mirror of
https://github.com/ZDoom/qzdoom.git
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214 lines
6 KiB
C++
214 lines
6 KiB
C++
/*
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** Experimental Doom software renderer
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** Copyright (c) 2016 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#pragma once
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#include <vector>
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#include <memory>
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#include <algorithm>
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#include <functional>
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#include "doomdata.h"
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#include "r_utility.h"
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#include "r_main.h"
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#include "r_poly_triangle.h"
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// DScreen accelerated sprite to be rendered
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class PolyScreenSprite
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{
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public:
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void Render();
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FTexture *Pic = nullptr;
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double X1 = 0.0;
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double Y1 = 0.0;
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double Width = 0.0;
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double Height = 0.0;
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FRemapTable *Translation = nullptr;
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bool Flip = false;
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visstyle_t visstyle;
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uint32_t FillColor = 0;
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FDynamicColormap *Colormap = nullptr;
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};
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// Used for sorting things by distance to the camera
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class PolySortedSprite
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{
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public:
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PolySortedSprite(AActor *thing, double distanceSquared) : Thing(thing), DistanceSquared(distanceSquared) { }
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bool operator<(const PolySortedSprite &other) const { return DistanceSquared > other.DistanceSquared; }
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AActor *Thing;
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double DistanceSquared;
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};
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class SpriteRange
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{
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public:
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SpriteRange() = default;
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SpriteRange(int start, int count) : Start(start), Count(count) { }
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int Start = -1;
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int Count = 0;
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};
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class PolySkyDome
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{
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public:
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PolySkyDome() { CreateDome(); }
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void Render(const TriMatrix &worldToClip);
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private:
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TArray<TriVertex> mVertices;
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TArray<unsigned int> mPrimStart;
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int mRows, mColumns;
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void SkyVertex(int r, int c, bool yflip);
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void CreateSkyHemisphere(bool zflip);
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void CreateDome();
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void RenderRow(PolyDrawArgs &args, int row);
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void RenderCapColorRow(PolyDrawArgs &args, FTexture *skytex, int row, bool bottomCap);
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TriVertex SetVertex(float xx, float yy, float zz, float uu = 0, float vv = 0);
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TriVertex SetVertexXYZ(float xx, float yy, float zz, float uu = 0, float vv = 0);
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};
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// Renders a GL BSP tree in a scene
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class RenderPolyBsp
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{
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public:
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void Render();
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void RenderScreenSprites();
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static const uint32_t SkySubsectorDepth = 0xffffffff;
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private:
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void RenderNode(void *node);
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void RenderSubsector(subsector_t *sub);
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void RenderPlane(subsector_t *sub, uint32_t subsectorDepth, bool ceiling);
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void AddLine(seg_t *line, sector_t *frontsector, uint32_t subsectorDepth);
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TriVertex PlaneVertex(vertex_t *v1, sector_t *sector, double height);
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void AddSprite(AActor *thing, subsector_t *sub, uint32_t subsectorDepth);
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void AddWallSprite(AActor *thing, subsector_t *sub, uint32_t subsectorDepth);
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bool IsThingCulled(AActor *thing);
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visstyle_t GetSpriteVisStyle(AActor *thing, double z);
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FTexture *GetSpriteTexture(AActor *thing, /*out*/ bool &flipX);
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SpriteRange GetSpritesForSector(sector_t *sector);
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void RenderPlayerSprites();
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void RenderPlayerSprite(DPSprite *sprite, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac);
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int PointOnSide(const DVector2 &pos, const node_t *node);
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// Checks BSP node/subtree bounding box.
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// Returns true if some part of the bbox might be visible.
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bool CheckBBox(float *bspcoord);
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bool GetSegmentRangeForLine(double x1, double y1, double x2, double y2, int &sx1, int &sx2) const;
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void MarkSegmentCulled(int x1, int x2);
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bool IsSegmentCulled(int x1, int x2) const;
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std::vector<subsector_t *> PvsSectors;
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uint32_t NextSubsectorDepth = 0;
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double MaxCeilingHeight = 0.0;
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double MinFloorHeight = 0.0;
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TriMatrix worldToClip;
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std::vector<SpriteRange> SectorSpriteRanges;
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std::vector<PolySortedSprite> SortedSprites;
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std::vector<PolyScreenSprite> ScreenSprites;
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const int BaseXCenter = 160;
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const int BaseYCenter = 100;
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struct SolidSegment
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{
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SolidSegment(int x1, int x2) : X1(x1), X2(x2) { }
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int X1, X2;
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};
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std::vector<SolidSegment> SolidSegments;
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PolySkyDome skydome;
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};
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class RenderPolyWall
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{
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public:
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void Render(const TriMatrix &worldToClip);
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void SetCoords(const DVector2 &v1, const DVector2 &v2, double ceil1, double floor1, double ceil2, double floor2)
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{
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this->v1 = v1;
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this->v2 = v2;
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this->ceil1 = ceil1;
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this->floor1 = floor1;
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this->ceil2 = ceil2;
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this->floor2 = floor2;
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}
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DVector2 v1;
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DVector2 v2;
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double ceil1 = 0.0;
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double floor1 = 0.0;
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double ceil2 = 0.0;
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double floor2 = 0.0;
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const seg_t *Line = nullptr;
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side_t::ETexpart Texpart = side_t::mid;
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double TopZ = 0.0;
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double BottomZ = 0.0;
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double UnpeggedCeil = 0.0;
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FSWColormap *Colormap = nullptr;
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bool Masked = false;
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uint32_t SubsectorDepth = 0;
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private:
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FTexture *GetTexture();
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int GetLightLevel();
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};
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// Texture coordinates for a wall
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class PolyWallTextureCoords
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{
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public:
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PolyWallTextureCoords(FTexture *tex, const seg_t *line, side_t::ETexpart texpart, double topz, double bottomz, double unpeggedceil);
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double u1, u2;
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double v1, v2;
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private:
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void CalcU(FTexture *tex, const seg_t *line, side_t::ETexpart texpart);
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void CalcV(FTexture *tex, const seg_t *line, side_t::ETexpart texpart, double topz, double bottomz, double unpeggedceil);
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void CalcVTopPart(FTexture *tex, const seg_t *line, double topz, double bottomz, double vscale, double yoffset);
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void CalcVMidPart(FTexture *tex, const seg_t *line, double topz, double bottomz, double vscale, double yoffset);
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void CalcVBottomPart(FTexture *tex, const seg_t *line, double topz, double bottomz, double unpeggedceil, double vscale, double yoffset);
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};
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class PolyVertexBuffer
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{
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public:
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static TriVertex *GetVertices(int count);
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static void Clear();
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};
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