mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-15 08:52:04 +00:00
Merge branch 'Clip3DLights'
This commit is contained in:
commit
7aeeb36560
3 changed files with 156 additions and 170 deletions
|
@ -217,75 +217,120 @@ void GLSprite::Draw(int pass)
|
|||
if (gltexture) gl_RenderState.SetMaterial(gltexture, CLAMP_XY, translation, OverrideShader, !!(RenderStyle.Flags & STYLEF_RedIsAlpha));
|
||||
else if (!modelframe) gl_RenderState.EnableTexture(false);
|
||||
|
||||
if (!modelframe)
|
||||
//gl_SetColor(lightlevel, rel, Colormap, trans);
|
||||
|
||||
unsigned int iter;
|
||||
|
||||
if (lightlist)
|
||||
{
|
||||
// [BB] Billboard stuff
|
||||
const bool drawWithXYBillboard = ( (particle && gl_billboard_particles) || (!(actor && actor->renderflags & RF_FORCEYBILLBOARD)
|
||||
//&& GLRenderer->mViewActor != NULL
|
||||
&& (gl_billboard_mode == 1 || (actor && actor->renderflags & RF_FORCEXYBILLBOARD ))) );
|
||||
gl_RenderState.Apply();
|
||||
|
||||
Vector v1;
|
||||
Vector v2;
|
||||
Vector v3;
|
||||
Vector v4;
|
||||
|
||||
if (drawWithXYBillboard)
|
||||
{
|
||||
// Rotate the sprite about the vector starting at the center of the sprite
|
||||
// triangle strip and with direction orthogonal to where the player is looking
|
||||
// in the x/y plane.
|
||||
float xcenter = (x1 + x2)*0.5;
|
||||
float ycenter = (y1 + y2)*0.5;
|
||||
float zcenter = (z1 + z2)*0.5;
|
||||
float angleRad = DEG2RAD(270. - float(GLRenderer->mAngles.Yaw));
|
||||
|
||||
Matrix3x4 mat;
|
||||
mat.MakeIdentity();
|
||||
mat.Translate(xcenter, zcenter, ycenter);
|
||||
mat.Rotate(-sin(angleRad), 0, cos(angleRad), -GLRenderer->mAngles.Pitch);
|
||||
mat.Translate(-xcenter, -zcenter, -ycenter);
|
||||
v1 = mat * Vector(x1, z1, y1);
|
||||
v2 = mat * Vector(x2, z1, y2);
|
||||
v3 = mat * Vector(x1, z2, y1);
|
||||
v4 = mat * Vector(x2, z2, y2);
|
||||
}
|
||||
else
|
||||
{
|
||||
v1 = Vector(x1, z1, y1);
|
||||
v2 = Vector(x2, z1, y2);
|
||||
v3 = Vector(x1, z2, y1);
|
||||
v4 = Vector(x2, z2, y2);
|
||||
}
|
||||
|
||||
FFlatVertex *ptr;
|
||||
unsigned int offset, count;
|
||||
ptr = GLRenderer->mVBO->GetBuffer();
|
||||
ptr->Set(v1[0], v1[1], v1[2], ul, vt);
|
||||
ptr++;
|
||||
ptr->Set(v2[0], v2[1], v2[2], ur, vt);
|
||||
ptr++;
|
||||
ptr->Set(v3[0], v3[1], v3[2], ul, vb);
|
||||
ptr++;
|
||||
ptr->Set(v4[0], v4[1], v4[2], ur, vb);
|
||||
ptr++;
|
||||
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP, &offset, &count);
|
||||
|
||||
if (foglayer)
|
||||
{
|
||||
// If we get here we know that we have colored fog and no fixed colormap.
