mirror of
https://github.com/ZDoom/qzdoom.git
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cd7986b1b1
- moved FLevelLocals to its own header to resolve some circular include conflicts.
1416 lines
41 KiB
C++
1416 lines
41 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2004-2016 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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** gl_scene.cpp
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** manages the rendering of the player's view
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**
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*/
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#include "gl/system/gl_system.h"
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#include "gi.h"
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#include "m_png.h"
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#include "m_random.h"
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#include "st_stuff.h"
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#include "dobject.h"
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#include "doomstat.h"
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#include "g_level.h"
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#include "r_data/r_interpolate.h"
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#include "r_utility.h"
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#include "d_player.h"
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#include "p_effect.h"
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#include "sbar.h"
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#include "po_man.h"
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#include "r_utility.h"
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#include "p_local.h"
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#include "gl/gl_functions.h"
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#include "serializer.h"
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#include "g_levellocals.h"
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#include "gl/dynlights/gl_lightbuffer.h"
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#include "gl/system/gl_interface.h"
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#include "gl/system/gl_framebuffer.h"
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#include "gl/system/gl_cvars.h"
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#include "gl/renderer/gl_lightdata.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/renderer/gl_renderbuffers.h"
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#include "gl/data/gl_data.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "gl/dynlights/gl_dynlight.h"
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#include "gl/models/gl_models.h"
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#include "gl/scene/gl_clipper.h"
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#include "gl/scene/gl_drawinfo.h"
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#include "gl/scene/gl_portal.h"
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#include "gl/shaders/gl_shader.h"
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#include "gl/stereo3d/gl_stereo3d.h"
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#include "gl/stereo3d/scoped_view_shifter.h"
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#include "gl/textures/gl_translate.h"
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#include "gl/textures/gl_material.h"
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#include "gl/textures/gl_skyboxtexture.h"
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#include "gl/utility/gl_clock.h"
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#include "gl/utility/gl_convert.h"
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#include "gl/utility/gl_templates.h"
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//==========================================================================
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//
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// CVARs
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//
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//==========================================================================
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CVAR(Bool, gl_texture, true, 0)
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CVAR(Bool, gl_no_skyclear, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR(Float, gl_mask_threshold, 0.5f,CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR(Float, gl_mask_sprite_threshold, 0.5f,CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR(Bool, gl_sort_textures, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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EXTERN_CVAR (Bool, cl_capfps)
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EXTERN_CVAR (Bool, r_deathcamera)
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EXTERN_CVAR (Float, underwater_fade_scalar)
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extern int viewpitch;
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extern bool NoInterpolateView;
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extern bool r_showviewer;
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int gl_fixedcolormap;
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area_t in_area;
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TArray<BYTE> currentmapsection;
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int camtexcount;
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void gl_ParseDefs();
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//-----------------------------------------------------------------------------
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//
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// R_FrustumAngle
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//
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//-----------------------------------------------------------------------------
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angle_t FGLRenderer::FrustumAngle()
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{
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float tilt= fabs(mAngles.Pitch.Degrees);
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// If the pitch is larger than this you can look all around at a FOV of 90<39>
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if (tilt>46.0f) return 0xffffffff;
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// ok, this is a gross hack that barely works...
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// but at least it doesn't overestimate too much...
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double floatangle=2.0+(45.0+((tilt/1.9)))*mCurrentFoV*48.0/AspectMultiplier(WidescreenRatio)/90.0;
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angle_t a1 = DAngle(floatangle).BAMs();
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if (a1>=ANGLE_180) return 0xffffffff;
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return a1;
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}
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//-----------------------------------------------------------------------------
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//
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// Sets the area the camera is in
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::SetViewArea()
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{
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// The render_sector is better suited to represent the current position in GL
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viewsector = R_PointInSubsector(ViewPos)->render_sector;
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// Get the heightsec state from the render sector, not the current one!
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if (viewsector->heightsec && !(viewsector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC))
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{
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in_area = ViewPos.Z <= viewsector->heightsec->floorplane.ZatPoint(ViewPos) ? area_below :
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(ViewPos.Z > viewsector->heightsec->ceilingplane.ZatPoint(ViewPos) &&
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!(viewsector->heightsec->MoreFlags&SECF_FAKEFLOORONLY)) ? area_above : area_normal;
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}
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else
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{
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in_area = area_default; // depends on exposed lower sectors
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}
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}
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//-----------------------------------------------------------------------------
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//
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// resets the 3D viewport
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::Reset3DViewport()
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{
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glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
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}
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//-----------------------------------------------------------------------------
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//
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// sets 3D viewport and initial state
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::Set3DViewport(bool mainview)
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{
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if (mainview && mBuffers->Setup(mScreenViewport.width, mScreenViewport.height, mSceneViewport.width, mSceneViewport.height))
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{
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bool useSSAO = (gl_ssao != 0);
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mBuffers->BindSceneFB(useSSAO);
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gl_RenderState.SetPassType(useSSAO ? GBUFFER_PASS : NORMAL_PASS);
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gl_RenderState.EnableDrawBuffers(gl_RenderState.GetPassDrawBufferCount());
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gl_RenderState.Apply();
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}
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// Always clear all buffers with scissor test disabled.
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// This is faster on newer hardware because it allows the GPU to skip
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// reading from slower memory where the full buffers are stored.
