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gzdoom-gles/src/gl/scene/gl_skydome.cpp

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/*
** gl_sky.cpp
**
** Draws the sky. Loosely based on the JDoom sky and the ZDoomGL 0.66.2 sky.
**
**---------------------------------------------------------------------------
** Copyright 2003 Tim Stump
** Copyright 2005 Christoph Oelckers
** 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.
** 4. Full disclosure of the entire project's source code, except for third
** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
**
** 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 "gl/system/gl_system.h"
#include "doomtype.h"
#include "g_level.h"
#include "sc_man.h"
#include "w_wad.h"
#include "r_state.h"
//#include "gl/gl_intern.h"
#include "gl/system/gl_interface.h"
#include "gl/data/gl_data.h"
#include "gl/data/gl_vertexbuffer.h"
#include "gl/renderer/gl_lightdata.h"
#include "gl/renderer/gl_renderstate.h"
#include "gl/scene/gl_drawinfo.h"
#include "gl/scene/gl_portal.h"
#include "gl/shaders/gl_shader.h"
#include "gl/textures/gl_bitmap.h"
#include "gl/textures/gl_texture.h"
#include "gl/textures/gl_skyboxtexture.h"
#include "gl/textures/gl_material.h"
//-----------------------------------------------------------------------------
//
// Shamelessly lifted from Doomsday (written by Jaakko Ker<65>nen)
// also shamelessly lifted from ZDoomGL! ;)
//
//-----------------------------------------------------------------------------
CVAR(Float, skyoffset, 0, 0) // for testing
extern int skyfog;
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
FSkyVertexBuffer::FSkyVertexBuffer()
{
CreateDome();
}
FSkyVertexBuffer::~FSkyVertexBuffer()
{
}
void FSkyVertexBuffer::BindVBO()
{
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glVertexPointer(3, GL_FLOAT, sizeof(FSkyVertex), &VSO->x);
glTexCoordPointer(2, GL_FLOAT, sizeof(FSkyVertex), &VSO->u);
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(FSkyVertex), &VSO->color);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void FSkyVertexBuffer::SkyVertex(int r, int c, bool yflip)
{
static const angle_t maxSideAngle = ANGLE_180 / 3;
static const fixed_t scale = 10000 << FRACBITS;
angle_t topAngle= (angle_t)(c / (float)mColumns * ANGLE_MAX);
angle_t sideAngle = maxSideAngle * (mRows - r) / mRows;
fixed_t height = finesine[sideAngle>>ANGLETOFINESHIFT];
fixed_t realRadius = FixedMul(scale, finecosine[sideAngle>>ANGLETOFINESHIFT]);
fixed_t x = FixedMul(realRadius, finecosine[topAngle>>ANGLETOFINESHIFT]);
fixed_t y = (!yflip) ? FixedMul(scale, height) : FixedMul(scale, height) * -1;
fixed_t z = FixedMul(realRadius, finesine[topAngle>>ANGLETOFINESHIFT]);
FSkyVertex vert;
vert.color = r == 0 ? 0xffffff : 0xffffffff;
// And the texture coordinates.
if(!yflip) // 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) y+=FRACUNIT*300;
// And finally the vertex.
vert.x =-FIXED2FLOAT(x); // Doom mirrors the sky vertically!
vert.y = FIXED2FLOAT(y) - 1.f;
vert.z = FIXED2FLOAT(z);
mVertices.Push(vert);
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void FSkyVertexBuffer::CreateSkyHemisphere(int hemi)
{
int r, c;
bool yflip = !!(hemi & SKYHEMI_LOWER);
mPrimStart.Push(mVertices.Size());
for (c = 0; c < mColumns; c++)
{
SkyVertex(1, c, yflip);
}
// 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 + yflip, c, yflip);
SkyVertex(r + 1 - yflip, c, yflip);
}
}
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void FSkyVertexBuffer::CreateDome()
{
if (gl.version < 3.0f)
{
mColumns = 64;
mRows = 4;
}
else
{
mColumns = 128;
mRows = 4;
}
CreateSkyHemisphere(SKYHEMI_UPPER);
CreateSkyHemisphere(SKYHEMI_LOWER);
mPrimStart.Push(mVertices.Size());
if (gl.version >= 3.f)
{
// we won't bother with a real buffer for GL 2.x because the lack of shaders and therefore the objectColor uniform will require different handling.
// It'd also prevent changing to core features only.
