mirror of
https://github.com/ZDoom/qzdoom.git
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375 lines
9.6 KiB
C++
375 lines
9.6 KiB
C++
//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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#include <stdlib.h>
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#include <float.h>
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#include "templates.h"
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#include "i_system.h"
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#include "w_wad.h"
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#include "doomdef.h"
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#include "doomstat.h"
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#include "r_sky.h"
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#include "stats.h"
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#include "v_video.h"
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#include "a_sharedglobal.h"
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#include "c_console.h"
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#include "cmdlib.h"
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#include "d_net.h"
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#include "g_level.h"
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#include "swrenderer/scene/r_opaque_pass.h"
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#include "r_flatplane.h"
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#include "swrenderer/scene/r_3dfloors.h"
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#include "v_palette.h"
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#include "r_data/colormaps.h"
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#include "swrenderer/drawers/r_draw_rgba.h"
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#include "gl/dynlights/gl_dynlight.h"
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#include "swrenderer/segments/r_clipsegment.h"
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#include "swrenderer/segments/r_drawsegment.h"
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#include "swrenderer/scene/r_portal.h"
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#include "swrenderer/scene/r_scene.h"
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#include "swrenderer/scene/r_viewport.h"
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#include "swrenderer/scene/r_light.h"
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#include "swrenderer/plane/r_visibleplane.h"
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#include "swrenderer/r_memory.h"
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namespace swrenderer
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{
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void RenderFlatPlane::Render(VisiblePlane *pl, double _xscale, double _yscale, fixed_t alpha, bool additive, bool masked, FDynamicColormap *colormap)
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{
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using namespace drawerargs;
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if (alpha <= 0)
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{
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return;
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}
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double planeang = (pl->xform.Angle + pl->xform.baseAngle).Radians();
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double xstep, ystep, leftxfrac, leftyfrac, rightxfrac, rightyfrac;
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double x;
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xscale = xs_ToFixed(32 - ds_xbits, _xscale);
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yscale = xs_ToFixed(32 - ds_ybits, _yscale);
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if (planeang != 0)
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{
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double cosine = cos(planeang), sine = sin(planeang);
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pviewx = FLOAT2FIXED(pl->xform.xOffs + ViewPos.X * cosine - ViewPos.Y * sine);
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pviewy = FLOAT2FIXED(pl->xform.yOffs - ViewPos.X * sine - ViewPos.Y * cosine);
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}
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else
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{
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pviewx = FLOAT2FIXED(pl->xform.xOffs + ViewPos.X);
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pviewy = FLOAT2FIXED(pl->xform.yOffs - ViewPos.Y);
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}
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pviewx = FixedMul(xscale, pviewx);
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pviewy = FixedMul(yscale, pviewy);
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// left to right mapping
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planeang += (ViewAngle - 90).Radians();
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// Scale will be unit scale at FocalLengthX (normally SCREENWIDTH/2) distance
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xstep = cos(planeang) / FocalLengthX;
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ystep = -sin(planeang) / FocalLengthX;
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// [RH] flip for mirrors
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RenderPortal *renderportal = RenderPortal::Instance();
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if (renderportal->MirrorFlags & RF_XFLIP)
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{
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xstep = -xstep;
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ystep = -ystep;
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}
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planeang += M_PI / 2;
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double cosine = cos(planeang), sine = -sin(planeang);
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x = pl->right - centerx - 0.5;
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rightxfrac = _xscale * (cosine + x * xstep);
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rightyfrac = _yscale * (sine + x * ystep);
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x = pl->left - centerx - 0.5;
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leftxfrac = _xscale * (cosine + x * xstep);
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leftyfrac = _yscale * (sine + x * ystep);
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basexfrac = rightxfrac;
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baseyfrac = rightyfrac;
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xstepscale = (rightxfrac - leftxfrac) / (pl->right - pl->left);
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ystepscale = (rightyfrac - leftyfrac) / (pl->right - pl->left);
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planeheight = fabs(pl->height.Zat0() - ViewPos.Z);
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basecolormap = colormap;
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GlobVis = LightVisibility::Instance()->FlatPlaneGlobVis() / planeheight;
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ds_light = 0;
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if (fixedlightlev >= 0)
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{
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R_SetDSColorMapLight(basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
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plane_shade = false;
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}
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else if (fixedcolormap)
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{
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R_SetDSColorMapLight(fixedcolormap, 0, 0);
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plane_shade = false;
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}
