1407 lines
43 KiB
C++
1407 lines
43 KiB
C++
//
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// Copyright(C) 2000-2018 Christoph Oelckers
|
|
// All rights reserved.
|
|
//
|
|
// This program is free software: you can redistribute it and/or modify
|
|
// it under the terms of the GNU Lesser General Public License as published by
|
|
// the Free Software Foundation, either version 3 of the License, or
|
|
// (at your option) any later version.
|
|
//
|
|
// This program is distributed in the hope that it will be useful,
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
// GNU Lesser General Public License for more details.
|
|
//
|
|
// You should have received a copy of the GNU Lesser General Public License
|
|
// along with this program. If not, see http://www.gnu.org/licenses/
|
|
//
|
|
//--------------------------------------------------------------------------
|
|
//
|
|
/*
|
|
** gl_drawinfo.cpp
|
|
** Basic scene draw info management class
|
|
**
|
|
*/
|
|
|
|
#include "a_sharedglobal.h"
|
|
#include "r_utility.h"
|
|
#include "r_sky.h"
|
|
#include "d_player.h"
|
|
#include "g_levellocals.h"
|
|
#include "hw_fakeflat.h"
|
|
#include "hw_portal.h"
|
|
#include "hw_renderstate.h"
|
|
#include "hw_drawinfo.h"
|
|
#include "hw_drawcontext.h"
|
|
#include "hw_walldispatcher.h"
|
|
#include "hw_visibleset.h"
|
|
#include "hw_fakeflat.h"
|
|
#include "po_man.h"
|
|
#include "models.h"
|
|
#include "hw_clock.h"
|
|
#include "hw_cvars.h"
|
|
#include "flatvertices.h"
|
|
#include "hw_vrmodes.h"
|
|
#include "hw_clipper.h"
|
|
#include "v_draw.h"
|
|
#include "texturemanager.h"
|
|
#include "actorinlines.h"
|
|
#include "hw_vertexbuilder.h"
|
|
#include "hw_lighting.h"
|
|
#include "d_main.h"
|
|
#include "swrenderer/r_swcolormaps.h"
|
|
|
|
EXTERN_CVAR(Float, r_visibility)
|
|
EXTERN_CVAR(Int, lm_background_updates);
|
|
EXTERN_CVAR(Float, r_actorspriteshadowdist)
|
|
EXTERN_CVAR(Bool, gl_portals)
|
|
EXTERN_CVAR(Bool, gl_render_things);
|
|
EXTERN_CVAR(Bool, gl_render_walls);
|
|
EXTERN_CVAR(Bool, gl_render_flats);
|
|
|
|
CVAR(Bool, lm_always_update, false, 0)
|
|
|
|
CVAR(Bool, gl_bandedswlight, false, CVAR_ARCHIVE)
|
|
CVAR(Bool, gl_sort_textures, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
|
CVAR(Bool, gl_no_skyclear, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
|
CVAR(Int, gl_enhanced_nv_stealth, 3, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
|
|
|
CVAR(Bool, gl_texture, true, 0)
|
|
CVAR(Float, gl_mask_threshold, 0.5f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
|
CVAR(Float, gl_mask_sprite_threshold, 0.5f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
|
|
|
CVAR(Bool, gl_coronas, true, CVAR_ARCHIVE);
|
|
|
|
CVAR(Bool, gl_levelmesh, false, 0/*CVAR_ARCHIVE | CVAR_GLOBALCONFIG*/)
|
|
|
|
extern TArray<AActor*> Coronas;
|
|
|
|
sector_t * hw_FakeFlat(sector_t * sec, sector_t * dest, area_t in_area, bool back);
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// Sets up a new drawinfo struct
|
|
//
|
|
//==========================================================================
|
|
|
|
HWDrawInfo *HWDrawInfo::StartDrawInfo(HWDrawContext* drawctx, FLevelLocals *lev, HWDrawInfo *parent, FRenderViewpoint &parentvp, HWViewpointUniforms *uniforms)
|
|
{
|
|
HWDrawInfo *di = drawctx->di_list.GetNew();
|
|
di->Level = lev;
|
|
di->StartScene(parentvp, uniforms);
|
|
return di;
|
|
}
|
|
|
|
void HWDrawInfo::StartScene(FRenderViewpoint &parentvp, HWViewpointUniforms *uniforms)
|
|
{
|
|
drawctx->staticClipper.Clear();
|
|
drawctx->staticVClipper.Clear();
|
|
drawctx->staticRClipper.Clear();
|
|
mClipper = &drawctx->staticClipper;
|
|
vClipper = &drawctx->staticVClipper;
|
|
rClipper = &drawctx->staticRClipper;
|
|
rClipper->amRadar = true;
|
|
|
|
Viewpoint = parentvp;
|
|
lightmode = getRealLightmode(Level, true);
|
|
|
|
if (uniforms)
|
|
{
|
|
VPUniforms = *uniforms;
|
|
// The clip planes will never be inherited from the parent drawinfo.
|
|
VPUniforms.mClipLine.X = -1000001.f;
|
|
VPUniforms.mClipHeight = 0;
|
|
}
|
|
else
|
|
{
|
|
VPUniforms.mProjectionMatrix.loadIdentity();
|
|
VPUniforms.mViewMatrix.loadIdentity();
|
|
VPUniforms.mNormalViewMatrix.loadIdentity();
|
|
ProjectionMatrix2.loadIdentity();
|
|
VPUniforms.mViewOffsetX = -screen->mSceneViewport.left;
|
|
VPUniforms.mViewOffsetY = -screen->mSceneViewport.top;
|
|
VPUniforms.mViewHeight = viewheight;
|
|
VPUniforms.mLightTilesWidth = (screen->mScreenViewport.width + 63) / 64;
|
|
if (lightmode == ELightMode::Build)
|
|
{
|
|
VPUniforms.mGlobVis = 1 / 64.f;
|
|
VPUniforms.mPalLightLevels = 32 | (static_cast<int>(gl_fogmode) << 8) | ((int)lightmode << 16);
|
|
}
|
|
else
|
|
{
|
|
VPUniforms.mGlobVis = (float)R_GetGlobVis(r_viewwindow, r_visibility) / 32.f;
|
|
VPUniforms.mPalLightLevels = static_cast<int>(gl_bandedswlight) | (static_cast<int>(gl_fogmode) << 8) | ((int)lightmode << 16);
|
|
}
|
|
VPUniforms.mClipLine.X = -10000000.0f;
|
|
}
|
|
mClipper->SetViewpoint(Viewpoint);
|
|
vClipper->SetViewpoint(Viewpoint);
|
|
rClipper->SetViewpoint(Viewpoint);
|
|
|
|
ClearBuffers();
|
|
|
|
for (int i = 0; i < GLDL_TYPES; i++) drawlists[i].Reset();
|
|
hudsprites.Clear();
|
|
Fogballs.Clear();
|
|
vpIndex = 0;
|
|
|
|
if (!outer)
|
|
{
|
|
static int counter = 1;
|
|
TileSeenCounter = ++counter;
|
|
}
|
|
|
|
// Fullbright information needs to be propagated from the main view.
