mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-01 00:21:43 +00:00
1d2ae53ecb
This reverts commit dd03bb1fcb
.
Turns out that making this work in GL will create a complete mess so better remove the option as it would only cause problems.
1077 lines
No EOL
27 KiB
C++
1077 lines
No EOL
27 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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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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// $Log:$
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//
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// DESCRIPTION:
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// Rendering main loop and setup functions,
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// utility functions (BSP, geometry, trigonometry).
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// See tables.c, too.
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//
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//-----------------------------------------------------------------------------
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// HEADER FILES ------------------------------------------------------------
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#include <stdlib.h>
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#include <math.h>
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#include "templates.h"
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#include "doomdef.h"
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#include "d_net.h"
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#include "doomstat.h"
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#include "m_random.h"
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#include "m_bbox.h"
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#include "r_local.h"
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#include "r_plane.h"
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#include "r_bsp.h"
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#include "r_segs.h"
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#include "r_3dfloors.h"
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#include "r_sky.h"
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#include "st_stuff.h"
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#include "c_cvars.h"
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#include "c_dispatch.h"
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#include "v_video.h"
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#include "stats.h"
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#include "i_video.h"
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#include "i_system.h"
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#include "a_sharedglobal.h"
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#include "r_data/r_translate.h"
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#include "p_3dmidtex.h"
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#include "r_data/r_interpolate.h"
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#include "v_palette.h"
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#include "po_man.h"
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#include "p_effect.h"
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#include "st_start.h"
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#include "v_font.h"
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#include "r_data/colormaps.h"
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#include "p_maputl.h"
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#include "r_thread.h"
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#include "events.h"
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CVAR (String, r_viewsize, "", CVAR_NOSET)
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CVAR (Bool, r_shadercolormaps, true, CVAR_ARCHIVE)
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CUSTOM_CVAR (Int, r_columnmethod, 1, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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{
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if (self != 0 && self != 1)
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{
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self = 1;
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}
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else
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{ // Trigger the change
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setsizeneeded = true;
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}
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}
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CVAR(Int, r_portal_recursions, 4, CVAR_ARCHIVE)
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CVAR(Bool, r_highlight_portals, false, CVAR_ARCHIVE)
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EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor)
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extern cycle_t WallCycles, PlaneCycles, MaskedCycles, WallScanCycles;
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extern cycle_t FrameCycles;
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extern bool r_showviewer;
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cycle_t WallCycles, PlaneCycles, MaskedCycles, WallScanCycles;
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namespace swrenderer
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{
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using namespace drawerargs;
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// MACROS ------------------------------------------------------------------
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#if 0
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#define TEST_X 32343794
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#define TEST_Y 111387517
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#define TEST_Z 2164524
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#define TEST_ANGLE 2468347904
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#endif
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// TYPES -------------------------------------------------------------------
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
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void R_SpanInitData ();
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void R_DeinitSprites();
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// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
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// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
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static void R_ShutdownRenderer();
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// EXTERNAL DATA DECLARATIONS ----------------------------------------------
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extern short *openings;
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extern bool r_fakingunderwater;
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extern int fuzzviewheight;
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extern subsector_t *InSubsector;
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// PRIVATE DATA DECLARATIONS -----------------------------------------------
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static double CurrentVisibility = 8.f;
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static double MaxVisForWall;
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static double MaxVisForFloor;
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bool r_dontmaplines;
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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double r_BaseVisibility;
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double r_WallVisibility;
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double r_FloorVisibility;
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float r_TiltVisibility;
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double r_SpriteVisibility;
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double r_ParticleVisibility;
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double GlobVis;
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fixed_t viewingrangerecip;
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double FocalLengthX;
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double FocalLengthY;
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FDynamicColormap*basecolormap; // [RH] colormap currently drawing with
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int fixedlightlev;
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lighttable_t *fixedcolormap;
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FSpecialColormap *realfixedcolormap;
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double WallTMapScale2;
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bool bRenderingToCanvas; // [RH] True if rendering to a special canvas
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double globaluclip, globaldclip;
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double CenterX, CenterY;
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double YaspectMul;
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double BaseYaspectMul; // yaspectmul without a forced aspect ratio
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double IYaspectMul;
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double InvZtoScale;
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// just for profiling purposes
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int linecount;
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int loopcount;
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//
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// precalculated math tables
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//
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// The xtoviewangleangle[] table maps a screen pixel
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// to the lowest viewangle that maps back to x ranges
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// from clipangle to -clipangle.
