qzdoom/src/hwrenderer/scene/hw_flats.cpp
Christoph Oelckers b56e80a556 - disabled the buffer reallocation option for the light buffer.
The entire idea with CPU side buffering simply can not work since the buffer is being used live. To compensate the buffer's size was doubled.
2018-10-29 21:53:43 +01:00

697 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/
//
//--------------------------------------------------------------------------
//
/*
** gl_flat.cpp
** Flat processing
**
*/
#include "a_sharedglobal.h"
#include "r_defs.h"
#include "r_sky.h"
#include "r_utility.h"
#include "doomstat.h"
#include "d_player.h"
#include "g_levellocals.h"
#include "actorinlines.h"
#include "p_lnspec.h"
#include "r_data/matrix.h"
#include "hwrenderer/dynlights/hw_dynlightdata.h"
#include "hwrenderer/utility/hw_cvars.h"
#include "hwrenderer/utility/hw_clock.h"
#include "hwrenderer/utility/hw_lighting.h"
#include "hwrenderer/textures/hw_material.h"
#include "hwrenderer/scene/hw_drawinfo.h"
#include "hwrenderer/data/flatvertices.h"
#include "hwrenderer/dynlights/hw_lightbuffer.h"
#include "hw_drawstructs.h"
#include "hw_renderstate.h"
#ifdef _DEBUG
CVAR(Int, gl_breaksec, -1, 0)
#endif
//==========================================================================
//
// Sets the texture matrix according to the plane's texture positioning
// information
//
//==========================================================================
bool hw_SetPlaneTextureRotation(const GLSectorPlane * secplane, FMaterial * gltexture, VSMatrix &dest)
{
// only manipulate the texture matrix if needed.
if (!secplane->Offs.isZero() ||
secplane->Scale.X != 1. || secplane->Scale.Y != 1 ||
secplane->Angle != 0 ||
gltexture->TextureWidth() != 64 ||
gltexture->TextureHeight() != 64)
{
float uoffs = secplane->Offs.X / gltexture->TextureWidth();
float voffs = secplane->Offs.Y / gltexture->TextureHeight();
float xscale1 = secplane->Scale.X;
float yscale1 = secplane->Scale.Y;
if (gltexture->tex->bHasCanvas)
{
yscale1 = 0 - yscale1;
}
float angle = -secplane->Angle;
float xscale2 = 64.f / gltexture->TextureWidth();
float yscale2 = 64.f / gltexture->TextureHeight();
dest.loadIdentity();
dest.scale(xscale1, yscale1, 1.0f);
dest.translate(uoffs, voffs, 0.0f);
dest.scale(xscale2, yscale2, 1.0f);
dest.rotate(angle, 0.0f, 0.0f, 1.0f);
return true;
}
return false;
}
//==========================================================================
//
// special handling for skyboxes which need texture clamping.
// This will find the bounding rectangle of the sector and just
// draw one single polygon filling that rectangle with a clamped
// texture.
//
//==========================================================================
void GLFlat::CreateSkyboxVertices(FFlatVertex *vert)
{
float minx = FLT_MAX, miny = FLT_MAX;
float maxx = -FLT_MAX, maxy = -FLT_MAX;
for (auto ln : sector->Lines)
{
float x = ln->v1->fX();
float y = ln->v1->fY();
if (x < minx) minx = x;
if (y < miny) miny = y;
if (x > maxx) maxx = x;
if (y > maxy) maxy = y;
x = ln->v2->fX();
y = ln->v2->fY();
if (x < minx) minx = x;
if (y < miny) miny = y;
if (x > maxx) maxx = x;
if (y > maxy) maxy = y;
}
static float uvals[] = { 0, 0, 1, 1 };
static float vvals[] = { 1, 0, 0, 1 };
int rot = -xs_FloorToInt(plane.Angle / 90.f);
vert[0].Set(minx, z, miny, uvals[rot & 3], vvals[rot & 3]);
vert[1].Set(minx, z, maxy, uvals[(rot + 1) & 3], vvals[(rot + 1) & 3]);
vert[2].Set(maxx, z, maxy, uvals[(rot + 2) & 3], vvals[(rot + 2) & 3]);
vert[3].Set(maxx, z, miny, uvals[(rot + 3) & 3], vvals[(rot + 3) & 3]);
}
//==========================================================================
//
//
//
//==========================================================================
void GLFlat::SetupLights(HWDrawInfo *di, FLightNode * node, FDynLightData &lightdata, int portalgroup)
{
Plane p;
lightdata.Clear();
if (renderstyle == STYLE_Add && !level.lightadditivesurfaces)
{
dynlightindex = -1;
return; // no lights on additively blended surfaces.
