- started adding the draw list code from GZDoom.

This commit is contained in:
Christoph Oelckers 2021-03-18 10:19:13 +01:00
parent 0f28069f96
commit e9dd1c104b
10 changed files with 540 additions and 25 deletions

View file

@ -1074,6 +1074,7 @@ set (PCH_SOURCES
core/rendering/scene/hw_clipper.cpp
core/rendering/scene/hw_walls.cpp
core/rendering/render.cpp
core/rendering/scene/hw_drawlistadd.cpp
core/console/c_notifybuffer.cpp
core/console/d_event.cpp

View file

@ -30,6 +30,7 @@
#include "printf.h"
#include "gamecontrol.h"
#include "render.h"
#include "gamefuncs.h"
#ifdef USE_OPENGL
# include "mdsprite.h"
@ -1137,7 +1138,7 @@ void renderDrawMasks(void)
{
const int32_t xs = tspriteptr[i]->x-globalposx, ys = tspriteptr[i]->y-globalposy;
const int32_t yp = DMulScale(xs,cosviewingrangeglobalang,ys,sinviewingrangeglobalang, 6);
const int32_t modelp = Polymost::polymost_spriteIsModelOrVoxel(tspriteptr[i]);
const int32_t modelp = spriteIsModelOrVoxel(tspriteptr[i]);
if (yp > (4<<8))
{
@ -1201,10 +1202,10 @@ killsprite:
int32_t pcstat = tspriteptr[i]->cstat & 48;
int32_t pangle = tspriteptr[i]->ang;
int j = i + 1;
if (!Polymost::polymost_spriteIsModelOrVoxel(tspriteptr[i]))
if (!spriteIsModelOrVoxel(tspriteptr[i]))
{
while (j < numSprites && py == spritesxyz[j].y && pcstat == (tspriteptr[j]->cstat & 48) && (pcstat != 16 || pangle == tspriteptr[j]->ang)
&& !Polymost::polymost_spriteIsModelOrVoxel(tspriteptr[j]))
&& !spriteIsModelOrVoxel(tspriteptr[j]))
{
j++;
}

View file

@ -233,25 +233,6 @@ int32_t polymost_spriteHasTranslucency(tspritetype const * const tspr)
return checkTranslucentReplacement(tileGetTexture(tspr->picnum)->GetID(), tspr->pal);
}
int32_t polymost_spriteIsModelOrVoxel(tspritetype const * const tspr)
{
if ((unsigned)tspr->owner < MAXSPRITES && spriteext[tspr->owner].flags&SPREXT_NOTMD)
return false;
if (hw_models && tile2model[Ptile2tile(tspr->picnum, tspr->pal)].modelid >= 0 &&
tile2model[Ptile2tile(tspr->picnum, tspr->pal)].framenum >= 0)
return true;
if (r_voxels && (tspr->cstat & CSTAT_SPRITE_ALIGNMENT) != CSTAT_SPRITE_ALIGNMENT_SLAB && tiletovox[tspr->picnum] >= 0 && voxmodels[tiletovox[tspr->picnum]])
return true;
if ((tspr->cstat & CSTAT_SPRITE_ALIGNMENT) == CSTAT_SPRITE_ALIGNMENT_SLAB && voxmodels[tspr->picnum])
return true;
return false;
}
static void polymost_updaterotmat(void)
{
//Up/down rotation

View file

@ -9,7 +9,6 @@
class FRenderState;
struct secplane_t;
struct subsector_t;
struct FFlatVertex
{

View file

@ -45,7 +45,6 @@
#include "hw_shadowmap.h"
struct sector_t;
struct FPortalSceneState;
class FSkyVertexBuffer;
class IIndexBuffer;

