- reinstated some texturing-based dynamic light code. Not active yet and not tested yet.

This commit is contained in:
Christoph Oelckers 2016-04-28 00:58:44 +02:00
parent ee7a4daa8c
commit d4806f82ca
6 changed files with 214 additions and 98 deletions

View file

@ -45,10 +45,19 @@
#include "i_system.h"
#include "v_text.h"
#include "r_utility.h"
#include "gl/dynlights/gl_dynlight.h"
#include "gl/utility/gl_geometric.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/system/gl_interface.h"
#include "gl/system/gl_cvars.h"
#include "gl/renderer/gl_renderstate.h"
#include "gl/scene/gl_drawinfo.h"
//==========================================================================
//
//
//
//==========================================================================
void gl_SetTextureMode(int type)
{
@ -190,6 +199,11 @@ BYTE *gl_WarpBuffer(BYTE *buffer, int Width, int Height, int warp, float Speed)
return (BYTE*)out;
}
//==========================================================================
//
//
//
//==========================================================================
static int ffTextureMode;
static bool ffTextureEnabled;
@ -322,6 +336,12 @@ void FRenderState::ApplyFixedFunction()
}
//==========================================================================
//
//
//
//==========================================================================
void gl_FillScreen();
void FRenderState::DrawColormapOverlay()
@ -376,3 +396,183 @@ void FRenderState::DrawColormapOverlay()
gl_FillScreen();
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
//==========================================================================
//
// Sets up the parameters to render one dynamic light onto one plane
//
//==========================================================================
bool gl_SetupLight(int group, Plane & p, ADynamicLight * light, Vector & nearPt, Vector & up, Vector & right,
float & scale, int desaturation, bool checkside, bool forceadditive)
{
Vector fn, pos;
DVector3 lpos = light->PosRelative(group);
float dist = fabsf(p.DistToPoint(lpos.X, lpos.Z, lpos.Y));
float radius = (light->GetRadius() * gl_lights_size);
if (radius <= 0.f) return false;
if (dist > radius) return false;
if (checkside && gl_lights_checkside && p.PointOnSide(lpos.X, lpos.Z, lpos.Y))
{
return false;
}
if (light->owned && light->target != NULL && !light->target->IsVisibleToPlayer())
{
return false;
}
scale = 1.0f / ((2.f * radius) - dist);
// project light position onto plane (find closest point on plane)
pos.Set(lpos.X, lpos.Z, lpos.Y);
fn = p.Normal();
fn.GetRightUp(right, up);
#ifdef _MSC_VER
nearPt = pos + fn * dist;
#else
Vector tmpVec = fn * dist;
nearPt = pos + tmpVec;
#endif
float cs = 1.0f - (dist / radius);
if (gl_lights_additive || light->flags4&MF4_ADDITIVE || forceadditive) cs *= 0.2f; // otherwise the light gets too strong.
float r = light->GetRed() / 255.0f * cs * gl_lights_intensity;
float g = light->GetGreen() / 255.0f * cs * gl_lights_intensity;
float b = light->GetBlue() / 255.0f * cs * gl_lights_intensity;
if (light->IsSubtractive())
{
Vector v;
gl_RenderState.BlendEquation(GL_FUNC_REVERSE_SUBTRACT);
v.Set(r, g, b);
r = v.Length() - r;
g = v.Length() - g;
b = v.Length() - b;
}
else
{
gl_RenderState.BlendEquation(GL_FUNC_ADD);
}
if (desaturation > 0 && gl.glslversion > 0) // no-shader excluded because no desaturated textures.
{
float gray = (r * 77 + g * 143 + b * 37) / 257;
r = (r*(32 - desaturation) + gray*desaturation) / 32;
g = (g*(32 - desaturation) + gray*desaturation) / 32;
b = (b*(32 - desaturation) + gray*desaturation) / 32;
}
glColor3f(r, g, b);
return true;
}
//==========================================================================
//
//
//
//==========================================================================
bool gl_SetupLightTexture()
{
if (GLRenderer->gllight == NULL) return false;