|
||||
gl_SetFog(foglevel, rel, &Colormap, additivefog);
|
||||
gl_RenderState.SetFixedColormap(CM_FOGLAYER);
|
||||
gl_RenderState.BlendEquation(GL_FUNC_ADD);
|
||||
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
gl_RenderState.Apply();
|
||||
GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, offset, count);
|
||||
gl_RenderState.SetFixedColormap(CM_DEFAULT);
|
||||
}
|
||||
iter = lightlist->Size();
|
||||
gl_RenderState.EnableSplit(true);
|
||||
glEnable(GL_CLIP_DISTANCE3);
|
||||
glEnable(GL_CLIP_DISTANCE4);
|
||||
}
|
||||
else
|
||||
{
|
||||
gl_RenderModel(this);
|
||||
iter = 1;
|
||||
}
|
||||
|
||||
for (unsigned i = 0; i < iter; i++)
|
||||
{
|
||||
if (lightlist)
|
||||
{
|
||||
// set up the light slice
|
||||
static secplane_t bottommost = { 0, 0, FRACUNIT, 32767<<FRACBITS, FRACUNIT };
|
||||
static secplane_t topmost = { 0, 0, FRACUNIT, -(32767<<FRACBITS), FRACUNIT };
|
||||
|
||||
secplane_t *topplane = i == 0 ? &topmost : &(*lightlist)[i].plane;
|
||||
secplane_t *lowplane = i == (*lightlist).Size() - 1 ? &bottommost : &(*lightlist)[i + 1].plane;
|
||||
|
||||
int thisll = (*lightlist)[i].caster != NULL ? gl_ClampLight(*(*lightlist)[i].p_lightlevel) : lightlevel;
|
||||
FColormap thiscm;
|
||||
thiscm.FadeColor = Colormap.FadeColor;
|
||||
thiscm.CopyFrom3DLight(&(*lightlist)[i]);
|
||||
gl_SetColor(thisll, rel, thiscm, trans);
|
||||
gl_RenderState.SetSplitPlanes(*topplane, *lowplane);
|
||||
}
|
||||
|
||||
if (!modelframe)
|
||||
{
|
||||
// [BB] Billboard stuff
|
||||
const bool drawWithXYBillboard = ((particle && gl_billboard_particles) || (!(actor && actor->renderflags & RF_FORCEYBILLBOARD)
|
||||
//&& GLRenderer->mViewActor != NULL
|
||||
&& (gl_billboard_mode == 1 || (actor && actor->renderflags & RF_FORCEXYBILLBOARD))));
|
||||
|
||||
gl_RenderState.Apply();
|
||||
|
||||
Vector v1;
|
||||
Vector v2;
|
||||
Vector v3;
|
||||
Vector v4;
|
||||
|
||||
if (drawWithXYBillboard)
|
||||
{
|
||||
// Rotate the sprite about the vector starting at the center of the sprite
|
||||
// triangle strip and with direction orthogonal to where the player is looking
|
||||
// in the x/y plane.
|
||||
float xcenter = (x1 + x2)*0.5;
|
||||
float ycenter = (y1 + y2)*0.5;
|
||||
float zcenter = (z1 + z2)*0.5;
|
||||
float angleRad = DEG2RAD(270. - float(GLRenderer->mAngles.Yaw));
|
||||
|
||||
Matrix3x4 mat;
|
||||
mat.MakeIdentity();
|
||||
mat.Translate(xcenter, zcenter, ycenter);
|
||||
mat.Rotate(-sin(angleRad), 0, cos(angleRad), -GLRenderer->mAngles.Pitch);
|
||||
mat.Translate(-xcenter, -zcenter, -ycenter);
|
||||
v1 = mat * Vector(x1, z1, y1);
|
||||
v2 = mat * Vector(x2, z1, y2);
|
||||
v3 = mat * Vector(x1, z2, y1);
|
||||
v4 = mat * Vector(x2, z2, y2);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
v1 = Vector(x1, z1, y1);
|
||||
v2 = Vector(x2, z1, y2);
|
||||
v3 = Vector(x1, z2, y1);
|
||||
v4 = Vector(x2, z2, y2);
|
||||
}
|
||||
|
||||
FFlatVertex *ptr;
|
||||
unsigned int offset, count;
|
||||
ptr = GLRenderer->mVBO->GetBuffer();
|
||||
ptr->Set(v1[0], v1[1], v1[2], ul, vt);
|
||||
ptr++;
|
||||
ptr->Set(v2[0], v2[1], v2[2], ur, vt);
|
||||
ptr++;
|
||||
ptr->Set(v3[0], v3[1], v3[2], ul, vb);
|
||||
ptr++;
|
||||
ptr->Set(v4[0], v4[1], v4[2], ur, vb);
|
||||
ptr++;
|
||||
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP, &offset, &count);
|
||||
|
||||
if (foglayer)
|
||||
{
|
||||
// If we get here we know that we have colored fog and no fixed colormap.
