コード例 #1
0
ファイル: poly_scene.cpp プロジェクト: usernameak/gzdoom
void RenderPolyScene::Render(PolyPortalViewpoint *viewpoint)
{
	PolyPortalViewpoint *oldviewpoint = CurrentViewpoint;
	CurrentViewpoint = viewpoint;

	PolyRenderThread *thread = PolyRenderer::Instance()->Threads.MainThread();

	CurrentViewpoint->ObjectsStart = thread->TranslucentObjects.size();
	CurrentViewpoint->SectorPortalsStart = thread->SectorPortals.size();
	CurrentViewpoint->LinePortalsStart = thread->LinePortals.size();

	PolyCullCycles.Clock();
	Cull.CullScene(CurrentViewpoint->PortalEnterSector, CurrentViewpoint->PortalEnterLine);
	PolyCullCycles.Unclock();

	RenderSectors();

	PolyMaskedCycles.Clock();
	const auto &rviewpoint = PolyRenderer::Instance()->Viewpoint;
	for (uint32_t sectorIndex : Cull.SeenSectors)
	{
		sector_t *sector = &PolyRenderer::Instance()->Level->sectors[sectorIndex];
		for (AActor *thing = sector->thinglist; thing != nullptr; thing = thing->snext)
		{
			if (!RenderPolySprite::IsThingCulled(thing))
			{
				int spritenum = thing->sprite;
				bool isPicnumOverride = thing->picnum.isValid();
				FSpriteModelFrame *modelframe = isPicnumOverride ? nullptr : FindModelFrame(thing->GetClass(), spritenum, thing->frame, !!(thing->flags & MF_DROPPED));
				double distanceSquared = (thing->Pos() - rviewpoint.Pos).LengthSquared();
				if (r_modelscene && modelframe && distanceSquared < model_distance_cull)
				{
					AddModel(thread, thing, distanceSquared, thing->Pos());
				}
				else
				{
					DVector2 left, right;
					if (!RenderPolySprite::GetLine(thing, left, right))
						continue;
					AddSprite(thread, thing, distanceSquared, left, right);
				}
			}
		}
	}
	PolyMaskedCycles.Unclock();

	CurrentViewpoint->ObjectsEnd = thread->TranslucentObjects.size();
	CurrentViewpoint->SectorPortalsEnd = thread->SectorPortals.size();
	CurrentViewpoint->LinePortalsEnd = thread->LinePortals.size();

	Skydome.Render(thread, CurrentViewpoint->WorldToView, CurrentViewpoint->WorldToClip);

	RenderPortals();
	RenderTranslucent();

	CurrentViewpoint = oldviewpoint;
}
コード例 #2
0
ファイル: poly_sprite.cpp プロジェクト: Blzut3/gzdoom
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);
}