gzdoom/src/gl/scene/gl_scene.cpp

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/*
** gl_scene.cpp
** manages the rendering of the player's view
**
**---------------------------------------------------------------------------
** Copyright 2004-2005 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 "gi.h"
#include "m_png.h"
#include "m_random.h"
#include "st_stuff.h"
#include "dobject.h"
#include "doomstat.h"
#include "g_level.h"
#include "r_data/r_interpolate.h"
#include "r_utility.h"
#include "d_player.h"
#include "p_effect.h"
#include "sbar.h"
#include "po_man.h"
#include "r_utility.h"
#include "a_hexenglobal.h"
#include "p_local.h"
#include "gl/gl_functions.h"
#include "gl/dynlights/gl_lightbuffer.h"
#include "gl/system/gl_interface.h"
#include "gl/system/gl_framebuffer.h"
#include "gl/system/gl_cvars.h"
#include "gl/renderer/gl_lightdata.h"
#include "gl/renderer/gl_renderstate.h"
#include "gl/data/gl_data.h"
#include "gl/data/gl_vertexbuffer.h"
#include "gl/dynlights/gl_dynlight.h"
#include "gl/models/gl_models.h"
#include "gl/scene/gl_clipper.h"
#include "gl/scene/gl_drawinfo.h"
#include "gl/scene/gl_portal.h"
#include "gl/shaders/gl_shader.h"
#include "gl/stereo3d/gl_stereo3d.h"
#include "gl/stereo3d/scoped_view_shifter.h"
#include "gl/textures/gl_translate.h"
#include "gl/textures/gl_material.h"
#include "gl/textures/gl_skyboxtexture.h"
#include "gl/utility/gl_clock.h"
#include "gl/utility/gl_convert.h"
#include "gl/utility/gl_templates.h"
//==========================================================================
//
// CVARs
//
//==========================================================================
CVAR(Bool, gl_texture, true, 0)
CVAR(Bool, gl_no_skyclear, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR(Float, gl_mask_threshold, 0.5f,CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR(Float, gl_mask_sprite_threshold, 0.5f,CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR(Bool, gl_sort_textures, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
EXTERN_CVAR (Int, screenblocks)
EXTERN_CVAR (Bool, cl_capfps)
EXTERN_CVAR (Bool, r_deathcamera)
extern int viewpitch;
extern bool NoInterpolateView;
DWORD gl_fixedcolormap;
area_t in_area;
TArray<BYTE> currentmapsection;
void gl_ParseDefs();
//-----------------------------------------------------------------------------
//
// R_FrustumAngle
//
//-----------------------------------------------------------------------------
angle_t FGLRenderer::FrustumAngle()
{
float tilt= fabs(mAngles.Pitch.Degrees);
// If the pitch is larger than this you can look all around at a FOV of 90<39>
if (tilt>46.0f) return 0xffffffff;
// ok, this is a gross hack that barely works...
// but at least it doesn't overestimate too much...
double floatangle=2.0+(45.0+((tilt/1.9)))*mCurrentFoV*48.0/BaseRatioSizes[WidescreenRatio][3]/90.0;
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angle_t a1 = DAngle(floatangle).BAMs();
if (a1>=ANGLE_180) return 0xffffffff;
return a1;
}
//-----------------------------------------------------------------------------
//
// Sets the area the camera is in
//
//-----------------------------------------------------------------------------
void FGLRenderer::SetViewArea()
{
// The render_sector is better suited to represent the current position in GL
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viewsector = R_PointInSubsector(ViewPos)->render_sector;
// Get the heightsec state from the render sector, not the current one!
if (viewsector->heightsec && !(viewsector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC))
{
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in_area = ViewPos.Z <= viewsector->heightsec->floorplane.ZatPoint(ViewPos) ? area_below :
(ViewPos.Z > viewsector->heightsec->ceilingplane.ZatPoint(ViewPos) &&
!(viewsector->heightsec->MoreFlags&SECF_FAKEFLOORONLY)) ? area_above : area_normal;
}
else
{
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in_area = area_default; // depends on exposed lower sectors
}
}
//-----------------------------------------------------------------------------
//
// resets the 3D viewport
//
//-----------------------------------------------------------------------------
void FGLRenderer::ResetViewport()
{
int trueheight = static_cast<OpenGLFrameBuffer*>(screen)->GetTrueHeight(); // ugh...
glViewport(0, (trueheight-screen->GetHeight())/2, screen->GetWidth(), screen->GetHeight());
}
//-----------------------------------------------------------------------------
//
// sets 3D viewport and initial state
//
//-----------------------------------------------------------------------------
void FGLRenderer::SetViewport(GL_IRECT *bounds)
{
if (!bounds)
{
int height, width;
// Special handling so the view with a visible status bar displays properly
if (screenblocks >= 10)
{
height = SCREENHEIGHT;
width = SCREENWIDTH;
}
else
{
height = (screenblocks*SCREENHEIGHT/10) & ~7;
width = (screenblocks*SCREENWIDTH/10);
}
int trueheight = static_cast<OpenGLFrameBuffer*>(screen)->GetTrueHeight(); // ugh...
