/* ** 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 #include #include #include #include "doomdata.h" #include "r_utility.h" #include "r_main.h" #include "r_poly_triangle.h" #include "r_poly_intersection.h" #include "r_poly_wall.h" #include "r_poly_sprite.h" #include "r_poly_wallsprite.h" #include "r_poly_playersprite.h" #include "r_poly_particle.h" #include "r_poly_plane.h" #include "r_poly_sky.h" #include "r_poly_cull.h" // Used for sorting things by distance to the camera class PolySortedSprite { public: PolySortedSprite(AActor *thing, double distanceSquared) : Thing(thing), DistanceSquared(distanceSquared) { } bool operator<(const PolySortedSprite &other) const { return DistanceSquared < other.DistanceSquared; } AActor *Thing; double DistanceSquared; }; class PolyTranslucentObject { public: PolyTranslucentObject(particle_t *particle, subsector_t *sub, uint32_t subsectorDepth) : particle(particle), sub(sub), subsectorDepth(subsectorDepth) { } PolyTranslucentObject(AActor *thing, subsector_t *sub, uint32_t subsectorDepth) : thing(thing), sub(sub), subsectorDepth(subsectorDepth) { } PolyTranslucentObject(RenderPolyWall wall) : wall(wall) { } particle_t *particle = nullptr; AActor *thing = nullptr; subsector_t *sub = nullptr; uint32_t subsectorDepth = 0; RenderPolyWall wall; }; class SpriteRange { public: SpriteRange() = default; SpriteRange(int start, int count) : Start(start), Count(count) { } int Start = -1; int Count = 0; }; // Renders a scene class RenderPolyScene { public: void Render(); void RenderRemainingPlayerSprites(); static const uint32_t SkySubsectorDepth = 0x7fffffff; static RenderPolyScene *Instance(); private: void ClearBuffers(); void SetSceneViewport(); void SetupPerspectiveMatrix(); void RenderSectors(); void RenderSubsector(subsector_t *sub); void RenderLine(subsector_t *sub, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth); void RenderTranslucent(); SpriteRange GetSpritesForSector(sector_t *sector); TriMatrix WorldToClip; PolyCull Cull; uint32_t NextSubsectorDepth = 0; std::vector SectorSpriteRanges; std::vector SortedSprites; std::vector TranslucentObjects; std::vector SubsectorTranslucentWalls; PolySkyDome skydome; RenderPolyPlayerSprites PlayerSprites; }; class PolyVertexBuffer { public: static TriVertex *GetVertices(int count); static void Clear(); };