mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-20 11:11:34 +00:00
4d005bdfa0
All those special shaders have been merged together. Mostly working but the non-shader lighting seems a bit broken.
1353 lines
38 KiB
C++
1353 lines
38 KiB
C++
/*
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** gl_scene.cpp
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** manages the rendering of the player's view
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**
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**---------------------------------------------------------------------------
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** Copyright 2004-2005 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. When not used as part of GZDoom or a GZDoom derivative, this code will be
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** covered by the terms of the GNU Lesser General Public License as published
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** by the Free Software Foundation; either version 2.1 of the License, or (at
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** your option) any later version.
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** 5. 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 "gi.h"
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#include "m_png.h"
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#include "m_random.h"
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#include "st_stuff.h"
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#include "dobject.h"
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#include "doomstat.h"
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#include "g_level.h"
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#include "r_data/r_interpolate.h"
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#include "r_utility.h"
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#include "d_player.h"
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#include "p_effect.h"
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#include "sbar.h"
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#include "po_man.h"
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#include "r_utility.h"
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#include "a_hexenglobal.h"
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#include "p_local.h"
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#include "gl/gl_functions.h"
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#include "gl/system/gl_interface.h"
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#include "gl/system/gl_framebuffer.h"
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#include "gl/system/gl_cvars.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/data/gl_data.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "gl/dynlights/gl_dynlight.h"
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#include "gl/dynlights/gl_lightbuffer.h"
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#include "gl/models/gl_models.h"
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#include "gl/scene/gl_clipper.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_material.h"
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#include "gl/utility/gl_clock.h"
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#include "gl/utility/gl_convert.h"
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#include "gl/utility/gl_templates.h"
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//==========================================================================
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//
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// CVARs
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//
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//==========================================================================
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CVAR(Bool, gl_texture, true, 0)
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CVAR(Bool, gl_no_skyclear, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR(Float, gl_mask_threshold, 0.5f,CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR(Float, gl_mask_sprite_threshold, 0.5f,CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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EXTERN_CVAR (Int, screenblocks)
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EXTERN_CVAR (Bool, cl_capfps)
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EXTERN_CVAR (Bool, r_deathcamera)
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extern int viewpitch;
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DWORD gl_fixedcolormap;
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area_t in_area;
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TArray<BYTE> currentmapsection;
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void gl_ParseDefs();
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//-----------------------------------------------------------------------------
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//
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// R_FrustumAngle
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//
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//-----------------------------------------------------------------------------
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angle_t FGLRenderer::FrustumAngle()
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{
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float tilt= fabs(mAngles.Pitch);
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// If the pitch is larger than this you can look all around at a FOV of 90<39>
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if (tilt>46.0f) return 0xffffffff;
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// ok, this is a gross hack that barely works...
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// but at least it doesn't overestimate too much...
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double floatangle=2.0+(45.0+((tilt/1.9)))*mCurrentFoV*48.0/BaseRatioSizes[WidescreenRatio][3]/90.0;
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angle_t a1 = FLOAT_TO_ANGLE(floatangle);
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if (a1>=ANGLE_180) return 0xffffffff;
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return a1;
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}
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//-----------------------------------------------------------------------------
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//
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// Sets the area the camera is in
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::SetViewArea()
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{
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// The render_sector is better suited to represent the current position in GL
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viewsector = R_PointInSubsector(viewx, viewy)->render_sector;
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// keep the view within the render sector's floor and ceiling
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fixed_t theZ = viewsector->ceilingplane.ZatPoint (viewx, viewy) - 4*FRACUNIT;
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if (viewz > theZ)
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{
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viewz = theZ;
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}
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theZ = viewsector->floorplane.ZatPoint (viewx, viewy) + 4*FRACUNIT;
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if (viewz < theZ)
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{
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viewz = theZ;
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}
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// Get the heightsec state from the render sector, not the current one!
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if (viewsector->heightsec && !(viewsector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC))
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{
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in_area = viewz<=viewsector->heightsec->floorplane.ZatPoint(viewx,viewy) ? area_below :
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(viewz>viewsector->heightsec->ceilingplane.ZatPoint(viewx,viewy) &&
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!(viewsector->heightsec->MoreFlags&SECF_FAKEFLOORONLY)) ? area_above:area_normal;
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}
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else
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{
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in_area=area_default; // depends on exposed lower sectors
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}
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}
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//-----------------------------------------------------------------------------
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//
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// resets the 3D viewport
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::ResetViewport()
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{
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int trueheight = static_cast<OpenGLFrameBuffer*>(screen)->GetTrueHeight(); // ugh...
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glViewport(0, (trueheight-screen->GetHeight())/2, screen->GetWidth(), screen->GetHeight());
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}
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//-----------------------------------------------------------------------------
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//
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// sets 3D viewport and initial state
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::SetViewport(GL_IRECT *bounds)
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{
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if (!bounds)
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{
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int height, width;
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// Special handling so the view with a visible status bar displays properly
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if (screenblocks >= 10)
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{
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height = SCREENHEIGHT;
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width = SCREENWIDTH;
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}
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else
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{
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height = (screenblocks*SCREENHEIGHT/10) & ~7;
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width = (screenblocks*SCREENWIDTH/10);
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}
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int trueheight = static_cast<OpenGLFrameBuffer*>(screen)->GetTrueHeight(); // ugh...
