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390cd2ca98
These cannot be done in a simple two-pass approach, for wall sprites attached to walls it requires doing the two passes per wall to ensure proper depth buffer coverage.
768 lines
22 KiB
C++
768 lines
22 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2000-2018 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 2 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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** gl_drawinfo.cpp
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** Basic scene draw info management class
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**
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*/
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#include "hw_portal.h"
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#include "build.h"
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#include "hw_renderstate.h"
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#include "hw_drawinfo.h"
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//#include "models.h"
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#include "hw_clock.h"
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#include "hw_cvars.h"
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#include "hw_viewpointbuffer.h"
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#include "flatvertices.h"
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#include "hw_lightbuffer.h"
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#include "hw_vrmodes.h"
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#include "hw_clipper.h"
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#include "v_draw.h"
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#include "gamecvars.h"
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#include "gamestruct.h"
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#include "automap.h"
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#include "hw_voxels.h"
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#include "coreactor.h"
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EXTERN_CVAR(Float, r_visibility)
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CVAR(Bool, gl_no_skyclear, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, gl_texture, true, 0)
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CVAR(Float, gl_mask_threshold, 0.5f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, gl_mask_sprite_threshold, 0.5f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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BitArray 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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class FDrawInfoList
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{
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public:
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TDeletingArray<HWDrawInfo *> mList;
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HWDrawInfo * GetNew();
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void Release(HWDrawInfo *);
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};
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FDrawInfoList di_list;
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//==========================================================================
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//
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// Try to reuse the lists as often as possible as they contain resources that
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// are expensive to create and delete.
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//
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// Note: If multithreading gets used, this class needs synchronization.
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//
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//==========================================================================
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HWDrawInfo *FDrawInfoList::GetNew()
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{
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if (mList.Size() > 0)
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{
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HWDrawInfo *di;
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mList.Pop(di);
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return di;
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}
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return new HWDrawInfo();
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}
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void FDrawInfoList::Release(HWDrawInfo * di)
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{
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di->ClearBuffers();
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mList.Push(di);
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}
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//==========================================================================
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//
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// Sets up a new drawinfo struct
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//
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//==========================================================================
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HWDrawInfo *HWDrawInfo::StartDrawInfo(HWDrawInfo *parent, FRenderViewpoint &parentvp, HWViewpointUniforms *uniforms)
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{
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HWDrawInfo *di = di_list.GetNew();
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di->StartScene(parentvp, uniforms);
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return di;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static Clipper staticClipper; // Since all scenes are processed sequentially we only need one clipper.
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static HWDrawInfo * gl_drawinfo; // This is a linked list of all active DrawInfos and needed to free the memory arena after the last one goes out of scope.
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void HWDrawInfo::StartScene(FRenderViewpoint& parentvp, HWViewpointUniforms* uniforms)
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{
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mClipper = &staticClipper;
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Viewpoint = parentvp;
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//lightmode = Level->lightMode;
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if (uniforms)
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{
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VPUniforms = *uniforms;
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// The clip planes will never be inherited from the parent drawinfo.
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VPUniforms.mClipLine.X = -1000001.f;
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VPUniforms.mClipHeight = 0;
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}
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else
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{
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VPUniforms.mProjectionMatrix.loadIdentity();
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VPUniforms.mViewMatrix.loadIdentity();
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VPUniforms.mNormalViewMatrix.loadIdentity();
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//VPUniforms.mViewHeight = viewheight;
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VPUniforms.mGlobVis = (2 / 65536.f) * (g_visibility + g_relvisibility) / r_ambientlight;
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VPUniforms.mPalLightLevels = numshades | (static_cast<int>(gl_fogmode) << 8);
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if (isBuildSoftwareLighting()) VPUniforms.mPalLightLevels |= (5 << 16);
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VPUniforms.mClipLine.X = -10000000.0f;
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VPUniforms.mShadowmapFilter = gl_shadowmap_filter;
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}
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vec2_t view = { int(Viewpoint.Pos.X * 16), int(Viewpoint.Pos.Y * -16) };
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ClearBuffers();
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for (int i = 0; i < GLDL_TYPES; i++) drawlists[i].Reset();
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vpIndex = 0;
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// Fullbright information needs to be propagated from the main view.
