gzdoom/src/gl/scene/gl_drawinfo.cpp
Christoph Oelckers cf7cb4f00f - use hardware clip planes to split translucent walls and sprites by 3D floor planes.
This method has the advantage that it also works for models, xy-billboarded sprites and walls that require complex splitting of the polygon. The old method using actual polygon splitting only works for strictly vertical data that could be trivially split in two.
2015-04-05 19:00:35 +02:00

1247 lines
31 KiB
C++

/*
** gl_drawinfo.cpp
** Implements the draw info structure which contains most of the
** data in a scene and the draw lists - including a very thorough BSP
** style sorting algorithm for translucent objects.
**
**---------------------------------------------------------------------------
** Copyright 2002-2005 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
** covered by the terms of the GNU Lesser General Public License as published
** by the Free Software Foundation; either version 2.1 of the License, or (at
** your option) any later version.
** 5. Full disclosure of the entire project's source code, except for third
** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "gl/system/gl_system.h"
#include "r_sky.h"
#include "r_utility.h"
#include "r_state.h"
#include "doomstat.h"
#include "gl/system/gl_cvars.h"
#include "gl/data/gl_data.h"
#include "gl/data/gl_vertexbuffer.h"
#include "gl/scene/gl_drawinfo.h"
#include "gl/scene/gl_portal.h"
#include "gl/renderer/gl_lightdata.h"
#include "gl/renderer/gl_renderstate.h"
#include "gl/textures/gl_material.h"
#include "gl/utility/gl_clock.h"
#include "gl/utility/gl_templates.h"
#include "gl/shaders/gl_shader.h"
FDrawInfo * gl_drawinfo;
//==========================================================================
//
//
//
//==========================================================================
class StaticSortNodeArray : public TDeletingArray<SortNode*>
{
unsigned usecount;
public:
unsigned Size() { return usecount; }
void Clear() { usecount=0; }
void Release(int start) { usecount=start; }
SortNode * GetNew();
};
SortNode * StaticSortNodeArray::GetNew()
{
if (usecount==TArray<SortNode*>::Size())
{
Push(new SortNode);
}
return operator[](usecount++);
}
static StaticSortNodeArray SortNodes;
//==========================================================================
//
//
//
//==========================================================================
void GLDrawList::Reset()
{
if (sorted) SortNodes.Release(SortNodeStart);
sorted=NULL;
walls.Clear();
flats.Clear();
sprites.Clear();
drawitems.Clear();
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Translucent polygon sorting - uses a BSP algorithm with an additional 'equal' branch
inline double GLSprite::CalcIntersectionVertex(GLWall * w2)
{
float ax = x1, ay=y1;
float bx = x2, by=y2;
float cx = w2->glseg.x1, cy=w2->glseg.y1;
float dx = w2->glseg.x2, dy=w2->glseg.y2;
return ((ay-cy)*(dx-cx)-(ax-cx)*(dy-cy)) / ((bx-ax)*(dy-cy)-(by-ay)*(dx-cx));
}
//==========================================================================
//
//
//
//==========================================================================
inline void SortNode::UnlinkFromChain()
{
if (parent) parent->next=next;
if (next) next->parent=parent;
parent=next=NULL;
}
//==========================================================================
//
//
//
//==========================================================================
inline void SortNode::Link(SortNode * hook)
{
if (hook)
{
parent=hook->parent;
hook->parent=this;
}
next=hook;
if (parent) parent->next=this;
}
//==========================================================================
//
//
//
//==========================================================================
inline void SortNode::AddToEqual(SortNode *child)
{
child->UnlinkFromChain();
child->equal=equal;
equal=child;
}
//==========================================================================
//
//
//
//==========================================================================
inline void SortNode::AddToLeft(SortNode * child)
{
child->UnlinkFromChain();
child->Link(left);
left=child;
}
//==========================================================================
