void FDrawInfo::ClearFloodStencil(wallseg * ws) { int recursion = GLPortal::GetRecursion(); glStencilOp(GL_KEEP,GL_KEEP,GL_DECR); gl_RenderState.EnableTexture(false); { // Use revertible color mask, to avoid stomping on anaglyph 3D state ScopedColorMask colorMask(0, 0, 0, 0); // glColorMask(0,0,0,0); // don't write to the graphics buffer gl_RenderState.ResetColor(); gl_RenderState.Apply(); FQuadDrawer qd; qd.Set(0, ws->x1, ws->z1, ws->y1, 0, 0); qd.Set(1, ws->x1, ws->z2, ws->y1, 0, 0); qd.Set(2, ws->x2, ws->z2, ws->y2, 0, 0); qd.Set(3, ws->x2, ws->z1, ws->y2, 0, 0); qd.Render(GL_TRIANGLE_FAN); // restore old stencil op. glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); glStencilFunc(GL_EQUAL, recursion, ~0); gl_RenderState.EnableTexture(true); } // glColorMask(1, 1, 1, 1); glEnable(GL_DEPTH_TEST); glDepthMask(true); }
void FDrawInfo::SetupFloodStencil(wallseg * ws) { int recursion = GLPortal::GetRecursion(); // Create stencil glStencilFunc(GL_EQUAL, recursion, ~0); // create stencil glStencilOp(GL_KEEP, GL_KEEP, GL_INCR); // increment stencil of valid pixels { // Use revertible color mask, to avoid stomping on anaglyph 3D state ScopedColorMask colorMask(0, 0, 0, 0); // glColorMask(0, 0, 0, 0); // don't write to the graphics buffer gl_RenderState.EnableTexture(false); gl_RenderState.ResetColor(); glEnable(GL_DEPTH_TEST); glDepthMask(true); gl_RenderState.Apply(); FQuadDrawer qd; qd.Set(0, ws->x1, ws->z1, ws->y1, 0, 0); qd.Set(1, ws->x1, ws->z2, ws->y1, 0, 0); qd.Set(2, ws->x2, ws->z2, ws->y2, 0, 0); qd.Set(3, ws->x2, ws->z1, ws->y2, 0, 0); qd.Render(GL_TRIANGLE_FAN); glStencilFunc(GL_EQUAL, recursion + 1, ~0); // draw sky into stencil glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); // this stage doesn't modify the stencil } // glColorMask(1, 1, 1, 1); // don't write to the graphics buffer gl_RenderState.EnableTexture(true); glDisable(GL_DEPTH_TEST); glDepthMask(false); }
void GLWall::RenderWall(int textured) { gl_RenderState.Apply(); gl_RenderState.ApplyLightIndex(dynlightindex); if (gl.buffermethod != BM_DEFERRED) { MakeVertices(!(textured&RWF_NOSPLIT)); } else if (vertcount == 0) { // This should never happen but in case it actually does, use the quad drawer as fallback (without edge splitting.) // This way it at least gets drawn. FQuadDrawer qd; qd.Set(0, glseg.x1, zbottom[0], glseg.y1, tcs[LOLFT].u, tcs[LOLFT].v); qd.Set(1, glseg.x1, ztop[0], glseg.y1, tcs[UPLFT].u, tcs[UPLFT].v); qd.Set(2, glseg.x2, ztop[1], glseg.y2, tcs[UPRGT].u, tcs[UPRGT].v); qd.Set(3, glseg.x2, zbottom[1], glseg.y2, tcs[LORGT].u, tcs[LORGT].v); qd.Render(GL_TRIANGLE_FAN); vertexcount += 4; return; } GLRenderer->mVBO->RenderArray(GL_TRIANGLE_FAN, vertindex, vertcount); vertexcount += vertcount; }
//========================================================================== // // 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); }
//========================================================================== // // // //========================================================================== 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::RenderWall(int textured) { gl_RenderState.Apply(); gl_RenderState.ApplyLightIndex(dynlightindex); #ifdef NO_VBO bool nosplit = !!(textured&RWF_NOSPLIT); bool split = (gl_seamless && !nosplit && seg->sidedef != NULL && !(seg->sidedef->Flags & WALLF_POLYOBJ) && !(flags & GLWF_NOSPLIT)); #if 1 // A bit quicker due to batching, still not very fast.. glBegin(GL_TRIANGLE_FAN); // lower left corner if (textured&1) glTexCoord2f(tcs[0].u,tcs[0].v); glVertex3f(glseg.x1,zbottom[0],glseg.y1); //if (split && glseg.fracleft==0) SplitLeftEdge(tcs); // upper left corner if (textured&1) glTexCoord2f(tcs[1].u,tcs[1].v); glVertex3f(glseg.x1,ztop[0],glseg.y1); //if (split && !(flags & GLWF_NOSPLITUPPER)) SplitUpperEdge(tcs); // color for right side //if (color2) glColor4fv(color2); // upper right corner if (textured&1) glTexCoord2f(tcs[2].u,tcs[2].v); glVertex3f(glseg.x2,ztop[1],glseg.y2); //if (split && glseg.fracright==1) SplitRightEdge(tcs); // lower right corner if (textured&1) glTexCoord2f(tcs[3].u,tcs[3].v); glVertex3f(glseg.x2,zbottom[1],glseg.y2); //if (split && !