qzdoom/src/gl/scene/gl_decal.cpp

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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/
//
//--------------------------------------------------------------------------
//
/*
** gl_decal.cpp
** OpenGL decal rendering code
**
*/
#include "doomdata.h"
#include "gl/system/gl_system.h"
#include "a_sharedglobal.h"
#include "r_utility.h"
#include "g_levellocals.h"
#include "hwrenderer/utility/hw_cvars.h"
#include "gl/data/gl_vertexbuffer.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/renderer/gl_lightdata.h"
#include "gl/renderer/gl_renderstate.h"
#include "gl/scene/gl_drawinfo.h"
#include "gl/scene/gl_scenedrawer.h"
#include "gl/renderer/gl_quaddrawer.h"
struct DecalVertex
{
float x,y,z;
float u,v;
};
//==========================================================================
//
//
//
//==========================================================================
void FDrawInfo::DrawDecal(GLWall *wall, DBaseDecal *decal)
{
auto seg = wall->seg;
line_t * line = seg->linedef;
side_t * side = seg->sidedef;
int i;
float zpos;
int light;
int rel;
float a;
bool flipx, flipy;
DecalVertex dv[4];
FTextureID decalTile;
if (decal->RenderFlags & RF_INVISIBLE) return;
if (wall->type == RENDERWALL_FFBLOCK && wall->gltexture->isMasked()) return; // No decals on 3D floors with transparent textures.
//if (decal->sprite != 0xffff)
{
decalTile = decal->PicNum;
flipx = !!(decal->RenderFlags & RF_XFLIP);
flipy = !!(decal->RenderFlags & RF_YFLIP);
}
/*
else
{
decalTile = SpriteFrames[sprites[decal->sprite].spriteframes + decal->frame].lump[0];
flipx = SpriteFrames[sprites[decal->sprite].spriteframes + decal->frame].flip & 1;
}
*/
FTexture *texture = TexMan[decalTile];
if (texture == NULL) return;
FMaterial *tex;
tex = FMaterial::ValidateTexture(texture, true);
// the sectors are only used for their texture origin coordinates
// so we don't need the fake sectors for deep water etc.
// As this is a completely split wall fragment no further splits are
// necessary for the decal.
sector_t *frontsector;
// for 3d-floor segments use the model sector as reference
if ((decal->RenderFlags&RF_CLIPMASK) == RF_CLIPMID) frontsector = decal->Sector;
else frontsector = seg->frontsector;
switch (decal->RenderFlags & RF_RELMASK)
{
default:
// No valid decal can have this type. If one is encountered anyway
// it is in some way invalid so skip it.
return;
//zpos = decal->z;
//break;
case RF_RELUPPER:
if (wall->type != RENDERWALL_TOP) return;
if (line->flags & ML_DONTPEGTOP)
{
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zpos = decal->Z + frontsector->GetPlaneTexZ(sector_t::ceiling);
}
else
{
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zpos = decal->Z + seg->backsector->GetPlaneTexZ(sector_t::ceiling);
}
break;
case RF_RELLOWER:
if (wall->type != RENDERWALL_BOTTOM) return;
if (line->flags & ML_DONTPEGBOTTOM)
{
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zpos = decal->Z + frontsector->GetPlaneTexZ(sector_t::ceiling);
}
else
{
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zpos = decal->Z + seg->backsector->GetPlaneTexZ(sector_t::floor);
}
break;
case RF_RELMID:
if (wall->type == RENDERWALL_TOP || wall->type == RENDERWALL_BOTTOM) return;
if (line->flags & ML_DONTPEGBOTTOM)
{
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zpos = decal->Z + frontsector->GetPlaneTexZ(sector_t::floor);
}
else
{
