mirror of
https://github.com/DrBeef/Raze.git
synced 2024-12-15 15:11:01 +00:00
482 lines
15 KiB
C++
482 lines
15 KiB
C++
//
|
||
//---------------------------------------------------------------------------
|
||
//
|
||
// Copyright(C) 2003-2018 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/
|
||
//
|
||
//--------------------------------------------------------------------------
|
||
//
|
||
/*
|
||
**
|
||
** Draws the sky. Loosely based on the JDoom sky and the ZDoomGL 0.66.2 sky.
|
||
**
|
||
** for FSkyVertexBuffer::SkyVertex only:
|
||
**---------------------------------------------------------------------------
|
||
** Copyright 2003 Tim Stump
|
||
** All rights reserved.
|
||
**
|
||
** Redistribution and use in source and binary forms, with or without
|
||
** modification, are permitted provided that the following conditions
|
||
** are met:
|
||
**
|
||
** 1. Redistributions of source code must retain the above copyright
|
||
** notice, this list of conditions and the following disclaimer.
|
||
** 2. Redistributions in binary form must reproduce the above copyright
|
||
** notice, this list of conditions and the following disclaimer in the
|
||
** documentation and/or other materials provided with the distribution.
|
||
** 3. The name of the author may not be used to endorse or promote products
|
||
** derived from this software without specific prior written permission.
|
||
**
|
||
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
|
||
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
||
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
||
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
|
||
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
||
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||
**---------------------------------------------------------------------------
|
||
**
|
||
*/
|
||
#include "filesystem.h"
|
||
#include "cmdlib.h"
|
||
#include "bitmap.h"
|
||
#include "skyboxtexture.h"
|
||
#include "hw_material.h"
|
||
#include "hw_skydome.h"
|
||
#include "hw_renderstate.h"
|
||
#include "v_video.h"
|
||
#include "hwrenderer/data/buffers.h"
|
||
|
||
// 57 world units roughly represent one sky texel for the glTranslate call.
|
||
enum
|
||
{
|
||
skyoffsetfactor = 57
|
||
};
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
// Shamelessly lifted from Doomsday (written by Jaakko Ker<65>nen)
|
||
// also shamelessly lifted from ZDoomGL! ;)
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
CVAR(Float, skyoffset, 0, 0) // for testing
|
||
|
||
|
||
struct SkyColor
|
||
{
|
||
FTextureID Texture;
|
||
std::pair<PalEntry, PalEntry> Colors;
|
||
};
|
||
|
||
static TArray<SkyColor> SkyColors;
|
||
|
||
std::pair<PalEntry, PalEntry>& R_GetSkyCapColor(FGameTexture* tex)
|
||
{
|
||
for (auto& sky : SkyColors)
|
||
{
|
||
if (sky.Texture == tex->GetID()) return sky.Colors;
|
||
}
|
||
|
||
auto itex = tex->GetTexture();
|
||
SkyColor sky;
|
||
|
||
FBitmap bitmap = itex->GetBgraBitmap(nullptr);
|
||
int w = bitmap.GetWidth();
|
||
int h = bitmap.GetHeight();
|
||
|
||
const uint32_t* buffer = (const uint32_t*)bitmap.GetPixels();
|
||
if (buffer)
|
||
{
|
||
sky.Colors.first = averageColor((uint32_t*)buffer, w * MIN(30, h), 0);
