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https://github.com/ZDoom/qzdoom.git
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Change draw segment list to use TArray
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parent
812cc61b16
commit
da346427d3
9 changed files with 67 additions and 80 deletions
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@ -318,8 +318,6 @@ namespace swrenderer
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I_FatalError("Bad R_StoreWallRange: %i to %i", start, stop);
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#endif
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DrawSegment *draw_segment = DrawSegmentList::Instance()->Add();
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if (!rw_prepped)
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{
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rw_prepped = true;
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@ -331,6 +329,9 @@ namespace swrenderer
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RenderPortal *renderportal = RenderPortal::Instance();
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DrawSegment *draw_segment = RenderMemory::NewObject<DrawSegment>();
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DrawSegmentList::Instance()->Push(draw_segment);
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draw_segment->CurrentPortalUniq = renderportal->CurrentPortalUniq;
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draw_segment->sx1 = WallC.sx1;
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draw_segment->sx2 = WallC.sx2;
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@ -516,8 +517,7 @@ namespace swrenderer
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if (draw_segment->bFogBoundary || draw_segment->maskedtexturecol != nullptr)
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{
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size_t drawsegnum = draw_segment - DrawSegmentList::Instance()->drawsegs;
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DrawSegmentList::Instance()->InterestingDrawsegs.Push(drawsegnum);
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DrawSegmentList::Instance()->PushInteresting(draw_segment);
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}
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}
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}
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@ -104,8 +104,6 @@ namespace swrenderer
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int savedextralight = extralight;
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DVector3 savedpos = ViewPos;
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DAngle savedangle = ViewAngle;
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ptrdiff_t savedds_p = drawseglist->ds_p - drawseglist->drawsegs;
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size_t savedinteresting = drawseglist->FirstInterestingDrawseg;
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double savedvisibility = LightVisibility::Instance()->GetVisibility();
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AActor *savedcamera = camera;
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sector_t *savedsector = viewsector;
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@ -188,7 +186,7 @@ namespace swrenderer
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}
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// Create a drawseg to clip sprites to the sky plane
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DrawSegment *draw_segment = drawseglist->Add();
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DrawSegment *draw_segment = RenderMemory::NewObject<DrawSegment>();
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draw_segment->CurrentPortalUniq = CurrentPortalUniq;
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draw_segment->siz1 = INT_MAX;
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draw_segment->siz2 = INT_MAX;
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@ -207,13 +205,9 @@ namespace swrenderer
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draw_segment->foggy = false;
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memcpy(draw_segment->sprbottomclip, floorclip + pl->left, (pl->right - pl->left) * sizeof(short));
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memcpy(draw_segment->sprtopclip, ceilingclip + pl->left, (pl->right - pl->left) * sizeof(short));
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drawseglist->Push(draw_segment);
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drawseglist->firstdrawseg = draw_segment;
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drawseglist->FirstInterestingDrawseg = drawseglist->InterestingDrawsegs.Size();
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interestingStack.Push(drawseglist->FirstInterestingDrawseg);
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ptrdiff_t diffnum = drawseglist->firstdrawseg - drawseglist->drawsegs;
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drawsegStack.Push(diffnum);
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drawseglist->PushPortal();
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VisibleSpriteList::Instance()->PushPortal();
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viewposStack.Push(ViewPos);
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visplaneStack.Push(pl);
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@ -229,33 +223,23 @@ namespace swrenderer
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// Draw all the masked textures in a second pass, in the reverse order they
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// were added. This must be done separately from the previous step for the
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// sake of nested skyboxes.
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while (interestingStack.Pop(drawseglist->FirstInterestingDrawseg))
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while (viewposStack.Size() > 0)
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{
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ptrdiff_t pd = 0;
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drawsegStack.Pop(pd);
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drawseglist->firstdrawseg = drawseglist->drawsegs + pd;
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// Masked textures and planes need the view coordinates restored for proper positioning.
