static int gl_SetSpriteLight(AActor *self, fixed_t x, fixed_t y, fixed_t z, subsector_t * subsec, int lightlevel, int rellight, FColormap * cm, float alpha, PalEntry ThingColor, bool weapon) { float r,g,b; float result[4]; // Korshun. gl_GetLightColor(lightlevel, rellight, cm, &r, &g, &b, weapon); bool res = gl_GetSpriteLight(self, x, y, z, subsec, cm? cm->colormap : 0, result); if (!res || glset.lightmode == 8) { r *= ThingColor.r/255.f; g *= ThingColor.g/255.f; b *= ThingColor.b/255.f; glColor4f(r, g, b, alpha); if (glset.lightmode == 8) { glVertexAttrib1f(VATTR_LIGHTLEVEL, gl_CalcLightLevel(lightlevel, rellight, weapon) / 255.0f); // Korshun. gl_RenderState.SetDynLight(result[0], result[1], result[2]); } return lightlevel; } else { // Note: Due to subtractive lights the values can easily become negative so we have to clamp both // at the low and top end of the range! r = clamp<float>(result[0]+r, 0, 1.0f); g = clamp<float>(result[1]+g, 0, 1.0f); b = clamp<float>(result[2]+b, 0, 1.0f); float dlightlevel = r*77 + g*143 + b*35; r *= ThingColor.r/255.f; g *= ThingColor.g/255.f; b *= ThingColor.b/255.f; glColor4f(r, g, b, alpha); if (dlightlevel == 0) return 0; if (glset.lightmode&2 && dlightlevel<192.f) { return xs_CRoundToInt(192.f - (192.f - dlightlevel) / 1.95f); } else { return xs_CRoundToInt(dlightlevel); } } }
//----------------------------------------------------------------------------- // // // //----------------------------------------------------------------------------- void GLSkyPortal::DrawContents() { bool drawBoth = false; int CM_Index; PalEntry FadeColor(0,0,0,0); // We have no use for Doom lighting special handling here, so disable it for this function. int oldlightmode = glset.lightmode; if (glset.lightmode == 8) glset.lightmode = 2; if (gl_fixedcolormap) { CM_Index=gl_fixedcolormap<CM_FIRSTSPECIALCOLORMAP + SpecialColormaps.Size()? gl_fixedcolormap:CM_DEFAULT; } else { CM_Index=CM_DEFAULT; FadeColor=origin->fadecolor; } gl_RenderState.EnableFog(false); gl_RenderState.EnableAlphaTest(false); gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glMatrixMode(GL_MODELVIEW); glPushMatrix(); GLRenderer->SetupView(0, 0, 0, viewangle, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1)); if (origin->texture[0] && origin->texture[0]->tex->gl_info.bSkybox) { if (gl_fixedcolormap != CM_DEFAULT) { float rr,gg,bb; gl_GetLightColor(255, 0, NULL, &rr, &gg, &bb); R=rr; G=gg; B=bb; } else R=G=B=1.f; RenderBox(origin->skytexno1, origin->texture[0], origin->x_offset[0], CM_Index, origin->sky2); gl_RenderState.EnableAlphaTest(true); } else { if (origin->texture[0]==origin->texture[1] && origin->doublesky) origin->doublesky=false; if (origin->texture[0]) { gl_RenderState.SetTextureMode(TM_OPAQUE); RenderDome(origin->skytexno1, origin->texture[0], origin->x_offset[0], origin->y_offset, origin->mirrored, CM_Index); gl_RenderState.SetTextureMode(TM_MODULATE); } gl_RenderState.EnableAlphaTest(true); gl_RenderState.AlphaFunc(GL_GEQUAL,0.05f); if (origin->doublesky && origin->texture[1]) { secondlayer=true; RenderDome(FNullTextureID(), origin->texture[1], origin->x_offset[1], origin->y_offset, false, CM_Index); secondlayer=false; } if (skyfog>0 && (FadeColor.r ||FadeColor.g || FadeColor.b)) { gl_RenderState.EnableTexture(false); foglayer=true; glColor4f(FadeColor.r/255.0f,FadeColor.g/255.0f,FadeColor.b/255.0f,skyfog/255.0f); RenderDome(FNullTextureID(), NULL, 0, 0, false, CM_DEFAULT); gl_RenderState.EnableTexture(true); foglayer=false; } } glPopMatrix(); glset.lightmode = oldlightmode; }