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int bars = (trueheight-screen->GetHeight())/2;
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int vw = viewwidth;
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int vh = viewheight;
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glViewport(viewwindowx, trueheight-bars-(height+viewwindowy-((height-vh)/2)), vw, height);
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glScissor(viewwindowx, trueheight-bars-(vh+viewwindowy), vw, vh);
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}
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else
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{
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glViewport(bounds->left, bounds->top, bounds->width, bounds->height);
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glScissor(bounds->left, bounds->top, bounds->width, bounds->height);
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}
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glEnable(GL_SCISSOR_TEST);
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#ifdef _DEBUG
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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#else
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glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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#endif
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glEnable(GL_MULTISAMPLE);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_STENCIL_TEST);
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glStencilFunc(GL_ALWAYS,0,~0); // default stencil
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glStencilOp(GL_KEEP,GL_KEEP,GL_REPLACE);
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}
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//-----------------------------------------------------------------------------
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//
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// Setup the camera position
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::SetCameraPos(fixed_t viewx, fixed_t viewy, fixed_t viewz, angle_t viewangle)
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{
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float fviewangle=(float)(viewangle>>ANGLETOFINESHIFT)*360.0f/FINEANGLES;
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mAngles.Yaw = 270.0f-fviewangle;
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mViewVector = FVector2(cos(DEG2RAD(fviewangle)), sin(DEG2RAD(fviewangle)));
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mCameraPos = FVector3(FIXED2FLOAT(viewx), FIXED2FLOAT(viewy), FIXED2FLOAT(viewz));
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R_SetViewAngle();
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}
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//-----------------------------------------------------------------------------
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//
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// SetProjection
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// sets projection matrix
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//
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//-----------------------------------------------------------------------------
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static void setPerspective(GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar)
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{
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GLdouble m[4][4];
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double sine, cotangent, deltaZ;
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double radians = fovy / 2 * M_PI / 180;
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deltaZ = zFar - zNear;
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sine = sin(radians);
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if ((deltaZ == 0) || (sine == 0) || (aspect == 0)) {
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return;
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}
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cotangent = cos(radians) / sine;
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memset(m, 0, sizeof(m));
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m[0][0] = cotangent / aspect;
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m[1][1] = cotangent;
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m[2][2] = -(zFar + zNear) / deltaZ;
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m[2][3] = -1;
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m[3][2] = -2 * zNear * zFar / deltaZ;
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m[3][3] = 0;
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glLoadMatrixd(&m[0][0]);
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}
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void FGLRenderer::SetProjection(float fov, float ratio, float fovratio)
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{
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glMatrixMode(GL_PROJECTION);
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float fovy = 2 * RAD2DEG(atan(tan(DEG2RAD(fov) / 2) / fovratio));
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setPerspective(fovy, ratio, 5.f, 65536.f);
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gl_RenderState.Set2DMode(false);
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}
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//-----------------------------------------------------------------------------
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//
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// Setup the modelview matrix
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::SetViewMatrix(bool mirror, bool planemirror)
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{
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if (gl.hasGLSL())
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{
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glActiveTexture(GL_TEXTURE7);
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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}
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glActiveTexture(GL_TEXTURE0);
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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float mult = mirror? -1:1;
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float planemult = planemirror? -1:1;
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glRotatef(GLRenderer->mAngles.Roll, 0.0f, 0.0f, 1.0f);
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glRotatef(GLRenderer->mAngles.Pitch, 1.0f, 0.0f, 0.0f);
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glRotatef(GLRenderer->mAngles.Yaw, 0.0f, mult, 0.0f);
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glTranslatef( GLRenderer->mCameraPos.X * mult, -GLRenderer->mCameraPos.Z*planemult, -GLRenderer->mCameraPos.Y);
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glScalef(-mult, planemult, 1);
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}
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//-----------------------------------------------------------------------------
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//
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// SetupView
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// Setup the view rotation matrix for the given viewpoint
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::SetupView(fixed_t viewx, fixed_t viewy, fixed_t viewz, angle_t viewangle, bool mirror, bool planemirror)
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{
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SetCameraPos(viewx, viewy, viewz, viewangle);
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SetViewMatrix(mirror, planemirror);
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}
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//-----------------------------------------------------------------------------
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//
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// CreateScene
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//
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// creates the draw lists for the current scene
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::CreateScene()
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{
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// reset the portal manager
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GLPortal::StartFrame();
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PO_LinkToSubsectors();
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ProcessAll.Clock();
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// clip the scene and fill the drawlists
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for(unsigned i=0;i<portals.Size(); i++) portals[i]->glportal = NULL;
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gl_spriteindex=0;
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Bsp.Clock();
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gl_RenderBSPNode (nodes + numnodes - 1);
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Bsp.Unclock();
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// And now the crappy hacks that have to be done to avoid rendering anomalies:
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gl_drawinfo->HandleMissingTextures(); // Missing upper/lower textures
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gl_drawinfo->HandleHackedSubsectors(); // open sector hacks for deep water
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gl_drawinfo->ProcessSectorStacks(); // merge visplanes of sector stacks
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ProcessAll.Unclock();
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}
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//-----------------------------------------------------------------------------
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//
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// RenderScene
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//
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// Draws the current draw lists for the non GLSL renderer
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::RenderScene(int recursion)
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{
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RenderAll.Clock();
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glDepthMask(true);
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if (!gl_no_skyclear) GLPortal::RenderFirstSkyPortal(recursion);
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gl_RenderState.SetCameraPos(FIXED2FLOAT(viewx), FIXED2FLOAT(viewy), FIXED2FLOAT(viewz));
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gl_RenderState.EnableFog(true);
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gl_RenderState.BlendFunc(GL_ONE,GL_ZERO);
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// First draw all single-pass stuff
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// Part 1: solid geometry. This is set up so that there are no transparent parts
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glDepthFunc(GL_LESS);
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gl_RenderState.EnableAlphaTest(false);
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glDisable(GL_POLYGON_OFFSET_FILL); // just in case
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int pass;
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if (mLightCount > 0 && gl_fixedcolormap == CM_DEFAULT && gl_lights && gl_dynlight_shader)
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{
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pass = GLPASS_ALL;
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}
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else if (gl_texture)
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{
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pass = GLPASS_PLAIN;
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}
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else
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{
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pass = GLPASS_BASE;
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}
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gl_RenderState.EnableTexture(gl_texture);
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gl_RenderState.EnableBrightmap(gl_fixedcolormap == CM_DEFAULT);
|
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gl_drawinfo->drawlists[GLDL_PLAIN].Sort();
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gl_drawinfo->drawlists[GLDL_PLAIN].Draw(pass);
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gl_drawinfo->drawlists[GLDL_FOG].Sort();
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gl_drawinfo->drawlists[GLDL_FOG].Draw(pass);
|
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gl_drawinfo->drawlists[GLDL_LIGHTFOG].Sort();
|
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gl_drawinfo->drawlists[GLDL_LIGHTFOG].Draw(pass);
|
||
|
||
|
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gl_RenderState.EnableAlphaTest(true);
|
||
|
||
// Part 2: masked geometry. This is set up so that only pixels with alpha>0.5 will show
|
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if (!gl_texture)
|
||
{
|
||
gl_RenderState.EnableTexture(true);
|
||
gl_RenderState.SetTextureMode(TM_MASK);
|
||
}
|
||
if (pass == GLPASS_BASE) pass = GLPASS_BASE_MASKED;
|
||
gl_RenderState.AlphaFunc(GL_GEQUAL,gl_mask_threshold);
|
||
gl_drawinfo->drawlists[GLDL_MASKED].Sort();
|
||
gl_drawinfo->drawlists[GLDL_MASKED].Draw(pass);
|
||
gl_drawinfo->drawlists[GLDL_FOGMASKED].Sort();
|
||
gl_drawinfo->drawlists[GLDL_FOGMASKED].Draw(pass);
|
||
gl_drawinfo->drawlists[GLDL_LIGHTFOGMASKED].Sort();
|
||
gl_drawinfo->drawlists[GLDL_LIGHTFOGMASKED].Draw(pass);
|
||
|
||
// And now the multipass stuff
|
||
if (!gl_dynlight_shader && gl_lights)
|
||
{
|
||
// First pass: empty background with sector light only
|
||
|
||
// Part 1: solid geometry. This is set up so that there are no transparent parts
|
||
|
||
// remove any remaining texture bindings and shaders whick may get in the way.
