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https://github.com/ZDoom/qzdoom.git
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Sprite line clipping by subsector
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parent
fc16f6bbbc
commit
71350f2c17
4 changed files with 118 additions and 75 deletions
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@ -62,9 +62,8 @@ void RenderPolyPortal::Render(int portalDepth)
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void RenderPolyPortal::ClearBuffers()
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{
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SectorSpriteRanges.clear();
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SectorSpriteRanges.resize(numsectors);
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SortedSprites.clear();
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SeenSectors.clear();
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SubsectorDepths.clear();
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TranslucentObjects.clear();
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SectorPortals.clear();
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LinePortals.clear();
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@ -117,35 +116,61 @@ void RenderPolyPortal::RenderSubsector(subsector_t *sub)
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}
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}
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SpriteRange sprites = GetSpritesForSector(sub->sector);
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for (int i = 0; i < sprites.Count; i++)
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{
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AActor *thing = SortedSprites[sprites.Start + i].Thing;
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TranslucentObjects.push_back({ thing, sub, subsectorDepth });
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}
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TranslucentObjects.insert(TranslucentObjects.end(), SubsectorTranslucentWalls.begin(), SubsectorTranslucentWalls.end());
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SubsectorTranslucentWalls.clear();
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SeenSectors.insert(sub->sector);
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SubsectorDepths[sub] = subsectorDepth;
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}
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SpriteRange RenderPolyPortal::GetSpritesForSector(sector_t *sector)
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void RenderPolyPortal::RenderSprite(AActor *thing, double sortDistance, const DVector2 &left, const DVector2 &right)
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{
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if ((int)SectorSpriteRanges.size() < sector->sectornum || sector->sectornum < 0)
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return SpriteRange();
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if (numnodes == 0)
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RenderSprite(thing, sortDistance, left, right, 0.0, 1.0, subsectors);
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else
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RenderSprite(thing, sortDistance, left, right, 0.0, 1.0, nodes + numnodes - 1); // The head node is the last node output.
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}
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auto &range = SectorSpriteRanges[sector->sectornum];
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if (range.Start == -1)
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void RenderPolyPortal::RenderSprite(AActor *thing, double sortDistance, DVector2 left, DVector2 right, double t1, double t2, 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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range.Start = (int)SortedSprites.size();
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range.Count = 0;
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for (AActor *thing = sector->thinglist; thing != nullptr; thing = thing->snext)
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node_t *bsp = (node_t *)node;
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DVector2 planePos(FIXED2DBL(bsp->x), FIXED2DBL(bsp->y));
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DVector2 planeNormal = DVector2(FIXED2DBL(-bsp->dy), FIXED2DBL(bsp->dx));
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double planeD = planeNormal | planePos;
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int sideLeft = (left | planeNormal) > planeD;
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int sideRight = (right | planeNormal) > planeD;
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if (sideLeft != sideRight)
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{
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SortedSprites.push_back({ thing, (thing->Pos() - ViewPos).LengthSquared() });
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range.Count++;
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double dotLeft = planeNormal | left;
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double dotRight = planeNormal | right;
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double t = (planeD - dotLeft) / (dotRight - dotLeft);
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DVector2 mid = left * (1.0 - t) + right * t;
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double tmid = t1 * (1.0 - t) + t2 * t;
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if (sideLeft == 0)
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{
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RenderSprite(thing, sortDistance, mid, right, tmid, t2, bsp->children[sideRight]);
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right = mid;
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t2 = tmid;
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}
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else
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{
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RenderSprite(thing, sortDistance, left, mid, t1, tmid, bsp->children[sideLeft]);
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left = mid;
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t1 = tmid;
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}
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}
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std::stable_sort(SortedSprites.begin() + range.Start, SortedSprites.begin() + range.Start + range.Count);
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node = bsp->children[sideLeft];
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}
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return range;
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subsector_t *sub = (subsector_t *)((BYTE *)node - 1);
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auto it = SubsectorDepths.find(sub);
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if (it != SubsectorDepths.end())
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TranslucentObjects.push_back({ thing, sub, it->second, sortDistance, (float)t1, (float)t2 });
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}
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void RenderPolyPortal::RenderLine(subsector_t *sub, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth)
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@ -178,12 +203,12 @@ void RenderPolyPortal::RenderLine(subsector_t *sub, seg_t *line, sector_t *front
