raze-gles/source/core/rendering/scene/hw_drawstructs.h

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#pragma once
//==========================================================================
//
// One wall segment in the draw list
//
//==========================================================================
#include "renderstyle.h"
#include "textures.h"
#include "fcolormap.h"
#include "build.h"
#include "gamefuncs.h"
#include "render.h"
#include "matrix.h"
#include "gamecontrol.h"
#include "hw_renderstate.h"
#include "hw_cvars.h"
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#pragma warning(disable:4244) // this gets a bit annoying in the renderer...
struct HWHorizonInfo;
struct HWSkyInfo;
class FMaterial;
struct FTexCoordInfo;
struct FSectorPortalGroup;
struct FFlatVertex;
struct FDynLightData;
class VSMatrix;
struct FSpriteModelFrame;
class FRenderState;
struct voxmodel_t;
struct HWSectorPlane
{
FTextureID texture;
//secplane_t plane;
float Texheight;
float Angle;
FVector2 Offs;
FVector2 Scale;
void GetFromSector(sectortype* sec, int ceiling)
{
/*
Offs.X = (float)sec->GetXOffset(ceiling);
Offs.Y = (float)sec->GetYOffset(ceiling);
Scale.X = (float)sec->GetXScale(ceiling);
Scale.Y = (float)sec->GetYScale(ceiling);
Angle = (float)sec->GetAngle(ceiling).Degrees;
texture = sec->GetTexture(ceiling);
plane = sec->GetSecPlane(ceiling);
Texheight = (float)((ceiling == sector_t::ceiling) ? plane.fD() : -plane.fD());
*/
}
};
enum HWRenderStyle
{
STYLEHW_Normal, // default
STYLEHW_Solid, // drawn solid (needs special treatment for sprites)
STYLEHW_NoAlphaTest, // disable alpha test
};
enum WallTypes
{
RENDERWALL_NONE,
RENDERWALL_TOP,
RENDERWALL_M1S,
RENDERWALL_M2S,
RENDERWALL_BOTTOM,
RENDERWALL_FOGBOUNDARY,
RENDERWALL_MIRRORSURFACE,
RENDERWALL_M2SNF,
RENDERWALL_COLOR,
// Insert new types at the end!
};
enum PortalTypes
{
PORTALTYPE_SKY,
PORTALTYPE_HORIZON,
PORTALTYPE_SKYBOX,
PORTALTYPE_SECTORSTACK,
PORTALTYPE_PLANEMIRROR,
PORTALTYPE_MIRROR,
PORTALTYPE_LINETOLINE,
PORTALTYPE_LINETOSPRITE,
};
//==========================================================================
//
// One sector plane, still in fixed point
//
//==========================================================================
struct HWSeg
{
float x1,x2;
float y1,y2;
float fracleft, fracright;
FVector3 Normal() const
{
// we do not use the vector math inlines here because they are not optimized for speed but accuracy in the playsim and this is called quite frequently.
float x = y2 - y1;
float y = x1 - x2;
float ilength = 1.f / sqrtf(x*x + y*y);
return FVector3(x * ilength, 0, y * ilength);
}
};
struct texcoord
{
float u,v;
};
struct HWDrawInfo;
class HWWall
{
public:
static const char passflag[];
enum
{
HWF_CLAMPX=1,
HWF_CLAMPY=2,
HWF_SKYHACK=4,
HWF_NOSPLIT=64,
HWF_TRANSLUCENT = 128,
};
enum
{
RWF_BLANK = 0,
RWF_TEXTURED = 1, // actually not being used anymore because with buffers it's even less efficient not writing the texture coordinates - but leave it here
RWF_TRANS = 2,
RWF_NORENDER = 8,
};
enum
{
LOLFT,
UPLFT,
UPRGT,
LORGT,
};
friend struct HWDrawList;
friend class HWPortal;
FGameTexture *texture;
HWSeg glseg;
float ztop[2],zbottom[2];
texcoord tcs[4];
float alpha;
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FRenderStyle RenderStyle;
float ViewDistance;
float visibility;
int walldist;
short shade, palette;
PalEntry fade;
uint16_t flags;
uint8_t type;
int dynlightindex;
union
{
// it's either one of them but never more!