|
|
if (outer != nullptr) FullbrightFlags = outer->FullbrightFlags;
|
|
else FullbrightFlags = 0;
|
|
|
|
outer = drawctx->gl_drawinfo;
|
|
drawctx->gl_drawinfo = this;
|
|
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
HWDrawInfo *HWDrawInfo::EndDrawInfo()
|
|
{
|
|
assert(this == drawctx->gl_drawinfo);
|
|
for (int i = 0; i < GLDL_TYPES; i++) drawlists[i].Reset();
|
|
drawctx->gl_drawinfo = outer;
|
|
drawctx->di_list.Release(this);
|
|
if (drawctx->gl_drawinfo == nullptr)
|
|
drawctx->ResetRenderDataAllocator();
|
|
return drawctx->gl_drawinfo;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void HWDrawInfo::ClearBuffers()
|
|
{
|
|
otherFloorPlanes.Clear();
|
|
otherCeilingPlanes.Clear();
|
|
floodFloorSegs.Clear();
|
|
floodCeilingSegs.Clear();
|
|
|
|
// clear all the lists that might not have been cleared already
|
|
MissingUpperTextures.Clear();
|
|
MissingLowerTextures.Clear();
|
|
MissingUpperSegs.Clear();
|
|
MissingLowerSegs.Clear();
|
|
SubsectorHacks.Clear();
|
|
//CeilingStacks.Clear();
|
|
//FloorStacks.Clear();
|
|
HandledSubsectors.Clear();
|
|
spriteindex = 0;
|
|
|
|
if (Level)
|
|
{
|
|
CurrentMapSections.Resize(Level->NumMapSections);
|
|
CurrentMapSections.Zero();
|
|
|
|
section_renderflags.Resize(Level->sections.allSections.Size());
|
|
ss_renderflags.Resize(Level->subsectors.Size());
|
|
no_renderflags.Resize(Level->subsectors.Size());
|
|
|
|
memset(§ion_renderflags[0], 0, Level->sections.allSections.Size() * sizeof(section_renderflags[0]));
|
|
memset(&ss_renderflags[0], 0, Level->subsectors.Size() * sizeof(ss_renderflags[0]));
|
|
memset(&no_renderflags[0], 0, Level->nodes.Size() * sizeof(no_renderflags[0]));
|
|
}
|
|
|
|
Decals[0].Clear();
|
|
Decals[1].Clear();
|
|
|
|
mClipPortal = nullptr;
|
|
mCurrentPortal = nullptr;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void HWDrawInfo::UpdateCurrentMapSection()
|
|
{
|
|
int mapsection = Level->PointInRenderSubsector(Viewpoint.Pos)->mapsection;
|
|
if (Viewpoint.IsAllowedOoB() || Viewpoint.IsOrtho())
|
|
mapsection = Level->PointInRenderSubsector(Viewpoint.OffPos)->mapsection;
|
|
CurrentMapSections.Set(mapsection);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// Sets the area the camera is in
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void HWDrawInfo::SetViewArea()
|
|
{
|
|
auto &vp = Viewpoint;
|
|
// The render_sector is better suited to represent the current position in GL
|
|
vp.sector = Level->PointInRenderSubsector(vp.Pos)->render_sector;
|
|
if (Viewpoint.IsAllowedOoB())
|
|
vp.sector = Level->PointInRenderSubsector(vp.camera->Pos())->render_sector;
|
|
|
|
// Get the heightsec state from the render sector, not the current one!
|
|
if (vp.sector->GetHeightSec())
|
|
{
|
|
in_area = vp.Pos.Z <= vp.sector->heightsec->floorplane.ZatPoint(vp.Pos) ? area_below :
|
|
(vp.Pos.Z > vp.sector->heightsec->ceilingplane.ZatPoint(vp.Pos) &&
|
|
!(vp.sector->heightsec->MoreFlags&SECMF_FAKEFLOORONLY)) ? area_above : area_normal;
|
|
}
|
|
else
|
|
{
|
|
in_area = Level->HasHeightSecs ? area_default : area_normal; // depends on exposed lower sectors, if map contains heightsecs.
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
int HWDrawInfo::SetFullbrightFlags(player_t *player)
|
|
{
|
|
FullbrightFlags = 0;
|
|
|
|
// check for special colormaps
|
|
player_t * cplayer = player? player->camera->player : nullptr;
|
|
if (cplayer)
|
|
{
|
|
int cm = CM_DEFAULT;
|
|
if (cplayer->extralight == INT_MIN)
|
|
{
|
|
cm = CM_FIRSTSPECIALCOLORMAP + REALINVERSECOLORMAP;
|
|
Viewpoint.extralight = 0;
|
|
FullbrightFlags = Fullbright;
|
|
// This does never set stealth vision.
|
|
}
|
|
else if (cplayer->fixedcolormap != NOFIXEDCOLORMAP)
|
|
{
|
|
cm = CM_FIRSTSPECIALCOLORMAP + cplayer->fixedcolormap;
|
|
FullbrightFlags = Fullbright;
|
|
if (gl_enhanced_nv_stealth > 2) FullbrightFlags |= StealthVision;
|
|
}
|
|
else if (cplayer->fixedlightlevel != -1)
|
|
{
|
|
auto torchtype = PClass::FindActor(NAME_PowerTorch);
|
|
auto litetype = PClass::FindActor(NAME_PowerLightAmp);
|
|
for (AActor *in = cplayer->mo->Inventory; in; in = in->Inventory)
|
|
{
|
|
// Need special handling for light amplifiers
|
|
if (in->IsKindOf(torchtype))
|
|
{
|
|
FullbrightFlags = Fullbright;
|
|
if (gl_enhanced_nv_stealth > 1) FullbrightFlags |= StealthVision;
|
|
}
|
|
else if (in->IsKindOf(litetype))
|
|
{
|
|
FullbrightFlags = Fullbright;
|
|
if (gl_enhanced_nightvision) FullbrightFlags |= Nightvision;
|
|
if (gl_enhanced_nv_stealth > 0) FullbrightFlags |= StealthVision;
|
|
}
|
|
}
|
|
}
|
|
return cm;
|
|
}
|
|
else
|
|
{
|
|
return CM_DEFAULT;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// R_FrustumAngle
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
angle_t OoBFrustumAngle(FRenderViewpoint* Viewpoint)
|
|
{
|
|
// If pitch is larger than this you can look all around at an FOV of 90 degrees
|
|
if (fabs(Viewpoint->HWAngles.Pitch.Degrees()) > 89.0) return 0xffffffff;
|
|
int aspMult = AspectMultiplier(r_viewwindow.WidescreenRatio); // 48 == square window
|
|
double absPitch = fabs(Viewpoint->HWAngles.Pitch.Degrees());
|
|
// Smaller aspect ratios still clip too much. Need a better solution
|
|
if (aspMult > 36 && absPitch > 30.0) return 0xffffffff;
|
|
else if (aspMult > 40 && absPitch > 25.0) return 0xffffffff;
|
|
else if (aspMult > 45 && absPitch > 20.0) return 0xffffffff;
|
|
else if (aspMult > 47 && absPitch > 10.0) return 0xffffffff;
|
|
|
|
double xratio = r_viewwindow.FocalTangent / Viewpoint->PitchCos;
|
|
double floatangle = 0.05 + atan ( xratio ) * 48.0 / aspMult; // this is radians
|
|
angle_t a1 = DAngle::fromRad(floatangle).BAMs();
|
|
|
|
if (a1 >= ANGLE_90) return 0xffffffff;
|
|
return a1;
|
|
}
|
|
|
|
angle_t HWDrawInfo::FrustumAngle()
|
|
{
|
|
if (Viewpoint.IsAllowedOoB())
|
|
{
|
|
return OoBFrustumAngle(&Viewpoint);
|
|
}
|
|
else
|
|
{
|
|
float tilt = fabs(Viewpoint.HWAngles.Pitch.Degrees());
|
|
|
|
// If the pitch is larger than this you can look all around at a FOV of 90°
|
|
if (tilt > 46.0f) return 0xffffffff;
|
|
|
|
// ok, this is a gross hack that barely works...
|
|
// but at least it doesn't overestimate too much...
