mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-22 02:11:16 +00:00
172 lines
5.1 KiB
C++
172 lines
5.1 KiB
C++
/*
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** Polygon 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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#include <stdlib.h>
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#include "templates.h"
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#include "doomdef.h"
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#include "sbar.h"
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#include "r_data/r_translate.h"
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#include "r_data/r_interpolate.h"
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#include "r_poly.h"
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#include "gl/data/gl_data.h"
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#include "d_net.h"
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#include "po_man.h"
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EXTERN_CVAR(Int, screenblocks)
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void InitGLRMapinfoData();
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extern bool r_showviewer;
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/////////////////////////////////////////////////////////////////////////////
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PolyRenderer *PolyRenderer::Instance()
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{
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static PolyRenderer scene;
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return &scene;
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}
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void PolyRenderer::RenderViewToCanvas(AActor *actor, DCanvas *canvas, int x, int y, int width, int height, bool dontmaplines)
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{
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const bool savedviewactive = viewactive;
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const bool savedoutputformat = swrenderer::r_swtruecolor;
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viewwidth = width;
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RenderTarget = canvas;
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swrenderer::bRenderingToCanvas = true;
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R_SetWindow(12, width, height, height, true);
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viewwindowx = x;
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viewwindowy = y;
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viewactive = true;
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swrenderer::r_swtruecolor = canvas->IsBgra();
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canvas->Lock(true);
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RenderActorView(actor, dontmaplines);
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canvas->Unlock();
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RenderTarget = screen;
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swrenderer::bRenderingToCanvas = false;
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R_ExecuteSetViewSize();
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viewactive = savedviewactive;
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swrenderer::r_swtruecolor = savedoutputformat;
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}
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void PolyRenderer::RenderActorView(AActor *actor, bool dontmaplines)
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{
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NetUpdate();
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//swrenderer::r_dontmaplines = dontmaplines;
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P_FindParticleSubsectors();
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PO_LinkToSubsectors();
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R_SetupFrame(actor);
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ActorRenderFlags savedflags = camera->renderflags;
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// Never draw the player unless in chasecam mode
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if (!r_showviewer)
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camera->renderflags |= RF_INVISIBLE;
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R_BeginDrawerCommands();
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ClearBuffers();
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SetSceneViewport();
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SetupPerspectiveMatrix();
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MainPortal.SetViewpoint(WorldToClip, Vec4f(0.0f, 0.0f, 0.0f, 1.0f), GetNextStencilValue());
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MainPortal.Render(0);
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Skydome.Render(WorldToClip);
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MainPortal.RenderTranslucent(0);
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PlayerSprites.Render();
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camera->renderflags = savedflags;
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interpolator.RestoreInterpolations ();
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NetUpdate();
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R_EndDrawerCommands();
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NetUpdate();
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}
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void PolyRenderer::RenderRemainingPlayerSprites()
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{
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PlayerSprites.RenderRemainingSprites();
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}
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void PolyRenderer::ClearBuffers()
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{
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PolyVertexBuffer::Clear();
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PolyStencilBuffer::Instance()->Clear(RenderTarget->GetWidth(), RenderTarget->GetHeight(), 0);
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PolySubsectorGBuffer::Instance()->Resize(RenderTarget->GetPitch(), RenderTarget->GetHeight());
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NextStencilValue = 0;
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}
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void PolyRenderer::SetSceneViewport()
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{
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if (RenderTarget == screen) // Rendering to screen
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{
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int height;
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if (screenblocks >= 10)
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height = SCREENHEIGHT;
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else
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height = (screenblocks*SCREENHEIGHT / 10) & ~7;
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int bottom = SCREENHEIGHT - (height + viewwindowy - ((height - viewheight) / 2));
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PolyTriangleDrawer::set_viewport(viewwindowx, SCREENHEIGHT - bottom - height, viewwidth, height, RenderTarget);
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}
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else // Rendering to camera texture
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{
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PolyTriangleDrawer::set_viewport(0, 0, RenderTarget->GetWidth(), RenderTarget->GetHeight(), RenderTarget);
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}
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}
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void PolyRenderer::SetupPerspectiveMatrix()
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{
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static bool bDidSetup = false;
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if (!bDidSetup)
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{
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InitGLRMapinfoData();
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bDidSetup = true;
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}
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// Code provided courtesy of Graf Zahl. Now we just have to plug it into the viewmatrix code...
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// We have to scale the pitch to account for the pixel stretching, because the playsim doesn't know about this and treats it as 1:1.
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double radPitch = ViewPitch.Normalized180().Radians();
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double angx = cos(radPitch);
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double angy = sin(radPitch) * glset.pixelstretch;
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double alen = sqrt(angx*angx + angy*angy);
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float adjustedPitch = (float)asin(angy / alen);
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float adjustedViewAngle = (float)(ViewAngle - 90).Radians();
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float ratio = WidescreenRatio;
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float fovratio = (WidescreenRatio >= 1.3f) ? 1.333333f : ratio;
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float fovy = (float)(2 * DAngle::ToDegrees(atan(tan(FieldOfView.Radians() / 2) / fovratio)).Degrees);
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TriMatrix worldToView =
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TriMatrix::rotate(adjustedPitch, 1.0f, 0.0f, 0.0f) *
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TriMatrix::rotate(adjustedViewAngle, 0.0f, -1.0f, 0.0f) *
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TriMatrix::scale(1.0f, glset.pixelstretch, 1.0f) *
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TriMatrix::swapYZ() *
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TriMatrix::translate((float)-ViewPos.X, (float)-ViewPos.Y, (float)-ViewPos.Z);
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WorldToClip = TriMatrix::perspective(fovy, ratio, 5.0f, 65535.0f) * worldToView;
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}
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