int bars = (trueheight-screen->GetHeight())/2;
int vw = viewwidth;
int vh = viewheight;
glViewport(viewwindowx, trueheight-bars-(height+viewwindowy-((height-vh)/2)), vw, height);
glScissor(viewwindowx, trueheight-bars-(vh+viewwindowy), vw, vh);
}
else
{
glViewport(bounds->left, bounds->top, bounds->width, bounds->height);
glScissor(bounds->left, bounds->top, bounds->width, bounds->height);
}
glEnable(GL_SCISSOR_TEST);
#ifdef _DEBUG
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
#else
glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
#endif
glEnable(GL_MULTISAMPLE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_ALWAYS,0,~0); // default stencil
glStencilOp(GL_KEEP,GL_KEEP,GL_REPLACE);
}
//-----------------------------------------------------------------------------
//
// Setup the camera position
//
//-----------------------------------------------------------------------------
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void FGLRenderer::SetViewAngle(DAngle viewangle)
{
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mAngles.Yaw = float(270.0-viewangle.Degrees);
DVector2 v = ViewAngle.ToVector();
mViewVector.X = v.X;
mViewVector.Y = v.Y;
R_SetViewAngle();
}
//-----------------------------------------------------------------------------
//
// SetProjection
// sets projection matrix
//
//-----------------------------------------------------------------------------
void FGLRenderer::SetProjection(float fov, float ratio, float fovratio)
{
float fovy = 2 * RAD2DEG(atan(tan(DEG2RAD(fov) / 2) / fovratio));
gl_RenderState.mProjectionMatrix.perspective(fovy, ratio, 5.f, 65536.f);
gl_RenderState.Set2DMode(false);
}
// raw matrix input from stereo 3d modes
void FGLRenderer::SetProjection(VSMatrix matrix)
{
gl_RenderState.mProjectionMatrix.loadIdentity();
gl_RenderState.mProjectionMatrix.multMatrix(matrix);
gl_RenderState.Set2DMode(false);
}
//-----------------------------------------------------------------------------
//
// Setup the modelview matrix
//
//-----------------------------------------------------------------------------
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void FGLRenderer::SetViewMatrix(float vx, float vy, float vz, bool mirror, bool planemirror)
{
float mult = mirror? -1:1;
float planemult = planemirror? -glset.pixelstretch : glset.pixelstretch;
gl_RenderState.mViewMatrix.loadIdentity();
gl_RenderState.mViewMatrix.rotate(GLRenderer->mAngles.Roll.Degrees, 0.0f, 0.0f, 1.0f);
gl_RenderState.mViewMatrix.rotate(GLRenderer->mAngles.Pitch.Degrees, 1.0f, 0.0f, 0.0f);
gl_RenderState.mViewMatrix.rotate(GLRenderer->mAngles.Yaw.Degrees, 0.0f, mult, 0.0f);
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gl_RenderState.mViewMatrix.translate(vx * mult, -vz * planemult , -vy);
gl_RenderState.mViewMatrix.scale(-mult, planemult, 1);
}
//-----------------------------------------------------------------------------
//
// SetupView
// Setup the view rotation matrix for the given viewpoint
//
//-----------------------------------------------------------------------------
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void FGLRenderer::SetupView(float vx, float vy, float vz, DAngle va, bool mirror, bool planemirror)
{
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SetViewAngle(va);
SetViewMatrix(vx, vy, vz, mirror, planemirror);
gl_RenderState.ApplyMatrices();
}
//-----------------------------------------------------------------------------
//
// CreateScene
//
// creates the draw lists for the current scene
//
//-----------------------------------------------------------------------------
void FGLRenderer::CreateScene()
{
// reset the portal manager
GLPortal::StartFrame();
PO_LinkToSubsectors();
ProcessAll.Clock();
// clip the scene and fill the drawlists
for(unsigned i=0;i<portals.Size(); i++) portals[i]->glportal = NULL;
gl_spriteindex=0;
Bsp.Clock();
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R_SetView();
validcount++; // used for processing sidedefs only once by the renderer.
gl_RenderBSPNode (nodes + numnodes - 1);
if (GLRenderer->mCurrentPortal != NULL) GLRenderer->mCurrentPortal->RenderAttached();
Bsp.Unclock();
// And now the crappy hacks that have to be done to avoid rendering anomalies:
gl_drawinfo->HandleMissingTextures(); // Missing upper/lower textures
gl_drawinfo->HandleHackedSubsectors(); // open sector hacks for deep water
gl_drawinfo->ProcessSectorStacks(); // merge visplanes of sector stacks
ProcessAll.Unclock();
}
//-----------------------------------------------------------------------------
//
// RenderScene
//
// Draws the current draw lists for the non GLSL renderer
//
//-----------------------------------------------------------------------------
void FGLRenderer::RenderScene(int recursion)
{
RenderAll.Clock();
glDepthMask(true);
if (!gl_no_skyclear) GLPortal::RenderFirstSkyPortal(recursion);
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gl_RenderState.SetCameraPos(ViewPos.X, ViewPos.Y, ViewPos.Z);
gl_RenderState.EnableFog(true);
gl_RenderState.BlendFunc(GL_ONE,GL_ZERO);
if (gl_sort_textures)
{
gl_drawinfo->drawlists[GLDL_PLAINWALLS].SortWalls();
gl_drawinfo->drawlists[GLDL_PLAINFLATS].SortFlats();
gl_drawinfo->drawlists[GLDL_MASKEDWALLS].SortWalls();
gl_drawinfo->drawlists[GLDL_MASKEDFLATS].SortFlats();
gl_drawinfo->drawlists[GLDL_MASKEDWALLSOFS].SortWalls();
}
// if we don't have a persistently mapped buffer, we have to process all the dynamic lights up front,
// so that we don't have to do repeated map/unmap calls on the buffer.
