mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-01 16:41:09 +00:00
Rewrite VisibleSpriteList to use TArray
This commit is contained in:
parent
cd9043fd94
commit
57d8b0e34c
9 changed files with 75 additions and 132 deletions
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@ -102,7 +102,6 @@ namespace swrenderer
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int savedextralight = extralight;
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DVector3 savedpos = ViewPos;
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DAngle savedangle = ViewAngle;
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ptrdiff_t savedvissprite_p = VisibleSpriteList::vissprite_p - VisibleSpriteList::vissprites;
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ptrdiff_t savedds_p = ds_p - drawsegs;
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size_t savedinteresting = FirstInterestingDrawseg;
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double savedvisibility = R_GetVisibility();
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@ -220,15 +219,13 @@ namespace swrenderer
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memcpy(draw_segment->sprbottomclip, floorclip + pl->left, (pl->right - pl->left) * sizeof(short));
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memcpy(draw_segment->sprtopclip, ceilingclip + pl->left, (pl->right - pl->left) * sizeof(short));
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VisibleSpriteList::firstvissprite = VisibleSpriteList::vissprite_p;
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firstdrawseg = draw_segment;
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FirstInterestingDrawseg = InterestingDrawsegs.Size();
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interestingStack.Push(FirstInterestingDrawseg);
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ptrdiff_t diffnum = firstdrawseg - drawsegs;
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drawsegStack.Push(diffnum);
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diffnum = VisibleSpriteList::firstvissprite - VisibleSpriteList::vissprites;
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visspriteStack.Push(diffnum);
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VisibleSpriteList::Instance()->PushPortal();
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viewposStack.Push(ViewPos);
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visplaneStack.Push(pl);
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@ -249,8 +246,6 @@ namespace swrenderer
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drawsegStack.Pop(pd);
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firstdrawseg = drawsegs + pd;
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visspriteStack.Pop(pd);
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VisibleSpriteList::firstvissprite = VisibleSpriteList::vissprites + pd;
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// Masked textures and planes need the view coordinates restored for proper positioning.
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viewposStack.Pop(ViewPos);
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@ -258,7 +253,8 @@ namespace swrenderer
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RenderTranslucentPass::Render();
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ds_p = firstdrawseg;
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VisibleSpriteList::vissprite_p = VisibleSpriteList::firstvissprite;
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VisibleSpriteList::Instance()->PopPortal();
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visplaneStack.Pop(pl);
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if (pl->Alpha > 0 && pl->picnum != skyflatnum)
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@ -268,8 +264,6 @@ namespace swrenderer
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*planes->freehead = pl;
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planes->freehead = &pl->next;
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}
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VisibleSpriteList::firstvissprite = VisibleSpriteList::vissprites;
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VisibleSpriteList::vissprite_p = VisibleSpriteList::vissprites + savedvissprite_p;
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firstdrawseg = drawsegs;
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ds_p = drawsegs + savedds_p;
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InterestingDrawsegs.Resize((unsigned int)FirstInterestingDrawseg);
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@ -55,7 +55,6 @@ namespace swrenderer
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TArray<size_t> interestingStack;
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TArray<ptrdiff_t> drawsegStack;
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TArray<ptrdiff_t> visspriteStack;
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TArray<DVector3> viewposStack;
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TArray<visplane_t *> visplaneStack;
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};
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@ -51,14 +51,12 @@ namespace swrenderer
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void RenderTranslucentPass::Deinit()
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{
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VisibleSpriteList::Deinit();
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SortedVisibleSpriteList::Deinit();
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RenderVoxel::Deinit();
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}
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void RenderTranslucentPass::Clear()
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{
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VisibleSpriteList::Clear();
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VisibleSpriteList::Instance()->Clear();
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DrewAVoxel = false;
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}
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@ -529,11 +527,12 @@ namespace swrenderer
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{
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RenderPortal *renderportal = RenderPortal::Instance();
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for (int i = SortedVisibleSpriteList::vsprcount; i > 0; i--)
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auto &sortedSprites = VisibleSpriteList::Instance()->SortedSprites;
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for (int i = sortedSprites.Size(); i > 0; i--)
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{
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if (SortedVisibleSpriteList::spritesorter[i - 1]->CurrentPortalUniq != renderportal->CurrentPortalUniq)
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if (sortedSprites[i - 1]->CurrentPortalUniq != renderportal->CurrentPortalUniq)
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continue; // probably another time
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DrawSprite(SortedVisibleSpriteList::spritesorter[i - 1]);
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DrawSprite(sortedSprites[i - 1]);
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}
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// render any remaining masked mid textures
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@ -565,7 +564,7 @@ namespace swrenderer
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void RenderTranslucentPass::Render()
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{
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CollectPortals();
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SortedVisibleSpriteList::Sort(DrewAVoxel ? SortedVisibleSpriteList::sv_compare2d : SortedVisibleSpriteList::sv_compare, VisibleSpriteList::firstvissprite - VisibleSpriteList::vissprites);
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VisibleSpriteList::Instance()->Sort(DrewAVoxel);
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Clip3DFloors *clip3d = Clip3DFloors::Instance();
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if (clip3d->height_top == nullptr)
