qzdoom/src/gl/scene/gl_walls_draw.cpp

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/*
** gl_walls_draw.cpp
** Wall rendering
**
**---------------------------------------------------------------------------
** Copyright 2000-2005 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
** covered by the terms of the GNU Lesser General Public License as published
** by the Free Software Foundation; either version 2.1 of the License, or (at
** your option) any later version.
** 5. Full disclosure of the entire project's source code, except for third
** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "gl/system/gl_system.h"
#include "p_local.h"
#include "p_lnspec.h"
#include "a_sharedglobal.h"
#include "gl/gl_functions.h"
#include "gl/system/gl_interface.h"
#include "gl/system/gl_cvars.h"
#include "gl/renderer/gl_lightdata.h"
#include "gl/renderer/gl_renderstate.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/data/gl_data.h"
#include "gl/data/gl_vertexbuffer.h"
#include "gl/dynlights/gl_dynlight.h"
#include "gl/dynlights/gl_glow.h"
#include "gl/scene/gl_drawinfo.h"
#include "gl/scene/gl_portal.h"
#include "gl/shaders/gl_shader.h"
#include "gl/textures/gl_material.h"
#include "gl/utility/gl_clock.h"
#include "gl/utility/gl_templates.h"
EXTERN_CVAR(Bool, gl_seamless)
//==========================================================================
//
// Sets up the texture coordinates for one light to be rendered
//
//==========================================================================
bool GLWall::PrepareLight(texcoord * tcs, ADynamicLight * light)
{
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;
}
if (!gl_SetupLight(p, light, nearPt, up, right, scale, Colormap.desaturation, true, !!(flags&GLWF_FOGGY)))
{
return false;
}
if (tcs != NULL)
{
Vector t1;
int outcnt[4]={0,0,0,0};
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;
// 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]++;
}
// The light doesn't touch this polygon
if (outcnt[0]==4 || outcnt[1]==4 || outcnt[2]==4 || outcnt[3]==4) return false;
}
draw_dlight++;
return true;
}
//==========================================================================
//
// Collect lights for shader
//
//==========================================================================
FDynLightData lightdata;
void GLWall::SetupLights()
{
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;
lightdata.Clear();
p.Init(vtx,4);
if (!p.ValidNormal())
{
return;
}
for(int i=0;i<2;i++)
{
FLightNode *node;
if (seg->sidedef == NULL)
{
node = NULL;
}
else if (!(seg->sidedef->Flags & WALLF_POLYOBJ))
{
node = seg->sidedef->lighthead[i];
}
else if (sub)
{
// Polobject segs cannot be checked per sidedef so use the subsector instead.
node = sub->lighthead[i];
}
else node = NULL;
// Iterate through all dynamic lights which touch this wall and render them
while (node)
{
if (!(node->lightsource->flags2&MF2_DORMANT))
{
iter_dlight++;
Vector fn, pos;
float x = FIXED2FLOAT(node->lightsource->x);
float y = FIXED2FLOAT(node->lightsource->y);
float z = FIXED2FLOAT(node->lightsource->z);
float dist = fabsf(p.DistToPoint(x, z, y));
float radius = (node->lightsource->GetRadius() * gl_lights_size);
