2013-06-23 07:49:34 +00:00
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/*
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** gl_decal.cpp
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** OpenGL decal rendering code
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**
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**---------------------------------------------------------------------------
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** Copyright 2003-2005 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
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** covered by the terms of the GNU Lesser General Public License as published
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** by the Free Software Foundation; either version 2.1 of the License, or (at
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** your option) any later version.
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** 5. Full disclosure of the entire project's source code, except for third
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** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "doomdata.h"
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#include "gl/system/gl_system.h"
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#include "a_sharedglobal.h"
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#include "r_utility.h"
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#include "gl/system/gl_cvars.h"
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#include "gl/data/gl_data.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_lightdata.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/scene/gl_drawinfo.h"
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#include "gl/shaders/gl_shader.h"
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#include "gl/textures/gl_texture.h"
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#include "gl/textures/gl_material.h"
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#include "gl/utility/gl_clock.h"
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struct DecalVertex
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{
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float x,y,z;
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float u,v;
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};
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void GLWall::DrawDecal(DBaseDecal *decal)
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{
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line_t * line=seg->linedef;
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side_t * side=seg->sidedef;
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int i;
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fixed_t zpos;
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int light;
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int rel;
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float a;
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2014-05-11 17:44:19 +00:00
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bool flipx, flipy;
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2013-06-23 07:49:34 +00:00
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DecalVertex dv[4];
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FTextureID decalTile;
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if (decal->RenderFlags & RF_INVISIBLE) return;
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if (type==RENDERWALL_FFBLOCK && gltexture->isMasked()) return; // No decals on 3D floors with transparent textures.
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//if (decal->sprite != 0xffff)
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{
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decalTile = decal->PicNum;
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flipx = !!(decal->RenderFlags & RF_XFLIP);
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flipy = !!(decal->RenderFlags & RF_YFLIP);
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}
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/*
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else
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{
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decalTile = SpriteFrames[sprites[decal->sprite].spriteframes + decal->frame].lump[0];
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flipx = SpriteFrames[sprites[decal->sprite].spriteframes + decal->frame].flip & 1;
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}
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*/
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FTexture *texture = TexMan[decalTile];
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if (texture == NULL) return;
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FMaterial *tex;
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if (texture->UseType == FTexture::TEX_MiscPatch)
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{
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// We need to create a clone of this texture where we can force the
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// texture filtering offset in.
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if (texture->gl_info.DecalTexture == NULL)
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{
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texture->gl_info.DecalTexture = new FCloneTexture(texture, FTexture::TEX_Decal);
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}
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tex = FMaterial::ValidateTexture(texture->gl_info.DecalTexture);
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}
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else tex = FMaterial::ValidateTexture(texture);
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// the sectors are only used for their texture origin coordinates
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// so we don't need the fake sectors for deep water etc.
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// As this is a completely split wall fragment no further splits are
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// necessary for the decal.
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sector_t *frontsector;
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// for 3d-floor segments use the model sector as reference
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if ((decal->RenderFlags&RF_CLIPMASK)==RF_CLIPMID) frontsector=decal->Sector;
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else frontsector=seg->frontsector;
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switch (decal->RenderFlags & RF_RELMASK)
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{
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default:
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// No valid decal can have this type. If one is encountered anyway
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// it is in some way invalid so skip it.