bool haslights = mLightCount > 0 && gl_fixedcolormap == CM_DEFAULT && gl_lights;
if (gl.lightmethod == LM_DEFERRED && haslights)
{
GLRenderer->mLights->Begin();
gl_drawinfo->drawlists[GLDL_PLAINWALLS].DrawWalls(GLPASS_LIGHTSONLY);
gl_drawinfo->drawlists[GLDL_PLAINFLATS].DrawFlats(GLPASS_LIGHTSONLY);
gl_drawinfo->drawlists[GLDL_MASKEDWALLS].DrawWalls(GLPASS_LIGHTSONLY);
gl_drawinfo->drawlists[GLDL_MASKEDFLATS].DrawFlats(GLPASS_LIGHTSONLY);
gl_drawinfo->drawlists[GLDL_MASKEDWALLSOFS].DrawWalls(GLPASS_LIGHTSONLY);
gl_drawinfo->drawlists[GLDL_TRANSLUCENTBORDER].Draw(GLPASS_LIGHTSONLY);
gl_drawinfo->drawlists[GLDL_TRANSLUCENT].Draw(GLPASS_LIGHTSONLY, true);
GLRenderer->mLights->Finish();
}
// Part 1: solid geometry. This is set up so that there are no transparent parts
glDepthFunc(GL_LESS);
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
glDisable(GL_POLYGON_OFFSET_FILL);
int pass;
if (!haslights || gl.lightmethod == LM_DEFERRED)
{
pass = GLPASS_PLAIN;
}
else if (gl.lightmethod == LM_DIRECT)
{
pass = GLPASS_ALL;
}
else
{
// process everything that needs to handle textured dynamic lights.
if (haslights) RenderMultipassStuff();
// The remaining lists which are unaffected by dynamic lights are just processed as normal.
pass = GLPASS_PLAIN;
}
gl_RenderState.EnableTexture(gl_texture);
gl_RenderState.EnableBrightmap(true);
gl_drawinfo->drawlists[GLDL_PLAINWALLS].DrawWalls(pass);
gl_drawinfo->drawlists[GLDL_PLAINFLATS].DrawFlats(pass);
// Part 2: masked geometry. This is set up so that only pixels with alpha>gl_mask_threshold will show
if (!gl_texture)
{
gl_RenderState.EnableTexture(true);
gl_RenderState.SetTextureMode(TM_MASK);
}
gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold);
gl_drawinfo->drawlists[GLDL_MASKEDWALLS].DrawWalls(pass);
gl_drawinfo->drawlists[GLDL_MASKEDFLATS].DrawFlats(pass);
// Part 3: masked geometry with polygon offset. This list is empty most of the time so only waste time on it when in use.
if (gl_drawinfo->drawlists[GLDL_MASKEDWALLSOFS].Size() > 0)
{
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1.0f, -128.0f);
gl_drawinfo->drawlists[GLDL_MASKEDWALLSOFS].DrawWalls(pass);
glDisable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(0, 0);
}
gl_drawinfo->drawlists[GLDL_MODELS].Draw(pass);
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Part 4: Draw decals (not a real pass)
glDepthFunc(GL_LEQUAL);
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1.0f, -128.0f);
glDepthMask(false);
// this is the only geometry type on which decals can possibly appear
gl_drawinfo->drawlists[GLDL_PLAINWALLS].DrawDecals();
if (gl.lightmethod == LM_SOFTWARE)
{
// also process the render lists with walls and dynamic lights
}
gl_RenderState.SetTextureMode(TM_MODULATE);
glDepthMask(true);
// Push bleeding floor/ceiling textures back a little in the z-buffer
// so they don't interfere with overlapping mid textures.
glPolygonOffset(1.0f, 128.0f);
// Part 5: flood all the gaps with the back sector's flat texture
// This will always be drawn like GLDL_PLAIN, depending on the fog settings
glDepthMask(false); // don't write to Z-buffer!
gl_RenderState.EnableFog(true);
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
gl_RenderState.BlendFunc(GL_ONE,GL_ZERO);
gl_drawinfo->DrawUnhandledMissingTextures();
glDepthMask(true);
glPolygonOffset(0.0f, 0.0f);
glDisable(GL_POLYGON_OFFSET_FILL);
RenderAll.Unclock();
}
//-----------------------------------------------------------------------------
//
// RenderTranslucent
//
// Draws the current draw lists for the non GLSL renderer
//
//-----------------------------------------------------------------------------
void FGLRenderer::RenderTranslucent()
{
RenderAll.Clock();
glDepthMask(false);
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gl_RenderState.SetCameraPos(ViewPos.X, ViewPos.Y, ViewPos.Z);
// final pass: translucent stuff
gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_sprite_threshold);
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
gl_RenderState.EnableBrightmap(true);
gl_drawinfo->drawlists[GLDL_TRANSLUCENTBORDER].Draw(GLPASS_TRANSLUCENT);
gl_drawinfo->drawlists[GLDL_TRANSLUCENT].DrawSorted();
gl_RenderState.EnableBrightmap(false);
glDepthMask(true);
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.5f);
RenderAll.Unclock();
}
//-----------------------------------------------------------------------------
//
// gl_drawscene - this function renders the scene from the current
// viewpoint, including mirrors and skyboxes and other portals
// It is assumed that the GLPortal::EndFrame returns with the
// stencil, z-buffer and the projection matrix intact!
