void RenderPolyPlane::Render3DFloor(const TriMatrix &worldToClip, subsector_t *sub, uint32_t subsectorDepth, bool ceiling, F3DFloor *fakeFloor) { FTextureID picnum = ceiling ? *fakeFloor->bottom.texture : *fakeFloor->top.texture; FTexture *tex = TexMan(picnum); if (tex->UseType == FTexture::TEX_Null) return; int lightlevel = 255; if (fixedlightlev < 0 && sub->sector->e->XFloor.lightlist.Size()) { lightlist_t *light = P_GetPlaneLight(sub->sector, &sub->sector->ceilingplane, false); basecolormap = light->extra_colormap; lightlevel = *light->p_lightlevel; } TriUniforms uniforms; uniforms.light = (uint32_t)(lightlevel / 255.0f * 256.0f); if (fixedlightlev >= 0 || fixedcolormap) uniforms.light = 256; uniforms.flags = 0; uniforms.subsectorDepth = subsectorDepth; TriVertex *vertices = PolyVertexBuffer::GetVertices(sub->numlines); if (!vertices) return; if (ceiling) { for (uint32_t i = 0; i < sub->numlines; i++) { seg_t *line = &sub->firstline[i]; vertices[sub->numlines - 1 - i] = PlaneVertex(line->v1, fakeFloor->bottom.plane->ZatPoint(line->v1)); } } else { for (uint32_t i = 0; i < sub->numlines; i++) { seg_t *line = &sub->firstline[i]; vertices[i] = PlaneVertex(line->v1, fakeFloor->top.plane->ZatPoint(line->v1)); } } PolyDrawArgs args; args.uniforms = uniforms; args.objectToClip = &worldToClip; args.vinput = vertices; args.vcount = sub->numlines; args.mode = TriangleDrawMode::Fan; args.ccw = true; args.stenciltestvalue = 0; args.stencilwritevalue = 1; args.SetTexture(tex); args.SetColormap(sub->sector->ColorMap); PolyTriangleDrawer::draw(args, TriDrawVariant::DrawNormal, TriBlendMode::Copy); PolyTriangleDrawer::draw(args, TriDrawVariant::Stencil, TriBlendMode::Copy); }
void RenderPolyScene::RenderPortals() { PolyRenderThread *thread = PolyRenderer::Instance()->Threads.MainThread(); bool enterPortals = CurrentViewpoint->PortalDepth < r_portal_recursions; if (enterPortals) { for (size_t i = CurrentViewpoint->SectorPortalsStart; i < CurrentViewpoint->SectorPortalsEnd; i++) thread->SectorPortals[i]->Render(CurrentViewpoint->PortalDepth + 1); for (size_t i = CurrentViewpoint->LinePortalsStart; i < CurrentViewpoint->LinePortalsEnd; i++) thread->LinePortals[i]->Render(CurrentViewpoint->PortalDepth + 1); } Mat4f *transform = thread->FrameMemory->NewObject<Mat4f>(CurrentViewpoint->WorldToClip); PolyTriangleDrawer::SetCullCCW(thread->DrawQueue, !CurrentViewpoint->Mirror); PolyTriangleDrawer::SetTransform(thread->DrawQueue, transform, nullptr); PolyDrawArgs args; args.SetWriteColor(!enterPortals); args.SetDepthTest(false); if (!enterPortals) // Fill with black { bool foggy = false; args.SetLight(&NormalLight, 255, PolyRenderer::Instance()->Light.WallGlobVis(foggy), true); args.SetStyle(TriBlendMode::Fill); args.SetColor(0, 0); } for (size_t i = CurrentViewpoint->SectorPortalsStart; i < CurrentViewpoint->SectorPortalsEnd; i++) { const auto &portal = thread->SectorPortals[i]; args.SetStencilTestValue(enterPortals ? portal->StencilValue + 1 : portal->StencilValue); args.SetWriteStencil(true, CurrentViewpoint->StencilValue + 1); for (const auto &verts : portal->Shape) { PolyTriangleDrawer::DrawArray(thread->DrawQueue, args, verts.Vertices, verts.Count, PolyDrawMode::TriangleFan); } } for (size_t i = CurrentViewpoint->LinePortalsStart; i < CurrentViewpoint->LinePortalsEnd; i++) { const auto &portal = thread->LinePortals[i]; args.SetStencilTestValue(enterPortals ? portal->StencilValue + 1 : portal->StencilValue); args.SetWriteStencil(true, CurrentViewpoint->StencilValue + 1); for (const auto &verts : portal->Shape) { PolyTriangleDrawer::DrawArray(thread->DrawQueue, args, verts.Vertices, verts.Count, PolyDrawMode::TriangleFan); } } }
