- Collect all PVS information first so that processing the individual sectors can be done on multiple threads

This commit is contained in:
Magnus Norddahl 2017-09-07 00:34:09 +02:00
parent 4101e9bf1d
commit 7a1274ab76
30 changed files with 630 additions and 265 deletions

View file

@ -744,6 +744,7 @@ set ( SWRENDER_SOURCES
set( POLYRENDER_SOURCES
polyrenderer/poly_renderer.cpp
polyrenderer/poly_renderthread.cpp
polyrenderer/scene/poly_scene.cpp
polyrenderer/scene/poly_portal.cpp
polyrenderer/scene/poly_cull.cpp

View file

@ -36,6 +36,7 @@
#include "swrenderer/r_swcolormaps.h"
#include "poly_draw_args.h"
#include "swrenderer/viewport/r_viewport.h"
#include "polyrenderer/poly_renderthread.h"
void PolyDrawArgs::SetTexture(const uint8_t *texels, int width, int height)
{
@ -125,12 +126,12 @@ void PolyDrawArgs::SetColor(uint32_t bgra, uint8_t palindex)
}
}
void PolyDrawArgs::DrawArray(const TriVertex *vertices, int vcount, PolyDrawMode mode)
void PolyDrawArgs::DrawArray(PolyRenderThread *thread, const TriVertex *vertices, int vcount, PolyDrawMode mode)
{
mVertices = vertices;
mVertexCount = vcount;
mDrawMode = mode;
PolyRenderer::Instance()->DrawQueue->Push<DrawPolyTrianglesCommand>(*this, PolyTriangleDrawer::is_mirror());
thread->DrawQueue->Push<DrawPolyTrianglesCommand>(*this, PolyTriangleDrawer::is_mirror());
}
void PolyDrawArgs::SetStyle(const FRenderStyle &renderstyle, double alpha, uint32_t fillcolor, uint32_t translationID, FTexture *tex, bool fullbright)
@ -273,7 +274,7 @@ void RectDrawArgs::SetColor(uint32_t bgra, uint8_t palindex)
}
}
void RectDrawArgs::Draw(double x0, double x1, double y0, double y1, double u0, double u1, double v0, double v1)
void RectDrawArgs::Draw(PolyRenderThread *thread, double x0, double x1, double y0, double y1, double u0, double u1, double v0, double v1)
{
mX0 = (float)x0;
mX1 = (float)x1;
@ -283,7 +284,7 @@ void RectDrawArgs::Draw(double x0, double x1, double y0, double y1, double u0, d
mU1 = (float)u1;
mV0 = (float)v0;
mV1 = (float)v1;
PolyRenderer::Instance()->DrawQueue->Push<DrawRectCommand>(*this);
thread->DrawQueue->Push<DrawRectCommand>(*this);
}
void RectDrawArgs::SetStyle(const FRenderStyle &renderstyle, double alpha, uint32_t fillcolor, uint32_t translationID, FTexture *tex, bool fullbright)

View file

@ -26,6 +26,7 @@
#include "r_data/colormaps.h"
#include "screen_triangle.h"
class PolyRenderThread;
class FTexture;
struct TriMatrix;
@ -63,7 +64,7 @@ public:
void SetStyle(const FRenderStyle &renderstyle, double alpha, uint32_t fillcolor, uint32_t translationID, FTexture *texture, bool fullbright);
void SetTransform(const TriMatrix *objectToClip) { mObjectToClip = objectToClip; }
void SetColor(uint32_t bgra, uint8_t palindex);
void DrawArray(const TriVertex *vertices, int vcount, PolyDrawMode mode = PolyDrawMode::Triangles);
void DrawArray(PolyRenderThread *thread, const TriVertex *vertices, int vcount, PolyDrawMode mode = PolyDrawMode::Triangles);
const TriMatrix *ObjectToClip() const { return mObjectToClip; }
const PolyClipPlane &ClipPlane(int index) const { return mClipPlane[index]; }
@ -157,7 +158,7 @@ public:
void SetStyle(TriBlendMode blendmode, double srcalpha = 1.0, double destalpha = 1.0) { mBlendMode = blendmode; mSrcAlpha = (uint32_t)(srcalpha * 256.0 + 0.5); mDestAlpha = (uint32_t)(destalpha * 256.0 + 0.5); }
void SetStyle(const FRenderStyle &renderstyle, double alpha, uint32_t fillcolor, uint32_t translationID, FTexture *texture, bool fullbright);
void SetColor(uint32_t bgra, uint8_t palindex);
void Draw(double x0, double x1, double y0, double y1, double u0, double u1, double v0, double v1);
void Draw(PolyRenderThread *thread, double x0, double x1, double y0, double y1, double u0, double u1, double v0, double v1);
const uint8_t *TexturePixels() const { return mTexturePixels; }
int TextureWidth() const { return mTextureWidth; }

View file

@ -1,4 +1,5 @@
#include "poly_renderer.cpp"
#include "poly_renderthread.cpp"
#include "drawers/poly_buffer.cpp"
#include "drawers/poly_draw_args.cpp"
#include "drawers/poly_triangle.cpp"

View file

@ -54,7 +54,6 @@ PolyRenderer *PolyRenderer::Instance()
PolyRenderer::PolyRenderer()
{
DrawQueue = std::make_shared<DrawerCommandQueue>(&FrameMemory);
}
void PolyRenderer::RenderView(player_t *player)
@ -75,12 +74,11 @@ void PolyRenderer::RenderView(player_t *player)
CameraLight *cameraLight = CameraLight::Instance();
if (cameraLight->ShaderColormap() && RenderTarget->IsBgra() && !(r_shadercolormaps && screen->Accel2D))
{
DrawQueue->Push<ApplySpecialColormapRGBACommand>(cameraLight->ShaderColormap(), screen);
Threads.MainThread()->DrawQueue->Push<ApplySpecialColormapRGBACommand>(cameraLight->ShaderColormap(), screen);
}
DrawerThreads::Execute(DrawQueue);
Threads.MainThread()->FlushDrawQueue();
DrawerThreads::WaitForWorkers();
DrawQueue->Clear();
}
void PolyRenderer::RenderViewToCanvas(AActor *actor, DCanvas *canvas, int x, int y, int width, int height, bool dontmaplines)
@ -98,7 +96,7 @@ void PolyRenderer::RenderViewToCanvas(AActor *actor, DCanvas *canvas, int x, int
canvas->Lock(true);
RenderActorView(actor, dontmaplines);
DrawerThreads::Execute(DrawQueue);
Threads.MainThread()->FlushDrawQueue();
DrawerThreads::WaitForWorkers();
canvas->Unlock();
@ -141,9 +139,9 @@ void PolyRenderer::RenderActorView(AActor *actor, bool dontmaplines)
SetupPerspectiveMatrix();
MainPortal.SetViewpoint(WorldToClip, PolyClipPlane(0.0f, 0.0f, 0.0f, 1.0f), GetNextStencilValue());
MainPortal.Render(0);
Skydome.Render(WorldToClip);
Skydome.Render(Threads.MainThread(), WorldToClip);
MainPortal.RenderTranslucent(0);
PlayerSprites.Render();
PlayerSprites.Render(Threads.MainThread());
Viewpoint.camera->renderflags = savedflags;
interpolator.RestoreInterpolations ();
@ -158,7 +156,7 @@ void PolyRenderer::RenderRemainingPlayerSprites()
void PolyRenderer::ClearBuffers()
{
FrameMemory.Clear();
Threads.Clear();
PolyStencilBuffer::Instance()->Clear(RenderTarget->GetWidth(), RenderTarget->GetHeight(), 0);
PolyZBuffer::Instance()->Resize(RenderTarget->GetPitch(), RenderTarget->GetHeight());
NextStencilValue = 0;

View file

@ -33,6 +33,7 @@
#include "scene/poly_sky.h"
#include "scene/poly_light.h"
#include "swrenderer/r_memory.h"
#include "poly_renderthread.h"
class AActor;
class DCanvas;
@ -54,8 +55,7 @@ public:
bool DontMapLines = false;
RenderMemory FrameMemory;
DrawerCommandQueuePtr DrawQueue;
PolyRenderThreads Threads;
DCanvas *RenderTarget = nullptr;
FViewWindow Viewwindow;
FRenderViewpoint Viewpoint;

