qzdoom/src/gl/compatibility/gl_20.cpp

884 lines
27 KiB
C++

/*
** gl_20.cpp
**
** Fallback code for ancient hardware
** This file collects everything larger that is only needed for
** OpenGL 2.0/no shader compatibility.
**
**---------------------------------------------------------------------------
** Copyright 2005-2016 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 "menu/menu.h"
#include "tarray.h"
#include "doomtype.h"
#include "m_argv.h"
#include "zstring.h"
#include "version.h"
#include "i_system.h"
#include "v_text.h"
#include "r_utility.h"
#include "gl/dynlights/gl_dynlight.h"
#include "gl/utility/gl_geometric.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/renderer/gl_lightdata.h"
#include "gl/system/gl_interface.h"
#include "gl/system/gl_cvars.h"
#include "gl/renderer/gl_renderstate.h"
#include "gl/scene/gl_drawinfo.h"
#include "gl/data/gl_vertexbuffer.h"
//==========================================================================
//
// Do some tinkering with the menus so that certain options only appear
// when they are actually valid.
//
//==========================================================================
void gl_PatchMenu()
{
if (gl.glslversion == 0)
{
// Radial fog and Doom lighting are not available without full shader support.
FOptionValues **opt = OptionValues.CheckKey("LightingModes");
if (opt != NULL)
{
for(int i = (*opt)->mValues.Size()-1; i>=0; i--)
{
// Delete 'Doom' lighting mode
if ((*opt)->mValues[i].Value == 2.0 || (*opt)->mValues[i].Value == 8.0)
{
(*opt)->mValues.Delete(i);
}
}
}
opt = OptionValues.CheckKey("FogMode");
if (opt != NULL)
{
for(int i = (*opt)->mValues.Size()-1; i>=0; i--)
{
// Delete 'Radial' fog mode
if ((*opt)->mValues[i].Value == 2.0)
{
(*opt)->mValues.Delete(i);
}
}
}
// disable features that don't work without shaders.
if (gl_lightmode == 2 || gl_lightmode == 8) gl_lightmode = 3;
if (gl_fogmode == 2) gl_fogmode = 1;
}
}
//==========================================================================
//
//
//
//==========================================================================
void gl_SetTextureMode(int type)
{
static float white[] = {1.f,1.f,1.f,1.f};
if (type == TM_MASK)
{
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_TEXTURE0);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
}
else if (type == TM_OPAQUE)
{
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE0);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
}
else if (type == TM_INVERSE)
{
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE0);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_ONE_MINUS_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_TEXTURE0);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
}
else if (type == TM_INVERTOPAQUE)
{
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE0);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_ONE_MINUS_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
}
else // if (type == TM_MODULATE)
{
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
}
//==========================================================================
//
//
//
//==========================================================================
static int ffTextureMode;
static bool ffTextureEnabled;
static bool ffFogEnabled;
static PalEntry ffFogColor;
static int ffSpecialEffect;
static float ffFogDensity;
static bool currentTextureMatrixState;
static bool currentModelMatrixState;
void FRenderState::ApplyFixedFunction()
