mirror of
https://github.com/ZDoom/qzdoom.git
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443 lines
12 KiB
C++
443 lines
12 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2003-2018 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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/*
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** gl_decal.cpp
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** OpenGL decal processing code
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**
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*/
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#include "doomdata.h"
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#include "a_sharedglobal.h"
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#include "r_utility.h"
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#include "g_levellocals.h"
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#include "hwrenderer/textures/hw_material.h"
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#include "hwrenderer/utility/hw_cvars.h"
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#include "hwrenderer/scene/hw_drawstructs.h"
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#include "hwrenderer/scene/hw_drawinfo.h"
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#include "hwrenderer/utility/hw_lighting.h"
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#include "hwrenderer/utility/hw_clock.h"
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#include "hwrenderer/data/flatvertices.h"
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#include "hw_renderstate.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 GLDecal::DrawDecal(HWDrawInfo *di, FRenderState &state)
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{
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auto tex = gltexture;
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// calculate dynamic light effect.
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if (level.HasDynamicLights && !di->isFullbrightScene() && gl_light_sprites)
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{
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// Note: This should be replaced with proper shader based lighting.
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double x, y;
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float out[3];
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decal->GetXY(decal->Side, x, y);
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di->GetDynSpriteLight(nullptr, x, y, zcenter, decal->Side->lighthead, decal->Side->sector->PortalGroup, out);
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state.SetDynLight(out[0], out[1], out[2]);
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}
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// alpha color only has an effect when using an alpha texture.
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if (decal->RenderStyle.Flags & (STYLEF_RedIsAlpha | STYLEF_ColorIsFixed))
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{
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state.SetObjectColor(decal->AlphaColor | 0xff000000);
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}
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state.SetTextureMode(decal->RenderStyle);
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state.SetRenderStyle(decal->RenderStyle);
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state.SetMaterial(tex, CLAMP_XY, decal->Translation, -1);
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// If srcalpha is one it looks better with a higher alpha threshold
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if (decal->RenderStyle.SrcAlpha == STYLEALPHA_One) state.AlphaFunc(Alpha_GEqual, gl_mask_sprite_threshold);
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else state.AlphaFunc(Alpha_Greater, 0.f);
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state.SetColor(lightlevel, rellight, di->isFullbrightScene(), Colormap, alpha);
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// for additively drawn decals we must temporarily set the fog color to black.
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PalEntry fc = state.GetFogColor();
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if (decal->RenderStyle.BlendOp == STYLEOP_Add && decal->RenderStyle.DestAlpha == STYLEALPHA_One)
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{
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state.SetFog(0, -1);
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}
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state.SetNormal(Normal);
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if (lightlist == nullptr)
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{
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state.Draw(DT_TriangleFan, vertindex, 4);
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}
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else
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{
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auto &lightlist = *this->lightlist;
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for (unsigned k = 0; k < lightlist.Size(); k++)
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{
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secplane_t &lowplane = k == lightlist.Size() - 1 ? bottomplane : lightlist[k + 1].plane;
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float low1 = lowplane.ZatPoint(dv[1].x, dv[1].y);
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float low2 = lowplane.ZatPoint(dv[2].x, dv[2].y);
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if (low1 < dv[1].z || low2 < dv[2].z)
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{
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int thisll = lightlist[k].caster != nullptr ? hw_ClampLight(*lightlist[k].p_lightlevel) : lightlevel;
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FColormap thiscm;
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thiscm.FadeColor = Colormap.FadeColor;
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thiscm.CopyFrom3DLight(&lightlist[k]);
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state.SetColor(thisll, rellight, di->isFullbrightScene(), thiscm, alpha);
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if (level.flags3 & LEVEL3_NOCOLOREDSPRITELIGHTING) thiscm.Decolorize();
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state.SetFog(thisll, rellight, di->isFullbrightScene(), &thiscm, false);
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state.SetSplitPlanes(lightlist[k].plane, lowplane);
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state.Draw(DT_TriangleFan, vertindex, 4);
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}
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if (low1 <= dv[0].z && low2 <= dv[3].z) break;
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}
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}
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rendered_decals++;
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state.SetTextureMode(TM_NORMAL);
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state.SetObjectColor(0xffffffff);
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state.SetFog(fc, -1);
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state.SetDynLight(0, 0, 0);
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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 HWDrawInfo::DrawDecals(FRenderState &state, TArray<GLDecal *> &decals)
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{
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side_t *wall = nullptr;
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state.SetDepthMask(false);
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state.SetDepthBias(-1, -128);
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state.SetLightIndex(-1);
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for (auto gldecal : decals)
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{
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if (gldecal->decal->Side != wall)
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{
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wall = gldecal->decal->Side;
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if (gldecal->lightlist != nullptr)
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{
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state.EnableSplit(true);
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}
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else
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{
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state.EnableSplit(false);
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state.SetFog(gldecal->lightlevel, gldecal->rellight, isFullbrightScene(), &gldecal->Colormap, false);
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}
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}
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gldecal->DrawDecal(this, state);
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}
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state.EnableSplit(false);
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state.ClearDepthBias();
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state.SetTextureMode(TM_NORMAL);
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state.SetDepthMask(true);
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}
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//==========================================================================
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//
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// This list will never get long, so this code should be ok.