}
while (node)
{
ADynamicLight * light = node->lightsource;
if (light->flags2&MF2_DORMANT)
{
node = node->nextLight;
continue;
}
iter_dlightf++;
// we must do the side check here because gl_GetLight needs the correct plane orientation
// which we don't have for Legacy-style 3D-floors
double planeh = plane.plane.ZatPoint(light);
if ((planeh<light->Z() && ceiling) || (planeh>light->Z() && !ceiling))
{
node = node->nextLight;
continue;
}
p.Set(plane.plane.Normal(), plane.plane.fD());
draw_dlightf += lightdata.GetLight(portalgroup, p, light, false);
node = node->nextLight;
}
dynlightindex = screen->mLights->UploadLights(lightdata);
}
//==========================================================================
//
//
//
//==========================================================================
void GLFlat::DrawSubsectors(HWDrawInfo *di, FRenderState &state)
{
auto vcount = sector->ibocount;
if (level.HasDynamicLights && screen->BuffersArePersistent())
{
SetupLights(di, sector->lighthead, lightdata, sector->PortalGroup);
}
state.SetLightIndex(dynlightindex);
if (vcount > 0 && !di->ClipLineShouldBeActive())
{
state.DrawIndexed(DT_Triangles, iboindex, vcount);
flatvertices += vcount;
flatprimitives++;
}
else
{
int index = iboindex;
bool applied = false;
for (int i = 0; i < sector->subsectorcount; i++)
{
subsector_t * sub = sector->subsectors[i];
if (sub->numlines <= 2) continue;
if (di->ss_renderflags[sub->Index()] & renderflags)
{
state.DrawIndexed(DT_Triangles, index, (sub->numlines - 2) * 3, !applied);
applied = true;
flatvertices += sub->numlines;
flatprimitives++;
}
index += (sub->numlines - 2) * 3;
}
}
if (!(renderflags&SSRF_RENDER3DPLANES))
{
// Draw the subsectors assigned to it due to missing textures
gl_subsectorrendernode * node = (renderflags&SSRF_RENDERFLOOR) ?
di->GetOtherFloorPlanes(sector->sectornum) :
di->GetOtherCeilingPlanes(sector->sectornum);
while (node)
{
state.SetLightIndex(node->lightindex);
auto num = node->sub->numlines;
flatvertices += num;
flatprimitives++;
state.Draw(DT_TriangleFan,node->vertexindex, num);
node = node->next;
}
// Flood gaps with the back side's ceiling/floor texture
// This requires a stencil because the projected plane interferes with
// the depth buffer
gl_floodrendernode * fnode = (renderflags&SSRF_RENDERFLOOR) ?
di->GetFloodFloorSegs(sector->sectornum) :
di->GetFloodCeilingSegs(sector->sectornum);
state.SetLightIndex(dynlightindex);
while (fnode)
{
flatvertices += 12;
flatprimitives += 3;
// Push bleeding floor/ceiling textures back a little in the z-buffer
// so they don't interfere with overlapping mid textures.
state.SetDepthBias(1, 128);
// Create stencil
state.SetEffect(EFF_STENCIL);
state.EnableTexture(false);
state.SetStencil(0, SOP_Increment, SF_ColorMaskOff);
state.Draw(DT_TriangleFan,fnode->vertexindex, 4);
// Draw projected plane into stencil
state.EnableTexture(true);
state.SetEffect(EFF_NONE);
state.SetStencil(1, SOP_Keep, SF_DepthMaskOff);
state.EnableDepthTest(false);
state.Draw(DT_TriangleFan,fnode->vertexindex + 4, 4);
// clear stencil
state.SetEffect(EFF_STENCIL);
state.EnableTexture(false);
state.SetStencil(1, SOP_Decrement, SF_ColorMaskOff | SF_DepthMaskOff);
state.Draw(DT_TriangleFan,fnode->vertexindex, 4);
// restore old stencil op.
