/* ** gl_walls_draw.cpp ** Wall rendering ** **--------------------------------------------------------------------------- ** Copyright 2000-2005 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be ** covered by the terms of the GNU Lesser General Public License as published ** by the Free Software Foundation; either version 2.1 of the License, or (at ** your option) any later version. ** 5. Full disclosure of the entire project's source code, except for third ** party libraries is mandatory. (NOTE: This clause is non-negotiable!) ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "gl/system/gl_system.h" #include "p_local.h" #include "p_lnspec.h" #include "a_sharedglobal.h" #include "gl/gl_functions.h" #include "gl/system/gl_interface.h" #include "gl/system/gl_cvars.h" #include "gl/renderer/gl_lightdata.h" #include "gl/renderer/gl_renderstate.h" #include "gl/renderer/gl_renderer.h" #include "gl/data/gl_data.h" #include "gl/data/gl_vertexbuffer.h" #include "gl/dynlights/gl_dynlight.h" #include "gl/dynlights/gl_glow.h" #include "gl/scene/gl_drawinfo.h" #include "gl/scene/gl_portal.h" #include "gl/shaders/gl_shader.h" #include "gl/textures/gl_material.h" #include "gl/utility/gl_clock.h" #include "gl/utility/gl_templates.h" EXTERN_CVAR(Bool, gl_seamless) //========================================================================== // // Sets up the texture coordinates for one light to be rendered // //========================================================================== bool GLWall::PrepareLight(texcoord * tcs, ADynamicLight * light) { 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; Vector nearPt, up, right; float scale; p.Init(vtx,4); if (!p.ValidNormal()) { return false; } if (!gl_SetupLight(p, light, nearPt, up, right, scale, Colormap.desaturation, true, !!(flags&GLWF_FOGGY))) { return false; } if (tcs != NULL) { Vector t1; int outcnt[4]={0,0,0,0}; for(int i=0;i<4;i++) { t1.Set(&vtx[i*3]); Vector nearToVert = t1 - nearPt; tcs[i].u = (nearToVert.Dot(right) * scale) + 0.5f; tcs[i].v = (nearToVert.Dot(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; } //========================================================================== // // Collect lights for shader // //========================================================================== FDynLightData lightdata; void GLWall::SetupLights() { 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; lightdata.Clear(); p.Init(vtx,4); if (!p.ValidNormal()) { return; } for(int i=0;i<2;i++) { FLightNode *node; if (seg->sidedef == NULL) { node = NULL; } else if (!(seg->sidedef->Flags & WALLF_POLYOBJ)) { node = seg->sidedef->lighthead[i]; } else if (sub) { // Polobject segs cannot be checked per sidedef so use the subsector instead. node = sub->lighthead[i]; } else node = NULL; // Iterate through all dynamic lights which touch this wall and render them while (node) { if (!(node->lightsource->flags2&MF2_DORMANT)) { iter_dlight++; Vector fn, pos; float x = FIXED2FLOAT(node->lightsource->x); float y = FIXED2FLOAT(node->lightsource->y); float z = FIXED2FLOAT(node->lightsource->z); float dist = fabsf(p.DistToPoint(x, z, y)); float radius = (node->lightsource->GetRadius() * gl_lights_size); float scale = 1.0f / ((2.f * radius) - dist); if (radius > 0.f && dist < radius) { Vector nearPt, up, right; pos.Set(x,z,y); fn=p.Normal(); fn.GetRightUp(right, up); Vector tmpVec = fn * dist; nearPt = pos + tmpVec; Vector t1; int outcnt[4]={0,0,0,0}; texcoord tcs[4]; // do a quick check whether the light touches this polygon for(int i=0;i<4;i++) { t1.Set(&vtx[i*3]); Vector nearToVert = t1 - nearPt; tcs[i].u = (nearToVert.Dot(right) * scale) + 0.5f; tcs[i].v = (nearToVert.Dot(up) * scale) + 0.5f; 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]++; } if (outcnt[0]!