//FSectorPortal *secportal; // sector portal (formerly skybox)
HWSkyInfo * sky; // for normal sky
//HWHorizonInfo * horizon; // for horizon information
PortalDesc * portal; // stacked sector portals
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int * planemirror; // for plane mirrors
spritetype* teleport; // SW's teleport-views
};
unsigned int vertindex;
unsigned int vertcount;
public:
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walltype* seg;
spritetype* Sprite;
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sectortype* frontsector, * backsector;
//private:
void PutWall(HWDrawInfo *di, bool translucent);
void PutPortal(HWDrawInfo *di, int ptype, int plane);
void CheckTexturePosition();
void SetupLights(HWDrawInfo *di, FDynLightData &lightdata);
void MakeVertices(HWDrawInfo *di, bool nosplit);
void SkyPlane(HWDrawInfo *di, sectortype *sector, int plane, bool allowmirror);
void SkyLine(HWDrawInfo *di, sectortype *sec, walltype *line);
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void SkyNormal(HWDrawInfo* di, sectortype* fs, FVector2& v1, FVector2& v2, float fch1, float fch2, float ffh1, float ffh2);
void SkyTop(HWDrawInfo* di, walltype* seg, sectortype* fs, sectortype* bs, FVector2& v1, FVector2& v2, float fch1, float fch2);
void SkyBottom(HWDrawInfo* di, walltype* seg, sectortype* fs, sectortype* bs, FVector2& v1, FVector2& v2, float ffh1, float ffh2);
bool DoHorizon(HWDrawInfo *di, walltype * seg,sectortype * fs, DVector2& v1, DVector2& v2);
bool SetWallCoordinates(walltype* seg, float topleft, float topright, float bottomleft, float bottomright);
void DoTexture(HWDrawInfo* di, walltype* wal, walltype* refwall, float yref, float topleft, float topright, float bottomleft, float bottomright);
void DoOneSidedTexture(HWDrawInfo *di, walltype * seg, sectortype* frontsector, sectortype* backsector, float topleft,float topright, float bottomleft,float bottomright);
void DoUpperTexture(HWDrawInfo* di, walltype* seg, sectortype* frontsector, sectortype* backsector, float topleft, float topright, float bottomleft, float bottomright);
void DoLowerTexture(HWDrawInfo* di, walltype* seg, sectortype* frontsector, sectortype* backsector, float topleft, float topright, float bottomleft, float bottomright);
void DoMidTexture(HWDrawInfo *di, walltype * seg,
sectortype * front, sectortype * back,
float fch1, float fch2, float ffh1, float ffh2,
float bch1, float bch2, float bfh1, float bfh2);
int CreateVertices(FFlatVertex *&ptr, bool nosplit);
//int CountVertices();
void RenderWall(HWDrawInfo *di, FRenderState &state, int textured);
void RenderFogBoundary(HWDrawInfo *di, FRenderState &state);
void RenderMirrorSurface(HWDrawInfo *di, FRenderState &state);
void RenderTexturedWall(HWDrawInfo *di, FRenderState &state, int rflags);
void RenderTranslucentWall(HWDrawInfo *di, FRenderState &state);
public:
void Process(HWDrawInfo* di, walltype* seg, sectortype* frontsector, sectortype* backsector);
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void ProcessWallSprite(HWDrawInfo* di, spritetype* spr, sectortype* frontsector);
float PointOnSide(float x,float y)
{
return -((y-glseg.y1)*(glseg.x2-glseg.x1)-(x-glseg.x1)*(glseg.y2-glseg.y1));
}
void DrawWall(HWDrawInfo *di, FRenderState &state, bool translucent);
};
//==========================================================================
//
// One flat plane in the draw list
//
//==========================================================================
class HWFlat
{
public:
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int section;
sectortype * sec;
spritetype* Sprite; // for flat sprites.
FGameTexture *texture;
float z; // the z position of the flat (only valid for non-sloped planes)
PalEntry fade;
int shade, palette;
float visibility;
float alpha;
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FRenderStyle RenderStyle;
int iboindex;
bool stack;
FVector2 geoofs;
//int vboheight;
int plane;
int vertindex, vertcount; // this should later use a static vertex buffer, but that'd hinder the development phase, so for now vertex data gets created on the fly.
void MakeVertices();
int dynlightindex;
void CreateSkyboxVertices(FFlatVertex *buffer);
//void SetupLights(HWDrawInfo *di, FLightNode *head, FDynLightData &lightdata, int portalgroup);
void PutFlat(HWDrawInfo* di, int whichplane);
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void ProcessSector(HWDrawInfo *di, sectortype * frontsector, int sectionnum, int which = 7 /*SSRF_RENDERALL*/); // cannot use constant due to circular dependencies.
