gzdoom/src/gl/scene/gl_sky.cpp

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/*
** gl_sky.cpp
** Sky preparation code.
**
**---------------------------------------------------------------------------
** Copyright 2002-2005 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 "a_sharedglobal.h"
#include "g_level.h"
#include "r_sky.h"
#include "r_state.h"
#include "r_utility.h"
#include "doomdata.h"
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#include "portal.h"
#include "gl/gl_functions.h"
#include "gl/data/gl_data.h"
#include "gl/renderer/gl_lightdata.h"
#include "gl/scene/gl_drawinfo.h"
#include "gl/scene/gl_portal.h"
#include "gl/textures/gl_material.h"
#include "gl/utility/gl_convert.h"
CVAR(Bool,gl_noskyboxes, false, 0)
extern int skyfog;
//==========================================================================
//
// Set up the skyinfo struct
//
//==========================================================================
void GLSkyInfo::init(int sky1, PalEntry FadeColor)
{
memset(this, 0, sizeof(*this));
if ((sky1 & PL_SKYFLAT) && (sky1 & (PL_SKYFLAT - 1)))
{
const line_t *l = &lines[(sky1&(PL_SKYFLAT - 1)) - 1];
const side_t *s = l->sidedef[0];
int pos;
if (level.flags & LEVEL_SWAPSKIES && s->GetTexture(side_t::bottom).isValid())
{
pos = side_t::bottom;
}
else
{
pos = side_t::top;
}
FTextureID texno = s->GetTexture(pos);
texture[0] = FMaterial::ValidateTexture(texno, false, true);
if (!texture[0] || texture[0]->tex->UseType == FTexture::TEX_Null) goto normalsky;
skytexno1 = texno;
x_offset[0] = s->GetTextureXOffsetF(pos) * (360.f/65536.f);
y_offset = s->GetTextureYOffsetF(pos);
mirrored = !l->args[2];
}
else
{
normalsky:
if (level.flags&LEVEL_DOUBLESKY)
{
texture[1] = FMaterial::ValidateTexture(sky1texture, false, true);
x_offset[1] = GLRenderer->mSky1Pos;
doublesky = true;
}
if ((level.flags&LEVEL_SWAPSKIES || (sky1 == PL_SKYFLAT) || (level.flags&LEVEL_DOUBLESKY)) &&
sky2texture != sky1texture) // If both skies are equal use the scroll offset of the first!
{
texture[0] = FMaterial::ValidateTexture(sky2texture, false, true);
skytexno1 = sky2texture;
sky2 = true;
x_offset[0] = GLRenderer->mSky2Pos;
}
else if (!doublesky)
{
texture[0] = FMaterial::ValidateTexture(sky1texture, false, true);
skytexno1 = sky1texture;
x_offset[0] = GLRenderer->mSky1Pos;
}
}
if (skyfog > 0)
{
fadecolor = FadeColor;
fadecolor.a = 0;
}
else fadecolor = 0;
}
//==========================================================================
//
// Calculate sky texture for ceiling or floor
//
//==========================================================================
void GLWall::SkyPlane(sector_t *sector, int plane, bool allowreflect)
{
int ptype = -1;
FPortal *portal = sector->portals[plane];
if (portal != NULL)
{
if (sector->PortalBlocksView(plane)) return;
if (GLPortal::instack[1 - plane]) return;
ptype = PORTALTYPE_SECTORSTACK;
this->portal = portal;
}
else
{
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ASkyViewpoint * skyboxx = sector->GetSkyBox(plane);
if (sector->GetTexture(plane) == skyflatnum || (skyboxx != NULL && skyboxx->bAlways))
{
GLSkyInfo skyinfo;
// JUSTHIT is used as an indicator that a skybox is in use.