void PolyModelRenderer::DrawElements(int numIndices, size_t offset) { const auto &viewpoint = PolyRenderer::Instance()->Viewpoint; bool foggy = false; int actualextralight = foggy ? 0 : viewpoint.extralight << 4; sector_t *sector = ModelActor->Sector; bool fullbrightSprite = ((ModelActor->renderflags & RF_FULLBRIGHT) || (ModelActor->flags5 & MF5_BRIGHT)); int lightlevel = fullbrightSprite ? 255 : ModelActor->Sector->lightlevel + actualextralight; PolyDrawArgs args; args.SetLight(GetColorTable(sector->Colormap, sector->SpecialColors[sector_t::sprites], true), lightlevel, PolyRenderer::Instance()->Light.SpriteGlobVis(foggy), fullbrightSprite); args.SetLights(Lights, NumLights); args.SetStencilTestValue(StencilValue); args.SetClipPlane(0, PolyClipPlane()); args.SetStyle(ModelActor->RenderStyle, ModelActor->Alpha, ModelActor->fillcolor, ModelActor->Translation, SkinTexture, fullbrightSprite); args.SetDepthTest(true); args.SetWriteDepth(true); args.SetWriteStencil(false); PolyTriangleDrawer::DrawElements(Thread->DrawQueue, args, VertexBuffer, IndexBuffer + offset / sizeof(unsigned int), numIndices); }
void RenderPolyPlane::SetLightLevel(PolyRenderThread *thread, PolyDrawArgs &args, const PolyTransferHeights &fakeflat, bool ceiling) { bool foggy = level.fadeto || fakeflat.FrontSector->Colormap.FadeColor || (level.flags & LEVEL_HASFADETABLE); int lightlevel = ceiling ? fakeflat.CeilingLightLevel : fakeflat.FloorLightLevel; int actualextralight = foggy ? 0 : PolyRenderer::Instance()->Viewpoint.extralight << 4; lightlevel = clamp(lightlevel + actualextralight, 0, 255); PolyCameraLight *cameraLight = PolyCameraLight::Instance(); FDynamicColormap *basecolormap = GetColorTable(fakeflat.FrontSector->Colormap, fakeflat.FrontSector->SpecialColors[ceiling ? sector_t::ceiling : sector_t::floor]); if (cameraLight->FixedLightLevel() < 0 && fakeflat.FrontSector->e && fakeflat.FrontSector->e->XFloor.lightlist.Size()) { lightlist_t *light = P_GetPlaneLight(fakeflat.FrontSector, ceiling ? &fakeflat.FrontSector->ceilingplane : &fakeflat.FrontSector->floorplane, false); basecolormap = GetColorTable(light->extra_colormap, fakeflat.FrontSector->SpecialColors[ceiling ? sector_t::ceiling : sector_t::floor]); if (light->p_lightlevel != &fakeflat.FrontSector->lightlevel) // If this is the real ceiling, don't discard plane lighting R_FakeFlat() accounted for. { lightlevel = *light->p_lightlevel; } } args.SetLight(basecolormap, lightlevel, PolyRenderer::Instance()->Light.WallGlobVis(foggy), false); }
void RenderPolyPlane::RenderNormal(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, const PolyTransferHeights &fakeflat, uint32_t stencilValue, bool ceiling, double skyHeight) { const auto &viewpoint = PolyRenderer::Instance()->Viewpoint; FTextureID picnum = fakeflat.FrontSector->GetTexture(ceiling ? sector_t::ceiling : sector_t::floor); if (picnum != skyflatnum) { FTexture *tex = TexMan(picnum); if (!tex || tex->UseType == FTexture::TEX_Null) return; PolyPlaneUVTransform transform = PolyPlaneUVTransform(ceiling ? fakeflat.FrontSector->planes[sector_t::ceiling].xform : fakeflat.FrontSector->planes[sector_t::floor].xform, tex); TriVertex *vertices = CreatePlaneVertices(thread, fakeflat.Subsector, transform, ceiling ? fakeflat.FrontSector->ceilingplane : fakeflat.FrontSector->floorplane); PolyDrawArgs args; SetLightLevel(thread, args, fakeflat, ceiling); SetDynLights(thread, args, fakeflat.Subsector, ceiling); args.SetTransform(&worldToClip); args.SetFaceCullCCW(true); args.SetStencilTestValue(stencilValue); args.SetWriteStencil(true, stencilValue + 1); args.SetClipPlane(0, clipPlane); args.SetTexture(tex); args.SetStyle(TriBlendMode::TextureOpaque); args.DrawArray(thread, vertices, fakeflat.Subsector->numlines, PolyDrawMode::TriangleFan); } else { TriVertex *vertices = CreateSkyPlaneVertices(thread, fakeflat.Subsector, skyHeight); PolyDrawArgs args; args.SetTransform(&worldToClip); args.SetFaceCullCCW(true); args.SetStencilTestValue(stencilValue); args.SetWriteStencil(true, stencilValue + 1); args.SetClipPlane(0, clipPlane); args.SetWriteStencil(true, 255); args.SetWriteColor(false); args.SetWriteDepth(false); args.DrawArray(thread, vertices, fakeflat.Subsector->numlines, PolyDrawMode::TriangleFan); RenderSkyWalls(thread, args, fakeflat.Subsector, nullptr, ceiling, skyHeight); } }
