2016-04-26 16:24:02 +00:00
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/*
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** gl_20.cpp
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**
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** Fallback code for ancient hardware
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** This file collects everything larger that is only needed for
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** OpenGL 2.0/no shader compatibility.
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**
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**---------------------------------------------------------------------------
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** Copyright 2005-2016 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. Full disclosure of the entire project's source code, except for third
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** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "gl/system/gl_system.h"
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2016-05-01 15:43:30 +00:00
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#include "menu/menu.h"
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2016-04-26 16:24:02 +00:00
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#include "tarray.h"
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#include "doomtype.h"
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#include "m_argv.h"
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#include "zstring.h"
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#include "version.h"
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#include "i_system.h"
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#include "v_text.h"
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#include "r_utility.h"
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2016-04-27 22:58:44 +00:00
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#include "gl/dynlights/gl_dynlight.h"
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#include "gl/utility/gl_geometric.h"
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#include "gl/renderer/gl_renderer.h"
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2016-05-03 21:28:42 +00:00
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#include "gl/renderer/gl_lightdata.h"
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2016-04-26 16:24:02 +00:00
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#include "gl/system/gl_interface.h"
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#include "gl/system/gl_cvars.h"
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#include "gl/renderer/gl_renderstate.h"
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2016-04-27 22:58:44 +00:00
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#include "gl/scene/gl_drawinfo.h"
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2016-05-04 22:24:47 +00:00
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#include "gl/data/gl_vertexbuffer.h"
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2016-04-26 16:24:02 +00:00
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2016-05-01 11:09:13 +00:00
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//==========================================================================
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//
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// Do some tinkering with the menus so that certain options only appear
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// when they are actually valid.
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//
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//==========================================================================
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void gl_PatchMenu()
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{
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2016-05-01 15:43:30 +00:00
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if (gl.glslversion == 0)
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2016-05-01 11:09:13 +00:00
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{
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2016-05-05 10:18:09 +00:00
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// Radial fog and Doom lighting are not available without full shader support.
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2016-05-01 11:09:13 +00:00
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FOptionValues **opt = OptionValues.CheckKey("LightingModes");
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if (opt != NULL)
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{
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for(int i = (*opt)->mValues.Size()-1; i>=0; i--)
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{
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// Delete 'Doom' lighting mode
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if ((*opt)->mValues[i].Value == 2.0 || (*opt)->mValues[i].Value == 8.0)
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{
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(*opt)->mValues.Delete(i);
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}
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}
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}
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opt = OptionValues.CheckKey("FogMode");
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if (opt != NULL)
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{
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for(int i = (*opt)->mValues.Size()-1; i>=0; i--)
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{
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// Delete 'Radial' fog mode
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if ((*opt)->mValues[i].Value == 2.0)
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{
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(*opt)->mValues.Delete(i);
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}
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}
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}
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// disable features that don't work without shaders.
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if (gl_lightmode == 2 || gl_lightmode == 8) gl_lightmode = 3;
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if (gl_fogmode == 2) gl_fogmode = 1;
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}
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}
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2016-04-27 22:58:44 +00:00
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//==========================================================================
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//
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//
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//
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//==========================================================================
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2016-04-26 16:24:02 +00:00
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void gl_SetTextureMode(int type)
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{
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static float white[] = {1.f,1.f,1.f,1.f};
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if (type == TM_MASK)
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{
