vkdoom_m/src/gl/models/gl_voxels.cpp
Christoph Oelckers 8b6e09ca09 - changed the license of the OpenGL renderer to LGPL v3.
This was done to clean up the license and to ensure that any commercial fork of the engine has to obey the far stricter requirements concerning source distribution. The old license was compatible with GPLv2 whereas combining GPLv2 and LGPLv3 force a license upgrade to GPLv3. The license of code that originates from ZDoomGL has not been changed.
2016-09-14 20:01:13 +02:00

448 lines
11 KiB
C++

//
//---------------------------------------------------------------------------
//
// Copyright(C) 2010-2016 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_voxels.cpp
**
** Voxel management
**
**/
#include "gl/system/gl_system.h"
#include "w_wad.h"
#include "cmdlib.h"
#include "sc_man.h"
#include "m_crc32.h"
#include "c_console.h"
#include "g_game.h"
#include "doomstat.h"
#include "g_level.h"
#include "colormatcher.h"
#include "textures/bitmap.h"
//#include "gl/gl_intern.h"
#include "gl/system/gl_interface.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/data/gl_vertexbuffer.h"
#include "gl/scene/gl_drawinfo.h"
#include "gl/models/gl_models.h"
#include "gl/textures/gl_material.h"
#include "gl/utility/gl_geometric.h"
#include "gl/utility/gl_convert.h"
#include "gl/renderer/gl_renderstate.h"
//===========================================================================
//
// Creates a 16x16 texture from the palette so that we can
// use the existing palette manipulation code to render the voxel
// Otherwise all shaders had to be duplicated and the non-shader code
// would be a lot less efficient.
//
//===========================================================================
class FVoxelTexture : public FTexture
{
public:
FVoxelTexture(FVoxel *voxel);
~FVoxelTexture();
const BYTE *GetColumn (unsigned int column, const Span **spans_out);
const BYTE *GetPixels ();
void Unload ();
int CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rotate, FCopyInfo *inf);
bool UseBasePalette() { return false; }
protected:
FVoxel *SourceVox;
BYTE *Pixels;
};
//===========================================================================
//
//
//
//===========================================================================
FVoxelTexture::FVoxelTexture(FVoxel *vox)
{
SourceVox = vox;
Width = 16;
Height = 16;
WidthBits = 4;
HeightBits = 4;
WidthMask = 15;
Pixels = NULL;
gl_info.bNoFilter = true;
gl_info.bNoCompress = true;
}
//===========================================================================
//
//
//
//===========================================================================
FVoxelTexture::~FVoxelTexture()
{
}
const BYTE *FVoxelTexture::GetColumn (unsigned int column, const Span **spans_out)
{
// not needed
return NULL;
}
const BYTE *FVoxelTexture::GetPixels ()
{
// GetPixels gets called when a translated palette is used so we still need to implement it here.