FMaterial * pat = FMaterial::ValidateTexture(GLRenderer->gllight, false);
pat->Bind(CLAMP_XY, 0);
return true;
}
//==========================================================================
//
//
//
//==========================================================================
void FGLRenderer::RenderMultipassStuff()
{
return;
// 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->dldrawlists[GLLDL_WALLS_PLAIN].DrawWalls(GLPASS_BASE);
gl_drawinfo->dldrawlists[GLLDL_FLATS_PLAIN].DrawFlats(GLPASS_BASE);
// 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.EnableTexture(true);
gl_RenderState.SetTextureMode(TM_MASK);
gl_RenderState.EnableBrightmap(true);
gl_drawinfo->dldrawlists[GLLDL_WALLS_BRIGHT].DrawWalls(GLPASS_BASE_MASKED);
gl_drawinfo->dldrawlists[GLLDL_WALLS_MASKED].DrawWalls(GLPASS_BASE_MASKED);
gl_drawinfo->dldrawlists[GLLDL_FLATS_BRIGHT].DrawFlats(GLPASS_BASE_MASKED);
gl_drawinfo->dldrawlists[GLLDL_FLATS_MASKED].DrawFlats(GLPASS_BASE_MASKED);
// Part 3: The base of fogged surfaces, including the texture
gl_RenderState.EnableBrightmap(false);
gl_RenderState.SetTextureMode(TM_MODULATE);
gl_drawinfo->dldrawlists[GLLDL_WALLS_FOG].DrawWalls(GLPASS_PLAIN);
gl_drawinfo->dldrawlists[GLLDL_WALLS_FOGMASKED].DrawWalls(GLPASS_PLAIN);
gl_drawinfo->dldrawlists[GLLDL_FLATS_FOG].DrawFlats(GLPASS_PLAIN);
gl_drawinfo->dldrawlists[GLLDL_FLATS_FOGMASKED].DrawFlats(GLPASS_PLAIN);
// second pass: draw lights
glDepthMask(false);
if (mLightCount && !gl_fixedcolormap)
{
if (gl_SetupLightTexture())
{
gl_RenderState.BlendFunc(GL_ONE, GL_ONE);
glDepthFunc(GL_EQUAL);
if (glset.lightmode == 8) gl_RenderState.SetSoftLightLevel(255);
gl_drawinfo->dldrawlists[GLLDL_WALLS_PLAIN].DrawWalls(GLPASS_LIGHTTEX);
gl_drawinfo->dldrawlists[GLLDL_WALLS_BRIGHT].DrawWalls(GLPASS_LIGHTTEX);
gl_drawinfo->dldrawlists[GLLDL_WALLS_MASKED].DrawWalls(GLPASS_LIGHTTEX);
gl_drawinfo->dldrawlists[GLLDL_FLATS_PLAIN].DrawFlats(GLPASS_LIGHTTEX);
gl_drawinfo->dldrawlists[GLLDL_FLATS_BRIGHT].DrawFlats(GLPASS_LIGHTTEX);
gl_drawinfo->dldrawlists[GLLDL_FLATS_MASKED].DrawFlats(GLPASS_LIGHTTEX);
gl_RenderState.BlendEquation(GL_FUNC_ADD);
}
else gl_lights = false;
}
// third pass: modulated texture
gl_RenderState.SetColor(0xffffffff);
gl_RenderState.BlendFunc(GL_DST_COLOR, GL_ZERO);
gl_RenderState.EnableFog(false);
gl_RenderState.AlphaFunc(GL_GEQUAL, 0);
glDepthFunc(GL_LEQUAL);
gl_drawinfo->dldrawlists[GLLDL_WALLS_PLAIN].DrawWalls(GLPASS_TEXONLY);
gl_drawinfo->dldrawlists[GLLDL_FLATS_PLAIN].DrawFlats(GLPASS_TEXONLY);
gl_drawinfo->dldrawlists[GLLDL_WALLS_BRIGHT].DrawWalls(GLPASS_TEXONLY);
gl_drawinfo->dldrawlists[GLLDL_FLATS_BRIGHT].DrawFlats(GLPASS_TEXONLY);
gl_RenderState.AlphaFunc(GL_GREATER, gl_mask_threshold);
gl_drawinfo->dldrawlists[GLLDL_WALLS_MASKED].DrawWalls(GLPASS_TEXONLY);
gl_drawinfo->dldrawlists[GLLDL_FLATS_MASKED].DrawFlats(GLPASS_TEXONLY);
// fourth pass: additive lights
gl_RenderState.EnableFog(true);
gl_RenderState.BlendFunc(GL_ONE, GL_ONE);
glDepthFunc(GL_EQUAL);
if (gl_SetupLightTexture())
{
gl_drawinfo->dldrawlists[GLLDL_WALLS_PLAIN].DrawWalls(GLPASS_LIGHTTEX_ADDITIVE);
gl_drawinfo->dldrawlists[GLLDL_WALLS_BRIGHT].DrawWalls(GLPASS_LIGHTTEX_ADDITIVE);
gl_drawinfo->dldrawlists[GLLDL_WALLS_MASKED].DrawWalls(GLPASS_LIGHTTEX_ADDITIVE);
gl_drawinfo->dldrawlists[GLLDL_FLATS_PLAIN].DrawFlats(GLPASS_LIGHTTEX_ADDITIVE);
gl_drawinfo->dldrawlists[GLLDL_FLATS_BRIGHT].DrawFlats(GLPASS_LIGHTTEX_ADDITIVE);
gl_drawinfo->dldrawlists[GLLDL_FLATS_MASKED].DrawFlats(GLPASS_LIGHTTEX_ADDITIVE);
gl_drawinfo->dldrawlists[GLLDL_WALLS_FOG].DrawWalls(GLPASS_LIGHTTEX_ADDITIVE);
gl_drawinfo->dldrawlists[GLLDL_WALLS_FOGMASKED].DrawWalls(GLPASS_LIGHTTEX_ADDITIVE);
gl_drawinfo->dldrawlists[GLLDL_FLATS_FOG].DrawFlats(GLPASS_LIGHTTEX_ADDITIVE);
gl_drawinfo->dldrawlists[GLLDL_FLATS_FOGMASKED].DrawFlats(GLPASS_LIGHTTEX_ADDITIVE);
}
else gl_lights = false;
}