{
if (mTextureMode != ffTextureMode)
{
ffTextureMode = mTextureMode;
if (ffTextureMode == TM_CLAMPY) ffTextureMode = TM_MODULATE; // this cannot be replicated. Too bad if it creates visual artifacts
gl_SetTextureMode(ffTextureMode);
}
if (mTextureEnabled != ffTextureEnabled)
{
if ((ffTextureEnabled = mTextureEnabled)) glEnable(GL_TEXTURE_2D);
else glDisable(GL_TEXTURE_2D);
}
if (mFogEnabled != ffFogEnabled)
{
if ((ffFogEnabled = mFogEnabled))
{
glEnable(GL_FOG);
}
else glDisable(GL_FOG);
}
if (mFogEnabled)
{
if (ffFogColor != mFogColor)
{
ffFogColor = mFogColor;
GLfloat FogColor[4] = { mFogColor.r / 255.0f,mFogColor.g / 255.0f,mFogColor.b / 255.0f,0.0f };
glFogfv(GL_FOG_COLOR, FogColor);
}
if (ffFogDensity != mLightParms[2])
{
glFogf(GL_FOG_DENSITY, mLightParms[2] * -0.6931471f); // = 1/log(2)
ffFogDensity = mLightParms[2];
}
}
if (mSpecialEffect != ffSpecialEffect)
{
switch (ffSpecialEffect)
{
case EFF_SPHEREMAP:
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_GEN_S);
default:
break;
}
switch (mSpecialEffect)
{
case EFF_SPHEREMAP:
// Use sphere mapping for this
glEnable(GL_TEXTURE_GEN_T);
glEnable(GL_TEXTURE_GEN_S);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
break;
default:
break;
}
ffSpecialEffect = mSpecialEffect;
}
FStateVec4 col = mColor;
col.vec[0] += mDynColor.vec[0];
col.vec[1] += mDynColor.vec[1];
col.vec[2] += mDynColor.vec[2];
col.vec[0] = clamp(col.vec[0], 0.f, 1.f);
col.vec[0] = clamp(col.vec[0], 0.f, 1.f);
col.vec[1] = clamp(col.vec[1], 0.f, 1.f);
col.vec[2] = clamp(col.vec[2], 0.f, 1.f);
col.vec[3] = clamp(col.vec[3], 0.f, 1.f);
col.vec[0] *= (mObjectColor.r / 255.f);
col.vec[1] *= (mObjectColor.g / 255.f);
col.vec[2] *= (mObjectColor.b / 255.f);
col.vec[3] *= (mObjectColor.a / 255.f);
glColor4fv(col.vec);
glEnable(GL_BLEND);
if (mAlphaThreshold > 0)
{
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, mAlphaThreshold * col.vec[3]);
}
else
{
glDisable(GL_ALPHA_TEST);
}
if (mTextureMatrixEnabled)
{
glMatrixMode(GL_TEXTURE);
glLoadMatrixf(mTextureMatrix.get());
currentTextureMatrixState = true;
}
else if (currentTextureMatrixState)
{
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
currentTextureMatrixState = false;
}
if (mModelMatrixEnabled)
{
VSMatrix mult = mViewMatrix;
mult.multMatrix(mModelMatrix);
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(mult.get());
currentModelMatrixState = true;
}
else if (currentModelMatrixState)
{
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(mViewMatrix.get());
currentModelMatrixState = false;
}
}
//==========================================================================
//
//
//
//==========================================================================
void gl_FillScreen();
void FRenderState::DrawColormapOverlay()
{
float r, g, b;
if (mColormapState > CM_DEFAULT && mColormapState < CM_MAXCOLORMAP)
{
FSpecialColormap *scm = &SpecialColormaps[gl_fixedcolormap - CM_FIRSTSPECIALCOLORMAP];
float m[] = { scm->ColorizeEnd[0] - scm->ColorizeStart[0],
scm->ColorizeEnd[1] - scm->ColorizeStart[1], scm->ColorizeEnd[2] - scm->ColorizeStart[2], 0.f };
if (m[0] < 0 && m[1] < 0 && m[2] < 0)
{
gl_RenderState.SetColor(1, 1, 1, 1);
gl_RenderState.BlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
gl_FillScreen();
r = scm->ColorizeStart[0];
g = scm->ColorizeStart[1];
b = scm->ColorizeStart[2];
}
else
{
r = scm->ColorizeEnd[0];
g = scm->ColorizeEnd[1];
b = scm->ColorizeEnd[2];
}
}