View file

@ -0,0 +1,265 @@
/*
** Polygon Doom software renderer
** 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 "m_bbox.h"
#include "i_system.h"
#include "p_lnspec.h"
#include "p_setup.h"
#include "a_sharedglobal.h"
#include "g_level.h"
#include "p_effect.h"
#include "doomstat.h"
#include "r_state.h"
#include "v_palette.h"
#include "r_sky.h"
#include "po_man.h"
#include "r_data/colormaps.h"
#include "poly_renderthread.h"
#include "poly_renderer.h"
#include <mutex>
#ifdef WIN32
void PeekThreadedErrorPane();
#endif
EXTERN_CVAR(Bool, r_scene_multithreaded);
PolyRenderThread::PolyRenderThread(bool mainThread)
{
MainThread = mainThread;
FrameMemory.reset(new RenderMemory());
DrawQueue = std::make_shared<DrawerCommandQueue>(FrameMemory.get());
}
PolyRenderThread::~PolyRenderThread()
{
}
void PolyRenderThread::FlushDrawQueue()
{
DrawerThreads::Execute(DrawQueue);
UsedDrawQueues.push_back(DrawQueue);
DrawQueue.reset();
if (!FreeDrawQueues.empty())
{
DrawQueue = FreeDrawQueues.back();
FreeDrawQueues.pop_back();
}
else
{
DrawQueue = std::make_shared<DrawerCommandQueue>(FrameMemory.get());
}
}
void PolyRenderThread::PrepareTexture(FTexture *texture)
{
if (texture == nullptr)
return;
// Textures may not have loaded/refreshed yet. The shared code doing
// this is not thread safe. By calling GetPixels in a mutex lock we
// make sure that only one thread is loading a texture at any given
// time.
//
// It is critical that this function is called before any direct
// calls to GetPixels for this to work.
static std::mutex loadmutex;
std::unique_lock<std::mutex> lock(loadmutex);
texture->GetPixels();
const FTexture::Span *spans;
texture->GetColumn(0, &spans);
if (PolyRenderer::Instance()->RenderTarget->IsBgra())
{
texture->GetPixelsBgra();
texture->GetColumnBgra(0, &spans);
}
}
void PolyRenderThread::PreparePolyObject(subsector_t *sub)
{
static std::mutex polyobjmutex;
std::unique_lock<std::mutex> lock(polyobjmutex);
if (sub->BSP == nullptr || sub->BSP->bDirty)
{
sub->BuildPolyBSP();
}
}
/////////////////////////////////////////////////////////////////////////////
PolyRenderThreads::PolyRenderThreads()
{
std::unique_ptr<PolyRenderThread> thread(new PolyRenderThread(true));
Threads.push_back(std::move(thread));
}
PolyRenderThreads::~PolyRenderThreads()
{
StopThreads();
}
void PolyRenderThreads::Clear()
{
for (auto &thread : Threads)
{
thread->FrameMemory->Clear();
thread->DrawQueue->Clear();
while (!thread->UsedDrawQueues.empty())
{
auto queue = thread->UsedDrawQueues.back();
thread->UsedDrawQueues.pop_back();
queue->Clear();
thread->FreeDrawQueues.push_back(queue);
}
}
}
void PolyRenderThreads::RenderThreadSlices(int totalcount, std::function<void(PolyRenderThread *)> workerCallback, std::function<void(PolyRenderThread *)> collectCallback)
{
WorkerCallback = workerCallback;
int numThreads = std::thread::hardware_concurrency();
if (numThreads == 0)
numThreads = 4;
if (!r_scene_multithreaded || !r_multithreaded)
numThreads = 1;
if (numThreads != (int)Threads.size())
{
StopThreads();
StartThreads(numThreads);
}
// Setup threads:
std::unique_lock<std::mutex> start_lock(start_mutex);
for (int i = 0; i < numThreads; i++)
{
Threads[i]->Start = totalcount * i / numThreads;
Threads[i]->End = totalcount * (i + 1) / numThreads;
}
run_id++;
start_lock.unlock();
// Notify threads to run
if (Threads.size() > 1)
{
start_condition.notify_all();
}
// Do the main thread ourselves:
RenderThreadSlice(MainThread());
// Wait for everyone to finish:
if (Threads.size() > 1)
{
using namespace std::chrono_literals;
std::unique_lock<std::mutex> end_lock(end_mutex);
finished_threads++;
if (!end_condition.wait_for(end_lock, 5s, [&]() { return finished_threads == Threads.size(); }))
{
#ifdef WIN32
PeekThreadedErrorPane();
#endif
// Invoke the crash reporter so that we can capture the call stack of whatever the hung worker thread is doing
int *threadCrashed = nullptr;
*threadCrashed = 0xdeadbeef;
}
finished_threads = 0;
}
for (int i = 0; i < numThreads; i++)
{
Threads[i]->FlushDrawQueue();
}
WorkerCallback = {};
for (int i = 1; i < numThreads; i++)
{
collectCallback(Threads[i].get());
}
}
void PolyRenderThreads::RenderThreadSlice(PolyRenderThread *thread)
{
WorkerCallback(thread);
}
void PolyRenderThreads::StartThreads(size_t numThreads)
{
while (Threads.size() < (size_t)numThreads)
{
std::unique_ptr<PolyRenderThread> thread(new PolyRenderThread(false));
auto renderthread = thread.get();
int start_run_id = run_id;
thread->thread = std::thread([=]()
{
int last_run_id = start_run_id;
while (true)
{
// Wait until we are signalled to run:
std::unique_lock<std::mutex> start_lock(start_mutex);
start_condition.wait(start_lock, [&]() { return run_id != last_run_id || shutdown_flag; });
if (shutdown_flag)
break;
last_run_id = run_id;
start_lock.unlock();
RenderThreadSlice(renderthread);
// Notify main thread that we finished:
std::unique_lock<std::mutex> end_lock(end_mutex);
finished_threads++;
end_lock.unlock();
end_condition.notify_all();
}
});
Threads.push_back(std::move(thread));
}
}
void PolyRenderThreads::StopThreads()
{
std::unique_lock<std::mutex> lock(start_mutex);
shutdown_flag = true;
lock.unlock();
start_condition.notify_all();
while (Threads.size() > 1)
{
Threads.back()->thread.join();
Threads.pop_back();
}
lock.lock();
shutdown_flag = false;
}

View file

@ -0,0 +1,94 @@
/*
** Polygon Doom software renderer
** 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 <memory>
#include <thread>
#include "swrenderer/r_memory.h"
class DrawerCommandQueue;
typedef std::shared_ptr<DrawerCommandQueue> DrawerCommandQueuePtr;
class RenderMemory;
class PolyRenderThread
{
public:
PolyRenderThread(bool mainThread = true);
~PolyRenderThread();
void FlushDrawQueue();
int Start = 0;
int End = 0;
bool MainThread = false;
std::unique_ptr<RenderMemory> FrameMemory;
DrawerCommandQueuePtr DrawQueue;
std::vector<PolyTranslucentObject *> TranslucentObjects;
std::vector<std::unique_ptr<PolyDrawSectorPortal>> SectorPortals;
std::vector<std::unique_ptr<PolyDrawLinePortal>> LinePortals;
// Make sure texture can accessed safely
void PrepareTexture(FTexture *texture);
// Setup poly object in a threadsafe manner
void PreparePolyObject(subsector_t *sub);
private:
std::thread thread;
std::vector<DrawerCommandQueuePtr> UsedDrawQueues;
std::vector<DrawerCommandQueuePtr> FreeDrawQueues;
friend class PolyRenderThreads;
};
class PolyRenderThreads
{
public:
PolyRenderThreads();
~PolyRenderThreads();
void Clear();
void RenderThreadSlices(int totalcount, std::function<void(PolyRenderThread *)> workerCallback, std::function<void(PolyRenderThread *)> collectCallback);
PolyRenderThread *MainThread() { return Threads.front().get(); }
private:
void RenderThreadSlice(PolyRenderThread *thread);
void StartThreads(size_t numThreads);
void StopThreads();
std::function<void(PolyRenderThread *)> WorkerCallback;
std::vector<std::unique_ptr<PolyRenderThread>> Threads;
std::mutex start_mutex;
std::condition_variable start_condition;
bool shutdown_flag = false;
int run_id = 0;
std::mutex end_mutex;
std::condition_variable end_condition;
size_t finished_threads = 0;
};

View file

@ -30,7 +30,14 @@
void PolyCull::CullScene(const TriMatrix &worldToClip, const PolyClipPlane &portalClipPlane)
{
ClearSolidSegments();
MarkViewFrustum();
PvsSectors.clear();
PvsLineStart.clear();
PvsLineVisible.clear();
SeenSectors.clear();
SubsectorDepths.clear();
PortalClipPlane = portalClipPlane;
// Cull front to back
@ -97,35 +104,49 @@ void PolyCull::CullSubsector(subsector_t *sub)
FirstSkyHeight = false;
}
uint32_t subsectorDepth = (uint32_t)PvsSectors.size();
// Mark that we need to render this
PvsSectors.push_back(sub);
PvsLineStart.push_back((uint32_t)PvsLineVisible.size());
DVector3 viewpos = PolyRenderer::Instance()->Viewpoint.Pos;
// Update culling info for further bsp clipping
for (uint32_t i = 0; i < sub->numlines; i++)
{
seg_t *line = &sub->firstline[i];
if ((line->sidedef == nullptr || !(line->sidedef->Flags & WALLF_POLYOBJ)) && line->backsector == nullptr)
// Skip lines not facing viewer
DVector2 pt1 = line->v1->fPos() - viewpos;
DVector2 pt2 = line->v2->fPos() - viewpos;
if (pt1.Y * (pt1.X - pt2.X) + pt1.X * (pt2.Y - pt1.Y) >= 0)
{
// Skip lines not facing viewer
DVector2 pt1 = line->v1->fPos() - PolyRenderer::Instance()->Viewpoint.Pos;
DVector2 pt2 = line->v2->fPos() - PolyRenderer::Instance()->Viewpoint.Pos;
if (pt1.Y * (pt1.X - pt2.X) + pt1.X * (pt2.Y - pt1.Y) >= 0)
continue;
// Skip line if entirely behind portal clipping plane
if ((PortalClipPlane.A * line->v1->fX() + PortalClipPlane.B * line->v1->fY() + PortalClipPlane.D <= 0.0) ||
(PortalClipPlane.A * line->v2->fX() + PortalClipPlane.B * line->v2->fY() + PortalClipPlane.D <= 0.0))
{
continue;
}
angle_t angle1, angle2;
if (GetAnglesForLine(line->v1->fX(), line->v1->fY(), line->v2->fX(), line->v2->fY(), angle1, angle2))
{
MarkSegmentCulled(angle1, angle2);
}
PvsLineVisible.push_back(false);
continue;
}
// Skip line if entirely behind portal clipping plane
if ((PortalClipPlane.A * line->v1->fX() + PortalClipPlane.B * line->v1->fY() + PortalClipPlane.D <= 0.0) ||
(PortalClipPlane.A * line->v2->fX() + PortalClipPlane.B * line->v2->fY() + PortalClipPlane.D <= 0.0))
{
PvsLineVisible.push_back(false);
continue;
}
angle_t angle1, angle2;
bool lineVisible = GetAnglesForLine(line->v1->fX(), line->v1->fY(), line->v2->fX(), line->v2->fY(), angle1, angle2);
if (lineVisible && line->backsector == nullptr)
{
MarkSegmentCulled(angle1, angle2);
}
// Mark if this line was visible
PvsLineVisible.push_back(lineVisible);
}
SeenSectors.insert(sub->sector);
SubsectorDepths[sub] = subsectorDepth;
}
void PolyCull::ClearSolidSegments()

