mirror of
https://github.com/DrBeef/Raze.git
synced 2024-12-02 09:02:35 +00:00
71ca2c4677
The only thing left is the sky which needs more refactoring first and the tileUpdatePicnum call for sprites which cannot be resolved by the texture manager because Blood has a randomization factor included here.
452 lines
13 KiB
C++
452 lines
13 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2000-2016 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_flat.cpp
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** Flat processing
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**
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*/
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#include "matrix.h"
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#include "hw_dynlightdata.h"
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#include "hw_cvars.h"
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#include "hw_clock.h"
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#include "hw_material.h"
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#include "hw_drawinfo.h"
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#include "flatvertices.h"
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#include "hw_lightbuffer.h"
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#include "hw_drawstructs.h"
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#include "hw_renderstate.h"
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#include "sectorgeometry.h"
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#include "hw_sections.h"
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#include "texturemanager.h"
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#ifdef _DEBUG
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CVAR(Int, gl_breaksec, -1, 0)
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#endif
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//==========================================================================
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//
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//
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//
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//==========================================================================
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#if 0
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void HWFlat::SetupLights(HWDrawInfo *di, FLightNode * node, FDynLightData &lightdata, int portalgroup)
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{
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Plane p;
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lightdata.Clear();
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if (renderstyle == STYLE_Add && !di->Level->lightadditivesurfaces)
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{
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dynlightindex = -1;
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return; // no lights on additively blended surfaces.
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}
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while (node)
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{
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FDynamicLight * light = node->lightsource;
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if (!light->IsActive())
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{
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node = node->nextLight;
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continue;
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}
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iter_dlightf++;
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// we must do the side check here because gl_GetLight needs the correct plane orientation
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// which we don't have for Legacy-style 3D-floors
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double planeh = plane.plane.ZatPoint(light->Pos);
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if ((planeh<light->Z() && ceiling) || (planeh>light->Z() && !ceiling))
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{
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node = node->nextLight;
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continue;
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}
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p.Set(plane.plane.Normal(), plane.plane.fD());
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draw_dlightf += GetLight(lightdata, portalgroup, p, light, false);
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node = node->nextLight;
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}
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dynlightindex = screen->mLights->UploadLights(lightdata);
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}
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#endif
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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 HWFlat::MakeVertices(HWDrawInfo* di)
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{
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if (vertcount > 0) return;
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bool canvas = texture->isHardwareCanvas();
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if (Sprite == nullptr)
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{
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TArray<int>* pIndices;
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auto mesh = sectionGeometry.get(§ions[section], plane, geoofs, &pIndices);
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auto ret = screen->mVertexData->AllocVertices(pIndices->Size());
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auto vp = ret.first;
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float base = -(plane == 0 ? sec->floorz : sec->ceilingz);
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for (unsigned i = 0; i < pIndices->Size(); i++)
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{
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auto ii = (*pIndices)[i];
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auto& pt = mesh->vertices[ii];
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auto& uv = mesh->texcoords[ii];
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vp->SetVertex(pt.X, base + pt.Z, pt.Y);
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vp->SetTexCoord(uv.X, canvas ? 1.f - uv.Y : uv.Y);
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vp++;
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}
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vertindex = ret.second;
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vertcount = pIndices->Size();
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normal = mesh->normal;
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}
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else
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{
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DVector2 pos[4];
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double ofsz[4];
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auto cstat = Sprite->cstat;
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if (tspriteGetSlope(Sprite)) cstat &= ~CSTAT_SPRITE_YFLIP; // NBlood doesn't y-flip slope sprites.