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if (outer != nullptr) FullbrightFlags = outer->FullbrightFlags;
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else FullbrightFlags = 0;
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outer = gl_drawinfo;
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gl_drawinfo = this;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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HWDrawInfo *HWDrawInfo::EndDrawInfo()
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{
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assert(this == gl_drawinfo);
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for (int i = 0; i < GLDL_TYPES; i++) drawlists[i].Reset();
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gl_drawinfo = outer;
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di_list.Release(this);
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if (gl_drawinfo == nullptr)
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ResetRenderDataAllocator();
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return gl_drawinfo;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void HWDrawInfo::ClearBuffers()
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{
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spriteindex = 0;
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mClipPortal = nullptr;
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mCurrentPortal = nullptr;
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}
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//-----------------------------------------------------------------------------
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//
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// R_FrustumAngle
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//
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//-----------------------------------------------------------------------------
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angle_t HWDrawInfo::FrustumAngle()
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{
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float WidescreenRatio = (float)screen->GetWidth() / screen->GetHeight();
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float tilt = fabs(Viewpoint.HWAngles.Pitch.Degrees);
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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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double floatangle = 2.0 + (45.0 + ((tilt / 1.9)))*Viewpoint.FieldOfView.Degrees*48.0 / AspectMultiplier(WidescreenRatio) / 90.0;
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angle_t a1 = DAngle(floatangle).BAMs();
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if (a1 >= ANGLE_90) return 0xffffffff; // it's either below 90 or bust.
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return a1;
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}
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//-----------------------------------------------------------------------------
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//
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// Setup the modelview matrix
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//
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//-----------------------------------------------------------------------------
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void HWDrawInfo::SetViewMatrix(const FRotator &angles, float vx, float vy, float vz, bool mirror, bool planemirror)
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{
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float mult = mirror ? -1.f : 1.f;
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float planemult = planemirror ? -1 : 1;// Level->info->pixelstretch : Level->info->pixelstretch;
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VPUniforms.mViewMatrix.loadIdentity();
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VPUniforms.mViewMatrix.rotate(angles.Roll.Degrees, 0.0f, 0.0f, 1.0f);
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VPUniforms.mViewMatrix.rotate(angles.Pitch.Degrees, 1.0f, 0.0f, 0.0f);
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VPUniforms.mViewMatrix.rotate(angles.Yaw.Degrees, 0.0f, mult, 0.0f);
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VPUniforms.mViewMatrix.translate(vx * mult, -vz * planemult, -vy);
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VPUniforms.mViewMatrix.scale(-mult, planemult, 1);
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}
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//-----------------------------------------------------------------------------
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//
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// SetupView
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// Setup the view rotation matrix for the given viewpoint
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//
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//-----------------------------------------------------------------------------
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void HWDrawInfo::SetupView(FRenderState &state, float vx, float vy, float vz, bool mirror, bool planemirror)
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{
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auto &vp = Viewpoint;
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//vp.SetViewAngle(r_viewwindow); // todo: need to pass in.
