mirror of
https://github.com/ZDoom/raze-gles.git
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dc234ea72d
The grossest of all gross render hack that were ever done with Build...
396 lines
11 KiB
C++
396 lines
11 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2000-2016 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 2 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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** gl_flat.cpp
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** Flat processing
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**
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*/
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#include "matrix.h"
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#include "hw_dynlightdata.h"
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#include "hw_cvars.h"
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#include "hw_clock.h"
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#include "hw_material.h"
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#include "hw_drawinfo.h"
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#include "flatvertices.h"
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#include "hw_lightbuffer.h"
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#include "hw_drawstructs.h"
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#include "hw_renderstate.h"
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#include "sectorgeometry.h"
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#ifdef _DEBUG
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CVAR(Int, gl_breaksec, -1, 0)
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#endif
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extern PalEntry GlobalMapFog;
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extern float GlobalFogDensity;
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//==========================================================================
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//
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//
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//
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//==========================================================================
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#if 0
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void HWFlat::SetupLights(HWDrawInfo *di, FLightNode * node, FDynLightData &lightdata, int portalgroup)
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{
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Plane p;
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lightdata.Clear();
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if (renderstyle == STYLE_Add && !di->Level->lightadditivesurfaces)
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{
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dynlightindex = -1;
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return; // no lights on additively blended surfaces.
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}
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while (node)
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{
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FDynamicLight * light = node->lightsource;
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if (!light->IsActive())
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{
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node = node->nextLight;
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continue;
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}
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iter_dlightf++;
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// we must do the side check here because gl_GetLight needs the correct plane orientation
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// which we don't have for Legacy-style 3D-floors
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double planeh = plane.plane.ZatPoint(light->Pos);
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if ((planeh<light->Z() && ceiling) || (planeh>light->Z() && !ceiling))
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{
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node = node->nextLight;
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continue;
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}
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p.Set(plane.plane.Normal(), plane.plane.fD());
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draw_dlightf += GetLight(lightdata, portalgroup, p, light, false);
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node = node->nextLight;
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}
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dynlightindex = screen->mLights->UploadLights(lightdata);
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}
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#endif
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void HWFlat::MakeVertices()
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{
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if (vertcount > 0) return;
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bool canvas = texture->isHardwareCanvas();
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if (sprite == nullptr)
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{
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auto mesh = sectorGeometry.get(sec - sector, plane, geoofs);
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if (!mesh) return;
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auto ret = screen->mVertexData->AllocVertices(mesh->vertices.Size());
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auto vp = ret.first;
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float base = (plane == 0 ? sec->floorz : sec->ceilingz) * (1/-256.f);
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for (unsigned i = 0; i < mesh->vertices.Size(); i++)
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{
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auto& pt = mesh->vertices[i];
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auto& uv = mesh->texcoords[i];
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vp->SetVertex(pt.X, base + pt.Z, pt.Y);
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vp->SetTexCoord(uv.X, canvas? 1.f - uv.Y : uv.Y);
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vp++;
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}
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vertindex = ret.second;
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vertcount = mesh->vertices.Size();
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}
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else
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{
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vec2_t pos[4];
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GetFlatSpritePosition(sprite, sprite->pos.vec2, pos, true);
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auto ret = screen->mVertexData->AllocVertices(6);
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auto vp = ret.first;
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float x = !(sprite->cstat & CSTAT_SECTOR_XFLIP) ? 0.f : 1.f;
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float y = !(sprite->cstat & CSTAT_SECTOR_YFLIP) ? 0.f : 1.f;
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for (unsigned i = 0; i < 6; i++)
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{
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const static unsigned indices[] = { 0, 1, 2, 0, 2, 3 };
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int j = indices[i];
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vp->SetVertex(pos[j].x * (1 / 16.f), z, pos[j].y * (1 / -16.f));
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if (!canvas) vp->SetTexCoord(j == 1 || j == 2 ? 1.f - x : x, j == 2 || j == 3 ? 1.f - y : y);
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else vp->SetTexCoord(j == 1 || j == 2 ? 1.f - x : x, j == 2 || j == 3 ? y : 1.f - y);
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vp++;
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}
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vertindex = ret.second;
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vertcount = 6;
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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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//==========================================================================