//
//-----------------------------------------------------------------------------
EXTERN_CVAR(Bool, gl_draw_sync)
void FGLRenderer::DrawScene(bool toscreen)
{
static int recursion=0;
CreateScene();
GLRenderer->mClipPortal = NULL; // this must be reset before any portal recursion takes place.
// Up to this point in the main draw call no rendering is performed so we can wait
// with swapping the render buffer until now.
if (!gl_draw_sync && toscreen)
{
All.Unclock();
static_cast<OpenGLFrameBuffer*>(screen)->Swap();
All.Clock();
}
RenderScene(recursion);
// Handle all portals after rendering the opaque objects but before
// doing all translucent stuff
recursion++;
GLPortal::EndFrame();
recursion--;
RenderTranslucent();
}
void gl_FillScreen()
{
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
gl_RenderState.EnableTexture(false);
gl_RenderState.Apply();
FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
ptr->Set(0, 0, 0, 0, 0);
ptr++;
ptr->Set(0, (float)SCREENHEIGHT, 0, 0, 0);
ptr++;
ptr->Set((float)SCREENWIDTH, 0, 0, 0, 0);
ptr++;
ptr->Set((float)SCREENWIDTH, (float)SCREENHEIGHT, 0, 0, 0);
ptr++;
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
}
//==========================================================================
//
// Draws a blend over the entire view
//
//==========================================================================
void FGLRenderer::DrawBlend(sector_t * viewsector)
{
float blend[4]={0,0,0,0};
PalEntry blendv=0;
float extra_red;
float extra_green;
float extra_blue;
player_t *player = NULL;
if (players[consoleplayer].camera != NULL)
{
player=players[consoleplayer].camera->player;
}
// don't draw sector based blends when an invulnerability colormap is active
if (!gl_fixedcolormap)
{
if (!viewsector->e->XFloor.ffloors.Size())
{
if (viewsector->heightsec && !(viewsector->MoreFlags&SECF_IGNOREHEIGHTSEC))
{
switch (in_area)
{
default:
case area_normal: blendv = viewsector->heightsec->midmap; break;
case area_above: blendv = viewsector->heightsec->topmap; break;
case area_below: blendv = viewsector->heightsec->bottommap; break;
}
}
}
else
{
TArray<lightlist_t> & lightlist = viewsector->e->XFloor.lightlist;
for (unsigned int i = 0; i < lightlist.Size(); i++)
{
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double lightbottom;
if (i < lightlist.Size() - 1)
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lightbottom = lightlist[i + 1].plane.ZatPoint(ViewPos);
else
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lightbottom = viewsector->floorplane.ZatPoint(ViewPos);
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if (lightbottom < ViewPos.Z && (!lightlist[i].caster || !(lightlist[i].caster->flags&FF_FADEWALLS)))
{
// 3d floor 'fog' is rendered as a blending value
blendv = lightlist[i].blend;
// If this is the same as the sector's it doesn't apply!
if (blendv == viewsector->ColorMap->Fade) blendv = 0;
// a little hack to make this work for Legacy maps.
if (blendv.a == 0 && blendv != 0) blendv.a = 128;
break;
}
}
}
if (blendv.a == 0)
{
blendv = R_BlendForColormap(blendv);
if (blendv.a == 255)
{
// The calculated average is too dark so brighten it according to the palettes's overall brightness
int maxcol = MAX<int>(MAX<int>(framebuffer->palette_brightness, blendv.r), MAX<int>(blendv.g, blendv.b));
blendv.r = blendv.r * 255 / maxcol;
blendv.g = blendv.g * 255 / maxcol;
blendv.b = blendv.b * 255 / maxcol;
}
}
if (blendv.a == 255)
{
extra_red = blendv.r / 255.0f;
extra_green = blendv.g / 255.0f;
extra_blue = blendv.b / 255.0f;
// If this is a multiplicative blend do it separately and add the additive ones on top of it.
blendv = 0;
// black multiplicative blends are ignored
if (extra_red || extra_green || extra_blue)
{
gl_RenderState.BlendFunc(GL_DST_COLOR, GL_ZERO);
gl_RenderState.SetColor(extra_red, extra_green, extra_blue, 1.0f);
gl_FillScreen();
}
}
else if (blendv.a)
{
V_AddBlend(blendv.r / 255.f, blendv.g / 255.f, blendv.b / 255.f, blendv.a / 255.0f, blend);
}
}
// This mostly duplicates the code in shared_sbar.cpp
// When I was writing this the original was called too late so that I
// couldn't get the blend in time. However, since then I made some changes
// here that would get lost if I switched back so I won't do it.
if (player)
{
V_AddPlayerBlend(player, blend, 0.5, 175);
}
if (players[consoleplayer].camera != NULL)
{
// except for fadeto effects
player_t *player = (players[consoleplayer].camera->player != NULL) ? players[consoleplayer].camera->player : &players[consoleplayer];
V_AddBlend (player->BlendR, player->BlendG, player->BlendB, player->BlendA, blend);
}
if (blend[3]>0.0f)
{
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
gl_RenderState.SetColor(blend[0], blend[1], blend[2], blend[3]);
gl_FillScreen();
}
}
//-----------------------------------------------------------------------------
//
// Draws player sprites and color blend
//
//-----------------------------------------------------------------------------
void FGLRenderer::EndDrawScene(sector_t * viewsector)
{
gl_RenderState.EnableFog(false);
// [BB] HUD models need to be rendered here. Make sure that
// DrawPlayerSprites is only called once. Either to draw
// HUD models or to draw the weapon sprites.
