Serious-Engine/Sources/Engine/Rendering/RendASER.cpp
Ryan C. Gordon 24cb244d43 First attempt to hand-merge Ryan's Linux and Mac OS X port.
This was a _ton_ of changes, made 15 years ago, so there are probably some
problems to work out still.

Among others: Engine/Base/Stream.* was mostly abandoned and will need to be
re-ported.

Still, this is a pretty good start, and probably holds a world record for
lines of changes or something.  :)
2016-03-28 23:46:13 -04:00

855 lines
27 KiB
C++

/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
/*
* Add all edges in add list to active list.
*/
void CRenderer::AddAddListToActiveList(INDEX iScanLine)
{
INDEX ctAddEdges = re_actAddCounts[iScanLine];
// if the add list is empty
if (ctAddEdges==0) {
// do nothing
return;
}
_pfRenderProfile.StartTimer(CRenderProfile::PTI_ADDADDLIST);
CListHead &lhAdd = re_alhAddLists[iScanLine];
ASSERT(ctAddEdges==lhAdd.Count());
// mark that scan-line coherence is lost
re_bCoherentScanLine = 0;
// allocate space in destination for sum of source and add
INDEX ctActiveEdges = re_aaceActiveEdges.Count();
re_aaceActiveEdgesTmp.Push(ctAddEdges+ctActiveEdges);
// check that the add list is sorted right
#if ASER_EXTREME_CHECKING
{
LISTITER(CAddEdge, ade_lnInAdd) itadeAdd(lhAdd);
FIX16_16 xLastI;
xLastI.slHolder = MIN_SLONG;
while(!itadeAdd.IsPastEnd()) {
CAddEdge &adeAdd = *itadeAdd;
ASSERT(adeAdd.ade_xI==adeAdd.ade_psedEdge->sed_xI);
ASSERT(xLastI.slHolder <= adeAdd.ade_xI.slHolder);
xLastI = adeAdd.ade_xI;
itadeAdd.MoveToNext();
}
}
#endif
// check that the active list is sorted right
#if ASER_EXTREME_CHECKING
{
CActiveEdge *paceEnd = &re_aaceActiveEdges[re_aaceActiveEdges.Count()-1];
CActiveEdge *paceSrc = &re_aaceActiveEdges[0];
while (paceSrc<paceEnd) {
ASSERT(paceSrc[0].ace_xI.slHolder <= paceSrc[1].ace_xI.slHolder);
paceSrc++;
};
}
#endif
// start at begining of add list, source active list and destination active list
LISTITER(CAddEdge, ade_lnInAdd) itadeAdd(lhAdd);
CActiveEdge *paceSrc = &re_aaceActiveEdges[0];
CActiveEdge *paceDst = &re_aaceActiveEdgesTmp[0];
IFDEBUG(INDEX ctNewActive=0);
IFDEBUG(INDEX ctOldActive1=0);
IFDEBUG(INDEX ctOldActive2=0);
// for each edge in add list
while(!itadeAdd.IsPastEnd()) {
CAddEdge &ade = *itadeAdd;
// while the edge in active list is left of the edge in add list
while (paceSrc->ace_xI.slHolder < itadeAdd->ade_xI.slHolder) {
// copy the active edge
ASSERT(paceSrc<=&re_aaceActiveEdges[ctActiveEdges-1]);
*paceDst++=*paceSrc++;
IFDEBUG(ctOldActive1++);
}
// copy the add edge
ASSERT(paceDst > &re_aaceActiveEdgesTmp[0]);
ASSERT(ade.ade_xI.slHolder == ade.ade_psedEdge->sed_xI.slHolder);