|
|
double floatangle = 2.0 + (45.0 + ((tilt / 1.9)))*Viewpoint.FieldOfView.Degrees() * 48.0 / AspectMultiplier(r_viewwindow.WidescreenRatio) / 90.0;
|
|
angle_t a1 = DAngle::fromDeg(floatangle).BAMs();
|
|
if (a1 >= ANGLE_180) return 0xffffffff;
|
|
return a1;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// Setup the modelview matrix
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void HWDrawInfo::SetViewMatrix(const FRotator &angles, float vx, float vy, float vz, bool mirror, bool planemirror)
|
|
{
|
|
float mult = mirror ? -1.f : 1.f;
|
|
float planemult = planemirror ? -Level->info->pixelstretch : Level->info->pixelstretch;
|
|
|
|
VPUniforms.mViewMatrix.loadIdentity();
|
|
VPUniforms.mViewMatrix.rotate(angles.Roll.Degrees(), 0.0f, 0.0f, 1.0f);
|
|
VPUniforms.mViewMatrix.rotate(angles.Pitch.Degrees(), 1.0f, 0.0f, 0.0f);
|
|
VPUniforms.mViewMatrix.rotate(angles.Yaw.Degrees(), 0.0f, mult, 0.0f);
|
|
VPUniforms.mViewMatrix.translate(vx * mult, -vz * planemult, -vy);
|
|
VPUniforms.mViewMatrix.scale(-mult, planemult, 1);
|
|
|
|
FRotator unfuckedAngles(angles.Pitch, FAngle::fromDeg(90 - angles.Yaw.Degrees()), angles.Roll);
|
|
|
|
VPUniforms.mCameraNormal = FVector3(unfuckedAngles).ToXZY();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// SetupView
|
|
// Setup the view rotation matrix for the given viewpoint
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
void HWDrawInfo::SetupView(FRenderState &state, float vx, float vy, float vz, bool mirror, bool planemirror)
|
|
{
|
|
auto &vp = Viewpoint;
|
|
vp.SetViewAngle(r_viewwindow);
|
|
SetViewMatrix(vp.HWAngles, vx, vy, vz, mirror, planemirror);
|
|
SetCameraPos(vp.Pos);
|
|
VPUniforms.CalcDependencies();
|
|
vpIndex = state.SetViewpoint(VPUniforms);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
HWPortal * HWDrawInfo::FindPortal(const void * src)
|
|
{
|
|
int i = Portals.Size() - 1;
|
|
|
|
while (i >= 0 && Portals[i] && Portals[i]->GetSource() != src) i--;
|
|
return i >= 0 ? Portals[i] : nullptr;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
HWDecal *HWDrawInfo::AddDecal(bool onmirror)
|
|
{
|
|
auto decal = (HWDecal*)drawctx->RenderDataAllocator.Alloc(sizeof(HWDecal));
|
|
Decals[onmirror ? 1 : 0].Push(decal);
|
|
return decal;
|
|
}
|
|
|
|
void HWDrawInfo::RenderPVS(bool drawpsprites, FRenderState& state)
|
|
{
|
|
if (Viewpoint.IsOrtho() || !(gl_levelmesh && !outer))
|
|
{
|
|
RenderBSP(Level->HeadNode(), drawpsprites, state);
|
|
}
|
|
else
|
|
{
|
|
// Anything outside the BSP using this?
|
|
viewx = FLOAT2FIXED(Viewpoint.Pos.X);
|
|
viewy = FLOAT2FIXED(Viewpoint.Pos.Y);
|
|
multithread = false;
|
|
uselevelmesh = true;
|
|
|
|
Bsp.Clock();
|
|
|
|
ClipWall.Clock();
|
|
static HWVisibleSetThreads threads;
|
|
threads.FindPVS(this);
|
|
ClipWall.Unclock();
|
|
|
|
if (!gl_levelmesh) // Update sector heights for the non-levelmesh rendering of sectors
|
|
{
|
|
for (int sectorIndex : SeenSectors.Get())
|
|
CheckUpdate(state, &Level->sectors[sectorIndex]);
|
|
}
|
|
|
|
for (int sectorIndex : SeenSectors.Get())
|
|
{
|
|
Level->sectors[sectorIndex].MoreFlags |= SECMF_DRAWN;
|
|
}
|
|
|
|
for (int subIndex : SeenHackedSubsectors.Get())
|
|
{
|
|
SubsectorHackInfo sh = { &Level->subsectors[subIndex], 0 };
|
|
SubsectorHacks.Push(sh);
|
|
}
|
|
|
|
for (int subIndex : SeenSubsectorPortals.Get())
|
|
{
|
|
subsector_t* sub = &Level->subsectors[subIndex];
|
|
sector_t* sector = sub->sector;
|
|
auto fakesector = hw_FakeFlat(drawctx, sector, in_area, false);
|
|
|
|
FSectorPortalGroup* portal = fakesector->GetPortalGroup(sector_t::ceiling);
|
|
if (portal != nullptr)
|
|
{
|
|
AddSubsectorToPortal(portal, sub);
|
|
}
|
|
|
|
portal = fakesector->GetPortalGroup(sector_t::floor);
|
|
if (portal != nullptr)
|
|
{
|
|
AddSubsectorToPortal(portal, sub);
|
|
}
|
|
}
|
|
|
|
for (int sideIndex : SeenSides.Get())
|
|
{
|
|
for (HWWall& portal : level.levelMesh->GetSidePortals(sideIndex))
|
|
{
|
|
PutWallPortal(portal, state);
|
|
}
|
|
}
|
|
|
|
if (gl_render_things)
|
|
{
|
|
for (int subIndex : SeenSubsectors.Get())
|
|
{
|
|
subsector_t* sub = &Level->subsectors[subIndex];
|
|
sector_t* sector = sub->sector;
|
|
|
|
bool things = sector->touching_renderthings || sector->sectorportal_thinglist;
|
|
bool particles = sub->sprites.Size() > 0 || Level->ParticlesInSubsec[sub->Index()] != NO_PARTICLE;
|
|
|
|
if (things || particles)
|
|
{
|
|
auto fakesector = hw_FakeFlat(drawctx, sector, in_area, false);
|
|
|
|
if (things)
|
|
RenderThings(sub, fakesector, state);
|
|
|
|
if (particles)
|
|
RenderParticles(sub, fakesector, state);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Process all the sprites on the current portal's back side which touch the portal.
|
|
if (mCurrentPortal != nullptr) mCurrentPortal->RenderAttached(this, state);
|
|
|
|
if (drawpsprites)
|
|
PreparePlayerSprites(Viewpoint.sector, in_area, state);
|
|
|
|
Bsp.Unclock();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// CreateScene
|
|
//
|
|
// creates the draw lists for the current scene
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void HWDrawInfo::CreateScene(bool drawpsprites, FRenderState& state)
|
|
{
|
|
const auto &vp = Viewpoint;
|
|
angle_t a1 = FrustumAngle();
|
|
mClipper->SafeAddClipRangeRealAngles(vp.Angles.Yaw.BAMs() + a1, vp.Angles.Yaw.BAMs() - a1);
|
|
Viewpoint.FrustAngle = a1;
|
|
if (Viewpoint.IsAllowedOoB()) // No need for vertical clipper if viewpoint not allowed out of bounds
|
|
{
|
|
double a2 = 20.0 + 0.5*Viewpoint.FieldOfView.Degrees(); // FrustumPitch for vertical clipping
|
|
if (a2 > 179.0) a2 = 179.0;
|
|
double pitchmult = !!(drawctx->portalState.PlaneMirrorFlag & 1) ? -1.0 : 1.0;
|
|
vClipper->SafeAddClipRangeDegPitches(pitchmult * vp.HWAngles.Pitch.Degrees() - a2, pitchmult * vp.HWAngles.Pitch.Degrees() + a2); // clip the suplex range
|
|
Viewpoint.PitchSin *= pitchmult;
|
|
}
|
|
|
|
// reset the portal manager
|
|
drawctx->portalState.StartFrame();
|
|
|
|
ProcessAll.Clock();
|
|
|
|
// clip the scene and fill the drawlists
|
|
|
|
RenderPVS(drawpsprites, state);
|
|
|
|
if (gl_levelmesh)
|
|
level.levelMesh->CurFrameStats.Portals++;
|
|
|
|
SeenFlatsDrawLists.Clear();
|
|
SeenSidesDrawLists.Clear();
|
|
level.levelMesh->AddSectorsToDrawLists(SeenSectors.Get(), SeenFlatsDrawLists);
|
|
level.levelMesh->AddSidesToDrawLists(SeenSides.Get(), SeenSidesDrawLists, this);
|
|
|
|
// And now the crappy hacks that have to be done to avoid rendering anomalies.