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void ProcessFlatSprite(HWDrawInfo* di, spritetype* sprite, sectortype* sector);
void DrawSubsectors(HWDrawInfo *di, FRenderState &state);
void DrawFlat(HWDrawInfo* di, FRenderState& state, bool translucent);
};
//==========================================================================
//
// One sprite in the draw list
//
//==========================================================================
class HWSprite
{
public:
spritetype* Sprite;
PalEntry fade;
int shade, palette;
float visibility;
float alpha;
FRenderStyle RenderStyle;
int modelframe; // : sprite, 1: model, -1:voxel
voxmodel_t* voxel;
int index;
float depth;
int vertexindex;
float x,y,z; // needed for sorting!
union
{
struct
{
float ul, ur;
float vt, vb;
float x1, y1, z1;
float x2, y2, z2;
};
VSMatrix rotmat;
};
int dynlightindex;
FGameTexture *texture;
DRotator Angles;
void CalculateVertices(HWDrawInfo *di, FVector3 *v, DVector3 *vp);
public:
void CreateVertices(HWDrawInfo* di);
void PutSprite(HWDrawInfo *di, bool translucent);
void Process(HWDrawInfo *di, spritetype* thing,sectortype * sector, int thruportal = false);
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bool ProcessVoxel(HWDrawInfo* di, voxmodel_t* voxel, spritetype* tspr, sectortype* sector, bool rotate);
void DrawSprite(HWDrawInfo* di, FRenderState& state, bool translucent);
};
inline float Dist2(float x1,float y1,float x2,float y2)
{
return sqrtf((x1-x2)*(x1-x2)+(y1-y2)*(y1-y2));
}
void hw_GetDynModelLight(AActor *self, FDynLightData &modellightdata);
extern const float LARGE_VALUE;
struct FDynLightData;
struct FDynamicLight;
bool GetLight(FDynLightData& dld, int group, Plane& p, FDynamicLight* light, bool checkside);
void AddLightToList(FDynLightData &dld, int group, FDynamicLight* light, bool forceAttenuate);
inline float sectorVisibility(sectortype* sec)
{
// Beware of wraparound madness...
int v = sec->visibility;
return v ? ((uint8_t)(v + 16)) / 16.f : 1.f;
}
inline const float hw_density = 0.35f;
int checkTranslucentReplacement(FTextureID picnum, int pal);
inline bool maskWallHasTranslucency(const walltype* wall)
{
return (wall->cstat & CSTAT_WALL_TRANSLUCENT) || checkTranslucentReplacement(tileGetTexture(wall->picnum)->GetID(), wall->pal);
}
inline bool spriteHasTranslucency(const spritetype* tspr)
{
if ((tspr->cstat & CSTAT_SPRITE_TRANSLUCENT) || //(tspr->clipdist & TSPR_FLAGS_DRAW_LAST) ||
((unsigned)tspr->owner < MAXSPRITES && spriteext[tspr->owner].alpha))
return true;
return checkTranslucentReplacement(tileGetTexture(tspr->picnum)->GetID(), tspr->pal);
}
inline void SetSpriteTranslucency(const spritetype* sprite, float& alpha, FRenderStyle& RenderStyle)
{
bool trans = (sprite->cstat & CSTAT_SPRITE_TRANSLUCENT);
if (trans)
{
RenderStyle = GetRenderStyle(0, !!(sprite->cstat & CSTAT_SPRITE_TRANSLUCENT_INVERT));
alpha = GetAlphaFromBlend((sprite->cstat & CSTAT_SPRITE_TRANSLUCENT_INVERT) ? DAMETH_TRANS2 : DAMETH_TRANS1, 0);
}
else
{
RenderStyle = LegacyRenderStyles[STYLE_Translucent];
alpha = 1.f;
}
alpha *= 1.f - spriteext[sprite->owner].alpha;
}
//==========================================================================
//
//
//
//==========================================================================
extern PalEntry GlobalMapFog;
extern float GlobalFogDensity;
__forceinline void SetLightAndFog(FRenderState& state, PalEntry fade, int palette, int shade, float visibility, float alpha)
{
// Fog must be done before the texture so that the texture selector can override it.
bool foggy = (GlobalMapFog || (fade & 0xffffff));
auto ShadeDiv = lookups.tables[palette].ShadeFactor;
if (shade == 127) state.SetObjectColor(0xff000000); // 127 is generally used for shadow objects that must be black, even in foggy areas.
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// Disable brightmaps if non-black fog is used.
if (ShadeDiv >= 1 / 1000.f && foggy)
{
state.EnableFog(1);
float density = GlobalMapFog ? GlobalFogDensity : 350.f - Scale(numshades - shade, 150, numshades);
state.SetFog((GlobalMapFog) ? GlobalMapFog : fade, density * hw_density);
state.SetSoftLightLevel(255);
state.SetLightParms(128.f, 1 / 1000.f);
}
else
{
state.EnableFog(0);
state.SetFog(0, 0);
state.SetSoftLightLevel(gl_fogmode != 0 && ShadeDiv >= 1 / 1000.f ? max(0, 255 - Scale(shade, 255, numshades)) : 255);
state.SetLightParms(visibility, ShadeDiv / (numshades - 2));
}
// The shade rgb from the tint is ignored here.
state.SetColor(globalr * (1 / 255.f), globalg * (1 / 255.f), globalb * (1 / 255.f), alpha);
}