qzdoom/src/gl/scene/gl_skydome.cpp
Christoph Oelckers 1050013017 major cleanup of the texture manager:
- use sampler objects to avoid creating up to 4 different system textures for one game texture just because of different clamping settings.
- avoids flushing all textures for change of texture filter mode.
- separate sprite and regular dimensions on the material level to have better control over which one gets used. It's now an explicit parameter of ValidateTexture. The main reason for this change is better handling of wall sprites which may not be subjected to such handling.
- create mipmaps based on use case, not texture type.
- allows removal of FCloneTexture hack for proper sharing of the same sprite for decals and other purposes.
- better precaching of skyboxes.
2014-08-22 23:50:38 +02:00

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/*
** gl_sky.cpp
**
** Draws the sky. Loosely based on the JDoom sky and the ZDoomGL 0.66.2 sky.
**
**---------------------------------------------------------------------------
** Copyright 2003 Tim Stump
** Copyright 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. 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 "doomtype.h"
#include "g_level.h"
#include "sc_man.h"
#include "w_wad.h"
#include "r_state.h"
//#include "gl/gl_intern.h"
#include "gl/system/gl_interface.h"
#include "gl/data/gl_data.h"
#include "gl/data/gl_vertexbuffer.h"
#include "gl/renderer/gl_lightdata.h"
#include "gl/renderer/gl_renderstate.h"
#include "gl/scene/gl_drawinfo.h"
#include "gl/scene/gl_portal.h"
#include "gl/shaders/gl_shader.h"
#include "gl/textures/gl_bitmap.h"
#include "gl/textures/gl_texture.h"
#include "gl/textures/gl_skyboxtexture.h"
#include "gl/textures/gl_material.h"
//-----------------------------------------------------------------------------
//
// Shamelessly lifted from Doomsday (written by Jaakko Ker<65>nen)
// also shamelessly lifted from ZDoomGL! ;)
//
//-----------------------------------------------------------------------------
CVAR(Float, skyoffset, 0, 0) // for testing
extern int skyfog;
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
FSkyVertexBuffer::FSkyVertexBuffer()
{
CreateDome();
glBindVertexArray(vao_id);
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glVertexAttribPointer(VATTR_VERTEX, 3, GL_FLOAT, false, sizeof(FSkyVertex), &VSO->x);
glVertexAttribPointer(VATTR_TEXCOORD, 2, GL_FLOAT, false, sizeof(FSkyVertex), &VSO->u);
glVertexAttribPointer(VATTR_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(FSkyVertex), &VSO->color);
glEnableVertexAttribArray(VATTR_VERTEX);
glEnableVertexAttribArray(VATTR_TEXCOORD);
glEnableVertexAttribArray(VATTR_COLOR);
glBindVertexArray(0);
}
FSkyVertexBuffer::~FSkyVertexBuffer()
{
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void FSkyVertexBuffer::SkyVertex(int r, int c, bool yflip)
{
static const angle_t maxSideAngle = ANGLE_180 / 3;
static const fixed_t scale = 10000 << FRACBITS;
angle_t topAngle= (angle_t)(c / (float)mColumns * ANGLE_MAX);
angle_t sideAngle = maxSideAngle * (mRows - r) / mRows;
fixed_t height = finesine[sideAngle>>ANGLETOFINESHIFT];
fixed_t realRadius = FixedMul(scale, finecosine[sideAngle>>ANGLETOFINESHIFT]);
fixed_t x = FixedMul(realRadius, finecosine[topAngle>>ANGLETOFINESHIFT]);
fixed_t y = (!yflip) ? FixedMul(scale, height) : FixedMul(scale, height) * -1;
fixed_t z = FixedMul(realRadius, finesine[topAngle>>ANGLETOFINESHIFT]);
FSkyVertex vert;
vert.color = r == 0 ? 0xffffff : 0xffffffff;
// And the texture coordinates.
if(!yflip) // Flipped Y is for the lower hemisphere.
