mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-26 22:11:43 +00:00
- moved decal rendering from GLWall to FDrawInfo.
First step of turning GLWall into a pure data container.
This commit is contained in:
parent
306b630de2
commit
41d5bd76d4
5 changed files with 90 additions and 88 deletions
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@ -51,10 +51,11 @@ struct DecalVertex
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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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void FDrawInfo::DrawDecal(GLWall *wall, 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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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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@ -66,7 +67,7 @@ void GLWall::DrawDecal(DBaseDecal *decal)
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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 (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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@ -98,8 +99,8 @@ void GLWall::DrawDecal(DBaseDecal *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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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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@ -111,7 +112,7 @@ void GLWall::DrawDecal(DBaseDecal *decal)
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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 (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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@ -122,7 +123,7 @@ void GLWall::DrawDecal(DBaseDecal *decal)
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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 (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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@ -133,7 +134,7 @@ void GLWall::DrawDecal(DBaseDecal *decal)
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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 (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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@ -151,11 +152,11 @@ void GLWall::DrawDecal(DBaseDecal *decal)
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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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light = wall->lightlevel;
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rel = wall->rellight + getExtraLight();
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}
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FColormap p = Colormap;
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FColormap p = wall->Colormap;
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if (level.flags3 & LEVEL3_NOCOLOREDSPRITELIGHTING)
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{
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@ -168,19 +169,19 @@ void GLWall::DrawDecal(DBaseDecal *decal)
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// now clip the decal to the actual polygon
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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 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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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 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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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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@ -205,77 +206,76 @@ void GLWall::DrawDecal(DBaseDecal *decal)
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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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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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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[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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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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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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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=(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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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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// completely below the wall
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if (topleft<dv[0].z && topright<dv[3].z)
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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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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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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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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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// completely above the wall
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if (bottomleft>dv[1].z && bottomright>dv[2].z)
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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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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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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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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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for (i = 0; i < 4; i++) dv[i].v = vb - dv[i].v;
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}
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// calculate dynamic light effect.
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@ -284,13 +284,13 @@ void GLWall::DrawDecal(DBaseDecal *decal)
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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, sub);
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gl_SetDynSpriteLight(nullptr, x, y, zpos - decalheight * 0.5f, 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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if (decal->RenderStyle.Flags & STYLEF_RedIsAlpha)
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{
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gl_RenderState.SetObjectColor(decal->AlphaColor|0xff000000);
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gl_RenderState.SetObjectColor(decal->AlphaColor | 0xff000000);
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}
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@ -310,7 +310,7 @@ void GLWall::DrawDecal(DBaseDecal *decal)
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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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gl_RenderState.SetFog(0, -1);
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}
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gl_RenderState.SetNormal(glseg.Normal());
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@ -321,30 +321,32 @@ void GLWall::DrawDecal(DBaseDecal *decal)
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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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if (lightlist == NULL)
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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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}
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else
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{
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for (unsigned k = 0; k < lightlist->Size(); k++)
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auto &lightlist = *wall->lightlist;
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for (unsigned k = 0; k < lightlist.Size(); k++)
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{
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secplane_t &lowplane = k == (*lightlist).Size() - 1 ? bottomplane : (*lightlist)[k + 1].plane;
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secplane_t &lowplane = k == lightlist.Size() - 1 ? wall->bottomplane : lightlist[k + 1].plane;
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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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if (low1 < dv[1].z || low2 < dv[2].z)
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{
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int thisll = (*lightlist)[k].caster != NULL ? gl_ClampLight(*(*lightlist)[k].p_lightlevel) : lightlevel;
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int thisll = lightlist[k].caster != NULL ? gl_ClampLight(*lightlist[k].p_lightlevel) : wall->lightlevel;
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FColormap thiscm;
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thiscm.FadeColor = Colormap.FadeColor;
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thiscm.CopyFrom3DLight(&(*lightlist)[k]);
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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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if (level.flags3 & LEVEL3_NOCOLOREDSPRITELIGHTING) thiscm.Decolorize();
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mDrawer->SetFog(thisll, rel, &thiscm, RenderStyle == STYLE_Add);
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gl_RenderState.SetSplitPlanes((*lightlist)[k].plane, lowplane);
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mDrawer->SetFog(thisll, 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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rendered_decals++;
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gl_RenderState.SetTextureMode(TM_MODULATE);
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gl_RenderState.SetObjectColor(0xffffffff);
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gl_RenderState.SetFog(fc,-1);
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gl_RenderState.SetDynLight(0,0,0);
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gl_RenderState.SetFog(fc, -1);
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gl_RenderState.SetDynLight(0, 0, 0);
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}
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//==========================================================================
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@ -365,27 +367,27 @@ void GLWall::DrawDecal(DBaseDecal *decal)
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//
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//
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//==========================================================================
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void GLWall::DoDrawDecals()
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void FDrawInfo::DoDrawDecals(GLWall *wall)
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{
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if (seg->sidedef && seg->sidedef->AttachedDecals)
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if (wall->seg->sidedef && wall->seg->sidedef->AttachedDecals)
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{
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if (lightlist != NULL)
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if (wall->lightlist != nullptr)
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{
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gl_RenderState.EnableSplit(true);
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}
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else
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{
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mDrawer->SetFog(lightlevel, rellight + getExtraLight(), &Colormap, false);
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mDrawer->SetFog(wall->lightlevel, wall->rellight + getExtraLight(), &wall->Colormap, false);
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}
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DBaseDecal *decal = seg->sidedef->AttachedDecals;
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DBaseDecal *decal = wall->seg->sidedef->AttachedDecals;
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while (decal)
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{
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DrawDecal(decal);
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DrawDecal(wall, decal);
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decal = decal->WallNext;
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}
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if (lightlist != NULL)
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if (wall->lightlist != nullptr)
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{
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gl_RenderState.EnableSplit(false);
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}
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@ -879,7 +879,7 @@ void GLDrawList::DrawDecals()
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{
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for(unsigned i=0;i<drawitems.Size();i++)
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{
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walls[drawitems[i].index]->DoDrawDecals();
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gl_drawinfo->DoDrawDecals(walls[drawitems[i].index]);
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}
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}
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@ -183,6 +183,9 @@ struct FDrawInfo : public HWDrawInfo
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bool PutWallCompat(GLWall *wall, int passflag); // Legacy GL only.
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void DrawDecal(GLWall *wall, DBaseDecal *decal);
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void DoDrawDecals(GLWall *wall);
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void StartScene();
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void SetupFloodStencil(wallseg * ws);
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@ -257,9 +257,6 @@ private:
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float fch1, float fch2, float ffh1, float ffh2,
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float bch1, float bch2, float bfh1, float bfh2);
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void DrawDecal(DBaseDecal *actor);
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void DoDrawDecals();
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void RenderFogBoundary();
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void RenderMirrorSurface();
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void RenderTranslucentWall();
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@ -297,7 +297,7 @@ void GLWall::RenderMirrorSurface()
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glEnable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(-1.0f, -128.0f);
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glDepthMask(false);
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DoDrawDecals();
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gl_drawinfo->DoDrawDecals(this);
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glDepthMask(true);
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glPolygonOffset(0.0f, 0.0f);
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glDisable(GL_POLYGON_OFFSET_FILL);
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