static void RenderDome(FTextureID texno, FMaterial * tex, float x_offset, float y_offset, bool mirror, int CM_Index) { int texh = 0; bool texscale = false; // 57 worls units roughly represent one sky texel for the glTranslate call. const float skyoffsetfactor = 57; if (tex) { glPushMatrix(); tex->Bind(CM_Index, 0, 0); texw = tex->TextureWidth(GLUSE_TEXTURE); texh = tex->TextureHeight(GLUSE_TEXTURE); glRotatef(-180.0f+x_offset, 0.f, 1.f, 0.f); yAdd = y_offset/texh; if (texh < 128) { // smaller sky textures must be tiled. We restrict it to 128 sky pixels, though glTranslatef(0.f, -1250.f, 0.f); glScalef(1.f, 128/230.f, 1.f); glMatrixMode(GL_TEXTURE); glPushMatrix(); glLoadIdentity(); glScalef(1.f, 128 / texh, 1.f); // intentionally left as integer. glMatrixMode(GL_MODELVIEW); texscale = true; } else if (texh < 200) { glTranslatef(0.f, -1250.f, 0.f); glScalef(1.f, texh/230.f, 1.f); } else if (texh <= 240) { glTranslatef(0.f, (200 - texh + tex->tex->SkyOffset + skyoffset)*skyoffsetfactor, 0.f); glScalef(1.f, 1.f + ((texh-200.f)/200.f) * 1.17f, 1.f); } else { glTranslatef(0.f, (-40 + tex->tex->SkyOffset + skyoffset)*skyoffsetfactor, 0.f); glScalef(1.f, 1.2f * 1.17f, 1.f); glMatrixMode(GL_TEXTURE); glPushMatrix(); glLoadIdentity(); glScalef(1.f, 240.f / texh, 1.f); glMatrixMode(GL_MODELVIEW); texscale = true; } } if (tex && !secondlayer) { PalEntry pe = tex->tex->GetSkyCapColor(false); if (CM_Index!=CM_DEFAULT) ModifyPalette(&pe, &pe, CM_Index, 1); R=pe.r/255.0f; G=pe.g/255.0f; B=pe.b/255.0f; if (gl_fixedcolormap) { float rr, gg, bb; gl_GetLightColor(255, 0, NULL, &rr, &gg, &bb); R*=rr; G*=gg; B*=bb; } } RenderSkyHemisphere(SKYHEMI_UPPER, mirror); if (tex && !secondlayer) { PalEntry pe = tex->tex->GetSkyCapColor(true); if (CM_Index!=CM_DEFAULT) ModifyPalette(&pe, &pe, CM_Index, 1); R=pe.r/255.0f; G=pe.g/255.0f; B=pe.b/255.0f; if (gl_fixedcolormap != CM_DEFAULT) { float rr,gg,bb; gl_GetLightColor(255, 0, NULL, &rr, &gg, &bb); R*=rr; G*=gg; B*=bb; } } RenderSkyHemisphere(SKYHEMI_LOWER, mirror); if (texscale) { glMatrixMode(GL_TEXTURE); glPopMatrix(); glMatrixMode(GL_MODELVIEW); } if (tex) glPopMatrix(); }
//========================================================================== // // // //========================================================================== void GLWall::DrawDecal(DBaseDecal *decal) { line_t * line=seg->linedef; side_t * side=seg->sidedef; int i; fixed_t zpos; int light; int rel; float a; bool flipx, flipy, loadAlpha; DecalVertex dv[4]; FTextureID decalTile; if (decal->RenderFlags & RF_INVISIBLE) return; if (type==RENDERWALL_FFBLOCK && gltexture->isMasked()) return; // No decals on 3D floors with transparent textures. //if (decal->sprite != 0xffff) { decalTile = decal->PicNum; flipx = !!(decal->RenderFlags & RF_XFLIP); flipy = !!