#ifndef __GL_WALL_H #define __GL_WALL_H //========================================================================== // // One wall segment in the draw list // //========================================================================== #include "r_defs.h" #include "textures/textures.h" #include "gl/renderer/gl_colormap.h" struct GLHorizonInfo; struct F3DFloor; struct model_t; struct FSpriteModelFrame; struct particle_t; class ADynamicLight; class FMaterial; struct GLDrawList; struct GLSkyInfo; struct FTexCoordInfo; struct FPortal; struct FFlatVertex; enum WallTypes { RENDERWALL_NONE, RENDERWALL_TOP, RENDERWALL_M1S, RENDERWALL_M2S, RENDERWALL_BOTTOM, RENDERWALL_SKY, RENDERWALL_FOGBOUNDARY, RENDERWALL_HORIZON, RENDERWALL_SKYBOX, RENDERWALL_SECTORSTACK, RENDERWALL_PLANEMIRROR, RENDERWALL_MIRROR, RENDERWALL_MIRRORSURFACE, RENDERWALL_M2SNF, RENDERWALL_M2SFOG, RENDERWALL_COLOR, RENDERWALL_FFBLOCK, RENDERWALL_COLORLAYER, // Insert new types at the end! }; struct GLSeg { float x1,x2; float y1,y2; float fracleft, fracright; // fractional offset of the 2 vertices on the linedef }; struct texcoord { float u,v; }; //========================================================================== // // One sector plane, still in fixed point // //========================================================================== struct GLSectorPlane { FTextureID texture; secplane_t plane; fixed_t texheight; fixed_t xoffs, yoffs; fixed_t xscale, yscale; angle_t angle; void GetFromSector(sector_t * sec, int ceiling) { xoffs = sec->GetXOffset(ceiling); yoffs = sec->GetYOffset(ceiling); xscale = sec->GetXScale(ceiling); yscale = sec->GetYScale(ceiling); angle = sec->GetAngle(ceiling); texture = sec->GetTexture(ceiling); plane = sec->GetSecPlane(ceiling); texheight = (ceiling == sector_t::ceiling)? plane.d : -plane.d; } }; class GLWall { public: enum { //GLWF_CLAMPX=1, use GLT_* for these! //GLWF_CLAMPY=2, GLWF_SKYHACK=4, GLWF_FOGGY=8, GLWF_GLOW=16, // illuminated by glowing flats GLWF_NOSHADER=32, // cannot be drawn with shaders. GLWF_NOSPLITUPPER=64, GLWF_NOSPLITLOWER=128, }; friend struct GLDrawList; friend class GLPortal; GLSeg glseg; vertex_t * vertexes[2]; // required for polygon splitting float ztop[2],zbottom[2]; texcoord uplft, uprgt, lolft, lorgt; float alpha; FMaterial *gltexture; FColormap Colormap; ERenderStyle RenderStyle; fixed_t viewdistance; int lightlevel; BYTE type; BYTE flags; short rellight; float topglowcolor[4]; float bottomglowcolor[4]; int firstdynlight, lastdynlight; int firstwall, numwalls; // splitting info. union { // it's either one of them but never more! AActor * skybox; // for skyboxes GLSkyInfo * sky; // for normal sky GLHorizonInfo * horizon; // for horizon information FPortal * portal; // stacked sector portals secplane_t * planemirror; // for plane mirrors }; FTextureID topflat,bottomflat; secplane_t topplane, bottomplane; // we need to save these to pass them to the shader for calculating glows. // these are not the same as ytop and ybottom!!! float zceil[2]; float zfloor[2]; public: seg_t * seg; // this gives the easiest access to all other structs involved subsector_t * sub; // For polyobjects private: void CheckGlowing(); void PutWall(bool translucent); void CheckTexturePosition(); void SetupLights(); bool PrepareLight(texcoord * tcs, ADynamicLight * light); void RenderWall(int textured, ADynamicLight * light=NULL); void GetPrimitive(unsigned int *store); void FloodPlane(int pass); void SkyPlane(sector_t *sector, int plane, bool allowmirror); void SkyNormal(sector_t * fs,vertex_t * v1,vertex_t * v2); void SkyTop(seg_t * seg,sector_t * fs,sector_t * bs,vertex_t * v1,vertex_t * v2); void SkyBottom(seg_t * seg,sector_t * fs,sector_t * bs,vertex_t * v1,vertex_t * v2); void Put3DWall(lightlist_t * lightlist, bool translucent); void SplitWall(sector_t * frontsector, bool translucent); void LightPass(); void SetHorizon(vertex_t * ul, vertex_t * ur, vertex_t * ll, vertex_t * lr); bool DoHorizon(seg_t * seg,sector_t * fs, vertex_t * v1,vertex_t * v2); bool SetWallCoordinates(seg_t * seg, FTexCoordInfo *tci, float ceilingrefheight, int topleft,int topright, int bottomleft,int bottomright, int texoffset); void DoTexture(int type,seg_t * seg,int peg, int ceilingrefheight,int floorrefheight, int CeilingHeightstart,int CeilingHeightend, int