View file

@ -23,23 +23,26 @@
#pragma once
#include "polyrenderer/drawers/poly_triangle.h"
#include <set>
#include <unordered_map>
class PolyCull
{
public:
void ClearSolidSegments();
void CullScene(const TriMatrix &worldToClip, const PolyClipPlane &portalClipPlane);
bool GetAnglesForLine(double x1, double y1, double x2, double y2, angle_t &angle1, angle_t &angle2) const;
void MarkSegmentCulled(angle_t angle1, angle_t angle2);
bool IsSegmentCulled(angle_t angle1, angle_t angle2) const;
void InvertSegments();
void MarkViewFrustum();
bool IsLineSegVisible(uint32_t subsectorDepth, uint32_t lineIndex)
{
return PvsLineVisible[PvsLineStart[subsectorDepth] + lineIndex];
}
std::vector<subsector_t *> PvsSectors;
double MaxCeilingHeight = 0.0;
double MinFloorHeight = 0.0;
std::set<sector_t *> SeenSectors;
std::unordered_map<subsector_t *, uint32_t> SubsectorDepths;
static angle_t PointToPseudoAngle(double x, double y);
private:
@ -49,6 +52,13 @@ private:
angle_t Start, End;
};
void ClearSolidSegments();
void MarkViewFrustum();
bool GetAnglesForLine(double x1, double y1, double x2, double y2, angle_t &angle1, angle_t &angle2) const;
bool IsSegmentCulled(angle_t angle1, angle_t angle2) const;
void InvertSegments();
void CullNode(void *node);
void CullSubsector(subsector_t *sub);
int PointOnSide(const DVector2 &pos, const node_t *node);
@ -57,6 +67,8 @@ private:
// Returns true if some part of the bbox might be visible.
bool CheckBBox(float *bspcoord);
void MarkSegmentCulled(angle_t angle1, angle_t angle2);
std::vector<SolidSegment> SolidSegments;
std::vector<SolidSegment> TempInvertSolidSegments;
const int SolidCullScale = 3000;
@ -64,5 +76,8 @@ private:
PolyClipPlane PortalClipPlane;
std::vector<uint32_t> PvsLineStart;
std::vector<bool> PvsLineVisible;
static angle_t AngleToPseudo(angle_t ang);
};

View file

@ -28,10 +28,11 @@
#include "poly_decal.h"
#include "polyrenderer/poly_renderer.h"
#include "polyrenderer/scene/poly_light.h"
#include "polyrenderer/poly_renderthread.h"
#include "a_sharedglobal.h"
#include "swrenderer/scene/r_scene.h"
void RenderPolyDecal::RenderWallDecals(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, const seg_t *line, uint32_t stencilValue)
void RenderPolyDecal::RenderWallDecals(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, const seg_t *line, uint32_t stencilValue)
{
if (line->linedef == nullptr && line->sidedef == nullptr)
return;
@ -39,11 +40,11 @@ void RenderPolyDecal::RenderWallDecals(const TriMatrix &worldToClip, const PolyC
for (DBaseDecal *decal = line->sidedef->AttachedDecals; decal != nullptr; decal = decal->WallNext)
{
RenderPolyDecal render;
render.Render(worldToClip, clipPlane, decal, line, stencilValue);
render.Render(thread, worldToClip, clipPlane, decal, line, stencilValue);
}
}
void RenderPolyDecal::Render(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, DBaseDecal *decal, const seg_t *line, uint32_t stencilValue)
void RenderPolyDecal::Render(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, DBaseDecal *decal, const seg_t *line, uint32_t stencilValue)
{
if (decal->RenderFlags & RF_INVISIBLE || !viewactive || !decal->PicNum.isValid())
return;
@ -148,7 +149,7 @@ void RenderPolyDecal::Render(const TriMatrix &worldToClip, const PolyClipPlane &
// Generate vertices for the decal
TriVertex *vertices = PolyRenderer::Instance()->FrameMemory.AllocMemory<TriVertex>(4);
TriVertex *vertices = thread->FrameMemory->AllocMemory<TriVertex>(4);
vertices[0].x = (float)decal_left.X;
vertices[0].y = (float)decal_left.Y;
vertices[0].z = (float)ztop;
@ -193,7 +194,7 @@ void RenderPolyDecal::Render(const TriMatrix &worldToClip, const PolyClipPlane &
args.SetDepthTest(true);
args.SetWriteStencil(false);
args.SetWriteDepth(false);
args.DrawArray(vertices, 4, PolyDrawMode::TriangleFan);
args.DrawArray(thread, vertices, 4, PolyDrawMode::TriangleFan);
}
void RenderPolyDecal::GetDecalSectors(DBaseDecal *decal, const seg_t *line, sector_t **front, sector_t **back)

View file

@ -27,10 +27,10 @@
class RenderPolyDecal
{
public:
static void RenderWallDecals(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, const seg_t *line, uint32_t stencilValue);
static void RenderWallDecals(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, const seg_t *line, uint32_t stencilValue);
private:
void Render(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, DBaseDecal *decal, const seg_t *line, uint32_t stencilValue);
void Render(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, DBaseDecal *decal, const seg_t *line, uint32_t stencilValue);
void GetDecalSectors(DBaseDecal *decal, const seg_t *line, sector_t **front, sector_t **back);
double GetDecalZ(DBaseDecal *decal, const seg_t *line, sector_t *front, sector_t *back);

View file

@ -28,10 +28,11 @@
#include "poly_particle.h"
#include "polyrenderer/poly_renderer.h"
#include "polyrenderer/scene/poly_light.h"
#include "polyrenderer/poly_renderthread.h"
EXTERN_CVAR(Int, gl_particles_style)
void RenderPolyParticle::Render(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, particle_t *particle, subsector_t *sub, uint32_t stencilValue)
void RenderPolyParticle::Render(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, particle_t *particle, subsector_t *sub, uint32_t stencilValue)
{
DVector3 pos = particle->Pos;
double psize = particle->size / 8.0;
@ -45,7 +46,7 @@ void RenderPolyParticle::Render(const TriMatrix &worldToClip, const PolyClipPlan
{ pos.X + viewpoint.Sin * psize, pos.Y - viewpoint.Cos * psize }
};
TriVertex *vertices = PolyRenderer::Instance()->FrameMemory.AllocMemory<TriVertex>(4);
TriVertex *vertices = thread->FrameMemory->AllocMemory<TriVertex>(4);
bool foggy = false;
int actualextralight = foggy ? 0 : viewpoint.extralight << 4;
@ -85,7 +86,7 @@ void RenderPolyParticle::Render(const TriMatrix &worldToClip, const PolyClipPlan
args.SetWriteDepth(false);
args.SetClipPlane(0, clipPlane);
args.SetTexture(GetParticleTexture(), ParticleTextureSize, ParticleTextureSize);
args.DrawArray(vertices, 4, PolyDrawMode::TriangleFan);
args.DrawArray(thread, vertices, 4, PolyDrawMode::TriangleFan);
}
uint8_t *RenderPolyParticle::GetParticleTexture()

View file

@ -28,7 +28,7 @@
class RenderPolyParticle
{
public:
void Render(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, particle_t *particle, subsector_t *sub, uint32_t stencilValue);
void Render(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, particle_t *particle, subsector_t *sub, uint32_t stencilValue);
private:
static uint8_t *GetParticleTexture();
@ -45,10 +45,10 @@ class PolyTranslucentParticle : public PolyTranslucentObject
public:
PolyTranslucentParticle(particle_t *particle, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue) : PolyTranslucentObject(subsectorDepth, 0.0), particle(particle), sub(sub), StencilValue(stencilValue) { }
void Render(const TriMatrix &worldToClip, const PolyClipPlane &portalPlane) override
void Render(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &portalPlane) override
{
RenderPolyParticle spr;
spr.Render(worldToClip, portalPlane, particle, sub, StencilValue + 1);
spr.Render(thread, worldToClip, portalPlane, particle, sub, StencilValue + 1);
}
particle_t *particle = nullptr;

