz2 = frontsector->floorplane.ZatPoint(line->v2);
|
||||
|
||||
RenderPolyWall wall;
|
||||
wall.Line = line;
|
||||
wall.Colormap = frontsector->ColorMap;
|
||||
wall.Masked = false;
|
||||
wall.SubsectorDepth = subsectorDepth;
|
||||
|
||||
if (line->backsector == nullptr)
|
||||
{
|
||||
if (line->sidedef)
|
||||
{
|
||||
wall.SetCoords(line->v1->fPos(), line->v2->fPos(), frontceilz1, frontfloorz1, frontceilz2, frontfloorz2);
|
||||
wall.TopZ = frontceilz1;
|
||||
wall.BottomZ = frontfloorz1;
|
||||
wall.UnpeggedCeil = frontceilz1;
|
||||
wall.Texpart = side_t::mid;
|
||||
wall.Render(worldToClip);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
sector_t *backsector = (line->backsector != line->frontsector) ? line->backsector : line->frontsector;
|
||||
|
||||
double backceilz1 = backsector->ceilingplane.ZatPoint(line->v1);
|
||||
double backfloorz1 = backsector->floorplane.ZatPoint(line->v1);
|
||||
double backceilz2 = backsector->ceilingplane.ZatPoint(line->v2);
|
||||
double backfloorz2 = backsector->floorplane.ZatPoint(line->v2);
|
||||
|
||||
double topceilz1 = frontceilz1;
|
||||
double topceilz2 = frontceilz2;
|
||||
double topfloorz1 = MIN(backceilz1, frontceilz1);
|
||||
double topfloorz2 = MIN(backceilz2, frontceilz2);
|
||||
double bottomceilz1 = MAX(frontfloorz1, backfloorz1);
|
||||
double bottomceilz2 = MAX(frontfloorz2, backfloorz2);
|
||||
double bottomfloorz1 = frontfloorz1;
|
||||
double bottomfloorz2 = frontfloorz2;
|
||||
double middleceilz1 = topfloorz1;
|
||||
double middleceilz2 = topfloorz2;
|
||||
double middlefloorz1 = MIN(bottomceilz1, middleceilz1);
|
||||
double middlefloorz2 = MIN(bottomceilz2, middleceilz2);
|
||||
|
||||
bool bothSkyCeiling = frontsector->GetTexture(sector_t::ceiling) == skyflatnum && backsector->GetTexture(sector_t::ceiling) == skyflatnum;
|
||||
|
||||
if ((topceilz1 > topfloorz1 || topceilz2 > topfloorz2) && line->sidedef && !bothSkyCeiling)
|
||||
{
|
||||
wall.SetCoords(line->v1->fPos(), line->v2->fPos(), topceilz1, topfloorz1, topceilz2, topfloorz2);
|
||||
wall.TopZ = topceilz1;
|
||||
wall.BottomZ = topfloorz1;
|
||||
wall.UnpeggedCeil = topceilz1;
|
||||
wall.Texpart = side_t::top;
|
||||
wall.Render(worldToClip);
|
||||
}
|
||||
|
||||
if ((bottomfloorz1 < bottomceilz1 || bottomfloorz2 < bottomceilz2) && line->sidedef)
|
||||
{
|
||||
wall.SetCoords(line->v1->fPos(), line->v2->fPos(), bottomceilz1, bottomfloorz2, bottomceilz2, bottomfloorz2);
|
||||
wall.TopZ = bottomceilz1;
|
||||
wall.BottomZ = bottomfloorz2;
