//========================================================================== // // 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, 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 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 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); }