raze/source/core/rendering/scene/hw_flats.cpp
Christoph Oelckers 6248c8813b - make RR's ingame thunder effect not depend on having seen one specific texture.
This really should check if the player has seen one sector where the effect is active.
2023-04-02 16:45:43 +02:00

454 lines
13 KiB
C++

//
//---------------------------------------------------------------------------
//
// 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 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_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"
#include "hw_sections.h"
#include "texturemanager.h"
#include "buildtiles.h"
#ifdef _DEBUG
CVAR(Int, gl_breaksec, -1, 0)
#endif
//==========================================================================
//
//
//
//==========================================================================
#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 ((planeh<light->Z() && 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(HWDrawInfo* di)
{
if (vertcount > 0) return;
bool canvas = texture->isHardwareCanvas();
if (Sprite == nullptr)
{
TArray<int>* pIndices;
auto mesh = sectionGeometry.get(&sections[section], plane, geoofs, &pIndices);
auto ret = screen->mVertexData->AllocVertices(pIndices->Size());
auto vp = ret.first;
float base = -(plane == 0 ? sec->floorz : sec->ceilingz);
for (unsigned i = 0; i < pIndices->Size(); i++)
{
auto ii = (*pIndices)[i];
auto& pt = mesh->vertices[ii];
auto& uv = mesh->texcoords[ii];
vp->SetVertex(pt.X, base + pt.Z, pt.Y);
vp->SetTexCoord(uv.X, canvas ? 1.f - uv.Y : uv.Y);
vp++;
}
vertindex = ret.second;
vertcount = pIndices->Size();
normal = mesh->normal;
}
else
{
DVector2 pos[4];
double ofsz[4];
auto cstat = Sprite->cstat;
if (tspriteGetSlope(Sprite)) cstat &= ~CSTAT_SPRITE_YFLIP; // NBlood doesn't y-flip slope sprites.
GetFlatSpritePosition(Sprite, Sprite->pos.XY(), pos, ofsz, true);
Sprite->cstat = cstat;
auto ret = screen->mVertexData->AllocVertices(6);
auto vp = ret.first;
float x = !(Sprite->cstat & CSTAT_SPRITE_XFLIP) ? 0.f : 1.f;
float y = !(Sprite->cstat & CSTAT_SPRITE_YFLIP) ? 0.f : 1.f;
if (Sprite->clipdist & TSPR_SLOPESPRITE)
{
DVector3 posi = { di->Viewpoint.Pos.X, -di->Viewpoint.Pos.Y, -di->Viewpoint.Pos.Z };
// Make adjustments for poorly aligned slope sprites on floors or ceilings
constexpr float ONPLANE_THRESHOLD = 3.f;
if (spriteGetZOfSlopef(Sprite, posi.XY(), tspriteGetSlope(Sprite)) < posi.Z)
{
float maxofs = -FLT_MAX, minofs = FLT_MAX;
for (int i = 0; i < 4; i++)
{
float vz = -getceilzofslopeptr(Sprite->sectp, posi);
float sz = z - ofsz[i];
int diff = vz - sz;
if (diff > maxofs) maxofs = diff;
if (diff < minofs) minofs = diff;
}
if (maxofs > 0 && minofs >= -ONPLANE_THRESHOLD && maxofs <= ONPLANE_THRESHOLD) z -= maxofs;
}
else
{
float maxofs = -FLT_MAX, minofs = FLT_MAX;
for (int i = 0; i < 4; i++)
{
float vz = -getflorzofslopeptr(Sprite->sectp, posi);
float sz = z - ofsz[i];
int diff = vz - sz;
if (diff > maxofs) maxofs = diff;
if (diff < minofs) minofs = diff;
}
if (minofs < 0 && maxofs <= -ONPLANE_THRESHOLD && minofs >= ONPLANE_THRESHOLD) z -= minofs;
}
}
else
{
if (z < di->Viewpoint.Pos.Z) normal = { 0,1,0 };
