- portal and sky WIP.

This commit is contained in:
Christoph Oelckers 2021-03-21 22:48:01 +01:00
parent 75159e06c0
commit 63f057d93f
11 changed files with 313 additions and 106 deletions

View file

@ -1082,6 +1082,7 @@ set (PCH_SOURCES
core/rendering/scene/hw_bunchdrawer.cpp
core/rendering/scene/hw_portal.cpp
core/rendering/scene/hw_skyportal.cpp
core/rendering/scene/hw_sky.cpp
core/console/c_notifybuffer.cpp
core/console/d_event.cpp

View file

@ -299,6 +299,11 @@ static inline psky_t *getpskyidx(int32_t picnum)
EXTERN psky_t * tileSetupSky(int32_t tilenum);
psky_t* defineSky(int32_t const tilenum, int horiz, int lognumtiles, const uint16_t* tileofs, int yoff = 0);
// Get properties of parallaxed sky to draw.
// Returns: pointer to tile offset array. Sets-by-pointer the other three.
const int16_t* getpsky(int32_t picnum, int32_t* dapyscale, int32_t* dapskybits, int32_t* dapyoffs, int32_t* daptileyscale);
EXTERN char parallaxtype;
EXTERN int32_t parallaxyoffs_override, parallaxyscale_override;
extern int16_t pskybits_override;

View file

@ -53,10 +53,6 @@ static FORCE_INLINE int32_t bad_tspr(tspriteptr_t tspr)
return (tspr->owner < 0 || (unsigned)tspr->picnum >= MAXTILES);
}
// Get properties of parallaxed sky to draw.
// Returns: pointer to tile offset array. Sets-by-pointer the other three.
const int16_t* getpsky(int32_t picnum, int32_t* dapyscale, int32_t* dapskybits, int32_t* dapyoffs, int32_t* daptileyscale);
inline void set_globalpos(int32_t const x, int32_t const y, int32_t const z)
{
globalposx = x, fglobalposx = (float)x;

View file

@ -324,7 +324,7 @@ void FSkyVertexBuffer::CreateDome()
//
//-----------------------------------------------------------------------------
void FSkyVertexBuffer::SetupMatrices(FGameTexture *tex, float x_offset, float y_offset, bool mirror, int mode, VSMatrix &modelMatrix, VSMatrix &textureMatrix, bool tiled)
void FSkyVertexBuffer::SetupMatrices(FGameTexture *tex, float x_offset, float y_offset, bool mirror, int mode, VSMatrix &modelMatrix, VSMatrix &textureMatrix, bool tiled, float xscale, float yscale)
{
float texw = tex->GetDisplayWidth();
float texh = tex->GetDisplayHeight();
@ -332,37 +332,44 @@ void FSkyVertexBuffer::SetupMatrices(FGameTexture *tex, float x_offset, float y_
modelMatrix.loadIdentity();
modelMatrix.rotate(-180.0f + x_offset, 0.f, 1.f, 0.f);
float xscale = texw < 1024.f ? floorf(1024.f / float(texw)) : 1.f;
float yscale = 1.f;
if (xscale == 0) xscale = texw < 1024.f ? floorf(1024.f / float(texw)) : 1.f;
auto texskyoffset = tex->GetSkyOffset() + skyoffset;
if (texh <= 128 && tiled)
if (yscale == 0)
{
modelMatrix.translate(0.f, (-40 + texskyoffset)*skyoffsetfactor, 0.f);
modelMatrix.scale(1.f, 1.2f * 1.17f, 1.f);
yscale = 240.f / texh;
}
else if (texh < 128)
{
// smaller sky textures must be tiled. We restrict it to 128 sky pixels, though
modelMatrix.translate(0.f, -1250.f, 0.f);
modelMatrix.scale(1.f, 128 / 230.f, 1.f);
yscale = float(128 / texh); // intentionally left as integer.
}
else if (texh < 200)
{
modelMatrix.translate(0.f, -1250.f, 0.f);
modelMatrix.scale(1.f, texh / 230.f, 1.f);
}
else if (texh <= 240)
{
modelMatrix.translate(0.f, (200 - texh + texskyoffset)*skyoffsetfactor, 0.f);
modelMatrix.scale(1.f, 1.f + ((texh - 200.f) / 200.f) * 1.17f, 1.f);
if (texh <= 128 && tiled)
{
modelMatrix.translate(0.f, (-40 + texskyoffset) * skyoffsetfactor, 0.f);
modelMatrix.scale(1.f, 1.2f * 1.17f, 1.f);
yscale = 240.f / texh;
}
else if (texh < 128)
{
// smaller sky textures must be tiled. We restrict it to 128 sky pixels, though
modelMatrix.translate(0.f, -1250.f, 0.f);
modelMatrix.scale(1.f, 128 / 230.f, 1.f);
yscale = float(128 / texh); // intentionally left as integer.
}
else if (texh < 200)
{
modelMatrix.translate(0.f, -1250.f, 0.f);
modelMatrix.scale(1.f, texh / 230.f, 1.f);
}
else if (texh <= 240)
{
modelMatrix.translate(0.f, (200 - texh + texskyoffset) * skyoffsetfactor, 0.f);
modelMatrix.scale(1.f, 1.f + ((texh - 200.f) / 200.f) * 1.17f, 1.f);
}
else
{
modelMatrix.translate(0.f, (-40 + texskyoffset) * skyoffsetfactor, 0.f);
modelMatrix.scale(1.f, 1.2f * 1.17f, 1.f);
yscale = 240.f / texh;
}
}
else
{
modelMatrix.translate(0.f, (-40 + texskyoffset)*skyoffsetfactor, 0.f);
modelMatrix.translate(0.f, (-40 + texskyoffset) * skyoffsetfactor, 0.f);
modelMatrix.scale(1.f, 1.2f * 1.17f, 1.f);
yscale = 240.f / texh;
}
textureMatrix.loadIdentity();
textureMatrix.scale(mirror ? -xscale : xscale, yscale, 1.f);

