// //--------------------------------------------------------------------------- // // Copyright(C) 2010-2016 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_voxels.cpp ** ** Voxel management ** **/ #include "gl/system/gl_system.h" #include "w_wad.h" #include "cmdlib.h" #include "sc_man.h" #include "m_crc32.h" #include "c_console.h" #include "g_game.h" #include "doomstat.h" #include "g_level.h" #include "colormatcher.h" #include "textures/bitmap.h" //#include "gl/gl_intern.h" #include "gl/system/gl_interface.h" #include "gl/renderer/gl_renderer.h" #include "gl/data/gl_vertexbuffer.h" #include "gl/scene/gl_drawinfo.h" #include "gl/models/gl_models.h" #include "gl/textures/gl_material.h" #include "gl/utility/gl_geometric.h" #include "gl/utility/gl_convert.h" #include "gl/renderer/gl_renderstate.h" //=========================================================================== // // Creates a 16x16 texture from the palette so that we can // use the existing palette manipulation code to render the voxel // Otherwise all shaders had to be duplicated and the non-shader code // would be a lot less efficient. // //=========================================================================== class FVoxelTexture : public FTexture { public: FVoxelTexture(FVoxel *voxel); ~FVoxelTexture(); const BYTE *GetColumn (unsigned int column, const Span **spans_out); const BYTE *GetPixels (); void Unload (); int CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rotate, FCopyInfo *inf); bool UseBasePalette() { return false; } protected: FVoxel *SourceVox; BYTE *Pixels; }; //=========================================================================== // // // //=========================================================================== FVoxelTexture::FVoxelTexture(FVoxel *vox) { SourceVox = vox; Width = 16; Height = 16; WidthBits = 4; HeightBits = 4; WidthMask = 15; Pixels = NULL; gl_info.bNoFilter = true; gl_info.bNoCompress = true; } //=========================================================================== // // // //=========================================================================== FVoxelTexture::~FVoxelTexture() { } const BYTE *FVoxelTexture::GetColumn (unsigned int column, const Span **spans_out) { // not needed return NULL; } const BYTE *FVoxelTexture::GetPixels () { // GetPixels gets called when a translated palette is used so we still need to implement it here. if (Pixels == NULL) { Pixels = new BYTE[256]; BYTE *pp = SourceVox->Palette; if(pp != NULL) { for(int i=0;i<256;i++, pp+=3) { PalEntry pe; pe.r = (pp[0] << 2) | (pp[0] >> 4); pe.g = (pp[1] << 2) | (pp[1] >> 4); pe.b = (pp[2] << 2) | (pp[2] >> 4); Pixels[i] = ColorMatcher.Pick(pe); } } else { for(int i=0;i<256;i++, pp+=3) { Pixels[i] = (BYTE)i; } } } return Pixels; } void FVoxelTexture::Unload () { if (Pixels != NULL) { delete[] Pixels; Pixels = NULL; } } //=========================================================================== // // FVoxelTexture::CopyTrueColorPixels // // This creates a dummy 16x16 paletted bitmap and converts that using the // voxel palette // //=========================================================================== int FVoxelTexture::CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rotate, FCopyInfo *inf) { PalEntry pe[256]; BYTE bitmap[256]; BYTE *pp = SourceVox->Palette; if(pp != NULL) { for(int i=0;i<256;i++, pp+=3) { bitmap[i] = (BYTE)i; pe[i].r = (pp[0] << 2) | (pp[0] >> 4); pe[i].g = (pp[1] << 2) | (pp[1] >> 4); pe[i].b = (pp[2] << 2) | (pp[2] >> 4); pe[i].a = 255; } } else { for(int i=0;i<256;i++, pp+=3) { bitmap[i] = (BYTE)i; pe[i] = GPalette.BaseColors[i]; pe[i].a = 255; } } bmp->CopyPixelData(x, y, bitmap, Width, Height, 1, 16, rotate, pe, inf); return 0; } //=========================================================================== // // // //=========================================================================== FVoxelModel::FVoxelModel(FVoxel *voxel, bool owned) { mVoxel = voxel; mOwningVoxel = owned; mPalette = TexMan.AddTexture(new FVoxelTexture(voxel)); } //=========================================================================== // // // //=========================================================================== FVoxelModel::~FVoxelModel() { if (mOwningVoxel) delete mVoxel; } //=========================================================================== // // // //=========================================================================== unsigned int FVoxelModel::AddVertex(FModelVertex &vert, FVoxelMap &check) { unsigned int index = check[vert]; if (index == 0xffffffff) { index = check[vert] =mVertices.Push(vert); } return index; } //=========================================================================== // // // //=========================================================================== void FVoxelModel::AddFace(int x1, int y1, int z1, int x2, int y2, int z2, int x3, int y3, int z3, int x4, int y4, int z4, BYTE col, FVoxelMap &check) { float PivotX = mVoxel->Mips[0].Pivot.X; float PivotY = mVoxel->Mips[0].Pivot.Y; float PivotZ = mVoxel->Mips[0].Pivot.Z; int h = mVoxel->Mips[0].SizeZ; FModelVertex vert; unsigned int indx[4]; vert.packedNormal = 0; // currently this is not being used for voxels. vert.u = (((col & 15) * 255 / 16) + 7) / 255.f; vert.v = (((col / 16) * 255 / 16) + 7) / 255.f; vert.x = x1 - PivotX; vert.z = -y1 + PivotY; vert.y = -z1 + PivotZ; indx[0] = AddVertex(vert, check); vert.x = x2 - PivotX; vert.z = -y2 + PivotY; vert.y = -z2 + PivotZ; indx[1] = AddVertex(vert, check); vert.x = x4 - PivotX; vert.z = -y4 + PivotY; vert.y = -z4 + PivotZ; indx[2] = AddVertex(vert, check); vert.x = x3 - PivotX; vert.z = -y3 + PivotY; vert.y = -z3 + PivotZ; indx[3] = AddVertex(vert, check); mIndices.Push(indx[0]); mIndices.Push(indx[1]); mIndices.Push(indx[3]); mIndices.Push(indx[1]); mIndices.Push(indx[2]); mIndices.Push(indx[3]); } //=========================================================================== // // // //=========================================================================== void FVoxelModel::MakeSlabPolys(int x, int y, kvxslab_t *voxptr, FVoxelMap &check) { const BYTE *col = voxptr->col; int zleng = voxptr->zleng; int ztop = voxptr->ztop; int cull = voxptr->backfacecull; if (cull & 16) { AddFace(x, y, ztop, x+1, y, ztop, x, y+1, ztop, x+1, y+1, ztop, *col, check); } int z = ztop; while (z < ztop+zleng) { int c = 0; while (z+c < ztop+zleng && col[c] == col[0]) c++; if (cull & 1) { AddFace(x, y, z, x, y+1, z, x, y, z+c, x, y+1, z+c, *col, check); } if (cull & 2) { AddFace(x+1, y+1, z, x+1, y, z, x+1, y+1, z+c, x+1, y, z+c, *col, check); } if (cull & 4) { AddFace(x, y, z, x+1, y, z, x, y, z+c, x+1, y, z+c, *col, check); } if (cull & 8) { AddFace(x+1, y+1, z, x, y+1, z, x+1, y+1, z+c, x, y+1, z+c, *col, check); } z+=c; col+=c; } if (cull & 32) { int z = ztop+zleng-1; AddFace(x+1, y, z+1, x, y, z+1, x+1, y+1, z+1, x, y+1, z+1, voxptr->col[zleng-1], check); } } //=========================================================================== // // // //=========================================================================== void FVoxelModel::Initialize() { FVoxelMap check; FVoxelMipLevel *mip = &mVoxel->Mips[0]; for (int x = 0; x < mip->SizeX; x++) { BYTE *slabxoffs = &mip->SlabData[mip->OffsetX[x]]; short *xyoffs = &mip->OffsetXY[x * (mip->SizeY + 1)]; for (int y = 0; y < mip->SizeY; y++) { kvxslab_t *voxptr = (kvxslab_t *)(slabxoffs + xyoffs[y]); kvxslab_t *voxend = (kvxslab_t *)(slabxoffs + xyoffs[y+1]); for (; voxptr < voxend; voxptr = (kvxslab_t *)((BYTE *)voxptr + voxptr->zleng + 3)) { MakeSlabPolys(x, y, voxptr, check); } } } } //=========================================================================== // // // //=========================================================================== void FVoxelModel::BuildVertexBuffer() { if (mVBuf == NULL) { Initialize(); mVBuf = new FModelVertexBuffer(true, true); FModelVertex *vertptr = mVBuf->LockVertexBuffer(mVertices.Size()); unsigned int *indxptr = mVBuf->LockIndexBuffer(mIndices.Size()); memcpy(vertptr, &mVertices[0], sizeof(FModelVertex)* mVertices.Size()); memcpy(indxptr, &mIndices[0], sizeof(unsigned int)* mIndices.Size()); mVBuf->UnlockVertexBuffer(); mVBuf->UnlockIndexBuffer(); mNumIndices = mIndices.Size(); // delete our temporary buffers mVertices.Clear(); mIndices.Clear(); mVertices.ShrinkToFit(); mIndices.ShrinkToFit(); } } //=========================================================================== // // for skin precaching // //=========================================================================== void FVoxelModel::AddSkins(BYTE *hitlist) { hitlist[mPalette.GetIndex()] |= FTexture::TEX_Flat; } //=========================================================================== // // // //=========================================================================== bool FVoxelModel::Load(const char * fn, int lumpnum, const char * buffer, int length) { return false; // not needed } //=========================================================================== // // Voxels don't have frames so always return 0 // //=========================================================================== int FVoxelModel::FindFrame(const char * name) { return 0; } //=========================================================================== // // Voxels need aspect ratio correction according to the current map's setting // //=========================================================================== float FVoxelModel::getAspectFactor() { return glset.pixelstretch; } //=========================================================================== // // Voxels never interpolate between frames, they only have one. // //=========================================================================== void FVoxelModel::RenderFrame(FTexture * skin, int frame, int frame2, double inter, int translation) { FMaterial * tex = FMaterial::ValidateTexture(skin, false); gl_RenderState.SetMaterial(tex, CLAMP_NOFILTER, translation, -1, false); gl_RenderState.Apply(); mVBuf->SetupFrame(0, 0, 0); glDrawElements(GL_TRIANGLES, mNumIndices, GL_UNSIGNED_INT, (void*)(intptr_t)0); }