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//
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//==========================================================================
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void GLWall::DrawDecalsForMirror(HWDrawInfo *di, FRenderState &state, TArray<GLDecal *> &decals)
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{
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state.SetDepthMask(false);
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state.SetDepthBias(-1, -128);
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state.SetLightIndex(-1);
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state.SetFog(lightlevel, rellight + getExtraLight(), di->isFullbrightScene(), &Colormap, false);
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for (auto gldecal : decals)
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{
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if (gldecal->decal->Side == seg->sidedef)
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{
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gldecal->DrawDecal(di, state);
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}
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}
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state.ClearDepthBias();
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state.SetTextureMode(TM_NORMAL);
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state.SetDepthMask(true);
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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 GLWall::ProcessDecal(HWDrawInfo *di, DBaseDecal *decal, const FVector3 &normal)
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{
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line_t * line = seg->linedef;
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side_t * side = seg->sidedef;
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int i;
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float zpos;
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bool flipx, flipy;
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FTextureID decalTile;
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if (decal->RenderFlags & RF_INVISIBLE) return;
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if (type == RENDERWALL_FFBLOCK && gltexture->isMasked()) return; // No decals on 3D floors with transparent textures.
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if (seg == nullptr) return;
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decalTile = decal->PicNum;
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flipx = !!(decal->RenderFlags & RF_XFLIP);
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flipy = !!(decal->RenderFlags & RF_YFLIP);
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FTexture *texture = TexMan[decalTile];
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if (texture == NULL) return;
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// the sectors are only used for their texture origin coordinates
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// so we don't need the fake sectors for deep water etc.
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// As this is a completely split wall fragment no further splits are
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// necessary for the decal.
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sector_t *frontsector;
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// for 3d-floor segments use the model sector as reference
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if ((decal->RenderFlags&RF_CLIPMASK) == RF_CLIPMID) frontsector = decal->Sector;
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else frontsector = seg->frontsector;
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switch (decal->RenderFlags & RF_RELMASK)
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{
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default:
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// No valid decal can have this type. If one is encountered anyway
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// it is in some way invalid so skip it.
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return;
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//zpos = decal->z;
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//break;
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case RF_RELUPPER:
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if (type != RENDERWALL_TOP) return;
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if (line->flags & ML_DONTPEGTOP)
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{
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zpos = decal->Z + frontsector->GetPlaneTexZ(sector_t::ceiling);
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}
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else
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{
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zpos = decal->Z + seg->backsector->GetPlaneTexZ(sector_t::ceiling);
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}
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break;
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case RF_RELLOWER:
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if (type != RENDERWALL_BOTTOM) return;
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if (line->flags & ML_DONTPEGBOTTOM)
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{
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zpos = decal->Z + frontsector->GetPlaneTexZ(sector_t::ceiling);
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}
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else
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{
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zpos = decal->Z + seg->backsector->GetPlaneTexZ(sector_t::floor);
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}
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break;
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case RF_RELMID:
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if (type == RENDERWALL_TOP || type == RENDERWALL_BOTTOM) return;
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if (line->flags & ML_DONTPEGBOTTOM)
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{
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zpos = decal->Z + frontsector->GetPlaneTexZ(sector_t::floor);
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}
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else
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{
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zpos = decal->Z + frontsector->GetPlaneTexZ(sector_t::ceiling);
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}
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}
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FMaterial *tex = FMaterial::ValidateTexture(texture, false);
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// now clip the decal to the actual polygon
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float decalwidth = tex->TextureWidth() * decal->ScaleX;
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float decalheight = tex->TextureHeight() * decal->ScaleY;
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float decallefto = tex->GetLeftOffset() * decal->ScaleX;
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float decaltopo = tex->GetTopOffset() * decal->ScaleY;
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float leftedge = glseg.fracleft * side->TexelLength;
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float linelength = glseg.fracright * side->TexelLength - leftedge;
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// texel index of the decal's left edge
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float decalpixpos = (float)side->TexelLength * decal->LeftDistance - (flipx ? decalwidth - decallefto : decallefto) - leftedge;
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float left, right;
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float lefttex, righttex;
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// decal is off the left edge
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if (decalpixpos < 0)
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{
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left = 0;
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lefttex = -decalpixpos;
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}
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else
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{
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left = decalpixpos;
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lefttex = 0;
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}
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// decal is off the right edge
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if (decalpixpos + decalwidth > linelength)
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{
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right = linelength;
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righttex = right - decalpixpos;