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PRIMARY_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_TEXTURE0);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
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}
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else if (type == TM_OPAQUE)
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{
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE0);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
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}
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else if (type == TM_INVERSE)
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{
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE0);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_ONE_MINUS_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_TEXTURE0);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
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}
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else if (type == TM_INVERTOPAQUE)
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{
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE0);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_ONE_MINUS_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
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}
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else // if (type == TM_MODULATE)
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{
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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}
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}
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2016-04-27 22:58:44 +00:00
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//==========================================================================
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//
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//
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//
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//==========================================================================
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2016-04-26 16:24:02 +00:00
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static int ffTextureMode;
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static bool ffTextureEnabled;
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static bool ffFogEnabled;
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static PalEntry ffFogColor;
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static int ffSpecialEffect;
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static float ffFogDensity;
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2016-04-26 18:45:56 +00:00
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static bool currentTextureMatrixState;
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static bool currentModelMatrixState;
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2016-04-26 16:24:02 +00:00
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void FRenderState::ApplyFixedFunction()
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{
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if (mTextureMode != ffTextureMode)
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{
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ffTextureMode = mTextureMode;
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if (ffTextureMode == TM_CLAMPY) ffTextureMode = TM_MODULATE; // this cannot be replicated. Too bad if it creates visual artifacts
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gl_SetTextureMode(ffTextureMode);
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}
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if (mTextureEnabled != ffTextureEnabled)
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{
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if ((ffTextureEnabled = mTextureEnabled)) glEnable(GL_TEXTURE_2D);
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else glDisable(GL_TEXTURE_2D);
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}
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if (mFogEnabled != ffFogEnabled)
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{
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if ((ffFogEnabled = mFogEnabled))
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{
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glEnable(GL_FOG);
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}
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else glDisable(GL_FOG);
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}
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if (mFogEnabled)
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{
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if (ffFogColor != mFogColor)
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{
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ffFogColor = mFogColor;
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GLfloat FogColor[4] = { mFogColor.r / 255.0f,mFogColor.g / 255.0f,mFogColor.b / 255.0f,0.0f };
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glFogfv(GL_FOG_COLOR, FogColor);
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}
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if (ffFogDensity != mLightParms[2])
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{
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glFogf(GL_FOG_DENSITY, mLightParms[2] * -0.6931471f); // = 1/log(2)
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ffFogDensity = mLightParms[2];
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}
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}
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if (mSpecialEffect != ffSpecialEffect)
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{
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switch (ffSpecialEffect)
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{
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case EFF_SPHEREMAP:
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glDisable(GL_TEXTURE_GEN_T);
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glDisable(GL_TEXTURE_GEN_S);
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default:
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break;
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}
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switch (mSpecialEffect)
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{
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case EFF_SPHEREMAP:
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// Use sphere mapping for this
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glEnable(GL_TEXTURE_GEN_T);
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glEnable(GL_TEXTURE_GEN_S);
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glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
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glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
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break;
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default:
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break;
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}
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ffSpecialEffect = mSpecialEffect;
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}
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FStateVec4 col = mColor;
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col.vec[0] += mDynColor.vec[0];
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col.vec[1] += mDynColor.vec[1];