else if (mColormapState == CM_LITE)
{
if (gl_enhanced_nightvision)
{
r = 0.375f, g = 1.0f, b = 0.375f;
}
else
{
return;
}
}
else if (mColormapState >= CM_TORCH)
{
int flicker = mColormapState - CM_TORCH;
r = (0.8f + (7 - flicker) / 70.0f);
if (r > 1.0f) r = 1.0f;
b = g = r;
if (gl_enhanced_nightvision) b = g * 0.75f;
}
else return;
gl_RenderState.SetColor(r, g, b, 1.f);
gl_RenderState.BlendFunc(GL_DST_COLOR, GL_ZERO);
gl_FillScreen();
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
//==========================================================================
//
// Sets up the parameters to render one dynamic light onto one plane
//
//==========================================================================
bool gl_SetupLight(int group, Plane & p, ADynamicLight * light, Vector & nearPt, Vector & up, Vector & right,
float & scale, int desaturation, bool checkside, bool additive)
{
Vector fn, pos;
DVector3 lpos = light->PosRelative(group);
float dist = fabsf(p.DistToPoint(lpos.X, lpos.Z, lpos.Y));
float radius = (light->GetRadius() * gl_lights_size);
if (radius <= 0.f) return false;
if (dist > radius) return false;
if (checkside && gl_lights_checkside && p.PointOnSide(lpos.X, lpos.Z, lpos.Y))
{
return false;
}
if (!light->visibletoplayer)
{
return false;
}
scale = 1.0f / ((2.f * radius) - dist);
// project light position onto plane (find closest point on plane)
pos.Set(lpos.X, lpos.Z, lpos.Y);
fn = p.Normal();
fn.GetRightUp(right, up);
#ifdef _MSC_VER
nearPt = pos + fn * dist;
#else
Vector tmpVec = fn * dist;
nearPt = pos + tmpVec;
#endif
float cs = 1.0f - (dist / radius);
if (additive) cs *= 0.2f; // otherwise the light gets too strong.
float r = light->GetRed() / 255.0f * cs * gl_lights_intensity;
float g = light->GetGreen() / 255.0f * cs * gl_lights_intensity;
float b = light->GetBlue() / 255.0f * cs * gl_lights_intensity;
if (light->IsSubtractive())
{
Vector v;
gl_RenderState.BlendEquation(GL_FUNC_REVERSE_SUBTRACT);
v.Set(r, g, b);
r = v.Length() - r;
g = v.Length() - g;
b = v.Length() - b;
}
else
{
gl_RenderState.BlendEquation(GL_FUNC_ADD);
}
if (desaturation > 0 && gl.glslversion > 0) // no-shader excluded because no desaturated textures.
{
float gray = (r * 77 + g * 143 + b * 37) / 257;
r = (r*(32 - desaturation) + gray*desaturation) / 32;
g = (g*(32 - desaturation) + gray*desaturation) / 32;
b = (b*(32 - desaturation) + gray*desaturation) / 32;
}
gl_RenderState.SetColor(r, g, b);
return true;
}
//==========================================================================
//
//
//
//==========================================================================
bool gl_SetupLightTexture()
{
if (GLRenderer->gllight == nullptr) return false;
FMaterial * pat = FMaterial::ValidateTexture(GLRenderer->gllight, false);
gl_RenderState.SetMaterial(pat, CLAMP_XY_NOMIP, 0, -1, false);
return true;
}
//==========================================================================
//
//
//
//==========================================================================
bool GLWall::PutWallCompat(int passflag)
{
static int list_indices[2][2] =
{ { GLLDL_WALLS_PLAIN, GLLDL_WALLS_FOG },{ GLLDL_WALLS_MASKED, GLLDL_WALLS_FOGMASKED } };
// are lights possible?
if (gl_fixedcolormap != CM_DEFAULT || !gl_lights || seg->sidedef == nullptr || type == RENDERWALL_M2SNF || !gltexture) return false;
// multipassing these is problematic.
if ((flags&GLWF_SKYHACK && type == RENDERWALL_M2S)) return false;
// Any lights affecting this wall?