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angle_t xtoviewangle[MAXWIDTH+1];
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bool foggy; // [RH] ignore extralight and fullbright?
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int r_actualextralight;
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void (*colfunc) (void);
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void (*basecolfunc) (void);
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void (*fuzzcolfunc) (void);
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void (*transcolfunc) (void);
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void (*spanfunc) (void);
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void (*hcolfunc_pre) (void);
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void (*hcolfunc_post1) (int hx, int sx, int yl, int yh);
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void (*hcolfunc_post2) (int hx, int sx, int yl, int yh);
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void (*hcolfunc_post4) (int sx, int yl, int yh);
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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static int lastcenteryfrac;
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// CODE --------------------------------------------------------------------
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//==========================================================================
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//
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// R_InitTextureMapping
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//
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//==========================================================================
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void R_InitTextureMapping ()
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{
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int i;
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// Calc focallength so FieldOfView angles cover viewwidth.
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FocalLengthX = CenterX / FocalTangent;
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FocalLengthY = FocalLengthX * YaspectMul;
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// This is 1/FocalTangent before the widescreen extension of FOV.
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viewingrangerecip = FLOAT2FIXED(1. / tan(FieldOfView.Radians() / 2));
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// Now generate xtoviewangle for sky texture mapping.
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// [RH] Do not generate viewangletox, because texture mapping is no
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// longer done with trig, so it's not needed.
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const double slopestep = FocalTangent / centerx;
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double slope;
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for (i = centerx, slope = 0; i <= viewwidth; i++, slope += slopestep)
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{
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xtoviewangle[i] = angle_t((2 * M_PI - atan(slope)) * (ANGLE_180 / M_PI));
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}
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for (i = 0; i < centerx; i++)
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{
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xtoviewangle[i] = 0 - xtoviewangle[viewwidth - i - 1];
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}
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}
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//==========================================================================
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//
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// R_SetVisibility
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//
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// Changes how rapidly things get dark with distance
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//
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//==========================================================================
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void R_SetVisibility(double vis)
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{
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// Allow negative visibilities, just for novelty's sake
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vis = clamp(vis, -204.7, 204.7); // (205 and larger do not work in 5:4 aspect ratio)
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CurrentVisibility = vis;
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if (FocalTangent == 0 || FocalLengthY == 0)
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{ // If r_visibility is called before the renderer is all set up, don't
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// divide by zero. This will be called again later, and the proper
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// values can be initialized then.
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return;
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}
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r_BaseVisibility = vis;
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// Prevent overflow on walls
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if (r_BaseVisibility < 0 && r_BaseVisibility < -MaxVisForWall)
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r_WallVisibility = -MaxVisForWall;
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else if (r_BaseVisibility > 0 && r_BaseVisibility > MaxVisForWall)
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r_WallVisibility = MaxVisForWall;
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else
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r_WallVisibility = r_BaseVisibility;
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r_WallVisibility = (InvZtoScale * SCREENWIDTH*AspectBaseHeight(WidescreenRatio) /
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(viewwidth*SCREENHEIGHT*3)) * (r_WallVisibility * FocalTangent);
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// Prevent overflow on floors/ceilings. Note that the calculation of
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// MaxVisForFloor means that planes less than two units from the player's
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// view could still overflow, but there is no way to totally eliminate
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// that while still using fixed point math.
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if (r_BaseVisibility < 0 && r_BaseVisibility < -MaxVisForFloor)
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r_FloorVisibility = -MaxVisForFloor;
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else if (r_BaseVisibility > 0 && r_BaseVisibility > MaxVisForFloor)
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r_FloorVisibility = MaxVisForFloor;
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else
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r_FloorVisibility = r_BaseVisibility;
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r_FloorVisibility = 160.0 * r_FloorVisibility / FocalLengthY;
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r_TiltVisibility = float(vis * FocalTangent * (16.f * 320.f) / viewwidth);
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r_SpriteVisibility = r_WallVisibility;
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}
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//==========================================================================
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//
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// R_GetVisibility
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//
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//==========================================================================
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double R_GetVisibility()
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{
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return CurrentVisibility;
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}
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//==========================================================================
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//
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// CCMD r_visibility
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//
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// Controls how quickly light ramps across a 1/z range. Set this, and it
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// sets all the r_*Visibility variables (except r_SkyVisibilily, which is
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// currently unused).