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SetViewMatrix(vp.HWAngles, vx, vy, vz, mirror, planemirror);
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SetCameraPos(vp.Pos);
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VPUniforms.CalcDependencies();
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vpIndex = screen->mViewpoints->SetViewpoint(state, &VPUniforms);
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}
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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HWPortal * HWDrawInfo::FindPortal(const void * src)
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{
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int i = Portals.Size() - 1;
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while (i >= 0 && Portals[i] && Portals[i]->GetSource() != src) i--;
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return i >= 0 ? Portals[i] : nullptr;
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}
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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void HWDrawInfo::DispatchSprites()
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{
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for (int i = 0; i < spritesortcnt; i++)
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{
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auto tspr = &tsprite[i];
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int tilenum = tspr->picnum;
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auto actor = tspr->ownerActor;
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if (actor == nullptr || tspr->xrepeat == 0 || tspr->yrepeat == 0 || (unsigned)tilenum >= MAXTILES)
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continue;
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actor->spr.cstat2 |= CSTAT2_SPRITE_MAPPED;
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if ((tspr->cstat & CSTAT_SPRITE_ALIGNMENT_MASK) != CSTAT_SPRITE_ALIGNMENT_SLAB)
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tileUpdatePicnum(&tilenum, (actor->GetIndex() & 16383) + 32768, 0);
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tspr->picnum = tilenum;
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gotpic.Set(tilenum);
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if (!(actor->sprext.renderflags & SPREXT_NOTMD))
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{
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int pt = Ptile2tile(tilenum, tspr->pal);
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if (hw_models && tile2model[pt].modelid >= 0 && tile2model[pt].framenum >= 0)
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{
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//HWSprite hwsprite;
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//if (hwsprite.ProcessModel(pt, tspr)) continue;
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}
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if (r_voxels)
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{
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if ((tspr->cstat & CSTAT_SPRITE_ALIGNMENT_MASK) != CSTAT_SPRITE_ALIGNMENT_SLAB && tiletovox[tilenum] >= 0 && voxmodels[tiletovox[tilenum]])
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{
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HWSprite hwsprite;
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int num = tiletovox[tilenum];
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if (hwsprite.ProcessVoxel(this, voxmodels[num], tspr, tspr->sectp, voxrotate[num]))
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continue;
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}
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else if ((tspr->cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == CSTAT_SPRITE_ALIGNMENT_SLAB && tspr->picnum < MAXVOXELS && voxmodels[tilenum])
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{
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HWSprite hwsprite;
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int num = tilenum;
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hwsprite.ProcessVoxel(this, voxmodels[tspr->picnum], tspr, tspr->sectp, voxrotate[num]);
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continue;
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}
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}
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}
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if (actor->sprext.renderflags & SPREXT_AWAY1)
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{
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tspr->pos.X += bcos(tspr->ang, -13);
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tspr->pos.Y += bsin(tspr->ang, -13);
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}
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else if (actor->sprext.renderflags & SPREXT_AWAY2)
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{
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tspr->pos.X -= bcos(tspr->ang, -13);
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tspr->pos.Y -= bsin(tspr->ang, -13);
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}
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switch (tspr->cstat & CSTAT_SPRITE_ALIGNMENT_MASK)
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{
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case CSTAT_SPRITE_ALIGNMENT_FACING:
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{
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HWSprite sprite;
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sprite.Process(this, tspr, tspr->sectp, false);
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break;
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}
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case CSTAT_SPRITE_ALIGNMENT_WALL:
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{
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HWWall wall;
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wall.ProcessWallSprite(this, tspr, tspr->sectp);
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break;
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}
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case CSTAT_SPRITE_ALIGNMENT_FLOOR:
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{
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HWFlat flat;
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flat.ProcessFlatSprite(this, tspr, tspr->sectp);