|
|
// These cannot be multithreaded when the time comes because all these depend
|
|
// on the global 'validcount' variable.
|
|
|
|
HandleMissingTextures(in_area, state); // Missing upper/lower textures
|
|
HandleHackedSubsectors(state); // open sector hacks for deep water
|
|
PrepareUnhandledMissingTextures(state);
|
|
DispatchRenderHacks(state);
|
|
|
|
// Sort fogballs by view order
|
|
FVector3 campos(vp.Pos);
|
|
std::sort(Fogballs.begin(), Fogballs.end(), [&](const Fogball& a, const Fogball& b) -> bool {
|
|
FVector3 rayA = a.Position - campos;
|
|
FVector3 rayB = b.Position - campos;
|
|
float distSqrA = rayA | rayA;
|
|
float distSqrB = rayB | rayB;
|
|
return distSqrA > distSqrB;
|
|
});
|
|
|
|
ProcessAll.Unclock();
|
|
|
|
}
|
|
|
|
void HWDrawInfo::PutWallPortal(HWWall wall, FRenderState& state)
|
|
{
|
|
HWWallDispatcher ddi(this);
|
|
|
|
int portaltype = wall.portaltype;
|
|
int portalplane = wall.portalplane;
|
|
|
|
if (portaltype == PORTALTYPE_SKY)
|
|
{
|
|
HWSkyInfo skyinfo;
|
|
skyinfo.init(this, wall.frontsector, sector_t::ceiling, wall.frontsector->skytransfer, wall.Colormap.FadeColor);
|
|
wall.sky = &skyinfo;
|
|
wall.PutPortal(&ddi, state, portaltype, portalplane);
|
|
}
|
|
else if (portaltype == PORTALTYPE_SECTORSTACK)
|
|
{
|
|
auto glport = wall.frontsector->GetPortalGroup(portalplane);
|
|
if (glport)
|
|
{
|
|
if (wall.frontsector->PortalBlocksView(portalplane)) return;
|
|
if (screen->instack[1 - portalplane]) return;
|
|
|
|
wall.portal = glport;
|
|
wall.PutPortal(&ddi, state, portaltype, portalplane);
|
|
}
|
|
}
|
|
else if (portaltype == PORTALTYPE_PLANEMIRROR)
|
|
{
|
|
auto vpz = Viewpoint.Pos.Z;
|
|
if ((portalplane == sector_t::ceiling && vpz > wall.frontsector->ceilingplane.fD()) || (portalplane == sector_t::floor && vpz < -wall.frontsector->floorplane.fD()))
|
|
return;
|
|
wall.planemirror = (portalplane == sector_t::ceiling) ? &wall.frontsector->ceilingplane : &wall.frontsector->floorplane;
|
|
wall.PutPortal(&ddi, state, portaltype, portalplane);
|
|
}
|
|
else if (portaltype == PORTALTYPE_HORIZON)
|
|
{
|
|
HWHorizonInfo hi;
|
|
auto vpz = ddi.di->Viewpoint.Pos.Z;
|
|
if (vpz < wall.frontsector->GetPlaneTexZ(sector_t::ceiling))
|
|
{
|
|
if (vpz > wall.frontsector->GetPlaneTexZ(sector_t::floor))
|
|
wall.zbottom[1] = wall.zbottom[0] = vpz;
|
|
|
|
hi.plane.GetFromSector(wall.frontsector, sector_t::ceiling);
|
|
hi.lightlevel = hw_ClampLight(wall.frontsector->GetCeilingLight());
|
|
hi.colormap = wall.frontsector->Colormap;
|
|
hi.specialcolor = wall.frontsector->SpecialColors[sector_t::ceiling];
|
|
if (wall.frontsector->e->XFloor.ffloors.Size())
|
|
{
|
|
auto light = P_GetPlaneLight(wall.frontsector, &wall.frontsector->ceilingplane, true);
|
|
|
|
if (!(wall.frontsector->GetFlags(sector_t::ceiling) & PLANEF_ABSLIGHTING)) hi.lightlevel = hw_ClampLight(*light->p_lightlevel);
|
|
hi.colormap.CopyLight(light->extra_colormap);
|
|
}
|
|
|
|
if (ddi.isFullbrightScene()) hi.colormap.Clear();
|
|
wall.horizon = &hi;
|
|
wall.PutPortal(&ddi, state, portaltype, portalplane);
|
|
}
|
|
if (vpz > wall.frontsector->GetPlaneTexZ(sector_t::floor))
|
|
{
|
|
wall.zbottom[1] = wall.zbottom[0] = wall.frontsector->GetPlaneTexZ(sector_t::floor);
|
|
|
|
hi.plane.GetFromSector(wall.frontsector, sector_t::floor);
|
|
hi.lightlevel = hw_ClampLight(wall.frontsector->GetFloorLight());
|
|
hi.colormap = wall.frontsector->Colormap;
|
|
hi.specialcolor = wall.frontsector->SpecialColors[sector_t::floor];
|
|
|
|
if (wall.frontsector->e->XFloor.ffloors.Size())
|
|
{
|
|
auto light = P_GetPlaneLight(wall.frontsector, &wall.frontsector->floorplane, false);
|
|
|
|
if (!(wall.frontsector->GetFlags(sector_t::floor) & PLANEF_ABSLIGHTING)) hi.lightlevel = hw_ClampLight(*light->p_lightlevel);
|
|
hi.colormap.CopyLight(light->extra_colormap);
|
|
}
|
|
|
|
if (ddi.isFullbrightScene()) hi.colormap.Clear();
|
|
wall.horizon = &hi;
|
|
wall.PutPortal(&ddi, state, portaltype, portalplane);
|
|
}
|
|
}
|
|
else if (portaltype == PORTALTYPE_SKYBOX)
|
|
{
|
|
FSectorPortal* sportal = wall.frontsector->ValidatePortal(portalplane);
|
|
if (sportal != nullptr && sportal->mFlags & PORTSF_INSKYBOX) sportal = nullptr; // no recursions, delete it here to simplify the following code
|
|
wall.secportal = sportal;
|
|
if (sportal)
|
|
{
|
|
wall.PutPortal(&ddi, state, portaltype, portalplane);
|
|
}
|
|
}
|
|
else if (portaltype == PORTALTYPE_MIRROR)
|
|
{
|
|
wall.PutPortal(&ddi, state, portaltype, portalplane);
|
|
}
|
|
else if (portaltype == PORTALTYPE_LINETOLINE)
|
|
{
|
|
wall.lineportal = wall.seg->linedef->getPortal()->mGroup;
|
|
wall.PutPortal(&ddi, state, portaltype, portalplane);
|
|
}
|
|
}
|
|
|
|