|
||||
wall.UnpeggedCeil = topceilz1;
|
||||
wall.Texpart = side_t::bottom;
|
||||
wall.Render(worldToClip);
|
||||
}
|
||||
|
||||
if (line->sidedef)
|
||||
{
|
||||
FTexture *midtex = TexMan(line->sidedef->GetTexture(side_t::mid), true);
|
||||
if (midtex && midtex->UseType != FTexture::TEX_Null)
|
||||
{
|
||||
wall.SetCoords(line->v1->fPos(), line->v2->fPos(), middleceilz1, middlefloorz1, middleceilz2, middlefloorz2);
|
||||
wall.TopZ = middleceilz1;
|
||||
wall.BottomZ = middlefloorz1;
|
||||
wall.UnpeggedCeil = topceilz1;
|
||||
wall.Texpart = side_t::mid;
|
||||
wall.Masked = true;
|
||||
translucentWallsOutput.push_back({ wall });
|
||||
}
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void RenderPolyWall::Render(const TriMatrix &worldToClip)
|
||||
{
|
||||
FTexture *tex = GetTexture();
|
||||
if (!tex)
|
||||
return;
|
||||
|
||||
PolyWallTextureCoords texcoords(tex, Line, Texpart, TopZ, BottomZ, UnpeggedCeil);
|
||||
|
||||
TriVertex *vertices = PolyVertexBuffer::GetVertices(4);
|
||||
if (!vertices)
|
||||
return;
|
||||
|
||||
vertices[0].x = (float)v1.X;
|
||||
vertices[0].y = (float)v1.Y;
|
||||
vertices[0].z = (float)ceil1;
|
||||
vertices[0].w = 1.0f;
|
||||
vertices[0].varying[0] = (float)texcoords.u1;
|
||||
vertices[0].varying[1] = (float)texcoords.v1;
|
||||
|
||||
vertices[1].x = (float)v2.X;
|
||||
vertices[1].y = (float)v2.Y;
|
||||
vertices[1].z = (float)ceil2;
|
||||
vertices[1].w = 1.0f;
|
||||
vertices[1].varying[0] = (float)texcoords.u2;
|
||||
vertices[1].varying[1] = (float)texcoords.v1;
|
||||
|
||||
vertices[2].x = (float)v2.X;
|
||||
vertices[2].y = (float)v2.Y;
|
||||
vertices[2].z = (float)floor2;
|
||||
vertices[2].w = 1.0f;
|
||||
vertices[2].varying[0] = (float)texcoords.u2;
|
||||
vertices[2].varying[1] = (float)texcoords.v2;
|
||||
|
||||
vertices[3].x = (float)v1.X;
|
||||
vertices[3].y = (float)v1.Y;
|
||||
vertices[3].z = (float)floor1;
|
||||
vertices[3].w = 1.0f;
|
||||
vertices[3].varying[0] = (float)texcoords.u1;
|
||||
vertices[3].varying[1] = (float)texcoords.v2;
|
||||
|
||||
TriUniforms uniforms;
|
||||
uniforms.objectToClip = worldToClip;
|
||||
uniforms.light = (uint32_t)(GetLightLevel() / 255.0f * 256.0f);
|
||||
uniforms.flags = 0;
|
||||
uniforms.subsectorDepth = SubsectorDepth;
|
||||
|
||||
PolyDrawArgs args;
|
||||
args.uniforms = uniforms;
|
||||
args.vinput = vertices;
|
||||
args.vcount = 4;
|
||||
args.mode = TriangleDrawMode::Fan;
|
||||
args.ccw = true;
|
||||
args.clipleft = 0;
|
||||
args.cliptop = 0;
|
||||
args.clipright = viewwidth;
|
||||
args.clipbottom = viewheight;
|
||||
args.stenciltestvalue = 0;
|
||||
args.stencilwritevalue = 1;
|
||||
args.SetTexture(tex);
|
||||
|
||||
if (!Masked)
|
||||
{
|
||||
PolyTriangleDrawer::draw(args, TriDrawVariant::Draw);
|
||||
PolyTriangleDrawer::draw(args, TriDrawVariant::Stencil);
|
||||
}
|
||||
else
|
||||
{
|
||||
PolyTriangleDrawer::draw(args, TriDrawVariant::DrawSubsector);
|
||||
}
|
||||
}
|
||||
|
||||
FTexture *RenderPolyWall::GetTexture()
|
||||
{
|
||||
FTexture *tex = TexMan(Line->sidedef->GetTexture(Texpart), true);
|
||||
if (tex == nullptr || tex->UseType == FTexture::TEX_Null)
|
||||
return nullptr;
|
||||
else
|
||||
return tex;
|
||||
}
|
||||
|
||||
int RenderPolyWall::GetLightLevel()
|
||||
{
|
||||
if (fixedlightlev >= 0 || fixedcolormap)
|
||||
{
|
||||
return 255;
|
||||
}
|
||||
else
|
||||
{
|
||||
bool foggy = false;
|
||||
int actualextralight = foggy ? 0 : extralight << 4;
|
||||
return Line->sidedef->GetLightLevel(foggy, Line->frontsector->lightlevel) + actualextralight;
|
||||
}
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
PolyWallTextureCoords::PolyWallTextureCoords(FTexture *tex, const seg_t *line, side_t::ETexpart texpart, double topz, double bottomz, double unpeggedceil)
|
||||
{
|
||||
CalcU(tex, line, texpart);
|
||||
CalcV(tex, line, texpart, topz, bottomz, unpeggedceil);
|
||||
}
|
||||
|
||||
void PolyWallTextureCoords::CalcU(FTexture *tex, const seg_t *line, side_t::ETexpart texpart)
|
||||
{
|
||||
double lineLength = line->sidedef->TexelLength;
|
||||
double lineStart = 0.0;
|
||||
|
||||
bool entireSegment = ((line->linedef->v1 == line->v1) && (line->linedef->v2 == line->v2) || (line->linedef->v2 == line->v1) && (line->linedef->v1 == line->v2));
|
||||
if (!entireSegment)
|
||||
{
|
||||
lineLength = (line->v2->fPos() - line->v1->fPos()).Length();
|
||||
lineStart = (line->v1->fPos() - line->linedef->v1->fPos()).Length();
|
||||
}
|
||||
|
||||
int texWidth = tex->GetWidth();
|
||||
double uscale = line->sidedef->GetTextureXScale(texpart) * tex->Scale.X;
|
||||
u1 = lineStart + line->sidedef->GetTextureXOffset(texpart);
|
||||
u2 = u1 + lineLength;
|
||||
u1 *= uscale;
|
||||
u2 *= uscale;
|
||||
u1 /= texWidth;
|
||||
u2 /= texWidth;
|
||||
}
|
||||
|
||||
void PolyWallTextureCoords::CalcV(FTexture *tex, const seg_t *line, side_t::ETexpart texpart, double topz, double bottomz, double unpeggedceil)
|
||||
{
|
||||
double vscale = line->sidedef->GetTextureYScale(texpart) * tex->Scale.Y;