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if (!(fakeFloor->flags & FF_EXISTS)) continue;
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if (!(fakeFloor->flags & FF_RENDERPLANES)) continue;
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if (!fakeFloor->model) continue;
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RenderPolyWall::Render3DFloorLine(WorldToClip, PortalPlane, line, frontsector, subsectorDepth, StencilValue, fakeFloor, SubsectorTranslucentWalls);
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RenderPolyWall::Render3DFloorLine(WorldToClip, PortalPlane, line, frontsector, subsectorDepth, StencilValue, fakeFloor, TranslucentObjects);
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}
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}
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// Render wall, and update culling info if its an occlusion blocker
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if (RenderPolyWall::RenderLine(WorldToClip, PortalPlane, line, frontsector, subsectorDepth, StencilValue, SubsectorTranslucentWalls, LinePortals))
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if (RenderPolyWall::RenderLine(WorldToClip, PortalPlane, line, frontsector, subsectorDepth, StencilValue, TranslucentObjects, LinePortals))
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{
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if (hasSegmentRange)
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Cull.MarkSegmentCulled(sx1, sx2);
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@ -287,6 +312,20 @@ void RenderPolyPortal::RenderTranslucent(int portalDepth)
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}
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}
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for (sector_t *sector : SeenSectors)
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{
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for (AActor *thing = sector->thinglist; thing != nullptr; thing = thing->snext)
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{
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DVector2 left, right;
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if (!RenderPolySprite::GetLine(thing, left, right))
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continue;
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double distanceSquared = (thing->Pos() - ViewPos).LengthSquared();
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RenderSprite(thing, distanceSquared, left, right);
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}
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}
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std::stable_sort(TranslucentObjects.begin(), TranslucentObjects.end());
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for (auto it = TranslucentObjects.rbegin(); it != TranslucentObjects.rend(); ++it)
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{
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auto &obj = *it;
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@ -38,40 +38,31 @@
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#include "r_poly_particle.h"
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#include "r_poly_plane.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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{
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public:
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PolySortedSprite(AActor *thing, double distanceSquared) : Thing(thing), DistanceSquared(distanceSquared) { }
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bool operator<(const PolySortedSprite &other) const { return DistanceSquared < other.DistanceSquared; }
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AActor *Thing;
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double DistanceSquared;
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};
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#include <set>
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#include <unordered_map>
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class PolyTranslucentObject
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{
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public:
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PolyTranslucentObject(particle_t *particle, subsector_t *sub, uint32_t subsectorDepth) : particle(particle), sub(sub), subsectorDepth(subsectorDepth) { }
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PolyTranslucentObject(AActor *thing, subsector_t *sub, uint32_t subsectorDepth) : thing(thing), sub(sub), subsectorDepth(subsectorDepth) { }
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PolyTranslucentObject(AActor *thing, subsector_t *sub, uint32_t subsectorDepth, double dist, float t1, float t2) : thing(thing), sub(sub), subsectorDepth(subsectorDepth), DistanceSquared(dist), SpriteLeft(t1), SpriteRight(t2) { }
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PolyTranslucentObject(RenderPolyWall wall) : wall(wall) { }
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bool operator<(const PolyTranslucentObject &other) const
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{
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return subsectorDepth != other.subsectorDepth ? subsectorDepth < other.subsectorDepth : DistanceSquared < other.DistanceSquared;
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}
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particle_t *particle = nullptr;
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AActor *thing = nullptr;
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subsector_t *sub = nullptr;
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uint32_t subsectorDepth = 0;
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RenderPolyWall wall;
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};
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class SpriteRange
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{
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public:
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SpriteRange() = default;
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SpriteRange(int start, int count) : Start(start), Count(count) { }
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int Start = -1;
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int Count = 0;
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uint32_t subsectorDepth = 0;
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double DistanceSquared = 1.e6;
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float SpriteLeft = 0.0f, SpriteRight = 1.0f;
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};
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class PolyDrawSectorPortal;
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@ -95,18 +86,17 @@ private:
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void RenderSectors();
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void RenderSubsector(subsector_t *sub);
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void RenderLine(subsector_t *sub, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth);
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SpriteRange GetSpritesForSector(sector_t *sector);
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void RenderSprite(AActor *thing, double sortDistance, const DVector2 &left, const DVector2 &right);
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void RenderSprite(AActor *thing, double sortDistance, DVector2 left, DVector2 right, double t1, double t2, void *node);