=4 && outcnt[1]!=4 && outcnt[2]!=4 && outcnt[3]!=4) { gl_GetLight(p, node->lightsource, true, false, lightdata); } } } node = node->nextLight; } } int numlights[3]; lightdata.Combine(numlights, gl.MaxLights()); if (numlights[2] > 0) { draw_dlight+=numlights[2]/2; gl_RenderState.EnableLight(true); gl_RenderState.SetLights(numlights, &lightdata.arrays[0][0]); } } //========================================================================== // // General purpose wall rendering function // everything goes through here // //========================================================================== void GLWall::RenderWall(int textured, float * color2, ADynamicLight * light) { texcoord tcs[4]; bool split = (gl_seamless && !(textured&4) && seg->sidedef != NULL && !(seg->sidedef->Flags & WALLF_POLYOBJ)); if (!light) { tcs[0]=lolft; tcs[1]=uplft; tcs[2]=uprgt; tcs[3]=lorgt; if (!!(flags&GLWF_GLOW) && (textured & 2)) { gl_RenderState.SetGlowPlanes(topplane, bottomplane); gl_RenderState.SetGlowParams(topglowcolor, bottomglowcolor); } } else { if (!PrepareLight(tcs, light)) return; } gl_RenderState.Apply(); // the rest of the code is identical for textured rendering and lights if (!gl_usevbo) { glBegin(GL_TRIANGLE_FAN); // lower left corner if (textured & 1) glTexCoord2f(tcs[0].u, tcs[0].v); glVertex3f(glseg.x1, zbottom[0], glseg.y1); if (split && glseg.fracleft == 0) SplitLeftEdge(tcs); // upper left corner if (textured & 1) glTexCoord2f(tcs[1].u, tcs[1].v); glVertex3f(glseg.x1, ztop[0], glseg.y1); if (split && !(flags & GLWF_NOSPLITUPPER)) SplitUpperEdge(tcs); // color for right side (do not set in render state!) if (color2) glColor4fv(color2); // upper right corner if (textured & 1) glTexCoord2f(tcs[2].u, tcs[2].v); glVertex3f(glseg.x2, ztop[1], glseg.y2); if (split && glseg.fracright == 1) SplitRightEdge(tcs); // lower right corner if (textured & 1) glTexCoord2f(tcs[3].u, tcs[3].v); glVertex3f(glseg.x2, zbottom[1], glseg.y2); if (split && !(flags & GLWF_NOSPLITLOWER)) SplitLowerEdge(tcs); glEnd(); vertexcount += 4; } else { FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer(); ptr->x = glseg.x1; ptr->y = glseg.y1; ptr->z = zbottom[0]; ptr->u = tcs[0].u; ptr->v = tcs[0].v; ptr++; if (split && glseg.fracleft == 0) SplitLeftEdge(tcs, ptr); ptr->x = glseg.x1; ptr->y = glseg.y1; ptr->z = ztop[0]; ptr->u = tcs[1].u; ptr->v = tcs[1].v; ptr++; if (split && !(flags & GLWF_NOSPLITUPPER)) SplitUpperEdge(tcs, ptr); ptr->x = glseg.x2; ptr->y = glseg.y2; ptr->z = ztop[1]; ptr->u = tcs[2].u; ptr->v = tcs[2].v; ptr++; if (split && glseg.fracright == 1) SplitRightEdge(tcs, ptr); ptr->x = glseg.x2; ptr->y = glseg.y2; ptr->z = zbottom[1]; ptr->u = tcs[3].u; ptr->v = tcs[3].v; ptr++; if (split && !