raze/source/core/rendering/scene/hw_flats.cpp

312 lines
8 KiB
C++

//
//---------------------------------------------------------------------------
//
// 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 "sectorgeometry.h"
#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 ((planeh<light->Z() && 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
//==========================================================================
//
//
//
//==========================================================================
void HWFlat::MakeVertices()
{
auto mesh = sectorGeometry.get(sec - sector, plane);
if (!mesh) return;
auto ret = screen->mVertexData->AllocVertices(mesh->vertices.Size());
auto vp = ret.first;
for (unsigned i = 0; i < mesh->vertices.Size(); i++)
{
auto& pt = mesh->vertices[i];
auto& uv = mesh->texcoords[i];
vp->SetVertex(pt.X, pt.Z, pt.Y);
vp->SetTexCoord(uv.X, uv.Y);
vp++;
}
vertindex = ret.second;
vertcount = mesh->vertices.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
auto mesh = sectorGeometry.get(sec - sector, plane);
state.SetNormal(mesh->normal);
// 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)
{
plane = 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();
}
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;
setgotpic(tilenum);
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;
setgotpic(tilenum);
tileUpdatePicnum(&tilenum, tilenum, 0);
texture = tileGetTexture(tilenum);
if (texture && texture->isValid())
{
//iboindex = frontsector->iboindex[sector_t::floor];
renderstyle = STYLE_Translucent;
PutFlat(di, 1);
}
}
}
}