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viewposStack.Pop(ViewPos);
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RenderTranslucentPass::Instance()->Render();
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drawseglist->ds_p = drawseglist->firstdrawseg;
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VisibleSpriteList::Instance()->PopPortal();
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VisiblePlane *pl;
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visplaneStack.Pop(pl);
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if (pl->Alpha > 0 && pl->picnum != skyflatnum)
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{
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pl->Render(pl->Alpha, pl->Additive, true);
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}
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VisibleSpriteList::Instance()->PopPortal();
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drawseglist->PopPortal();
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}
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drawseglist->firstdrawseg = drawseglist->drawsegs;
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drawseglist->ds_p = drawseglist->drawsegs + savedds_p;
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drawseglist->InterestingDrawsegs.Resize((unsigned int)drawseglist->FirstInterestingDrawseg);
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drawseglist->FirstInterestingDrawseg = savedinteresting;
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camera = savedcamera;
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viewsector = savedsector;
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@ -55,8 +55,6 @@ namespace swrenderer
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void RenderLinePortal(PortalDrawseg* pds, int depth);
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void RenderLinePortalHighlight(PortalDrawseg* pds);
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TArray<size_t> interestingStack;
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TArray<ptrdiff_t> drawsegStack;
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TArray<DVector3> viewposStack;
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TArray<VisiblePlane *> visplaneStack;
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TArray<PortalDrawseg *> WallPortals;
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@ -248,7 +248,6 @@ namespace swrenderer
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{
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RenderTranslucentPass::Instance()->Deinit();
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Clip3DFloors::Instance()->Cleanup();
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DrawSegmentList::Instance()->Deinit();
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}
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/////////////////////////////////////////////////////////////////////////
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@ -72,8 +72,10 @@ namespace swrenderer
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// b) skip most of the collected drawsegs which have no portal attached.
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portaldrawsegs.Clear();
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DrawSegmentList *drawseglist = DrawSegmentList::Instance();
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for (DrawSegment* seg = drawseglist->ds_p; seg-- > drawseglist->firstdrawseg; )
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for (auto index = drawseglist->BeginIndex(); index != drawseglist->EndIndex(); index++)
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{
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DrawSegment *seg = drawseglist->Segment(index);
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// I don't know what makes this happen (some old top-down portal code or possibly skybox code? something adds null lines...)
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// crashes at the first frame of the first map of Action2.wad
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if (!seg->curline) continue;
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@ -141,9 +143,12 @@ namespace swrenderer
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{
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Clip3DFloors::Instance()->fake3D |= FAKE3D_REFRESHCLIP;
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}
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DrawSegmentList *drawseglist = DrawSegmentList::Instance();
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for (DrawSegment *ds = drawseglist->ds_p; ds-- > drawseglist->firstdrawseg; )
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for (auto index = drawseglist->BeginIndex(); index != drawseglist->EndIndex(); index++)
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{
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DrawSegment *ds = drawseglist->Segment(index);
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// [ZZ] the same as above
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if (ds->CurrentPortalUniq != renderportal->CurrentPortalUniq)
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continue;
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@ -49,40 +49,39 @@ namespace swrenderer
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return &instance;
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}
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void DrawSegmentList::Deinit()
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{
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if (drawsegs != nullptr)
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{
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M_Free(drawsegs);
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drawsegs = nullptr;
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}
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}
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void DrawSegmentList::Clear()
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{
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if (drawsegs == nullptr)
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{
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MaxDrawSegs = 256; // [RH] Default. Increased as needed.