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glBufferData(GL_ARRAY_BUFFER, mVertices.Size() * sizeof(FSkyVertex), &mVertices[0], GL_STATIC_DRAW);
}
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void FSkyVertexBuffer::RenderRow(int prim, int row, bool color)
{
if (gl.version < 3.f)
{
glBegin(prim);
for (unsigned int i = mPrimStart[row]; i < mPrimStart[row + 1]; i++)
{
if (color) glColor4ubv((GLubyte*)&mVertices[i].color);
glTexCoord2fv(&mVertices[i].u);
glVertex3fv(&mVertices[i].x);
}
glEnd();
}
else
{
glDrawArrays(prim, mPrimStart[row], mPrimStart[row + 1] - mPrimStart[row]);
}
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void FSkyVertexBuffer::RenderDome(FMaterial *tex, int mode)
{
int rc = mRows + 1;
if (mode != SKYMODE_SECONDLAYER)
{
if (mode == SKYMODE_MAINLAYER && tex != NULL)
{
PalEntry pe = tex->tex->GetSkyCapColor(false);
gl_RenderState.SetObjectColor(pe);
gl_RenderState.EnableTexture(false);
}
gl_RenderState.Apply();
RenderRow(GL_TRIANGLE_FAN, 0, false);
if (mode == SKYMODE_MAINLAYER && tex != NULL)
{
PalEntry pe = tex->tex->GetSkyCapColor(true);
gl_RenderState.SetObjectColor(pe);
}
gl_RenderState.Apply();
RenderRow(GL_TRIANGLE_FAN, rc, false);
if (mode == SKYMODE_MAINLAYER && tex != NULL)
{
gl_RenderState.EnableTexture(true);
}
}
gl_RenderState.SetObjectColor(0xffffffff);
gl_RenderState.Apply();
for (int i = 1; i <= mRows; i++)
{
RenderRow(GL_TRIANGLE_STRIP, i, true);
RenderRow(GL_TRIANGLE_STRIP, rc + i, true);
}
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void RenderDome(FMaterial * tex, float x_offset, float y_offset, bool mirror, int mode)
{
int texh = 0;
int texw = 0;
// 57 world units roughly represent one sky texel for the glTranslate call.
const float skyoffsetfactor = 57;
if (tex)
{
glPushMatrix();
tex->Bind(0, 0);
texw = tex->TextureWidth(GLUSE_TEXTURE);
texh = tex->TextureHeight(GLUSE_TEXTURE);
glRotatef(-180.0f+x_offset, 0.f, 1.f, 0.f);
float xscale = 1024.f / float(texw);
float yscale = 1.f;
if (texh < 200)
{
glTranslatef(0.f, -1250.f, 0.f);
glScalef(1.f, texh/230.f, 1.f);
}
else if (texh <= 240)
{
glTranslatef(0.f, (200 - texh + tex->tex->SkyOffset + skyoffset)*skyoffsetfactor, 0.f);
glScalef(1.f, 1.f + ((texh-200.f)/200.f) * 1.17f, 1.f);
}
else
{
glTranslatef(0.f, (-40 + tex->tex->SkyOffset + skyoffset)*skyoffsetfactor, 0.f);
glScalef(1.f, 1.2f * 1.17f, 1.f);
yscale = 240.f / texh;
}
glMatrixMode(GL_TEXTURE);
glPushMatrix();
glLoadIdentity();
glScalef(mirror? -xscale : xscale, yscale, 1.f);
glTranslatef(1.f, y_offset / texh, 1.f);
glMatrixMode(GL_MODELVIEW);
}
GLRenderer->mSkyVBO->RenderDome(tex, mode);
if (tex)
{
glMatrixMode(GL_TEXTURE);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
static void RenderBox(FTextureID texno, FMaterial * gltex, float x_offset, bool sky2)
{
FSkyBox * sb = static_cast<FSkyBox*>(gltex->tex);
int faces;
FMaterial * tex;
if (!sky2)
glRotatef(-180.0f+x_offset, glset.skyrotatevector.X, glset.skyrotatevector.Z, glset.skyrotatevector.Y);
