void GLWall::RenderTextured(int rflags) { int tmode = gl_RenderState.GetTextureMode(); int rel = rellight + getExtraLight(); if (flags & GLWF_GLOW) { gl_RenderState.EnableGlow(true); gl_RenderState.SetGlowPlanes(topplane, bottomplane); gl_RenderState.SetGlowParams(topglowcolor, bottomglowcolor); } gl_RenderState.SetMaterial(gltexture, flags & 3, 0, -1, false); if (type == RENDERWALL_M2SNF) { if (flags & GLT_CLAMPY) { if (tmode == TM_MODULATE) gl_RenderState.SetTextureMode(TM_CLAMPY); } gl_SetFog(255, 0, NULL, false); } float absalpha = fabsf(alpha); if (lightlist == NULL) { gl_SetColor(lightlevel, rel, Colormap, absalpha); if (type != RENDERWALL_M2SNF) gl_SetFog(lightlevel, rel, &Colormap, RenderStyle == STYLE_Add); RenderWall(rflags); } else { gl_RenderState.EnableSplit(true); for (unsigned i = 0; i < lightlist->Size(); i++) { secplane_t &lowplane = i == (*lightlist).Size() - 1 ? bottomplane : (*lightlist)[i + 1].plane; // this must use the exact same calculation method as GLWall::Process etc. float low1 = lowplane.ZatPoint(vertexes[0]); float low2 = lowplane.ZatPoint(vertexes[1]); if (low1 < ztop[0] || low2 < ztop[1]) { int thisll = (*lightlist)[i].caster != NULL ? gl_ClampLight(*(*lightlist)[i].p_lightlevel) : lightlevel; FColormap thiscm; thiscm.FadeColor = Colormap.FadeColor; thiscm.CopyFrom3DLight(&(*lightlist)[i]); gl_SetColor(thisll, rel, thiscm, absalpha); if (type != RENDERWALL_M2SNF) gl_SetFog(thisll, rel, &thiscm, RenderStyle == STYLE_Add); gl_RenderState.SetSplitPlanes((*lightlist)[i].plane, lowplane); RenderWall(rflags); } if (low1 <= zbottom[0] && low2 <= zbottom[1]) break; } gl_RenderState.EnableSplit(false); } gl_RenderState.SetTextureMode(tmode); gl_RenderState.EnableGlow(false); }
void GLWall::RenderTranslucentWall() { bool transparent = gltexture? gltexture->GetTransparent() : false; // currently the only modes possible are solid, additive or translucent // and until that changes I won't fix this code for the new blending modes! bool isadditive = RenderStyle == STYLE_Add; if (gl_fixedcolormap == CM_DEFAULT && gl_lights && (gl.flags & RFL_BUFFER_STORAGE)) { SetupLights(); } if (!transparent) gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold); else gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f); if (isadditive) gl_RenderState.BlendFunc(GL_SRC_ALPHA,GL_ONE); int extra; if (gltexture) { gl_RenderState.EnableGlow(!!(flags & GLWF_GLOW)); gl_RenderState.SetMaterial(gltexture, flags & 3, 0, -1, false); extra = getExtraLight(); } else { gl_RenderState.EnableTexture(false); extra = 0; } int tmode = gl_RenderState.GetTextureMode(); gl_SetColor(lightlevel, extra, Colormap, fabsf(alpha)); if (type!=RENDERWALL_M2SNF) gl_SetFog(lightlevel, extra, &Colormap, isadditive); else { if (flags & GLT_CLAMPY) { if (tmode == TM_MODULATE) gl_RenderState.SetTextureMode(TM_CLAMPY); } gl_SetFog(255, 0, NULL, false); } RenderWall(RWF_TEXTURED|RWF_NOSPLIT); // restore default settings if (isadditive) gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); if (!gltexture) { gl_RenderState.EnableTexture(true); } gl_RenderState.EnableGlow(false); gl_RenderState.SetTextureMode(tmode); }
//========================================================================== // // // //========================================================================== 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; } }