state.EnableTexture(true);
state.EnableDepthTest(true);
state.SetEffect(EFF_NONE);
state.SetDepthBias(0, 0);
state.SetStencil(0, SOP_Keep, SF_AllOn);
fnode = fnode->next;
}
}
}
//==========================================================================
//
//
//
//==========================================================================
void GLFlat::DrawFlat(HWDrawInfo *di, FRenderState &state, bool translucent)
{
#ifdef _DEBUG
if (sector->sectornum == gl_breaksec)
{
int a = 0;
}
#endif
int rel = getExtraLight();
state.SetNormal(plane.plane.Normal().X, plane.plane.Normal().Z, plane.plane.Normal().Y);
state.SetColor(lightlevel, rel, di->isFullbrightScene(), Colormap, alpha);
state.SetFog(lightlevel, rel, di->isFullbrightScene(), &Colormap, false);
if (!gltexture || !gltexture->tex->isFullbright())
state.SetObjectColor(FlatColor | 0xff000000);
if (!translucent)
{
if (sector->special != GLSector_Skybox)
{
state.SetMaterial(gltexture, CLAMP_NONE, 0, -1);
state.SetPlaneTextureRotation(&plane, gltexture);
DrawSubsectors(di, state);
state.EnableTextureMatrix(false);
}
else
{
state.SetMaterial(gltexture, CLAMP_XY, 0, -1);
state.SetLightIndex(dynlightindex);
state.Draw(DT_TriangleFan,iboindex, 4);
flatvertices += 4;
flatprimitives++;
}
state.SetObjectColor(0xffffffff);
}
else
{
state.SetRenderStyle(renderstyle);
if (!gltexture)
{
state.AlphaFunc(Alpha_GEqual, 0.f);
state.EnableTexture(false);
DrawSubsectors(di, state);
state.EnableTexture(true);
}
else
{
if (!gltexture->tex->GetTranslucency()) state.AlphaFunc(Alpha_GEqual, gl_mask_threshold);
else state.AlphaFunc(Alpha_GEqual, 0.f);
state.SetMaterial(gltexture, CLAMP_NONE, 0, -1);
state.SetPlaneTextureRotation(&plane, gltexture);
DrawSubsectors(di, state);
state.EnableTextureMatrix(false);
}
state.SetRenderStyle(DefaultRenderStyle());
state.SetObjectColor(0xffffffff);
}
}
//==========================================================================
//
// GLFlat::PutFlat
//
// submit to the renderer
//
//==========================================================================
inline void GLFlat::PutFlat(HWDrawInfo *di, bool fog)
{
if (di->isFullbrightScene())
{
Colormap.Clear();
}
else if (!screen->BuffersArePersistent())
{
if (level.HasDynamicLights && gltexture != nullptr)
{
SetupLights(di, sector->lighthead, lightdata, sector->PortalGroup);
}
}
di->AddFlat(this, fog);
}
//==========================================================================
//
// This draws one flat
// The passed sector does not indicate the area which is rendered.
// It is only used as source for the plane data.
// The whichplane boolean indicates if the flat is a floor(false) or a ceiling(true)
//
//==========================================================================
void GLFlat::Process(HWDrawInfo *di, sector_t * model, int whichplane, bool fog)
{
plane.GetFromSector(model, whichplane);
if (whichplane != int(ceiling))
{
// Flip the normal if the source plane has a different orientation than what we are about to render.
plane.plane.FlipVert();
}
if (!fog)
{
gltexture=FMaterial::ValidateTexture(plane.texture, false, true);
if (!gltexture) return;
if (gltexture->tex->isFullbright())
{
Colormap.MakeWhite();
lightlevel=255;
}
}
else
{
gltexture = NULL;
lightlevel = abs(lightlevel);
}
z = plane.plane.ZatPoint(0.f, 0.f);
if (sector->special == GLSector_Skybox)
{
auto vert = screen->mVertexData->AllocVertices(4);
CreateSkyboxVertices(vert.first);
iboindex = vert.second;
}
PutFlat(di, fog);
rendered_flats++;
}
//==========================================================================
//
// Sets 3D floor info. Common code for all 4 cases
//
//==========================================================================
void GLFlat::SetFrom3DFloor(F3DFloor *rover, bool top, bool underside)
{
F3DFloor::planeref & plane = top? rover->top : rover->bottom;
// FF_FOG requires an inverted logic where to get the light from
lightlist_t *light = P_GetPlaneLight(sector, plane.plane, underside);
lightlevel = hw_ClampLight(*light->p_lightlevel);
if (rover->flags & FF_FOG)
{
Colormap.LightColor = light->extra_colormap.FadeColor;
FlatColor = 0xffffffff;
}
else
{
Colormap.CopyFrom3DLight(light);
FlatColor = *plane.flatcolor;
}
alpha = rover->alpha/255.0f;
renderstyle = rover->flags&FF_ADDITIVETRANS? STYLE_Add : STYLE_Translucent;
iboindex = plane.vindex;
}
//==========================================================================
//
// Process a sector's flats for rendering
// This function is only called once per sector.
