mirror of
https://github.com/ZDoom/raze-gles.git
synced 2025-01-14 03:40:50 +00:00
- ported my old Build-style renderer for Doom from 2008 and the wall renderer from GZDoom to work with Build data.
It renders walls, but y-panning is still broken.
This commit is contained in:
parent
9ebd8fd4a5
commit
b492cbcebb
15 changed files with 2353 additions and 55 deletions
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@ -1072,6 +1072,8 @@ set (PCH_SOURCES
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core/gi.cpp
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core/rendering/scene/hw_clipper.cpp
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core/rendering/scene/hw_walls.cpp
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core/rendering/render.cpp
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core/console/c_notifybuffer.cpp
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core/console/d_event.cpp
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@ -875,6 +875,19 @@ enum EHitBits
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void updateModelInterpolation();
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int32_t renderAddTsprite(int16_t z, int16_t sectnum);
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inline void tileUpdatePicnum(int* const tileptr, int const obj, int stat)
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{
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auto& tile = *tileptr;
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if (picanm[tile].sf & PICANM_ANIMTYPE_MASK)
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tile += animateoffs(tile, obj);
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if (((obj & 16384) == 16384) && (stat & CSTAT_WALL_ROTATE_90) && RotTile(tile).newtile != -1)
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tile = RotTile(tile).newtile;
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}
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#include "iterators.h"
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@ -20,6 +20,17 @@
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// bits 12-15: reserved
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//////////////////// Version 7 map format ////////////////////
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enum
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{
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CSTAT_SECTOR_SKY = 1,
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CSTAT_SECTOR_SLOPE = 2,
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CSTAT_SECTOR_SWAPXY = 4,
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CSTAT_SECTOR_TEXHALF = 8,
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CSTAT_SECTOR_XFLIP = 16,
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CSTAT_SECTOR_YFLIP = 32,
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CSTAT_SECTOR_ALIGN = 64,
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CSTAT_SECTOR_METHOD = 384
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};
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//40 bytes
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struct sectortype
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@ -91,6 +102,7 @@ struct walltype
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int16_t hitag;
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int16_t extra;
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float xpan_, ypan_;
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angle_t clipangle;
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int xpan() const { return int(xpan_); }
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int ypan() const { return int(ypan_); }
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@ -1419,7 +1419,7 @@ int32_t hitscan(const vec3_t *sv, int16_t sectnum, int32_t vx, int32_t vy, int32
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{
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if (picanm[tilenum].sf&PICANM_TEXHITSCAN_BIT)
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{
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tileUpdatePicnum(&tilenum, 0);
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tileUpdatePicnum(&tilenum, 0, 0);
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if (tileLoad(tilenum))
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{
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@ -29,6 +29,7 @@
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#include "inputstate.h"
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#include "printf.h"
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#include "gamecontrol.h"
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#include "render.h"
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#ifdef USE_OPENGL
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# include "mdsprite.h"
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@ -38,6 +39,7 @@
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#include "gl_renderer.h"
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#endif
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float rollang;
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int32_t r_rortexture = 0;
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int32_t r_rortexturerange = 0;
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@ -909,9 +911,32 @@ void set_globalang(fixed_t const ang)
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// drawrooms
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//
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EXTERN_CVAR(Int, gl_fogmode)
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CVAR(Bool, testnewrenderer, true, 0)
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int32_t renderDrawRoomsQ16(int32_t daposx, int32_t daposy, int32_t daposz,
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fixed_t daang, fixed_t dahoriz, int16_t dacursectnum)
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{
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for (int i = 0; i < numwalls; ++i)
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{
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if (wall[i].cstat & CSTAT_WALL_ROTATE_90)
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{
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auto& w = wall[i];
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auto& tile = RotTile(w.picnum + animateoffs(w.picnum, 16384));
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if (tile.newtile == -1 && tile.owner == -1)
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{
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auto owner = w.picnum + animateoffs(w.picnum, 16384);
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tile.newtile = TileFiles.tileCreateRotated(owner);
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assert(tile.newtile != -1);
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RotTile(tile.newtile).owner = w.picnum + animateoffs(w.picnum, 16384);
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}
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}
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}
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int32_t i;
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if (gl_fogmode == 1) gl_fogmode = 2; // only radial fog works with Build's screwed up coordinate system.
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@ -931,26 +956,6 @@ int32_t renderDrawRoomsQ16(int32_t daposx, int32_t daposy, int32_t daposz,
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i = xdimen-1;
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for (int i = 0; i < numwalls; ++i)
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{
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if (wall[i].cstat & CSTAT_WALL_ROTATE_90)
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{
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auto &w = wall[i];
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auto &tile = RotTile(w.picnum+animateoffs(w.picnum,16384));
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if (tile.newtile == -1 && tile.owner == -1)
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{
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auto owner = w.picnum + animateoffs(w.picnum, 16384);
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tile.newtile = TileFiles.tileCreateRotated(owner);
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assert(tile.newtile != -1);
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RotTile(tile.newtile).owner = w.picnum+animateoffs(w.picnum,16384);
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}
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}
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}
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// Update starting sector number (common to classic and Polymost).
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// ADJUST_GLOBALCURSECTNUM.