if (Pixels == NULL)
{
Pixels = new BYTE[256];
BYTE *pp = SourceVox->Palette;
if(pp != NULL)
{
for(int i=0;i<256;i++, pp+=3)
{
PalEntry pe;
pe.r = (pp[0] << 2) | (pp[0] >> 4);
pe.g = (pp[1] << 2) | (pp[1] >> 4);
pe.b = (pp[2] << 2) | (pp[2] >> 4);
Pixels[i] = ColorMatcher.Pick(pe);
}
}
else
{
for(int i=0;i<256;i++, pp+=3)
{
Pixels[i] = (BYTE)i;
}
}
}
return Pixels;
}
void FVoxelTexture::Unload ()
{
if (Pixels != NULL)
{
delete[] Pixels;
Pixels = NULL;
}
}
//===========================================================================
//
// FVoxelTexture::CopyTrueColorPixels
//
// This creates a dummy 16x16 paletted bitmap and converts that using the
// voxel palette
//
//===========================================================================
int FVoxelTexture::CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rotate, FCopyInfo *inf)
{
PalEntry pe[256];
BYTE bitmap[256];
BYTE *pp = SourceVox->Palette;
if(pp != NULL)
{
for(int i=0;i<256;i++, pp+=3)
{
bitmap[i] = (BYTE)i;
pe[i].r = (pp[0] << 2) | (pp[0] >> 4);
pe[i].g = (pp[1] << 2) | (pp[1] >> 4);
pe[i].b = (pp[2] << 2) | (pp[2] >> 4);
pe[i].a = 255;
}
}
else
{
for(int i=0;i<256;i++, pp+=3)
{
bitmap[i] = (BYTE)i;
pe[i] = GPalette.BaseColors[i];
pe[i].a = 255;
}
}
bmp->CopyPixelData(x, y, bitmap, Width, Height, 1, 16, rotate, pe, inf);
return 0;
}
//===========================================================================
//
//
//
//===========================================================================
FVoxelModel::FVoxelModel(FVoxel *voxel, bool owned)
{
mVoxel = voxel;
mOwningVoxel = owned;
mPalette = TexMan.AddTexture(new FVoxelTexture(voxel));
}
//===========================================================================
//
//
//
//===========================================================================
FVoxelModel::~FVoxelModel()
{
if (mOwningVoxel) delete mVoxel;
}
//===========================================================================
//
//
//
//===========================================================================
unsigned int FVoxelModel::AddVertex(FModelVertex &vert, FVoxelMap &check)
{
unsigned int index = check[vert];
if (index == 0xffffffff)
{
index = check[vert] =mVertices.Push(vert);
}
return index;
}
//===========================================================================
//
//
//
//===========================================================================
void FVoxelModel::AddFace(int x1, int y1, int z1, int x2, int y2, int z2, int x3, int y3, int z3, int x4, int y4, int z4, BYTE col, FVoxelMap &check)
{
float PivotX = mVoxel->Mips[0].Pivot.X;
float PivotY = mVoxel->Mips[0].Pivot.Y;
float PivotZ = mVoxel->Mips[0].Pivot.Z;
int h = mVoxel->Mips[0].SizeZ;
FModelVertex vert;
unsigned int indx[4];
vert.u = (((col & 15) * 255 / 16) + 7) / 255.f;
vert.v = (((col / 16) * 255 / 16) + 7) / 255.f;
vert.x = x1 - PivotX;
vert.z = -y1 + PivotY;
vert.y = -z1 + PivotZ;
indx[0] = AddVertex(vert, check);
vert.x = x2 - PivotX;
vert.z = -y2 + PivotY;
vert.y = -z2 + PivotZ;
indx[1] = AddVertex(vert, check);
vert.x = x4 - PivotX;
vert.z = -y4 + PivotY;
vert.y = -z4 + PivotZ;
indx[2] = AddVertex(vert, check);
vert.x = x3 - PivotX;
vert.z = -y3 + PivotY;
vert.y = -z3 + PivotZ;
indx[3] = AddVertex(vert, check);
mIndices.Push(indx[0]);
mIndices.Push(indx[1]);
mIndices.Push(indx[3]);
mIndices.Push(indx[1]);
mIndices.Push(indx[3]);
mIndices.Push(indx[2]);
}
//===========================================================================
//
//
//
//===========================================================================
void FVoxelModel::MakeSlabPolys(int x, int y, kvxslab_t *voxptr, FVoxelMap &check)
{
const BYTE *col = voxptr->col;
int zleng = voxptr->zleng;
int ztop = voxptr->ztop;
int cull = voxptr->backfacecull;
if (cull & 16)
{
AddFace(x, y, ztop, x+1, y, ztop, x, y+1, ztop, x+1, y+1, ztop, *col, check);
