- moved decal rendering from GLWall to FDrawInfo.

First step of turning GLWall into a pure data container.
This commit is contained in:
Christoph Oelckers 2018-04-25 22:09:12 +02:00
parent 306b630de2
commit 41d5bd76d4
5 changed files with 90 additions and 88 deletions

View File

@ -51,10 +51,11 @@ struct DecalVertex
//
//
//==========================================================================
void GLWall::DrawDecal(DBaseDecal *decal)
void FDrawInfo::DrawDecal(GLWall *wall, DBaseDecal *decal)
{
line_t * line=seg->linedef;
side_t * side=seg->sidedef;
auto seg = wall->seg;
line_t * line = seg->linedef;
side_t * side = seg->sidedef;
int i;
float zpos;
int light;
@ -63,10 +64,10 @@ void GLWall::DrawDecal(DBaseDecal *decal)
bool flipx, flipy;
DecalVertex dv[4];
FTextureID decalTile;
if (decal->RenderFlags & RF_INVISIBLE) return;
if (type==RENDERWALL_FFBLOCK && gltexture->isMasked()) return; // No decals on 3D floors with transparent textures.
if (wall->type == RENDERWALL_FFBLOCK && wall->gltexture->isMasked()) return; // No decals on 3D floors with transparent textures.
//if (decal->sprite != 0xffff)
{
@ -98,8 +99,8 @@ void GLWall::DrawDecal(DBaseDecal *decal)
sector_t *frontsector;
// for 3d-floor segments use the model sector as reference
if ((decal->RenderFlags&RF_CLIPMASK)==RF_CLIPMID) frontsector=decal->Sector;
else frontsector=seg->frontsector;
if ((decal->RenderFlags&RF_CLIPMASK) == RF_CLIPMID) frontsector = decal->Sector;
else frontsector = seg->frontsector;
switch (decal->RenderFlags & RF_RELMASK)
{
@ -111,7 +112,7 @@ void GLWall::DrawDecal(DBaseDecal *decal)
//break;
case RF_RELUPPER:
if (type!=RENDERWALL_TOP) return;
if (wall->type != RENDERWALL_TOP) return;
if (line->flags & ML_DONTPEGTOP)
{
zpos = decal->Z + frontsector->GetPlaneTexZ(sector_t::ceiling);
@ -122,7 +123,7 @@ void GLWall::DrawDecal(DBaseDecal *decal)
}
break;
case RF_RELLOWER:
if (type!=RENDERWALL_BOTTOM) return;
if (wall->type != RENDERWALL_BOTTOM) return;
if (line->flags & ML_DONTPEGBOTTOM)
{
zpos = decal->Z + frontsector->GetPlaneTexZ(sector_t::ceiling);
@ -133,7 +134,7 @@ void GLWall::DrawDecal(DBaseDecal *decal)
}
break;
case RF_RELMID:
if (type==RENDERWALL_TOP || type==RENDERWALL_BOTTOM) return;
if (wall->type == RENDERWALL_TOP || wall->type == RENDERWALL_BOTTOM) return;
if (line->flags & ML_DONTPEGBOTTOM)
{
zpos = decal->Z + frontsector->GetPlaneTexZ(sector_t::floor);
@ -143,7 +144,7 @@ void GLWall::DrawDecal(DBaseDecal *decal)
zpos = decal->Z + frontsector->GetPlaneTexZ(sector_t::ceiling);
}
}
if (decal->RenderFlags & RF_FULLBRIGHT)
{
light = 255;
@ -151,36 +152,36 @@ void GLWall::DrawDecal(DBaseDecal *decal)
}
else
{
light = lightlevel;
rel = rellight + getExtraLight();
light = wall->lightlevel;
rel = wall->rellight + getExtraLight();
}
FColormap p = Colormap;
FColormap p = wall->Colormap;
if (level.flags3 & LEVEL3_NOCOLOREDSPRITELIGHTING)
{
p.Decolorize();
}
a = decal->Alpha;
// now clip the decal to the actual polygon
float decalwidth = tex->TextureWidth() * decal->ScaleX;
float decalheight= tex->TextureHeight() * decal->ScaleY;
float decalheight = tex->TextureHeight() * decal->ScaleY;
float decallefto = tex->GetLeftOffset() * decal->ScaleX;
float decaltopo = tex->GetTopOffset() * decal->ScaleY;
float decaltopo = tex->GetTopOffset() * decal->ScaleY;
auto &glseg = wall->glseg;
float leftedge = glseg.fracleft * side->TexelLength;
float linelength = glseg.fracright * side->TexelLength - leftedge;
// texel index of the decal's left edge
float decalpixpos = (float)side->TexelLength * decal->LeftDistance - (flipx? decalwidth-decallefto : decallefto) - leftedge;
float decalpixpos = (float)side->TexelLength * decal->LeftDistance - (flipx ? decalwidth - decallefto : decallefto) - leftedge;
float left,right;