//
//
//
//==========================================================================
inline void SortNode::AddToRight(SortNode * child)
{
child->UnlinkFromChain();
child->Link(right);
right=child;
}
//==========================================================================
//
//
//
//==========================================================================
void GLDrawList::MakeSortList()
{
SortNode * p, * n, * c;
unsigned i;
SortNodeStart=SortNodes.Size();
p=NULL;
n=SortNodes.GetNew();
for(i=0;i<drawitems.Size();i++)
{
n->itemindex=(int)i;
n->left=n->equal=n->right=NULL;
n->parent=p;
p=n;
if (i!=drawitems.Size()-1)
{
c=SortNodes.GetNew();
n->next=c;
n=c;
}
else
{
n->next=NULL;
}
}
}
//==========================================================================
//
//
//
//==========================================================================
SortNode * GLDrawList::FindSortPlane(SortNode * head)
{
while (head->next && drawitems[head->itemindex].rendertype!=GLDIT_FLAT)
head=head->next;
if (drawitems[head->itemindex].rendertype==GLDIT_FLAT) return head;
return NULL;
}
//==========================================================================
//
//
//
//==========================================================================
SortNode * GLDrawList::FindSortWall(SortNode * head)
{
fixed_t farthest=INT_MIN;
fixed_t nearest=INT_MAX;
SortNode * best=NULL;
SortNode * node=head;
fixed_t bestdist=INT_MAX;
while (node)
{
GLDrawItem * it=&drawitems[node->itemindex];
if (it->rendertype==GLDIT_WALL)
{
fixed_t d=walls[it->index].viewdistance;
if (d>farthest) farthest=d;
if (d<nearest) nearest=d;
}
node=node->next;
}
if (farthest==INT_MIN) return NULL;
node=head;
farthest=(farthest+nearest)>>1;
while (node)
{
GLDrawItem * it=&drawitems[node->itemindex];
if (it->rendertype==GLDIT_WALL)
{
fixed_t di=abs(walls[it->index].viewdistance-farthest);
if (!best || di<bestdist)
{
best=node;
bestdist=di;
}
}
node=node->next;
}
return best;
}
//==========================================================================
//
// Note: sloped planes are a huge problem...
//
//==========================================================================
void GLDrawList::SortPlaneIntoPlane(SortNode * head,SortNode * sort)
{
GLFlat * fh=&flats[drawitems[head->itemindex].index];
GLFlat * fs=&flats[drawitems[sort->itemindex].index];
if (fh->z==fs->z)
head->AddToEqual(sort);
else if ( (fh->z<fs->z && fh->ceiling) || (fh->z>fs->z && !fh->ceiling))
head->AddToLeft(sort);
else
head->AddToRight(sort);
}
//==========================================================================
//
//
//
//==========================================================================
void GLDrawList::SortWallIntoPlane(SortNode * head,SortNode * sort)
{
GLFlat * fh=&flats[drawitems[head->itemindex].index];
GLWall * ws=&walls[drawitems[sort->itemindex].index];
bool ceiling = fh->z > FIXED2FLOAT(viewz);
if ((ws->ztop[0] > fh->z || ws->ztop[1] > fh->z) && (ws->zbottom[0] < fh->z || ws->zbottom[1] < fh->z))
{
// We have to split this wall!
// WARNING: NEVER EVER push a member of an array onto the array itself.
// Bad things will happen if the memory must be reallocated!
GLWall w = *ws;
AddWall(&w);
// Splitting is done in the shader with clip planes.
SortNode * sort2 = SortNodes.GetNew();
memset(sort2, 0, sizeof(SortNode));
sort2->itemindex = drawitems.Size() - 1;
head->AddToLeft(sort);
head->AddToRight(sort2);
}
else if ((ws->zbottom[0]<fh->z && !ceiling) || (ws->ztop[0]>fh->z && ceiling)) // completely on the left side
{
head->AddToLeft(sort);
}
else
{
head->AddToRight(sort);
}
}
//==========================================================================
//
//
//
//==========================================================================
void GLDrawList::SortSpriteIntoPlane(SortNode * head,SortNode * sort)
{
GLFlat * fh=&flats[drawitems[head->itemindex].index];
GLSprite * ss=&sprites[drawitems[sort->itemindex].index];
bool ceiling = fh->z > FIXED2FLOAT(viewz);
if ((ss->z1>fh->z && ss->z2<fh->z) || ss->modelframe)
{
// We have to split this sprite
GLSprite s=*ss;
AddSprite(&s); // add a copy to avoid reallocation issues.