if (!(seg->sidedef->Flags & WALLF_POLYOBJ))
{
if (seg->sidedef->lighthead == nullptr) return false;
}
else if (sub)
{
if (sub->lighthead == nullptr) return false;
}
bool foggy = !gl_isBlack(Colormap.FadeColor) || (level.flags&LEVEL_HASFADETABLE) || gl_lights_additive;
bool masked = passflag == 2 && gltexture->isMasked();
int list = list_indices[masked][foggy];
if (list == GLLDL_WALLS_PLAIN)
{
if (gltexture->tex->gl_info.Brightmap && gl.glslversion >= 0.f) list = GLLDL_WALLS_BRIGHT;
//if (flags & GLWF_GLOW) list = GLLDL_WALLS_BRIGHT;
}
gl_drawinfo->dldrawlists[list].AddWall(this);
return true;
}
//==========================================================================
//
//
//
//==========================================================================
bool GLFlat::PutFlatCompat(bool fog)
{
// are lights possible?
if (gl_fixedcolormap != CM_DEFAULT || !gl_lights || !gltexture || renderstyle != STYLE_Translucent || alpha < 1.f - FLT_EPSILON || sector->lighthead == NULL) return false;
static int list_indices[2][2] =
{ { GLLDL_FLATS_PLAIN, GLLDL_FLATS_FOG },{ GLLDL_FLATS_MASKED, GLLDL_FLATS_FOGMASKED } };
bool masked = gltexture->isMasked() && ((renderflags&SSRF_RENDER3DPLANES) || stack);
bool foggy = gl_CheckFog(&Colormap, lightlevel) || (level.flags&LEVEL_HASFADETABLE) || gl_lights_additive;
int list = list_indices[masked][foggy];
if (list == GLLDL_FLATS_PLAIN)
{
if (gltexture->tex->gl_info.Brightmap && gl.glslversion >= 0.f) list = GLLDL_FLATS_BRIGHT;
}
gl_drawinfo->dldrawlists[list].AddFlat(this);
return true;
}
//==========================================================================
//
// Fog boundary without any shader support
//
//==========================================================================
void GLWall::RenderFogBoundaryCompat()
{
// without shaders some approximation is needed. This won't look as good
// as the shader version but it's an acceptable compromise.
float fogdensity = gl_GetFogDensity(lightlevel, Colormap.FadeColor);
float dist1 = Dist2(ViewPos.X, ViewPos.Y, glseg.x1, glseg.y1);
float dist2 = Dist2(ViewPos.X, ViewPos.Y, glseg.x2, glseg.y2);
// these values were determined by trial and error and are scale dependent!
float fogd1 = (0.95f - exp(-fogdensity*dist1 / 62500.f)) * 1.05f;
float fogd2 = (0.95f - exp(-fogdensity*dist2 / 62500.f)) * 1.05f;
float fc[4] = { Colormap.FadeColor.r / 255.0f,Colormap.FadeColor.g / 255.0f,Colormap.FadeColor.b / 255.0f,fogd2 };
gl_RenderState.EnableTexture(false);
gl_RenderState.EnableFog(false);
gl_RenderState.AlphaFunc(GL_GEQUAL, 0);
gl_RenderState.Apply();
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1.0f, -128.0f);
glDepthFunc(GL_LEQUAL);
glColor4f(fc[0], fc[1], fc[2], fogd1);
glBegin(GL_TRIANGLE_FAN);
glTexCoord2f(tcs[LOLFT].u, tcs[LOLFT].v);
glVertex3f(glseg.x1, zbottom[0], glseg.y1);
glTexCoord2f(tcs[UPLFT].u, tcs[UPLFT].v);
glVertex3f(glseg.x1, ztop[0], glseg.y1);
glColor4f(fc[0], fc[1], fc[2], fogd2);
glTexCoord2f(tcs[UPRGT].u, tcs[UPRGT].v);
glVertex3f(glseg.x2, ztop[1], glseg.y2);
glTexCoord2f(tcs[LORGT].u, tcs[LORGT].v);
glVertex3f(glseg.x2, zbottom[1], glseg.y2);
glEnd();
glDepthFunc(GL_LESS);
glPolygonOffset(0.0f, 0.0f);
glDisable(GL_POLYGON_OFFSET_FILL);
gl_RenderState.EnableFog(true);
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.5f);
gl_RenderState.EnableTexture(true);
}