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}
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else
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{
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right = decalpixpos + decalwidth;
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righttex = decalwidth;
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}
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if (right <= left)
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return; // nothing to draw
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// one texture unit on the wall as vector
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float vx = (glseg.x2 - glseg.x1) / linelength;
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float vy = (glseg.y2 - glseg.y1) / linelength;
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DecalVertex dv[4];
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dv[1].x = dv[0].x = glseg.x1 + vx * left;
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dv[1].y = dv[0].y = glseg.y1 + vy * left;
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dv[3].x = dv[2].x = glseg.x1 + vx * right;
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dv[3].y = dv[2].y = glseg.y1 + vy * right;
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zpos += (flipy ? decalheight - decaltopo : decaltopo);
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dv[1].z = dv[2].z = zpos;
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dv[0].z = dv[3].z = dv[1].z - decalheight;
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dv[1].v = dv[2].v = tex->GetVT();
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dv[1].u = dv[0].u = tex->GetU(lefttex / decal->ScaleX);
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dv[3].u = dv[2].u = tex->GetU(righttex / decal->ScaleX);
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dv[0].v = dv[3].v = tex->GetVB();
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// now clip to the top plane
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float vzt = (ztop[1] - ztop[0]) / linelength;
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float topleft = ztop[0] + vzt * left;
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float topright = ztop[0] + vzt * right;
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// completely below the wall
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if (topleft < dv[0].z && topright < dv[3].z)
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return;
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if (topleft < dv[1].z || topright < dv[2].z)
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{
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// decal has to be clipped at the top
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// let texture clamping handle all extreme cases
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dv[1].v = (dv[1].z - topleft) / (dv[1].z - dv[0].z)*dv[0].v;
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dv[2].v = (dv[2].z - topright) / (dv[2].z - dv[3].z)*dv[3].v;
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dv[1].z = topleft;
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dv[2].z = topright;
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}
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// now clip to the bottom plane
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float vzb = (zbottom[1] - zbottom[0]) / linelength;
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float bottomleft = zbottom[0] + vzb * left;
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float bottomright = zbottom[0] + vzb * right;
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// completely above the wall
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if (bottomleft > dv[1].z && bottomright > dv[2].z)
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return;
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if (bottomleft > dv[0].z || bottomright > dv[3].z)
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{
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// decal has to be clipped at the bottom
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// let texture clamping handle all extreme cases
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dv[0].v = (dv[1].z - bottomleft) / (dv[1].z - dv[0].z)*(dv[0].v - dv[1].v) + dv[1].v;
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dv[3].v = (dv[2].z - bottomright) / (dv[2].z - dv[3].z)*(dv[3].v - dv[2].v) + dv[2].v;
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dv[0].z = bottomleft;
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dv[3].z = bottomright;
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}
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if (flipx)
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{
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float ur = tex->GetUR();
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for (i = 0; i < 4; i++) dv[i].u = ur - dv[i].u;
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}
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if (flipy)
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{
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float vb = tex->GetVB();
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for (i = 0; i < 4; i++) dv[i].v = vb - dv[i].v;
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}
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GLDecal *gldecal = di->AddDecal(type == RENDERWALL_MIRRORSURFACE);
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gldecal->gltexture = tex;
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gldecal->decal = decal;
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if (decal->RenderFlags & RF_FULLBRIGHT)
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{
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gldecal->lightlevel = 255;
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gldecal->rellight = 0;
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}
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else
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{
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gldecal->lightlevel = lightlevel;
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gldecal->rellight = rellight + getExtraLight();
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}
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gldecal->Colormap = Colormap;
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if (level.flags3 & LEVEL3_NOCOLOREDSPRITELIGHTING)
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{
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gldecal->Colormap.Decolorize();
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}
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gldecal->alpha = decal->Alpha;
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gldecal->zcenter = zpos - decalheight * 0.5f;
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gldecal->bottomplane = bottomplane;
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gldecal->Normal = normal;
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gldecal->lightlist = lightlist;
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memcpy(gldecal->dv, dv, sizeof(dv));
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auto verts = screen->mVertexData->AllocVertices(4);
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gldecal->vertindex = verts.second;
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for (i = 0; i < 4; i++)
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{
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verts.first[i].Set(dv[i].x, dv[i].z, dv[i].y, dv[i].u, dv[i].v);
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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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//==========================================================================
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void GLWall::ProcessDecals(HWDrawInfo *di)
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{
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if (seg->sidedef != nullptr)
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{
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DBaseDecal *decal = seg->sidedef->AttachedDecals;
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if (decal)
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{
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auto normal = glseg.Normal(); // calculate the normal only once per wall because it requires a square root.
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while (decal)
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{
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ProcessDecal(di, decal, normal);
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decal = decal->WallNext;
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}
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}
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}
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}
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