// Splitting is done in the shader with clip planes.
SortNode * sort2=SortNodes.GetNew();
memset(sort2,0,sizeof(SortNode));
sort2->itemindex=drawitems.Size()-1;
head->AddToLeft(sort);
head->AddToRight(sort2);
}
else if ((ss->z2<fh->z && !ceiling) || (ss->z1>fh->z && ceiling)) // completely on the left side
{
head->AddToLeft(sort);
}
else
{
head->AddToRight(sort);
}
}
//==========================================================================
//
//
//
//==========================================================================
#define MIN_EQ (0.0005f)
void GLDrawList::SortWallIntoWall(SortNode * head,SortNode * sort)
{
GLWall * wh=&walls[drawitems[head->itemindex].index];
GLWall * ws=&walls[drawitems[sort->itemindex].index];
GLWall * ws1;
float v1=wh->PointOnSide(ws->glseg.x1,ws->glseg.y1);
float v2=wh->PointOnSide(ws->glseg.x2,ws->glseg.y2);
if (fabs(v1)<MIN_EQ && fabs(v2)<MIN_EQ)
{
if (ws->type==RENDERWALL_FOGBOUNDARY && wh->type!=RENDERWALL_FOGBOUNDARY)
{
head->AddToRight(sort);
}
else if (ws->type!=RENDERWALL_FOGBOUNDARY && wh->type==RENDERWALL_FOGBOUNDARY)
{
head->AddToLeft(sort);
}
else
{
head->AddToEqual(sort);
}
}
else if (v1<MIN_EQ && v2<MIN_EQ)
{
head->AddToLeft(sort);
}
else if (v1>-MIN_EQ && v2>-MIN_EQ)
{
head->AddToRight(sort);
}
else
{
double r=ws->CalcIntersectionVertex(wh);
float ix=(float)(ws->glseg.x1+r*(ws->glseg.x2-ws->glseg.x1));
float iy=(float)(ws->glseg.y1+r*(ws->glseg.y2-ws->glseg.y1));
float iu=(float)(ws->uplft.u + r * (ws->uprgt.u - ws->uplft.u));
float izt=(float)(ws->ztop[0]+r*(ws->ztop[1]-ws->ztop[0]));
float izb=(float)(ws->zbottom[0]+r*(ws->zbottom[1]-ws->zbottom[0]));
GLWall w=*ws;
AddWall(&w);
ws1=&walls[walls.Size()-1];
ws=&walls[drawitems[sort->itemindex].index]; // may have been reallocated!
ws1->glseg.x1=ws->glseg.x2=ix;
ws1->glseg.y1=ws->glseg.y2=iy;
ws1->ztop[0]=ws->ztop[1]=izt;
ws1->zbottom[0]=ws->zbottom[1]=izb;
ws1->lolft.u = ws1->uplft.u = ws->lorgt.u = ws->uprgt.u = iu;
SortNode * sort2=SortNodes.GetNew();
memset(sort2,0,sizeof(SortNode));
sort2->itemindex=drawitems.Size()-1;
if (v1>0)
{
head->AddToLeft(sort2);
head->AddToRight(sort);
}
else
{
head->AddToLeft(sort);
head->AddToRight(sort2);
}
}
}
//==========================================================================
//
//
//
//==========================================================================
void GLDrawList::SortSpriteIntoWall(SortNode * head,SortNode * sort)
{
GLWall * wh=&walls[drawitems[head->itemindex].index];
GLSprite * ss=&sprites[drawitems[sort->itemindex].index];
GLSprite * ss1;
float v1 = wh->PointOnSide(ss->x1, ss->y1);
float v2 = wh->PointOnSide(ss->x2, ss->y2);
if (fabs(v1)<MIN_EQ && fabs(v2)<MIN_EQ)
{
if (wh->type==RENDERWALL_FOGBOUNDARY)
{
head->AddToLeft(sort);
}
else
{
head->AddToEqual(sort);
}
}
else if (v1<MIN_EQ && v2<MIN_EQ)
{
head->AddToLeft(sort);
}
else if (v1>-MIN_EQ && v2>-MIN_EQ)
{
head->AddToRight(sort);
}
else
{
double r=ss->CalcIntersectionVertex(wh);
float ix=(float)(ss->x1 + r * (ss->x2-ss->x1));
float iy=(float)(ss->y1 + r * (ss->y2-ss->y1));
float iu=(float)(ss->ul + r * (ss->ur-ss->ul));
GLSprite s=*ss;
AddSprite(&s);
ss1=&sprites[sprites.Size()-1];
ss=&sprites[drawitems[sort->itemindex].index]; // may have been reallocated!
