mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-26 11:40:44 +00:00
- use sections for rendering.
This commit is contained in:
parent
30b1b046e4
commit
389340f97c
5 changed files with 89 additions and 69 deletions
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@ -45,6 +45,7 @@ Modifications for JonoF's port by Jonathon Fowler (jf@jonof.id.au)
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#include "v_draw.h"
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#include "sectorgeometry.h"
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#include "gamefuncs.h"
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#include "hw_sections.h"
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CVAR(Bool, am_followplayer, true, CVAR_ARCHIVE)
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CVAR(Bool, am_rotate, true, CVAR_ARCHIVE)
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@ -590,15 +591,18 @@ void renderDrawMapView(int cposx, int cposy, int czoom, int cang)
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int picnum = sector[i].floorpicnum;
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if ((unsigned)picnum >= (unsigned)MAXTILES) continue;
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auto mesh = sectorGeometry.get(i, 0, { 0.f,0.f });
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vertices.Resize(mesh->vertices.Size());
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for (unsigned j = 0; j < mesh->vertices.Size(); j++)
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for (auto ii : sectionspersector[i])
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{
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int ox = int(mesh->vertices[j].X * 16.f) - cposx;
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int oy = int(mesh->vertices[j].Y * -16.f) - cposy;
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int x1 = DMulScale(ox, xvect, -oy, yvect, 16) + (width << 11);
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int y1 = DMulScale(oy, xvect, ox, yvect, 16) + (height << 11);
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vertices[j] = { x1 / 4096.f, y1 / 4096.f, mesh->texcoords[j].X, mesh->texcoords[j].Y };
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auto mesh = sectorGeometry.get(ii, 0, { 0.f,0.f });
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vertices.Resize(mesh->vertices.Size());
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for (unsigned j = 0; j < mesh->vertices.Size(); j++)
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{
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int ox = int(mesh->vertices[j].X * 16.f) - cposx;
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int oy = int(mesh->vertices[j].Y * -16.f) - cposy;
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int x1 = DMulScale(ox, xvect, -oy, yvect, 16) + (width << 11);
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int y1 = DMulScale(oy, xvect, ox, yvect, 16) + (height << 11);
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vertices[j] = { x1 / 4096.f, y1 / 4096.f, mesh->texcoords[j].X, mesh->texcoords[j].Y };
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}
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}
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int translation = TRANSLATION(Translation_Remap + curbasepal, sector[i].floorpal);
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@ -43,6 +43,7 @@
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#include "hw_voxels.h"
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#include "mapinfo.h"
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#include "gamecontrol.h"
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#include "hw_sections.h"
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extern TArray<int> blockingpairs[MAXWALLS];
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@ -73,11 +74,8 @@ void BunchDrawer::Init(HWDrawInfo *_di, Clipper* c, vec2_t& view, binangle a1, b
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// Reverse the orientation so that startangle and endangle are properly ordered.
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wall[i].clipangle = clipper->PointToAngle(wall[i].pos);
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}
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for (int i = 0; i < numsectors; i++)
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{
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sectstartang[i] = -1;
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sectendang[i] = -1;
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}
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memset(sectionstartang, -1, sizeof(sectionstartang));
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memset(sectionendang, -1, sizeof(sectionendang));
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}
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//==========================================================================
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@ -93,7 +91,7 @@ void BunchDrawer::StartScene()
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Bunches.Clear();
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CompareData.Clear();
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gotsector.Zero();
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gotsector2.Zero();
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gotsection2.Zero();
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gotwall.Zero();
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blockwall.Zero();
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}
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@ -198,20 +196,22 @@ bool BunchDrawer::CheckClip(walltype* wal)
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//
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//==========================================================================
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int BunchDrawer::ClipLine(int line, bool portal)
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int BunchDrawer::ClipLine(int aline, bool portal)
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{
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if (blockwall[line]) return CL_Draw;
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auto cline = §ionLines[aline];
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int section = cline->section;
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int line = cline->wall;
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auto wal = &wall[line];
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auto startAngleBam = wal->clipangle;
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auto endAngleBam = wall[wal->point2].clipangle;
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auto startAngleBam = wall[cline->startpoint].clipangle;
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auto endAngleBam = wall[cline->endpoint].clipangle;
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// Back side, i.e. backface culling - read: endAngle <= startAngle!