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glDisable(GL_SCISSOR_TEST);
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glClearColor(mSceneClearColor[0], mSceneClearColor[1], mSceneClearColor[2], 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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const auto &bounds = mSceneViewport;
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glViewport(bounds.left, bounds.top, bounds.width, bounds.height);
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glScissor(bounds.left, bounds.top, bounds.width, bounds.height);
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glEnable(GL_SCISSOR_TEST);
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glEnable(GL_MULTISAMPLE);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_STENCIL_TEST);
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glStencilFunc(GL_ALWAYS,0,~0); // default stencil
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glStencilOp(GL_KEEP,GL_KEEP,GL_REPLACE);
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}
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//-----------------------------------------------------------------------------
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//
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// Setup the camera position
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::SetViewAngle(DAngle viewangle)
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{
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mAngles.Yaw = float(270.0-viewangle.Degrees);
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DVector2 v = ViewAngle.ToVector();
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mViewVector.X = v.X;
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mViewVector.Y = v.Y;
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R_SetViewAngle();
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}
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//-----------------------------------------------------------------------------
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//
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// SetProjection
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// sets projection matrix
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::SetProjection(float fov, float ratio, float fovratio)
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{
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float fovy = 2 * RAD2DEG(atan(tan(DEG2RAD(fov) / 2) / fovratio));
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gl_RenderState.mProjectionMatrix.perspective(fovy, ratio, GetZNear(), GetZFar());
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}
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// raw matrix input from stereo 3d modes
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void FGLRenderer::SetProjection(VSMatrix matrix)
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{
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gl_RenderState.mProjectionMatrix.loadIdentity();
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gl_RenderState.mProjectionMatrix.multMatrix(matrix);
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}
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//-----------------------------------------------------------------------------
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//
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// Setup the modelview matrix
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::SetViewMatrix(float vx, float vy, float vz, bool mirror, bool planemirror)
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{
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float mult = mirror? -1:1;
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float planemult = planemirror? -glset.pixelstretch : glset.pixelstretch;
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gl_RenderState.mViewMatrix.loadIdentity();
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gl_RenderState.mViewMatrix.rotate(GLRenderer->mAngles.Roll.Degrees, 0.0f, 0.0f, 1.0f);
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gl_RenderState.mViewMatrix.rotate(GLRenderer->mAngles.Pitch.Degrees, 1.0f, 0.0f, 0.0f);
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gl_RenderState.mViewMatrix.rotate(GLRenderer->mAngles.Yaw.Degrees, 0.0f, mult, 0.0f);
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gl_RenderState.mViewMatrix.translate(vx * mult, -vz * planemult , -vy);
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gl_RenderState.mViewMatrix.scale(-mult, planemult, 1);
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}
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//-----------------------------------------------------------------------------
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//
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// SetupView
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// Setup the view rotation matrix for the given viewpoint
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::SetupView(float vx, float vy, float vz, DAngle va, bool mirror, bool planemirror)
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{
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SetViewAngle(va);
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SetViewMatrix(vx, vy, vz, mirror, planemirror);
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gl_RenderState.ApplyMatrices();
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}
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//-----------------------------------------------------------------------------
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//
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// CreateScene
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//
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// creates the draw lists for the current scene
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::CreateScene()
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{
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// reset the portal manager
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GLPortal::StartFrame();
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PO_LinkToSubsectors();
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ProcessAll.Clock();
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// clip the scene and fill the drawlists
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for(unsigned i=0;i<portals.Size(); i++) portals[i]->glportal = NULL;
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gl_spriteindex=0;
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Bsp.Clock();
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GLRenderer->mVBO->Map();
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R_SetView();
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validcount++; // used for processing sidedefs only once by the renderer.
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gl_RenderBSPNode (nodes + numnodes - 1);
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if (GLRenderer->mCurrentPortal != NULL) GLRenderer->mCurrentPortal->RenderAttached();
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Bsp.Unclock();
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// And now the crappy hacks that have to be done to avoid rendering anomalies:
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gl_drawinfo->HandleMissingTextures(); // Missing upper/lower textures
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gl_drawinfo->HandleHackedSubsectors(); // open sector hacks for deep water
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gl_drawinfo->ProcessSectorStacks(); // merge visplanes of sector stacks
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GLRenderer->mVBO->Unmap();
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ProcessAll.Unclock();
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}
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//-----------------------------------------------------------------------------
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//
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// RenderScene
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//
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// Draws the current draw lists for the non GLSL renderer
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::RenderScene(int recursion)
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{
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RenderAll.Clock();
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glDepthMask(true);
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if (!gl_no_skyclear) GLPortal::RenderFirstSkyPortal(recursion);
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gl_RenderState.SetCameraPos(ViewPos.X, ViewPos.Y, ViewPos.Z);
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gl_RenderState.EnableFog(true);
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gl_RenderState.BlendFunc(GL_ONE,GL_ZERO);
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if (gl_sort_textures)
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{
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gl_drawinfo->drawlists[GLDL_PLAINWALLS].SortWalls();
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gl_drawinfo->drawlists[GLDL_PLAINFLATS].SortFlats();
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gl_drawinfo->drawlists[GLDL_MASKEDWALLS].SortWalls();
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gl_drawinfo->drawlists[GLDL_MASKEDFLATS].SortFlats();
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gl_drawinfo->drawlists[GLDL_MASKEDWALLSOFS].SortWalls();
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}
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// if we don't have a persistently mapped buffer, we have to process all the dynamic lights up front,
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// so that we don't have to do repeated map/unmap calls on the buffer.
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bool haslights = mLightCount > 0 && gl_fixedcolormap == CM_DEFAULT && gl_lights;
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if (gl.lightmethod == LM_DEFERRED && haslights)
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{
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GLRenderer->mLights->Begin();
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gl_drawinfo->drawlists[GLDL_PLAINWALLS].DrawWalls(GLPASS_LIGHTSONLY);
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gl_drawinfo->drawlists[GLDL_PLAINFLATS].DrawFlats(GLPASS_LIGHTSONLY);
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gl_drawinfo->drawlists[GLDL_MASKEDWALLS].DrawWalls(GLPASS_LIGHTSONLY);
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gl_drawinfo->drawlists[GLDL_MASKEDFLATS].DrawFlats(GLPASS_LIGHTSONLY);
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gl_drawinfo->drawlists[GLDL_MASKEDWALLSOFS].DrawWalls(GLPASS_LIGHTSONLY);
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gl_drawinfo->drawlists[GLDL_TRANSLUCENTBORDER].Draw(GLPASS_LIGHTSONLY);
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gl_drawinfo->drawlists[GLDL_TRANSLUCENT].Draw(GLPASS_LIGHTSONLY, true);
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GLRenderer->mLights->Finish();
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}
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// Part 1: solid geometry. This is set up so that there are no transparent parts
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glDepthFunc(GL_LESS);
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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glDisable(GL_POLYGON_OFFSET_FILL);
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int pass;
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if (!haslights || gl.lightmethod == LM_DEFERRED)
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{
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pass = GLPASS_PLAIN;
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}
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else if (gl.lightmethod == LM_DIRECT)
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{
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pass = GLPASS_ALL;
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}
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else
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{
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// process everything that needs to handle textured dynamic lights.
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if (haslights) RenderMultipassStuff();
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// The remaining lists which are unaffected by dynamic lights are just processed as normal.