ASSERT(paceDst[-1].ace_xI.slHolder <= ade.ade_xI.slHolder);
*paceDst++=CActiveEdge(itadeAdd->ade_psedEdge);
IFDEBUG(ctNewActive++);
// advance iterator in add list
itadeAdd.MoveToNext();
}
// clear the add list
lhAdd.Clear();
re_actAddCounts[iScanLine] = 0;
// copy all edges left in the active list
while (paceSrc<=&re_aaceActiveEdges[ctActiveEdges-1]) {
*paceDst++=*paceSrc++;
IFDEBUG(ctOldActive2++);
}
// swap the lists
Swap(re_aaceActiveEdges.sa_Count , re_aaceActiveEdgesTmp.sa_Count );
Swap(re_aaceActiveEdges.sa_Array , re_aaceActiveEdgesTmp.sa_Array );
Swap(re_aaceActiveEdges.sa_UsedCount, re_aaceActiveEdgesTmp.sa_UsedCount);
re_aaceActiveEdgesTmp.PopAll();
if (ctAddEdges>_ctMaxAddEdges) {
_ctMaxAddEdges=ctAddEdges;
}
if (re_aaceActiveEdges.Count()>_ctMaxActiveEdges) {
_ctMaxActiveEdges=re_aaceActiveEdges.Count();
}
// check that the active list is sorted right
#if ASER_EXTREME_CHECKING
{
CActiveEdge *paceEnd = &re_aaceActiveEdges[re_aaceActiveEdges.Count()-1];
CActiveEdge *paceSrc = &re_aaceActiveEdges[0];
while (paceSrc<paceEnd) {
ASSERT(paceSrc[0].ace_xI.slHolder <= paceSrc[1].ace_xI.slHolder);
paceSrc++;
};
}
#endif
_pfRenderProfile.StopTimer(CRenderProfile::PTI_ADDADDLIST);
}
/*
* Remove all edges in remove list from active list and from other lists.
*/
void CRenderer::RemRemoveListFromActiveList(CScreenEdge *psedFirst)
{
// if the remove list is empty
if (psedFirst==NULL) {
// do nothing
return;
}
_pfRenderProfile.StartTimer(CRenderProfile::PTI_REMREMLIST);
// mark that scan-line coherence is lost
re_bCoherentScanLine = 0;
// for each edge to be removed on this line
CScreenEdge *psed = psedFirst;
do {
// mark it as removed
psed->sed_xI.slHolder = ACE_REMOVED;
psed = psed->sed_psedNextRemove;
} while (psed!=NULL);
// for each active edge
CActiveEdge *paceEnd = &re_aaceActiveEdges[re_aaceActiveEdges.Count()-1];
CActiveEdge *paceSrc = &re_aaceActiveEdges[1];
CActiveEdge *paceDst = paceSrc;
do {
// if it is not removed
if (paceSrc->ace_psedEdge->sed_xI.slHolder!=ACE_REMOVED) {
// copy it
*paceDst = *paceSrc;
paceDst++;
}
paceSrc++;
} while (paceSrc<=paceEnd);
// trim the end of active list
re_aaceActiveEdges.PopUntil(paceDst-&re_aaceActiveEdges[0]-1);
// check that the active list is sorted right
#if ASER_EXTREME_CHECKING
{
CActiveEdge *paceEnd = &re_aaceActiveEdges[re_aaceActiveEdges.Count()-1];
CActiveEdge *paceSrc = &re_aaceActiveEdges[0];
while (paceSrc<paceEnd) {
ASSERT(paceSrc[0].ace_xI.slHolder <= paceSrc[1].ace_xI.slHolder);
paceSrc++;
};
}
#endif
_pfRenderProfile.StopTimer(CRenderProfile::PTI_REMREMLIST);
}
/*
* Step all edges in active list by one scan line and resort them.