void Render3DFloorPlane::Render(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane) { FTextureID picnum = ceiling ? *fakeFloor->bottom.texture : *fakeFloor->top.texture; FTexture *tex = TexMan(picnum); if (tex->UseType == FTexture::TEX_Null) return; PolyCameraLight *cameraLight = PolyCameraLight::Instance(); int lightlevel = 255; bool foggy = false; if (cameraLight->FixedLightLevel() < 0 && sub->sector->e->XFloor.lightlist.Size()) { lightlist_t *light = P_GetPlaneLight(sub->sector, &sub->sector->ceilingplane, false); //basecolormap = light->extra_colormap; lightlevel = *light->p_lightlevel; } int actualextralight = foggy ? 0 : PolyRenderer::Instance()->Viewpoint.extralight << 4; lightlevel = clamp(lightlevel + actualextralight, 0, 255); PolyPlaneUVTransform xform(ceiling ? fakeFloor->top.model->planes[sector_t::ceiling].xform : fakeFloor->top.model->planes[sector_t::floor].xform, tex); TriVertex *vertices = thread->FrameMemory->AllocMemory<TriVertex>(sub->numlines); if (ceiling) { for (uint32_t i = 0; i < sub->numlines; i++) { seg_t *line = &sub->firstline[i]; vertices[sub->numlines - 1 - i] = xform.GetVertex(line->v1, fakeFloor->bottom.plane->ZatPoint(line->v1)); } } else { for (uint32_t i = 0; i < sub->numlines; i++) { seg_t *line = &sub->firstline[i]; vertices[i] = xform.GetVertex(line->v1, fakeFloor->top.plane->ZatPoint(line->v1)); } } PolyDrawArgs args; args.SetLight(GetColorTable(sub->sector->Colormap), lightlevel, PolyRenderer::Instance()->Light.WallGlobVis(foggy), false); args.SetTransform(&worldToClip); if (!Masked) { args.SetStyle(TriBlendMode::TextureOpaque); } else { double srcalpha = MIN(Alpha, 1.0); double destalpha = Additive ? 1.0 : 1.0 - srcalpha; args.SetStyle(TriBlendMode::TextureAdd, srcalpha, destalpha); args.SetDepthTest(true); args.SetWriteDepth(true); args.SetWriteStencil(false); } args.SetFaceCullCCW(true); args.SetStencilTestValue(stencilValue); args.SetWriteStencil(true, stencilValue + 1); args.SetTexture(tex); args.SetClipPlane(0, clipPlane); args.DrawArray(thread, vertices, sub->numlines, PolyDrawMode::TriangleFan); }
void RenderPolyPlane::SetDynLights(PolyRenderThread *thread, PolyDrawArgs &args, subsector_t *sub, bool ceiling) { FLightNode *light_list = sub->lighthead; auto cameraLight = PolyCameraLight::Instance(); if ((cameraLight->FixedLightLevel() >= 0) || (cameraLight->FixedColormap() != nullptr)) { args.SetLights(nullptr, 0); // [SP] Don't draw dynlights if invul/lightamp active return; } // Calculate max lights that can touch the wall so we can allocate memory for the list int max_lights = 0; FLightNode *cur_node = light_list; while (cur_node) { if (!(cur_node->lightsource->flags2&MF2_DORMANT)) max_lights++; cur_node = cur_node->nextLight; } if (max_lights == 0) { args.SetLights(nullptr, 0); return; } int dc_num_lights = 0; PolyLight *dc_lights = thread->FrameMemory->AllocMemory<PolyLight>(max_lights); // Setup lights cur_node = light_list; while (cur_node) { if (!(cur_node->lightsource->flags2&MF2_DORMANT)) { bool is_point_light = (cur_node->lightsource->lightflags & LF_ATTENUATE) != 0; // To do: cull lights not touching subsector uint32_t red = cur_node->lightsource->GetRed(); uint32_t green = cur_node->lightsource->GetGreen(); uint32_t blue = cur_node->lightsource->GetBlue(); auto &light = dc_lights[dc_num_lights++]; light.x = (float)cur_node->lightsource->X(); light.y = (float)cur_node->lightsource->Y(); light.z = (float)cur_node->lightsource->Z(); light.radius = 256.0f / cur_node->lightsource->GetRadius(); light.color = (red << 16) | (green << 8) | blue; if (is_point_light) light.radius = -light.radius; } cur_node = cur_node->nextLight; } args.SetLights(dc_lights, dc_num_lights); DVector3 normal = ceiling ? sub->sector->ceilingplane.Normal() : sub->sector->floorplane.Normal(); args.SetNormal({ (float)normal.X, (float)normal.Y, (float)normal.Z }); }
void RenderPolyPlane::RenderSkyWalls(PolyRenderThread *thread, PolyDrawArgs &args, subsector_t *sub, PolyDrawSectorPortal *polyportal, bool ceiling, double skyHeight) { sector_t *frontsector = sub->sector; for (uint32_t i = 0; i < sub->numlines; i++) { seg_t *line = &sub->firstline[i]; double skyBottomz1 = frontsector->ceilingplane.ZatPoint(line->v1); double skyBottomz2 = frontsector->ceilingplane.ZatPoint(line->v2); if (line->backsector) { sector_t *backsector = line->backsector; double backceilz1 = backsector->ceilingplane.ZatPoint(line->v1); double backfloorz1 = backsector->floorplane.ZatPoint(line->v1); double backceilz2 = backsector->ceilingplane.ZatPoint(line->v2); double