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TriMatrix WorldToClip;
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Vec4f PortalPlane;
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uint32_t StencilValue = 0;
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PolyCull Cull;
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uint32_t NextSubsectorDepth = 0;
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std::vector<SpriteRange> SectorSpriteRanges;
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std::vector<PolySortedSprite> SortedSprites;
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std::set<sector_t *> SeenSectors;
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std::unordered_map<subsector_t *, uint32_t> SubsectorDepths;
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std::vector<PolyTranslucentObject> TranslucentObjects;
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std::vector<PolyTranslucentObject> SubsectorTranslucentWalls;
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std::vector<std::unique_ptr<PolyDrawSectorPortal>> SectorPortals;
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std::vector<std::unique_ptr<PolyDrawLinePortal>> LinePortals;
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@ -32,9 +32,41 @@
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EXTERN_CVAR(Float, transsouls)
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EXTERN_CVAR(Int, r_drawfuzz)
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void RenderPolySprite::Render(const TriMatrix &worldToClip, const Vec4f &clipPlane, AActor *thing, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue)
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bool RenderPolySprite::GetLine(AActor *thing, DVector2 &left, DVector2 &right)
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{
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if (IsThingCulled(thing))
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return false;
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DVector3 pos = thing->InterpolatedPosition(r_TicFracF);
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bool flipTextureX = false;
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FTexture *tex = GetSpriteTexture(thing, flipTextureX);
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if (tex == nullptr)
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return false;
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DVector2 spriteScale = thing->Scale;
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double thingxscalemul = spriteScale.X / tex->Scale.X;
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double thingyscalemul = spriteScale.Y / tex->Scale.Y;
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if (flipTextureX)
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pos.X -= (tex->GetWidth() - tex->LeftOffset) * thingxscalemul;
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else
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pos.X -= tex->LeftOffset * thingxscalemul;
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double spriteHalfWidth = thingxscalemul * tex->GetWidth() * 0.5;
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double spriteHeight = thingyscalemul * tex->GetHeight();
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pos.X += spriteHalfWidth;
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left = DVector2(pos.X - ViewSin * spriteHalfWidth, pos.Y + ViewCos * spriteHalfWidth);
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right = DVector2(pos.X + ViewSin * spriteHalfWidth, pos.Y - ViewCos * spriteHalfWidth);
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return true;
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}
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void RenderPolySprite::Render(const TriMatrix &worldToClip, const Vec4f &clipPlane, AActor *thing, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue)
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{
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DVector2 points[2];
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if (!GetLine(thing, points[0], points[1]))
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return;
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DVector3 pos = thing->InterpolatedPosition(r_TicFracF);
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@ -44,6 +76,7 @@ void RenderPolySprite::Render(const TriMatrix &worldToClip, const Vec4f &clipPla
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FTexture *tex = GetSpriteTexture(thing, flipTextureX);
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if (tex == nullptr)
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return;
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DVector2 spriteScale = thing->Scale;
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double thingxscalemul = spriteScale.X / tex->Scale.X;
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double thingyscalemul = spriteScale.Y / tex->Scale.Y;
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@ -61,26 +94,6 @@ void RenderPolySprite::Render(const TriMatrix &worldToClip, const Vec4f &clipPla
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pos.X += spriteHalfWidth;
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DVector2 points[2] =
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{
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{ pos.X - ViewSin * spriteHalfWidth, pos.Y + ViewCos * spriteHalfWidth },
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{ pos.X + ViewSin * spriteHalfWidth, pos.Y - ViewCos * spriteHalfWidth }
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};
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// Is this sprite inside? (To do: clip the points)
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for (int i = 0; i < 2; i++)
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{
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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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double nx = line->v1->fY() - line->v2->fY();
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double ny = line->v2->fX() - line->v1->fX();
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double d = -(line->v1->fX() * nx + line->v1->fY() * ny);
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if (pos.X * nx + pos.Y * ny + d > 0.0)
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return;
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}
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}
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//double depth = 1.0;
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//visstyle_t visstyle = GetSpriteVisStyle(thing, depth);
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// Rumor has it that AlterWeaponSprite needs to be called with visstyle passed in somewhere around here..
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@ -31,6 +31,7 @@ class RenderPolySprite
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public:
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void Render(const TriMatrix &worldToClip, const Vec4f &clipPlane, AActor *thing, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue);
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static bool GetLine(AActor *thing, DVector2 &left, DVector2 &right);
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static bool IsThingCulled(AActor *thing);
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static FTexture *GetSpriteTexture(AActor *thing, /*out*/ bool &flipX);
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