(flags & GLWF_NOSPLITLOWER)) SplitLowerEdge(tcs, ptr); unsigned int offset; unsigned int count = GLRenderer->mVBO->GetCount(ptr, &offset); glDrawArrays(GL_TRIANGLE_FAN, offset, count); vertexcount += 4; } } //========================================================================== // // // //========================================================================== void GLWall::RenderFogBoundary() { if (gl_fogmode && gl_fixedcolormap == 0) { // with shaders this can be done properly if (gl.hasGLSL()) { int rel = rellight + getExtraLight(); gl_SetFog(lightlevel, rel, &Colormap, false); gl_RenderState.SetEffect(EFF_FOGBOUNDARY); gl_RenderState.EnableAlphaTest(false); RenderWall(0, NULL); gl_RenderState.EnableAlphaTest(true); gl_RenderState.SetEffect(EFF_NONE); } else { // otherwise 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); float xcamera=FIXED2FLOAT(viewx); float ycamera=FIXED2FLOAT(viewy); float dist1=Dist2(xcamera,ycamera, glseg.x1,glseg.y1); float dist2=Dist2(xcamera,ycamera, 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_GREATER,0); glDepthFunc(GL_LEQUAL); gl_RenderState.SetColor(fc[0], fc[1], fc[2], fogd1); flags &= ~GLWF_GLOW; RenderWall(4,fc); glDepthFunc(GL_LESS); gl_RenderState.EnableFog(true); gl_RenderState.AlphaFunc(GL_GEQUAL,0.5f); gl_RenderState.EnableTexture(true); } } } //========================================================================== // // // //========================================================================== void GLWall::RenderMirrorSurface() { if (GLRenderer->mirrortexture == NULL) return; // For the sphere map effect we need a normal of the mirror surface, Vector v(glseg.y2-glseg.y1, 0 ,-glseg.x2+glseg.x1); v.Normalize(); glNormal3fv(&v[0]); // Use sphere mapping for this gl_RenderState.SetEffect(EFF_SPHEREMAP); gl_SetColor(lightlevel, 0, Colormap ,0.1f); gl_SetFog(lightlevel, 0, &Colormap, true); gl_RenderState.BlendFunc(GL_SRC_ALPHA,GL_ONE); gl_RenderState.AlphaFunc(GL_GREATER,0); glDepthFunc(GL_LEQUAL); FMaterial * pat=FMaterial::ValidateTexture(GLRenderer->mirrortexture); pat->BindPatch(0); flags &= ~GLWF_GLOW; //flags |= GLWF_NOSHADER; RenderWall(0,NULL); gl_RenderState.SetEffect(EFF_NONE); // Restore the defaults for the translucent pass gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); gl_RenderState.AlphaFunc(GL_GEQUAL,0.5f*gl_mask_sprite_threshold); glDepthFunc(GL_LESS); // This is drawn in the translucent pass which is done after the decal pass // As a result the decals have to be drawn here. if (seg->sidedef->AttachedDecals) { glEnable(GL_POLYGON_OFFSET_FILL); glPolygonOffset(-1.0f, -128.0f); glDepthMask(false); DoDrawDecals(); glDepthMask(true); glPolygonOffset(0.0f, 0.0f); glDisable(GL_POLYGON_OFFSET_FILL); gl_RenderState.SetTextureMode(TM_MODULATE); gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } } //========================================================================== // // // //========================================================================== void GLWall::RenderTranslucentWall() { bool transparent = gltexture? gltexture->GetTransparent() : false; // currently the only modes possible are solid, additive or translucent // and until that changes I won't fix this code for the new blending modes! bool isadditive = RenderStyle == STYLE_Add; if (!transparent) gl_RenderState.AlphaFunc(GL_GEQUAL,gl_mask_threshold*fabs(alpha)); else gl_RenderState.EnableAlphaTest(false); if (isadditive) gl_RenderState.BlendFunc(GL_SRC_ALPHA,GL_ONE); int extra; if (gltexture) { gl_RenderState.EnableGlow(!!(flags & GLWF_GLOW)); gltexture->Bind(flags, 0); extra = getExtraLight(); } else { gl_RenderState.EnableTexture(false); extra = 0; } gl_SetColor(lightlevel, extra, Colormap, fabsf(alpha)); if (type!