backfloorz2 = backsector->floorplane.ZatPoint(line->v2); bool bothSkyCeiling = frontsector->GetTexture(sector_t::ceiling) == skyflatnum && backsector->GetTexture(sector_t::ceiling) == skyflatnum; bool closedSector = backceilz1 == backfloorz1 && backceilz2 == backfloorz2; if (ceiling && bothSkyCeiling && closedSector) { double frontceilz1 = frontsector->ceilingplane.ZatPoint(line->v1); double frontfloorz1 = frontsector->floorplane.ZatPoint(line->v1); double frontceilz2 = frontsector->ceilingplane.ZatPoint(line->v2); double frontfloorz2 = frontsector->floorplane.ZatPoint(line->v2); double topceilz1 = frontceilz1; double topceilz2 = frontceilz2; double topfloorz1 = MIN(backceilz1, frontceilz1); double topfloorz2 = MIN(backceilz2, frontceilz2); double bottomceilz1 = MAX(frontfloorz1, backfloorz1); double bottomceilz2 = MAX(frontfloorz2, backfloorz2); double middleceilz1 = topfloorz1; double middleceilz2 = topfloorz2; double middlefloorz1 = MIN(bottomceilz1, middleceilz1); double middlefloorz2 = MIN(bottomceilz2, middleceilz2); skyBottomz1 = middlefloorz1; skyBottomz2 = middlefloorz2; } else if (bothSkyCeiling) { continue; } } else if (polyportal && line->linedef && line->linedef->special == Line_Horizon) { // Not entirely correct as this closes the line horizon rather than allowing the floor to continue to infinity skyBottomz1 = frontsector->floorplane.ZatPoint(line->v1); skyBottomz2 = frontsector->floorplane.ZatPoint(line->v2); } TriVertex *wallvert = thread->FrameMemory->AllocMemory<TriVertex>(4); if (ceiling) { wallvert[0] = GetSkyVertex(line->v1, skyHeight); wallvert[1] = GetSkyVertex(line->v2, skyHeight); wallvert[2] = GetSkyVertex(line->v2, skyBottomz2); wallvert[3] = GetSkyVertex(line->v1, skyBottomz1); } else { wallvert[0] = GetSkyVertex(line->v1, frontsector->floorplane.ZatPoint(line->v1)); wallvert[1] = GetSkyVertex(line->v2, frontsector->floorplane.ZatPoint(line->v2)); wallvert[2] = GetSkyVertex(line->v2, skyHeight); wallvert[3] = GetSkyVertex(line->v1, skyHeight); } args.DrawArray(thread, wallvert, 4, PolyDrawMode::TriangleFan); if (polyportal) { polyportal->Shape.push_back({ wallvert, 4, args.FaceCullCCW() }); } } }
void RenderPolyPlane::RenderPortal(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, const PolyTransferHeights &fakeflat, uint32_t stencilValue, bool ceiling, double skyHeight, FSectorPortal *portal, std::vector<std::unique_ptr<PolyDrawSectorPortal>> §orPortals) { const auto &viewpoint = PolyRenderer::Instance()->Viewpoint; PolyDrawSectorPortal *polyportal = nullptr; std::vector<PolyPortalSegment> portalSegments; // Skip portals not facing the camera if ((ceiling && fakeflat.FrontSector->ceilingplane.PointOnSide(viewpoint.Pos) < 0) || (!ceiling && fakeflat.FrontSector->floorplane.PointOnSide(viewpoint.Pos) < 0)) { return; } for (auto &p : sectorPortals) { if (p->Portal == portal) // To do: what other criteria do we need to check for? { polyportal = p.get(); break; } } if (!polyportal) { sectorPortals.push_back(std::unique_ptr<PolyDrawSectorPortal>(new PolyDrawSectorPortal(portal, ceiling))); polyportal = sectorPortals.back().get(); } #if 0 // Calculate portal clipping portalSegments.reserve(sub->numlines); for (uint32_t i = 0; i < sub->numlines; i++) { seg_t *line = &sub->firstline[i]; DVector2 pt1 = line->v1->fPos() - viewpoint.Pos; DVector2 pt2 = line->v2->fPos() - viewpoint.Pos; bool backside = pt1.Y * (pt1.X - pt2.X) + pt1.X * (pt2.Y - pt1.Y) >= 0; if (!backside) { angle_t angle1, angle2; if (cull.GetAnglesForLine(line->v1->fX(), line->v1->fY(), line->v2->fX(), line->v2->fY(), angle1, angle2)) portalSegments.push_back({ angle1, angle2 }); } else { angle_t angle1, angle2; if (cull.GetAnglesForLine(line->v2->fX(), line->v2->fY(), line->v1->fX(), line->v1->fY(), angle1, angle2)) portalSegments.push_back({ angle1, angle2 }); } } #endif TriVertex *vertices = CreateSkyPlaneVertices(thread, fakeflat.Subsector, skyHeight); PolyDrawArgs args; args.SetTransform(&worldToClip); args.SetFaceCullCCW(true); args.SetStencilTestValue(stencilValue); args.SetWriteStencil(true, stencilValue + 1); args.SetClipPlane(0, clipPlane); args.SetWriteStencil(true, polyportal->StencilValue); args.SetWriteColor(false); args.SetWriteDepth(false); args.DrawArray(thread, vertices, fakeflat.Subsector->numlines, PolyDrawMode::TriangleFan); RenderSkyWalls(thread, args, fakeflat.Subsector, polyportal, ceiling, skyHeight); polyportal->Shape.push_back({ vertices, (int)fakeflat.Subsector->numlines, true }); }