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if (globalcursectnum >= MAXSECTORS)
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@ -967,7 +972,15 @@ int32_t renderDrawRoomsQ16(int32_t daposx, int32_t daposy, int32_t daposz,
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return 0;
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}
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Polymost::polymost_drawrooms();
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if (!testnewrenderer)
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{
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Polymost::polymost_drawrooms();
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}
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else
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{
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vec3_t pos = { daposx, daposy, daposz };
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render_drawrooms(pos, globalcursectnum, daang, dahoriz, rollang, r_fov, false, false);
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}
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return inpreparemirror;
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}
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@ -1560,9 +1573,11 @@ void renderDrawMapView(int32_t dax, int32_t day, int32_t zoome, int16_t ang)
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globalfloorpal = globalpal = sec->floorpal;
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globalpicnum = sec->floorpicnum;
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if ((unsigned)globalpicnum >= (unsigned)MAXTILES) globalpicnum = 0;
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tileUpdatePicnum(&globalpicnum, s);
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int _globalpicnum = sec->floorpicnum;
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if ((unsigned)_globalpicnum >= (unsigned)MAXTILES) globalpicnum = 0;
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tileUpdatePicnum(&_globalpicnum, s, 0);
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globalpicnum = _globalpicnum;
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setgotpic(globalpicnum);
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if ((tileWidth(globalpicnum) <= 0) || (tileHeight(globalpicnum) <= 0)) continue;
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@ -1679,8 +1694,12 @@ void renderDrawMapView(int32_t dax, int32_t day, int32_t zoome, int16_t ang)
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globalpicnum = spr->picnum;
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globalpal = spr->pal; // GL needs this, software doesn't
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if ((unsigned)globalpicnum >= (unsigned)MAXTILES) globalpicnum = 0;
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tileUpdatePicnum(&globalpicnum, s);
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int _globalpicnum = sec->floorpicnum;
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if ((unsigned)_globalpicnum >= (unsigned)MAXTILES) globalpicnum = 0;
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tileUpdatePicnum(&_globalpicnum, s, 0);
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globalpicnum = _globalpicnum;
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setgotpic(globalpicnum);
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if ((tileWidth(globalpicnum) <= 0) || (tileHeight(globalpicnum) <= 0)) continue;
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@ -2981,6 +3000,7 @@ void alignflorslope(int16_t dasect, int32_t x, int32_t y, int32_t z)
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void renderSetRollAngle(float rolla)
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{
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Polymost::gtang = rolla * BAngRadian;
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rollang = rolla * (BAngRadian * 180 / pi::pif());
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}
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#endif
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@ -8,6 +8,8 @@
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#pragma once
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#include "cmdlib.h"
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#ifndef ENGINE_PRIV_H
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#define ENGINE_PRIV_H
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@ -96,10 +98,6 @@ static FORCE_INLINE int32_t getpalookup(int32_t davis, int32_t dashade)
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static FORCE_INLINE int32_t getpalookupsh(int32_t davis) { return getpalookup(davis, globalshade) << 8; }
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////// yax'y stuff //////
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int32_t renderAddTsprite(int16_t z, int16_t sectnum);
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static FORCE_INLINE void setgotpic(int32_t tilenume)
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{
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gotpic[tilenume>>3] |= pow2char[tilenume&7];
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@ -117,16 +115,6 @@ static FORCE_INLINE void set_globalpos(int32_t const x, int32_t const y, int32_t
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globalposz = z, fglobalposz = (float)z;
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}
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template <typename T> static FORCE_INLINE void tileUpdatePicnum(T * const tileptr, int const obj)
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{
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auto &tile = *tileptr;
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if (picanm[tile].sf & PICANM_ANIMTYPE_MASK)
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tile += animateoffs(tile, obj);
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if (((obj & 16384) == 16384) && (globalorientation & CSTAT_WALL_ROTATE_90) && RotTile(tile).newtile != -1)
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tile = RotTile(tile).newtile;
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}
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// x1, y1: in/out
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// rest x/y: out
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@ -196,22 +184,12 @@ static inline void get_floorspr_points(T const * const spr, int32_t px, int32_t
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inline int widthBits(int num)
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{
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int w = tileWidth(num);
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int j = 15;
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while ((j > 1) && ((1 << j) > w))
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j--;
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return j;
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return sizeToBits(tileWidth(num));
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}
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inline int heightBits(int num)
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{
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int w = tileHeight(num);
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int j = 15;
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while ((j > 1) && ((1 << j) > w))
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j--;
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return j;
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return sizeToBits(tileHeight(num));
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}
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@ -114,13 +114,24 @@ static inline float polymost_invsqrt_approximation(float x)
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return 1.f / sqrtf(x);
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}
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float sectorVisibility(int sectnum)
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static float sectorVisibility(int sectnum)
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{
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// Beware of wraparound madness...
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int v = sector[sectnum].visibility;
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return v? ((uint8_t)(v + 16)) / 16.f : 1.f;
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}
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template <typename T> static FORCE_INLINE void tileUpdatePicnum(T* const tileptr, int const obj)
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{
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auto& tile = *tileptr;
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if (picanm[tile].sf & PICANM_ANIMTYPE_MASK)
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tile += animateoffs(tile, obj);
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if (((obj & 16384) == 16384) && (globalorientation & CSTAT_WALL_ROTATE_90) && RotTile(tile).newtile != -1)
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tile = RotTile(tile).newtile;
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}
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//--------------------------------------------------------------------------------------------------
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//Use this for both initialization and uninitialization of OpenGL.
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@ -103,4 +103,14 @@ inline void fillshort(void* buff, size_t count, uint16_t clear)
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template<typename T> inline constexpr T Sgn(const T& val) { return (val > 0) - (val < 0); }
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inline int sizeToBits(int w)
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{
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int j = 15;
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while ((j > 1) && ((1 << j) > w))
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j--;
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return j;
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}
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#endif
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688
source/core/rendering/render.cpp
Normal file
688
source/core/rendering/render.cpp
Normal file
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@ -0,0 +1,688 @@
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// renderer draft. This code is not for release!
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#include "glbackend/glbackend.h"
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#include "build.h"
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#include "hw_vrmodes.h"
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#include "v_draw.h"
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#include "gamecvars.h"
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#include "binaryangle.h"
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#include "automap.h"
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#include "hw_clipper.h"
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#include "hw_drawstructs.h"
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#include "hw_clock.h"
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#include "render.h"
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#include "printf.h"
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#include "v_video.h"
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#include "flatvertices.h"
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angle_t FrustumAngle(float ratio, float fov, float pitch)
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{
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float tilt = fabs(pitch);
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// If the pitch is larger than this you can look all around at a FOV of 90°
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if (tilt > 46.0f) return 0xffffffff;
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// ok, this is a gross hack that barely works...
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// but at least it doesn't overestimate too much...
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// todo: integrate roll into the calculation
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double floatangle = 2.0 + (45.0 + ((tilt / 1.9))) * fov * 48.0 / AspectMultiplier(ratio) / 90.0;
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angle_t a1 = DAngle(floatangle).BAMs();
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if (a1 >= ANGLE_180) return 0xffffffff;
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return a1;
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}
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//==========================================================================
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//
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// note that these return values in renderer coordinate space with inverted sign!
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//
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//==========================================================================
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float CeilingAtPoint(sectortype* sec, float dax, float day)
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{
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if (!(sec->ceilingstat & CSTAT_SECTOR_SLOPE))
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return float(sec->ceilingz);
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auto wal = &wall[sec->wallptr];
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auto wal2 = &wall[wal->point2];
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vec2_t d = { wal2->x - wal->x, wal2->y - wal->y };
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int i = ksqrt(uhypsq(d.x, d.y)) << 5;
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if (i == 0) return sec->ceilingz;
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float const j = (d.x * (day - wal->y) - d.y * (dax - wal->x)) * (1.f / 8.f);
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return -float(sec->ceilingz) + (sec->ceilingheinum * j) / i;
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}
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float FloorAtPoint(usectorptr_t sec, float dax, float day)
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{
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if (!(sec->floorstat & CSTAT_SECTOR_SLOPE))
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return float(sec->floorz);
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auto wal = &wall[sec->wallptr];
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auto wal2 = &wall[wal->point2];
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vec2_t d = { wal2->x - wal->x, wal2->y - wal->y };
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int i = ksqrt(uhypsq(d.x, d.y)) << 5;
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if (i == 0) return sec->floorz;
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float const j = (d.x * (day - wal->y) - d.y * (dax - wal->x)) * (1.f / 8.f);
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return -float(sec->floorz) + (sec->floorheinum * j) / i;
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}
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void PlanesAtPoint(usectorptr_t sec, float dax, float day, float* pceilz, float* pflorz)
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{
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float ceilz = float(sec->ceilingz);
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float florz = float(sec->floorz);
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if (((sec->ceilingstat | sec->floorstat) & CSTAT_SECTOR_SLOPE) == CSTAT_SECTOR_SLOPE)
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{
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auto wal = &wall[sec->wallptr];
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auto wal2 = &wall[wal->point2];
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vec2_t d = { wal2->x - wal->x, wal2->y - wal->y };
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int i = ksqrt(uhypsq(d.x, d.y)) << 5;
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if (i != 0)
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{
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float const j = (d.x * (day - wal->y) - d.y * (dax - wal->x)) * (1.f / 8.f);
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if (sec->ceilingstat & CSTAT_SECTOR_SLOPE) ceilz += (sec->ceilingheinum * j) / i;
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if (sec->floorstat & CSTAT_SECTOR_SLOPE) florz += (sec->floorheinum * j) / i;
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}
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}
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// Scale to render coordinates.