*/
void CRenderer::StepAndResortActiveList(void)
{
_pfRenderProfile.StartTimer(CRenderProfile::PTI_STEPANDRESORT);
// start after the left sentinel
CActiveEdge *pace = &re_aaceActiveEdges[1];
// for all edges before right sentinel
CActiveEdge *paceEnd = &re_aaceActiveEdges[re_aaceActiveEdges.Count()-1];
do {
// step the edge by one scan line
pace->ace_xI.slHolder += pace->ace_xIStep.slHolder;
// if the previous is right of the current
if (pace[-1].ace_xI.slHolder > pace->ace_xI.slHolder) {
// mark that scan-line coherence is lost
re_bCoherentScanLine = 0;
// find last one that is not right
CActiveEdge *pacePred = pace;
do {
pacePred--;
} while(pacePred->ace_xI.slHolder > pace->ace_xI.slHolder);
// remember the current one
CActiveEdge aceCurrent = *pace;
// move all of the edges between one place forward
CActiveEdge *paceMove=pace-1;
do {
paceMove[1]=paceMove[0];
paceMove--;
} while (paceMove>pacePred);
// insert the current to its new place
paceMove[1] = aceCurrent;
}
pace++;
} while (pace < paceEnd);
// check that the active list is sorted right
#if ASER_EXTREME_CHECKING
{
CActiveEdge *paceEnd = &re_aaceActiveEdges[re_aaceActiveEdges.Count()-1];
CActiveEdge *paceSrc = &re_aaceActiveEdges[0];
while (paceSrc<paceEnd) {
ASSERT(paceSrc[0].ace_xI.slHolder <= paceSrc[1].ace_xI.slHolder);
paceSrc++;
};
}
#endif
_pfRenderProfile.StopTimer(CRenderProfile::PTI_STEPANDRESORT);
}
/* Copy I coordinates from active list to edge data. */
void CRenderer::CopyActiveCoordinates(void)
{
// for all active edges
CActiveEdge *paceEnd = &re_aaceActiveEdges[re_aaceActiveEdges.Count()-1];
CActiveEdge *pace = &re_aaceActiveEdges[1];
do {
// copy active coordinates
pace->ace_psedEdge->sed_xI.slHolder = pace->ace_xI.slHolder;
pace++;
} while (pace<=paceEnd);
}
/*
* Remove an active portal from rendering
*/
void CRenderer::RemovePortal(CScreenPolygon &spo)
{
ASSERT(spo.IsPortal());
ASSERT(spo.spo_bActive);
spo.spo_bActive = FALSE;
// if it is a translucent portal
if (spo.spo_pbpoBrushPolygon->bpo_ulFlags & (BPOF_RENDERTRANSLUCENT|BPOF_TRANSPARENT)) {
_pfRenderProfile.StartTimer(CRenderProfile::PTI_PROCESSTRANSPORTAL);
// add polygon to scene polygons for rendering
AddPolygonToScene(&spo);
_pfRenderProfile.StopTimer(CRenderProfile::PTI_PROCESSTRANSPORTAL);
}
// if it is in the surface stack
if (spo.spo_lnInStack.IsLinked()) {
// remove it from surface stack
RemPolygonFromSurfaceStack(spo);
spo.spo_iInStack = 0;
}
}
/*
* Add sector(s) adjoined to a portal to rendering and remove the portal.
*/
void CRenderer::PassPortal(CScreenPolygon &spo)
{
ChangeStatsMode(CStatForm::STI_WORLDTRANSFORM);
_pfRenderProfile.StartTimer(CRenderProfile::PTI_PASSPORTAL);
// remove the portal from rendering
RemovePortal(spo);
// for all sectors related to the portal
{FOREACHDSTOFSRC(spo.spo_pbpoBrushPolygon->bpo_rsOtherSideSectors, CBrushSector, bsc_rdOtherSidePortals, pbsc)
// if the sector is hidden when not rendering shadows
if ((pbsc->bsc_ulFlags&BSCF_HIDDEN) && !re_bRenderingShadows) {
// skip it
continue;
}
// get brush of the sector
CBrushMip *pbmSectorMip = pbsc->bsc_pbmBrushMip;
CBrush3D &brBrush = *pbmSectorMip->bm_pbrBrush;
// prepare the brush entity for rendering if not yet prepared
PrepareBrush(brBrush.br_penEntity);
// get relevant mip factor for that brush and current rendering prefs
CBrushMip *pbmRelevantMip;
if (brBrush.br_ulFlags&BRF_DRAWFIRSTMIP) {
pbmRelevantMip = brBrush.GetBrushMipByDistance(
_wrpWorldRenderPrefs.GetCurrentMipBrushingFactor(0.0f));
} else {
pbmRelevantMip = brBrush.GetBrushMipByDistance(
_wrpWorldRenderPrefs.GetCurrentMipBrushingFactor(brBrush.br_prProjection->MipFactor()));
}
// if relevant brush mip is same as the sector's brush mip
if (pbmSectorMip==pbmRelevantMip) {
// add that sector to active sectors
AddActiveSector(*pbsc);
}
ENDFOR}
_pfRenderProfile.StopTimer(CRenderProfile::PTI_PASSPORTAL);
ChangeStatsMode(CStatForm::STI_WORLDVISIBILITY);
}
/*
* Add a sector of a brush to rendering queues.