ss1->x1=ss->x2=ix;
ss1->y1=ss->y2=iy;
ss1->ul=ss->ur=iu;
SortNode * sort2=SortNodes.GetNew();
memset(sort2,0,sizeof(SortNode));
sort2->itemindex=drawitems.Size()-1;
if (v1>0)
{
head->AddToLeft(sort2);
head->AddToRight(sort);
}
else
{
head->AddToLeft(sort);
head->AddToRight(sort2);
}
}
}
//==========================================================================
//
//
//
//==========================================================================
inline int GLDrawList::CompareSprites(SortNode * a,SortNode * b)
{
GLSprite * s1=&sprites[drawitems[a->itemindex].index];
GLSprite * s2=&sprites[drawitems[b->itemindex].index];
int res = s1->depth - s2->depth;
if (res != 0) return -res;
else return (i_compatflags & COMPATF_SPRITESORT)? s1->index-s2->index : s2->index-s1->index;
}
//==========================================================================
//
//
//
//==========================================================================
static GLDrawList * gd;
int __cdecl CompareSprite(const void * a,const void * b)
{
return gd->CompareSprites(*(SortNode**)a,*(SortNode**)b);
}
//==========================================================================
//
//
//
//==========================================================================
SortNode * GLDrawList::SortSpriteList(SortNode * head)
{
SortNode * n;
int count;
unsigned i;
static TArray<SortNode*> sortspritelist;
SortNode * parent=head->parent;
sortspritelist.Clear();
for(count=0,n=head;n;n=n->next) sortspritelist.Push(n);
gd=this;
qsort(&sortspritelist[0],sortspritelist.Size(),sizeof(SortNode *),CompareSprite);
for(i=0;i<sortspritelist.Size();i++)
{
sortspritelist[i]->next=NULL;
if (parent) parent->equal=sortspritelist[i];
parent=sortspritelist[i];
}
return sortspritelist[0];
}
//==========================================================================
//
//
//
//==========================================================================
SortNode * GLDrawList::DoSort(SortNode * head)
{
SortNode * node, * sn, * next;
sn=FindSortPlane(head);
if (sn)
{
if (sn==head) head=head->next;
sn->UnlinkFromChain();
node=head;
head=sn;
while (node)
{
next=node->next;
switch(drawitems[node->itemindex].rendertype)
{
case GLDIT_FLAT:
SortPlaneIntoPlane(head,node);
break;
case GLDIT_WALL:
SortWallIntoPlane(head,node);
break;
case GLDIT_SPRITE:
SortSpriteIntoPlane(head,node);
break;
}
node=next;
}
}
else
{
sn=FindSortWall(head);
if (sn)
{
if (sn==head) head=head->next;
sn->UnlinkFromChain();
node=head;
head=sn;
while (node)
{
next=node->next;
switch(drawitems[node->itemindex].rendertype)
{
case GLDIT_WALL:
SortWallIntoWall(head,node);
break;
case GLDIT_SPRITE:
SortSpriteIntoWall(head,node);
break;
case GLDIT_FLAT: break;
}
node=next;
}
}
else
{
return SortSpriteList(head);
}
}
if (head->left) head->left=DoSort(head->left);
if (head->right) head->right=DoSort(head->right);
return sn;
}
//==========================================================================
//
//
//
//==========================================================================
void GLDrawList::DoDraw(int pass, int i, bool trans)
{
switch(drawitems[i].rendertype)
{
case GLDIT_FLAT:
{
GLFlat * f=&flats[drawitems[i].index];
RenderFlat.Clock();
f->Draw(pass, trans);
RenderFlat.Unclock();
}
break;
case GLDIT_WALL:
{
GLWall * w=&walls[drawitems[i].index];
RenderWall.Clock();
w->Draw(pass);
RenderWall.Unclock();
}
break;
case GLDIT_SPRITE:
{
GLSprite * s=&sprites[drawitems[i].index];