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void HWFlat::DrawFlat(HWDrawInfo *di, FRenderState &state, bool translucent)
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{
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if (screen->BuffersArePersistent() && !sprite)
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{
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MakeVertices();
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}
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#ifdef _DEBUG
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if (sec - sector == gl_breaksec)
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{
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int a = 0;
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}
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#endif
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if (!sprite)
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{
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auto mesh = sectorGeometry.get(sec - sector, plane, geoofs);
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state.SetNormal(mesh->normal);
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}
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else
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{
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if (z < di->Viewpoint.Pos.Z) state.SetNormal({ 0,1,0 });
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else state.SetNormal({ 0, -1, 0 });
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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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// 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);
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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(ShadeDiv >= 1 / 1000.f ? 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.SetColorAlpha(PalEntry(255, globalr, globalg, globalb), alpha);
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if (translucent)
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{
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if (RenderStyle.BlendOp != STYLEOP_Add)
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{
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state.EnableBrightmap(false);
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}
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state.SetRenderStyle(RenderStyle);
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state.SetTextureMode(RenderStyle);
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if (!texture->GetTranslucency()) state.AlphaFunc(Alpha_GEqual, gl_mask_threshold);
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else state.AlphaFunc(Alpha_GEqual, 0.f);
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}
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state.SetMaterial(texture, UF_Texture, 0, sprite == nullptr? CLAMP_NONE : CLAMP_XY, TRANSLATION(Translation_Remap + curbasepal, palette), -1);
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state.SetLightIndex(dynlightindex);
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state.Draw(DT_Triangles, vertindex, vertcount);
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vertexcount += vertcount;
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if (translucent) state.SetRenderStyle(LegacyRenderStyles[STYLE_Translucent]);
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state.EnableBrightmap(true);
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//state.SetObjectColor(0xffffffff);
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//state.SetAddColor(0);
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//state.ApplyTextureManipulation(nullptr);
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}
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//==========================================================================
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//
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// HWFlat::PutFlat
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//
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// submit to the renderer
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//
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//==========================================================================
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void HWFlat::PutFlat(HWDrawInfo *di, int whichplane)
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{
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vertcount = 0;
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plane = whichplane;
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if (!screen->BuffersArePersistent() || sprite || di->ingeo) // should be made static buffer content later (when the logic is working)
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{
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#if 0
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if (di->Level->HasDynamicLights && texture != nullptr && !di->isFullbrightScene() && !(hacktype & (SSRF_PLANEHACK | SSRF_FLOODHACK)))
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{
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SetupLights(di, section->lighthead, lightdata, sector->PortalGroup);
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}
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#endif
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MakeVertices();
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}
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di->AddFlat(this);
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rendered_flats++;
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}
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//==========================================================================
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//
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// Process a sector's flats for rendering
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// This function is only called once per sector.
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// Subsequent subsectors are just quickly added to the ss_renderflags array
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//
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//==========================================================================
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void HWFlat::ProcessSector(HWDrawInfo *di, sectortype * frontsector, int which)
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{
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#ifdef _DEBUG
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if (frontsector - sector == gl_breaksec)
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{
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int a = 0;
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}
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#endif
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dynlightindex = -1;
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const auto &vp = di->Viewpoint;
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float florz, ceilz;
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PlanesAtPoint(frontsector, vp.Pos.X * 16.f, vp.Pos.Y * -16.f, &ceilz, &florz);
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fade = lookups.getFade(frontsector->floorpal); // fog is per sector.
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visibility = sectorVisibility(frontsector);
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sec = frontsector;
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sprite = nullptr;
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geoofs = di->geoofs;
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//
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//
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//
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// do floors
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//
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//
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//
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if ((which & SSRF_RENDERFLOOR) && !(frontsector->floorstat & CSTAT_SECTOR_SKY) && florz <= vp.Pos.Z)
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{
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// process the original floor first.