*/
void CRenderer::AddActiveSector(CBrushSector &bscSector)
{
// if already active
if (bscSector.bsc_lnInActiveSectors.IsLinked()) {
// do nothing;
return;
}
_pfRenderProfile.StartTimer(CRenderProfile::PTI_ADDSECTOR);
// add it to active sectors list
re_lhActiveSectors.AddTail(bscSector.bsc_lnInActiveSectors);
// !!! FIXME : rcg10132001 I'm lazy.
#ifdef PLATFORM_WIN32
ASSERT((_controlfp(0, 0)&_MCW_RC)==_RC_NEAR);
#endif
CBrush3D &br = *bscSector.bsc_pbmBrushMip->bm_pbrBrush;
// if should render field brush sector
if (br.br_penEntity->en_RenderType==CEntity::RT_FIELDBRUSH
&& !_wrpWorldRenderPrefs.IsFieldBrushesOn()) {
// skip it
bscSector.bsc_ulFlags|=BSCF_INVISIBLE;
_pfRenderProfile.StopTimer(CRenderProfile::PTI_ADDSECTOR);
return;
}
// test sector visibility
const INDEX iFrustrumTest = IsSectorVisible( br, bscSector);
if( iFrustrumTest==-1) {
// outside of frustrum - skip it
bscSector.bsc_ulFlags |= BSCF_INVISIBLE;
_pfRenderProfile.StopTimer(CRenderProfile::PTI_ADDSECTOR);
return;
} else if( iFrustrumTest==0) {
// partially in frustrum - needs clipping
bscSector.bsc_ulFlags |= BSCF_NEEDSCLIPPING;
} else {
// completely in frustrum - doesn't need clipping
bscSector.bsc_ulFlags &= ~BSCF_NEEDSCLIPPING;
}
// mark that sector is visible
bscSector.bsc_ulFlags &= ~BSCF_INVISIBLE;
// remember current sector
re_pbscCurrent = &bscSector;
re_pbrCurrent = &br;
_sfStats.IncrementCounter(CStatForm::SCI_SECTORS);
// if projection is perspective
if( br.br_prProjection.IsPerspective()) {
// prepare fog/haze
SetupFogAndHaze();
}
// transform all vertices and planes in this sector
PreClipVertices();
PreClipPlanes();
// if polygons should be drawn
if (_wrpWorldRenderPrefs.wrp_ftPolygons != CWorldRenderPrefs::FT_NONE
||re_bRenderingShadows) {
// find which portals should be rendered as portals or as pretenders
FindPretenders();
// make screen polygons for nondetail polygons in current sector
MakeNonDetailScreenPolygons();
// clip all polygons to all clip planes
if( bscSector.bsc_ulFlags&BSCF_NEEDSCLIPPING) ClipToAllPlanes( br.br_prProjection);
// project vertices to 2d
PostClipVertices();
// make final edges for all polygons in current sector
MakeFinalPolygonEdges();
// add screen edges for all polygons in current sector
AddScreenEdges();
// make screen polygons for detail polygons in current sector
MakeDetailScreenPolygons();
}
_pfRenderProfile.StopTimer(CRenderProfile::PTI_ADDSECTOR);
// get the entity the sector is in
CEntity *penSectorEntity = bscSector.bsc_pbmBrushMip->bm_pbrBrush->br_penEntity;
// if it has the entity (it is not the background brush)
if (penSectorEntity != NULL) {
// add all other entities near the sector
AddEntitiesInSector(&bscSector);
}
}
/*
* Initialize list of active edges.