=RENDERWALL_M2SNF) gl_SetFog(lightlevel, extra, &Colormap, isadditive); else gl_SetFog(255, 0, NULL, false); RenderWall(5,NULL); // restore default settings if (isadditive) gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); if (transparent) gl_RenderState.EnableAlphaTest(true); if (!gltexture) { gl_RenderState.EnableTexture(true); } gl_RenderState.EnableGlow(false); } //========================================================================== // // // //========================================================================== void GLWall::Draw(int pass) { FLightNode * node; int rel; #ifdef _DEBUG if (seg->linedef-lines==879) { int a = 0; } #endif // This allows mid textures to be drawn on lines that might overlap a sky wall if ((flags&GLWF_SKYHACK && type==RENDERWALL_M2S) || type == RENDERWALL_COLORLAYER) { if (pass != GLPASS_DECALS) { glEnable(GL_POLYGON_OFFSET_FILL); glPolygonOffset(-1.0f, -128.0f); } } switch (pass) { case GLPASS_ALL: // Single-pass rendering SetupLights(); // fall through case GLPASS_PLAIN: // Single-pass rendering rel = rellight + getExtraLight(); gl_SetColor(lightlevel, rel, Colormap,1.0f); if (type!=RENDERWALL_M2SNF) gl_SetFog(lightlevel, rel, &Colormap, false); else gl_SetFog(255, 0, NULL, false); gl_RenderState.EnableGlow(!!(flags & GLWF_GLOW)); gltexture->Bind(flags, 0); RenderWall(3, NULL); gl_RenderState.EnableGlow(false); gl_RenderState.EnableLight(false); break; case GLPASS_BASE: // Base pass for non-masked polygons (all opaque geometry) case GLPASS_BASE_MASKED: // Base pass for masked polygons (2sided mid-textures and transparent 3D floors) rel = rellight + getExtraLight(); gl_SetColor(lightlevel, rel, Colormap,1.0f); if (!(flags&GLWF_FOGGY)) { if (type!=RENDERWALL_M2SNF) gl_SetFog(lightlevel, rel, &Colormap, false); else gl_SetFog(255, 0, NULL, false); } gl_RenderState.EnableGlow(!!(flags & GLWF_GLOW)); // fall through if (pass != GLPASS_BASE) { gltexture->Bind(flags, 0); } RenderWall(pass == GLPASS_BASE? 2:3, NULL); gl_RenderState.EnableGlow(false); gl_RenderState.EnableLight(false); break; case GLPASS_TEXTURE: // modulated texture gltexture->Bind(flags, 0); RenderWall(1, NULL); break; case GLPASS_LIGHT: case GLPASS_LIGHT_ADDITIVE: // black fog is diminishing light and should affect lights less than the rest! if (!(flags&GLWF_FOGGY)) gl_SetFog((255+lightlevel)>>1, 0, NULL, false); else gl_SetFog(lightlevel, 0, &Colormap, true); if (seg->sidedef == NULL) { node = NULL; } else if (!(seg->sidedef->Flags & WALLF_POLYOBJ)) { // Iterate through all dynamic lights which touch this wall and render them node = seg->sidedef->lighthead[pass==GLPASS_LIGHT_ADDITIVE]; } else if (sub) { // To avoid constant rechecking for polyobjects use the subsector's lightlist instead node = sub->lighthead[pass==GLPASS_LIGHT_ADDITIVE]; } else node = NULL; while (node) { if (!(node->lightsource->flags2&MF2_DORMANT)) { iter_dlight++; RenderWall(1, NULL, node->lightsource); } node = node->nextLight; } break; case GLPASS_DECALS: case GLPASS_DECALS_NOFOG: if (seg->sidedef && seg->sidedef->AttachedDecals) { if (pass==GLPASS_DECALS) { gl_SetFog(lightlevel, rellight + getExtraLight(), &Colormap, false); } DoDrawDecals(); } break; case GLPASS_TRANSLUCENT: switch (type) { case RENDERWALL_MIRRORSURFACE: RenderMirrorSurface(); break; case RENDERWALL_FOGBOUNDARY: RenderFogBoundary(); break; default: RenderTranslucentWall(); break; } } if ((flags&GLWF_SKYHACK && type==RENDERWALL_M2S) || type == RENDERWALL_COLORLAYER) { if (pass!=GLPASS_DECALS) { glDisable(GL_POLYGON_OFFSET_FILL); glPolygonOffset(0, 0); } } }