// //--------------------------------------------------------------------------- // // Copyright(C) 2005-2016 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_20.cpp ** ** Fallback code for ancient hardware ** This file collects everything larger that is only needed for ** OpenGL 2.0/no shader compatibility. ** */ #include "gl/system/gl_system.h" #include "menu/menu.h" #include "tarray.h" #include "doomtype.h" #include "m_argv.h" #include "zstring.h" #include "i_system.h" #include "v_text.h" #include "r_utility.h" #include "g_levellocals.h" #include "actorinlines.h" #include "gl/dynlights/gl_dynlight.h" #include "gl/utility/gl_geometric.h" #include "gl/renderer/gl_renderer.h" #include "gl/renderer/gl_lightdata.h" #include "gl/system/gl_interface.h" #include "gl/system/gl_cvars.h" #include "gl/renderer/gl_renderstate.h" #include "gl/scene/gl_drawinfo.h" #include "gl/scene/gl_scenedrawer.h" #include "gl/data/gl_vertexbuffer.h" CVAR(Bool, gl_lights_additive, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) //========================================================================== // // Do some tinkering with the menus so that certain options only appear // when they are actually valid. // //========================================================================== void gl_PatchMenu() { // Radial fog and Doom lighting are not available without full shader support. FOptionValues **opt = OptionValues.CheckKey("LightingModes"); if (opt != NULL) { for(int i = (*opt)->mValues.Size()-1; i>=0; i--) { // Delete 'Doom' lighting mode if ((*opt)->mValues[i].Value == 2.0 || (*opt)->mValues[i].Value == 8.0) { (*opt)->mValues.Delete(i); } } } opt = OptionValues.CheckKey("FogMode"); if (opt != NULL) { for(int i = (*opt)->mValues.Size()-1; i>=0; i--) { // Delete 'Radial' fog mode if ((*opt)->mValues[i].Value == 2.0) { (*opt)->mValues.Delete(i); } } } // disable features that don't work without shaders. if (gl_lightmode == 2 || gl_lightmode == 8) gl_lightmode = 3; if (gl_fogmode == 2) gl_fogmode = 1; // todo: remove more unsupported stuff like postprocessing options. } //========================================================================== // // // //========================================================================== void gl_SetTextureMode(int type) { static float white[] = {1.f,1.f,1.f,1.f}; if (type == TM_MASK) { glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PRIMARY_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_TEXTURE0); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA); } else if (type == TM_OPAQUE) { glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE0); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA); } else if (type == TM_INVERSE) { glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE0); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_ONE_MINUS_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_TEXTURE0); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA); } else if (type == TM_INVERTOPAQUE) { glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE0); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_ONE_MINUS_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA); } else // if (type == TM_MODULATE) { glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); } } //========================================================================== // // // //========================================================================== static int ffTextureMode; static bool ffTextureEnabled; static bool ffFogEnabled; static PalEntry ffFogColor; static int ffSpecialEffect; static float ffFogDensity; static bool currentTextureMatrixState; static bool currentModelMatrixState; void FRenderState::ApplyFixedFunction() { if (mTextureMode != ffTextureMode) { ffTextureMode = mTextureMode; if (ffTextureMode == TM_CLAMPY) ffTextureMode = TM_MODULATE; // this cannot be replicated. Too bad if it creates visual artifacts gl_SetTextureMode(ffTextureMode); } if (mTextureEnabled != ffTextureEnabled) { if ((ffTextureEnabled = mTextureEnabled)) glEnable(GL_TEXTURE_2D); else glDisable(GL_TEXTURE_2D); } if (mFogEnabled != ffFogEnabled) { if ((ffFogEnabled = mFogEnabled)) { glEnable(GL_FOG); } else glDisable(GL_FOG); } if (mFogEnabled) { if (ffFogColor != mFogColor) { ffFogColor = mFogColor; GLfloat FogColor[4] = { mFogColor.r / 255.0f,mFogColor.g / 255.0f,mFogColor.b / 255.0f,0.0f }; glFogfv(GL_FOG_COLOR, FogColor); } if (ffFogDensity != mLightParms[2]) { glFogf(GL_FOG_DENSITY, mLightParms[2] * -0.6931471f); // = 1/log(2) ffFogDensity = mLightParms[2]; } } if (mSpecialEffect != ffSpecialEffect) { switch (ffSpecialEffect) { case EFF_SPHEREMAP: glDisable(GL_TEXTURE_GEN_T); glDisable(GL_TEXTURE_GEN_S); default: break; } switch (mSpecialEffect) { case EFF_SPHEREMAP: // Use sphere mapping for this glEnable(GL_TEXTURE_GEN_T); glEnable(GL_TEXTURE_GEN_S); glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); break; default: break; } ffSpecialEffect = mSpecialEffect; } FStateVec4 col = mColor; col.vec[0] += mDynColor.vec[0]; col.vec[1] += mDynColor.vec[1]; col.vec[2] += mDynColor.vec[2]; col.vec[0] = clamp(col.vec[0], 0.f, 1.f); col.vec[0] = clamp(col.vec[0], 0.f, 1.f); col.vec[1] = clamp(col.vec[1], 0.f, 1.f); col.vec[2] = clamp(col.vec[2], 0.f, 1.f); col.vec[3] = clamp(col.vec[3], 0.f, 1.f); col.vec[0] *= (mObjectColor.r / 255.f); col.vec[1] *= (mObjectColor.g / 255.f); col.vec[2] *= (mObjectColor.b / 255.f); col.vec[3] *= (mObjectColor.a / 255.f); glColor4fv(col.vec); glEnable(GL_BLEND); if (mAlphaThreshold > 0) { glEnable(GL_ALPHA_TEST); glAlphaFunc(GL_GREATER, mAlphaThreshold * col.vec[3]); } else { glDisable(GL_ALPHA_TEST); } if (mTextureMatrixEnabled) { glMatrixMode(GL_TEXTURE); glLoadMatrixf(mTextureMatrix.get()); currentTextureMatrixState = true; } else if (currentTextureMatrixState) { glMatrixMode(GL_TEXTURE); glLoadIdentity(); currentTextureMatrixState = false; } if (mModelMatrixEnabled) { VSMatrix mult = mViewMatrix; mult.multMatrix(mModelMatrix); glMatrixMode(GL_MODELVIEW); glLoadMatrixf(mult.get()); currentModelMatrixState = true; } else if (currentModelMatrixState) { glMatrixMode(GL_MODELVIEW); glLoadMatrixf(mViewMatrix.get()); currentModelMatrixState = false; } } //========================================================================== // // // //========================================================================== void gl_FillScreen(); void FRenderState::DrawColormapOverlay() { float r, g, b; if (mColormapState > CM_DEFAULT && mColormapState < CM_MAXCOLORMAP) { FSpecialColormap *scm = &SpecialColormaps[gl_fixedcolormap - CM_FIRSTSPECIALCOLORMAP]; float m[] = { scm->ColorizeEnd[0] - scm->ColorizeStart[0], scm->ColorizeEnd[1] - scm->ColorizeStart[1], scm->ColorizeEnd[2] - scm->ColorizeStart[2], 0.f }; 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); } //========================================================================== // // Sets up the parameters to render one dynamic light onto one plane // //========================================================================== bool gl_SetupLight(int group, Plane & p, ADynamicLight * light, FVector3 & nearPt, FVector3 & up, FVector3 & right, float & scale, bool checkside, bool additive) { FVector3 fn, pos; DVector3 lpos = light->PosRelative(group); float dist = fabsf(p.DistToPoint(lpos.X, lpos.Z, lpos.Y)); float radius = light->GetRadius(); 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; } if (!light->visibletoplayer) { return false; } scale = 1.0f / ((2.f * radius) - dist); // project light position onto plane (find closest point on plane) pos = { (float)lpos.X, (float)lpos.Z, (float)lpos.Y }; fn = p.Normal(); fn.GetRightUp(right, up); FVector3 tmpVec = fn * dist; nearPt = pos + tmpVec; float cs = 1.0f - (dist / radius); if (additive) cs *= 0.2f; // otherwise the light gets too strong. float r = light->GetRed() / 255.0f * cs; float g = light->GetGreen() / 255.0f * cs; float b = light->GetBlue() / 255.0f * cs; if (light->IsSubtractive()) { gl_RenderState.BlendEquation(GL_FUNC_REVERSE_SUBTRACT); float length = float(FVector3(r, g, b).Length()); r = length - r; g = length - g; b = length - b; } else { gl_RenderState.BlendEquation(GL_FUNC_ADD); } gl_RenderState.SetColor(r, g, b); return true; } //========================================================================== // // // //========================================================================== bool gl_SetupLightTexture() { if (GLRenderer->gllight == nullptr) return false; FMaterial * pat = FMaterial::ValidateTexture(GLRenderer->gllight, false); gl_RenderState.SetMaterial(pat, CLAMP_XY_NOMIP, 0, -1, false); return true; } //========================================================================== // // // //========================================================================== 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) { if (sub->lighthead == nullptr) return false; } bool foggy = gl_CheckFog(&Colormap, lightlevel) || (level.flags&LEVEL_HASFADETABLE) || gl_lights_additive; bool masked = passflag == 2 && gltexture->isMasked(); int list = list_indices[masked][foggy]; gl_drawinfo->dldrawlists[list].AddWall(this); return true; } //========================================================================== // // // //========================================================================== 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); bool foggy = gl_CheckFog(&Colormap, lightlevel) || (level.flags&LEVEL_HASFADETABLE) || gl_lights_additive; int list = list_indices[masked][foggy]; gl_drawinfo->dldrawlists[list].AddFlat(this); return true; } //========================================================================== // // 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, Colormap.fogdensity); float dist1 = Dist2(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, glseg.x1, glseg.y1); float dist2 = Dist2(r_viewpoint.Pos.X, r_viewpoint.Pos.