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https://github.com/ZDoom/raze-gles.git
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d4eb54d686
Otherwise they can end up badly ordered with walls.
433 lines
12 KiB
C++
433 lines
12 KiB
C++
#pragma once
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//==========================================================================
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//
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// One wall segment in the draw list
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//
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//==========================================================================
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#include "renderstyle.h"
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#include "textures.h"
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#include "fcolormap.h"
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#include "build.h"
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#include "gamefuncs.h"
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#include "render.h"
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#include "matrix.h"
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#include "gamecontrol.h"
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#include "hw_renderstate.h"
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#include "hw_cvars.h"
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#pragma warning(disable:4244) // this gets a bit annoying in the renderer...
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struct HWHorizonInfo;
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struct HWSkyInfo;
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class FMaterial;
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struct FTexCoordInfo;
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struct FSectorPortalGroup;
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struct FFlatVertex;
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struct FDynLightData;
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class VSMatrix;
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struct FSpriteModelFrame;
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class FRenderState;
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struct voxmodel_t;
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struct HWSectorPlane
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{
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FTextureID texture;
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//secplane_t plane;
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float Texheight;
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float Angle;
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FVector2 Offs;
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FVector2 Scale;
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void GetFromSector(sectortype* sec, int ceiling)
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{
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/*
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Offs.X = (float)sec->GetXOffset(ceiling);
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Offs.Y = (float)sec->GetYOffset(ceiling);
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Scale.X = (float)sec->GetXScale(ceiling);
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Scale.Y = (float)sec->GetYScale(ceiling);
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Angle = (float)sec->GetAngle(ceiling).Degrees;
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texture = sec->GetTexture(ceiling);
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plane = sec->GetSecPlane(ceiling);
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Texheight = (float)((ceiling == sector_t::ceiling) ? plane.fD() : -plane.fD());
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*/
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}
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};
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enum HWRenderStyle
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{
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STYLEHW_Normal, // default
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STYLEHW_Solid, // drawn solid (needs special treatment for sprites)
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STYLEHW_NoAlphaTest, // disable alpha test
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};
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enum WallTypes
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{
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RENDERWALL_NONE,
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RENDERWALL_TOP,
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RENDERWALL_M1S,
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RENDERWALL_M2S,
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RENDERWALL_BOTTOM,
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RENDERWALL_FOGBOUNDARY,
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RENDERWALL_MIRRORSURFACE,
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RENDERWALL_M2SNF,
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RENDERWALL_COLOR,
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// Insert new types at the end!
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};
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enum PortalTypes
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{
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PORTALTYPE_SKY,
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PORTALTYPE_HORIZON,
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PORTALTYPE_SKYBOX,
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PORTALTYPE_SECTORSTACK,
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PORTALTYPE_PLANEMIRROR,
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PORTALTYPE_MIRROR,
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PORTALTYPE_LINETOLINE,
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PORTALTYPE_LINETOSPRITE,
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};
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//==========================================================================
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//
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// One sector plane, still in fixed point
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//
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//==========================================================================
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struct HWSeg
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{
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float x1,x2;
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float y1,y2;
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float fracleft, fracright;
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FVector3 Normal() const
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{
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// 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.
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float x = y2 - y1;
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float y = x1 - x2;
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float ilength = 1.f / sqrtf(x*x + y*y);
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return FVector3(x * ilength, 0, y * ilength);
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}
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};
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struct texcoord
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{
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float u,v;
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};
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struct HWDrawInfo;
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class HWWall
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{
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public:
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static const char passflag[];
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enum
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{
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HWF_CLAMPX=1,
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HWF_CLAMPY=2,
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HWF_SKYHACK=4,
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HWF_NOSPLIT=64,
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HWF_TRANSLUCENT = 128,
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};
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enum
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{
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RWF_BLANK = 0,
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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
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RWF_TRANS = 2,
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RWF_NORENDER = 8,
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};
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enum
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{
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LOLFT,
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UPLFT,
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UPRGT,
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LORGT,
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};
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friend struct HWDrawList;
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friend class HWPortal;
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FGameTexture *texture;
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HWSeg glseg;
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float ztop[2],zbottom[2];
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texcoord tcs[4];
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float alpha;
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FRenderStyle RenderStyle;
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float ViewDistance;
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float visibility;
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int walldist;
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short shade, palette;
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PalEntry fade;
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uint16_t flags;
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uint8_t type;
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int dynlightindex;
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union
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{
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// it's either one of them but never more!