float lefttex,righttex;
float left, right;
float lefttex, righttex;
// decal is off the left edge
if (decalpixpos < 0)
@ -193,7 +194,7 @@ void GLWall::DrawDecal(DBaseDecal *decal)
left = decalpixpos;
lefttex = 0;
}
// decal is off the right edge
if (decalpixpos + decalwidth > linelength)
{
@ -205,77 +206,76 @@ void GLWall::DrawDecal(DBaseDecal *decal)
right = decalpixpos + decalwidth;
righttex = decalwidth;
}
if (right<=left) return; // nothing to draw
if (right <= left) return; // nothing to draw
// one texture unit on the wall as vector
float vx=(glseg.x2-glseg.x1)/linelength;
float vy=(glseg.y2-glseg.y1)/linelength;
dv[1].x=dv[0].x=glseg.x1+vx*left;
dv[1].y=dv[0].y=glseg.y1+vy*left;
float vx = (glseg.x2 - glseg.x1) / linelength;
float vy = (glseg.y2 - glseg.y1) / linelength;
dv[3].x=dv[2].x=glseg.x1+vx*right;
dv[3].y=dv[2].y=glseg.y1+vy*right;
zpos+= (flipy? decalheight-decaltopo : decaltopo);
dv[1].x = dv[0].x = glseg.x1 + vx * left;
dv[1].y = dv[0].y = glseg.y1 + vy * left;
dv[1].z=dv[2].z = zpos;
dv[0].z=dv[3].z = dv[1].z - decalheight;
dv[1].v=dv[2].v = tex->GetVT();
dv[3].x = dv[2].x = glseg.x1 + vx * right;
dv[3].y = dv[2].y = glseg.y1 + vy * right;
dv[1].u=dv[0].u = tex->GetU(lefttex / decal->ScaleX);
dv[3].u=dv[2].u = tex->GetU(righttex / decal->ScaleX);
dv[0].v=dv[3].v = tex->GetVB();
zpos += (flipy ? decalheight - decaltopo : decaltopo);
dv[1].z = dv[2].z = zpos;
dv[0].z = dv[3].z = dv[1].z - decalheight;
dv[1].v = dv[2].v = tex->GetVT();
dv[1].u = dv[0].u = tex->GetU(lefttex / decal->ScaleX);
dv[3].u = dv[2].u = tex->GetU(righttex / decal->ScaleX);
dv[0].v = dv[3].v = tex->GetVB();
// now clip to the top plane
float vzt=(ztop[1]-ztop[0])/linelength;
float topleft=this->ztop[0]+vzt*left;
float topright=this->ztop[0]+vzt*right;
float vzt = (wall->ztop[1] - wall->ztop[0]) / linelength;
float topleft = wall->ztop[0] + vzt * left;
float topright = wall->ztop[0] + vzt * right;
// completely below the wall
if (topleft<dv[0].z && topright<dv[3].z)
if (topleft < dv[0].z && topright < dv[3].z)
return;
if (topleft<dv[1].z || topright<dv[2].z)
if (topleft < dv[1].z || topright < dv[2].z)
{
// decal has to be clipped at the top
// let texture clamping handle all extreme cases
dv[1].v=(dv[1].z-topleft)/(dv[1].z-dv[0].z)*dv[0].v;
dv[2].v=(dv[2].z-topright)/(dv[2].z-dv[3].z)*dv[3].v;
dv[1].z=topleft;
dv[2].z=topright;
dv[1].v = (dv[1].z - topleft) / (dv[1].z - dv[0].z)*dv[0].v;
dv[2].v = (dv[2].z - topright) / (dv[2].z - dv[3].z)*dv[3].v;
dv[1].z = topleft;
dv[2].z = topright;
}
// now clip to the bottom plane
float vzb=(zbottom[1]-zbottom[0])/linelength;
float bottomleft=this->zbottom[0]+vzb*left;
float bottomright=this->zbottom[0]+vzb*right;
float vzb = (wall->zbottom[1] - wall->zbottom[0]) / linelength;
float bottomleft = wall->zbottom[0] + vzb * left;
float bottomright = wall->zbottom[0] + vzb * right;
// completely above the wall
if (bottomleft>dv[1].z && bottomright>dv[2].z)
if (bottomleft > dv[1].z && bottomright > dv[2].z)
return;
if (bottomleft>dv[0].z || bottomright>dv[3].z)
if (bottomleft > dv[0].z || bottomright > dv[3].z)
{
// decal has to be clipped at the bottom
// let texture clamping handle all extreme cases
dv[0].v=(dv[1].z-bottomleft)/(dv[1].z-dv[0].z)*(dv[0].v-dv[1].v) + dv[1].v;
dv[3].v=(dv[2].z-bottomright)/(dv[2].z-dv[3].z)*(dv[3].v-dv[2].v) + dv[2].v;
dv[0].z=bottomleft;
dv[3].z=bottomright;
dv[0].v = (dv[1].z - bottomleft) / (dv[1].z - dv[0].z)*(dv[0].v - dv[1].v) + dv[1].v;
dv[3].v = (dv[2].z - bottomright) / (dv[2].z - dv[3].z)*(dv[3].v - dv[2].v) + dv[2].v;
dv[0].z = bottomleft;
dv[3].z = bottomright;
}
if (flipx)
{
float ur = tex->GetUR();
for(i=0;i<4;i++) dv[i].u=ur-dv[i].u;
for (i = 0; i < 4; i++) dv[i].u = ur - dv[i].u;
}
if (flipy)
{
float vb = tex->GetVB();
for(i=0;i<4;i++) dv[i].v=vb-dv[i].v;