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zpos = decal->Z + frontsector->GetPlaneTexZ(sector_t::ceiling);
}
}
if (decal->RenderFlags & RF_FULLBRIGHT)
{
light = 255;
rel = 0;
}
else
{
light = wall->lightlevel;
rel = wall->rellight + getExtraLight();
}
FColormap p = wall->Colormap;
if (level.flags3 & LEVEL3_NOCOLOREDSPRITELIGHTING)
{
p.Decolorize();
}
a = decal->Alpha;
// now clip the decal to the actual polygon
float decalwidth = tex->TextureWidth() * decal->ScaleX;
float decalheight = tex->TextureHeight() * decal->ScaleY;
float decallefto = tex->GetLeftOffset() * decal->ScaleX;
float decaltopo = tex->GetTopOffset() * decal->ScaleY;
auto &glseg = wall->glseg;
float leftedge = glseg.fracleft * side->TexelLength;
float linelength = glseg.fracright * side->TexelLength - leftedge;
// texel index of the decal's left edge
float decalpixpos = (float)side->TexelLength * decal->LeftDistance - (flipx ? decalwidth - decallefto : decallefto) - leftedge;
float left, right;
float lefttex, righttex;
// decal is off the left edge
if (decalpixpos < 0)
{
left = 0;
lefttex = -decalpixpos;
}
else
{
left = decalpixpos;
lefttex = 0;
}
// decal is off the right edge
if (decalpixpos + decalwidth > linelength)
{
right = linelength;
righttex = right - decalpixpos;
}
else
{
right = decalpixpos + decalwidth;
righttex = decalwidth;
}
if (right <= left) return; // nothing to draw
// one texture unit on the wall as vector
float vx = (glseg.x2 - glseg.x1) / linelength;
float vy = (glseg.y2 - glseg.y1) / linelength;
dv[1].x = dv[0].x = glseg.x1 + vx * left;
dv[1].y = dv[0].y = glseg.y1 + vy * left;
dv[3].x = dv[2].x = glseg.x1 + vx * right;
dv[3].y = dv[2].y = glseg.y1 + vy * right;
zpos += (flipy ? decalheight - decaltopo : decaltopo);
dv[1].z = dv[2].z = zpos;
dv[0].z = dv[3].z = dv[1].z - decalheight;
dv[1].v = dv[2].v = tex->GetVT();
dv[1].u = dv[0].u = tex->GetU(lefttex / decal->ScaleX);
dv[3].u = dv[2].u = tex->GetU(righttex / decal->ScaleX);
dv[0].v = dv[3].v = tex->GetVB();
// now clip to the top plane
float vzt = (wall->ztop[1] - wall->ztop[0]) / linelength;
float topleft = wall->ztop[0] + vzt * left;
float topright = wall->ztop[0] + vzt * right;
// completely below the wall
if (topleft < dv[0].z && topright < dv[3].z)
return;
if (topleft < dv[1].z || topright < dv[2].z)
{
// decal has to be clipped at the top
// let texture clamping handle all extreme cases
dv[1].v = (dv[1].z - topleft) / (dv[1].z - dv[0].z)*dv[0].v;
dv[2].v = (dv[2].z - topright) / (dv[2].z - dv[3].z)*dv[3].v;
dv[1].z = topleft;
dv[2].z = topright;
}
// now clip to the bottom plane
float vzb = (wall->zbottom[1] - wall->zbottom[0]) / linelength;
float bottomleft = wall->zbottom[0] + vzb * left;
float bottomright = wall->zbottom[0] + vzb * right;
// completely above the wall
if (bottomleft > dv[1].z && bottomright > dv[2].z)
return;
if (bottomleft > dv[0].z || bottomright > dv[3].z)
{
// decal has to be clipped at the bottom
// let texture clamping handle all extreme cases
dv[0].v = (dv[1].z - bottomleft) / (dv[1].z - dv[0].z)*(dv[0].v - dv[1].v) + dv[1].v;
dv[3].v = (dv[2].z - bottomright) / (dv[2].z - dv[3].z)*(dv[3].v - dv[2].v) + dv[2].v;
dv[0].z = bottomleft;
dv[3].z = bottomright;
}
if (flipx)
{
float ur = tex->GetUR();
for (i = 0; i < 4; i++) dv[i].u = ur - dv[i].u;
}
if (flipy)
{
float vb = tex->GetVB();
for (i = 0; i < 4; i++) dv[i].v = vb - dv[i].v;
}
// calculate dynamic light effect.