void HWDrawInfo::UpdateLightmaps()
|
|
{
|
|
if (outer)
|
|
outer->UpdateLightmaps();
|
|
|
|
VisibleTiles.Result.Clear();
|
|
|
|
size_t max_updates = (size_t)lm_max_updates;
|
|
|
|
// We always must bake tiles that received new geometry
|
|
for (auto tile : VisibleTiles.Geometry)
|
|
VisibleTiles.Result.Push(tile);
|
|
|
|
if (VisibleTiles.Result.size() < max_updates)
|
|
{
|
|
// We got room for more. Include some visible tiles that are being background updated
|
|
for (auto tile : VisibleTiles.Background)
|
|
VisibleTiles.Result.Push(tile);
|
|
|
|
if (VisibleTiles.Result.size() < max_updates)
|
|
{
|
|
// We still have room. Add tiles that received new light
|
|
for (auto tile : VisibleTiles.ReceivedNewLight)
|
|
VisibleTiles.Result.Push(tile);
|
|
|
|
if (VisibleTiles.Result.size() < max_updates)
|
|
{
|
|
max_updates = VisibleTiles.Result.size() + (size_t)lm_background_updates;
|
|
|
|
// Look for more background updates
|
|
for (auto& e : level.levelMesh->Lightmap.Tiles)
|
|
{
|
|
if (e.NeedsInitialBake && e.LastSeen != TileSeenCounter)
|
|
{
|
|
VisibleTiles.Result.Push(&e);
|
|
if (VisibleTiles.Result.size() >= max_updates)
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
VisibleTiles.Result.resize(max_updates);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
VisibleTiles.Result.resize(max_updates);
|
|
}
|
|
}
|
|
|
|
screen->UpdateLightmaps(VisibleTiles.Result);
|
|
|
|
VisibleTiles.Geometry.Clear();
|
|
VisibleTiles.Background.Clear();
|
|
VisibleTiles.ReceivedNewLight.Clear();
|
|
VisibleTiles.Result.Clear();
|
|
}
|
|
|
|
void HWDrawInfo::RenderScene(FRenderState &state)
|
|
{
|
|
const auto &vp = Viewpoint;
|
|
RenderAll.Clock();
|
|
|
|
UpdateLightmaps();
|
|
|
|
state.SetLightMode((int)lightmode);
|
|
|
|
if (!V_IsTrueColor())
|
|
{
|
|
state.SetPaletteMode(!V_IsTrueColor());
|
|
|
|
FColormap cm;
|
|
cm.Clear();
|
|
state.SetSWColormap(GetColorTable(cm));
|
|
}
|
|
|
|
state.SetDepthMask(true);
|
|
|
|
state.EnableFog(true);
|
|
state.SetRenderStyle(STYLE_Source);
|
|
|
|
if (gl_sort_textures)
|
|
{
|
|
drawlists[GLDL_PLAINWALLS].SortWalls();
|
|
drawlists[GLDL_PLAINFLATS].SortFlats();
|
|
drawlists[GLDL_MASKEDWALLS].SortWalls();
|
|
drawlists[GLDL_MASKEDFLATS].SortFlats();
|
|
drawlists[GLDL_MASKEDWALLSOFS].SortWalls();
|
|
}
|
|
|
|
// Part 1: solid geometry. This is set up so that there are no transparent parts
|
|
state.SetDepthFunc(DF_LEqual);
|
|
state.AlphaFunc(Alpha_GEqual, 0.f);
|
|
state.ClearDepthBias();
|
|
|
|
state.EnableTexture(gl_texture);
|
|
state.EnableBrightmap(true);
|
|
|
|
// To do: replace this with classic light lists
|
|
/*
|
|
state.ApplyLevelMesh();
|
|
state.DrawLevelMeshList(SeenSidesDrawLists.List[static_cast<int>(LevelMeshDrawType::Opaque)], false, true);
|
|
state.DrawLevelMeshList(SeenFlatsDrawLists.List[static_cast<int>(LevelMeshDrawType::Opaque)], false, true);
|
|
if (uselevelmesh)
|
|
state.DispatchLightTiles(VPUniforms.mViewMatrix, VPUniforms.mProjectionMatrix.get()[5]);
|
|
*/
|
|
|
|
RenderWall.Clock();
|
|
state.ApplyLevelMesh();
|
|
state.DrawLevelMeshList(SeenSidesDrawLists.List[static_cast<int>(LevelMeshDrawType::Opaque)], false, false);
|
|
RenderWall.Unclock();
|
|
|
|
drawlists[GLDL_PLAINWALLS].DrawWalls(this, state, false);
|
|
|
|
RenderFlat.Clock();
|
|
state.ApplyLevelMesh();
|
|
state.DrawLevelMeshList(SeenFlatsDrawLists.List[static_cast<int>(LevelMeshDrawType::Opaque)], false, false);
|
|
RenderFlat.Unclock();
|
|
|
|
drawlists[GLDL_PLAINFLATS].DrawFlats(this, state, false);
|
|
|
|
// Part 2: masked geometry. This is set up so that only pixels with alpha>gl_mask_threshold will show
|
|
state.AlphaFunc(Alpha_GEqual, gl_mask_threshold);
|
|
|
|
RenderWall.Clock();
|
|
state.ApplyLevelMesh();
|
|
state.DrawLevelMeshList(SeenSidesDrawLists.List[static_cast<int>(LevelMeshDrawType::Masked)], true, false);
|
|
RenderWall.Unclock();
|
|
|
|
drawlists[GLDL_MASKEDWALLS].DrawWalls(this, state, false);
|
|
|
|
RenderFlat.Clock();
|
|
state.ApplyLevelMesh();
|
|
state.DrawLevelMeshList(SeenFlatsDrawLists.List[static_cast<int>(LevelMeshDrawType::Masked)], true, false);
|
|
RenderFlat.Unclock();
|
|
|
|
drawlists[GLDL_MASKEDFLATS].DrawFlats(this, state, false);
|
|
|
|
// Part 3: masked geometry with polygon offset. This list is empty most of the time so only waste time on it when in use.
|
|
if (drawlists[GLDL_MASKEDWALLSOFS].Size() > 0)
|
|
{
|
|
state.SetDepthBias(-1, -128);
|
|
drawlists[GLDL_MASKEDWALLSOFS].DrawWalls(this, state, false);
|
|
state.ClearDepthBias();
|
|
}
|
|
|
|
drawlists[GLDL_MODELS].Draw(this, state, false);
|
|
|
|
state.SetPaletteMode(false); // Translucent stuff uses other rules in the software renderer. We don't support that right now.
