qzdoom-gpl/src/gl/scene/gl_skydome.cpp
Christoph Oelckers 8b6e09ca09 - changed the license of the OpenGL renderer to LGPL v3.
This was done to clean up the license and to ensure that any commercial fork of the engine has to obey the far stricter requirements concerning source distribution. The old license was compatible with GPLv2 whereas combining GPLv2 and LGPLv3 force a license upgrade to GPLv3. The license of code that originates from ZDoomGL has not been changed.
2016-09-14 20:01:13 +02:00

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//
//---------------------------------------------------------------------------
//
// Copyright(C) 2003-2016 Christoph Oelckers
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
/*
**
** Draws the sky. Loosely based on the JDoom sky and the ZDoomGL 0.66.2 sky.
**
** for FSkyVertexBuffer::SkyVertex only:
**---------------------------------------------------------------------------
** Copyright 2003 Tim Stump
** 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.
**
** 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 "doomtype.h"
#include "g_level.h"
#include "sc_man.h"
#include "w_wad.h"
#include "r_state.h"
#include "r_utility.h"
//#include "gl/gl_intern.h"
#include "gl/system/gl_interface.h"
#include "gl/data/gl_data.h"
#include "gl/data/gl_vertexbuffer.h"
#include "gl/renderer/gl_lightdata.h"
#include "gl/renderer/gl_renderstate.h"
#include "gl/scene/gl_drawinfo.h"
#include "gl/scene/gl_portal.h"
#include "gl/shaders/gl_shader.h"
#include "gl/textures/gl_bitmap.h"
#include "gl/textures/gl_texture.h"
#include "gl/textures/gl_skyboxtexture.h"
#include "gl/textures/gl_material.h"
//-----------------------------------------------------------------------------
//
// Shamelessly lifted from Doomsday (written by Jaakko Ker<65>nen)
// also shamelessly lifted from ZDoomGL! ;)
//
//-----------------------------------------------------------------------------
CVAR(Float, skyoffset, 0, 0) // for testing
extern int skyfog;
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
FSkyVertexBuffer::FSkyVertexBuffer()
{
CreateDome();
}
FSkyVertexBuffer::~FSkyVertexBuffer()
{
}
void FSkyVertexBuffer::BindVBO()
{
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
if (!gl.legacyMode)
{
glVertexAttribPointer(VATTR_VERTEX, 3, GL_FLOAT, false, sizeof(FSkyVertex), &VSO->x);
glVertexAttribPointer(VATTR_TEXCOORD, 2, GL_FLOAT, false, sizeof(FSkyVertex), &VSO->u);
glVertexAttribPointer(VATTR_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(FSkyVertex), &VSO->color);
glEnableVertexAttribArray(VATTR_VERTEX);
glEnableVertexAttribArray(VATTR_TEXCOORD);
glEnableVertexAttribArray(VATTR_COLOR);
glDisableVertexAttribArray(VATTR_VERTEX2);
}
else
{
glVertexPointer(3, GL_FLOAT, sizeof(FSkyVertex), &VSO->x);
glTexCoordPointer(2, GL_FLOAT, sizeof(FSkyVertex), &VSO->u);
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(FSkyVertex), &VSO->color);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
}
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void FSkyVertexBuffer::SkyVertex(int r, int c, bool zflip)
{
static const FAngle maxSideAngle = 60.f;
static const float scale = 10000.;
FAngle topAngle = (c / (float)mColumns * 360.f);
FAngle sideAngle = maxSideAngle * (mRows - r) / mRows;
float height = sideAngle.Sin();
float realRadius = scale * sideAngle.Cos();
FVector2 pos = topAngle.ToVector(realRadius);
float z = (!zflip) ? scale * height : -scale * height;
FSkyVertex vert;
vert.color = r == 0 ? 0xffffff : 0xffffffff;
// And the texture coordinates.
if (!zflip) // Flipped Y is for the lower hemisphere.