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*pceilz = ceilz * -(1.f / 256.f);
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*pflorz = florz * -(1.f / 256.f);
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}
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#define NS namespace Newrender { // auto-format blocking #define.
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NS
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struct FBunch
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{
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int sectnum;
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int startline;
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int endline;
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angle_t startangle; // in pseudo angles for the clipper
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angle_t endangle;
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};
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const float aspect_factor = (1.28f / 1.333333f); // this factor gets applied by the original code - must check if needed or just an artifact of the weird math.
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// ----------------------------------------------------------------------------
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//
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// Bunches are groups of continuous lines
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// This array stores the amount of points per bunch,
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// the view angles for each point and the line index for the starting line
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//
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// ----------------------------------------------------------------------------
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class BunchDrawer
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{
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public:
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Clipper &clipper;
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int LastBunch;
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int StartTime;
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TArray<FBunch> Bunches;
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TArray<int> CompareData;
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double viewx, viewy;
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FixedBitArray<MAXSECTORS> gotsector;
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//==========================================================================
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//
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//
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//
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//==========================================================================
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public:
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BunchDrawer(Clipper& c, vec2_t& view) : clipper(c)
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{
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viewx = view.x * (1/ 16.f);
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viewy = view.y * -(1/ 16.f);
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StartScene();
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clipper.SetViewpoint(DVector2(viewx, viewy));
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for (int i = 0; i < numwalls; i++)
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{
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// Precalculate the clip angles to avoid doing this repeatedly during level traversal.
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// Reverse the orientation so that startangle and endangle are properly ordered.
|
||||
wall[i].clipangle = 0 - clipper.PointToPseudoAngle(wall[i].x * (1 / 16.f), wall[i].y * (-1 / 16.f));
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
private:
|
||||
void StartScene()
|
||||
{
|
||||
LastBunch = 0;
|
||||
StartTime = I_msTime();
|
||||
Bunches.Clear();
|
||||
CompareData.Clear();
|
||||
gotsector.Zero();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void StartBunch(int sectnum, int linenum, angle_t startan, angle_t endan)
|
||||
{
|
||||
FBunch* bunch = &Bunches[LastBunch = Bunches.Reserve(1)];
|
||||
|
||||
bunch->sectnum = sectnum;
|
||||
bunch->startline = bunch->endline = linenum;
|
||||
bunch->startangle = startan;
|
||||
bunch->endangle = endan;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void AddLineToBunch(int line, int newan)
|
||||
{
|
||||
Bunches[LastBunch].endline++;
|
||||
Bunches[LastBunch].endangle = newan;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void DeleteBunch(int index)
|
||||
{
|
||||
Bunches[index] = Bunches.Last();
|
||||
Bunches.Pop();
|
||||
}
|
||||
|
||||
bool CheckClip(walltype* wal)
|
||||
{
|
||||
auto pt2 = &wall[wal->point2];
|
||||
sectortype* backsector = §or[wal->nextsector];
|
||||
sectortype* frontsector = §or[wall[wal->nextwall].nextsector];
|
||||
float bs_floorheight1;
|
||||
float bs_floorheight2;
|
||||
float bs_ceilingheight1;
|
||||
float bs_ceilingheight2;
|
||||
float fs_floorheight1;
|
||||
float fs_floorheight2;
|
||||
float fs_ceilingheight1;
|
||||
float fs_ceilingheight2;
|
||||
|
||||
// Mirrors and horizons always block the view
|
||||
//if (linedef->special==Line_Mirror || linedef->special==Line_Horizon) return true;
|
||||
|
||||
PlanesAtPoint(frontsector, wal->x, wal->y, &fs_ceilingheight1, &fs_floorheight1);
|
||||
PlanesAtPoint(frontsector, pt2->x, pt2->y, &fs_ceilingheight2, &fs_floorheight2);
|
||||
|
||||
PlanesAtPoint(backsector, wal->x, wal->y, &bs_ceilingheight1, &bs_floorheight1);
|
||||
PlanesAtPoint(backsector, pt2->x, pt2->y, &bs_ceilingheight2, &bs_floorheight2);
|
||||
|
||||
// now check for closed sectors! No idea if we really need the sky checks. We'll see.
|
||||
if (bs_ceilingheight1 <= fs_floorheight1 && bs_ceilingheight2 <= fs_floorheight2)
|
||||
{
|
||||
// backsector's ceiling is below frontsector's floor.
|
||||
if (frontsector->ceilingstat & backsector->ceilingstat & CSTAT_SECTOR_SKY) return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
if (fs_ceilingheight1 <= bs_floorheight1 && fs_ceilingheight2 <= bs_floorheight2)
|
||||
{
|
||||
// backsector's floor is above frontsector's ceiling
|
||||
if (frontsector->floorstat & backsector->floorstat & CSTAT_SECTOR_SKY) return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
if (bs_ceilingheight1 <= bs_floorheight1 && bs_ceilingheight2 <= bs_floorheight2)
|
||||
{
|
||||
// backsector is closed
|
||||
if (frontsector->ceilingstat & backsector->ceilingstat & CSTAT_SECTOR_SKY) return false;
|
||||
if (frontsector->floorstat & backsector->floorstat & CSTAT_SECTOR_SKY) return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// ClipLine
|
||||
// Clips the given segment
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
enum
|
||||
{
|
||||
CL_Skip = 0,
|
||||
CL_Draw = 1,
|
||||
CL_Pass = 2,
|
||||
};
|
||||
|
||||
|
||||
int ClipLine(int line)
|
||||
{
|
||||
angle_t startAngle, endAngle;
|
||||
auto wal = &wall[line];
|
||||
|
||||
startAngle = wal->clipangle;
|
||||
endAngle = wall[wal->point2].clipangle;
|
||||
|
||||
// Back side, i.e. backface culling - read: endAngle >= startAngle!