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pass = GLPASS_PLAIN;
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}
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gl_RenderState.EnableTexture(gl_texture);
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gl_RenderState.EnableBrightmap(true);
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gl_drawinfo->drawlists[GLDL_PLAINWALLS].DrawWalls(pass);
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gl_drawinfo->drawlists[GLDL_PLAINFLATS].DrawFlats(pass);
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// Part 2: masked geometry. This is set up so that only pixels with alpha>gl_mask_threshold will show
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if (!gl_texture)
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{
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gl_RenderState.EnableTexture(true);
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gl_RenderState.SetTextureMode(TM_MASK);
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}
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gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold);
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gl_drawinfo->drawlists[GLDL_MASKEDWALLS].DrawWalls(pass);
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gl_drawinfo->drawlists[GLDL_MASKEDFLATS].DrawFlats(pass);
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// Part 3: masked geometry with polygon offset. This list is empty most of the time so only waste time on it when in use.
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if (gl_drawinfo->drawlists[GLDL_MASKEDWALLSOFS].Size() > 0)
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{
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glEnable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(-1.0f, -128.0f);
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gl_drawinfo->drawlists[GLDL_MASKEDWALLSOFS].DrawWalls(pass);
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glDisable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(0, 0);
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}
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gl_drawinfo->drawlists[GLDL_MODELS].Draw(pass);
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gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||
|
||
// Part 4: Draw decals (not a real pass)
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glDepthFunc(GL_LEQUAL);
|
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glEnable(GL_POLYGON_OFFSET_FILL);
|
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glPolygonOffset(-1.0f, -128.0f);
|
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glDepthMask(false);
|
||
|
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// this is the only geometry type on which decals can possibly appear
|
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gl_drawinfo->drawlists[GLDL_PLAINWALLS].DrawDecals();
|
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if (gl.legacyMode)
|
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{
|
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// also process the render lists with walls and dynamic lights
|
||
gl_drawinfo->dldrawlists[GLLDL_WALLS_PLAIN].DrawDecals();
|
||
gl_drawinfo->dldrawlists[GLLDL_WALLS_FOG].DrawDecals();
|
||
}
|
||
|
||
gl_RenderState.SetTextureMode(TM_MODULATE);
|
||
|
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glDepthMask(true);
|
||
|
||
|
||
// Push bleeding floor/ceiling textures back a little in the z-buffer
|
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// so they don't interfere with overlapping mid textures.
|
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glPolygonOffset(1.0f, 128.0f);
|
||
|
||
// Part 5: flood all the gaps with the back sector's flat texture
|
||
// This will always be drawn like GLDL_PLAIN, depending on the fog settings
|
||
|
||
glDepthMask(false); // don't write to Z-buffer!
|
||
gl_RenderState.EnableFog(true);
|
||
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
|
||
gl_RenderState.BlendFunc(GL_ONE,GL_ZERO);
|
||
gl_drawinfo->DrawUnhandledMissingTextures();
|
||
glDepthMask(true);
|
||
|
||
glPolygonOffset(0.0f, 0.0f);
|
||
glDisable(GL_POLYGON_OFFSET_FILL);
|
||
RenderAll.Unclock();
|
||
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
// RenderTranslucent
|
||
//
|
||
// Draws the current draw lists for the non GLSL renderer
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
|
||
void FGLRenderer::RenderTranslucent()
|
||
{
|
||
RenderAll.Clock();
|
||
|
||
glDepthMask(false);
|
||
gl_RenderState.SetCameraPos(ViewPos.X, ViewPos.Y, ViewPos.Z);
|
||
|
||
// final pass: translucent stuff
|
||
gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_sprite_threshold);
|
||
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||
|
||
gl_RenderState.EnableBrightmap(true);
|
||
gl_drawinfo->drawlists[GLDL_TRANSLUCENTBORDER].Draw(GLPASS_TRANSLUCENT);
|
||
gl_drawinfo->drawlists[GLDL_TRANSLUCENT].DrawSorted();
|
||
gl_RenderState.EnableBrightmap(false);
|
||
|
||
glDepthMask(true);
|
||
|
||
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.5f);
|
||
RenderAll.Unclock();
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
// gl_drawscene - this function renders the scene from the current
|
||
// viewpoint, including mirrors and skyboxes and other portals
|
||
// It is assumed that the GLPortal::EndFrame returns with the
|
||
// stencil, z-buffer and the projection matrix intact!
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
|
||
void FGLRenderer::DrawScene(int drawmode)
|
||
{
|
||
static int recursion=0;
|
||
static int ssao_portals_available = 0;
|
||
|
||
bool applySSAO = false;
|
||
if (drawmode == DM_MAINVIEW)
|
||
{
|
||
ssao_portals_available = gl_ssao_portals;
|
||
applySSAO = true;
|
||
}
|
||
else if (drawmode == DM_OFFSCREEN)
|
||
{
|
||
ssao_portals_available = 0;
|
||
}
|
||
else if (ssao_portals_available > 0)
|
||
{
|
||
applySSAO = true;
|
||
ssao_portals_available--;
|
||
}
|
||
|
||
if (camera != nullptr)
|
||
{
|
||
ActorRenderFlags savedflags = camera->renderflags;
|
||
CreateScene();
|
||
camera->renderflags = savedflags;
|
||
}
|
||
else
|
||
{
|
||
CreateScene();
|
||
}
|
||
GLRenderer->mClipPortal = NULL; // this must be reset before any portal recursion takes place.
|
||
|
||
RenderScene(recursion);
|
||
|
||
if (applySSAO && gl_RenderState.GetPassType() == GBUFFER_PASS)
|
||
{
|
||
gl_RenderState.EnableDrawBuffers(1);
|
||
AmbientOccludeScene();
|
||
mBuffers->BindSceneFB(true);
|
||
gl_RenderState.EnableDrawBuffers(gl_RenderState.GetPassDrawBufferCount());
|
||
gl_RenderState.Apply();
|
||
gl_RenderState.ApplyMatrices();
|
||
}
|
||
|
||
// Handle all portals after rendering the opaque objects but before
|
||
// doing all translucent stuff
|
||
recursion++;
|
||
GLPortal::EndFrame();
|
||
recursion--;
|
||
RenderTranslucent();
|
||
}
|
||
|
||
|
||
void gl_FillScreen()
|
||
{
|
||
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
|
||
gl_RenderState.EnableTexture(false);
|
||
gl_RenderState.Apply();
|
||
// The fullscreen quad is stored at index 4 in the main vertex buffer.