*/
void CRenderer::InitScanEdges(void)
{
_pfRenderProfile.StartTimer(CRenderProfile::PTI_INITSCANEDGES);
// empty active lists
re_aaceActiveEdges.PopAll(); re_aaceActiveEdges.SetAllocationStep(256);
re_aaceActiveEdgesTmp.PopAll(); re_aaceActiveEdgesTmp.SetAllocationStep(256);
// set up left sentinel as left edge of screen and add it to head of active list
re_sedLeftSentinel.sed_xI = FIX16_16(re_fbbClipBox.Min()(1)-SENTINELEDGE_EPSILON);
re_sedLeftSentinel.sed_xIStep = FIX16_16(0);
re_sedLeftSentinel.sed_pspo = &re_spoFarSentinel;
re_aaceActiveEdges.Push() = CActiveEdge(&re_sedLeftSentinel);
// set up right sentinel as right edge of screen and add it to tail of active list
re_sedRightSentinel.sed_xI = FIX16_16(re_fbbClipBox.Max()(1)+SENTINELEDGE_EPSILON);
re_sedRightSentinel.sed_xIStep = FIX16_16(0);
re_sedRightSentinel.sed_pspo = &re_spoFarSentinel;
re_aaceActiveEdges.Push() = CActiveEdge(&re_sedRightSentinel);
// set up far sentinel as infinitely far polygon
re_spoFarSentinel.spo_pgOoK.Constant(-999999.0f); // further than infinity
re_spoFarSentinel.spo_iInStack = 1;
re_spoFarSentinel.spo_psedSpanStart = &re_sedLeftSentinel;
re_spoFarSentinel.spo_pbpoBrushPolygon = NULL;
re_spoFarSentinel.spo_ubIllumination = 0;
// initialize list of spans for far sentinel
re_spoFarSentinel.spo_spoScenePolygon.spo_cColor = re_pwoWorld->wo_colBackground;
re_spoFarSentinel.spo_spoScenePolygon.spo_aptoTextures[0] = NULL;
re_spoFarSentinel.spo_spoScenePolygon.spo_aptoTextures[1] = NULL;
re_spoFarSentinel.spo_spoScenePolygon.spo_aptoTextures[2] = NULL;
re_spoFarSentinel.spo_spoScenePolygon.spo_psmShadowMap = NULL;
re_spoFarSentinel.spo_spoScenePolygon.spo_ulFlags = SPOF_BACKLIGHT;
// add it to the list of background span polygons in this renderer
re_spoFarSentinel.spo_spoScenePolygon.spo_pspoSucc = re_pspoFirstBackground;
re_pspoFirstBackground = &re_spoFarSentinel.spo_spoScenePolygon;
// add far sentinel as bottom of surface stack
ASSERT(re_lhSurfaceStack.IsEmpty());
re_lhSurfaceStack.AddTail(re_spoFarSentinel.spo_lnInStack);
_pfRenderProfile.StopTimer(CRenderProfile::PTI_INITSCANEDGES);
}
/*
* Clean up list of active edges.
*/
void CRenderer::EndScanEdges(void)
{
_pfRenderProfile.StartTimer(CRenderProfile::PTI_ENDSCANEDGES);
// remove far sentinel from surface stack
ASSERT(re_spoFarSentinel.spo_iInStack == 1);
re_spoFarSentinel.spo_lnInStack.Remove();
re_spoFarSentinel.spo_iInStack = 0;
_pfRenderProfile.StopTimer(CRenderProfile::PTI_ENDSCANEDGES);
}
/*
* Add a polygon to surface stack.
*/
BOOL CRenderer::AddPolygonToSurfaceStack(CScreenPolygon &spo)
{
// increment in-stack counter
spo.spo_iInStack++;
// if it doesn't have to be added
if (spo.spo_iInStack!=1) {
// return that this is not new top
return FALSE;
}
#define BIAS (1)
//#define BIAS (0)
FLOAT fScanI = FLOAT(re_xCurrentScanI)+BIAS;
FLOAT fScanJ = re_fCurrentScanJ;//+re_fMinJ;
// calculate 1/k for new polygon
CPlanarGradients &pg = spo.spo_pgOoK;
FLOAT fOoK = pg.pg_f00 + pg.pg_fDOverDI*fScanI + pg.pg_fDOverDJ*fScanJ;
// bias for right edges - fix against generating extra trapezoids
fOoK*=re_fEdgeAdjustK;
// must not be infinitely far, except if background polygon
//ASSERT(fOneOverK>0.0f || fOneOverK==-9999.0f);
// cannot assert on this, because of +1 bias
// start at top surface in stack
LISTITER(CScreenPolygon, spo_lnInStack) itspo(re_lhSurfaceStack);
// if the projection is not perspective
if (!re_prProjection.IsPerspective()) {
// while new polygon is further than polygon in stack
while(
((fOoK -
itspo->spo_pgOoK.pg_f00 -
itspo->spo_pgOoK.pg_fDOverDI*fScanI -
itspo->spo_pgOoK.pg_fDOverDJ*fScanJ)<0)
&& (&*itspo != &re_spoFarSentinel)) {
// move to next polygon in stack
itspo.MoveToNext();
}
} else {
// while new polygon is further than polygon in stack
FLOAT fDelta = fOoK -
itspo->spo_pgOoK.pg_f00 -
itspo->spo_pgOoK.pg_fDOverDI*fScanI -
itspo->spo_pgOoK.pg_fDOverDJ*fScanJ;
if (((SLONG &)fDelta) < 0) {
do {
// the polygon in stack must not be far sentinel
ASSERT(&*itspo != &re_spoFarSentinel);
// move to next polygon in stack
itspo.MoveToNext();
fDelta = fOoK -
itspo->spo_pgOoK.pg_f00 -
itspo->spo_pgOoK.pg_fDOverDI*fScanI -
itspo->spo_pgOoK.pg_fDOverDJ*fScanJ;
} while (((SLONG &)fDelta) < 0);
}
}
// add the new polygon before the one in stack
itspo.InsertBeforeCurrent(spo.spo_lnInStack);
// return if this is new top of stack
return spo.spo_lnInStack.IsHead();
}
/*
* Remove a polygon from surface stack.