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shade = clamp(frontsector->floorshade, 0, numshades-1);
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palette = frontsector->floorpal;
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stack = frontsector->portalflags == PORTAL_SECTOR_FLOOR || frontsector->portalflags == PORTAL_SECTOR_FLOOR_REFLECT;
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if (stack && (frontsector->floorstat & CSTAT_SECTOR_METHOD))
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{
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RenderStyle = GetRenderStyle(0, !!(frontsector->floorstat & CSTAT_SECTOR_TRANS_INVERT));
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alpha = GetAlphaFromBlend((frontsector->floorstat & CSTAT_SECTOR_TRANS_INVERT) ? DAMETH_TRANS2 : DAMETH_TRANS1, 0);
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}
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else
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{
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RenderStyle = STYLE_Translucent;
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alpha = 1.f;
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}
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if (alpha != 0.f)
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{
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int tilenum = frontsector->floorpicnum;
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setgotpic(tilenum);
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tileUpdatePicnum(&tilenum, tilenum, 0);
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texture = tileGetTexture(tilenum);
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if (texture && texture->isValid())
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{
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//iboindex = frontsector->iboindex[sector_t::floor];
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PutFlat(di, 0);
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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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// do ceilings
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//
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//
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//
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if ((which & SSRF_RENDERCEILING) && !(frontsector->ceilingstat & CSTAT_SECTOR_SKY) && ceilz >= vp.Pos.Z)
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{
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// process the original ceiling first.
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shade = clamp(frontsector->ceilingshade, 0, numshades-1);
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palette = frontsector->ceilingpal;
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stack = frontsector->portalflags == PORTAL_SECTOR_CEILING || frontsector->portalflags == PORTAL_SECTOR_CEILING_REFLECT;
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if (stack && (frontsector->ceilingstat & CSTAT_SECTOR_METHOD))
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{
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RenderStyle = GetRenderStyle(0, !!(frontsector->ceilingstat & CSTAT_SECTOR_TRANS_INVERT));
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alpha = GetAlphaFromBlend((frontsector->ceilingstat & CSTAT_SECTOR_TRANS_INVERT) ? DAMETH_TRANS2 : DAMETH_TRANS1, 0);
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}
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else
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{
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RenderStyle = STYLE_Translucent;
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alpha = 1.f;
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}
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if (alpha != 0.f)
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{
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//iboindex = frontsector->iboindex[sector_t::ceiling];
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int tilenum = frontsector->ceilingpicnum;
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setgotpic(tilenum);
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tileUpdatePicnum(&tilenum, tilenum, 0);
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texture = tileGetTexture(tilenum);
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if (texture && texture->isValid())
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{
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//iboindex = frontsector->iboindex[sector_t::floor];
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PutFlat(di, 1);
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}
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}
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}
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}
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void HWFlat::ProcessFlatSprite(HWDrawInfo* di, spritetype* sprite, sectortype* sector)
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{
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int tilenum = sprite->picnum;
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texture = tileGetTexture(tilenum);
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z = sprite->z * (1 / -256.f);
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if (z == di->Viewpoint.Pos.Z) return; // looking right at the edge.
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visibility = sectorVisibility(§or[sprite->sectnum]);// *(4.f / 5.f); // The factor comes directly from Polymost. No idea why this uses a different visibility setting. Bad projection math?
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// Weird Build logic that really makes no sense.
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if ((sprite->cstat & CSTAT_SPRITE_ONE_SIDED) != 0 && (di->Viewpoint.Pos.Z < z) == ((sprite->cstat & CSTAT_SPRITE_YFLIP) == 0))
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return;
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if (texture && texture->isValid())
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{
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this->sprite = sprite;
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sec = sector;
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shade = clamp(sprite->shade, 0, numshades - 1);
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palette = sprite->pal;
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fade = lookups.getFade(sector[sprite->sectnum].floorpal); // fog is per sector.
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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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PutFlat(di, 0);
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}
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}
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