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GetFlatSpritePosition(Sprite, Sprite->pos.XY(), pos, ofsz, true);
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Sprite->cstat = cstat;
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auto ret = screen->mVertexData->AllocVertices(6);
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auto vp = ret.first;
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float x = !(Sprite->cstat & CSTAT_SPRITE_XFLIP) ? 0.f : 1.f;
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float y = !(Sprite->cstat & CSTAT_SPRITE_YFLIP) ? 0.f : 1.f;
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if (Sprite->clipdist & TSPR_SLOPESPRITE)
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{
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DVector3 posi = { di->Viewpoint.Pos.X, -di->Viewpoint.Pos.Y, -di->Viewpoint.Pos.Z };
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// Make adjustments for poorly aligned slope sprites on floors or ceilings
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constexpr float ONPLANE_THRESHOLD = 3.f;
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if (spriteGetZOfSlopef(Sprite, posi.XY(), tspriteGetSlope(Sprite)) < posi.Z)
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{
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float maxofs = -FLT_MAX, minofs = FLT_MAX;
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for (int i = 0; i < 4; i++)
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{
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float vz = -getceilzofslopeptr(Sprite->sectp, posi);
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float sz = z - ofsz[i];
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int diff = vz - sz;
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if (diff > maxofs) maxofs = diff;
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if (diff < minofs) minofs = diff;
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}
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if (maxofs > 0 && minofs >= -ONPLANE_THRESHOLD && maxofs <= ONPLANE_THRESHOLD) z -= maxofs;
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}
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else
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{
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float maxofs = -FLT_MAX, minofs = FLT_MAX;
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for (int i = 0; i < 4; i++)
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{
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float vz = -getflorzofslopeptr(Sprite->sectp, posi);
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float sz = z - ofsz[i];
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int diff = vz - sz;
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if (diff > maxofs) maxofs = diff;
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if (diff < minofs) minofs = diff;
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}
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if (minofs < 0 && maxofs <= -ONPLANE_THRESHOLD && minofs >= ONPLANE_THRESHOLD) z -= minofs;
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}
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}
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else
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{
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if (z < di->Viewpoint.Pos.Z) normal = { 0,1,0 };
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else normal = { 0, -1, 0 };
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}
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unsigned svi = di->SlopeSpriteVertices.Reserve(4);
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auto svp = &di->SlopeSpriteVertices[svi];
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auto& vpt = di->Viewpoint;
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depth = (float)((Sprite->pos.X - vpt.Pos.X) * vpt.TanCos + (-Sprite->pos.Y - vpt.Pos.Y) * vpt.TanSin);
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for (unsigned j = 0; j < 4; j++)
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{
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svp->SetVertex(pos[j].X, z - ofsz[j], -pos[j].Y);
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if (!canvas) svp->SetTexCoord(j == 1 || j == 2 ? 1.f - x : x, j == 2 || j == 3 ? 1.f - y : y);
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else svp->SetTexCoord(j == 1 || j == 2 ? 1.f - x : x, j == 2 || j == 3 ? y : 1.f - y);
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svp++;
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}
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if (Sprite->clipdist & TSPR_SLOPESPRITE)
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{
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FVector3 v1 = {
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di->SlopeSpriteVertices[svi + 1].x - di->SlopeSpriteVertices[svi].x,
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di->SlopeSpriteVertices[svi + 1].y - di->SlopeSpriteVertices[svi].y,
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di->SlopeSpriteVertices[svi + 1].z - di->SlopeSpriteVertices[svi].z };
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FVector3 v2 = {
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di->SlopeSpriteVertices[svi + 2].x - di->SlopeSpriteVertices[svi].x,
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di->SlopeSpriteVertices[svi + 2].y - di->SlopeSpriteVertices[svi].y,
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di->SlopeSpriteVertices[svi + 2].z - di->SlopeSpriteVertices[svi].z };
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normal = (v1 ^ v2).Unit();
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}
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for (unsigned i = 0; i < 6; i++)
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{
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const static unsigned indices[] = { 0, 1, 2, 0, 2, 3 };
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*vp++ = di->SlopeSpriteVertices[svi + indices[i]];
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}
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slopeindex = svi;
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slopecount = 4;
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vertindex = ret.second;
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vertcount = 6;
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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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//==========================================================================
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void HWFlat::DrawFlat(HWDrawInfo *di, FRenderState &state, bool translucent)
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{
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rendered_flats++;
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if (screen->BuffersArePersistent() && !Sprite)
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{
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MakeVertices(di);
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}
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#ifdef _DEBUG
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if (sectindex(sec) == gl_breaksec)
