void FGLRenderer::DrawTexture(FTexture *img, DCanvas::DrawParms &parms) { double xscale = parms.destwidth / parms.texwidth; double yscale = parms.destheight / parms.texheight; double x = parms.x - parms.left * xscale; double y = parms.y - parms.top * yscale; double w = parms.destwidth; double h = parms.destheight; float u1, v1, u2, v2, r, g, b; float light = 1.f; FMaterial * gltex = FMaterial::ValidateTexture(img); const PatchTextureInfo * pti; if (parms.colorOverlay) { // Right now there's only black. Should be implemented properly later light = 1.f - APART(parms.colorOverlay)/255.f; } if (!img->bHasCanvas) { if (!parms.alphaChannel) { int translation = 0; if (parms.remap != NULL && !parms.remap->Inactive) { GLTranslationPalette * pal = static_cast<GLTranslationPalette*>(parms.remap->GetNative()); if (pal) translation = -pal->GetIndex(); } pti = gltex->BindPatch(CM_DEFAULT, translation); } else { // This is an alpha texture pti = gltex->BindPatch(CM_SHADE, 0); } if (!pti) return; u1 = pti->GetUL(); v1 = pti->GetVT(); u2 = pti->GetUR(); v2 = pti->GetVB(); } else { gltex->Bind(CM_DEFAULT, 0, 0); u2=1.f; v2=-1.f; u1 = v1 = 0.f; gl_RenderState.SetTextureMode(TM_OPAQUE); } if (parms.flipX) { float temp = u1; u1 = u2; u2 = temp; } if (parms.windowleft > 0 || parms.windowright < parms.texwidth) { x += parms.windowleft * xscale; w -= (parms.texwidth - parms.windowright + parms.windowleft) * xscale; u1 = float(u1 + parms.windowleft / parms.texwidth); u2 = float(u2 - (parms.texwidth - parms.windowright) / parms.texwidth); } if (parms.style.Flags & STYLEF_ColorIsFixed) { r = RPART(parms.fillcolor)/255.0f; g = GPART(parms.fillcolor)/255.0f; b = BPART(parms.fillcolor)/255.0f; } else { r = g = b = light; } // scissor test doesn't use the current viewport for the coordinates, so use real screen coordinates int btm = (SCREENHEIGHT - screen->GetHeight()) / 2; btm = SCREENHEIGHT - btm; gl.Enable(GL_SCISSOR_TEST); int space = (static_cast<OpenGLFrameBuffer*>(screen)->GetTrueHeight()-screen->GetHeight())/2; gl.Scissor(parms.lclip, btm - parms.dclip + space, parms.rclip - parms.lclip, parms.dclip - parms.uclip); gl_SetRenderStyle(parms.style, !parms.masked, false); if (img->bHasCanvas) { gl_RenderState.SetTextureMode(TM_OPAQUE); } gl.Color4f(r, g, b, FIXED2FLOAT(parms.alpha)); gl_RenderState.EnableAlphaTest(false); gl_RenderState.Apply(); gl.Begin(GL_TRIANGLE_STRIP); gl.TexCoord2f(u1, v1); glVertex2d(x, y); gl.TexCoord2f(u1, v2); glVertex2d(x, y + h); gl.TexCoord2f(u2, v1); glVertex2d(x + w, y); gl.TexCoord2f(u2, v2); glVertex2d(x + w, y + h); gl.End(); gl_RenderState.EnableAlphaTest(true); gl.Scissor(0, 0, screen->GetWidth(), screen->GetHeight()); gl.Disable(GL_SCISSOR_TEST); gl_RenderState.SetTextureMode(TM_MODULATE); gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); gl_RenderState.BlendEquation(GL_FUNC_ADD); }
void FGLRenderer::DrawTexture(FTexture *img, DrawParms &parms) { double xscale = parms.destwidth / parms.texwidth; double yscale = parms.destheight / parms.texheight; double x = parms.x - parms.left * xscale; double y = parms.y - parms.top * yscale; double w = parms.destwidth; double h = parms.destheight; float u1, v1, u2, v2; int light = 255; FMaterial * gltex = FMaterial::ValidateTexture(img, false); if (parms.colorOverlay && (parms.colorOverlay & 0xffffff) == 0) { // Right now there's only black. Should be implemented properly later light = 255 - APART(parms.colorOverlay); parms.colorOverlay = 0; } gl_SetRenderStyle(parms.style, !parms.masked, false); if (!img->bHasCanvas) { int translation = 0; if (!parms.alphaChannel) { if (parms.remap != NULL && !parms.remap->Inactive) { GLTranslationPalette * pal = static_cast<GLTranslationPalette*>(parms.remap->GetNative()); if (pal) translation = -pal->GetIndex(); } } gl_RenderState.SetMaterial(gltex, CLAMP_XY_NOMIP, translation, -1, !!