const bool renderHUDModel = gl_IsHUDModelForPlayerAvailable( players[consoleplayer].camera->player );
if ( renderHUDModel )
{
// [BB] The HUD model should be drawn over everything else already drawn.
glClear(GL_DEPTH_BUFFER_BIT);
DrawPlayerSprites (viewsector, true);
}
glDisable(GL_STENCIL_TEST);
framebuffer->Begin2D(false);
ResetViewport();
// [BB] Only draw the sprites if we didn't render a HUD model before.
if ( renderHUDModel == false )
{
DrawPlayerSprites (viewsector, false);
}
int cm = gl_RenderState.GetFixedColormap();
gl_RenderState.SetFixedColormap(CM_DEFAULT);
gl_RenderState.SetSoftLightLevel(-1);
DrawTargeterSprites();
DrawBlend(viewsector);
if (gl.glslversion == 0.0)
{
gl_RenderState.SetFixedColormap(cm);
gl_RenderState.DrawColormapOverlay();
gl_RenderState.SetFixedColormap(CM_DEFAULT);
}
// Restore standard rendering state
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
gl_RenderState.ResetColor();
gl_RenderState.EnableTexture(true);
glDisable(GL_SCISSOR_TEST);
}
//-----------------------------------------------------------------------------
//
// R_RenderView - renders one view - either the screen or a camera texture
//
//-----------------------------------------------------------------------------
void FGLRenderer::ProcessScene(bool toscreen)
{
FDrawInfo::StartDrawInfo();
iter_dlightf = iter_dlight = draw_dlight = draw_dlightf = 0;
GLPortal::BeginScene();
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int mapsection = R_PointInSubsector(ViewPos)->mapsection;
memset(&currentmapsection[0], 0, currentmapsection.Size());
currentmapsection[mapsection>>3] |= 1 << (mapsection & 7);
DrawScene(toscreen);
FDrawInfo::EndDrawInfo();
}
//-----------------------------------------------------------------------------
//
// gl_SetFixedColormap
//
//-----------------------------------------------------------------------------
void FGLRenderer::SetFixedColormap (player_t *player)
{
gl_fixedcolormap=CM_DEFAULT;
// check for special colormaps
player_t * cplayer = player->camera->player;
if (cplayer)
{
if (cplayer->extralight == INT_MIN)
{
gl_fixedcolormap=CM_FIRSTSPECIALCOLORMAP + INVERSECOLORMAP;
extralight=0;
}
else if (cplayer->fixedcolormap != NOFIXEDCOLORMAP)
{
gl_fixedcolormap = CM_FIRSTSPECIALCOLORMAP + cplayer->fixedcolormap;
}
else if (cplayer->fixedlightlevel != -1)
{
for(AInventory * in = cplayer->mo->Inventory; in; in = in->Inventory)
{
PalEntry color = in->GetBlend ();
// Need special handling for light amplifiers
if (in->IsKindOf(RUNTIME_CLASS(APowerTorch)))
{
gl_fixedcolormap = cplayer->fixedlightlevel + CM_TORCH;
}
else if (in->IsKindOf(RUNTIME_CLASS(APowerLightAmp)))
{
gl_fixedcolormap = CM_LITE;
}
}
}
}
gl_RenderState.SetFixedColormap(gl_fixedcolormap);
}
//-----------------------------------------------------------------------------
//
// Renders one viewpoint in a scene
//
//-----------------------------------------------------------------------------
sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen)
{
sector_t * retval;
R_SetupFrame (camera);
SetViewArea();
// We have to scale the pitch to account for the pixel stretching, because the playsim doesn't know about this and treats it as 1:1.
double radPitch = ViewPitch.Normalized180().Radians();
double angx = cos(radPitch);
double angy = sin(radPitch) * glset.pixelstretch;
double alen = sqrt(angx*angx + angy*angy);
mAngles.Pitch = (float)RAD2DEG(asin(angy / alen));
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mAngles.Roll.Degrees = ViewRoll.Degrees;
// Scroll the sky
mSky1Pos = (float)fmod(gl_frameMS * level.skyspeed1, 1024.f) * 90.f/256.f;
mSky2Pos = (float)fmod(gl_frameMS * level.skyspeed2, 1024.f) * 90.f/256.f;
if (camera->player && camera->player-players==consoleplayer &&
((camera->player->cheats & CF_CHASECAM) || (r_deathcamera && camera->health <= 0)) && camera==camera->player->mo)
{
mViewActor=NULL;
}
else
{
mViewActor=camera;
}
// 'viewsector' will not survive the rendering so it cannot be used anymore below.
retval = viewsector;
// Render (potentially) multiple views for stereo 3d
float viewShift[3];
const s3d::Stereo3DMode& stereo3dMode = s3d::Stereo3DMode::getCurrentMode();
stereo3dMode.SetUp();
for (int eye_ix = 0; eye_ix < stereo3dMode.eye_count(); ++eye_ix)
{
const s3d::EyePose * eye = stereo3dMode.getEyePose(eye_ix);
eye->SetUp();
// TODO: stereo specific viewport - needed when implementing side-by-side modes etc.