else
glRotatef(-180.0f+x_offset, glset.skyrotatevector2.X, glset.skyrotatevector2.Z, glset.skyrotatevector2.Y);
if (sb->faces[5])
{
faces=4;
// north
tex = FMaterial::ValidateTexture(sb->faces[0]);
tex->Bind(GLT_CLAMPX|GLT_CLAMPY, 0);
gl_RenderState.Apply();
glBegin(GL_TRIANGLE_FAN);
glTexCoord2f(0, 0);
glVertex3f(128.f, 128.f, -128.f);
glTexCoord2f(1, 0);
glVertex3f(-128.f, 128.f, -128.f);
glTexCoord2f(1, 1);
glVertex3f(-128.f, -128.f, -128.f);
glTexCoord2f(0, 1);
glVertex3f(128.f, -128.f, -128.f);
glEnd();
// east
tex = FMaterial::ValidateTexture(sb->faces[1]);
tex->Bind(GLT_CLAMPX|GLT_CLAMPY, 0);
gl_RenderState.Apply();
glBegin(GL_TRIANGLE_FAN);
glTexCoord2f(0, 0);
glVertex3f(-128.f, 128.f, -128.f);
glTexCoord2f(1, 0);
glVertex3f(-128.f, 128.f, 128.f);
glTexCoord2f(1, 1);
glVertex3f(-128.f, -128.f, 128.f);
glTexCoord2f(0, 1);
glVertex3f(-128.f, -128.f, -128.f);
glEnd();
// south
tex = FMaterial::ValidateTexture(sb->faces[2]);
tex->Bind(GLT_CLAMPX|GLT_CLAMPY, 0);
gl_RenderState.Apply();
glBegin(GL_TRIANGLE_FAN);
glTexCoord2f(0, 0);
glVertex3f(-128.f, 128.f, 128.f);
glTexCoord2f(1, 0);
glVertex3f(128.f, 128.f, 128.f);
glTexCoord2f(1, 1);
glVertex3f(128.f, -128.f, 128.f);
glTexCoord2f(0, 1);
glVertex3f(-128.f, -128.f, 128.f);
glEnd();
// west
tex = FMaterial::ValidateTexture(sb->faces[3]);
tex->Bind(GLT_CLAMPX|GLT_CLAMPY, 0);
gl_RenderState.Apply();
glBegin(GL_TRIANGLE_FAN);
glTexCoord2f(0, 0);
glVertex3f(128.f, 128.f, 128.f);
glTexCoord2f(1, 0);
glVertex3f(128.f, 128.f, -128.f);
glTexCoord2f(1, 1);
glVertex3f(128.f, -128.f, -128.f);
glTexCoord2f(0, 1);
glVertex3f(128.f, -128.f, 128.f);
glEnd();
}
else
{
faces=1;
// all 4 sides
tex = FMaterial::ValidateTexture(sb->faces[0]);
tex->Bind(GLT_CLAMPX|GLT_CLAMPY, 0);
gl_RenderState.Apply();
glBegin(GL_TRIANGLE_FAN);
glTexCoord2f(0, 0);
glVertex3f(128.f, 128.f, -128.f);
glTexCoord2f(.25f, 0);
glVertex3f(-128.f, 128.f, -128.f);
glTexCoord2f(.25f, 1);
glVertex3f(-128.f, -128.f, -128.f);
glTexCoord2f(0, 1);
glVertex3f(128.f, -128.f, -128.f);
glEnd();
// east
glBegin(GL_TRIANGLE_FAN);
glTexCoord2f(.25f, 0);
glVertex3f(-128.f, 128.f, -128.f);
glTexCoord2f(.5f, 0);
glVertex3f(-128.f, 128.f, 128.f);
glTexCoord2f(.5f, 1);
glVertex3f(-128.f, -128.f, 128.f);
glTexCoord2f(.25f, 1);
glVertex3f(-128.f, -128.f, -128.f);
glEnd();
// south
glBegin(GL_TRIANGLE_FAN);
glTexCoord2f(.5f, 0);
glVertex3f(-128.f, 128.f, 128.f);
glTexCoord2f(.75f, 0);
glVertex3f(128.f, 128.f, 128.f);
glTexCoord2f(.75f, 1);
glVertex3f(128.f, -128.f, 128.f);
glTexCoord2f(.5f, 1);
glVertex3f(-128.f, -128.f, 128.f);
glEnd();
// west
glBegin(GL_TRIANGLE_FAN);
glTexCoord2f(.75f, 0);
glVertex3f(128.f, 128.f, 128.f);
glTexCoord2f(1, 0);
glVertex3f(128.f, 128.f, -128.f);
glTexCoord2f(1, 1);
glVertex3f(128.f, -128.f, -128.f);
glTexCoord2f(.75f, 1);
glVertex3f(128.f, -128.f, 128.f);
glEnd();
}
// top
tex = FMaterial::ValidateTexture(sb->faces[faces]);
tex->Bind(GLT_CLAMPX|GLT_CLAMPY, 0);