|
|
|
|
state.SetRenderStyle(STYLE_Translucent);
|
|
|
|
// Part 4: Draw decals (not a real pass)
|
|
state.SetDepthFunc(DF_LEqual);
|
|
DrawDecals(state, Decals[0]);
|
|
|
|
RenderAll.Unclock();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// RenderTranslucent
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void HWDrawInfo::RenderTranslucent(FRenderState &state)
|
|
{
|
|
RenderAll.Clock();
|
|
|
|
// final pass: translucent stuff
|
|
state.AlphaFunc(Alpha_GEqual, gl_mask_sprite_threshold);
|
|
state.SetRenderStyle(STYLE_Translucent);
|
|
|
|
state.EnableBrightmap(true);
|
|
drawlists[GLDL_TRANSLUCENTBORDER].Draw(this, state, true);
|
|
state.ApplyLevelMesh();
|
|
state.DrawLevelMeshList(SeenSidesDrawLists.List[static_cast<int>(LevelMeshDrawType::TranslucentBorder)], false, false);
|
|
state.DrawLevelMeshList(SeenFlatsDrawLists.List[static_cast<int>(LevelMeshDrawType::TranslucentBorder)], false, false);
|
|
state.SetDepthMask(false);
|
|
|
|
// To do: this needs to be sorted
|
|
RenderWall.Clock();
|
|
state.ApplyLevelMesh();
|
|
state.DrawLevelMeshList(SeenSidesDrawLists.List[static_cast<int>(LevelMeshDrawType::Translucent)], false, false);
|
|
RenderWall.Unclock();
|
|
RenderFlat.Clock();
|
|
state.ApplyLevelMesh();
|
|
state.DrawLevelMeshList(SeenFlatsDrawLists.List[static_cast<int>(LevelMeshDrawType::Translucent)], false, false);
|
|
RenderFlat.Unclock();
|
|
|
|
drawlists[GLDL_TRANSLUCENT].DrawSorted(this, state);
|
|
state.EnableBrightmap(false);
|
|
|
|
|
|
state.AlphaFunc(Alpha_GEqual, 0.5f);
|
|
state.SetDepthMask(true);
|
|
|
|
RenderAll.Unclock();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// RenderTranslucent
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void HWDrawInfo::RenderPortal(HWPortal *p, FRenderState &state, bool usestencil)
|
|
{
|
|
auto gp = static_cast<HWPortal *>(p);
|
|
gp->SetupStencil(this, state, usestencil);
|
|
auto new_di = StartDrawInfo(drawctx, this->Level, this, Viewpoint, &VPUniforms);
|
|
new_di->mCurrentPortal = gp;
|
|
state.SetLightIndex(-1);
|
|
gp->DrawContents(new_di, state);
|
|
new_di->EndDrawInfo();
|
|
state.SetFlatVertexBuffer();
|
|
state.SetViewpoint(vpIndex);
|
|
gp->RemoveStencil(this, state, usestencil);
|
|
|
|
}
|
|
|
|
void HWDrawInfo::DrawCorona(FRenderState& state, AActor* corona, float coronaFade, const DVector3& pos, double dist)
|
|
{
|
|
spriteframe_t* sprframe = &SpriteFrames[sprites[corona->sprite].spriteframes + (size_t)corona->SpawnState->GetFrame()];
|
|
FTextureID patch = sprframe->Texture[0];
|
|
if (!patch.isValid()) return;
|
|
auto tex = TexMan.GetGameTexture(patch, false);
|
|
if (!tex || !tex->isValid()) return;
|
|
|
|
// Project the corona sprite center
|
|
FVector4 worldPos((float)pos.X, (float)pos.Z, (float)pos.Y, 1.0f);
|
|
FVector4 viewPos, clipPos;
|
|
VPUniforms.mViewMatrix.multMatrixPoint(&worldPos[0], &viewPos[0]);
|
|
VPUniforms.mProjectionMatrix.multMatrixPoint(&viewPos[0], &clipPos[0]);
|
|
if (clipPos.W < -1.0f) return; // clip z nearest
|
|
float halfViewportWidth = screen->GetWidth() * 0.5f;
|
|
float halfViewportHeight = screen->GetHeight() * 0.5f;
|
|
float invW = 1.0f / clipPos.W;
|
|
float screenX = halfViewportWidth + clipPos.X * invW * halfViewportWidth;
|
|
float screenY = halfViewportHeight - clipPos.Y * invW * halfViewportHeight;
|
|
|
|
float alpha = coronaFade * float(corona->Alpha);
|
|
|
|
// distance-based fade - looks better IMO
|
|
float distNearFadeStart = float(corona->RenderRadius()) * 0.1f;
|
|
float distFarFadeStart = float(corona->RenderRadius()) * 0.5f;
|
|
float distFade = 1.0f;
|
|
|
|
if (float(dist) < distNearFadeStart)
|
|
distFade -= abs(((float(dist) - distNearFadeStart) / distNearFadeStart));
|
|
else if (float(dist) >= distFarFadeStart)
|
|
distFade -= (float(dist) - distFarFadeStart) / distFarFadeStart;
|
|
|
|
alpha *= distFade;
|
|
|
|
state.SetColorAlpha(0xffffff, alpha, 0);
|
|
if (isSoftwareLighting(lightmode)) state.SetSoftLightLevel(255);
|
|
else state.SetNoSoftLightLevel();
|
|
|
|
state.SetLightIndex(-1);
|
|
state.SetRenderStyle(corona->RenderStyle);
|
|
state.SetTextureMode(TM_NORMAL); // This is needed because the next line doesn't always set the mode...
|
|
state.SetTextureMode(corona->RenderStyle);
|
|
|
|
// no need for alpha test, coronas are meant to be translucent
|
|
state.AlphaFunc(Alpha_GEqual, 0.f);
|
|
|
|
state.SetMaterial(tex, UF_Sprite, CTF_Expand, CLAMP_XY_NOMIP, 0, 0);
|
|
|
|
float scale = screen->GetHeight() / 1000.0f;
|
|
float tileWidth = corona->Scale.X * tex->GetDisplayWidth() * scale;
|
|
float tileHeight = corona->Scale.Y * tex->GetDisplayHeight() * scale;
|
|
float x0 = screenX - tileWidth, y0 = screenY - tileHeight;
|
|
float x1 = screenX + tileWidth, y1 = screenY + tileHeight;
|
|
|
|
float u0 = 0.0f, v0 = 0.0f;
|
|
float u1 = 1.0f, v1 = 1.0f;
|
|
|
|
auto vert = state.AllocVertices(4);
|
|
auto vp = vert.first;
|
|
unsigned int vertexindex = vert.second;
|
|
|
|
vp[0].Set(x0, y0, 1.0f, u0, v0);
|
|
vp[1].Set(x1, y0, 1.0f, u1, v0);
|
|
vp[2].Set(x0, y1, 1.0f, u0, v1);
|
|
vp[3].Set(x1, y1, 1.0f, u1, v1);
|
|
|
|
state.Draw(DT_TriangleStrip, vertexindex, 4);
|
|
}
|
|
|
|
static ETraceStatus CheckForViewpointActor(FTraceResults& res, void* userdata)
|
|
{
|
|
FRenderViewpoint* data = (FRenderViewpoint*)userdata;
|
|
if (res.HitType == TRACE_HitActor && res.Actor && res.Actor == data->ViewActor)
|
|
{
|
|
return TRACE_Skip;
|
|
}
|
|
|
|
return TRACE_Stop;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// TraceCallbackForDitherTransparency
|
|
// Toggles dither flag on anything that occludes the actor's
|
|
// position from viewpoint.
