mirror of
https://github.com/ZDoom/Raze.git
synced 2024-12-11 13:21:49 +00:00
734 lines
21 KiB
C++
734 lines
21 KiB
C++
//
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// Copyright(C) 2000-2018 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 2 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_drawinfo.cpp
|
|
** Basic scene draw info management class
|
|
**
|
|
*/
|
|
|
|
#include "hw_portal.h"
|
|
#include "build.h"
|
|
#include "hw_renderstate.h"
|
|
#include "hw_drawinfo.h"
|
|
//#include "models.h"
|
|
#include "hw_clock.h"
|
|
#include "hw_cvars.h"
|
|
#include "hw_viewpointbuffer.h"
|
|
#include "flatvertices.h"
|
|
#include "hw_lightbuffer.h"
|
|
#include "hw_vrmodes.h"
|
|
#include "hw_clipper.h"
|
|
#include "v_draw.h"
|
|
#include "gamecvars.h"
|
|
#include "gamestruct.h"
|
|
#include "automap.h"
|
|
#include "hw_voxels.h"
|
|
#include "coreactor.h"
|
|
|
|
EXTERN_CVAR(Float, r_visibility)
|
|
CVAR(Bool, gl_no_skyclear, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
|
|
|
CVAR(Bool, gl_texture, true, 0)
|
|
CVAR(Float, gl_mask_threshold, 0.5f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
|
CVAR(Float, gl_mask_sprite_threshold, 0.5f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
|
|
|
BitArray gotsector;
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
class FDrawInfoList
|
|
{
|
|
public:
|
|
TDeletingArray<HWDrawInfo *> mList;
|
|
|
|
HWDrawInfo * GetNew();
|
|
void Release(HWDrawInfo *);
|
|
};
|
|
|
|
|
|
FDrawInfoList di_list;
|
|
|
|
//==========================================================================
|
|
//
|
|
// Try to reuse the lists as often as possible as they contain resources that
|
|
// are expensive to create and delete.
|
|
//
|
|
// Note: If multithreading gets used, this class needs synchronization.
|
|
//
|
|
//==========================================================================
|
|
|
|
HWDrawInfo *FDrawInfoList::GetNew()
|
|
{
|
|
if (mList.Size() > 0)
|
|
{
|
|
HWDrawInfo *di;
|
|
mList.Pop(di);
|
|
return di;
|
|
}
|
|
return new HWDrawInfo();
|
|
}
|
|
|
|
void FDrawInfoList::Release(HWDrawInfo * di)
|
|
{
|
|
di->ClearBuffers();
|
|
mList.Push(di);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Sets up a new drawinfo struct
|
|
//
|
|
//==========================================================================
|
|
|
|
HWDrawInfo *HWDrawInfo::StartDrawInfo(HWDrawInfo *parent, FRenderViewpoint &parentvp, HWViewpointUniforms *uniforms)
|
|
{
|
|
HWDrawInfo *di = di_list.GetNew();
|
|
di->StartScene(parentvp, uniforms);
|
|
return di;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
static Clipper staticClipper; // Since all scenes are processed sequentially we only need one clipper.
|
|
static HWDrawInfo * gl_drawinfo; // This is a linked list of all active DrawInfos and needed to free the memory arena after the last one goes out of scope.
|
|
|
|
void HWDrawInfo::StartScene(FRenderViewpoint& parentvp, HWViewpointUniforms* uniforms)
|
|
{
|
|
mClipper = &staticClipper;
|
|
|
|
Viewpoint = parentvp;
|
|
//lightmode = Level->lightMode;
|
|
if (uniforms)
|
|
{
|
|
VPUniforms = *uniforms;
|
|
// The clip planes will never be inherited from the parent drawinfo.