View file

@ -146,3 +146,26 @@ bool calcChaseCamPos(int* px, int* py, int* pz, spritetype* pspr, short *psectnu
return true;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool spriteIsModelOrVoxel(const spritetype * tspr)
{
if ((unsigned)tspr->owner < MAXSPRITES && spriteext[tspr->owner].flags & SPREXT_NOTMD)
return false;
if (hw_models)
{
auto& mdinfo = tile2model[Ptile2tile(tspr->picnum, tspr->pal)];
if (mdinfo.modelid >= 0 && mdinfo.framenum >= 0) return true;
}
auto slabalign = (tspr->cstat & CSTAT_SPRITE_ALIGNMENT) == CSTAT_SPRITE_ALIGNMENT_SLAB;
if (r_voxels && !slabalign && tiletovox[tspr->picnum] >= 0 && voxmodels[tiletovox[tspr->picnum]]) return true;
return (slabalign && voxmodels[tspr->picnum]);
}

View file

@ -7,3 +7,4 @@
extern int cameradist, cameraclock;
bool calcChaseCamPos(int* px, int* py, int* pz, spritetype* pspr, short *psectnum, binangle ang, fixedhoriz horiz, double const smoothratio);
bool spriteIsModelOrVoxel(const spritetype* tspr);

View file

@ -0,0 +1,222 @@
#pragma once
#include <atomic>
#include <functional>
#include "vectors.h"
#include "hw_viewpointuniforms.h"
#include "v_video.h"
#include "hw_drawlist.h"
enum EDrawMode
{
DM_MAINVIEW,
DM_OFFSCREEN,
DM_PORTAL,
DM_SKYPORTAL
};
struct FSectorPortalGroup;
struct FLinePortalSpan;
struct FFlatVertex;
class HWWall;
class HWFlat;
class HWSprite;
struct HWDecal;
class IShadowMap;
struct FDynLightData;
struct HUDSprite;
class Clipper;
class HWPortal;
class FFlatVertexBuffer;
class IRenderQueue;
class HWScenePortalBase;
class FRenderState;
//==========================================================================
//
// 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_MASKEDFLATS,
GLDL_MASKEDWALLSOFS,
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;
FLevelLocals *Level;
HWDrawInfo * outer = nullptr;
int FullbrightFlags;
std::atomic<int> spriteindex;
HWPortal *mClipPortal;
HWPortal *mCurrentPortal;
//FRotator mAngles;
Clipper *mClipper;
//FRenderViewpoint Viewpoint;
HWViewpointUniforms VPUniforms; // per-viewpoint uniform state
TArray<HWPortal *> Portals;
TArray<HWDecal *> Decals[2]; // the second slot is for mirrors which get rendered in a separate pass.
TArray<HUDSprite> hudsprites; // These may just be stored by value.
TArray<sectortype *> HandledSubsectors;
TArray<uint8_t> sector_renderflags;
// This is needed by the BSP traverser.
BitArray CurrentMapSections; // this cannot be a single number, because a group of portals with the same displacement may link different sections.
fixed_t viewx, viewy; // since the nodes are still fixed point, keeping the view position also fixed point for node traversal is faster.
bool multithread;
private:
// For ProcessLowerMiniseg
bool inview;
// sectortype * viewsubsector;
// sectortype *currentsubsector; // used by the line processing code.
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);
void SetFog(FRenderState &state, int lightlevel, int rellight, bool fullbright, const FColormap *cmap, bool isadditive);
void SetShaderLight(FRenderState &state, float level, float olight);
int CalcLightLevel(int lightlevel, int rellight, bool weapon, int blendfactor);
PalEntry CalcLightColor(int light, PalEntry pe, int blendfactor);
float GetFogDensity(int lightlevel, PalEntry fogcolor, int sectorfogdensity, int blendfactor);
bool CheckFog(sectortype *frontsector, sectortype *backsector);
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(FLevelLocals *lev, HWDrawInfo *parent, FRenderViewpoint &parentvp, HWViewpointUniforms *uniforms);
//void StartScene(FRenderViewpoint &parentvp, HWViewpointUniforms *uniforms);
void ClearBuffers();
HWDrawInfo *EndDrawInfo();
void DrawScene(int drawmode);
void CreateScene(bool drawpsprites);
void RenderScene(FRenderState &state);
void RenderTranslucent(FRenderState &state);
void RenderPortal(HWPortal *p, FRenderState &state, bool usestencil);
void EndDrawScene(sectortype * viewsector, FRenderState &state);
void DrawEndScene2D(sectortype * viewsector, 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 UpdateCurrentMapSection();
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 DrawDecals(FRenderState &state, TArray<HWDecal *> &decals);
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);
HWDecal *AddDecal(bool onmirror);
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);