// Subsequent subsectors are just quickly added to the ss_renderflags array
//
//==========================================================================
void GLFlat::ProcessSector(HWDrawInfo *di, sector_t * frontsector)
{
lightlist_t * light;
FSectorPortal *port;
#ifdef _DEBUG
if (frontsector->sectornum == gl_breaksec)
{
int a = 0;
}
#endif
// Get the real sector for this one.
sector = &level.sectors[frontsector->sectornum];
extsector_t::xfloor &x = sector->e->XFloor;
dynlightindex = -1;
uint8_t &srf = di->sectorrenderflags[sector->sectornum];
const auto &vp = di->Viewpoint;
//
//
//
// do floors
//
//
//
if (frontsector->floorplane.ZatPoint(vp.Pos) <= vp.Pos.Z)
{
// process the original floor first.
srf |= SSRF_RENDERFLOOR;
lightlevel = hw_ClampLight(frontsector->GetFloorLight());
Colormap = frontsector->Colormap;
FlatColor = frontsector->SpecialColors[sector_t::floor];
port = frontsector->ValidatePortal(sector_t::floor);
if ((stack = (port != NULL)))
{
if (port->mType == PORTS_STACKEDSECTORTHING)
{
di->AddFloorStack(sector); // stacked sector things require visplane merging.
}
alpha = frontsector->GetAlpha(sector_t::floor);
}
else
{
alpha = 1.0f - frontsector->GetReflect(sector_t::floor);
}
if (alpha != 0.f && frontsector->GetTexture(sector_t::floor) != skyflatnum)
{
iboindex = frontsector->iboindex[sector_t::floor];
ceiling = false;
renderflags = SSRF_RENDERFLOOR;
if (x.ffloors.Size())
{
light = P_GetPlaneLight(sector, &frontsector->floorplane, false);
if ((!(sector->GetFlags(sector_t::floor)&PLANEF_ABSLIGHTING) || light->lightsource == NULL)
&& (light->p_lightlevel != &frontsector->lightlevel))
{
lightlevel = hw_ClampLight(*light->p_lightlevel);
}
Colormap.CopyFrom3DLight(light);
}
renderstyle = STYLE_Translucent;
Process(di, frontsector, sector_t::floor, false);
}
}
//
//
//
// do ceilings
//
//
//
if (frontsector->ceilingplane.ZatPoint(vp.Pos) >= vp.Pos.Z)
{
// process the original ceiling first.
srf |= SSRF_RENDERCEILING;
lightlevel = hw_ClampLight(frontsector->GetCeilingLight());
Colormap = frontsector->Colormap;
FlatColor = frontsector->SpecialColors[sector_t::ceiling];
port = frontsector->ValidatePortal(sector_t::ceiling);
if ((stack = (port != NULL)))
{
if (port->mType == PORTS_STACKEDSECTORTHING)
{
di->AddCeilingStack(sector);
}
alpha = frontsector->GetAlpha(sector_t::ceiling);
}
else
{
alpha = 1.0f - frontsector->GetReflect(sector_t::ceiling);
}
if (alpha != 0.f && frontsector->GetTexture(sector_t::ceiling) != skyflatnum)
{
iboindex = frontsector->iboindex[sector_t::ceiling];
ceiling = true;
renderflags = SSRF_RENDERCEILING;
if (x.ffloors.Size())
{
light = P_GetPlaneLight(sector, &sector->ceilingplane, true);
if ((!(sector->GetFlags(sector_t::ceiling)&PLANEF_ABSLIGHTING))
&& (light->p_lightlevel != &frontsector->lightlevel))
{
lightlevel = hw_ClampLight(*light->p_lightlevel);
}
Colormap.CopyFrom3DLight(light);
}
renderstyle = STYLE_Translucent;
Process(di, frontsector, sector_t::ceiling, false);
}
}
//
//
//
// do 3D floors
//
//
//
stack = false;
if (x.ffloors.Size())
{
player_t * player = players[consoleplayer].camera->player;
renderflags = SSRF_RENDER3DPLANES;
srf |= SSRF_RENDER3DPLANES;
// 3d-floors must not overlap!