(decal->RenderFlags & RF_YFLIP); } /* else { decalTile = SpriteFrames[sprites[decal->sprite].spriteframes + decal->frame].lump[0]; flipx = SpriteFrames[sprites[decal->sprite].spriteframes + decal->frame].flip & 1; } */ FTexture *texture = TexMan[decalTile]; if (texture == NULL) return; FMaterial *tex; if (texture->UseType == FTexture::TEX_MiscPatch) { // We need to create a clone of this texture where we can force the // texture filtering offset in. if (texture->gl_info.DecalTexture == NULL) { texture->gl_info.DecalTexture = new FCloneTexture(texture, FTexture::TEX_Decal); } tex = FMaterial::ValidateTexture(texture->gl_info.DecalTexture); } else tex = FMaterial::ValidateTexture(texture); // the sectors are only used for their texture origin coordinates // so we don't need the fake sectors for deep water etc. // As this is a completely split wall fragment no further splits are // necessary for the decal. sector_t *frontsector; // for 3d-floor segments use the model sector as reference if ((decal->RenderFlags&RF_CLIPMASK)==RF_CLIPMID) frontsector=decal->Sector; else frontsector=seg->frontsector; switch (decal->RenderFlags & RF_RELMASK) { default: // No valid decal can have this type. If one is encountered anyway // it is in some way invalid so skip it. return; //zpos = decal->z; //break; case RF_RELUPPER: if (type!=RENDERWALL_TOP) return; if (line->flags & ML_DONTPEGTOP) { zpos = decal->Z + frontsector->GetPlaneTexZ(sector_t::ceiling); } else { zpos = decal->Z + seg->backsector->GetPlaneTexZ(sector_t::ceiling); } break; case RF_RELLOWER: if (type!=RENDERWALL_BOTTOM) return; if (line->flags & ML_DONTPEGBOTTOM) { zpos = decal->Z + frontsector->GetPlaneTexZ(sector_t::ceiling); } else { zpos = decal->Z + seg->backsector->GetPlaneTexZ(sector_t::floor); } break; case RF_RELMID: if (type==RENDERWALL_TOP || type==RENDERWALL_BOTTOM) return; if (line->flags & ML_DONTPEGBOTTOM) { zpos = decal->Z + frontsector->GetPlaneTexZ(sector_t::floor); } else { zpos = decal->Z + frontsector->GetPlaneTexZ(sector_t::ceiling); } } if (decal->RenderFlags & RF_FULLBRIGHT) { light = 255; rel = 0; } else { light = lightlevel; rel = rellight + getExtraLight(); } int r = RPART(decal->AlphaColor); int g = GPART(decal->AlphaColor); int b = BPART(decal->AlphaColor); FColormap p = Colormap; if (glset.nocoloredspritelighting) { int v = (Colormap.LightColor.r * 77 + Colormap.LightColor.g*143 + Colormap.LightColor.b*35)/255; p.LightColor = PalEntry(p.colormap, v, v, v); } float red, green, blue; if (decal->RenderStyle.Flags & STYLEF_RedIsAlpha) { loadAlpha = true; p.colormap=CM_SHADE; if (glset.lightmode != 8) { gl_GetLightColor(light, rel, &p, &red, &green, &blue); } else { gl_GetLightColor(lightlevel, rellight, &p, &red, &green, &blue); } if (gl_lights && GLRenderer->mLightCount && !gl_fixedcolormap && gl_light_sprites) { float result[3]; fixed_t x, y; decal->GetXY(seg->sidedef, x, y); gl_GetSpriteLight(NULL, x, y, zpos, sub, Colormap.colormap-CM_DESAT0, result, line, side == line->sidedef[0]? 0:1); if (glset.lightmode != 8) { red = clamp<float>(result[0]+red, 0, 1.0f); green = clamp<float>(result[1]+green, 0, 1.0f); blue = clamp<float>(result[2]+blue, 0, 1.0f); } else { gl_RenderState.SetDynLight(result[0], result[1], result[2]); } } BYTE R = xs_RoundToInt(r * red); BYTE G = xs_RoundToInt(g * green); BYTE B = xs_RoundToInt(b * blue); gl_ModifyColor(R,G,B, Colormap.colormap); red = R/255.f; green = G/255.f; blue = B/255.f; } else { loadAlpha = false; red = 1.f; green = 1.f; blue = 1.f; } a = FIXED2FLOAT(decal->Alpha); // now clip the decal to the actual polygon float decalwidth = tex->TextureWidth(GLUSE_PATCH) * FIXED2FLOAT(decal->ScaleX); float decalheight= tex->TextureHeight(GLUSE_PATCH) * FIXED2FLOAT(decal->ScaleY); float decallefto = tex->GetLeftOffset(GLUSE_PATCH) * FIXED2FLOAT(decal->ScaleX); float decaltopo = tex->GetTopOffset(GLUSE_PATCH) * FIXED2FLOAT(decal->ScaleY); float