qzdoom/src/gl/scene/gl_walls_draw.cpp
Christoph Oelckers e7856ce1e3 - removed unused forceadditive parameter from gl_GetLight.
- restricted gl_lights_additive to legacy code and removed menu entry for this.

For modern hardware this setting is completely pointless, it offers no advantage and degrades visual quality. Its only reason for existence was that drawing additive lights with textures is a lot faster, and that's all it's being used for now.
2016-09-04 12:35:26 +02:00

477 lines
14 KiB
C++

/*
** gl_walls_draw.cpp
** Wall rendering
**
**---------------------------------------------------------------------------
** Copyright 2000-2005 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
** covered by the terms of the GNU Lesser General Public License as published
** by the Free Software Foundation; either version 2.1 of the License, or (at
** your option) any later version.
** 5. Full disclosure of the entire project's source code, except for third
** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "gl/system/gl_system.h"
#include "p_local.h"
#include "p_lnspec.h"
#include "a_sharedglobal.h"
#include "gl/gl_functions.h"
#include "gl/system/gl_interface.h"
#include "gl/system/gl_cvars.h"
#include "gl/renderer/gl_lightdata.h"
#include "gl/renderer/gl_renderstate.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/data/gl_data.h"
#include "gl/data/gl_vertexbuffer.h"
#include "gl/dynlights/gl_dynlight.h"
#include "gl/dynlights/gl_glow.h"
#include "gl/dynlights/gl_lightbuffer.h"
#include "gl/scene/gl_drawinfo.h"
#include "gl/scene/gl_portal.h"
#include "gl/shaders/gl_shader.h"
#include "gl/textures/gl_material.h"
#include "gl/utility/gl_clock.h"
#include "gl/utility/gl_templates.h"
#include "gl/renderer/gl_quaddrawer.h"
EXTERN_CVAR(Bool, gl_seamless)
//==========================================================================
//
// Collect lights for shader
//
//==========================================================================
FDynLightData lightdata;
void GLWall::SetupLights()
{
if (RenderStyle == STYLE_Add) return; // no lights on additively blended surfaces.
// check for wall types which cannot have dynamic lights on them (portal types never get here so they don't need to be checked.)
switch (type)
{
case RENDERWALL_FOGBOUNDARY:
case RENDERWALL_MIRRORSURFACE:
case RENDERWALL_COLOR:
return;
}
float vtx[]={glseg.x1,zbottom[0],glseg.y1, glseg.x1,ztop[0],glseg.y1, glseg.x2,ztop[1],glseg.y2, glseg.x2,zbottom[1],glseg.y2};
Plane p;
lightdata.Clear();
p.Init(vtx,4);
if (!p.ValidNormal())
{
return;
}
FLightNode *node;
if (seg->sidedef == NULL)
{
node = NULL;
}
else if (!(seg->sidedef->Flags & WALLF_POLYOBJ))
{
node = seg->sidedef->lighthead;
}
else if (sub)
{
// Polobject segs cannot be checked per sidedef so use the subsector instead.
node = sub->lighthead;
}
else node = NULL;
// Iterate through all dynamic lights which touch this wall and render them
while (node)
{
if (!(node->lightsource->flags2&MF2_DORMANT))
{
iter_dlight++;
Vector fn, pos;
float x = node->lightsource->X();
float y = node->lightsource->Y();
float z = node->lightsource->Z();
float dist = fabsf(p.DistToPoint(x, z, y));
float radius = (node->lightsource->GetRadius() * gl_lights_size);
float scale = 1.0f / ((2.f * radius) - dist);
if (radius > 0.f && dist < radius)
{
Vector nearPt, up, right;
pos.Set(x,z,y);
fn=p.Normal();
fn.GetRightUp(right, up);
Vector tmpVec = fn * dist;
nearPt = pos + tmpVec;
Vector t1;
int outcnt[4]={0,0,0,0};
texcoord tcs[4];
// do a quick check whether the light touches this polygon
for(int i=0;i<4;i++)
{
t1.Set(&vtx[i*3]);
Vector nearToVert = t1 - nearPt;
tcs[i].u = (nearToVert.Dot(right) * scale) + 0.5f;
tcs[i].v = (nearToVert.Dot(up) * scale) + 0.5f;
if (tcs[i].u<0) outcnt[0]++;
if (tcs[i].u>1) outcnt[1]++;
if (tcs[i].v<0) outcnt[2]++;
if (tcs[i].v>1) outcnt[3]++;
}
if (outcnt[0]!=4 && outcnt[1]!=4 && outcnt[2]!=4 && outcnt[3]!=4)
{
gl_GetLight(seg->frontsector->PortalGroup, p, node->lightsource, true, lightdata);
}
}
}
node = node->nextLight;
