qzdoom/src/r_poly_wall.cpp
Rachael Alexanderson dadee080e4 - Implemented Wall blend modes
- fixed: set color for "shaded" modes - though it's still not yet properly implemented.
2016-11-20 18:36:26 -05:00

389 lines
12 KiB
C++

/*
** Handling drawing a wall
** Copyright (c) 2016 Magnus Norddahl
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
**
*/
#include <stdlib.h>
#include "templates.h"
#include "doomdef.h"
#include "sbar.h"
#include "r_data/r_translate.h"
#include "r_poly_wall.h"
#include "r_poly_decal.h"
#include "r_poly.h"
#include "r_sky.h" // for skyflatnum
bool RenderPolyWall::RenderLine(const TriMatrix &worldToClip, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth, std::vector<PolyTranslucentObject> &translucentWallsOutput)
{
double frontceilz1 = frontsector->ceilingplane.ZatPoint(line->v1);
double frontfloorz1 = frontsector->floorplane.ZatPoint(line->v1);
double frontceilz2 = frontsector->ceilingplane.ZatPoint(line->v2);
double frontfloorz2 = frontsector->floorplane.ZatPoint(line->v2);
RenderPolyWall wall;
wall.Line = line;
wall.Colormap = frontsector->ColorMap;
wall.Masked = false;
wall.SubsectorDepth = subsectorDepth;
if (line->backsector == nullptr)
{
if (line->sidedef)
{
wall.SetCoords(line->v1->fPos(), line->v2->fPos(), frontceilz1, frontfloorz1, frontceilz2, frontfloorz2);
wall.TopZ = frontceilz1;
wall.BottomZ = frontfloorz1;
wall.UnpeggedCeil = frontceilz1;
wall.Texpart = side_t::mid;
wall.Render(worldToClip);
return true;
}
}
else
{
sector_t *backsector = (line->backsector != line->frontsector) ? line->backsector : line->frontsector;
double backceilz1 = backsector->ceilingplane.ZatPoint(line->v1);
double backfloorz1 = backsector->floorplane.ZatPoint(line->v1);
double backceilz2 = backsector->ceilingplane.ZatPoint(line->v2);
double backfloorz2 = backsector->floorplane.ZatPoint(line->v2);
double topceilz1 = frontceilz1;
double topceilz2 = frontceilz2;
double topfloorz1 = MIN(backceilz1, frontceilz1);
double topfloorz2 = MIN(backceilz2, frontceilz2);
double bottomceilz1 = MAX(frontfloorz1, backfloorz1);
double bottomceilz2 = MAX(frontfloorz2, backfloorz2);
double bottomfloorz1 = frontfloorz1;
double bottomfloorz2 = frontfloorz2;
double middleceilz1 = topfloorz1;
double middleceilz2 = topfloorz2;
double middlefloorz1 = MIN(bottomceilz1, middleceilz1);
double middlefloorz2 = MIN(bottomceilz2, middleceilz2);
bool bothSkyCeiling = frontsector->GetTexture(sector_t::ceiling) == skyflatnum && backsector->GetTexture(sector_t::ceiling) == skyflatnum;
if ((topceilz1 > topfloorz1 || topceilz2 > topfloorz2) && line->sidedef && !bothSkyCeiling)
{
wall.SetCoords(line->v1->fPos(), line->v2->fPos(), topceilz1, topfloorz1, topceilz2, topfloorz2);
wall.TopZ = topceilz1;
wall.BottomZ = topfloorz1;
wall.UnpeggedCeil = topceilz1;
wall.Texpart = side_t::top;
wall.Render(worldToClip);
}
if ((bottomfloorz1 < bottomceilz1 || bottomfloorz2 < bottomceilz2) && line->sidedef)
{
wall.SetCoords(line->v1->fPos(), line->v2->fPos(), bottomceilz1, bottomfloorz2, bottomceilz2, bottomfloorz2);
wall.TopZ = bottomceilz1;
wall.BottomZ = bottomfloorz2;
wall.UnpeggedCeil = topceilz1;
wall.Texpart = side_t::bottom;
wall.Render(worldToClip);
}
if (line->sidedef)
{
FTexture *midtex = TexMan(line->sidedef->GetTexture(side_t::mid), true);
if (midtex && midtex->UseType != FTexture::TEX_Null)
{
wall.SetCoords(line->v1->fPos(), line->v2->fPos(), middleceilz1, middlefloorz1, middleceilz2, middlefloorz2);
wall.TopZ = middleceilz1;
wall.BottomZ = middlefloorz1;