|
||
GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, FFlatVertexBuffer::FULLSCREEN_INDEX, 4);
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// Draws a blend over the entire view
|
||
//
|
||
//==========================================================================
|
||
void FGLRenderer::DrawBlend(sector_t * viewsector)
|
||
{
|
||
float blend[4]={0,0,0,0};
|
||
PalEntry blendv=0;
|
||
float extra_red;
|
||
float extra_green;
|
||
float extra_blue;
|
||
player_t *player = NULL;
|
||
|
||
if (players[consoleplayer].camera != NULL)
|
||
{
|
||
player=players[consoleplayer].camera->player;
|
||
}
|
||
|
||
// don't draw sector based blends when an invulnerability colormap is active
|
||
if (!gl_fixedcolormap)
|
||
{
|
||
if (!viewsector->e->XFloor.ffloors.Size())
|
||
{
|
||
if (viewsector->heightsec && !(viewsector->MoreFlags&SECF_IGNOREHEIGHTSEC))
|
||
{
|
||
switch (in_area)
|
||
{
|
||
default:
|
||
case area_normal: blendv = viewsector->heightsec->midmap; break;
|
||
case area_above: blendv = viewsector->heightsec->topmap; break;
|
||
case area_below: blendv = viewsector->heightsec->bottommap; break;
|
||
}
|
||
}
|
||
}
|
||
else
|
||
{
|
||
TArray<lightlist_t> & lightlist = viewsector->e->XFloor.lightlist;
|
||
|
||
for (unsigned int i = 0; i < lightlist.Size(); i++)
|
||
{
|
||
double lightbottom;
|
||
if (i < lightlist.Size() - 1)
|
||
lightbottom = lightlist[i + 1].plane.ZatPoint(ViewPos);
|
||
else
|
||
lightbottom = viewsector->floorplane.ZatPoint(ViewPos);
|
||
|
||
if (lightbottom < ViewPos.Z && (!lightlist[i].caster || !(lightlist[i].caster->flags&FF_FADEWALLS)))
|
||
{
|
||
// 3d floor 'fog' is rendered as a blending value
|
||
blendv = lightlist[i].blend;
|
||
// If this is the same as the sector's it doesn't apply!
|
||
if (blendv == viewsector->ColorMap->Fade) blendv = 0;
|
||
// a little hack to make this work for Legacy maps.
|
||
if (blendv.a == 0 && blendv != 0) blendv.a = 128;
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
|
||
if (blendv.a == 0)
|
||
{
|
||
blendv = R_BlendForColormap(blendv);
|
||
if (blendv.a == 255)
|
||
{
|
||
// The calculated average is too dark so brighten it according to the palettes's overall brightness
|
||
int maxcol = MAX<int>(MAX<int>(framebuffer->palette_brightness, blendv.r), MAX<int>(blendv.g, blendv.b));
|
||
blendv.r = blendv.r * 255 / maxcol;
|
||
blendv.g = blendv.g * 255 / maxcol;
|
||
blendv.b = blendv.b * 255 / maxcol;
|
||
}
|
||
}
|
||
|
||
if (blendv.a == 255)
|
||
{
|
||
|
||
extra_red = blendv.r / 255.0f;
|
||
extra_green = blendv.g / 255.0f;
|
||
extra_blue = blendv.b / 255.0f;
|
||
|
||
// If this is a multiplicative blend do it separately and add the additive ones on top of it.
|
||
blendv = 0;
|
||
|
||
// black multiplicative blends are ignored
|
||
if (extra_red || extra_green || extra_blue)
|
||
{
|
||
gl_RenderState.BlendFunc(GL_DST_COLOR, GL_ZERO);
|
||
gl_RenderState.SetColor(extra_red, extra_green, extra_blue, 1.0f);
|
||
gl_FillScreen();
|
||
}
|
||
}
|
||
else if (blendv.a)
|
||
{
|
||
// [Nash] allow user to set blend intensity
|
||
int cnt = blendv.a;
|
||
cnt = (int)(cnt * underwater_fade_scalar);
|
||
|
||
V_AddBlend(blendv.r / 255.f, blendv.g / 255.f, blendv.b / 255.f, cnt / 255.0f, blend);
|
||
}
|
||
}
|
||
|
||
// This mostly duplicates the code in shared_sbar.cpp
|
||
// When I was writing this the original was called too late so that I
|
||
// couldn't get the blend in time. However, since then I made some changes
|
||
// here that would get lost if I switched back so I won't do it.
|
||
|
||
if (player)
|
||
{
|
||
V_AddPlayerBlend(player, blend, 0.5, 175);
|
||
}
|
||
|
||
if (players[consoleplayer].camera != NULL)
|
||
{
|
||
// except for fadeto effects
|
||
player_t *player = (players[consoleplayer].camera->player != NULL) ? players[consoleplayer].camera->player : &players[consoleplayer];
|
||
V_AddBlend (player->BlendR, player->BlendG, player->BlendB, player->BlendA, blend);
|
||
}
|
||
|
||
gl_RenderState.SetTextureMode(TM_MODULATE);
|
||
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||
if (blend[3]>0.0f)
|
||
{
|
||
gl_RenderState.SetColor(blend[0], blend[1], blend[2], blend[3]);
|
||
gl_FillScreen();
|
||
}
|
||
gl_RenderState.ResetColor();
|
||
gl_RenderState.EnableTexture(true);
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
// Draws player sprites and color blend
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
|
||
|
||
void FGLRenderer::EndDrawScene(sector_t * viewsector)
|
||
{
|
||
gl_RenderState.EnableFog(false);
|
||
|
||
// [BB] HUD models need to be rendered here. Make sure that
|
||
// DrawPlayerSprites is only called once. Either to draw
|
||
// HUD models or to draw the weapon sprites.
|
||
const bool renderHUDModel = gl_IsHUDModelForPlayerAvailable( players[consoleplayer].camera->player );
|
||
if ( renderHUDModel )
|
||
{
|
||
// [BB] The HUD model should be drawn over everything else already drawn.
|
||
glClear(GL_DEPTH_BUFFER_BIT);
|
||
DrawPlayerSprites (viewsector, true);
|
||
}
|
||
|
||
glDisable(GL_STENCIL_TEST);
|
||
|
||
framebuffer->Begin2D(false);
|
||
|
||
Reset3DViewport();
|
||
|
||
// [BB] Only draw the sprites if we didn't render a HUD model before.
