mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-16 23:40:55 +00:00
67fc35e738
* removed SplitWall function * split PutWall into PutWall and PutPortal because none of the portal cases needs the overhead for normal walls.
364 lines
9.3 KiB
C++
364 lines
9.3 KiB
C++
#ifndef __GL_WALL_H
|
|
#define __GL_WALL_H
|
|
//==========================================================================
|
|
//
|
|
// One wall segment in the draw list
|
|
//
|
|
//==========================================================================
|
|
#include "r_defs.h"
|
|
#include "textures/textures.h"
|
|
#include "gl/renderer/gl_colormap.h"
|
|
|
|
struct GLHorizonInfo;
|
|
struct F3DFloor;
|
|
struct model_t;
|
|
struct FSpriteModelFrame;
|
|
struct particle_t;
|
|
class ADynamicLight;
|
|
class FMaterial;
|
|
struct GLDrawList;
|
|
struct GLSkyInfo;
|
|
struct FTexCoordInfo;
|
|
struct FPortal;
|
|
struct FFlatVertex;
|
|
|
|
|
|
enum WallTypes
|
|
{
|
|
RENDERWALL_NONE,
|
|
RENDERWALL_TOP,
|
|
RENDERWALL_M1S,
|
|
RENDERWALL_M2S,
|
|
RENDERWALL_BOTTOM,
|
|
RENDERWALL_FOGBOUNDARY,
|
|
RENDERWALL_MIRRORSURFACE,
|
|
RENDERWALL_M2SNF,
|
|
RENDERWALL_COLOR,
|
|
RENDERWALL_FFBLOCK,
|
|
// Insert new types at the end!
|
|
};
|
|
|
|
enum PortalTypes
|
|
{
|
|
PORTALTYPE_SKY,
|
|
PORTALTYPE_HORIZON,
|
|
PORTALTYPE_SKYBOX,
|
|
PORTALTYPE_SECTORSTACK,
|
|
PORTALTYPE_PLANEMIRROR,
|
|
PORTALTYPE_MIRROR,
|
|
};
|
|
|
|
struct GLSeg
|
|
{
|
|
float x1,x2;
|
|
float y1,y2;
|
|
float fracleft, fracright; // fractional offset of the 2 vertices on the linedef
|
|
};
|
|
|
|
struct texcoord
|
|
{
|
|
float u,v;
|
|
};
|
|
|
|
//==========================================================================
|
|
//
|
|
// One sector plane, still in fixed point
|
|
//
|
|
//==========================================================================
|
|
|
|
struct GLSectorPlane
|
|
{
|
|
FTextureID texture;
|
|
secplane_t plane;
|
|
fixed_t texheight;
|
|
fixed_t xoffs, yoffs;
|
|
fixed_t xscale, yscale;
|
|
angle_t angle;
|
|
|
|
void GetFromSector(sector_t * sec, int ceiling)
|
|
{
|
|
xoffs = sec->GetXOffset(ceiling);
|
|
yoffs = sec->GetYOffset(ceiling);
|
|
xscale = sec->GetXScale(ceiling);
|
|
yscale = sec->GetYScale(ceiling);
|
|
angle = sec->GetAngle(ceiling);
|
|
texture = sec->GetTexture(ceiling);
|
|
plane = sec->GetSecPlane(ceiling);
|
|
texheight = (ceiling == sector_t::ceiling)? plane.d : -plane.d;
|
|
}
|
|
};
|
|
|
|
|
|
class GLWall
|
|
{
|
|
public:
|
|
|
|
enum
|
|
{
|
|
//GLWF_CLAMPX=1, use GLT_* for these!
|
|
//GLWF_CLAMPY=2,
|
|
GLWF_SKYHACK=4,
|
|
GLWF_GLOW=8, // illuminated by glowing flats
|
|
GLWF_NOSPLITUPPER=16,
|
|
GLWF_NOSPLITLOWER=32,
|
|
GLWF_NOSPLIT=64,
|
|
};
|
|
|
|
enum
|
|
{
|
|
RWF_BLANK = 0,
|
|
RWF_TEXTURED = 1, // actually not being used anymore because with buffers it's even less efficient not writing the texture coordinates - but leave it here
|
|
RWF_NOSPLIT = 4,
|
|
RWF_NORENDER = 8,
|
|
};
|
|
|
|
|
|
friend struct GLDrawList;
|
|
friend class GLPortal;
|
|
|
|
GLSeg glseg;
|
|
vertex_t * vertexes[2]; // required for polygon splitting
|
|
float ztop[2],zbottom[2];
|
|
texcoord uplft, uprgt, lolft, lorgt;
|
|
float alpha;
|
|
FMaterial *gltexture;
|
|
|
|
FColormap Colormap;
|
|
ERenderStyle RenderStyle;
|
|
|
|
fixed_t viewdistance;
|
|
|
|
TArray<lightlist_t> *lightlist;
|
|
int lightlevel;
|
|
BYTE type;
|
|
BYTE flags;
|
|
short rellight;
|
|
|
|
float topglowcolor[4];
|
|
float bottomglowcolor[4];
|
|
|
|
int dynlightindex;
|
|
|
|
union
|
|
{
|
|
// it's either one of them but never more!