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//FSectorPortal *secportal; // sector portal (formerly skybox)
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HWSkyInfo * sky; // for normal sky
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//HWHorizonInfo * horizon; // for horizon information
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PortalDesc * portal; // stacked sector portals
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int * planemirror; // for plane mirrors
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spritetype* teleport; // SW's teleport-views
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};
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unsigned int vertindex;
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unsigned int vertcount;
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public:
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walltype* seg;
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spritetype* Sprite;
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sectortype* frontsector, * backsector;
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//private:
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void PutWall(HWDrawInfo *di, bool translucent);
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void PutPortal(HWDrawInfo *di, int ptype, int plane);
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void CheckTexturePosition();
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void SetupLights(HWDrawInfo *di, FDynLightData &lightdata);
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void MakeVertices(HWDrawInfo *di, bool nosplit);
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void SkyPlane(HWDrawInfo *di, sectortype *sector, int plane, bool allowmirror);
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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);
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void SkyTop(HWDrawInfo* di, walltype* seg, sectortype* fs, sectortype* bs, FVector2& v1, FVector2& v2, float fch1, float fch2);
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void SkyBottom(HWDrawInfo* di, walltype* seg, sectortype* fs, sectortype* bs, FVector2& v1, FVector2& v2, float ffh1, float ffh2);
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bool DoHorizon(HWDrawInfo *di, walltype * seg,sectortype * fs, DVector2& v1, DVector2& v2);
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bool SetWallCoordinates(walltype* seg, float topleft, float topright, float bottomleft, float bottomright);
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void DoTexture(HWDrawInfo* di, walltype* wal, walltype* refwall, float yref, float topleft, float topright, float bottomleft, float bottomright);
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void DoOneSidedTexture(HWDrawInfo *di, walltype * seg, sectortype* frontsector, sectortype* backsector, float topleft,float topright, float bottomleft,float bottomright);
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void DoUpperTexture(HWDrawInfo* di, walltype* seg, sectortype* frontsector, sectortype* backsector, float topleft, float topright, float bottomleft, float bottomright);
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void DoLowerTexture(HWDrawInfo* di, walltype* seg, sectortype* frontsector, sectortype* backsector, float topleft, float topright, float bottomleft, float bottomright);
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void DoMidTexture(HWDrawInfo *di, walltype * seg,
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sectortype * front, sectortype * back,
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float fch1, float fch2, float ffh1, float ffh2,
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float bch1, float bch2, float bfh1, float bfh2);
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int CreateVertices(FFlatVertex *&ptr, bool nosplit);
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//int CountVertices();
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void RenderWall(HWDrawInfo *di, FRenderState &state, int textured);
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void RenderFogBoundary(HWDrawInfo *di, FRenderState &state);
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void RenderMirrorSurface(HWDrawInfo *di, FRenderState &state);
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void RenderTexturedWall(HWDrawInfo *di, FRenderState &state, int rflags);
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void RenderTranslucentWall(HWDrawInfo *di, FRenderState &state);
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public:
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void Process(HWDrawInfo* di, walltype* seg, sectortype* frontsector, sectortype* backsector);
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void ProcessWallSprite(HWDrawInfo* di, spritetype* spr, sectortype* frontsector);
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float PointOnSide(float x,float y)
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{
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return -((y-glseg.y1)*(glseg.x2-glseg.x1)-(x-glseg.x1)*(glseg.y2-glseg.y1));
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}
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void DrawWall(HWDrawInfo *di, FRenderState &state, bool translucent);
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};
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//==========================================================================
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//
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// One flat plane in the draw list
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//
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//==========================================================================
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class HWFlat
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{
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public:
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int section;
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sectortype * sec;
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spritetype* Sprite; // for flat sprites.
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FGameTexture *texture;
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float z; // the z position of the flat (only valid for non-sloped planes)
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PalEntry fade;
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int shade, palette;
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float visibility;
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float alpha;
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FRenderStyle RenderStyle;
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int iboindex;
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bool stack;
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FVector2 geoofs;
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//int vboheight;
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int plane;
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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.
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void MakeVertices();
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int dynlightindex;
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void CreateSkyboxVertices(FFlatVertex *buffer);
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//void SetupLights(HWDrawInfo *di, FLightNode *head, FDynLightData &lightdata, int portalgroup);
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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);
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void DrawSubsectors(HWDrawInfo *di, FRenderState &state);
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void DrawFlat(HWDrawInfo* di, FRenderState& state, bool translucent);
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};
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//==========================================================================
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//
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// One sprite in the draw list
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//
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//==========================================================================
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class HWSprite
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{
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public:
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spritetype* Sprite;
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PalEntry fade;
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int shade, palette;
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float visibility;
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float alpha;
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FRenderStyle RenderStyle;
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int modelframe; // : sprite, 1: model, -1:voxel
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voxmodel_t* voxel;
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int index;
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float depth;
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int vertexindex;
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float x,y,z; // needed for sorting!