wall.UnpeggedCeil = topceilz1;
wall.Texpart = side_t::mid;
wall.Masked = true;
translucentWallsOutput.push_back({ wall });
}
}
}
return false;
}
void RenderPolyWall::SetCoords(const DVector2 &v1, const DVector2 &v2, double ceil1, double floor1, double ceil2, double floor2)
{
this->v1 = v1;
this->v2 = v2;
this->ceil1 = ceil1;
this->floor1 = floor1;
this->ceil2 = ceil2;
this->floor2 = floor2;
}
void RenderPolyWall::Render(const TriMatrix &worldToClip)
{
FTexture *tex = GetTexture();
if (!tex)
return;
PolyWallTextureCoords texcoords(tex, Line, Texpart, TopZ, BottomZ, UnpeggedCeil);
TriVertex *vertices = PolyVertexBuffer::GetVertices(4);
if (!vertices)
return;
vertices[0].x = (float)v1.X;
vertices[0].y = (float)v1.Y;
vertices[0].z = (float)ceil1;
vertices[0].w = 1.0f;
vertices[0].varying[0] = (float)texcoords.u1;
vertices[0].varying[1] = (float)texcoords.v1;
vertices[1].x = (float)v2.X;
vertices[1].y = (float)v2.Y;
vertices[1].z = (float)ceil2;
vertices[1].w = 1.0f;
vertices[1].varying[0] = (float)texcoords.u2;
vertices[1].varying[1] = (float)texcoords.v1;
vertices[2].x = (float)v2.X;
vertices[2].y = (float)v2.Y;
vertices[2].z = (float)floor2;
vertices[2].w = 1.0f;
vertices[2].varying[0] = (float)texcoords.u2;
vertices[2].varying[1] = (float)texcoords.v2;
vertices[3].x = (float)v1.X;
vertices[3].y = (float)v1.Y;
vertices[3].z = (float)floor1;
vertices[3].w = 1.0f;
vertices[3].varying[0] = (float)texcoords.u1;
vertices[3].varying[1] = (float)texcoords.v2;
// Masked walls clamp to the 0-1 range (no texture repeat)
if (Masked)
{
ClampHeight(vertices[0], vertices[3]);
ClampHeight(vertices[1], vertices[2]);
}
TriUniforms uniforms;
uniforms.light = (uint32_t)(GetLightLevel() / 255.0f * 256.0f);
uniforms.flags = 0;
uniforms.subsectorDepth = SubsectorDepth;
PolyDrawArgs args;
args.uniforms = uniforms;
args.objectToClip = &worldToClip;
args.vinput = vertices;
args.vcount = 4;
args.mode = TriangleDrawMode::Fan;
args.ccw = true;
args.stenciltestvalue = 0;
args.stencilwritevalue = 1;
args.SetTexture(tex);
args.SetColormap(Line->frontsector->ColorMap);
if (!Masked)
{
PolyTriangleDrawer::draw(args, TriDrawVariant::DrawNormal, TriBlendMode::Copy);
PolyTriangleDrawer::draw(args, TriDrawVariant::Stencil, TriBlendMode::Copy);
}
else
{
args.uniforms.destalpha = (Line->linedef->flags & ML_ADDTRANS) ? 256 : (uint32_t)(256 - Line->linedef->alpha * 256);
args.uniforms.srcalpha = (uint32_t)(Line->linedef->alpha * 256);
if (args.uniforms.destalpha == 0 && args.uniforms.srcalpha == 256)
PolyTriangleDrawer::draw(args, TriDrawVariant::DrawSubsector, TriBlendMode::AlphaBlend);
else
PolyTriangleDrawer::draw(args, TriDrawVariant::DrawSubsector, TriBlendMode::Add);
}
RenderPolyDecal::RenderWallDecals(worldToClip, Line, SubsectorDepth);
}
void RenderPolyWall::ClampHeight(TriVertex &v1, TriVertex &v2)
{
float top = v1.z;
float bottom = v2.z;
float texv1 = v1.varying[1];
float texv2 = v2.varying[1];
float delta = (texv2 - texv1);
float t1 = texv1 < 0.0f ? -texv1 / delta : 0.0f;
float t2 = texv2 > 1.0f ? (1.0f - texv1) / delta : 1.0f;
float inv_t1 = 1.0f - t1;
float inv_t2 = 1.0f - t2;
v1.z = top * inv_t1 + bottom * t1;
v1.varying[1] = texv1 * inv_t1 + texv2 * t1;
v2.z = top * inv_t2 + bottom * t2;
v2.varying[1] = texv1 * inv_t2 + texv2 * t2;
}
FTexture *RenderPolyWall::GetTexture()
{
FTexture *tex = TexMan(Line->sidedef->GetTexture(Texpart), true);
if (tex == nullptr || tex->UseType == FTexture::TEX_Null)
{
// Mapping error. Doom floodfills this with a plane.
