mirror of
https://github.com/ZDoom/gzdoom.git
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Decal work. Not finished yet.
This commit is contained in:
parent
bbea6e7e3c
commit
200848a487
6 changed files with 173 additions and 133 deletions
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@ -555,6 +555,7 @@ bool FDrawInfo::PutWallCompat(GLWall *wall, int passflag)
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int list = list_indices[masked][foggy];
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auto newwall = dldrawlists[list].NewWall();
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*newwall = *wall;
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if (!masked) newwall->ProcessDecals(this);
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return true;
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}
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@ -46,143 +46,141 @@ struct DecalVertex
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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 FDrawInfo::DrawDecal(GLWall *wall, DBaseDecal *decal)
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struct GLDecal
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{
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unsigned int vertindex;
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FMaterial *gltexture;
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GLWall *wall;
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DBaseDecal *decal;
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DecalVertex dv[4];
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float zcenter;
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int light;
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int rel;
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float a;
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FColormap colormap;
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};
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void GLWall::ProcessDecal(HWDrawInfo *di, DBaseDecal *decal)
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{
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auto seg = wall->seg;
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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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float zpos;
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int light;
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int rel;
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float a;
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bool flipx, flipy;
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DecalVertex dv[4];
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FTextureID decalTile;
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GLDecal gldecal;
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if (decal->RenderFlags & RF_INVISIBLE) return;
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if (wall->type == RENDERWALL_FFBLOCK && wall->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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if (type == RENDERWALL_FFBLOCK && gltexture->isMasked()) return; // No decals on 3D floors with transparent textures.
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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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FTexture *texture = TexMan[decalTile];
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if (texture == NULL) return;
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FMaterial *tex;
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tex = FMaterial::ValidateTexture(texture, true);
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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 (wall->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 (wall->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 (wall->type == RENDERWALL_TOP || wall->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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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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memset(&gldecal, 0, sizeof(gldecal));
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gldecal.gltexture = FMaterial::ValidateTexture(texture, true);
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gldecal.wall = this;
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gldecal.decal = decal;
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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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gldecal.light = 255;
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gldecal.rel = 0;
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}
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else
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{
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light = wall->lightlevel;
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rel = wall->rellight + getExtraLight();
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gldecal.light = lightlevel;
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gldecal.rel = rellight + getExtraLight();
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}
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FColormap p = wall->Colormap;
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gldecal.colormap = Colormap;
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if (level.flags3 & LEVEL3_NOCOLOREDSPRITELIGHTING)
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{
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p.Decolorize();
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gldecal.colormap.Decolorize();
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}
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a = decal->Alpha;
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gldecal.a = decal->Alpha;
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// now clip the decal to the actual polygon
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FMaterial *tex = gldecal.gltexture;
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float decalwidth = tex->TextureWidth() * decal->ScaleX;
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float decalheight = tex->TextureHeight() * decal->ScaleY;
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float decallefto = tex->GetLeftOffset() * decal->ScaleX;
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float decaltopo = tex->GetTopOffset() * decal->ScaleY;
