gzdoom/src/gl/scene/gl_decal.cpp

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/*
** gl_decal.cpp
** OpenGL decal rendering code
**
**---------------------------------------------------------------------------
** Copyright 2003-2005 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 "doomdata.h"
#include "gl/system/gl_system.h"
#include "a_sharedglobal.h"
#include "r_utility.h"
#include "gl/system/gl_cvars.h"
#include "gl/data/gl_data.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/renderer/gl_lightdata.h"
#include "gl/renderer/gl_renderstate.h"
#include "gl/scene/gl_drawinfo.h"
#include "gl/shaders/gl_shader.h"
#include "gl/textures/gl_texture.h"
#include "gl/textures/gl_material.h"
#include "gl/utility/gl_clock.h"
struct DecalVertex
{
float x,y,z;
float u,v;
};
//==========================================================================
//
//
//
//==========================================================================
void GLWall::DrawDecal(DBaseDecal *decal)
{
line_t * line=seg->linedef;
side_t * side=seg->sidedef;
int i;
fixed_t zpos;
int light;
int rel;
float a;
bool flipx, flipy;
DecalVertex dv[4];
FTextureID decalTile;
if (decal->RenderFlags & RF_INVISIBLE) return;
if (type==RENDERWALL_FFBLOCK && gltexture->isMasked()) return; // No decals on 3D floors with transparent textures.
//if (decal->sprite != 0xffff)
{
decalTile = decal->PicNum;
flipx = !!(decal->RenderFlags & RF_XFLIP);
flipy = !!(decal->RenderFlags & RF_YFLIP);
}
/*
else
{
decalTile = SpriteFrames[sprites[decal->sprite].spriteframes + decal->frame].lump[0];
flipx = SpriteFrames[sprites[decal->sprite].spriteframes + decal->frame].flip & 1;
}
*/
FTexture *texture = TexMan[decalTile];
if (texture == NULL) return;
FMaterial *tex;
if (texture->UseType == FTexture::TEX_MiscPatch)
{
// We need to create a clone of this texture where we can force the
// texture filtering offset in.
if (texture->gl_info.DecalTexture == NULL)
{
texture->gl_info.DecalTexture = new FCloneTexture(texture, FTexture::TEX_Decal);
}
tex = FMaterial::ValidateTexture(texture->gl_info.DecalTexture);
}
else tex = FMaterial::ValidateTexture(texture);
// 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);
}
}
if (decal->RenderFlags & RF_FULLBRIGHT)
{
light = 255;
rel = 0;
}
else
{
light = lightlevel;
rel = rellight + getExtraLight();
}
FColormap p = Colormap;
if (glset.nocoloredspritelighting)
{
p.Decolorize();
}
a = FIXED2FLOAT(decal->Alpha);
// now clip the decal to the actual polygon
float decalwidth = tex->TextureWidth(GLUSE_PATCH) * FIXED2FLOAT(decal->ScaleX);
float decalheight= tex->TextureHeight(GLUSE_PATCH) * FIXED2FLOAT(decal->ScaleY);
float decallefto = tex->GetLeftOffset(GLUSE_PATCH) * FIXED2FLOAT(decal->ScaleX);
float decaltopo = tex->GetTopOffset(GLUSE_PATCH) * FIXED2FLOAT(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 / (1<<30) - (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;
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+= FRACUNIT*(flipy? decalheight-decaltopo : decaltopo);
dv[1].z=dv[2].z = FIXED2FLOAT(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 / FIXED2FLOAT(decal->ScaleX));
dv[3].u=dv[2].u = tex->GetU(righttex / FIXED2FLOAT(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=this->ztop[0]+vzt*left;
float topright=this->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=this->zbottom[0]+vzb*left;
float bottomright=this->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;
}
// calculate dynamic light effect.
if (gl_lights && GLRenderer->mLightCount && !gl_fixedcolormap && gl_light_sprites)
{
// Note: This should be replaced with proper shader based lighting.
fixed_t x, y;
decal->GetXY(seg->sidedef, x, y);
gl_SetDynSpriteLight(NULL, x, y, zpos, sub);
}
// alpha color only has an effect when using an alpha texture.
if (decal->RenderStyle.Flags & STYLEF_RedIsAlpha)
{
gl_RenderState.SetObjectColor(decal->AlphaColor);
}
gl_SetColor(light, rel, &p, a);
// for additively drawn decals we must temporarily set the fog color to black.
PalEntry fc = gl_RenderState.GetFogColor();
if (decal->RenderStyle.BlendOp == STYLEOP_Add && decal->RenderStyle.DestAlpha == STYLEALPHA_One)
{
gl_RenderState.SetFog(0,-1);
}
gl_SetRenderStyle(decal->RenderStyle, false, false);
tex->BindPatch(decal->Translation, 0, !!(decal->RenderStyle.Flags & STYLEF_RedIsAlpha));
// If srcalpha is one it looks better with a higher alpha threshold
if (decal->RenderStyle.SrcAlpha == STYLEALPHA_One) gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold);
else gl_RenderState.AlphaFunc(GL_GREATER, 0.f);
gl_RenderState.Apply();
glBegin(GL_TRIANGLE_FAN);
for(i=0;i<4;i++)
{
glTexCoord2f(dv[i].u,dv[i].v);
glVertex3f(dv[i].x,dv[i].z,dv[i].y);
}
glEnd();
rendered_decals++;
gl_RenderState.SetTextureMode(TM_MODULATE);
gl_RenderState.SetObjectColor(0xffffffff);
gl_RenderState.SetFog(fc,-1);
gl_RenderState.SetDynLight(0,0,0);
}
//==========================================================================
//
//
//
//==========================================================================
void GLWall::DoDrawDecals()
{
DBaseDecal *decal = seg->sidedef->AttachedDecals;
while (decal)
{
DrawDecal(decal);
decal = decal->WallNext;
}
}