|
||
if ( renderHUDModel == false )
|
||
{
|
||
DrawPlayerSprites (viewsector, false);
|
||
}
|
||
if (gl.legacyMode)
|
||
{
|
||
gl_RenderState.DrawColormapOverlay();
|
||
}
|
||
|
||
gl_RenderState.SetFixedColormap(CM_DEFAULT);
|
||
gl_RenderState.SetSoftLightLevel(-1);
|
||
DrawTargeterSprites();
|
||
if (!FGLRenderBuffers::IsEnabled())
|
||
{
|
||
DrawBlend(viewsector);
|
||
}
|
||
|
||
// Restore standard rendering state
|
||
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||
gl_RenderState.ResetColor();
|
||
gl_RenderState.EnableTexture(true);
|
||
glDisable(GL_SCISSOR_TEST);
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
// R_RenderView - renders one view - either the screen or a camera texture
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
|
||
void FGLRenderer::ProcessScene(bool toscreen)
|
||
{
|
||
FDrawInfo::StartDrawInfo();
|
||
iter_dlightf = iter_dlight = draw_dlight = draw_dlightf = 0;
|
||
GLPortal::BeginScene();
|
||
|
||
int mapsection = R_PointInSubsector(ViewPos)->mapsection;
|
||
memset(¤tmapsection[0], 0, currentmapsection.Size());
|
||
currentmapsection[mapsection>>3] |= 1 << (mapsection & 7);
|
||
DrawScene(toscreen ? DM_MAINVIEW : DM_OFFSCREEN);
|
||
FDrawInfo::EndDrawInfo();
|
||
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
// gl_SetFixedColormap
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
|
||
void FGLRenderer::SetFixedColormap (player_t *player)
|
||
{
|
||
gl_fixedcolormap=CM_DEFAULT;
|
||
|
||
// check for special colormaps
|
||
player_t * cplayer = player->camera->player;
|
||
if (cplayer)
|
||
{
|
||
if (cplayer->extralight == INT_MIN)
|
||
{
|
||
gl_fixedcolormap=CM_FIRSTSPECIALCOLORMAP + INVERSECOLORMAP;
|
||
extralight=0;
|
||
}
|
||
else if (cplayer->fixedcolormap != NOFIXEDCOLORMAP)
|
||
{
|
||
gl_fixedcolormap = CM_FIRSTSPECIALCOLORMAP + cplayer->fixedcolormap;
|
||
}
|
||
else if (cplayer->fixedlightlevel != -1)
|
||
{
|
||
for(AInventory * in = cplayer->mo->Inventory; in; in = in->Inventory)
|
||
{
|
||
PalEntry color = in->GetBlend ();
|
||
|
||
// Need special handling for light amplifiers
|
||
if (in->IsKindOf(RUNTIME_CLASS(APowerTorch)))
|
||
{
|
||
gl_fixedcolormap = cplayer->fixedlightlevel + CM_TORCH;
|
||
}
|
||
else if (in->IsKindOf(RUNTIME_CLASS(APowerLightAmp)))
|
||
{
|
||
gl_fixedcolormap = CM_LITE;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
gl_RenderState.SetFixedColormap(gl_fixedcolormap);
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
// Renders one viewpoint in a scene
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
|
||
sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen)
|
||
{
|
||
sector_t * lviewsector;
|
||
mSceneClearColor[0] = 0.0f;
|
||
mSceneClearColor[1] = 0.0f;
|
||
mSceneClearColor[2] = 0.0f;
|
||
R_SetupFrame (camera);
|
||
SetViewArea();
|
||
|
||
// We have to scale the pitch to account for the pixel stretching, because the playsim doesn't know about this and treats it as 1:1.
|
||
double radPitch = ViewPitch.Normalized180().Radians();
|
||
double angx = cos(radPitch);
|
||
double angy = sin(radPitch) * glset.pixelstretch;
|
||
double alen = sqrt(angx*angx + angy*angy);
|
||
|
||
mAngles.Pitch = (float)RAD2DEG(asin(angy / alen));
|
||
mAngles.Roll.Degrees = ViewRoll.Degrees;
|
||
|
||
// Scroll the sky
|
||
mSky1Pos = (float)fmod(gl_frameMS * level.skyspeed1, 1024.f) * 90.f/256.f;
|
||
mSky2Pos = (float)fmod(gl_frameMS * level.skyspeed2, 1024.f) * 90.f/256.f;
|
||
|
||
|
||
|
||
if (camera->player && camera->player-players==consoleplayer &&
|
||
((camera->player->cheats & CF_CHASECAM) || (r_deathcamera && camera->health <= 0)) && camera==camera->player->mo)
|
||
{
|
||
mViewActor=NULL;
|
||
}
|
||
else
|
||
{
|
||
mViewActor=camera;
|
||
}
|
||
|
||
// 'viewsector' will not survive the rendering so it cannot be used anymore below.
|
||
lviewsector = viewsector;
|
||
|
||
// Render (potentially) multiple views for stereo 3d
|
||
float viewShift[3];
|
||
const s3d::Stereo3DMode& stereo3dMode = mainview && toscreen? s3d::Stereo3DMode::getCurrentMode() : s3d::Stereo3DMode::getMonoMode();
|
||
stereo3dMode.SetUp();
|
||
for (int eye_ix = 0; eye_ix < stereo3dMode.eye_count(); ++eye_ix)
|
||
{
|
||
const s3d::EyePose * eye = stereo3dMode.getEyePose(eye_ix);
|
||
eye->SetUp();
|
||
SetOutputViewport(bounds);
|
||
Set3DViewport(mainview);
|
||
mDrawingScene2D = true;
|
||
mCurrentFoV = fov;
|
||
// Stereo mode specific perspective projection
|
||
SetProjection( eye->GetProjection(fov, ratio, fovratio) );
|
||
// SetProjection(fov, ratio, fovratio); // switch to perspective mode and set up clipper
|
||
SetViewAngle(ViewAngle);
|
||
// Stereo mode specific viewpoint adjustment - temporarily shifts global ViewPos
|
||
eye->GetViewShift(GLRenderer->mAngles.Yaw.Degrees, viewShift);
|
||
s3d::ScopedViewShifter viewShifter(viewShift);
|
||
SetViewMatrix(ViewPos.X, ViewPos.Y, ViewPos.Z, false, false);
|
||
gl_RenderState.ApplyMatrices();
|
||
|
||
clipper.Clear();
|
||
angle_t a1 = FrustumAngle();
|
||
clipper.SafeAddClipRangeRealAngles(ViewAngle.BAMs() + a1, ViewAngle.BAMs() - a1);
|
||
|
||
ProcessScene(toscreen);
|
||
if (mainview && toscreen) EndDrawScene(lviewsector); // do not call this for camera textures.