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@ -66,7 +66,6 @@ namespace swrenderer
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double tz, tiz;
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double xscale, yscale;
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int x1, x2, y1, y2;
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vissprite_t* vis;
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sector_t* heightsec = NULL;
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FSWColormap* map;
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@ -179,7 +178,7 @@ namespace swrenderer
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return;
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// store information in a vissprite
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vis = VisibleSpriteList::Add();
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vissprite_t *vis = RenderMemory::NewObject<vissprite_t>();
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vis->CurrentPortalUniq = renderportal->CurrentPortalUniq;
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vis->heightsec = heightsec;
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vis->xscale = FLOAT2FIXED(xscale);
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@ -223,6 +222,8 @@ namespace swrenderer
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vis->Style.ColormapNum = GETPALOOKUP(tiz * r_SpriteVisibility * 0.5, shade);
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vis->Style.BaseColormap = map;
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}
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VisibleSpriteList::Instance()->Push(vis);
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}
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void RenderParticle::Render(vissprite_t *vis)
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@ -156,7 +156,7 @@ namespace swrenderer
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double yscale = spriteScale.Y / tex->Scale.Y;
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// store information in a vissprite
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vissprite_t *vis = VisibleSpriteList::Add();
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vissprite_t *vis = RenderMemory::NewObject<vissprite_t>();
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vis->CurrentPortalUniq = renderportal->CurrentPortalUniq;
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vis->xscale = FLOAT2FIXED(xscale);
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@ -274,6 +274,8 @@ namespace swrenderer
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vis->Style.BaseColormap = mybasecolormap;
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}
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}
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VisibleSpriteList::Instance()->Push(vis);
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}
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void RenderSprite::Render(vissprite_t *vis, const short *mfloorclip, const short *mceilingclip)
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@ -28,118 +28,78 @@
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namespace swrenderer
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{
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void VisibleSpriteList::Deinit()
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VisibleSpriteList *VisibleSpriteList::Instance()
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{
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// Free vissprites
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for (int i = 0; i < MaxVisSprites; ++i)
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{
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delete vissprites[i];
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}
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free(vissprites);
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vissprites = nullptr;
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vissprite_p = lastvissprite = nullptr;
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MaxVisSprites = 0;
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static VisibleSpriteList instance;
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return &instance;
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}
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void VisibleSpriteList::Clear()
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{
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vissprite_p = firstvissprite;
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Sprites.Clear();
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StartIndices.Clear();
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SortedSprites.Clear();
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}
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vissprite_t *VisibleSpriteList::Add()
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void VisibleSpriteList::PushPortal()
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{
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if (vissprite_p == lastvissprite)
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{
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ptrdiff_t firstvisspritenum = firstvissprite - vissprites;
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ptrdiff_t prevvisspritenum = vissprite_p - vissprites;
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MaxVisSprites = MaxVisSprites ? MaxVisSprites * 2 : 128;
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vissprites = (vissprite_t **)M_Realloc(vissprites, MaxVisSprites * sizeof(vissprite_t));
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lastvissprite = &vissprites[MaxVisSprites];
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firstvissprite = &vissprites[firstvisspritenum];
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vissprite_p = &vissprites[prevvisspritenum];
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DPrintf(DMSG_NOTIFY, "MaxVisSprites increased to %d\n", MaxVisSprites);
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// Allocate sprites from the new pile
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for (vissprite_t **p = vissprite_p; p < lastvissprite; ++p)
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{
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*p = new vissprite_t;
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}
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}
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vissprite_p++;
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return *(vissprite_p - 1);
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StartIndices.Push(Sprites.Size());
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}
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int VisibleSpriteList::MaxVisSprites;
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vissprite_t **VisibleSpriteList::vissprites;
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vissprite_t **VisibleSpriteList::firstvissprite;
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vissprite_t **VisibleSpriteList::vissprite_p;
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vissprite_t **VisibleSpriteList::lastvissprite;
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/////////////////////////////////////////////////////////////////////////
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void SortedVisibleSpriteList::Deinit()
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void VisibleSpriteList::PopPortal()
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{
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delete[] spritesorter;
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spritesortersize = 0;
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spritesorter = nullptr;
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Sprites.Resize(StartIndices.Last());
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StartIndices.Pop();
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}
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// This is the standard version, which does a simple test based on depth.
