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c47c7421a3
- add sector links to dynamic lights.
562 lines
15 KiB
C++
562 lines
15 KiB
C++
/*
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** gl_sky.cpp
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**
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** Draws the sky. Loosely based on the JDoom sky and the ZDoomGL 0.66.2 sky.
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**
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**---------------------------------------------------------------------------
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** Copyright 2003 Tim Stump
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** Copyright 2005 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. Full disclosure of the entire project's source code, except for third
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** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "gl/system/gl_system.h"
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#include "doomtype.h"
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#include "g_level.h"
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#include "sc_man.h"
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#include "w_wad.h"
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#include "r_state.h"
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//#include "gl/gl_intern.h"
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#include "gl/system/gl_interface.h"
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#include "gl/data/gl_data.h"
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#include "gl/renderer/gl_lightdata.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/scene/gl_drawinfo.h"
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#include "gl/scene/gl_portal.h"
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#include "gl/shaders/gl_shader.h"
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#include "gl/textures/gl_bitmap.h"
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#include "gl/textures/gl_texture.h"
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#include "gl/textures/gl_skyboxtexture.h"
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#include "gl/textures/gl_material.h"
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//-----------------------------------------------------------------------------
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//
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// Shamelessly lifted from Doomsday (written by Jaakko Ker<65>nen)
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// also shamelessly lifted from ZDoomGL! ;)
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//
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//-----------------------------------------------------------------------------
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CVAR (Int, gl_sky_detail, 16, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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EXTERN_CVAR (Bool, r_stretchsky)
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extern int skyfog;
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// The texture offset to be applied to the texture coordinates in SkyVertex().
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static angle_t maxSideAngle = ANGLE_180 / 3;
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static int rows, columns;
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static fixed_t scale = 10000 << FRACBITS;
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static bool yflip;
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static int texw;
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static float yAdd;
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static bool foglayer;
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static bool secondlayer;
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static bool skymirror;
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#define SKYHEMI_UPPER 0x1
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#define SKYHEMI_LOWER 0x2
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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 void SkyVertex(int r, int c)
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{
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angle_t topAngle= (angle_t)(c / (float)columns * ANGLE_MAX);
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angle_t sideAngle = maxSideAngle * (rows - r) / rows;
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fixed_t height = finesine[sideAngle>>ANGLETOFINESHIFT];
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fixed_t realRadius = FixedMul(scale, finecosine[sideAngle>>ANGLETOFINESHIFT]);
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fixed_t x = FixedMul(realRadius, finecosine[topAngle>>ANGLETOFINESHIFT]);
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fixed_t y = (!yflip) ? FixedMul(scale, height) : FixedMul(scale, height) * -1;
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fixed_t z = FixedMul(realRadius, finesine[topAngle>>ANGLETOFINESHIFT]);
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float fx, fy, fz;
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float color = r * 1.f / rows;
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float u, v;
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float timesRepeat;
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timesRepeat = (short)(4 * (256.f / texw));
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if (timesRepeat == 0.f) timesRepeat = 1.f;
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if (!foglayer)
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{
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// this must not use the renderstate because it's inside a primitive.
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glColor4f(1.f, 1.f, 1.f, r==0? 0.0f : 1.0f);
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// And the texture coordinates.
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if(!yflip) // Flipped Y is for the lower hemisphere.
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{
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u = (-timesRepeat * c / (float)columns) ;
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v = (r / (float)rows) + yAdd;
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}
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else
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{
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u = (-timesRepeat * c / (float)columns) ;
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v = 1.0f + ((rows-r)/(float)rows) + yAdd;
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}
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glTexCoord2f(skymirror? -u:u, v);
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}
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if (r != 4) y+=FRACUNIT*300;
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// And finally the vertex.
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fx =-FIXED2FLOAT(x); // Doom mirrors the sky vertically!
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fy = FIXED2FLOAT(y);
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fz = FIXED2FLOAT(z);
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glVertex3f(fx, fy - 1.f, fz);
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}
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//-----------------------------------------------------------------------------
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//
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// Hemi is Upper or Lower. Zero is not acceptable.
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// The current texture is used. SKYHEMI_NO_TOPCAP can be used.
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//
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//-----------------------------------------------------------------------------
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static void RenderSkyHemisphere(int hemi, bool mirror)
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{
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int r, c;
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if (hemi & SKYHEMI_LOWER)
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{
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yflip = true;
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}
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else
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{
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yflip = false;
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}
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skymirror = mirror;
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// The top row (row 0) is the one that's faded out.
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// There must be at least 4 columns. The preferable number
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// is 4n, where n is 1, 2, 3... There should be at least
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// two rows because the first one is always faded.