View file

@ -30,21 +30,22 @@
#include "polyrenderer/poly_renderer.h"
#include "r_sky.h"
#include "polyrenderer/scene/poly_light.h"
#include "polyrenderer/poly_renderthread.h"
#include "p_lnspec.h"
EXTERN_CVAR(Int, r_3dfloors)
void RenderPolyPlane::RenderPlanes(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, subsector_t *sub, uint32_t stencilValue, double skyCeilingHeight, double skyFloorHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> &sectorPortals)
void RenderPolyPlane::RenderPlanes(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, subsector_t *sub, uint32_t stencilValue, double skyCeilingHeight, double skyFloorHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> &sectorPortals)
{
if (sub->sector->CenterFloor() == sub->sector->CenterCeiling())
return;
RenderPolyPlane plane;
plane.Render(worldToClip, clipPlane, sub, stencilValue, true, skyCeilingHeight, sectorPortals);
plane.Render(worldToClip, clipPlane, sub, stencilValue, false, skyFloorHeight, sectorPortals);
plane.Render(thread, worldToClip, clipPlane, sub, stencilValue, true, skyCeilingHeight, sectorPortals);
plane.Render(thread, worldToClip, clipPlane, sub, stencilValue, false, skyFloorHeight, sectorPortals);
}
void RenderPolyPlane::Render(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, subsector_t *sub, uint32_t stencilValue, bool ceiling, double skyHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> &sectorPortals)
void RenderPolyPlane::Render(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, subsector_t *sub, uint32_t stencilValue, bool ceiling, double skyHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> &sectorPortals)
{
const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
@ -182,7 +183,7 @@ void RenderPolyPlane::Render(const TriMatrix &worldToClip, const PolyClipPlane &
PolyPlaneUVTransform transform(ceiling ? frontsector->planes[sector_t::ceiling].xform : frontsector->planes[sector_t::floor].xform, tex);
TriVertex *vertices = PolyRenderer::Instance()->FrameMemory.AllocMemory<TriVertex>(sub->numlines);
TriVertex *vertices = thread->FrameMemory->AllocMemory<TriVertex>(sub->numlines);
if (ceiling)
{
@ -232,7 +233,7 @@ void RenderPolyPlane::Render(const TriMatrix &worldToClip, const PolyClipPlane &
{
args.SetTexture(tex);
args.SetStyle(TriBlendMode::TextureOpaque);
args.DrawArray(vertices, sub->numlines, PolyDrawMode::TriangleFan);
args.DrawArray(thread, vertices, sub->numlines, PolyDrawMode::TriangleFan);
}
else
{
@ -248,17 +249,17 @@ void RenderPolyPlane::Render(const TriMatrix &worldToClip, const PolyClipPlane &
args.SetWriteColor(false);
args.SetWriteDepth(false);
args.DrawArray(vertices, sub->numlines, PolyDrawMode::TriangleFan);
args.DrawArray(thread, vertices, sub->numlines, PolyDrawMode::TriangleFan);
RenderSkyWalls(args, sub, frontsector, portal, polyportal, ceiling, skyHeight, transform);
RenderSkyWalls(thread, args, sub, frontsector, portal, polyportal, ceiling, skyHeight, transform);
}
}
void RenderPolyPlane::RenderSkyWalls(PolyDrawArgs &args, subsector_t *sub, sector_t *frontsector, FSectorPortal *portal, PolyDrawSectorPortal *polyportal, bool ceiling, double skyHeight, const PolyPlaneUVTransform &transform)
void RenderPolyPlane::RenderSkyWalls(PolyRenderThread *thread, PolyDrawArgs &args, subsector_t *sub, sector_t *frontsector, FSectorPortal *portal, PolyDrawSectorPortal *polyportal, bool ceiling, double skyHeight, const PolyPlaneUVTransform &transform)
{
for (uint32_t i = 0; i < sub->numlines; i++)
{
TriVertex *wallvert = PolyRenderer::Instance()->FrameMemory.AllocMemory<TriVertex>(4);
TriVertex *wallvert = thread->FrameMemory->AllocMemory<TriVertex>(4);
seg_t *line = &sub->firstline[i];
@ -324,7 +325,7 @@ void RenderPolyPlane::RenderSkyWalls(PolyDrawArgs &args, subsector_t *sub, secto
wallvert[3] = transform.GetVertex(line->v1, skyHeight);
}
args.DrawArray(wallvert, 4, PolyDrawMode::TriangleFan);
args.DrawArray(thread, wallvert, 4, PolyDrawMode::TriangleFan);
if (portal)
{
@ -384,7 +385,7 @@ float PolyPlaneUVTransform::GetV(float x, float y) const
/////////////////////////////////////////////////////////////////////////////
void Render3DFloorPlane::RenderPlanes(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, subsector_t *sub, uint32_t stencilValue, uint32_t subsectorDepth, std::vector<PolyTranslucentObject *> &translucentObjects)
void Render3DFloorPlane::RenderPlanes(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, subsector_t *sub, uint32_t stencilValue, uint32_t subsectorDepth, std::vector<PolyTranslucentObject *> &translucentObjects)
{
if (!r_3dfloors || sub->sector->CenterFloor() == sub->sector->CenterCeiling())
return;
@ -428,9 +429,9 @@ void Render3DFloorPlane::RenderPlanes(const TriMatrix &worldToClip, const PolyCl
}
if (!plane.Masked)
plane.Render(worldToClip, clipPlane);
plane.Render(thread, worldToClip, clipPlane);
else
translucentObjects.push_back(PolyRenderer::Instance()->FrameMemory.NewObject<PolyTranslucent3DFloorPlane>(plane, subsectorDepth));
translucentObjects.push_back(thread->FrameMemory->NewObject<PolyTranslucent3DFloorPlane>(plane, subsectorDepth));
}
}
@ -468,14 +469,14 @@ void Render3DFloorPlane::RenderPlanes(const TriMatrix &worldToClip, const PolyCl
}
if (!plane.Masked)
plane.Render(worldToClip, clipPlane);
plane.Render(thread, worldToClip, clipPlane);
else
translucentObjects.push_back(PolyRenderer::Instance()->FrameMemory.NewObject<PolyTranslucent3DFloorPlane>(plane, subsectorDepth));
translucentObjects.push_back(thread->FrameMemory->NewObject<PolyTranslucent3DFloorPlane>(plane, subsectorDepth));
}
}
}
void Render3DFloorPlane::Render(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane)
void Render3DFloorPlane::Render(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane)
{
FTextureID picnum = ceiling ? *fakeFloor->bottom.texture : *fakeFloor->top.texture;
FTexture *tex = TexMan(picnum);
@ -498,7 +499,7 @@ void Render3DFloorPlane::Render(const TriMatrix &worldToClip, const PolyClipPlan
PolyPlaneUVTransform xform(ceiling ? fakeFloor->top.model->planes[sector_t::ceiling].xform : fakeFloor->top.model->planes[sector_t::floor].xform, tex);
TriVertex *vertices = PolyRenderer::Instance()->FrameMemory.AllocMemory<TriVertex>(sub->numlines);
TriVertex *vertices = thread->FrameMemory->AllocMemory<TriVertex>(sub->numlines);
if (ceiling)
{
for (uint32_t i = 0; i < sub->numlines; i++)
@ -537,5 +538,5 @@ void Render3DFloorPlane::Render(const TriMatrix &worldToClip, const PolyClipPlan
args.SetWriteStencil(true, stencilValue + 1);
args.SetTexture(tex);
args.SetClipPlane(0, clipPlane);
args.DrawArray(vertices, sub->numlines, PolyDrawMode::TriangleFan);
args.DrawArray(thread, vertices, sub->numlines, PolyDrawMode::TriangleFan);
}

View file

@ -47,19 +47,19 @@ private:
class RenderPolyPlane
{
public:
static void RenderPlanes(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, subsector_t *sub, uint32_t stencilValue, double skyCeilingHeight, double skyFloorHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> &sectorPortals);
static void RenderPlanes(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, subsector_t *sub, uint32_t stencilValue, double skyCeilingHeight, double skyFloorHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> &sectorPortals);
private:
void Render(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, subsector_t *sub, uint32_t stencilValue, bool ceiling, double skyHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> &sectorPortals);
void RenderSkyWalls(PolyDrawArgs &args, subsector_t *sub, sector_t *frontsector, FSectorPortal *portal, PolyDrawSectorPortal *polyportal, bool ceiling, double skyHeight, const PolyPlaneUVTransform &transform);
void Render(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, subsector_t *sub, uint32_t stencilValue, bool ceiling, double skyHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> &sectorPortals);
void RenderSkyWalls(PolyRenderThread *thread, PolyDrawArgs &args, subsector_t *sub, sector_t *frontsector, FSectorPortal *portal, PolyDrawSectorPortal *polyportal, bool ceiling, double skyHeight, const PolyPlaneUVTransform &transform);
};
class Render3DFloorPlane
{
public:
static void RenderPlanes(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, subsector_t *sub, uint32_t stencilValue, uint32_t subsectorDepth, std::vector<PolyTranslucentObject *> &translucentObjects);
static void RenderPlanes(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, subsector_t *sub, uint32_t stencilValue, uint32_t subsectorDepth, std::vector<PolyTranslucentObject *> &translucentObjects);
void Render(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane);
void Render(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane);
subsector_t *sub = nullptr;
uint32_t stencilValue = 0;
@ -75,9 +75,9 @@ class PolyTranslucent3DFloorPlane : public PolyTranslucentObject
public:
PolyTranslucent3DFloorPlane(Render3DFloorPlane plane, uint32_t subsectorDepth) : PolyTranslucentObject(subsectorDepth, 1e7), plane(plane) { }
void Render(const TriMatrix &worldToClip, const PolyClipPlane &portalPlane) override
void Render(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &portalPlane) override
{
plane.Render(worldToClip, portalPlane);
plane.Render(thread, worldToClip, portalPlane);
}
Render3DFloorPlane plane;

View file

@ -35,7 +35,7 @@ EXTERN_CVAR(Bool, r_deathcamera)
EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor)
EXTERN_CVAR(Bool, r_shadercolormaps)
void RenderPolyPlayerSprites::Render()
void RenderPolyPlayerSprites::Render(PolyRenderThread *thread)
{
// This code cannot be moved directly to RenderRemainingSprites because the engine
// draws the canvas textures between this call and the final call to RenderRemainingSprites..
@ -143,7 +143,7 @@ void RenderPolyPlayerSprites::Render()
if ((psp->GetID() != PSP_TARGETCENTER || CrosshairImage == nullptr) && psp->GetCaller() != nullptr)
{
RenderSprite(psp, viewpoint.camera, bobx, boby, wx, wy, viewpoint.TicFrac, spriteshade, basecolormap, foggy);
RenderSprite(thread, psp, viewpoint.camera, bobx, boby, wx, wy, viewpoint.TicFrac, spriteshade, basecolormap, foggy);
}
psp = psp->GetNext();
@ -180,7 +180,7 @@ void RenderPolyPlayerSprites::RenderRemainingSprites()
AcceleratedSprites.Clear();
}
void RenderPolyPlayerSprites::RenderSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac, int spriteshade, FDynamicColormap *basecolormap, bool foggy)
void RenderPolyPlayerSprites::RenderSprite(PolyRenderThread *thread, DPSprite *pspr, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac, int spriteshade, FDynamicColormap *basecolormap, bool foggy)
{
double tx;
int x1;
@ -454,7 +454,7 @@ void RenderPolyPlayerSprites::RenderSprite(DPSprite *pspr, AActor *owner, float
}
}
vis.Render();
vis.Render(thread);
}
fixed_t RenderPolyPlayerSprites::LightLevelToShade(int lightlevel, bool foggy)
@ -475,7 +475,7 @@ fixed_t RenderPolyPlayerSprites::LightLevelToShade(int lightlevel, bool foggy)
/////////////////////////////////////////////////////////////////////////
void PolyNoAccelPlayerSprite::Render()
void PolyNoAccelPlayerSprite::Render(PolyRenderThread *thread)
{
if (xscale == 0 || fabs(yscale) < (1.0f / 32000.0f))
{ // scaled to 0; can't see
@ -498,7 +498,7 @@ void PolyNoAccelPlayerSprite::Render()
y1 = centerY - texturemid * yscale;
y2 = y1 + pic->GetHeight() * yscale;
}
args.Draw(x1, x2, y1, y2, 0.0f, 1.0f, 0.0f, 1.0f);
args.Draw(thread, x1, x2, y1, y2, 0.0f, 1.0f, 0.0f, 1.0f);
}
/////////////////////////////////////////////////////////////////////////////

View file

@ -61,7 +61,7 @@ public:
short renderflags = 0;
void Render();
void Render(PolyRenderThread *thread);
};
class PolyHWAccelPlayerSprite
@ -90,11 +90,11 @@ public:
class RenderPolyPlayerSprites
{
public:
void Render();
void Render(PolyRenderThread *thread);
void RenderRemainingSprites();
private:
void RenderSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac, int spriteshade, FDynamicColormap *basecolormap, bool foggy);
void RenderSprite(PolyRenderThread *thread, DPSprite *pspr, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac, int spriteshade, FDynamicColormap *basecolormap, bool foggy);
static fixed_t LightLevelToShade(int lightlevel, bool foggy);
enum { BASEXCENTER = 160 };

