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https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 14:52:01 +00:00
- split up the visibility factor into a scene specific and an element specific part.
The main reason here is that the scene specific part contains a projection dependent component which would be a problem when transitioning to GZDoom's code. The global viewpoint data already has a field for such a factor so now that gets used. This also means a significant simplification of the visibility code in Polymost and the removal of several global variables.
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9dfd3ddd02
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0bd460d9e3
6 changed files with 30 additions and 85 deletions
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@ -1101,11 +1101,6 @@ fix16_t qglobalang;
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int32_t globalpal, cosglobalang, singlobalang;
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int32_t cosviewingrangeglobalang, sinviewingrangeglobalang;
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static int32_t globaluclip, globaldclip;
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int32_t globalvisibility;
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int32_t globalhisibility, globalpisibility, globalcisibility;
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#ifdef USE_OPENGL
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int32_t globvis2, globalvisibility2, globalhisibility2, globalpisibility2, globalcisibility2;
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#endif
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//char globparaceilclip, globparaflorclip;
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int32_t xyaspect;
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@ -2239,19 +2234,6 @@ int32_t renderDrawRoomsQ16(int32_t daposx, int32_t daposy, int32_t daposz,
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globaluclip = (0-globalhoriz)*xdimscale;
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globaldclip = (ydimen-globalhoriz)*xdimscale;
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i = mulscale16(xdimenscale,viewingrangerecip);
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globalpisibility = mulscale16(parallaxvisibility,i);
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globalvisibility = g_visibility * xdimen;
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globalvisibility2 = mulscale16(g_visibility, i);
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globalhisibility = mulscale16(globalvisibility,xyaspect);
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globalcisibility = mulscale8(globalhisibility,320);
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#ifdef USE_OPENGL
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globalhisibility2 = mulscale16(globalvisibility2,xyaspect);
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globalcisibility2 = mulscale8(globalhisibility2,320);
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#endif
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globalcursectnum = dacursectnum;
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totalclocklock = totalclock;
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@ -94,11 +94,6 @@ extern float fglobalposx, fglobalposy, fglobalposz;
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extern int16_t globalang, globalcursectnum;
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extern int32_t globalpal, cosglobalang, singlobalang;
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extern int32_t cosviewingrangeglobalang, sinviewingrangeglobalang;
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extern int32_t globalhisibility, globalpisibility, globalcisibility;
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#ifdef USE_OPENGL
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extern int32_t globvis2, globalvisibility2, globalhisibility2, globalpisibility2, globalcisibility2;
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#endif
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extern int32_t globalvisibility;
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extern int32_t xyaspect;
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extern int32_t globalshade;
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extern int16_t globalpicnum;
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@ -38,12 +38,6 @@ CUSTOM_CVARD(Bool, hw_useindexedcolortextures, false, CVAR_ARCHIVE | CVAR_GLOBAL
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}
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void PrintVis(int sectvis, char type)
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{
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Printf("%c: g_vis = %d, gv = %d, gv2 = %d, gc = %d, gc2 = %d, gh2 = %d, globvis2 = %d, fviewingrange = %f, sectvis = %d, result = %f\n",
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type, g_visibility, globalvisibility, globalvisibility2, globalcisibility, globalcisibility2, globalhisibility2, globvis2, fviewingrange, sectvis, GLInterface.renderState.VisFactor);
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}
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//{ "r_yshearing", "enable/disable y-shearing", (void*)&r_yshearing, CVAR_BOOL, 0, 1 }, disabled because not fully functional
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// For testing - will be removed later.
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@ -121,6 +115,13 @@ void polymost_outputGLDebugMessage(uint8_t severity, const char* format, ...)
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{
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}
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float sectorVisibility(int sectnum)
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{
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// Beware of wraparound madness...
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int v = sector[sectnum].visibility;
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return v? ((uint8_t)(v + 16)) / 16.f : 1.f;
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}
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void gltexapplyprops(void)
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{
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if (GLInterface.glinfo.maxanisotropy > 1.f)
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@ -289,6 +290,7 @@ static void polymost_updaterotmat(void)
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};
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multiplyMatrix4f(matrix, tiltmatrix);
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renderSetViewMatrix(matrix);
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renderSetVisibility(g_visibility * fviewingrange * (4.f / (65536.f * 65536.f)));
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}
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static void polymost_flatskyrender(vec2f_t const* const dpxy, int32_t const n, int32_t method, const vec2_16_t& tilesiz);
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@ -2090,11 +2092,8 @@ static void polymost_drawalls(int32_t const bunch)
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globalshade = sec->floorshade;
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globalpal = sec->floorpal;
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globalorientation = sec->floorstat;
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globvis2 = (sector[sectnum].visibility != 0) ?