void RenderPolyWallSprite::Render(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, AActor *thing, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue) { if (RenderPolySprite::IsThingCulled(thing)) return; const auto &viewpoint = PolyRenderer::Instance()->Viewpoint; DVector3 pos = thing->InterpolatedPosition(viewpoint.TicFrac); pos.Z += thing->GetBobOffset(viewpoint.TicFrac); bool flipTextureX = false; FTexture *tex = RenderPolySprite::GetSpriteTexture(thing, flipTextureX); if (tex == nullptr || tex->UseType == FTexture::TEX_Null) return; DVector2 spriteScale = thing->Scale; double thingxscalemul = spriteScale.X / tex->Scale.X; double thingyscalemul = spriteScale.Y / tex->Scale.Y; double spriteHeight = thingyscalemul * tex->GetHeight(); DAngle ang = thing->Angles.Yaw + 90; double angcos = ang.Cos(); double angsin = ang.Sin(); // Determine left and right edges of sprite. The sprite's angle is its normal, // so the edges are 90 degrees each side of it. double x2 = tex->GetScaledWidth() * spriteScale.X; double x1 = tex->GetScaledLeftOffset() * spriteScale.X; DVector2 left, right; left.X = pos.X - x1 * angcos; left.Y = pos.Y - x1 * angsin; right.X = left.X + x2 * angcos; right.Y = left.Y + x2 * angsin; //int scaled_to = tex->GetScaledTopOffset(); //int scaled_bo = scaled_to - tex->GetScaledHeight(); //gzt = pos.Z + scale.Y * scaled_to; //gzb = pos.Z + scale.Y * scaled_bo; DVector2 points[2] = { left, right }; TriVertex *vertices = PolyRenderer::Instance()->FrameMemory.AllocMemory<TriVertex>(4); bool foggy = false; int actualextralight = foggy ? 0 : viewpoint.extralight << 4; std::pair<float, float> offsets[4] = { { 0.0f, 1.0f }, { 1.0f, 1.0f }, { 1.0f, 0.0f }, { 0.0f, 0.0f }, }; for (int i = 0; i < 4; i++) { auto &p = (i == 0 || i == 3) ? points[0] : points[1]; vertices[i].x = (float)p.X; vertices[i].y = (float)p.Y; vertices[i].z = (float)(pos.Z + spriteHeight * offsets[i].second); vertices[i].w = 1.0f; vertices[i].u = (float)(offsets[i].first * tex->Scale.X); vertices[i].v = (float)((1.0f - offsets[i].second) * tex->Scale.Y); if (flipTextureX) vertices[i].u = 1.0f - vertices[i].u; } bool fullbrightSprite = ((thing->renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT)); int lightlevel = fullbrightSprite ? 255 : thing->Sector->lightlevel + actualextralight; PolyDrawArgs args; args.SetLight(GetColorTable(sub->sector->Colormap, sub->sector->SpecialColors[sector_t::sprites], true), lightlevel, PolyRenderer::Instance()->Light.WallGlobVis(foggy), fullbrightSprite); args.SetTransform(&worldToClip); args.SetFaceCullCCW(true); args.SetStencilTestValue(stencilValue); args.SetTexture(tex); args.SetClipPlane(clipPlane); args.SetSubsectorDepthTest(true); args.SetWriteSubsectorDepth(false); args.SetWriteStencil(false); args.SetStyle(TriBlendMode::TextureMasked); args.DrawArray(vertices, 4, PolyDrawMode::TriangleFan); }
void RenderPolySprite::Render(PolyRenderThread *thread, AActor *thing, subsector_t *sub, uint32_t stencilValue, float t1, float t2) { if (r_modelscene) { const auto &viewpoint = PolyRenderer::Instance()->Viewpoint; int spritenum = thing->sprite; bool isPicnumOverride = thing->picnum.isValid(); FSpriteModelFrame *modelframe = isPicnumOverride ? nullptr : FindModelFrame(thing->GetClass(), spritenum, thing->frame, !!