{
vert.u = (-c / (float)mColumns);
vert.v = (r / (float)mRows);
}
else
{
vert.u = (-c / (float)mColumns);
vert.v = 1.0f + ((mRows - r) / (float)mRows);
}
if (r != 4) z += 300;
// And finally the vertex.
vert.x = -pos.X; // Doom mirrors the sky vertically!
vert.y = z - 1.f;
vert.z = pos.Y;
mVertices.Push(vert);
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void FSkyVertexBuffer::CreateSkyHemisphere(int hemi)
{
int r, c;
bool zflip = !!(hemi & SKYHEMI_LOWER);
mPrimStart.Push(mVertices.Size());
for (c = 0; c < mColumns; c++)
{
SkyVertex(1, c, zflip);
}
// The total number of triangles per hemisphere can be calculated
// as follows: rows * columns * 2 + 2 (for the top cap).
for (r = 0; r < mRows; r++)
{
mPrimStart.Push(mVertices.Size());
for (c = 0; c <= mColumns; c++)
{
SkyVertex(r + zflip, c, zflip);
SkyVertex(r + 1 - zflip, c, zflip);
}
}
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void FSkyVertexBuffer::CreateDome()
{
// the first thing we put into the buffer is the fog layer object which is just 4 triangles around the viewpoint.
mVertices.Reserve(12);
mVertices[0].Set(1.0f, 1.0f, -1.0f);
mVertices[1].Set(1.0f, -1.0f, -1.0f);
mVertices[2].Set(-1.0f, 0.0f, -1.0f);
mVertices[3].Set(1.0f, 1.0f, -1.0f);
mVertices[4].Set(1.0f, -1.0f, -1.0f);
mVertices[5].Set(0.0f, 0.0f, 1.0f);
mVertices[6].Set(-1.0f, 0.0f, -1.0f);
mVertices[7].Set(1.0f, 1.0f, -1.0f);
mVertices[8].Set(0.0f, 0.0f, 1.0f);
mVertices[9].Set(1.0f, -1.0f, -1.0f);
mVertices[10].Set(-1.0f, 0.0f, -1.0f);
mVertices[11].Set(0.0f, 0.0f, 1.0f);
mColumns = 128;
mRows = 4;
CreateSkyHemisphere(SKYHEMI_UPPER);
CreateSkyHemisphere(SKYHEMI_LOWER);
mPrimStart.Push(mVertices.Size());
mSideStart = mVertices.Size();
mFaceStart[0] = mSideStart + 10;
mFaceStart[1] = mFaceStart[0] + 4;
mFaceStart[2] = mFaceStart[1] + 4;
mFaceStart[3] = mFaceStart[2] + 4;
mFaceStart[4] = mFaceStart[3] + 4;
mFaceStart[5] = mFaceStart[4] + 4;
mFaceStart[6] = mFaceStart[5] + 4;
mVertices.Reserve(10 + 7*4);
FSkyVertex *ptr = &mVertices[mSideStart];
// all sides
ptr[0].SetXYZ(128.f, 128.f, -128.f, 0, 0);
ptr[1].SetXYZ(128.f, -128.f, -128.f, 0, 1);
ptr[2].SetXYZ(-128.f, 128.f, -128.f, 0.25f, 0);
ptr[3].SetXYZ(-128.f, -128.f, -128.f, 0.25f, 1);
ptr[4].SetXYZ(-128.f, 128.f, 128.f, 0.5f, 0);
ptr[5].SetXYZ(-128.f, -128.f, 128.f, 0.5f, 1);
ptr[6].SetXYZ(128.f, 128.f, 128.f, 0.75f, 0);
ptr[7].SetXYZ(128.f, -128.f, 128.f, 0.75f, 1);
ptr[8].SetXYZ(128.f, 128.f, -128.f, 1, 0);
ptr[9].SetXYZ(128.f, -128.f, -128.f, 1, 1);
// north face
ptr[10].SetXYZ(128.f, 128.f, -128.f, 0, 0);
ptr[11].SetXYZ(-128.f, 128.f, -128.f, 1, 0);
ptr[12].SetXYZ(128.f, -128.f, -128.f, 0, 1);
ptr[13].SetXYZ(-128.f, -128.f, -128.f, 1, 1);