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bool SortedVisibleSpriteList::sv_compare(vissprite_t *a, vissprite_t *b)
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void VisibleSpriteList::Push(vissprite_t *sprite)
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{
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return a->idepth > b->idepth;
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Sprites.Push(sprite);
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}
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// This is an alternate version, for when one or more voxel is in view.
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// It does a 2D distance test based on whichever one is furthest from
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// the viewpoint.
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bool SortedVisibleSpriteList::sv_compare2d(vissprite_t *a, vissprite_t *b)
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void VisibleSpriteList::Sort(bool compare2d)
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{
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return DVector2(a->deltax, a->deltay).LengthSquared() < DVector2(b->deltax, b->deltay).LengthSquared();
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}
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size_t first = StartIndices.Size() == 0 ? 0 : StartIndices.Last();
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size_t count = Sprites.Size() - first;
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void SortedVisibleSpriteList::Sort(bool(*compare)(vissprite_t *, vissprite_t *), size_t first)
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{
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int i;
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vissprite_t **spr;
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SortedSprites.Resize(count);
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vsprcount = int(VisibleSpriteList::vissprite_p - &VisibleSpriteList::vissprites[first]);
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if (vsprcount == 0)
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if (count == 0)
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return;
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if (spritesortersize < VisibleSpriteList::MaxVisSprites)
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{
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if (spritesorter != nullptr)
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delete[] spritesorter;
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spritesorter = new vissprite_t *[VisibleSpriteList::MaxVisSprites];
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spritesortersize = VisibleSpriteList::MaxVisSprites;
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}
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if (!(i_compatflags & COMPATF_SPRITESORT))
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{
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for (i = 0, spr = VisibleSpriteList::firstvissprite; i < vsprcount; i++, spr++)
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{
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spritesorter[i] = *spr;
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}
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for (size_t i = 0; i < count; i++)
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SortedSprites[i] = Sprites[first + i];
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}
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else
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{
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// If the compatibility option is on sprites of equal distance need to
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// be sorted in inverse order. This is most easily achieved by
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// filling the sort array backwards before the sort.
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for (i = 0, spr = VisibleSpriteList::firstvissprite + vsprcount - 1; i < vsprcount; i++, spr--)
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{
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spritesorter[i] = *spr;
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}
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for (size_t i = 0; i < count; i++)
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SortedSprites[i] = Sprites[first + count - i - 1];
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}
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std::stable_sort(&spritesorter[0], &spritesorter[vsprcount], compare);
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}
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if (compare2d)
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{
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// This is an alternate version, for when one or more voxel is in view.
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// It does a 2D distance test based on whichever one is furthest from
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// the viewpoint.
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vissprite_t **SortedVisibleSpriteList::spritesorter;
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int SortedVisibleSpriteList::spritesortersize = 0;
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int SortedVisibleSpriteList::vsprcount;
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std::stable_sort(&SortedSprites[0], &SortedSprites[count], [](vissprite_t *a, vissprite_t *b) -> bool
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{
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return DVector2(a->deltax, a->deltay).LengthSquared() < DVector2(b->deltax, b->deltay).LengthSquared();
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});
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}
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else
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{
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// This is the standard version, which does a simple test based on depth.