float scale = 1.0f / ((2.f * radius) - dist);
if (radius > 0.f && dist < radius)
{
Vector nearPt, up, right;
pos.Set(x,z,y);
fn=p.Normal();
fn.GetRightUp(right, up);
Vector tmpVec = fn * dist;
nearPt = pos + tmpVec;
Vector t1;
int outcnt[4]={0,0,0,0};
texcoord tcs[4];
// do a quick check whether the light touches this polygon
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;
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]++;
}
if (outcnt[0]!=4 && outcnt[1]!=4 && outcnt[2]!=4 && outcnt[3]!=4)
{
gl_GetLight(p, node->lightsource, true, false, lightdata);
}
}
}
node = node->nextLight;
}
}
int numlights[3];
lightdata.Combine(numlights, gl.MaxLights());
if (numlights[2] > 0)
{
draw_dlight+=numlights[2]/2;
gl_RenderState.EnableLight(true);
gl_RenderState.SetLights(numlights, &lightdata.arrays[0][0]);
}
}
//==========================================================================
//
// General purpose wall rendering function
// everything goes through here
//
//==========================================================================
void GLWall::RenderWall(int textured, float * color2, ADynamicLight * light)
{
texcoord tcs[4];
bool split = (gl_seamless && !(textured&4) && seg->sidedef != NULL && !(seg->sidedef->Flags & WALLF_POLYOBJ));
if (!light)
{
tcs[0]=lolft;
tcs[1]=uplft;
tcs[2]=uprgt;
tcs[3]=lorgt;
if (!!(flags&GLWF_GLOW) && (textured & 2))
{
gl_RenderState.SetGlowPlanes(topplane, bottomplane);
gl_RenderState.SetGlowParams(topglowcolor, bottomglowcolor);
}
}
else
{
if (!PrepareLight(tcs, light)) return;
}
gl_RenderState.Apply();
// the rest of the code is identical for textured rendering and lights
if (!gl_usevbo)
{
glBegin(GL_TRIANGLE_FAN);
// lower left corner
if (textured & 1) glTexCoord2f(tcs[0].u, tcs[0].v);
glVertex3f(glseg.x1, zbottom[0], glseg.y1);
if (split && glseg.fracleft == 0) SplitLeftEdge(tcs);
// upper left corner
if (textured & 1) glTexCoord2f(tcs[1].u, tcs[1].v);
glVertex3f(glseg.x1, ztop[0], glseg.y1);
if (split && !(flags & GLWF_NOSPLITUPPER)) SplitUpperEdge(tcs);
// color for right side (do not set in render state!)
if (color2) glColor4fv(color2);
// upper right corner
if (textured & 1) glTexCoord2f(tcs[2].u, tcs[2].v);
glVertex3f(glseg.x2, ztop[1], glseg.y2);
if (split && glseg.fracright == 1) SplitRightEdge(tcs);
// lower right corner
if (textured & 1) glTexCoord2f(tcs[3].u, tcs[3].v);
glVertex3f(glseg.x2, zbottom[1], glseg.y2);
if (split && !(flags & GLWF_NOSPLITLOWER)) SplitLowerEdge(tcs);
glEnd();
vertexcount += 4;
}
else
{
FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
ptr->x = glseg.x1;
ptr->y = glseg.y1;
ptr->z = zbottom[0];
ptr->u = tcs[0].u;
ptr->v = tcs[0].v;
ptr++;
if (split && glseg.fracleft == 0) SplitLeftEdge(tcs, ptr);
ptr->x = glseg.x1;
ptr->y = glseg.y1;
ptr->z = ztop[0];
ptr->u = tcs[1].u;
ptr->v = tcs[1].v;
ptr++;
if (split && !(flags & GLWF_NOSPLITUPPER)) SplitUpperEdge(tcs, ptr);
ptr->x = glseg.x2;
ptr->y = glseg.y2;
ptr->z = ztop[1];
ptr->u = tcs[2].u;
ptr->v = tcs[2].v;
ptr++;
if (split && glseg.fracright == 1) SplitRightEdge(tcs, ptr);
ptr->x = glseg.x2;
ptr->y = glseg.y2;
ptr->z = zbottom[1];
ptr->u = tcs[3].u;
ptr->v = tcs[3].v;
ptr++;
if (split && !(flags & GLWF_NOSPLITLOWER)) SplitLowerEdge(tcs, ptr);