// east face
ptr[14].SetXYZ(-128.f, 128.f, -128.f, 0, 0);
ptr[15].SetXYZ(-128.f, 128.f, 128.f, 1, 0);
ptr[16].SetXYZ(-128.f, -128.f, -128.f, 0, 1);
ptr[17].SetXYZ(-128.f, -128.f, 128.f, 1, 1);
// south face
ptr[18].SetXYZ(-128.f, 128.f, 128.f, 0, 0);
ptr[19].SetXYZ(128.f, 128.f, 128.f, 1, 0);
ptr[20].SetXYZ(-128.f, -128.f, 128.f, 0, 1);
ptr[21].SetXYZ(128.f, -128.f, 128.f, 1, 1);
// west face
ptr[22].SetXYZ(128.f, 128.f, 128.f, 0, 0);
ptr[23].SetXYZ(128.f, 128.f, -128.f, 1, 0);
ptr[24].SetXYZ(128.f, -128.f, 128.f, 0, 1);
ptr[25].SetXYZ(128.f, -128.f, -128.f, 1, 1);
// bottom face
ptr[26].SetXYZ(128.f, -128.f, -128.f, 0, 0);
ptr[27].SetXYZ(-128.f, -128.f, -128.f, 1, 0);
ptr[28].SetXYZ(128.f, -128.f, 128.f, 0, 1);
ptr[29].SetXYZ(-128.f, -128.f, 128.f, 1, 1);
// top face
ptr[30].SetXYZ(128.f, 128.f, -128.f, 0, 0);
ptr[31].SetXYZ(-128.f, 128.f, -128.f, 1, 0);
ptr[32].SetXYZ(128.f, 128.f, 128.f, 0, 1);
ptr[33].SetXYZ(-128.f, 128.f, 128.f, 1, 1);
// top face flipped
ptr[34].SetXYZ(128.f, 128.f, -128.f, 0, 1);
ptr[35].SetXYZ(-128.f, 128.f, -128.f, 1, 1);
ptr[36].SetXYZ(128.f, 128.f, 128.f, 0, 0);
ptr[37].SetXYZ(-128.f, 128.f, 128.f, 1, 0);
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glBufferData(GL_ARRAY_BUFFER, mVertices.Size() * sizeof(FSkyVertex), &mVertices[0], GL_STATIC_DRAW);
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
inline void FSkyVertexBuffer::RenderRow(int prim, int row)
{
glDrawArrays(prim, mPrimStart[row], mPrimStart[row + 1] - mPrimStart[row]);
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void FSkyVertexBuffer::RenderDome(FMaterial *tex, int mode)
{
int rc = mRows + 1;
// The caps only get drawn for the main layer but not for the overlay.
if (mode == SKYMODE_MAINLAYER && tex != NULL)
{
PalEntry pe = tex->tex->GetSkyCapColor(false);
gl_RenderState.SetObjectColor(pe);
gl_RenderState.EnableTexture(false);
gl_RenderState.Apply();
RenderRow(GL_TRIANGLE_FAN, 0);
pe = tex->tex->GetSkyCapColor(true);
gl_RenderState.SetObjectColor(pe);
gl_RenderState.Apply();
RenderRow(GL_TRIANGLE_FAN, rc);
gl_RenderState.EnableTexture(true);
// The color array can only be activated now if this is drawn without shader
if (gl.legacyMode)
{
glEnableClientState(GL_COLOR_ARRAY);
}
}
gl_RenderState.SetObjectColor(0xffffffff);
gl_RenderState.Apply();
for (int i = 1; i <= mRows; i++)
{
RenderRow(GL_TRIANGLE_STRIP, i);
RenderRow(GL_TRIANGLE_STRIP, rc + i);
}
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void RenderDome(FMaterial * tex, float x_offset, float y_offset, bool mirror, int mode)
{
int texh = 0;
int texw = 0;
// 57 world units roughly represent one sky texel for the glTranslate call.