|
||
gl_RenderState.EnableTexture(false);
|
||
gl_RenderState.EnableBrightmap(false);
|
||
gl_RenderState.Apply();
|
||
gl_drawinfo->drawlists[GLDL_LIGHT].Draw(GLPASS_BASE);
|
||
gl_RenderState.EnableTexture(true);
|
||
|
||
// Part 2: masked geometry. This is set up so that only pixels with alpha>0.5 will show
|
||
// This creates a blank surface that only fills the nontransparent parts of the texture
|
||
gl_RenderState.SetTextureMode(TM_MASK);
|
||
gl_RenderState.EnableBrightmap(true);
|
||
gl_drawinfo->drawlists[GLDL_LIGHTBRIGHT].Draw(GLPASS_BASE_MASKED);
|
||
gl_drawinfo->drawlists[GLDL_LIGHTMASKED].Draw(GLPASS_BASE_MASKED);
|
||
gl_RenderState.EnableBrightmap(false);
|
||
gl_RenderState.SetTextureMode(TM_MODULATE);
|
||
|
||
|
||
// second pass: draw lights (on fogged surfaces they are added to the textures!)
|
||
glDepthMask(false);
|
||
if (mLightCount && !gl_fixedcolormap)
|
||
{
|
||
if (gl_SetupLightTexture())
|
||
{
|
||
gl_RenderState.BlendFunc(GL_ONE, GL_ONE);
|
||
glDepthFunc(GL_EQUAL);
|
||
gl_RenderState.SetSoftLightLevel(255);
|
||
for(int i=GLDL_FIRSTLIGHT; i<=GLDL_LASTLIGHT; i++)
|
||
{
|
||
gl_drawinfo->drawlists[i].Draw(GLPASS_LIGHT);
|
||
}
|
||
gl_RenderState.BlendEquation(GL_FUNC_ADD);
|
||
}
|
||
else gl_lights=false;
|
||
}
|
||
|
||
// third pass: modulated texture
|
||
gl_RenderState.ResetColor();
|
||
gl_RenderState.BlendFunc(GL_DST_COLOR, GL_ZERO);
|
||
gl_RenderState.EnableFog(false);
|
||
glDepthFunc(GL_LEQUAL);
|
||
if (gl_texture)
|
||
{
|
||
gl_RenderState.EnableAlphaTest(false);
|
||
gl_drawinfo->drawlists[GLDL_LIGHT].Sort();
|
||
gl_drawinfo->drawlists[GLDL_LIGHT].Draw(GLPASS_TEXTURE);
|
||
gl_RenderState.EnableAlphaTest(true);
|
||
gl_drawinfo->drawlists[GLDL_LIGHTBRIGHT].Sort();
|
||
gl_drawinfo->drawlists[GLDL_LIGHTBRIGHT].Draw(GLPASS_TEXTURE);
|
||
gl_drawinfo->drawlists[GLDL_LIGHTMASKED].Sort();
|
||
gl_drawinfo->drawlists[GLDL_LIGHTMASKED].Draw(GLPASS_TEXTURE);
|
||
}
|
||
|
||
// fourth pass: additive lights
|
||
gl_RenderState.EnableFog(true);
|
||
if (gl_lights && mLightCount && !gl_fixedcolormap)
|
||
{
|
||
gl_RenderState.BlendFunc(GL_ONE, GL_ONE);
|
||
glDepthFunc(GL_EQUAL);
|
||
if (gl_SetupLightTexture())
|
||
{
|
||
for(int i=0; i<GLDL_TRANSLUCENT; i++)
|
||
{
|
||
gl_drawinfo->drawlists[i].Draw(GLPASS_LIGHT_ADDITIVE);
|
||
}
|
||
gl_RenderState.BlendEquation(GL_FUNC_ADD);
|
||
}
|
||
else gl_lights=false;
|
||
}
|
||
}
|
||
|
||
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||
|
||
// Draw decals (not a real pass)
|
||
glDepthFunc(GL_LEQUAL);
|
||
glEnable(GL_POLYGON_OFFSET_FILL);
|
||
glPolygonOffset(-1.0f, -128.0f);
|
||
glDepthMask(false);
|
||
|
||
for(int i=0; i<GLDL_TRANSLUCENT; i++)
|
||
{
|
||
gl_drawinfo->drawlists[i].Draw(GLPASS_DECALS);
|
||
}
|
||
|
||
gl_RenderState.SetTextureMode(TM_MODULATE);
|
||
|
||
glDepthMask(true);
|
||
|
||
|
||
// Push bleeding floor/ceiling textures back a little in the z-buffer
|
||
// so they don't interfere with overlapping mid textures.