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union
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{
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struct
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{
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float ul, ur;
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float vt, vb;
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float x1, y1, z1;
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float x2, y2, z2;
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};
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VSMatrix rotmat;
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};
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int dynlightindex;
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FGameTexture *texture;
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DRotator Angles;
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void CalculateVertices(HWDrawInfo *di, FVector3 *v, DVector3 *vp);
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public:
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void CreateVertices(HWDrawInfo* di);
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void PutSprite(HWDrawInfo *di, bool translucent);
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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);
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void DrawSprite(HWDrawInfo* di, FRenderState& state, bool translucent);
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};
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inline float Dist2(float x1,float y1,float x2,float y2)
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{
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return sqrtf((x1-x2)*(x1-x2)+(y1-y2)*(y1-y2));
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}
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void hw_GetDynModelLight(AActor *self, FDynLightData &modellightdata);
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extern const float LARGE_VALUE;
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struct FDynLightData;
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struct FDynamicLight;
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bool GetLight(FDynLightData& dld, int group, Plane& p, FDynamicLight* light, bool checkside);
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void AddLightToList(FDynLightData &dld, int group, FDynamicLight* light, bool forceAttenuate);
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inline float sectorVisibility(sectortype* sec)
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{
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// Beware of wraparound madness...
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int v = sec->visibility;
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return v ? ((uint8_t)(v + 16)) / 16.f : 1.f;
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}
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inline const float hw_density = 0.35f;
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int checkTranslucentReplacement(FTextureID picnum, int pal);
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inline bool maskWallHasTranslucency(const walltype* wall)
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{
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return (wall->cstat & CSTAT_WALL_TRANSLUCENT) || checkTranslucentReplacement(tileGetTexture(wall->picnum)->GetID(), wall->pal);
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}
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inline bool spriteHasTranslucency(const spritetype* tspr)
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{
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if ((tspr->cstat & CSTAT_SPRITE_TRANSLUCENT) || //(tspr->clipdist & TSPR_FLAGS_DRAW_LAST) ||
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((unsigned)tspr->owner < MAXSPRITES && spriteext[tspr->owner].alpha))
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return true;
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return checkTranslucentReplacement(tileGetTexture(tspr->picnum)->GetID(), tspr->pal);
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}
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inline void SetSpriteTranslucency(const spritetype* sprite, float& alpha, FRenderStyle& RenderStyle)
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{
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bool trans = (sprite->cstat & CSTAT_SPRITE_TRANSLUCENT);
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if (trans)
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{
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RenderStyle = GetRenderStyle(0, !!(sprite->cstat & CSTAT_SPRITE_TRANSLUCENT_INVERT));
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alpha = GetAlphaFromBlend((sprite->cstat & CSTAT_SPRITE_TRANSLUCENT_INVERT) ? DAMETH_TRANS2 : DAMETH_TRANS1, 0);
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}
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else
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{
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RenderStyle = LegacyRenderStyles[STYLE_Translucent];
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alpha = 1.f;
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}
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alpha *= 1.f - spriteext[sprite->owner].alpha;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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extern PalEntry GlobalMapFog;
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extern float GlobalFogDensity;
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__forceinline void SetLightAndFog(FRenderState& state, PalEntry fade, int palette, int shade, float visibility, float alpha)
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{
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// Fog must be done before the texture so that the texture selector can override it.
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bool foggy = (GlobalMapFog || (fade & 0xffffff));
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auto ShadeDiv = lookups.tables[palette].ShadeFactor;
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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.
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if (ShadeDiv >= 1 / 1000.f && foggy)
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{
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state.EnableFog(1);
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float density = GlobalMapFog ? GlobalFogDensity : 350.f - Scale(numshades - shade, 150, numshades);
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state.SetFog((GlobalMapFog) ? GlobalMapFog : fade, density * hw_density);
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state.SetSoftLightLevel(255);
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state.SetLightParms(128.f, 1 / 1000.f);
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}
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else
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{
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state.EnableFog(0);
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state.SetFog(0, 0);
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state.SetSoftLightLevel(gl_fogmode != 0 && ShadeDiv >= 1 / 1000.f ? max(0, 255 - Scale(shade, 255, numshades)) : 255);
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state.SetLightParms(visibility, ShadeDiv / (numshades - 2));
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}
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// The shade rgb from the tint is ignored here.
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state.SetColor(globalr * (1 / 255.f), globalg * (1 / 255.f), globalb * (1 / 255.f), alpha);
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}
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