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col.vec[2] += mDynColor.vec[2];
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col.vec[0] = clamp(col.vec[0], 0.f, 1.f);
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col.vec[0] = clamp(col.vec[0], 0.f, 1.f);
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col.vec[1] = clamp(col.vec[1], 0.f, 1.f);
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col.vec[2] = clamp(col.vec[2], 0.f, 1.f);
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col.vec[3] = clamp(col.vec[3], 0.f, 1.f);
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col.vec[0] *= (mObjectColor.r / 255.f);
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col.vec[1] *= (mObjectColor.g / 255.f);
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col.vec[2] *= (mObjectColor.b / 255.f);
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col.vec[3] *= (mObjectColor.a / 255.f);
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glColor4fv(col.vec);
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2016-04-26 17:11:32 +00:00
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glEnable(GL_BLEND);
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2016-04-26 16:24:02 +00:00
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if (mAlphaThreshold > 0)
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{
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glEnable(GL_ALPHA_TEST);
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2016-04-26 18:45:56 +00:00
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glAlphaFunc(GL_GREATER, mAlphaThreshold * col.vec[3]);
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2016-04-26 16:24:02 +00:00
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}
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else
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{
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glDisable(GL_ALPHA_TEST);
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}
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2016-04-26 18:45:56 +00:00
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if (mTextureMatrixEnabled)
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{
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glMatrixMode(GL_TEXTURE);
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glLoadMatrixf(mTextureMatrix.get());
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currentTextureMatrixState = true;
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}
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else if (currentTextureMatrixState)
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{
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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currentTextureMatrixState = false;
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}
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if (mModelMatrixEnabled)
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{
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VSMatrix mult = mViewMatrix;
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mult.multMatrix(mModelMatrix);
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glMatrixMode(GL_MODELVIEW);
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glLoadMatrixf(mult.get());
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currentModelMatrixState = true;
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}
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else if (currentModelMatrixState)
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{
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glMatrixMode(GL_MODELVIEW);
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glLoadMatrixf(mViewMatrix.get());
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currentModelMatrixState = false;
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}
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2016-04-26 16:24:02 +00:00
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}
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2016-04-26 18:02:57 +00:00
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2016-04-27 22:58:44 +00:00
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//==========================================================================
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//
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//
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//
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//==========================================================================
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2016-04-26 18:02:57 +00:00
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void gl_FillScreen();
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void FRenderState::DrawColormapOverlay()
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{
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float r, g, b;
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if (mColormapState > CM_DEFAULT && mColormapState < CM_MAXCOLORMAP)
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{
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FSpecialColormap *scm = &SpecialColormaps[gl_fixedcolormap - CM_FIRSTSPECIALCOLORMAP];
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float m[] = { scm->ColorizeEnd[0] - scm->ColorizeStart[0],
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scm->ColorizeEnd[1] - scm->ColorizeStart[1], scm->ColorizeEnd[2] - scm->ColorizeStart[2], 0.f };
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|
|
|
|
|
if (m[0] < 0 && m[1] < 0 && m[2] < 0)
|
|
|
|
{
|
|
|
|
gl_RenderState.SetColor(1, 1, 1, 1);
|
|
|
|
gl_RenderState.BlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
|
|
|
|
gl_FillScreen();
|
|
|
|
|
|
|
|
r = scm->ColorizeStart[0];
|
|
|
|
g = scm->ColorizeStart[1];
|
|
|
|
b = scm->ColorizeStart[2];
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
r = scm->ColorizeEnd[0];
|
|
|
|
g = scm->ColorizeEnd[1];
|
|
|
|
b = scm->ColorizeEnd[2];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (mColormapState == CM_LITE)
|
|
|
|
{
|
|
|
|
if (gl_enhanced_nightvision)
|
|
|
|
{
|
|
|
|
r = 0.375f, g = 1.0f, b = 0.375f;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (mColormapState >= CM_TORCH)
|
|
|
|
{
|
|
|
|
int flicker = mColormapState - CM_TORCH;
|
|
|
|
r = (0.8f + (7 - flicker) / 70.0f);
|
|
|
|
if (r > 1.0f) r = 1.0f;
|
|
|
|
b = g = r;
|
|
|
|
if (gl_enhanced_nightvision) b = g * 0.75f;
|
|
|
|
}
|
|
|
|
else return;
|
|
|
|
|
|
|
|
gl_RenderState.SetColor(r, g, b, 1.f);
|
|
|
|
gl_RenderState.BlendFunc(GL_DST_COLOR, GL_ZERO);
|
|
|
|
gl_FillScreen();
|
|
|
|
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
2016-04-27 22:58:44 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// Sets up the parameters to render one dynamic light onto one plane
|
|
|
|
//
|
|
|
|
//==========================================================================
|
2016-05-04 22:24:47 +00:00
|
|
|
|
2016-04-27 22:58:44 +00:00
|
|
|
bool gl_SetupLight(int group, Plane & p, ADynamicLight * light, Vector & nearPt, Vector & up, Vector & right,
|
2016-05-05 09:32:21 +00:00
|
|
|
float & scale, int desaturation, bool checkside, bool additive)
|
2016-04-27 22:58:44 +00:00
|
|
|
{
|
|
|
|
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;
|
|
|
|
}
|
2016-05-04 09:33:18 +00:00
|
|
|
if (!light->visibletoplayer)
|
2016-04-27 22:58:44 +00:00
|
|
|
{
|
|
|
|
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);
|
2016-05-05 09:32:21 +00:00
|
|
|
if (additive) cs *= 0.2f; // otherwise the light gets too strong.
