diff --git a/src/gl/compatibility/gl_20.cpp b/src/gl/compatibility/gl_20.cpp index 6df940b77..2224dd9f4 100644 --- a/src/gl/compatibility/gl_20.cpp +++ b/src/gl/compatibility/gl_20.cpp @@ -68,8 +68,7 @@ void gl_PatchMenu() { if (gl.glslversion == 0) { - // Radial fog and Doom lighting are not available in SM < 4 cards - // The way they are implemented does not work well on older hardware. + // Radial fog and Doom lighting are not available without full shader support. FOptionValues **opt = OptionValues.CheckKey("LightingModes"); if (opt != NULL) @@ -443,7 +442,7 @@ bool gl_SetupLight(int group, Plane & p, ADynamicLight * light, Vector & nearPt, g = (g*(32 - desaturation) + gray*desaturation) / 32; b = (b*(32 - desaturation) + gray*desaturation) / 32; } - glColor3f(r, g, b); + gl_RenderState.SetColor(r, g, b); return true; } @@ -457,7 +456,7 @@ bool gl_SetupLightTexture() { if (GLRenderer->gllight == nullptr) return false; FMaterial * pat = FMaterial::ValidateTexture(GLRenderer->gllight, false); - pat->Bind(CLAMP_XY, 0); + pat->Bind(CLAMP_XY_NOMIP, 0); return true; } @@ -488,7 +487,7 @@ bool GLWall::PutWallCompat(int passflag) if (sub->lighthead != nullptr) return false; } - bool foggy = (!gl_isBlack(Colormap.FadeColor) || level.flags&LEVEL_HASFADETABLE); + bool foggy = !gl_isBlack(Colormap.FadeColor) || (level.flags&LEVEL_HASFADETABLE) || gl_lights_additive; bool masked = passflag == 2 && gltexture->isMasked(); int list = list_indices[masked][foggy]; @@ -517,7 +516,7 @@ bool GLFlat::PutFlatCompat(bool fog) { { GLLDL_FLATS_PLAIN, GLLDL_FLATS_FOG },{ GLLDL_FLATS_MASKED, GLLDL_FLATS_FOGMASKED } }; bool masked = gltexture->isMasked() && ((renderflags&SSRF_RENDER3DPLANES) || stack); - bool foggy = gl_CheckFog(&Colormap, lightlevel) || level.flags&LEVEL_HASFADETABLE; + bool foggy = gl_CheckFog(&Colormap, lightlevel) || (level.flags&LEVEL_HASFADETABLE) || gl_lights_additive; int list = list_indices[masked][foggy]; @@ -591,7 +590,6 @@ void GLFlat::DrawSubsectorLights(subsector_t * sub, int pass) float scale; FLightNode * node = sub->lighthead; - gl_RenderState.Apply(); while (node) { ADynamicLight * light = node->lightsource; @@ -614,11 +612,12 @@ void GLFlat::DrawSubsectorLights(subsector_t * sub, int pass) } p.Set(plane.plane); - if (!gl_SetupLight(sub->sector->PortalGroup, p, light, nearPt, up, right, scale, CM_DEFAULT, false, pass == GLPASS_LIGHTTEX_ADDITIVE)) + if (!gl_SetupLight(sub->sector->PortalGroup, p, light, nearPt, up, right, scale, CM_DEFAULT, false, pass != GLPASS_LIGHTTEX)) { node = node->nextLight; continue; } + gl_RenderState.Apply(); FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer(); for (unsigned int k = 0; k < sub->numlines; k++) @@ -687,7 +686,7 @@ void GLFlat::DrawLightsCompat(int pass) // Sets up the texture coordinates for one light to be rendered // //========================================================================== -bool GLWall::PrepareLight(texcoord * tcs, ADynamicLight * light, int pass) +bool GLWall::PrepareLight(ADynamicLight * light, int pass) { float vtx[] = { glseg.x1,zbottom[0],glseg.y1, glseg.x1,ztop[0],glseg.y1, glseg.x2,ztop[1],glseg.y2, glseg.x2,zbottom[1],glseg.y2 }; Plane p; @@ -701,7 +700,7 @@ bool GLWall::PrepareLight(texcoord * tcs, ADynamicLight * light, int pass) return false; } - if (!gl_SetupLight(seg->frontsector->PortalGroup, p, light, nearPt, up, right, scale, CM_DEFAULT, true, pass == GLPASS_LIGHTTEX_ADDITIVE)) + if (!gl_SetupLight(seg->frontsector->PortalGroup, p, light, nearPt, up, right, scale, CM_DEFAULT, true, pass != GLPASS_LIGHTTEX)) { return false; } @@ -734,6 +733,55 @@ bool GLWall::PrepareLight(texcoord * tcs, ADynamicLight * light, int pass) } +void GLWall::RenderLightsCompat(int pass) +{ + FLightNode * node; + + // black fog is diminishing light and should affect lights less than the rest! + if (pass == GLPASS_LIGHTTEX) gl_SetFog((255 + lightlevel) >> 1, 0, NULL, false); + else gl_SetFog(lightlevel, 0, &Colormap, true); + + if (seg->sidedef == NULL) + { + return; + } + else if (!