|
||||
|
||||
double yoffset = line->sidedef->GetTextureYOffset(texpart);
|
||||
if (tex->bWorldPanning)
|
||||
yoffset *= vscale;
|
||||
|
||||
switch (texpart)
|
||||
{
|
||||
default:
|
||||
case side_t::mid:
|
||||
CalcVMidPart(tex, line, topz, bottomz, vscale, yoffset);
|
||||
break;
|
||||
case side_t::top:
|
||||
CalcVTopPart(tex, line, topz, bottomz, vscale, yoffset);
|
||||
break;
|
||||
case side_t::bottom:
|
||||
CalcVBottomPart(tex, line, topz, bottomz, unpeggedceil, vscale, yoffset);
|
||||
break;
|
||||
}
|
||||
|
||||
int texHeight = tex->GetHeight();
|
||||
v1 /= texHeight;
|
||||
v2 /= texHeight;
|
||||
}
|
||||
|
||||
void PolyWallTextureCoords::CalcVTopPart(FTexture *tex, const seg_t *line, double topz, double bottomz, double vscale, double yoffset)
|
||||
{
|
||||
bool pegged = (line->linedef->flags & ML_DONTPEGTOP) == 0;
|
||||
if (pegged) // bottom to top
|
||||
{
|
||||
int texHeight = tex->GetHeight();
|
||||
v1 = -yoffset;
|
||||
v2 = v1 + (topz - bottomz);
|
||||
v1 *= vscale;
|
||||
v2 *= vscale;
|
||||
v1 = texHeight - v1;
|
||||
v2 = texHeight - v2;
|
||||
std::swap(v1, v2);
|
||||
}
|
||||
else // top to bottom
|
||||
{
|
||||
v1 = yoffset;
|
||||
v2 = v1 + (topz - bottomz);
|
||||
v1 *= vscale;
|
||||
v2 *= vscale;
|
||||
}
|
||||
}
|
||||
|
||||
void PolyWallTextureCoords::CalcVMidPart(FTexture *tex, const seg_t *line, double topz, double bottomz, double vscale, double yoffset)
|
||||
{
|
||||
bool pegged = (line->linedef->flags & ML_DONTPEGBOTTOM) == 0;
|
||||
if (pegged) // top to bottom
|
||||
{
|
||||
v1 = yoffset;
|
||||
v2 = v1 + (topz - bottomz);
|
||||
v1 *= vscale;
|
||||
v2 *= vscale;
|
||||
}
|
||||
else // bottom to top
|
||||
{
|
||||
int texHeight = tex->GetHeight();
|
||||
v1 = yoffset;
|
||||
v2 = v1 + (topz - bottomz);
|
||||
v1 *= vscale;
|
||||
v2 *= vscale;
|
||||
v1 = texHeight - v1;
|
||||
v2 = texHeight - v2;
|
||||
std::swap(v1, v2);
|
||||
}
|
||||
}
|
||||
|
||||
void PolyWallTextureCoords::CalcVBottomPart(FTexture *tex, const seg_t *line, double topz, double bottomz, double unpeggedceil, double vscale, double yoffset)
|
||||
{
|
||||
bool pegged = (line->linedef->flags & ML_DONTPEGBOTTOM) == 0;
|
||||
if (pegged) // top to bottom
|
||||
{
|
||||
v1 = yoffset;
|
||||
v2 = v1 + (topz - bottomz);
|
||||
v1 *= vscale;
|
||||
v2 *= vscale;
|
||||
}
|
||||
else
|
||||
{
|
||||
v1 = yoffset + (unpeggedceil - topz);
|
||||
v2 = v1 + (topz - bottomz);
|
||||
v1 *= vscale;
|
||||
v2 *= vscale;