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else
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{
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plane_shade = true;
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planeshade = LIGHT2SHADE(pl->lightlevel);
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}
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if (spanfunc != &SWPixelFormatDrawers::FillSpan)
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{
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if (masked)
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{
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if (alpha < OPAQUE || additive)
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{
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if (!additive)
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{
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spanfunc = &SWPixelFormatDrawers::DrawSpanMaskedTranslucent;
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dc_srcblend = Col2RGB8[alpha >> 10];
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dc_destblend = Col2RGB8[(OPAQUE - alpha) >> 10];
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dc_srcalpha = alpha;
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dc_destalpha = OPAQUE - alpha;
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}
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else
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{
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spanfunc = &SWPixelFormatDrawers::DrawSpanMaskedAddClamp;
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dc_srcblend = Col2RGB8_LessPrecision[alpha >> 10];
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dc_destblend = Col2RGB8_LessPrecision[FRACUNIT >> 10];
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dc_srcalpha = alpha;
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dc_destalpha = FRACUNIT;
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}
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}
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else
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{
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spanfunc = &SWPixelFormatDrawers::DrawSpanMasked;
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}
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}
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else
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{
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if (alpha < OPAQUE || additive)
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{
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if (!additive)
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{
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spanfunc = &SWPixelFormatDrawers::DrawSpanTranslucent;
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dc_srcblend = Col2RGB8[alpha >> 10];
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dc_destblend = Col2RGB8[(OPAQUE - alpha) >> 10];
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dc_srcalpha = alpha;
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dc_destalpha = OPAQUE - alpha;
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}
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else
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{
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spanfunc = &SWPixelFormatDrawers::DrawSpanAddClamp;
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dc_srcblend = Col2RGB8_LessPrecision[alpha >> 10];
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dc_destblend = Col2RGB8_LessPrecision[FRACUNIT >> 10];
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dc_srcalpha = alpha;
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dc_destalpha = FRACUNIT;
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}
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}
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else
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{
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spanfunc = &SWPixelFormatDrawers::DrawSpan;
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}
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}
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}
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light_list = pl->lights;
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RenderLines(pl);
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}
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void RenderFlatPlane::RenderLine(int y, int x1, int x2)
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{
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using namespace drawerargs;
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double distance;
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#ifdef RANGECHECK
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if (x2 < x1 || x1<0 || x2 >= viewwidth || (unsigned)y >= (unsigned)viewheight)
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{
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I_FatalError("R_MapPlane: %i, %i at %i", x1, x2, y);
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}
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#endif
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// [RH] Notice that I dumped the caching scheme used by Doom.
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// It did not offer any appreciable speedup.
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distance = planeheight * yslope[y];
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if (ds_xbits != 0)
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{
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ds_xstep = xs_ToFixed(32 - ds_xbits, distance * xstepscale);
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ds_xfrac = xs_ToFixed(32 - ds_xbits, distance * basexfrac) + pviewx;
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}
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else
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{
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ds_xstep = 0;
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ds_xfrac = 0;
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}
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if (ds_ybits != 0)
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{
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ds_ystep = xs_ToFixed(32 - ds_ybits, distance * ystepscale);
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ds_yfrac = xs_ToFixed(32 - ds_ybits, distance * baseyfrac) + pviewy;
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}
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else
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{
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ds_ystep = 0;
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ds_yfrac = 0;
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}
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if (r_swtruecolor)
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{
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double distance2 = planeheight * yslope[(y + 1 < viewheight) ? y + 1 : y - 1];
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double xmagnitude = fabs(ystepscale * (distance2 - distance) * FocalLengthX);
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double ymagnitude = fabs(xstepscale * (distance2 - distance) * FocalLengthX);
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double magnitude = MAX(ymagnitude, xmagnitude);
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double min_lod = -1000.0;
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ds_lod = MAX(log2(magnitude) + r_lod_bias, min_lod);
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}
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if (plane_shade)
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{
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// Determine lighting based on the span's distance from the viewer.
