qzdoom/src/gl/compatibility/gl_20.cpp
Christoph Oelckers 589936f570 - draw the colormap blend after postprocessing, not before it.
- added colormap shader to postprocessing.

This replaces the in-place application of fullscreen colormaps if renderbuffers are active. This way the fully composed scene gets inverted, not each element on its own which is highly problematic for additively blended things.
2016-09-01 17:14:51 +02:00

850 lines
25 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()
{
// 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;
// todo: remove more unsupported stuff like postprocessing options.
}
//==========================================================================
//
//
//
//==========================================================================
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, 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);
}
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];
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];
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, 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();
// 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, 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);
}
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_MASKED].DrawWalls(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_MASKED].DrawWalls(GLPASS_LIGHTTEX);
gl_drawinfo->dldrawlists[GLLDL_FLATS_PLAIN].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_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_MASKED].DrawWalls(GLPASS_LIGHTTEX_ADDITIVE);
gl_drawinfo->dldrawlists[GLLDL_FLATS_PLAIN].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);
}