*/
BOOL CRenderer::RemPolygonFromSurfaceStack(CScreenPolygon &spo)
{
// decrement in-stack counter
spo.spo_iInStack--;
// if it doesn't have to be removed
if (spo.spo_iInStack!=0) {
// return that this was not top
return FALSE;
}
// if the polygon is top of stack
if (spo.spo_lnInStack.IsHead()) {
// remove the polygon from stack
spo.spo_lnInStack.Remove();
// return that this was top
return TRUE;
// if the polygon is not top of stack
} else {
// remove the polygon from stack
spo.spo_lnInStack.Remove();
// return that this was not top
return FALSE;
}
}
/*
* Swap two polygons in surface stack.
*/
BOOL CRenderer::SwapPolygonsInSurfaceStack(CScreenPolygon &spoOld, CScreenPolygon &spoNew)
{
// !!!!! fix the problems with surfaces beeing multiple times added
// to the stack before reenabling this feature!
ASSERT(FALSE);
// decrement/increment in-stack counters
spoOld.spo_iInStack--;
spoNew.spo_iInStack++;
ASSERT(spoOld.spo_iInStack==0);
ASSERT(spoNew.spo_iInStack==1);
// if the left polygon is top of stack
if (spoOld.spo_lnInStack.IsHead()) {
// swap them
CListNode &lnBefore = spoOld.spo_lnInStack.IterationPred();
spoOld.spo_lnInStack.Remove();
lnBefore.IterationInsertAfter(spoNew.spo_lnInStack);
return TRUE;
// if the polygon is not top of stack
} else {
// swap them
CListNode &lnBefore = spoOld.spo_lnInStack.IterationPred();
spoOld.spo_lnInStack.Remove();
lnBefore.IterationInsertAfter(spoNew.spo_lnInStack);
// return that this was not top
return FALSE;
}
}
/*
* Remove all polygons from surface stack.
*/
void CRenderer::FlushSurfaceStack(void)
{
// while there is some polygon above far sentinel in surface stack
CScreenPolygon *pspoTop;
while ((pspoTop = LIST_HEAD(re_lhSurfaceStack, CScreenPolygon, spo_lnInStack))
!= &re_spoFarSentinel) {
// it must be linked in stack
#if 0
if (pspoTop->spo_iInStack<=0) {
_pSCape->DebugSave();
FatalError("Surface stack bug encountered!\nDebug game saved!");
}
ASSERT(pspoTop->spo_iInStack>0);
#endif
// remove it from stack
pspoTop->spo_lnInStack.Remove();
pspoTop->spo_iInStack = 0;
}
}
/*
* Scan list of active edges into spans.