// This is to avoid recursion
if (!gl_noskyboxes && skyboxx && GLRenderer->mViewActor != skyboxx && !(skyboxx->flags&MF_JUSTHIT))
{
ptype = PORTALTYPE_SKYBOX;
skybox = skyboxx;
}
else
{
skyinfo.init(sector->sky, Colormap.FadeColor);
ptype = PORTALTYPE_SKY;
sky = UniqueSkies.Get(&skyinfo);
}
}
else if (allowreflect && sector->GetReflect(plane) > 0)
{
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if ((plane == sector_t::ceiling && ViewPos.Z > sector->ceilingplane.fD()) ||
(plane == sector_t::floor && ViewPos.Z < -sector->floorplane.fD())) return;
ptype = PORTALTYPE_PLANEMIRROR;
planemirror = plane == sector_t::ceiling ? &sector->ceilingplane : &sector->floorplane;
}
}
if (ptype != -1)
{
PutPortal(ptype);
}
}
//==========================================================================
//
// Calculate sky texture for a line
//
//==========================================================================
void GLWall::SkyLine(sector_t *fs, line_t *line)
{
ASkyViewpoint * skyboxx = line->skybox;
GLSkyInfo skyinfo;
int ptype;
// JUSTHIT is used as an indicator that a skybox is in use.
// This is to avoid recursion
if (!gl_noskyboxes && skyboxx && GLRenderer->mViewActor != skyboxx && !(skyboxx->flags&MF_JUSTHIT))
{
ptype = PORTALTYPE_SKYBOX;
skybox = skyboxx;
}
else
{
skyinfo.init(fs->sky, Colormap.FadeColor);
ptype = PORTALTYPE_SKY;
sky = UniqueSkies.Get(&skyinfo);
}
PutPortal(ptype);
}
//==========================================================================
//
// Skies on one sided walls
//
//==========================================================================
void GLWall::SkyNormal(sector_t * fs,vertex_t * v1,vertex_t * v2)
{
ztop[0]=ztop[1]=32768.0f;
zbottom[0]=zceil[0];
zbottom[1]=zceil[1];
SkyPlane(fs, sector_t::ceiling, true);
if (seg->linedef->skybox != NULL)
{
ztop[0] = zceil[0];
ztop[1] = zceil[1];
zbottom[0] = zfloor[0];
zbottom[1] = zfloor[1];
SkyLine(fs, seg->linedef);
}
ztop[0]=zfloor[0];
ztop[1]=zfloor[1];
zbottom[0]=zbottom[1]=-32768.0f;
SkyPlane(fs, sector_t::floor, true);
}
//==========================================================================
//
// Upper Skies on two sided walls
//
//==========================================================================
void GLWall::SkyTop(seg_t * seg,sector_t * fs,sector_t * bs,vertex_t * v1,vertex_t * v2)
{
if (fs->GetTexture(sector_t::ceiling)==skyflatnum)
{
if (bs->special == GLSector_NoSkyDraw) return;
if (bs->GetTexture(sector_t::ceiling)==skyflatnum)
{
// if the back sector is closed the sky must be drawn!
if (bs->ceilingplane.ZatPoint(v1) > bs->floorplane.ZatPoint(v1) ||
bs->ceilingplane.ZatPoint(v2) > bs->floorplane.ZatPoint(v2) || bs->transdoor)
return;
// one more check for some ugly transparent door hacks
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if (!bs->floorplane.isSlope() && !fs->floorplane.isSlope())
{
if (bs->GetPlaneTexZ(sector_t::floor)==fs->GetPlaneTexZ(sector_t::floor)+FRACUNIT)
{
FTexture * tex = TexMan(seg->sidedef->GetTexture(side_t::bottom));
if (!tex || tex->UseType==FTexture::TEX_Null) return;
// very, very, very ugly special case (See Icarus MAP14)
// It is VERY important that this is only done for a floor height difference of 1
// or it will cause glitches elsewhere.
tex = TexMan(seg->sidedef->GetTexture(side_t::mid));
if (tex != NULL && !(seg->linedef->flags & ML_DONTPEGTOP) &&
seg->sidedef->GetTextureYOffset(side_t::mid) > 0)
{
ztop[0]=ztop[1]=32768.0f;
zbottom[0]=zbottom[1]=
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bs->ceilingplane.ZatPoint(v2) + seg->sidedef->GetTextureYOffsetF(side_t::mid);
SkyPlane(fs, sector_t::ceiling, false);
return;
}
}
}
}
ztop[0]=ztop[1]=32768.0f;
FTexture * tex = TexMan(seg->sidedef->GetTexture(side_t::top));
if (bs->GetTexture(sector_t::ceiling) != skyflatnum)
{
zbottom[0]=zceil[0];
zbottom[1]=zceil[1];
}
else
{
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zbottom[0] = bs->ceilingplane.ZatPoint(v1);
zbottom[1] = bs->ceilingplane.ZatPoint(v2);
flags|=GLWF_SKYHACK; // mid textures on such lines need special treatment!