double lastceilingheight = sector->CenterCeiling(); // render only in the range of the
double lastfloorheight = sector->CenterFloor(); // current sector part (if applicable)
F3DFloor * rover;
int k;
// floors are ordered now top to bottom so scanning the list for the best match
// is no longer necessary.
ceiling = true;
Colormap = frontsector->Colormap;
for (k = 0; k < (int)x.ffloors.Size(); k++)
{
rover = x.ffloors[k];
if ((rover->flags&(FF_EXISTS | FF_RENDERPLANES | FF_THISINSIDE)) == (FF_EXISTS | FF_RENDERPLANES))
{
if (rover->flags&FF_FOG && di->isFullbrightScene()) continue;
if (!rover->top.copied && rover->flags&(FF_INVERTPLANES | FF_BOTHPLANES))
{
double ff_top = rover->top.plane->ZatPoint(sector->centerspot);
if (ff_top < lastceilingheight)
{
if (vp.Pos.Z <= rover->top.plane->ZatPoint(vp.Pos))
{
SetFrom3DFloor(rover, true, !!(rover->flags&FF_FOG));
Colormap.FadeColor = frontsector->Colormap.FadeColor;
Process(di, rover->top.model, rover->top.isceiling, !!(rover->flags&FF_FOG));
}
lastceilingheight = ff_top;
}
}
if (!rover->bottom.copied && !(rover->flags&FF_INVERTPLANES))
{
double ff_bottom = rover->bottom.plane->ZatPoint(sector->centerspot);
if (ff_bottom < lastceilingheight)
{
if (vp.Pos.Z <= rover->bottom.plane->ZatPoint(vp.Pos))
{
SetFrom3DFloor(rover, false, !(rover->flags&FF_FOG));
Colormap.FadeColor = frontsector->Colormap.FadeColor;
Process(di, rover->bottom.model, rover->bottom.isceiling, !!(rover->flags&FF_FOG));
}
lastceilingheight = ff_bottom;
if (rover->alpha < 255) lastceilingheight += EQUAL_EPSILON;
}
}
}
}
ceiling = false;
for (k = x.ffloors.Size() - 1; k >= 0; k--)
{
rover = x.ffloors[k];
if ((rover->flags&(FF_EXISTS | FF_RENDERPLANES | FF_THISINSIDE)) == (FF_EXISTS | FF_RENDERPLANES))
{
if (rover->flags&FF_FOG && di->isFullbrightScene()) continue;
if (!rover->bottom.copied && rover->flags&(FF_INVERTPLANES | FF_BOTHPLANES))
{
double ff_bottom = rover->bottom.plane->ZatPoint(sector->centerspot);
if (ff_bottom > lastfloorheight || (rover->flags&FF_FIX))
{
if (vp.Pos.Z >= rover->bottom.plane->ZatPoint(vp.Pos))
{
SetFrom3DFloor(rover, false, !(rover->flags&FF_FOG));
Colormap.FadeColor = frontsector->Colormap.FadeColor;
if (rover->flags&FF_FIX)
{
lightlevel = hw_ClampLight(rover->model->lightlevel);
Colormap = rover->GetColormap();
}
Process(di, rover->bottom.model, rover->bottom.isceiling, !!(rover->flags&FF_FOG));
}
lastfloorheight = ff_bottom;
}
}
if (!rover->top.copied && !(rover->flags&FF_INVERTPLANES))
{
double ff_top = rover->top.plane->ZatPoint(sector->centerspot);
if (ff_top > lastfloorheight)
{
if (vp.Pos.Z >= rover->top.plane->ZatPoint(vp.Pos))
{
SetFrom3DFloor(rover, true, !!(rover->flags&FF_FOG));
Colormap.FadeColor = frontsector->Colormap.FadeColor;
Process(di, rover->top.model, rover->top.isceiling, !!(rover->flags&FF_FOG));
}
lastfloorheight = ff_top;
if (rover->alpha < 255) lastfloorheight -= EQUAL_EPSILON;
}
}
}
}
}
}