mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-11 15:21:51 +00:00
- reinstated some texturing-based dynamic light code. Not active yet and not tested yet.
This commit is contained in:
parent
ee7a4daa8c
commit
d4806f82ca
6 changed files with 214 additions and 98 deletions
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@ -45,10 +45,19 @@
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#include "i_system.h"
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#include "v_text.h"
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#include "r_utility.h"
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#include "gl/dynlights/gl_dynlight.h"
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#include "gl/utility/gl_geometric.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/system/gl_interface.h"
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#include "gl/system/gl_cvars.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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//==========================================================================
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//
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//
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//
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//==========================================================================
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void gl_SetTextureMode(int type)
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{
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@ -190,6 +199,11 @@ BYTE *gl_WarpBuffer(BYTE *buffer, int Width, int Height, int warp, float Speed)
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return (BYTE*)out;
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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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static int ffTextureMode;
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static bool ffTextureEnabled;
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@ -322,6 +336,12 @@ void FRenderState::ApplyFixedFunction()
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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 gl_FillScreen();
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void FRenderState::DrawColormapOverlay()
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@ -375,4 +395,184 @@ void FRenderState::DrawColormapOverlay()
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gl_RenderState.BlendFunc(GL_DST_COLOR, GL_ZERO);
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gl_FillScreen();
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gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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//==========================================================================
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//
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// Sets up the parameters to render one dynamic light onto one plane
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//
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//==========================================================================
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bool gl_SetupLight(int group, Plane & p, ADynamicLight * light, Vector & nearPt, Vector & up, Vector & right,
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float & scale, int desaturation, bool checkside, bool forceadditive)
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{
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Vector fn, pos;
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DVector3 lpos = light->PosRelative(group);
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float dist = fabsf(p.DistToPoint(lpos.X, lpos.Z, lpos.Y));
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float radius = (light->GetRadius() * gl_lights_size);
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if (radius <= 0.f) return false;
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if (dist > radius) return false;
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if (checkside && gl_lights_checkside && p.PointOnSide(lpos.X, lpos.Z, lpos.Y))
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{
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return false;
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}
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if (light->owned && light->target != NULL && !light->target->IsVisibleToPlayer())
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{
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return false;
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}
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scale = 1.0f / ((2.f * radius) - dist);
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// project light position onto plane (find closest point on plane)
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pos.Set(lpos.X, lpos.Z, lpos.Y);
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fn = p.Normal();
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fn.GetRightUp(right, up);
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#ifdef _MSC_VER
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nearPt = pos + fn * dist;
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#else
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Vector tmpVec = fn * dist;
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nearPt = pos + tmpVec;
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#endif
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float cs = 1.0f - (dist / radius);
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if (gl_lights_additive || light->flags4&MF4_ADDITIVE || forceadditive) cs *= 0.2f; // otherwise the light gets too strong.
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float r = light->GetRed() / 255.0f * cs * gl_lights_intensity;
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float g = light->GetGreen() / 255.0f * cs * gl_lights_intensity;
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float b = light->GetBlue() / 255.0f * cs * gl_lights_intensity;
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if (light->IsSubtractive())
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{
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Vector v;
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gl_RenderState.BlendEquation(GL_FUNC_REVERSE_SUBTRACT);
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v.Set(r, g, b);
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r = v.Length() - r;
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g = v.Length() - g;
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b = v.Length() - b;
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}
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else
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{
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gl_RenderState.BlendEquation(GL_FUNC_ADD);
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}
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if (desaturation > 0 && gl.glslversion > 0) // no-shader excluded because no desaturated textures.