|
||
glPolygonOffset(1.0f, 128.0f);
|
||
|
||
// flood all the gaps with the back sector's flat texture
|
||
// This will always be drawn like GLDL_PLAIN or GLDL_FOG, depending on the fog settings
|
||
|
||
glDepthMask(false); // don't write to Z-buffer!
|
||
gl_RenderState.EnableFog(true);
|
||
gl_RenderState.EnableAlphaTest(false);
|
||
gl_RenderState.BlendFunc(GL_ONE,GL_ZERO);
|
||
gl_drawinfo->DrawUnhandledMissingTextures();
|
||
gl_RenderState.EnableAlphaTest(true);
|
||
glDepthMask(true);
|
||
|
||
glPolygonOffset(0.0f, 0.0f);
|
||
glDisable(GL_POLYGON_OFFSET_FILL);
|
||
|
||
RenderAll.Unclock();
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
// RenderTranslucent
|
||
//
|
||
// Draws the current draw lists for the non GLSL renderer
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
|
||
void FGLRenderer::RenderTranslucent()
|
||
{
|
||
RenderAll.Clock();
|
||
|
||
glDepthMask(false);
|
||
gl_RenderState.SetCameraPos(FIXED2FLOAT(viewx), FIXED2FLOAT(viewy), FIXED2FLOAT(viewz));
|
||
|
||
// final pass: translucent stuff
|
||
gl_RenderState.EnableAlphaTest(true);
|
||
gl_RenderState.AlphaFunc(GL_GEQUAL,gl_mask_sprite_threshold);
|
||
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||
|
||
gl_RenderState.EnableBrightmap(true);
|
||
gl_drawinfo->drawlists[GLDL_TRANSLUCENTBORDER].Draw(GLPASS_TRANSLUCENT);
|
||
gl_drawinfo->drawlists[GLDL_TRANSLUCENT].DrawSorted();
|
||
gl_RenderState.EnableBrightmap(false);
|
||
|
||
glDepthMask(true);
|
||
|
||
gl_RenderState.AlphaFunc(GL_GEQUAL,0.5f);
|
||
RenderAll.Unclock();
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
// gl_drawscene - this function renders the scene from the current
|
||
// viewpoint, including mirrors and skyboxes and other portals
|
||
// It is assumed that the GLPortal::EndFrame returns with the
|
||
// stencil, z-buffer and the projection matrix intact!
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
EXTERN_CVAR(Bool, gl_draw_sync)
|
||
|
||
void FGLRenderer::DrawScene(bool toscreen)
|
||
{
|
||
static int recursion=0;
|
||
|
||
CreateScene();
|
||
GLRenderer->mCurrentPortal = NULL; // this must be reset before any portal recursion takes place.
|
||
|
||
// Up to this point in the main draw call no rendering is performed so we can wait
|
||
// with swapping the render buffer until now.
|
||
if (!gl_draw_sync && toscreen)
|
||
{
|
||
All.Unclock();
|
||
static_cast<OpenGLFrameBuffer*>(screen)->Swap();
|
||
All.Clock();
|
||
}
|
||
RenderScene(recursion);
|
||
|
||
// Handle all portals after rendering the opaque objects but before
|
||
// doing all translucent stuff
|
||
recursion++;
|
||
GLPortal::EndFrame();
|
||
recursion--;
|
||
RenderTranslucent();
|
||
}
|
||
|
||
|
||
static void FillScreen()
|
||
{
|
||
gl_RenderState.EnableAlphaTest(false);
|
||
gl_RenderState.EnableTexture(false);
|
||
gl_RenderState.Apply();
|
||
glBegin(GL_TRIANGLE_STRIP);
|
||
glVertex2f(0.0f, 0.0f);
|
||
glVertex2f(0.0f, (float)SCREENHEIGHT);
|
||
glVertex2f((float)SCREENWIDTH, 0.0f);
|
||
glVertex2f((float)SCREENWIDTH, (float)SCREENHEIGHT);
|
||
glEnd();
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// Draws a blend over the entire view
|
||
//
|
||
//==========================================================================
|
||
void FGLRenderer::DrawBlend(sector_t * viewsector)
|
||
{
|
||
float blend[4]={0,0,0,0};
|
||
PalEntry blendv=0;
|
||
float extra_red;
|
||
float extra_green;
|
||
float extra_blue;
|
||
player_t *player = NULL;
|
||
|
||
if (players[consoleplayer].camera != NULL)
|
||
{
|
||
player=players[consoleplayer].camera->player;
|
||
}
|
||
|
||
// don't draw sector based blends when an invulnerability colormap is active
|
||
if (!gl_fixedcolormap)
|
||
{
|
||
if (!viewsector->e->XFloor.ffloors.Size())
|
||
{
|
||
if (viewsector->heightsec && !(viewsector->MoreFlags&SECF_IGNOREHEIGHTSEC))
|
||
{
|
||
switch (in_area)
|
||
{
|
||
default:
|
||
case area_normal: blendv = viewsector->heightsec->midmap; break;
|
||
case area_above: blendv = viewsector->heightsec->topmap; break;
|
||
case area_below: blendv = viewsector->heightsec->bottommap; break;
|
||
}
|
||
}
|
||
}
|
||
else
|
||
{
|
||
TArray<lightlist_t> & lightlist = viewsector->e->XFloor.lightlist;
|
||
|
||
for (unsigned int i = 0; i < lightlist.Size(); i++)
|
||
{
|
||
fixed_t lightbottom;
|
||
if (i < lightlist.Size() - 1)
|
||
lightbottom = lightlist[i + 1].plane.ZatPoint(viewx, viewy);
|
||
else
|
||
lightbottom = viewsector->floorplane.ZatPoint(viewx, viewy);
|
||
|
||
if (lightbottom < viewz && (!lightlist[i].caster || !(lightlist[i].caster->flags&FF_FADEWALLS)))
|
||
{
|
||
// 3d floor 'fog' is rendered as a blending value
|
||
blendv = lightlist[i].blend;
|
||
// If this is the same as the sector's it doesn't apply!