View file

@ -71,7 +71,7 @@ public:
FSkyVertexBuffer();
~FSkyVertexBuffer();
void SetupMatrices(FGameTexture *tex, float x_offset, float y_offset, bool mirror, int mode, VSMatrix &modelmatrix, VSMatrix &textureMatrix, bool tiled);
void SetupMatrices(FGameTexture *tex, float x_offset, float y_offset, bool mirror, int mode, VSMatrix &modelmatrix, VSMatrix &textureMatrix, bool tiled, float xscale = 0, float vertscale = 0);
std::pair<IVertexBuffer *, IIndexBuffer *> GetBufferObjects() const
{
return std::make_pair(mVertexBuffer, nullptr);

View file

@ -296,10 +296,8 @@ void HWDrawInfo::CreateScene()
angle_t a1 = FrustumAngle();
mClipper->SafeAddClipRangeRealAngles(vp.RotAngle + a1, vp.RotAngle - a1);
#if 0
// reset the portal manager
portalState.StartFrame();
#endif
ProcessAll.Clock();
@ -528,9 +526,8 @@ void HWDrawInfo::DrawScene(int drawmode)
auto& RenderState = *screen->RenderState();
RenderState.SetDepthMask(true);
#if 0
if (!gl_no_skyclear) portalState.RenderFirstSkyPortal(recursion, this, RenderState);
#endif
RenderScene(RenderState);
@ -543,9 +540,7 @@ void HWDrawInfo::DrawScene(int drawmode)
// Handle all portals after rendering the opaque objects but before
// doing all translucent stuff
recursion++;
#if 0
portalState.EndFrame(this, RenderState);
#endif
recursion--;
RenderTranslucent(RenderState);
}
@ -559,28 +554,6 @@ void HWDrawInfo::DrawScene(int drawmode)
void HWDrawInfo::ProcessScene(bool toscreen)
{
#if 0
portalState.BeginScene();
#endif
DrawScene(toscreen ? DM_MAINVIEW : DM_OFFSCREEN);
}
//==========================================================================
//
//
//
//==========================================================================
/*
void HWDrawInfo::AddSubsectorToPortal(FSectorPortalGroup *ptg, subsector_t *sub)
{
auto portal = FindPortal(ptg);
if (!portal)
{
portal = new HWSectorStackPortal(&portalState, ptg);
Portals.Push(portal);
}
auto ptl = static_cast<HWSectorStackPortal*>(portal);
ptl->AddSubsector(sub);
}
*/