|
|
//
|
|
//==========================================================================
|
|
|
|
static ETraceStatus TraceCallbackForDitherTransparency(FTraceResults& res, void* userdata)
|
|
{
|
|
BitArray* CurMapSections = (BitArray*)userdata;
|
|
double bf, bc;
|
|
|
|
switch(res.HitType)
|
|
{
|
|
case TRACE_HitWall:
|
|
{
|
|
sector_t* linesec = res.Line->sidedef[res.Side]->sector;
|
|
if (linesec->subsectorcount > 0 && (*CurMapSections)[linesec->subsectors[0]->mapsection])
|
|
{
|
|
bf = res.Line->sidedef[res.Side]->sector->floorplane.ZatPoint(res.HitPos.XY());
|
|
bc = res.Line->sidedef[res.Side]->sector->ceilingplane.ZatPoint(res.HitPos.XY());
|
|
if (res.Line->sidedef[!res.Side])
|
|
{
|
|
// Two sided line! So let's find out if mid, top, or bottom texture needs dithered transparency
|
|
bf = max(bf, res.Line->sidedef[!res.Side]->sector->floorplane.ZatPoint(res.HitPos.XY()));
|
|
bc = min(bc, res.Line->sidedef[!res.Side]->sector->ceilingplane.ZatPoint(res.HitPos.XY()));
|
|
if (res.HitPos.Z <= bf) res.Line->sidedef[res.Side]->Flags |= WALLF_DITHERTRANS_BOTTOM;
|
|
else if (res.HitPos.Z < bc) res.Line->sidedef[res.Side]->Flags |= WALLF_DITHERTRANS_MID;
|
|
else res.Line->sidedef[res.Side]->Flags |= WALLF_DITHERTRANS_TOP;
|
|
|
|
res.Line->sidedef[res.Side]->dithertranscount = max<int>(1, res.Line->sidedef[!res.Side]->sector->e->XFloor.ffloors.Size());
|
|
}
|
|
else if ((res.HitPos.Z <= bc) && (res.HitPos.Z >= bf))
|
|
{
|
|
res.Line->sidedef[res.Side]->Flags |= WALLF_DITHERTRANS_MID;
|
|
res.Line->sidedef[res.Side]->dithertranscount = 1;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case TRACE_HitFloor:
|
|
if (res.Sector->subsectorcount > 0 && (*CurMapSections)[res.Sector->subsectors[0]->mapsection] && res.HitVector.dot(res.Sector->floorplane.Normal()) < 0.0)
|
|
{
|
|
if (res.HitPos.Z == res.Sector->floorplane.ZatPoint(res.HitPos))
|
|
{
|
|
res.Sector->floorplane.dithertransflag = true;
|
|
}
|
|
else if (res.Sector->e->XFloor.ffloors.Size()) // Maybe it was 3D floors
|
|
{
|
|
F3DFloor *rover;
|
|
int kk;
|
|
for (kk = 0; kk < (int)res.Sector->e->XFloor.ffloors.Size(); kk++)
|
|
{
|
|
rover = res.Sector->e->XFloor.ffloors[kk];
|
|
if ((rover->flags&(FF_EXISTS | FF_RENDERPLANES | FF_THISINSIDE)) == (FF_EXISTS | FF_RENDERPLANES))
|
|
{
|
|
if (res.HitPos.Z == rover->top.plane->ZatPoint(res.HitPos))
|
|
{
|
|
rover->top.plane->dithertransflag = true;
|
|
break; // Out of for loop
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case TRACE_HitCeiling:
|
|
if (res.Sector->subsectorcount > 0 && (*CurMapSections)[res.Sector->subsectors[0]->mapsection] && res.HitVector.dot(res.Sector->ceilingplane.Normal()) < 0.0)
|
|
{
|
|
if (res.HitPos.Z == res.Sector->ceilingplane.ZatPoint(res.HitPos))
|
|
{
|
|
res.Sector->ceilingplane.dithertransflag = true;
|
|
}
|
|
else if (res.Sector->e->XFloor.ffloors.Size()) // Maybe it was 3D floors
|
|
{
|
|
F3DFloor *rover;
|
|
int kk;
|
|
for (kk = 0; kk < (int)res.Sector->e->XFloor.ffloors.Size(); kk++)
|
|
{
|
|
rover = res.Sector->e->XFloor.ffloors[kk];
|
|
if ((rover->flags&(FF_EXISTS | FF_RENDERPLANES | FF_THISINSIDE)) == (FF_EXISTS | FF_RENDERPLANES))
|
|
{
|
|
if (res.HitPos.Z == rover->bottom.plane->ZatPoint(res.HitPos))
|
|
{
|
|
rover->bottom.plane->dithertransflag = true;
|
|
break; // Out of for loop
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case TRACE_HitActor:
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return TRACE_ContinueOutOfBounds;
|
|
}
|
|
|
|
|
|
void HWDrawInfo::SetDitherTransFlags(AActor* actor)
|
|
{
|
|
// This should really be moved to a shader and have the GPU do some shape-tracing.
|
|
if (actor && actor->Sector)
|
|
{
|
|
FTraceResults results;
|
|
double horix = Viewpoint.Sin * actor->radius;
|
|
double horiy = Viewpoint.Cos * actor->radius;
|
|
DVector3 actorpos = actor->Pos();
|
|
DVector3 vvec = actorpos - Viewpoint.Pos;
|
|
if (Viewpoint.IsOrtho())
|
|
{
|
|
vvec = 5.0 * Viewpoint.camera->ViewPos->Offset.Length() * Viewpoint.ViewVector3D; // Should be 4.0? (since zNear is behind screen by 3*dist in VREyeInfo::GetProjection())
|
|
}
|
|
double distance = vvec.Length() - actor->radius;
|
|
DVector3 campos = actorpos - vvec;
|
|
sector_t* startsec;
|
|
|
|
vvec = vvec.Unit();
|
|
campos.X -= horix; campos.Y += horiy; campos.Z += actor->Height * 0.25;
|
|
for (int iter = 0; iter < 3; iter++)
|
|
{
|
|
startsec = Level->PointInRenderSubsector(campos)->sector;
|
|
Trace(campos, startsec, vvec, distance,
|
|
0, 0, actor, results, TRACE_PortalRestrict, TraceCallbackForDitherTransparency, &CurrentMapSections);
|
|
campos.Z += actor->Height * 0.5;
|
|
Trace(campos, startsec, vvec, distance,
|
|
0, 0, actor, results, TRACE_PortalRestrict, TraceCallbackForDitherTransparency, &CurrentMapSections);
|
|
campos.Z -= actor->Height * 0.5;
|
|
campos.X += horix; campos.Y -= horiy;
|
|
}
|
|
|
|
// Tracers don't work on 3D floors when you are starting in the same sector (standing under them, for example)
|
|
if (actor->Sector->e->XFloor.ffloors.Size()) // 3D floor
|
|
{
|
|
F3DFloor *rover;
|
|
for (int kk = 0; kk < (int)actor->Sector->e->XFloor.ffloors.Size(); kk++)
|
|
{
|
|
rover = actor->Sector->e->XFloor.ffloors[kk];
|
|
rover->top.plane->dithertransflag = true;
|
|
rover->bottom.plane->dithertransflag = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void HWDrawInfo::DrawCoronas(FRenderState& state)
|
|
{
|
|
state.EnableDepthTest(false);
|
|
state.SetDepthMask(false);
|
|
|
|
HWViewpointUniforms vp = VPUniforms;
|
|
vp.mViewMatrix.loadIdentity();
|
|
vp.mProjectionMatrix = VRMode::GetVRMode(true)->GetHUDSpriteProjection();
|
|
state.SetViewpoint(vp);
|
|
|
|
float timeElapsed = (screen->FrameTime - LastFrameTime) / 1000.0f;
|
|
LastFrameTime = screen->FrameTime;
|
|
|
|
for (AActor* corona : Coronas)
|
|
{
|
|
auto& coronaFade = corona->specialf1;
|
|
DVector3 realPos = corona->PosRelative(Viewpoint.sector);
|
|
DVector3 direction = Viewpoint.Pos - realPos;
|
|
double dist = direction.Length();
|
|
|
|
// skip coronas that are too far
|
|
if (dist > corona->RenderRadius())
|
|
continue;
|
|
|
|
static const float fadeSpeed = 9.0f;
|
|
|
|
direction.MakeUnit();
|
|
FTraceResults results;
|
|
if (!Trace(corona->Pos(), corona->Sector, direction, dist, MF_SOLID, ML_BLOCKEVERYTHING, corona, results, 0, CheckForViewpointActor, &Viewpoint))
|
|
{
|
|
coronaFade = std::min(coronaFade + timeElapsed * fadeSpeed, 1.0);
|
|
}
|
|
else
|
|
{
|
|
coronaFade = std::max(coronaFade - timeElapsed * fadeSpeed, 0.0);
|
|
}
|
|
|
|
if (coronaFade > 0.0f)
|
|
DrawCorona(state, corona, (float)coronaFade, realPos, dist);
|
|
}
|
|
|
|
state.AlphaFunc(Alpha_Greater, 0.f);
|
|
state.SetTextureMode(TM_NORMAL);
|
|
state.SetViewpoint(vpIndex);
|
|
state.EnableDepthTest(true);
|
|
state.SetDepthMask(true);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// Draws player sprites and color blend
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
|
void HWDrawInfo::EndDrawScene(sector_t * viewsector, FRenderState &state)
|
|
{
|
|
state.EnableFog(false);
|
|
|
|
if (gl_coronas && Coronas.Size() > 0)
|
|
{
|
|
DrawCoronas(state);
|
|
}
|
|
|
|
// [BB] HUD models need to be rendered here.
