//========================================================================== // // // //========================================================================== void GLFlat::Draw(int pass, bool trans) // trans only has meaning for GLPASS_LIGHTSONLY { int rel = getExtraLight(); #ifdef _DEBUG if (sector->sectornum == gl_breaksec) { int a = 0; } #endif switch (pass) { case GLPASS_PLAIN: // Single-pass rendering case GLPASS_ALL: gl_SetColor(lightlevel, rel, Colormap,1.0f); gl_SetFog(lightlevel, rel, &Colormap, false); gl_RenderState.SetMaterial(gltexture, CLAMP_NONE, 0, -1, false); gl_SetPlaneTextureRotation(&plane, gltexture); DrawSubsectors(pass, (pass == GLPASS_ALL || dynlightindex > -1), false); gl_RenderState.EnableTextureMatrix(false); break; case GLPASS_LIGHTSONLY: if (!trans || gltexture) { ProcessLights(trans); } break; case GLPASS_TRANSLUCENT: if (renderstyle==STYLE_Add) gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE); gl_SetColor(lightlevel, rel, Colormap, alpha); gl_SetFog(lightlevel, rel, &Colormap, false); gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold); if (!gltexture) { gl_RenderState.EnableTexture(false); DrawSubsectors(pass, false, true); gl_RenderState.EnableTexture(true); } else { gl_RenderState.SetMaterial(gltexture, CLAMP_NONE, 0, -1, false); gl_SetPlaneTextureRotation(&plane, gltexture); DrawSubsectors(pass, true, true); gl_RenderState.EnableTextureMatrix(false); } if (renderstyle==STYLE_Add) gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); break; } }
//----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // // // Horizon Portal // // This simply draws the area in medium sized squares. Drawing it as a whole // polygon creates visible inaccuracies. // // Originally I tried to minimize the amount of data to be drawn but there // are 2 problems with it: // // 1. Setting this up completely negates any performance gains. // 2. It doesn't work with a 360° field of view (as when you are looking up.) // // // So the brute force mechanism is just as good. // // //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // // GLHorizonPortal::DrawContents // //----------------------------------------------------------------------------- void GLHorizonPortal::DrawContents() { PortalAll.Clock(); GLSectorPlane * sp=&origin->plane; FMaterial * gltexture; PalEntry color; float z; player_t * player=&players[consoleplayer]; gltexture=FMaterial::ValidateTexture(sp->texture, true); if (!gltexture) { ClearScreen(); PortalAll.Unclock(); return; } z=FIXED2FLOAT(sp->texheight); if (gltexture && gltexture->tex->isFullbright()) { // glowing textures are always drawn full bright without color gl_SetColor(255, 0, NULL, 1.f); gl_SetFog(255, 0, &origin->colormap, false); } else { int rel = getExtraLight(); gl_SetColor(origin->lightlevel, rel, &origin->colormap, 1.0f); gl_SetFog(origin->lightlevel, rel, &origin->colormap, false); } gltexture->Bind(origin->colormap.colormap); gl_RenderState.EnableAlphaTest(false); gl_RenderState.BlendFunc(GL_ONE,GL_ZERO); gl_RenderState.Apply(); bool pushed = gl_SetPlaneTextureRotation(sp, gltexture); float vx=FIXED2FLOAT(viewx); float vy=FIXED2FLOAT(viewy); // Draw to some far away boundary for(float x=-32768+vx; x<32768+vx; x+=4096) { for(float y=-32768+vy; y<32768+vy;y+=4096) { glBegin(GL_TRIANGLE_FAN); glTexCoord2f(x/64, -y/64); glVertex3f(x, z, y); glTexCoord2f(x/64 + 64, -y/64); glVertex3f(x + 4096, z, y); glTexCoord2f(x/64 + 64, -y/64 - 64); glVertex3f(x + 4096, z, y + 4096); glTexCoord2f(x/64, -y/64 - 64); glVertex3f(x, z, y + 4096); glEnd(); } } float vz=FIXED2FLOAT(viewz); float tz=(z-vz);///64.0f; // fill the gap between the polygon and the true horizon // Since I can't draw into infinity there can always be a // small gap glBegin(GL_TRIANGLE_STRIP); glTexCoord2f(512.f, 0); glVertex3f(-32768+vx, z, -32768+vy); glTexCoord2f(512.f, tz); glVertex3f(-32768+vx, vz, -32768+vy); glTexCoord2f(-512.f, 