(thing->flags & MF_DROPPED)); if (modelframe && (thing->Pos() - viewpoint.Pos).LengthSquared() < model_distance_cull) { DVector3 pos = thing->InterpolatedPosition(viewpoint.TicFrac); PolyRenderModel(thread, PolyRenderer::Instance()->Scene.CurrentViewpoint->WorldToClip, stencilValue, (float)pos.X, (float)pos.Y, (float)pos.Z, modelframe, thing); return; } } DVector2 line[2]; if (!GetLine(thing, line[0], line[1])) return; const auto &viewpoint = PolyRenderer::Instance()->Viewpoint; DVector3 thingpos = thing->InterpolatedPosition(viewpoint.TicFrac); double posZ = thingpos.Z; uint32_t spritetype = (thing->renderflags & RF_SPRITETYPEMASK); if (spritetype == RF_FACESPRITE) posZ -= thing->Floorclip; if (thing->flags2 & MF2_FLOATBOB) posZ += thing->GetBobOffset(viewpoint.TicFrac); bool flipTextureX = false; FTexture *tex = GetSpriteTexture(thing, flipTextureX); if (tex == nullptr || tex->UseType == ETextureType::Null) return; double thingyscalemul = thing->Scale.Y / tex->Scale.Y; double spriteHeight = thingyscalemul * tex->GetHeight(); posZ -= (tex->GetHeight() - tex->GetTopOffsetPo()) * thingyscalemul; posZ = PerformSpriteClipAdjustment(thing, thingpos, spriteHeight, posZ); //double depth = 1.0; //visstyle_t visstyle = GetSpriteVisStyle(thing, depth); // Rumor has it that AlterWeaponSprite needs to be called with visstyle passed in somewhere around here.. //R_SetColorMapLight(visstyle.BaseColormap, 0, visstyle.ColormapNum << FRACBITS); TriVertex *vertices = thread->FrameMemory->AllocMemory<TriVertex>(4); bool foggy = false; int actualextralight = foggy ? 0 : viewpoint.extralight << 4; std::pair<float, float> offsets[4] = { { t1, 1.0f }, { t2, 1.0f }, { t2, 0.0f }, { t1, 0.0f }, }; DVector2 points[2] = { line[0] * (1.0 - t1) + line[1] * t1, line[0] * (1.0 - t2) + line[1] * t2 }; for (int i = 0; i < 4; i++) { auto &p = (i == 0 || i == 3) ? points[0] : points[1]; vertices[i].x = (float)p.X; vertices[i].y = (float)p.Y; vertices[i].z = (float)(posZ + spriteHeight * offsets[i].second); vertices[i].w = 1.0f; vertices[i].u = (float)(offsets[i].first * tex->Scale.X); vertices[i].v = (float)((1.0f - offsets[i].second) * tex->Scale.Y); if (flipTextureX) vertices[i].u = 1.0f - vertices[i].u; } bool fullbrightSprite = ((thing->renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT)); int lightlevel = fullbrightSprite ? 255 : thing->Sector->lightlevel + actualextralight; PolyDrawArgs args; SetDynlight(thing, args); args.SetLight(GetColorTable(sub->sector->Colormap, sub->sector->SpecialColors[sector_t::sprites], true), lightlevel, PolyRenderer::Instance()->Light.SpriteGlobVis(foggy), fullbrightSprite); args.SetStencilTestValue(stencilValue); if ((thing->renderflags & RF_ZDOOMTRANS) && r_UseVanillaTransparency) args.SetStyle(LegacyRenderStyles[STYLE_Normal], 1.0f, thing->fillcolor, thing->Translation, tex, fullbrightSprite); else args.SetStyle(thing->RenderStyle, thing->Alpha, thing->fillcolor, thing->Translation, tex, fullbrightSprite); args.SetDepthTest(true); args.SetWriteDepth(false); args.SetWriteStencil(false); PolyTriangleDrawer::DrawArray(thread->DrawQueue, args, vertices, 4, PolyDrawMode::TriangleFan); }
void RenderPolyPlane::Render(const TriMatrix &worldToClip, subsector_t *sub, uint32_t subsectorDepth, bool ceiling, double skyHeight) { sector_t *fakesector = sub->sector->heightsec; if (fakesector && (fakesector == sub->sector || (fakesector->MoreFlags & SECF_IGNOREHEIGHTSEC) == SECF_IGNOREHEIGHTSEC)) fakesector = nullptr; bool fakeflooronly = fakesector && (fakesector->MoreFlags & SECF_FAKEFLOORONLY) != SECF_FAKEFLOORONLY; FTextureID picnum; bool ccw; sector_t *frontsector; if (ceiling && fakesector && ViewPos.Z < fakesector->floorplane.Zat0()) { picnum = fakesector->GetTexture(sector_t::ceiling); ccw = false; ceiling = false; frontsector = fakesector; } else if (!ceiling && fakesector && ViewPos.Z >= fakesector->floorplane.Zat0()) { picnum = fakesector->GetTexture(sector_t::ceiling); ccw = true; frontsector = fakesector; } else if (ceiling && fakesector && ViewPos.Z > fakesector->ceilingplane.Zat0() && !fakeflooronly) { picnum = fakesector->GetTexture(sector_t::floor); ccw = true; frontsector = fakesector; } else if (!ceiling && fakesector && ViewPos.Z <= fakesector->ceilingplane.Zat0() && !fakeflooronly) { picnum = fakesector->GetTexture(sector_t::floor); ccw = false; ceiling = true; frontsector = fakesector; } else { picnum = sub->sector->GetTexture(ceiling ? sector_t::ceiling : sector_t::floor); ccw = true; frontsector = sub->sector; } FTexture *tex = TexMan(picnum); if (tex->UseType == FTexture::TEX_Null) return; bool isSky = picnum == skyflatnum; TriUniforms uniforms; uniforms.light = (uint32_t)(frontsector->lightlevel / 255.0f * 256.0f); if (fixedlightlev >= 0 || fixedcolormap) uniforms.light = 256; uniforms.flags = 0; uniforms.subsectorDepth = isSky ? RenderPolyScene::SkySubsectorDepth : subsectorDepth; TriVertex *vertices = PolyVertexBuffer::GetVertices(sub->numlines); if (!vertices) return; if (ceiling) { for (uint32_t i = 0; i < sub->numlines; i++) { seg_t *line = &sub->firstline[i]; vertices[sub->numlines - 1 - i] = PlaneVertex(line->v1, isSky ? skyHeight : frontsector->ceilingplane.ZatPoint(line->v1)); } } else { for (uint32_t i = 0; i < sub->numlines; i++) { seg_t *line = &sub->firstline[i]; vertices[i] = PlaneVertex(line->v1, isSky ? skyHeight : frontsector->floorplane.ZatPoint(line->v1)); } } PolyDrawArgs args; args.uniforms = uniforms; args.objectToClip = &worldToClip; args.vinput = vertices; args.vcount = sub->numlines; args.mode = TriangleDrawMode::Fan; args.ccw = ccw; args.stenciltestvalue = 0; args.stencilwritevalue = 1; args.SetColormap(frontsector->ColorMap); if (!isSky) { args.SetTexture(tex); PolyTriangleDrawer::draw(args, TriDrawVariant::DrawNormal, TriBlendMode::Copy); PolyTriangleDrawer::draw(args, TriDrawVariant::Stencil, TriBlendMode::Copy); } else { args.stencilwritevalue = 255; PolyTriangleDrawer::draw(args, TriDrawVariant::Stencil, TriBlendMode::Copy); for (uint32_t i = 0; i < sub->numlines; i++) { TriVertex *wallvert = PolyVertexBuffer::GetVertices(4); if (!wallvert) return; seg_t *line = &sub->firstline[i]; double skyBottomz1 = frontsector->ceilingplane.ZatPoint(line->v1); double skyBottomz2 = frontsector->ceilingplane.ZatPoint(line->v2); if (line->backsector) { sector_t *backsector = (line->backsector != line->frontsector) ? line->backsector : line->frontsector; double frontceilz1 = frontsector->ceilingplane.ZatPoint(line->v1); double frontfloorz1 = frontsector->floorplane.ZatPoint(line->v1); double frontceilz2 = frontsector->ceilingplane.ZatPoint(line->v2); double frontfloorz2 = frontsector->floorplane.ZatPoint(line->v2); double backceilz1 = backsector->ceilingplane.ZatPoint(line->v1); double backfloorz1 = backsector->floorplane.ZatPoint(line->v1); double backceilz2 = backsector->ceilingplane.ZatPoint(line->v2); double backfloorz2 = backsector->floorplane.ZatPoint(line->v2); double topceilz1 = frontceilz1; double topceilz2 = frontceilz2; double topfloorz1 = MIN(backceilz1, frontceilz1); double topfloorz2 = MIN(backceilz2, frontceilz2); double bottomceilz1 = MAX(frontfloorz1, backfloorz1); double bottomceilz2 = MAX(frontfloorz2, backfloorz2); double middleceilz1 = topfloorz1; double middleceilz2 = topfloorz2; double middlefloorz1 = MIN(bottomceilz1, middleceilz1); double middlefloorz2 = MIN(bottomceilz2, middleceilz2); bool bothSkyCeiling = frontsector->GetTexture(sector_t::ceiling) == skyflatnum && backsector->GetTexture(sector_t::ceiling) == skyflatnum; bool closedSector = backceilz1 == backfloorz1 && backceilz2 == backfloorz2; if (ceiling && bothSkyCeiling && closedSector) { skyBottomz1 = middlefloorz1; skyBottomz2 = middlefloorz2; } else if (bothSkyCeiling) { continue; } } if (ceiling) { wallvert[0] = PlaneVertex(line->v1, skyHeight); wallvert[1] = PlaneVertex(line->v2, skyHeight); wallvert[2] = PlaneVertex(line->v2, skyBottomz2); wallvert[3] = PlaneVertex(line->v1, skyBottomz1); } else { wallvert[0] = PlaneVertex(line->v1, frontsector->floorplane.ZatPoint(line->v1)); wallvert[1] = PlaneVertex(line->v2, frontsector->floorplane.ZatPoint(line->v2)); wallvert[2] = PlaneVertex(line->v2, skyHeight); wallvert[3] = PlaneVertex(line->v1, skyHeight); } args.vinput = wallvert; args.vcount = 4; PolyTriangleDrawer::draw(args, TriDrawVariant::Stencil, TriBlendMode::Copy); } } }