//========================================================================== // // // //========================================================================== void GLWall::DoDrawDecals() { if (seg->sidedef && seg->sidedef->AttachedDecals) { if (lightlist != NULL) { gl_RenderState.EnableSplit(true); } else { gl_SetFog(lightlevel, rellight + getExtraLight(), &Colormap, false); } DBaseDecal *decal = seg->sidedef->AttachedDecals; while (decal) { DrawDecal(decal); decal = decal->WallNext; } if (lightlist != NULL) { gl_RenderState.EnableSplit(false); } } }
void GLWall::RenderFogBoundary() { if (gl_fogmode && gl_fixedcolormap == 0) { if (!gl.legacyMode) { int rel = rellight + getExtraLight(); gl_SetFog(lightlevel, rel, &Colormap, false); gl_RenderState.EnableDrawBuffers(1); gl_RenderState.SetEffect(EFF_FOGBOUNDARY); gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f); glEnable(GL_POLYGON_OFFSET_FILL); glPolygonOffset(-1.0f, -128.0f); RenderWall(RWF_BLANK); glPolygonOffset(0.0f, 0.0f); glDisable(GL_POLYGON_OFFSET_FILL); gl_RenderState.SetEffect(EFF_NONE); gl_RenderState.EnableDrawBuffers(gl_RenderState.GetPassDrawBufferCount()); } else { RenderFogBoundaryCompat(); } } }
//========================================================================== // // // //========================================================================== void GLWall::RenderMirrorSurface() { if (GLRenderer->mirrortexture == NULL) return; // For the sphere map effect we need a normal of the mirror surface, FVector3 v = glseg.Normal(); if (!gl.legacyMode) { // we use texture coordinates and texture matrix to pass the normal stuff to the shader so that the default vertex buffer format can be used as is. tcs[LOLFT].u = tcs[LORGT].u = tcs[UPLFT].u = tcs[UPRGT].u = v.X; tcs[LOLFT].v = tcs[LORGT].v = tcs[UPLFT].v = tcs[UPRGT].v = v.Z; gl_RenderState.EnableTextureMatrix(true); gl_RenderState.mTextureMatrix.computeNormalMatrix(gl_RenderState.mViewMatrix); } else { glNormal3fv(&v[0]); } // Use sphere mapping for this gl_RenderState.SetEffect(EFF_SPHEREMAP); gl_SetColor(lightlevel, 0, Colormap ,0.1f); gl_SetFog(lightlevel, 0, &Colormap, true); gl_RenderState.BlendFunc(GL_SRC_ALPHA,GL_ONE); gl_RenderState.AlphaFunc(GL_GREATER,0); glDepthFunc(GL_LEQUAL); FMaterial * pat=FMaterial::ValidateTexture(GLRenderer->mirrortexture, false); gl_RenderState.SetMaterial(pat, CLAMP_NONE, 0, -1, false); flags &= ~GLWF_GLOW; RenderWall(RWF_BLANK); gl_RenderState.EnableTextureMatrix(false); gl_RenderState.SetEffect(EFF_NONE); // Restore the defaults for the translucent pass gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_sprite_threshold); glDepthFunc(GL_LESS); // This is drawn in the translucent pass which is done after the decal pass // As a result the decals have to be drawn here. if (seg->sidedef->AttachedDecals) { glEnable(GL_POLYGON_OFFSET_FILL); glPolygonOffset(-1.0f, -128.0f); glDepthMask(false); DoDrawDecals(); glDepthMask(true); glPolygonOffset(0.0f, 0.0f); glDisable(GL_POLYGON_OFFSET_FILL); gl_RenderState.SetTextureMode(TM_MODULATE); gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } }
void GLWall::RenderTranslucentWall() { if (gltexture) { if (gl_fixedcolormap == CM_DEFAULT && gl_lights && gl.lightmethod == LM_DIRECT) { SetupLights(); } if (!gltexture->GetTransparent()) gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold); else gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f); if (RenderStyle == STYLE_Add) gl_RenderState.BlendFunc(GL_SRC_ALPHA,GL_ONE); RenderTextured(RWF_TEXTURED | RWF_NOSPLIT); if (RenderStyle == STYLE_Add) gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } else { gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f); gl_SetColor(lightlevel, 0, Colormap, fabsf(alpha)); gl_SetFog(lightlevel, 0, &Colormap, RenderStyle == STYLE_Add); gl_RenderState.EnableTexture(false); RenderWall(RWF_NOSPLIT); gl_RenderState.EnableTexture(true); } }
