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https://github.com/ZDoom/gzdoom.git
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6b9d6787d9
- same for SKYHACK walls. Although rare, they would get in the way of optimizing the draw calls if not being separated out.
430 lines
12 KiB
C++
430 lines
12 KiB
C++
/*
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** gl_walls_draw.cpp
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** Wall rendering
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**
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**---------------------------------------------------------------------------
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** Copyright 2000-2005 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 "p_local.h"
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#include "p_lnspec.h"
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#include "a_sharedglobal.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_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/renderer/gl_renderer.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_glow.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_templates.h"
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EXTERN_CVAR(Bool, gl_seamless)
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//==========================================================================
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//
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// Collect lights for shader
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//
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//==========================================================================
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FDynLightData lightdata;
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void GLWall::SetupLights()
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{
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float vtx[]={glseg.x1,zbottom[0],glseg.y1, glseg.x1,ztop[0],glseg.y1, glseg.x2,ztop[1],glseg.y2, glseg.x2,zbottom[1],glseg.y2};
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Plane p;
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lightdata.Clear();
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p.Init(vtx,4);
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if (!p.ValidNormal())
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{
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return;
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}
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FLightNode *node;
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if (seg->sidedef == NULL)
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{
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node = NULL;
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}
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else if (!(seg->sidedef->Flags & WALLF_POLYOBJ))
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{
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node = seg->sidedef->lighthead;
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}
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else if (sub)
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{
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// Polobject segs cannot be checked per sidedef so use the subsector instead.
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node = sub->lighthead;
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}
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else node = NULL;
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// Iterate through all dynamic lights which touch this wall and render them
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while (node)
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{
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if (!(node->lightsource->flags2&MF2_DORMANT))
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{
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iter_dlight++;
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Vector fn, pos;
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float x = FIXED2FLOAT(node->lightsource->x);
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float y = FIXED2FLOAT(node->lightsource->y);
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float z = FIXED2FLOAT(node->lightsource->z);
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float dist = fabsf(p.DistToPoint(x, z, y));
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float radius = (node->lightsource->GetRadius() * gl_lights_size);
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float scale = 1.0f / ((2.f * radius) - dist);
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if (radius > 0.f && dist < radius)
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{
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Vector nearPt, up, right;
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pos.Set(x,z,y);
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fn=p.Normal();
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fn.GetRightUp(right, up);
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Vector tmpVec = fn * dist;
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nearPt = pos + tmpVec;
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Vector t1;
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int outcnt[4]={0,0,0,0};
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texcoord tcs[4];
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// do a quick check whether the light touches this polygon
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for(int i=0;i<4;i++)
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{
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t1.Set(&vtx[i*3]);
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Vector nearToVert = t1 - nearPt;
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tcs[i].u = (nearToVert.Dot(right) * scale) + 0.5f;
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tcs[i].v = (nearToVert.Dot(up) * scale) + 0.5f;
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if (tcs[i].u<0) outcnt[0]++;
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if (tcs[i].u>1) outcnt[1]++;
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if (tcs[i].v<0) outcnt[2]++;
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if (tcs[i].v>1) outcnt[3]++;
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}
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if (outcnt[0]!=4 && outcnt[1]!=4 && outcnt[2]!=4 && outcnt[3]!=4)
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{
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gl_GetLight(p, node->lightsource, true, false, lightdata);
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}
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}
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}
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node = node->nextLight;
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}
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int numlights[3];
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lightdata.Combine(numlights, gl.MaxLights());
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if (numlights[2] > 0)
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{
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draw_dlight+=numlights[2]/2;
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gl_RenderState.EnableLight(true);
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gl_RenderState.SetLights(numlights, &lightdata.arrays[0][0]);
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}
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}
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//==========================================================================
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//
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// General purpose wall rendering function
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// everything goes through here
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//
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//==========================================================================
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void GLWall::RenderWall(int textured, unsigned int *store)
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{
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static texcoord tcs[4]; // making this variable static saves us a relatively costly stack integrity check.