(seg->sidedef->Flags & WALLF_POLYOBJ)) + { + // Iterate through all dynamic lights which touch this wall and render them + node = seg->sidedef->lighthead; + } + else if (sub) + { + // To avoid constant rechecking for polyobjects use the subsector's lightlist instead + node = sub->lighthead; + } + else + { + return; + } + + texcoord save[4]; + memcpy(save, tcs, sizeof(tcs)); + while (node) + { + ADynamicLight * light = node->lightsource; + + if (light->flags2&MF2_DORMANT || + (pass == GLPASS_LIGHTTEX && light->IsAdditive()) || + (pass == GLPASS_LIGHTTEX_ADDITIVE && !light->IsAdditive())) + { + node = node->nextLight; + continue; + } + if (PrepareLight(light, pass)) + { + RenderWall(RWF_TEXTURED, NULL); + } + node = node->nextLight; + } + memcpy(tcs, save, sizeof(tcs)); +} + //========================================================================== // // @@ -820,10 +868,10 @@ void FGLRenderer::RenderMultipassStuff() gl_drawinfo->dldrawlists[GLLDL_FLATS_PLAIN].DrawFlats(GLPASS_LIGHTTEX_ADDITIVE); gl_drawinfo->dldrawlists[GLLDL_FLATS_BRIGHT].DrawFlats(GLPASS_LIGHTTEX_ADDITIVE); gl_drawinfo->dldrawlists[GLLDL_FLATS_MASKED].DrawFlats(GLPASS_LIGHTTEX_ADDITIVE); - gl_drawinfo->dldrawlists[GLLDL_WALLS_FOG].DrawWalls(GLPASS_LIGHTTEX_ADDITIVE); - gl_drawinfo->dldrawlists[GLLDL_WALLS_FOGMASKED].DrawWalls(GLPASS_LIGHTTEX_ADDITIVE); - gl_drawinfo->dldrawlists[GLLDL_FLATS_FOG].DrawFlats(GLPASS_LIGHTTEX_ADDITIVE); - gl_drawinfo->dldrawlists[GLLDL_FLATS_FOGMASKED].DrawFlats(GLPASS_LIGHTTEX_ADDITIVE); + gl_drawinfo->dldrawlists[GLLDL_WALLS_FOG].DrawWalls(GLPASS_LIGHTTEX_FOGGY); + gl_drawinfo->dldrawlists[GLLDL_WALLS_FOGMASKED].DrawWalls(GLPASS_LIGHTTEX_FOGGY); + gl_drawinfo->dldrawlists[GLLDL_FLATS_FOG].DrawFlats(GLPASS_LIGHTTEX_FOGGY); + gl_drawinfo->dldrawlists[GLLDL_FLATS_FOGMASKED].DrawFlats(GLPASS_LIGHTTEX_FOGGY); } else gl_lights = false; diff --git a/src/gl/scene/gl_drawinfo.h b/src/gl/scene/gl_drawinfo.h index 744ffeef4..124440eee 100644 --- a/src/gl/scene/gl_drawinfo.h +++ b/src/gl/scene/gl_drawinfo.h @@ -61,6 +61,7 @@ enum Drawpasses GLPASS_LIGHTTEX, // lighttexture pass GLPASS_TEXONLY, // finishing texture pass GLPASS_LIGHTTEX_ADDITIVE, // lighttexture pass (additive) + GLPASS_LIGHTTEX_FOGGY, // lighttexture pass on foggy surfaces (forces all lights to be additive) }; diff --git a/src/gl/scene/gl_wall.h b/src/gl/scene/gl_wall.h index 97c8217b7..fdeb99ed0 100644 --- a/src/gl/scene/gl_wall.h +++ b/src/gl/scene/gl_wall.h @@ -184,13 +184,14 @@ private: void CheckTexturePosition(); void RenderFogBoundaryCompat(); + void RenderLightsCompat(int pass); void Put3DWall(lightlist_t * lightlist, bool translucent); void SplitWallComplex(sector_t * frontsector, bool translucent, float maplightbottomleft, float maplightbottomright); void SplitWall(sector_t * frontsector, bool translucent); void SetupLights(); - bool PrepareLight(texcoord * tcs, ADynamicLight * light, int pass); + bool PrepareLight(ADynamicLight * light, int pass); void RenderWall(int textured, unsigned int *store = NULL); void RenderTextured(int rflags); diff --git a/src/gl/scene/gl_walls_draw.cpp b/src/gl/scene/gl_walls_draw.cpp index 319330342..4fd586388 100644 --- a/src/gl/scene/gl_walls_draw.cpp +++ b/src/gl/scene/gl_walls_draw.cpp @@ -442,5 +442,10 @@ void GLWall::Draw(int pass) RenderTranslucentWall(); break; } + + case GLPASS_LIGHTTEX: + case GLPASS_LIGHTTEX_ADDITIVE: + RenderLightsCompat(pass); + break; } }