//----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // // // 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); }
//========================================================================== // // // //========================================================================== void GLWall::DrawDecal(DBaseDecal *decal) { line_t * line=seg->linedef; side_t * side=seg->sidedef; int i; float zpos; int light; int rel; float a; bool flipx, flipy; 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; tex = FMaterial::ValidateTexture(texture, true); // 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(); } FColormap p = Colormap; if (glset.nocoloredspritelighting) { p.Decolorize(); } a = decal->Alpha; // now clip the decal to the actual polygon float decalwidth = tex->TextureWidth() * decal->ScaleX; float decalheight= tex->TextureHeight() * decal->ScaleY; float decallefto = tex->GetLeftOffset() * decal->ScaleX; float decaltopo = tex->GetTopOffset() * 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 - (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+= (flipy? decalheight-decaltopo : decaltopo); dv[1].z=dv[2].z = 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 / decal->ScaleX); dv[3].u=dv[2].u = tex->GetU(righttex / 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; } // calculate dynamic light effect. if (gl_lights && GLRenderer->mLightCount && !gl_fixedcolormap && gl_light_sprites) { // Note: This should be replaced with proper shader based lighting. double x, y; decal->GetXY(seg->sidedef, x, y); gl_SetDynSpriteLight(NULL, x, y, zpos, sub); } // alpha color only has an effect when using an alpha texture. if (decal->RenderStyle.Flags & STYLEF_RedIsAlpha) { gl_RenderState.SetObjectColor(decal->AlphaColor|0xff000000); } gl_SetRenderStyle(decal->RenderStyle, false, false); gl_RenderState.SetMaterial(tex, CLAMP_XY, decal->Translation, 0, !!(decal->RenderStyle.Flags & STYLEF_RedIsAlpha)); // 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_sprite_threshold); else gl_RenderState.AlphaFunc(GL_GREATER, 0.f); gl_SetColor(light, rel, p, a); // for additively drawn decals we must temporarily set the fog color to black. PalEntry fc = gl_RenderState.GetFogColor(); if (decal->RenderStyle.BlendOp == STYLEOP_Add && decal->RenderStyle.DestAlpha == STYLEALPHA_One) { gl_RenderState.SetFog(0,-1); } FQuadDrawer qd; for (i = 0; i < 4; i++) { qd.Set(i, dv[i].x, dv[i].z, dv[i].y, dv[i].u, dv[i].v); } if (lightlist == NULL) { gl_RenderState.Apply(); qd.Render(GL_TRIANGLE_FAN); } else { for (unsigned k = 0; k < lightlist->Size(); k++) { secplane_t &lowplane = k == (*lightlist).Size() - 1 ? bottomplane : (*lightlist)[k + 1].plane; float low1 = lowplane.ZatPoint(dv[1].x, dv[1].y); float low2 = lowplane.ZatPoint(dv[2].x, dv[2].y); if (low1 < dv[1].z || low2 < dv[2].z) { int thisll = (*lightlist)[k].caster != NULL ? gl_ClampLight(*(*lightlist)[k].p_lightlevel) : lightlevel; FColormap thiscm; thiscm.FadeColor = Colormap.FadeColor; thiscm.CopyFrom3DLight(&(*lightlist)[k]); gl_SetColor(thisll, rel, thiscm, a); if (glset.nocoloredspritelighting) thiscm.Decolorize(); gl_SetFog(thisll, rel, &thiscm, RenderStyle == STYLE_Add); gl_RenderState.SetSplitPlanes((*lightlist)[k].plane, lowplane); gl_RenderState.Apply(); qd.Render(GL_TRIANGLE_FAN); } if (low1 <= dv[0].z && low2 <= dv[3].z) break; } } rendered_decals++; gl_RenderState.SetTextureMode(TM_MODULATE); gl_RenderState.SetObjectColor(0xffffffff); gl_RenderState.SetFog(fc,-1); gl_RenderState.SetDynLight(0,0,0); }