|
||||
}
|
||||
}
|
82
src/r_poly_wall.h
Normal file
82
src/r_poly_wall.h
Normal file
|
@ -0,0 +1,82 @@
|
|||
/*
|
||||
** Handling drawing a wall
|
||||
** Copyright (c) 2016 Magnus Norddahl
|
||||
**
|
||||
** This software is provided 'as-is', without any express or implied
|
||||
** warranty. In no event will the authors be held liable for any damages
|
||||
** arising from the use of this software.
|
||||
**
|
||||
** Permission is granted to anyone to use this software for any purpose,
|
||||
** including commercial applications, and to alter it and redistribute it
|
||||
** freely, subject to the following restrictions:
|
||||
**
|
||||
** 1. The origin of this software must not be misrepresented; you must not
|
||||
** claim that you wrote the original software. If you use this software
|
||||
** in a product, an acknowledgment in the product documentation would be
|
||||
** appreciated but is not required.
|
||||
** 2. Altered source versions must be plainly marked as such, and must not be
|
||||
** misrepresented as being the original software.
|
||||
** 3. This notice may not be removed or altered from any source distribution.
|
||||
**
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "r_poly_triangle.h"
|
||||
|
||||
class PolyTranslucentObject;
|
||||
|
||||
class RenderPolyWall
|
||||
{
|
||||
public:
|
||||
static bool RenderLine(const TriMatrix &worldToClip, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth, std::vector<PolyTranslucentObject> &translucentWallsOutput);
|
||||
|
||||
void Render(const TriMatrix &worldToClip);
|
||||
|
||||
void SetCoords(const DVector2 &v1, const DVector2 &v2, double ceil1, double floor1, double ceil2, double floor2)
|
||||
{
|
||||
this->v1 = v1;
|
||||
this->v2 = v2;
|
||||
this->ceil1 = ceil1;
|
||||
this->floor1 = floor1;
|
||||
this->ceil2 = ceil2;
|
||||
this->floor2 = floor2;
|
||||
}
|
||||
|
||||
DVector2 v1;
|
||||
DVector2 v2;
|
||||
double ceil1 = 0.0;
|
||||
double floor1 = 0.0;
|
||||
double ceil2 = 0.0;
|
||||
double floor2 = 0.0;
|
||||
|
||||
const seg_t *Line = nullptr;
|
||||
side_t::ETexpart Texpart = side_t::mid;
|
||||
double TopZ = 0.0;
|
||||
double BottomZ = 0.0;
|
||||
double UnpeggedCeil = 0.0;
|
||||
FSWColormap *Colormap = nullptr;
|
||||
bool Masked = false;
|
||||
uint32_t SubsectorDepth = 0;
|
||||
|
||||
private:
|
||||
FTexture *GetTexture();
|
||||
int GetLightLevel();
|
||||
};
|
||||
|
||||
// Texture coordinates for a wall
|
||||
class PolyWallTextureCoords
|
||||
{
|
||||
public:
|
||||
PolyWallTextureCoords(FTexture *tex, const seg_t *line, side_t::ETexpart texpart, double topz, double bottomz, double unpeggedceil);
|
||||
|
||||
double u1, u2;
|
||||
double v1, v2;
|
||||
|
||||
private:
|
||||
void CalcU(FTexture *tex, const seg_t *line, side_t::ETexpart texpart);
|
||||
void CalcV(FTexture *tex, const seg_t *line, side_t::ETexpart texpart, double topz, double bottomz, double unpeggedceil);
|
||||
void CalcVTopPart(FTexture *tex, const seg_t *line, double topz, double bottomz, double vscale, double yoffset);
|
||||
void CalcVMidPart(FTexture *tex, const seg_t *line, double topz, double bottomz, double vscale, double yoffset);
|
||||
void CalcVBottomPart(FTexture *tex, const seg_t *line, double topz, double bottomz, double unpeggedceil, double vscale, double yoffset);
|
||||
};