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//
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//==========================================================================
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CCMD (r_visibility)
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{
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if (argv.argc() < 2)
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{
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Printf ("Visibility is %g\n", R_GetVisibility());
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}
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else if (!netgame)
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{
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R_SetVisibility(atof(argv[1]));
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}
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else
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{
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Printf ("Visibility cannot be changed in net games.\n");
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}
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}
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//==========================================================================
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//
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// R_SetWindow
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//
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//==========================================================================
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void R_SWRSetWindow(int windowSize, int fullWidth, int fullHeight, int stHeight, float trueratio)
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{
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int virtheight, virtwidth, virtwidth2, virtheight2;
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if (!bRenderingToCanvas)
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{ // Set r_viewsize cvar to reflect the current view size
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UCVarValue value;
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char temp[16];
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mysnprintf (temp, countof(temp), "%d x %d", viewwidth, viewheight);
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value.String = temp;
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r_viewsize.ForceSet (value, CVAR_String);
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}
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fuzzviewheight = viewheight - 2; // Maximum row the fuzzer can draw to
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lastcenteryfrac = 1<<30;
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CenterX = centerx;
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CenterY = centery;
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virtwidth = virtwidth2 = fullWidth;
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virtheight = virtheight2 = fullHeight;
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if (AspectTallerThanWide(trueratio))
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{
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virtheight2 = virtheight2 * AspectMultiplier(trueratio) / 48;
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}
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else
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{
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virtwidth2 = virtwidth2 * AspectMultiplier(trueratio) / 48;
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}
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if (AspectTallerThanWide(WidescreenRatio))
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{
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virtheight = virtheight * AspectMultiplier(WidescreenRatio) / 48;
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}
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else
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{
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virtwidth = virtwidth * AspectMultiplier(WidescreenRatio) / 48;
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}
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BaseYaspectMul = 320.0 * virtheight2 / (r_Yaspect * virtwidth2);
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YaspectMul = 320.0 * virtheight / (r_Yaspect * virtwidth);
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IYaspectMul = (double)virtwidth * r_Yaspect / 320.0 / virtheight;
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InvZtoScale = YaspectMul * CenterX;
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WallTMapScale2 = IYaspectMul / CenterX;
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// psprite scales
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pspritexscale = centerxwide / 160.0;
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pspriteyscale = pspritexscale * YaspectMul;
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pspritexiscale = 1 / pspritexscale;
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// thing clipping
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fillshort (screenheightarray, viewwidth, (short)viewheight);
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R_InitTextureMapping ();
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MaxVisForWall = (InvZtoScale * (SCREENWIDTH*r_Yaspect) /
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(viewwidth*SCREENHEIGHT * FocalTangent));
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MaxVisForWall = 32767.0 / MaxVisForWall;
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MaxVisForFloor = 32767.0 / (viewheight >> 2) * FocalLengthY / 160;
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// Reset r_*Visibility vars
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R_SetVisibility(R_GetVisibility());
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}
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//==========================================================================
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//
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// R_Init
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//
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//==========================================================================
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void R_InitRenderer()
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{
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atterm(R_ShutdownRenderer);
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// viewwidth / viewheight are set by the defaults
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fillshort (zeroarray, MAXWIDTH, 0);
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R_InitPlanes ();
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R_InitShadeMaps();
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R_InitColumnDrawers ();
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colfunc = basecolfunc = R_DrawColumn;
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fuzzcolfunc = R_DrawFuzzColumn;
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transcolfunc = R_DrawTranslatedColumn;
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spanfunc = R_DrawSpan;
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// [RH] Horizontal column drawers
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hcolfunc_pre = R_DrawColumnHoriz;
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hcolfunc_post1 = rt_map1col;
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hcolfunc_post4 = rt_map4cols;
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}
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//==========================================================================
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//
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// R_ShutdownRenderer
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//
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//==========================================================================
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static void R_ShutdownRenderer()
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{
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R_DeinitSprites();
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R_DeinitPlanes();
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// Free openings
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if (openings != NULL)
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{
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M_Free (openings);
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openings = NULL;
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}
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// Free drawsegs
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if (drawsegs != NULL)
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{
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M_Free (drawsegs);
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drawsegs = NULL;
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}
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}
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//==========================================================================
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//
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// R_CopyStackedViewParameters
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//
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//==========================================================================
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void R_CopyStackedViewParameters()
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{
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stacked_viewpos = ViewPos;
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stacked_angle = ViewAngle;
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stacked_extralight = extralight;
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stacked_visibility = R_GetVisibility();
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}
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//==========================================================================
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//
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// R_SetupColormap
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//
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// Sets up special fixed colormaps
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//
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//==========================================================================
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void R_SetupColormap(player_t *player)
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{
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realfixedcolormap = NULL;
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fixedcolormap = NULL;
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fixedlightlev = -1;
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if (player != NULL && camera == player->mo)
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{
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if (player->fixedcolormap >= 0 && player->fixedcolormap < (int)SpecialColormaps.Size())
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{
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realfixedcolormap = &SpecialColormaps[player->fixedcolormap];
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if (RenderTarget == screen && (DFrameBuffer *)screen->Accel2D && r_shadercolormaps)
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{
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// Render everything fullbright. The copy to video memory will
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// apply the special colormap, so it won't be restricted to the
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// palette.