|
||
if (h > 30)
|
||
{
|
||
sky.Colors.second = averageColor(((uint32_t*)buffer) + (h - 30) * w, w * 30, 0);
|
||
}
|
||
else sky.Colors.second = sky.Colors.first;
|
||
}
|
||
sky.Texture = tex->GetID();
|
||
SkyColors.Push(sky);
|
||
|
||
return SkyColors.Last().Colors;
|
||
}
|
||
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
//
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
|
||
FSkyVertexBuffer::FSkyVertexBuffer()
|
||
{
|
||
CreateDome();
|
||
mVertexBuffer = screen->CreateVertexBuffer();
|
||
|
||
static const FVertexBufferAttribute format[] = {
|
||
{ 0, VATTR_VERTEX, VFmt_Float3, (int)myoffsetof(FSkyVertex, x) },
|
||
{ 0, VATTR_TEXCOORD, VFmt_Float2, (int)myoffsetof(FSkyVertex, u) },
|
||
{ 0, VATTR_COLOR, VFmt_Byte4, (int)myoffsetof(FSkyVertex, color) }
|
||
};
|
||
mVertexBuffer->SetFormat(1, 3, sizeof(FSkyVertex), format);
|
||
mVertexBuffer->SetData(mVertices.Size() * sizeof(FSkyVertex), &mVertices[0], true);
|
||
}
|
||
|
||
FSkyVertexBuffer::~FSkyVertexBuffer()
|
||
{
|
||
delete mVertexBuffer;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
//
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
|
||
void FSkyVertexBuffer::SkyVertex(int r, int c, bool zflip)
|
||
{
|
||
static const FAngle maxSideAngle = 60.f;
|
||
static const float scale = 10000.;
|
||
|
||
FAngle topAngle = (c / (float)mColumns * 360.f);
|
||
FAngle sideAngle = maxSideAngle * float(mRows - r) / float(mRows);
|
||
float height = sideAngle.Sin();
|
||
float realRadius = scale * sideAngle.Cos();
|
||
FVector2 pos = topAngle.ToVector(realRadius);
|
||
float z = (!zflip) ? scale * height : -scale * height;
|
||
|
||
FSkyVertex vert;
|
||
|
||
vert.color = r == 0 ? 0xffffff : 0xffffffff;
|
||
|
||
// And the texture coordinates.
|
||
if (!zflip) // Flipped Y is for the lower hemisphere.
|
||
{
|
||
vert.u = (-c / (float)mColumns);
|
||
vert.v = (r / (float)mRows);
|
||
}
|
||
else
|
||
{
|
||
vert.u = (-c / (float)mColumns);
|
||
vert.v = 1.0f + ((mRows - r) / (float)mRows);
|
||
}
|
||
|
||
if (r != 4) z += 300;
|
||
// And finally the vertex.
|
||
vert.x = -pos.X; // Doom mirrors the sky vertically!
|
||
vert.y = z - 1.f;
|
||
vert.z = pos.Y;
|
||
|
||
mVertices.Push(vert);
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
//
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
|
||
void FSkyVertexBuffer::CreateSkyHemisphere(int hemi)
|
||
{
|
||
int r, c;
|
||
bool zflip = !!(hemi & SKYHEMI_LOWER);
|
||
|
||
mPrimStart.Push(mVertices.Size());
|
||
|
||
for (c = 0; c < mColumns; c++)
|
||
{
|
||
SkyVertex(1, c, zflip);
|
||
}
|
||
|
||
// The total number of triangles per hemisphere can be calculated
|
||
// as follows: rows * columns * 2 + 2 (for the top cap).
|
||
for (r = 0; r < mRows; r++)
|
||
{
|
||
mPrimStart.Push(mVertices.Size());
|
||
for (c = 0; c <= mColumns; c++)
|
||
{
|
||
SkyVertex(r + zflip, c, zflip);
|
||
SkyVertex(r + 1 - zflip, c, zflip);
|
||
}
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
//
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
|
||
void FSkyVertexBuffer::CreateDome()
|
||
{
|
||
// the first thing we put into the buffer is the fog layer object which is just 4 triangles around the viewpoint.