|
||||
if (startAngle - endAngle < ANGLE_180)
|
||||
{
|
||||
return CL_Skip;
|
||||
}
|
||||
|
||||
if (!clipper.SafeCheckRange(startAngle, endAngle))
|
||||
{
|
||||
return CL_Skip;
|
||||
}
|
||||
|
||||
if (wal->nextwall == -1 || (wal->cstat & CSTAT_WALL_1WAY) || CheckClip(wal))
|
||||
{
|
||||
// one-sided
|
||||
clipper.SafeAddClipRange(startAngle, endAngle);
|
||||
return CL_Draw;
|
||||
}
|
||||
else
|
||||
{
|
||||
return CL_Draw | CL_Pass;
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void ProcessBunch(int bnch)
|
||||
{
|
||||
FBunch* bunch = &Bunches[bnch];
|
||||
|
||||
ClipWall.Clock();
|
||||
for (int i = bunch->startline; i <= bunch->endline; i++)
|
||||
{
|
||||
int clipped = ClipLine(i);
|
||||
|
||||
if (clipped & CL_Draw)
|
||||
{
|
||||
show2dwall.Set(i);
|
||||
|
||||
//if (gl_render_walls)
|
||||
{
|
||||
SetupWall.Clock();
|
||||
|
||||
HWWall hwwall;
|
||||
//Printf("Rendering wall %d\n", i);
|
||||
hwwall.Process(nullptr, &wall[i], §or[bunch->sectnum], wall[i].nextsector<0? nullptr : §or[wall[i].nextsector]);
|
||||
rendered_lines++;
|
||||
|
||||
SetupWall.Unclock();
|
||||
}
|
||||
}
|
||||
|
||||
if (clipped & CL_Pass)
|
||||
{
|
||||
ClipWall.Unclock();
|
||||
ProcessSector(wall[i].nextsector);
|
||||
ClipWall.Clock();
|
||||
}
|
||||
}
|
||||
ClipWall.Unclock();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
int WallInFront(int wall1, int wall2)
|
||||
{
|
||||
double x1s = WallStartX(wall1);
|
||||
double y1s = WallStartY(wall1);
|
||||
double x1e = WallEndX(wall1);
|
||||
double y1e = WallEndY(wall1);
|
||||
double x2s = WallStartX(wall2);
|
||||
double y2s = WallStartY(wall2);
|
||||
double x2e = WallEndX(wall2);
|
||||
double y2e = WallEndY(wall2);
|
||||
|
||||
double dx = x1e - x1s;
|
||||
double dy = y1e - y1s;
|
||||
|
||||
double t1 = PointOnLineSide(x2s, y2s, x1s, y1s, dx, dy);
|
||||
double t2 = PointOnLineSide(x2e, y2e, x1s, y1s, dx, dy);
|
||||
if (t1 == 0)
|
||||
{
|
||||
if (t2 == 0) return(-1);
|
||||
t1 = t2;
|
||||
}
|
||||
if (t2 == 0) t2 = t1;
|
||||
|
||||
if ((t1 * t2) >= 0)
|
||||
{
|
||||
t2 = PointOnLineSide(viewx, viewy, x1s, y1s, dx, dy);
|
||||
return((t2 * t1) < 0);
|
||||
}
|
||||
|
||||
dx = x2e - x2s;
|
||||
dy = y2e - y2s;
|
||||
t1 = PointOnLineSide(x1s, y1s, x2s, y2s, dx, dy);
|
||||
t2 = PointOnLineSide(x1e, y1e, x2s, y2s, dx, dy);
|
||||
if (t1 == 0)
|
||||
{
|
||||
if (t2 == 0) return(-1);
|
||||
t1 = t2;
|
||||
}
|
||||
if (t2 == 0) t2 = t1;
|
||||
if ((t1 * t2) >= 0)
|
||||
{
|
||||
t2 = PointOnLineSide(viewx, viewy, x2s, y2s, dx, dy);
|
||||
return((t2 * t1) >= 0);
|
||||
}
|
||||
return(-2);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// This is a bit more complicated than it looks because angles can wrap
|
||||
// around so we can only compare angle differences.
|
||||
//
|
||||
// Rules:
|
||||
// 1. Any bunch can span at most 180°.
|
||||
// 2. 2 bunches can never overlap at both ends
|
||||
// 3. if there is an overlap one of the 2 starting points must be in the
|
||||
// overlapping area.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
int BunchInFront(FBunch* b1, FBunch* b2)
|
||||
{
|
||||
angle_t anglecheck, endang;
|
||||
|
||||
if (b2->startangle - b1->startangle < b1->endangle - b1->startangle)
|
||||
{
|
||||
// we have an overlap at b2->startangle
|
||||
anglecheck = b2->startangle - b1->startangle;
|
||||
|
||||
// Find the wall in b1 that overlaps b2->startangle
|
||||
for (int i = b1->startline; i <= b1->endline; i++)
|
||||
{
|
||||
endang = wall[wall[i].point2].clipangle - b1->startangle;
|
||||
if (endang > anglecheck)
|
||||
{
|
||||
// found a line
|
||||
int ret = WallInFront(b2->startline, i);
|
||||
return ret;
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (b1->startangle - b2->startangle < b2->endangle - b2->startangle)
|
||||
{
|
||||
// we have an overlap at b1->startangle
|
||||
anglecheck = b1->startangle - b2->startangle;
|
||||
|
||||
// Find the wall in b2 that overlaps b1->startangle
|
||||
for (int i = b2->startline; i <= b2->endline; i++)
|
||||
{
|
||||
endang = wall[wall[i].point2].clipangle - b2->startangle;
|
||||
if (endang > anglecheck)
|
||||
{
|
||||
// found a line
|
||||
int ret = WallInFront(i, b1->startline);
|
||||
return ret;
|
||||
}
|
||||
}
|
||||
}
|
||||
// we have no overlap
|
||||
return -1;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
int FindClosestBunch()
|
||||
{
|
||||
int closest = 0; //Almost works, but not quite :(
|
||||
|
||||
CompareData.Clear();
|
||||
for (unsigned i = 1; i < Bunches.Size(); i++)
|
||||
{
|
||||
switch (BunchInFront(&Bunches[i], &Bunches[closest]))
|
||||
{
|
||||
case 0: // i is in front
|
||||
closest = i;
|
||||
continue;
|
||||
|
||||
case 1: // i is behind
|
||||
continue;
|
||||
|
||||
default: // can't determine
|
||||
CompareData.Push(i); // mark for later comparison
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
// we need to do a second pass to see how the marked bunches relate to the currently closest one.
|
||||
for (unsigned i = 0; i < CompareData.Size(); i++)
|
||||
{
|
||||
switch (BunchInFront(&Bunches[CompareData[i]], &Bunches[closest]))
|
||||
{
|
||||
case 0: // is in front
|
||||
closest = CompareData[i];
|
||||
CompareData[i] = CompareData.Last();
|
||||
CompareData.Pop();
|
||||
i = 0; // we need to recheck everything that's still marked.