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if (startAngleBam.asbam() - endAngleBam.asbam() < ANGLE_180)
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{
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return CL_Skip;
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}
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if (line >= 0 && blockwall[line]) return CL_Draw;
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// convert to clipper coordinates and clamp to valid range.
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int startAngle = startAngleBam.asbam() - ang1.asbam();
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int endAngle = endAngleBam.asbam() - ang1.asbam();
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@ -219,9 +219,8 @@ int BunchDrawer::ClipLine(int line, bool portal)
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if (endAngle < 0) endAngle = INT_MAX;
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// since these values are derived from previous calls of this function they cannot be out of range.
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int sect = wal->sector;
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int sectStartAngle = sectstartang[sect];
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auto sectEndAngle = sectendang[sect];
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int sectStartAngle = sectionstartang[section];
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auto sectEndAngle = sectionendang[section];
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// check against the maximum possible viewing range of the sector.
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// Todo: check if this is sufficient or if we really have to do a more costly check against the single visible segments.
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@ -239,7 +238,8 @@ int BunchDrawer::ClipLine(int line, bool portal)
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return CL_Skip;
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}
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if (wal->nextwall == -1 || (wal->cstat & CSTAT_WALL_1WAY) || CheckClip(wal))
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auto wal = &wall[line];
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if (cline->partner == -1 || (wal->cstat & CSTAT_WALL_1WAY) || CheckClip(wal))
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{
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// one-sided
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if (!portal) clipper->AddClipRange(startAngle, endAngle);
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@ -250,16 +250,16 @@ int BunchDrawer::ClipLine(int line, bool portal)
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if (portal) clipper->RemoveClipRange(startAngle, endAngle);
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// set potentially visible viewing range for this line's back sector.
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int nsect = wal->nextsector;
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if (sectstartang[nsect] == -1)
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int nsection = cline->partnersection;
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if (sectionstartang[nsection] == -1)
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{
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sectstartang[nsect] = startAngle;
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sectendang[nsect] = endAngle;
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sectionstartang[nsection] = startAngle;
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sectionendang[nsection] = endAngle;
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}
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else
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{
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if (startAngle < sectstartang[nsect]) sectstartang[nsect] = startAngle;
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if (endAngle > sectendang[nsect]) sectendang[nsect] = endAngle;
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if (startAngle < sectionstartang[nsection]) sectionstartang[nsection] = startAngle;
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if (endAngle > sectionendang[nsection]) sectionendang[nsection] = endAngle;
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}
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return CL_Draw | CL_Pass;
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@ -283,8 +283,8 @@ void BunchDrawer::ProcessBunch(int bnch)
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if (clipped & CL_Draw)
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{
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for (auto p : blockingpairs[i]) blockwall.Set(p);
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show2dwall.Set(i);
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for (auto p : blockingpairs[i]) blockwall.Set(sectionLines[p].wall);
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show2dwall.Set(sectionLines[i].wall);
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if (!gotwall[i])
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{
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@ -294,7 +294,8 @@ void BunchDrawer::ProcessBunch(int bnch)
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SetupWall.Clock();
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HWWall hwwall;
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hwwall.Process(di, &wall[i], §or[bunch->sectnum], wall[i].nextsector < 0 ? nullptr : §or[wall[i].nextsector]);
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int j = sectionLines[i].wall;
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hwwall.Process(di, &wall[j], §or[bunch->sectnum], wall[j].nextsector < 0 ? nullptr : §or[wall[j].nextsector]);
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rendered_lines++;
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SetupWall.Unclock();
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@ -306,7 +307,7 @@ void BunchDrawer::ProcessBunch(int bnch)
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if (clipped & CL_Pass)
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{
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ClipWall.Unclock();
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ProcessSector(wall[i].nextsector, false);
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ProcessSection(sectionLines[i].partnersection, false);
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ClipWall.Clock();
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}
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}
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@ -319,16 +320,21 @@ void BunchDrawer::ProcessBunch(int bnch)
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//
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//==========================================================================
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int BunchDrawer::WallInFront(int wall1, int wall2)
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int BunchDrawer::WallInFront(int line1, int line2)
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{
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double x1s = WallStartX(wall1);
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double y1s = WallStartY(wall1);
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double x1e = WallEndX(wall1);
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double y1e = WallEndY(wall1);
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double x2s = WallStartX(wall2);
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double y2s = WallStartY(wall2);
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double x2e = WallEndX(wall2);
