mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-12-11 05:00:58 +00:00
cf11cbdb30
SVN r4 (trunk)
149 lines
6.5 KiB
Text
149 lines
6.5 KiB
Text
|
|
README: glDOOM
|
|
|
|
I never got around to do anything with respect to
|
|
a Linux glDOOM port except for assembling a Linux3Dfx
|
|
HOWTO (which, at that time, was a prerequisite
|
|
to get permission to publicly distribute the
|
|
already finished LinuxGlide port by Daryll Strauss).
|
|
|
|
Linux q2test (and soon LinuxQuake2) demonstrate that
|
|
Mesa with the MesaVoodoo driver is quite up to the
|
|
requirements for a glDOOM port. If anybody wants to
|
|
get into Linux glDOOM, please drop me a line.
|
|
|
|
There is a Win32 GLDOOM port in the works, by Jim Dose.
|
|
Quoting a recent posting by him:
|
|
|
|
"I haven't had as much time lately to really work on
|
|
the conversion. I currently have the renderer drawing
|
|
the walls and floors as texture spans as the are in
|
|
the software renderer. There's lighting on the walls,
|
|
but not the floors, and sprites are being drawn, but
|
|
not with the right texture. I figure that this is one
|
|
nights work to get the game looking "normal". I haven't
|
|
tested the game on less than a p200, so I'm not sure
|
|
how it will perform under the average machine, but I
|
|
don't expect it to be blindingly fast because of the
|
|
number of spans that have to be drawn each frame.
|
|
Rendering as polys is definitely the way to go.
|
|
|
|
The reason I chose to do spans first was because it
|
|
left the base renderer intact and I could concentrate
|
|
on ironing out any Windows compatibility problems.
|
|
Actually, the first version I had running was simply
|
|
a blit of the 320x200 game screen through Open GL.
|
|
Surprisingly, this actually was very playable, but
|
|
certainly wasn't taking any advantage of 3D acceleration.
|
|
Once the game was running, I started converting all
|
|
the span routines over."
|
|
|
|
Comment: for merging Linuxdoom with Win32, this is
|
|
probably the best source for getting the Win32
|
|
environment done - before more significant changes
|
|
occur.
|
|
|
|
"One problem with drawing spans is that the engine
|
|
doesn't calculate the texture coordinates with
|
|
fractional accuracy, so the bilinear filtering works
|
|
vertically, but not horizontally on the walls. I may
|
|
try to fix this, but since I plan to use polys for
|
|
the final version, it's not really high priority.
|
|
Also, spans don't really allow for looking up and
|
|
down."
|
|
|
|
Comment: true looking up/down vs. Heretic-style
|
|
y-shearing seems to require either a strange kind
|
|
of transofrmation matrix (he probably does not use
|
|
the OpenGL transformation at all), or rendering
|
|
all the spans as textured rectangular slices
|
|
instead of using glDrawBitmap. No, polys are the
|
|
way to go.
|
|
|
|
"When I tackle the conversion to polys, one big problem
|
|
I'll encounter is drawing floors. Since the world is
|
|
stored in a 2D bsp tree, there is no information on
|
|
the shape of the floors. In fact the floors can be
|
|
concave and may include holes (typically, most renderers
|
|
break concave polys down into a collection of convex
|
|
polys or triangles). In software, the floors are actually
|
|
drawn using an algorithm that's similar to a flood fill
|
|
(except that a list of open spans is kept instead of a
|
|
buffer of pixels). This makes drawing the floors as
|
|
polys fairly difficult."
|
|
|
|
A polygon based approach will require significant changes
|
|
to the data structures used in the refresh module. I
|
|
recommend either separating a libref_soft.so first (a
|
|
Quake2 like approach), and creating libref_gl afterwards,
|
|
or abandoning the software rendering entirely.
|
|
|
|
John Carmack wrote once upon a time:
|
|
"... the U64 DOOM engine is much more what I would consider
|
|
The Right Thing now -- it turns the subsector boundaries
|
|
into polygons for the floors and ceilings ahead of time,
|
|
then for rendering it walks the BSP front to back, doing
|
|
visibility determination of subsectors by the one dimensional
|
|
occlusion buffer and clipping sprites into subsectors, then
|
|
it goes backwards through the visible subsectors, drawing
|
|
floors, ceilings, walls, then sorted internal sprite fragments.
|
|
It's a ton simpler and a ton faster, although it does suffer
|
|
some overdraw when a high subsector overlooks a low one (but
|
|
that is more than made up for by the simplicity of everything
|
|
else)."
|
|
|
|
Well, IMO compiling a separate list of floor/ceiling polygons
|
|
after having read the WAD file, and thus introducing this as
|
|
a completely separate data structure to the current code base
|
|
might be the easiest thing to do. Jim Dose writes:
|
|
|
|
"One method I may use to draw the floors as polys was suggested
|
|
by Billy Zelsnack of Rebel Boat Rocker when we were working
|
|
at 3D Realms together a few years ago. Basically, Billy was
|
|
designing an engine that dealt with the world in a 2D portal
|
|
format similar to the one that Build used, except that it had
|
|
true looking up and down (no shearing). Since floors were
|
|
basically implicit and could be concave, Billy drew them as
|
|
if the walls extended downwards to infinity, but fixed the
|
|
texture coordinates to appear that they were on the plane of
|
|
the floor. The effect was that you could look up and down and
|
|
there were no gaps or overdraw. It's a fairly clever method
|
|
and allows you to store the world in a simpler data format.
|
|
Had perspective texture mapping been fast enough back then,
|
|
both Build and Doom could have done this in software."
|
|
|
|
Perhaps the above is sufficient to get you started.
|
|
Other Issues:
|
|
|
|
1. Occlusion
|
|
DOOM uses a per-column lookup (top/bottom index) to do HLHSR.
|
|
This works fine with span based rendering (well, getting
|
|
horizontal spans of floors/ceilings into the picture is a
|
|
separate story). It isn't really mindboggling with polygon
|
|
based rendering. GLDOOM should abandon that.
|
|
|
|
2. Precalculated Visibility
|
|
DOOM has the data used by Quake's PVS - in REJECT.
|
|
During Quake development, lots of replacements for the
|
|
occlusion buffer were tried, and PVS turned out to be best.
|
|
I suggest usind the REJECT as PVS.
|
|
|
|
There have been special effects using a utility named RMB.
|
|
REJECT is a lump meant for enemy AI LoS calculation - a
|
|
nonstandard REJECT will not work as a PVS, and introduce
|
|
rendering errors. I suggest looking for a PVS lump in the
|
|
WAD, and using REJECT if none is found. That way, it might
|
|
be feasible to eat the cake and keep it.
|
|
|
|
3. Mipmaps
|
|
DOOM does not have mipmapping. As we have 8bit palettized
|
|
textures, OpenGL mipmapping might not give the desired
|
|
results. Plus, composing textures from patches at runtime
|
|
would require runtime mipmapping. Precalculated mipmaps
|
|
in the WAD?
|
|
|
|
4. Sprites
|
|
Partly transparent textures and sprites impose another
|
|
problem related to mipmapping. Without alpha channel,
|
|
this could give strange results. Precalculated, valid
|
|
sprite mipmaps (w/o alpha)?
|