// //--------------------------------------------------------------------------- // // Copyright(C) 2000-2016 Christoph Oelckers // All rights reserved. // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Lesser General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //-------------------------------------------------------------------------- // /* ** gl_flat.cpp ** Flat processing ** */ #include "matrix.h" #include "hw_dynlightdata.h" #include "hw_cvars.h" #include "hw_clock.h" #include "hw_material.h" #include "hw_drawinfo.h" #include "flatvertices.h" #include "hw_lightbuffer.h" #include "hw_drawstructs.h" #include "hw_renderstate.h" #include "texturemanager.h" #include "earcut.hpp" #ifdef _DEBUG CVAR(Int, gl_breaksec, -1, 0) #endif extern PalEntry GlobalMapFog; extern float GlobalFogDensity; //========================================================================== // // // //========================================================================== #if 0 void HWFlat::SetupLights(HWDrawInfo *di, FLightNode * node, FDynLightData &lightdata, int portalgroup) { Plane p; lightdata.Clear(); if (renderstyle == STYLE_Add && !di->Level->lightadditivesurfaces) { dynlightindex = -1; return; // no lights on additively blended surfaces. } while (node) { FDynamicLight * light = node->lightsource; if (!light->IsActive()) { node = node->nextLight; continue; } iter_dlightf++; // we must do the side check here because gl_GetLight needs the correct plane orientation // which we don't have for Legacy-style 3D-floors double planeh = plane.plane.ZatPoint(light->Pos); if ((planehZ() && ceiling) || (planeh>light->Z() && !ceiling)) { node = node->nextLight; continue; } p.Set(plane.plane.Normal(), plane.plane.fD()); draw_dlightf += GetLight(lightdata, portalgroup, p, light, false); node = node->nextLight; } dynlightindex = screen->mLights->UploadLights(lightdata); } #endif //========================================================================== // // CalcPlane fixme - this should be stored in the sector, not be recalculated each frame. // //========================================================================== static FVector3 CalcNormal(sectortype* sector, int plane) { FVector3 pt[3]; auto wal = &wall[sector->wallptr]; auto wal2 = &wall[wal->point2]; pt[0] = { (float)WallStartX(wal), (float)WallStartY(wal), 0 }; pt[1] = { (float)WallEndX(wal), (float)WallEndY(wal), 0 }; PlanesAtPoint(sector, wal->x, wal->y, plane ? &pt[0].Z : nullptr, plane? nullptr : &pt[0].Z); PlanesAtPoint(sector, wal2->x, wal2->y, plane ? &pt[1].Z : nullptr, plane ? nullptr : &pt[1].Z); if (pt[0].X == pt[1].X) { if (pt[0].Y == pt[1].Y) return { 0.f, 0.f, plane ? -1.f : 1.f }; pt[2].X = pt[0].X + 4; pt[2].Y = pt[0].Y; } else { pt[2].X = pt[0].X; pt[2].Y = pt[0].Y + 4; } PlanesAtPoint(sector, pt[2].X * 16, pt[2].Y * 16, plane ? &pt[2].Z : nullptr, plane ? nullptr : &pt[2].Z); auto normal = (pt[2] - pt[0]) ^ (pt[1] - pt[0]); if ((pt[2].Z < 0 && !plane) || (pt[2].Z > 0 && plane)) return -pt[2]; return pt[2]; } //========================================================================== // // this should be buffered later. // //========================================================================== void HWFlat::MakeVertices() { int numvertices = sec->wallnum; TArray points(numvertices, true); using Point = std::pair; std::vector> polygon; std::vector* curPoly; polygon.resize(1); curPoly = &polygon.back(); for (int i = 0; i < numvertices; i++) { auto wal = &wall[sec->wallptr + i]; float X = WallStartX(wal); float Y = WallStartY(wal); curPoly->push_back(std::make_pair(X, Y)); if (wal->point2 != sec->wallptr+i+1 && i < numvertices - 1) { polygon.resize(polygon.size() + 1); curPoly = &polygon.back(); } } // Now make sure that the outer boundary is the first polygon by picking a point that's as much to the outside as possible. int outer = 0; float minx = FLT_MAX; float miny = FLT_MAX; for (size_t a = 0; a < polygon.size(); a++) { for (auto& pt : polygon[a]) { if (pt.first < minx || (pt.first == minx && pt.second < miny)) { minx = pt.first; miny = pt.second; outer = a; } } } if (outer != 0) std::swap(polygon[0], polygon[outer]); auto indices = mapbox::earcut(polygon); int p = 0; for (size_t a = 0; a < polygon.size(); a++) { for (auto& pt : polygon[a]) { float planez; PlanesAtPoint(sec, (pt.first * 16), (pt.second * -16), plane ? &planez : nullptr, !plane ? &planez : nullptr); FVector3 point = { pt.first, pt.second, planez }; points[p++] = point; } } auto ret = screen->mVertexData->AllocVertices(indices.size()); auto vp = ret.first; for (auto i : indices) { auto& pt = points[i]; vp->SetVertex(pt.X, pt.Z, pt.Y); vp->SetTexCoord(pt.X / 64.f, pt.Y / 64.f); // todo: align vp++; } vertindex = ret.second; vertcount = indices.size(); } //========================================================================== // // // //========================================================================== void HWFlat::DrawFlat(HWDrawInfo *di, FRenderState &state, bool translucent) { if (screen->BuffersArePersistent()) { MakeVertices(); } #ifdef _DEBUG if (sec - sector == gl_breaksec) { int a = 0; } #endif state.SetNormal(CalcNormal(sector, plane)); // Fog must be done before the texture so that the texture selector can override it. bool foggy = (GlobalMapFog || (fade & 0xffffff)); auto ShadeDiv = lookups.tables[palette].ShadeFactor; // Disable brightmaps if non-black fog is used. if (ShadeDiv >= 1 / 1000.f && foggy) { state.EnableFog(1); float density = GlobalMapFog ? GlobalFogDensity : 350.f - Scale(numshades - shade, 150, numshades); state.SetFog((GlobalMapFog) ? GlobalMapFog : fade, density); state.SetSoftLightLevel(255); state.SetLightParms(128.f, 1 / 1000.f); } else { state.EnableFog(0); state.SetFog(0, 0); state.SetSoftLightLevel(ShadeDiv >= 1 / 1000.f ? 255 - Scale(shade, 255, numshades) : 255); state.SetLightParms(visibility, ShadeDiv / (numshades - 2)); } // The shade rgb from the tint is ignored here. state.SetColor(PalEntry(255, globalr, globalg, globalb)); if (translucent) { state.SetRenderStyle(renderstyle); if (!texture->GetTranslucency()) state.AlphaFunc(Alpha_GEqual, gl_mask_threshold); else state.AlphaFunc(Alpha_GEqual, 0.f); } state.SetMaterial(texture, UF_Texture, 0, 0/*flags & 3*/, TRANSLATION(Translation_Remap + curbasepal, palette), -1); state.SetLightIndex(dynlightindex); state.Draw(DT_Triangles, vertindex, vertcount); vertexcount += vertcount; if (translucent) state.SetRenderStyle(DefaultRenderStyle()); //state.SetObjectColor(0xffffffff); //state.SetAddColor(0); //state.ApplyTextureManipulation(nullptr); } //========================================================================== // // HWFlat::PutFlat // // submit to the renderer // //========================================================================== void HWFlat::PutFlat(HWDrawInfo *di, int whichplane) { if (!screen->BuffersArePersistent()) // should be made static buffer content later (when the logic is working) { #if 0 if (di->Level->HasDynamicLights && texture != nullptr && !di->isFullbrightScene() && !(hacktype & (SSRF_PLANEHACK | SSRF_FLOODHACK))) { SetupLights(di, section->lighthead, lightdata, sector->PortalGroup); } #endif MakeVertices(); } plane = whichplane; di->AddFlat(this); rendered_flats++; } //========================================================================== // // Process a sector's flats for rendering // This function is only called once per sector. // Subsequent subsectors are just quickly added to the ss_renderflags array // //========================================================================== void HWFlat::ProcessSector(HWDrawInfo *di, sectortype * frontsector, int which) { #ifdef _DEBUG if (frontsector - sector == gl_breaksec) { int a = 0; } #endif dynlightindex = -1; const auto &vp = di->Viewpoint; float florz, ceilz; PlanesAtPoint(frontsector, vp.Pos.X * 16.f, vp.Pos.Y * -16.f, &ceilz, &florz); fade = lookups.getFade(frontsector->floorpal); // fog is per sector. visibility = sectorVisibility(frontsector); sec = frontsector; // // // // do floors // // // if ((which & SSRF_RENDERFLOOR) && !(frontsector->floorstat & CSTAT_SECTOR_SKY) && florz <= vp.Pos.Z) { // process the original floor first. shade = frontsector->floorshade; palette = frontsector->floorpal; //port = frontsector->ValidatePortal(sector_t::floor); #if 0 if ((stack = (port != NULL))) { alpha = frontsector->GetAlpha(sector_t::floor); } else #endif alpha = 1.0f; if (alpha != 0.f) { int tilenum = frontsector->floorpicnum; tileUpdatePicnum(&tilenum, tilenum, 0); texture = tileGetTexture(tilenum); if (texture && texture->isValid()) { //iboindex = frontsector->iboindex[sector_t::floor]; renderstyle = STYLE_Translucent; PutFlat(di, 0); } } } // // // // do ceilings // // // if ((which & SSRF_RENDERCEILING) && !(frontsector->ceilingstat & CSTAT_SECTOR_SKY) && ceilz >= vp.Pos.Z) { // process the original ceiling first. shade = frontsector->ceilingshade; palette = frontsector->ceilingpal; /* port = frontsector->ValidatePortal(sector_t::ceiling); if ((stack = (port != NULL))) { alpha = frontsector->GetAlpha(sector_t::ceiling); } else*/ alpha = 1.0f; if (alpha != 0.f) { //iboindex = frontsector->iboindex[sector_t::ceiling]; int tilenum = frontsector->ceilingpicnum; tileUpdatePicnum(&tilenum, tilenum, 0); texture = tileGetTexture(tilenum); if (texture && texture->isValid()) { //iboindex = frontsector->iboindex[sector_t::floor]; renderstyle = STYLE_Translucent; PutFlat(di, 1); } } } }