/* ** gl_sky.cpp ** Sky preparation code. ** **--------------------------------------------------------------------------- ** Copyright 2002-2005 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be ** covered by the terms of the GNU Lesser General Public License as published ** by the Free Software Foundation; either version 2.1 of the License, or (at ** your option) any later version. ** 5. Full disclosure of the entire project's source code, except for third ** party libraries is mandatory. (NOTE: This clause is non-negotiable!) ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "gl/system/gl_system.h" #include "a_sharedglobal.h" #include "g_level.h" #include "r_sky.h" #include "r_state.h" #include "r_utility.h" #include "doomdata.h" #include "gl/gl_functions.h" #include "gl/data/gl_data.h" #include "gl/renderer/gl_lightdata.h" #include "gl/scene/gl_drawinfo.h" #include "gl/scene/gl_portal.h" #include "gl/textures/gl_material.h" #include "gl/utility/gl_convert.h" CVAR(Bool,gl_noskyboxes, false, 0) extern int skyfog; enum { NoSkyDraw = 89 }; //========================================================================== // // Calculate sky texture // //========================================================================== void GLWall::SkyPlane(sector_t *sector, int plane, bool allowreflect) { FPortal *portal = sector->portals[plane]; if (portal != NULL) { if (GLPortal::instack[1-plane]) return; type=RENDERWALL_SECTORSTACK; this->portal = portal; } else if (sector->GetTexture(plane)==skyflatnum) { GLSkyInfo skyinfo; ASkyViewpoint * skyboxx = plane == sector_t::floor? sector->FloorSkyBox : sector->CeilingSkyBox; if (skyboxx == NULL) skyboxx = level.DefaultSkybox; // JUSTHIT is used as an indicator that a skybox is in use. // This is to avoid recursion if (!gl_noskyboxes && skyboxx && GLRenderer->mViewActor!=skyboxx && !(skyboxx->flags&MF_JUSTHIT)) { type=RENDERWALL_SKYBOX; skybox=skyboxx; } else { int sky1 = sector->sky; memset(&skyinfo, 0, sizeof(skyinfo)); if ((sky1 & PL_SKYFLAT) && (sky1 & (PL_SKYFLAT-1))) { const line_t *l = &lines[(sky1&(PL_SKYFLAT-1))-1]; const side_t *s = l->sidedef[0]; int pos; if (level.flags & LEVEL_SWAPSKIES && s->GetTexture(side_t::bottom).isValid()) { pos = side_t::bottom; } else { pos = side_t::top; } FTextureID texno = s->GetTexture(pos); skyinfo.texture[0] = FMaterial::ValidateTexture(texno, false, true); if (!skyinfo.texture[0] || skyinfo.texture[0]->tex->UseType == FTexture::TEX_Null) goto normalsky; skyinfo.skytexno1 = texno; skyinfo.x_offset[0] = ANGLE_TO_FLOAT(s->GetTextureXOffset(pos)); skyinfo.y_offset = FIXED2FLOAT(s->GetTextureYOffset(pos)); skyinfo.mirrored = !l->args[2]; } else { normalsky: if (level.flags&LEVEL_DOUBLESKY) { skyinfo.texture[1]=FMaterial::ValidateTexture(sky1texture, false, true); skyinfo.x_offset[1] = GLRenderer->mSky1Pos; skyinfo.doublesky = true; } if ((level.flags&LEVEL_SWAPSKIES || (sky1==PL_SKYFLAT) || (level.flags&LEVEL_DOUBLESKY)) && sky2texture!=sky1texture) // If both skies are equal use the scroll offset of the first! { skyinfo.texture[0]=FMaterial::ValidateTexture(sky2texture, false, true); skyinfo.skytexno1=sky2texture; skyinfo.sky2 = true; skyinfo.x_offset[0] = GLRenderer->mSky2Pos; } else { skyinfo.texture[0]=FMaterial::ValidateTexture(sky1texture, false, true); skyinfo.skytexno1=sky1texture; skyinfo.x_offset[0] = GLRenderer->mSky1Pos; } } if (skyfog>0) { skyinfo.fadecolor=Colormap.FadeColor; skyinfo.fadecolor.a=0; } else skyinfo.fadecolor=0; type=RENDERWALL_SKY; sky=UniqueSkies.Get(&skyinfo); } } else if (allowreflect && sector->GetReflect(plane) > 0) { if ((plane == sector_t::ceiling && viewz > sector->ceilingplane.d) || (plane == sector_t::floor && viewz < -sector->floorplane.d)) return; type=RENDERWALL_PLANEMIRROR; planemirror = plane == sector_t::ceiling? §or->ceilingplane : §or->floorplane; } else return; PutWall(0); } //========================================================================== // // Skies on one sided walls // //========================================================================== void GLWall::SkyNormal(sector_t * fs,vertex_t * v1,vertex_t * v2) { ztop[0]=ztop[1]=32768.0f; zbottom[0]=zceil[0]; zbottom[1]=zceil[1]; SkyPlane(fs, sector_t::ceiling, true); ztop[0]=zfloor[0]; ztop[1]=zfloor[1]; zbottom[0]=zbottom[1]=-32768.0f; SkyPlane(fs, sector_t::floor, true); } //========================================================================== // // Upper