leftedge = glseg.fracleft * side->TexelLength; float linelength = glseg.fracright * side->TexelLength - leftedge; // texel index of the decal's left edge float decalpixpos = (float)side->TexelLength * decal->LeftDistance / (1<<30) - (flipx? decalwidth-decallefto : decallefto) - leftedge; float left,right; float lefttex,righttex; // decal is off the left edge if (decalpixpos < 0) { left = 0; lefttex = -decalpixpos; } else { left = decalpixpos; lefttex = 0; } // decal is off the right edge if (decalpixpos + decalwidth > linelength) { right = linelength; righttex = right - decalpixpos; } else { right = decalpixpos + decalwidth; righttex = decalwidth; } if (right<=left) return; // nothing to draw // one texture unit on the wall as vector float vx=(glseg.x2-glseg.x1)/linelength; float vy=(glseg.y2-glseg.y1)/linelength; dv[1].x=dv[0].x=glseg.x1+vx*left; dv[1].y=dv[0].y=glseg.y1+vy*left; dv[3].x=dv[2].x=glseg.x1+vx*right; dv[3].y=dv[2].y=glseg.y1+vy*right; zpos+= FRACUNIT*(flipy? decalheight-decaltopo : decaltopo); tex->BindPatch(p.colormap, decal->Translation); dv[1].z=dv[2].z = FIXED2FLOAT(zpos); dv[0].z=dv[3].z = dv[1].z - decalheight; dv[1].v=dv[2].v = tex->GetVT(); dv[1].u=dv[0].u = tex->GetU(lefttex / FIXED2FLOAT(decal->ScaleX)); dv[3].u=dv[2].u = tex->GetU(righttex / FIXED2FLOAT(decal->ScaleX)); dv[0].v=dv[3].v = tex->GetVB(); // now clip to the top plane float vzt=(ztop[1]-ztop[0])/linelength; float topleft=this->ztop[0]+vzt*left; float topright=this->ztop[0]+vzt*right; // completely below the wall if (topleft<dv[0].z && topright<dv[3].z) return; if (topleft<dv[1].z || topright<dv[2].z) { // decal has to be clipped at the top // let texture clamping handle all extreme cases dv[1].v=(dv[1].z-topleft)/(dv[1].z-dv[0].z)*dv[0].v; dv[2].v=(dv[2].z-topright)/(dv[2].z-dv[3].z)*dv[3].v; dv[1].z=topleft; dv[2].z=topright; } // now clip to the bottom plane float vzb=(zbottom[1]-zbottom[0])/linelength; float bottomleft=this->zbottom[0]+vzb*left; float bottomright=this->zbottom[0]+vzb*right; // completely above the wall if (bottomleft>dv[1].z && bottomright>dv[2].z) return; if (bottomleft>dv[0].z || bottomright>dv[3].z) { // decal has to be clipped at the bottom // let texture clamping handle all extreme cases dv[0].v=(dv[1].z-bottomleft)/(dv[1].z-dv[0].z)*(dv[0].v-dv[1].v) + dv[1].v; dv[3].v=(dv[2].z-bottomright)/(dv[2].z-dv[3].z)*(dv[3].v-dv[2].v) + dv[2].v; dv[0].z=bottomleft; dv[3].z=bottomright; } if (flipx) { float ur = tex->GetUR(); for(i=0;i<4;i++) dv[i].u=ur-dv[i].u; } if (flipy) { float vb = tex->GetVB(); for(i=0;i<4;i++) dv[i].v=vb-dv[i].v; } // fog is set once per wall in the calling function and not per decal! if (loadAlpha) { glColor4f(red, green, blue, a); if (glset.lightmode == 8) { if (gl_fixedcolormap) glVertexAttrib1f(VATTR_LIGHTLEVEL, 1.0); else glVertexAttrib1f(VATTR_LIGHTLEVEL, gl_CalcLightLevel(light, rel, false) / 255.0); } } else { if (glset.lightmode == 8) { gl_SetColor(light, rel, &p, a, extralight); // Korshun. } else { gl_SetColor(light, rel, &p, a); } } PalEntry fc = gl_RenderState.GetFogColor(); if (decal->RenderStyle.BlendOp == STYLEOP_Add && decal->RenderStyle.DestAlpha == STYLEALPHA_One) { gl_RenderState.SetFog(0,-1); } gl_SetRenderStyle(decal->RenderStyle, false, false); // If srcalpha is one it looks better with a higher alpha threshold if (decal->RenderStyle.SrcAlpha == STYLEALPHA_One) gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold); else gl_RenderState.AlphaFunc(GL_GREATER, 0.f); gl_RenderState.Apply(); glBegin(GL_TRIANGLE_FAN); for(i=0;i<4;i++) { glTexCoord2f(dv[i].u,dv[i].v); glVertex3f(dv[i].x,dv[i].z,dv[i].y); } glEnd(); rendered_decals++; gl_RenderState.SetFog(fc,-1); gl_RenderState.SetDynLight(0,0,0); }