{
vert.u = (-c / (float)mColumns) ;
vert.v = (r / (float)mRows);
}
else
{
vert.u = (-c / (float)mColumns);
vert.v = 1.0f + ((mRows - r) / (float)mRows);
}
if (r != 4) y+=FRACUNIT*300;
// And finally the vertex.
vert.x =-FIXED2FLOAT(x); // Doom mirrors the sky vertically!
vert.y = FIXED2FLOAT(y) - 1.f;
vert.z = FIXED2FLOAT(z);
mVertices.Push(vert);
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void FSkyVertexBuffer::CreateSkyHemisphere(int hemi)
{
int r, c;
bool yflip = !!(hemi & SKYHEMI_LOWER);
mPrimStart.Push(mVertices.Size());
for (c = 0; c < mColumns; c++)
{
SkyVertex(1, c, yflip);
}
// The total number of triangles per hemisphere can be calculated
// as follows: rows * columns * 2 + 2 (for the top cap).
for (r = 0; r < mRows; r++)
{
mPrimStart.Push(mVertices.Size());
for (c = 0; c <= mColumns; c++)
{
SkyVertex(r + yflip, c, yflip);
SkyVertex(r + 1 - yflip, c, yflip);
}
}
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void FSkyVertexBuffer::CreateDome()
{
// the first thing we put into the buffer is the fog layer object which is just 4 triangles around the viewpoint.
mVertices.Reserve(12);
mVertices[0].Set( 1.0f, 1.0f, -1.0f);
mVertices[1].Set( 1.0f, -1.0f, -1.0f);
mVertices[2].Set(-1.0f, 0.0f, -1.0f);
mVertices[3].Set( 1.0f, 1.0f, -1.0f);
mVertices[4].Set( 1.0f, -1.0f, -1.0f);
mVertices[5].Set( 0.0f, 0.0f, 1.0f);
mVertices[6].Set(-1.0f, 0.0f, -1.0f);
mVertices[7].Set( 1.0f, 1.0f, -1.0f);
mVertices[8].Set( 0.0f, 0.0f, 1.0f);
mVertices[9].Set(1.0f, -1.0f, -1.0f);
mVertices[10].Set(-1.0f, 0.0f, -1.0f);
mVertices[11].Set( 0.0f, 0.0f, 1.0f);
mColumns = 128;
mRows = 4;
CreateSkyHemisphere(SKYHEMI_UPPER);
CreateSkyHemisphere(SKYHEMI_LOWER);
mPrimStart.Push(mVertices.Size());
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glBufferData(GL_ARRAY_BUFFER, mVertices.Size() * sizeof(FSkyVertex), &mVertices[0], GL_STATIC_DRAW);
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
inline void FSkyVertexBuffer::RenderRow(int prim, int row)
{
glDrawArrays(prim, mPrimStart[row], mPrimStart[row + 1] - mPrimStart[row]);
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void FSkyVertexBuffer::RenderDome(FMaterial *tex, int mode)
{
int rc = mRows + 1;
// The caps only get drawn for the main layer but not for the overlay.
if (mode == SKYMODE_MAINLAYER && tex != NULL)
{
PalEntry pe = tex->tex->GetSkyCapColor(false);
gl_RenderState.SetObjectColor(pe);
gl_RenderState.EnableTexture(false);
gl_RenderState.Apply();
RenderRow(GL_TRIANGLE_FAN, 0);
pe = tex->tex->GetSkyCapColor(true);
gl_RenderState.SetObjectColor(pe);
gl_RenderState.Apply();
RenderRow(GL_TRIANGLE_FAN, rc);
gl_RenderState.EnableTexture(true);
}
gl_RenderState.SetObjectColor(0xffffffff);
gl_RenderState.Apply();
for (int i = 1; i <= mRows; i++)
{
RenderRow(GL_TRIANGLE_STRIP, i);
RenderRow(GL_TRIANGLE_STRIP, rc + i);
}
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void RenderDome(FMaterial * tex, float x_offset, float y_offset, bool mirror, int mode)
{
int texh = 0;
int texw = 0;
// 57 world units roughly represent one sky texel for the glTranslate call.
