qzdoom/src/gl/scene/gl_walls_draw.cpp
Christoph Oelckers 634b3cf413 - moved gl_spritelight out of gl/. This required a few more changes:
* split gl_shadowmap.cpp into a GL dependent and an API independent part.
* gl_drawinfo must be kept around for the HUD sprite because it connects the renderer with the hardware indpendent part of the engine.
2018-04-29 11:00:34 +02:00

609 lines
19 KiB
C++

//
//---------------------------------------------------------------------------
//
// Copyright(C) 2000-2016 Christoph Oelckers
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
#include "gl/system/gl_system.h"
#include "p_local.h"
#include "p_lnspec.h"
#include "a_sharedglobal.h"
#include "g_levellocals.h"
#include "actorinlines.h"
#include "hwrenderer/dynlights/hw_dynlightdata.h"
#include "gl/system/gl_interface.h"
#include "hwrenderer/utility/hw_cvars.h"
#include "gl/renderer/gl_lightdata.h"
#include "gl/renderer/gl_renderstate.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/data/gl_vertexbuffer.h"
#include "gl/dynlights/gl_lightbuffer.h"
#include "gl/scene/gl_drawinfo.h"
#include "gl/scene/gl_portal.h"
#include "gl/scene/gl_scenedrawer.h"
#include "gl/renderer/gl_quaddrawer.h"
EXTERN_CVAR(Bool, gl_seamless)
// If we want to share the array to avoid constant allocations it needs to be thread local unless it'd be littered with expensive synchronization.
thread_local FDynLightData lightdata;
//==========================================================================
//
// General purpose wall rendering function
// everything goes through here
//
//==========================================================================
void FDrawInfo::RenderWall(GLWall *wall, int textured)
{
assert(wall->vertcount > 0);
gl_RenderState.Apply();
gl_RenderState.ApplyLightIndex(wall->dynlightindex);
GLRenderer->mVBO->RenderArray(GL_TRIANGLE_FAN, wall->vertindex, wall->vertcount);
vertexcount += wall->vertcount;
}
//==========================================================================
//
//
//
//==========================================================================
void FDrawInfo::RenderFogBoundary(GLWall *wall)
{
if (gl_fogmode && mDrawer->FixedColormap == 0)
{
if (!gl.legacyMode)
{
int rel = wall->rellight + getExtraLight();
mDrawer->SetFog(wall->lightlevel, rel, &wall->Colormap, false);
gl_RenderState.EnableDrawBuffers(1);
gl_RenderState.SetEffect(EFF_FOGBOUNDARY);
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1.0f, -128.0f);
RenderWall(wall, GLWall::RWF_BLANK);
glPolygonOffset(0.0f, 0.0f);
glDisable(GL_POLYGON_OFFSET_FILL);
gl_RenderState.SetEffect(EFF_NONE);
gl_RenderState.EnableDrawBuffers(gl_RenderState.GetPassDrawBufferCount());
}
else
{
RenderFogBoundaryCompat(wall);
}
}
}
//==========================================================================
//
//
//
//==========================================================================
void FDrawInfo::RenderMirrorSurface(GLWall *wall)
{
if (!TexMan.mirrorTexture.isValid()) return;
if (!gl.legacyMode)
{
// we use texture coordinates and texture matrix to pass the normal stuff to the shader so that the default vertex buffer format can be used as is.
gl_RenderState.EnableTextureMatrix(true);
gl_RenderState.mTextureMatrix.computeNormalMatrix(gl_RenderState.mViewMatrix);
}
else
{
FVector3 v = wall->glseg.Normal();
glNormal3fv(&v[0]);
}
// Use sphere mapping for this
gl_RenderState.SetEffect(EFF_SPHEREMAP);
mDrawer->SetColor(wall->lightlevel, 0, wall->Colormap ,0.1f);
mDrawer->SetFog(wall->lightlevel, 0, &wall->Colormap, true);
gl_RenderState.BlendFunc(GL_SRC_ALPHA,GL_ONE);
gl_RenderState.AlphaFunc(GL_GREATER,0);
glDepthFunc(GL_LEQUAL);
FMaterial * pat=FMaterial::ValidateTexture(TexMan.mirrorTexture, false, false);
gl_RenderState.SetMaterial(pat, CLAMP_NONE, 0, -1, false);
wall->flags &= ~GLWall::GLWF_GLOW;
RenderWall(wall, GLWall::RWF_BLANK);
gl_RenderState.EnableTextureMatrix(false);
gl_RenderState.SetEffect(EFF_NONE);
// Restore the defaults for the translucent pass
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_sprite_threshold);
glDepthFunc(GL_LESS);
// This is drawn in the translucent pass which is done after the decal pass
// As a result the decals have to be drawn here, right after the wall they are on,
// because the depth buffer won't get set by translucent items.
