mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-16 23:40:55 +00:00
e2e34f5245
Some stuff is not really needed and the vertex buffers no longer need to insert themselves into the render state.
222 lines
6.9 KiB
C++
222 lines
6.9 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2003-2016 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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#include "doomtype.h"
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#include "g_level.h"
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#include "w_wad.h"
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#include "r_state.h"
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#include "r_utility.h"
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#include "g_levellocals.h"
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#include "hwrenderer/scene/hw_skydome.h"
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#include "hwrenderer/scene/hw_portal.h"
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#include "hwrenderer/scene/hw_renderstate.h"
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#include "textures/skyboxtexture.h"
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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void HWSkyPortal::RenderRow(HWDrawInfo *di, FRenderState &state, EDrawType prim, int row, bool apply)
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{
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state.Draw(prim, vertexBuffer->mPrimStart[row], vertexBuffer->mPrimStart[row + 1] - vertexBuffer->mPrimStart[row]);
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}
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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void HWSkyPortal::RenderDome(HWDrawInfo *di, FRenderState &state, FMaterial * tex, float x_offset, float y_offset, bool mirror, int mode)
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{
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if (tex)
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{
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state.SetMaterial(tex, CLAMP_NONE, 0, -1);
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state.EnableModelMatrix(true);
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state.EnableTextureMatrix(true);
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vertexBuffer->SetupMatrices(tex, x_offset, y_offset, mirror, mode, state.mModelMatrix, state.mTextureMatrix);
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}
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int rc = vertexBuffer->mRows + 1;
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// The caps only get drawn for the main layer but not for the overlay.
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if (mode == FSkyVertexBuffer::SKYMODE_MAINLAYER && tex != NULL)
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{
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PalEntry pe = tex->tex->GetSkyCapColor(false);
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state.SetObjectColor(pe);
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state.EnableTexture(false);
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RenderRow(di, state, DT_TriangleFan, 0);
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pe = tex->tex->GetSkyCapColor(true);
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state.SetObjectColor(pe);
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RenderRow(di, state, DT_TriangleFan, rc);
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state.EnableTexture(true);
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}
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state.SetObjectColor(0xffffffff);
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for (int i = 1; i <= vertexBuffer->mRows; i++)
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{
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RenderRow(di, state, DT_TriangleStrip, i, i == 1);
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RenderRow(di, state, DT_TriangleStrip, rc + i, false);
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}
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state.EnableTextureMatrix(false);
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state.EnableModelMatrix(false);
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}
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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void HWSkyPortal::RenderBox(HWDrawInfo *di, FRenderState &state, FTextureID texno, FMaterial * gltex, float x_offset, bool sky2)
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{
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FSkyBox * sb = static_cast<FSkyBox*>(gltex->tex);
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int faces;
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FMaterial * tex;
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state.EnableModelMatrix(true);
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state.mModelMatrix.loadIdentity();
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if (!sky2)
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state.mModelMatrix.rotate(-180.0f+x_offset, level.info->skyrotatevector.X, level.info->skyrotatevector.Z, level.info->skyrotatevector.Y);
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else
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state.mModelMatrix.rotate(-180.0f+x_offset, level.info->skyrotatevector2.X, level.info->skyrotatevector2.Z, level.info->skyrotatevector2.Y);
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if (sb->faces[5])
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{
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faces=4;
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// north
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tex = FMaterial::ValidateTexture(sb->faces[0], false);
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state.SetMaterial(tex, CLAMP_XY, 0, -1);
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state.Draw(DT_TriangleStrip, vertexBuffer->FaceStart(0), 4);
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// east
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tex = FMaterial::ValidateTexture(sb->faces[1], false);
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state.SetMaterial(tex, CLAMP_XY, 0, -1);
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state.Draw(DT_TriangleStrip, vertexBuffer->FaceStart(1), 4);
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// south
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tex = FMaterial::ValidateTexture(sb->faces[2], false);
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state.SetMaterial(tex, CLAMP_XY, 0, -1);
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state.Draw(DT_TriangleStrip, vertexBuffer->FaceStart(2), 4);
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// west
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tex = FMaterial::ValidateTexture(sb->faces[3], false);
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state.SetMaterial(tex, CLAMP_XY, 0, -1);
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state.Draw(DT_TriangleStrip, vertexBuffer->FaceStart(3), 4);
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}
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else
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{
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faces=1;
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tex = FMaterial::ValidateTexture(sb->faces[0], false);
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state.SetMaterial(tex, CLAMP_XY, 0, -1);
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state.Draw(DT_TriangleStrip, vertexBuffer->FaceStart(-1), 10);
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}
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// top
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tex = FMaterial::ValidateTexture(sb->faces[faces], false);
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state.SetMaterial(tex, CLAMP_XY, 0, -1);
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state.Draw(DT_TriangleStrip, vertexBuffer->FaceStart(sb->fliptop ? 6 : 5), 4);
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// bottom
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tex = FMaterial::ValidateTexture(sb->faces[faces+1], false);
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state.SetMaterial(tex, CLAMP_XY, 0, -1);
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state.Draw(DT_TriangleStrip, vertexBuffer->FaceStart(4), 4);
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state.EnableModelMatrix(false);
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}
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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void HWSkyPortal::DrawContents(HWDrawInfo *di, FRenderState &state)
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{
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bool drawBoth = false;
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auto &vp = di->Viewpoint;
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// We have no use for Doom lighting special handling here, so disable it for this function.
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int oldlightmode = ::level.lightmode;
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if (::level.lightmode == 8)
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{
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::level.lightmode = 2;
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state.SetSoftLightLevel(-1);
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}
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state.ResetColor();
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state.EnableFog(false);
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state.AlphaFunc(Alpha_GEqual, 0.f);
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state.SetRenderStyle(STYLE_Translucent);
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bool oldClamp = state.SetDepthClamp(true);
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di->SetupView(state, 0, 0, 0, !!(mState->MirrorFlag & 1), !!(mState->PlaneMirrorFlag & 1));
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state.SetVertexBuffer(vertexBuffer);
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if (origin->texture[0] && origin->texture[0]->tex->bSkybox)
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{
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RenderBox(di, state, origin->skytexno1, origin->texture[0], origin->x_offset[0], origin->sky2);
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}
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else
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{
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if (origin->texture[0]==origin->texture[1] && origin->doublesky) origin->doublesky=false;
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if (origin->texture[0])
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{
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state.SetTextureMode(TM_OPAQUE);
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RenderDome(di, state, origin->texture[0], origin->x_offset[0], origin->y_offset, origin->mirrored, FSkyVertexBuffer::SKYMODE_MAINLAYER);
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state.SetTextureMode(TM_NORMAL);
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}
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state.AlphaFunc(Alpha_Greater, 0.f);
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if (origin->doublesky && origin->texture[1])
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{
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RenderDome(di, state, origin->texture[1], origin->x_offset[1], origin->y_offset, false, FSkyVertexBuffer::SKYMODE_SECONDLAYER);
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}
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if (::level.skyfog>0 && !di->isFullbrightScene() && (origin->fadecolor & 0xffffff) != 0)
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{
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PalEntry FadeColor = origin->fadecolor;
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FadeColor.a = clamp<int>(::level.skyfog, 0, 255);
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state.EnableTexture(false);
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state.SetObjectColor(FadeColor);
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state.Draw(DT_Triangles, 0, 12);
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state.EnableTexture(true);
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state.SetObjectColor(0xffffffff);
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}
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}
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::level.lightmode = oldlightmode;
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state.SetDepthClamp(oldClamp);
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}
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const char *HWSkyPortal::GetName() { return "Sky"; }
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