const float skyoffsetfactor = 57;
if (tex)
{
tex->Bind(CLAMP_NONE, 0, -1, false);
texw = tex->TextureWidth();
texh = tex->TextureHeight();
gl_RenderState.EnableModelMatrix(true);
gl_RenderState.mModelMatrix.loadIdentity();
gl_RenderState.mModelMatrix.rotate(-180.0f+x_offset, 0.f, 1.f, 0.f);
float xscale = 1024.f / float(texw);
float yscale = 1.f;
if (texh < 200)
{
gl_RenderState.mModelMatrix.translate(0.f, -1250.f, 0.f);
gl_RenderState.mModelMatrix.scale(1.f, texh/230.f, 1.f);
}
else if (texh <= 240)
{
gl_RenderState.mModelMatrix.translate(0.f, (200 - texh + tex->tex->SkyOffset + skyoffset)*skyoffsetfactor, 0.f);
gl_RenderState.mModelMatrix.scale(1.f, 1.f + ((texh-200.f)/200.f) * 1.17f, 1.f);
}
else
{
gl_RenderState.mModelMatrix.translate(0.f, (-40 + tex->tex->SkyOffset + skyoffset)*skyoffsetfactor, 0.f);
gl_RenderState.mModelMatrix.scale(1.f, 1.2f * 1.17f, 1.f);
yscale = 240.f / texh;
}
gl_RenderState.EnableTextureMatrix(true);
gl_RenderState.mTextureMatrix.loadIdentity();
gl_RenderState.mTextureMatrix.scale(mirror? -xscale : xscale, yscale, 1.f);
gl_RenderState.mTextureMatrix.translate(1.f, y_offset / texh, 1.f);
}
GLRenderer->mSkyVBO->RenderDome(tex, mode);
gl_RenderState.EnableTextureMatrix(false);
gl_RenderState.EnableModelMatrix(false);
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
static void RenderBox(FTextureID texno, FMaterial * gltex, float x_offset, bool sky2)
{
FSkyBox * sb = static_cast<FSkyBox*>(gltex->tex);
int faces;
FMaterial * tex;
gl_RenderState.EnableModelMatrix(true);
gl_RenderState.mModelMatrix.loadIdentity();
if (!sky2)
gl_RenderState.mModelMatrix.rotate(-180.0f+x_offset, glset.skyrotatevector.X, glset.skyrotatevector.Z, glset.skyrotatevector.Y);
else
gl_RenderState.mModelMatrix.rotate(-180.0f+x_offset, glset.skyrotatevector2.X, glset.skyrotatevector2.Z, glset.skyrotatevector2.Y);
FFlatVertex *ptr;
if (sb->faces[5])
{
faces=4;
// north
tex = FMaterial::ValidateTexture(sb->faces[0], false);
tex->Bind(CLAMP_XY, 0, -1, false);
gl_RenderState.Apply();
ptr = GLRenderer->mVBO->GetBuffer();
ptr->Set(128.f, 128.f, -128.f, 0, 0);
ptr++;
ptr->Set(-128.f, 128.f, -128.f, 1, 0);
ptr++;
ptr->Set(128.f, -128.f, -128.f, 0, 1);
ptr++;
ptr->Set(-128.f, -128.f, -128.f, 1, 1);
ptr++;
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
// east
tex = FMaterial::ValidateTexture(sb->faces[1], false);
tex->Bind(CLAMP_XY, 0, -1, false);
gl_RenderState.Apply();
ptr = GLRenderer->mVBO->GetBuffer();
ptr->Set(-128.f, 128.f, -128.f, 0, 0);
ptr++;
ptr->Set(-128.f, 128.f, 128.f, 1, 0);
ptr++;
ptr->Set(-128.f, -128.f, -128.f, 0, 1);
ptr++;
ptr->Set(-128.f, -128.f, 128.f, 1, 1);
ptr++;
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
// south
tex = FMaterial::ValidateTexture(sb->faces[2], false);
tex->Bind(CLAMP_XY, 0, -1, false);
gl_RenderState.Apply();
ptr = GLRenderer->mVBO->GetBuffer();
ptr->Set(-128.f, 128.f, 128.f, 0, 0);
ptr++;
ptr->Set(128.f, 128.f, 128.f, 1, 0);
ptr++;
ptr->Set(-128.f, -128.f, 128.f, 0, 1);
ptr++;
ptr->Set(128.f, -128.f, 128.f, 1, 1);
ptr++;
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
// west
tex = FMaterial::ValidateTexture(sb->faces[3], false);
tex->Bind(CLAMP_XY, 0, -1, false);
gl_RenderState.Apply();
ptr = GLRenderer->mVBO->GetBuffer();
ptr->Set(128.f, 128.f, 128.f, 0, 0);
ptr++;
ptr->Set(128.f, 128.f, -128.f, 1, 0);
ptr++;
ptr->Set(128.f, -128.f, 128.f, 0, 1);
ptr++;
ptr->Set(128.f, -128.f, -128.f, 1, 1);
