// //--------------------------------------------------------------------------- // // Copyright(C) 2003-2018 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_decal.cpp ** OpenGL decal processing code ** */ #include "doomdata.h" #include "a_sharedglobal.h" #include "r_utility.h" #include "g_levellocals.h" #include "hwrenderer/textures/hw_material.h" #include "hwrenderer/utility/hw_cvars.h" #include "hwrenderer/scene/hw_drawstructs.h" #include "hwrenderer/scene/hw_drawinfo.h" #include "hwrenderer/utility/hw_lighting.h" #include "hwrenderer/data/flatvertices.h" void GLWall::ProcessDecal(HWDrawInfo *di, DBaseDecal *decal) { line_t * line = seg->linedef; side_t * side = seg->sidedef; int i; float zpos; bool flipx, flipy; FTextureID decalTile; if (decal->RenderFlags & RF_INVISIBLE) return; if (type == RENDERWALL_FFBLOCK && gltexture->isMasked()) return; // No decals on 3D floors with transparent textures. if (seg == nullptr) return; decalTile = decal->PicNum; flipx = !!(decal->RenderFlags & RF_XFLIP); flipy = !!(decal->RenderFlags & RF_YFLIP); FTexture *texture = TexMan[decalTile]; if (texture == NULL) return; // the sectors are only used for their texture origin coordinates // so we don't need the fake sectors for deep water etc. // As this is a completely split wall fragment no further splits are // necessary for the 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; switch (decal->RenderFlags & RF_RELMASK) { default: // No valid decal can have this type. If one is encountered anyway // it is in some way invalid so skip it. return; //zpos = decal->z; //break; case RF_RELUPPER: if (type != RENDERWALL_TOP) return; if (line->flags & ML_DONTPEGTOP) { zpos = decal->Z + frontsector->GetPlaneTexZ(sector_t::ceiling); } else { zpos = decal->Z + seg->backsector->GetPlaneTexZ(sector_t::ceiling); } break; case RF_RELLOWER: if (type != RENDERWALL_BOTTOM) return; if (line->flags & ML_DONTPEGBOTTOM) { zpos = decal->Z + frontsector->GetPlaneTexZ(sector_t::ceiling); } else { zpos = decal->Z + seg->backsector->GetPlaneTexZ(sector_t::floor); } break; case RF_RELMID: if (type == RENDERWALL_TOP || type == RENDERWALL_BOTTOM) return; if (line->flags & ML_DONTPEGBOTTOM) { zpos = decal->Z + frontsector->GetPlaneTexZ(sector_t::floor); } else { zpos = decal->Z + frontsector->GetPlaneTexZ(sector_t::ceiling); } } GLDecal &gldecal = *di->AddDecal(type == RENDERWALL_MIRRORSURFACE); gldecal.gltexture = FMaterial::ValidateTexture(texture, true); gldecal.wall = this; gldecal.decal = decal; if (decal->RenderFlags & RF_FULLBRIGHT) { gldecal.light = 255; gldecal.rel = 0; } else { gldecal.light = lightlevel; gldecal.rel = rellight + getExtraLight(); } gldecal.colormap = Colormap; if (level.flags3 & LEVEL3_NOCOLOREDSPRITELIGHTING) { gldecal.colormap.Decolorize(); } gldecal.a = decal->Alpha; // now clip the decal to the actual polygon FMaterial *tex = gldecal.gltexture; float decalwidth = tex->TextureWidth() * decal->ScaleX; float decalheight = tex->TextureHeight() * decal->ScaleY; float decallefto = tex->GetLeftOffset() * decal->ScaleX; float decaltopo = tex->GetTopOffset() * decal->ScaleY; 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 left, right; float lefttex, righttex; // decal is off the left edge if (decalpixpos < 0) { left = 0; lefttex = -decalpixpos; } else { left = decalpixpos; lefttex = 0; } // decal is off the right edge if (decalpixpos + decalwidth > linelength) { right = linelength; righttex = right - decalpixpos; } else { right = decalpixpos + decalwidth; righttex = decalwidth; } 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; DecalVertex *dv = gldecal.dv; dv[1].x = dv[0].x = glseg.x1 + vx * left; dv[1].y = dv[0].y = glseg.y1 + vy * left; 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].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 = ztop[0] + vzt * left; float topright = ztop[0] + vzt * right; // completely below the wall if (topleft < dv[0].z && topright < dv[3].z) return; 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; } // now clip to the bottom plane float vzb = (zbottom[1] - zbottom[0]) / linelength; float bottomleft = zbottom[0] + vzb * left; float bottomright = zbottom[0] + vzb * right; // completely above the wall if (bottomleft > dv[1].z && bottomright > dv[2].z) return; 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; } if (flipx) { float ur = tex->GetUR(); 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; } gldecal.zcenter = zpos - decalheight * 0.5f; auto verts = di->AllocVertices(4); gldecal.vertindex = verts.second; for (i = 0; i < 4; i++) { verts.first[i].Set(dv[i].x, dv[i].z, dv[i].y, dv[i].u, dv[i].v); } } //========================================================================== // // // //========================================================================== void GLWall::ProcessDecals(HWDrawInfo *di) { if (seg->sidedef != nullptr) { DBaseDecal *decal = seg->sidedef->AttachedDecals; while (decal) { ProcessDecal(di, decal); decal = decal->WallNext; } } }