if (wall->seg->sidedef->AttachedDecals)
{
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1.0f, -128.0f);
glDepthMask(false);
gl_drawinfo->DrawDecalsForMirror(wall);
glDepthMask(true);
glPolygonOffset(0.0f, 0.0f);
glDisable(GL_POLYGON_OFFSET_FILL);
gl_RenderState.SetTextureMode(TM_MODULATE);
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
}
//==========================================================================
//
//
//
//==========================================================================
void FDrawInfo::RenderTexturedWall(GLWall *wall, int rflags)
{
int tmode = gl_RenderState.GetTextureMode();
int rel = wall->rellight + getExtraLight();
if (wall->flags & GLWall::GLWF_GLOW)
{
gl_RenderState.EnableGlow(true);
gl_RenderState.SetGlowParams(wall->topglowcolor, wall->bottomglowcolor);
}
gl_RenderState.SetGlowPlanes(wall->topplane, wall->bottomplane);
gl_RenderState.SetMaterial(wall->gltexture, wall->flags & 3, 0, -1, false);
if (wall->type == RENDERWALL_M2SNF)
{
if (wall->flags & GLWall::GLWF_CLAMPY)
{
if (tmode == TM_MODULATE) gl_RenderState.SetTextureMode(TM_CLAMPY);
}
mDrawer->SetFog(255, 0, nullptr, false);
}
gl_RenderState.SetObjectColor(wall->seg->frontsector->SpecialColors[sector_t::walltop] | 0xff000000);
gl_RenderState.SetObjectColor2(wall->seg->frontsector->SpecialColors[sector_t::wallbottom] | 0xff000000);
float absalpha = fabsf(wall->alpha);
if (wall->lightlist == nullptr)
{
if (wall->type != RENDERWALL_M2SNF) mDrawer->SetFog(wall->lightlevel, rel, &wall->Colormap, wall->RenderStyle == STYLE_Add);
mDrawer->SetColor(wall->lightlevel, rel, wall->Colormap, absalpha);
RenderWall(wall, rflags);
}
else
{
gl_RenderState.EnableSplit(true);
for (unsigned i = 0; i < wall->lightlist->Size(); i++)
{
secplane_t &lowplane = i == (*wall->lightlist).Size() - 1 ? wall->bottomplane : (*wall->lightlist)[i + 1].plane;
// this must use the exact same calculation method as GLWall::Process etc.
float low1 = lowplane.ZatPoint(wall->vertexes[0]);
float low2 = lowplane.ZatPoint(wall->vertexes[1]);
if (low1 < wall->ztop[0] || low2 < wall->ztop[1])
{
int thisll = (*wall->lightlist)[i].caster != NULL ? hw_ClampLight(*(*wall->lightlist)[i].p_lightlevel) : wall->lightlevel;
FColormap thiscm;
thiscm.FadeColor = wall->Colormap.FadeColor;
thiscm.FogDensity = wall->Colormap.FogDensity;
thiscm.CopyFrom3DLight(&(*wall->lightlist)[i]);
mDrawer->SetColor(thisll, rel, thiscm, absalpha);
if (wall->type != RENDERWALL_M2SNF) mDrawer->SetFog(thisll, rel, &thiscm, wall->RenderStyle == STYLE_Add);
gl_RenderState.SetSplitPlanes((*wall->lightlist)[i].plane, lowplane);
RenderWall(wall, rflags);
}
if (low1 <= wall->zbottom[0] && low2 <= wall->zbottom[1]) break;
}
gl_RenderState.EnableSplit(false);
}
gl_RenderState.SetObjectColor(0xffffffff);
gl_RenderState.SetObjectColor2(0);
gl_RenderState.SetTextureMode(tmode);
gl_RenderState.EnableGlow(false);
}
//==========================================================================
//
//
//
//==========================================================================
void FDrawInfo::RenderTranslucentWall(GLWall *wall)
{
if (wall->gltexture)
{
if (mDrawer->FixedColormap == CM_DEFAULT && gl_lights && gl.lightmethod == LM_DIRECT)
{
if (wall->SetupLights(lightdata))
wall->dynlightindex = GLRenderer->mLights->UploadLights(lightdata);
}
if (!wall->gltexture->tex->GetTranslucency()) gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold);
else gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
if (wall->RenderStyle == STYLE_Add) gl_RenderState.BlendFunc(GL_SRC_ALPHA,GL_ONE);
RenderTexturedWall(wall, GLWall::RWF_TEXTURED | GLWall::RWF_NOSPLIT);
if (wall->RenderStyle == STYLE_Add) gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
else
{
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