View file

@ -68,7 +68,7 @@ void PolyDrawSectorPortal::Render(int portalDepth)
PolyClipPlane portalPlane(0.0f, 0.0f, 0.0f, 1.0f);
RenderPortal.SetViewpoint(worldToClip, portalPlane, StencilValue);
RenderPortal.SetPortalSegments(Segments);
//RenderPortal.SetPortalSegments(Segments);
RenderPortal.Render(portalDepth);
RestoreGlobals();
@ -202,7 +202,7 @@ void PolyDrawLinePortal::Render(int portalDepth)
RenderPortal.LastPortalLine = clipLine;
RenderPortal.SetViewpoint(worldToClip, portalPlane, StencilValue);
RenderPortal.SetPortalSegments(Segments);
//RenderPortal.SetPortalSegments(Segments);
RenderPortal.Render(portalDepth);
RestoreGlobals();

View file

@ -50,7 +50,7 @@ public:
FSectorPortal *Portal = nullptr;
uint32_t StencilValue = 0;
std::vector<PolyPortalVertexRange> Shape;
std::vector<PolyPortalSegment> Segments;
//std::vector<PolyPortalSegment> Segments;
private:
void SaveGlobals();
@ -80,7 +80,7 @@ public:
line_t *Mirror = nullptr;
uint32_t StencilValue = 0;
std::vector<PolyPortalVertexRange> Shape;
std::vector<PolyPortalSegment> Segments;
//std::vector<PolyPortalSegment> Segments;
private:
void SaveGlobals();

View file

@ -54,57 +54,50 @@ void RenderPolyScene::SetViewpoint(const TriMatrix &worldToClip, const PolyClipP
PortalPlane = portalPlane;
}
void RenderPolyScene::SetPortalSegments(const std::vector<PolyPortalSegment> &segments)
{
if (!segments.empty())
{
Cull.ClearSolidSegments();
for (const auto &segment : segments)
{
Cull.MarkSegmentCulled(segment.Start, segment.End);
}
Cull.InvertSegments();
PortalSegmentsAdded = true;
}
else
{
PortalSegmentsAdded = false;
}
}
void RenderPolyScene::Render(int portalDepth)
{
ClearBuffers();
if (!PortalSegmentsAdded)
Cull.ClearSolidSegments();
Cull.MarkViewFrustum();
PolyRenderThread *thread = PolyRenderer::Instance()->Threads.MainThread();
ClearBuffers(thread);
Cull.CullScene(WorldToClip, PortalPlane);
Cull.ClearSolidSegments();
RenderSectors();
RenderPortals(portalDepth);
}
void RenderPolyScene::ClearBuffers()
void RenderPolyScene::ClearBuffers(PolyRenderThread *thread)
{
SeenSectors.clear();
SubsectorDepths.clear();
TranslucentObjects.clear();
SectorPortals.clear();
LinePortals.clear();
thread->TranslucentObjects.clear();
thread->SectorPortals.clear();
thread->LinePortals.clear();
}
void RenderPolyScene::RenderSectors()
{
int count = (int)Cull.PvsSectors.size();
PolyRenderThread *mainthread = PolyRenderer::Instance()->Threads.MainThread();
int totalcount = (int)Cull.PvsSectors.size();
auto subsectors = Cull.PvsSectors.data();
for (int i = 0; i < count; i++)
PolyRenderer::Instance()->Threads.RenderThreadSlices(totalcount, [&](PolyRenderThread *thread)
{
RenderSubsector(subsectors[i], i);
}
if (!thread->MainThread)
{
ClearBuffers(thread);
}
int start = thread->Start;
int end = thread->End;
for (int i = start; i < end; i++)
{
RenderSubsector(thread, subsectors[i], i);
}
}, [&](PolyRenderThread *thread)
{
mainthread->TranslucentObjects.insert(mainthread->TranslucentObjects.end(), thread->TranslucentObjects.begin(), thread->TranslucentObjects.end());
});
}
void RenderPolyScene::RenderSubsector(subsector_t *sub, uint32_t subsectorDepth)
void RenderPolyScene::RenderSubsector(PolyRenderThread *thread, subsector_t *sub, uint32_t subsectorDepth)
{
sector_t *frontsector = sub->sector;
frontsector->MoreFlags |= SECF_DRAWN;
@ -127,44 +120,43 @@ void RenderPolyScene::RenderSubsector(subsector_t *sub, uint32_t subsectorDepth)
if (sub->BSP->Nodes.Size() == 0)
{
RenderPolySubsector(&sub->BSP->Subsectors[0], subsectorDepth, frontsector);
RenderPolySubsector(thread, &sub->BSP->Subsectors[0], subsectorDepth, frontsector);
}
else
{
RenderPolyNode(&sub->BSP->Nodes.Last(), subsectorDepth, frontsector);
RenderPolyNode(thread, &sub->BSP->Nodes.Last(), subsectorDepth, frontsector);
}
Render3DFloorPlane::RenderPlanes(WorldToClip, PortalPlane, sub, StencilValue, subsectorDepth, TranslucentObjects);
RenderPolyPlane::RenderPlanes(WorldToClip, PortalPlane, sub, StencilValue, Cull.MaxCeilingHeight, Cull.MinFloorHeight, SectorPortals);
Render3DFloorPlane::RenderPlanes(thread, WorldToClip, PortalPlane, sub, StencilValue, subsectorDepth, thread->TranslucentObjects);
RenderPolyPlane::RenderPlanes(thread, WorldToClip, PortalPlane, sub, StencilValue, Cull.MaxCeilingHeight, Cull.MinFloorHeight, thread->SectorPortals);
}
else
{
Render3DFloorPlane::RenderPlanes(WorldToClip, PortalPlane, sub, StencilValue, subsectorDepth, TranslucentObjects);
RenderPolyPlane::RenderPlanes(WorldToClip, PortalPlane, sub, StencilValue, Cull.MaxCeilingHeight, Cull.MinFloorHeight, SectorPortals);
Render3DFloorPlane::RenderPlanes(thread, WorldToClip, PortalPlane, sub, StencilValue, subsectorDepth, thread->TranslucentObjects);
RenderPolyPlane::RenderPlanes(thread, WorldToClip, PortalPlane, sub, StencilValue, Cull.MaxCeilingHeight, Cull.MinFloorHeight, thread->SectorPortals);
for (uint32_t i = 0; i < sub->numlines; i++)
{
seg_t *line = &sub->firstline[i];
RenderLine(sub, line, frontsector, subsectorDepth);
if (Cull.IsLineSegVisible(subsectorDepth, i))
{
seg_t *line = &sub->firstline[i];
RenderLine(thread, sub, line, frontsector, subsectorDepth);
}
}
}
if (mainBSP)
{
RenderMemory &memory = PolyRenderer::Instance()->FrameMemory;
int subsectorIndex = sub->Index();
for (int i = ParticlesInSubsec[subsectorIndex]; i != NO_PARTICLE; i = Particles[i].snext)
{
particle_t *particle = Particles + i;
TranslucentObjects.push_back(memory.NewObject<PolyTranslucentParticle>(particle, sub, subsectorDepth, StencilValue));
thread->TranslucentObjects.push_back(thread->FrameMemory->NewObject<PolyTranslucentParticle>(particle, sub, subsectorDepth, StencilValue));
}
}
SeenSectors.insert(sub->sector);
SubsectorDepths[sub] = subsectorDepth;
}
void RenderPolyScene::RenderPolyNode(void *node, uint32_t subsectorDepth, sector_t *frontsector)
void RenderPolyScene::RenderPolyNode(PolyRenderThread *thread, void *node, uint32_t subsectorDepth, sector_t *frontsector)
{
while (!((size_t)node & 1)) // Keep going until found a subsector
{
@ -174,7 +166,7 @@ void RenderPolyScene::RenderPolyNode(void *node, uint32_t subsectorDepth, sector
int side = PointOnSide(PolyRenderer::Instance()->Viewpoint.Pos, bsp);
// Recursively divide front space (toward the viewer).
RenderPolyNode(bsp->children[side], subsectorDepth, frontsector);
RenderPolyNode(thread, bsp->children[side], subsectorDepth, frontsector);
// Possibly divide back space (away from the viewer).
side ^= 1;
@ -187,10 +179,10 @@ void RenderPolyScene::RenderPolyNode(void *node, uint32_t subsectorDepth, sector
}
subsector_t *sub = (subsector_t *)((uint8_t *)node - 1);
RenderPolySubsector(sub, subsectorDepth, frontsector);
RenderPolySubsector(thread, sub, subsectorDepth, frontsector);
}
void RenderPolyScene::RenderPolySubsector(subsector_t *sub, uint32_t subsectorDepth, sector_t *frontsector)
void RenderPolyScene::RenderPolySubsector(PolyRenderThread *thread, subsector_t *sub, uint32_t subsectorDepth, sector_t *frontsector)
{
const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
@ -205,11 +197,6 @@ void RenderPolyScene::RenderPolySubsector(subsector_t *sub, uint32_t subsectorDe
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)
{
@ -217,11 +204,7 @@ void RenderPolyScene::RenderPolySubsector(subsector_t *sub, uint32_t subsectorDe
sub->flags |= SSECF_DRAWN;
}
// Render wall, and update culling info if its an occlusion blocker
if (RenderPolyWall::RenderLine(WorldToClip, PortalPlane, line, frontsector, subsectorDepth, StencilValue, TranslucentObjects, LinePortals, LastPortalLine))
{
Cull.MarkSegmentCulled(angle1, angle2);
}
RenderPolyWall::RenderLine(thread, WorldToClip, PortalPlane, line, frontsector, subsectorDepth, StencilValue, thread->TranslucentObjects, thread->LinePortals, LastPortalLine);
}
}
}
@ -231,22 +214,22 @@ 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)
void RenderPolyScene::RenderSprite(PolyRenderThread *thread, AActor *thing, double sortDistance, const DVector2 &left, const DVector2 &right)
{
if (level.nodes.Size() == 0)
{
subsector_t *sub = &level.subsectors[0];
auto it = SubsectorDepths.find(sub);
if (it != SubsectorDepths.end())
TranslucentObjects.push_back(PolyRenderer::Instance()->FrameMemory.NewObject<PolyTranslucentThing>(thing, sub, it->second, sortDistance, 0.0f, 1.0f, StencilValue));
auto it = Cull.SubsectorDepths.find(sub);
if (it != Cull.SubsectorDepths.end())
thread->TranslucentObjects.push_back(thread->FrameMemory->NewObject<PolyTranslucentThing>(thing, sub, it->second, sortDistance, 0.0f, 1.0f, StencilValue));
}
else
{
RenderSprite(thing, sortDistance, left, right, 0.0, 1.0, level.HeadNode());
RenderSprite(thread, thing, sortDistance, left, right, 0.0, 1.0, level.HeadNode());
}
}
void RenderPolyScene::RenderSprite(AActor *thing, double sortDistance, DVector2 left, DVector2 right, double t1, double t2, void *node)
void RenderPolyScene::RenderSprite(PolyRenderThread *thread, AActor *thing, double sortDistance, DVector2 left, DVector2 right, double t1, double t2, void *node)
{
while (!((size_t)node & 1)) // Keep going until found a subsector
{
@ -268,7 +251,7 @@ void RenderPolyScene::RenderSprite(AActor *thing, double sortDistance, DVector2
DVector2 mid = left * (1.0 - t) + right * t;
double tmid = t1 * (1.0 - t) + t2 * t;
RenderSprite(thing, sortDistance, mid, right, tmid, t2, bsp->children[sideRight]);
RenderSprite(thread, thing, sortDistance, mid, right, tmid, t2, bsp->children[sideRight]);
right = mid;
t2 = tmid;
}
@ -277,26 +260,13 @@ void RenderPolyScene::RenderSprite(AActor *thing, double sortDistance, DVector2
subsector_t *sub = (subsector_t *)((uint8_t *)node - 1);
auto it = SubsectorDepths.find(sub);
if (it != SubsectorDepths.end())
TranslucentObjects.push_back(PolyRenderer::Instance()->FrameMemory.NewObject<PolyTranslucentThing>(thing, sub, it->second, sortDistance, (float)t1, (float)t2, StencilValue));
auto it = Cull.SubsectorDepths.find(sub);
if (it != Cull.SubsectorDepths.end())
thread->TranslucentObjects.push_back(thread->FrameMemory->NewObject<PolyTranslucentThing>(thing, sub, it->second, sortDistance, (float)t1, (float)t2, StencilValue));
}
void RenderPolyScene::RenderLine(subsector_t *sub, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth)
void RenderPolyScene::RenderLine(PolyRenderThread *thread, subsector_t *sub, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth)
{
const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
// 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)
return;
// 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))
return;
// Tell automap we saw this
if (!PolyRenderer::Instance()->DontMapLines && line->linedef)
{
@ -310,26 +280,25 @@ void RenderPolyScene::RenderLine(subsector_t *sub, seg_t *line, sector_t *fronts
for (unsigned int i = 0; i < line->backsector->e->XFloor.ffloors.Size(); i++)
{
F3DFloor *fakeFloor = line->backsector->e->XFloor.ffloors[i];
RenderPolyWall::Render3DFloorLine(WorldToClip, PortalPlane, line, frontsector, subsectorDepth, StencilValue, fakeFloor, TranslucentObjects);
RenderPolyWall::Render3DFloorLine(thread, WorldToClip, PortalPlane, line, frontsector, subsectorDepth, StencilValue, fakeFloor, thread->TranslucentObjects);
}
}
// Render wall, and update culling info if its an occlusion blocker
if (RenderPolyWall::RenderLine(WorldToClip, PortalPlane, line, frontsector, subsectorDepth, StencilValue, TranslucentObjects, LinePortals, LastPortalLine))
{
Cull.MarkSegmentCulled(angle1, angle2);
}
RenderPolyWall::RenderLine(thread, WorldToClip, PortalPlane, line, frontsector, subsectorDepth, StencilValue, thread->TranslucentObjects, thread->LinePortals, LastPortalLine);
}
void RenderPolyScene::RenderPortals(int portalDepth)
{
PolyRenderThread *thread = PolyRenderer::Instance()->Threads.MainThread();
bool foggy = false;
if (portalDepth < r_portal_recursions)
{
for (auto &portal : SectorPortals)
for (auto &portal : thread->SectorPortals)
portal->Render(portalDepth + 1);
for (auto &portal : LinePortals)
for (auto &portal : thread->LinePortals)
portal->Render(portalDepth + 1);
}
else // Fill with black
@ -341,25 +310,25 @@ void RenderPolyScene::RenderPortals(int portalDepth)
args.SetClipPlane(0, PortalPlane);
args.SetStyle(TriBlendMode::FillOpaque);
for (auto &portal : SectorPortals)
for (auto &portal : thread->SectorPortals)
{
args.SetStencilTestValue(portal->StencilValue);
args.SetWriteStencil(true, portal->StencilValue + 1);
for (const auto &verts : portal->Shape)
{
args.SetFaceCullCCW(verts.Ccw);
args.DrawArray(verts.Vertices, verts.Count, PolyDrawMode::TriangleFan);
args.DrawArray(thread, verts.Vertices, verts.Count, PolyDrawMode::TriangleFan);
}
}
for (auto &portal : LinePortals)
for (auto &portal : thread->LinePortals)
{
args.SetStencilTestValue(portal->StencilValue);
args.SetWriteStencil(true, portal->StencilValue + 1);
for (const auto &verts : portal->Shape)
{
args.SetFaceCullCCW(verts.Ccw);
args.DrawArray(verts.Vertices, verts.Count, PolyDrawMode::TriangleFan);
args.DrawArray(thread, verts.Vertices, verts.Count, PolyDrawMode::TriangleFan);
}
}
}
@ -367,9 +336,11 @@ void RenderPolyScene::RenderPortals(int portalDepth)
void RenderPolyScene::RenderTranslucent(int portalDepth)
{
PolyRenderThread *thread = PolyRenderer::Instance()->Threads.MainThread();
if (portalDepth < r_portal_recursions)
{
for (auto it = SectorPortals.rbegin(); it != SectorPortals.rend(); ++it)
for (auto it = thread->SectorPortals.rbegin(); it != thread->SectorPortals.rend(); ++it)
{
auto &portal = *it;
portal->RenderTranslucent(portalDepth + 1);
@ -383,11 +354,11 @@ void RenderPolyScene::RenderTranslucent(int portalDepth)
{
args.SetFaceCullCCW(verts.Ccw);
args.SetWriteColor(false);
args.DrawArray(verts.Vertices, verts.Count, PolyDrawMode::TriangleFan);
args.DrawArray(thread, verts.Vertices, verts.Count, PolyDrawMode::TriangleFan);
}
}
for (auto it = LinePortals.rbegin(); it != LinePortals.rend(); ++it)
for (auto it = thread->LinePortals.rbegin(); it != thread->LinePortals.rend(); ++it)
{
auto &portal = *it;
portal->RenderTranslucent(portalDepth + 1);
@ -401,13 +372,13 @@ void RenderPolyScene::RenderTranslucent(int portalDepth)
{
args.SetFaceCullCCW(verts.Ccw);
args.SetWriteColor(false);
args.DrawArray(verts.Vertices, verts.Count, PolyDrawMode::TriangleFan);
args.DrawArray(thread, verts.Vertices, verts.Count, PolyDrawMode::TriangleFan);
}
}
}
const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
for (sector_t *sector : SeenSectors)
for (sector_t *sector : Cull.SeenSectors)
{
for (AActor *thing = sector->thinglist; thing != nullptr; thing = thing->snext)
{
@ -415,18 +386,18 @@ void RenderPolyScene::RenderTranslucent(int portalDepth)
if (!RenderPolySprite::GetLine(thing, left, right))
continue;
double distanceSquared = (thing->Pos() - viewpoint.Pos).LengthSquared();
RenderSprite(thing, distanceSquared, left, right);
RenderSprite(thread, thing, distanceSquared, left, right);
}
}
std::stable_sort(TranslucentObjects.begin(), TranslucentObjects.end(), [](auto a, auto b) { return *a < *b; });
std::stable_sort(thread->TranslucentObjects.begin(), thread->TranslucentObjects.end(), [](auto a, auto b) { return *a < *b; });
for (auto it = TranslucentObjects.rbegin(); it != TranslucentObjects.rend(); ++it)
for (auto it = thread->TranslucentObjects.rbegin(); it != thread->TranslucentObjects.rend(); ++it)
{
PolyTranslucentObject *obj = *it;
obj->Render(WorldToClip, PortalPlane);
obj->Render(thread, WorldToClip, PortalPlane);
obj->~PolyTranslucentObject();
}
TranslucentObjects.clear();
thread->TranslucentObjects.clear();
}