|
||||
continue;
|
||||
|
||||
case 1: // is behind
|
||||
CompareData[i] = CompareData.Last();
|
||||
CompareData.Pop();
|
||||
i--;
|
||||
continue;
|
||||
|
||||
default:
|
||||
continue;
|
||||
|
||||
}
|
||||
}
|
||||
return closest;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void ProcessSector(int sectnum)
|
||||
{
|
||||
if (gotsector[sectnum]) return;
|
||||
gotsector.Set(sectnum);
|
||||
|
||||
Bsp.Clock();
|
||||
|
||||
auto sect = §or[sectnum];
|
||||
bool inbunch;
|
||||
angle_t startangle;
|
||||
|
||||
//if (sect->validcount == StartTime) return;
|
||||
//sect->validcount = StartTime;
|
||||
|
||||
#if 0//ndef BUILD_TEST
|
||||
DoSector(sectnum, false);
|
||||
#endif
|
||||
|
||||
//Todo: process subsectors
|
||||
inbunch = false;
|
||||
for (int i = 0; i < sect->wallnum; i++)
|
||||
{
|
||||
auto thiswall = &wall[sect->wallptr + i];
|
||||
|
||||
#ifdef _DEBUG
|
||||
// For displaying positions in debugger
|
||||
DVector2 start = { WallStartX(thiswall), WallStartY(thiswall) };
|
||||
DVector2 end = { WallStartX(thiswall->point2), WallStartY(thiswall->point2) };
|
||||
#endif
|
||||
angle_t ang1 = thiswall->clipangle;
|
||||
angle_t ang2 = wall[thiswall->point2].clipangle;
|
||||
|
||||
if (ang1 - ang2 < ANGLE_180)
|
||||
{
|
||||
// Backside
|
||||
inbunch = false;
|
||||
}
|
||||
else if (!clipper.SafeCheckRange(ang1, ang2))
|
||||
{
|
||||
// is it visible?
|
||||
inbunch = false;
|
||||
}
|
||||
else if (!inbunch || ang2 - startangle >= ANGLE_180)
|
||||
{
|
||||
// don't let a bunch span more than 180° to avoid problems.
|
||||
// This limitation ensures that the combined range of 2
|
||||
// bunches will always be less than 360° which simplifies
|
||||
// the distance comparison code because it prevents a
|
||||
// situation where 2 bunches may overlap at both ends.
|
||||
|
||||
startangle = ang1;
|
||||
StartBunch(sectnum, sect->wallptr + i, ang1, ang2);
|
||||
inbunch = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
AddLineToBunch(sect->wallptr + i, ang2);
|
||||
}
|
||||
if (thiswall->point2 != sect->wallptr + i + 1) inbunch = false;
|
||||
}
|
||||
Bsp.Unclock();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
public:
|
||||
void RenderScene(int viewsector)
|
||||
{
|
||||
ProcessSector(viewsector);
|
||||
while (Bunches.Size() > 0)
|
||||
{
|
||||
int closest = FindClosestBunch();
|
||||
ProcessBunch(closest);
|
||||
DeleteBunch(closest);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// R_FrustumAngle
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
static void SetProjection(const FRotator& rotation, FAngle fov)
|
||||
{
|
||||
auto vrmode = VRMode::GetVRMode(false);
|
||||
const int eyeCount = vrmode->mEyeCount;
|
||||
const auto& eye = vrmode->mEyes[0];
|
||||
|
||||
int width = (windowxy2.x - windowxy1.x + 1);
|
||||
int height = (windowxy2.y - windowxy1.y + 1);
|
||||
float ratio = ActiveRatio(width, height, nullptr);
|
||||
float fovratio;
|
||||
|
||||
if (ratio >= 1.3f)
|
||||
{
|
||||
fovratio = 1.333333f;
|
||||
}
|
||||
else
|
||||
{
|
||||
fovratio = ratio;
|
||||
}
|
||||
ratio *= aspect_factor; // this factor gets applied by the original code - must check if needed or just an artifact of the weird math.
|
||||
fovratio *= aspect_factor;
|
||||
auto rotmat = eye.GetProjection(fov.Degrees, ratio, fovratio);
|
||||
renderSetProjectionMatrix(rotmat.get());
|
||||
}
|
||||
|
||||
static void SetViewMatrix(const FRotator& angles, float vx, float vy, float vz, bool mirror, bool planemirror)
|
||||
{
|
||||
float mult = mirror ? -1.f : 1.f;
|
||||
float planemult = planemirror ? -aspect_factor : aspect_factor;// Level->info->pixelstretch : Level->info->pixelstretch;
|
||||
VSMatrix mViewMatrix;
|
||||
|
||||
mViewMatrix.loadIdentity();
|
||||
mViewMatrix.rotate(angles.Roll.Degrees, 0.0f, 0.0f, 1.0f);
|
||||
mViewMatrix.rotate(angles.Pitch.Degrees, 1.0f, 0.0f, 0.0f);
|
||||
mViewMatrix.rotate(angles.Yaw.Degrees, 0.0f, mult, 0.0f);
|
||||
mViewMatrix.translate(vx * mult, -vz * planemult, -vy);
|
||||
mViewMatrix.scale(-mult, planemult, 1);
|
||||
renderSetViewMatrix(mViewMatrix.get());
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
using namespace Newrender;
|
||||
|
||||
void render_drawrooms(vec3_t& position, int sectnum, fixed_t q16angle, fixed_t q16horizon, float rollang, float fov, bool mirror, bool planemirror)
|
||||
{
|
||||
GLInterface.ClearDepth();
|
||||
GLInterface.EnableBlend(false);
|
||||
GLInterface.EnableAlphaTest(false);
|
||||
GLInterface.EnableDepthTest(true);
|
||||
GLInterface.SetDepthFunc(DF_LEqual);
|
||||
GLInterface.SetRenderStyle(LegacyRenderStyles[STYLE_Translucent]);
|
||||
|
||||
|
||||
FRotator rotation;
|
||||
rotation.Yaw = -90.f + q16ang(q16angle).asdeg();
|
||||
rotation.Pitch = -HorizToPitch(q16horizon);
|
||||
rotation.Roll = rollang;
|
||||
SetProjection(rotation, fov);
|
||||
SetViewMatrix(rotation, position.x / 16.f, -position.y / 16.f, -position.z / 256.f, mirror, planemirror);
|
||||
|
||||
renderSetViewpoint(position.x / 16.f, -position.y / 16.f, -position.z / 256.f);
|
||||
renderSetVisibility((1.f / (65536.f * 65536.f)) * g_visibility / r_ambientlight);// MulScale(g_visibility, MulScale(xdimenscale * viewingrangerecip * fviewingrange / r_ambientlight);
|
||||
renderBeginScene();
|
||||
|
||||
Clipper clipper;
|
||||
// fixme: This does not consider the roll angle yet. Pitch disabled to get consistent values during testing.
