/* ** Experimental 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" // DScreen accelerated sprite to be rendered class PolyScreenSprite { public: void Render(); FTexture *Pic = nullptr; double X1 = 0.0; double Y1 = 0.0; double Width = 0.0; double Height = 0.0; FRemapTable *Translation = nullptr; bool Flip = false; visstyle_t visstyle; uint32_t FillColor = 0; FDynamicColormap *Colormap = nullptr; }; // 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 SpriteRange { public: SpriteRange() = default; SpriteRange(int start, int count) : Start(start), Count(count) { } int Start = -1; int Count = 0; }; class PolySkyDome { public: PolySkyDome() { CreateDome(); } void Render(const TriMatrix &worldToClip); private: TArray mVertices; TArray mPrimStart; int mRows, mColumns; void SkyVertex(int r, int c, bool yflip); void CreateSkyHemisphere(bool zflip); void CreateDome(); void RenderRow(PolyDrawArgs &args, int row); void RenderCapColorRow(PolyDrawArgs &args, FTexture *skytex, int row, bool bottomCap); TriVertex SetVertex(float xx, float yy, float zz, float uu = 0, float vv = 0); TriVertex SetVertexXYZ(float xx, float yy, float zz, float uu = 0, float vv = 0); }; // Renders a GL BSP tree in a scene class RenderPolyBsp { public: void Render(); void RenderScreenSprites(); static const uint32_t SkySubsectorDepth = 0xffffffff; private: void RenderNode(void *node); void RenderSubsector(subsector_t *sub); void RenderPlane(subsector_t *sub, uint32_t subsectorDepth, bool ceiling); void AddLine(seg_t *line, sector_t *frontsector, uint32_t subsectorDepth); TriVertex PlaneVertex(vertex_t *v1, sector_t *sector, double height); void AddSprite(AActor *thing, subsector_t *sub, uint32_t subsectorDepth); void AddWallSprite(AActor *thing, subsector_t *sub, uint32_t subsectorDepth); bool IsThingCulled(AActor *thing); visstyle_t GetSpriteVisStyle(AActor *thing, double z); FTexture *GetSpriteTexture(AActor *thing, /*out*/ bool &flipX); SpriteRange GetSpritesForSector(sector_t *sector); void RenderPlayerSprites(); void RenderPlayerSprite(DPSprite *sprite, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac); int PointOnSide(const DVector2 &pos, const node_t *node); // Checks BSP node/subtree bounding box. // Returns true if some part of the bbox might be visible. bool CheckBBox(float *bspcoord); bool GetSegmentRangeForLine(double x1, double y1, double x2, double y2, int &sx1, int &sx2) const; void MarkSegmentCulled(int x1, int x2); bool IsSegmentCulled(int x1, int x2) const; std::vector PvsSectors; uint32_t NextSubsectorDepth = 0; double MaxCeilingHeight = 0.0; double MinFloorHeight = 0.0; TriMatrix worldToClip; std::vector SectorSpriteRanges; std::vector SortedSprites; std::vector ScreenSprites; const int BaseXCenter = 160; const int BaseYCenter = 100; struct SolidSegment { SolidSegment(int x1, int x2) : X1(x1), X2(x2) { } int X1, X2; }; std::vector SolidSegments; PolySkyDome skydome; }; class RenderPolyWall { public: void Render(const TriMatrix &worldToClip); void SetCoords(const DVector2 &v1, const DVector2 &v2, double ceil1, double floor1, double ceil2, double floor2) { this->v1 = v1; this->v2 = v2; this->ceil1 = ceil1; this->floor1 = floor1; this->ceil2 = ceil2; this->floor2 = floor2; } DVector2 v1; DVector2 v2; double ceil1 = 0.0; double floor1 = 0.0; double ceil2 = 0.0; double floor2 = 0.0; const seg_t *Line = nullptr; side_t::ETexpart Texpart = side_t::mid; double TopZ = 0.0; double BottomZ = 0.0; double UnpeggedCeil = 0.0; FSWColormap *Colormap = nullptr; bool Masked = false; uint32_t SubsectorDepth = 0; private: FTexture *GetTexture(); int GetLightLevel(); }; // Texture coordinates for a wall class PolyWallTextureCoords { public: PolyWallTextureCoords(FTexture *tex, const seg_t *line, side_t::ETexpart texpart, double topz, double bottomz, double unpeggedceil); double u1, u2; double v1, v2; private: void CalcU(FTexture *tex, const seg_t *line, side_t::ETexpart texpart); void CalcV(FTexture *tex, const seg_t *line, side_t::ETexpart texpart, double topz, double bottomz, double unpeggedceil); void CalcVTopPart(FTexture *tex, const seg_t *line, double topz, double bottomz, double vscale, double yoffset); void CalcVMidPart(FTexture *tex, const seg_t *line, double topz, double bottomz, double vscale, double yoffset); void CalcVBottomPart(FTexture *tex, const seg_t *line, double topz, double bottomz, double unpeggedceil, double vscale, double yoffset); }; class PolyVertexBuffer { public: static TriVertex *GetVertices(int count); static void Clear(); };