//========================================================================== // // // //========================================================================== void GLWall::Draw(int pass) { int rel; int tmode; #ifdef _DEBUG if (seg->linedef-lines==879) { int a = 0; } #endif switch (pass) { case GLPASS_LIGHTSONLY: SetupLights(); break; case GLPASS_ALL: SetupLights(); // fall through case GLPASS_PLAIN: rel = rellight + getExtraLight(); gl_SetColor(lightlevel, rel, Colormap,1.0f); tmode = gl_RenderState.GetTextureMode(); if (type!=RENDERWALL_M2SNF) gl_SetFog(lightlevel, rel, &Colormap, false); else { if (flags & GLT_CLAMPY) { if (tmode == TM_MODULATE) gl_RenderState.SetTextureMode(TM_CLAMPY); } gl_SetFog(255, 0, NULL, false); } gl_RenderState.EnableGlow(!!(flags & GLWF_GLOW)); gl_RenderState.SetMaterial(gltexture, flags & 3, false, -1, false); RenderWall(RWF_TEXTURED|RWF_GLOW); gl_RenderState.EnableGlow(false); gl_RenderState.SetTextureMode(tmode); break; case GLPASS_TRANSLUCENT: switch (type) { case RENDERWALL_MIRRORSURFACE: RenderMirrorSurface(); break; case RENDERWALL_FOGBOUNDARY: RenderFogBoundary(); break; case RENDERWALL_COLORLAYER: glEnable(GL_POLYGON_OFFSET_FILL); glPolygonOffset(-1.0f, -128.0f); RenderTranslucentWall(); glDisable(GL_POLYGON_OFFSET_FILL); glPolygonOffset(0, 0); default: RenderTranslucentWall(); break; } } }
//========================================================================== // // // //========================================================================== void GLSprite::Draw(int pass) { if (pass!=GLPASS_PLAIN && pass != GLPASS_ALL && pass!=GLPASS_TRANSLUCENT) return; bool additivefog = false; int rel = extralight*gl_weaponlight; if (pass==GLPASS_TRANSLUCENT) { // The translucent pass requires special setup for the various modes. // Brightmaps will only be used when doing regular drawing ops and having no fog if (!gl_isBlack(Colormap.FadeColor) || level.flags&LEVEL_HASFADETABLE || RenderStyle.BlendOp != STYLEOP_Add) { gl_RenderState.EnableBrightmap(false); } gl_SetRenderStyle(RenderStyle, false, // The rest of the needed checks are done inside gl_SetRenderStyle trans > 1.f - FLT_EPSILON && gl_usecolorblending && gl_fixedcolormap < CM_FIRSTSPECIALCOLORMAP && actor && fullbright && gltexture && !gltexture->GetTransparent()); if (hw_styleflags == STYLEHW_NoAlphaTest) { gl_RenderState.EnableAlphaTest(false); } else { gl_RenderState.AlphaFunc(GL_GEQUAL,trans*gl_mask_sprite_threshold); } if (RenderStyle.BlendOp == STYLEOP_Fuzz) { float fuzzalpha=0.44f; float minalpha=0.1f; // fog + fuzz don't work well without some fiddling with the alpha value! if (!gl_isBlack(Colormap.FadeColor)) { float xcamera=FIXED2FLOAT(viewx); float ycamera=FIXED2FLOAT(viewy); float dist=Dist2(xcamera,ycamera, x,y); if (!Colormap.FadeColor.a) Colormap.FadeColor.a=clamp<int>(255-lightlevel,60,255); // this value was determined by trial and error and is scale dependent! float factor=0.05f+exp(-Colormap.FadeColor.a*dist/62500.f); fuzzalpha*=factor; minalpha*=factor; } gl_RenderState.AlphaFunc(GL_GEQUAL,minalpha*gl_mask_sprite_threshold); gl.Color4f(0.2f,0.2f,0.2f,fuzzalpha); additivefog = true; } else if (RenderStyle.BlendOp == STYLEOP_Add && RenderStyle.DestAlpha == STYLEALPHA_One) { additivefog = true; } } if (RenderStyle.BlendOp!