|
|
AActor * skybox; // for skyboxes
|
|
GLSkyInfo * sky; // for normal sky
|
|
GLHorizonInfo * horizon; // for horizon information
|
|
FPortal * portal; // stacked sector portals
|
|
secplane_t * planemirror; // for plane mirrors
|
|
};
|
|
|
|
|
|
FTextureID topflat,bottomflat;
|
|
secplane_t topplane, bottomplane; // we need to save these to pass them to the shader for calculating glows.
|
|
|
|
// these are not the same as ytop and ybottom!!!
|
|
float zceil[2];
|
|
float zfloor[2];
|
|
|
|
public:
|
|
seg_t * seg; // this gives the easiest access to all other structs involved
|
|
subsector_t * sub; // For polyobjects
|
|
private:
|
|
|
|
void CheckGlowing();
|
|
void PutWall(sector_t *sec, bool translucent);
|
|
void PutPortal(int ptype);
|
|
void CheckTexturePosition();
|
|
|
|
void SetupLights();
|
|
bool PrepareLight(texcoord * tcs, ADynamicLight * light);
|
|
void RenderWall(int textured, unsigned int *store = NULL);
|
|
void RenderTextured(int rflags);
|
|
|
|
void FloodPlane(int pass);
|
|
|
|
void SkyPlane(sector_t *sector, int plane, bool allowmirror);
|
|
void SkyLine(line_t *line);
|
|
void SkyNormal(sector_t * fs,vertex_t * v1,vertex_t * v2);
|
|
void SkyTop(seg_t * seg,sector_t * fs,sector_t * bs,vertex_t * v1,vertex_t * v2);
|
|
void SkyBottom(seg_t * seg,sector_t * fs,sector_t * bs,vertex_t * v1,vertex_t * v2);
|
|
|
|
void LightPass();
|
|
void SetHorizon(vertex_t * ul, vertex_t * ur, vertex_t * ll, vertex_t * lr);
|
|
bool DoHorizon(seg_t * seg,sector_t * fs, vertex_t * v1,vertex_t * v2);
|
|
|
|
bool SetWallCoordinates(seg_t * seg, FTexCoordInfo *tci, float ceilingrefheight,
|
|
int topleft,int topright, int bottomleft,int bottomright, int texoffset);
|
|
|
|
void DoTexture(int type,seg_t * seg,int peg,
|
|
int ceilingrefheight,int floorrefheight,
|
|
int CeilingHeightstart,int CeilingHeightend,
|
|
int FloorHeightstart,int FloorHeightend,
|
|
int v_offset);
|
|
|
|
void DoMidTexture(seg_t * seg, bool drawfogboundary,
|
|
sector_t * front, sector_t * back,
|
|
sector_t * realfront, sector_t * realback,
|
|
fixed_t fch1, fixed_t fch2, fixed_t ffh1, fixed_t ffh2,
|
|
fixed_t bch1, fixed_t bch2, fixed_t bfh1, fixed_t bfh2);
|
|
|
|
void GetPlanePos(F3DFloor::planeref *planeref, int &left, int &right);
|
|
|
|
void BuildFFBlock(seg_t * seg, F3DFloor * rover,
|
|
fixed_t ff_topleft, fixed_t ff_topright,
|
|
fixed_t ff_bottomleft, fixed_t ff_bottomright);
|
|
void InverseFloors(seg_t * seg, sector_t * frontsector,
|
|
fixed_t topleft, fixed_t topright,
|
|
fixed_t bottomleft, fixed_t bottomright);
|
|
void ClipFFloors(seg_t * seg, F3DFloor * ffloor, sector_t * frontsector,
|
|
fixed_t topleft, fixed_t topright,
|
|
fixed_t bottomleft, fixed_t bottomright);
|
|
void DoFFloorBlocks(seg_t * seg, sector_t * frontsector, sector_t * backsector,
|
|
fixed_t fch1, fixed_t fch2, fixed_t ffh1, fixed_t ffh2,
|
|
fixed_t bch1, fixed_t bch2, fixed_t bfh1, fixed_t bfh2);
|
|
|
|
void DrawDecal(DBaseDecal *actor);
|
|
void DoDrawDecals();
|
|
|
|
void RenderFogBoundary();
|
|
void RenderMirrorSurface();
|
|
void RenderTranslucentWall();
|
|
|
|
void SplitLeftEdge(texcoord * tcs, FFlatVertex *&ptr);
|
|
void SplitRightEdge(texcoord * tcs, FFlatVertex *&ptr);
|
|
void SplitUpperEdge(texcoord * tcs, FFlatVertex *&ptr);
|
|
void SplitLowerEdge(texcoord * tcs, FFlatVertex *&ptr);
|
|
|
|
public:
|
|
|
|
void Process(seg_t *seg, sector_t *frontsector, sector_t *backsector);
|
|
void ProcessLowerMiniseg(seg_t *seg, sector_t *frontsector, sector_t *backsector);
|
|
void Draw(int pass);
|
|
|
|
float PointOnSide(float x,float y)
|
|
{
|
|
return -((y-glseg.y1)*(glseg.x2-glseg.x1)-(x-glseg.x1)*(glseg.y2-glseg.y1));
|
|
}
|
|
|
|
// Lines start-end and fdiv must intersect.