SetViewport(bounds);
mCurrentFoV = fov;
// Stereo mode specific perspective projection
SetProjection( eye->GetProjection(fov, ratio, fovratio) );
// SetProjection(fov, ratio, fovratio); // switch to perspective mode and set up clipper
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SetViewAngle(ViewAngle);
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// Stereo mode specific viewpoint adjustment - temporarily shifts global ViewPos
eye->GetViewShift(GLRenderer->mAngles.Yaw.Degrees, viewShift);
s3d::ScopedViewShifter viewShifter(viewShift);
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SetViewMatrix(ViewPos.X, ViewPos.Y, ViewPos.Z, false, false);
gl_RenderState.ApplyMatrices();
clipper.Clear();
angle_t a1 = FrustumAngle();
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clipper.SafeAddClipRangeRealAngles(ViewAngle.BAMs() + a1, ViewAngle.BAMs() - a1);
ProcessScene(toscreen);
if (mainview) EndDrawScene(retval); // do not call this for camera textures.
eye->TearDown();
}
stereo3dMode.TearDown();
gl_frameCount++; // This counter must be increased right before the interpolations are restored.
interpolator.RestoreInterpolations ();
return retval;
}
//-----------------------------------------------------------------------------
//
// renders the view
//
//-----------------------------------------------------------------------------
void FGLRenderer::RenderView (player_t* player)
{
OpenGLFrameBuffer* GLTarget = static_cast<OpenGLFrameBuffer*>(screen);
AActor *&LastCamera = GLTarget->LastCamera;
checkBenchActive();
if (player->camera != LastCamera)
{
// If the camera changed don't interpolate
// Otherwise there will be some not so nice effects.
R_ResetViewInterpolation();
LastCamera=player->camera;
}
gl_RenderState.SetVertexBuffer(mVBO);
GLRenderer->mVBO->Reset();
// reset statistics counters
ResetProfilingData();
// Get this before everything else
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if (cl_capfps || r_NoInterpolate) r_TicFracF = 1.;
else r_TicFracF = I_GetTimeFrac (&r_FrameTime);
gl_frameMS = I_MSTime();
P_FindParticleSubsectors ();
if (gl.lightmethod != LM_SOFTWARE) GLRenderer->mLights->Clear();
// NoInterpolateView should have no bearing on camera textures, but needs to be preserved for the main view below.
bool saved_niv = NoInterpolateView;
NoInterpolateView = false;
// prepare all camera textures that have been used in the last frame
FCanvasTextureInfo::UpdateAll();
NoInterpolateView = saved_niv;
// I stopped using BaseRatioSizes here because the information there wasn't well presented.
// 4:3 16:9 16:10 17:10 5:4
2016-03-04 10:47:15 +00:00
static float ratios[]={1.333333f, 1.777777f, 1.6f, 1.7f, 1.25f, 1.7f, 2.333333f};
// now render the main view
float fovratio;
float ratio = ratios[WidescreenRatio];
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if (! Is54Aspect(WidescreenRatio))
{
fovratio = 1.333333f;
}
else
{
fovratio = ratio;
}
SetFixedColormap (player);
// Check if there's some lights. If not some code can be skipped.
TThinkerIterator<ADynamicLight> it(STAT_DLIGHT);
GLRenderer->mLightCount = ((it.Next()) != NULL);
sector_t * viewsector = RenderViewpoint(player->camera, NULL, FieldOfView.Degrees, ratio, fovratio, true, true);
All.Unclock();
}
//===========================================================================
//
// Render the view to a savegame picture
//
//===========================================================================
void FGLRenderer::WriteSavePic (player_t *player, FILE *file, int width, int height)
{
GL_IRECT bounds;
bounds.left=0;
bounds.top=0;
bounds.width=width;
bounds.height=height;
glFlush();
SetFixedColormap(player);
gl_RenderState.SetVertexBuffer(mVBO);
GLRenderer->mVBO->Reset();
if (gl.lightmethod != LM_SOFTWARE) GLRenderer->mLights->Clear();
// Check if there's some lights. If not some code can be skipped.
TThinkerIterator<ADynamicLight> it(STAT_DLIGHT);
GLRenderer->mLightCount = ((it.Next()) != NULL);
sector_t *viewsector = RenderViewpoint(players[consoleplayer].camera, &bounds,
FieldOfView.Degrees, 1.6f, 1.6f, true, false);
glDisable(GL_STENCIL_TEST);
gl_RenderState.SetFixedColormap(CM_DEFAULT);
gl_RenderState.SetSoftLightLevel(-1);
screen->Begin2D(false);
DrawBlend(viewsector);
glFlush();
byte * scr = (byte *)M_Malloc(width * height * 3);
glReadPixels(0,0,width, height,GL_RGB,GL_UNSIGNED_BYTE,scr);
M_CreatePNG (file, scr + ((height-1) * width * 3), NULL, SS_RGB, width, height, -width*3);
M_Free(scr);
}
//===========================================================================
//
//
//
//===========================================================================
struct FGLInterface : public FRenderer
{
bool UsesColormap() const;
void PrecacheTexture(FTexture *tex, int cache);
void PrecacheSprite(FTexture *tex, SpriteHits &hits);
void Precache(BYTE *texhitlist, TMap<PClassActor*, bool> &actorhitlist);
void RenderView(player_t *player);
void WriteSavePic (player_t *player, FILE *file, int width, int height);
void StateChanged(AActor *actor);
void StartSerialize(FArchive &arc);
void EndSerialize(FArchive &arc);
void RenderTextureView (FCanvasTexture *self, AActor *viewpoint, int fov);
sector_t *FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel, bool back);
void SetFogParams(int _fogdensity, PalEntry _outsidefogcolor, int _outsidefogdensity, int _skyfog);
void PreprocessLevel();
void CleanLevelData();
bool RequireGLNodes();
int GetMaxViewPitch(bool down);
void ClearBuffer(int color);
void Init();
};
//===========================================================================
//
// The GL renderer has no use for colormaps so let's
// not create them and save us some time.