(parms.style.Flags & STYLEF_RedIsAlpha)); u1 = gltex->GetUL(); v1 = gltex->GetVT(); u2 = gltex->GetUR(); v2 = gltex->GetVB(); } else { gl_RenderState.SetMaterial(gltex, CLAMP_XY_NOMIP, 0, -1, false); u1 = 0.f; v1 = 1.f; u2 = 1.f; v2 = 0.f; gl_RenderState.SetTextureMode(TM_OPAQUE); } if (parms.flipX) { float temp = u1; u1 = u2; u2 = temp; } if (parms.windowleft > 0 || parms.windowright < parms.texwidth) { double wi = MIN(parms.windowright, parms.texwidth); x += parms.windowleft * xscale; w -= (parms.texwidth - wi + parms.windowleft) * xscale; u1 = float(u1 + parms.windowleft / parms.texwidth); u2 = float(u2 - (parms.texwidth - wi) / parms.texwidth); } PalEntry color; if (parms.style.Flags & STYLEF_ColorIsFixed) { color = parms.fillcolor; } else { color = PalEntry(light, light, light); } color.a = (BYTE)(parms.Alpha * 255); // scissor test doesn't use the current viewport for the coordinates, so use real screen coordinates int btm = (SCREENHEIGHT - screen->GetHeight()) / 2; btm = SCREENHEIGHT - btm; glEnable(GL_SCISSOR_TEST); int space = (static_cast<OpenGLFrameBuffer*>(screen)->GetTrueHeight()-screen->GetHeight())/2; glScissor(parms.lclip, btm - parms.dclip + space, parms.rclip - parms.lclip, parms.dclip - parms.uclip); gl_RenderState.SetColor(color); gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f); gl_RenderState.Apply(); FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer(); ptr->Set(x, y, 0, u1, v1); ptr++; ptr->Set(x, y + h, 0, u1, v2); ptr++; ptr->Set(x + w, y, 0, u2, v1); ptr++; ptr->Set(x + w, y + h, 0, u2, v2); ptr++; GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP); if (parms.colorOverlay) { gl_RenderState.SetTextureMode(TM_MASK); gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); gl_RenderState.BlendEquation(GL_FUNC_ADD); gl_RenderState.SetColor(PalEntry(parms.colorOverlay)); gl_RenderState.Apply(); FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer(); ptr->Set(x, y, 0, u1, v1); ptr++; ptr->Set(x, y + h, 0, u1, v2); ptr++; ptr->Set(x + w, y, 0, u2, v1); ptr++; ptr->Set(x + w, y + h, 0, u2, v2); ptr++; GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP); } glScissor(0, 0, screen->GetWidth(), screen->GetHeight()); glDisable(GL_SCISSOR_TEST); gl_RenderState.SetTextureMode(TM_MODULATE); gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); gl_RenderState.BlendEquation(GL_FUNC_ADD); }
//========================================================================== // // // //========================================================================== 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 FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep) { bool brightflash = false; unsigned int i; int lightlevel=0; FColormap cm; sector_t * fakesec, fs; AActor * playermo=players[consoleplayer].camera; player_t * player=playermo->player; // this is the same as the software renderer if (!player || !r_drawplayersprites || !camera->player || (player->cheats & CF_CHASECAM) || (r_deathcamera && camera->health <= 0)) return; float bobx, boby, wx, wy; DPSprite *weapon; P_BobWeapon(camera->player, &bobx, &boby, r_TicFracF); // Interpolate the main weapon layer once so as to be able to add it to other layers. if ((weapon = camera->player->FindPSprite(PSP_WEAPON)) != nullptr) { if (weapon->firstTic) { wx = weapon->x; wy = weapon->y; } else { wx = weapon->oldx + (weapon->x - weapon->oldx) * r_TicFracF; wy = weapon->oldy + (weapon->y - weapon->oldy) * r_TicFracF; } } else { wx = 0; wy = 0; } if (gl_fixedcolormap) { lightlevel=255; cm.Clear(); fakesec = viewsector; } else { fakesec = gl_FakeFlat(viewsector, &fs, false); // calculate light level for weapon sprites lightlevel = gl_ClampLight(fakesec->lightlevel); // calculate colormap for weapon sprites if (viewsector->e->XFloor.ffloors.Size() && !glset.nocoloredspritelighting) { TArray<lightlist_t> & lightlist = viewsector->e->XFloor.lightlist; for(i=0;i<lightlist.Size();i++) { double lightbottom; if (i<lightlist.Size()-1) { lightbottom=lightlist[i+1].plane.ZatPoint(ViewPos); } else { lightbottom=viewsector->floorplane.ZatPoint(ViewPos); } if (lightbottom<player->viewz) { cm = lightlist[i].extra_colormap; lightlevel = gl_ClampLight(*lightlist[i].p_lightlevel); break; } } } else { cm=fakesec->ColorMap; if (glset.nocoloredspritelighting) cm.ClearColor(); } lightlevel = gl_CalcLightLevel(lightlevel, getExtraLight(), true); if (glset.lightmode == 8) { // Korshun: the way based on max possible light level for sector