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return;
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//zpos = decal->z;
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//break;
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case RF_RELUPPER:
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if (type!=RENDERWALL_TOP) return;
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if (line->flags & ML_DONTPEGTOP)
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{
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zpos = decal->Z + frontsector->GetPlaneTexZ(sector_t::ceiling);
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}
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else
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{
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zpos = decal->Z + seg->backsector->GetPlaneTexZ(sector_t::ceiling);
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}
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break;
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case RF_RELLOWER:
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if (type!=RENDERWALL_BOTTOM) return;
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if (line->flags & ML_DONTPEGBOTTOM)
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{
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zpos = decal->Z + frontsector->GetPlaneTexZ(sector_t::ceiling);
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}
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else
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{
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zpos = decal->Z + seg->backsector->GetPlaneTexZ(sector_t::floor);
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}
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break;
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case RF_RELMID:
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if (type==RENDERWALL_TOP || type==RENDERWALL_BOTTOM) return;
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if (line->flags & ML_DONTPEGBOTTOM)
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{
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zpos = decal->Z + frontsector->GetPlaneTexZ(sector_t::floor);
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}
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else
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{
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zpos = decal->Z + frontsector->GetPlaneTexZ(sector_t::ceiling);
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}
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}
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if (decal->RenderFlags & RF_FULLBRIGHT)
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{
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light = 255;
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rel = 0;
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}
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else
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{
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light = lightlevel;
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rel = rellight + getExtraLight();
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}
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FColormap p = Colormap;
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if (glset.nocoloredspritelighting)
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{
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2014-05-11 20:57:42 +00:00
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p.Decolorize();
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2013-06-23 07:49:34 +00:00
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}
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a = FIXED2FLOAT(decal->Alpha);
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// now clip the decal to the actual polygon
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float decalwidth = tex->TextureWidth(GLUSE_PATCH) * FIXED2FLOAT(decal->ScaleX);
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float decalheight= tex->TextureHeight(GLUSE_PATCH) * FIXED2FLOAT(decal->ScaleY);
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float decallefto = tex->GetLeftOffset(GLUSE_PATCH) * FIXED2FLOAT(decal->ScaleX);
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float decaltopo = tex->GetTopOffset(GLUSE_PATCH) * FIXED2FLOAT(decal->ScaleY);
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float leftedge = glseg.fracleft * side->TexelLength;
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float linelength = glseg.fracright * side->TexelLength - leftedge;
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// texel index of the decal's left edge
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float decalpixpos = (float)side->TexelLength * decal->LeftDistance / (1<<30) - (flipx? decalwidth-decallefto : decallefto) - leftedge;
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float left,right;
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float lefttex,righttex;
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// decal is off the left edge
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if (decalpixpos < 0)
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{
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left = 0;
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lefttex = -decalpixpos;
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}
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else
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{
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left = decalpixpos;
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lefttex = 0;
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}
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// decal is off the right edge
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if (decalpixpos + decalwidth > linelength)
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{
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right = linelength;
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righttex = right - decalpixpos;
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}
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else
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{
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right = decalpixpos + decalwidth;
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righttex = decalwidth;
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}
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if (right<=left) return; // nothing to draw
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// one texture unit on the wall as vector
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float vx=(glseg.x2-glseg.x1)/linelength;
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float vy=(glseg.y2-glseg.y1)/linelength;
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dv[1].x=dv[0].x=glseg.x1+vx*left;
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dv[1].y=dv[0].y=glseg.y1+vy*left;
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dv[3].x=dv[2].x=glseg.x1+vx*right;
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dv[3].y=dv[2].y=glseg.y1+vy*right;
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zpos+= FRACUNIT*(flipy? decalheight-decaltopo : decaltopo);
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dv[1].z=dv[2].z = FIXED2FLOAT(zpos);
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dv[0].z=dv[3].z = dv[1].z - decalheight;
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dv[1].v=dv[2].v = tex->GetVT();
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dv[1].u=dv[0].u = tex->GetU(lefttex / FIXED2FLOAT(decal->ScaleX));
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dv[3].u=dv[2].u = tex->GetU(righttex / FIXED2FLOAT(decal->ScaleX));
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dv[0].v=dv[3].v = tex->GetVB();
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// now clip to the top plane
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float vzt=(ztop[1]-ztop[0])/linelength;
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float topleft=this->ztop[0]+vzt*left;
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float topright=this->ztop[0]+vzt*right;
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// completely below the wall
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if (topleft<dv[0].z && topright<dv[3].z)
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return;
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if (topleft<dv[1].z || topright<dv[2].z)
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{
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// decal has to be clipped at the top
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// let texture clamping handle all extreme cases
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dv[1].v=(dv[1].z-topleft)/(dv[1].z-dv[0].z)*dv[0].v;
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dv[2].v=(dv[2].z-topright)/(dv[2].z-dv[3].z)*dv[3].v;
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dv[1].z=topleft;
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dv[2].z=topright;
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}
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// now clip to the bottom plane
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float vzb=(zbottom[1]-zbottom[0])/linelength;
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float bottomleft=this->zbottom[0]+vzb*left;
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float bottomright=this->zbottom[0]+vzb*right;
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// completely above the wall
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if (bottomleft>dv[1].z && bottomright>dv[2].z)
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return;
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if (bottomleft>dv[0].z || bottomright>dv[3].z)
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{
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// decal has to be clipped at the bottom
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// let texture clamping handle all extreme cases
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dv[0].v=(dv[1].z-bottomleft)/(dv[1].z-dv[0].z)*(dv[0].v-dv[1].v) + dv[1].v;
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dv[3].v=(dv[2].z-bottomright)/(dv[2].z-dv[3].z)*(dv[3].v-dv[2].v) + dv[2].v;
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dv[0].z=bottomleft;
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dv[3].z=bottomright;
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}
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if (flipx)
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{
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float ur = tex->GetUR();
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for(i=0;i<4;i++) dv[i].u=ur-dv[i].u;
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}
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if (flipy)
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{
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float vb = tex->GetVB();
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for(i=0;i<4;i++) dv[i].v=vb-dv[i].v;
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}
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2014-05-11 17:44:19 +00:00
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// calculate dynamic light effect.