else normal = { 0, -1, 0 };
}
unsigned svi = di->SlopeSpriteVertices.Reserve(4);
auto svp = &di->SlopeSpriteVertices[svi];
auto& vpt = di->Viewpoint;
depth = (float)((Sprite->pos.X - vpt.Pos.X) * vpt.TanCos + (-Sprite->pos.Y - vpt.Pos.Y) * vpt.TanSin);
for (unsigned j = 0; j < 4; j++)
{
svp->SetVertex(pos[j].X, z - ofsz[j], -pos[j].Y);
if (!canvas) svp->SetTexCoord(j == 1 || j == 2 ? 1.f - x : x, j == 2 || j == 3 ? 1.f - y : y);
else svp->SetTexCoord(j == 1 || j == 2 ? 1.f - x : x, j == 2 || j == 3 ? y : 1.f - y);
svp++;
}
if (Sprite->clipdist & TSPR_SLOPESPRITE)
{
FVector3 v1 = {
di->SlopeSpriteVertices[svi + 1].x - di->SlopeSpriteVertices[svi].x,
di->SlopeSpriteVertices[svi + 1].y - di->SlopeSpriteVertices[svi].y,
di->SlopeSpriteVertices[svi + 1].z - di->SlopeSpriteVertices[svi].z };
FVector3 v2 = {
di->SlopeSpriteVertices[svi + 2].x - di->SlopeSpriteVertices[svi].x,
di->SlopeSpriteVertices[svi + 2].y - di->SlopeSpriteVertices[svi].y,
di->SlopeSpriteVertices[svi + 2].z - di->SlopeSpriteVertices[svi].z };
normal = (v1 ^ v2).Unit();
}
for (unsigned i = 0; i < 6; i++)
{
const static unsigned indices[] = { 0, 1, 2, 0, 2, 3 };
*vp++ = di->SlopeSpriteVertices[svi + indices[i]];
}
slopeindex = svi;
slopecount = 4;
vertindex = ret.second;
vertcount = 6;
}
}
//==========================================================================
//
//
//
//==========================================================================
void HWFlat::DrawFlat(HWDrawInfo *di, FRenderState &state, bool translucent)
{
rendered_flats++;
if (screen->BuffersArePersistent() && !Sprite)
{
MakeVertices(di);
}
#ifdef _DEBUG
if (sectindex(sec) == gl_breaksec)
{
int a = 0;
}
#endif
state.SetNormal(normal);
SetLightAndFog(di, state, fade, palette, shade, visibility, alpha);
if (translucent)
{
if (RenderStyle.BlendOp != STYLEOP_Add)
{
state.EnableBrightmap(false);
}
state.SetRenderStyle(RenderStyle);
state.SetTextureMode(RenderStyle);
if (texture && !checkTranslucentReplacement(texture->GetID(), palette)) state.AlphaFunc(Alpha_GEqual, texture->alphaThreshold);
else state.AlphaFunc(Alpha_GEqual, 0.f);
}
else if (shade > numshades && (GlobalMapFog || (fade & 0xffffff)))
{
state.SetObjectColor(fade | 0xff000000);
state.EnableTexture(false);
}
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.EnableTexture(true);
//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 || di->ingeo) // 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);
}
di->AddFlat(this);
}
//==========================================================================
//
// 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 section_, int which)
{
#ifdef _DEBUG
if (sectindex(sec) == gl_breaksec)
{
int a = 0;
}
#endif
dynlightindex = -1;
const auto &vp = di->Viewpoint;
float florz, ceilz;
PlanesAtPoint(frontsector, vp.Pos.X, -vp.Pos.Y, &ceilz, &florz);
visibility = sectorVisibility(frontsector);
frontsector->exflags |= SECTOREX_SEEN;
sec = frontsector;
section = section_;
Sprite = nullptr;
geoofs = di->geoofs;
//
//
//
// do floors
//
//
//
if ((which & SSRF_RENDERFLOOR) && !(frontsector->floorstat & CSTAT_SECTOR_SKY) && florz <= vp.Pos.Z)
{
// process the original floor first.