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R_SetDSColorMapLight(basecolormap, (float)(GlobVis * fabs(CenterY - y)), planeshade);
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}
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if (r_dynlights)
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{
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// Find row position in view space
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float zspan = (float)(planeheight / (fabs(y + 0.5 - CenterY) / InvZtoScale));
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dc_viewpos.X = (float)((x1 + 0.5 - CenterX) / CenterX * zspan);
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dc_viewpos.Y = zspan;
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dc_viewpos.Z = (float)((CenterY - y - 0.5) / InvZtoScale * zspan);
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dc_viewpos_step.X = (float)(zspan / CenterX);
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static TriLight lightbuffer[64 * 1024];
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static int nextlightindex = 0;
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// Plane normal
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dc_normal.X = 0.0f;
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dc_normal.Y = 0.0f;
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dc_normal.Z = (y >= CenterY) ? 1.0f : -1.0f;
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// Setup lights for row
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dc_num_lights = 0;
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dc_lights = lightbuffer + nextlightindex;
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VisiblePlaneLight *cur_node = light_list;
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while (cur_node && nextlightindex < 64 * 1024)
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{
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double lightX = cur_node->lightsource->X() - ViewPos.X;
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double lightY = cur_node->lightsource->Y() - ViewPos.Y;
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double lightZ = cur_node->lightsource->Z() - ViewPos.Z;
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float lx = (float)(lightX * ViewSin - lightY * ViewCos);
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float ly = (float)(lightX * ViewTanCos + lightY * ViewTanSin) - dc_viewpos.Y;
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float lz = (float)lightZ - dc_viewpos.Z;
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// Precalculate the constant part of the dot here so the drawer doesn't have to.
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bool is_point_light = (cur_node->lightsource->flags4 & MF4_ATTENUATE) != 0;
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float lconstant = ly * ly + lz * lz;
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float nlconstant = is_point_light ? lz * dc_normal.Z : 0.0f;
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// Include light only if it touches this row
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float radius = cur_node->lightsource->GetRadius();
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if (radius * radius >= lconstant && nlconstant >= 0.0f)
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{
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uint32_t red = cur_node->lightsource->GetRed();
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uint32_t green = cur_node->lightsource->GetGreen();
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uint32_t blue = cur_node->lightsource->GetBlue();
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nextlightindex++;
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auto &light = dc_lights[dc_num_lights++];
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light.x = lx;
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light.y = lconstant;
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light.z = nlconstant;
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light.radius = 256.0f / radius;
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light.color = (red << 16) | (green << 8) | blue;
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}
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cur_node = cur_node->next;
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}
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if (nextlightindex == 64 * 1024)
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nextlightindex = 0;
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}
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else
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{
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dc_num_lights = 0;
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}
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ds_y = y;
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ds_x1 = x1;
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ds_x2 = x2;
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(R_Drawers()->*spanfunc)();
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}
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void RenderFlatPlane::StepColumn()
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{
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basexfrac -= xstepscale;
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baseyfrac -= ystepscale;
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}
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void RenderFlatPlane::SetupSlope()
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{
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int e, i;
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i = 0;
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e = viewheight;
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float focus = float(FocalLengthY);
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float den;
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float cy = float(CenterY);
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if (i < centery)
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{
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den = cy - i - 0.5f;
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if (e <= centery)
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{
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do {
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yslope[i] = focus / den;
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den -= 1;
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} while (++i < e);
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}
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else
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{
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do {
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yslope[i] = focus / den;
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den -= 1;
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} while (++i < centery);
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den = i - cy + 0.5f;
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do {
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yslope[i] = focus / den;
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den += 1;
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} while (++i < e);
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}
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}
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else
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{
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den = i - cy + 0.5f;
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do {
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yslope[i] = focus / den;
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den += 1;
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} while (++i < e);
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}
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}
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float RenderFlatPlane::yslope[MAXHEIGHT];
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/////////////////////////////////////////////////////////////////////////
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void RenderColoredPlane::Render(VisiblePlane *pl)
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{
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RenderLines(pl);
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}
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void RenderColoredPlane::RenderLine(int y, int x1, int x2)
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{
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R_Drawers()->DrawColoredSpan(y, x1, x2);
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}
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}
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