RenderSprite.Clock();
s->Draw(pass);
RenderSprite.Unclock();
}
break;
}
}
//==========================================================================
//
//
//
//==========================================================================
void GLDrawList::DoDrawSorted(SortNode * head)
{
float clipsplit[2];
int relation = 0;
float z = 0.f;
gl_RenderState.GetClipSplit(clipsplit);
if (drawitems[head->itemindex].rendertype == GLDIT_FLAT)
{
z = flats[drawitems[head->itemindex].index].z;
relation = z > FIXED2FLOAT(viewz)? 1 : -1;
}
// left is further away, i.e. for stuff above viewz its z coordinate higher, for stuff below viewz its z coordinate is lower
if (head->left)
{
if (relation == -1)
{
gl_RenderState.SetClipSplit(clipsplit[0], z); // render below: set flat as top clip plane
}
else if (relation == 1)
{
gl_RenderState.SetClipSplit(z, clipsplit[1]); // render above: set flat as bottom clip plane
}
DoDrawSorted(head->left);
gl_RenderState.SetClipSplit(clipsplit);
}
DoDraw(GLPASS_TRANSLUCENT, head->itemindex, true);
if (head->equal)
{
SortNode * ehead=head->equal;
while (ehead)
{
DoDraw(GLPASS_TRANSLUCENT, ehead->itemindex, true);
ehead=ehead->equal;
}
}
// right is closer, i.e. for stuff above viewz its z coordinate is lower, for stuff below viewz its z coordinate is higher
if (head->right)
{
if (relation == 1)
{
gl_RenderState.SetClipSplit(clipsplit[0], z); // render below: set flat as top clip plane
}
else if (relation == -1)
{
gl_RenderState.SetClipSplit(z, clipsplit[1]); // render above: set flat as bottom clip plane
}
DoDrawSorted(head->right);
gl_RenderState.SetClipSplit(clipsplit);
}
}
//==========================================================================
//
//
//
//==========================================================================
void GLDrawList::DrawSorted()
{
if (drawitems.Size()==0) return;
if (!sorted)
{
MakeSortList();
sorted=DoSort(SortNodes[SortNodeStart]);
}
glEnable(GL_CLIP_DISTANCE2);
glEnable(GL_CLIP_DISTANCE3);
DoDrawSorted(sorted);
glDisable(GL_CLIP_DISTANCE2);
glDisable(GL_CLIP_DISTANCE3);
}
//==========================================================================
//
//
//
//==========================================================================
void GLDrawList::Draw(int pass, bool trans)
{
for(unsigned i=0;i<drawitems.Size();i++)
{
DoDraw(pass, i, trans);
}
}
//==========================================================================
//
//
//
//==========================================================================
void GLDrawList::DrawWalls(int pass)
{
RenderWall.Clock();
for(unsigned i=0;i<drawitems.Size();i++)
{
walls[drawitems[i].index].Draw(pass);
}
RenderWall.Unclock();
}
//==========================================================================
//
//
//
//==========================================================================
void GLDrawList::DrawFlats(int pass)
{
RenderFlat.Clock();
for(unsigned i=0;i<drawitems.Size();i++)
{
flats[drawitems[i].index].Draw(pass, false);
}
RenderFlat.Unclock();
}
//==========================================================================
//
//
//
//==========================================================================
void GLDrawList::DrawDecals()
{
for(unsigned i=0;i<drawitems.Size();i++)
{
walls[drawitems[i].index].DoDrawDecals();
}
}
//==========================================================================
//
// Sorting the drawitems first by texture and then by light level.