//
//===========================================================================
bool FGLInterface::UsesColormap() const
{
return false;
}
//==========================================================================
//
// DFrameBuffer :: PrecacheTexture
//
//==========================================================================
void FGLInterface::PrecacheTexture(FTexture *tex, int cache)
{
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if (cache & (FTextureManager::HIT_Wall | FTextureManager::HIT_Flat | FTextureManager::HIT_Sky))
{
2016-05-03 16:14:16 +00:00
FMaterial * gltex = FMaterial::ValidateTexture(tex, false);
if (gltex) gltex->Precache();
}
}
//==========================================================================
//
// DFrameBuffer :: PrecacheSprite
//
//==========================================================================
void FGLInterface::PrecacheSprite(FTexture *tex, SpriteHits &hits)
{
2016-05-03 16:14:16 +00:00
FMaterial * gltex = FMaterial::ValidateTexture(tex, true);
if (gltex) gltex->PrecacheList(hits);
}
//==========================================================================
//
// DFrameBuffer :: Precache
//
//==========================================================================
void FGLInterface::Precache(BYTE *texhitlist, TMap<PClassActor*, bool> &actorhitlist)
{
SpriteHits *spritelist = new SpriteHits[sprites.Size()];
SpriteHits **spritehitlist = new SpriteHits*[TexMan.NumTextures()];
TMap<PClassActor*, bool>::Iterator it(actorhitlist);
TMap<PClassActor*, bool>::Pair *pair;
2016-05-03 16:14:16 +00:00
BYTE *modellist = new BYTE[Models.Size()];
memset(modellist, 0, Models.Size());
memset(spritehitlist, 0, sizeof(SpriteHits**) * TexMan.NumTextures());
// this isn't done by the main code so it needs to be done here first:
// check skybox textures and mark the separate faces as used
for (int i = 0; i<TexMan.NumTextures(); i++)
{
// HIT_Wall must be checked for MBF-style sky transfers.
if (texhitlist[i] & (FTextureManager::HIT_Sky | FTextureManager::HIT_Wall))
{
FTexture *tex = TexMan.ByIndex(i);
if (tex->gl_info.bSkybox)
{
FSkyBox *sb = static_cast<FSkyBox*>(tex);
for (int i = 0; i<6; i++)
{
if (sb->faces[i])
{
int index = sb->faces[i]->id.GetIndex();
texhitlist[index] |= FTextureManager::HIT_Flat;
}
}
}
}
}
2016-05-03 16:14:16 +00:00
// Check all used actors.
// 1. mark all sprites associated with its states
// 2. mark all model data and skins associated with its states
while (it.NextPair(pair))
{
PClassActor *cls = pair->Key;
int gltrans = GLTranslationPalette::GetInternalTranslation(GetDefaultByType(cls)->Translation);
for (int i = 0; i < cls->NumOwnedStates; i++)
{
spritelist[cls->OwnedStates[i].sprite].Insert(gltrans, true);
2016-05-03 16:14:16 +00:00
FSpriteModelFrame * smf = gl_FindModelFrame(cls, cls->OwnedStates[i].sprite, cls->OwnedStates[i].Frame, false);
if (smf != NULL)
{
for (int i = 0; i < MAX_MODELS_PER_FRAME; i++)
{
if (smf->skinIDs[i].isValid())
{
texhitlist[smf->skinIDs[i].GetIndex()] |= FTexture::TEX_Flat;
}
else if (smf->modelIDs[i] != -1)
{
Models[smf->modelIDs[i]]->AddSkins(texhitlist);
}
if (smf->modelIDs[i] != -1)
{
modellist[smf->modelIDs[i]] = 1;
}
}
}
}
}
2016-05-03 16:14:16 +00:00
// mark all sprite textures belonging to the marked sprites.
for (int i = (int)(sprites.Size() - 1); i >= 0; i--)
{
if (spritelist[i].CountUsed())
{
int j, k;
for (j = 0; j < sprites[i].numframes; j++)
{
const spriteframe_t *frame = &SpriteFrames[sprites[i].spriteframes + j];
for (k = 0; k < 16; k++)
{
FTextureID pic = frame->Texture[k];
if (pic.isValid())
{
spritehitlist[pic.GetIndex()] = &spritelist[i];
}
}
}
}
}
2016-05-03 16:14:16 +00:00
// delete everything unused before creating any new resources to avoid memory usage peaks.