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fixedcolormap = realcolormaps;
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}
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else
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{
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fixedcolormap = SpecialColormaps[player->fixedcolormap].Colormap;
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}
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}
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else if (player->fixedlightlevel >= 0 && player->fixedlightlevel < NUMCOLORMAPS)
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{
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fixedlightlev = player->fixedlightlevel * 256;
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// [SP] Emulate GZDoom's light-amp goggles.
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if (r_fullbrightignoresectorcolor && fixedlightlev >= 0)
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{
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fixedcolormap = FullNormalLight.Maps;
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}
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}
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}
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// [RH] Inverse light for shooting the Sigil
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if (fixedcolormap == NULL && extralight == INT_MIN)
|
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{
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fixedcolormap = SpecialColormaps[INVERSECOLORMAP].Colormap;
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extralight = 0;
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}
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}
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//==========================================================================
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//
|
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// R_SetupFreelook
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//
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// [RH] freelook stuff
|
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//
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//==========================================================================
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void R_SetupFreelook()
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{
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double dy;
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if (camera != NULL)
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{
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dy = FocalLengthY * (-ViewPitch).Tan();
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}
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else
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{
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dy = 0;
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}
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CenterY = (viewheight / 2.0) + dy;
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centery = xs_ToInt(CenterY);
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globaluclip = -CenterY / InvZtoScale;
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globaldclip = (viewheight - CenterY) / InvZtoScale;
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//centeryfrac &= 0xffff0000;
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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);
|
|
den = i - cy + 0.5f;
|
|
do {
|
|
yslope[i] = focus / den;
|
|
den += 1;
|
|
} while (++i < e);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
den = i - cy + 0.5f;
|
|
do {
|
|
yslope[i] = focus / den;
|
|
den += 1;
|
|
} while (++i < e);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_EnterPortal
|
|
//
|
|
// [RH] Draw the reflection inside a mirror
|
|
// [ZZ] Merged with portal code, originally called R_EnterMirror
|
|
//
|
|
//==========================================================================
|
|
|
|
void R_HighlightPortal (PortalDrawseg* pds)
|
|
{
|
|
// [ZZ] NO OVERFLOW CHECKS HERE
|
|
// I believe it won't break. if it does, blame me. :(
|
|
|
|
BYTE color = (BYTE)BestColor((DWORD *)GPalette.BaseColors, 255, 0, 0, 0, 255);
|
|
|
|
BYTE* pixels = RenderTarget->GetBuffer();
|
|
// top edge
|
|
for (int x = pds->x1; x < pds->x2; x++)
|
|
{
|
|
if (x < 0 || x >= RenderTarget->GetWidth())
|
|
continue;
|
|
|
|
int p = x - pds->x1;
|
|
int Ytop = pds->ceilingclip[p];
|
|
int Ybottom = pds->floorclip[p];
|
|
|
|
if (x == pds->x1 || x == pds->x2-1)
|
|
{
|
|
RenderTarget->DrawLine(x, Ytop, x, Ybottom+1, color, 0);
|
|
continue;
|
|
}
|
|
|
|
int YtopPrev = pds->ceilingclip[p-1];
|
|
int YbottomPrev = pds->floorclip[p-1];
|
|
|
|
if (abs(Ytop-YtopPrev) > 1)
|
|
RenderTarget->DrawLine(x, YtopPrev, x, Ytop, color, 0);
|
|
else *(pixels + Ytop * RenderTarget->GetPitch() + x) = color;
|
|
|
|
if (abs(Ybottom-YbottomPrev) > 1)
|
|
RenderTarget->DrawLine(x, YbottomPrev, x, Ybottom, color, 0);
|
|
else *(pixels + Ybottom * RenderTarget->GetPitch() + x) = color;
|
|
}
|
|
}
|
|
|
|
void R_EnterPortal (PortalDrawseg* pds, int depth)
|
|
{
|
|
// [ZZ] check depth. fill portal with black if it's exceeding the visual recursion limit, and continue like nothing happened.