|
||||
gl_SetFog(foglevel, rel, &Colormap, additivefog);
|
||||
gl_RenderState.SetFixedColormap(CM_FOGLAYER);
|
||||
gl_RenderState.BlendEquation(GL_FUNC_ADD);
|
||||
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
gl_RenderState.Apply();
|
||||
GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, offset, count);
|
||||
gl_RenderState.SetFixedColormap(CM_DEFAULT);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
gl_RenderModel(this);
|
||||
}
|
||||
}
|
||||
|
||||
if (lightlist)
|
||||
{
|
||||
glDisable(GL_CLIP_DISTANCE3);
|
||||
glDisable(GL_CLIP_DISTANCE4);
|
||||
gl_RenderState.EnableSplit(false);
|
||||
}
|
||||
|
||||
if (pass==GLPASS_TRANSLUCENT)
|
||||
|
@ -322,87 +367,6 @@ inline void GLSprite::PutSprite(bool translucent)
|
|||
gl_drawinfo->drawlists[list].AddSprite(this);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
void GLSprite::SplitSprite(sector_t * frontsector, bool translucent)
|
||||
{
|
||||
GLSprite copySprite;
|
||||
fixed_t lightbottom;
|
||||
float maplightbottom;
|
||||
unsigned int i;
|
||||
bool put=false;
|
||||
TArray<lightlist_t> & lightlist=frontsector->e->XFloor.lightlist;
|
||||
|
||||
for(i=0;i<lightlist.Size();i++)
|
||||
{
|
||||
// Particles don't go through here so we can safely assume that actor is not NULL
|
||||
if (i<lightlist.Size()-1) lightbottom=lightlist[i+1].plane.ZatPoint(actor);
|
||||
else lightbottom=frontsector->floorplane.ZatPoint(actor);
|
||||
|
||||
maplightbottom=FIXED2FLOAT(lightbottom);
|
||||
if (maplightbottom<z2) maplightbottom=z2;
|
||||
|
||||
if (maplightbottom<z1)
|
||||
{
|
||||
copySprite=*this;
|
||||
copySprite.lightlevel = gl_ClampLight(*lightlist[i].p_lightlevel);
|
||||
copySprite.Colormap.CopyFrom3DLight(&lightlist[i]);
|
||||
|
||||
if (glset.nocoloredspritelighting)
|
||||
{
|
||||
int v = (copySprite.Colormap.LightColor.r + copySprite.Colormap.LightColor.g + copySprite.Colormap.LightColor.b )/3;
|
||||
copySprite.Colormap.LightColor.r=
|
||||
copySprite.Colormap.LightColor.g=
|
||||
copySprite.Colormap.LightColor.b=(255+v+v)/3;
|
||||
}
|
||||
|
||||
z1=copySprite.z2=maplightbottom;
|
||||
vt=copySprite.vb=copySprite.vt+
|
||||
(maplightbottom-copySprite.z1)*(copySprite.vb-copySprite.vt)/(z2-copySprite.z1);
|
||||
copySprite.PutSprite(translucent);
|
||||
put=true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void GLSprite::SetSpriteColor(sector_t *sector, fixed_t center_y)
|
||||
{
|
||||
fixed_t lightbottom;
|
||||
float maplightbottom;
|
||||
unsigned int i;
|
||||
TArray<lightlist_t> & lightlist=actor->Sector->e->XFloor.lightlist;
|
||||
|
||||
for(i=0;i<lightlist.Size();i++)
|
||||
{
|
||||
// Particles don't go through here so we can safely assume that actor is not NULL
|
||||
if (i<lightlist.Size()-1) lightbottom=lightlist[i+1].plane.ZatPoint(actor);
|
||||
else lightbottom=sector->floorplane.ZatPoint(actor);
|
||||
|
||||
//maplighttop=FIXED2FLOAT(lightlist[i].height);
|
||||
maplightbottom=FIXED2FLOAT(lightbottom);
|
||||
if (maplightbottom<z2) maplightbottom=z2;
|
||||
|
||||
if (maplightbottom<center_y)
|
||||
{
|
||||
lightlevel=*lightlist[i].p_lightlevel;
|
||||
Colormap.CopyFrom3DLight(&lightlist[i]);
|
||||
|
||||
if (glset.nocoloredspritelighting)
|
||||
{
|
||||
int v = (Colormap.LightColor.r + Colormap.LightColor.g + Colormap.LightColor.b )/3;
|
||||
Colormap.LightColor.r=
|
||||
Colormap.LightColor.g=
|
||||
Colormap.LightColor.b=(255+v+v)/3;
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
|
@ -543,21 +507,26 @@ void GLSprite::Process(AActor* thing,sector_t * sector)
|
|||
// Too close to the camera. This doesn't look good if it is a sprite.