|
||
if (mainview && FGLRenderBuffers::IsEnabled())
|
||
{
|
||
PostProcessScene();
|
||
|
||
// This should be done after postprocessing, not before.
|
||
mBuffers->BindCurrentFB();
|
||
glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
|
||
DrawBlend(lviewsector);
|
||
}
|
||
mDrawingScene2D = false;
|
||
if (!stereo3dMode.IsMono() && FGLRenderBuffers::IsEnabled())
|
||
mBuffers->BlitToEyeTexture(eye_ix);
|
||
eye->TearDown();
|
||
}
|
||
stereo3dMode.TearDown();
|
||
|
||
gl_frameCount++; // This counter must be increased right before the interpolations are restored.
|
||
interpolator.RestoreInterpolations ();
|
||
return lviewsector;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
// renders the view
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
|
||
void FGLRenderer::RenderView (player_t* player)
|
||
{
|
||
OpenGLFrameBuffer* GLTarget = static_cast<OpenGLFrameBuffer*>(screen);
|
||
AActor *&LastCamera = GLTarget->LastCamera;
|
||
|
||
checkBenchActive();
|
||
if (player->camera != LastCamera)
|
||
{
|
||
// If the camera changed don't interpolate
|
||
// Otherwise there will be some not so nice effects.
|
||
R_ResetViewInterpolation();
|
||
LastCamera=player->camera;
|
||
}
|
||
|
||
gl_RenderState.SetVertexBuffer(mVBO);
|
||
GLRenderer->mVBO->Reset();
|
||
|
||
// reset statistics counters
|
||
ResetProfilingData();
|
||
|
||
// Get this before everything else
|
||
if (cl_capfps || r_NoInterpolate) r_TicFracF = 1.;
|
||
else r_TicFracF = I_GetTimeFrac (&r_FrameTime);
|
||
gl_frameMS = I_MSTime();
|
||
|
||
P_FindParticleSubsectors ();
|
||
|
||
if (!gl.legacyMode) GLRenderer->mLights->Clear();
|
||
|
||
// NoInterpolateView should have no bearing on camera textures, but needs to be preserved for the main view below.
|
||
bool saved_niv = NoInterpolateView;
|
||
NoInterpolateView = false;
|
||
// prepare all camera textures that have been used in the last frame
|
||
FCanvasTextureInfo::UpdateAll();
|
||
NoInterpolateView = saved_niv;
|
||
|
||
|
||
// now render the main view
|
||
float fovratio;
|
||
float ratio = WidescreenRatio;
|
||
if (WidescreenRatio >= 1.3f)
|
||
{
|
||
fovratio = 1.333333f;
|
||
}
|
||
else
|
||
{
|
||
fovratio = ratio;
|
||
}
|
||
|
||
SetFixedColormap (player);
|
||
|
||
// Check if there's some lights. If not some code can be skipped.
|
||
TThinkerIterator<ADynamicLight> it(STAT_DLIGHT);
|
||
GLRenderer->mLightCount = ((it.Next()) != NULL);
|
||
|
||
sector_t * viewsector = RenderViewpoint(player->camera, NULL, FieldOfView.Degrees, ratio, fovratio, true, true);
|
||
|
||
All.Unclock();
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// Render the view to a savegame picture
|
||
//
|
||
//===========================================================================
|
||
|
||
void FGLRenderer::WriteSavePic (player_t *player, FileWriter *file, int width, int height)
|
||
{
|
||
GL_IRECT bounds;
|
||
|
||
bounds.left=0;
|
||
bounds.top=0;
|
||
bounds.width=width;
|
||
bounds.height=height;
|
||
glFlush();
|
||
SetFixedColormap(player);
|
||
gl_RenderState.SetVertexBuffer(mVBO);
|
||
GLRenderer->mVBO->Reset();
|
||
if (!gl.legacyMode) GLRenderer->mLights->Clear();
|
||
|
||
// Check if there's some lights. If not some code can be skipped.
|
||
TThinkerIterator<ADynamicLight> it(STAT_DLIGHT);
|
||
GLRenderer->mLightCount = ((it.Next()) != NULL);
|
||
|
||
sector_t *viewsector = RenderViewpoint(players[consoleplayer].camera, &bounds,
|
||
FieldOfView.Degrees, 1.6f, 1.6f, true, false);
|
||
glDisable(GL_STENCIL_TEST);
|
||
gl_RenderState.SetFixedColormap(CM_DEFAULT);
|
||
gl_RenderState.SetSoftLightLevel(-1);
|
||
screen->Begin2D(false);
|
||
if (!FGLRenderBuffers::IsEnabled())
|
||
{
|
||
DrawBlend(viewsector);
|
||
}
|
||
CopyToBackbuffer(&bounds, false);
|
||
glFlush();
|
||
|
||
byte * scr = (byte *)M_Malloc(width * height * 3);
|
||
glReadPixels(0,0,width, height,GL_RGB,GL_UNSIGNED_BYTE,scr);
|
||
M_CreatePNG (file, scr + ((height-1) * width * 3), NULL, SS_RGB, width, height, -width*3);
|
||
M_Free(scr);
|
||
}
|
||
|
||
|
||
//===========================================================================
|
||
//
|
||
//
|
||
//
|
||
//===========================================================================
|
||
|
||
struct FGLInterface : public FRenderer
|
||
{
|
||
bool UsesColormap() const override;
|
||
void PrecacheTexture(FTexture *tex, int cache);
|
||
void PrecacheSprite(FTexture *tex, SpriteHits &hits);
|
||
void Precache(BYTE *texhitlist, TMap<PClassActor*, bool> &actorhitlist) override;
|
||
void RenderView(player_t *player) override;
|
||
void WriteSavePic (player_t *player, FileWriter *file, int width, int height) override;
|
||
void StateChanged(AActor *actor) override;
|
||
void StartSerialize(FSerializer &arc) override;
|
||
void EndSerialize(FSerializer &arc) override;
|
||
void RenderTextureView (FCanvasTexture *self, AActor *viewpoint, int fov) override;
|
||
sector_t *FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel, bool back) override;
|
||
void SetFogParams(int _fogdensity, PalEntry _outsidefogcolor, int _outsidefogdensity, int _skyfog) override;
|
||
void PreprocessLevel() override;
|
||
void CleanLevelData() override;
|
||
bool RequireGLNodes() override;
|
||
|
||
int GetMaxViewPitch(bool down) override;
|
||
void ClearBuffer(int color) override;
|
||
void Init() override;
|
||
};
|
||
|
||
//===========================================================================
|
||
//
|
||
// The GL renderer has no use for colormaps so let's
|
||
// not create them and save us some time.