|
|
if (depth >= r_portal_recursions)
|
|
{
|
|
BYTE color = (BYTE)BestColor((DWORD *)GPalette.BaseColors, 0, 0, 0, 0, 255);
|
|
int spacing = RenderTarget->GetPitch();
|
|
for (int x = pds->x1; x < pds->x2; x++)
|
|
{
|
|
if (x < 0 || x >= RenderTarget->GetWidth())
|
|
continue;
|
|
|
|
int Ytop = pds->ceilingclip[x-pds->x1];
|
|
int Ybottom = pds->floorclip[x-pds->x1];
|
|
|
|
BYTE *dest = RenderTarget->GetBuffer() + x + Ytop * spacing;
|
|
|
|
for (int y = Ytop; y <= Ybottom; y++)
|
|
{
|
|
*dest = color;
|
|
dest += spacing;
|
|
}
|
|
}
|
|
|
|
if (r_highlight_portals)
|
|
R_HighlightPortal(pds);
|
|
|
|
return;
|
|
}
|
|
|
|
DAngle startang = ViewAngle;
|
|
DVector3 startpos = ViewPos;
|
|
DVector3 savedpath[2] = { ViewPath[0], ViewPath[1] };
|
|
ActorRenderFlags savedvisibility = camera? camera->renderflags & RF_INVISIBLE : ActorRenderFlags::FromInt(0);
|
|
|
|
CurrentPortalUniq++;
|
|
|
|
unsigned int portalsAtStart = WallPortals.Size ();
|
|
|
|
if (pds->mirror)
|
|
{
|
|
//vertex_t *v1 = ds->curline->v1;
|
|
vertex_t *v1 = pds->src->v1;
|
|
|
|
// Reflect the current view behind the mirror.
|
|
if (pds->src->Delta().X == 0)
|
|
{ // vertical mirror
|
|
ViewPos.X = v1->fX() - startpos.X + v1->fX();
|
|
}
|
|
else if (pds->src->Delta().Y == 0)
|
|
{ // horizontal mirror
|
|
ViewPos.Y = v1->fY() - startpos.Y + v1->fY();
|
|
}
|
|
else
|
|
{ // any mirror
|
|
vertex_t *v2 = pds->src->v2;
|
|
|
|
double dx = v2->fX() - v1->fX();
|
|
double dy = v2->fY() - v1->fY();
|
|
double x1 = v1->fX();
|
|
double y1 = v1->fY();
|
|
double x = startpos.X;
|
|
double y = startpos.Y;
|
|
|
|
// the above two cases catch len == 0
|
|
double r = ((x - x1)*dx + (y - y1)*dy) / (dx*dx + dy*dy);
|
|
|
|
ViewPos.X = (x1 + r * dx)*2 - x;
|
|
ViewPos.Y = (y1 + r * dy)*2 - y;
|
|
}
|
|
ViewAngle = pds->src->Delta().Angle() * 2 - startang;
|
|
}
|
|
else
|
|
{
|
|
P_TranslatePortalXY(pds->src, ViewPos.X, ViewPos.Y);
|
|
P_TranslatePortalZ(pds->src, ViewPos.Z);
|
|
P_TranslatePortalAngle(pds->src, ViewAngle);
|
|
P_TranslatePortalXY(pds->src, ViewPath[0].X, ViewPath[0].Y);
|
|
P_TranslatePortalXY(pds->src, ViewPath[1].X, ViewPath[1].Y);
|
|
|
|
if (!r_showviewer && camera && P_PointOnLineSidePrecise(ViewPath[0], pds->dst) != P_PointOnLineSidePrecise(ViewPath[1], pds->dst))
|
|
{
|
|
double distp = (ViewPath[0] - ViewPath[1]).Length();
|
|
if (distp > EQUAL_EPSILON)
|
|
{
|
|
double dist1 = (ViewPos - ViewPath[0]).Length();
|
|
double dist2 = (ViewPos - ViewPath[1]).Length();
|
|
|
|
if (dist1 + dist2 < distp + 1)
|
|
{
|
|
camera->renderflags |= RF_INVISIBLE;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
