// //--------------------------------------------------------------------------- // // Copyright(C) 2000-2018 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_drawinfo.cpp ** Basic scene draw info management class ** */ #include "a_sharedglobal.h" #include "r_utility.h" #include "r_sky.h" #include "d_player.h" #include "g_levellocals.h" #include "hw_fakeflat.h" #include "hw_drawinfo.h" #include "hw_portal.h" #include "hwrenderer/utility/hw_clock.h" #include "hwrenderer/utility/hw_cvars.h" EXTERN_CVAR(Float, r_visibility) CVAR(Bool, gl_bandedswlight, false, CVAR_ARCHIVE) sector_t * hw_FakeFlat(sector_t * sec, sector_t * dest, area_t in_area, bool back); //========================================================================== // // // //========================================================================== void HWDrawInfo::ClearBuffers() { for(unsigned int i=0;i< otherfloorplanes.Size();i++) { gl_subsectorrendernode * node = otherfloorplanes[i]; while (node) { gl_subsectorrendernode * n = node; node = node->next; delete n; } } otherfloorplanes.Clear(); for(unsigned int i=0;i< otherceilingplanes.Size();i++) { gl_subsectorrendernode * node = otherceilingplanes[i]; while (node) { gl_subsectorrendernode * n = node; node = node->next; delete n; } } otherceilingplanes.Clear(); // clear all the lists that might not have been cleared already MissingUpperTextures.Clear(); MissingLowerTextures.Clear(); MissingUpperSegs.Clear(); MissingLowerSegs.Clear(); SubsectorHacks.Clear(); CeilingStacks.Clear(); FloorStacks.Clear(); HandledSubsectors.Clear(); spriteindex = 0; CurrentMapSections.Resize(level.NumMapSections); CurrentMapSections.Zero(); sectorrenderflags.Resize(level.sectors.Size()); ss_renderflags.Resize(level.subsectors.Size()); no_renderflags.Resize(level.subsectors.Size()); memset(§orrenderflags[0], 0, level.sectors.Size() * sizeof(sectorrenderflags[0])); memset(&ss_renderflags[0], 0, level.subsectors.Size() * sizeof(ss_renderflags[0])); memset(&no_renderflags[0], 0, level.nodes.Size() * sizeof(no_renderflags[0])); mClipPortal = nullptr; mCurrentPortal = nullptr; } //========================================================================== // // // //========================================================================== void HWDrawInfo::UpdateCurrentMapSection() { const int mapsection = R_PointInSubsector(Viewpoint.Pos)->mapsection; CurrentMapSections.Set(mapsection); } //----------------------------------------------------------------------------- // // Sets the area the camera is in // //----------------------------------------------------------------------------- void HWDrawInfo::SetViewArea() { auto &vp = Viewpoint; // The render_sector is better suited to represent the current position in GL vp.sector = R_PointInSubsector(vp.Pos)->render_sector; // Get the heightsec state from the render sector, not the current one! if (vp.sector->GetHeightSec()) { in_area = vp.Pos.Z <= vp.sector->heightsec->floorplane.ZatPoint(vp.Pos) ? area_below : (vp.Pos.Z > vp.sector->heightsec->ceilingplane.ZatPoint(vp.Pos) && !(vp.sector->heightsec->MoreFlags&SECMF_FAKEFLOORONLY)) ? area_above : area_normal; } else { in_area = level.HasHeightSecs ? area_default : area_normal; // depends on exposed lower sectors, if map contains heightsecs. } } //----------------------------------------------------------------------------- // // // //----------------------------------------------------------------------------- int HWDrawInfo::SetFullbrightFlags(player_t *player) { FullbrightFlags = 0; // check for special colormaps player_t * cplayer = player? player->camera->player : nullptr; if (cplayer) { int cm = CM_DEFAULT; if (cplayer->extralight == INT_MIN) { cm = CM_FIRSTSPECIALCOLORMAP + INVERSECOLORMAP; Viewpoint.extralight = 0; FullbrightFlags = Fullbright; // This