|
||
//
|
||
//===========================================================================
|
||
|
||
bool FGLInterface::UsesColormap() const
|
||
{
|
||
return false;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// DFrameBuffer :: PrecacheTexture
|
||
//
|
||
//==========================================================================
|
||
|
||
void FGLInterface::PrecacheTexture(FTexture *tex, int cache)
|
||
{
|
||
if (cache & (FTextureManager::HIT_Wall | FTextureManager::HIT_Flat | FTextureManager::HIT_Sky))
|
||
{
|
||
FMaterial * gltex = FMaterial::ValidateTexture(tex, false);
|
||
if (gltex) gltex->Precache();
|
||
}
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// DFrameBuffer :: PrecacheSprite
|
||
//
|
||
//==========================================================================
|
||
|
||
void FGLInterface::PrecacheSprite(FTexture *tex, SpriteHits &hits)
|
||
{
|
||
FMaterial * gltex = FMaterial::ValidateTexture(tex, true);
|
||
if (gltex) gltex->PrecacheList(hits);
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// DFrameBuffer :: Precache
|
||
//
|
||
//==========================================================================
|
||
|
||
void FGLInterface::Precache(BYTE *texhitlist, TMap<PClassActor*, bool> &actorhitlist)
|
||
{
|
||
SpriteHits *spritelist = new SpriteHits[sprites.Size()];
|
||
SpriteHits **spritehitlist = new SpriteHits*[TexMan.NumTextures()];
|
||
TMap<PClassActor*, bool>::Iterator it(actorhitlist);
|
||
TMap<PClassActor*, bool>::Pair *pair;
|
||
BYTE *modellist = new BYTE[Models.Size()];
|
||
memset(modellist, 0, Models.Size());
|
||
memset(spritehitlist, 0, sizeof(SpriteHits**) * TexMan.NumTextures());
|
||
|
||
// this isn't done by the main code so it needs to be done here first:
|
||
// check skybox textures and mark the separate faces as used
|
||
for (int i = 0; i<TexMan.NumTextures(); i++)
|
||
{
|
||
// HIT_Wall must be checked for MBF-style sky transfers.
|
||
if (texhitlist[i] & (FTextureManager::HIT_Sky | FTextureManager::HIT_Wall))
|
||
{
|
||
FTexture *tex = TexMan.ByIndex(i);
|
||
if (tex->gl_info.bSkybox)
|
||
{
|
||
FSkyBox *sb = static_cast<FSkyBox*>(tex);
|
||
for (int i = 0; i<6; i++)
|
||
{
|
||
if (sb->faces[i])
|
||
{
|
||
int index = sb->faces[i]->id.GetIndex();
|
||
texhitlist[index] |= FTextureManager::HIT_Flat;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// Check all used actors.
|
||
// 1. mark all sprites associated with its states
|
||
// 2. mark all model data and skins associated with its states
|
||
while (it.NextPair(pair))
|
||
{
|
||
PClassActor *cls = pair->Key;
|
||
int gltrans = GLTranslationPalette::GetInternalTranslation(GetDefaultByType(cls)->Translation);
|
||
|
||
for (int i = 0; i < cls->NumOwnedStates; i++)
|
||
{
|
||
spritelist[cls->OwnedStates[i].sprite].Insert(gltrans, true);
|
||
FSpriteModelFrame * smf = gl_FindModelFrame(cls, cls->OwnedStates[i].sprite, cls->OwnedStates[i].Frame, false);
|
||
if (smf != NULL)
|
||
{
|
||
for (int i = 0; i < MAX_MODELS_PER_FRAME; i++)
|
||
{
|
||
if (smf->skinIDs[i].isValid())
|
||
{
|
||
texhitlist[smf->skinIDs[i].GetIndex()] |= FTexture::TEX_Flat;
|
||
}
|
||
else if (smf->modelIDs[i] != -1)
|
||
{
|
||
Models[smf->modelIDs[i]]->PushSpriteMDLFrame(smf, i);
|
||
Models[smf->modelIDs[i]]->AddSkins(texhitlist);
|
||
}
|
||
if (smf->modelIDs[i] != -1)
|
||
{
|
||
modellist[smf->modelIDs[i]] = 1;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// mark all sprite textures belonging to the marked sprites.
|
||
for (int i = (int)(sprites.Size() - 1); i >= 0; i--)
|
||
{
|
||
if (spritelist[i].CountUsed())
|
||
{
|
||
int j, k;
|
||
for (j = 0; j < sprites[i].numframes; j++)
|
||
{
|
||
const spriteframe_t *frame = &SpriteFrames[sprites[i].spriteframes + j];
|
||
|
||
for (k = 0; k < 16; k++)
|
||
{
|
||
FTextureID pic = frame->Texture[k];
|
||
if (pic.isValid())
|
||
{
|
||
spritehitlist[pic.GetIndex()] = &spritelist[i];
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// delete everything unused before creating any new resources to avoid memory usage peaks.