unsigned int offset;
unsigned int count = GLRenderer->mVBO->GetCount(ptr, &offset);
glDrawArrays(GL_TRIANGLE_FAN, offset, count);
vertexcount += 4;
}
}
//==========================================================================
//
//
//
//==========================================================================
void GLWall::RenderFogBoundary()
{
if (gl_fogmode && gl_fixedcolormap == 0)
{
// with shaders this can be done properly
if (gl.hasGLSL())
{
int rel = rellight + getExtraLight();
gl_SetFog(lightlevel, rel, &Colormap, false);
gl_RenderState.SetEffect(EFF_FOGBOUNDARY);
gl_RenderState.EnableAlphaTest(false);
RenderWall(0, NULL);
gl_RenderState.EnableAlphaTest(true);
gl_RenderState.SetEffect(EFF_NONE);
}
else
{
// otherwise 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 xcamera=FIXED2FLOAT(viewx);
float ycamera=FIXED2FLOAT(viewy);
float dist1=Dist2(xcamera,ycamera, glseg.x1,glseg.y1);
float dist2=Dist2(xcamera,ycamera, 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_GREATER,0);
glDepthFunc(GL_LEQUAL);
gl_RenderState.SetColor(fc[0], fc[1], fc[2], fogd1);
flags &= ~GLWF_GLOW;
RenderWall(4,fc);
glDepthFunc(GL_LESS);
gl_RenderState.EnableFog(true);
gl_RenderState.AlphaFunc(GL_GEQUAL,0.5f);
gl_RenderState.EnableTexture(true);
}
}
}
//==========================================================================
//
//
//
//==========================================================================
void GLWall::RenderMirrorSurface()
{
if (GLRenderer->mirrortexture == NULL) return;
// For the sphere map effect we need a normal of the mirror surface,
Vector v(glseg.y2-glseg.y1, 0 ,-glseg.x2+glseg.x1);
v.Normalize();
glNormal3fv(&v[0]);
// Use sphere mapping for this
gl_RenderState.SetEffect(EFF_SPHEREMAP);
gl_SetColor(lightlevel, 0, Colormap ,0.1f);
gl_SetFog(lightlevel, 0, &Colormap, true);
gl_RenderState.BlendFunc(GL_SRC_ALPHA,GL_ONE);
gl_RenderState.AlphaFunc(GL_GREATER,0);
glDepthFunc(GL_LEQUAL);
FMaterial * pat=FMaterial::ValidateTexture(GLRenderer->mirrortexture);
pat->BindPatch(0);
flags &= ~GLWF_GLOW;
//flags |= GLWF_NOSHADER;
RenderWall(0,NULL);
gl_RenderState.SetEffect(EFF_NONE);
// Restore the defaults for the translucent pass
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
gl_RenderState.AlphaFunc(GL_GEQUAL,0.5f*gl_mask_sprite_threshold);
glDepthFunc(GL_LESS);
// This is drawn in the translucent pass which is done after the decal pass
// As a result the decals have to be drawn here.
if (seg->sidedef->AttachedDecals)
{
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1.0f, -128.0f);
glDepthMask(false);
DoDrawDecals();
glDepthMask(true);
glPolygonOffset(0.0f, 0.0f);
glDisable(GL_POLYGON_OFFSET_FILL);
gl_RenderState.SetTextureMode(TM_MODULATE);
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
}
//==========================================================================
//
//
//
//==========================================================================
void GLWall::RenderTranslucentWall()
{
bool transparent = gltexture? gltexture->GetTransparent() : false;
// currently the only modes possible are solid, additive or translucent
// and until that changes I won't fix this code for the new blending modes!