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rows = 4;
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// Draw the cap as one solid color polygon
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if (!foglayer)
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{
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columns = 4 * (gl_sky_detail > 0 ? gl_sky_detail : 1);
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foglayer=true;
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gl_RenderState.EnableTexture(false);
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gl_RenderState.Apply();
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if (!secondlayer)
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{
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glBegin(GL_TRIANGLE_FAN);
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for(c = 0; c < columns; c++)
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{
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SkyVertex(1, c);
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}
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glEnd();
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gl_RenderState.SetObjectColor(0xffffffff); // unset the cap's color
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}
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gl_RenderState.EnableTexture(true);
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foglayer=false;
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gl_RenderState.Apply();
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}
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else
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{
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gl_RenderState.Apply();
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columns=4; // no need to do more!
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glBegin(GL_TRIANGLE_FAN);
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for(c = 0; c < columns; c++)
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{
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SkyVertex(0, c);
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}
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glEnd();
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}
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// The total number of triangles per hemisphere can be calculated
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// as follows: rows * columns * 2 + 2 (for the top cap).
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for(r = 0; r < rows; r++)
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{
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if (yflip)
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{
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glBegin(GL_TRIANGLE_STRIP);
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SkyVertex(r + 1, 0);
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SkyVertex(r, 0);
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for(c = 1; c <= columns; c++)
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{
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SkyVertex(r + 1, c);
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SkyVertex(r, c);
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}
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glEnd();
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}
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else
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{
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glBegin(GL_TRIANGLE_STRIP);
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SkyVertex(r, 0);
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SkyVertex(r + 1, 0);
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for(c = 1; c <= columns; c++)
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{
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SkyVertex(r, c);
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SkyVertex(r + 1, c);
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}
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glEnd();
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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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CVAR(Float, skyoffset, 0, 0) // for testing
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static void RenderDome(FTextureID texno, FMaterial * tex, float x_offset, float y_offset, bool mirror)
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{
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int texh = 0;
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bool texscale = false;
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// 57 world units roughly represent one sky texel for the glTranslate call.
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const float skyoffsetfactor = 57;
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if (tex)
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{
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glPushMatrix();
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tex->Bind(0, 0);
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texw = tex->TextureWidth(GLUSE_TEXTURE);
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texh = tex->TextureHeight(GLUSE_TEXTURE);
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glRotatef(-180.0f+x_offset, 0.f, 1.f, 0.f);
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yAdd = y_offset/texh;
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if (texh < 200)
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{
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glTranslatef(0.f, -1250.f, 0.f);
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glScalef(1.f, texh/230.f, 1.f);
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}
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else if (texh <= 240)
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{
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glTranslatef(0.f, (200 - texh + tex->tex->SkyOffset + skyoffset)*skyoffsetfactor, 0.f);
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glScalef(1.f, 1.f + ((texh-200.f)/200.f) * 1.17f, 1.f);
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}
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else
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{
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glTranslatef(0.f, (-40 + tex->tex->SkyOffset + skyoffset)*skyoffsetfactor, 0.f);
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glScalef(1.f, 1.2f * 1.17f, 1.f);
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glMatrixMode(GL_TEXTURE);
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glPushMatrix();
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glLoadIdentity();
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glScalef(1.f, 240.f / texh, 1.f);
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glMatrixMode(GL_MODELVIEW);
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texscale = true;
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}
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}
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if (tex && !secondlayer)
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{
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PalEntry pe = tex->tex->GetSkyCapColor(false);
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gl_RenderState.SetObjectColor(pe);
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}
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RenderSkyHemisphere(SKYHEMI_UPPER, mirror);
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if (tex && !secondlayer)