(flags & GLWF_NOSPLITLOWER)) SplitLowerEdge(tcs); glEnd(); vertexcount+=4; #else static FFlatVertex vtx[100]; // Yes this is static. It's only used once, and I think it's faster as the address doesn't keep changing FFlatVertex *ptr = &vtx[0]; ptr->Set(glseg.x1, zbottom[0], glseg.y1, tcs[LOLFT].u, tcs[LOLFT].v); ptr++; if (split && glseg.fracleft == 0) SplitLeftEdge(ptr); ptr->Set(glseg.x1, ztop[0], glseg.y1, tcs[UPLFT].u, tcs[UPLFT].v); ptr++; if (split && !(flags & GLWF_NOSPLITUPPER)) SplitUpperEdge(ptr); ptr->Set(glseg.x2, ztop[1], glseg.y2, tcs[UPRGT].u, tcs[UPRGT].v); ptr++; if (split && glseg.fracright == 1) SplitRightEdge(ptr); ptr->Set(glseg.x2, zbottom[1], glseg.y2, tcs[LORGT].u, tcs[LORGT].v); ptr++; if (split && !(flags & GLWF_NOSPLITLOWER)) SplitLowerEdge(ptr); // We can workout how many from the difference in pointers vertcount = (ptr - &vtx[0]); glTexCoordPointer(2,GL_FLOAT, sizeof(FFlatVertex),&vtx[0].u); glVertexPointer (3,GL_FLOAT, sizeof(FFlatVertex),&vtx[0].x); glEnableClientState (GL_VERTEX_ARRAY); glEnableClientState (GL_TEXTURE_COORD_ARRAY); glDisableClientState (GL_COLOR_ARRAY); glBindBuffer (GL_ARRAY_BUFFER, 0); // NO VBO glDrawArrays (GL_TRIANGLE_FAN, 0, vertcount); vertexcount += vertcount; #endif #else if (gl.buffermethod != BM_DEFERRED) { MakeVertices(!!(textured&RWF_NOSPLIT)); } else if (vertcount == 0) { // This should never happen but in case it actually does, use the quad drawer as fallback (without edge splitting.) // This way it at least gets drawn. FQuadDrawer qd; qd.Set(0, glseg.x1, zbottom[0], glseg.y1, tcs[LOLFT].u, tcs[LOLFT].v); qd.Set(1, glseg.x1, ztop[0], glseg.y1, tcs[UPLFT].u, tcs[UPLFT].v); qd.Set(2, glseg.x2, ztop[1], glseg.y2, tcs[UPRGT].u, tcs[UPRGT].v); qd.Set(3, glseg.x2, zbottom[1], glseg.y2, tcs[LORGT].u, tcs[LORGT].v); qd.Render(GL_TRIANGLE_FAN); vertexcount += 4; return; } GLRenderer->mVBO->RenderArray(GL_TRIANGLE_FAN, vertindex, vertcount); vertexcount += vertcount; #endif }
void FGLRenderer::DrawPSprite (player_t * player,DPSprite *psp, float sx, float sy, bool hudModelStep, int OverrideShader, bool alphatexture) { float fU1,fV1; float fU2,fV2; float tx; float x1,y1,x2,y2; float scale; float scalex; float ftexturemid; // [BB] In the HUD model step we just render the model and break out. if ( hudModelStep ) { gl_RenderHUDModel(psp, sx, sy); return; } // decide which patch to use bool mirror; FTextureID lump = gl_GetSpriteFrame(psp->GetSprite(), psp->GetFrame(), 0, 0, &mirror); if (!lump.isValid()) return; FMaterial * tex = FMaterial::ValidateTexture(lump, true, false); if (!tex) return; gl_RenderState.SetMaterial(tex, CLAMP_XY_NOMIP, 0, OverrideShader, alphatexture); float vw = (float)viewwidth; float vh = (float)viewheight; FloatRect r; tex->GetSpriteRect(&r); // calculate edges of the shape scalex = (320.0f / (240.0f * WidescreenRatio)) * vw / 320; tx = sx - (160 - r.left); x1 = tx * scalex + vw/2; if (x1 > vw) return; // off the right side x1 += viewwindowx; tx += r.width; x2 = tx * scalex + vw / 2; if (x2 < 0) return; // off the left side x2 += viewwindowx; // killough 12/98: fix psprite positioning problem ftexturemid = 100.f - sy - r.top; AWeapon * wi=player->ReadyWeapon; if (wi && wi->YAdjust != 0) { float fYAd = wi->YAdjust; if (screenblocks >= 11) { ftexturemid -= fYAd; } else if (!st_scale) { ftexturemid -= StatusBar->GetDisplacement () * fYAd; } } scale = (SCREENHEIGHT*vw) / (SCREENWIDTH * 200.0f); y1 = viewwindowy + vh / 2 - (ftexturemid * scale); y2 = y1 + (r.height * scale) + 1; if (!(mirror) != !(psp->Flags & PSPF_FLIP)) { fU2 = tex->GetSpriteUL(); fV1 = tex->GetSpriteVT(); fU1 = tex->GetSpriteUR(); fV2 = tex->GetSpriteVB(); } else { fU1 = tex->GetSpriteUL(); fV1 = tex->GetSpriteVT(); fU2 = tex->GetSpriteUR(); fV2 = tex->GetSpriteVB(); } if (tex->GetTransparent() || OverrideShader != -1) { gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f); } gl_RenderState.Apply(); FQuadDrawer qd; qd.Set(0, x1, y1, 0, fU1, fV1); qd.Set(1, x1, y2, 0, fU1, fV2); qd.Set(2, x2, y1, 0, fU2, fV1); qd.Set(3, x2, y2, 0, fU2, fV2); qd.Render(GL_TRIANGLE_STRIP); gl_RenderState.AlphaFunc(GL_GEQUAL, 0.5f); }