|
||||
auto fa = FrustumAngle(16.f / 9, r_fov, 0);// rotation.Pitch.Degrees);
|
||||
|
||||
angle_t rotang = q16ang(q16angle).asbam();
|
||||
clipper.SafeAddClipRangeRealAngles(rotang + fa, rotang - fa);
|
||||
|
||||
BunchDrawer drawer(clipper, position.vec2);
|
||||
|
||||
drawer.RenderScene(sectnum);
|
||||
|
||||
renderFinishScene();
|
||||
|
||||
GLInterface.SetDepthFunc(DF_LEqual);
|
||||
}
|
||||
|
||||
|
||||
|
68
source/core/rendering/render.h
Normal file
68
source/core/rendering/render.h
Normal file
|
@ -0,0 +1,68 @@
|
|||
#pragma once
|
||||
#include "build.h"
|
||||
|
||||
|
||||
// y is negated so that the orientation is the same as in GZDoom, in order to use its utilities.
|
||||
// The render code should NOT use Build coordinates for anything!
|
||||
|
||||
inline double WallStartX(int wallnum)
|
||||
{
|
||||
return wall[wallnum].x * (1 / 16.);
|
||||
}
|
||||
|
||||
inline double WallStartY(int wallnum)
|
||||
{
|
||||
return wall[wallnum].y * (1 / -16.);
|
||||
}
|
||||
|
||||
inline double WallEndX(int wallnum)
|
||||
{
|
||||
return wall[wall[wallnum].point2].x * (1 / 16.);
|
||||
}
|
||||
|
||||
inline double WallEndY(int wallnum)
|
||||
{
|
||||
return wall[wall[wallnum].point2].y * (1 / -16.);
|
||||
}
|
||||
|
||||
inline double WallStartX(const walltype* wallnum)
|
||||
{
|
||||
return wallnum->x * (1 / 16.);
|
||||
}
|
||||
|
||||
inline double WallStartY(const walltype* wallnum)
|
||||
{
|
||||
return wallnum->y * (1 / -16.);
|
||||
}
|
||||
|
||||
inline double WallEndX(const walltype* wallnum)
|
||||
{
|
||||
return wall[wallnum->point2].x * (1 / 16.);
|
||||
}
|
||||
|
||||
inline double WallEndY(const walltype* wallnum)
|
||||
{
|
||||
return wall[wallnum->point2].y * (1 / -16.);
|
||||
}
|
||||
|
||||
inline double SpriteX(int wallnum)
|
||||
{
|
||||
return sprite[wallnum].x * (1 / 16.);
|
||||
}
|
||||
|
||||
inline double SpriteY(int wallnum)
|
||||
{
|
||||
return sprite[wallnum].y * (1 / -16.);
|
||||
}
|
||||
|
||||
inline double PointOnLineSide(double x, double y, double linex, double liney, double deltax, double deltay)
|
||||
{
|
||||
return (x - linex) * deltay - (y - liney) * deltax;
|
||||
}
|
||||
|
||||
float CeilingAtPoint(sectortype* sec, float dax, float day);
|
||||
float FloorAtPoint(usectorptr_t sec, float dax, float day);
|
||||
void PlanesAtPoint(usectorptr_t sec, float dax, float day, float* ceilz, float* florz);
|
||||
|
||||
void render_drawrooms(vec3_t& position, int sectnum, fixed_t q16angle, fixed_t q16horizon, float rollang, float fov, bool mirror, bool planemirror);
|
||||
|
|
@ -32,7 +32,6 @@ class Clipper
|
|||
DVector2 viewpoint;
|
||||
bool blocked = false;
|
||||
|
||||
static angle_t AngleToPseudo(angle_t ang);
|
||||
bool IsRangeVisible(angle_t startangle, angle_t endangle);
|
||||
void RemoveRange(ClipNode * cn);
|
||||
void AddClipRange(angle_t startangle, angle_t endangle);
|
||||
|
@ -44,6 +43,7 @@ public:
|
|||
Clipper();
|
||||
|
||||
void Clear();
|
||||
static angle_t AngleToPseudo(angle_t ang);
|
||||
|
||||
void Free(ClipNode *node)
|
||||
{
|
||||
|
|
392
source/core/rendering/scene/hw_drawstructs.h
Normal file
392
source/core/rendering/scene/hw_drawstructs.h
Normal file
|
@ -0,0 +1,392 @@
|
|||
#pragma once
|
||||
//==========================================================================
|
||||
//
|
||||
// One wall segment in the draw list
|
||||
//
|
||||
//==========================================================================
|
||||
#include "renderstyle.h"
|
||||
#include "textures.h"
|
||||
#include "fcolormap.h"
|
||||
#include "build.h"
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning(disable:4244)
|
||||
#endif
|
||||
|
||||
struct HWHorizonInfo;
|
||||
struct HWSkyInfo;
|
||||
class FMaterial;
|
||||
struct FTexCoordInfo;
|
||||
struct FSectorPortalGroup;
|
||||
struct FFlatVertex;
|
||||
struct FLinePortalSpan;
|
||||
struct FDynLightData;
|
||||
class VSMatrix;
|
||||
struct FSpriteModelFrame;
|
||||
class FRenderState;
|
||||
struct HWDecal;
|
||||
|
||||
struct HWSectorPlane
|
||||
{
|
||||
FTextureID texture;
|
||||
//secplane_t plane;
|
||||
float Texheight;
|
||||
float Angle;
|
||||
FVector2 Offs;
|
||||
FVector2 Scale;
|
||||
|
||||
void GetFromSector(sectortype* sec, int ceiling)
|
||||
{
|
||||
/*
|
||||
Offs.X = (float)sec->GetXOffset(ceiling);
|
||||
Offs.Y = (float)sec->GetYOffset(ceiling);
|
||||
Scale.X = (float)sec->GetXScale(ceiling);
|
||||
Scale.Y = (float)sec->GetYScale(ceiling);
|
||||
Angle = (float)sec->GetAngle(ceiling).Degrees;
|
||||
texture = sec->GetTexture(ceiling);
|
||||
plane = sec->GetSecPlane(ceiling);
|
||||
Texheight = (float)((ceiling == sector_t::ceiling) ? plane.fD() : -plane.fD());
|
||||
*/
|
||||
}
|
||||
};
|
||||
|
||||
enum HWRenderStyle
|
||||
{
|
||||
STYLEHW_Normal, // default
|
||||
STYLEHW_Solid, // drawn solid (needs special treatment for sprites)
|
||||
STYLEHW_NoAlphaTest, // disable alpha test
|
||||
};
|
||||
|
||||
enum WallTypes
|
||||
{
|
||||
RENDERWALL_NONE,
|
||||
RENDERWALL_TOP,
|
||||
RENDERWALL_M1S,
|
||||
RENDERWALL_M2S,
|
||||
RENDERWALL_BOTTOM,
|
||||
RENDERWALL_FOGBOUNDARY,
|
||||
RENDERWALL_MIRRORSURFACE,
|
||||
RENDERWALL_M2SNF,
|
||||
RENDERWALL_COLOR,
|
||||
// Insert new types at the end!