|
||||
if (P_AproxDistance(thingpos.x-viewx, thingpos.y-viewy)<2*FRACUNIT)
|
||||
{
|
||||
// exclude vertically moving objects from this check.
|
||||
if (!(thing->velx==0 && thing->vely==0 && thing->velz!=0))
|
||||
if (viewz >= thingpos.z - 2 * FRACUNIT && viewz <= thingpos.z + thing->height + 2 * FRACUNIT)
|
||||
{
|
||||
if (!gl_FindModelFrame(RUNTIME_TYPE(thing), spritenum, thing->frame, false))
|
||||
// exclude vertically moving objects from this check.
|
||||
if (!(thing->velx == 0 && thing->vely == 0 && thing->velz != 0))
|
||||
{
|
||||
return;
|
||||
if (!gl_FindModelFrame(RUNTIME_TYPE(thing), spritenum, thing->frame, false))
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// don't draw first frame of a player missile
|
||||
if (thing->flags&MF_MISSILE && thing->target==GLRenderer->mViewActor && GLRenderer->mViewActor != NULL)
|
||||
if (thing->flags&MF_MISSILE && !(thing->flags7 & MF7_FLYCHEAT) && thing->target==GLRenderer->mViewActor && GLRenderer->mViewActor != NULL)
|
||||
{
|
||||
if (P_AproxDistance(thingpos.x-viewx, thingpos.y-viewy) < thing->Speed ) return;
|
||||
fixed_t clipdist = clamp(thing->Speed, thing->target->radius, thing->target->radius*2);
|
||||
if (P_AproxDistance(thingpos.x-viewx, thingpos.y-viewy) < clipdist) return;
|
||||
}
|
||||
thing->flags7 |= MF7_FLYCHEAT; // do this only once for the very first frame, but not if it gets into range again.
|
||||
|
||||
if (GLRenderer->mCurrentPortal)
|
||||
{
|
||||
|
@ -831,19 +800,23 @@ void GLSprite::Process(AActor* thing,sector_t * sector)
|
|||
&& (gl_billboard_mode == 1 || actor->renderflags & RF_FORCEXYBILLBOARD ) );
|
||||
|
||||
|
||||
if (drawWithXYBillboard || modelframe)
|
||||
// no light splitting when:
|
||||
// 1. no lightlist
|
||||
// 2. any fixed colormap
|
||||
// 3. any bright object
|
||||
// 4. any with render style shadow (which doesn't use the sector light)
|
||||
// 5. anything with render style reverse subtract (light effect is not what would be desired here)
|
||||
if (thing->Sector->e->XFloor.lightlist.Size() != 0 && gl_fixedcolormap == CM_DEFAULT && !fullbright &&
|
||||
RenderStyle.BlendOp != STYLEOP_Shadow && RenderStyle.BlendOp != STYLEOP_RevSub)
|
||||
{
|
||||
if (!gl_fixedcolormap && !fullbright) SetSpriteColor(actor->Sector, thingpos.y + (actor->height>>1));
|
||||
PutSprite(hw_styleflags != STYLEHW_Solid);
|
||||
}
|
||||
else if (thing->Sector->e->XFloor.lightlist.Size()==0 || gl_fixedcolormap || fullbright)
|
||||
{
|
||||
PutSprite(hw_styleflags != STYLEHW_Solid);
|
||||
lightlist = &thing->Sector->e->XFloor.lightlist;
|
||||
}
|
||||
else
|
||||
{
|
||||
SplitSprite(thing->Sector, hw_styleflags != STYLEHW_Solid);
|
||||
lightlist = NULL;
|
||||
}
|
||||
|
||||
PutSprite(hw_styleflags != STYLEHW_Solid);
|
||||
rendered_sprites++;
|
||||
}
|
||||
|
||||
|
@ -965,6 +938,11 @@ void GLSprite::ProcessParticle (particle_t *particle, sector_t *sector)//, int s