View file

@ -173,7 +173,7 @@ public:
HWSkyInfo * sky; // for normal sky
//HWHorizonInfo * horizon; // for horizon information
PortalDesc * portal; // stacked sector portals
//secplane_t * planemirror; // for plane mirrors
int * planemirror; // for plane mirrors
spritetype* teleport; // SW's teleport-views
};
@ -202,9 +202,9 @@ public:
void SkyPlane(HWDrawInfo *di, sectortype *sector, int plane, bool allowmirror);
void SkyLine(HWDrawInfo *di, sectortype *sec, walltype *line);
void SkyNormal(HWDrawInfo* di, sectortype* fs, FVector2& v1, FVector2& v2) {}
void SkyTop(HWDrawInfo *di, walltype * seg,sectortype * fs,sectortype * bs, FVector2& v1, FVector2& v2) {}
void SkyBottom(HWDrawInfo *di, walltype * seg,sectortype * fs,sectortype * bs, FVector2& v1, FVector2& v2) {}
void SkyNormal(HWDrawInfo* di, sectortype* fs, FVector2& v1, FVector2& v2);
void SkyTop(HWDrawInfo* di, walltype* seg, sectortype* fs, sectortype* bs, FVector2& v1, FVector2& v2);
void SkyBottom(HWDrawInfo* di, walltype* seg, sectortype* fs, sectortype* bs, FVector2& v1, FVector2& v2);
bool DoHorizon(HWDrawInfo *di, walltype * seg,sectortype * fs, DVector2& v1, DVector2& v2);

View file

@ -36,12 +36,6 @@
EXTERN_CVAR(Int, r_mirror_recursions)
EXTERN_CVAR(Bool, gl_portals)
enum
{
plane_floor,
plane_ceiling
};
//-----------------------------------------------------------------------------
//
// StartFrame

View file

@ -9,15 +9,22 @@
class FSkyBox;
enum
{
plane_floor,
plane_ceiling
};
struct HWSkyInfo
{
float x_offset[2];
float x_offset;
float y_offset; // doubleskies don't have a y-offset
FGameTexture * texture[2];
float y_scale;
int shade;
FGameTexture * texture;
FTextureID skytexno1;
bool mirrored;
bool doublesky;
bool sky2;
PalEntry fadecolor;
bool operator==(const HWSkyInfo & inf)
@ -28,7 +35,6 @@ struct HWSkyInfo
{
return !!memcmp(this, &inf, sizeof(*this));
}
void init(HWDrawInfo *di, int sky1, PalEntry fadecolor);
};
struct HWHorizonInfo