|
||||
};
|
||||
|
||||
enum PortalTypes
|
||||
{
|
||||
PORTALTYPE_SKY,
|
||||
PORTALTYPE_HORIZON,
|
||||
PORTALTYPE_SKYBOX,
|
||||
PORTALTYPE_SECTORSTACK,
|
||||
PORTALTYPE_PLANEMIRROR,
|
||||
PORTALTYPE_MIRROR,
|
||||
PORTALTYPE_LINETOLINE,
|
||||
};
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// One sector plane, still in fixed point
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
struct HWSeg
|
||||
{
|
||||
float x1,x2;
|
||||
float y1,y2;
|
||||
float fracleft, fracright;
|
||||
|
||||
FVector3 Normal() const
|
||||
{
|
||||
// we do not use the vector math inlines here because they are not optimized for speed but accuracy in the playsim and this is called quite frequently.
|
||||
float x = y2 - y1;
|
||||
float y = x1 - x2;
|
||||
float ilength = 1.f / sqrtf(x*x + y*y);
|
||||
return FVector3(x * ilength, 0, y * ilength);
|
||||
}
|
||||
};
|
||||
|
||||
struct texcoord
|
||||
{
|
||||
float u,v;
|
||||
};
|
||||
|
||||
struct HWDrawInfo;
|
||||
|
||||
class HWWall
|
||||
{
|
||||
public:
|
||||
static const char passflag[];
|
||||
|
||||
enum
|
||||
{
|
||||
HWF_CLAMPX=1,
|
||||
HWF_CLAMPY=2,
|
||||
HWF_SKYHACK=4,
|
||||
HWF_NOSPLIT=64,
|
||||
HWF_TRANSLUCENT = 128,
|
||||
HWF_NOSLICE = 256
|
||||
};
|
||||
|
||||
enum
|
||||
{
|
||||
RWF_BLANK = 0,
|
||||
RWF_TEXTURED = 1, // actually not being used anymore because with buffers it's even less efficient not writing the texture coordinates - but leave it here
|
||||
RWF_NORENDER = 8,
|
||||
};
|
||||
|
||||
enum
|
||||
{
|
||||
LOLFT,
|
||||
UPLFT,
|
||||
UPRGT,
|
||||
LORGT,
|
||||
};
|
||||
|
||||
friend struct HWDrawList;
|
||||
friend class HWPortal;
|
||||
|
||||
FGameTexture *texture;
|
||||
|
||||
HWSeg glseg;
|
||||
float ztop[2],zbottom[2];
|
||||
texcoord tcs[4];
|
||||
float alpha;
|
||||
|
||||
ERenderStyle RenderStyle;
|
||||
|
||||
float ViewDistance;
|
||||
float visibility;
|
||||
short shade, palette, floorpal;
|
||||
|
||||
uint16_t flags;
|
||||
uint8_t type;
|
||||
|
||||
int dynlightindex;
|
||||
|
||||
/*
|
||||
union
|
||||
{
|
||||
// it's either one of them but never more!
|
||||
FSectorPortal *secportal; // sector portal (formerly skybox)
|
||||
HWSkyInfo * sky; // for normal sky
|
||||
HWHorizonInfo * horizon; // for horizon information
|
||||
FSectorPortalGroup * portal; // stacked sector portals
|
||||
secplane_t * planemirror; // for plane mirrors
|
||||
FLinePortalSpan *lineportal; // line-to-line portals
|
||||
};
|
||||
*/
|
||||
|
||||
|
||||
|
||||
// these are not the same as ytop and ybottom!!!
|
||||
float zceil[2];
|
||||
float zfloor[2];
|
||||
|
||||
unsigned int vertindex;
|
||||
unsigned int vertcount;
|
||||
|
||||
public:
|
||||
walltype * seg;
|
||||
sectortype *frontsector, *backsector;
|
||||
//private:
|
||||
|
||||
void PutWall(HWDrawInfo *di, bool translucent);
|
||||
void PutPortal(HWDrawInfo *di, int ptype, int plane);
|
||||
void CheckTexturePosition();
|
||||
|
||||
void SetupLights(HWDrawInfo *di, FDynLightData &lightdata);
|
||||
|
||||
void MakeVertices(HWDrawInfo *di, bool nosplit);
|
||||
|
||||
void SkyPlane(HWDrawInfo *di, sectortype *sector, int plane, bool allowmirror);
|
||||
void SkyLine(HWDrawInfo *di, sectortype *sec, walltype *line);
|
||||
void SkyNormal(HWDrawInfo* di, sectortype* fs, FVector2& v1, FVector2& v2) {}
|
||||
void SkyTop(HWDrawInfo *di, walltype * seg,sectortype * fs,sectortype * bs, FVector2& v1, FVector2& v2) {}
|
||||
void SkyBottom(HWDrawInfo *di, walltype * seg,sectortype * fs,sectortype * bs, FVector2& v1, FVector2& v2) {}
|
||||
|
||||
bool DoHorizon(HWDrawInfo *di, walltype * seg,sectortype * fs, DVector2& v1, DVector2& v2);
|
||||
|
||||
bool SetWallCoordinates(walltype* seg, float topleft, float topright, float bottomleft, float bottomright);
|
||||
|
||||
void DoTexture(HWDrawInfo* di, walltype* wal, walltype* refwall, float yref, float topleft, float topright, float bottomleft, float bottomright);
|
||||
void DoOneSidedTexture(HWDrawInfo *di, walltype * seg, sectortype* frontsector, sectortype* backsector, float topleft,float topright, float bottomleft,float bottomright);
|
||||
void DoUpperTexture(HWDrawInfo* di, walltype* seg, sectortype* frontsector, sectortype* backsector, float topleft, float topright, float bottomleft, float bottomright);
|
||||
void DoLowerTexture(HWDrawInfo* di, walltype* seg, sectortype* frontsector, sectortype* backsector, float topleft, float topright, float bottomleft, float bottomright);
|
||||
|
||||
void DoMidTexture(HWDrawInfo *di, walltype * seg,
|
||||
sectortype * front, sectortype * back,
|
||||
float fch1, float fch2, float ffh1, float ffh2,
|
||||
float bch1, float bch2, float bfh1, float bfh2);
|
||||
|
||||
//void ProcessDecal(HWDrawInfo *di, DBaseDecal *decal, const FVector3 &normal);
|
||||
//void ProcessDecals(HWDrawInfo *di);
|
||||
|
||||
int CreateVertices(FFlatVertex *&ptr, bool nosplit);
|
||||
|
||||
//int CountVertices();
|
||||
|
||||
void RenderWall(HWDrawInfo *di, FRenderState &state, int textured);
|
||||
void RenderFogBoundary(HWDrawInfo *di, FRenderState &state);
|
||||
void RenderMirrorSurface(HWDrawInfo *di, FRenderState &state);
|
||||
void RenderTexturedWall(HWDrawInfo *di, FRenderState &state, int rflags);
|
||||
void RenderTranslucentWall(HWDrawInfo *di, FRenderState &state);
|
||||
|
||||
public:
|
||||
void Process(HWDrawInfo* di, walltype* seg, sectortype* frontsector, sectortype* backsector);
|
||||
|
||||
float PointOnSide(float x,float y)
|
||||
{
|
||||
return -((y-glseg.y1)*(glseg.x2-glseg.x1)-(x-glseg.x1)*(glseg.y2-glseg.y1));
|
||||
}
|
||||
|
||||
void DrawWall(HWDrawInfo *di, FRenderState &state, bool translucent);
|
||||
|
||||
};
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// One flat plane in the draw list
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
class HWFlat
|
||||
{
|
||||
public:
|
||||
sectortype * sector;
|
||||
FGameTexture *texture;
|
||||
|
||||
float z; // the z position of the flat (only valid for non-sloped planes)
|
||||
FColormap Colormap; // light and fog
|
||||
PalEntry FlatColor;
|
||||
PalEntry AddColor;
|
||||
ERenderStyle renderstyle;
|
||||
|
||||
float alpha;
|
||||
HWSectorPlane plane;
|
||||
int lightlevel;
|
||||
bool stack;
|
||||
bool ceiling;
|
||||
uint8_t renderflags;
|
||||
uint8_t hacktype;
|
||||
int iboindex;
|
||||
//int vboheight;
|
||||
|
||||
int dynlightindex;
|
||||
|
||||
void CreateSkyboxVertices(FFlatVertex *buffer);
|
||||
//void SetupLights(HWDrawInfo *di, FLightNode *head, FDynLightData &lightdata, int portalgroup);
|
||||
|
||||
void PutFlat(HWDrawInfo *di, bool fog = false);
|
||||
void Process(HWDrawInfo *di, sectortype * model, int whichplane, bool notexture);
|
||||
void ProcessSector(HWDrawInfo *di, sectortype * frontsector, int which = 7 /*SSRF_RENDERALL*/); // cannot use constant due to circular dependencies.