|
2016-04-27 22:58:44 +00:00
|
|
|
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;
|
|
|
|
}
|
2016-05-05 10:18:09 +00:00
|
|
|
gl_RenderState.SetColor(r, g, b);
|
2016-04-27 22:58:44 +00:00
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
bool gl_SetupLightTexture()
|
|
|
|
{
|
2016-05-03 21:28:42 +00:00
|
|
|
if (GLRenderer->gllight == nullptr) return false;
|
2016-04-27 22:58:44 +00:00
|
|
|
FMaterial * pat = FMaterial::ValidateTexture(GLRenderer->gllight, false);
|
2016-06-19 08:19:31 +00:00
|
|
|
gl_RenderState.SetMaterial(pat, CLAMP_XY_NOMIP, 0, -1, false);
|
2016-04-27 22:58:44 +00:00
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
2016-05-03 21:28:42 +00:00
|
|
|
bool GLWall::PutWallCompat(int passflag)
|
|
|
|
{
|
|
|
|
static int list_indices[2][2] =
|
|
|
|
{ { GLLDL_WALLS_PLAIN, GLLDL_WALLS_FOG },{ GLLDL_WALLS_MASKED, GLLDL_WALLS_FOGMASKED } };
|
|
|
|
|
|
|
|
// are lights possible?
|
|
|
|
if (gl_fixedcolormap != CM_DEFAULT || !gl_lights || seg->sidedef == nullptr || type == RENDERWALL_M2SNF || !gltexture) return false;
|
|
|
|
|
|
|
|
// multipassing these is problematic.
|
|
|
|
if ((flags&GLWF_SKYHACK && type == RENDERWALL_M2S)) return false;
|
|
|
|
|
|
|
|
// Any lights affecting this wall?
|
|
|
|
if (!(seg->sidedef->Flags & WALLF_POLYOBJ))
|
|
|
|
{
|
|
|
|
if (seg->sidedef->lighthead == nullptr) return false;
|
|
|
|
}
|
|
|
|
else if (sub)
|
|
|
|
{
|
2016-06-28 07:44:48 +00:00
|
|
|
if (sub->lighthead == nullptr) return false;
|
2016-05-03 21:28:42 +00:00
|
|
|
}
|
|
|
|
|
2016-05-05 10:18:09 +00:00
|
|
|
bool foggy = !gl_isBlack(Colormap.FadeColor) || (level.flags&LEVEL_HASFADETABLE) || gl_lights_additive;
|
2016-05-03 21:28:42 +00:00
|
|
|
bool masked = passflag == 2 && gltexture->isMasked();
|
|
|
|
|
|
|
|
int list = list_indices[masked][foggy];
|
|
|
|
if (list == GLLDL_WALLS_PLAIN)
|
|
|
|
{
|
|
|
|
if (gltexture->tex->gl_info.Brightmap && gl.glslversion >= 0.f) list = GLLDL_WALLS_BRIGHT;
|
|
|
|
//if (flags & GLWF_GLOW) list = GLLDL_WALLS_BRIGHT;
|
|
|
|
}
|
|
|
|
gl_drawinfo->dldrawlists[list].AddWall(this);
|
|
|
|
return true;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
2016-05-04 21:07:16 +00:00
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
bool GLFlat::PutFlatCompat(bool fog)
|
|
|
|
{
|
|
|
|
// are lights possible?
|
|
|
|
if (gl_fixedcolormap != CM_DEFAULT || !gl_lights || !gltexture || renderstyle != STYLE_Translucent || alpha < 1.f - FLT_EPSILON || sector->lighthead == NULL) return false;
|
|
|
|
|
|
|
|
static int list_indices[2][2] =
|
|
|
|
{ { GLLDL_FLATS_PLAIN, GLLDL_FLATS_FOG },{ GLLDL_FLATS_MASKED, GLLDL_FLATS_FOGMASKED } };
|
|
|
|
|
|
|
|
bool masked = gltexture->isMasked() && ((renderflags&SSRF_RENDER3DPLANES) || stack);
|
2016-05-05 10:18:09 +00:00
|
|
|
bool foggy = gl_CheckFog(&Colormap, lightlevel) || (level.flags&LEVEL_HASFADETABLE) || gl_lights_additive;
|
2016-05-04 21:07:16 +00:00
|
|
|
|
|
|
|
|
|
|
|
int list = list_indices[masked][foggy];
|
|
|
|
if (list == GLLDL_FLATS_PLAIN)
|
|
|
|
{
|
|
|
|
if (gltexture->tex->gl_info.Brightmap && gl.glslversion >= 0.f) list = GLLDL_FLATS_BRIGHT;
|
|
|
|
}
|
|
|
|
gl_drawinfo->dldrawlists[list].AddFlat(this);
|
2016-05-05 09:48:39 +00:00
|
|
|
return true;
|
2016-05-04 21:07:16 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
2016-05-03 21:28:42 +00:00
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// Fog boundary without any shader support
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void GLWall::RenderFogBoundaryCompat()
|
|
|
|
{
|
|
|
|
// without shaders some approximation is needed. This won't look as good
|
|
|
|
// as the shader version but it's an acceptable compromise.