does never set stealth vision. } else if (cplayer->fixedcolormap != NOFIXEDCOLORMAP) { cm = CM_FIRSTSPECIALCOLORMAP + cplayer->fixedcolormap; FullbrightFlags = Fullbright; if (gl_enhanced_nv_stealth > 2) FullbrightFlags |= StealthVision; } else if (cplayer->fixedlightlevel != -1) { auto torchtype = PClass::FindActor(NAME_PowerTorch); auto litetype = PClass::FindActor(NAME_PowerLightAmp); for (AInventory * in = cplayer->mo->Inventory; in; in = in->Inventory) { //PalEntry color = in->CallGetBlend(); // Need special handling for light amplifiers if (in->IsKindOf(torchtype)) { FullbrightFlags = Fullbright; if (gl_enhanced_nv_stealth > 1) FullbrightFlags |= StealthVision; } else if (in->IsKindOf(litetype)) { FullbrightFlags = Fullbright; if (gl_enhanced_nightvision) FullbrightFlags |= Nightvision; if (gl_enhanced_nv_stealth > 0) FullbrightFlags |= StealthVision; } } } return cm; } else { return CM_DEFAULT; } } //----------------------------------------------------------------------------- // // R_FrustumAngle // //----------------------------------------------------------------------------- angle_t HWDrawInfo::FrustumAngle() { float tilt = fabs(Viewpoint.HWAngles.Pitch.Degrees); // If the pitch is larger than this you can look all around at a FOV of 90° if (tilt > 46.0f) return 0xffffffff; // ok, this is a gross hack that barely works... // but at least it doesn't overestimate too much... double floatangle = 2.0 + (45.0 + ((tilt / 1.9)))*Viewpoint.FieldOfView.Degrees*48.0 / AspectMultiplier(r_viewwindow.WidescreenRatio) / 90.0; angle_t a1 = DAngle(floatangle).BAMs(); if (a1 >= ANGLE_180) return 0xffffffff; return a1; } //----------------------------------------------------------------------------- // // Setup the modelview matrix // //----------------------------------------------------------------------------- void HWDrawInfo::SetViewMatrix(const FRotator &angles, float vx, float vy, float vz, bool mirror, bool planemirror) { float mult = mirror ? -1.f : 1.f; float planemult = planemirror ? -level.info->pixelstretch : level.info->pixelstretch; VPUniforms.mViewMatrix.loadIdentity(); VPUniforms.mViewMatrix.rotate(angles.Roll.Degrees, 0.0f, 0.0f, 1.0f); VPUniforms.mViewMatrix.rotate(angles.Pitch.Degrees, 1.0f, 0.0f, 0.0f); VPUniforms.mViewMatrix.rotate(angles.Yaw.Degrees, 0.0f, mult, 0.0f); VPUniforms.mViewMatrix.translate(vx * mult, -vz * planemult, -vy); VPUniforms.mViewMatrix.scale(-mult, planemult, 1); } //----------------------------------------------------------------------------- // // SetupView // Setup the view rotation matrix for the given viewpoint // //----------------------------------------------------------------------------- void HWDrawInfo::SetupView(float vx, float vy, float vz, bool mirror, bool planemirror) { auto &vp = Viewpoint; vp.SetViewAngle(r_viewwindow); SetViewMatrix(vp.HWAngles, vx, vy, vz, mirror, planemirror); SetCameraPos(vp.Pos); ApplyVPUniforms(); } //----------------------------------------------------------------------------- // // // //----------------------------------------------------------------------------- IPortal * HWDrawInfo::FindPortal(const void * src) { int i = Portals.Size() - 1; while (i >= 0 && Portals[i] && Portals[i]->GetSource() != src) i--; return i >= 0 ? Portals[i] : nullptr; } //----------------------------------------------------------------------------- // // // //----------------------------------------------------------------------------- void HWViewpointUniforms::SetDefaults() { mProjectionMatrix.loadIdentity(); mViewMatrix.loadIdentity(); mNormalViewMatrix.loadIdentity(); mViewHeight = viewheight; mGlobVis = (float)R_GetGlobVis(r_viewwindow, r_visibility) / 32.f; mPalLightLevels = static_cast(gl_bandedswlight) | (static_cast(gl_fogmode) << 8); mClipLine.X = -10000000.0f; }