/* ** gl_data.cpp ** Maintenance data for GL renderer (mostly to handle rendering hacks) ** **--------------------------------------------------------------------------- ** 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. When not used as part of GZDoom or a GZDoom derivative, this code will be ** covered by the terms of the GNU Lesser General Public License as published ** by the Free Software Foundation; either version 2.1 of the License, or (at ** your option) any later version. ** 5. 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 "colormatcher.h" #include "i_system.h" #include "p_local.h" #include "p_tags.h" #include "p_lnspec.h" #include "c_dispatch.h" #include "r_sky.h" #include "sc_man.h" #include "w_wad.h" #include "gi.h" #include "g_level.h" #include "gl/system/gl_interface.h" #include "gl/renderer/gl_renderer.h" #include "gl/renderer/gl_lightdata.h" #include "gl/data/gl_data.h" #include "gl/dynlights/gl_dynlight.h" #include "gl/dynlights/gl_glow.h" #include "gl/models/gl_models.h" #include "gl/utility/gl_clock.h" #include "gl/shaders/gl_shader.h" #include "gl/gl_functions.h" GLRenderSettings glset; long gl_frameMS; long gl_frameCount; EXTERN_CVAR(Int, gl_lightmode) EXTERN_CVAR(Bool, gl_brightfog) CUSTOM_CVAR(Float, maxviewpitch, 90.f, CVAR_ARCHIVE|CVAR_SERVERINFO) { if (self>90.f) self=90.f; else if (self<-90.f) self=-90.f; } CUSTOM_CVAR(Bool, gl_notexturefill, false, 0) { glset.notexturefill = self; } CUSTOM_CVAR(Bool, gl_nocoloredspritelighting, false, 0) { glset.nocoloredspritelighting = self; } void gl_CreateSections(); //----------------------------------------------------------------------------- // // Adjust sprite offsets for GL rendering (IWAD resources only) // //----------------------------------------------------------------------------- void AdjustSpriteOffsets() { static bool done=false; char name[30]; if (done) return; done=true; mysnprintf(name, countof(name), "sprofs/%s.sprofs", GameNames[gameinfo.gametype]); int lump = Wads.CheckNumForFullName(name); if (lump>=0) { FScanner sc; sc.OpenLumpNum(lump); GLRenderer->FlushTextures(); int ofslumpno = Wads.GetLumpFile(lump); while (sc.GetString()) { int x,y; FTextureID texno = TexMan.CheckForTexture(sc.String, FTexture::TEX_Sprite); sc.GetNumber(); x=sc.Number; sc.GetNumber(); y=sc.Number; if (texno.isValid()) { FTexture * tex = TexMan[texno]; int lumpnum = tex->GetSourceLump(); // We only want to change texture offsets for sprites in the IWAD or the file this lump originated from. if (lumpnum >= 0 && lumpnum < Wads.GetNumLumps()) { int wadno = Wads.GetLumpFile(lumpnum); if (wadno==FWadCollection::IWAD_FILENUM || wadno == ofslumpno) { tex->LeftOffset=x; tex->TopOffset=y; tex->KillNative(); } } } } } } // Normally this would be better placed in p_lnspec.cpp. // But I have accidentally overwritten that file several times // so I'd rather place it here. int LS_Sector_SetPlaneReflection (line_t *ln, AActor *it, bool backSide, int arg0, int arg1, int arg2, int arg3, int arg4) { // Sector_SetPlaneReflection (tag, floor, ceiling) int secnum; FSectorTagIterator itr(arg0); while ((secnum = itr.Next()) >= 0) { sector_t * s = §ors[secnum]; if (!s->floorplane.isSlope()) s->reflect[sector_t::floor] = arg1/255.f; if (!s->ceilingplane.isSlope()) sectors[secnum].reflect[sector_t::ceiling] = arg2/255.f; } return true; } int LS_SetGlobalFogParameter (line_t *ln, AActor *it, bool backSide, int arg0, int arg1, int arg2, int arg3, int arg4) { // SetGlobalFogParameter (type, value) switch(arg0) { case 0: fogdensity = arg1>>1; return true; case 1: outsidefogdensity = arg1>>1; return true; case 2: skyfog = arg1; return true; default: return false; } } //========================================================================== // // Portal identifier lists // //========================================================================== //========================================================================== // // MAPINFO stuff // //========================================================================== struct FGLROptions : public FOptionalMapinfoData { FGLROptions() { identifier = "gl_renderer"; fogdensity = 0; outsidefogdensity = 0; skyfog = 0; brightfog = false; lightmode = -1; nocoloredspritelighting = -1; notexturefill = -1; skyrotatevector = FVector3(0,0,1); skyrotatevector2 = FVector3(0,0,1); pixelstretch = 1.2f; } virtual FOptionalMapinfoData *Clone() const { FGLROptions *newopt = new FGLROptions; newopt->identifier = identifier; newopt->fogdensity = fogdensity; newopt->outsidefogdensity = outsidefogdensity; newopt->skyfog = skyfog; newopt->lightmode = lightmode; newopt->nocoloredspritelighting = nocoloredspritelighting; newopt->notexturefill = notexturefill; newopt->skyrotatevector = skyrotatevector; newopt->skyrotatevector2 = skyrotatevector2; newopt->pixelstretch = pixelstretch; return newopt; } int fogdensity; int outsidefogdensity; int skyfog; int lightmode; int brightfog; SBYTE nocoloredspritelighting; SBYTE notexturefill; FVector3 skyrotatevector; FVector3 skyrotatevector2; float pixelstretch; }; DEFINE_MAP_OPTION(fogdensity, false) { FGLROptions *opt = info->GetOptData("gl_renderer"); parse.ParseAssign(); parse.sc.MustGetNumber(); opt->fogdensity = parse.sc.Number; } DEFINE_MAP_OPTION(brightfog, false) { FGLROptions *opt = info->GetOptData("gl_renderer"); parse.ParseAssign(); parse.sc.MustGetNumber(); opt->brightfog = parse.sc.Number; } DEFINE_MAP_OPTION(outsidefogdensity, false) { FGLROptions *opt = info->GetOptData("gl_renderer"); parse.ParseAssign(); parse.sc.MustGetNumber(); opt->outsidefogdensity = parse.sc.Number; } DEFINE_MAP_OPTION(skyfog, false) { FGLROptions *opt = info->GetOptData("gl_renderer"); parse.ParseAssign(); parse.sc.MustGetNumber(); opt->skyfog = parse.sc.Number; } DEFINE_MAP_OPTION(lightmode, false) { FGLROptions *opt = info->GetOptData("gl_renderer"); parse.ParseAssign(); parse.sc.MustGetNumber(); opt->lightmode = BYTE(parse.sc.Number); } DEFINE_MAP_OPTION(nocoloredspritelighting, false) { FGLROptions *opt = info->GetOptData("gl_renderer"); if (parse.CheckAssign()) { parse.sc.MustGetNumber(); opt->nocoloredspritelighting = !!parse.sc.Number; } else { opt->nocoloredspritelighting = true; } } DEFINE_MAP_OPTION(notexturefill, false) { FGLROptions *opt = info->GetOptData("gl_renderer"); if (parse.CheckAssign()) { parse.sc.MustGetNumber(); opt->notexturefill = !!parse.sc.Number; } else { opt->notexturefill = true; } } DEFINE_MAP_OPTION(skyrotate, false) { FGLROptions *opt = info->GetOptData("gl_renderer"); parse.ParseAssign(); parse.sc.MustGetFloat(); opt->skyrotatevector.X = (float)parse.sc.Float; if (parse.format_type == FMapInfoParser::FMT_New) parse.sc.MustGetStringName(","); parse.sc.MustGetFloat(); opt->skyrotatevector.Y = (float)parse.sc.Float; if (parse.format_type == FMapInfoParser::FMT_New) parse.sc.MustGetStringName(","); parse.sc.MustGetFloat(); opt->skyrotatevector.Z = (float)parse.sc.Float; opt->skyrotatevector.MakeUnit(); } DEFINE_MAP_OPTION(skyrotate2, false) { FGLROptions *opt = info->GetOptData("gl_renderer"); parse.ParseAssign(); parse.sc.MustGetFloat(); opt->skyrotatevector2.X = (float)parse.sc.Float; if (parse.format_type == FMapInfoParser::FMT_New) parse.sc.MustGetStringName(","); parse.sc.MustGetFloat(); opt->skyrotatevector2.Y = (float)parse.sc.Float; if (parse.format_type == FMapInfoParser::FMT_New) parse.sc.MustGetStringName(","); parse.sc.MustGetFloat(); opt->skyrotatevector2.Z = (float)parse.sc.Float; opt->skyrotatevector2.MakeUnit(); } DEFINE_MAP_OPTION(pixelratio, false) { FGLROptions *opt = info->GetOptData("gl_renderer"); parse.ParseAssign(); parse.sc.MustGetFloat(); opt->pixelstretch = (float)parse.sc.Float; } bool IsLightmodeValid() { return (glset.map_lightmode >= 0 && glset.map_lightmode <= 4) || glset.map_lightmode == 8; } void InitGLRMapinfoData() { FGLROptions *opt = level.info->GetOptData("gl_renderer", false); if (opt != NULL) { gl_SetFogParams(opt->fogdensity, level.info->outsidefog, opt->outsidefogdensity, opt->skyfog); glset.map_lightmode = opt->lightmode; glset.map_brightfog = opt->brightfog; glset.map_nocoloredspritelighting = opt->nocoloredspritelighting; glset.map_notexturefill = opt->notexturefill; glset.skyrotatevector = opt->skyrotatevector; glset.skyrotatevector2 = opt->skyrotatevector2; glset.pixelstretch = opt->pixelstretch; } else { gl_SetFogParams(0, level.info->outsidefog, 0, 0); glset.map_lightmode = -1; glset.map_brightfog = -1; glset.map_nocoloredspritelighting = -1; glset.map_notexturefill = -1; glset.skyrotatevector = FVector3(0,0,1); glset.skyrotatevector2 = FVector3(0,0,1); glset.pixelstretch = 1.2f; } if (!IsLightmodeValid()) glset.lightmode = gl_lightmode; else glset.lightmode = glset.map_lightmode; if (glset.map_nocoloredspritelighting == -1) glset.nocoloredspritelighting = gl_nocoloredspritelighting; else glset.nocoloredspritelighting = !!glset.map_nocoloredspritelighting; if (glset.map_notexturefill == -1) glset.notexturefill = gl_notexturefill; else glset.notexturefill = !!glset.map_notexturefill; if (glset.map_brightfog == -1) glset.brightfog = gl_brightfog; else glset.brightfog = !!glset.map_brightfog; } CCMD(gl_resetmap) { if (!IsLightmodeValid()) glset.lightmode = gl_lightmode; else glset.lightmode = glset.map_lightmode; if (glset.map_nocoloredspritelighting == -1) glset.nocoloredspritelighting = gl_nocoloredspritelighting; else glset.nocoloredspritelighting = !!glset.map_nocoloredspritelighting; if (glset.map_notexturefill == -1) glset.notexturefill = gl_notexturefill; else glset.notexturefill = !!glset.map_notexturefill; if (glset.map_brightfog == -1) glset.brightfog = gl_brightfog; else glset.brightfog = !!glset.map_brightfog; } //=========================================================================== // // Gets the texture index for a sprite frame // //=========================================================================== FTextureID gl_GetSpriteFrame(unsigned sprite, int frame, int rot, angle_t ang, bool *mirror) { spritedef_t *sprdef = &sprites[sprite]; if (frame >= sprdef->numframes) { // If there are no frames at all for this sprite, don't draw it. return FNullTextureID(); } else { //picnum = SpriteFrames[sprdef->spriteframes + thing->frame].Texture[0]; // choose a different rotation based on player view spriteframe_t *sprframe = &SpriteFrames[sprdef->spriteframes + frame]; if (rot==-1) { if (sprframe->Texture[0] == sprframe->Texture[1]) { rot = (ang + (angle_t)(ANGLE_90/4)*9) >> 28; } else { rot = (ang + (angle_t)(ANGLE_90/4)*9-(angle_t)(ANGLE_180/16)) >> 28; } } if (mirror) *mirror = !!(sprframe->Flip&(1<Texture[rot]; } } //========================================================================== // // Recalculate all heights affectting this vertex. // //========================================================================== void gl_RecalcVertexHeights(vertex_t * v) { int i,j,k; float height; v->numheights=0; for(i=0;inumsectors;i++) { for(j=0;j<2;j++) { if (j==0) height=v->sectors[i]->ceilingplane.ZatPoint(v); else height=v->sectors[i]->floorplane.ZatPoint(v); for(k=0;knumheights;k++) { if (height == v->heightlist[k]) break; if (height < v->heightlist[k]) { memmove(&v->heightlist[k+1], &v->heightlist[k], sizeof(float) * (v->numheights-k)); v->heightlist[k]=height; v->numheights++; break; } } if (k==v->numheights) v->heightlist[v->numheights++]=height; } } if (v->numheights<=2) v->numheights=0; // is not in need of any special attention v->dirty = false; } void gl_InitData() { AdjustSpriteOffsets(); } //========================================================================== // // dumpgeometry // //========================================================================== CCMD(dumpgeometry) { for(int i=0;isubsectorcount;j++) { subsector_t * sub = sector->subsectors[j]; Printf(PRINT_LOG, " Subsector %d - real sector = %d - %s\n", int(sub-subsectors), sub->sector->sectornum, sub->hacked&1? "hacked":""); for(DWORD k=0;knumlines;k++) { seg_t * seg = sub->firstline + k; if (seg->linedef) { Printf(PRINT_LOG, " (%4.4f, %4.4f), (%4.4f, %4.4f) - seg %d, linedef %d, side %d", seg->v1->fX(), seg->v1->fY(), seg->v2->fX(), seg->v2->fY(), int(seg-segs), int(seg->linedef-lines), seg->sidedef != seg->linedef->sidedef[0]); } else { Printf(PRINT_LOG, " (%4.4f, %4.4f), (%4.4f, %4.4f) - seg %d, miniseg", seg->v1->fX(), seg->v1->fY(), seg->v2->fX(), seg->v2->fY(), int(seg-segs)); } if (seg->PartnerSeg) { subsector_t * sub2 = seg->PartnerSeg->Subsector; Printf(PRINT_LOG, ", back sector = %d, real back sector = %d", sub2->render_sector->sectornum, seg->PartnerSeg->frontsector->sectornum); } else if (seg->backsector) { Printf(PRINT_LOG, ", back sector = %d (no partnerseg)", seg->backsector->sectornum); } Printf(PRINT_LOG, "\n"); } } } }