Skies on two sided walls // //========================================================================== void GLWall::SkyTop(seg_t * seg,sector_t * fs,sector_t * bs,vertex_t * v1,vertex_t * v2) { if (fs->GetTexture(sector_t::ceiling)==skyflatnum) { if ((bs->special&0xff) == NoSkyDraw) return; if (bs->GetTexture(sector_t::ceiling)==skyflatnum) { // if the back sector is closed the sky must be drawn! if (bs->ceilingplane.ZatPoint(v1) > bs->floorplane.ZatPoint(v1) || bs->ceilingplane.ZatPoint(v2) > bs->floorplane.ZatPoint(v2) || bs->transdoor) return; // one more check for some ugly transparent door hacks if (bs->floorplane.a==0 && bs->floorplane.b==0 && fs->floorplane.a==0 && fs->floorplane.b==0) { if (bs->GetPlaneTexZ(sector_t::floor)==fs->GetPlaneTexZ(sector_t::floor)+FRACUNIT) { FTexture * tex = TexMan(seg->sidedef->GetTexture(side_t::bottom)); if (!tex || tex->UseType==FTexture::TEX_Null) return; // very, very, very ugly special case (See Icarus MAP14) // It is VERY important that this is only done for a floor height difference of 1 // or it will cause glitches elsewhere. tex = TexMan(seg->sidedef->GetTexture(side_t::mid)); if (tex != NULL && !(seg->linedef->flags & ML_DONTPEGTOP) && seg->sidedef->GetTextureYOffset(side_t::mid) > 0) { ztop[0]=ztop[1]=32768.0f; zbottom[0]=zbottom[1]= FIXED2FLOAT(bs->ceilingplane.ZatPoint(v2) + seg->sidedef->GetTextureYOffset(side_t::mid)); SkyPlane(fs, sector_t::ceiling, false); return; } } } } ztop[0]=ztop[1]=32768.0f; FTexture * tex = TexMan(seg->sidedef->GetTexture(side_t::top)); if (bs->GetTexture(sector_t::ceiling) != skyflatnum) { zbottom[0]=zceil[0]; zbottom[1]=zceil[1]; } else { zbottom[0]=FIXED2FLOAT(bs->ceilingplane.ZatPoint(v1)); zbottom[1]=FIXED2FLOAT(bs->ceilingplane.ZatPoint(v2)); flags|=GLWF_SKYHACK; // mid textures on such lines need special treatment! } } else { FPortal *pfront = fs->portals[sector_t::ceiling]; FPortal *pback = bs->portals[sector_t::ceiling]; float frontreflect = fs->GetReflect(sector_t::ceiling); if (frontreflect > 0) { float backreflect = bs->GetReflect(sector_t::ceiling); if (backreflect > 0 && bs->ceilingplane.d == fs->ceilingplane.d) { // Don't add intra-portal line to the portal. return; } } else if (pfront == NULL || pfront == pback) { return; } // stacked sectors fixed_t fsc1=fs->ceilingplane.ZatPoint(v1); fixed_t fsc2=fs->ceilingplane.ZatPoint(v2); ztop[0]=ztop[1]=32768.0f; zbottom[0]=FIXED2FLOAT(fsc1); zbottom[1]=FIXED2FLOAT(fsc2); } SkyPlane(fs, sector_t::ceiling, true); } //========================================================================== // // Lower Skies on two sided walls // //========================================================================== void GLWall::SkyBottom(seg_t * seg,sector_t * fs,sector_t * bs,vertex_t * v1,vertex_t * v2) { if (fs->GetTexture(sector_t::floor)==skyflatnum) { if ((bs->special&0xff) == NoSkyDraw) return; FTexture * tex = TexMan(seg->sidedef->GetTexture(side_t::bottom)); // For lower skies the normal logic only applies to walls with no lower texture! if (tex->UseType==FTexture::TEX_Null) { if (bs->GetTexture(sector_t::floor)==skyflatnum) { // if the back sector is closed the sky must be drawn! if (bs->ceilingplane.ZatPoint(v1) > bs->floorplane.ZatPoint(v1) || bs->ceilingplane.ZatPoint(v2) > bs->floorplane.ZatPoint(v2)) return; } else { // Special hack for Vrack2b if (bs->floorplane.ZatPoint(FIXED2FLOAT(viewx), FIXED2FLOAT(viewy)) > FIXED2FLOAT(viewz)) return; } } zbottom[0]=zbottom[1]=-32768.0f; if ((tex && tex->UseType!=FTexture::TEX_Null) || bs->GetTexture(sector_t::floor)!=skyflatnum) { ztop[0]=zfloor[0]; ztop[1]=zfloor[1]; } else { ztop[0]=FIXED2FLOAT(bs->floorplane.ZatPoint(v1)); ztop[1]=FIXED2FLOAT(bs->floorplane.ZatPoint(v2)); flags|=GLWF_SKYHACK; // mid textures on such lines need special treatment! } } else { FPortal *pfront = fs->portals[sector_t::floor]; FPortal *pback = bs->portals[sector_t::floor]; float frontreflect = fs->GetReflect(sector_t::floor); if (frontreflect > 0) { float backreflect = bs->GetReflect(sector_t::floor); if (backreflect > 0 && bs->floorplane.d == fs->floorplane.d) { // Don't add intra-portal line to the portal. return; } } else if (pfront == NULL || pfront == pback) { return; } // stacked sectors fixed_t fsc1=fs->floorplane.ZatPoint(v1); fixed_t fsc2=fs->floorplane.ZatPoint(v2); zbottom[0]=zbottom[1]=-32768.0f; ztop[0]=FIXED2FLOAT(fsc1); ztop[1]=FIXED2FLOAT(fsc2); } SkyPlane(fs, sector_t::floor, true); }