for (i = 0; i < 4; i++) dv[i].v = vb - dv[i].v;
}
// calculate dynamic light effect.
@ -284,13 +284,13 @@ void GLWall::DrawDecal(DBaseDecal *decal)
// Note: This should be replaced with proper shader based lighting.
double x, y;
decal->GetXY(seg->sidedef, x, y);
gl_SetDynSpriteLight(nullptr, x, y, zpos - decalheight * 0.5f, sub);
gl_SetDynSpriteLight(nullptr, x, y, zpos - decalheight * 0.5f, wall->sub);
}
// alpha color only has an effect when using an alpha texture.
if (decal->RenderStyle.Flags & STYLEF_RedIsAlpha)
{
gl_RenderState.SetObjectColor(decal->AlphaColor|0xff000000);
gl_RenderState.SetObjectColor(decal->AlphaColor | 0xff000000);
}
@ -310,7 +310,7 @@ void GLWall::DrawDecal(DBaseDecal *decal)
PalEntry fc = gl_RenderState.GetFogColor();
if (decal->RenderStyle.BlendOp == STYLEOP_Add && decal->RenderStyle.DestAlpha == STYLEALPHA_One)
{
gl_RenderState.SetFog(0,-1);
gl_RenderState.SetFog(0, -1);
}
gl_RenderState.SetNormal(glseg.Normal());
@ -321,30 +321,32 @@ void GLWall::DrawDecal(DBaseDecal *decal)
qd.Set(i, dv[i].x, dv[i].z, dv[i].y, dv[i].u, dv[i].v);
}
if (lightlist == NULL)
if (wall->lightlist == nullptr)
{
gl_RenderState.Apply();
qd.Render(GL_TRIANGLE_FAN);
}
else
{
for (unsigned k = 0; k < lightlist->Size(); k++)
auto &lightlist = *wall->lightlist;
for (unsigned k = 0; k < lightlist.Size(); k++)
{
secplane_t &lowplane = k == (*lightlist).Size() - 1 ? bottomplane : (*lightlist)[k + 1].plane;
secplane_t &lowplane = k == lightlist.Size() - 1 ? wall->bottomplane : lightlist[k + 1].plane;
float low1 = lowplane.ZatPoint(dv[1].x, dv[1].y);
float low2 = lowplane.ZatPoint(dv[2].x, dv[2].y);
if (low1 < dv[1].z || low2 < dv[2].z)
{
int thisll = (*lightlist)[k].caster != NULL ? gl_ClampLight(*(*lightlist)[k].p_lightlevel) : lightlevel;
int thisll = lightlist[k].caster != NULL ? gl_ClampLight(*lightlist[k].p_lightlevel) : wall->lightlevel;
FColormap thiscm;
thiscm.FadeColor = Colormap.FadeColor;
thiscm.CopyFrom3DLight(&(*lightlist)[k]);
thiscm.FadeColor = wall->Colormap.FadeColor;
thiscm.CopyFrom3DLight(&lightlist[k]);
mDrawer->SetColor(thisll, rel, thiscm, a);
if (level.flags3 & LEVEL3_NOCOLOREDSPRITELIGHTING) thiscm.Decolorize();
mDrawer->SetFog(thisll, rel, &thiscm, RenderStyle == STYLE_Add);
gl_RenderState.SetSplitPlanes((*lightlist)[k].plane, lowplane);
mDrawer->SetFog(thisll, rel, &thiscm, wall->RenderStyle == STYLE_Add);
gl_RenderState.SetSplitPlanes(lightlist[k].plane, lowplane);
gl_RenderState.Apply();
qd.Render(GL_TRIANGLE_FAN);
@ -356,8 +358,8 @@ void GLWall::DrawDecal(DBaseDecal *decal)
rendered_decals++;
gl_RenderState.SetTextureMode(TM_MODULATE);
gl_RenderState.SetObjectColor(0xffffffff);
gl_RenderState.SetFog(fc,-1);
gl_RenderState.SetDynLight(0,0,0);
gl_RenderState.SetFog(fc, -1);
gl_RenderState.SetDynLight(0, 0, 0);
}
//==========================================================================
@ -365,27 +367,27 @@ void GLWall::DrawDecal(DBaseDecal *decal)
//
//
//==========================================================================
void GLWall::DoDrawDecals()
void FDrawInfo::DoDrawDecals(GLWall *wall)
{
if (seg->sidedef && seg->sidedef->AttachedDecals)
if (wall->seg->sidedef && wall->seg->sidedef->AttachedDecals)
{
if (lightlist != NULL)
if (wall->lightlist != nullptr)
{
gl_RenderState.EnableSplit(true);
}
else
{
mDrawer->SetFog(lightlevel, rellight + getExtraLight(), &Colormap, false);
mDrawer->SetFog(wall->lightlevel, wall->rellight + getExtraLight(), &wall->Colormap, false);
}
DBaseDecal *decal = seg->sidedef->AttachedDecals;
DBaseDecal *decal = wall->seg->sidedef->AttachedDecals;
while (decal)
{
DrawDecal(decal);
DrawDecal(wall, decal);
decal = decal->WallNext;
}
if (lightlist != NULL)
if (wall->lightlist != nullptr)
{
gl_RenderState.EnableSplit(false);
}