View file

@ -0,0 +1,122 @@
#pragma once
#include "memarena.h"
extern FMemArena RenderDataAllocator;
void ResetRenderDataAllocator();
struct HWDrawInfo;
class HWWall;
class HWFlat;
class HWSprite;
class FRenderState;
//==========================================================================
//
// Intermediate struct to link one draw item into a draw list
//
// unfortunately this struct must not contain pointers because
// the arrays may be reallocated!
//
//==========================================================================
enum HWDrawItemType
{
DrawType_WALL,
DrawType_FLAT,
DrawType_SPRITE,
};
struct HWDrawItem
{
HWDrawItemType rendertype;
int index;
HWDrawItem(HWDrawItemType _rendertype,int _index) : rendertype(_rendertype),index(_index) {}
};
struct SortNode
{
int itemindex;
SortNode * parent;
SortNode * next; // unsorted successor
SortNode * left; // left side of this node
SortNode * equal; // equal to this node
SortNode * right; // right side of this node
void UnlinkFromChain();
void Link(SortNode * hook);
void AddToEqual(SortNode * newnode);
void AddToLeft (SortNode * newnode);
void AddToRight(SortNode * newnode);
};
//==========================================================================
//
// One draw list. This contains all info for one type of rendering data
//
//==========================================================================
struct HWDrawList
{
//private:
TArray<HWWall*> walls;
TArray<HWFlat*> flats;
TArray<HWSprite*> sprites;
TArray<HWDrawItem> drawitems;
int SortNodeStart;
float SortZ;
SortNode * sorted;
bool reverseSort;
public:
HWDrawList()
{
next=NULL;
SortNodeStart=-1;
sorted=NULL;
}
~HWDrawList()
{
Reset();
}
unsigned int Size()
{
return drawitems.Size();
}
HWWall *NewWall();
HWFlat *NewFlat();
HWSprite *NewSprite();
void Reset();
void SortWalls();
void SortFlats();
void MakeSortList();
SortNode * FindSortPlane(SortNode * head);
SortNode * FindSortWall(SortNode * head);
void SortPlaneIntoPlane(SortNode * head,SortNode * sort);
void SortWallIntoPlane(SortNode * head,SortNode * sort);
void SortSpriteIntoPlane(SortNode * head,SortNode * sort);
void SortWallIntoWall(HWDrawInfo *di, SortNode * head,SortNode * sort);
void SortSpriteIntoWall(HWDrawInfo *di, SortNode * head,SortNode * sort);
int CompareSprites(SortNode * a,SortNode * b);
SortNode * SortSpriteList(SortNode * head);
SortNode * DoSort(HWDrawInfo *di, SortNode * head);
void Sort(HWDrawInfo *di);
void DoDraw(HWDrawInfo *di, FRenderState &state, bool translucent, int i);
void Draw(HWDrawInfo *di, FRenderState &state, bool translucent);
void DrawWalls(HWDrawInfo *di, FRenderState &state, bool translucent);
void DrawFlats(HWDrawInfo *di, FRenderState &state, bool translucent);
void DrawSorted(HWDrawInfo *di, FRenderState &state, SortNode * head);
void DrawSorted(HWDrawInfo *di, FRenderState &state);
HWDrawList * next;
} ;