|
||||
|
||||
void DrawSubsectors(HWDrawInfo *di, FRenderState &state);
|
||||
void DrawFlat(HWDrawInfo *di, FRenderState &state, bool translucent);
|
||||
|
||||
void DrawOtherPlanes(HWDrawInfo *di, FRenderState &state);
|
||||
void DrawFloodPlanes(HWDrawInfo *di, FRenderState &state);
|
||||
};
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// One sprite in the draw list
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
|
||||
class HWSprite
|
||||
{
|
||||
public:
|
||||
int lightlevel;
|
||||
uint8_t foglevel;
|
||||
uint8_t hw_styleflags;
|
||||
bool fullbright;
|
||||
bool polyoffset;
|
||||
FColormap Colormap;
|
||||
FSpriteModelFrame * modelframe;
|
||||
FRenderStyle RenderStyle;
|
||||
int OverrideShader;
|
||||
|
||||
int translation;
|
||||
int index;
|
||||
float depth;
|
||||
int vertexindex;
|
||||
|
||||
float topclip;
|
||||
float bottomclip;
|
||||
|
||||
float x,y,z; // needed for sorting!
|
||||
|
||||
float ul,ur;
|
||||
float vt,vb;
|
||||
float x1,y1,z1;
|
||||
float x2,y2,z2;
|
||||
float trans;
|
||||
int dynlightindex;
|
||||
|
||||
FGameTexture *texture;
|
||||
spritetype * actor;
|
||||
//TArray<lightlist_t> *lightlist;
|
||||
DRotator Angles;
|
||||
|
||||
|
||||
void SplitSprite(HWDrawInfo *di, sectortype * frontsector, bool translucent);
|
||||
void PerformSpriteClipAdjustment(AActor *thing, const DVector2 &thingpos, float spriteheight);
|
||||
bool CalculateVertices(HWDrawInfo *di, FVector3 *v, DVector3 *vp);
|
||||
|
||||
public:
|
||||
|
||||
void CreateVertices(HWDrawInfo *di);
|
||||
void PutSprite(HWDrawInfo *di, bool translucent);
|
||||
void Process(HWDrawInfo *di, AActor* thing,sectortype * sector, int thruportal = false);
|
||||
|
||||
void DrawSprite(HWDrawInfo *di, FRenderState &state, bool translucent);
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
struct DecalVertex
|
||||
{
|
||||
float x, y, z;
|
||||
float u, v;
|
||||
};
|
||||
|
||||
/*
|
||||
struct HWDecal
|
||||
{
|
||||
FGameTexture *texture;
|
||||
TArray<lightlist_t> *lightlist;
|
||||
DBaseDecal *decal;
|
||||
DecalVertex dv[4];
|
||||
float zcenter;
|
||||
unsigned int vertindex;
|
||||
|
||||
FRenderStyle renderstyle;
|
||||
int lightlevel;
|
||||
int rellight;
|
||||
float alpha;
|
||||
FColormap Colormap;
|
||||
int dynlightindex;
|
||||
sectortype *frontsector;
|
||||
FVector3 Normal;
|
||||
|
||||
void DrawDecal(HWDrawInfo *di, FRenderState &state);
|
||||
|
||||
};
|
||||
*/
|
||||
|
||||
|
||||
inline float Dist2(float x1,float y1,float x2,float y2)
|
||||
{
|
||||
return sqrtf((x1-x2)*(x1-x2)+(y1-y2)*(y1-y2));
|
||||
}
|
||||
|
||||
bool hw_SetPlaneTextureRotation(const HWSectorPlane * secplane, FGameTexture * gltexture, VSMatrix &mat);
|
||||
void hw_GetDynModelLight(AActor *self, FDynLightData &modellightdata);
|
||||
|
||||
extern const float LARGE_VALUE;
|
||||
|
||||
struct FDynLightData;
|
||||
struct FDynamicLight;
|
||||
bool GetLight(FDynLightData& dld, int group, Plane& p, FDynamicLight* light, bool checkside);
|
||||
void AddLightToList(FDynLightData &dld, int group, FDynamicLight* light, bool forceAttenuate);
|
1098
source/core/rendering/scene/hw_walls.cpp
Normal file
1098
source/core/rendering/scene/hw_walls.cpp
Normal file
File diff suppressed because it is too large
Load diff
|
@ -389,6 +389,11 @@ void renderSetVisibility(float vis)
|
|||
vp.mGlobVis = vis;
|
||||
}
|
||||
|
||||
void renderSetViewpoint(float x, float y, float z)
|
||||
{
|
||||
vp.mCameraPos = {x, y, z, 0};
|
||||
}
|
||||
|
||||
void renderBeginScene()
|
||||
{
|
||||
assert(BufferLock == 0);
|
||||
|
|
|
@ -345,6 +345,7 @@ extern F2DDrawer twodpsp;
|
|||
void renderSetProjectionMatrix(const float* p);
|
||||
void renderSetViewMatrix(const float* p);
|
||||
void renderSetVisibility(float v);
|
||||
void renderSetViewpoint(float x, float y, float z);
|
||||
void renderBeginScene();
|
||||
void renderFinishScene();
|
||||
void DrawRateStuff();
|
||||
|
|
Loading…
Reference in a new issue