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std::stable_sort(&SortedSprites[0], &SortedSprites[count], [](vissprite_t *a, vissprite_t *b) -> bool
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{
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return a->idepth > b->idepth;
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});
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}
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}
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}
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@ -21,33 +21,18 @@ namespace swrenderer
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class VisibleSpriteList
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{
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public:
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static int MaxVisSprites;
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static vissprite_t **vissprites;
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static vissprite_t **firstvissprite;
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static vissprite_t **vissprite_p;
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static VisibleSpriteList *Instance();
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static void Deinit();
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static void Clear();
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static vissprite_t *Add();
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void Clear();
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void PushPortal();
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void PopPortal();
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void Push(vissprite_t *sprite);
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void Sort(bool compare2d);
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TArray<vissprite_t *> SortedSprites;
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private:
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static vissprite_t **lastvissprite;
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};
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class SortedVisibleSpriteList
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{
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public:
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static void Deinit();
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static void Sort(bool(*compare)(vissprite_t *, vissprite_t *), size_t first);
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static bool sv_compare(vissprite_t *a, vissprite_t *b);
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static bool sv_compare2d(vissprite_t *a, vissprite_t *b);
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static vissprite_t **spritesorter;
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static int vsprcount;
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private:
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static int spritesortersize;
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TArray<vissprite_t *> Sprites;
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TArray<size_t> StartIndices;
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};
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}
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@ -41,6 +41,7 @@
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#include "swrenderer/scene/r_scene.h"
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#include "swrenderer/scene/r_viewport.h"
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#include "swrenderer/scene/r_light.h"
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#include "swrenderer/r_memory.h"
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EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor)
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@ -104,7 +105,7 @@ namespace swrenderer
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}
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}
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vissprite_t *vis = VisibleSpriteList::Add();
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vissprite_t *vis = RenderMemory::NewObject<vissprite_t>();
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vis->CurrentPortalUniq = renderportal->CurrentPortalUniq;
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vis->xscale = FLOAT2FIXED(xscale);
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@ -157,8 +158,6 @@ namespace swrenderer
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vis->bWallSprite = false;
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vis->foggy = foggy;
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RenderTranslucentPass::DrewAVoxel = true;
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// The software renderer cannot invert the source without inverting the overlay
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// too. That means if the source is inverted, we need to do the reverse of what
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// the invert overlay flag says to do.
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@ -223,6 +222,9 @@ namespace swrenderer
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vis->Style.BaseColormap = mybasecolormap;
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}
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}
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VisibleSpriteList::Instance()->Push(vis);
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RenderTranslucentPass::DrewAVoxel = true;
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}
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void RenderVoxel::Render(vissprite_t *sprite, int minZ, int maxZ, short *cliptop, short *clipbottom)
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@ -72,7 +72,6 @@ namespace swrenderer
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DAngle ang = thing->Angles.Yaw + 90;
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double angcos = ang.Cos();
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double angsin = ang.Sin();
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vissprite_t *vis;
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// Determine left and right edges of sprite. The sprite's angle is its normal,
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// so the edges are 90 degrees each side of it.
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@ -105,7 +104,7 @@ namespace swrenderer
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gzt = pos.Z + scale.Y * scaled_to;
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gzb = pos.Z + scale.Y * scaled_bo;
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vis = VisibleSpriteList::Add();
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vissprite_t *vis = RenderMemory::NewObject<vissprite_t>();
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vis->CurrentPortalUniq = renderportal->CurrentPortalUniq;
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vis->x1 = wallc.sx1 < renderportal->WindowLeft ? renderportal->WindowLeft : wallc.sx1;
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vis->x2 = wallc.sx2 >= renderportal->WindowRight ? renderportal->WindowRight : wallc.sx2;
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vis->Style.BaseColormap = basecolormap;
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vis->wallc = wallc;
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vis->foggy = foggy;
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VisibleSpriteList::Instance()->Push(vis);
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}
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void RenderWallSprite::Render(vissprite_t *spr, const short *mfloorclip, const short *mceilingclip)
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