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{
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int a = 0;
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}
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#endif
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state.SetNormal(normal);
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SetLightAndFog(di, state, fade, palette, shade, visibility, alpha);
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if (translucent)
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{
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if (RenderStyle.BlendOp != STYLEOP_Add)
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{
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state.EnableBrightmap(false);
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}
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state.SetRenderStyle(RenderStyle);
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state.SetTextureMode(RenderStyle);
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if (texture && !checkTranslucentReplacement(texture->GetID(), palette)) state.AlphaFunc(Alpha_GEqual, texture->alphaThreshold);
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else state.AlphaFunc(Alpha_GEqual, 0.f);
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}
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else if (shade > numshades && (GlobalMapFog || (fade & 0xffffff)))
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{
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state.SetObjectColor(fade | 0xff000000);
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state.EnableTexture(false);
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}
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state.SetMaterial(texture, UF_Texture, 0, Sprite == nullptr? CLAMP_NONE : CLAMP_XY, TRANSLATION(Translation_Remap + curbasepal, palette), -1);
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state.SetLightIndex(dynlightindex);
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state.Draw(DT_Triangles, vertindex, vertcount);
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vertexcount += vertcount;
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if (translucent) state.SetRenderStyle(LegacyRenderStyles[STYLE_Translucent]);
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state.EnableBrightmap(true);
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state.SetObjectColor(0xffffffff);
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state.EnableTexture(true);
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//state.SetAddColor(0);
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//state.ApplyTextureManipulation(nullptr);
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}
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//==========================================================================
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//
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// HWFlat::PutFlat
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//
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// submit to the renderer
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//
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//==========================================================================
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void HWFlat::PutFlat(HWDrawInfo *di, int whichplane)
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{
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vertcount = 0;
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plane = whichplane;
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if (!screen->BuffersArePersistent() || Sprite || di->ingeo) // should be made static buffer content later (when the logic is working)
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{
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#if 0
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if (di->Level->HasDynamicLights && texture != nullptr && !di->isFullbrightScene() && !(hacktype & (SSRF_PLANEHACK | SSRF_FLOODHACK)))
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{
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SetupLights(di, section->lighthead, lightdata, sector->PortalGroup);
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}
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#endif
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MakeVertices(di);
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}
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di->AddFlat(this);
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}
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//==========================================================================
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//
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// Process a sector's flats for rendering
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// This function is only called once per sector.
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// Subsequent subsectors are just quickly added to the ss_renderflags array
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//
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//==========================================================================
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void HWFlat::ProcessSector(HWDrawInfo *di, sectortype * frontsector, int section_, int which)
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{
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#ifdef _DEBUG
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if (sectindex(sec) == gl_breaksec)
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{
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int a = 0;
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}
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#endif
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dynlightindex = -1;
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const auto &vp = di->Viewpoint;
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float florz, ceilz;
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PlanesAtPoint(frontsector, vp.Pos.X, -vp.Pos.Y, &ceilz, &florz);
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visibility = sectorVisibility(frontsector);
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sec = frontsector;
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section = section_;
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Sprite = nullptr;
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geoofs = di->geoofs;
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//
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//
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//
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// do floors
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//
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//
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//
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if ((which & SSRF_RENDERFLOOR) && !(frontsector->floorstat & CSTAT_SECTOR_SKY) && florz <= vp.Pos.Z)
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{
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// process the original floor first.