|
|
VPUniforms.mClipLine.X = -1000001.f;
|
|
VPUniforms.mClipHeight = 0;
|
|
}
|
|
else
|
|
{
|
|
VPUniforms.mProjectionMatrix.loadIdentity();
|
|
VPUniforms.mViewMatrix.loadIdentity();
|
|
VPUniforms.mNormalViewMatrix.loadIdentity();
|
|
//VPUniforms.mViewHeight = viewheight;
|
|
VPUniforms.mGlobVis = (2 / 65536.f) * g_visibility / r_ambientlight;
|
|
VPUniforms.mPalLightLevels = numshades | (static_cast<int>(gl_fogmode) << 8) | (5 << 16);
|
|
|
|
VPUniforms.mClipLine.X = -10000000.0f;
|
|
VPUniforms.mShadowmapFilter = gl_shadowmap_filter;
|
|
}
|
|
vec2_t view = { int(Viewpoint.Pos.X * 16), int(Viewpoint.Pos.Y * -16) };
|
|
|
|
ClearBuffers();
|
|
|
|
for (int i = 0; i < GLDL_TYPES; i++) drawlists[i].Reset();
|
|
vpIndex = 0;
|
|
|
|
// Fullbright information needs to be propagated from the main view.
|
|
if (outer != nullptr) FullbrightFlags = outer->FullbrightFlags;
|
|
else FullbrightFlags = 0;
|
|
|
|
outer = gl_drawinfo;
|
|
gl_drawinfo = this;
|
|
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
HWDrawInfo *HWDrawInfo::EndDrawInfo()
|
|
{
|
|
assert(this == gl_drawinfo);
|
|
for (int i = 0; i < GLDL_TYPES; i++) drawlists[i].Reset();
|
|
gl_drawinfo = outer;
|
|
di_list.Release(this);
|
|
if (gl_drawinfo == nullptr)
|
|
ResetRenderDataAllocator();
|
|
return gl_drawinfo;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void HWDrawInfo::ClearBuffers()
|
|
{
|
|
spriteindex = 0;
|
|
mClipPortal = nullptr;
|
|
mCurrentPortal = nullptr;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// R_FrustumAngle
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
angle_t HWDrawInfo::FrustumAngle()
|
|
{
|
|
float WidescreenRatio = 1.6666f; // fixme - this is a placeholder.
|
|
float tilt = fabs(Viewpoint.HWAngles.Pitch.Degrees);
|
|
|
|
// If the pitch is larger than this you can look all around at a FOV of 90°
|
|
if (tilt > 46.0f) return 0xffffffff;
|
|
|
|
// ok, this is a gross hack that barely works...
|
|
// but at least it doesn't overestimate too much...
|
|
double floatangle = 2.0 + (45.0 + ((tilt / 1.9)))*Viewpoint.FieldOfView.Degrees*48.0 / AspectMultiplier(WidescreenRatio) / 90.0;
|
|
angle_t a1 = DAngle(floatangle).BAMs();
|
|
if (a1 >= ANGLE_90) return 0xffffffff; // it's either below 90 or bust.
|
|
return a1;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// Setup the modelview matrix
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void HWDrawInfo::SetViewMatrix(const FRotator &angles, float vx, float vy, float vz, bool mirror, bool planemirror)
|
|
{
|
|
float mult = mirror ? -1.f : 1.f;
|
|
float planemult = planemirror ? -1 : 1;// Level->info->pixelstretch : Level->info->pixelstretch;
|
|
|
|
VPUniforms.mViewMatrix.loadIdentity();
|
|
VPUniforms.mViewMatrix.rotate(angles.Roll.Degrees, 0.0f, 0.0f, 1.0f);
|
|
VPUniforms.mViewMatrix.rotate(angles.Pitch.Degrees, 1.0f, 0.0f, 0.0f);
|
|
VPUniforms.mViewMatrix.rotate(angles.Yaw.Degrees, 0.0f, mult, 0.0f);
|
|
VPUniforms.mViewMatrix.translate(vx * mult, -vz * planemult, -vy);
|
|
VPUniforms.mViewMatrix.scale(-mult, planemult, 1);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// SetupView
|
|
// Setup the view rotation matrix for the given viewpoint
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
void HWDrawInfo::SetupView(FRenderState &state, float vx, float vy, float vz, bool mirror, bool planemirror)
|
|
{
|
|
auto &vp = Viewpoint;
|
|
//vp.SetViewAngle(r_viewwindow); // todo: need to pass in.
