gzdoom/src/gl/scene/gl_sky.cpp
Christoph Oelckers 1050013017 major cleanup of the texture manager:
- use sampler objects to avoid creating up to 4 different system textures for one game texture just because of different clamping settings.
- avoids flushing all textures for change of texture filter mode.
- separate sprite and regular dimensions on the material level to have better control over which one gets used. It's now an explicit parameter of ValidateTexture. The main reason for this change is better handling of wall sprites which may not be subjected to such handling.
- create mipmaps based on use case, not texture type.
- allows removal of FCloneTexture hack for proper sharing of the same sprite for decals and other purposes.
- better precaching of skyboxes.
2014-08-22 23:50:38 +02:00

353 lines
11 KiB
C++

/*
** gl_sky.cpp
** Sky preparation code.
**
**---------------------------------------------------------------------------
** 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 "a_sharedglobal.h"
#include "g_level.h"
#include "r_sky.h"
#include "r_state.h"
#include "r_utility.h"
#include "doomdata.h"
#include "gl/gl_functions.h"
#include "gl/data/gl_data.h"
#include "gl/renderer/gl_lightdata.h"
#include "gl/scene/gl_drawinfo.h"
#include "gl/scene/gl_portal.h"
#include "gl/textures/gl_material.h"
#include "gl/utility/gl_convert.h"
CVAR(Bool,gl_noskyboxes, false, 0)
extern int skyfog;
enum
{
NoSkyDraw = 89
};
//==========================================================================
//
// Calculate sky texture
//
//==========================================================================
void GLWall::SkyPlane(sector_t *sector, int plane, bool allowreflect)
{
FPortal *portal = sector->portals[plane];
if (portal != NULL)
{
if (GLPortal::instack[1-plane]) return;
type=RENDERWALL_SECTORSTACK;
this->portal = portal;
}
else if (sector->GetTexture(plane)==skyflatnum)
{
GLSkyInfo skyinfo;
ASkyViewpoint * skyboxx = plane == sector_t::floor? sector->FloorSkyBox : sector->CeilingSkyBox;
if (skyboxx == NULL) skyboxx = level.DefaultSkybox;
// JUSTHIT is used as an indicator that a skybox is in use.
// This is to avoid recursion
if (!gl_noskyboxes && skyboxx && GLRenderer->mViewActor!=skyboxx && !(skyboxx->flags&MF_JUSTHIT))
{
type=RENDERWALL_SKYBOX;
skybox=skyboxx;
}
else
{
int sky1 = sector->sky;
memset(&skyinfo, 0, sizeof(skyinfo));
if ((sky1 & PL_SKYFLAT) && (sky1 & (PL_SKYFLAT-1)))
{
const line_t *l = &lines[(sky1&(PL_SKYFLAT-1))-1];
const side_t *s = l->sidedef[0];
int pos;
if (level.flags & LEVEL_SWAPSKIES && s->GetTexture(side_t::bottom).isValid())
{
pos = side_t::bottom;
}
else
{
pos = side_t::top;
}
FTextureID texno = s->GetTexture(pos);
skyinfo.texture[0] = FMaterial::ValidateTexture(texno, false, true);
if (!skyinfo.texture[0] || skyinfo.texture[0]->tex->UseType == FTexture::TEX_Null) goto normalsky;
skyinfo.skytexno1 = texno;
skyinfo.x_offset[0] = ANGLE_TO_FLOAT(s->GetTextureXOffset(pos));
skyinfo.y_offset = FIXED2FLOAT(s->GetTextureYOffset(pos));
skyinfo.mirrored = !l->args[2];
}
else
{
normalsky:
if (level.flags&LEVEL_DOUBLESKY)
{
skyinfo.texture[1]=FMaterial::ValidateTexture(sky1texture, false, true);
skyinfo.x_offset[1] = GLRenderer->mSky1Pos;
skyinfo.doublesky = true;
}
if ((level.flags&LEVEL_SWAPSKIES || (sky1==PL_SKYFLAT) || (level.flags&LEVEL_DOUBLESKY)) &&
sky2texture!=sky1texture) // If both skies are equal use the scroll offset of the first!