}
int z = ztop;
while (z < ztop+zleng)
{
int c = 0;
while (z+c < ztop+zleng && col[c] == col[0]) c++;
if (cull & 1)
{
AddFace(x, y, z, x, y+1, z, x, y, z+c, x, y+1, z+c, *col, check);
}
if (cull & 2)
{
AddFace(x+1, y+1, z, x+1, y, z, x+1, y+1, z+c, x+1, y, z+c, *col, check);
}
if (cull & 4)
{
AddFace(x, y, z, x+1, y, z, x, y, z+c, x+1, y, z+c, *col, check);
}
if (cull & 8)
{
AddFace(x+1, y+1, z, x, y+1, z, x+1, y+1, z+c, x, y+1, z+c, *col, check);
}
z+=c;
col+=c;
}
if (cull & 32)
{
int z = ztop+zleng-1;
AddFace(x+1, y, z+1, x, y, z+1, x+1, y+1, z+1, x, y+1, z+1, voxptr->col[zleng-1], check);
}
}
//===========================================================================
//
//
//
//===========================================================================
void FVoxelModel::Initialize()
{
FVoxelMap check;
FVoxelMipLevel *mip = &mVoxel->Mips[0];
for (int x = 0; x < mip->SizeX; x++)
{
BYTE *slabxoffs = &mip->SlabData[mip->OffsetX[x]];
short *xyoffs = &mip->OffsetXY[x * (mip->SizeY + 1)];
for (int y = 0; y < mip->SizeY; y++)
{
kvxslab_t *voxptr = (kvxslab_t *)(slabxoffs + xyoffs[y]);
kvxslab_t *voxend = (kvxslab_t *)(slabxoffs + xyoffs[y+1]);
for (; voxptr < voxend; voxptr = (kvxslab_t *)((BYTE *)voxptr + voxptr->zleng + 3))
{
MakeSlabPolys(x, y, voxptr, check);
}
}
}
}
//===========================================================================
//
//
//
//===========================================================================
void FVoxelModel::BuildVertexBuffer()
{
if (mVBuf == NULL)
{
Initialize();
mVBuf = new FModelVertexBuffer(true, true);
FModelVertex *vertptr = mVBuf->LockVertexBuffer(mVertices.Size());
unsigned int *indxptr = mVBuf->LockIndexBuffer(mIndices.Size());
memcpy(vertptr, &mVertices[0], sizeof(FModelVertex)* mVertices.Size());
memcpy(indxptr, &mIndices[0], sizeof(unsigned int)* mIndices.Size());
mVBuf->UnlockVertexBuffer();
mVBuf->UnlockIndexBuffer();
mNumIndices = mIndices.Size();
// delete our temporary buffers
mVertices.Clear();
mIndices.Clear();
mVertices.ShrinkToFit();
mIndices.ShrinkToFit();
}
}
//===========================================================================
//
// for skin precaching
//
//===========================================================================
void FVoxelModel::AddSkins(BYTE *hitlist)
{
hitlist[mPalette.GetIndex()] |= FTexture::TEX_Flat;
}
//===========================================================================
//
//
//
//===========================================================================
bool FVoxelModel::Load(const char * fn, int lumpnum, const char * buffer, int length)
{
return false; // not needed
}
//===========================================================================
//
// Voxels don't have frames so always return 0
//
//===========================================================================
int FVoxelModel::FindFrame(const char * name)
{
return 0;
}
//===========================================================================
//
// Voxels need aspect ratio correction according to the current map's setting
//
//===========================================================================
float FVoxelModel::getAspectFactor()
{
return glset.pixelstretch;
}
//===========================================================================
//
// Voxels never interpolate between frames, they only have one.
//
//===========================================================================
void FVoxelModel::RenderFrame(FTexture * skin, int frame, int frame2, double inter, int translation)
{
FMaterial * tex = FMaterial::ValidateTexture(skin, false);
gl_RenderState.SetMaterial(tex, CLAMP_NOFILTER, translation, -1, false);
gl_RenderState.Apply();
mVBuf->SetupFrame(0, 0, 0);
glDrawElements(GL_TRIANGLES, mNumIndices, GL_UNSIGNED_INT, (void*)(intptr_t)0);
}