}
}
else
{
float frontreflect = fs->GetReflect(sector_t::ceiling);
if (frontreflect > 0)
{
float backreflect = bs->GetReflect(sector_t::ceiling);
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if (backreflect > 0 && bs->ceilingplane.fD() == fs->ceilingplane.fD())
{
// Don't add intra-portal line to the portal.
return;
}
}
else
{
FPortal *pfront = fs->portals[sector_t::ceiling];
FPortal *pback = bs->portals[sector_t::ceiling];
if (pfront == NULL || fs->PortalBlocksView(sector_t::ceiling)) return;
if (pfront == pback && !bs->PortalBlocksView(sector_t::ceiling)) return;
}
// stacked sectors
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ztop[0] = ztop[1] = 32768.0f;
zbottom[0] = fs->ceilingplane.ZatPoint(v1);
zbottom[1] = fs->ceilingplane.ZatPoint(v2);
}
SkyPlane(fs, sector_t::ceiling, true);
}
//==========================================================================
//
// Lower Skies on two sided walls
//
//==========================================================================
void GLWall::SkyBottom(seg_t * seg,sector_t * fs,sector_t * bs,vertex_t * v1,vertex_t * v2)
{
if (fs->GetTexture(sector_t::floor)==skyflatnum)
{
if (bs->special == GLSector_NoSkyDraw) return;
FTexture * tex = TexMan(seg->sidedef->GetTexture(side_t::bottom));
// For lower skies the normal logic only applies to walls with no lower texture!
if (tex->UseType==FTexture::TEX_Null)
{
if (bs->GetTexture(sector_t::floor)==skyflatnum)
{
// if the back sector is closed the sky must be drawn!
if (bs->ceilingplane.ZatPoint(v1) > bs->floorplane.ZatPoint(v1) ||
bs->ceilingplane.ZatPoint(v2) > bs->floorplane.ZatPoint(v2))
return;
}
else
{
// Special hack for Vrack2b
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if (bs->floorplane.ZatPoint(ViewPos) > ViewPos.Z) return;
}
}
zbottom[0]=zbottom[1]=-32768.0f;
if ((tex && tex->UseType!=FTexture::TEX_Null) || bs->GetTexture(sector_t::floor)!=skyflatnum)
{
ztop[0]=zfloor[0];
ztop[1]=zfloor[1];
}
else
{
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ztop[0] = bs->floorplane.ZatPoint(v1);
ztop[1] = bs->floorplane.ZatPoint(v2);
flags|=GLWF_SKYHACK; // mid textures on such lines need special treatment!
}
}
else
{
float frontreflect = fs->GetReflect(sector_t::floor);
if (frontreflect > 0)
{
float backreflect = bs->GetReflect(sector_t::floor);
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if (backreflect > 0 && bs->floorplane.fD() == fs->floorplane.fD())
{
// Don't add intra-portal line to the portal.
return;
}
}
else
{
FPortal *pfront = fs->portals[sector_t::floor];
FPortal *pback = bs->portals[sector_t::floor];
if (pfront == NULL || fs->PortalBlocksView(sector_t::floor)) return;
if (pfront == pback && !bs->PortalBlocksView(sector_t::floor)) return;
}
// stacked sectors
zbottom[0]=zbottom[1]=-32768.0f;
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ztop[0] = fs->floorplane.ZatPoint(v1);
ztop[1] = fs->floorplane.ZatPoint(v2);
}
SkyPlane(fs, sector_t::floor, true);
}