View file

@ -0,0 +1,241 @@
//
//---------------------------------------------------------------------------
//
// Copyright(C) 2002-2016 Christoph Oelckers
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
#include "texturemanager.h"
#include "hw_drawinfo.h"
#include "hw_drawstructs.h"
#include "hw_portal.h"
//#include "hw_lighting.h"
#include "hw_material.h"
#include "gamefuncs.h"
#include "build.h"
#include "cmdlib.h"
CVAR(Bool,gl_noskyboxes, false, 0)
FGameTexture* GetSkyTexture(int basetile, int lognumtiles, const int16_t* tilemap);
//==========================================================================
//
// Set up the skyinfo struct
//
//==========================================================================
void initSkyInfo(HWDrawInfo *di, HWSkyInfo* sky, sectortype* sector, int plane, PalEntry FadeColor)
{
int picnum = plane == plane_ceiling ? sector->ceilingpicnum : sector->floorpicnum;
float xpanning = plane == plane_ceiling ? sector->ceilingxpan_ : sector->floorxpan_;
float ypanning = plane == plane_ceiling ? sector->ceilingypan_ : sector->floorypan_;
int32_t dapyscale = 0, dapskybits = 0, dapyoffs = 0, daptileyscale = 0;
FGameTexture* skytex = nullptr;
int realskybits = 0;
// todo: check for skybox replacement.
if (!skytex)
{
int16_t const* dapskyoff = getpsky(picnum, &dapyscale, &dapskybits, &dapyoffs, &daptileyscale);
skytex = GetSkyTexture(picnum, dapskybits, dapskyoff);
realskybits = dapskybits;
if (skytex) dapskybits = 0;
else skytex = tileGetTexture(picnum);
}
float t = (float)((1 << (sizeToBits(tileWidth(picnum)))) << dapskybits);
int ti = (1 << (sizeToBits(tileHeight(picnum)))); if (ti != tileHeight(picnum)) ti += ti;
// dapyscale is not relvant for a sky dome.
sky->y_scale = FixedToFloat(daptileyscale);
sky->y_offset = FixedToFloat(dapyoffs) + ypanning * (float)ti * (1.f / 256.f);
sky->x_offset = xpanning / (1 << (realskybits - dapskybits));
sky->fadecolor = FadeColor;
sky->shade = plane == plane_ceiling ? sector->ceilingshade : sector->floorshade;
sky->texture = skytex;
}
//==========================================================================
//
// Calculate sky texture for ceiling or floor
//
//==========================================================================
void HWWall::SkyPlane(HWDrawInfo *di, sectortype *sector, int plane, bool allowreflect)
{
int ptype;
if (sector->portalflags == PORTAL_SECTOR_CEILING || sector->portalflags == PORTAL_SECTOR_FLOOR)
{
if (screen->instack[1 - plane]) return;
portal = &allPortals[sector->portalnum];
PutPortal(di, PORTALTYPE_SECTORSTACK, plane);
}
else if (sector->portalflags == PORTAL_SECTOR_CEILING_REFLECT || sector->portalflags == PORTAL_SECTOR_FLOOR_REFLECT)
{
ptype = PORTALTYPE_PLANEMIRROR;
if (plane == plane_ceiling && (sector->ceilingstat & CSTAT_SECTOR_SLOPE)) return;
if (plane == plane_floor && (sector->floorstat & CSTAT_SECTOR_SLOPE)) return;
planemirror = plane == plane_floor ? &sector->floorz : &sector->ceilingz;
PutPortal(di, PORTALTYPE_PLANEMIRROR, plane);
}
else
{
ptype = PORTALTYPE_SKY;
HWSkyInfo skyinfo;
initSkyInfo(di, &skyinfo, sector, plane, fade);
ptype = PORTALTYPE_SKY;
sky = &skyinfo;
PutPortal(di, ptype, plane);
}
}
//==========================================================================
//
// Skies on one sided walls
//
//==========================================================================
void HWWall::SkyNormal(HWDrawInfo* di, sectortype* fs, FVector2& v1, FVector2& v2)
{
ztop[0] = ztop[1] = 32768.0f;
zbottom[0] = zceil[0];
zbottom[1] = zceil[1];
SkyPlane(di, fs, plane_ceiling, true);
ztop[0] = zfloor[0];
ztop[1] = zfloor[1];
zbottom[0] = zbottom[1] = -32768.0f;
SkyPlane(di, fs, plane_floor, true);
}
//==========================================================================
//
// Upper Skies on two sided walls
//
//==========================================================================
void HWWall::SkyTop(HWDrawInfo *di, walltype * seg,sectortype * fs,sectortype * bs, FVector2& v1, FVector2& v2)
{
if (fs->portalflags == PORTAL_SECTOR_CEILING || fs->portalflags == PORTAL_SECTOR_CEILING_REFLECT)
{
if (fs->portalflags == PORTAL_SECTOR_CEILING_REFLECT)
{
/*
float backreflect = bs->GetReflect(sectortype::ceiling);
if (backreflect > 0 && bs->ceilingplane.fD() == fs->ceilingplane.fD() && !bs->isClosed())
{
// Don't add intra-portal line to the portal.
return;
}
*/
}
else
{
if (bs->portalflags == PORTAL_SECTOR_CEILING && bs->portalnum == fs->portalnum)
{
return;
}
}
// stacked sectors
ztop[0] = ztop[1] = 32768.0f;
PlanesAtPoint(fs, v1.X*16.f, v1.Y*-16.f, &zbottom[0], nullptr);
PlanesAtPoint(fs, v2.X * 16.f, v2.Y * -16.f, &zbottom[1], nullptr);
}
else if (fs->ceilingstat & CSTAT_SECTOR_SKY)
{
float c1, c2, f1, f2;
PlanesAtPoint(bs, v1.X * 16.f, v1.Y * -16.f, &c1, &f1);
PlanesAtPoint(bs, v2.X * 16.f, v2.Y * -16.f, &c2, &f2);
if (bs->ceilingstat & CSTAT_SECTOR_SKY)
{
// if the back sector is closed the sky must be drawn!
if (c1 > f1 || c2 > f2) return;
}
ztop[0]=ztop[1]=32768.0f;
zbottom[0] = c1;
zbottom[1] = c2;
flags|=HWF_SKYHACK; // mid textures on such lines need special treatment!
}
SkyPlane(di, fs, plane_ceiling, true);
}
//==========================================================================
//
// Lower Skies on two sided walls
//
//==========================================================================
void HWWall::SkyBottom(HWDrawInfo *di, walltype * seg,sectortype * fs,sectortype * bs, FVector2& v1, FVector2& v2)
{
if (fs->portalflags == PORTAL_SECTOR_FLOOR || fs->portalflags == PORTAL_SECTOR_FLOOR_REFLECT)
{
if (fs->portalflags == PORTAL_SECTOR_FLOOR_REFLECT)
{
/*
float backreflect = bs->GetReflect(sectortype::floor);
if (backreflect > 0 && bs->ceilingplane.fD() == fs->ceilingplane.fD() && !bs->isClosed())
{
// Don't add intra-portal line to the portal.
return;
}
*/
}
else
{
if (bs->portalflags == PORTAL_SECTOR_FLOOR && bs->portalnum == fs->portalnum)
{
return;
}
}
// stacked sectors
zbottom[0] = zbottom[1] = -32768.0f;
PlanesAtPoint(fs, v1.X * 16.f, v1.Y * -16.f, nullptr, &ztop[0]);
PlanesAtPoint(fs, v2.X * 16.f, v2.Y * -16.f, nullptr, &ztop[0]);
}
else if (fs->ceilingstat & CSTAT_SECTOR_SKY)
{
float c1, c2, f1, f2;
PlanesAtPoint(bs, v1.X * 16.f, v1.Y * -16.f, &c1, &f1);
PlanesAtPoint(bs, v2.X * 16.f, v2.Y * -16.f, &c2, &f2);
if (bs->ceilingstat & CSTAT_SECTOR_SKY)
{
// if the back sector is closed the sky must be drawn!
if (c1 > f1 || c2 > f2) return;
}
zbottom[0] = zbottom[1] = -32768.0f;
zbottom[0] = f1;
zbottom[1] = f2;
flags |= HWF_SKYHACK; // mid textures on such lines need special treatment!
}
SkyPlane(di, fs, plane_floor, true);
}