View file

@ -140,95 +140,3 @@ bool gl_GetLight(int group, Plane & p, ADynamicLight * light, bool checkside, bo
return true;
}
//==========================================================================
//
// Sets up the parameters to render one dynamic light onto one plane
//
//==========================================================================
bool gl_SetupLight(int group, Plane & p, ADynamicLight * light, Vector & nearPt, Vector & up, Vector & right,
float & scale, int desaturation, bool checkside, bool forceadditive)
{
Vector fn, pos;
DVector3 lpos = light->PosRelative(group);
float dist = fabsf(p.DistToPoint(lpos.X, lpos.Z, lpos.Y));
float radius = (light->GetRadius() * gl_lights_size);
if (radius <= 0.f) return false;
if (dist > radius) return false;
if (checkside && gl_lights_checkside && p.PointOnSide(lpos.X, lpos.Z, lpos.Y))
{
return false;
}
if (light->owned && light->target != NULL && !light->target->IsVisibleToPlayer())
{
return false;
}
scale = 1.0f / ((2.f * radius) - dist);
// project light position onto plane (find closest point on plane)
pos.Set(lpos.X, lpos.Z, lpos.Y);
fn = p.Normal();
fn.GetRightUp(right, up);
#ifdef _MSC_VER
nearPt = pos + fn * dist;
#else
Vector tmpVec = fn * dist;
nearPt = pos + tmpVec;
#endif
float cs = 1.0f - (dist / radius);
if (gl_lights_additive || light->flags4&MF4_ADDITIVE || forceadditive) cs *= 0.2f; // otherwise the light gets too strong.
float r = light->GetRed() / 255.0f * cs * gl_lights_intensity;
float g = light->GetGreen() / 255.0f * cs * gl_lights_intensity;
float b = light->GetBlue() / 255.0f * cs * gl_lights_intensity;
if (light->IsSubtractive())
{
Vector v;
gl_RenderState.BlendEquation(GL_FUNC_REVERSE_SUBTRACT);
v.Set(r, g, b);
r = v.Length() - r;
g = v.Length() - g;
b = v.Length() - b;
}
else
{
gl_RenderState.BlendEquation(GL_FUNC_ADD);
}
if (desaturation > 0 && gl.glslversion > 0) // no-shader excluded because no desaturated textures.
{
float gray = (r * 77 + g * 143 + b * 37) / 257;
r = (r*(32 - desaturation) + gray*desaturation) / 32;
g = (g*(32 - desaturation) + gray*desaturation) / 32;
b = (b*(32 - desaturation) + gray*desaturation) / 32;
}
glColor3f(r, g, b);
return true;
}
//==========================================================================
//
//
//
//==========================================================================
bool gl_SetupLightTexture()
{
if (GLRenderer->gllight == NULL) return false;
FMaterial * pat = FMaterial::ValidateTexture(GLRenderer->gllight, true);
pat->Bind(CLAMP_XY, 0);
return true;
}

View file

@ -101,6 +101,7 @@ public:
void Initialize();
void CreateScene();
void RenderMultipassStuff();
void RenderScene(int recursion);
void RenderTranslucent();
void DrawScene(bool toscreen = false);

View file

@ -57,8 +57,10 @@ enum Drawpasses
// these are only used with texture based dynamic lights
GLPASS_BASE, // untextured base for dynamic lights
GLPASS_BASE_MASKED, // same but with active texture
GLPASS_LIGHTTEX, // lighttexture pass
GLPASS_TEXONLY // finishing texture pass
GLPASS_TEXONLY, // finishing texture pass
GLPASS_LIGHTTEX_ADDITIVE, // lighttexture pass (additive)
};

View file

@ -382,10 +382,10 @@ void FGLRenderer::RenderScene(int recursion)
}
else
{
// Todo: Draw lights with multipass rendering.
// RenderMultpassStuff();
// process everything that needs to handle textured dynamic lights.
if (haslights) RenderMultipassStuff();
// The remaining stuff which is unaffected by dynamic lights is just processed as normal.
// The remaining lists which are unaffected by dynamic lights are just processed as normal.
pass = GLPASS_PLAIN;
}

View file

@ -813,9 +813,14 @@ bool Win32GLVideo::InitHardware (HWND Window, int multisample)
if (m_hRC == NULL && prof == WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB)
{
I_Error ("R_OPENGL: Unable to create an OpenGL render context.\n");
m_hRC = wglCreateContext(m_hDC);
if (m_hRC == NULL)
{
I_Error("R_OPENGL: Unable to create an OpenGL render context.\n");
return false;
}
}
if (m_hRC != NULL)
{