mirror of
https://github.com/ZDoom/Raze.git
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221 lines
5.6 KiB
C++
221 lines
5.6 KiB
C++
#pragma once
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#include <atomic>
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#include <functional>
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#include "build.h"
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#include "vectors.h"
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#include "hw_viewpointuniforms.h"
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#include "v_video.h"
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#include "hw_drawlist.h"
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#include "hw_bunchdrawer.h"
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//#include "r_viewpoint.h"
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EXTERN_CVAR(Int, hw_lightmode)
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enum EDrawMode
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{
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DM_MAINVIEW,
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DM_OFFSCREEN,
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DM_PORTAL,
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DM_SKYPORTAL
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};
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struct FSectorPortalGroup;
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struct FFlatVertex;
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class HWWall;
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class HWFlat;
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class HWSprite;
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class IShadowMap;
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struct FDynLightData;
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class Clipper;
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class HWPortal;
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class FFlatVertexBuffer;
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class IRenderQueue;
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class HWScenePortalBase;
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class FRenderState;
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struct FRenderViewpoint
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{
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DCoreActor* CameraActor;
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DVector3 Pos;
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FRotator HWAngles;
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FAngle FieldOfView;
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angle_t RotAngle;
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int* SectNums;
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int SectCount;
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double TicFrac;
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double TanCos, TanSin; // needed for calculating a sprite's screen depth.
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DVector2 ViewVector; // direction the camera is facing.
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};
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//==========================================================================
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//
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// these are used to link faked planes due to missing textures to a sector
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//
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//==========================================================================
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enum SectorRenderFlags
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{
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// This is used to merge several subsectors into a single draw item
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SSRF_RENDERFLOOR = 1,
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SSRF_RENDERCEILING = 2,
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SSRF_RENDERALL = 7,
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SSRF_PROCESSED = 8,
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SSRF_SEEN = 16,
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};
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enum EPortalClip
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{
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PClip_InFront,
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PClip_Inside,
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PClip_Behind,
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};
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enum DrawListType
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{
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GLDL_PLAINWALLS,
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GLDL_PLAINFLATS,
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GLDL_MASKEDWALLS,
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GLDL_MASKEDWALLSS, // arbitrary wall sprites.
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GLDL_MASKEDWALLSV, // vertical wall sprites
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GLDL_MASKEDWALLSH, // horizontal wall sprites. These two lists merely exist for easier sorting.
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GLDL_MASKEDFLATS,
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GLDL_MASKEDSLOPEFLATS,
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GLDL_MODELS,
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GLDL_TRANSLUCENT,
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GLDL_TRANSLUCENTBORDER,
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GLDL_TYPES,
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};
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struct HWDrawInfo
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{
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struct wallseg
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{
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float x1, y1, z1, x2, y2, z2;
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};
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HWDrawList drawlists[GLDL_TYPES];
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int vpIndex;
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//ELightMode lightmode;
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HWDrawInfo * outer = nullptr;
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int FullbrightFlags;
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std::atomic<int> spriteindex;
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HWPortal *mClipPortal;
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HWPortal *mCurrentPortal;
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//FRotator mAngles;
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BunchDrawer mDrawer;
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Clipper *mClipper;
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FRenderViewpoint Viewpoint;
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HWViewpointUniforms VPUniforms; // per-viewpoint uniform state
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TArray<HWPortal *> Portals;
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tspritetype tsprite[MAXSPRITESONSCREEN];
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int spritesortcnt;
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TArray<FFlatVertex> SlopeSpriteVertices; // we need to cache these in system memory in case of translucency splits.
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// This is needed by the BSP traverser.
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bool multithread;
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bool ingeo;
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FVector2 geoofs;
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int rellight;
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float visibility;
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private:
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bool inview;
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sectortype *currentsector;
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void WorkerThread();
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void UnclipSubsector(sectortype *sub);
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void AddLine(walltype *seg, bool portalclip);
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void AddLines(sectortype* sector);
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void AddSpecialPortalLines(sectortype * sector, walltype* line);
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public:
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//void RenderThings(sectortype * sub, sectortype * sector);
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//void RenderParticles(sectortype *sub, sectortype *front);
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void SetColor(FRenderState &state, int sectorlightlevel, int rellight, bool fullbright, const FColormap &cm, float alpha, bool weapon = false);
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int CalcLightLevel(int lightlevel, int rellight, bool weapon, int blendfactor);
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PalEntry CalcLightColor(int light, PalEntry pe, int blendfactor);
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void SetShaderLight(FRenderState& state, float level, float olight);
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void SetFog(FRenderState& state, int lightlevel, float visibility, bool fullbright, const FColormap* cmap, bool isadditive);
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float GetFogDensity(int lightlevel, PalEntry fogcolor, int sectorfogdensity, int blendfactor);
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public:
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void SetCameraPos(const DVector3 &pos)
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{
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VPUniforms.mCameraPos = { (float)pos.X, (float)pos.Z, (float)pos.Y, 0.f };
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}
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void SetClipHeight(float h, float d)
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{
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VPUniforms.mClipHeight = h;
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VPUniforms.mClipHeightDirection = d;
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VPUniforms.mClipLine.X = -1000001.f;
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}
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void SetClipLine(walltype *line)
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{
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//VPUniforms.mClipLine = { (float)line->v1->fX(), (float)line->v1->fY(), (float)line->Delta().X, (float)line->Delta().Y };
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VPUniforms.mClipHeight = 0;
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}
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HWPortal * FindPortal(const void * src);
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static HWDrawInfo *StartDrawInfo(HWDrawInfo *parent, FRenderViewpoint &parentvp, HWViewpointUniforms *uniforms);
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void StartScene(FRenderViewpoint &parentvp, HWViewpointUniforms *uniforms);
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void ClearBuffers();
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HWDrawInfo *EndDrawInfo();
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void DrawScene(int drawmode, bool portal);
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void CreateScene(bool portal);
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void DispatchSprites();
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void RenderScene(FRenderState &state);
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void RenderTranslucent(FRenderState &state);
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void RenderPortal(HWPortal *p, FRenderState &state, bool usestencil);
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void EndDrawScene(FRenderState &state);
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void Set3DViewport(FRenderState &state);
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void ProcessScene(bool toscreen);
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void SetVisibility();
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//void GetDynSpriteLight(AActor *self, float x, float y, float z, FLightNode *node, int portalgroup, float *out);
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//void GetDynSpriteLight(AActor *thing, particle_t *particle, float *out);
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void SetViewMatrix(const FRotator &angles, float vx, float vy, float vz, bool mirror, bool planemirror);
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void SetupView(FRenderState &state, float vx, float vy, float vz, bool mirror, bool planemirror);
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angle_t FrustumAngle();
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void DrawPlayerSprites(bool hudModelStep, FRenderState &state);
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//void AddSubsectorToPortal(FSectorPortalGroup *portal, sectortype *sub);
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void AddWall(HWWall *w);
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void AddMirrorSurface(HWWall *w);
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void AddFlat(HWFlat *flat);
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void AddSprite(HWSprite *sprite, bool translucent);
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bool isBuildSoftwareLighting() const
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{
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return hw_lightmode == 0 || hw_int_useindexedcolortextures;
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}
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bool isDarkLightMode() const
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{
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return hw_lightmode == 2;
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}
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};
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void CleanSWDrawer();
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inline int hw_ClampLight(int lightlevel)
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{
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return clamp(lightlevel, 0, 255);
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}
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