View file

@ -42,7 +42,6 @@ void HWSkyPortal::DrawContents(HWDrawInfo *di, FRenderState &state)
state.SetNoSoftLightLevel();
}
state.ResetColor();
state.EnableFog(false);
state.AlphaFunc(Alpha_GEqual, 0.f);
@ -52,42 +51,27 @@ void HWSkyPortal::DrawContents(HWDrawInfo *di, FRenderState &state)
di->SetupView(state, 0, 0, 0, !!(mState->MirrorFlag & 1), !!(mState->PlaneMirrorFlag & 1));
state.SetVertexBuffer(vertexBuffer);
auto skybox = origin->texture[0] ? dynamic_cast<FSkyBox*>(origin->texture[0]->GetTexture()) : nullptr;
auto skybox = origin->texture ? dynamic_cast<FSkyBox*>(origin->texture->GetTexture()) : nullptr;
if (skybox)
{
vertexBuffer->RenderBox(state, origin->skytexno1, skybox, origin->x_offset[0], origin->sky2, /*di->Level->info->pixelstretch*/1, { 0, 0, 1 }, { 0, 0, 1 });
vertexBuffer->RenderBox(state, origin->skytexno1, skybox, origin->x_offset, false, /*di->Level->info->pixelstretch*/1, { 0, 0, 1 }, { 0, 0, 1 });
}
else
{
if (origin->texture[0]==origin->texture[1] && origin->doublesky) origin->doublesky=false;
if (origin->texture[0])
{
state.SetTextureMode(TM_OPAQUE);
vertexBuffer->RenderDome(state, origin->texture[0], origin->x_offset[0], origin->y_offset, origin->mirrored, FSkyVertexBuffer::SKYMODE_MAINLAYER, false);
state.SetTextureMode(TM_NORMAL);
}
state.AlphaFunc(Alpha_Greater, 0.f);
if (origin->doublesky && origin->texture[1])
{
vertexBuffer->RenderDome(state, origin->texture[1], origin->x_offset[1], origin->y_offset, false, FSkyVertexBuffer::SKYMODE_SECONDLAYER, false);
}
int skyfog = 0;
if (skyfog>0 && /*!di->isFullbrightScene() &&*/ (origin->fadecolor & 0xffffff) != 0)
{
PalEntry FadeColor = origin->fadecolor;
FadeColor.a = clamp<int>(skyfog, 0, 255);
state.EnableTexture(false);
state.SetObjectColor(FadeColor);
state.Draw(DT_Triangles, 0, 12);
state.EnableTexture(true);
state.SetObjectColor(0xffffffff);
}
state.SetTextureMode(TM_OPAQUE);
vertexBuffer->RenderDome(state, origin->texture, origin->x_offset, origin->y_offset, false, FSkyVertexBuffer::SKYMODE_MAINLAYER, false);
state.SetTextureMode(TM_NORMAL);
}
if (origin->fadecolor & 0xffffff)
{
PalEntry FadeColor = origin->fadecolor;
state.EnableTexture(false);
state.SetObjectColor(FadeColor);
state.Draw(DT_Triangles, 0, 12);
state.EnableTexture(true);
state.SetObjectColor(0xffffffff);
}
//di->lightmode = oldlightmode;
state.SetDepthClamp(oldClamp);
}