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mulscale4(globalcisibility2, (uint8_t)(sector[sectnum].visibility + 16)) :
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globalcisibility2;
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PrintVis(sector[sectnum].visibility, 'c');
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GLInterface.SetVisibility(globvis2, fviewingrange);
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GLInterface.SetVisibility(sectorVisibility(sectnum));
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tileUpdatePicnum(&globalpicnum, sectnum);
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@ -2124,12 +2123,6 @@ static void polymost_drawalls(int32_t const bunch)
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}
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else if ((nextsectnum < 0) || (!(sector[nextsectnum].floorstat&1)))
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{
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globvis2 = globalpisibility;
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if (sec->visibility != 0)
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globvis2 = mulscale4(globvis2, (uint8_t)(sec->visibility + 16));
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float viscale = xdimscale*fxdimen*(.0000001f/256.f);
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GLInterface.SetVisibility(globvis2*viscale, fviewingrange);
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//Use clamping for tiled sky textures
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//(don't wrap around edges if the sky use multiple panels)
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for (bssize_t i=(1<<dapskybits)-1; i>0; i--)
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@ -2144,8 +2137,8 @@ static void polymost_drawalls(int32_t const bunch)
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pow2xsplit = 0;
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skyclamphack = 0;
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flatskyrender = 1;
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globalshade += globvis2*xdimscale*fviewingrange*(1.f / (64.f * 65536.f * 256.f * 1024.f));
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GLInterface.SetVisibility(0.f, fviewingrange);
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//globalshade += globvis2*xdimscale*fviewingrange*(1.f / (64.f * 65536.f * 256.f * 1024.f));
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GLInterface.SetVisibility(0.f);
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polymost_domost(x0,fy0,x1,fy1);
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flatskyrender = 0;
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ghoriz = ghorizbak;
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@ -2346,11 +2339,7 @@ static void polymost_drawalls(int32_t const bunch)
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globalshade = sec->ceilingshade;
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globalpal = sec->ceilingpal;
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globalorientation = sec->ceilingstat;
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globvis2 = (sector[sectnum].visibility != 0) ?
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mulscale4(globalcisibility2, (uint8_t)(sector[sectnum].visibility + 16)) :
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globalcisibility2;
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PrintVis(sector[sectnum].visibility, 'c');
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GLInterface.SetVisibility(globvis2, fviewingrange);
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GLInterface.SetVisibility(sectorVisibility(sectnum));
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tileUpdatePicnum(&globalpicnum, sectnum);
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@ -2380,12 +2369,6 @@ static void polymost_drawalls(int32_t const bunch)
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}
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else if ((nextsectnum < 0) || (!(sector[nextsectnum].ceilingstat&1)))
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{
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globvis2 = globalpisibility;
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if (sec->visibility != 0)
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globvis2 = mulscale4(globvis2, (uint8_t)(sec->visibility + 16));
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float viscale = xdimscale*fxdimen*(.0000001f/256.f);
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GLInterface.SetVisibility(globvis2*viscale, fviewingrange);
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//Use clamping for tiled sky textures
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//(don't wrap around edges if the sky use multiple panels)
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for (bssize_t i=(1<<dapskybits)-1; i>0; i--)
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@ -2400,8 +2383,8 @@ static void polymost_drawalls(int32_t const bunch)
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pow2xsplit = 0;
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skyclamphack = 0;
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flatskyrender = 1;
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globalshade += globvis2 * xdimscale * fviewingrange * (1.f / (64.f * 65536.f * 256.f * 1024.f));
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GLInterface.SetVisibility(0.f, fviewingrange);
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//globalshade += globvis2 * xdimscale * fviewingrange * (1.f / (64.f * 65536.f * 256.f * 1024.f));
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GLInterface.SetVisibility(0.f);
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polymost_domost(x1, cy1, x0, cy0);
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flatskyrender = 0;
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ghoriz = ghorizbak;
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@ -2670,10 +2653,7 @@ static void polymost_drawalls(int32_t const bunch)
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if (((cy0 < ocy0) || (cy1 < ocy1)) && (!((sec->ceilingstat§or[nextsectnum].ceilingstat)&1)))
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{
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globalpicnum = wal->picnum; globalshade = wal->shade; globalpal = (int32_t)((uint8_t)wal->pal);
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globvis2 = globalvisibility2;
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if (sector[sectnum].visibility != 0) globvis2 = mulscale4(globvis2, (uint8_t)(sector[sectnum].visibility+16));
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PrintVis(sector[sectnum].visibility, 'v');
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GLInterface.SetVisibility(globvis2, fviewingrange);
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GLInterface.SetVisibility(sectorVisibility(sectnum));
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globalorientation = wal->cstat;
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tileUpdatePicnum(&globalpicnum, wallnum+16384);
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@ -2711,10 +2691,7 @@ static void polymost_drawalls(int32_t const bunch)
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ytex.u += (float)(nwal->xpanning - wal->xpanning) * ytex.d;
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}
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globalpicnum = nwal->picnum; globalshade = nwal->shade; globalpal = (int32_t)((uint8_t)nwal->pal);
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globvis2 = globalvisibility2;
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if (sector[sectnum].visibility != 0) globvis2 = mulscale4(globvis2, (uint8_t)(sector[sectnum].visibility+16));
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PrintVis(sector[sectnum].visibility, 'v');
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GLInterface.SetVisibility(globvis2, fviewingrange);
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GLInterface.SetVisibility(sectorVisibility(sectnum));
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globalorientation = nwal->cstat;
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tileUpdatePicnum(&globalpicnum, wallnum+16384);
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@ -2758,11 +2735,7 @@ static void polymost_drawalls(int32_t const bunch)
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globalshade = wal->shade;
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globalpal = wal->pal;
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globvis2 = (sector[sectnum].visibility != 0) ?