//----------------------------------------------------------------------------- // // // //----------------------------------------------------------------------------- void GLSkyPortal::DrawContents() { bool drawBoth = false; int CM_Index; PalEntry FadeColor(0,0,0,0); if (gl_fixedcolormap) { CM_Index=gl_fixedcolormap<CM_LIMIT? gl_fixedcolormap:CM_DEFAULT; } else { CM_Index=CM_DEFAULT; FadeColor=origin->fadecolor; } gl_EnableFog(false); gl.Disable(GL_ALPHA_TEST); gl.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); gl.PushMatrix(); gl_SetupView(0, 0, 0, viewangle, !!(MirrorFlag&1), !!(PlaneMirrorFlag&1), true); if (origin->texture[0] && origin->texture[0]->bSkybox) { if (fixedcolormap) { float rr,gg,bb; gl_GetLightColor(255, 0, NULL, &rr, &gg, &bb); R=rr; G=gg; B=bb; } else R=G=B=1.f; RenderBox(origin->skytexno1, origin->texture[0], origin->x_offset[0], CM_Index); gl.Enable(GL_ALPHA_TEST); } else { if (origin->texture[0]==origin->texture[1] && origin->doublesky) origin->doublesky=false; gl.Translatef(0.f, -1000.f, 0.f); if (origin->texture[0]) { gl_SetTextureMode(TM_OPAQUE); RenderDome(origin->skytexno1, origin->texture[0], origin->x_offset[0], origin->y_offset, CM_Index); gl_SetTextureMode(TM_MODULATE); } gl.Enable(GL_ALPHA_TEST); gl.AlphaFunc(GL_GEQUAL,0.05f); if (origin->doublesky && origin->texture[1]) { secondlayer=true; RenderDome(0, origin->texture[1], origin->x_offset[1], origin->y_offset, CM_Index); secondlayer=false; } if (skyfog>0 && (FadeColor.r ||FadeColor.g || FadeColor.b)) { gl_EnableTexture(false); foglayer=true; gl.Color4f(FadeColor.r/255.0f,FadeColor.g/255.0f,FadeColor.b/255.0f,skyfog/255.0f); RenderDome(0, NULL, 0, 0, CM_DEFAULT); gl_EnableTexture(true); foglayer=false; } } gl.PopMatrix(); }
static void RenderDome(int texno, FGLTexture * tex, float x_offset, float y_offset, int CM_Index) { int texh; bool skystretch = (r_stretchsky && !(level.flags & LEVEL_FORCENOSKYSTRETCH)); if (tex) { tex->Bind(CM_Index); texw = tex->TextureWidth(); texh = tex->TextureHeight(); if (texh>190 && skystretch) texh=190; gl.Rotatef(-180.0f+x_offset, 0.f, 1.f, 0.f); yAdd = y_offset/texh; // The non-stretched skies still need some work if (texh<=180) // && skystretch) { yMult=1.0f; } else { yMult= 180.0f/texh; /* if (texh<=180) { yAdd-=(180-texh)/(float)texh; } */ } } if (tex && !secondlayer) { PalEntry pe = SkyCapColor(texno, false); if (CM_Index!=CM_DEFAULT) ModifyPalette(&pe, &pe, CM_Index, 1); R=pe.r/255.0f; G=pe.g/255.0f; B=pe.b/255.0f; if (gl_fixedcolormap) { float rr, gg, bb; gl_GetLightColor(255, 0, NULL, &rr, &gg, &bb); R*=rr; G*=gg; B*=bb; } } RenderSkyHemisphere(SKYHEMI_UPPER); if(tex) { yAdd = y_offset/texh; if (texh<=180) { yMult=1.0f; } else { yAdd+=180.0f/texh; } } if (tex && !secondlayer) { PalEntry pe = SkyCapColor(texno, true); if (CM_Index!=CM_DEFAULT) ModifyPalette(&pe, &pe, CM_Index, 1); R=pe.r/255.0f; G=pe.g/255.0f; B=pe.b/255.0f; if (fixedcolormap) { float rr,gg,bb; gl_GetLightColor(255, 0, NULL, &rr, &gg, &bb); R*=rr; G*=gg; B*=bb; } } RenderSkyHemisphere(SKYHEMI_LOWER); if (tex) { gl.Rotatef(180.0f-x_offset, 0.f, 1.f, 0.f); } }