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break;
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}
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default:
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break;
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}
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}
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}
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//-----------------------------------------------------------------------------
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//
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// CreateScene
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//
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// creates the draw lists for the current scene
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//
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//-----------------------------------------------------------------------------
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void HWDrawInfo::CreateScene(bool portal)
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{
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const auto& vp = Viewpoint;
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angle_t a1 = FrustumAngle();
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// reset the portal manager
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portalState.StartFrame();
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ProcessAll.Clock();
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// clip the scene and fill the drawlists
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screen->mVertexData->Map();
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screen->mLights->Map();
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memset(tsprite, 0, sizeof(tsprite));
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spritesortcnt = 0;
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ingeo = false;
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geoofs = { 0,0 };
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vec2_t view = { int(vp.Pos.X * 16), int(vp.Pos.Y * -16) };
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if(!portal) mClipper->SetVisibleRange(vp.RotAngle, a1);
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if (a1 != 0xffffffff) mDrawer.Init(this, mClipper, view, bamang(vp.RotAngle - a1), bamang(vp.RotAngle + a1));
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else mDrawer.Init(this, mClipper, view, bamang(0), bamang(0));
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if (vp.SectNums)
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mDrawer.RenderScene(vp.SectNums, vp.SectCount, portal);
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else
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mDrawer.RenderScene(&vp.SectCount, 1, portal);
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SetupSprite.Clock();
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gi->processSprites(tsprite, spritesortcnt, view.X, view.Y, vp.Pos.Z * -256, bamang(vp.RotAngle), vp.TicFrac * 65536);
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DispatchSprites();
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SetupSprite.Unclock();
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GeoEffect eff;
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int effsect = vp.SectNums ? vp.SectNums[0] : vp.SectCount;
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auto drawsectp = §or[effsect];
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auto orgdrawsectp = drawsectp;
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// RR geometry hack. Ugh...
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// This just adds to the existing render list, so we must offset the effect areas to the same xy-space as the main one as we cannot change the view matrix.
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if (gi->GetGeoEffect(&eff, drawsectp))
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{
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ingeo = true;
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geoofs = { (float)eff.geox[0], (float)eff.geoy[0] };
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// process the first layer.
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for (int i = 0; i < eff.geocnt; i++)
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{
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auto sect = eff.geosectorwarp[i];
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for (auto w = 0; w < sect->wallnum; w++)
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{
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auto wal = sect->firstWall() + w;
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wal->pos.X += eff.geox[i];
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wal->pos.Y += eff.geoy[i];
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}
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sect->dirty = EDirty::AllDirty;
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if (eff.geosector[i] == drawsectp) drawsectp = eff.geosectorwarp[i];
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}
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if (a1 != 0xffffffff) mDrawer.Init(this, mClipper, view, bamang(vp.RotAngle - a1), bamang(vp.RotAngle + a1));
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else mDrawer.Init(this, mClipper, view, bamang(0), bamang(0));
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int drawsect = sectnum(drawsectp);
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mDrawer.RenderScene(&drawsect, 1, false);
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for (int i = 0; i < eff.geocnt; i++)
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{
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auto sect = eff.geosectorwarp[i];
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for (auto w = 0; w < sect->wallnum; w++)
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{
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auto wal = sect->firstWall() + w;
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wal->pos.X -= eff.geox[i];
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wal->pos.Y -= eff.geoy[i];
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}
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}
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// Now the second layer. Same shit, different arrays.