const float skyoffsetfactor = 57;
if (tex)
{
gl_RenderState.SetMaterial(tex, CLAMP_NONE, 0, -1, false);
texw = tex->TextureWidth();
texh = tex->TextureHeight();
gl_RenderState.EnableModelMatrix(true);
gl_RenderState.mModelMatrix.loadIdentity();
gl_RenderState.mModelMatrix.rotate(-180.0f + x_offset, 0.f, 1.f, 0.f);
float xscale = texw < 1024.f ? floor(1024.f / float(texw)) : 1.f;
float yscale = 1.f;
if (texh < 128)
{
// smaller sky textures must be tiled. We restrict it to 128 sky pixels, though
gl_RenderState.mModelMatrix.translate(0.f, -1250.f, 0.f);
gl_RenderState.mModelMatrix.scale(1.f, 128 / 230.f, 1.f);
yscale = 128 / texh; // intentionally left as integer.
}
else if (texh < 200)
{
gl_RenderState.mModelMatrix.translate(0.f, -1250.f, 0.f);
gl_RenderState.mModelMatrix.scale(1.f, texh / 230.f, 1.f);
}
else if (texh <= 240)
{
gl_RenderState.mModelMatrix.translate(0.f, (200 - texh + tex->tex->SkyOffset + skyoffset)*skyoffsetfactor, 0.f);
gl_RenderState.mModelMatrix.scale(1.f, 1.f + ((texh - 200.f) / 200.f) * 1.17f, 1.f);
}
else
{
gl_RenderState.mModelMatrix.translate(0.f, (-40 + tex->tex->SkyOffset + skyoffset)*skyoffsetfactor, 0.f);
gl_RenderState.mModelMatrix.scale(1.f, 1.2f * 1.17f, 1.f);
yscale = 240.f / texh;
}
gl_RenderState.EnableTextureMatrix(true);
gl_RenderState.mTextureMatrix.loadIdentity();
gl_RenderState.mTextureMatrix.scale(mirror ? -xscale : xscale, yscale, 1.f);
gl_RenderState.mTextureMatrix.translate(1.f, y_offset / texh, 1.f);
}
GLRenderer->mSkyVBO->RenderDome(tex, mode);
gl_RenderState.EnableTextureMatrix(false);
gl_RenderState.EnableModelMatrix(false);
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
static void RenderBox(FTextureID texno, FMaterial * gltex, float x_offset, bool sky2)
{
FSkyBox * sb = static_cast<FSkyBox*>(gltex->tex);
int faces;
FMaterial * tex;
gl_RenderState.EnableModelMatrix(true);
gl_RenderState.mModelMatrix.loadIdentity();
if (!sky2)
gl_RenderState.mModelMatrix.rotate(-180.0f+x_offset, glset.skyrotatevector.X, glset.skyrotatevector.Z, glset.skyrotatevector.Y);
else
gl_RenderState.mModelMatrix.rotate(-180.0f+x_offset, glset.skyrotatevector2.X, glset.skyrotatevector2.Z, glset.skyrotatevector2.Y);
if (sb->faces[5])
{
faces=4;
// north
tex = FMaterial::ValidateTexture(sb->faces[0], false);
gl_RenderState.SetMaterial(tex, CLAMP_XY, 0, -1, false);
gl_RenderState.Apply();
glDrawArrays(GL_TRIANGLE_STRIP, GLRenderer->mSkyVBO->FaceStart(0), 4);
// east
tex = FMaterial::ValidateTexture(sb->faces[1], false);
gl_RenderState.SetMaterial(tex, CLAMP_XY, 0, -1, false);
gl_RenderState.Apply();
glDrawArrays(GL_TRIANGLE_STRIP, GLRenderer->mSkyVBO->FaceStart(1), 4);
// south
tex = FMaterial::ValidateTexture(sb->faces[2], false);
gl_RenderState.SetMaterial(tex, CLAMP_XY, 0, -1, false);
gl_RenderState.Apply();
glDrawArrays(GL_TRIANGLE_STRIP, GLRenderer->mSkyVBO->FaceStart(2), 4);
// west