|
||
|
||
mVertices.Reserve(12);
|
||
mVertices[0].Set(1.0f, 1.0f, -1.0f);
|
||
mVertices[1].Set(1.0f, -1.0f, -1.0f);
|
||
mVertices[2].Set(-1.0f, 0.0f, -1.0f);
|
||
|
||
mVertices[3].Set(1.0f, 1.0f, -1.0f);
|
||
mVertices[4].Set(1.0f, -1.0f, -1.0f);
|
||
mVertices[5].Set(0.0f, 0.0f, 1.0f);
|
||
|
||
mVertices[6].Set(-1.0f, 0.0f, -1.0f);
|
||
mVertices[7].Set(1.0f, 1.0f, -1.0f);
|
||
mVertices[8].Set(0.0f, 0.0f, 1.0f);
|
||
|
||
mVertices[9].Set(1.0f, -1.0f, -1.0f);
|
||
mVertices[10].Set(-1.0f, 0.0f, -1.0f);
|
||
mVertices[11].Set(0.0f, 0.0f, 1.0f);
|
||
|
||
mColumns = 128;
|
||
mRows = 4;
|
||
CreateSkyHemisphere(SKYHEMI_UPPER);
|
||
CreateSkyHemisphere(SKYHEMI_LOWER);
|
||
mPrimStart.Push(mVertices.Size());
|
||
|
||
mSideStart = mVertices.Size();
|
||
mFaceStart[0] = mSideStart + 10;
|
||
mFaceStart[1] = mFaceStart[0] + 4;
|
||
mFaceStart[2] = mFaceStart[1] + 4;
|
||
mFaceStart[3] = mFaceStart[2] + 4;
|
||
mFaceStart[4] = mFaceStart[3] + 4;
|
||
mFaceStart[5] = mFaceStart[4] + 4;
|
||
mFaceStart[6] = mFaceStart[5] + 4;
|
||
mVertices.Reserve(10 + 7*4);
|
||
FSkyVertex *ptr = &mVertices[mSideStart];
|
||
|
||
// all sides
|
||
ptr[0].SetXYZ(128.f, 128.f, -128.f, 0, 0);
|
||
ptr[1].SetXYZ(128.f, -128.f, -128.f, 0, 1);
|
||
ptr[2].SetXYZ(-128.f, 128.f, -128.f, 0.25f, 0);
|
||
ptr[3].SetXYZ(-128.f, -128.f, -128.f, 0.25f, 1);
|
||
ptr[4].SetXYZ(-128.f, 128.f, 128.f, 0.5f, 0);
|
||
ptr[5].SetXYZ(-128.f, -128.f, 128.f, 0.5f, 1);
|
||
ptr[6].SetXYZ(128.f, 128.f, 128.f, 0.75f, 0);
|
||
ptr[7].SetXYZ(128.f, -128.f, 128.f, 0.75f, 1);
|
||
ptr[8].SetXYZ(128.f, 128.f, -128.f, 1, 0);
|
||
ptr[9].SetXYZ(128.f, -128.f, -128.f, 1, 1);
|
||
|
||
// north face
|
||
ptr[10].SetXYZ(128.f, 128.f, -128.f, 0, 0);
|
||
ptr[11].SetXYZ(-128.f, 128.f, -128.f, 1, 0);
|
||
ptr[12].SetXYZ(128.f, -128.f, -128.f, 0, 1);
|
||
ptr[13].SetXYZ(-128.f, -128.f, -128.f, 1, 1);
|
||
|
||
// east face
|
||
ptr[14].SetXYZ(-128.f, 128.f, -128.f, 0, 0);
|
||
ptr[15].SetXYZ(-128.f, 128.f, 128.f, 1, 0);
|
||
ptr[16].SetXYZ(-128.f, -128.f, -128.f, 0, 1);
|
||
ptr[17].SetXYZ(-128.f, -128.f, 128.f, 1, 1);
|
||
|
||
// south face
|
||
ptr[18].SetXYZ(-128.f, 128.f, 128.f, 0, 0);
|
||
ptr[19].SetXYZ(128.f, 128.f, 128.f, 1, 0);
|
||
ptr[20].SetXYZ(-128.f, -128.f, 128.f, 0, 1);
|
||
ptr[21].SetXYZ(128.f, -128.f, 128.f, 1, 1);
|
||
|
||
// west face
|
||
ptr[22].SetXYZ(128.f, 128.f, 128.f, 0, 0);
|
||
ptr[23].SetXYZ(128.f, 128.f, -128.f, 1, 0);
|
||
ptr[24].SetXYZ(128.f, -128.f, 128.f, 0, 1);
|
||
ptr[25].SetXYZ(128.f, -128.f, -128.f, 1, 1);
|
||
|
||
// bottom face
|
||
ptr[26].SetXYZ(128.f, -128.f, -128.f, 0, 0);
|
||
ptr[27].SetXYZ(-128.f, -128.f, -128.f, 1, 0);
|
||
ptr[28].SetXYZ(128.f, -128.f, 128.f, 0, 1);
|
||
ptr[29].SetXYZ(-128.f, -128.f, 128.f, 1, 1);
|
||
|
||
// top face
|
||
ptr[30].SetXYZ(128.f, 128.f, -128.f, 0, 0);
|
||
ptr[31].SetXYZ(-128.f, 128.f, -128.f, 1, 0);
|
||
ptr[32].SetXYZ(128.f, 128.f, 128.f, 0, 1);
|
||
ptr[33].SetXYZ(-128.f, 128.f, 128.f, 1, 1);