//
//==========================================================================
static GLDrawList * sortinfo;
static int __cdecl diwcmp (const void *a, const void *b)
{
const GLDrawItem * di1 = (const GLDrawItem *)a;
GLWall * w1=&sortinfo->walls[di1->index];
const GLDrawItem * di2 = (const GLDrawItem *)b;
GLWall * w2=&sortinfo->walls[di2->index];
if (w1->gltexture != w2->gltexture) return w1->gltexture - w2->gltexture;
return ((w1->flags & 3) - (w2->flags & 3));
}
static int __cdecl difcmp (const void *a, const void *b)
{
const GLDrawItem * di1 = (const GLDrawItem *)a;
GLFlat * w1=&sortinfo->flats[di1->index];
const GLDrawItem * di2 = (const GLDrawItem *)b;
GLFlat* w2=&sortinfo->flats[di2->index];
return w1->gltexture - w2->gltexture;
}
void GLDrawList::SortWalls()
{
if (drawitems.Size() > 1)
{
sortinfo=this;
qsort(&drawitems[0], drawitems.Size(), sizeof(drawitems[0]), diwcmp);
}
}
void GLDrawList::SortFlats()
{
if (drawitems.Size() > 1)
{
sortinfo=this;
qsort(&drawitems[0], drawitems.Size(), sizeof(drawitems[0]), difcmp);
}
}
//==========================================================================
//
//
//
//==========================================================================
void GLDrawList::AddWall(GLWall * wall)
{
drawitems.Push(GLDrawItem(GLDIT_WALL,walls.Push(*wall)));
}
//==========================================================================
//
//
//
//==========================================================================
void GLDrawList::AddFlat(GLFlat * flat)
{
drawitems.Push(GLDrawItem(GLDIT_FLAT,flats.Push(*flat)));
}
//==========================================================================
//
//
//
//==========================================================================
void GLDrawList::AddSprite(GLSprite * sprite)
{
drawitems.Push(GLDrawItem(GLDIT_SPRITE,sprites.Push(*sprite)));
}
//==========================================================================
//
// Try to reuse the lists as often as possible as they contain resources that
// are expensive to create and delete.
//
//==========================================================================
FDrawInfo *FDrawInfoList::GetNew()
{
if (mList.Size() > 0)
{
FDrawInfo *di;
mList.Pop(di);
return di;
}
return new FDrawInfo;
}
void FDrawInfoList::Release(FDrawInfo * di)
{
di->ClearBuffers();
mList.Push(di);
}
static FDrawInfoList di_list;
//==========================================================================
//
//
//
//==========================================================================
FDrawInfo::FDrawInfo()
{
next = NULL;
}
FDrawInfo::~FDrawInfo()
{
ClearBuffers();
}
//==========================================================================
//
// Sets up a new drawinfo struct
//
//==========================================================================
void FDrawInfo::StartDrawInfo()
{
FDrawInfo *di=di_list.GetNew();
di->StartScene();
}
void FDrawInfo::StartScene()
{
ClearBuffers();
sectorrenderflags.Resize(numsectors);
ss_renderflags.Resize(numsubsectors);
no_renderflags.Resize(numsubsectors);
memset(&sectorrenderflags[0], 0, numsectors*sizeof(sectorrenderflags[0]));
memset(&ss_renderflags[0], 0, numsubsectors*sizeof(ss_renderflags[0]));
memset(&no_renderflags[0], 0, numnodes*sizeof(no_renderflags[0]));
next=gl_drawinfo;
gl_drawinfo=this;
for(int i=0;i<GLDL_TYPES;i++) drawlists[i].Reset();
}
//==========================================================================
//
//
//