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{
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PalEntry pe = tex->tex->GetSkyCapColor(true);
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gl_RenderState.SetObjectColor(pe);
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}
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RenderSkyHemisphere(SKYHEMI_LOWER, mirror);
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if (texscale)
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{
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glMatrixMode(GL_TEXTURE);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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}
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if (tex) glPopMatrix();
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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 void RenderBox(FTextureID texno, FMaterial * gltex, float x_offset, bool sky2)
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{
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FSkyBox * sb = static_cast<FSkyBox*>(gltex->tex);
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int faces;
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FMaterial * tex;
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if (!sky2)
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glRotatef(-180.0f+x_offset, glset.skyrotatevector.X, glset.skyrotatevector.Z, glset.skyrotatevector.Y);
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else
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glRotatef(-180.0f+x_offset, glset.skyrotatevector2.X, glset.skyrotatevector2.Z, glset.skyrotatevector2.Y);
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if (sb->faces[5])
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{
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faces=4;
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// north
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tex = FMaterial::ValidateTexture(sb->faces[0]);
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tex->Bind(GLT_CLAMPX|GLT_CLAMPY, 0);
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gl_RenderState.Apply();
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glBegin(GL_TRIANGLE_FAN);
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glTexCoord2f(0, 0);
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glVertex3f(128.f, 128.f, -128.f);
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glTexCoord2f(1, 0);
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glVertex3f(-128.f, 128.f, -128.f);
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glTexCoord2f(1, 1);
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glVertex3f(-128.f, -128.f, -128.f);
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glTexCoord2f(0, 1);
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glVertex3f(128.f, -128.f, -128.f);
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glEnd();
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// east
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tex = FMaterial::ValidateTexture(sb->faces[1]);
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tex->Bind(GLT_CLAMPX|GLT_CLAMPY, 0);
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gl_RenderState.Apply();
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glBegin(GL_TRIANGLE_FAN);
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glTexCoord2f(0, 0);
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glVertex3f(-128.f, 128.f, -128.f);
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glTexCoord2f(1, 0);
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glVertex3f(-128.f, 128.f, 128.f);
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glTexCoord2f(1, 1);
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glVertex3f(-128.f, -128.f, 128.f);
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glTexCoord2f(0, 1);
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glVertex3f(-128.f, -128.f, -128.f);
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glEnd();
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// south
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tex = FMaterial::ValidateTexture(sb->faces[2]);
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tex->Bind(GLT_CLAMPX|GLT_CLAMPY, 0);
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gl_RenderState.Apply();
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glBegin(GL_TRIANGLE_FAN);
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glTexCoord2f(0, 0);
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glVertex3f(-128.f, 128.f, 128.f);
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glTexCoord2f(1, 0);
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glVertex3f(128.f, 128.f, 128.f);
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glTexCoord2f(1, 1);
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glVertex3f(128.f, -128.f, 128.f);
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glTexCoord2f(0, 1);
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glVertex3f(-128.f, -128.f, 128.f);
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glEnd();
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// west
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tex = FMaterial::ValidateTexture(sb->faces[3]);
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tex->Bind(GLT_CLAMPX|GLT_CLAMPY, 0);
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gl_RenderState.Apply();
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glBegin(GL_TRIANGLE_FAN);
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glTexCoord2f(0, 0);
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glVertex3f(128.f, 128.f, 128.f);
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glTexCoord2f(1, 0);
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glVertex3f(128.f, 128.f, -128.f);
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glTexCoord2f(1, 1);
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glVertex3f(128.f, -128.f, -128.f);
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glTexCoord2f(0, 1);
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glVertex3f(128.f, -128.f, 128.f);
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glEnd();
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}
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else
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{
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faces=1;
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// all 4 sides
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tex = FMaterial::ValidateTexture(sb->faces[0]);
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tex->Bind(GLT_CLAMPX|GLT_CLAMPY, 0);
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gl_RenderState.Apply();
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glBegin(GL_TRIANGLE_FAN);
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glTexCoord2f(0, 0);
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glVertex3f(128.f, 128.f, -128.f);
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glTexCoord2f(.25f, 0);
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glVertex3f(-128.f, 128.f, -128.f);
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glTexCoord2f(.25f, 1);
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glVertex3f(-128.f, -128.f, -128.f);
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glTexCoord2f(0, 1);
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glVertex3f(128.f, -128.f, -128.f);
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glEnd();
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// east
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glBegin(GL_TRIANGLE_FAN);
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glTexCoord2f(.25f, 0);