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geoofs = { (float)eff.geox2[0], (float)eff.geoy2[0] };
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for (int i = 0; i < eff.geocnt; i++)
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{
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auto sect = eff.geosectorwarp2[i];
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for (auto w = 0; w < sect->wallnum; w++)
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{
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auto wal = sect->firstWall() + w;
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wal->pos.X += eff.geox2[i];
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wal->pos.Y += eff.geoy2[i];
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}
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sect->dirty = EDirty::AllDirty;
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if (eff.geosector[i] == orgdrawsectp) drawsectp = eff.geosectorwarp2[i];
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}
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if (a1 != 0xffffffff) mDrawer.Init(this, mClipper, view, bamang(vp.RotAngle - a1), bamang(vp.RotAngle + a1));
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else mDrawer.Init(this, mClipper, view, bamang(0), bamang(0));
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drawsect = sectnum(drawsectp);
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mDrawer.RenderScene(&drawsect, 1, false);
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for (int i = 0; i < eff.geocnt; i++)
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{
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auto sect = eff.geosectorwarp2[i];
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for (auto w = 0; w < sect->wallnum; w++)
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{
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auto wal = sect->firstWall() + w;
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wal->pos.X -= eff.geox2[i];
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wal->pos.Y -= eff.geoy2[i];
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}
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}
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ingeo = false;
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}
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screen->mLights->Unmap();
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screen->mVertexData->Unmap();
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ProcessAll.Unclock();
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}
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//-----------------------------------------------------------------------------
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//
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// RenderScene
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//
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// Draws the current draw lists for the non GLSL renderer
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//
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//-----------------------------------------------------------------------------
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void HWDrawInfo::RenderScene(FRenderState &state)
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{
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RenderAll.Clock();
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state.SetDepthMask(true);
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state.EnableFog(true);
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state.SetRenderStyle(STYLE_Source);
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// Part 1: solid geometry. This is set up so that there are no transparent parts
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state.SetDepthFunc(DF_Less);
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state.AlphaFunc(Alpha_GEqual, 0.f);
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state.ClearDepthBias();
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state.EnableTexture(gl_texture);
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state.EnableBrightmap(true);
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drawlists[GLDL_PLAINWALLS].DrawWalls(this, state, false);
|
|
|
|
drawlists[GLDL_PLAINFLATS].DrawFlats(this, state, false);
|
|
|
|
|
|
// Part 2: masked geometry. This is set up so that only pixels with alpha>gl_mask_threshold will show
|
|
state.AlphaFunc(Alpha_GEqual, gl_mask_threshold);
|
|
|
|
// This list is masked, non-translucent walls.