|
|
|
|
float fogdensity = gl_GetFogDensity(lightlevel, Colormap.FadeColor);
|
|
|
|
|
|
|
|
float dist1 = Dist2(ViewPos.X, ViewPos.Y, glseg.x1, glseg.y1);
|
|
|
|
float dist2 = Dist2(ViewPos.X, ViewPos.Y, glseg.x2, glseg.y2);
|
|
|
|
|
|
|
|
// these values were determined by trial and error and are scale dependent!
|
|
|
|
float fogd1 = (0.95f - exp(-fogdensity*dist1 / 62500.f)) * 1.05f;
|
|
|
|
float fogd2 = (0.95f - exp(-fogdensity*dist2 / 62500.f)) * 1.05f;
|
|
|
|
|
|
|
|
float fc[4] = { Colormap.FadeColor.r / 255.0f,Colormap.FadeColor.g / 255.0f,Colormap.FadeColor.b / 255.0f,fogd2 };
|
|
|
|
|
|
|
|
gl_RenderState.EnableTexture(false);
|
|
|
|
gl_RenderState.EnableFog(false);
|
|
|
|
gl_RenderState.AlphaFunc(GL_GEQUAL, 0);
|
|
|
|
gl_RenderState.Apply();
|
|
|
|
glEnable(GL_POLYGON_OFFSET_FILL);
|
|
|
|
glPolygonOffset(-1.0f, -128.0f);
|
|
|
|
glDepthFunc(GL_LEQUAL);
|
|
|
|
glColor4f(fc[0], fc[1], fc[2], fogd1);
|
|
|
|
glBegin(GL_TRIANGLE_FAN);
|
2016-05-05 09:48:39 +00:00
|
|
|
glTexCoord2f(tcs[LOLFT].u, tcs[LOLFT].v);
|
2016-05-03 21:28:42 +00:00
|
|
|
glVertex3f(glseg.x1, zbottom[0], glseg.y1);
|
2016-05-05 09:48:39 +00:00
|
|
|
glTexCoord2f(tcs[UPLFT].u, tcs[UPLFT].v);
|
2016-05-03 21:28:42 +00:00
|
|
|
glVertex3f(glseg.x1, ztop[0], glseg.y1);
|
|
|
|
glColor4f(fc[0], fc[1], fc[2], fogd2);
|
2016-05-05 09:48:39 +00:00
|
|
|
glTexCoord2f(tcs[UPRGT].u, tcs[UPRGT].v);
|
2016-05-03 21:28:42 +00:00
|
|
|
glVertex3f(glseg.x2, ztop[1], glseg.y2);
|
2016-05-05 09:48:39 +00:00
|
|
|
glTexCoord2f(tcs[LORGT].u, tcs[LORGT].v);
|
2016-05-03 21:28:42 +00:00
|
|
|
glVertex3f(glseg.x2, zbottom[1], glseg.y2);
|
|
|
|
glEnd();
|
|
|
|
glDepthFunc(GL_LESS);
|
|
|
|
glPolygonOffset(0.0f, 0.0f);
|
|
|
|
glDisable(GL_POLYGON_OFFSET_FILL);
|
|
|
|
gl_RenderState.EnableFog(true);
|
|
|
|
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.5f);
|
|
|
|
gl_RenderState.EnableTexture(true);
|
|
|
|
}
|
|
|
|
|
2016-05-04 22:24:47 +00:00
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// Flats
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void GLFlat::DrawSubsectorLights(subsector_t * sub, int pass)
|
|
|
|
{
|
|
|
|
Plane p;
|
|
|
|
Vector nearPt, up, right, t1;
|
|
|
|
float scale;
|
|
|
|
|
|
|
|
FLightNode * node = sub->lighthead;
|
|
|
|
while (node)
|
|
|
|
{
|
|
|
|
ADynamicLight * light = node->lightsource;
|
|
|
|
|
2016-05-05 08:28:21 +00:00
|
|
|
if (light->flags2&MF2_DORMANT ||
|
|
|
|
(pass == GLPASS_LIGHTTEX && light->IsAdditive()) ||