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{
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float gray = (r * 77 + g * 143 + b * 37) / 257;
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r = (r*(32 - desaturation) + gray*desaturation) / 32;
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g = (g*(32 - desaturation) + gray*desaturation) / 32;
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b = (b*(32 - desaturation) + gray*desaturation) / 32;
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}
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glColor3f(r, g, b);
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return true;
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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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bool gl_SetupLightTexture()
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{
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if (GLRenderer->gllight == NULL) return false;
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FMaterial * pat = FMaterial::ValidateTexture(GLRenderer->gllight, false);
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pat->Bind(CLAMP_XY, 0);
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return true;
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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 FGLRenderer::RenderMultipassStuff()
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{
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return;
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// First pass: empty background with sector light only
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// Part 1: solid geometry. This is set up so that there are no transparent parts
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// remove any remaining texture bindings and shaders whick may get in the way.
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gl_RenderState.EnableTexture(false);
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gl_RenderState.EnableBrightmap(false);
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gl_RenderState.Apply();
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gl_drawinfo->dldrawlists[GLLDL_WALLS_PLAIN].DrawWalls(GLPASS_BASE);
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gl_drawinfo->dldrawlists[GLLDL_FLATS_PLAIN].DrawFlats(GLPASS_BASE);
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// Part 2: masked geometry. This is set up so that only pixels with alpha>0.5 will show
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// This creates a blank surface that only fills the nontransparent parts of the texture
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gl_RenderState.EnableTexture(true);
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gl_RenderState.SetTextureMode(TM_MASK);
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gl_RenderState.EnableBrightmap(true);
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gl_drawinfo->dldrawlists[GLLDL_WALLS_BRIGHT].DrawWalls(GLPASS_BASE_MASKED);
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gl_drawinfo->dldrawlists[GLLDL_WALLS_MASKED].DrawWalls(GLPASS_BASE_MASKED);
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gl_drawinfo->dldrawlists[GLLDL_FLATS_BRIGHT].DrawFlats(GLPASS_BASE_MASKED);
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gl_drawinfo->dldrawlists[GLLDL_FLATS_MASKED].DrawFlats(GLPASS_BASE_MASKED);
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// Part 3: The base of fogged surfaces, including the texture
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gl_RenderState.EnableBrightmap(false);
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gl_RenderState.SetTextureMode(TM_MODULATE);
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gl_drawinfo->dldrawlists[GLLDL_WALLS_FOG].DrawWalls(GLPASS_PLAIN);
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gl_drawinfo->dldrawlists[GLLDL_WALLS_FOGMASKED].DrawWalls(GLPASS_PLAIN);
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gl_drawinfo->dldrawlists[GLLDL_FLATS_FOG].DrawFlats(GLPASS_PLAIN);
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gl_drawinfo->dldrawlists[GLLDL_FLATS_FOGMASKED].DrawFlats(GLPASS_PLAIN);
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// second pass: draw lights
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glDepthMask(false);
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if (mLightCount && !gl_fixedcolormap)
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{
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if (gl_SetupLightTexture())
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{
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gl_RenderState.BlendFunc(GL_ONE, GL_ONE);
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glDepthFunc(GL_EQUAL);
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if (glset.lightmode == 8) gl_RenderState.SetSoftLightLevel(255);
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gl_drawinfo->dldrawlists[GLLDL_WALLS_PLAIN].DrawWalls(GLPASS_LIGHTTEX);
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gl_drawinfo->dldrawlists[GLLDL_WALLS_BRIGHT].DrawWalls(GLPASS_LIGHTTEX);
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gl_drawinfo->dldrawlists[GLLDL_WALLS_MASKED].DrawWalls(GLPASS_LIGHTTEX);
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gl_drawinfo->dldrawlists[GLLDL_FLATS_PLAIN].DrawFlats(GLPASS_LIGHTTEX);
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gl_drawinfo->dldrawlists[GLLDL_FLATS_BRIGHT].DrawFlats(GLPASS_LIGHTTEX);
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gl_drawinfo->dldrawlists[GLLDL_FLATS_MASKED].DrawFlats(GLPASS_LIGHTTEX);
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gl_RenderState.BlendEquation(GL_FUNC_ADD);
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}
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else gl_lights = false;
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}
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// third pass: modulated texture
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gl_RenderState.SetColor(0xffffffff);
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gl_RenderState.BlendFunc(GL_DST_COLOR, GL_ZERO);
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gl_RenderState.EnableFog(false);