|
||
if (blendv == viewsector->ColorMap->Fade) blendv = 0;
|
||
// a little hack to make this work for Legacy maps.
|
||
if (blendv.a == 0 && blendv != 0) blendv.a = 128;
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
|
||
if (blendv.a == 0)
|
||
{
|
||
blendv = R_BlendForColormap(blendv);
|
||
if (blendv.a == 255)
|
||
{
|
||
// The calculated average is too dark so brighten it according to the palettes's overall brightness
|
||
int maxcol = MAX<int>(MAX<int>(framebuffer->palette_brightness, blendv.r), MAX<int>(blendv.g, blendv.b));
|
||
blendv.r = blendv.r * 255 / maxcol;
|
||
blendv.g = blendv.g * 255 / maxcol;
|
||
blendv.b = blendv.b * 255 / maxcol;
|
||
}
|
||
}
|
||
|
||
if (blendv.a == 255)
|
||
{
|
||
|
||
extra_red = blendv.r / 255.0f;
|
||
extra_green = blendv.g / 255.0f;
|
||
extra_blue = blendv.b / 255.0f;
|
||
|
||
// If this is a multiplicative blend do it separately and add the additive ones on top of it.
|
||
blendv = 0;
|
||
|
||
// black multiplicative blends are ignored
|
||
if (extra_red || extra_green || extra_blue)
|
||
{
|
||
gl_RenderState.BlendFunc(GL_DST_COLOR, GL_ZERO);
|
||
gl_RenderState.SetColor(extra_red, extra_green, extra_blue, 1.0f);
|
||
FillScreen();
|
||
}
|
||
}
|
||
else if (blendv.a)
|
||
{
|
||
V_AddBlend(blendv.r / 255.f, blendv.g / 255.f, blendv.b / 255.f, blendv.a / 255.0f, blend);
|
||
}
|
||
}
|
||
else if (!gl.hasGLSL())
|
||
{
|
||
float r, g, b;
|
||
bool inverse = false;
|
||
const float BLACK_THRESH = 0.05f;
|
||
const float WHITE_THRESH = 0.95f;
|
||
|
||
// for various reasons (performance and keeping the lighting code clean)
|
||
// we no longer do colormapped textures on pre GL 3.0 hardware and instead do
|
||
// just a fullscreen overlay to emulate the inverse invulnerability effect or similar fullscreen blends.
|
||
if (gl_fixedcolormap >= CM_FIRSTSPECIALCOLORMAP && gl_fixedcolormap < CM_MAXCOLORMAP)
|
||
{
|
||
FSpecialColormap *scm = &SpecialColormaps[gl_fixedcolormap - CM_FIRSTSPECIALCOLORMAP];
|
||
|
||
if (scm->ColorizeEnd[0] < BLACK_THRESH && scm->ColorizeEnd[1] < BLACK_THRESH && scm->ColorizeEnd[2] < BLACK_THRESH)
|
||
{
|
||
r = scm->ColorizeStart[0];
|
||
g = scm->ColorizeStart[1];
|
||
b = scm->ColorizeStart[2];
|
||
inverse = true;
|
||
}
|
||
else
|
||
{
|
||
r = scm->ColorizeEnd[0];
|
||
g = scm->ColorizeEnd[1];
|
||
b = scm->ColorizeEnd[2];
|
||
}
|
||
|
||
}
|
||
else if (gl_enhanced_nightvision)
|
||
{
|
||
if (gl_fixedcolormap == CM_LITE)
|
||
{
|
||
r = 0.375f, g = 1.0f, b = 0.375f;
|
||
}
|
||
else if (gl_fixedcolormap >= CM_TORCH)
|
||
{
|
||
int flicker = gl_fixedcolormap - CM_TORCH;
|
||
r = (0.8f + (7 - flicker) / 70.0f);
|
||
if (r > 1.0f) r = 1.0f;
|
||
g = r;
|
||
b = g * 0.75f;
|
||
}
|
||
else r = g = b = 1.f;
|
||
}
|
||
|
||
if (inverse)
|
||
{
|
||
gl_RenderState.BlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
|
||
gl_RenderState.ResetColor();
|
||
FillScreen();
|
||
}
|
||
|
||
if (r < WHITE_THRESH || g < WHITE_THRESH || b < WHITE_THRESH)
|
||
{
|
||
gl_RenderState.BlendFunc(GL_DST_COLOR, GL_ZERO);
|
||
gl_RenderState.SetColor(r, g, b, 1.0f);
|
||
FillScreen();
|
||
}
|
||
}
|
||
|
||
|
||
// This mostly duplicates the code in shared_sbar.cpp
|
||
// When I was writing this the original was called too late so that I
|
||
// couldn't get the blend in time. However, since then I made some changes
|
||
// here that would get lost if I switched back so I won't do it.
|
||
|
||
if (player)
|
||
{
|
||
V_AddPlayerBlend(player, blend, 0.5, 175);
|
||
}
|
||
|
||
if (players[consoleplayer].camera != NULL)
|
||
{
|
||
// except for fadeto effects
|
||
player_t *player = (players[consoleplayer].camera->player != NULL) ? players[consoleplayer].camera->player : &players[consoleplayer];
|
||
V_AddBlend (player->BlendR, player->BlendG, player->BlendB, player->BlendA, blend);
|
||
}
|
||
|
||
if (blend[3]>0.0f)
|
||
{
|
||
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||
gl_RenderState.SetColor(blend[0], blend[1], blend[2], blend[3]);
|
||
FillScreen();
|
||
}
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
// Draws player sprites and color blend
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
|
||
|
||
void FGLRenderer::EndDrawScene(sector_t * viewsector)
|
||
{
|
||
// [BB] HUD models need to be rendered here. Make sure that
|
||
// DrawPlayerSprites is only called once. Either to draw
|
||
// HUD models or to draw the weapon sprites.