}
dynlightindex = GLRenderer->mLights->UploadLights(lightdata);
}
//==========================================================================
//
// build the vertices for this wall
//
//==========================================================================
void GLWall::MakeVertices(bool nosplit)
{
if (vertcount == 0)
{
bool split = (gl_seamless && !nosplit && seg->sidedef != NULL && !(seg->sidedef->Flags & WALLF_POLYOBJ) && !(flags & GLWF_NOSPLIT));
FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
ptr->Set(glseg.x1, zbottom[0], glseg.y1, tcs[LOLFT].u, tcs[LOLFT].v);
ptr++;
if (split && glseg.fracleft == 0) SplitLeftEdge(ptr);
ptr->Set(glseg.x1, ztop[0], glseg.y1, tcs[UPLFT].u, tcs[UPLFT].v);
ptr++;
if (split && !(flags & GLWF_NOSPLITUPPER)) SplitUpperEdge(ptr);
ptr->Set(glseg.x2, ztop[1], glseg.y2, tcs[UPRGT].u, tcs[UPRGT].v);
ptr++;
if (split && glseg.fracright == 1) SplitRightEdge(ptr);
ptr->Set(glseg.x2, zbottom[1], glseg.y2, tcs[LORGT].u, tcs[LORGT].v);
ptr++;
if (split && !(flags & GLWF_NOSPLITLOWER)) SplitLowerEdge(ptr);
vertcount = GLRenderer->mVBO->GetCount(ptr, &vertindex);
}
}
//==========================================================================
//
// General purpose wall rendering function
// everything goes through here
//
//==========================================================================
void GLWall::RenderWall(int textured)
{
gl_RenderState.Apply();
gl_RenderState.ApplyLightIndex(dynlightindex);
if (gl.buffermethod != BM_DEFERRED)
{
MakeVertices(!(textured&RWF_NOSPLIT));
}
else if (vertcount == 0)
{
// This should never happen but in case it actually does, use the quad drawer as fallback (without edge splitting.)
// This way it at least gets drawn.
FQuadDrawer qd;
qd.Set(0, glseg.x1, zbottom[0], glseg.y1, tcs[LOLFT].u, tcs[LOLFT].v);
qd.Set(1, glseg.x1, ztop[0], glseg.y1, tcs[UPLFT].u, tcs[UPLFT].v);
qd.Set(2, glseg.x2, ztop[1], glseg.y2, tcs[UPRGT].u, tcs[UPRGT].v);
qd.Set(3, glseg.x2, zbottom[1], glseg.y2, tcs[LORGT].u, tcs[LORGT].v);
qd.Render(GL_TRIANGLE_FAN);
vertexcount += 4;
return;
}
GLRenderer->mVBO->RenderArray(GL_TRIANGLE_FAN, vertindex, vertcount);
vertexcount += vertcount;
}
//==========================================================================
//
//
//
//==========================================================================
void GLWall::RenderFogBoundary()
{
if (gl_fogmode && gl_fixedcolormap == 0)
{
if (!gl.legacyMode)
{
int rel = rellight + getExtraLight();
gl_SetFog(lightlevel, rel, &Colormap, false);
gl_RenderState.SetEffect(EFF_FOGBOUNDARY);
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1.0f, -128.0f);
RenderWall(RWF_BLANK);
glPolygonOffset(0.0f, 0.0f);
glDisable(GL_POLYGON_OFFSET_FILL);
gl_RenderState.SetEffect(EFF_NONE);
}
else
{
RenderFogBoundaryCompat();
}
}
}
//==========================================================================
//
//
//
//==========================================================================
void GLWall::RenderMirrorSurface()
{
if (GLRenderer->mirrortexture == NULL) return;
// For the sphere map effect we need a normal of the mirror surface,
Vector v(glseg.y2-glseg.y1, 0 ,-glseg.x2+glseg.x1);
v.Normalize();
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.
tcs[LOLFT].u = tcs[LORGT].u = tcs[UPLFT].u = tcs[UPRGT].u = v.X();
tcs[LOLFT].v = tcs[LORGT].v = tcs[UPLFT].v = tcs[UPRGT].v = v.Z();
gl_RenderState.EnableTextureMatrix(true);
gl_RenderState.mTextureMatrix.computeNormalMatrix(gl_RenderState.mViewMatrix);
}
else
{
glNormal3fv(&v[0]);
}
// Use sphere mapping for this
gl_RenderState.SetEffect(EFF_SPHEREMAP);
gl_SetColor(lightlevel, 0, Colormap ,0.1f);
gl_SetFog(lightlevel, 0, &Colormap, true);
gl_RenderState.BlendFunc(GL_SRC_ALPHA,GL_ONE);
gl_RenderState.AlphaFunc(GL_GREATER,0);
glDepthFunc(GL_LEQUAL);
FMaterial * pat=FMaterial::ValidateTexture(GLRenderer->mirrortexture, false);
gl_RenderState.SetMaterial(pat, CLAMP_NONE, 0, -1, false);
flags &= ~GLWF_GLOW;
RenderWall(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.