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fade = lookups.getFade(frontsector->floorpal);
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shade = frontsector->floorshade;
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palette = frontsector->floorpal;
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stack = frontsector->portalflags == PORTAL_SECTOR_FLOOR || frontsector->portalflags == PORTAL_SECTOR_FLOOR_REFLECT;
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if (stack && (frontsector->floorstat & CSTAT_SECTOR_METHOD))
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{
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RenderStyle = GetRenderStyle(0, !!(frontsector->floorstat & CSTAT_SECTOR_TRANS_INVERT));
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alpha = GetAlphaFromBlend((frontsector->floorstat & CSTAT_SECTOR_TRANS_INVERT) ? DAMETH_TRANS2 : DAMETH_TRANS1, 0);
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}
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else
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{
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RenderStyle = STYLE_Translucent;
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alpha = 1.f;
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}
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if (alpha != 0.f)
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{
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auto texid = frontsector->floortexture();
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texture = TexMan.GetGameTexture(texid, true);
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if (texture && texture->isValid())
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{
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//iboindex = frontsector->iboindex[sector_t::floor];
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PutFlat(di, 0);
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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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// do ceilings
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//
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//
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//
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if ((which & SSRF_RENDERCEILING) && !(frontsector->ceilingstat & CSTAT_SECTOR_SKY) && ceilz >= vp.Pos.Z)
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{
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// process the original ceiling first.
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fade = lookups.getFade(frontsector->ceilingpal);
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shade = frontsector->ceilingshade;
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palette = frontsector->ceilingpal;
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stack = frontsector->portalflags == PORTAL_SECTOR_CEILING || frontsector->portalflags == PORTAL_SECTOR_CEILING_REFLECT;
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if (stack && (frontsector->ceilingstat & CSTAT_SECTOR_METHOD))
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{
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RenderStyle = GetRenderStyle(0, !!(frontsector->ceilingstat & CSTAT_SECTOR_TRANS_INVERT));
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alpha = GetAlphaFromBlend((frontsector->ceilingstat & CSTAT_SECTOR_TRANS_INVERT) ? DAMETH_TRANS2 : DAMETH_TRANS1, 0);
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}
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else
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{
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RenderStyle = STYLE_Translucent;
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alpha = 1.f;
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}
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if (alpha != 0.f)
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{
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//iboindex = frontsector->iboindex[sector_t::ceiling];
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auto texid = frontsector->ceilingtexture();
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texture = TexMan.GetGameTexture(texid, true);
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if (texture && texture->isValid())
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{
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//iboindex = frontsector->iboindex[sector_t::floor];
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PutFlat(di, 1);
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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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// Process a floor sprite
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//
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//==========================================================================
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void HWFlat::ProcessFlatSprite(HWDrawInfo* di, tspritetype* sprite, sectortype* sector)
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{
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texture = TexMan.GetGameTexture(sprite->spritetexture());
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bool belowfloor = false;
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if (sprite->pos.Z > sprite->sectp->floorz)
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{
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belowfloor = true;
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sprite->pos.Z = sprite->sectp->floorz;
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}
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z = -sprite->pos.Z;
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if (z == di->Viewpoint.Pos.Z) return; // looking right at the edge.
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dynlightindex = -1;
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visibility = sectorVisibility(sector) *(4.f / 5.f); // The factor comes directly from Polymost. What is it with Build and these magic factors?
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// Weird Build logic that really makes no sense.
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if ((sprite->cstat & CSTAT_SPRITE_ONE_SIDE) != 0)
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{
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DVector2 pos = { di->Viewpoint.Pos.X, -di->Viewpoint.Pos.Y };
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double myz = !(sprite->clipdist & TSPR_SLOPESPRITE) ? z : -spriteGetZOfSlopef(sprite, pos, tspriteGetSlope(sprite));
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if ((di->Viewpoint.Pos.Z < myz) == ((sprite->cstat & CSTAT_SPRITE_YFLIP) == 0))
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return;
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}
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if (texture && texture->isValid())
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{
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this->Sprite = sprite;
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sec = sector;
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shade = sprite->shade;
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palette = sprite->pal;
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fade = lookups.getFade(sector->floorpal); // fog is per sector.
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SetSpriteTranslucency(sprite, alpha, RenderStyle);
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if (belowfloor) alpha *= 0.33f;
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PutFlat(di, z > di->Viewpoint.Pos.Z);
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}
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}
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