|
||
|
||
// top face flipped
|
||
ptr[34].SetXYZ(128.f, 128.f, -128.f, 0, 1);
|
||
ptr[35].SetXYZ(-128.f, 128.f, -128.f, 1, 1);
|
||
ptr[36].SetXYZ(128.f, 128.f, 128.f, 0, 0);
|
||
ptr[37].SetXYZ(-128.f, 128.f, 128.f, 1, 0);
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
//
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
|
||
void FSkyVertexBuffer::SetupMatrices(FGameTexture *tex, float x_offset, float y_offset, bool mirror, int mode, VSMatrix &modelMatrix, VSMatrix &textureMatrix, bool tiled)
|
||
{
|
||
float texw = tex->GetDisplayWidth();
|
||
float texh = tex->GetDisplayHeight();
|
||
|
||
modelMatrix.loadIdentity();
|
||
modelMatrix.rotate(-180.0f + x_offset, 0.f, 1.f, 0.f);
|
||
|
||
float xscale = texw < 1024.f ? floorf(1024.f / float(texw)) : 1.f;
|
||
float yscale = 1.f;
|
||
auto texskyoffset = tex->GetSkyOffset() + skyoffset;
|
||
if (texh <= 128 && tiled)
|
||
{
|
||
modelMatrix.translate(0.f, (-40 + texskyoffset)*skyoffsetfactor, 0.f);
|
||
modelMatrix.scale(1.f, 1.2f * 1.17f, 1.f);
|
||
yscale = 240.f / texh;
|
||
}
|
||
else if (texh < 128)
|
||
{
|
||
// smaller sky textures must be tiled. We restrict it to 128 sky pixels, though
|
||
modelMatrix.translate(0.f, -1250.f, 0.f);
|
||
modelMatrix.scale(1.f, 128 / 230.f, 1.f);
|
||
yscale = float(128 / texh); // intentionally left as integer.
|
||
}
|
||
else if (texh < 200)
|
||
{
|
||
modelMatrix.translate(0.f, -1250.f, 0.f);
|
||
modelMatrix.scale(1.f, texh / 230.f, 1.f);
|
||
}
|
||
else if (texh <= 240)
|
||
{
|
||
modelMatrix.translate(0.f, (200 - texh + texskyoffset)*skyoffsetfactor, 0.f);
|
||
modelMatrix.scale(1.f, 1.f + ((texh - 200.f) / 200.f) * 1.17f, 1.f);
|
||
}
|
||
else
|
||
{
|
||
modelMatrix.translate(0.f, (-40 + texskyoffset)*skyoffsetfactor, 0.f);
|
||
modelMatrix.scale(1.f, 1.2f * 1.17f, 1.f);
|
||
yscale = 240.f / texh;
|
||
}
|
||
textureMatrix.loadIdentity();
|
||
textureMatrix.scale(mirror ? -xscale : xscale, yscale, 1.f);
|
||
textureMatrix.translate(1.f, y_offset / texh, 1.f);
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
//
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
|
||
void FSkyVertexBuffer::RenderRow(FRenderState& state, EDrawType prim, int row, bool apply)
|
||
{
|
||
state.Draw(prim, mPrimStart[row], mPrimStart[row + 1] - mPrimStart[row]);
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
//
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
|
||
void FSkyVertexBuffer::RenderDome(FRenderState& state, FGameTexture* tex, float x_offset, float y_offset, bool mirror, int mode, bool tiled)
|
||
{
|
||
if (tex)
|
||
{
|
||
state.SetMaterial(tex, UF_Texture, 0, CLAMP_NONE, 0, -1);
|
||
state.EnableModelMatrix(true);
|
||
state.EnableTextureMatrix(true);
|
||
|
||
SetupMatrices(tex, x_offset, y_offset, mirror, mode, state.mModelMatrix, state.mTextureMatrix, tiled);
|
||
}
|
||
|
||
int rc = mRows + 1;
|
||
|
||
// The caps only get drawn for the main layer but not for the overlay.