View file

@ -0,0 +1,166 @@
//
//---------------------------------------------------------------------------
//
// Copyright(C) 2000-2016 Christoph Oelckers
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
#include "hw_dynlightdata.h"
#include "hw_cvars.h"
#include "hw_lightbuffer.h"
#include "hw_drawstructs.h"
#include "hw_drawinfo.h"
#include "hw_material.h"
#include "build.h"
#include "polymost.h"
#include "gamefuncs.h"
EXTERN_CVAR(Bool, gl_seamless)
//==========================================================================
//
//
//
//==========================================================================
void HWDrawInfo::AddWall(HWWall *wall)
{
#if 0
if (wall->flags & HWWall::HWF_TRANSLUCENT)
{
auto newwall = drawlists[GLDL_TRANSLUCENT].NewWall();
*newwall = *wall;
}
else
{
bool masked = HWWall::passflag[wall->type] == 1 ? false : (wall->texture && wall->texture->isMasked());
int list;
if (wall->flags & HWWall::HWF_SKYHACK && wall->type == RENDERWALL_M2S)
{
list = GLDL_MASKEDWALLSOFS;
}
else
{
list = masked ? GLDL_MASKEDWALLS : GLDL_PLAINWALLS;
}
auto newwall = drawlists[list].NewWall();
*newwall = *wall;
}
#endif
}
//==========================================================================
//
//
//
//==========================================================================
void HWDrawInfo::AddMirrorSurface(HWWall *w)
{
#if 0
w->type = RENDERWALL_MIRRORSURFACE;
auto newwall = drawlists[GLDL_TRANSLUCENTBORDER].NewWall();
*newwall = *w;
// Invalidate vertices to allow setting of texture coordinates
newwall->vertcount = 0;
FVector3 v = newwall->glseg.Normal();
auto tcs = newwall->tcs;
tcs[HWWall::LOLFT].u = tcs[HWWall::LORGT].u = tcs[HWWall::UPLFT].u = tcs[HWWall::UPRGT].u = v.X;
tcs[HWWall::LOLFT].v = tcs[HWWall::LORGT].v = tcs[HWWall::UPLFT].v = tcs[HWWall::UPRGT].v = v.Z;
newwall->MakeVertices(this, false);
#if 0
bool hasDecals = newwall->seg->sidedef && newwall->seg->sidedef->AttachedDecals;
if (hasDecals && Level->HasDynamicLights && !isFullbrightScene())
{
newwall->SetupLights(this, lightdata);
}
newwall->ProcessDecals(this);
#endif
newwall->dynlightindex = -1; // the environment map should not be affected by lights - only the decals.
#endif
}
//==========================================================================
//
// FDrawInfo::AddFlat
//
// Checks texture, lighting and translucency settings and puts this
// plane in the appropriate render list.
//
//==========================================================================
void HWDrawInfo::AddFlat(HWFlat *flat)
{
#if 0
int list;
if (flat->renderstyle != STYLE_Translucent || flat->alpha < 1.f - FLT_EPSILON || flat->texture == nullptr)
{
// translucent portals go into the translucent border list.
list = GLDL_TRANSLUCENTBORDER;
}
else if (flat->texture->GetTranslucency())
{
if (flat->stack)
{
list = GLDL_TRANSLUCENTBORDER;
}
else
{
list = GLDL_PLAINFLATS;
}
}
else //if (flat->hacktype != SSRF_FLOODHACK) // The flood hack may later need different treatment but with the current setup can go into the existing render list.
{
bool masked = flat->texture->isMasked() && flat->stack;
list = masked ? GLDL_MASKEDFLATS : GLDL_PLAINFLATS;
}
auto newflat = drawlists[list].NewFlat();
*newflat = *flat;
#endif
}
//==========================================================================
//
//
//
//==========================================================================
void HWDrawInfo::AddSprite(HWSprite *sprite, bool translucent)
{
#if 0
int list;
// [BB] Allow models to be drawn in the GLDL_TRANSLUCENT pass.
if (translucent || ( (!spriteIsModelOrVoxel(sprite->actor) && !(sprite->actor->cstat & CSTAT_SPRITE_ALIGNMENT_MASK))))
{
list = GLDL_TRANSLUCENT;
}
else
{
list = GLDL_MODELS;
}
auto newsprt = drawlists[list].NewSprite();
*newsprt = *sprite;
#endif
}