// //--------------------------------------------------------------------------- // // Copyright(C) 2000-2016 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/ // //-------------------------------------------------------------------------- // /* ** gl_flat.cpp ** Flat processing ** */ #include "matrix.h" #include "hw_dynlightdata.h" #include "hw_cvars.h" #include "hw_clock.h" #include "hw_material.h" #include "hw_drawinfo.h" #include "flatvertices.h" #include "hw_lightbuffer.h" #include "hw_drawstructs.h" #include "hw_renderstate.h" #include "sectorgeometry.h" #ifdef _DEBUG CVAR(Int, gl_breaksec, -1, 0) #endif extern PalEntry GlobalMapFog; extern float GlobalFogDensity; //========================================================================== // // // //========================================================================== #if 0 void HWFlat::SetupLights(HWDrawInfo *di, FLightNode * node, FDynLightData &lightdata, int portalgroup) { Plane p; lightdata.Clear(); if (renderstyle == STYLE_Add && !di->Level->lightadditivesurfaces) { dynlightindex = -1; return; // no lights on additively blended surfaces. } while (node) { FDynamicLight * light = node->lightsource; if (!light->IsActive()) { node = node->nextLight; continue; } iter_dlightf++; // we must do the side check here because gl_GetLight needs the correct plane orientation // which we don't have for Legacy-style 3D-floors double planeh = plane.plane.ZatPoint(light->Pos); if ((planehZ() && ceiling) || (planeh>light->Z() && !ceiling)) { node = node->nextLight; continue; } p.Set(plane.plane.Normal(), plane.plane.fD()); draw_dlightf += GetLight(lightdata, portalgroup, p, light, false); node = node->nextLight; } dynlightindex = screen->mLights->UploadLights(lightdata); } #endif //========================================================================== // // // //========================================================================== void HWFlat::MakeVertices() { if (vertcount > 0) return; bool canvas = texture->isHardwareCanvas(); if (sprite == nullptr) { auto mesh = sectorGeometry.get(sec - sector, plane); if (!mesh) return; auto ret = screen->mVertexData->AllocVertices(mesh->vertices.Size()); auto vp = ret.first; for (unsigned i = 0; i < mesh->vertices.Size(); i++) { auto& pt = mesh->vertices[i]; auto& uv = mesh->texcoords[i]; vp->SetVertex(pt.X, pt.Z, pt.Y); vp->SetTexCoord(uv.X, canvas? 1.f - uv.Y : uv.Y); vp++; } vertindex = ret.second; vertcount = mesh->vertices.Size(); } else { vec2_t pos[4]; GetFlatSpritePosition(sprite, sprite->pos.vec2, pos, true); auto ret = screen->mVertexData->AllocVertices(6); auto vp = ret.first; float x = !(sprite->cstat & CSTAT_SECTOR_XFLIP) ? 0.f : 1.f; float y = !(sprite->cstat & CSTAT_SECTOR_YFLIP) ? 0.f : 1.f; for (unsigned i = 0; i < 6; i++) { const static unsigned indices[] = { 0, 1, 2, 0, 2, 3 }; int j = indices[i]; vp->SetVertex(pos[j].x * (1 / 16.f), z, pos[j].y * (1 / -16.f)); if (!canvas) vp->SetTexCoord(j == 1 || j == 2 ? 1.f - x : x, j == 2 || j == 3 ? 1.f - y : y); else vp->SetTexCoord(j == 1 || j == 2 ? 1.f - x : x, j == 2 || j == 3 ? y : 1.f - y); vp++; } vertindex = ret.second; vertcount = 6; } } //========================================================================== // // // //========================================================================== void HWFlat::DrawFlat(HWDrawInfo *di, FRenderState &state, bool translucent) { if (screen->BuffersArePersistent() && !sprite) { MakeVertices(); } #ifdef _DEBUG if (sec - sector == gl_breaksec) { int a = 0; } #endif if (!sprite) { auto mesh = sectorGeometry.get(sec - sector, plane); state.SetNormal(mesh->normal); } else { if (z < di->Viewpoint.Pos.Z) state.SetNormal({ 0,1,0 }); else state.SetNormal({ 0, -1, 0 }); } // Fog must be done before the texture so that the texture selector can override it. bool foggy = (GlobalMapFog || (fade & 0xffffff)); auto ShadeDiv = lookups.tables[palette].ShadeFactor; // Disable brightmaps if non-black fog is used. if (ShadeDiv >= 1 / 1000.f && foggy) { state.EnableFog(1); float density = GlobalMapFog ? GlobalFogDensity : 350.f - Scale(numshades - shade, 150, numshades); state.SetFog((GlobalMapFog) ? GlobalMapFog : fade, density); state.SetSoftLightLevel(255); state.SetLightParms(128.f, 1 / 1000.f); } else { state.EnableFog(0); state.SetFog(0, 0); state.SetSoftLightLevel(ShadeDiv >= 1 / 1000.f ? 