if (seg->sidedef->AttachedDecals)
{
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1.0f, -128.0f);
glDepthMask(false);
DoDrawDecals();
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 GLWall::RenderTextured(int rflags)
{
int tmode = gl_RenderState.GetTextureMode();
int rel = rellight + getExtraLight();
if (flags & GLWF_GLOW)
{
gl_RenderState.EnableGlow(true);
gl_RenderState.SetGlowPlanes(topplane, bottomplane);
gl_RenderState.SetGlowParams(topglowcolor, bottomglowcolor);
}
gl_RenderState.SetMaterial(gltexture, flags & 3, 0, -1, false);
if (type == RENDERWALL_M2SNF)
{
if (flags & GLT_CLAMPY)
{
if (tmode == TM_MODULATE) gl_RenderState.SetTextureMode(TM_CLAMPY);
}
gl_SetFog(255, 0, NULL, false);
}
float absalpha = fabsf(alpha);
if (lightlist == NULL)
{
gl_SetColor(lightlevel, rel, Colormap, absalpha);
if (type != RENDERWALL_M2SNF) gl_SetFog(lightlevel, rel, &Colormap, RenderStyle == STYLE_Add);
RenderWall(rflags);
}
else
{
gl_RenderState.EnableSplit(true);
for (unsigned i = 0; i < lightlist->Size(); i++)
{
secplane_t &lowplane = i == (*lightlist).Size() - 1 ? bottomplane : (*lightlist)[i + 1].plane;
// this must use the exact same calculation method as GLWall::Process etc.
float low1 = lowplane.ZatPoint(vertexes[0]);
float low2 = lowplane.ZatPoint(vertexes[1]);
if (low1 < ztop[0] || low2 < ztop[1])
{
int thisll = (*lightlist)[i].caster != NULL ? gl_ClampLight(*(*lightlist)[i].p_lightlevel) : lightlevel;
FColormap thiscm;
thiscm.FadeColor = Colormap.FadeColor;
thiscm.CopyFrom3DLight(&(*lightlist)[i]);
gl_SetColor(thisll, rel, thiscm, absalpha);
if (type != RENDERWALL_M2SNF) gl_SetFog(thisll, rel, &thiscm, RenderStyle == STYLE_Add);
gl_RenderState.SetSplitPlanes((*lightlist)[i].plane, lowplane);
RenderWall(rflags);
}
if (low1 <= zbottom[0] && low2 <= zbottom[1]) break;
}
gl_RenderState.EnableSplit(false);
}
gl_RenderState.SetTextureMode(tmode);
gl_RenderState.EnableGlow(false);
}
//==========================================================================
//
//
//
//==========================================================================
void GLWall::RenderTranslucentWall()
{
if (gltexture)
{
if (gl_fixedcolormap == CM_DEFAULT && gl_lights && gl.lightmethod == LM_DIRECT)
{
SetupLights();
}
if (!gltexture->GetTransparent()) gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold);
else gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
if (RenderStyle == STYLE_Add) gl_RenderState.BlendFunc(GL_SRC_ALPHA,GL_ONE);
RenderTextured(RWF_TEXTURED | RWF_NOSPLIT);
if (RenderStyle == STYLE_Add) gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
else
{
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
gl_SetColor(lightlevel, 0, Colormap, fabsf(alpha));
gl_SetFog(lightlevel, 0, &Colormap, RenderStyle == STYLE_Add);
gl_RenderState.EnableTexture(false);
RenderWall(RWF_NOSPLIT);
gl_RenderState.EnableTexture(true);
}
}
//==========================================================================
//
//
//
//==========================================================================
void GLWall::Draw(int pass)
{
switch (pass)
{
case GLPASS_LIGHTSONLY:
SetupLights();
break;
case GLPASS_ALL:
SetupLights();
// fall through
case GLPASS_PLAIN:
RenderTextured(RWF_TEXTURED);
break;
case GLPASS_TRANSLUCENT:
switch (type)
{
case RENDERWALL_MIRRORSURFACE:
RenderMirrorSurface();
break;
case RENDERWALL_FOGBOUNDARY:
RenderFogBoundary();
break;
default:
RenderTranslucentWall();
break;
}
break;
case GLPASS_LIGHTTEX:
case GLPASS_LIGHTTEX_ADDITIVE:
case GLPASS_LIGHTTEX_FOGGY:
RenderLightsCompat(pass);
break;
case GLPASS_TEXONLY:
gl_RenderState.SetMaterial(gltexture, flags & 3, 0, -1, false);
RenderWall(RWF_TEXTURED);
break;
}
}