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double y2e = WallEndY(wall2);
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int wall1s = sectionLines[line1].startpoint;
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int wall1e = sectionLines[line1].endpoint;
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int wall2s = sectionLines[line2].startpoint;
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int wall2e = sectionLines[line2].endpoint;
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double x1s = WallStartX(wall1s);
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double y1s = WallStartY(wall1s);
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double x1e = WallStartX(wall1e);
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double y1e = WallStartY(wall1e);
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double x2s = WallStartX(wall2s);
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double y2s = WallStartY(wall2s);
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double x2e = WallStartX(wall2e);
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double y2e = WallStartY(wall2e);
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double dx = x1e - x1s;
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double dy = y1e - y1s;
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@ -482,18 +488,18 @@ int BunchDrawer::FindClosestBunch()
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//
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//==========================================================================
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void BunchDrawer::ProcessSector(int sectnum, bool portal)
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void BunchDrawer::ProcessSection(int sectionnum, bool portal)
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{
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if (gotsector2[sectnum]) return;
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gotsector2.Set(sectnum);
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if (gotsection2[sectionnum]) return;
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gotsection2.Set(sectionnum);
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auto sect = §or[sectnum];
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bool inbunch;
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binangle startangle;
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SetupSprite.Clock();
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int z;
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int sectnum = sections[sectionnum].sector;
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if (!gotsector[sectnum])
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{
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gotsector.Set(sectnum);
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@ -526,22 +532,23 @@ void BunchDrawer::ProcessSector(int sectnum, bool portal)
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SetupFlat.Clock();
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HWFlat flat;
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flat.ProcessSector(di, §or[sectnum]);
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flat.ProcessSector(di, §or[sectnum], sectionnum);
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SetupFlat.Unclock();
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//Todo: process subsectors
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inbunch = false;
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for (int i = 0; i < sect->wallnum; i++)
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auto section = §ions[sectionnum];
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for (unsigned i = 0; i < section->lines.Size(); i++)
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{
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auto thiswall = &wall[sect->wallptr + i];
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auto thisline = §ionLines[section->lines[i]];
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#ifdef _DEBUG
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// For displaying positions in debugger
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DVector2 start = { WallStartX(thiswall), WallStartY(thiswall) };
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DVector2 end = { WallStartX(thiswall->point2), WallStartY(thiswall->point2) };
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//DVector2 start = { WallStartX(thiswall), WallStartY(thiswall) };
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//DVector2 end = { WallStartX(thiswall->point2), WallStartY(thiswall->point2) };
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#endif
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binangle walang1 = thiswall->clipangle;
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binangle walang2 = wall[thiswall->point2].clipangle;
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binangle walang1 = wall[thisline->startpoint].clipangle;
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binangle walang2 = wall[thisline->endpoint].clipangle;
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// outside the visible area or seen from the backside.
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if ((walang1.asbam() - ang1.asbam() > ANGLE_180 && walang2.asbam() - ang1.asbam() > ANGLE_180) ||
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@ -554,14 +561,14 @@ void BunchDrawer::ProcessSector(int sectnum, bool portal)
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{
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startangle = walang1;
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//Printf("Starting bunch:\n\tWall %d\n", sect->wallptr + i);
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inbunch = StartBunch(sectnum, sect->wallptr + i, walang1, walang2, portal);
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inbunch = StartBunch(sectnum, section->lines[i], walang1, walang2, portal);
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}
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else
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{
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//Printf("\tWall %d\n", sect->wallptr + i);
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inbunch = AddLineToBunch(sect->wallptr + i, walang2);
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inbunch = AddLineToBunch(section->lines[i], walang2);
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}
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if (thiswall->point2 != sect->wallptr + i + 1) inbunch = false;
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if (thisline->endpoint != section->lines[i] + 1) inbunch = false;
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}
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}
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@ -580,12 +587,19 @@ void BunchDrawer::RenderScene(const int* viewsectors, unsigned sectcount, bool p
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for (unsigned i = 0; i < sectcount; i++)
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{
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sectstartang[viewsectors[i]] = 0;
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sectendang[viewsectors[i]] = int (ang2.asbam() - ang1.asbam());
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for (auto j : sectionspersector[viewsectors[i]])
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{
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sectionstartang[j] = 0;
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sectionendang[j] = int(ang2.asbam() - ang1.asbam());
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}
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}