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0);
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glDepthFunc(GL_LEQUAL);
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gl_drawinfo->dldrawlists[GLLDL_WALLS_PLAIN].DrawWalls(GLPASS_TEXONLY);
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gl_drawinfo->dldrawlists[GLLDL_FLATS_PLAIN].DrawFlats(GLPASS_TEXONLY);
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gl_drawinfo->dldrawlists[GLLDL_WALLS_BRIGHT].DrawWalls(GLPASS_TEXONLY);
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gl_drawinfo->dldrawlists[GLLDL_FLATS_BRIGHT].DrawFlats(GLPASS_TEXONLY);
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gl_RenderState.AlphaFunc(GL_GREATER, gl_mask_threshold);
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gl_drawinfo->dldrawlists[GLLDL_WALLS_MASKED].DrawWalls(GLPASS_TEXONLY);
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gl_drawinfo->dldrawlists[GLLDL_FLATS_MASKED].DrawFlats(GLPASS_TEXONLY);
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// fourth pass: additive lights
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gl_RenderState.EnableFog(true);
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gl_RenderState.BlendFunc(GL_ONE, GL_ONE);
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glDepthFunc(GL_EQUAL);
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if (gl_SetupLightTexture())
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{
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gl_drawinfo->dldrawlists[GLLDL_WALLS_PLAIN].DrawWalls(GLPASS_LIGHTTEX_ADDITIVE);
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gl_drawinfo->dldrawlists[GLLDL_WALLS_BRIGHT].DrawWalls(GLPASS_LIGHTTEX_ADDITIVE);
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gl_drawinfo->dldrawlists[GLLDL_WALLS_MASKED].DrawWalls(GLPASS_LIGHTTEX_ADDITIVE);
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gl_drawinfo->dldrawlists[GLLDL_FLATS_PLAIN].DrawFlats(GLPASS_LIGHTTEX_ADDITIVE);
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gl_drawinfo->dldrawlists[GLLDL_FLATS_BRIGHT].DrawFlats(GLPASS_LIGHTTEX_ADDITIVE);
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gl_drawinfo->dldrawlists[GLLDL_FLATS_MASKED].DrawFlats(GLPASS_LIGHTTEX_ADDITIVE);
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gl_drawinfo->dldrawlists[GLLDL_WALLS_FOG].DrawWalls(GLPASS_LIGHTTEX_ADDITIVE);
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gl_drawinfo->dldrawlists[GLLDL_WALLS_FOGMASKED].DrawWalls(GLPASS_LIGHTTEX_ADDITIVE);
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gl_drawinfo->dldrawlists[GLLDL_FLATS_FOG].DrawFlats(GLPASS_LIGHTTEX_ADDITIVE);
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gl_drawinfo->dldrawlists[GLLDL_FLATS_FOGMASKED].DrawFlats(GLPASS_LIGHTTEX_ADDITIVE);
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}
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else gl_lights = false;
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}
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@ -140,95 +140,3 @@ bool gl_GetLight(int group, Plane & p, ADynamicLight * light, bool checkside, bo
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return true;
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}
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//==========================================================================
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//
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// Sets up the parameters to render one dynamic light onto one plane
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//
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//==========================================================================
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bool gl_SetupLight(int group, Plane & p, ADynamicLight * light, Vector & nearPt, Vector & up, Vector & right,
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float & scale, int desaturation, bool checkside, bool forceadditive)
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{
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Vector fn, pos;
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DVector3 lpos = light->PosRelative(group);
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float dist = fabsf(p.DistToPoint(lpos.X, lpos.Z, lpos.Y));
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float radius = (light->GetRadius() * gl_lights_size);
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if (radius <= 0.f) return false;
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if (dist > radius) return false;
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if (checkside && gl_lights_checkside && p.PointOnSide(lpos.X, lpos.Z, lpos.Y))
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{
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return false;
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}
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if (light->owned && light->target != NULL && !light->target->IsVisibleToPlayer())
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{
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return false;
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}
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scale = 1.0f / ((2.f * radius) - dist);
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// project light position onto plane (find closest point on plane)
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pos.Set(lpos.X, lpos.Z, lpos.Y);
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fn = p.Normal();
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fn.GetRightUp(right, up);
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#ifdef _MSC_VER
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nearPt = pos + fn * dist;
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#else
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Vector tmpVec = fn * dist;
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nearPt = pos + tmpVec;
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#endif
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float cs = 1.0f - (dist / radius);
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if (gl_lights_additive || light->flags4&MF4_ADDITIVE || forceadditive) cs *= 0.2f; // otherwise the light gets too strong.