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mulscale4(globalvisibility2, (uint8_t)(sector[sectnum].visibility + 16)) :
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globalvisibility2;
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PrintVis(sector[sectnum].visibility, 'v');
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GLInterface.SetVisibility(globvis2, fviewingrange);
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GLInterface.SetVisibility(sectorVisibility(sectnum));
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globalorientation = wal->cstat;
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tileUpdatePicnum(&globalpicnum, wallnum+16384);
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@ -3354,10 +3327,7 @@ static void polymost_drawmaskwallinternal(int32_t wallIndex)
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globalorientation = (int32_t)wal->cstat;
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tileUpdatePicnum(&globalpicnum, (int16_t)wallIndex+16384);
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globvis2 = globalvisibility2;
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globvis2 = (sector[sectnum].visibility != 0) ? mulscale4(globvis2, (uint8_t)(sector[sectnum].visibility + 16)) : globalvisibility2;
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PrintVis(sector[sectnum].visibility, 'v');
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GLInterface.SetVisibility(globvis2, fviewingrange);
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GLInterface.SetVisibility(sectorVisibility(sectnum));
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globalshade = (int32_t)wal->shade;
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globalpal = (int32_t)((uint8_t)wal->pal);
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@ -3730,11 +3700,7 @@ void polymost_drawsprite(int32_t snum)
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globalpal = tspr->pal;
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globalorientation = tspr->cstat;
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globvis2 = globalvisibility2;
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if (sector[tspr->sectnum].visibility != 0)
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globvis2 = mulscale4(globvis2, (uint8_t)(sector[tspr->sectnum].visibility + 16));
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PrintVis(sector[tspr->sectnum].visibility, 'v');
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GLInterface.SetVisibility(globvis2, fviewingrange);
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GLInterface.SetVisibility(sectorVisibility(tspr->sectnum));
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vec2_t off = { 0, 0 };
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@ -4144,11 +4110,7 @@ void polymost_drawsprite(int32_t snum)
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break;
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case 2: // Floor sprite
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globvis2 = globalhisibility2;
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if (sector[tspr->sectnum].visibility != 0)
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globvis2 = mulscale4(globvis2, (uint8_t)(sector[tspr->sectnum].visibility + 16));
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PrintVis(sector[tspr->sectnum].visibility, 'h');
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GLInterface.SetVisibility(globvis2, fviewingrange);
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GLInterface.SetVisibility(sectorVisibility(tspr->sectnum) * (4.f/5.f)); // No idea why this uses a different visibility setting...
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if ((globalorientation & 64) != 0 && (globalposz > pos.z) == (!(globalorientation & 8)))
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goto _drawsprite_return;
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@ -647,6 +647,11 @@ void renderSetViewMatrix(const float* p)
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else vp.mViewMatrix.loadIdentity();
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}
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void renderSetVisibility(float vis)
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{
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vp.mGlobVis = vis;
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}
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void renderBeginScene()
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{
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if (videoGetRenderMode() < REND_POLYMOST) return;
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@ -203,9 +203,9 @@ public:
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renderState.Shade = shade;
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}
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void SetVisibility(float visibility, float fviewingrange)
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void SetVisibility(float visibility)
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{
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renderState.VisFactor = visibility* fviewingrange* (1.f / (65536.f * 65536.f));
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renderState.VisFactor = visibility;
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}
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void EnableBlend(bool on)
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@ -501,6 +501,7 @@ extern GLInstance GLInterface;
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void renderSetProjectionMatrix(const float* p);
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void renderSetViewMatrix(const float* p);
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void renderSetVisibility(float v);
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void renderBeginScene();
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void renderFinishScene();
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void DrawRateStuff();
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@ -175,7 +175,7 @@ void main()
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// Application of this differs based on render mode because for paletted rendering with palettized shade tables it can only be done after processing the shade table. We only have a palette index before.
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}
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float visibility = max(u_visFactor * v_distance - ((u_flags & RF_ShadeInterpolate) != 0.0? 0.5 : 0.0), 0.0);
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float visibility = max(uGlobVis * u_visFactor * v_distance - ((u_flags & RF_ShadeInterpolate) != 0.0? 0.5 : 0.0), 0.0);
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float numShades = float(uPalLightLevels & 255);
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float shade = clamp((u_shade + visibility), 0.0, numShades - 1.0);
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