|
|
drawlists[GLDL_MASKEDWALLS].DrawWalls(this, state, false);
|
|
|
|
// These lists must be drawn in two passes for color and depth to avoid depth fighting with overlapping entries
|
|
drawlists[GLDL_MASKEDFLATS].SortFlats(this);
|
|
drawlists[GLDL_MASKEDWALLSV].SortWallsHorz(this);
|
|
drawlists[GLDL_MASKEDWALLSH].SortWallsVert(this);
|
|
drawlists[GLDL_MASKEDWALLSD].SortWallsDiag(this);
|
|
|
|
|
|
// these lists are only wall and floor sprites - often attached to walls and floors - so they need to be offset from the plane they may be attached to.
|
|
drawlists[GLDL_MASKEDWALLSS].DrawWalls(this, state, false);
|
|
|
|
// Each list must draw both its passes before the next one to ensure proper depth buffer contents.
|
|
auto& list = drawlists[GLDL_MASKEDWALLSD].drawitems;
|
|
unsigned i = 0;
|
|
RenderWall.Clock();
|
|
while (i < list.Size())
|
|
{
|
|
unsigned j;
|
|
auto check = drawlists[GLDL_MASKEDWALLSD].walls[list[i].index]->walldist;
|
|
state.SetDepthMask(false);
|
|
for (j = i; j < list.Size() && drawlists[GLDL_MASKEDWALLSD].walls[list[j].index]->walldist == check; j++)
|
|
{
|
|
drawlists[GLDL_MASKEDWALLSD].walls[list[j].index]->DrawWall(this, state, false);
|
|
}
|
|
state.SetDepthMask(true);
|
|
for (unsigned k = i; k < j; k++)
|
|
{
|
|
drawlists[GLDL_MASKEDWALLSD].walls[list[k].index]->DrawWall(this, state, false);
|
|
}
|
|
i = j;
|
|
}
|
|
RenderWall.Unclock();
|
|
|
|
state.SetDepthMask(false);
|
|
drawlists[GLDL_MASKEDWALLSD].DrawWalls(this, state, false);
|
|
state.SetDepthMask(true);
|
|
state.SetColorMask(false);
|
|
drawlists[GLDL_MASKEDWALLSD].DrawWalls(this, state, false);
|
|
state.SetColorMask(true);
|
|
|
|
state.SetDepthMask(false);
|
|
drawlists[GLDL_MASKEDWALLSV].DrawWalls(this, state, false);
|
|
state.SetDepthMask(true);
|
|
state.SetColorMask(false);
|
|
drawlists[GLDL_MASKEDWALLSV].DrawWalls(this, state, false);
|
|
state.SetColorMask(true);
|
|
|
|
state.SetDepthMask(false);
|
|
drawlists[GLDL_MASKEDWALLSH].DrawWalls(this, state, false);
|
|
state.SetDepthMask(true);
|
|
state.SetColorMask(false);
|
|
drawlists[GLDL_MASKEDWALLSH].DrawWalls(this, state, false);
|
|
state.SetColorMask(true);
|
|
|
|
state.SetDepthBias(-1, -128);
|
|
drawlists[GLDL_MASKEDSLOPEFLATS].DrawFlats(this, state, false);
|
|
state.SetDepthMask(false);
|
|
drawlists[GLDL_MASKEDFLATS].DrawFlats(this, state, false);
|
|
state.SetDepthMask(true);
|
|
state.SetColorMask(false);
|
|
drawlists[GLDL_MASKEDFLATS].DrawFlats(this, state, false);
|
|
state.SetColorMask(true);
|
|
state.ClearDepthBias();
|
|
|
|
drawlists[GLDL_MODELS].Draw(this, state, false);
|
|
|
|
state.SetRenderStyle(STYLE_Translucent);
|
|
|
|
state.SetDepthFunc(DF_LEqual);
|
|
RenderAll.Unclock();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// RenderTranslucent
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void HWDrawInfo::RenderTranslucent(FRenderState &state)
|
|
{
|
|
RenderAll.Clock();
|
|
|
|
state.SetDepthBias(-1, -160);
|
|
|
|
// final pass: translucent stuff
|
|
state.AlphaFunc(Alpha_GEqual, gl_mask_sprite_threshold);
|
|
state.SetRenderStyle(STYLE_Translucent);
|
|
|
|
state.EnableBrightmap(true);
|
|
drawlists[GLDL_TRANSLUCENTBORDER].Draw(this, state, true);
|
|
state.SetDepthMask(false);
|
|
|
|
drawlists[GLDL_TRANSLUCENT].DrawSorted(this, state);
|
|
state.EnableBrightmap(false);
|
|
|
|
state.ClearDepthBias();
|
|
state.AlphaFunc(Alpha_GEqual, 0.5f);
|
|
state.SetDepthMask(true);
|
|
|
|
RenderAll.Unclock();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// RenderTranslucent
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void HWDrawInfo::RenderPortal(HWPortal *p, FRenderState &state, bool usestencil)
|
|
{
|
|
auto gp = static_cast<HWPortal *>(p);
|
|
gp->SetupStencil(this, state, usestencil);
|
|
auto new_di = StartDrawInfo(this, Viewpoint, &VPUniforms);
|
|
new_di->visibility = visibility;
|
|
new_di->rellight = rellight;
|
|
new_di->mCurrentPortal = gp;
|
|
state.SetLightIndex(-1);
|
|
gp->DrawContents(new_di, state);
|
|
new_di->EndDrawInfo();
|
|
state.SetVertexBuffer(screen->mVertexData);
|
|
screen->mViewpoints->Bind(state, vpIndex);
|
|
gp->RemoveStencil(this, state, usestencil);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// Draws player sprites and color blend
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
|
void HWDrawInfo::EndDrawScene(FRenderState &state)
|
|
{
|
|
state.EnableFog(false);
|
|
|
|
#if 0
|
|
// [BB] HUD models need to be rendered here.
|
|
const bool renderHUDModel = IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player);
|
|
if (renderHUDModel)
|
|
{
|
|
// [BB] The HUD model should be drawn over everything else already drawn.