|
|
SetViewMatrix(vp.HWAngles, vx, vy, vz, mirror, planemirror);
|
|
SetCameraPos(vp.Pos);
|
|
VPUniforms.CalcDependencies();
|
|
vpIndex = screen->mViewpoints->SetViewpoint(state, &VPUniforms);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
HWPortal * HWDrawInfo::FindPortal(const void * src)
|
|
{
|
|
int i = Portals.Size() - 1;
|
|
|
|
while (i >= 0 && Portals[i] && Portals[i]->GetSource() != src) i--;
|
|
return i >= 0 ? Portals[i] : nullptr;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void HWDrawInfo::DispatchSprites()
|
|
{
|
|
for (int i = 0; i < spritesortcnt; i++)
|
|
{
|
|
auto tspr = &tsprite[i];
|
|
int tilenum = tspr->picnum;
|
|
auto actor = tspr->ownerActor;
|
|
|
|
if (actor == nullptr || tspr->xrepeat == 0 || tspr->yrepeat == 0 || tilenum >= MAXTILES)
|
|
continue;
|
|
|
|
actor->spr.cstat2 |= CSTAT2_SPRITE_MAPPED;
|
|
|
|
tileUpdatePicnum(&tilenum, (actor->GetIndex() & 16383) + 32768, 0);
|
|
tspr->picnum = tilenum;
|
|
gotpic.Set(tilenum);
|
|
|
|
if (!(actor->sprext.flags & SPREXT_NOTMD))
|
|
{
|
|
int pt = Ptile2tile(tilenum, tspr->pal);
|
|
if (hw_models && tile2model[pt].modelid >= 0 && tile2model[pt].framenum >= 0)
|
|
{
|
|
//HWSprite hwsprite;
|
|
//if (hwsprite.ProcessModel(pt, tspr)) continue;
|
|
}
|
|
if (r_voxels)
|
|
{
|
|
if ((tspr->cstat & CSTAT_SPRITE_ALIGNMENT_MASK) != CSTAT_SPRITE_ALIGNMENT_SLAB && tiletovox[tilenum] >= 0 && voxmodels[tiletovox[tilenum]])
|
|
{
|
|
HWSprite hwsprite;
|
|
int num = tiletovox[tilenum];
|
|
if (hwsprite.ProcessVoxel(this, voxmodels[num], tspr, tspr->sectp, voxrotate[num]))
|
|
continue;
|
|
}
|
|
else if ((tspr->cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == CSTAT_SPRITE_ALIGNMENT_SLAB && tspr->picnum < MAXVOXELS && voxmodels[tilenum])
|
|
{
|
|
HWSprite hwsprite;
|
|
int num = tilenum;
|
|
hwsprite.ProcessVoxel(this, voxmodels[tspr->picnum], tspr, tspr->sectp, voxrotate[num]);
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (actor->sprext.flags & SPREXT_AWAY1)
|
|
{
|
|
tspr->pos.X += bcos(tspr->ang, -13);
|
|
tspr->pos.Y += bsin(tspr->ang, -13);
|
|
}
|
|
else if (actor->sprext.flags & SPREXT_AWAY2)
|
|
{
|
|
tspr->pos.X -= bcos(tspr->ang, -13);
|
|
tspr->pos.Y -= bsin(tspr->ang, -13);
|
|
}
|
|
|
|
switch (tspr->cstat & CSTAT_SPRITE_ALIGNMENT_MASK)
|
|
{
|
|
case CSTAT_SPRITE_ALIGNMENT_FACING:
|
|
{
|
|
HWSprite sprite;
|
|
sprite.Process(this, tspr, tspr->sectp, false);
|
|
break;
|
|
}
|
|
|
|
case CSTAT_SPRITE_ALIGNMENT_WALL:
|
|
{
|
|
HWWall wall;
|
|
wall.ProcessWallSprite(this, tspr, tspr->sectp);
|
|
break;
|
|
}
|
|
|
|
case CSTAT_SPRITE_ALIGNMENT_FLOOR:
|
|
{
|
|
HWFlat flat;
|
|
flat.ProcessFlatSprite(this, tspr, tspr->sectp);
|
|
break;
|
|
}