|
|
double CalcIntersectionVertex(GLWall * w2)
|
|
{
|
|
float ax = glseg.x1, ay=glseg.y1;
|
|
float bx = glseg.x2, by=glseg.y2;
|
|
float cx = w2->glseg.x1, cy=w2->glseg.y1;
|
|
float dx = w2->glseg.x2, dy=w2->glseg.y2;
|
|
return ((ay-cy)*(dx-cx)-(ax-cx)*(dy-cy)) / ((bx-ax)*(dy-cy)-(by-ay)*(dx-cx));
|
|
}
|
|
|
|
};
|
|
|
|
//==========================================================================
|
|
//
|
|
// One flat plane in the draw list
|
|
//
|
|
//==========================================================================
|
|
|
|
class GLFlat
|
|
{
|
|
public:
|
|
friend struct GLDrawList;
|
|
|
|
sector_t * sector;
|
|
subsector_t * sub; // only used for translucent planes
|
|
float dz; // z offset for rendering hacks
|
|
float z; // the z position of the flat (only valid for non-sloped planes)
|
|
FMaterial *gltexture;
|
|
|
|
FColormap Colormap; // light and fog
|
|
ERenderStyle renderstyle;
|
|
|
|
float alpha;
|
|
GLSectorPlane plane;
|
|
int lightlevel;
|
|
bool stack;
|
|
bool foggy;
|
|
bool ceiling;
|
|
BYTE renderflags;
|
|
int vboindex;
|
|
int vboheight;
|
|
|
|
int dynlightindex;
|
|
|
|
void SetupSubsectorLights(int pass, subsector_t * sub, int *dli = NULL);
|
|
void DrawSubsector(subsector_t * sub);
|
|
void DrawSubsectorLights(subsector_t * sub, int pass);
|
|
void DrawSubsectors(int pass, bool processlights, bool istrans);
|
|
void ProcessLights(bool istrans);
|
|
|
|
void PutFlat(bool fog = false);
|
|
void Process(sector_t * model, int whichplane, bool notexture);
|
|
void SetFrom3DFloor(F3DFloor *rover, bool top, bool underside);
|
|
void ProcessSector(sector_t * frontsector);
|
|
void Draw(int pass, bool trans);
|
|
};
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// One sprite in the draw list
|
|
//
|
|
//==========================================================================
|
|
|
|
|
|
class GLSprite
|
|
{
|
|
public:
|
|
friend struct GLDrawList;
|
|
friend void Mod_RenderModel(GLSprite * spr, model_t * mdl, int framenumber);
|
|
|
|
BYTE lightlevel;
|
|
BYTE foglevel;
|
|
BYTE hw_styleflags;
|
|
bool fullbright;
|
|
PalEntry ThingColor; // thing's own color
|
|
FColormap Colormap;
|
|
FSpriteModelFrame * modelframe;
|
|
FRenderStyle RenderStyle;
|
|
int OverrideShader;
|
|
|
|
int translation;
|
|
int index;
|
|
int depth;
|
|
|
|
float x,y,z; // needed for sorting!
|
|
|
|
float ul,ur;
|
|
float vt,vb;
|
|
float x1,y1,z1;
|
|
float x2,y2,z2;
|
|
|
|
FMaterial *gltexture;
|
|
float trans;
|
|
AActor * actor;
|
|
particle_t * particle;
|
|
|
|
void SplitSprite(sector_t * frontsector, bool translucent);
|
|
void SetLowerParam();
|
|
void PerformSpriteClipAdjustment(AActor *thing, fixed_t thingx, fixed_t thingy, float spriteheight);
|
|
|
|
public:
|
|
|
|
void Draw(int pass);
|
|
void PutSprite(bool translucent);
|
|
void Process(AActor* thing,sector_t * sector);
|
|
void ProcessParticle (particle_t *particle, sector_t *sector);//, int shade, int fakeside)
|
|
void SetThingColor(PalEntry);
|
|
void SetSpriteColor(sector_t *sector, fixed_t y);
|
|
|
|
// Lines start-end and fdiv must intersect.
|
|
double CalcIntersectionVertex(GLWall * w2);
|
|
};
|
|
|
|
inline float Dist2(float x1,float y1,float x2,float y2)
|
|
{
|
|
return sqrtf((x1-x2)*(x1-x2)+(y1-y2)*(y1-y2));
|
|
}
|
|
|
|
// Light + color
|
|
|
|
void gl_SetDynSpriteLight(AActor *self, fixed_t x, fixed_t y, fixed_t z, subsector_t *subsec);
|
|
void gl_SetDynSpriteLight(AActor *actor, particle_t *particle);
|
|
|
|
#endif
|