//==========================================================================
void FDrawInfo::EndDrawInfo()
{
FDrawInfo * di = gl_drawinfo;
for(int i=0;i<GLDL_TYPES;i++) di->drawlists[i].Reset();
gl_drawinfo=di->next;
di_list.Release(di);
}
//==========================================================================
//
// Flood gaps with the back side's ceiling/floor texture
// This requires a stencil because the projected plane interferes with
// the depth buffer
//
//==========================================================================
void FDrawInfo::SetupFloodStencil(wallseg * ws)
{
int recursion = GLPortal::GetRecursion();
// Create stencil
glStencilFunc(GL_EQUAL,recursion,~0); // create stencil
glStencilOp(GL_KEEP,GL_KEEP,GL_INCR); // increment stencil of valid pixels
glColorMask(0,0,0,0); // don't write to the graphics buffer
gl_RenderState.EnableTexture(false);
gl_RenderState.ResetColor();
glEnable(GL_DEPTH_TEST);
glDepthMask(true);
gl_RenderState.Apply();
FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
ptr->Set(ws->x1, ws->z1, ws->y1, 0, 0);
ptr++;
ptr->Set(ws->x1, ws->z2, ws->y1, 0, 0);
ptr++;
ptr->Set(ws->x2, ws->z2, ws->y2, 0, 0);
ptr++;
ptr->Set(ws->x2, ws->z1, ws->y2, 0, 0);
ptr++;
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_FAN);
glStencilFunc(GL_EQUAL,recursion+1,~0); // draw sky into stencil
glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP); // this stage doesn't modify the stencil
glColorMask(1,1,1,1); // don't write to the graphics buffer
gl_RenderState.EnableTexture(true);
glDisable(GL_DEPTH_TEST);
glDepthMask(false);
}
void FDrawInfo::ClearFloodStencil(wallseg * ws)
{
int recursion = GLPortal::GetRecursion();
glStencilOp(GL_KEEP,GL_KEEP,GL_DECR);
gl_RenderState.EnableTexture(false);
glColorMask(0,0,0,0); // don't write to the graphics buffer
gl_RenderState.ResetColor();
gl_RenderState.Apply();
FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
ptr->Set(ws->x1, ws->z1, ws->y1, 0, 0);
ptr++;
ptr->Set(ws->x1, ws->z2, ws->y1, 0, 0);
ptr++;
ptr->Set(ws->x2, ws->z2, ws->y2, 0, 0);
ptr++;
ptr->Set(ws->x2, ws->z1, ws->y2, 0, 0);
ptr++;
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_FAN);
// restore old stencil op.
glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP);
glStencilFunc(GL_EQUAL,recursion,~0);
gl_RenderState.EnableTexture(true);
glColorMask(1,1,1,1);
glEnable(GL_DEPTH_TEST);
glDepthMask(true);
}
//==========================================================================
//
// Draw the plane segment into the gap
//
//==========================================================================
void FDrawInfo::DrawFloodedPlane(wallseg * ws, float planez, sector_t * sec, bool ceiling)
{
GLSectorPlane plane;
int lightlevel;
FColormap Colormap;
FMaterial * gltexture;
plane.GetFromSector(sec, ceiling);
gltexture=FMaterial::ValidateTexture(plane.texture, false, true);
if (!gltexture) return;
if (gl_fixedcolormap)
{
Colormap.Clear();
lightlevel=255;
}
else
{
Colormap=sec->ColorMap;
if (gltexture->tex->isFullbright())
{
Colormap.LightColor.r = Colormap.LightColor.g = Colormap.LightColor.b = 0xff;
lightlevel=255;
}
else lightlevel=abs(ceiling? sec->GetCeilingLight() : sec->GetFloorLight());
}
int rel = getExtraLight();
gl_SetColor(lightlevel, rel, Colormap, 1.0f);
gl_SetFog(lightlevel, rel, &Colormap, false);
gl_RenderState.SetMaterial(gltexture, CLAMP_NONE, 0, -1, false);
float fviewx = FIXED2FLOAT(viewx);
float fviewy = FIXED2FLOAT(viewy);
float fviewz = FIXED2FLOAT(viewz);