//==========================================================================
//
// Flats
//
//==========================================================================
void GLFlat::DrawSubsectorLights(subsector_t * sub, int pass)
{
Plane p;
Vector nearPt, up, right, t1;
float scale;
FLightNode * node = sub->lighthead;
while (node)
{
ADynamicLight * light = node->lightsource;
if (light->flags2&MF2_DORMANT ||
(pass == GLPASS_LIGHTTEX && light->IsAdditive()) ||
(pass == GLPASS_LIGHTTEX_ADDITIVE && !light->IsAdditive()))
{
node = node->nextLight;
continue;
}
// we must do the side check here because gl_SetupLight needs the correct plane orientation
// which we don't have for Legacy-style 3D-floors
double planeh = plane.plane.ZatPoint(light);
if (gl_lights_checkside && ((planeh<light->Z() && ceiling) || (planeh>light->Z() && !ceiling)))
{
node = node->nextLight;
continue;
}
p.Set(plane.plane);
if (!gl_SetupLight(sub->sector->PortalGroup, p, light, nearPt, up, right, scale, CM_DEFAULT, false, pass != GLPASS_LIGHTTEX))
{
node = node->nextLight;
continue;
}
gl_RenderState.Apply();
FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
for (unsigned int k = 0; k < sub->numlines; k++)
{
vertex_t *vt = sub->firstline[k].v1;
ptr->x = vt->fX();
ptr->z = plane.plane.ZatPoint(vt) + dz;
ptr->y = vt->fY();
t1.Set(ptr->x, ptr->z, ptr->y);
Vector nearToVert = t1 - nearPt;
ptr->u = (nearToVert.Dot(right) * scale) + 0.5f;
ptr->v = (nearToVert.Dot(up) * scale) + 0.5f;
ptr++;
}
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_FAN);
node = node->nextLight;
}
}
//==========================================================================
//
//
//
//==========================================================================
void GLFlat::DrawLightsCompat(int pass)
{
gl_RenderState.Apply();
if (sub)
{
// This represents a single subsector
DrawSubsectorLights(sub, pass);
}
else
{
// Draw the subsectors belonging to this sector
for (int i = 0; i<sector->subsectorcount; i++)
{
subsector_t * sub = sector->subsectors[i];
if (gl_drawinfo->ss_renderflags[sub - subsectors] & renderflags)
{
DrawSubsectorLights(sub, pass);
}
}
// Draw the subsectors assigned to it due to missing textures
if (!(renderflags&SSRF_RENDER3DPLANES))
{
gl_subsectorrendernode * node = (renderflags&SSRF_RENDERFLOOR) ?
gl_drawinfo->GetOtherFloorPlanes(sector->sectornum) :
gl_drawinfo->GetOtherCeilingPlanes(sector->sectornum);
while (node)
{
DrawSubsectorLights(node->sub, pass);
node = node->next;
}
}
}
}
//==========================================================================
//
// Sets up the texture coordinates for one light to be rendered
//
//==========================================================================
bool GLWall::PrepareLight(ADynamicLight * light, int pass)
{
float vtx[] = { glseg.x1,zbottom[0],glseg.y1, glseg.x1,ztop[0],glseg.y1, glseg.x2,ztop[1],glseg.y2, glseg.x2,zbottom[1],glseg.y2 };
Plane p;
Vector nearPt, up, right;
float scale;
p.Init(vtx, 4);
if (!p.ValidNormal())
{
return false;
}
if (!gl_SetupLight(seg->frontsector->PortalGroup, p, light, nearPt, up, right, scale, CM_DEFAULT, true, pass != GLPASS_LIGHTTEX))
{
return false;
}
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;
}
void GLWall::RenderLightsCompat(int pass)
{
FLightNode * node;
// black fog is diminishing light and should affect lights less than the rest!