ViewSin = ViewAngle.Sin();
|
|
ViewCos = ViewAngle.Cos();
|
|
|
|
ViewTanSin = FocalTangent * ViewSin;
|
|
ViewTanCos = FocalTangent * ViewCos;
|
|
|
|
R_CopyStackedViewParameters();
|
|
|
|
validcount++;
|
|
PortalDrawseg* prevpds = CurrentPortal;
|
|
CurrentPortal = pds;
|
|
|
|
R_ClearPlanes (false);
|
|
R_ClearClipSegs (pds->x1, pds->x2);
|
|
|
|
WindowLeft = pds->x1;
|
|
WindowRight = pds->x2;
|
|
|
|
// RF_XFLIP should be removed before calling the root function
|
|
int prevmf = MirrorFlags;
|
|
if (pds->mirror)
|
|
{
|
|
if (MirrorFlags & RF_XFLIP)
|
|
MirrorFlags &= ~RF_XFLIP;
|
|
else MirrorFlags |= RF_XFLIP;
|
|
}
|
|
|
|
// some portals have height differences, account for this here
|
|
R_3D_EnterSkybox(); // push 3D floor height map
|
|
CurrentPortalInSkybox = false; // first portal in a skybox should set this variable to false for proper clipping in skyboxes.
|
|
|
|
// first pass, set clipping
|
|
memcpy (ceilingclip + pds->x1, &pds->ceilingclip[0], pds->len*sizeof(*ceilingclip));
|
|
memcpy (floorclip + pds->x1, &pds->floorclip[0], pds->len*sizeof(*floorclip));
|
|
|
|
InSubsector = NULL;
|
|
R_RenderBSPNode (nodes + numnodes - 1);
|
|
R_3D_ResetClip(); // reset clips (floor/ceiling)
|
|
if (!savedvisibility && camera) camera->renderflags &= ~RF_INVISIBLE;
|
|
|
|
PlaneCycles.Clock();
|
|
R_DrawPlanes ();
|
|
R_DrawPortals ();
|
|
PlaneCycles.Unclock();
|
|
|
|
double vzp = ViewPos.Z;
|
|
|
|
int prevuniq = CurrentPortalUniq;
|
|
// depth check is in another place right now
|
|
unsigned int portalsAtEnd = WallPortals.Size ();
|
|
for (; portalsAtStart < portalsAtEnd; portalsAtStart++)
|
|
{
|
|
R_EnterPortal (&WallPortals[portalsAtStart], depth + 1);
|
|
}
|
|
int prevuniq2 = CurrentPortalUniq;
|
|
CurrentPortalUniq = prevuniq;
|
|
|
|
NetUpdate();
|
|
|
|
MaskedCycles.Clock(); // [ZZ] count sprites in portals/mirrors along with normal ones.
|
|
R_DrawMasked (); // this is required since with portals there often will be cases when more than 80% of the view is inside a portal.
|
|
MaskedCycles.Unclock();
|
|
|
|
NetUpdate();
|
|
|
|
R_3D_LeaveSkybox(); // pop 3D floor height map
|
|
CurrentPortalUniq = prevuniq2;
|
|
|
|
// draw a red line around a portal if it's being highlighted
|
|
if (r_highlight_portals)
|
|
R_HighlightPortal(pds);
|
|
|
|
CurrentPortal = prevpds;
|
|
MirrorFlags = prevmf;
|
|
ViewAngle = startang;
|
|
ViewPos = startpos;
|
|
ViewPath[0] = savedpath[0];
|
|
ViewPath[1] = savedpath[1];
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_SetupBuffer
|
|
//
|
|
// Precalculate all row offsets and fuzz table.