// This code doesn't do that, but at least it uses the "right" texture..
if (Line->linedef && Line->backsector && Line->linedef->sidedef[0] == Line->sidedef)
{
if (Texpart == side_t::top)
tex = TexMan(Line->linedef->backsector->GetTexture(sector_t::ceiling), true);
else if (Texpart == side_t::bottom)
tex = TexMan(Line->linedef->backsector->GetTexture(sector_t::floor), true);
}
if (Line->linedef && Line->backsector && Line->linedef->sidedef[1] == Line->sidedef)
{
if (Texpart == side_t::top)
tex = TexMan(Line->linedef->frontsector->GetTexture(sector_t::ceiling), true);
else if (Texpart == side_t::bottom)
tex = TexMan(Line->linedef->frontsector->GetTexture(sector_t::floor), true);
}
if (tex == nullptr || tex->UseType == FTexture::TEX_Null)
return nullptr;
}
return tex;
}
int RenderPolyWall::GetLightLevel()
{
if (fixedlightlev >= 0 || fixedcolormap)
{
return 255;
}
else
{
bool foggy = false;
int actualextralight = foggy ? 0 : extralight << 4;
return clamp(Line->sidedef->GetLightLevel(foggy, Line->frontsector->lightlevel) + actualextralight, 0, 255);
}
}
/////////////////////////////////////////////////////////////////////////////
PolyWallTextureCoords::PolyWallTextureCoords(FTexture *tex, const seg_t *line, side_t::ETexpart texpart, double topz, double bottomz, double unpeggedceil)
{
CalcU(tex, line, texpart);
CalcV(tex, line, texpart, topz, bottomz, unpeggedceil);
}
void PolyWallTextureCoords::CalcU(FTexture *tex, const seg_t *line, side_t::ETexpart texpart)
{
double lineLength = line->sidedef->TexelLength;
double lineStart = 0.0;
bool entireSegment = ((line->linedef->v1 == line->v1) && (line->linedef->v2 == line->v2) || (line->linedef->v2 == line->v1) && (line->linedef->v1 == line->v2));
if (!entireSegment)
{
lineLength = (line->v2->fPos() - line->v1->fPos()).Length();
lineStart = (line->v1->fPos() - line->linedef->v1->fPos()).Length();
}
int texWidth = tex->GetWidth();
double uscale = line->sidedef->GetTextureXScale(texpart) * tex->Scale.X;
u1 = lineStart + line->sidedef->GetTextureXOffset(texpart);
u2 = u1 + lineLength;
u1 *= uscale;
u2 *= uscale;
u1 /= texWidth;
u2 /= texWidth;
}
void PolyWallTextureCoords::CalcV(FTexture *tex, const seg_t *line, side_t::ETexpart texpart, double topz, double bottomz, double unpeggedceil)
{
double vscale = line->sidedef->GetTextureYScale(texpart) * tex->Scale.Y;
double yoffset = line->sidedef->GetTextureYOffset(texpart);
if (tex->bWorldPanning)
yoffset *= vscale;
switch (texpart)
{
default:
case side_t::mid:
CalcVMidPart(tex, line, topz, bottomz, vscale, yoffset);
break;
case side_t::top:
CalcVTopPart(tex, line, topz, bottomz, vscale, yoffset);
break;
case side_t::bottom:
CalcVBottomPart(tex, line, topz, bottomz, unpeggedceil, vscale, yoffset);
break;
}
int texHeight = tex->GetHeight();
v1 /= texHeight;
v2 /= texHeight;
}
void PolyWallTextureCoords::CalcVTopPart(FTexture *tex, const seg_t *line, double topz, double bottomz, double vscale, double yoffset)
{
bool pegged = (line->linedef->flags & ML_DONTPEGTOP) == 0;
if (pegged) // bottom to top
{
int texHeight = tex->GetHeight();
v1 = -yoffset;
v2 = v1 + (topz - bottomz);
v1 *= vscale;
v2 *= vscale;
v1 = texHeight - v1;
v2 = texHeight - v2;
std::swap(v1, v2);
}
else // top to bottom
{
v1 = yoffset;
v2 = v1 + (topz - bottomz);
v1 *= vscale;
v2 *= vscale;
}
}
void PolyWallTextureCoords::CalcVMidPart(FTexture *tex, const seg_t *line, double topz, double bottomz, double vscale, double yoffset)
{
bool pegged = (line->linedef->flags & ML_DONTPEGBOTTOM) == 0;
if (pegged) // top to bottom
{
v1 = yoffset * vscale;
v2 = (yoffset + (topz - bottomz)) * vscale;
}
else // bottom to top
{
int texHeight = tex->GetHeight();
v1 = texHeight - (-yoffset + (topz - bottomz)) * vscale;
v2 = texHeight + yoffset * vscale;
}
}
void PolyWallTextureCoords::CalcVBottomPart(FTexture *tex, const seg_t *line, double topz, double bottomz, double unpeggedceil, double vscale, double yoffset)
{
bool pegged = (line->linedef->flags & ML_DONTPEGBOTTOM) == 0;
if (pegged) // top to bottom
{
v1 = yoffset;
v2 = v1 + (topz - bottomz);
v1 *= vscale;
v2 *= vscale;
}
else
{
v1 = yoffset + (unpeggedceil - topz);
v2 = v1 + (topz - bottomz);
v1 *= vscale;
v2 *= vscale;
}
}