*/
CScreenPolygon *CRenderer::ScanOneLine(void)
{
_pfRenderProfile.StartTimer(CRenderProfile::PTI_SCANONELINE);
IFDEBUG(FIX16_16 xCurrentI = FIX16_16(-10));
// reinit far sentinel
re_spoFarSentinel.spo_iInStack = 1;
re_spoFarSentinel.spo_psedSpanStart = &re_sedLeftSentinel;
// clear list of spans for current line
re_aspSpans.PopAll();
// if left and right sentinels are sorted wrong
if (re_aaceActiveEdges[0].ace_psedEdge!=&re_sedLeftSentinel
||re_aaceActiveEdges[re_aaceActiveEdges.Count()-1].ace_psedEdge!=&re_sedRightSentinel) {
// skip entire line (this patches some extremely rare crash situations)
_pfRenderProfile.StopTimer(CRenderProfile::PTI_SCANONELINE);
return NULL;
}
// for all edges in the line
CActiveEdge *pace = &re_aaceActiveEdges[1];
CActiveEdge *paceEnd = &re_aaceActiveEdges[re_aaceActiveEdges.Count()-1];
while (pace<paceEnd) {
CScreenEdge &sed = *pace->ace_psedEdge;
ASSERT(&sed!=&re_sedLeftSentinel);
ASSERT(&sed!=&re_sedRightSentinel);
// set up current I coordinate on the scan line
re_xCurrentScanI = sed.sed_xI = pace->ace_xI;
// check that edges are sorted ok
ASSERT(xCurrentI <= sed.sed_xI);
// count edge transitions
_pfRenderProfile.IncrementCounter(CRenderProfile::PCI_EDGETRANSITIONS);
_sfStats.IncrementCounter(CStatForm::SCI_EDGETRANSITIONS);
// if this edge has active polygon
if (sed.sed_pspo!= NULL && sed.sed_pspo->spo_bActive) {
CScreenPolygon &spo = *sed.sed_pspo;
// if it is right edge of the polygon
if (sed.sed_ldtDirection==LDT_ASCENDING) {
// remove the left polygon from stack
BOOL bWasTop = RemPolygonFromSurfaceStack(spo);
// if that was top polygon in surface stack
if (bWasTop) {
// if it is portal
if (spo.IsPortal() &&
(re_ubLightIllumination==0||re_ubLightIllumination!=spo.spo_ubIllumination)) {
// fail scanning and add that portal
_pfRenderProfile.StopTimer(CRenderProfile::PTI_SCANONELINE);
return &spo;
}
// generate a span for it
MakeSpan(spo, spo.spo_psedSpanStart, &sed);
// mark that span of new top starts here
CScreenPolygon *pspoNewTop =
LIST_HEAD(re_lhSurfaceStack, CScreenPolygon, spo_lnInStack);
pspoNewTop->spo_psedSpanStart = &sed;
}
// if it is left edge of the polygon
} else {
ASSERT(sed.sed_ldtDirection==LDT_DESCENDING);
// add the right polygon to stack
BOOL bIsTop = AddPolygonToSurfaceStack(spo);
// if it is the new top of surface stack
if (bIsTop) {
// get the old top
CScreenPolygon &spoOldTop = *LIST_SUCC(spo, CScreenPolygon, spo_lnInStack);
// if it is portal
if (spoOldTop.IsPortal() &&
(re_ubLightIllumination==0||re_ubLightIllumination!=spoOldTop.spo_ubIllumination)) {
// if its span has at least one pixel in length
if ( PIXCoord(re_xCurrentScanI)-PIXCoord(spoOldTop.spo_psedSpanStart->sed_xI)>0) {
// fail scanning and add that portal
_pfRenderProfile.StopTimer(CRenderProfile::PTI_SCANONELINE);
return &spoOldTop;
}
// if it is not portal
} else {
// generate span for old top
MakeSpan(spoOldTop, spoOldTop.spo_psedSpanStart, &sed);
}
// mark that span of new polygon starts here
spo.spo_psedSpanStart = &sed;
}
}
IFDEBUG(xCurrentI = pace->ace_xI);
// if this edge has no active polygon
} else {
// mark it for removal
sed.sed_xI.slHolder = ACE_REMOVED;
}
pace++;
}
// NOTE: In some rare and extreme situations (usually when casting shadows)
// the stack might not be empty after scanning - this code fixes that.