View File

@ -879,7 +879,7 @@ void GLDrawList::DrawDecals()
{
for(unsigned i=0;i<drawitems.Size();i++)
{
walls[drawitems[i].index]->DoDrawDecals();
gl_drawinfo->DoDrawDecals(walls[drawitems[i].index]);
}
}

View File

@ -183,6 +183,9 @@ struct FDrawInfo : public HWDrawInfo
bool PutWallCompat(GLWall *wall, int passflag); // Legacy GL only.
void DrawDecal(GLWall *wall, DBaseDecal *decal);
void DoDrawDecals(GLWall *wall);
void StartScene();
void SetupFloodStencil(wallseg * ws);

View File

@ -257,9 +257,6 @@ private:
float fch1, float fch2, float ffh1, float ffh2,
float bch1, float bch2, float bfh1, float bfh2);
void DrawDecal(DBaseDecal *actor);
void DoDrawDecals();
void RenderFogBoundary();
void RenderMirrorSurface();
void RenderTranslucentWall();

View File

@ -297,7 +297,7 @@ void GLWall::RenderMirrorSurface()
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1.0f, -128.0f);
glDepthMask(false);
DoDrawDecals();
gl_drawinfo->DoDrawDecals(this);
glDepthMask(true);
glPolygonOffset(0.0f, 0.0f);
glDisable(GL_POLYGON_OFFSET_FILL);