|
|||
if (gl_particles_style != 2 && trans>=1.0f-FLT_EPSILON) hw_styleflags = STYLEHW_Solid;
|
||||
else hw_styleflags = STYLEHW_NoAlphaTest;
|
||||
|
||||
if (sector->e->XFloor.lightlist.Size() != 0 && gl_fixedcolormap == CM_DEFAULT && !fullbright)
|
||||
lightlist = §or->e->XFloor.lightlist;
|
||||
else
|
||||
lightlist = NULL;
|
||||
|
||||
PutSprite(hw_styleflags != STYLEHW_Solid);
|
||||
rendered_sprites++;
|
||||
}
|
||||
|
|
|
@ -333,8 +333,8 @@ public:
|
|||
float trans;
|
||||
AActor * actor;
|
||||
particle_t * particle;
|
||||
TArray<lightlist_t> *lightlist;
|
||||
|
||||
void SplitSprite(sector_t * frontsector, bool translucent);
|
||||
void SetLowerParam();
|
||||
void PerformSpriteClipAdjustment(AActor *thing, fixed_t thingx, fixed_t thingy, float spriteheight);
|
||||
|
||||
|
@ -345,7 +345,6 @@ public:
|
|||
void Process(AActor* thing,sector_t * sector);
|
||||
void ProcessParticle (particle_t *particle, sector_t *sector);//, int shade, int fakeside)
|
||||
void SetThingColor(PalEntry);
|
||||
void SetSpriteColor(sector_t *sector, fixed_t y);
|
||||
|
||||
// Lines start-end and fdiv must intersect.
|
||||
double CalcIntersectionVertex(GLWall * w2);
|
||||
|
|
|
@ -344,14 +344,23 @@ void GLWall::RenderTextured(int rflags)
|
|||
|
||||
for (unsigned i = 0; i < lightlist->Size(); i++)
|
||||
{
|
||||
int thisll = (*lightlist)[i].caster != NULL? gl_ClampLight(*(*lightlist)[i].p_lightlevel) : lightlevel;
|
||||
FColormap thiscm;
|
||||
thiscm.FadeColor = Colormap.FadeColor;
|
||||
thiscm.CopyFrom3DLight(&(*lightlist)[i]);
|
||||
gl_SetColor(thisll, rel, thiscm, absalpha);
|
||||
if (type != RENDERWALL_M2SNF) gl_SetFog(thisll, rel, &thiscm, RenderStyle == STYLE_Add);
|
||||
gl_RenderState.SetSplitPlanes((*lightlist)[i].plane, i == (*lightlist).Size() - 1 ? bottomplane : (*lightlist)[i + 1].plane);
|
||||
RenderWall(rflags);
|
||||
secplane_t &lowplane = i == (*lightlist).Size() - 1 ? bottomplane : (*lightlist)[i + 1].plane;
|
||||
// this must use the exact same calculation method as GLWall::Process etc.
|
||||
float low1 = FIXED2FLOAT(lowplane.ZatPoint(vertexes[0]));
|
||||
float low2 = FIXED2FLOAT(lowplane.ZatPoint(vertexes[1]));
|
||||
|
||||
if (low1 < ztop[0] && low2 < ztop[1])
|
||||
{
|
||||
int thisll = (*lightlist)[i].caster != NULL ? gl_ClampLight(*(*lightlist)[i].p_lightlevel) : lightlevel;
|
||||
FColormap thiscm;
|
||||
thiscm.FadeColor = Colormap.FadeColor;
|
||||
thiscm.CopyFrom3DLight(&(*lightlist)[i]);
|
||||
gl_SetColor(thisll, rel, thiscm, absalpha);
|
||||
if (type != RENDERWALL_M2SNF) gl_SetFog(thisll, rel, &thiscm, RenderStyle == STYLE_Add);
|
||||
gl_RenderState.SetSplitPlanes((*lightlist)[i].plane, lowplane);
|
||||
RenderWall(rflags);
|
||||
}
|
||||
if (low1 <= zbottom[0] && low2 <= zbottom[1]) break;
|
||||
}
|
||||
|
||||
glDisable(GL_CLIP_DISTANCE3);
|
||||
|
|
Loading…
Reference in a new issue