if (pass == GLPASS_LIGHTTEX) gl_SetFog((255 + lightlevel) >> 1, 0, NULL, false);
else gl_SetFog(lightlevel, 0, &Colormap, true);
if (seg->sidedef == NULL)
{
return;
}
else if (!(seg->sidedef->Flags & WALLF_POLYOBJ))
{
// Iterate through all dynamic lights which touch this wall and render them
node = seg->sidedef->lighthead;
}
else if (sub)
{
// To avoid constant rechecking for polyobjects use the subsector's lightlist instead
node = sub->lighthead;
}
else
{
return;
}
texcoord save[4];
memcpy(save, tcs, sizeof(tcs));
while (node)
{
ADynamicLight * light = node->lightsource;
if (light->flags2&MF2_DORMANT ||
(pass == GLPASS_LIGHTTEX && light->IsAdditive()) ||
(pass == GLPASS_LIGHTTEX_ADDITIVE && !light->IsAdditive()))
{
node = node->nextLight;
continue;
}
if (PrepareLight(light, pass))
{
vertcount = 0;
RenderWall(RWF_TEXTURED, NULL);
}
node = node->nextLight;
}
memcpy(tcs, save, sizeof(tcs));
vertcount = 0;
}
//==========================================================================
//
//
//
//==========================================================================
void FGLRenderer::RenderMultipassStuff()
{
// First pass: empty background with sector light only
// Part 1: solid geometry. This is set up so that there are no transparent parts
// remove any remaining texture bindings and shaders whick may get in the way.
gl_RenderState.EnableTexture(false);
gl_RenderState.EnableBrightmap(false);
gl_RenderState.Apply();
gl_drawinfo->dldrawlists[GLLDL_WALLS_PLAIN].DrawWalls(GLPASS_PLAIN);
gl_drawinfo->dldrawlists[GLLDL_FLATS_PLAIN].DrawFlats(GLPASS_PLAIN);
// Part 2: masked geometry. This is set up so that only pixels with alpha>0.5 will show
// This creates a blank surface that only fills the nontransparent parts of the texture
gl_RenderState.EnableTexture(true);
gl_RenderState.SetTextureMode(TM_MASK);
gl_RenderState.EnableBrightmap(true);
gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold);
gl_drawinfo->dldrawlists[GLLDL_WALLS_BRIGHT].DrawWalls(GLPASS_PLAIN);
gl_drawinfo->dldrawlists[GLLDL_WALLS_MASKED].DrawWalls(GLPASS_PLAIN);
gl_drawinfo->dldrawlists[GLLDL_FLATS_BRIGHT].DrawFlats(GLPASS_PLAIN);
gl_drawinfo->dldrawlists[GLLDL_FLATS_MASKED].DrawFlats(GLPASS_PLAIN);
// Part 3: The base of fogged surfaces, including the texture
gl_RenderState.EnableBrightmap(false);
gl_RenderState.SetTextureMode(TM_MODULATE);
gl_RenderState.AlphaFunc(GL_GEQUAL, 0);
gl_drawinfo->dldrawlists[GLLDL_WALLS_FOG].DrawWalls(GLPASS_PLAIN);
gl_drawinfo->dldrawlists[GLLDL_FLATS_FOG].DrawFlats(GLPASS_PLAIN);
gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold);
gl_drawinfo->dldrawlists[GLLDL_WALLS_FOGMASKED].DrawWalls(GLPASS_PLAIN);