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auto &glseg = wall->glseg;
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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 - (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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@ -194,7 +192,7 @@ void FDrawInfo::DrawDecal(GLWall *wall, DBaseDecal *decal)
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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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@ -207,36 +205,37 @@ void FDrawInfo::DrawDecal(GLWall *wall, DBaseDecal *decal)
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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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DecalVertex *dv = gldecal.dv;
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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 += (flipy ? decalheight - decaltopo : decaltopo);
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dv[1].z = dv[2].z = 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 / decal->ScaleX);
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dv[3].u = dv[2].u = tex->GetU(righttex / 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 = (wall->ztop[1] - wall->ztop[0]) / linelength;
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float topleft = wall->ztop[0] + vzt * left;
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float topright = wall->ztop[0] + vzt * right;
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float vzt = (ztop[1] - ztop[0]) / linelength;
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float topleft = ztop[0] + vzt * left;
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float topright = 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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@ -246,16 +245,16 @@ void FDrawInfo::DrawDecal(GLWall *wall, DBaseDecal *decal)
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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 = (wall->zbottom[1] - wall->zbottom[0]) / linelength;
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float bottomleft = wall->zbottom[0] + vzb * left;
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float bottomright = wall->zbottom[0] + vzb * right;
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float vzb = (zbottom[1] - zbottom[0]) / linelength;
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float bottomleft = zbottom[0] + vzb * left;
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float bottomright = 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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@ -265,8 +264,8 @@ void FDrawInfo::DrawDecal(GLWall *wall, DBaseDecal *decal)
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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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@ -278,13 +277,56 @@ void FDrawInfo::DrawDecal(GLWall *wall, DBaseDecal *decal)
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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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gldecal.zcenter = zpos - decalheight * 0.5f;
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auto verts = gl_drawinfo->AllocVertices(4);
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gldecal.vertindex = verts.second;
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for (i = 0; i < 4; i++)
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{
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verts.first[i].Set(dv[i].x, dv[i].z, dv[i].y, dv[i].u, dv[i].v);
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}
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di->AddDecal(&gldecal);
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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::ProcessDecals(HWDrawInfo *di)
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{
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if (seg->sidedef != nullptr)
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{
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DBaseDecal *decal = seg->sidedef->AttachedDecals;
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while (decal)
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{
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ProcessDecal(di, decal);
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decal = decal->WallNext;
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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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//
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//==========================================================================
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void FDrawInfo::DrawDecal(GLWall *__wall, DBaseDecal *__decal)
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{
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GLDecal *gldecal;
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auto wall = gldecal->wall;
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auto decal = gldecal->decal;
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auto tex = gldecal->gltexture;
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auto &seg = wall->seg;
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// calculate dynamic light effect.
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if (gl_lights && GLRenderer->mLightCount && !mDrawer->FixedColormap && gl_light_sprites)
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{
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// Note: This should be replaced with proper shader based lighting.
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double x, y;
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decal->GetXY(seg->sidedef, x, y);
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gl_SetDynSpriteLight(nullptr, x, y, zpos - decalheight * 0.5f, wall->sub);
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gl_SetDynSpriteLight(nullptr, x, y, gldecal->zcenter, wall->sub);
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}
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// alpha color only has an effect when using an alpha texture.
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gl_RenderState.SetObjectColor(decal->AlphaColor | 0xff000000);
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}
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gl_SetRenderStyle(decal->RenderStyle, false, false);
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gl_RenderState.SetMaterial(tex, CLAMP_XY, decal->Translation, 0, !!(decal->RenderStyle.Flags & STYLEF_RedIsAlpha));