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glVertex3f(-128.f, 128.f, -128.f);
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glTexCoord2f(.5f, 0);
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glVertex3f(-128.f, 128.f, 128.f);
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glTexCoord2f(.5f, 1);
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glVertex3f(-128.f, -128.f, 128.f);
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glTexCoord2f(.25f, 1);
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glVertex3f(-128.f, -128.f, -128.f);
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glEnd();
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// south
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glBegin(GL_TRIANGLE_FAN);
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glTexCoord2f(.5f, 0);
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glVertex3f(-128.f, 128.f, 128.f);
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glTexCoord2f(.75f, 0);
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glVertex3f(128.f, 128.f, 128.f);
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glTexCoord2f(.75f, 1);
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glVertex3f(128.f, -128.f, 128.f);
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glTexCoord2f(.5f, 1);
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glVertex3f(-128.f, -128.f, 128.f);
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glEnd();
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// west
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glBegin(GL_TRIANGLE_FAN);
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glTexCoord2f(.75f, 0);
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glVertex3f(128.f, 128.f, 128.f);
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glTexCoord2f(1, 0);
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glVertex3f(128.f, 128.f, -128.f);
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glTexCoord2f(1, 1);
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glVertex3f(128.f, -128.f, -128.f);
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glTexCoord2f(.75f, 1);
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glVertex3f(128.f, -128.f, 128.f);
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glEnd();
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}
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// top
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tex = FMaterial::ValidateTexture(sb->faces[faces]);
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tex->Bind(GLT_CLAMPX|GLT_CLAMPY, 0);
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gl_RenderState.Apply();
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glBegin(GL_TRIANGLE_FAN);
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if (!sb->fliptop)
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{
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glTexCoord2f(0, 0);
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glVertex3f(128.f, 128.f, -128.f);
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glTexCoord2f(1, 0);
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glVertex3f(-128.f, 128.f, -128.f);
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glTexCoord2f(1, 1);
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glVertex3f(-128.f, 128.f, 128.f);
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glTexCoord2f(0, 1);
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glVertex3f(128.f, 128.f, 128.f);
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}
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else
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{
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glTexCoord2f(0, 0);
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glVertex3f(128.f, 128.f, 128.f);
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glTexCoord2f(1, 0);
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glVertex3f(-128.f, 128.f, 128.f);
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glTexCoord2f(1, 1);
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glVertex3f(-128.f, 128.f, -128.f);
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glTexCoord2f(0, 1);
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glVertex3f(128.f, 128.f, -128.f);
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}
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glEnd();
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// bottom
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tex = FMaterial::ValidateTexture(sb->faces[faces+1]);
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tex->Bind(GLT_CLAMPX|GLT_CLAMPY, 0);
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gl_RenderState.Apply();
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glBegin(GL_TRIANGLE_FAN);
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glTexCoord2f(0, 0);
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glVertex3f(128.f, -128.f, -128.f);
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glTexCoord2f(1, 0);
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glVertex3f(-128.f, -128.f, -128.f);
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glTexCoord2f(1, 1);
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glVertex3f(-128.f, -128.f, 128.f);
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glTexCoord2f(0, 1);
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glVertex3f(128.f, -128.f, 128.f);
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glEnd();
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}
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||
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
//
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
void GLSkyPortal::DrawContents()
|
||
{
|
||
bool drawBoth = false;
|
||
PalEntry FadeColor(0,0,0,0);
|
||
|
||
// We have no use for Doom lighting special handling here, so disable it for this function.
|
||
int oldlightmode = glset.lightmode;
|
||
if (glset.lightmode == 8) glset.lightmode = 2;
|
||
|
||
|
||
if (!gl_fixedcolormap)
|
||
{
|
||
FadeColor = origin->fadecolor;
|
||
}
|
||
|
||
gl_RenderState.ResetColor();
|
||
gl_RenderState.EnableFog(false);
|
||
gl_RenderState.EnableAlphaTest(false);
|
||
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||
|
||
glMatrixMode(GL_MODELVIEW);
|
||
glPushMatrix();
|
||
GLRenderer->SetupView(0, 0, 0, viewangle, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1));
|
||
|
||
if (origin->texture[0] && origin->texture[0]->tex->gl_info.bSkybox)
|
||
{
|
||
RenderBox(origin->skytexno1, origin->texture[0], origin->x_offset[0], origin->sky2);
|
||
gl_RenderState.EnableAlphaTest(true);
|
||
}
|
||
else
|
||
{
|
||
if (origin->texture[0]==origin->texture[1] && origin->doublesky) origin->doublesky=false;
|
||
|
||
if (origin->texture[0])
|
||
{
|
||
gl_RenderState.SetTextureMode(TM_OPAQUE);
|
||
RenderDome(origin->skytexno1, origin->texture[0], origin->x_offset[0], origin->y_offset, origin->mirrored);
|
||
gl_RenderState.SetTextureMode(TM_MODULATE);
|
||
}
|
||
|
||
gl_RenderState.EnableAlphaTest(true);
|
||
gl_RenderState.AlphaFunc(GL_GEQUAL,0.05f);
|
||
|
||
if (origin->doublesky && origin->texture[1])
|
||
{
|
||
secondlayer=true;
|
||
RenderDome(FNullTextureID(), origin->texture[1], origin->x_offset[1], origin->y_offset, false);
|
||
secondlayer=false;
|
||
}
|
||
|
||
if (skyfog>0 && (FadeColor.r ||FadeColor.g || FadeColor.b))
|
||
{
|
||
gl_RenderState.EnableTexture(false);
|
||
foglayer=true;
|
||
gl_RenderState.SetColorAlpha(FadeColor, skyfog / 255.0f);
|
||
RenderDome(FNullTextureID(), NULL, 0, 0, false);
|
||
gl_RenderState.EnableTexture(true);
|
||
foglayer=false;
|
||
}
|
||
}
|
||
glPopMatrix();
|
||
glset.lightmode = oldlightmode;
|
||
}
|
||
|