|
35
src/r_poly_wallsprite.cpp
Normal file
35
src/r_poly_wallsprite.cpp
Normal file
|
@ -0,0 +1,35 @@
|
|||
/*
|
||||
** Handling drawing a sprite
|
||||
** Copyright (c) 2016 Magnus Norddahl
|
||||
**
|
||||
** This software is provided 'as-is', without any express or implied
|
||||
** warranty. In no event will the authors be held liable for any damages
|
||||
** arising from the use of this software.
|
||||
**
|
||||
** Permission is granted to anyone to use this software for any purpose,
|
||||
** including commercial applications, and to alter it and redistribute it
|
||||
** freely, subject to the following restrictions:
|
||||
**
|
||||
** 1. The origin of this software must not be misrepresented; you must not
|
||||
** claim that you wrote the original software. If you use this software
|
||||
** in a product, an acknowledgment in the product documentation would be
|
||||
** appreciated but is not required.
|
||||
** 2. Altered source versions must be plainly marked as such, and must not be
|
||||
** misrepresented as being the original software.
|
||||
** 3. This notice may not be removed or altered from any source distribution.
|
||||
**
|
||||
*/
|
||||
|
||||
#include <stdlib.h>
|
||||
#include "templates.h"
|
||||
#include "doomdef.h"
|
||||
#include "sbar.h"
|
||||
#include "r_data/r_translate.h"
|
||||
#include "r_poly_wallsprite.h"
|
||||
#include "r_poly.h"
|
||||
|
||||
void RenderPolyWallSprite::Render(AActor *thing, subsector_t *sub, uint32_t subsectorDepth)
|
||||
{
|
||||
if (RenderPolySprite::IsThingCulled(thing))
|
||||
return;
|
||||
}
|
31
src/r_poly_wallsprite.h
Normal file
31
src/r_poly_wallsprite.h
Normal file
|
@ -0,0 +1,31 @@
|
|||
/*
|
||||
** Handling drawing a wall sprite
|
||||
** Copyright (c) 2016 Magnus Norddahl
|
||||
**
|
||||
** This software is provided 'as-is', without any express or implied
|
||||
** warranty. In no event will the authors be held liable for any damages
|
||||
** arising from the use of this software.
|
||||
**
|
||||
** Permission is granted to anyone to use this software for any purpose,
|
||||
** including commercial applications, and to alter it and redistribute it
|
||||
** freely, subject to the following restrictions:
|
||||
**
|
||||
** 1. The origin of this software must not be misrepresented; you must not
|
||||
** claim that you wrote the original software. If you use this software
|
||||
** in a product, an acknowledgment in the product documentation would be
|
||||
** appreciated but is not required.
|
||||
** 2. Altered source versions must be plainly marked as such, and must not be
|
||||
** misrepresented as being the original software.
|
||||
** 3. This notice may not be removed or altered from any source distribution.
|
||||
**
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "r_triangle.h"
|
||||
|
||||
class RenderPolyWallSprite
|
||||
{
|
||||
public:
|
||||
void Render(AActor *thing, subsector_t *sub, uint32_t subsectorDepth);
|
||||
};
|
|
@ -44,8 +44,11 @@
|
|||
#include "r_data/voxels.h"
|
||||
#include "r_draw_rgba.h"
|
||||
#include "r_compiler/llvmdrawers.h"
|
||||
#include "r_poly.h"
|
||||
|
||||
EXTERN_CVAR(Bool, r_shadercolormaps)
|
||||
EXTERN_CVAR(Bool, r_newrenderer) // [SP] dpJudas's new renderer
|
||||
EXTERN_CVAR(Float, maxviewpitch) // [SP] CVAR from GZDoom
|
||||
|
||||
void R_SWRSetWindow(int windowSize, int fullWidth, int fullHeight, int stHeight, float trueratio);
|
||||
void R_SetupColormap(player_t *);
|
||||
|
@ -238,9 +241,16 @@ void FSoftwareRenderer::WriteSavePic (player_t *player, FileWriter *file, int wi
|
|||
//===========================================================================
|
||||
|
||||
void FSoftwareRenderer::DrawRemainingPlayerSprites()
|
||||
{
|
||||
if (!r_newrenderer)
|
||||
{
|
||||
R_DrawRemainingPlayerSprites();
|
||||
}
|
||||
else
|
||||
{
|
||||
RenderPolyScene::Instance()->RenderRemainingPlayerSprites();
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
|
@ -250,9 +260,6 @@ void FSoftwareRenderer::DrawRemainingPlayerSprites()
|
|||
#define MAX_DN_ANGLE 56 // Max looking down angle
|
||||
#define MAX_UP_ANGLE 32 // Max looking up angle
|
||||
|
||||
EXTERN_CVAR(Bool, r_newrenderer) // [SP] dpJudas's new renderer
|
||||
EXTERN_CVAR(Float, maxviewpitch) // [SP] CVAR from GZDoom
|
||||
|
||||
int FSoftwareRenderer::GetMaxViewPitch(bool down)
|
||||
{
|
||||
return (r_newrenderer) ? int(maxviewpitch) : (down ? MAX_DN_ANGLE : MAX_UP_ANGLE);
|
||||
|
|
Loading…
Reference in a new issue