like in software renderer. float min_L = 36.0 / 31.0 - ((lightlevel / 255.0) * (63.0 / 31.0)); // Lightlevel in range 0-63 if (min_L < 0) min_L = 0; else if (min_L > 1.0) min_L = 1.0; lightlevel = (1.0 - min_L) * 255; } else { lightlevel = (2 * lightlevel + 255) / 3; } lightlevel = gl_CheckSpriteGlow(viewsector, lightlevel, playermo->Pos()); } // Korshun: fullbright fog in opengl, render weapon sprites fullbright (but don't cancel out the light color!) if (glset.brightfog && ((level.flags&LEVEL_HASFADETABLE) || cm.FadeColor != 0)) { lightlevel = 255; } PalEntry ThingColor = (playermo->RenderStyle.Flags & STYLEF_ColorIsFixed) ? playermo->fillcolor : 0xffffff; ThingColor.a = 255; visstyle_t vis; vis.RenderStyle=playermo->RenderStyle; vis.Alpha=playermo->Alpha; vis.colormap = NULL; if (playermo->Inventory) { playermo->Inventory->AlterWeaponSprite(&vis); if (vis.colormap >= SpecialColormaps[0].Colormap && vis.colormap < SpecialColormaps[SpecialColormaps.Size()].Colormap && gl_fixedcolormap == CM_DEFAULT) { // this only happens for Strife's inverted weapon sprite vis.RenderStyle.Flags |= STYLEF_InvertSource; } } // Set the render parameters int OverrideShader = -1; float trans = 0.f; if (vis.RenderStyle.BlendOp >= STYLEOP_Fuzz && vis.RenderStyle.BlendOp <= STYLEOP_FuzzOrRevSub) { vis.RenderStyle.CheckFuzz(); if (vis.RenderStyle.BlendOp == STYLEOP_Fuzz) { if (gl_fuzztype != 0) { // Todo: implement shader selection here vis.RenderStyle = LegacyRenderStyles[STYLE_Translucent]; OverrideShader = gl_fuzztype + 4; trans = 0.99f; // trans may not be 1 here } else { vis.RenderStyle.BlendOp = STYLEOP_Shadow; } } } gl_SetRenderStyle(vis.RenderStyle, false, false); if (vis.RenderStyle.Flags & STYLEF_TransSoulsAlpha) { trans = transsouls; } else if (vis.RenderStyle.Flags & STYLEF_Alpha1) { trans = 1.f; } else if (trans == 0.f) { trans = vis.Alpha; } // now draw the different layers of the weapon gl_RenderState.EnableBrightmap(true); gl_RenderState.SetObjectColor(ThingColor); gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_sprite_threshold); gl_RenderState.BlendEquation(GL_FUNC_ADD); // hack alert! Rather than changing everything in the underlying lighting code let's just temporarily change // light mode here to draw the weapon sprite. int oldlightmode = glset.lightmode; if (glset.lightmode == 8) glset.lightmode = 2; for(DPSprite *psp = player->psprites; psp != nullptr && psp->GetID() < PSP_TARGETCENTER; psp = psp->GetNext()) { if (psp->GetState() != nullptr) { FColormap cmc = cm; int ll = lightlevel; if (isBright(psp)) { if (fakesec == viewsector || in_area != area_below) { cmc.LightColor.r= cmc.LightColor.g= cmc.LightColor.b=0xff; } else { // under water areas keep most of their color for fullbright objects cmc.LightColor.r = (3 * cmc.LightColor.r + 0xff) / 4; cmc.LightColor.g = (3*cmc.LightColor.g + 0xff)/4; cmc.LightColor.b = (3*cmc.LightColor.b + 0xff)/4; } ll = 255; } // set the lighting parameters if (vis.RenderStyle.BlendOp == STYLEOP_Shadow) { gl_RenderState.SetColor(0.2f, 0.2f, 0.2f, 0.33f, cmc.desaturation); } else { if (gl_lights && GLRenderer->mLightCount && !gl_fixedcolormap && gl_light_sprites) { gl_SetDynSpriteLight(playermo, NULL); } gl_SetColor(ll, 0, cmc, trans, true); } if (psp->firstTic) { // Can't interpolate the first tic. psp->firstTic = false; psp->oldx = psp->x; psp->oldy = psp->y; } float sx = psp->oldx + (psp->x - psp->oldx) * r_TicFracF; float sy = psp->oldy + (psp->y - psp->oldy) * r_TicFracF; if (psp->Flags & PSPF_ADDBOB) { sx += bobx; sy += boby; } if (psp->Flags & PSPF_ADDWEAPON && psp->GetID() != PSP_WEAPON) { sx += wx; sy += wy; } DrawPSprite(player, psp, sx, sy, hudModelStep, OverrideShader, !!(vis.RenderStyle.Flags & STYLEF_RedIsAlpha)); } } gl_RenderState.SetObjectColor(0xffffffff); gl_RenderState.SetDynLight(0, 0, 0); gl_RenderState.EnableBrightmap(false); glset.lightmode = oldlightmode; }
//========================================================================== // // // //========================================================================== 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 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); }