bool isadditive = RenderStyle == STYLE_Add;
if (!transparent) gl_RenderState.AlphaFunc(GL_GEQUAL,gl_mask_threshold*fabs(alpha));
else gl_RenderState.EnableAlphaTest(false);
if (isadditive) gl_RenderState.BlendFunc(GL_SRC_ALPHA,GL_ONE);
int extra;
if (gltexture)
{
gl_RenderState.EnableGlow(!!(flags & GLWF_GLOW));
gltexture->Bind(flags, 0);
extra = getExtraLight();
}
else
{
gl_RenderState.EnableTexture(false);
extra = 0;
}
gl_SetColor(lightlevel, extra, Colormap, fabsf(alpha));
if (type!=RENDERWALL_M2SNF) gl_SetFog(lightlevel, extra, &Colormap, isadditive);
else gl_SetFog(255, 0, NULL, false);
RenderWall(5,NULL);
// restore default settings
if (isadditive) gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
if (transparent) gl_RenderState.EnableAlphaTest(true);
if (!gltexture)
{
gl_RenderState.EnableTexture(true);
}
gl_RenderState.EnableGlow(false);
}
//==========================================================================
//
//
//
//==========================================================================
void GLWall::Draw(int pass)
{
FLightNode * node;
int rel;
#ifdef _DEBUG
if (seg->linedef-lines==879)
{
int a = 0;
}
#endif
// This allows mid textures to be drawn on lines that might overlap a sky wall
if ((flags&GLWF_SKYHACK && type==RENDERWALL_M2S) || type == RENDERWALL_COLORLAYER)
{
if (pass != GLPASS_DECALS)
{
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1.0f, -128.0f);
}
}
switch (pass)
{
case GLPASS_ALL: // Single-pass rendering
SetupLights();
// fall through
case GLPASS_PLAIN: // Single-pass rendering
rel = rellight + getExtraLight();
gl_SetColor(lightlevel, rel, Colormap,1.0f);
if (type!=RENDERWALL_M2SNF) gl_SetFog(lightlevel, rel, &Colormap, false);
else gl_SetFog(255, 0, NULL, false);
gl_RenderState.EnableGlow(!!(flags & GLWF_GLOW));
gltexture->Bind(flags, 0);
RenderWall(3, NULL);
gl_RenderState.EnableGlow(false);
gl_RenderState.EnableLight(false);
break;
case GLPASS_BASE: // Base pass for non-masked polygons (all opaque geometry)
case GLPASS_BASE_MASKED: // Base pass for masked polygons (2sided mid-textures and transparent 3D floors)
rel = rellight + getExtraLight();
gl_SetColor(lightlevel, rel, Colormap,1.0f);
if (!(flags&GLWF_FOGGY))
{
if (type!=RENDERWALL_M2SNF) gl_SetFog(lightlevel, rel, &Colormap, false);
else gl_SetFog(255, 0, NULL, false);
}
gl_RenderState.EnableGlow(!!(flags & GLWF_GLOW));
// fall through
if (pass != GLPASS_BASE)
{
gltexture->Bind(flags, 0);
}
RenderWall(pass == GLPASS_BASE? 2:3, NULL);
gl_RenderState.EnableGlow(false);
gl_RenderState.EnableLight(false);
break;
case GLPASS_TEXTURE: // modulated texture
gltexture->Bind(flags, 0);
RenderWall(1, NULL);
break;
case GLPASS_LIGHT:
case GLPASS_LIGHT_ADDITIVE:
// black fog is diminishing light and should affect lights less than the rest!
if (!(flags&GLWF_FOGGY)) gl_SetFog((255+lightlevel)>>1, 0, NULL, false);
else gl_SetFog(lightlevel, 0, &Colormap, true);
if (seg->sidedef == NULL)
{
node = NULL;
}
else if (!(seg->sidedef->Flags & WALLF_POLYOBJ))
{
// Iterate through all dynamic lights which touch this wall and render them
node = seg->sidedef->lighthead[pass==GLPASS_LIGHT_ADDITIVE];
}
else if (sub)
{
// To avoid constant rechecking for polyobjects use the subsector's lightlist instead
node = sub->lighthead[pass==GLPASS_LIGHT_ADDITIVE];
}
else node = NULL;
while (node)
{
if (!(node->lightsource->flags2&MF2_DORMANT))
{
iter_dlight++;
RenderWall(1, NULL, node->lightsource);
}
node = node->nextLight;
}
break;
case GLPASS_DECALS:
case GLPASS_DECALS_NOFOG:
if (seg->sidedef && seg->sidedef->AttachedDecals)
{
if (pass==GLPASS_DECALS)
{
gl_SetFog(lightlevel, rellight + getExtraLight(), &Colormap, false);
}
DoDrawDecals();
}
break;
case GLPASS_TRANSLUCENT:
switch (type)
{
case RENDERWALL_MIRRORSURFACE:
RenderMirrorSurface();
break;
case RENDERWALL_FOGBOUNDARY:
RenderFogBoundary();
break;
default:
RenderTranslucentWall();
break;
}
}
if ((flags&GLWF_SKYHACK && type==RENDERWALL_M2S) || type == RENDERWALL_COLORLAYER)
{
if (pass!=GLPASS_DECALS)
{
glDisable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(0, 0);
}
}
}