qzdoom/src/r_poly.cpp

172 lines
5.1 KiB
C++

/*
** 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.
**
*/
#include <stdlib.h>
#include "templates.h"
#include "doomdef.h"
#include "sbar.h"
#include "r_data/r_translate.h"
#include "r_data/r_interpolate.h"
#include "r_poly.h"
#include "gl/data/gl_data.h"
#include "d_net.h"
#include "po_man.h"
EXTERN_CVAR(Int, screenblocks)
void InitGLRMapinfoData();
extern bool r_showviewer;
/////////////////////////////////////////////////////////////////////////////
PolyRenderer *PolyRenderer::Instance()
{
static PolyRenderer scene;
return &scene;
}
void PolyRenderer::RenderViewToCanvas(AActor *actor, DCanvas *canvas, int x, int y, int width, int height, bool dontmaplines)
{
const bool savedviewactive = viewactive;
const bool savedoutputformat = swrenderer::r_swtruecolor;
viewwidth = width;
RenderTarget = canvas;
swrenderer::bRenderingToCanvas = true;
R_SetWindow(12, width, height, height, true);
viewwindowx = x;
viewwindowy = y;
viewactive = true;
swrenderer::r_swtruecolor = canvas->IsBgra();
canvas->Lock(true);
RenderActorView(actor, dontmaplines);
canvas->Unlock();
RenderTarget = screen;
swrenderer::bRenderingToCanvas = false;
R_ExecuteSetViewSize();
viewactive = savedviewactive;
swrenderer::r_swtruecolor = savedoutputformat;
}
void PolyRenderer::RenderActorView(AActor *actor, bool dontmaplines)
{
NetUpdate();
//swrenderer::r_dontmaplines = dontmaplines;
P_FindParticleSubsectors();
PO_LinkToSubsectors();
R_SetupFrame(actor);
ActorRenderFlags savedflags = camera->renderflags;
// Never draw the player unless in chasecam mode
if (!r_showviewer)
camera->renderflags |= RF_INVISIBLE;
R_BeginDrawerCommands();
ClearBuffers();
SetSceneViewport();
SetupPerspectiveMatrix();
MainPortal.SetViewpoint(WorldToClip, Vec4f(0.0f, 0.0f, 0.0f, 1.0f), GetNextStencilValue());
MainPortal.Render(0);
Skydome.Render(WorldToClip);
MainPortal.RenderTranslucent(0);
PlayerSprites.Render();
camera->renderflags = savedflags;
interpolator.RestoreInterpolations ();
NetUpdate();
R_EndDrawerCommands();
NetUpdate();
}
void PolyRenderer::RenderRemainingPlayerSprites()
{
PlayerSprites.RenderRemainingSprites();
}
void PolyRenderer::ClearBuffers()
{
PolyVertexBuffer::Clear();
PolyStencilBuffer::Instance()->Clear(RenderTarget->GetWidth(), RenderTarget->GetHeight(), 0);
PolySubsectorGBuffer::Instance()->Resize(RenderTarget->GetPitch(), RenderTarget->GetHeight());
NextStencilValue = 0;
}
void PolyRenderer::SetSceneViewport()
{
if (RenderTarget == screen) // Rendering to screen
{
int height;
if (screenblocks >= 10)
height = SCREENHEIGHT;
else
height = (screenblocks*SCREENHEIGHT / 10) & ~7;
int bottom = SCREENHEIGHT - (height + viewwindowy - ((height - viewheight) / 2));
PolyTriangleDrawer::set_viewport(viewwindowx, SCREENHEIGHT - bottom - height, viewwidth, height, RenderTarget);
}
else // Rendering to camera texture
{
PolyTriangleDrawer::set_viewport(0, 0, RenderTarget->GetWidth(), RenderTarget->GetHeight(), RenderTarget);
}
}
void PolyRenderer::SetupPerspectiveMatrix()
{
static bool bDidSetup = false;
if (!bDidSetup)
{
InitGLRMapinfoData();
bDidSetup = true;
}
// Code provided courtesy of Graf Zahl. Now we just have to plug it into the viewmatrix code...
// 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.
double radPitch = ViewPitch.Normalized180().Radians();
double angx = cos(radPitch);
double angy = sin(radPitch) * glset.pixelstretch;
double alen = sqrt(angx*angx + angy*angy);
float adjustedPitch = (float)asin(angy / alen);
float adjustedViewAngle = (float)(ViewAngle - 90).Radians();
float ratio = WidescreenRatio;
float fovratio = (WidescreenRatio >= 1.3f) ? 1.333333f : ratio;
float fovy = (float)(2 * DAngle::ToDegrees(atan(tan(FieldOfView.Radians() / 2) / fovratio)).Degrees);
TriMatrix worldToView =
TriMatrix::rotate(adjustedPitch, 1.0f, 0.0f, 0.0f) *
TriMatrix::rotate(adjustedViewAngle, 0.0f, -1.0f, 0.0f) *
TriMatrix::scale(1.0f, glset.pixelstretch, 1.0f) *
TriMatrix::swapYZ() *
TriMatrix::translate((float)-ViewPos.X, (float)-ViewPos.Y, (float)-ViewPos.Z);
WorldToClip = TriMatrix::perspective(fovy, ratio, 5.0f, 65535.0f) * worldToView;
}