View file

@ -31,8 +31,6 @@
#include "polyrenderer/drawers/poly_triangle.h"
#include "poly_playersprite.h"
#include "poly_cull.h"
#include <set>
#include <unordered_map>
class PolyTranslucentObject
{
@ -40,7 +38,7 @@ public:
PolyTranslucentObject(uint32_t subsectorDepth = 0, double distanceSquared = 0.0) : subsectorDepth(subsectorDepth), DistanceSquared(distanceSquared) { }
virtual ~PolyTranslucentObject() { }
virtual void Render(const TriMatrix &worldToClip, const PolyClipPlane &portalPlane) = 0;
virtual void Render(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &portalPlane) = 0;
bool operator<(const PolyTranslucentObject &other) const
{
@ -62,7 +60,6 @@ public:
RenderPolyScene();
~RenderPolyScene();
void SetViewpoint(const TriMatrix &worldToClip, const PolyClipPlane &portalPlane, uint32_t stencilValue);
void SetPortalSegments(const std::vector<PolyPortalSegment> &segments);
void Render(int portalDepth);
void RenderTranslucent(int portalDepth);
@ -71,27 +68,21 @@ public:
line_t *LastPortalLine = nullptr;
private:
void ClearBuffers();
void ClearBuffers(PolyRenderThread *thread);
void RenderPortals(int portalDepth);
void RenderSectors();
void RenderSubsector(subsector_t *sub, uint32_t subsectorDepth);
void RenderLine(subsector_t *sub, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth);
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 RenderSubsector(PolyRenderThread *thread, subsector_t *sub, uint32_t subsectorDepth);
void RenderLine(PolyRenderThread *thread, subsector_t *sub, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth);
void RenderSprite(PolyRenderThread *thread, AActor *thing, double sortDistance, const DVector2 &left, const DVector2 &right);
void RenderSprite(PolyRenderThread *thread, 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);
void RenderPolySubsector(PolyRenderThread *thread, subsector_t *sub, uint32_t subsectorDepth, sector_t *frontsector);
void RenderPolyNode(PolyRenderThread *thread, 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;
PolyCull Cull;
std::set<sector_t *> SeenSectors;
std::unordered_map<subsector_t *, uint32_t> SubsectorDepths;
std::vector<PolyTranslucentObject *> TranslucentObjects;
std::vector<std::unique_ptr<PolyDrawSectorPortal>> SectorPortals;
std::vector<std::unique_ptr<PolyDrawLinePortal>> LinePortals;
bool PortalSegmentsAdded = false;
};