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// CreateScene
|
|
//
|
|
// creates the draw lists for the current scene
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void HWDrawInfo::CreateScene(bool portal)
|
|
{
|
|
const auto& vp = Viewpoint;
|
|
|
|
angle_t a1 = FrustumAngle();
|
|
|
|
// reset the portal manager
|
|
portalState.StartFrame();
|
|
|
|
ProcessAll.Clock();
|
|
|
|
// clip the scene and fill the drawlists
|
|
screen->mVertexData->Map();
|
|
screen->mLights->Map();
|
|
|
|
memset(tsprite, 0, sizeof(tsprite));
|
|
spritesortcnt = 0;
|
|
ingeo = false;
|
|
geoofs = { 0,0 };
|
|
|
|
vec2_t view = { int(vp.Pos.X * 16), int(vp.Pos.Y * -16) };
|
|
|
|
if(!portal) mClipper->SetVisibleRange(vp.RotAngle, a1);
|
|
|
|
if (a1 != 0xffffffff) mDrawer.Init(this, mClipper, view, bamang(vp.RotAngle - a1), bamang(vp.RotAngle + a1));
|
|
else mDrawer.Init(this, mClipper, view, bamang(0), bamang(0));
|
|
if (vp.SectNums)
|
|
mDrawer.RenderScene(vp.SectNums, vp.SectCount, portal);
|
|
else
|
|
mDrawer.RenderScene(&vp.SectCount, 1, portal);
|
|
|
|
SetupSprite.Clock();
|
|
gi->processSprites(tsprite, spritesortcnt, view.X, view.Y, vp.Pos.Z * -256, bamang(vp.RotAngle), vp.TicFrac * 65536);
|
|
DispatchSprites();
|
|
SetupSprite.Unclock();
|
|
|
|
GeoEffect eff;
|
|
int effsect = vp.SectNums ? vp.SectNums[0] : vp.SectCount;
|
|
auto drawsectp = §or[effsect];
|
|
auto orgdrawsectp = drawsectp;
|
|
// RR geometry hack. Ugh...
|
|
// This just adds to the existing render list, so we must offset the effect areas to the same xy-space as the main one as we cannot change the view matrix.
|
|
if (gi->GetGeoEffect(&eff, drawsectp))
|
|
{
|
|
ingeo = true;
|
|
geoofs = { (float)eff.geox[0], (float)eff.geoy[0] };
|
|
// process the first layer.
|
|
for (int i = 0; i < eff.geocnt; i++)
|
|
{
|
|
auto sect = eff.geosectorwarp[i];
|
|
for (auto w = 0; w < sect->wallnum; w++)
|
|
{
|
|
auto wal = sect->firstWall() + w;
|
|
wal->pos.X += eff.geox[i];
|
|
wal->pos.Y += eff.geoy[i];
|
|
}
|
|
sect->dirty = EDirty::AllDirty;
|
|
if (eff.geosector[i] == drawsectp) drawsectp = eff.geosectorwarp[i];
|
|
}
|
|
|
|
if (a1 != 0xffffffff) mDrawer.Init(this, mClipper, view, bamang(vp.RotAngle - a1), bamang(vp.RotAngle + a1));
|
|
else mDrawer.Init(this, mClipper, view, bamang(0), bamang(0));
|
|
|
|
int drawsect = sectnum(drawsectp);
|
|
mDrawer.RenderScene(&drawsect, 1, false);
|
|
|
|
for (int i = 0; i < eff.geocnt; i++)
|
|
{
|
|
auto sect = eff.geosectorwarp[i];
|
|
for (auto w = 0; w < sect->wallnum; w++)
|
|
{
|
|
auto wal = sect->firstWall() + w;
|
|
wal->pos.X -= eff.geox[i];
|
|
wal->pos.Y -= eff.geoy[i];
|
|
}
|
|
}
|
|
|
|
// Now the second layer. Same shit, different arrays.