gl_SetPlaneTextureRotation(&plane, gltexture);
gl_RenderState.Apply();
float prj_fac1 = (planez-fviewz)/(ws->z1-fviewz);
float prj_fac2 = (planez-fviewz)/(ws->z2-fviewz);
float px1 = fviewx + prj_fac1 * (ws->x1-fviewx);
float py1 = fviewy + prj_fac1 * (ws->y1-fviewy);
float px2 = fviewx + prj_fac2 * (ws->x1-fviewx);
float py2 = fviewy + prj_fac2 * (ws->y1-fviewy);
float px3 = fviewx + prj_fac2 * (ws->x2-fviewx);
float py3 = fviewy + prj_fac2 * (ws->y2-fviewy);
float px4 = fviewx + prj_fac1 * (ws->x2-fviewx);
float py4 = fviewy + prj_fac1 * (ws->y2-fviewy);
FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
ptr->Set(px1, planez, py1, px1 / 64, -py1 / 64);
ptr++;
ptr->Set(px2, planez, py2, px2 / 64, -py2 / 64);
ptr++;
ptr->Set(px3, planez, py3, px3 / 64, -py3 / 64);
ptr++;
ptr->Set(px4, planez, py4, px4 / 64, -py4 / 64);
ptr++;
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_FAN);
gl_RenderState.EnableTextureMatrix(false);
}
//==========================================================================
//
//
//
//==========================================================================
void FDrawInfo::FloodUpperGap(seg_t * seg)
{
wallseg ws;
sector_t ffake, bfake;
sector_t * fakefsector = gl_FakeFlat(seg->frontsector, &ffake, true);
sector_t * fakebsector = gl_FakeFlat(seg->backsector, &bfake, false);
vertex_t * v1, * v2;
// Although the plane can be sloped this code will only be called
// when the edge itself is not.
fixed_t backz = fakebsector->ceilingplane.ZatPoint(seg->v1);
fixed_t frontz = fakefsector->ceilingplane.ZatPoint(seg->v1);
if (fakebsector->GetTexture(sector_t::ceiling)==skyflatnum) return;
if (backz < viewz) return;
if (seg->sidedef == seg->linedef->sidedef[0])
{
v1=seg->linedef->v1;
v2=seg->linedef->v2;
}
else
{
v1=seg->linedef->v2;
v2=seg->linedef->v1;
}
ws.x1= FIXED2FLOAT(v1->x);
ws.y1= FIXED2FLOAT(v1->y);
ws.x2= FIXED2FLOAT(v2->x);
ws.y2= FIXED2FLOAT(v2->y);
ws.z1= FIXED2FLOAT(frontz);
ws.z2= FIXED2FLOAT(backz);
// Step1: Draw a stencil into the gap
SetupFloodStencil(&ws);
// Step2: Project the ceiling plane into the gap
DrawFloodedPlane(&ws, ws.z2, fakebsector, true);
// Step3: Delete the stencil
ClearFloodStencil(&ws);
}
//==========================================================================
//
//
//
//==========================================================================
void FDrawInfo::FloodLowerGap(seg_t * seg)
{
wallseg ws;
sector_t ffake, bfake;
sector_t * fakefsector = gl_FakeFlat(seg->frontsector, &ffake, true);
sector_t * fakebsector = gl_FakeFlat(seg->backsector, &bfake, false);
vertex_t * v1, * v2;
// Although the plane can be sloped this code will only be called
// when the edge itself is not.
fixed_t backz = fakebsector->floorplane.ZatPoint(seg->v1);
fixed_t frontz = fakefsector->floorplane.ZatPoint(seg->v1);
if (fakebsector->GetTexture(sector_t::floor) == skyflatnum) return;
if (fakebsector->GetPlaneTexZ(sector_t::floor) > viewz) return;
if (seg->sidedef == seg->linedef->sidedef[0])
{
v1=seg->linedef->v1;
v2=seg->linedef->v2;
}
else
{
v1=seg->linedef->v2;
v2=seg->linedef->v1;
}
ws.x1= FIXED2FLOAT(v1->x);
ws.y1= FIXED2FLOAT(v1->y);
ws.x2= FIXED2FLOAT(v2->x);
ws.y2= FIXED2FLOAT(v2->y);
ws.z2= FIXED2FLOAT(frontz);
ws.z1= FIXED2FLOAT(backz);
// Step1: Draw a stencil into the gap
SetupFloodStencil(&ws);
// Step2: Project the ceiling plane into the gap
DrawFloodedPlane(&ws, ws.z1, fakebsector, false);
// Step3: Delete the stencil
ClearFloodStencil(&ws);
}