|
|
//
|
|
//==========================================================================
|
|
|
|
void R_SetupBuffer ()
|
|
{
|
|
static BYTE *lastbuff = NULL;
|
|
|
|
int pitch = RenderTarget->GetPitch();
|
|
BYTE *lineptr = RenderTarget->GetBuffer() + viewwindowy*pitch + viewwindowx;
|
|
|
|
if (dc_pitch != pitch || lineptr != lastbuff)
|
|
{
|
|
if (dc_pitch != pitch)
|
|
{
|
|
dc_pitch = pitch;
|
|
R_InitFuzzTable (pitch);
|
|
}
|
|
dc_destorg = lineptr;
|
|
for (int i = 0; i < RenderTarget->GetHeight(); i++)
|
|
{
|
|
ylookup[i] = i * pitch;
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_RenderActorView
|
|
//
|
|
//==========================================================================
|
|
|
|
void R_RenderActorView (AActor *actor, bool dontmaplines)
|
|
{
|
|
WallCycles.Reset();
|
|
PlaneCycles.Reset();
|
|
MaskedCycles.Reset();
|
|
WallScanCycles.Reset();
|
|
|
|
fakeActive = 0; // kg3D - reset fake floor indicator
|
|
R_3D_ResetClip(); // reset clips (floor/ceiling)
|
|
|
|
R_SetupBuffer ();
|
|
R_SetupFrame (actor);
|
|
|
|
// Clear buffers.
|
|
R_ClearClipSegs (0, viewwidth);
|
|
R_ClearDrawSegs ();
|
|
R_ClearPlanes (true);
|
|
R_ClearSprites ();
|
|
|
|
NetUpdate ();
|
|
|
|
// [RH] Show off segs if r_drawflat is 1
|
|
if (r_drawflat)
|
|
{
|
|
hcolfunc_pre = R_FillColumnHoriz;
|
|
hcolfunc_post1 = rt_copy1col;
|
|
hcolfunc_post4 = rt_copy4cols;
|
|
colfunc = R_FillColumn;
|
|
spanfunc = R_FillSpan;
|
|
}
|
|
else
|
|
{
|
|
hcolfunc_pre = R_DrawColumnHoriz;
|
|
hcolfunc_post1 = rt_map1col;
|
|
hcolfunc_post4 = rt_map4cols;
|
|
colfunc = basecolfunc;
|
|
spanfunc = R_DrawSpan;
|
|
}
|
|
|
|
WindowLeft = 0;
|
|
WindowRight = viewwidth;
|
|
MirrorFlags = 0;
|
|
CurrentPortal = NULL;
|
|
CurrentPortalUniq = 0;
|
|
|
|
r_dontmaplines = dontmaplines;
|
|
|
|
// [RH] Hack to make windows into underwater areas possible
|
|
r_fakingunderwater = false;
|
|
|
|
// [RH] Setup particles for this frame
|
|
P_FindParticleSubsectors ();
|
|
|
|
WallCycles.Clock();
|
|
ActorRenderFlags savedflags = camera->renderflags;
|
|
// Never draw the player unless in chasecam mode
|
|
if (!r_showviewer)
|
|
{
|
|
camera->renderflags |= RF_INVISIBLE;
|
|
}
|
|
// Link the polyobjects right before drawing the scene to reduce the amounts of calls to this function
|
|
PO_LinkToSubsectors();
|
|
InSubsector = NULL;
|
|
R_RenderBSPNode (nodes + numnodes - 1); // The head node is the last node output.
|
|
R_3D_ResetClip(); // reset clips (floor/ceiling)
|
|
camera->renderflags = savedflags;
|
|
WallCycles.Unclock();
|
|
|
|
NetUpdate ();
|
|
|
|
if (viewactive)
|
|
{
|
|
PlaneCycles.Clock();
|
|
R_DrawPlanes ();
|
|
R_DrawPortals ();
|
|
PlaneCycles.Unclock();
|
|
|
|
// [RH] Walk through mirrors
|
|
// [ZZ] Merged with portals
|
|
size_t lastportal = WallPortals.Size();
|
|
for (unsigned int i = 0; i < lastportal; i++)
|
|
{
|
|
R_EnterPortal(&WallPortals[i], 0);
|
|
}
|
|
|
|
CurrentPortal = NULL;
|
|
CurrentPortalUniq = 0;
|
|
|
|
NetUpdate ();
|
|
|
|
MaskedCycles.Clock();
|
|
R_DrawMasked ();
|
|
MaskedCycles.Unclock();
|
|
|
|
NetUpdate ();
|
|
}
|
|
WallPortals.Clear ();
|
|
interpolator.RestoreInterpolations ();
|
|
R_SetupBuffer ();
|
|
|
|
// If we don't want shadered colormaps, NULL it now so that the
|
|
// copy to the screen does not use a special colormap shader.