|
|
|
|
(pass == GLPASS_LIGHTTEX_ADDITIVE && !light->IsAdditive()))
|
2016-05-04 22:24:47 +00:00
|
|
|
{
|
|
|
|
node = node->nextLight;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
// we must do the side check here because gl_SetupLight needs the correct plane orientation
|
|
|
|
// which we don't have for Legacy-style 3D-floors
|
|
|
|
double planeh = plane.plane.ZatPoint(light);
|
|
|
|
if (gl_lights_checkside && ((planeh<light->Z() && ceiling) || (planeh>light->Z() && !ceiling)))
|
|
|
|
{
|
|
|
|
node = node->nextLight;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
p.Set(plane.plane);
|
2016-05-05 10:18:09 +00:00
|
|
|
if (!gl_SetupLight(sub->sector->PortalGroup, p, light, nearPt, up, right, scale, CM_DEFAULT, false, pass != GLPASS_LIGHTTEX))
|
2016-05-04 22:24:47 +00:00
|
|
|
{
|
|
|
|
node = node->nextLight;
|
|
|
|
continue;
|
|
|
|
}
|
2016-05-05 10:18:09 +00:00
|
|
|
gl_RenderState.Apply();
|
2016-05-04 22:24:47 +00:00
|
|
|
|
|
|
|
FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
|
|
|
|
for (unsigned int k = 0; k < sub->numlines; k++)
|
|
|
|
{
|
|
|
|
vertex_t *vt = sub->firstline[k].v1;
|
|
|
|
ptr->x = vt->fX();
|
|
|
|
ptr->z = plane.plane.ZatPoint(vt) + dz;
|
|
|
|
ptr->y = vt->fY();
|
|
|
|
t1.Set(ptr->x, ptr->z, ptr->y);
|
|
|
|
Vector nearToVert = t1 - nearPt;
|
|
|
|
|
|
|
|
ptr->u = (nearToVert.Dot(right) * scale) + 0.5f;
|
|
|
|
ptr->v = (nearToVert.Dot(up) * scale) + 0.5f;
|
|
|
|
ptr++;
|
|
|
|
}
|
|
|
|
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_FAN);
|
|
|
|
node = node->nextLight;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2016-05-05 08:28:21 +00:00
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void GLFlat::DrawLightsCompat(int pass)
|
|
|
|
{
|
|
|
|
gl_RenderState.Apply();
|
|
|
|
if (sub)
|
|
|
|
{
|
|
|
|
// This represents a single subsector
|
|
|
|
DrawSubsectorLights(sub, pass);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Draw the subsectors belonging to this sector
|
|
|
|
for (int i = 0; i<sector->subsectorcount; i++)
|
|
|
|
{
|
|
|
|
subsector_t * sub = sector->subsectors[i];
|
|
|
|
if (gl_drawinfo->ss_renderflags[sub - subsectors] & renderflags)
|
|
|
|
{
|
|
|
|
DrawSubsectorLights(sub, pass);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Draw the subsectors assigned to it due to missing textures
|
|
|
|
if (!(renderflags&SSRF_RENDER3DPLANES))
|
|
|
|
{
|
|
|
|
gl_subsectorrendernode * node = (renderflags&SSRF_RENDERFLOOR) ?