=STYLEOP_Fuzz) { if (actor) { lightlevel = gl_SetSpriteLighting(RenderStyle, actor, lightlevel, rel, &Colormap, ThingColor, trans, fullbright || gl_fixedcolormap >= CM_FIRSTSPECIALCOLORMAP, false); } else if (particle) { if (gl_light_particles) { lightlevel = gl_SetSpriteLight(particle, lightlevel, rel, &Colormap, trans, ThingColor); } else { gl_SetColor(lightlevel, rel, &Colormap, trans, ThingColor); } } else return; } if (gl_isBlack(Colormap.FadeColor)) foglevel=lightlevel; if (RenderStyle.Flags & STYLEF_FadeToBlack) { Colormap.FadeColor=0; additivefog = true; } if (RenderStyle.Flags & STYLEF_InvertOverlay) { Colormap.FadeColor = Colormap.FadeColor.InverseColor(); additivefog=false; } gl_SetFog(foglevel, rel, &Colormap, additivefog); if (gltexture) gltexture->BindPatch(Colormap.colormap,translation); else if (!modelframe) gl_RenderState.EnableTexture(false); if (!modelframe) { // [BB] Billboard stuff const bool drawWithXYBillboard = ( !(actor && actor->renderflags & RF_FORCEYBILLBOARD) //&& GLRenderer->mViewActor != NULL && (gl_billboard_mode == 1 || (actor && actor->renderflags & RF_FORCEXYBILLBOARD )) ); gl_RenderState.Apply(); gl.Begin(GL_TRIANGLE_STRIP); if ( drawWithXYBillboard ) { // Rotate the sprite about the vector starting at the center of the sprite // triangle strip and with direction orthogonal to where the player is looking // in the x/y plane. float xcenter = (x1+x2)*0.5; float ycenter = (y1+y2)*0.5; float zcenter = (z1+z2)*0.5; float angleRad = DEG2RAD(270. - float(GLRenderer->mAngles.Yaw)); Matrix3x4 mat; mat.MakeIdentity(); mat.Translate( xcenter, zcenter, ycenter); mat.Rotate(-sin(angleRad), 0, cos(angleRad), -GLRenderer->mAngles.Pitch); mat.Translate( -xcenter, -zcenter, -ycenter); Vector v1 = mat * Vector(x1,z1,y1); Vector v2 = mat * Vector(x2,z1,y2); Vector v3 = mat * Vector(x1,z2,y1); Vector v4 = mat * Vector(x2,z2,y2); if (gltexture) { gl.TexCoord2f(ul, vt); gl.Vertex3fv(&v1[0]); gl.TexCoord2f(ur, vt); gl.Vertex3fv(&v2[0]); gl.TexCoord2f(ul, vb); gl.Vertex3fv(&v3[0]); gl.TexCoord2f(ur, vb); gl.Vertex3fv(&v4[0]); } else // Particle { gl.Vertex3fv(&v1[0]); gl.Vertex3fv(&v2[0]); gl.Vertex3fv(&v3[0]); gl.Vertex3fv(&v4[0]); } } else { if (gltexture) { gl.TexCoord2f(ul, vt); gl.Vertex3f(x1, z1, y1); gl.TexCoord2f(ur, vt); gl.Vertex3f(x2, z1, y2); gl.TexCoord2f(ul, vb); gl.Vertex3f(x1, z2, y1); gl.TexCoord2f(ur, vb); gl.Vertex3f(x2, z2, y2); } else // Particle { gl.Vertex3f(x1, z1, y1); gl.Vertex3f(x2, z1, y2); gl.Vertex3f(x1, z2, y1); gl.Vertex3f(x2, z2, y2); } } gl.End(); } else { gl_RenderModel(this, Colormap.colormap); } if (pass==GLPASS_TRANSLUCENT) { gl_RenderState.EnableBrightmap(true); gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); gl_RenderState.BlendEquation(GL_FUNC_ADD); gl_RenderState.SetTextureMode(TM_MODULATE); // [BB] Restore the alpha test after drawing a smooth particle. if (hw_styleflags == STYLEHW_NoAlphaTest) { gl_RenderState.EnableAlphaTest(true); } else { gl_RenderState.AlphaFunc(GL_GEQUAL,gl_mask_sprite_threshold); } } gl_RenderState.EnableTexture(true); }
//----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // // // 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(); }