|
||
if (mode == FSkyVertexBuffer::SKYMODE_MAINLAYER && tex != NULL)
|
||
{
|
||
auto& col = R_GetSkyCapColor(tex);
|
||
state.SetObjectColor(col.first);
|
||
state.EnableTexture(false);
|
||
RenderRow(state, DT_TriangleFan, 0);
|
||
|
||
state.SetObjectColor(col.second);
|
||
RenderRow(state, DT_TriangleFan, rc);
|
||
state.EnableTexture(true);
|
||
}
|
||
state.SetObjectColor(0xffffffff);
|
||
for (int i = 1; i <= mRows; i++)
|
||
{
|
||
RenderRow(state, DT_TriangleStrip, i, i == 1);
|
||
RenderRow(state, DT_TriangleStrip, rc + i, false);
|
||
}
|
||
|
||
state.EnableTextureMatrix(false);
|
||
state.EnableModelMatrix(false);
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
//
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
|
||
void FSkyVertexBuffer::RenderBox(FRenderState& state, FTextureID texno, FSkyBox* tex, float x_offset, bool sky2, float stretch, const FVector3& skyrotatevector, const FVector3& skyrotatevector2)
|
||
{
|
||
int faces;
|
||
|
||
state.EnableModelMatrix(true);
|
||
state.mModelMatrix.loadIdentity();
|
||
state.mModelMatrix.scale(1, 1 / stretch, 1); // Undo the map's vertical scaling as skyboxes are true cubes.
|
||
|
||
if (!sky2)
|
||
state.mModelMatrix.rotate(-180.0f + x_offset, skyrotatevector.X, skyrotatevector.Z, skyrotatevector.Y);
|
||
else
|
||
state.mModelMatrix.rotate(-180.0f + x_offset, skyrotatevector2.X, skyrotatevector2.Z, skyrotatevector2.Y);
|
||
|
||
if (tex->GetSkyFace(5))
|
||
{
|
||
faces = 4;
|
||
|
||
// north
|
||
state.SetMaterial(tex->GetSkyFace(0), UF_Texture, 0, CLAMP_XY, 0, -1);
|
||
state.Draw(DT_TriangleStrip, FaceStart(0), 4);
|
||
|
||
// east
|
||
state.SetMaterial(tex->GetSkyFace(1), UF_Texture, 0, CLAMP_XY, 0, -1);
|
||
state.Draw(DT_TriangleStrip, FaceStart(1), 4);
|
||
|
||
// south
|
||
state.SetMaterial(tex->GetSkyFace(2), UF_Texture, 0, CLAMP_XY, 0, -1);
|
||
state.Draw(DT_TriangleStrip, FaceStart(2), 4);
|
||
|
||
// west
|
||
state.SetMaterial(tex->GetSkyFace(3), UF_Texture, 0, CLAMP_XY, 0, -1);
|
||
state.Draw(DT_TriangleStrip, FaceStart(3), 4);
|
||
}
|
||
else
|
||
{
|
||
faces = 1;
|
||
state.SetMaterial(tex->GetSkyFace(0), UF_Texture, 0, CLAMP_XY, 0, -1);
|
||
state.Draw(DT_TriangleStrip, FaceStart(-1), 10);
|
||
}
|
||
|
||
// top
|
||
state.SetMaterial(tex->GetSkyFace(faces), UF_Texture, 0, CLAMP_XY, 0, -1);
|
||
state.Draw(DT_TriangleStrip, FaceStart(tex->GetSkyFlip() ? 6 : 5), 4);
|
||
|
||
// bottom
|
||
state.SetMaterial(tex->GetSkyFace(faces + 1), UF_Texture, 0, CLAMP_XY, 0, -1);
|
||
state.Draw(DT_TriangleStrip, FaceStart(4), 4);
|
||
|
||
state.EnableModelMatrix(false);
|
||
}
|
||
|