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bool split = (gl_seamless && !(textured&RWF_NOSPLIT) && seg->sidedef != NULL && !(seg->sidedef->Flags & WALLF_POLYOBJ));
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tcs[0]=lolft;
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tcs[1]=uplft;
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tcs[2]=uprgt;
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tcs[3]=lorgt;
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if ((flags&GLWF_GLOW) && (textured & RWF_GLOW))
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{
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gl_RenderState.SetGlowPlanes(topplane, bottomplane);
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gl_RenderState.SetGlowParams(topglowcolor, bottomglowcolor);
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}
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if (!(textured & RWF_NORENDER))
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{
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// disable the clip plane if it isn't needed (which can be determined by a simple check.)
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float ct = gl_RenderState.GetClipHeightTop();
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float cb = gl_RenderState.GetClipHeightBottom();
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if (ztop[0] <= ct && ztop[1] <= ct) gl_RenderState.SetClipHeightTop(65536.f);
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if (zbottom[0] >= cb && zbottom[1] >= cb) gl_RenderState.SetClipHeightBottom(-65536.f);
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gl_RenderState.Apply();
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gl_RenderState.SetClipHeightTop(ct);
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gl_RenderState.SetClipHeightBottom(cb);
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}
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// the rest of the code is identical for textured rendering and lights
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FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
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unsigned int count, offset;
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ptr->Set(glseg.x1, zbottom[0], glseg.y1, tcs[0].u, tcs[0].v);
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ptr++;
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if (split && glseg.fracleft == 0) SplitLeftEdge(tcs, ptr);
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ptr->Set(glseg.x1, ztop[0], glseg.y1, tcs[1].u, tcs[1].v);
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ptr++;
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if (split && !(flags & GLWF_NOSPLITUPPER)) SplitUpperEdge(tcs, ptr);
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ptr->Set(glseg.x2, ztop[1], glseg.y2, tcs[2].u, tcs[2].v);
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ptr++;
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if (split && glseg.fracright == 1) SplitRightEdge(tcs, ptr);
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ptr->Set(glseg.x2, zbottom[1], glseg.y2, tcs[3].u, tcs[3].v);
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ptr++;
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if (split && !(flags & GLWF_NOSPLITLOWER)) SplitLowerEdge(tcs, ptr);
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count = GLRenderer->mVBO->GetCount(ptr, &offset);
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if (!(textured & RWF_NORENDER))
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{
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GLRenderer->mVBO->RenderArray(GL_TRIANGLE_FAN, offset, count);
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vertexcount += count;
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}
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if (store != NULL)
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{
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store[0] = offset;
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store[1] = count;
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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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void GLWall::RenderFogBoundary()
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{
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if (gl_fogmode && gl_fixedcolormap == 0)
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{
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int rel = rellight + getExtraLight();
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gl_SetFog(lightlevel, rel, &Colormap, false);
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gl_RenderState.SetEffect(EFF_FOGBOUNDARY);
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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RenderWall(RWF_BLANK);
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gl_RenderState.SetEffect(EFF_NONE);
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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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void GLWall::RenderMirrorSurface()
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{
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if (GLRenderer->mirrortexture == NULL) return;
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// For the sphere map effect we need a normal of the mirror surface,
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Vector v(glseg.y2-glseg.y1, 0 ,-glseg.x2+glseg.x1);
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v.Normalize();
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// we use texture coordinates and texture matrix to pass the normal stuff to the shader so that the default vertex buffer format can be used as is.
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lolft.u = lorgt.u = uplft.u = uprgt.u = v.X();
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lolft.v = lorgt.v = uplft.v = uprgt.v = v.Z();
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gl_RenderState.EnableTextureMatrix(true);
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gl_RenderState.mTextureMatrix.computeNormalMatrix(gl_RenderState.mViewMatrix);
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// Use sphere mapping for this
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gl_RenderState.SetEffect(EFF_SPHEREMAP);
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gl_SetColor(lightlevel, 0, Colormap ,0.1f);
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gl_SetFog(lightlevel, 0, &Colormap, true);
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gl_RenderState.BlendFunc(GL_SRC_ALPHA,GL_ONE);
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gl_RenderState.AlphaFunc(GL_GREATER,0);
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glDepthFunc(GL_LEQUAL);
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FMaterial * pat=FMaterial::ValidateTexture(GLRenderer->mirrortexture);
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pat->BindPatch(0);
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flags &= ~GLWF_GLOW;
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RenderWall(RWF_BLANK);
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gl_RenderState.EnableTextureMatrix(false);
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gl_RenderState.SetEffect(EFF_NONE);
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// Restore the defaults for the translucent pass
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gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_sprite_threshold);
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glDepthFunc(GL_LESS);
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// This is drawn in the translucent pass which is done after the decal pass
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// As a result the decals have to be drawn here.