|
||
const bool renderHUDModel = gl_IsHUDModelForPlayerAvailable( players[consoleplayer].camera->player );
|
||
if ( renderHUDModel )
|
||
{
|
||
// [BB] The HUD model should be drawn over everything else already drawn.
|
||
glClear(GL_DEPTH_BUFFER_BIT);
|
||
DrawPlayerSprites (viewsector, true);
|
||
}
|
||
|
||
glDisable(GL_STENCIL_TEST);
|
||
glDisable(GL_POLYGON_SMOOTH);
|
||
|
||
gl_RenderState.EnableFog(false);
|
||
framebuffer->Begin2D(false);
|
||
|
||
ResetViewport();
|
||
// [BB] Only draw the sprites if we didn't render a HUD model before.
|
||
if ( renderHUDModel == false )
|
||
{
|
||
DrawPlayerSprites (viewsector, false);
|
||
}
|
||
gl_RenderState.SetFixedColormap(CM_DEFAULT);
|
||
gl_RenderState.SetSoftLightLevel(-1);
|
||
DrawTargeterSprites();
|
||
DrawBlend(viewsector);
|
||
|
||
// Restore standard rendering state
|
||
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||
gl_RenderState.ResetColor();
|
||
gl_RenderState.EnableTexture(true);
|
||
gl_RenderState.EnableAlphaTest(true);
|
||
glDisable(GL_SCISSOR_TEST);
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
// R_RenderView - renders one view - either the screen or a camera texture
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
|
||
void FGLRenderer::ProcessScene(bool toscreen)
|
||
{
|
||
FDrawInfo::StartDrawInfo();
|
||
iter_dlightf = iter_dlight = draw_dlight = draw_dlightf = 0;
|
||
GLPortal::BeginScene();
|
||
|
||
int mapsection = R_PointInSubsector(viewx, viewy)->mapsection;
|
||
memset(¤tmapsection[0], 0, currentmapsection.Size());
|
||
currentmapsection[mapsection>>3] |= 1 << (mapsection & 7);
|
||
DrawScene(toscreen);
|
||
FDrawInfo::EndDrawInfo();
|
||
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
// gl_SetFixedColormap
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
|
||
void FGLRenderer::SetFixedColormap (player_t *player)
|
||
{
|
||
gl_fixedcolormap=CM_DEFAULT;
|
||
|
||
// check for special colormaps
|
||
player_t * cplayer = player->camera->player;
|
||
if (cplayer)
|
||
{
|
||
if (cplayer->extralight == INT_MIN)
|
||
{
|
||
gl_fixedcolormap=CM_FIRSTSPECIALCOLORMAP + INVERSECOLORMAP;
|
||
extralight=0;
|
||
}
|
||
else if (cplayer->fixedcolormap != NOFIXEDCOLORMAP)
|
||
{
|
||
gl_fixedcolormap = CM_FIRSTSPECIALCOLORMAP + cplayer->fixedcolormap;
|
||
}
|
||
else if (cplayer->fixedlightlevel != -1)
|
||
{
|
||
for(AInventory * in = cplayer->mo->Inventory; in; in = in->Inventory)
|
||
{
|
||
PalEntry color = in->GetBlend ();
|
||
|
||
// Need special handling for light amplifiers
|
||
if (in->IsKindOf(RUNTIME_CLASS(APowerTorch)))
|
||
{
|
||
gl_fixedcolormap = cplayer->fixedlightlevel + CM_TORCH;
|
||
}
|
||
else if (in->IsKindOf(RUNTIME_CLASS(APowerLightAmp)))
|
||
{
|
||
gl_fixedcolormap = CM_LITE;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
gl_RenderState.SetFixedColormap(gl_fixedcolormap);
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
// Renders one viewpoint in a scene
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
|
||
sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen)
|
||
{
|
||
sector_t * retval;
|
||
R_SetupFrame (camera);
|
||
SetViewArea();
|
||
mAngles.Pitch = clamp<float>((float)((double)(int)(viewpitch))/ANGLE_1, -90, 90);
|
||
|
||
// Scroll the sky
|
||
mSky1Pos = (float)fmod(gl_frameMS * level.skyspeed1, 1024.f) * 90.f/256.f;
|
||
mSky2Pos = (float)fmod(gl_frameMS * level.skyspeed2, 1024.f) * 90.f/256.f;
|
||
|
||
|
||
|
||
if (camera->player && camera->player-players==consoleplayer &&
|
||
((camera->player->cheats & CF_CHASECAM) || (r_deathcamera && camera->health <= 0)) && camera==camera->player->mo)
|
||
{
|
||
mViewActor=NULL;
|
||
}
|
||
else
|
||
{
|
||
mViewActor=camera;
|
||
}
|
||
|
||
retval = viewsector;
|
||
|
||
SetViewport(bounds);
|
||
mCurrentFoV = fov;
|
||
SetProjection(fov, ratio, fovratio); // switch to perspective mode and set up clipper
|
||
SetCameraPos(viewx, viewy, viewz, viewangle);
|
||
SetViewMatrix(false, false);
|
||
|
||
clipper.Clear();
|
||
angle_t a1 = FrustumAngle();
|
||
clipper.SafeAddClipRangeRealAngles(viewangle+a1, viewangle-a1);
|
||
|
||
ProcessScene(toscreen);
|
||
|
||
gl_frameCount++; // This counter must be increased right before the interpolations are restored.
|
||
interpolator.RestoreInterpolations ();
|
||
return retval;
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
// renders the view
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
|
||
void FGLRenderer::RenderView (player_t* player)
|
||
{
|
||
OpenGLFrameBuffer* GLTarget = static_cast<OpenGLFrameBuffer*>(screen);
|
||
AActor *&LastCamera = GLTarget->LastCamera;
|
||
|
||
if (player->camera != LastCamera)
|
||
{
|
||
// If the camera changed don't interpolate
|
||
// Otherwise there will be some not so nice effects.