View file

@ -35,7 +35,7 @@ PolySkyDome::PolySkyDome()
CreateDome();
}
void PolySkyDome::Render(const TriMatrix &worldToClip)
void PolySkyDome::Render(PolyRenderThread *thread, const TriMatrix &worldToClip)
{
#ifdef USE_GL_DOME_MATH
TriMatrix modelMatrix = GLSkyMath();
@ -88,8 +88,8 @@ void PolySkyDome::Render(const TriMatrix &worldToClip)
args.SetWriteStencil(true, 1);
args.SetClipPlane(0, PolyClipPlane(0.0f, 0.0f, 0.0f, 1.0f));
RenderCapColorRow(args, mCurrentSetup.frontskytex, 0, false);
RenderCapColorRow(args, mCurrentSetup.frontskytex, rc, true);
RenderCapColorRow(thread, args, mCurrentSetup.frontskytex, 0, false);
RenderCapColorRow(thread, args, mCurrentSetup.frontskytex, rc, true);
args.SetTexture(mCurrentSetup.frontskytex);
@ -100,20 +100,20 @@ void PolySkyDome::Render(const TriMatrix &worldToClip)
for (int i = 1; i <= mRows; i++)
{
RenderRow(args, i, topcapcolor, topcapindex);
RenderRow(args, rc + i, bottomcapcolor, bottomcapindex);
RenderRow(thread, args, i, topcapcolor, topcapindex);
RenderRow(thread, args, rc + i, bottomcapcolor, bottomcapindex);
}
}
void PolySkyDome::RenderRow(PolyDrawArgs &args, int row, uint32_t capcolor, uint8_t capcolorindex)
void PolySkyDome::RenderRow(PolyRenderThread *thread, PolyDrawArgs &args, int row, uint32_t capcolor, uint8_t capcolorindex)
{
args.SetFaceCullCCW(false);
args.SetColor(capcolor, capcolorindex);
args.SetStyle(TriBlendMode::Skycap);
args.DrawArray(&mVertices[mPrimStart[row]], mPrimStart[row + 1] - mPrimStart[row], PolyDrawMode::TriangleStrip);
args.DrawArray(thread, &mVertices[mPrimStart[row]], mPrimStart[row + 1] - mPrimStart[row], PolyDrawMode::TriangleStrip);
}
void PolySkyDome::RenderCapColorRow(PolyDrawArgs &args, FTexture *skytex, int row, bool bottomCap)
void PolySkyDome::RenderCapColorRow(PolyRenderThread *thread, PolyDrawArgs &args, FTexture *skytex, int row, bool bottomCap)
{
uint32_t solid = skytex->GetSkyCapColor(bottomCap);
uint8_t palsolid = RGB32k.RGB[(RPART(solid) >> 3)][(GPART(solid) >> 3)][(BPART(solid) >> 3)];
@ -121,7 +121,7 @@ void PolySkyDome::RenderCapColorRow(PolyDrawArgs &args, FTexture *skytex, int ro
args.SetFaceCullCCW(bottomCap);
args.SetColor(solid, palsolid);
args.SetStyle(TriBlendMode::FillOpaque);
args.DrawArray(&mVertices[mPrimStart[row]], mPrimStart[row + 1] - mPrimStart[row], PolyDrawMode::TriangleFan);
args.DrawArray(thread, &mVertices[mPrimStart[row]], mPrimStart[row + 1] - mPrimStart[row], PolyDrawMode::TriangleFan);
}
void PolySkyDome::CreateDome()

View file

@ -46,7 +46,7 @@ class PolySkyDome
{
public:
PolySkyDome();
void Render(const TriMatrix &worldToClip);
void Render(PolyRenderThread *thread, const TriMatrix &worldToClip);
private:
TArray<FVector2> mInitialUV;
@ -58,8 +58,8 @@ private:
void SkyVertex(int r, int c, bool yflip);
void CreateSkyHemisphere(bool zflip);
void CreateDome();
void RenderRow(PolyDrawArgs &args, int row, uint32_t capcolor, uint8_t capcolorindex);
void RenderCapColorRow(PolyDrawArgs &args, FTexture *skytex, int row, bool bottomCap);
void RenderRow(PolyRenderThread *thread, PolyDrawArgs &args, int row, uint32_t capcolor, uint8_t capcolorindex);
void RenderCapColorRow(PolyRenderThread *thread, PolyDrawArgs &args, FTexture *skytex, int row, bool bottomCap);
TriVertex SetVertexXYZ(float xx, float yy, float zz, float uu = 0, float vv = 0);

View file

@ -28,6 +28,7 @@
#include "poly_sprite.h"
#include "polyrenderer/poly_renderer.h"
#include "polyrenderer/scene/poly_light.h"
#include "polyrenderer/poly_renderthread.h"
#include "r_data/r_vanillatrans.h"
#include "actorinlines.h"
@ -71,7 +72,7 @@ bool RenderPolySprite::GetLine(AActor *thing, DVector2 &left, DVector2 &right)
return true;
}
void RenderPolySprite::Render(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, AActor *thing, subsector_t *sub, uint32_t stencilValue, float t1, float t2)
void RenderPolySprite::Render(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, AActor *thing, subsector_t *sub, uint32_t stencilValue, float t1, float t2)
{
DVector2 line[2];
if (!GetLine(thing, line[0], line[1]))
@ -116,7 +117,7 @@ void RenderPolySprite::Render(const TriMatrix &worldToClip, const PolyClipPlane
// 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 = PolyRenderer::Instance()->FrameMemory.AllocMemory<TriVertex>(4);
TriVertex *vertices = thread->FrameMemory->AllocMemory<TriVertex>(4);
bool foggy = false;
int actualextralight = foggy ? 0 : viewpoint.extralight << 4;
@ -166,7 +167,7 @@ void RenderPolySprite::Render(const TriMatrix &worldToClip, const PolyClipPlane
args.SetDepthTest(true);
args.SetWriteDepth(false);
args.SetWriteStencil(false);
args.DrawArray(vertices, 4, PolyDrawMode::TriangleFan);
args.DrawArray(thread, vertices, 4, PolyDrawMode::TriangleFan);
}
double RenderPolySprite::GetSpriteFloorZ(AActor *thing, const DVector2 &thingpos)

View file

@ -27,7 +27,7 @@
class RenderPolySprite
{
public:
void Render(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, AActor *thing, subsector_t *sub, uint32_t stencilValue, float t1, float t2);
void Render(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, AActor *thing, subsector_t *sub, uint32_t stencilValue, float t1, float t2);
static bool GetLine(AActor *thing, DVector2 &left, DVector2 &right);
static bool IsThingCulled(AActor *thing);
@ -44,17 +44,17 @@ class PolyTranslucentThing : public PolyTranslucentObject
public:
PolyTranslucentThing(AActor *thing, subsector_t *sub, uint32_t subsectorDepth, double dist, float t1, float t2, uint32_t stencilValue) : PolyTranslucentObject(subsectorDepth, dist), thing(thing), sub(sub), SpriteLeft(t1), SpriteRight(t2), StencilValue(stencilValue) { }
void Render(const TriMatrix &worldToClip, const PolyClipPlane &portalPlane) override
void Render(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &portalPlane) override
{
if ((thing->renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
{
RenderPolyWallSprite wallspr;
wallspr.Render(worldToClip, portalPlane, thing, sub, StencilValue + 1);
wallspr.Render(thread, worldToClip, portalPlane, thing, sub, StencilValue + 1);
}
else
{
RenderPolySprite spr;
spr.Render(worldToClip, portalPlane, thing, sub, StencilValue + 1, SpriteLeft, SpriteRight);
spr.Render(thread, worldToClip, portalPlane, thing, sub, StencilValue + 1, SpriteLeft, SpriteRight);
}
}