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if (seg->sidedef->AttachedDecals)
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{
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glEnable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(-1.0f, -128.0f);
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glDepthMask(false);
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DoDrawDecals();
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glDepthMask(true);
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glPolygonOffset(0.0f, 0.0f);
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glDisable(GL_POLYGON_OFFSET_FILL);
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gl_RenderState.SetTextureMode(TM_MODULATE);
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gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void GLWall::RenderTranslucentWall()
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{
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bool transparent = gltexture? gltexture->GetTransparent() : false;
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// currently the only modes possible are solid, additive or translucent
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// and until that changes I won't fix this code for the new blending modes!
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bool isadditive = RenderStyle == STYLE_Add;
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if (!transparent) gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold);
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else gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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if (isadditive) gl_RenderState.BlendFunc(GL_SRC_ALPHA,GL_ONE);
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int extra;
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if (gltexture)
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{
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gl_RenderState.EnableGlow(!!(flags & GLWF_GLOW));
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gltexture->Bind(flags, 0);
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extra = getExtraLight();
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}
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else
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{
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gl_RenderState.EnableTexture(false);
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extra = 0;
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}
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gl_SetColor(lightlevel, extra, Colormap, fabsf(alpha));
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if (type!=RENDERWALL_M2SNF) gl_SetFog(lightlevel, extra, &Colormap, isadditive);
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else gl_SetFog(255, 0, NULL, false);
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RenderWall(RWF_TEXTURED|RWF_NOSPLIT);
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// restore default settings
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if (isadditive) gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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if (!gltexture)
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{
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gl_RenderState.EnableTexture(true);
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}
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gl_RenderState.EnableGlow(false);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void GLWall::Draw(int pass)
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{
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int rel;
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#ifdef _DEBUG
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if (seg->linedef-lines==879)
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{
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int a = 0;
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}
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#endif
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if (type == RENDERWALL_COLORLAYER)
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{
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glEnable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(-1.0f, -128.0f);
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}
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switch (pass)
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{
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case GLPASS_ALL: // Single-pass rendering
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SetupLights();
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// fall through
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case GLPASS_PLAIN: // Single-pass rendering
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rel = rellight + getExtraLight();
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gl_SetColor(lightlevel, rel, Colormap,1.0f);
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if (type!=RENDERWALL_M2SNF) gl_SetFog(lightlevel, rel, &Colormap, false);
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else gl_SetFog(255, 0, NULL, false);
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gl_RenderState.EnableGlow(!!(flags & GLWF_GLOW));
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gltexture->Bind(flags, 0);
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RenderWall(RWF_TEXTURED|RWF_GLOW);
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gl_RenderState.EnableGlow(false);
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gl_RenderState.EnableLight(false);
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break;
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case GLPASS_DECALS:
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case GLPASS_DECALS_NOFOG:
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if (seg->sidedef && seg->sidedef->AttachedDecals)
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{
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if (pass==GLPASS_DECALS)
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{
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gl_SetFog(lightlevel, rellight + getExtraLight(), &Colormap, false);
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}
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DoDrawDecals();
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}
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break;
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case GLPASS_TRANSLUCENT:
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switch (type)
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{
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case RENDERWALL_MIRRORSURFACE:
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RenderMirrorSurface();
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break;
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case RENDERWALL_FOGBOUNDARY:
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RenderFogBoundary();
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break;
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default:
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RenderTranslucentWall();
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break;
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}
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}
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if (type == RENDERWALL_COLORLAYER)
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{
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glDisable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(0, 0);
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}
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}
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