|
|
geoofs = { (float)eff.geox2[0], (float)eff.geoy2[0] };
|
|
for (int i = 0; i < eff.geocnt; i++)
|
|
{
|
|
auto sect = eff.geosectorwarp2[i];
|
|
for (auto w = 0; w < sect->wallnum; w++)
|
|
{
|
|
auto wal = sect->firstWall() + w;
|
|
wal->pos.X += eff.geox2[i];
|
|
wal->pos.Y += eff.geoy2[i];
|
|
}
|
|
sect->dirty = EDirty::AllDirty;
|
|
if (eff.geosector[i] == orgdrawsectp) drawsectp = eff.geosectorwarp2[i];
|
|
}
|
|
|
|
if (a1 != 0xffffffff) mDrawer.Init(this, mClipper, view, bamang(vp.RotAngle - a1), bamang(vp.RotAngle + a1));
|
|
else mDrawer.Init(this, mClipper, view, bamang(0), bamang(0));
|
|
drawsect = sectnum(drawsectp);
|
|
mDrawer.RenderScene(&drawsect, 1, false);
|
|
|
|
for (int i = 0; i < eff.geocnt; i++)
|
|
{
|
|
auto sect = eff.geosectorwarp2[i];
|
|
for (auto w = 0; w < sect->wallnum; w++)
|
|
{
|
|
auto wal = sect->firstWall() + w;
|
|
wal->pos.X -= eff.geox2[i];
|
|
wal->pos.Y -= eff.geoy2[i];
|
|
}
|
|
}
|
|
ingeo = false;
|
|
}
|
|
|
|
|
|
screen->mLights->Unmap();
|
|
screen->mVertexData->Unmap();
|
|
|
|
ProcessAll.Unclock();
|
|
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// RenderScene
|
|
//
|
|
// Draws the current draw lists for the non GLSL renderer
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void HWDrawInfo::RenderScene(FRenderState &state)
|
|
{
|
|
RenderAll.Clock();
|
|
|
|
state.SetDepthMask(true);
|
|
|
|
state.EnableFog(true);
|
|
state.SetRenderStyle(STYLE_Source);
|
|
|
|
|
|
// Part 1: solid geometry. This is set up so that there are no transparent parts
|
|
state.SetDepthFunc(DF_Less);
|
|
state.AlphaFunc(Alpha_GEqual, 0.f);
|
|
state.ClearDepthBias();
|
|
|
|
state.EnableTexture(gl_texture);
|
|
state.EnableBrightmap(true);
|
|
drawlists[GLDL_PLAINWALLS].DrawWalls(this, state, false);
|
|
|
|
drawlists[GLDL_PLAINFLATS].DrawFlats(this, state, false);
|
|
|
|
|
|
// Part 2: masked geometry. This is set up so that only pixels with alpha>gl_mask_threshold will show
|
|
state.AlphaFunc(Alpha_GEqual, gl_mask_threshold);
|
|
|
|
// This list is masked, non-translucent walls.
|
|
drawlists[GLDL_MASKEDWALLS].DrawWalls(this, state, false);
|
|
|
|
// These lists must be drawn in two passes for color and depth to avoid depth fighting with overlapping entries
|
|
drawlists[GLDL_MASKEDFLATS].SortFlats(this);
|
|
drawlists[GLDL_MASKEDWALLSV].SortWallsHorz(this);
|
|
drawlists[GLDL_MASKEDWALLSH].SortWallsVert(this);
|
|
|
|
|
|
// these lists are only wall and floor sprites - often attached to walls and floors - so they need to be offset from the plane they may be attached to.