if (gl_lights && GLRenderer->mLightCount && !mDrawer->FixedColormap && gl_light_sprites)
{
// Note: This should be replaced with proper shader based lighting.
double x, y;
decal->GetXY(seg->sidedef, x, y);
gl_SetDynSpriteLight(nullptr, x, y, zpos - decalheight * 0.5f, wall->sub);
}
// alpha color only has an effect when using an alpha texture.
if (decal->RenderStyle.Flags & STYLEF_RedIsAlpha)
{
gl_RenderState.SetObjectColor(decal->AlphaColor | 0xff000000);
}
gl_SetRenderStyle(decal->RenderStyle, false, false);
gl_RenderState.SetMaterial(tex, CLAMP_XY, decal->Translation, 0, !!(decal->RenderStyle.Flags & STYLEF_RedIsAlpha));
// If srcalpha is one it looks better with a higher alpha threshold
if (decal->RenderStyle.SrcAlpha == STYLEALPHA_One) gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_sprite_threshold);
else gl_RenderState.AlphaFunc(GL_GREATER, 0.f);
mDrawer->SetColor(light, rel, p, a);
// for additively drawn decals we must temporarily set the fog color to black.
PalEntry fc = gl_RenderState.GetFogColor();
if (decal->RenderStyle.BlendOp == STYLEOP_Add && decal->RenderStyle.DestAlpha == STYLEALPHA_One)
{
gl_RenderState.SetFog(0, -1);
}
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gl_RenderState.SetNormal(glseg.Normal());
FQuadDrawer qd;
for (i = 0; i < 4; i++)
{
qd.Set(i, dv[i].x, dv[i].z, dv[i].y, dv[i].u, dv[i].v);
}
if (wall->lightlist == nullptr)
{
gl_RenderState.Apply();
qd.Render(GL_TRIANGLE_FAN);
}
else
{
auto &lightlist = *wall->lightlist;
for (unsigned k = 0; k < lightlist.Size(); k++)
{
secplane_t &lowplane = k == lightlist.Size() - 1 ? wall->bottomplane : lightlist[k + 1].plane;
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float low1 = lowplane.ZatPoint(dv[1].x, dv[1].y);
float low2 = lowplane.ZatPoint(dv[2].x, dv[2].y);
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if (low1 < dv[1].z || low2 < dv[2].z)
{
int thisll = lightlist[k].caster != NULL ? hw_ClampLight(*lightlist[k].p_lightlevel) : wall->lightlevel;
FColormap thiscm;
thiscm.FadeColor = wall->Colormap.FadeColor;
thiscm.CopyFrom3DLight(&lightlist[k]);
mDrawer->SetColor(thisll, rel, thiscm, a);
if (level.flags3 & LEVEL3_NOCOLOREDSPRITELIGHTING) thiscm.Decolorize();
mDrawer->SetFog(thisll, rel, &thiscm, wall->RenderStyle == STYLE_Add);
gl_RenderState.SetSplitPlanes(lightlist[k].plane, lowplane);
gl_RenderState.Apply();
qd.Render(GL_TRIANGLE_FAN);
}
if (low1 <= dv[0].z && low2 <= dv[3].z) break;
}
}
rendered_decals++;
gl_RenderState.SetTextureMode(TM_MODULATE);
gl_RenderState.SetObjectColor(0xffffffff);
gl_RenderState.SetFog(fc, -1);
gl_RenderState.SetDynLight(0, 0, 0);
}
//==========================================================================
//
//
//
//==========================================================================
void FDrawInfo::DoDrawDecals(GLWall *wall)
{
if (wall->seg->sidedef && wall->seg->sidedef->AttachedDecals)
{
if (wall->lightlist != nullptr)
{
gl_RenderState.EnableSplit(true);
}
else
{
mDrawer->SetFog(wall->lightlevel, wall->rellight + getExtraLight(), &wall->Colormap, false);
}
DBaseDecal *decal = wall->seg->sidedef->AttachedDecals;
while (decal)
{
DrawDecal(wall, decal);
decal = decal->WallNext;
}
if (wall->lightlist != nullptr)
{
gl_RenderState.EnableSplit(false);
}
}
}