|
|
state.Clear(CT_Depth);
|
|
DrawPlayerSprites(true, state);
|
|
}
|
|
#endif
|
|
|
|
state.EnableStencil(false);
|
|
state.SetViewport(screen->mScreenViewport.left, screen->mScreenViewport.top, screen->mScreenViewport.width, screen->mScreenViewport.height);
|
|
|
|
// Restore standard rendering state
|
|
state.SetRenderStyle(STYLE_Translucent);
|
|
state.ResetColor();
|
|
state.EnableTexture(true);
|
|
state.SetScissor(0, 0, -1, -1);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// sets 3D viewport and initial state
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void HWDrawInfo::Set3DViewport(FRenderState &state)
|
|
{
|
|
// Always clear all buffers with scissor test disabled.
|
|
// This is faster on newer hardware because it allows the GPU to skip
|
|
// reading from slower memory where the full buffers are stored.
|
|
state.SetScissor(0, 0, -1, -1);
|
|
state.Clear(CT_Color | CT_Depth | CT_Stencil);
|
|
|
|
const auto &bounds = screen->mSceneViewport;
|
|
state.SetViewport(bounds.left, bounds.top, bounds.width, bounds.height);
|
|
state.SetScissor(bounds.left, bounds.top, bounds.width, bounds.height);
|
|
state.EnableMultisampling(true);
|
|
state.EnableDepthTest(true);
|
|
state.EnableStencil(true);
|
|
state.SetStencil(0, SOP_Keep, SF_AllOn);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// gl_drawscene - this function renders the scene from the current
|
|
// viewpoint, including mirrors and skyboxes and other portals
|
|
// It is assumed that the HWPortal::EndFrame returns with the
|
|
// stencil, z-buffer and the projection matrix intact!
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void HWDrawInfo::DrawScene(int drawmode, bool portal)
|
|
{
|
|
static int recursion = 0;
|
|
static int ssao_portals_available = 0;
|
|
|
|
bool applySSAO = false;
|
|
if (drawmode == DM_MAINVIEW)
|
|
{
|
|
ssao_portals_available = gl_ssao_portals;
|
|
applySSAO = true;
|
|
}
|
|
else if (drawmode == DM_OFFSCREEN)
|
|
{
|
|
ssao_portals_available = 0;
|
|
}
|
|
else if (drawmode == DM_PORTAL && ssao_portals_available > 0)
|
|
{
|
|
applySSAO = (mCurrentPortal->AllowSSAO()/* || Level->flags3&LEVEL3_SKYBOXAO*/);
|
|
ssao_portals_available--;
|
|
}
|
|
|
|
CreateScene(portal);
|
|
auto& RenderState = *screen->RenderState();
|
|
|
|
RenderState.SetDepthMask(true);
|
|
|
|
if (!gl_no_skyclear) portalState.RenderFirstSkyPortal(recursion, this, RenderState);
|
|
|
|
RenderScene(RenderState);
|
|
|
|
if (applySSAO && RenderState.GetPassType() == GBUFFER_PASS)
|
|
{
|
|
screen->AmbientOccludeScene(VPUniforms.mProjectionMatrix.get()[5]);
|
|
screen->mViewpoints->Bind(RenderState, vpIndex);
|
|
}
|
|
|
|
// Handle all portals after rendering the opaque objects but before
|
|
// doing all translucent stuff
|
|
recursion++;
|
|
portalState.EndFrame(this, RenderState);
|
|
recursion--;
|
|
RenderTranslucent(RenderState);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// R_RenderView - renders one view - either the screen or a camera texture
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void HWDrawInfo::ProcessScene(bool toscreen)
|
|
{
|
|
portalState.BeginScene();
|
|
DrawScene(toscreen ? DM_MAINVIEW : DM_OFFSCREEN, false);
|
|
if (toscreen && isBlood())
|
|
{
|
|
gotsector = mDrawer.GotSector(); // Blood needs this to implement some lighting effect hacks. Needs to be refactored to use better info.
|
|
}
|
|
}
|