|
|
|
|
gl_drawinfo->GetOtherFloorPlanes(sector->sectornum) :
|
|
|
|
gl_drawinfo->GetOtherCeilingPlanes(sector->sectornum);
|
|
|
|
|
|
|
|
while (node)
|
|
|
|
{
|
2016-06-26 08:37:21 +00:00
|
|
|
DrawSubsectorLights(node->sub, pass);
|
2016-05-05 08:28:21 +00:00
|
|
|
node = node->next;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2016-05-05 09:32:21 +00:00
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// Sets up the texture coordinates for one light to be rendered
|
|
|
|
//
|
|
|
|
//==========================================================================
|
2016-05-05 10:18:09 +00:00
|
|
|
bool GLWall::PrepareLight(ADynamicLight * light, int pass)
|
2016-05-05 09:32:21 +00:00
|
|
|
{
|
|
|
|
float vtx[] = { glseg.x1,zbottom[0],glseg.y1, glseg.x1,ztop[0],glseg.y1, glseg.x2,ztop[1],glseg.y2, glseg.x2,zbottom[1],glseg.y2 };
|
|
|
|
Plane p;
|
|
|
|
Vector nearPt, up, right;
|
|
|
|
float scale;
|
|
|
|
|
|
|
|
p.Init(vtx, 4);
|
|
|
|
|
|
|
|
if (!p.ValidNormal())
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
2016-05-05 10:18:09 +00:00
|
|
|
if (!gl_SetupLight(seg->frontsector->PortalGroup, p, light, nearPt, up, right, scale, CM_DEFAULT, true, pass != GLPASS_LIGHTTEX))
|
2016-05-05 09:32:21 +00:00
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
2016-07-30 07:25:42 +00:00
|
|
|
Vector t1;
|
|
|
|
int outcnt[4] = { 0,0,0,0 };
|
2016-05-05 09:32:21 +00:00
|
|
|
|
2016-07-30 07:25:42 +00:00
|
|
|
for (int i = 0; i<4; i++)
|
|
|
|
{
|
|
|
|
t1.Set(&vtx[i * 3]);
|
|
|
|
Vector nearToVert = t1 - nearPt;
|
|
|
|
tcs[i].u = (nearToVert.Dot(right) * scale) + 0.5f;
|
|
|
|
tcs[i].v = (nearToVert.Dot(up) * scale) + 0.5f;
|
2016-05-05 09:32:21 +00:00
|
|
|
|
2016-07-30 07:25:42 +00:00
|
|
|
// quick check whether the light touches this polygon
|
|
|
|
if (tcs[i].u<0) outcnt[0]++;
|
|
|
|
if (tcs[i].u>1) outcnt[1]++;
|
|
|
|
if (tcs[i].v<0) outcnt[2]++;
|
|
|
|
if (tcs[i].v>1) outcnt[3]++;
|
2016-05-05 09:32:21 +00:00
|
|
|
|
|
|
|
}
|
2016-07-30 07:25:42 +00:00
|
|
|
// The light doesn't touch this polygon
|
|
|
|
if (outcnt[0] == 4 || outcnt[1] == 4 || outcnt[2] == 4 || outcnt[3] == 4) return false;
|
2016-05-05 09:32:21 +00:00
|
|
|
|
|
|
|
draw_dlight++;
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2016-05-05 10:18:09 +00:00
|
|
|
void GLWall::RenderLightsCompat(int pass)
|
|
|
|
{
|
|
|
|
FLightNode * node;
|
|
|
|
|
|
|
|
// black fog is diminishing light and should affect lights less than the rest!
|
|
|
|
if (pass == GLPASS_LIGHTTEX) gl_SetFog((255 + lightlevel) >> 1, 0, NULL, false);
|
|
|
|
else gl_SetFog(lightlevel, 0, &Colormap, true);
|
|
|
|
|
|
|
|
if (seg->sidedef == NULL)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
else if (!(seg->sidedef->Flags & WALLF_POLYOBJ))
|
|
|
|
{
|
|
|
|
// Iterate through all dynamic lights which touch this wall and render them
|
|
|
|
node = seg->sidedef->lighthead;
|
|
|
|
}
|
|
|
|
else if (sub)
|
|
|
|
{
|
|
|
|
// To avoid constant rechecking for polyobjects use the subsector's lightlist instead
|
|
|
|
node = sub->lighthead;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
texcoord save[4];