void RenderPolyWallSprite::Render(const TriMatrix &worldToClip, AActor *thing, subsector_t *sub, uint32_t subsectorDepth) { if (RenderPolySprite::IsThingCulled(thing)) return; DVector3 pos = thing->InterpolatedPosition(r_TicFracF); pos.Z += thing->GetBobOffset(r_TicFracF); bool flipTextureX = false; FTexture *tex = RenderPolySprite::GetSpriteTexture(thing, flipTextureX); if (tex == nullptr) return; DVector2 spriteScale = thing->Scale; double thingxscalemul = spriteScale.X / tex->Scale.X; double thingyscalemul = spriteScale.Y / tex->Scale.Y; double spriteHeight = thingyscalemul * tex->GetHeight(); DAngle ang = thing->Angles.Yaw + 90; double angcos = ang.Cos(); double angsin = ang.Sin(); // Determine left and right edges of sprite. The sprite's angle is its normal, // so the edges are 90 degrees each side of it. double x2 = tex->GetScaledWidth() * spriteScale.X; double x1 = tex->GetScaledLeftOffset() * spriteScale.X; DVector2 left, right; left.X = pos.X - x1 * angcos; left.Y = pos.Y - x1 * angsin; right.X = left.X + x2 * angcos; right.Y = right.Y + x2 * angsin; //int scaled_to = tex->GetScaledTopOffset(); //int scaled_bo = scaled_to - tex->GetScaledHeight(); //gzt = pos.Z + scale.Y * scaled_to; //gzb = pos.Z + scale.Y * scaled_bo; DVector2 points[2] = { left, right }; TriVertex *vertices = PolyVertexBuffer::GetVertices(4); if (!vertices) return; bool foggy = false; int actualextralight = foggy ? 0 : extralight << 4; std::pair<float, float> offsets[4] = { { 0.0f, 1.0f }, { 1.0f, 1.0f }, { 1.0f, 0.0f }, { 0.0f, 0.0f }, }; for (int i = 0; i < 4; i++) { auto &p = (i == 0 || i == 3) ? points[0] : points[1]; vertices[i].x = (float)p.X; vertices[i].y = (float)p.Y; vertices[i].z = (float)(pos.Z + spriteHeight * offsets[i].second); vertices[i].w = 1.0f; vertices[i].varying[0] = (float)(offsets[i].first * tex->Scale.X); vertices[i].varying[1] = (float)((1.0f - offsets[i].second) * tex->Scale.Y); if (flipTextureX) vertices[i].varying[0] = 1.0f - vertices[i].varying[0]; } bool fullbrightSprite = ((thing->renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT)); TriUniforms uniforms; if (fullbrightSprite || fixedlightlev >= 0 || fixedcolormap) { uniforms.light = 256; uniforms.flags = TriUniforms::fixed_light; } else { uniforms.light = (uint32_t)((thing->Sector->lightlevel + actualextralight) / 255.0f * 256.0f); uniforms.flags = 0; } uniforms.subsectorDepth = subsectorDepth; PolyDrawArgs args; args.uniforms = uniforms; args.objectToClip = &worldToClip; args.vinput = vertices; args.vcount = 4; args.mode = TriangleDrawMode::Fan; args.ccw = true; args.stenciltestvalue = 0; args.stencilwritevalue = 1; args.SetTexture(tex); args.SetColormap(sub->sector->ColorMap); PolyTriangleDrawer::draw(args, TriDrawVariant::DrawSubsector, TriBlendMode::AlphaBlend); }
void RenderPolyParticle::Render(const TriMatrix &worldToClip, particle_t *particle, subsector_t *sub, uint32_t subsectorDepth) { DVector3 pos = particle->Pos; double psize = particle->size / 8.0; double zpos = pos.Z; DVector2 points[2] = { { pos.X - ViewSin * psize, pos.Y + ViewCos * psize }, { pos.X + ViewSin * psize, pos.Y - ViewCos * psize } }; TriVertex *vertices = PolyVertexBuffer::GetVertices(4); if (!vertices) return; bool foggy = false; int actualextralight = foggy ? 0 : extralight << 4; std::pair<float, float> offsets[4] = { { 0.0f, 1.0f }, { 1.0f, 1.0f }, { 1.0f, 0.0f }, { 0.0f, 0.0f }, }; for (int i = 0; i < 4; i++) { auto &p = (i == 0 || i == 3) ? points[0] : points[1]; vertices[i].x = (float)p.X; vertices[i].y = (float)p.Y; vertices[i].z = (float)(zpos + psize * (2.0 * offsets[i].second - 1.0)); vertices[i].w = 1.0f; vertices[i].varying[0] = (float)(offsets[i].first); vertices[i].varying[1] = (float)(1.0f - offsets[i].second); } // int color = (particle->color >> 24) & 0xff; // pal index, I think bool fullbrightSprite = particle->bright != 0; TriUniforms uniforms; if (fullbrightSprite || fixedlightlev >= 0 || fixedcolormap) { uniforms.light = 256; uniforms.flags = TriUniforms::fixed_light; } else { uniforms.light = (uint32_t)((sub->sector->lightlevel + actualextralight) / 255.0f * 256.0f); uniforms.flags = 0; } uniforms.subsectorDepth = subsectorDepth; if (r_swtruecolor) { uint32_t alpha = particle->trans; uniforms.color = (alpha << 24) | (particle->color & 0xffffff); } else { uniforms.color = ((uint32_t)particle->color) >> 24; uniforms.srcalpha = particle->trans; uniforms.destalpha = 255 - particle->trans; } PolyDrawArgs args; args.uniforms = uniforms; args.objectToClip = &worldToClip; args.vinput = vertices; args.vcount = 4; args.mode = TriangleDrawMode::Fan; args.ccw = true; args.stenciltestvalue = 0; args.stencilwritevalue = 1; args.SetColormap(sub->sector->ColorMap); PolyTriangleDrawer::draw(args, TriDrawVariant::FillSubsector, TriBlendMode::AlphaBlend); }