|
||
R_ResetViewInterpolation();
|
||
LastCamera=player->camera;
|
||
}
|
||
|
||
gl_RenderState.SetVertexBuffer(mVBO);
|
||
GLRenderer->mVBO->Reset();
|
||
|
||
// reset statistics counters
|
||
ResetProfilingData();
|
||
|
||
// Get this before everything else
|
||
if (cl_capfps || r_NoInterpolate) r_TicFrac = FRACUNIT;
|
||
else r_TicFrac = I_GetTimeFrac (&r_FrameTime);
|
||
gl_frameMS = I_MSTime();
|
||
|
||
P_FindParticleSubsectors ();
|
||
|
||
// prepare all camera textures that have been used in the last frame
|
||
FCanvasTextureInfo::UpdateAll();
|
||
|
||
|
||
// I stopped using BaseRatioSizes here because the information there wasn't well presented.
|
||
#define RMUL (1.6f/1.333333f)
|
||
// 4:3 16:9 16:10 17:10 5:4
|
||
static float ratios[]={RMUL*1.333333f, RMUL*1.777777f, RMUL*1.6f, RMUL*1.7f, RMUL*1.25f};
|
||
|
||
// now render the main view
|
||
float fovratio;
|
||
float ratio = ratios[WidescreenRatio];
|
||
if (!(WidescreenRatio&4))
|
||
{
|
||
fovratio = 1.6f;
|
||
}
|
||
else
|
||
{
|
||
fovratio = ratio;
|
||
}
|
||
|
||
SetFixedColormap (player);
|
||
|
||
// Check if there's some lights. If not some code can be skipped.
|
||
TThinkerIterator<ADynamicLight> it(STAT_DLIGHT);
|
||
GLRenderer->mLightCount = ((it.Next()) != NULL);
|
||
|
||
sector_t * viewsector = RenderViewpoint(player->camera, NULL, FieldOfView * 360.0f / FINEANGLES, ratio, fovratio, true, true);
|
||
EndDrawScene(viewsector);
|
||
|
||
All.Unclock();
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// Render the view to a savegame picture
|
||
//
|
||
//===========================================================================
|
||
|
||
void FGLRenderer::WriteSavePic (player_t *player, FILE *file, int width, int height)
|
||
{
|
||
GL_IRECT bounds;
|
||
|
||
bounds.left=0;
|
||
bounds.top=0;
|
||
bounds.width=width;
|
||
bounds.height=height;
|
||
glFlush();
|
||
SetFixedColormap(player);
|
||
gl_RenderState.SetVertexBuffer(mVBO);
|
||
GLRenderer->mVBO->Reset();
|
||
|
||
// Check if there's some lights. If not some code can be skipped.
|
||
TThinkerIterator<ADynamicLight> it(STAT_DLIGHT);
|
||
GLRenderer->mLightCount = ((it.Next()) != NULL);
|
||
|
||
sector_t *viewsector = RenderViewpoint(players[consoleplayer].camera, &bounds,
|
||
FieldOfView * 360.0f / FINEANGLES, 1.6f, 1.6f, true, false);
|
||
glDisable(GL_STENCIL_TEST);
|
||
gl_RenderState.SetFixedColormap(CM_DEFAULT);
|
||
gl_RenderState.SetSoftLightLevel(-1);
|
||
screen->Begin2D(false);
|
||
DrawBlend(viewsector);
|
||
glFlush();
|
||
|
||
byte * scr = (byte *)M_Malloc(width * height * 3);
|
||
glReadPixels(0,0,width, height,GL_RGB,GL_UNSIGNED_BYTE,scr);
|
||
M_CreatePNG (file, scr + ((height-1) * width * 3), NULL, SS_RGB, width, height, -width*3);
|
||
M_Free(scr);
|
||
}
|
||
|
||
|
||
//===========================================================================
|
||
//
|
||
//
|
||
//
|
||
//===========================================================================
|
||
|
||
struct FGLInterface : public FRenderer
|
||
{
|
||
bool UsesColormap() const;
|
||
void PrecacheTexture(FTexture *tex, int cache);
|
||
void RenderView(player_t *player);
|
||
void WriteSavePic (player_t *player, FILE *file, int width, int height);
|
||
void StateChanged(AActor *actor);
|
||
void StartSerialize(FArchive &arc);
|
||
void EndSerialize(FArchive &arc);
|
||
void RenderTextureView (FCanvasTexture *self, AActor *viewpoint, int fov);
|
||
sector_t *FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel, bool back);
|
||
void SetFogParams(int _fogdensity, PalEntry _outsidefogcolor, int _outsidefogdensity, int _skyfog);
|
||
void PreprocessLevel();
|
||
void CleanLevelData();
|
||
bool RequireGLNodes();
|
||
|
||
int GetMaxViewPitch(bool down);
|
||
void ClearBuffer(int color);
|
||
void Init();
|
||
};
|
||
|
||
//===========================================================================
|
||
//
|
||
// The GL renderer has no use for colormaps so let's
|
||
// not create them and save us some time.