mDrawer->SetColor(wall->lightlevel, 0, wall->Colormap, fabsf(wall->alpha));
mDrawer->SetFog(wall->lightlevel, 0, &wall->Colormap, wall->RenderStyle == STYLE_Add);
gl_RenderState.EnableTexture(false);
RenderWall(wall, GLWall::RWF_NOSPLIT);
gl_RenderState.EnableTexture(true);
}
}
//==========================================================================
//
//
//
//==========================================================================
void FDrawInfo::DrawWall(GLWall *wall, int pass)
{
gl_RenderState.SetNormal(wall->glseg.Normal());
switch (pass)
{
case GLPASS_LIGHTSONLY:
if (wall->SetupLights(lightdata))
wall->dynlightindex = GLRenderer->mLights->UploadLights(lightdata);
break;
case GLPASS_ALL:
if (wall->SetupLights(lightdata))
wall->dynlightindex = GLRenderer->mLights->UploadLights(lightdata);
// fall through
case GLPASS_PLAIN:
RenderTexturedWall(wall, GLWall::RWF_TEXTURED);
break;
case GLPASS_TRANSLUCENT:
switch (wall->type)
{
case RENDERWALL_MIRRORSURFACE:
RenderMirrorSurface(wall);
break;
case RENDERWALL_FOGBOUNDARY:
RenderFogBoundary(wall);
break;
default:
RenderTranslucentWall(wall);
break;
}
break;
case GLPASS_LIGHTTEX:
case GLPASS_LIGHTTEX_ADDITIVE:
case GLPASS_LIGHTTEX_FOGGY:
gl_drawinfo->RenderLightsCompat(wall, pass);
break;
case GLPASS_TEXONLY:
gl_RenderState.SetMaterial(wall->gltexture, wall->flags & 3, 0, -1, false);
RenderWall(wall, GLWall::RWF_TEXTURED);
break;
}
}
//==========================================================================
//
//
//
//==========================================================================
void FDrawInfo::AddWall(GLWall *wall)
{
bool translucent = !!(wall->flags & GLWall::GLWF_TRANSLUCENT);
int list;
if (translucent) // translucent walls
{
if (!gl.legacyMode && mDrawer->FixedColormap == CM_DEFAULT && wall->gltexture != nullptr)
{
if (wall->SetupLights(lightdata))
wall->dynlightindex = GLRenderer->mLights->UploadLights(lightdata);
}
wall->ViewDistance = (r_viewpoint.Pos - (wall->seg->linedef->v1->fPos() + wall->seg->linedef->Delta() / 2)).XY().LengthSquared();
wall->MakeVertices(this, true);
auto newwall = drawlists[GLDL_TRANSLUCENT].NewWall();
*newwall = *wall;
}
else
{
if (gl.legacyMode)
{
if (PutWallCompat(wall, GLWall::passflag[wall->type])) return;
}
else if (mDrawer->FixedColormap == CM_DEFAULT)
{
if (wall->SetupLights(lightdata))
wall->dynlightindex = GLRenderer->mLights->UploadLights(lightdata);
}
bool masked;
masked = GLWall::passflag[wall->type] == 1 ? false : (wall->gltexture && wall->gltexture->isMasked());
if ((wall->flags & GLWall::GLWF_SKYHACK && wall->type == RENDERWALL_M2S))
{
list = GLDL_MASKEDWALLSOFS;
}
else
{
list = masked ? GLDL_MASKEDWALLS : GLDL_PLAINWALLS;
}
wall->MakeVertices(this, false);
auto newwall = drawlists[list].NewWall();
*newwall = *wall;
if (!masked) newwall->ProcessDecals(this);
}
wall->dynlightindex = -1;
}
//==========================================================================
//
//
//
//==========================================================================
void FDrawInfo::AddMirrorSurface(GLWall *w)
{
w->type = RENDERWALL_MIRRORSURFACE;
auto newwall = drawlists[GLDL_TRANSLUCENTBORDER].NewWall();
*newwall = *w;
FVector3 v = newwall->glseg.Normal();
auto tcs = newwall->tcs;
tcs[GLWall::LOLFT].u = tcs[GLWall::LORGT].u = tcs[GLWall::UPLFT].u = tcs[GLWall::UPRGT].u = v.X;
tcs[GLWall::LOLFT].v = tcs[GLWall::LORGT].v = tcs[GLWall::UPLFT].v = tcs[GLWall::UPRGT].v = v.Z;
newwall->MakeVertices(this, false);
newwall->ProcessDecals(this);
}
//==========================================================================
//
//
//
//==========================================================================
void FDrawInfo::AddPortal(GLWall *wall, int ptype)
{
GLPortal * portal;
wall->MakeVertices(this, false);
switch (ptype)
{
// portals don't go into the draw list.