{
skyinfo.texture[0]=FMaterial::ValidateTexture(sky2texture, false, true);
skyinfo.skytexno1=sky2texture;
skyinfo.sky2 = true;
skyinfo.x_offset[0] = GLRenderer->mSky2Pos;
}
else
{
skyinfo.texture[0]=FMaterial::ValidateTexture(sky1texture, false, true);
skyinfo.skytexno1=sky1texture;
skyinfo.x_offset[0] = GLRenderer->mSky1Pos;
}
}
if (skyfog>0)
{
skyinfo.fadecolor=Colormap.FadeColor;
skyinfo.fadecolor.a=0;
}
else skyinfo.fadecolor=0;
type=RENDERWALL_SKY;
sky=UniqueSkies.Get(&skyinfo);
}
}
else if (allowreflect && sector->GetReflect(plane) > 0)
{
if ((plane == sector_t::ceiling && viewz > sector->ceilingplane.d) ||
(plane == sector_t::floor && viewz < -sector->floorplane.d)) return;
type=RENDERWALL_PLANEMIRROR;
planemirror = plane == sector_t::ceiling? &sector->ceilingplane : &sector->floorplane;
}
else return;
PutWall(0);
}
//==========================================================================
//
// Skies on one sided walls
//
//==========================================================================
void GLWall::SkyNormal(sector_t * fs,vertex_t * v1,vertex_t * v2)
{
ztop[0]=ztop[1]=32768.0f;
zbottom[0]=zceil[0];
zbottom[1]=zceil[1];
SkyPlane(fs, sector_t::ceiling, true);
ztop[0]=zfloor[0];
ztop[1]=zfloor[1];
zbottom[0]=zbottom[1]=-32768.0f;
SkyPlane(fs, sector_t::floor, true);
}
//==========================================================================
//
// Upper Skies on two sided walls
//
//==========================================================================
void GLWall::SkyTop(seg_t * seg,sector_t * fs,sector_t * bs,vertex_t * v1,vertex_t * v2)
{
if (fs->GetTexture(sector_t::ceiling)==skyflatnum)
{
if ((bs->special&0xff) == NoSkyDraw) return;
if (bs->GetTexture(sector_t::ceiling)==skyflatnum)
{
// if the back sector is closed the sky must be drawn!
if (bs->ceilingplane.ZatPoint(v1) > bs->floorplane.ZatPoint(v1) ||
bs->ceilingplane.ZatPoint(v2) > bs->floorplane.ZatPoint(v2) || bs->transdoor)
return;
// one more check for some ugly transparent door hacks
if (bs->floorplane.a==0 && bs->floorplane.b==0 && fs->floorplane.a==0 && fs->floorplane.b==0)
{
if (bs->GetPlaneTexZ(sector_t::floor)==fs->GetPlaneTexZ(sector_t::floor)+FRACUNIT)
{
FTexture * tex = TexMan(seg->sidedef->GetTexture(side_t::bottom));
if (!tex || tex->UseType==FTexture::TEX_Null) return;
// very, very, very ugly special case (See Icarus MAP14)
// It is VERY important that this is only done for a floor height difference of 1
// or it will cause glitches elsewhere.
tex = TexMan(seg->sidedef->GetTexture(side_t::mid));
if (tex != NULL && !(seg->linedef->flags & ML_DONTPEGTOP) &&
seg->sidedef->GetTextureYOffset(side_t::mid) > 0)
{
ztop[0]=ztop[1]=32768.0f;
zbottom[0]=zbottom[1]=
FIXED2FLOAT(bs->ceilingplane.ZatPoint(v2) + seg->sidedef->GetTextureYOffset(side_t::mid));
SkyPlane(fs, sector_t::ceiling, false);
return;
}
}
}
}
ztop[0]=ztop[1]=32768.0f;
FTexture * tex = TexMan(seg->sidedef->GetTexture(side_t::top));
if (bs->GetTexture(sector_t::ceiling) != skyflatnum)
{
zbottom[0]=zceil[0];
zbottom[1]=zceil[1];
}
else
{
zbottom[0]=FIXED2FLOAT(bs->ceilingplane.ZatPoint(v1));
zbottom[1]=FIXED2FLOAT(bs->ceilingplane.ZatPoint(v2));
flags|=GLWF_SKYHACK; // mid textures on such lines need special treatment!