|
|
const bool renderHUDModel = IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player);
|
|
if (renderHUDModel)
|
|
{
|
|
// [BB] The HUD model should be drawn over everything else already drawn.
|
|
state.Clear(CT_Depth);
|
|
DrawPlayerSprites(true, state);
|
|
}
|
|
|
|
state.EnableStencil(false);
|
|
state.SetViewport(screen->mScreenViewport.left, screen->mScreenViewport.top, screen->mScreenViewport.width, screen->mScreenViewport.height);
|
|
|
|
// Restore standard rendering state
|
|
state.SetRenderStyle(STYLE_Translucent);
|
|
state.ResetColor();
|
|
state.EnableTexture(true);
|
|
state.SetScissor(0, 0, -1, -1);
|
|
}
|
|
|
|
void HWDrawInfo::DrawEndScene2D(sector_t * viewsector, FRenderState &state)
|
|
{
|
|
const bool renderHUDModel = IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player);
|
|
auto vrmode = VRMode::GetVRMode(true);
|
|
|
|
HWViewpointUniforms vp = VPUniforms;
|
|
vp.mViewMatrix.loadIdentity();
|
|
vp.mProjectionMatrix = vrmode->GetHUDSpriteProjection();
|
|
state.SetViewpoint(vp);
|
|
state.EnableDepthTest(false);
|
|
|
|
DrawPlayerSprites(false, state);
|
|
|
|
state.SetNoSoftLightLevel();
|
|
|
|
// Restore standard rendering state
|
|
state.SetRenderStyle(STYLE_Translucent);
|
|
state.ResetColor();
|
|
state.EnableTexture(true);
|
|
state.SetScissor(0, 0, -1, -1);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// sets 3D viewport and initial state
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void HWDrawInfo::Set3DViewport(FRenderState &state)
|
|
{
|
|
// Always clear all buffers with scissor test disabled.
|
|
// This is faster on newer hardware because it allows the GPU to skip
|
|
// reading from slower memory where the full buffers are stored.
|
|
state.SetScissor(0, 0, -1, -1);
|
|
state.Clear(CT_Color | CT_Depth | CT_Stencil);
|
|
|
|
const auto &bounds = screen->mSceneViewport;
|
|
state.SetViewport(bounds.left, bounds.top, bounds.width, bounds.height);
|
|
state.SetScissor(bounds.left, bounds.top, bounds.width, bounds.height);
|
|
state.EnableDepthTest(true);
|
|
state.EnableStencil(true);
|
|
state.SetStencil(0, SOP_Keep, SF_AllOn);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// gl_drawscene - this function renders the scene from the current
|
|
// viewpoint, including mirrors and skyboxes and other portals
|
|
// It is assumed that the HWPortal::EndFrame returns with the
|
|
// stencil, z-buffer and the projection matrix intact!
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void HWDrawInfo::DrawScene(int drawmode, FRenderState& state)
|
|
{
|
|
static int recursion = 0;
|
|
static int ssao_portals_available = 0;
|
|
auto& vp = Viewpoint;
|
|
|
|
bool applySSAO = false;
|
|
if (drawmode == DM_MAINVIEW)
|
|
{
|
|
ssao_portals_available = gl_ssao_portals;
|
|
applySSAO = true;
|
|
if (r_dithertransparency && vp.IsAllowedOoB())
|
|
{
|
|
if (vp.camera->tracer)
|
|
SetDitherTransFlags(vp.camera->tracer);
|
|
else
|
|
SetDitherTransFlags(players[consoleplayer].mo);
|
|
}
|
|
}
|
|
else if (drawmode == DM_OFFSCREEN)
|
|
{
|
|
ssao_portals_available = 0;
|
|
}
|
|
else if (drawmode == DM_PORTAL && ssao_portals_available > 0)
|
|
{
|
|
applySSAO = (mCurrentPortal->AllowSSAO() || Level->flags3&LEVEL3_SKYBOXAO);
|
|
ssao_portals_available--;
|
|
}
|
|
|
|
if (vp.camera != nullptr)
|
|
{
|
|
ActorRenderFlags savedflags = vp.camera->renderflags;
|
|
CreateScene(drawmode == DM_MAINVIEW, state);
|
|
vp.camera->renderflags = savedflags;
|
|
}
|
|
else
|
|
{
|
|
CreateScene(false, state);
|
|
}
|
|
|
|
if (!outer) // Fogballs have no portal support. Always use the outermost scene's fogballs for now
|
|
{
|
|
int fogballIndex = state.UploadFogballs(Fogballs);
|
|
state.SetFogballIndex(fogballIndex);
|
|
}
|
|
|
|
state.SetDepthMask(true);
|
|
if (!gl_no_skyclear && !gl_levelmesh) drawctx->portalState.RenderFirstSkyPortal(recursion, this, state);
|
|
|
|
state.SetWireframe(gl_wireframe, gl_wireframecolor.get()->asFV4());
|
|
|
|
RenderScene(state);
|
|
|
|
screen->UpdateLinearDepthTexture();
|
|
|
|
if (applySSAO && state.GetPassType() == GBUFFER_PASS)
|
|
{
|
|
screen->AmbientOccludeScene(VPUniforms.mProjectionMatrix.get()[5]);
|
|
state.SetViewpoint(vpIndex);
|
|
}
|
|
|
|
// Handle all portals after rendering the opaque objects but before
|
|
// doing all translucent stuff
|
|
recursion++;
|
|
drawctx->portalState.EndFrame(this, state);
|
|
recursion--;
|
|
|
|
RenderTranslucent(state);
|
|
|
|
if (!outer)
|
|
{
|
|
state.SetFogballIndex(-1);
|
|
}
|
|
|
|
state.SetWireframe(0);
|
|
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// R_RenderView - renders one view - either the screen or a camera texture
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void HWDrawInfo::ProcessScene(bool toscreen, FRenderState& state)
|
|
{
|
|
drawctx->portalState.BeginScene();
|
|
|
|
int mapsection = Level->PointInRenderSubsector(Viewpoint.Pos)->mapsection;
|
|
if (Viewpoint.IsAllowedOoB() || Viewpoint.IsOrtho())
|
|
mapsection = Level->PointInRenderSubsector(Viewpoint.OffPos)->mapsection;
|
|
CurrentMapSections.Set(mapsection);
|
|
DrawScene(toscreen ? DM_MAINVIEW : DM_OFFSCREEN, state);
|
|
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void HWDrawInfo::AddSubsectorToPortal(FSectorPortalGroup *ptg, subsector_t *sub)
|
|
{
|
|
auto portal = FindPortal(ptg);
|
|
if (!portal)
|
|
{
|
|
portal = new HWSectorStackPortal(&drawctx->portalState, ptg);
|
|
Portals.Push(portal);
|
|
}
|
|
auto ptl = static_cast<HWSectorStackPortal*>(portal);
|
|
ptl->AddSubsector(sub);
|
|
}
|
|
|