255 - Scale(shade, 255, numshades) : 255); state.SetLightParms(visibility, ShadeDiv / (numshades - 2)); } // The shade rgb from the tint is ignored here. state.SetColorAlpha(PalEntry(255, globalr, globalg, globalb), alpha); if (translucent) { if (RenderStyle.BlendOp != STYLEOP_Add) { state.EnableBrightmap(false); } state.SetRenderStyle(RenderStyle); state.SetTextureMode(RenderStyle); if (!texture->GetTranslucency()) state.AlphaFunc(Alpha_GEqual, gl_mask_threshold); else state.AlphaFunc(Alpha_GEqual, 0.f); } state.SetMaterial(texture, UF_Texture, 0, sprite == nullptr? CLAMP_NONE : CLAMP_XY, TRANSLATION(Translation_Remap + curbasepal, palette), -1); state.SetLightIndex(dynlightindex); state.Draw(DT_Triangles, vertindex, vertcount); vertexcount += vertcount; if (translucent) state.SetRenderStyle(LegacyRenderStyles[STYLE_Translucent]); state.EnableBrightmap(true); //state.SetObjectColor(0xffffffff); //state.SetAddColor(0); //state.ApplyTextureManipulation(nullptr); } //========================================================================== // // HWFlat::PutFlat // // submit to the renderer // //========================================================================== void HWFlat::PutFlat(HWDrawInfo *di, int whichplane) { vertcount = 0; plane = whichplane; if (!screen->BuffersArePersistent() || sprite) // should be made static buffer content later (when the logic is working) { #if 0 if (di->Level->HasDynamicLights && texture != nullptr && !di->isFullbrightScene() && !(hacktype & (SSRF_PLANEHACK | SSRF_FLOODHACK))) { SetupLights(di, section->lighthead, lightdata, sector->PortalGroup); } #endif MakeVertices(); } di->AddFlat(this); rendered_flats++; } //========================================================================== // // Process a sector's flats for rendering // This function is only called once per sector. // Subsequent subsectors are just quickly added to the ss_renderflags array // //========================================================================== void HWFlat::ProcessSector(HWDrawInfo *di, sectortype * frontsector, int which) { #ifdef _DEBUG if (frontsector - sector == gl_breaksec) { int a = 0; } #endif dynlightindex = -1; const auto &vp = di->Viewpoint; float florz, ceilz; PlanesAtPoint(frontsector, vp.Pos.X * 16.f, vp.Pos.Y * -16.f, &ceilz, &florz); fade = lookups.getFade(frontsector->floorpal); // fog is per sector. visibility = sectorVisibility(frontsector); sec = frontsector; sprite = nullptr; // // // // do floors // // // if ((which & SSRF_RENDERFLOOR) && !(frontsector->floorstat & CSTAT_SECTOR_SKY) && florz <= vp.Pos.Z) { // process the original floor first. shade = clamp(frontsector->floorshade, 0, numshades-1); palette = frontsector->floorpal; //port = frontsector->ValidatePortal(sector_t::floor); #if 0 if ((stack = (port != NULL))) { alpha = frontsector->GetAlpha(sector_t::floor); } else #endif alpha = 1.0f; if (alpha != 0.f) { int tilenum = frontsector->floorpicnum; setgotpic(tilenum); tileUpdatePicnum(&tilenum, tilenum, 0); texture = tileGetTexture(tilenum); if (texture && texture->isValid()) { //iboindex = frontsector->iboindex[sector_t::floor]; RenderStyle = STYLE_Translucent; PutFlat(di, 0); } } } // // // // do ceilings // // // if ((which & SSRF_RENDERCEILING) && !(frontsector->ceilingstat & CSTAT_SECTOR_SKY) && ceilz >= vp.Pos.Z) { // process the original ceiling first. shade = clamp(frontsector->ceilingshade, 0, numshades-1); palette = frontsector->ceilingpal; /* port = frontsector->ValidatePortal(sector_t::ceiling); if ((stack = (port != NULL))) { alpha = frontsector->GetAlpha(sector_t::ceiling); } else*/ alpha = 1.0f; if (alpha != 0.f) { //iboindex = frontsector->iboindex[sector_t::ceiling]; int tilenum = frontsector->ceilingpicnum; setgotpic(tilenum); tileUpdatePicnum(&tilenum, tilenum, 0); texture = tileGetTexture(tilenum); if (texture && texture->isValid()) { //iboindex = frontsector->iboindex[sector_t::floor]; RenderStyle = STYLE_Translucent; PutFlat(di, 1); } } } } void HWFlat::ProcessFlatSprite(HWDrawInfo* di, spritetype* sprite, sectortype* sector) { int tilenum = sprite->picnum; texture = tileGetTexture(tilenum); z = sprite->z * (1 / -256.f); if (z == di->Viewpoint.Pos.Z) return; // looking right at the edge. 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? // Weird Build logic that really makes no sense. if ((sprite->cstat & CSTAT_SPRITE_ONE_SIDED) != 0 && (di->Viewpoint.Pos.Z < z) == ((sprite->cstat & CSTAT_SPRITE_YFLIP) == 0)) return; if (texture && texture->isValid()) { this->sprite = sprite; sec = sector; shade = clamp(sprite->shade, 0, numshades - 1); palette = sprite->pal; fade = lookups.getFade(sector[sprite->sectnum].floorpal); // fog is per sector. bool trans = (sprite->cstat & CSTAT_SPRITE_TRANSLUCENT); if (trans) { RenderStyle = GetRenderStyle(0, !!(sprite->cstat & CSTAT_SPRITE_TRANSLUCENT_INVERT)); alpha = GetAlphaFromBlend((sprite->cstat & CSTAT_SPRITE_TRANSLUCENT_INVERT) ? DAMETH_TRANS2 : DAMETH_TRANS1, 0); } else { RenderStyle = LegacyRenderStyles[STYLE_Translucent]; alpha = 1.f; } PutFlat(di, 0); } }