// Instead they are added to the portal manager
case PORTALTYPE_HORIZON:
wall->horizon = UniqueHorizons.Get(wall->horizon);
portal = GLPortal::FindPortal(wall->horizon);
if (!portal) portal = new GLHorizonPortal(wall->horizon);
portal->AddLine(wall);
break;
case PORTALTYPE_SKYBOX:
portal = GLPortal::FindPortal(wall->secportal);
if (!portal)
{
// either a regular skybox or an Eternity-style horizon
if (wall->secportal->mType != PORTS_SKYVIEWPOINT) portal = new GLEEHorizonPortal(wall->secportal);
else portal = new GLSkyboxPortal(wall->secportal);
}
portal->AddLine(wall);
break;
case PORTALTYPE_SECTORSTACK:
portal = wall->portal->GetRenderState();
portal->AddLine(wall);
break;
case PORTALTYPE_PLANEMIRROR:
if (GLPortal::PlaneMirrorMode * wall->planemirror->fC() <= 0)
{
//@sync-portal
wall->planemirror = UniquePlaneMirrors.Get(wall->planemirror);
portal = GLPortal::FindPortal(wall->planemirror);
if (!portal) portal = new GLPlaneMirrorPortal(wall->planemirror);
portal->AddLine(wall);
}
break;
case PORTALTYPE_MIRROR:
portal = GLPortal::FindPortal(wall->seg->linedef);
if (!portal) portal = new GLMirrorPortal(wall->seg->linedef);
portal->AddLine(wall);
if (gl_mirror_envmap)
{
// draw a reflective layer over the mirror
AddMirrorSurface(wall);
}
break;
case PORTALTYPE_LINETOLINE:
portal = GLPortal::FindPortal(wall->lineportal);
if (!portal)
{
line_t *otherside = wall->lineportal->lines[0]->mDestination;
if (otherside != NULL && otherside->portalindex < level.linePortals.Size())
{
ProcessActorsInPortal(otherside->getPortal()->mGroup, mDrawer->in_area);
}
portal = new GLLineToLinePortal(wall->lineportal);
}
portal->AddLine(wall);
break;
case PORTALTYPE_SKY:
wall->sky = UniqueSkies.Get(wall->sky);
portal = GLPortal::FindPortal(wall->sky);
if (!portal) portal = new GLSkyPortal(wall->sky);
portal->AddLine(wall);
break;
}
wall->vertcount = 0;
}
//==========================================================================
//
//
//
//==========================================================================
void FDrawInfo::DrawDecal(GLDecal *gldecal)
{
auto wall = gldecal->wall;
auto decal = gldecal->decal;
auto tex = gldecal->gltexture;
auto &seg = wall->seg;
// calculate dynamic light effect.
if (gl_lights && GLRenderer->mLightCount && !mDrawer->FixedColormap && gl_light_sprites)
{
// Note: This should be replaced with proper shader based lighting.
double x, y;
float out[3];
decal->GetXY(seg->sidedef, x, y);
GetDynSpriteLight(nullptr, x, y, gldecal->zcenter, wall->sub, out);
gl_RenderState.SetDynLight(out[0], out[1], out[2]);
}
// alpha color only has an effect when using an alpha texture.