tex = FMaterial::ValidateTexture(sb->faces[3], false);
gl_RenderState.SetMaterial(tex, CLAMP_XY, 0, -1, false);
gl_RenderState.Apply();
glDrawArrays(GL_TRIANGLE_STRIP, GLRenderer->mSkyVBO->FaceStart(3), 4);
}
else
{
faces=1;
tex = FMaterial::ValidateTexture(sb->faces[0], false);
gl_RenderState.SetMaterial(tex, CLAMP_XY, 0, -1, false);
gl_RenderState.Apply();
glDrawArrays(GL_TRIANGLE_STRIP, GLRenderer->mSkyVBO->FaceStart(-1), 10);
}
// top
tex = FMaterial::ValidateTexture(sb->faces[faces], false);
gl_RenderState.SetMaterial(tex, CLAMP_XY, 0, -1, false);
gl_RenderState.Apply();
glDrawArrays(GL_TRIANGLE_STRIP, GLRenderer->mSkyVBO->FaceStart(sb->fliptop? 6:5), 4);
// bottom
tex = FMaterial::ValidateTexture(sb->faces[faces+1], false);
gl_RenderState.SetMaterial(tex, CLAMP_XY, 0, -1, false);
gl_RenderState.Apply();
glDrawArrays(GL_TRIANGLE_STRIP, GLRenderer->mSkyVBO->FaceStart(4), 4);
gl_RenderState.EnableModelMatrix(false);
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void GLSkyPortal::DrawContents()
{
bool drawBoth = false;
// We have no use for Doom lighting special handling here, so disable it for this function.
int oldlightmode = glset.lightmode;
if (glset.lightmode == 8)
{
glset.lightmode = 2;
gl_RenderState.SetSoftLightLevel(-1);
}
gl_RenderState.ResetColor();
gl_RenderState.EnableFog(false);
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
bool oldClamp = gl_RenderState.SetDepthClamp(true);
gl_MatrixStack.Push(gl_RenderState.mViewMatrix);
GLRenderer->SetupView(0, 0, 0, ViewAngle, !!(MirrorFlag & 1), !!(PlaneMirrorFlag & 1));
gl_RenderState.SetVertexBuffer(GLRenderer->mSkyVBO);
if (origin->texture[0] && origin->texture[0]->tex->gl_info.bSkybox)
{
RenderBox(origin->skytexno1, origin->texture[0], origin->x_offset[0], origin->sky2);
}
else
{
if (origin->texture[0]==origin->texture[1] && origin->doublesky) origin->doublesky=false;
if (origin->texture[0])
{
gl_RenderState.SetTextureMode(TM_OPAQUE);
RenderDome(origin->texture[0], origin->x_offset[0], origin->y_offset, origin->mirrored, FSkyVertexBuffer::SKYMODE_MAINLAYER);
gl_RenderState.SetTextureMode(TM_MODULATE);
}
gl_RenderState.AlphaFunc(GL_GREATER, 0.f);
if (origin->doublesky && origin->texture[1])
{
RenderDome(origin->texture[1], origin->x_offset[1], origin->y_offset, false, FSkyVertexBuffer::SKYMODE_SECONDLAYER);
}
if (skyfog>0 && gl_fixedcolormap == CM_DEFAULT && (origin->fadecolor & 0xffffff) != 0)
{
PalEntry FadeColor = origin->fadecolor;
FadeColor.a = clamp<int>(skyfog, 0, 255);
gl_RenderState.EnableTexture(false);
gl_RenderState.SetObjectColor(FadeColor);
gl_RenderState.Apply();
glDrawArrays(GL_TRIANGLES, 0, 12);
gl_RenderState.EnableTexture(true);
gl_RenderState.SetObjectColor(0xffffffff);
}
}
gl_RenderState.SetVertexBuffer(GLRenderer->mVBO);
gl_MatrixStack.Pop(gl_RenderState.mViewMatrix);
gl_RenderState.ApplyMatrices();
glset.lightmode = oldlightmode;
gl_RenderState.SetDepthClamp(oldClamp);
}