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); glTexCoord2f(tcs[LOLFT].u, tcs[LOLFT].v); glVertex3f(glseg.x1, zbottom[0], glseg.y1); glTexCoord2f(tcs[UPLFT].u, tcs[UPLFT].v); glVertex3f(glseg.x1, ztop[0], glseg.y1); glColor4f(fc[0], fc[1], fc[2], fogd2); glTexCoord2f(tcs[UPRGT].u, tcs[UPRGT].v); glVertex3f(glseg.x2, ztop[1], glseg.y2); glTexCoord2f(tcs[LORGT].u, tcs[LORGT].v); 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); } //========================================================================== // // Flats // //========================================================================== void GLFlat::DrawSubsectorLights(subsector_t * sub, int pass) { Plane p; FVector3 nearPt, up, right, t1; float scale; FLightNode * node = sub->lighthead; 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; } // 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 && ((planehZ() && ceiling) || (planeh>light->Z() && !ceiling))) { node = node->nextLight; continue; } p.Set(plane.plane); if (!gl_SetupLight(sub->sector->PortalGroup, p, light, nearPt, up, right, scale, false, pass != GLPASS_LIGHTTEX)) { node = node->nextLight; continue; } gl_RenderState.Apply(); 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 = { ptr->x, ptr->z, ptr->y }; FVector3 nearToVert = t1 - nearPt; ptr->u = ((nearToVert | right) * scale) + 0.5f; ptr->v = ((nearToVert | up) * scale) + 0.5f; ptr++; } GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_FAN); node = node->nextLight; } } //========================================================================== // // // //========================================================================== void GLFlat::DrawLightsCompat(int pass) { gl_RenderState.Apply(); // Draw the subsectors belonging to this sector for (int i = 0; isubsectorcount; 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) { DrawSubsectorLights(node->sub, pass); node = node->next; } } } //========================================================================== // // Sets up the texture coordinates for one light to be rendered // //========================================================================== bool GLWall::PrepareLight(ADynamicLight * light, int pass) { 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; FVector3 nearPt, up, right; float scale; p.Set(&glseg); if (!p.ValidNormal()) { return false; } if (!gl_SetupLight(seg->frontsector->PortalGroup, p, light, nearPt, up, right, scale, true, pass != GLPASS_LIGHTTEX)) { return false; } FVector3 t1; int outcnt[4] = { 0,0,0,0 }; for (int i = 0; i<4; i++) { t1 = &vtx[i * 3]; FVector3 nearToVert = t1 - nearPt; tcs[i].u = ((nearToVert | right) * scale) + 0.5f; tcs[i].v = ((nearToVert | 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; } 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)) { vertcount = 0; RenderWall(RWF_TEXTURED); } node = node->nextLight; } memcpy(tcs, save, sizeof(tcs)); vertcount = 0; } //========================================================================== // // // //========================================================================== void GLSceneDrawer::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(); gl_drawinfo->dldrawlists[GLLDL_WALLS_PLAIN].DrawWalls(GLPASS_PLAIN); gl_drawinfo->dldrawlists[GLLDL_FLATS_PLAIN].DrawFlats(GLPASS_PLAIN); // 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); gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold); gl_drawinfo->dldrawlists[GLLDL_WALLS_MASKED].DrawWalls(GLPASS_PLAIN); gl_drawinfo->dldrawlists[GLLDL_FLATS_MASKED].DrawFlats(GLPASS_PLAIN); // Part 3: The base of fogged surfaces, including the texture gl_RenderState.EnableBrightmap(false); gl_RenderState.SetTextureMode(TM_MODULATE); gl_RenderState.AlphaFunc(GL_GEQUAL, 0); gl_drawinfo->dldrawlists[GLLDL_WALLS_FOG].DrawWalls(GLPASS_PLAIN); gl_drawinfo->dldrawlists[GLLDL_FLATS_FOG].DrawFlats(GLPASS_PLAIN); gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold); gl_drawinfo->dldrawlists[GLLDL_WALLS_FOGMASKED].DrawWalls(GLPASS_PLAIN); gl_drawinfo->dldrawlists[GLLDL_FLATS_FOGMASKED].DrawFlats(GLPASS_PLAIN); // second pass: draw lights glDepthMask(false); if (GLRenderer->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_MASKED].DrawWalls(GLPASS_LIGHTTEX); gl_drawinfo->dldrawlists[GLLDL_FLATS_PLAIN].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_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_MASKED].DrawWalls(GLPASS_LIGHTTEX_ADDITIVE); gl_drawinfo->dldrawlists[GLLDL_FLATS_PLAIN].DrawFlats(GLPASS_LIGHTTEX_ADDITIVE); gl_drawinfo->dldrawlists[GLLDL_FLATS_MASKED].DrawFlats(GLPASS_LIGHTTEX_ADDITIVE); 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); } else gl_lights = false; glDepthFunc(GL_LESS); gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f); gl_RenderState.EnableFog(true); gl_RenderState.BlendFunc(GL_ONE, GL_ZERO); glDepthMask(true); }