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firstdrawseg = drawsegs = (DrawSegment *)M_Malloc (MaxDrawSegs * sizeof(DrawSegment));
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}
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FirstInterestingDrawseg = 0;
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InterestingDrawsegs.Clear ();
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ds_p = drawsegs;
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Segments.Clear();
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StartIndices.Clear();
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StartIndices.Push(0);
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InterestingSegments.Clear();
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StartInterestingIndices.Clear();
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StartInterestingIndices.Push(0);
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}
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DrawSegment *DrawSegmentList::Add()
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void DrawSegmentList::PushPortal()
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{
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if (ds_p == &drawsegs[MaxDrawSegs])
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{ // [RH] Grab some more drawsegs
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size_t newdrawsegs = MaxDrawSegs ? MaxDrawSegs * 2 : 32;
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ptrdiff_t firstofs = firstdrawseg - drawsegs;
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drawsegs = (DrawSegment *)M_Realloc(drawsegs, newdrawsegs * sizeof(DrawSegment));
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firstdrawseg = drawsegs + firstofs;
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ds_p = drawsegs + MaxDrawSegs;
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MaxDrawSegs = newdrawsegs;
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DPrintf(DMSG_NOTIFY, "MaxDrawSegs increased to %zu\n", MaxDrawSegs);
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}
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StartIndices.Push(Segments.Size());
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StartInterestingIndices.Push(InterestingSegments.Size());
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}
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return ds_p++;
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void DrawSegmentList::PopPortal()
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{
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Segments.Resize(StartIndices.Last());
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StartIndices.Pop();
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StartInterestingIndices.Resize(StartInterestingIndices.Last());
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StartInterestingIndices.Pop();
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}
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void DrawSegmentList::Push(DrawSegment *segment)
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{
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Segments.Push(segment);
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}
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void DrawSegmentList::PushInteresting(DrawSegment *segment)
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{
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InterestingSegments.Push(segment);
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}
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}
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@ -52,19 +52,25 @@ namespace swrenderer
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public:
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static DrawSegmentList *Instance();
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DrawSegment *firstdrawseg = nullptr;
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DrawSegment *ds_p = nullptr;
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DrawSegment *drawsegs = nullptr;
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unsigned int BeginIndex() const { return StartIndices.Last(); }
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unsigned int EndIndex() const { return Segments.Size(); }
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DrawSegment *Segment(int index) const { return Segments[Segments.Size() - 1 - index]; }
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TArray<size_t> InterestingDrawsegs; // drawsegs that have something drawn on them
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size_t FirstInterestingDrawseg = 0;
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unsigned int BeginInterestingIndex() const { return StartInterestingIndices.Last(); }
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unsigned int EndInterestingIndex() const { return InterestingSegments.Size(); }
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DrawSegment *InterestingSegment(int index) const { return InterestingSegments[Segments.Size() - 1 - index]; }
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void Clear();
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void Deinit();
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DrawSegment *Add();
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void PushPortal();
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void PopPortal();
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void Push(DrawSegment *segment);
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void PushInteresting(DrawSegment *segment);
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private:
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size_t MaxDrawSegs = 0;
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TArray<DrawSegment *> Segments;
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TArray<unsigned int> StartIndices;
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TArray<DrawSegment *> InterestingSegments; // drawsegs that have something drawn on them
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TArray<unsigned int> StartInterestingIndices;
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};
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}
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@ -266,9 +266,10 @@ namespace swrenderer
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// Draw any masked textures behind this particle so that when the
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// particle is drawn, it will be in front of them.
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DrawSegmentList *segmentlist = DrawSegmentList::Instance();
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for (unsigned int p = segmentlist->InterestingDrawsegs.Size(); p-- > segmentlist->FirstInterestingDrawseg; )
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for (unsigned int index = segmentlist->BeginInterestingIndex(); index != segmentlist->EndInterestingIndex(); index++)
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{
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DrawSegment *ds = &segmentlist->drawsegs[segmentlist->InterestingDrawsegs[p]];
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DrawSegment *ds = segmentlist->InterestingSegment(index);
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// kg3D - no fake segs
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if (ds->fake) continue;
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if (ds->x1 >= x2 || ds->x2 <= x1)
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@ -47,7 +47,6 @@ namespace swrenderer
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VisibleSprite *spr = this;
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DrawSegment *ds;
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int i;
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int x1, x2;
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int r1, r2;
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@ -280,15 +279,11 @@ namespace swrenderer
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// Scan drawsegs from end to start for obscuring segs.
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// The first drawseg that is closer than the sprite is the clip seg.
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// Modified by Lee Killough:
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// (pointer check was originally nonportable
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// and buggy, by going past LEFT end of array):
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// for (ds=ds_p-1 ; ds >= drawsegs ; ds--) old buggy code
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DrawSegmentList *segmentlist = DrawSegmentList::Instance();
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for (ds = segmentlist->ds_p; ds-- > segmentlist->firstdrawseg; ) // new -- killough
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for (unsigned int index = segmentlist->BeginIndex(); index != segmentlist->EndIndex(); index++)
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{
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DrawSegment *ds = segmentlist->Segment(index);
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// [ZZ] portal handling here
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//if (ds->CurrentPortalUniq != spr->CurrentPortalUniq)
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// continue;
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