if (decal->RenderStyle.Flags & STYLEF_RedIsAlpha)
{
gl_RenderState.SetObjectColor(decal->AlphaColor | 0xff000000);
}
gl_SetRenderStyle(decal->RenderStyle, false, false);
gl_RenderState.SetMaterial(tex, CLAMP_XY, decal->Translation, 0, !!(decal->RenderStyle.Flags & STYLEF_RedIsAlpha));
// If srcalpha is one it looks better with a higher alpha threshold
if (decal->RenderStyle.SrcAlpha == STYLEALPHA_One) gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_sprite_threshold);
else gl_RenderState.AlphaFunc(GL_GREATER, 0.f);
mDrawer->SetColor(gldecal->light, gldecal->rel, gldecal->colormap, gldecal->a);
// for additively drawn decals we must temporarily set the fog color to black.
PalEntry fc = gl_RenderState.GetFogColor();
if (decal->RenderStyle.BlendOp == STYLEOP_Add && decal->RenderStyle.DestAlpha == STYLEALPHA_One)
{
gl_RenderState.SetFog(0, -1);
}
gl_RenderState.SetNormal(wall->glseg.Normal());
if (wall->lightlist == nullptr)
{
gl_RenderState.Apply();
GLRenderer->mVBO->RenderArray(GL_TRIANGLE_FAN, gldecal->vertindex, 4);
}
else
{
auto &lightlist = *wall->lightlist;
for (unsigned k = 0; k < lightlist.Size(); k++)
{
secplane_t &lowplane = k == lightlist.Size() - 1 ? wall->bottomplane : lightlist[k + 1].plane;
DecalVertex *dv = gldecal->dv;
float low1 = lowplane.ZatPoint(dv[1].x, dv[1].y);
float low2 = lowplane.ZatPoint(dv[2].x, dv[2].y);
if (low1 < dv[1].z || low2 < dv[2].z)
{
int thisll = lightlist[k].caster != NULL ? hw_ClampLight(*lightlist[k].p_lightlevel) : wall->lightlevel;
FColormap thiscm;
thiscm.FadeColor = wall->Colormap.FadeColor;
thiscm.CopyFrom3DLight(&lightlist[k]);
mDrawer->SetColor(thisll, gldecal->rel, thiscm, gldecal->a);
if (level.flags3 & LEVEL3_NOCOLOREDSPRITELIGHTING) thiscm.Decolorize();
mDrawer->SetFog(thisll, gldecal->rel, &thiscm, wall->RenderStyle == STYLE_Add);
gl_RenderState.SetSplitPlanes(lightlist[k].plane, lowplane);
gl_RenderState.Apply();
GLRenderer->mVBO->RenderArray(GL_TRIANGLE_FAN, gldecal->vertindex, 4);
}
if (low1 <= dv[0].z && low2 <= dv[3].z) break;
}
}
rendered_decals++;
gl_RenderState.SetTextureMode(TM_MODULATE);
gl_RenderState.SetObjectColor(0xffffffff);
gl_RenderState.SetFog(fc, -1);
gl_RenderState.SetDynLight(0, 0, 0);
}
//==========================================================================
//
//
//
//==========================================================================
void FDrawInfo::DrawDecals()
{
GLWall *wall = nullptr;
for (auto gldecal : decals[0])
{
if (gldecal->wall != wall)
{
wall = gldecal->wall;
if (wall->lightlist != nullptr)
{
gl_RenderState.EnableSplit(true);
}
else
{
gl_RenderState.EnableSplit(false);
mDrawer->SetFog(wall->lightlevel, wall->rellight + getExtraLight(), &wall->Colormap, false);
}
}
DrawDecal(gldecal);
}
if (wall && wall->lightlist != nullptr) gl_RenderState.EnableSplit(false);
}
//==========================================================================
//
// This list will never get long, so this code should be ok.
//
//==========================================================================
void FDrawInfo::DrawDecalsForMirror(GLWall *wall)
{
mDrawer->SetFog(wall->lightlevel, wall->rellight + getExtraLight(), &wall->Colormap, false);
for (auto gldecal : decals[1])
{
if (gldecal->wall == wall)
{
DrawDecal(gldecal);
}
}
}