|
||
//
|
||
//===========================================================================
|
||
|
||
bool FGLInterface::UsesColormap() const
|
||
{
|
||
return false;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// DFrameBuffer :: PrecacheTexture
|
||
//
|
||
//==========================================================================
|
||
|
||
void FGLInterface::PrecacheTexture(FTexture *tex, int cache)
|
||
{
|
||
if (tex != NULL)
|
||
{
|
||
if (cache)
|
||
{
|
||
tex->PrecacheGL();
|
||
}
|
||
else
|
||
{
|
||
tex->UncacheGL();
|
||
}
|
||
}
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// DFrameBuffer :: StateChanged
|
||
//
|
||
//==========================================================================
|
||
|
||
void FGLInterface::StateChanged(AActor *actor)
|
||
{
|
||
gl_SetActorLights(actor);
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// notify the renderer that serialization of the curent level is about to start/end
|
||
//
|
||
//===========================================================================
|
||
|
||
void FGLInterface::StartSerialize(FArchive &arc)
|
||
{
|
||
gl_DeleteAllAttachedLights();
|
||
arc << fogdensity << outsidefogdensity << skyfog;
|
||
}
|
||
|
||
void FGLInterface::EndSerialize(FArchive &arc)
|
||
{
|
||
gl_RecreateAllAttachedLights();
|
||
if (arc.IsLoading()) gl_InitPortals();
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// Get max. view angle (renderer specific information so it goes here now)
|
||
//
|
||
//===========================================================================
|
||
|
||
EXTERN_CVAR(Float, maxviewpitch)
|
||
|
||
int FGLInterface::GetMaxViewPitch(bool down)
|
||
{
|
||
return int(maxviewpitch);
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
//
|
||
//
|
||
//===========================================================================
|
||
|
||
void FGLInterface::ClearBuffer(int color)
|
||
{
|
||
PalEntry pe = GPalette.BaseColors[color];
|
||
glClearColor(pe.r/255.f, pe.g/255.f, pe.b/255.f, 1.f);
|
||
glClear(GL_COLOR_BUFFER_BIT);
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// Render the view to a savegame picture
|
||
//
|
||
//===========================================================================
|
||
|
||
void FGLInterface::WriteSavePic (player_t *player, FILE *file, int width, int height)
|
||
{
|
||
GLRenderer->WriteSavePic(player, file, width, height);
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
//
|
||
//
|
||
//===========================================================================
|
||
|
||
void FGLInterface::RenderView(player_t *player)
|
||
{
|
||
GLRenderer->RenderView(player);
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
//
|
||
//
|
||
//===========================================================================
|
||
|
||
void FGLInterface::Init()
|
||
{
|
||
gl_ParseDefs();
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// Camera texture rendering
|
||
//
|
||
//===========================================================================
|
||
CVAR(Bool, gl_usefb, false , CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
|
||
extern TexFilter_s TexFilter[];
|
||
|
||
void FGLInterface::RenderTextureView (FCanvasTexture *tex, AActor *Viewpoint, int FOV)
|
||
{
|
||
FMaterial * gltex = FMaterial::ValidateTexture(tex);
|
||
|
||
int width = gltex->TextureWidth(GLUSE_TEXTURE);
|
||
int height = gltex->TextureHeight(GLUSE_TEXTURE);
|
||
|
||
gl_fixedcolormap=CM_DEFAULT;
|
||
gl_RenderState.SetFixedColormap(CM_DEFAULT);
|
||
|
||
bool usefb;
|
||
|
||
if (gl.flags & RFL_FRAMEBUFFER)
|
||
{
|
||
usefb = gl_usefb || width > screen->GetWidth() || height > screen->GetHeight();
|
||
}
|
||
else usefb = false;
|
||
|
||
|
||
if (!usefb)
|
||
{
|
||
glFlush();
|
||
}
|
||
else
|
||
{
|
||
#if defined(_WIN32) && (defined(_MSC_VER) || defined(__INTEL_COMPILER))
|
||
__try
|
||
#endif
|
||
{
|
||
GLRenderer->StartOffscreen();
|
||
gltex->BindToFrameBuffer();
|
||
}
|
||
#if defined(_WIN32) && (defined(_MSC_VER) || defined(__INTEL_COMPILER))
|
||
__except(1)
|
||
{
|
||
usefb = false;
|
||
gl_usefb = false;
|
||
GLRenderer->EndOffscreen();
|
||
glFlush();
|
||
}
|
||
#endif
|
||
}
|
||
|
||
GL_IRECT bounds;
|
||
bounds.left=bounds.top=0;
|
||
bounds.width=FHardwareTexture::GetTexDimension(gltex->GetWidth(GLUSE_TEXTURE));
|
||
bounds.height=FHardwareTexture::GetTexDimension(gltex->GetHeight(GLUSE_TEXTURE));
|
||
|
||
GLRenderer->RenderViewpoint(Viewpoint, &bounds, FOV, (float)width/height, (float)width/height, false, false);
|
||
|
||
if (!usefb)
|
||
{
|
||
glFlush();
|
||
gltex->Bind(0, 0);
|
||
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, bounds.width, bounds.height);
|
||
}
|
||
else
|
||
{
|
||
GLRenderer->EndOffscreen();
|
||
}
|
||
|
||
gltex->Bind(0, 0);
|
||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].magfilter);
|
||
tex->SetUpdated();
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
//
|
||
//
|
||
//==========================================================================
|
||
|
||
sector_t *FGLInterface::FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel, bool back)
|
||
{
|
||
if (floorlightlevel != NULL)
|
||
{
|
||
*floorlightlevel = sec->GetFloorLight ();
|
||
}
|
||
if (ceilinglightlevel != NULL)
|
||
{
|
||
*ceilinglightlevel = sec->GetCeilingLight ();
|
||
}
|
||
return gl_FakeFlat(sec, tempsec, back);
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
//
|
||
//
|
||
//===========================================================================
|
||
|
||
void FGLInterface::SetFogParams(int _fogdensity, PalEntry _outsidefogcolor, int _outsidefogdensity, int _skyfog)
|
||
{
|
||
gl_SetFogParams(_fogdensity, _outsidefogcolor, _outsidefogdensity, _skyfog);
|
||
}
|
||
|
||
void FGLInterface::PreprocessLevel()
|
||
{
|
||
gl_PreprocessLevel();
|
||
}
|
||
|
||
void FGLInterface::CleanLevelData()
|
||
{
|
||
gl_CleanLevelData();
|
||
}
|
||
|
||
bool FGLInterface::RequireGLNodes()
|
||
{
|
||
return true;
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
//
|
||
//
|
||
//===========================================================================
|
||
|
||
FRenderer *gl_CreateInterface()
|
||
{
|
||
return new FGLInterface;
|
||
}
|
||
|
||
|