// if surface stack contains something else except background
CScreenPolygon *pspoTop = LIST_HEAD(re_lhSurfaceStack, CScreenPolygon, spo_lnInStack);
if (&re_spoFarSentinel != pspoTop) {
// ASSERTALWAYS("Bug in ASER: Surface stack not empty!");
CScreenPolygon &spo = *pspoTop;
// generate span of the top polygon to the right border
if (!(spo.IsPortal()
&& (re_ubLightIllumination==0 || re_ubLightIllumination!=spo.spo_ubIllumination))) {
MakeSpan(spo, spo.spo_psedSpanStart, &re_sedRightSentinel);
}
// remove all left-over polygons from stack
do {
BOOL bWasTop = RemPolygonFromSurfaceStack(*pspoTop);
pspoTop = LIST_HEAD(re_lhSurfaceStack, CScreenPolygon, spo_lnInStack);
} while (&re_spoFarSentinel != pspoTop);
// mark start of background span at right border
re_spoFarSentinel.spo_psedSpanStart = &re_sedRightSentinel;
}
// generate span for far sentinel
MakeSpan(re_spoFarSentinel, re_spoFarSentinel.spo_psedSpanStart, &re_sedRightSentinel);
// return that no portal was encountered
_pfRenderProfile.StopTimer(CRenderProfile::PTI_SCANONELINE);
return NULL;
}
/*
* Rasterize edges into spans.
*/
void CRenderer::ScanEdges(void)
{
_pfRenderProfile.StartTimer(CRenderProfile::PTI_SCANEDGES);
// set up the list of active edges, surface stack and the sentinels
InitScanEdges();
// mark that first line is never coherent with previous one
re_bCoherentScanLine = 0;
// for each scan line, top to bottom
for (re_iCurrentScan = 0; re_iCurrentScan<re_ctScanLines; re_iCurrentScan++) {
re_pixCurrentScanJ = re_iCurrentScan + re_pixTopScanLineJ;
re_fCurrentScanJ = FLOAT(re_pixCurrentScanJ);
_pfRenderProfile.IncrementCounter(CRenderProfile::PCI_OVERALLSCANLINES);
CScreenPolygon *pspoPortal; // pointer to portal encountered while scanning
// add all edges that start on this scan line to active list
AddAddListToActiveList(re_iCurrentScan);
// if scan-line is coherent with the last one
/*!!!! if (re_bCoherentScanLine>0) {
// increment counter of coherent scan lines
_pfRenderProfile.IncrementCounter(CRenderProfile::PCI_COHERENTSCANLINES);
// just copy I coordinates from active list to edge data
CopyActiveCoordinates();
// if scan-line is not coherent with the last one
} else/**/ {
// scan list of active edges into spans
pspoPortal = ScanOneLine();
// while portal is encountered during scanning
while (pspoPortal != NULL) {
// increment counter of portal retries
_pfRenderProfile.IncrementCounter(CRenderProfile::PCI_SCANLINEPORTALRETRIES);
// remove all polygons from surface stack
FlushSurfaceStack();
// add sectors near the encountered portal to rendering
PassPortal(*pspoPortal);
// add all newly added edges that start on this scan line to active list
AddAddListToActiveList(re_iCurrentScan);
// rescan list of active edges into spans again
pspoPortal = ScanOneLine();
}
}
// set scan-line coherence marker
re_bCoherentScanLine++;
// surface stack must contain only background
ASSERT(&re_spoFarSentinel == LIST_HEAD(re_lhSurfaceStack, CScreenPolygon, spo_lnInStack)
&& &re_spoFarSentinel == LIST_TAIL(re_lhSurfaceStack, CScreenPolygon, spo_lnInStack));
// add spans in this line to the scene
AddSpansToScene();
// uncomment this for extreme checking of surface stack management -- very slow
#if 0
// all surfaces must have in-stack counter of zero
FOREACHINDYNAMICARRAY(re_aspoScreenPolygons, CScreenPolygon, itspo) {
CScreenPolygon &spo = itspo.Current();
ASSERT(spo.spo_iInStack == 0);
}
#endif
// remove all edges that stop on this scan from active list and from other lists.
RemRemoveListFromActiveList(re_apsedRemoveFirst[re_iCurrentScan]);
// step all remaining edges by one scan line and resort the active list
StepAndResortActiveList();
}
// clean up the list of active edges, surface stack and the sentinels
EndScanEdges();
_pfRenderProfile.StopTimer(CRenderProfile::PTI_SCANEDGES);
}