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for (unsigned i = 0; i < sectcount; i++)
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ProcessSector(viewsectors[i], portal);
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{
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for (auto j : sectionspersector[viewsectors[i]])
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{
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ProcessSection(j, portal);
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}
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}
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while (Bunches.Size() > 0)
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{
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int closest = FindClosestBunch();
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@ -607,7 +621,7 @@ void BunchDrawer::RenderScene(const int* viewsectors, unsigned sectcount, bool p
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ang1 = bamang(rotang - ANGLE_90);
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ang2 = bamang(rotang + ANGLE_90 - 1);
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process();
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gotsector2.Zero();
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gotsection2.Zero();
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ang1 = bamang(rotang + ANGLE_90);
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ang2 = bamang(rotang - ANGLE_90 - 1);
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process();
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@ -28,12 +28,12 @@ class BunchDrawer
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vec2_t iview;
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float gcosang, gsinang;
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FixedBitArray<MAXSECTORS> gotsector;
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FixedBitArray<MAXSECTORS> gotsector2;
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FixedBitArray<MAXSECTORS*5/4> gotsection2;
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FixedBitArray<MAXWALLS> gotwall;
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FixedBitArray<MAXWALLS> blockwall;
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binangle ang1, ang2;
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int sectstartang[MAXSECTORS], sectendang[MAXSECTORS];
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int sectionstartang[MAXSECTORS*5/4], sectionendang[MAXSECTORS*5/4];
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private:
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@ -54,7 +54,7 @@ private:
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int WallInFront(int wall1, int wall2);
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int BunchInFront(FBunch* b1, FBunch* b2);
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int FindClosestBunch();
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void ProcessSector(int sectnum, bool portal);
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void ProcessSection(int sectnum, bool portal);
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public:
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void Init(HWDrawInfo* _di, Clipper* c, vec2_t& view, binangle a1, binangle a2);
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@ -249,6 +249,7 @@ public:
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class HWFlat
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{
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public:
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int section;
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sectortype * sec;
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spritetype* sprite; // for flat sprites.
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FGameTexture *texture;
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@ -275,7 +276,7 @@ public:
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//void SetupLights(HWDrawInfo *di, FLightNode *head, FDynLightData &lightdata, int portalgroup);
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void PutFlat(HWDrawInfo* di, int whichplane);
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void ProcessSector(HWDrawInfo *di, sectortype * frontsector, int which = 7 /*SSRF_RENDERALL*/); // cannot use constant due to circular dependencies.
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void ProcessSector(HWDrawInfo *di, sectortype * frontsector, int sectionnum, int which = 7 /*SSRF_RENDERALL*/); // cannot use constant due to circular dependencies.
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void ProcessFlatSprite(HWDrawInfo* di, spritetype* sprite, sectortype* sector);
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void DrawSubsectors(HWDrawInfo *di, FRenderState &state);
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@ -98,7 +98,7 @@ void HWFlat::MakeVertices()
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bool canvas = texture->isHardwareCanvas();
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if (sprite == nullptr)
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{
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auto mesh = sectorGeometry.get(sec - sector, plane, geoofs);
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auto mesh = sectorGeometry.get(section, plane, geoofs);
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if (!mesh) return;
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auto ret = screen->mVertexData->AllocVertices(mesh->vertices.Size());
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auto vp = ret.first;
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@ -158,7 +158,7 @@ void HWFlat::DrawFlat(HWDrawInfo *di, FRenderState &state, bool translucent)
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if (!sprite)
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{
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auto mesh = sectorGeometry.get(sec - sector, plane, geoofs);
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auto mesh = sectorGeometry.get(section, plane, geoofs);
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state.SetNormal(mesh->normal);
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}
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else
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@ -230,7 +230,7 @@ void HWFlat::PutFlat(HWDrawInfo *di, int whichplane)
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//
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//==========================================================================
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void HWFlat::ProcessSector(HWDrawInfo *di, sectortype * frontsector, int which)
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void HWFlat::ProcessSector(HWDrawInfo *di, sectortype * frontsector, int section_, int which)
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{
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#ifdef _DEBUG
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if (frontsector - sector == gl_breaksec)
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@ -249,6 +249,7 @@ void HWFlat::ProcessSector(HWDrawInfo *di, sectortype * frontsector, int which)
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fade = lookups.getFade(frontsector->floorpal); // fog is per sector.
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visibility = sectorVisibility(frontsector);
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sec = frontsector;
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section = section_;
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sprite = nullptr;
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geoofs = di->geoofs;
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