- Move polyobj rendering to be handled as a special case in RenderPolyScene

This commit is contained in:
Magnus Norddahl 2017-05-12 17:26:17 +02:00
parent f7d1a2a574
commit 5c6cbd17a1
3 changed files with 106 additions and 32 deletions

View file

@ -70,26 +70,6 @@ void PolyCull::CullNode(void *node)
void PolyCull::CullSubsector(subsector_t *sub)
{
// Mark poly objects first
if (sub->polys)
{
if (sub->BSP == nullptr || sub->BSP->bDirty)
{
sub->BuildPolyBSP();
}
if (sub->BSP->Nodes.Size() == 0)
{
CullSubsector(&sub->BSP->Subsectors[0]);
}
else
{
CullNode(&sub->BSP->Nodes.Last());
}
return; // Hmm, seems a bit strange the subsector is then ignored. But that's what the sw renderer seems to be doing..
}
// Update sky heights for the scene
if (!FirstSkyHeight)
{

View file

@ -111,25 +111,48 @@ void RenderPolyScene::RenderSubsector(subsector_t *sub)
uint32_t subsectorDepth = NextSubsectorDepth++;
bool mainBSP = sub->polys == nullptr;
if (sub->polys)
{
if (sub->BSP == nullptr || sub->BSP->bDirty)
{
sub->BuildPolyBSP();
// This is done by the GL renderer, but not the sw renderer. No idea what the purpose is..
for (unsigned i = 0; i < sub->BSP->Segs.Size(); i++)
{
sub->BSP->Segs[i].Subsector = sub;
sub->BSP->Segs[i].PartnerSeg = nullptr;
}
}
if (sub->BSP->Nodes.Size() == 0)
{
RenderPolySubsector(&sub->BSP->Subsectors[0], subsectorDepth, frontsector);
}
else
{
RenderPolyNode(&sub->BSP->Nodes.Last(), subsectorDepth, frontsector);
}
}
else
{
for (uint32_t i = 0; i < sub->numlines; i++)
{
seg_t *line = &sub->firstline[i];
RenderLine(sub, line, frontsector, subsectorDepth);
}
}
if (sub->sector->CenterFloor() != sub->sector->CenterCeiling())
{
RenderPolyPlane::RenderPlanes(WorldToClip, PortalPlane, Cull, sub, subsectorDepth, StencilValue, Cull.MaxCeilingHeight, Cull.MinFloorHeight, SectorPortals);
}
for (uint32_t i = 0; i < sub->numlines; i++)
{
seg_t *line = &sub->firstline[i];
if (line->sidedef == nullptr || !(line->sidedef->Flags & WALLF_POLYOBJ))
{
RenderLine(sub, line, frontsector, subsectorDepth);
}
}
RenderMemory &memory = PolyRenderer::Instance()->FrameMemory;
bool mainBSP = ((unsigned int)(sub->Index()) < level.subsectors.Size());
if (mainBSP)
{
RenderMemory &memory = PolyRenderer::Instance()->FrameMemory;
int subsectorIndex = sub->Index();
for (int i = ParticlesInSubsec[subsectorIndex]; i != NO_PARTICLE; i = Particles[i].snext)
{
@ -142,6 +165,73 @@ void RenderPolyScene::RenderSubsector(subsector_t *sub)
SubsectorDepths[sub] = subsectorDepth;
}
void RenderPolyScene::RenderPolyNode(void *node, uint32_t subsectorDepth, sector_t *frontsector)
{
while (!((size_t)node & 1)) // Keep going until found a subsector
{
node_t *bsp = (node_t *)node;
// Decide which side the view point is on.
int side = PointOnSide(PolyRenderer::Instance()->Viewpoint.Pos, bsp);
// Recursively divide front space (toward the viewer).
RenderPolyNode(bsp->children[side], subsectorDepth, frontsector);
// Possibly divide back space (away from the viewer).
side ^= 1;
// Don't bother culling on poly objects
//if (!CheckBBox(bsp->bbox[side]))
// return;
node = bsp->children[side];
}
subsector_t *sub = (subsector_t *)((uint8_t *)node - 1);
RenderPolySubsector(sub, subsectorDepth, frontsector);
}
void RenderPolyScene::RenderPolySubsector(subsector_t *sub, uint32_t subsectorDepth, sector_t *frontsector)
{
const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
for (uint32_t i = 0; i < sub->numlines; i++)
{
seg_t *line = &sub->firstline[i];
if (line->linedef)
{
// Reject lines not facing viewer
DVector2 pt1 = line->v1->fPos() - viewpoint.Pos;
DVector2 pt2 = line->v2->fPos() - viewpoint.Pos;
if (pt1.Y * (pt1.X - pt2.X) + pt1.X * (pt2.Y - pt1.Y) >= 0)
continue;
// Cull wall if not visible
angle_t angle1, angle2;
if (!Cull.GetAnglesForLine(line->v1->fX(), line->v1->fY(), line->v2->fX(), line->v2->fY(), angle1, angle2))
continue;
// Tell automap we saw this
if (!PolyRenderer::Instance()->DontMapLines && line->linedef)
{
line->linedef->flags |= ML_MAPPED;
sub->flags |= SSECF_DRAWN;
}
// Render wall, and update culling info if its an occlusion blocker
if (RenderPolyWall::RenderLine(WorldToClip, PortalPlane, Cull, line, frontsector, subsectorDepth, StencilValue, TranslucentObjects, LinePortals))
{
Cull.MarkSegmentCulled(angle1, angle2);
}
}
}
}
int RenderPolyScene::PointOnSide(const DVector2 &pos, const node_t *node)
{
return DMulScale32(FLOAT2FIXED(pos.Y) - node->y, node->dx, node->x - FLOAT2FIXED(pos.X), node->dy) > 0;
}
void RenderPolyScene::RenderSprite(AActor *thing, double sortDistance, const DVector2 &left, const DVector2 &right)
{
if (level.nodes.Size() == 0)

View file

@ -89,6 +89,10 @@ private:
void RenderSprite(AActor *thing, double sortDistance, const DVector2 &left, const DVector2 &right);
void RenderSprite(AActor *thing, double sortDistance, DVector2 left, DVector2 right, double t1, double t2, void *node);
void RenderPolySubsector(subsector_t *sub, uint32_t subsectorDepth, sector_t *frontsector);
void RenderPolyNode(void *node, uint32_t subsectorDepth, sector_t *frontsector);
static int PointOnSide(const DVector2 &pos, const node_t *node);
TriMatrix WorldToClip;
PolyClipPlane PortalPlane;
uint32_t StencilValue = 0;