|
|
drawlists[GLDL_MASKEDWALLSS].DrawWalls(this, state, false);
|
|
|
|
// Each list must draw both its passes before the next one to ensure proper depth buffer contents.
|
|
state.SetDepthMask(false);
|
|
drawlists[GLDL_MASKEDWALLSV].DrawWalls(this, state, false);
|
|
state.SetDepthMask(true);
|
|
state.SetColorMask(false);
|
|
drawlists[GLDL_MASKEDWALLSV].DrawWalls(this, state, false);
|
|
state.SetColorMask(true);
|
|
|
|
state.SetDepthMask(false);
|
|
drawlists[GLDL_MASKEDWALLSH].DrawWalls(this, state, false);
|
|
state.SetDepthMask(true);
|
|
state.SetColorMask(false);
|
|
drawlists[GLDL_MASKEDWALLSH].DrawWalls(this, state, false);
|
|
state.SetColorMask(true);
|
|
|
|
state.SetDepthBias(-1, -128);
|
|
state.SetDepthMask(false);
|
|
drawlists[GLDL_MASKEDFLATS].DrawFlats(this, state, false);
|
|
state.SetDepthMask(true);
|
|
state.SetColorMask(false);
|
|
drawlists[GLDL_MASKEDFLATS].DrawFlats(this, state, false);
|
|
state.SetColorMask(true);
|
|
state.ClearDepthBias();
|
|
|
|
drawlists[GLDL_MODELS].Draw(this, state, false);
|
|
|
|
state.SetRenderStyle(STYLE_Translucent);
|
|
|
|
state.SetDepthFunc(DF_LEqual);
|
|
RenderAll.Unclock();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// RenderTranslucent
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void HWDrawInfo::RenderTranslucent(FRenderState &state)
|
|
{
|
|
RenderAll.Clock();
|
|
|
|
state.SetDepthBias(-1, -160);
|
|
|
|
// final pass: translucent stuff
|
|
state.AlphaFunc(Alpha_GEqual, gl_mask_sprite_threshold);
|
|
state.SetRenderStyle(STYLE_Translucent);
|
|
|
|
state.EnableBrightmap(true);
|
|
drawlists[GLDL_TRANSLUCENTBORDER].Draw(this, state, true);
|
|
state.SetDepthMask(false);
|
|
|
|
drawlists[GLDL_TRANSLUCENT].DrawSorted(this, state);
|
|
state.EnableBrightmap(false);
|
|
|
|
state.ClearDepthBias();
|
|
state.AlphaFunc(Alpha_GEqual, 0.5f);
|
|
state.SetDepthMask(true);
|
|
|
|
RenderAll.Unclock();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// RenderTranslucent
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void HWDrawInfo::RenderPortal(HWPortal *p, FRenderState &state, bool usestencil)
|
|
{
|
|
auto gp = static_cast<HWPortal *>(p);
|
|
gp->SetupStencil(this, state, usestencil);
|
|
auto new_di = StartDrawInfo(this, Viewpoint, &VPUniforms);
|
|
new_di->mCurrentPortal = gp;
|
|
state.SetLightIndex(-1);
|
|
gp->DrawContents(new_di, state);
|
|
new_di->EndDrawInfo();
|
|
state.SetVertexBuffer(screen->mVertexData);
|
|
screen->mViewpoints->Bind(state, vpIndex);
|
|
gp->RemoveStencil(this, state, usestencil);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// Draws player sprites and color blend
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
|
void HWDrawInfo::EndDrawScene(FRenderState &state)
|
|
{
|
|
state.EnableFog(false);
|
|
|
|
#if 0
|
|
// [BB] HUD models need to be rendered here.
|
|
const bool renderHUDModel = IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player);
|
|
if (renderHUDModel)
|
|
{
|
|
// [BB] The HUD model should be drawn over everything else already drawn.