0); glVertex3f(-32768+vx, z, 32768+vy); glTexCoord2f(-512.f, tz); glVertex3f(-32768+vx, vz, 32768+vy); glTexCoord2f(512.f, 0); glVertex3f( 32768+vx, z, 32768+vy); glTexCoord2f(512.f, tz); glVertex3f( 32768+vx, vz, 32768+vy); glTexCoord2f(-512.f, 0); glVertex3f( 32768+vx, z, -32768+vy); glTexCoord2f(-512.f, tz); glVertex3f( 32768+vx, vz, -32768+vy); glTexCoord2f(512.f, 0); glVertex3f(-32768+vx, z, -32768+vy); glTexCoord2f(512.f, tz); glVertex3f(-32768+vx, vz, -32768+vy); glEnd(); if (pushed) { glPopMatrix(); glMatrixMode(GL_MODELVIEW); } PortalAll.Unclock(); }
//========================================================================== // // Draw the plane segment into the gap // //========================================================================== void FDrawInfo::DrawFloodedPlane(wallseg * ws, float planez, sector_t * sec, bool ceiling) { GLSectorPlane plane; int lightlevel; FColormap Colormap; FMaterial * gltexture; plane.GetFromSector(sec, ceiling); gltexture=FMaterial::ValidateTexture(plane.texture, true); if (!gltexture) return; if (gl_fixedcolormap) { Colormap.Clear(); lightlevel=255; } else { Colormap=sec->ColorMap; if (gltexture->tex->isFullbright()) { Colormap.LightColor.r = Colormap.LightColor.g = Colormap.LightColor.b = 0xff; lightlevel=255; } else lightlevel=abs(ceiling? sec->GetCeilingLight() : sec->GetFloorLight()); } int rel = getExtraLight(); gl_SetColor(lightlevel, rel, Colormap, 1.0f); gl_SetFog(lightlevel, rel, &Colormap, false); gltexture->Bind(); float fviewx = FIXED2FLOAT(viewx); float fviewy = FIXED2FLOAT(viewy); float fviewz = FIXED2FLOAT(viewz); gl_SetPlaneTextureRotation(&plane, gltexture); gl_RenderState.Apply(); float prj_fac1 = (planez-fviewz)/(ws->z1-fviewz); float prj_fac2 = (planez-fviewz)/(ws->z2-fviewz); float px1 = fviewx + prj_fac1 * (ws->x1-fviewx); float py1 = fviewy + prj_fac1 * (ws->y1-fviewy); float px2 = fviewx + prj_fac2 * (ws->x1-fviewx); float py2 = fviewy + prj_fac2 * (ws->y1-fviewy); float px3 = fviewx + prj_fac2 * (ws->x2-fviewx); float py3 = fviewy + prj_fac2 * (ws->y2-fviewy); float px4 = fviewx + prj_fac1 * (ws->x2-fviewx); float py4 = fviewy + prj_fac1 * (ws->y2-fviewy); FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer(); ptr->Set(px1, planez, py1, px1 / 64, -py1 / 64); ptr++; ptr->Set(px2, planez, py2, px2 / 64, -py2 / 64); ptr++; ptr->Set(px3, planez, py3, px3 / 64, -py3 / 64); ptr++; ptr->Set(px4, planez, py4, px4 / 64, -py4 / 64); ptr++; GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_FAN); gl_RenderState.EnableTextureMatrix(false); }
//========================================================================== // // Draw the plane segment into the gap // //========================================================================== void FDrawInfo::DrawFloodedPlane(wallseg * ws, float planez, sector_t * sec, bool ceiling) { GLSectorPlane plane; int lightlevel; FColormap Colormap; FMaterial * gltexture; plane.GetFromSector(sec, ceiling); gltexture=FMaterial::ValidateTexture(plane.texture, true); if (!gltexture) return; if (gl_fixedcolormap) { Colormap.GetFixedColormap(); lightlevel=255; } else { Colormap=sec->ColorMap; if (gltexture->tex->isFullbright()) { Colormap.LightColor.r = Colormap.LightColor.g = Colormap.LightColor.b = 0xff; lightlevel=255; } else lightlevel=abs(ceiling? sec->GetCeilingLight() : sec->GetFloorLight()); } int rel = getExtraLight(); gl_SetColor(lightlevel, rel, &Colormap, 1.0f); gl_SetFog(lightlevel, rel, &Colormap, false); gltexture->Bind(Colormap.colormap); float fviewx = FIXED2FLOAT(viewx); float fviewy = FIXED2FLOAT(viewy); float fviewz = FIXED2FLOAT(viewz); gl_RenderState.Apply(); bool pushed = gl_SetPlaneTextureRotation(&plane, gltexture); glBegin(GL_TRIANGLE_FAN); float prj_fac1 = (planez-fviewz)/(ws->z1-fviewz); float prj_fac2 = (planez-fviewz)/(ws->z2-fviewz); float px1 = fviewx + prj_fac1 * (ws->x1-fviewx); float py1 = fviewy + prj_fac1 * (ws->y1-fviewy); float px2 = fviewx + prj_fac2 * (ws->x1-fviewx); float py2 = fviewy + prj_fac2 * (ws->y1-fviewy); float px3 = fviewx + prj_fac2 * (ws->x2-fviewx); float py3 = fviewy + prj_fac2 * (ws->y2-fviewy); float px4 = fviewx + prj_fac1 * (ws->x2-fviewx); float py4 = fviewy + prj_fac1 * (ws->y2-fviewy); glTexCoord2f(px1 / 64, -py1 / 64); glVertex3f(px1, planez, py1); glTexCoord2f(px2 / 64, -py2 / 64); glVertex3f(px2, planez, py2); glTexCoord2f(px3 / 64, -py3 / 64); glVertex3f(px3, planez, py3); glTexCoord2f(px4 / 64, -py4 / 64); glVertex3f(px4, planez, py4); glEnd(); if (pushed) { glPopMatrix(); glMatrixMode(GL_MODELVIEW); } }
//========================================================================== // // Draw the plane segment into the gap // //========================================================================== void FDrawInfo::DrawFloodedPlane(wallseg * ws, float planez, sector_t * sec, bool ceiling) { GLSectorPlane plane; int lightlevel; FColormap Colormap; FMaterial * gltexture; plane.GetFromSector(sec, ceiling); gltexture=FMaterial::ValidateTexture(plane.texture, false, true); if (!gltexture) return; if (gl_fixedcolormap) { Colormap.Clear(); lightlevel=255; } else { Colormap=sec->ColorMap; if (gltexture->tex->isFullbright()) { Colormap.LightColor.r = Colormap.LightColor.g = Colormap.LightColor.b = 0xff; lightlevel=255; } else lightlevel=abs(ceiling? sec->GetCeilingLight() : sec->GetFloorLight()); } int rel = getExtraLight(); gl_SetColor(lightlevel, rel, Colormap, 1.0f); gl_SetFog(lightlevel, rel, &Colormap, false); gl_RenderState.SetMaterial(gltexture, CLAMP_NONE, 0, -1, false); float fviewx = ViewPos.X; float fviewy = ViewPos.Y; float fviewz = ViewPos.Z; gl_SetPlaneTextureRotation(&plane, gltexture); gl_RenderState.Apply(); float prj_fac1 = (planez-fviewz)/(ws->z1-fviewz); float prj_fac2 = (planez-fviewz)/(ws->z2-fviewz); float px1 = fviewx + prj_fac1 * (ws->x1-fviewx); float py1 = fviewy + prj_fac1 * (ws->y1-fviewy); float px2 = fviewx + prj_fac2 * (ws->x1-fviewx); float py2 = fviewy + prj_fac2 * (ws->y1-fviewy); float px3 = fviewx + prj_fac2 * (ws->x2-fviewx); float py3 = fviewy + prj_fac2 * (ws->y2-fviewy); float px4 = fviewx + prj_fac1 * (ws->x2-fviewx); float py4 = fviewy + prj_fac1 * (ws->y2-fviewy); FQuadDrawer qd; qd.Set(0, px1, planez, py1, px1 / 64, -py1 / 64); qd.Set(1, px2, planez, py2, px2 / 64, -py2 / 64); qd.Set(2, px3, planez, py3, px3 / 64, -py3 / 64); qd.Set(3, px4, planez, py4, px4 / 64, -py4 / 64); qd.Render(GL_TRIANGLE_FAN); gl_RenderState.EnableTextureMatrix(false); }
//========================================================================== // // Draw the plane segment into the gap // //========================================================================== void GLDrawInfo::DrawFloodedPlane(wallseg * ws, float planez, sector_t * sec, bool ceiling) { GLSectorPlane plane; int lightlevel; FColormap Colormap; FGLTexture * gltexture; plane.GetFromSector(sec, ceiling); gltexture=FGLTexture::ValidateTexture(plane.texture); if (!gltexture) return; if (gl_fixedcolormap) { Colormap.GetFixedColormap(); lightlevel=255; } else { Colormap=sec->ColorMap; if (gltexture->tex->isFullbright()) { Colormap.LightColor.r = Colormap.LightColor.g = Colormap.LightColor.b = 0xff; lightlevel=255; } else lightlevel=abs(ceiling? GetCeilingLight(sec) : GetFloorLight(sec)); } int rel = extralight * gl_weaponlight; gl_SetColor(lightlevel, rel, &Colormap, 1.0f); gl_SetFog(lightlevel, rel, &Colormap, false); gltexture->Bind(Colormap.LightColor.a); gl_SetPlaneTextureRotation(&plane, gltexture); float fviewx = TO_GL(viewx); float fviewy = TO_GL(viewy); float fviewz = TO_GL(viewz); gl_ApplyShader(); gl.Begin(GL_TRIANGLE_FAN); float prj_fac1 = (planez-fviewz)/(ws->z1-fviewz); float prj_fac2 = (planez-fviewz)/(ws->z2-fviewz); float px1 = fviewx + prj_fac1 * (ws->x1-fviewx); float py1 = fviewy + prj_fac1 * (ws->y1-fviewy); float px2 = fviewx + prj_fac2 * (ws->x1-fviewx); float py2 = fviewy + prj_fac2 * (ws->y1-fviewy); float px3 = fviewx + prj_fac2 * (ws->x2-fviewx); float py3 = fviewy + prj_fac2 * (ws->y2-fviewy); float px4 = fviewx + prj_fac1 * (ws->x2-fviewx); float py4 = fviewy + prj_fac1 * (ws->y2-fviewy); gl.TexCoord2f(px1 / 64, -py1 / 64); gl.Vertex3f(px1, planez, py1); gl.TexCoord2f(px2 / 64, -py2 / 64); gl.Vertex3f(px2, planez, py2); gl.TexCoord2f(px3 / 64, -py3 / 64); gl.Vertex3f(px3, planez, py3); gl.TexCoord2f(px4 / 64, -py4 / 64); gl.Vertex3f(px4, planez, py4); gl.End(); gl.MatrixMode(GL_TEXTURE); gl.PopMatrix(); gl.MatrixMode(GL_MODELVIEW); }
//----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // // // Horizon Portal // // This simply draws the area in medium sized squares. Drawing it as a whole // polygon creates visible inaccuracies. // // Originally I tried to minimize the amount of data to be drawn but there // are 2 problems with it: // // 1. Setting this up completely negates any performance gains. // 2. It doesn't work with a 360° field of view (as when you are looking up.) // // // So the brute force mechanism is just as good. // // //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // // GLHorizonPortal::DrawContents // //----------------------------------------------------------------------------- void GLHorizonPortal::DrawContents() { PortalAll.Clock(); GLSectorPlane * sp=&origin->plane; FMaterial * gltexture; PalEntry color; float z; player_t * player=&players[consoleplayer]; gltexture=FMaterial::ValidateTexture(sp->texture, false, true); if (!gltexture) { ClearScreen(); PortalAll.Unclock(); return; } gl_RenderState.SetCameraPos(ViewPos.X, ViewPos.Y, ViewPos.Z); z=sp->Texheight; if (gltexture && gltexture->tex->isFullbright()) { // glowing textures are always drawn full bright without color gl_SetColor(255, 0, origin->colormap, 1.f); gl_SetFog(255, 0, &origin->colormap, false); } else { int rel = getExtraLight(); gl_SetColor(origin->lightlevel, rel, origin->colormap, 1.0f); gl_SetFog(origin->lightlevel, rel, &origin->colormap, false); } gl_RenderState.SetMaterial(gltexture, CLAMP_NONE, 0, -1, false); gl_SetPlaneTextureRotation(sp, gltexture); gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f); gl_RenderState.BlendFunc(GL_ONE,GL_ZERO); gl_RenderState.Apply(); float vx= ViewPos.X; float vy= ViewPos.Y; // Draw to some far away boundary // This is not drawn as larher strips because it causes visual glitches. for(float x=-32768+vx; x<32768+vx; x+=4096) { for(float y=-32768+vy; y<32768+vy;y+=4096) { FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer(); ptr->Set(x, z, y, x / 64, -y / 64); ptr++; ptr->Set(x + 4096, z, y, x / 64 + 64, -y / 64); ptr++; ptr->Set(x, z, y + 4096, x / 64, -y / 64 - 64); ptr++; ptr->Set(x + 4096, z, y + 4096, x / 64 + 64, -y / 64 - 64); ptr++; GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP); } } float vz= ViewPos.Z; float tz=(z-vz);///64.0f; // fill the gap between the polygon and the true horizon // Since I can't draw into infinity there can always be a // small gap FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer(); ptr->Set(-32768 + vx, z, -32768 + vy, 512.f, 0); ptr++; ptr->Set(-32768 + vx, vz, -32768 + vy, 512.f, tz); ptr++; ptr->Set(-32768 + vx, z, 32768 + vy, -512.f, 0); ptr++; ptr->Set(-32768 + vx, vz, 32768 + vy, -512.f, tz); ptr++; ptr->Set(32768 + vx, z, 32768 + vy, 512.f, 0); ptr++; ptr->Set(32768 + vx, vz, 32768 + vy, 512.f, tz); ptr++; ptr->Set(32768 + vx, z, -32768 + vy, -512.f, 0); ptr++; ptr->Set(32768 + vx, vz, -32768 + vy, -512.f, tz); ptr++; ptr->Set(-32768 + vx, z, -32768 + vy, 512.f, 0); ptr++; ptr->Set(-32768 + vx, vz, -32768 + vy, 512.f, tz); ptr++; GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP); gl_RenderState.EnableTextureMatrix(false); PortalAll.Unclock(); }