gl_drawinfo->dldrawlists[GLLDL_FLATS_FOGMASKED].DrawFlats(GLPASS_PLAIN);
// second pass: draw lights
glDepthMask(false);
if (mLightCount && !gl_fixedcolormap)
{
if (gl_SetupLightTexture())
{
gl_RenderState.BlendFunc(GL_ONE, GL_ONE);
glDepthFunc(GL_EQUAL);
if (glset.lightmode == 8) gl_RenderState.SetSoftLightLevel(255);
gl_drawinfo->dldrawlists[GLLDL_WALLS_PLAIN].DrawWalls(GLPASS_LIGHTTEX);
gl_drawinfo->dldrawlists[GLLDL_WALLS_BRIGHT].DrawWalls(GLPASS_LIGHTTEX);
gl_drawinfo->dldrawlists[GLLDL_WALLS_MASKED].DrawWalls(GLPASS_LIGHTTEX);
gl_drawinfo->dldrawlists[GLLDL_FLATS_PLAIN].DrawFlats(GLPASS_LIGHTTEX);
gl_drawinfo->dldrawlists[GLLDL_FLATS_BRIGHT].DrawFlats(GLPASS_LIGHTTEX);
gl_drawinfo->dldrawlists[GLLDL_FLATS_MASKED].DrawFlats(GLPASS_LIGHTTEX);
gl_RenderState.BlendEquation(GL_FUNC_ADD);
}
else gl_lights = false;
}
// third pass: modulated texture
gl_RenderState.SetColor(0xffffffff);
gl_RenderState.BlendFunc(GL_DST_COLOR, GL_ZERO);
gl_RenderState.EnableFog(false);
gl_RenderState.AlphaFunc(GL_GEQUAL, 0);
glDepthFunc(GL_LEQUAL);
gl_drawinfo->dldrawlists[GLLDL_WALLS_PLAIN].DrawWalls(GLPASS_TEXONLY);
gl_drawinfo->dldrawlists[GLLDL_FLATS_PLAIN].DrawFlats(GLPASS_TEXONLY);
gl_drawinfo->dldrawlists[GLLDL_WALLS_BRIGHT].DrawWalls(GLPASS_TEXONLY);
gl_drawinfo->dldrawlists[GLLDL_FLATS_BRIGHT].DrawFlats(GLPASS_TEXONLY);
gl_RenderState.AlphaFunc(GL_GREATER, gl_mask_threshold);
gl_drawinfo->dldrawlists[GLLDL_WALLS_MASKED].DrawWalls(GLPASS_TEXONLY);
gl_drawinfo->dldrawlists[GLLDL_FLATS_MASKED].DrawFlats(GLPASS_TEXONLY);
// fourth pass: additive lights
gl_RenderState.EnableFog(true);
gl_RenderState.BlendFunc(GL_ONE, GL_ONE);
glDepthFunc(GL_EQUAL);
if (gl_SetupLightTexture())
{
gl_drawinfo->dldrawlists[GLLDL_WALLS_PLAIN].DrawWalls(GLPASS_LIGHTTEX_ADDITIVE);
gl_drawinfo->dldrawlists[GLLDL_WALLS_BRIGHT].DrawWalls(GLPASS_LIGHTTEX_ADDITIVE);
gl_drawinfo->dldrawlists[GLLDL_WALLS_MASKED].DrawWalls(GLPASS_LIGHTTEX_ADDITIVE);
gl_drawinfo->dldrawlists[GLLDL_FLATS_PLAIN].DrawFlats(GLPASS_LIGHTTEX_ADDITIVE);
gl_drawinfo->dldrawlists[GLLDL_FLATS_BRIGHT].DrawFlats(GLPASS_LIGHTTEX_ADDITIVE);
gl_drawinfo->dldrawlists[GLLDL_FLATS_MASKED].DrawFlats(GLPASS_LIGHTTEX_ADDITIVE);
gl_drawinfo->dldrawlists[GLLDL_WALLS_FOG].DrawWalls(GLPASS_LIGHTTEX_FOGGY);
gl_drawinfo->dldrawlists[GLLDL_WALLS_FOGMASKED].DrawWalls(GLPASS_LIGHTTEX_FOGGY);
gl_drawinfo->dldrawlists[GLLDL_FLATS_FOG].DrawFlats(GLPASS_LIGHTTEX_FOGGY);
gl_drawinfo->dldrawlists[GLLDL_FLATS_FOGMASKED].DrawFlats(GLPASS_LIGHTTEX_FOGGY);
}
else gl_lights = false;
glDepthFunc(GL_LESS);
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
gl_RenderState.EnableFog(true);
gl_RenderState.BlendFunc(GL_ONE, GL_ZERO);
glDepthMask(true);
}