|
||
|
||
// delete unused models
|
||
for (unsigned i = 0; i < Models.Size(); i++)
|
||
{
|
||
if (!modellist[i]) Models[i]->DestroyVertexBuffer();
|
||
}
|
||
|
||
// delete unused textures
|
||
int cnt = TexMan.NumTextures();
|
||
for (int i = cnt - 1; i >= 0; i--)
|
||
{
|
||
FTexture *tex = TexMan.ByIndex(i);
|
||
if (tex != nullptr)
|
||
{
|
||
if (!texhitlist[i])
|
||
{
|
||
if (tex->gl_info.Material[0]) tex->gl_info.Material[0]->Clean(true);
|
||
}
|
||
if (spritehitlist[i] == nullptr || (*spritehitlist[i]).CountUsed() == 0)
|
||
{
|
||
if (tex->gl_info.Material[1]) tex->gl_info.Material[1]->Clean(true);
|
||
}
|
||
}
|
||
}
|
||
|
||
if (gl_precache)
|
||
{
|
||
// cache all used textures
|
||
for (int i = cnt - 1; i >= 0; i--)
|
||
{
|
||
FTexture *tex = TexMan.ByIndex(i);
|
||
if (tex != nullptr)
|
||
{
|
||
PrecacheTexture(tex, texhitlist[i]);
|
||
if (spritehitlist[i] != nullptr && (*spritehitlist[i]).CountUsed() > 0)
|
||
{
|
||
PrecacheSprite(tex, *spritehitlist[i]);
|
||
}
|
||
}
|
||
}
|
||
|
||
// cache all used models
|
||
for (unsigned i = 0; i < Models.Size(); i++)
|
||
{
|
||
if (modellist[i])
|
||
Models[i]->BuildVertexBuffer();
|
||
}
|
||
}
|
||
|
||
delete[] spritehitlist;
|
||
delete[] spritelist;
|
||
delete[] modellist;
|
||
}
|
||
|
||
|
||
//==========================================================================
|
||
//
|
||
// DFrameBuffer :: StateChanged
|
||
//
|
||
//==========================================================================
|
||
|
||
void FGLInterface::StateChanged(AActor *actor)
|
||
{
|
||
gl_SetActorLights(actor);
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// notify the renderer that serialization of the curent level is about to start/end
|
||
//
|
||
//===========================================================================
|
||
|
||
void FGLInterface::StartSerialize(FSerializer &arc)
|
||
{
|
||
if (arc.BeginObject("glinfo"))
|
||
{
|
||
arc("fogdensity", fogdensity)
|
||
("outsidefogdensity", outsidefogdensity)
|
||
("skyfog", skyfog)
|
||
.EndObject();
|
||
}
|
||
}
|
||
|
||
void FGLInterface::EndSerialize(FSerializer &arc)
|
||
{
|
||
if (arc.isReading())
|
||
{
|
||
gl_RecreateAllAttachedLights();
|
||
gl_InitPortals();
|
||
}
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// Get max. view angle (renderer specific information so it goes here now)
|
||
//
|
||
//===========================================================================
|
||
|
||
EXTERN_CVAR(Float, maxviewpitch)
|
||
|
||
int FGLInterface::GetMaxViewPitch(bool down)
|
||
{
|
||
return int(maxviewpitch);
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
//
|
||
//
|
||
//===========================================================================
|
||
|
||
void FGLInterface::ClearBuffer(int color)
|
||
{
|
||
PalEntry pe = GPalette.BaseColors[color];
|
||
GLRenderer->mSceneClearColor[0] = pe.r / 255.f;
|
||
GLRenderer->mSceneClearColor[1] = pe.g / 255.f;
|
||
GLRenderer->mSceneClearColor[2] = pe.b / 255.f;
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// Render the view to a savegame picture
|
||
//
|
||
//===========================================================================
|
||
|
||
void FGLInterface::WriteSavePic (player_t *player, FileWriter *file, int width, int height)
|
||
{
|
||
GLRenderer->WriteSavePic(player, file, width, height);
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
//
|
||
//
|
||
//===========================================================================
|
||
|
||
void FGLInterface::RenderView(player_t *player)
|
||
{
|
||
GLRenderer->RenderView(player);
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
//
|
||
//
|
||
//===========================================================================
|
||
|
||
void FGLInterface::Init()
|
||
{
|
||
gl_ParseDefs();
|
||
gl_InitData();
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
// Camera texture rendering
|
||
//
|
||
//===========================================================================
|
||
CVAR(Bool, gl_usefb, false , CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
|
||
extern TexFilter_s TexFilter[];
|
||
|
||
void FGLInterface::RenderTextureView (FCanvasTexture *tex, AActor *Viewpoint, int FOV)
|
||
{
|
||
FMaterial * gltex = FMaterial::ValidateTexture(tex, false);
|
||
|
||
int width = gltex->TextureWidth();
|
||
int height = gltex->TextureHeight();
|
||
|
||
gl_fixedcolormap=CM_DEFAULT;
|
||
gl_RenderState.SetFixedColormap(CM_DEFAULT);
|
||
|
||
if (gl.legacyMode)
|
||
{
|
||
// In legacy mode, fail if the requested texture is too large.
|
||
if (gltex->GetWidth() > screen->GetWidth() || gltex->GetHeight() > screen->GetHeight()) return;
|
||
glFlush();
|
||
}
|
||
else
|
||
{
|
||
GLRenderer->StartOffscreen();
|
||
gltex->BindToFrameBuffer();
|
||
}
|
||
|
||
GL_IRECT bounds;
|
||
bounds.left=bounds.top=0;
|
||
bounds.width=FHardwareTexture::GetTexDimension(gltex->GetWidth());
|
||
bounds.height=FHardwareTexture::GetTexDimension(gltex->GetHeight());
|
||
|
||
GLRenderer->RenderViewpoint(Viewpoint, &bounds, FOV, (float)width/height, (float)width/height, false, false);
|
||
|
||
if (gl.legacyMode)
|
||
{
|
||
glFlush();
|
||
gl_RenderState.SetMaterial(gltex, 0, 0, -1, false);
|
||
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, bounds.width, bounds.height);
|
||
}
|
||
else
|
||
{
|
||
GLRenderer->EndOffscreen();
|
||
}
|
||
|
||
tex->SetUpdated();
|
||
camtexcount++;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
//
|
||
//
|
||
//==========================================================================
|
||
|
||
sector_t *FGLInterface::FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel, bool back)
|
||
{
|
||
if (floorlightlevel != NULL)
|
||
{
|
||
*floorlightlevel = sec->GetFloorLight ();
|
||
}
|
||
if (ceilinglightlevel != NULL)
|
||
{
|
||
*ceilinglightlevel = sec->GetCeilingLight ();
|
||
}
|
||
return gl_FakeFlat(sec, tempsec, back);
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
//
|
||
//
|
||
//===========================================================================
|
||
|
||
void FGLInterface::SetFogParams(int _fogdensity, PalEntry _outsidefogcolor, int _outsidefogdensity, int _skyfog)
|
||
{
|
||
gl_SetFogParams(_fogdensity, _outsidefogcolor, _outsidefogdensity, _skyfog);
|
||
}
|
||
|
||
void FGLInterface::PreprocessLevel()
|
||
{
|
||
gl_PreprocessLevel();
|
||
}
|
||
|
||
void FGLInterface::CleanLevelData()
|
||
{
|
||
gl_CleanLevelData();
|
||
}
|
||
|
||
bool FGLInterface::RequireGLNodes()
|
||
{
|
||
return true;
|
||
}
|
||
|
||
//===========================================================================
|
||
//
|
||
//
|
||
//
|
||
//===========================================================================
|
||
|
||
FRenderer *gl_CreateInterface()
|
||
{
|
||
return new FGLInterface;
|
||
}
|
||
|
||
|