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if (gl_lights && GLRenderer->mLightCount && !gl_fixedcolormap && gl_light_sprites)
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2013-06-23 07:49:34 +00:00
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{
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2014-05-11 17:44:19 +00:00
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// Note: This should be replaced with proper shader based lighting.
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fixed_t x, y;
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decal->GetXY(seg->sidedef, x, y);
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gl_SetDynSpriteLight(NULL, x, y, zpos, sub);
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2013-06-23 07:49:34 +00:00
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}
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2014-05-11 17:44:19 +00:00
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// alpha color only has an effect when using an alpha texture.
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if (decal->RenderStyle.Flags & STYLEF_RedIsAlpha)
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2013-06-23 07:49:34 +00:00
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{
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2014-05-11 17:44:19 +00:00
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gl_RenderState.SetObjectColor(decal->AlphaColor);
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2013-06-23 07:49:34 +00:00
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}
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2014-05-11 22:13:19 +00:00
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gl_SetColor(light, rel, p, a);
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2014-05-11 17:44:19 +00:00
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// for additively drawn decals we must temporarily set the fog color to black.
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2013-06-23 07:49:34 +00:00
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PalEntry fc = gl_RenderState.GetFogColor();
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if (decal->RenderStyle.BlendOp == STYLEOP_Add && decal->RenderStyle.DestAlpha == STYLEALPHA_One)
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{
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gl_RenderState.SetFog(0,-1);
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}
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gl_SetRenderStyle(decal->RenderStyle, false, false);
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2014-05-11 21:56:53 +00:00
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tex->BindPatch(decal->Translation, 0, !!(decal->RenderStyle.Flags & STYLEF_RedIsAlpha));
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2014-05-11 17:44:19 +00:00
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2013-06-23 07:49:34 +00:00
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// If srcalpha is one it looks better with a higher alpha threshold
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if (decal->RenderStyle.SrcAlpha == STYLEALPHA_One) gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold);
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else gl_RenderState.AlphaFunc(GL_GREATER, 0.f);
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gl_RenderState.Apply();
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2013-09-03 12:05:41 +00:00
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glBegin(GL_TRIANGLE_FAN);
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2013-06-23 07:49:34 +00:00
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for(i=0;i<4;i++)
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{
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2013-09-03 12:05:41 +00:00
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glTexCoord2f(dv[i].u,dv[i].v);
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glVertex3f(dv[i].x,dv[i].z,dv[i].y);
|
2013-06-23 07:49:34 +00:00
|
|
|
}
|
2013-09-03 12:05:41 +00:00
|
|
|
glEnd();
|
2013-06-23 07:49:34 +00:00
|
|
|
rendered_decals++;
|
2014-05-11 17:44:19 +00:00
|
|
|
gl_RenderState.SetTextureMode(TM_MODULATE);
|
|
|
|
gl_RenderState.SetObjectColor(0xffffffff);
|
2013-06-23 07:49:34 +00:00
|
|
|
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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|