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float r = light->GetRed() / 255.0f * cs * gl_lights_intensity;
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float g = light->GetGreen() / 255.0f * cs * gl_lights_intensity;
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float b = light->GetBlue() / 255.0f * cs * gl_lights_intensity;
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if (light->IsSubtractive())
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{
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Vector v;
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gl_RenderState.BlendEquation(GL_FUNC_REVERSE_SUBTRACT);
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v.Set(r, g, b);
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r = v.Length() - r;
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g = v.Length() - g;
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b = v.Length() - b;
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}
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else
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{
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gl_RenderState.BlendEquation(GL_FUNC_ADD);
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}
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if (desaturation > 0 && gl.glslversion > 0) // no-shader excluded because no desaturated textures.
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{
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float gray = (r * 77 + g * 143 + b * 37) / 257;
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r = (r*(32 - desaturation) + gray*desaturation) / 32;
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g = (g*(32 - desaturation) + gray*desaturation) / 32;
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b = (b*(32 - desaturation) + gray*desaturation) / 32;
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}
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glColor3f(r, g, b);
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return true;
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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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bool gl_SetupLightTexture()
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{
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if (GLRenderer->gllight == NULL) return false;
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FMaterial * pat = FMaterial::ValidateTexture(GLRenderer->gllight, true);
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pat->Bind(CLAMP_XY, 0);
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return true;
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}
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@ -101,6 +101,7 @@ public:
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void Initialize();
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void CreateScene();
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void RenderMultipassStuff();
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void RenderScene(int recursion);
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void RenderTranslucent();
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void DrawScene(bool toscreen = false);
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@ -57,8 +57,10 @@ enum Drawpasses
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// these are only used with texture based dynamic lights
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GLPASS_BASE, // untextured base for dynamic lights
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GLPASS_BASE_MASKED, // same but with active texture
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GLPASS_LIGHTTEX, // lighttexture pass
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GLPASS_TEXONLY // finishing texture pass
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GLPASS_TEXONLY, // finishing texture pass
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GLPASS_LIGHTTEX_ADDITIVE, // lighttexture pass (additive)
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};
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@ -382,10 +382,10 @@ void FGLRenderer::RenderScene(int recursion)
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}
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else
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{
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// Todo: Draw lights with multipass rendering.
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// RenderMultpassStuff();
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// process everything that needs to handle textured dynamic lights.
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if (haslights) RenderMultipassStuff();
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// The remaining stuff which is unaffected by dynamic lights is just processed as normal.
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// The remaining lists which are unaffected by dynamic lights are just processed as normal.
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pass = GLPASS_PLAIN;
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}
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@ -813,8 +813,13 @@ bool Win32GLVideo::InitHardware (HWND Window, int multisample)
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if (m_hRC == NULL && prof == WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB)
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{
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I_Error ("R_OPENGL: Unable to create an OpenGL render context.\n");
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return false;
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m_hRC = wglCreateContext(m_hDC);
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if (m_hRC == NULL)
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{
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I_Error("R_OPENGL: Unable to create an OpenGL render context.\n");
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return false;
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}
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}
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if (m_hRC != NULL)
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