fade = lookups.getFade(frontsector->floorpal);
shade = frontsector->floorshade;
palette = frontsector->floorpal;
stack = frontsector->portalflags == PORTAL_SECTOR_FLOOR || frontsector->portalflags == PORTAL_SECTOR_FLOOR_REFLECT;
if (stack && (frontsector->floorstat & CSTAT_SECTOR_METHOD))
{
RenderStyle = GetRenderStyle(0, !!(frontsector->floorstat & CSTAT_SECTOR_TRANS_INVERT));
alpha = GetAlphaFromBlend((frontsector->floorstat & CSTAT_SECTOR_TRANS_INVERT) ? DAMETH_TRANS2 : DAMETH_TRANS1, 0);
}
else
{
RenderStyle = STYLE_Translucent;
alpha = 1.f;
}
if (alpha != 0.f)
{
auto texid = frontsector->floortexture;
texture = TexMan.GetGameTexture(texid, true);
if (texture && texture->isValid())
{
//iboindex = frontsector->iboindex[sector_t::floor];
PutFlat(di, 0);
}
}
}
//
//
//
// do ceilings
//
//
//
if ((which & SSRF_RENDERCEILING) && !(frontsector->ceilingstat & CSTAT_SECTOR_SKY) && ceilz >= vp.Pos.Z)
{
// process the original ceiling first.
fade = lookups.getFade(frontsector->ceilingpal);
shade = frontsector->ceilingshade;
palette = frontsector->ceilingpal;
stack = frontsector->portalflags == PORTAL_SECTOR_CEILING || frontsector->portalflags == PORTAL_SECTOR_CEILING_REFLECT;
if (stack && (frontsector->ceilingstat & CSTAT_SECTOR_METHOD))
{
RenderStyle = GetRenderStyle(0, !!(frontsector->ceilingstat & CSTAT_SECTOR_TRANS_INVERT));
alpha = GetAlphaFromBlend((frontsector->ceilingstat & CSTAT_SECTOR_TRANS_INVERT) ? DAMETH_TRANS2 : DAMETH_TRANS1, 0);
}
else
{
RenderStyle = STYLE_Translucent;
alpha = 1.f;
}
if (alpha != 0.f)
{
//iboindex = frontsector->iboindex[sector_t::ceiling];
auto texid = frontsector->ceilingtexture;
texture = TexMan.GetGameTexture(texid, true);
if (texture && texture->isValid())
{
//iboindex = frontsector->iboindex[sector_t::floor];
PutFlat(di, 1);
}
}
}
}
//==========================================================================
//
// Process a floor sprite
//
//==========================================================================
void HWFlat::ProcessFlatSprite(HWDrawInfo* di, tspritetype* sprite, sectortype* sector)
{
texture = TexMan.GetGameTexture(sprite->spritetexture());
bool belowfloor = false;
if (sprite->pos.Z > sprite->sectp->floorz)
{
belowfloor = true;
sprite->pos.Z = sprite->sectp->floorz;
}
z = -sprite->pos.Z;
if (z == di->Viewpoint.Pos.Z) return; // looking right at the edge.
dynlightindex = -1;
visibility = sectorVisibility(sector) *(4.f / 5.f); // The factor comes directly from Polymost. What is it with Build and these magic factors?
// Weird Build logic that really makes no sense.
if ((sprite->cstat & CSTAT_SPRITE_ONE_SIDE) != 0)
{
DVector2 pos = { di->Viewpoint.Pos.X, -di->Viewpoint.Pos.Y };
double myz = !(sprite->clipdist & TSPR_SLOPESPRITE) ? z : -spriteGetZOfSlopef(sprite, pos, tspriteGetSlope(sprite));
if ((di->Viewpoint.Pos.Z < myz) == ((sprite->cstat & CSTAT_SPRITE_YFLIP) == 0))
return;
}
if (texture && texture->isValid())
{
this->Sprite = sprite;
sec = sector;
shade = sprite->shade;
palette = sprite->pal;
fade = lookups.getFade(sector->floorpal); // fog is per sector.
SetSpriteTranslucency(sprite, alpha, RenderStyle);
if (belowfloor) alpha *= 0.33f;
PutFlat(di, z > di->Viewpoint.Pos.Z);
}
}