qzdoom-gpl/src/gl/scene/gl_skydome.cpp

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/*
** gl_sky.cpp
**
** Draws the sky. Loosely based on the JDoom sky and the ZDoomGL 0.66.2 sky.
**
**---------------------------------------------------------------------------
** Copyright 2003 Tim Stump
** Copyright 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. 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 "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.glslversion > 0)
{
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].Set(128.f, 128.f, -128.f, 0, 0);
ptr[1].Set(128.f, -128.f, -128.f, 0, 1);
ptr[2].Set(-128.f, 128.f, -128.f, 0.25f, 0);
ptr[3].Set(-128.f, -128.f, -128.f, 0.25f, 1);
ptr[4].Set(-128.f, 128.f, 128.f, 0.5f, 0);
ptr[5].Set(-128.f, -128.f, 128.f, 0.5f, 1);
ptr[6].Set(128.f, 128.f, 128.f, 0.75f, 0);
ptr[7].Set(128.f, -128.f, 128.f, 0.75f, 1);
ptr[8].Set(128.f, 128.f, -128.f, 1, 0);
ptr[9].Set(128.f, -128.f, -128.f, 1, 1);
// north face
ptr[10].Set(128.f, 128.f, -128.f, 0, 0);
ptr[11].Set(-128.f, 128.f, -128.f, 1, 0);
ptr[12].Set(128.f, -128.f, -128.f, 0, 1);
ptr[13].Set(-128.f, -128.f, -128.f, 1, 1);
// east face
ptr[14].Set(-128.f, 128.f, -128.f, 0, 0);
ptr[15].Set(-128.f, 128.f, 128.f, 1, 0);
ptr[16].Set(-128.f, -128.f, -128.f, 0, 1);
ptr[17].Set(-128.f, -128.f, 128.f, 1, 1);
// south face
ptr[18].Set(-128.f, 128.f, 128.f, 0, 0);
ptr[19].Set(128.f, 128.f, 128.f, 1, 0);
ptr[20].Set(-128.f, -128.f, 128.f, 0, 1);
ptr[21].Set(128.f, -128.f, 128.f, 1, 1);
// west face
ptr[22].Set(128.f, 128.f, 128.f, 0, 0);
ptr[23].Set(128.f, 128.f, -128.f, 1, 0);
ptr[24].Set(128.f, -128.f, 128.f, 0, 1);
ptr[25].Set(128.f, -128.f, -128.f, 1, 1);
// bottom face
ptr[26].Set(128.f, -128.f, -128.f, 0, 0);
ptr[27].Set(-128.f, -128.f, -128.f, 1, 0);
ptr[28].Set(128.f, -128.f, 128.f, 0, 1);
ptr[29].Set(-128.f, -128.f, 128.f, 1, 1);
// top face
ptr[30].Set(128.f, 128.f, -128.f, 0, 0);
ptr[31].Set(-128.f, 128.f, -128.f, 1, 0);
ptr[32].Set(128.f, 128.f, 128.f, 0, 1);
ptr[33].Set(-128.f, 128.f, 128.f, 1, 1);
// top face flipped
ptr[34].Set(128.f, 128.f, -128.f, 0, 1);
ptr[35].Set(-128.f, 128.f, -128.f, 1, 1);
ptr[36].Set(128.f, 128.f, 128.f, 0, 0);
ptr[37].Set(-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.glslversion == 0)
{
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);
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
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);
gl_RenderState.EnableModelMatrix(false);
}