|
|
state.Clear(CT_Depth);
|
|
DrawPlayerSprites(true, state);
|
|
}
|
|
#endif
|
|
|
|
state.EnableStencil(false);
|
|
state.SetViewport(screen->mScreenViewport.left, screen->mScreenViewport.top, screen->mScreenViewport.width, screen->mScreenViewport.height);
|
|
|
|
// Restore standard rendering state
|
|
state.SetRenderStyle(STYLE_Translucent);
|
|
state.ResetColor();
|
|
state.EnableTexture(true);
|
|
state.SetScissor(0, 0, -1, -1);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// sets 3D viewport and initial state
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void HWDrawInfo::Set3DViewport(FRenderState &state)
|
|
{
|
|
// Always clear all buffers with scissor test disabled.
|
|
// This is faster on newer hardware because it allows the GPU to skip
|
|
// reading from slower memory where the full buffers are stored.
|
|
state.SetScissor(0, 0, -1, -1);
|
|
state.Clear(CT_Color | CT_Depth | CT_Stencil);
|
|
|
|
const auto &bounds = screen->mSceneViewport;
|
|
state.SetViewport(bounds.left, bounds.top, bounds.width, bounds.height);
|
|
state.SetScissor(bounds.left, bounds.top, bounds.width, bounds.height);
|
|
state.EnableMultisampling(true);
|
|
state.EnableDepthTest(true);
|
|
state.EnableStencil(true);
|
|
state.SetStencil(0, SOP_Keep, SF_AllOn);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// gl_drawscene - this function renders the scene from the current
|
|
// viewpoint, including mirrors and skyboxes and other portals
|
|
// It is assumed that the HWPortal::EndFrame returns with the
|
|
// stencil, z-buffer and the projection matrix intact!
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void HWDrawInfo::DrawScene(int drawmode, bool portal)
|
|
{
|
|
static int recursion = 0;
|
|
static int ssao_portals_available = 0;
|
|
|
|
bool applySSAO = false;
|
|
if (drawmode == DM_MAINVIEW)
|
|
{
|
|
ssao_portals_available = gl_ssao_portals;
|
|
applySSAO = true;
|
|
}
|
|
else if (drawmode == DM_OFFSCREEN)
|
|
{
|
|
ssao_portals_available = 0;
|
|
}
|
|
else if (drawmode == DM_PORTAL && ssao_portals_available > 0)
|
|
{
|
|
applySSAO = (mCurrentPortal->AllowSSAO()/* || Level->flags3&LEVEL3_SKYBOXAO*/);
|
|
ssao_portals_available--;
|
|
}
|
|
|
|
CreateScene(portal);
|
|
auto& RenderState = *screen->RenderState();
|
|
|
|
RenderState.SetDepthMask(true);
|
|
|
|
if (!gl_no_skyclear) portalState.RenderFirstSkyPortal(recursion, this, RenderState);
|
|
|
|
RenderScene(RenderState);
|
|
|
|
if (applySSAO && RenderState.GetPassType() == GBUFFER_PASS)
|
|
{
|
|
screen->AmbientOccludeScene(VPUniforms.mProjectionMatrix.get()[5]);
|
|
screen->mViewpoints->Bind(RenderState, vpIndex);
|
|
}
|
|
|
|
// Handle all portals after rendering the opaque objects but before
|
|
// doing all translucent stuff
|
|
recursion++;
|
|
portalState.EndFrame(this, RenderState);
|
|
recursion--;
|
|
RenderTranslucent(RenderState);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// R_RenderView - renders one view - either the screen or a camera texture
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void HWDrawInfo::ProcessScene(bool toscreen)
|
|
{
|
|
portalState.BeginScene();
|
|
DrawScene(toscreen ? DM_MAINVIEW : DM_OFFSCREEN, false);
|
|
if (toscreen && isBlood())
|
|
{
|
|
gotsector = mDrawer.GotSector(); // Blood needs this to implement some lighting effect hacks. Needs to be refactored to use better info.
|
|
}
|
|
}
|