ptr++;
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
}
else
{
faces=1;
ptr = GLRenderer->mVBO->GetBuffer();
ptr->Set(128.f, 128.f, -128.f, 0, 0);
ptr++;
ptr->Set(128.f, -128.f, -128.f, 0, 1);
ptr++;
ptr->Set(-128.f, 128.f, -128.f, 0.25f, 0);
ptr++;
ptr->Set(-128.f, -128.f, -128.f, 0.25f, 1);
ptr++;
ptr->Set(-128.f, 128.f, 128.f, 0.5f, 0);
ptr++;
ptr->Set(-128.f, -128.f, 128.f, 0.5f, 1);
ptr++;
ptr->Set(128.f, 128.f, 128.f, 0.75f, 0);
ptr++;
ptr->Set(128.f, -128.f, 128.f, 0.75f, 1);
ptr++;
ptr->Set(128.f, 128.f, -128.f, 1, 0);
ptr++;
ptr->Set(128.f, -128.f, -128.f, 1, 1);
ptr++;
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
}
// top
tex = FMaterial::ValidateTexture(sb->faces[faces], false);
tex->Bind(CLAMP_XY, 0, -1, false);
gl_RenderState.Apply();
ptr = GLRenderer->mVBO->GetBuffer();
ptr->Set(128.f, 128.f, -128.f, 0, sb->fliptop);
ptr++;
ptr->Set(-128.f, 128.f, -128.f, 1, sb->fliptop);
ptr++;
ptr->Set(128.f, 128.f, 128.f, 0, !sb->fliptop);
ptr++;
ptr->Set(-128.f, 128.f, 128.f, 1, !sb->fliptop);
ptr++;
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
// bottom
tex = FMaterial::ValidateTexture(sb->faces[faces+1], false);
tex->Bind(CLAMP_XY, 0, -1, false);
gl_RenderState.Apply();
ptr = GLRenderer->mVBO->GetBuffer();
ptr->Set(128.f, -128.f, -128.f, 0, 0);
ptr++;
ptr->Set(-128.f, -128.f, -128.f, 1, 0);
ptr++;
ptr->Set(128.f, -128.f, 128.f, 0, 1);
ptr++;
ptr->Set(-128.f, -128.f, 128.f, 1, 1);
ptr++;
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
gl_RenderState.EnableModelMatrix(false);
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void GLSkyPortal::DrawContents()
{
bool drawBoth = false;
// We have no use for Doom lighting special handling here, so disable it for this function.
int oldlightmode = glset.lightmode;
if (glset.lightmode == 8) glset.lightmode = 2;
gl_RenderState.ResetColor();
gl_RenderState.EnableFog(false);
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
gl_MatrixStack.Push(gl_RenderState.mViewMatrix);
GLRenderer->SetupView(0, 0, 0, viewangle, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1));
if (origin->texture[0] && origin->texture[0]->tex->gl_info.bSkybox)
{
RenderBox(origin->skytexno1, origin->texture[0], origin->x_offset[0], origin->sky2);
}
else
{
gl_RenderState.SetVertexBuffer(GLRenderer->mSkyVBO);
if (origin->texture[0]==origin->texture[1] && origin->doublesky) origin->doublesky=false;
if (origin->texture[0])
{
gl_RenderState.SetTextureMode(TM_OPAQUE);
RenderDome(origin->texture[0], origin->x_offset[0], origin->y_offset, origin->mirrored, FSkyVertexBuffer::SKYMODE_MAINLAYER);
gl_RenderState.SetTextureMode(TM_MODULATE);
}
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.05f);
if (origin->doublesky && origin->texture[1])
{
RenderDome(origin->texture[1], origin->x_offset[1], origin->y_offset, false, FSkyVertexBuffer::SKYMODE_SECONDLAYER);
}
if (skyfog>0 && gl_fixedcolormap == CM_DEFAULT && (origin->fadecolor & 0xffffff) != 0)
{
PalEntry FadeColor = origin->fadecolor;
FadeColor.a = clamp<int>(skyfog, 0, 255);
gl_RenderState.EnableTexture(false);
gl_RenderState.SetObjectColor(FadeColor);
gl_RenderState.Apply();
glDrawArrays(GL_TRIANGLES, 0, 12);
gl_RenderState.EnableTexture(true);
gl_RenderState.SetObjectColor(0xffffffff);
}
gl_RenderState.SetVertexBuffer(GLRenderer->mVBO);
}
gl_MatrixStack.Pop(gl_RenderState.mViewMatrix);
gl_RenderState.ApplyMatrices();
glset.lightmode = oldlightmode;
}