gl_RenderState.Apply();
glBegin(GL_TRIANGLE_FAN);
if (!sb->fliptop)
{
glTexCoord2f(0, 0);
glVertex3f(128.f, 128.f, -128.f);
glTexCoord2f(1, 0);
glVertex3f(-128.f, 128.f, -128.f);
glTexCoord2f(1, 1);
glVertex3f(-128.f, 128.f, 128.f);
glTexCoord2f(0, 1);
glVertex3f(128.f, 128.f, 128.f);
}
else
{
glTexCoord2f(0, 0);
glVertex3f(128.f, 128.f, 128.f);
glTexCoord2f(1, 0);
glVertex3f(-128.f, 128.f, 128.f);
glTexCoord2f(1, 1);
glVertex3f(-128.f, 128.f, -128.f);
glTexCoord2f(0, 1);
glVertex3f(128.f, 128.f, -128.f);
}
glEnd();
// bottom
tex = FMaterial::ValidateTexture(sb->faces[faces+1]);
tex->Bind(GLT_CLAMPX|GLT_CLAMPY, 0);
gl_RenderState.Apply();
glBegin(GL_TRIANGLE_FAN);
glTexCoord2f(0, 0);
glVertex3f(128.f, -128.f, -128.f);
glTexCoord2f(1, 0);
glVertex3f(-128.f, -128.f, -128.f);
glTexCoord2f(1, 1);
glVertex3f(-128.f, -128.f, 128.f);
glTexCoord2f(0, 1);
glVertex3f(128.f, -128.f, 128.f);
glEnd();
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void GLSkyPortal::DrawContents()
{
bool drawBoth = false;
PalEntry FadeColor(0,0,0,0);
// We have no use for Doom lighting special handling here, so disable it for this function.
int oldlightmode = glset.lightmode;
if (glset.lightmode == 8) glset.lightmode = 2;
if (!gl_fixedcolormap)
{
FadeColor = origin->fadecolor;
}
gl_RenderState.ResetColor();
gl_RenderState.EnableFog(false);
gl_RenderState.EnableAlphaTest(false);
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
GLRenderer->SetupView(0, 0, 0, viewangle, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1));
if (origin->texture[0] && origin->texture[0]->tex->gl_info.bSkybox)
{
RenderBox(origin->skytexno1, origin->texture[0], origin->x_offset[0], origin->sky2);
gl_RenderState.EnableAlphaTest(true);
}
else
{
if (gl.version >= 3.f)
{
gl_RenderState.SetVertexBuffer(GLRenderer->mSkyVBO);
}
if (origin->texture[0]==origin->texture[1] && origin->doublesky) origin->doublesky=false;
if (origin->texture[0])
{
gl_RenderState.SetTextureMode(TM_OPAQUE);
RenderDome(origin->texture[0], origin->x_offset[0], origin->y_offset, origin->mirrored, FSkyVertexBuffer::SKYMODE_MAINLAYER);
gl_RenderState.SetTextureMode(TM_MODULATE);
}
gl_RenderState.EnableAlphaTest(true);
gl_RenderState.AlphaFunc(GL_GEQUAL,0.05f);
if (origin->doublesky && origin->texture[1])
{
RenderDome(origin->texture[1], origin->x_offset[1], origin->y_offset, false, FSkyVertexBuffer::SKYMODE_SECONDLAYER);
}
if (skyfog>0 && (FadeColor.r ||FadeColor.g || FadeColor.b))
{
gl_RenderState.EnableTexture(false);
gl_RenderState.SetColorAlpha(FadeColor, skyfog / 255.0f);
// for the fog layer we must temporarily disable the color part of the vertex buffer.
glDisableClientState(GL_COLOR_ARRAY);
RenderDome(NULL, 0, 0, false, FSkyVertexBuffer::SKYMODE_FOGLAYER);
glEnableClientState(GL_COLOR_ARRAY);
gl_RenderState.EnableTexture(true);
}
if (gl.version >= 3.f)
{
gl_RenderState.SetVertexBuffer(GLRenderer->mVBO);
}
}
glPopMatrix();
glset.lightmode = oldlightmode;
}