|
|
|
|
memcpy(save, tcs, sizeof(tcs));
|
|
|
|
while (node)
|
|
|
|
{
|
|
|
|
ADynamicLight * light = node->lightsource;
|
|
|
|
|
|
|
|
if (light->flags2&MF2_DORMANT ||
|
|
|
|
(pass == GLPASS_LIGHTTEX && light->IsAdditive()) ||
|
|
|
|
(pass == GLPASS_LIGHTTEX_ADDITIVE && !light->IsAdditive()))
|
|
|
|
{
|
|
|
|
node = node->nextLight;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
if (PrepareLight(light, pass))
|
|
|
|
{
|
2016-08-25 20:23:31 +00:00
|
|
|
vertcount = 0;
|
2016-05-05 10:18:09 +00:00
|
|
|
RenderWall(RWF_TEXTURED, NULL);
|
|
|
|
}
|
|
|
|
node = node->nextLight;
|
|
|
|
}
|
|
|
|
memcpy(tcs, save, sizeof(tcs));
|
2016-08-25 20:23:31 +00:00
|
|
|
vertcount = 0;
|
2016-05-05 10:18:09 +00:00
|
|
|
}
|
|
|
|
|
2016-05-03 21:28:42 +00:00
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
2016-04-27 22:58:44 +00:00
|
|
|
void FGLRenderer::RenderMultipassStuff()
|
|
|
|
{
|
|
|
|
// 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();
|
2016-05-04 20:14:39 +00:00
|
|
|
gl_drawinfo->dldrawlists[GLLDL_WALLS_PLAIN].DrawWalls(GLPASS_PLAIN);
|
|
|
|
gl_drawinfo->dldrawlists[GLLDL_FLATS_PLAIN].DrawFlats(GLPASS_PLAIN);
|
2016-04-27 22:58:44 +00:00
|
|
|
|
|
|
|
// 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);
|
2016-05-04 20:14:39 +00:00
|
|
|
gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold);
|
|
|
|
gl_drawinfo->dldrawlists[GLLDL_WALLS_BRIGHT].DrawWalls(GLPASS_PLAIN);
|
|
|
|
gl_drawinfo->dldrawlists[GLLDL_WALLS_MASKED].DrawWalls(GLPASS_PLAIN);
|
|
|
|
gl_drawinfo->dldrawlists[GLLDL_FLATS_BRIGHT].DrawFlats(GLPASS_PLAIN);
|
|
|
|
gl_drawinfo->dldrawlists[GLLDL_FLATS_MASKED].DrawFlats(GLPASS_PLAIN);
|
2016-04-27 22:58:44 +00:00
|
|
|
|
|
|
|
// Part 3: The base of fogged surfaces, including the texture
|
|
|
|
gl_RenderState.EnableBrightmap(false);
|
|
|
|
gl_RenderState.SetTextureMode(TM_MODULATE);
|
2016-05-04 20:14:39 +00:00
|
|
|
gl_RenderState.AlphaFunc(GL_GEQUAL, 0);
|
2016-04-27 22:58:44 +00:00
|
|
|
gl_drawinfo->dldrawlists[GLLDL_WALLS_FOG].DrawWalls(GLPASS_PLAIN);
|
|
|
|
gl_drawinfo->dldrawlists[GLLDL_FLATS_FOG].DrawFlats(GLPASS_PLAIN);
|
2016-05-04 20:14:39 +00:00
|
|
|
gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold);
|
|
|
|
gl_drawinfo->dldrawlists[GLLDL_WALLS_FOGMASKED].DrawWalls(GLPASS_PLAIN);
|
2016-04-27 22:58:44 +00:00
|
|
|
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);
|
2016-05-05 10:18:09 +00:00
|
|
|
gl_drawinfo->dldrawlists[GLLDL_WALLS_FOG].DrawWalls(GLPASS_LIGHTTEX_FOGGY);
|
|
|
|
gl_drawinfo->dldrawlists[GLLDL_WALLS_FOGMASKED].DrawWalls(GLPASS_LIGHTTEX_FOGGY);
|
|
|
|
gl_drawinfo->dldrawlists[GLLDL_FLATS_FOG].DrawFlats(GLPASS_LIGHTTEX_FOGGY);
|
|
|
|
gl_drawinfo->dldrawlists[GLLDL_FLATS_FOGMASKED].DrawFlats(GLPASS_LIGHTTEX_FOGGY);
|
2016-04-27 22:58:44 +00:00
|
|
|
}
|
|
|
|
else gl_lights = false;
|
2016-05-04 20:14:39 +00:00
|
|
|
|
|
|
|
glDepthFunc(GL_LESS);
|
|
|
|
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
|
|
|
|
gl_RenderState.EnableFog(true);
|
|
|
|
gl_RenderState.BlendFunc(GL_ONE, GL_ZERO);
|
|
|
|
glDepthMask(true);
|
|
|
|
|
2016-05-01 11:09:13 +00:00
|
|
|
}
|
|
|
|
|