// delete unused models
for (unsigned i = 0; i < Models.Size(); i++)
{
if (!modellist[i]) Models[i]->DestroyVertexBuffer();
}
// delete unused textures
int cnt = TexMan.NumTextures();
for (int i = cnt - 1; i >= 0; i--)
{
2016-05-03 16:14:16 +00:00
FTexture *tex = TexMan.ByIndex(i);
if (tex != nullptr)
{
if (!texhitlist[i])
{
if (tex->gl_info.Material[0]) tex->gl_info.Material[0]->Clean(true);
}
if (spritehitlist[i] == nullptr || (*spritehitlist[i]).CountUsed() == 0)
{
if (tex->gl_info.Material[1]) tex->gl_info.Material[1]->Clean(true);
}
}
}
if (gl_precache)
{
// cache all used textures
for (int i = cnt - 1; i >= 0; i--)
{
FTexture *tex = TexMan.ByIndex(i);
if (tex != nullptr)
{
PrecacheTexture(tex, texhitlist[i]);
if (spritehitlist[i] != nullptr && (*spritehitlist[i]).CountUsed() > 0)
{
PrecacheSprite(tex, *spritehitlist[i]);
}
}
}
// cache all used models
for (unsigned i = 0; i < Models.Size(); i++)
{
if (modellist[i])
Models[i]->BuildVertexBuffer();
}
}
2016-05-03 16:14:16 +00:00
delete[] spritehitlist;
delete[] spritelist;
2016-05-03 16:14:16 +00:00
delete[] modellist;
}
//==========================================================================
//
// DFrameBuffer :: StateChanged
//
//==========================================================================
void FGLInterface::StateChanged(AActor *actor)
{
gl_SetActorLights(actor);
}
//===========================================================================
//
// notify the renderer that serialization of the curent level is about to start/end
//
//===========================================================================
void FGLInterface::StartSerialize(FArchive &arc)
{
gl_DeleteAllAttachedLights();
}
void gl_SerializeGlobals(FArchive &arc)
{
arc << fogdensity << outsidefogdensity << skyfog;
}
void FGLInterface::EndSerialize(FArchive &arc)
{
gl_RecreateAllAttachedLights();
if (arc.IsLoading()) gl_InitPortals();
}
//===========================================================================
//
// Get max. view angle (renderer specific information so it goes here now)
//
//===========================================================================
EXTERN_CVAR(Float, maxviewpitch)
int FGLInterface::GetMaxViewPitch(bool down)
{
return int(maxviewpitch);
}
//===========================================================================
//
//
//
//===========================================================================
void FGLInterface::ClearBuffer(int color)
{
PalEntry pe = GPalette.BaseColors[color];
glClearColor(pe.r/255.f, pe.g/255.f, pe.b/255.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT);
}
//===========================================================================
//
// Render the view to a savegame picture
//
//===========================================================================
void FGLInterface::WriteSavePic (player_t *player, FILE *file, int width, int height)
{
GLRenderer->WriteSavePic(player, file, width, height);
}
//===========================================================================
//
//
//
//===========================================================================
void FGLInterface::RenderView(player_t *player)
{
GLRenderer->RenderView(player);
}
//===========================================================================
//
//
//
//===========================================================================
void FGLInterface::Init()
{
gl_ParseDefs();
gl_InitData();
}
//===========================================================================
//
// Camera texture rendering
//
//===========================================================================
CVAR(Bool, gl_usefb, false , CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
extern TexFilter_s TexFilter[];
void FGLInterface::RenderTextureView (FCanvasTexture *tex, AActor *Viewpoint, int FOV)
{
FMaterial * gltex = FMaterial::ValidateTexture(tex, false);
int width = gltex->TextureWidth();
int height = gltex->TextureHeight();
gl_fixedcolormap=CM_DEFAULT;
gl_RenderState.SetFixedColormap(CM_DEFAULT);
bool usefb = gl_usefb || gltex->GetWidth() > screen->GetWidth() || gltex->GetHeight() > screen->GetHeight();
if (!usefb)
{
glFlush();
}
else
{
#if defined(_WIN32) && (defined(_MSC_VER) || defined(__INTEL_COMPILER))
__try
#endif
{
GLRenderer->StartOffscreen();
gltex->BindToFrameBuffer();
}
#if defined(_WIN32) && (defined(_MSC_VER) || defined(__INTEL_COMPILER))
__except(1)
{
usefb = false;
gl_usefb = false;
GLRenderer->EndOffscreen();
glFlush();
}
#endif
}
GL_IRECT bounds;
bounds.left=bounds.top=0;
bounds.width=FHardwareTexture::GetTexDimension(gltex->GetWidth());
bounds.height=FHardwareTexture::GetTexDimension(gltex->GetHeight());
GLRenderer->RenderViewpoint(Viewpoint, &bounds, FOV, (float)width/height, (float)width/height, false, false);
if (!usefb)
{
glFlush();
gl_RenderState.SetMaterial(gltex, 0, 0, -1, false);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, bounds.width, bounds.height);
}
else
{
GLRenderer->EndOffscreen();
}
tex->SetUpdated();
}
//==========================================================================
//
//
//
//==========================================================================
sector_t *FGLInterface::FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel, bool back)
{
if (floorlightlevel != NULL)
{
*floorlightlevel = sec->GetFloorLight ();
}
if (ceilinglightlevel != NULL)
{
*ceilinglightlevel = sec->GetCeilingLight ();
}
return gl_FakeFlat(sec, tempsec, back);
}
//===========================================================================
//
//
//
//===========================================================================
void FGLInterface::SetFogParams(int _fogdensity, PalEntry _outsidefogcolor, int _outsidefogdensity, int _skyfog)
{
gl_SetFogParams(_fogdensity, _outsidefogcolor, _outsidefogdensity, _skyfog);
}
void FGLInterface::PreprocessLevel()
{
gl_PreprocessLevel();
}
void FGLInterface::CleanLevelData()
{
gl_CleanLevelData();
}
bool FGLInterface::RequireGLNodes()
{
return true;
}
//===========================================================================
//
//
//
//===========================================================================
FRenderer *gl_CreateInterface()
{
return new FGLInterface;
}