View file

@ -33,12 +33,13 @@
#include "polyrenderer/poly_renderer.h"
#include "r_sky.h"
#include "polyrenderer/scene/poly_light.h"
#include "polyrenderer/poly_renderthread.h"
#include "g_levellocals.h"
EXTERN_CVAR(Bool, r_drawmirrors)
EXTERN_CVAR(Bool, r_fogboundary)
bool RenderPolyWall::RenderLine(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth, uint32_t stencilValue, std::vector<PolyTranslucentObject*> &translucentWallsOutput, std::vector<std::unique_ptr<PolyDrawLinePortal>> &linePortals, line_t *lastPortalLine)
bool RenderPolyWall::RenderLine(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth, uint32_t stencilValue, std::vector<PolyTranslucentObject*> &translucentWallsOutput, std::vector<std::unique_ptr<PolyDrawLinePortal>> &linePortals, line_t *lastPortalLine)
{
double frontceilz1 = frontsector->ceilingplane.ZatPoint(line->v1);
double frontfloorz1 = frontsector->floorplane.ZatPoint(line->v1);
@ -105,7 +106,7 @@ bool RenderPolyWall::RenderLine(const TriMatrix &worldToClip, const PolyClipPlan
wall.Wallpart = side_t::mid;
wall.Texture = GetTexture(wall.Line, wall.Side, side_t::mid);
wall.Polyportal = polyportal;
wall.Render(worldToClip, clipPlane);
wall.Render(thread, worldToClip, clipPlane);
return true;
}
}
@ -141,7 +142,7 @@ bool RenderPolyWall::RenderLine(const TriMatrix &worldToClip, const PolyClipPlan
wall.BottomTexZ = MIN(MIN(backceilz1, frontceilz1), MIN(backceilz2, frontceilz2));
wall.Wallpart = side_t::top;
wall.Texture = GetTexture(wall.Line, wall.Side, side_t::top);
wall.Render(worldToClip, clipPlane);
wall.Render(thread, worldToClip, clipPlane);
}
if ((bottomfloorz1 < bottomceilz1 || bottomfloorz2 < bottomceilz2) && line->sidedef && !bothSkyFloor)
@ -153,7 +154,7 @@ bool RenderPolyWall::RenderLine(const TriMatrix &worldToClip, const PolyClipPlan
wall.UnpeggedCeil2 = topceilz2;
wall.Wallpart = side_t::bottom;
wall.Texture = GetTexture(wall.Line, wall.Side, side_t::bottom);
wall.Render(worldToClip, clipPlane);
wall.Render(thread, worldToClip, clipPlane);
}
if (line->sidedef)
@ -170,12 +171,12 @@ bool RenderPolyWall::RenderLine(const TriMatrix &worldToClip, const PolyClipPlan
FTexture *midtex = TexMan(line->sidedef->GetTexture(side_t::mid), true);
if ((midtex && midtex->UseType != FTexture::TEX_Null) || wall.FogBoundary)
translucentWallsOutput.push_back(PolyRenderer::Instance()->FrameMemory.NewObject<PolyTranslucentWall>(wall));
translucentWallsOutput.push_back(thread->FrameMemory->NewObject<PolyTranslucentWall>(wall));
if (polyportal)
{
wall.Polyportal = polyportal;
wall.Render(worldToClip, clipPlane);
wall.Render(thread, worldToClip, clipPlane);
}
}
}
@ -189,7 +190,7 @@ bool RenderPolyWall::IsFogBoundary(sector_t *front, sector_t *back)
(front->GetTexture(sector_t::ceiling) != skyflatnum || back->GetTexture(sector_t::ceiling) != skyflatnum);
}
void RenderPolyWall::Render3DFloorLine(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth, uint32_t stencilValue, F3DFloor *fakeFloor, std::vector<PolyTranslucentObject*> &translucentWallsOutput)
void RenderPolyWall::Render3DFloorLine(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth, uint32_t stencilValue, F3DFloor *fakeFloor, std::vector<PolyTranslucentObject*> &translucentWallsOutput)
{
if (!(fakeFloor->flags & FF_EXISTS)) return;
if (!(fakeFloor->flags & FF_RENDERPLANES)) return;
@ -235,9 +236,9 @@ void RenderPolyWall::Render3DFloorLine(const TriMatrix &worldToClip, const PolyC
wall.Texture = GetTexture(wall.Line, wall.Side, side_t::mid);
if (!wall.Masked)
wall.Render(worldToClip, clipPlane);
wall.Render(thread, worldToClip, clipPlane);
else
translucentWallsOutput.push_back(PolyRenderer::Instance()->FrameMemory.NewObject<PolyTranslucentWall>(wall));
translucentWallsOutput.push_back(thread->FrameMemory->NewObject<PolyTranslucentWall>(wall));
}
void RenderPolyWall::SetCoords(const DVector2 &v1, const DVector2 &v2, double ceil1, double floor1, double ceil2, double floor2)
@ -250,13 +251,13 @@ void RenderPolyWall::SetCoords(const DVector2 &v1, const DVector2 &v2, double ce
this->floor2 = floor2;
}
void RenderPolyWall::Render(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane)
void RenderPolyWall::Render(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane)
{
bool foggy = false;
if (!Texture && !Polyportal && !FogBoundary)
return;
TriVertex *vertices = PolyRenderer::Instance()->FrameMemory.AllocMemory<TriVertex>(4);
TriVertex *vertices = thread->FrameMemory->AllocMemory<TriVertex>(4);
vertices[0].x = (float)v1.X;
vertices[0].y = (float)v1.Y;
@ -329,7 +330,7 @@ void RenderPolyWall::Render(const TriMatrix &worldToClip, const PolyClipPlane &c
args.SetDepthTest(true);
args.SetWriteDepth(true);
args.SetWriteStencil(false);
args.DrawArray(vertices, 4, PolyDrawMode::TriangleFan);
args.DrawArray(thread, vertices, 4, PolyDrawMode::TriangleFan);
if (!Texture)
return;
}
@ -339,13 +340,13 @@ void RenderPolyWall::Render(const TriMatrix &worldToClip, const PolyClipPlane &c
args.SetWriteStencil(true, Polyportal->StencilValue);
args.SetWriteColor(false);
args.SetWriteDepth(false);
args.DrawArray(vertices, 4, PolyDrawMode::TriangleFan);
args.DrawArray(thread, vertices, 4, PolyDrawMode::TriangleFan);
Polyportal->Shape.push_back({ vertices, 4, true });
}
else if (!Masked)
{
args.SetStyle(TriBlendMode::TextureOpaque);
DrawStripes(args, vertices);
DrawStripes(thread, args, vertices);
}
else
{
@ -355,13 +356,13 @@ void RenderPolyWall::Render(const TriMatrix &worldToClip, const PolyClipPlane &c
args.SetDepthTest(true);
args.SetWriteDepth(true);
args.SetWriteStencil(false);
DrawStripes(args, vertices);
DrawStripes(thread, args, vertices);
}
RenderPolyDecal::RenderWallDecals(worldToClip, clipPlane, LineSeg, StencilValue);
RenderPolyDecal::RenderWallDecals(thread, worldToClip, clipPlane, LineSeg, StencilValue);
}
void RenderPolyWall::DrawStripes(PolyDrawArgs &args, TriVertex *vertices)
void RenderPolyWall::DrawStripes(PolyRenderThread *thread, PolyDrawArgs &args, TriVertex *vertices)
{
const auto &lightlist = Line->frontsector->e->XFloor.lightlist;
if (lightlist.Size() > 0)
@ -384,7 +385,7 @@ void RenderPolyWall::DrawStripes(PolyDrawArgs &args, TriVertex *vertices)
args.SetClipPlane(1, topPlane);
args.SetClipPlane(2, bottomPlane);
args.DrawArray(vertices, 4, PolyDrawMode::TriangleFan);
args.DrawArray(thread, vertices, 4, PolyDrawMode::TriangleFan);
FDynamicColormap *basecolormap = GetColorTable(lit->extra_colormap, Line->frontsector->SpecialColors[sector_t::walltop]);
@ -407,11 +408,11 @@ void RenderPolyWall::DrawStripes(PolyDrawArgs &args, TriVertex *vertices)
args.SetClipPlane(1, topPlane);
args.SetClipPlane(2, PolyClipPlane());
args.DrawArray(vertices, 4, PolyDrawMode::TriangleFan);
args.DrawArray(thread, vertices, 4, PolyDrawMode::TriangleFan);
}
else
{
args.DrawArray(vertices, 4, PolyDrawMode::TriangleFan);
args.DrawArray(thread, vertices, 4, PolyDrawMode::TriangleFan);
}
}

View file

@ -31,11 +31,11 @@ class PolyCull;
class RenderPolyWall
{
public:
static bool RenderLine(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth, uint32_t stencilValue, std::vector<PolyTranslucentObject*> &translucentWallsOutput, std::vector<std::unique_ptr<PolyDrawLinePortal>> &linePortals, line_t *lastPortalLine);
static void Render3DFloorLine(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth, uint32_t stencilValue, F3DFloor *fakeFloor, std::vector<PolyTranslucentObject*> &translucentWallsOutput);
static bool RenderLine(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth, uint32_t stencilValue, std::vector<PolyTranslucentObject*> &translucentWallsOutput, std::vector<std::unique_ptr<PolyDrawLinePortal>> &linePortals, line_t *lastPortalLine);
static void Render3DFloorLine(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth, uint32_t stencilValue, F3DFloor *fakeFloor, std::vector<PolyTranslucentObject*> &translucentWallsOutput);
void SetCoords(const DVector2 &v1, const DVector2 &v2, double ceil1, double floor1, double ceil2, double floor2);
void Render(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane);
void Render(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane);
DVector2 v1;
DVector2 v2;
@ -66,7 +66,7 @@ public:
private:
void ClampHeight(TriVertex &v1, TriVertex &v2);
int GetLightLevel();
void DrawStripes(PolyDrawArgs &args, TriVertex *vertices);
void DrawStripes(PolyRenderThread *thread, PolyDrawArgs &args, TriVertex *vertices);
static bool IsFogBoundary(sector_t *front, sector_t *back);
static FTexture *GetTexture(const line_t *Line, const side_t *Side, side_t::ETexpart texpart);
@ -98,9 +98,9 @@ class PolyTranslucentWall : public PolyTranslucentObject
public:
PolyTranslucentWall(RenderPolyWall wall) : PolyTranslucentObject(wall.SubsectorDepth, 1e6), wall(wall) { }
void Render(const TriMatrix &worldToClip, const PolyClipPlane &portalPlane) override
void Render(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &portalPlane) override
{
wall.Render(worldToClip, portalPlane);
wall.Render(thread, worldToClip, portalPlane);
}
RenderPolyWall wall;

View file

@ -28,8 +28,9 @@
#include "poly_wallsprite.h"
#include "polyrenderer/poly_renderer.h"
#include "polyrenderer/scene/poly_light.h"
#include "polyrenderer/poly_renderthread.h"
void RenderPolyWallSprite::Render(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, AActor *thing, subsector_t *sub, uint32_t stencilValue)
void RenderPolyWallSprite::Render(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, AActor *thing, subsector_t *sub, uint32_t stencilValue)
{
if (RenderPolySprite::IsThingCulled(thing))
return;
@ -69,7 +70,7 @@ void RenderPolyWallSprite::Render(const TriMatrix &worldToClip, const PolyClipPl
DVector2 points[2] = { left, right };
TriVertex *vertices = PolyRenderer::Instance()->FrameMemory.AllocMemory<TriVertex>(4);
TriVertex *vertices = thread->FrameMemory->AllocMemory<TriVertex>(4);
bool foggy = false;
int actualextralight = foggy ? 0 : viewpoint.extralight << 4;
@ -110,5 +111,5 @@ void RenderPolyWallSprite::Render(const TriMatrix &worldToClip, const PolyClipPl
args.SetWriteDepth(false);
args.SetWriteStencil(false);
args.SetStyle(TriBlendMode::TextureMasked);
args.DrawArray(vertices, 4, PolyDrawMode::TriangleFan);
args.DrawArray(thread, vertices, 4, PolyDrawMode::TriangleFan);
}

View file

@ -27,5 +27,5 @@
class RenderPolyWallSprite
{
public:
void Render(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, AActor *thing, subsector_t *sub, uint32_t stencilValue);
void Render(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, AActor *thing, subsector_t *sub, uint32_t stencilValue);
};