raze-gles/source/core/rendering/scene/hw_drawinfo.h
Christoph Oelckers dc234ea72d - implemented RR's geometry effect.
The grossest of all gross render hack that were ever done with Build...
2021-04-02 22:52:46 +02:00

220 lines
5.6 KiB
C++

#pragma once
#include <atomic>
#include <functional>
#include "build.h"
#include "vectors.h"
#include "hw_viewpointuniforms.h"
#include "v_video.h"
#include "hw_drawlist.h"
#include "hw_bunchdrawer.h"
//#include "r_viewpoint.h"
enum EDrawMode
{
DM_MAINVIEW,
DM_OFFSCREEN,
DM_PORTAL,
DM_SKYPORTAL
};
struct FSectorPortalGroup;
struct FFlatVertex;
class HWWall;
class HWFlat;
class HWSprite;
class IShadowMap;
struct FDynLightData;
class Clipper;
class HWPortal;
class FFlatVertexBuffer;
class IRenderQueue;
class HWScenePortalBase;
class FRenderState;
struct FRenderViewpoint
{
spritetype* CameraSprite;
DVector3 Pos;
FRotator HWAngles;
FAngle FieldOfView;
angle_t RotAngle;
int* SectNums;
int SectCount;
double TicFrac;
double TanCos, TanSin; // needed for calculating a sprite's screen depth.
DVector2 ViewVector; // direction the camera is facing.
};
//==========================================================================
//
// these are used to link faked planes due to missing textures to a sector
//
//==========================================================================
enum SectorRenderFlags
{
// This is used to merge several subsectors into a single draw item
SSRF_RENDERFLOOR = 1,
SSRF_RENDERCEILING = 2,
SSRF_RENDERALL = 7,
SSRF_PROCESSED = 8,
SSRF_SEEN = 16,
};
enum EPortalClip
{
PClip_InFront,
PClip_Inside,
PClip_Behind,
};
enum DrawListType
{
GLDL_PLAINWALLS,
GLDL_PLAINFLATS,
GLDL_MASKEDWALLS,
GLDL_MASKEDWALLSS, // arbitrary wall sprites.
GLDL_MASKEDWALLSV, // vertical wall sprites
GLDL_MASKEDWALLSH, // horizontal wall sprites. These two lists merely exist for easier sorting.
GLDL_MASKEDFLATS,
GLDL_MODELS,
GLDL_TRANSLUCENT,
GLDL_TRANSLUCENTBORDER,
GLDL_TYPES,
};
struct HWDrawInfo
{
struct wallseg
{
float x1, y1, z1, x2, y2, z2;
};
HWDrawList drawlists[GLDL_TYPES];
int vpIndex;
//ELightMode lightmode;
HWDrawInfo * outer = nullptr;
int FullbrightFlags;
std::atomic<int> spriteindex;
HWPortal *mClipPortal;
HWPortal *mCurrentPortal;
//FRotator mAngles;
BunchDrawer mDrawer;
Clipper *mClipper;
FRenderViewpoint Viewpoint;
HWViewpointUniforms VPUniforms; // per-viewpoint uniform state
TArray<HWPortal *> Portals;
spritetype tsprite[MAXSPRITESONSCREEN];
int spritesortcnt;
// This is needed by the BSP traverser.
bool multithread;
bool ingeo;
FVector2 geoofs;
private:
bool inview;
sectortype *currentsector;
void WorkerThread();
void UnclipSubsector(sectortype *sub);
void AddLine(walltype *seg, bool portalclip);
void AddLines(sectortype* sector);
void AddSpecialPortalLines(sectortype * sector, walltype* line);
public:
//void RenderThings(sectortype * sub, sectortype * sector);
//void RenderParticles(sectortype *sub, sectortype *front);
void SetColor(FRenderState &state, int sectorlightlevel, int rellight, bool fullbright, const FColormap &cm, float alpha, bool weapon = false);
public:
void SetCameraPos(const DVector3 &pos)
{
VPUniforms.mCameraPos = { (float)pos.X, (float)pos.Z, (float)pos.Y, 0.f };
}
void SetClipHeight(float h, float d)
{
VPUniforms.mClipHeight = h;
VPUniforms.mClipHeightDirection = d;
VPUniforms.mClipLine.X = -1000001.f;
}
void SetClipLine(walltype *line)
{
//VPUniforms.mClipLine = { (float)line->v1->fX(), (float)line->v1->fY(), (float)line->Delta().X, (float)line->Delta().Y };
VPUniforms.mClipHeight = 0;
}
HWPortal * FindPortal(const void * src);
static HWDrawInfo *StartDrawInfo(HWDrawInfo *parent, FRenderViewpoint &parentvp, HWViewpointUniforms *uniforms);
void StartScene(FRenderViewpoint &parentvp, HWViewpointUniforms *uniforms);
void ClearBuffers();
HWDrawInfo *EndDrawInfo();
void DrawScene(int drawmode);
void CreateScene();
void DispatchSprites();
void RenderScene(FRenderState &state);
void RenderTranslucent(FRenderState &state);
void RenderPortal(HWPortal *p, FRenderState &state, bool usestencil);
void EndDrawScene(FRenderState &state);
void Set3DViewport(FRenderState &state);
void ProcessScene(bool toscreen);
//void GetDynSpriteLight(AActor *self, float x, float y, float z, FLightNode *node, int portalgroup, float *out);
//void GetDynSpriteLight(AActor *thing, particle_t *particle, float *out);
void SetViewMatrix(const FRotator &angles, float vx, float vy, float vz, bool mirror, bool planemirror);
void SetupView(FRenderState &state, float vx, float vy, float vz, bool mirror, bool planemirror);
angle_t FrustumAngle();
void DrawPlayerSprites(bool hudModelStep, FRenderState &state);
//void AddSubsectorToPortal(FSectorPortalGroup *portal, sectortype *sub);
void AddWall(HWWall *w);
void AddMirrorSurface(HWWall *w);
void AddFlat(HWFlat *flat);
void AddSprite(HWSprite *sprite, bool translucent);
bool isSoftwareLighting() const
{
return true;// lightmode == ELightMode::ZDoomSoftware || lightmode == ELightMode::DoomSoftware || lightmode == ELightMode::Build;
}
bool isBuildSoftwareLighting() const
{
return true;// lightmode == ELightMode::Build;
}
bool isDoomSoftwareLighting() const
{
return false;// lightmode == ELightMode::ZDoomSoftware || lightmode == ELightMode::DoomSoftware;
}
bool isDarkLightMode() const
{
return false;// lightmode == ELightMode::Doom || lightmode == ELightMode::DoomDark;
}
void SetFallbackLightMode()
{
//lightmode = ELightMode::Doom;
}
};
void CleanSWDrawer();
//sectortype* RenderViewpoint(FRenderViewpoint& mainvp, AActor* camera, IntRect* bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen);
//void WriteSavePic(player_t* player, FileWriter* file, int width, int height);
//sectortype* RenderView(player_t* player);