diff --git a/src/gl/scene/gl_decal.cpp b/src/gl/scene/gl_decal.cpp index c05d51dfb..57f8cfd56 100644 --- a/src/gl/scene/gl_decal.cpp +++ b/src/gl/scene/gl_decal.cpp @@ -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 (topleftzbottom[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); } diff --git a/src/gl/scene/gl_drawinfo.cpp b/src/gl/scene/gl_drawinfo.cpp index 2ef0e4346..f2f49e60c 100644 --- a/src/gl/scene/gl_drawinfo.cpp +++ b/src/gl/scene/gl_drawinfo.cpp @@ -879,7 +879,7 @@ void GLDrawList::DrawDecals() { for(unsigned i=0;iDoDrawDecals(); + gl_drawinfo->DoDrawDecals(walls[drawitems[i].index]); } } diff --git a/src/gl/scene/gl_drawinfo.h b/src/gl/scene/gl_drawinfo.h index 70d74d243..cce1ecd4b 100644 --- a/src/gl/scene/gl_drawinfo.h +++ b/src/gl/scene/gl_drawinfo.h @@ -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); diff --git a/src/gl/scene/gl_wall.h b/src/gl/scene/gl_wall.h index 35463195b..2e84351f6 100644 --- a/src/gl/scene/gl_wall.h +++ b/src/gl/scene/gl_wall.h @@ -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(); diff --git a/src/gl/scene/gl_walls_draw.cpp b/src/gl/scene/gl_walls_draw.cpp index 6fc6cbe10..6298635ae 100644 --- a/src/gl/scene/gl_walls_draw.cpp +++ b/src/gl/scene/gl_walls_draw.cpp @@ -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);