}
}
else
{
FPortal *pfront = fs->portals[sector_t::ceiling];
FPortal *pback = bs->portals[sector_t::ceiling];
float frontreflect = fs->GetReflect(sector_t::ceiling);
if (frontreflect > 0)
{
float backreflect = bs->GetReflect(sector_t::ceiling);
if (backreflect > 0 && bs->ceilingplane.d == fs->ceilingplane.d)
{
// Don't add intra-portal line to the portal.
return;
}
}
else if (pfront == NULL || pfront == pback)
{
return;
}
// stacked sectors
fixed_t fsc1=fs->ceilingplane.ZatPoint(v1);
fixed_t fsc2=fs->ceilingplane.ZatPoint(v2);
ztop[0]=ztop[1]=32768.0f;
zbottom[0]=FIXED2FLOAT(fsc1);
zbottom[1]=FIXED2FLOAT(fsc2);
}
SkyPlane(fs, sector_t::ceiling, true);
}
//==========================================================================
//
// Lower Skies on two sided walls
//
//==========================================================================
void GLWall::SkyBottom(seg_t * seg,sector_t * fs,sector_t * bs,vertex_t * v1,vertex_t * v2)
{
if (fs->GetTexture(sector_t::floor)==skyflatnum)
{
if ((bs->special&0xff) == NoSkyDraw) return;
FTexture * tex = TexMan(seg->sidedef->GetTexture(side_t::bottom));
// For lower skies the normal logic only applies to walls with no lower texture!
if (tex->UseType==FTexture::TEX_Null)
{
if (bs->GetTexture(sector_t::floor)==skyflatnum)
{
// if the back sector is closed the sky must be drawn!
if (bs->ceilingplane.ZatPoint(v1) > bs->floorplane.ZatPoint(v1) ||
bs->ceilingplane.ZatPoint(v2) > bs->floorplane.ZatPoint(v2))
return;
}
else
{
// Special hack for Vrack2b
if (bs->floorplane.ZatPoint(FIXED2FLOAT(viewx), FIXED2FLOAT(viewy)) > FIXED2FLOAT(viewz)) return;
}
}
zbottom[0]=zbottom[1]=-32768.0f;
if ((tex && tex->UseType!=FTexture::TEX_Null) || bs->GetTexture(sector_t::floor)!=skyflatnum)
{
ztop[0]=zfloor[0];
ztop[1]=zfloor[1];
}
else
{
ztop[0]=FIXED2FLOAT(bs->floorplane.ZatPoint(v1));
ztop[1]=FIXED2FLOAT(bs->floorplane.ZatPoint(v2));
flags|=GLWF_SKYHACK; // mid textures on such lines need special treatment!
}
}
else
{
FPortal *pfront = fs->portals[sector_t::floor];
FPortal *pback = bs->portals[sector_t::floor];
float frontreflect = fs->GetReflect(sector_t::floor);
if (frontreflect > 0)
{
float backreflect = bs->GetReflect(sector_t::floor);
if (backreflect > 0 && bs->floorplane.d == fs->floorplane.d)
{
// Don't add intra-portal line to the portal.
return;
}
}
else if (pfront == NULL || pfront == pback)
{
return;
}
// stacked sectors
fixed_t fsc1=fs->floorplane.ZatPoint(v1);
fixed_t fsc2=fs->floorplane.ZatPoint(v2);
zbottom[0]=zbottom[1]=-32768.0f;
ztop[0]=FIXED2FLOAT(fsc1);
ztop[1]=FIXED2FLOAT(fsc2);
}
SkyPlane(fs, sector_t::floor, true);
}