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@ -305,7 +344,7 @@ void FDrawInfo::DrawDecal(GLWall *wall, DBaseDecal *decal)
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else gl_RenderState.AlphaFunc(GL_GREATER, 0.f);
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mDrawer->SetColor(light, rel, p, a);
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mDrawer->SetColor(gldecal->light, gldecal->rel, gldecal->colormap, gldecal->a);
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// for additively drawn decals we must temporarily set the fog color to black.
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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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@ -313,18 +352,12 @@ void FDrawInfo::DrawDecal(GLWall *wall, DBaseDecal *decal)
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gl_RenderState.SetFog(0, -1);
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}
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gl_RenderState.SetNormal(glseg.Normal());
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FQuadDrawer qd;
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for (i = 0; i < 4; i++)
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{
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qd.Set(i, dv[i].x, dv[i].z, dv[i].y, dv[i].u, dv[i].v);
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}
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gl_RenderState.SetNormal(wall->glseg.Normal());
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if (wall->lightlist == nullptr)
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{
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gl_RenderState.Apply();
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qd.Render(GL_TRIANGLE_FAN);
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GLRenderer->mVBO->RenderArray(GL_TRIANGLE_FAN, gldecal->vertindex, 4);
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}
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else
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{
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@ -334,6 +367,7 @@ void FDrawInfo::DrawDecal(GLWall *wall, DBaseDecal *decal)
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{
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secplane_t &lowplane = k == lightlist.Size() - 1 ? wall->bottomplane : lightlist[k + 1].plane;
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DecalVertex *dv = gldecal->dv;
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float low1 = lowplane.ZatPoint(dv[1].x, dv[1].y);
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float low2 = lowplane.ZatPoint(dv[2].x, dv[2].y);
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@ -343,13 +377,13 @@ void FDrawInfo::DrawDecal(GLWall *wall, DBaseDecal *decal)
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FColormap thiscm;
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thiscm.FadeColor = wall->Colormap.FadeColor;
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thiscm.CopyFrom3DLight(&lightlist[k]);
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mDrawer->SetColor(thisll, rel, thiscm, a);
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mDrawer->SetColor(thisll, gldecal->rel, thiscm, gldecal->a);
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if (level.flags3 & LEVEL3_NOCOLOREDSPRITELIGHTING) thiscm.Decolorize();
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mDrawer->SetFog(thisll, rel, &thiscm, wall->RenderStyle == STYLE_Add);
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mDrawer->SetFog(thisll, gldecal->rel, &thiscm, wall->RenderStyle == STYLE_Add);
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gl_RenderState.SetSplitPlanes(lightlist[k].plane, lowplane);
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gl_RenderState.Apply();
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qd.Render(GL_TRIANGLE_FAN);
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GLRenderer->mVBO->RenderArray(GL_TRIANGLE_FAN, gldecal->vertindex, 4);
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}
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if (low1 <= dv[0].z && low2 <= dv[3].z) break;
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}
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@ -391,7 +425,6 @@ void FDrawInfo::DoDrawDecals(GLWall *wall)
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{
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gl_RenderState.EnableSplit(false);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -86,7 +86,7 @@ public:
|
|||
void SetFrom3DFloor(F3DFloor *rover, bool top, bool underside);
|
||||
void ProcessSector(sector_t * frontsector);
|
||||
void Draw(int pass, bool trans);
|
||||
|
||||
|
||||
GLFlat(const GLFlat &other)
|
||||
{
|
||||
memcpy(this, &other, sizeof(GLFlat));
|
||||
|
|
|
@ -461,6 +461,7 @@ void FDrawInfo::AddWall(GLWall *wall)
|
|||
wall->MakeVertices(this, false);
|
||||
auto newwall = drawlists[list].NewWall();
|
||||
*newwall = *wall;
|
||||
if (!masked) newwall->ProcessDecals(this);
|
||||
}
|
||||
wall->dynlightindex = -1;
|
||||
}
|
||||
|
@ -482,6 +483,7 @@ void FDrawInfo::AddMirrorSurface(GLWall *w)
|
|||
tcs[GLWall::LOLFT].u = tcs[GLWall::LORGT].u = tcs[GLWall::UPLFT].u = tcs[GLWall::UPRGT].u = v.X;
|
||||
tcs[GLWall::LOLFT].v = tcs[GLWall::LORGT].v = tcs[GLWall::UPLFT].v = tcs[GLWall::UPRGT].v = v.Z;
|
||||
newwall->MakeVertices(this, false);
|
||||
newwall->ProcessDecals(this);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
|
|
@ -6,6 +6,7 @@ struct FSectorPortalGroup;
|
|||
struct FLinePortalSpan;
|
||||
struct FFlatVertex;
|
||||
class GLWall;
|
||||
struct GLDecal;
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
|
@ -127,6 +128,7 @@ public:
|
|||
virtual void AddWall(GLWall *w) = 0;
|
||||
virtual void AddPortal(GLWall *w, int portaltype) = 0;
|
||||
virtual void AddMirrorSurface(GLWall *w) = 0;
|
||||
virtual void AddDecal(GLDecal *d) = 0;
|
||||
virtual void ProcessActorsInPortal(FLinePortalSpan *glport) = 0;
|
||||
virtual std::pair<FFlatVertex *, unsigned int> AllocVertices(unsigned int count) = 0;
|
||||
|
||||
|
|
|
@ -236,6 +236,8 @@ public:
|
|||
float fch1, float fch2, float ffh1, float ffh2,
|
||||
float bch1, float bch2, float bfh1, float bfh2);
|
||||
|
||||
void ProcessDecal(HWDrawInfo *di, DBaseDecal *decal);
|
||||
void ProcessDecals(HWDrawInfo *di);
|
||||
|
||||
void CreateVertices(FFlatVertex *&ptr, bool nosplit);
|
||||
void SplitLeftEdge (FFlatVertex *&ptr);
|
||||
|
|
Loading…
Reference in a new issue