|
|
if (!r_shadercolormaps)
|
|
{
|
|
realfixedcolormap = NULL;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_RenderViewToCanvas
|
|
//
|
|
// Pre: Canvas is already locked.
|
|
//
|
|
//==========================================================================
|
|
|
|
void R_RenderViewToCanvas (AActor *actor, DCanvas *canvas,
|
|
int x, int y, int width, int height, bool dontmaplines)
|
|
{
|
|
const bool savedviewactive = viewactive;
|
|
|
|
R_BeginDrawerCommands();
|
|
|
|
viewwidth = width;
|
|
RenderTarget = canvas;
|
|
bRenderingToCanvas = true;
|
|
|
|
R_SetWindow (12, width, height, height, true);
|
|
viewwindowx = x;
|
|
viewwindowy = y;
|
|
viewactive = true;
|
|
|
|
R_RenderActorView (actor, dontmaplines);
|
|
|
|
R_EndDrawerCommands();
|
|
|
|
RenderTarget = screen;
|
|
bRenderingToCanvas = false;
|
|
R_ExecuteSetViewSize ();
|
|
screen->Lock (true);
|
|
R_SetupBuffer ();
|
|
screen->Unlock ();
|
|
viewactive = savedviewactive;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_MultiresInit
|
|
//
|
|
// Called from V_SetResolution()
|
|
//
|
|
//==========================================================================
|
|
|
|
void R_MultiresInit ()
|
|
{
|
|
R_PlaneInitData ();
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// STAT fps
|
|
//
|
|
// Displays statistics about rendering times
|
|
//
|
|
//==========================================================================
|
|
|
|
ADD_STAT (fps)
|
|
{
|
|
FString out;
|
|
out.Format("frame=%04.1f ms walls=%04.1f ms planes=%04.1f ms masked=%04.1f ms",
|
|
FrameCycles.TimeMS(), WallCycles.TimeMS(), PlaneCycles.TimeMS(), MaskedCycles.TimeMS());
|
|
return out;
|
|
}
|
|
|
|
|
|
static double f_acc, w_acc,p_acc,m_acc;
|
|
static int acc_c;
|
|
|
|
ADD_STAT (fps_accumulated)
|
|
{
|
|
f_acc += FrameCycles.TimeMS();
|
|
w_acc += WallCycles.TimeMS();
|
|
p_acc += PlaneCycles.TimeMS();
|
|
m_acc += MaskedCycles.TimeMS();
|
|
acc_c++;
|
|
FString out;
|
|
out.Format("frame=%04.1f ms walls=%04.1f ms planes=%04.1f ms masked=%04.1f ms %d counts",
|
|
f_acc/acc_c, w_acc/acc_c, p_acc/acc_c, m_acc/acc_c, acc_c);
|
|
Printf(PRINT_LOG, "%s\n", out.GetChars());
|
|
return out;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// STAT wallcycles
|
|
//
|
|
// Displays the minimum number of cycles spent drawing walls
|
|
//
|
|
//==========================================================================
|
|
|
|
static double bestwallcycles = HUGE_VAL;
|
|
|
|
ADD_STAT (wallcycles)
|
|
{
|
|
FString out;
|
|
double cycles = WallCycles.Time();
|
|
if (cycles && cycles < bestwallcycles)
|
|
bestwallcycles = cycles;
|
|
out.Format ("%g", bestwallcycles);
|
|
return out;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CCMD clearwallcycles
|
|
//
|
|
// Resets the count of minimum wall drawing cycles
|
|
//
|
|
//==========================================================================
|
|
|
|
CCMD (clearwallcycles)
|
|
{
|
|
bestwallcycles = HUGE_VAL;
|
|
}
|
|
|
|
#if 0
|
|
// The replacement code for Build's wallscan doesn't have any timing calls so this does not work anymore.
|
|
static double bestscancycles = HUGE_VAL;
|
|
|
|
ADD_STAT (scancycles)
|
|
{
|
|
FString out;
|
|
double scancycles = WallScanCycles.Time();
|
|
if (scancycles && scancycles < bestscancycles)
|
|
bestscancycles = scancycles;
|
|
out.Format ("%g", bestscancycles);
|
|
return out;
|
|
}
|
|
|
|
CCMD (clearscancycles)
|
|
{
|
|
bestscancycles = HUGE_VAL;
|
|
}
|
|
#endif
|
|
|
|
} |