FloorHeightstart,int FloorHeightend, int v_offset); void DoMidTexture(seg_t * seg, bool drawfogboundary, sector_t * front, sector_t * back, sector_t * realfront, sector_t * realback, fixed_t fch1, fixed_t fch2, fixed_t ffh1, fixed_t ffh2, fixed_t bch1, fixed_t bch2, fixed_t bfh1, fixed_t bfh2); void GetPlanePos(F3DFloor::planeref *planeref, int &left, int &right); void BuildFFBlock(seg_t * seg, F3DFloor * rover, fixed_t ff_topleft, fixed_t ff_topright, fixed_t ff_bottomleft, fixed_t ff_bottomright); void InverseFloors(seg_t * seg, sector_t * frontsector, fixed_t topleft, fixed_t topright, fixed_t bottomleft, fixed_t bottomright); void ClipFFloors(seg_t * seg, F3DFloor * ffloor, sector_t * frontsector, fixed_t topleft, fixed_t topright, fixed_t bottomleft, fixed_t bottomright); void DoFFloorBlocks(seg_t * seg, sector_t * frontsector, sector_t * backsector, fixed_t fch1, fixed_t fch2, fixed_t ffh1, fixed_t ffh2, fixed_t bch1, fixed_t bch2, fixed_t bfh1, fixed_t bfh2); void DrawDecal(DBaseDecal *actor); void DoDrawDecals(); void RenderFogBoundary(); void RenderMirrorSurface(); void RenderTranslucentWall(); void SplitLeftEdge(texcoord * tcs, FFlatVertex *&ptr); void SplitRightEdge(texcoord * tcs, FFlatVertex *&ptr); void SplitUpperEdge(texcoord * tcs, FFlatVertex *&ptr); void SplitLowerEdge(texcoord * tcs, FFlatVertex *&ptr); public: void Process(seg_t *seg, sector_t *frontsector, sector_t *backsector); void ProcessLowerMiniseg(seg_t *seg, sector_t *frontsector, sector_t *backsector); void Draw(int pass); float PointOnSide(float x,float y) { return -((y-glseg.y1)*(glseg.x2-glseg.x1)-(x-glseg.x1)*(glseg.y2-glseg.y1)); } // Lines start-end and fdiv must intersect. double CalcIntersectionVertex(GLWall * w2) { float ax = glseg.x1, ay=glseg.y1; float bx = glseg.x2, by=glseg.y2; float cx = w2->glseg.x1, cy=w2->glseg.y1; float dx = w2->glseg.x2, dy=w2->glseg.y2; return ((ay-cy)*(dx-cx)-(ax-cx)*(dy-cy)) / ((bx-ax)*(dy-cy)-(by-ay)*(dx-cx)); } }; //========================================================================== // // One flat plane in the draw list // //========================================================================== class GLFlat { public: friend struct GLDrawList; sector_t * sector; subsector_t * sub; // only used for translucent planes float dz; // z offset for rendering hacks float z; // the z position of the flat (only valid for non-sloped planes) FMaterial *gltexture; FColormap Colormap; // light and fog ERenderStyle renderstyle; float alpha; GLSectorPlane plane; int lightlevel; bool stack; bool foggy; bool ceiling; BYTE renderflags; int vboindex; int vboheight; int dynlightindex; bool SetupSubsectorLights(bool lightsapplied, subsector_t * sub); void DrawSubsector(subsector_t * sub); void DrawSubsectorLights(subsector_t * sub, int pass); void DrawSubsectors(int pass, bool istrans); void PutFlat(bool fog = false); void Process(sector_t * model, int whichplane, bool notexture); void SetFrom3DFloor(F3DFloor *rover, bool top, bool underside); void ProcessSector(sector_t * frontsector); void Draw(int pass); }; //========================================================================== // // One sprite in the draw list // //========================================================================== class GLSprite { public: friend struct GLDrawList; friend void Mod_RenderModel(GLSprite * spr, model_t * mdl, int framenumber); BYTE lightlevel; BYTE foglevel; BYTE hw_styleflags; bool fullbright; PalEntry ThingColor; // thing's own color FColormap Colormap; FSpriteModelFrame * modelframe; FRenderStyle RenderStyle; int OverrideShader; int translation; int index; int depth; float x,y,z; // needed for sorting! float ul,ur; float vt,vb; float x1,y1,z1; float x2,y2,z2; FMaterial *gltexture; float trans; AActor * actor; particle_t * particle; void SplitSprite(sector_t * frontsector, bool translucent); void SetLowerParam(); public: void Draw(int pass); void PutSprite(bool translucent); 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); }; inline float Dist2(float x1,float y1,float x2,float y2) { return sqrtf((x1-x2)*(x1-x2)+(y1-y2)*(y1-y2)); } // Light + color void gl_SetDynSpriteLight(AActor *self, fixed_t x, fixed_t y, fixed_t z, subsector_t *subsec); void gl_SetDynSpriteLight(AActor *actor, particle_t *particle); #endif