vkdoom_m/src/rendering/hwrenderer/scene/hw_drawinfo.cpp
2025-07-09 15:44:04 +02:00

1539 lines
47 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 "a_dynlight.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*/)
CVARD(Bool, r_showlights, false, CVAR_GLOBALCONFIG | CVAR_CHEAT, "show light spheres")
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(&section_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)
{
SeenSectors.Clear();
SeenSides.Clear();
SeenSubsectors.Clear();
SeenHackedSubsectors.Clear();
SeenSubsectorPortals.Clear();
SeenFlatsDrawLists.Clear();
SeenSidesDrawLists.Clear();
if (Viewpoint.IsOrtho() || !(gl_levelmesh && !outer))
{
RenderBSP(Level->HeadNode(), drawpsprites, state);
}
else
{
viewx = FLOAT2FIXED(Viewpoint.Pos.X);
viewy = FLOAT2FIXED(Viewpoint.Pos.Y);
multithread = false;
uselevelmesh = true;
validcount++; // used for processing sidedefs only once by the renderer.
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_levelmesh)
level.levelMesh->CurFrameStats.Portals++;
level.levelMesh->AddSectorsToDrawLists(SeenSectors.Get(), SeenFlatsDrawLists);
level.levelMesh->AddSidesToDrawLists(SeenSides.Get(), SeenSidesDrawLists, this, 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();
}
}
void HWDrawInfo::ProcessSeg(seg_t* seg, FRenderState& state)
{
subsector_t* sub = seg->Subsector;
sector_t* front, * back;
front = hw_FakeFlat(drawctx, sub->sector, in_area, false);
auto backsector = seg->backsector;
if (!backsector && seg->linedef->isVisualPortal() && seg->sidedef == seg->linedef->sidedef[0]) // For one-sided portals use the portal's destination sector as backsector.
{
auto portal = seg->linedef->getPortal();
backsector = portal->mDestination->frontsector;
back = hw_FakeFlat(drawctx, backsector, in_area, true);
if (front->floorplane.isSlope() || front->ceilingplane.isSlope() || back->floorplane.isSlope() || back->ceilingplane.isSlope())
{
// Having a one-sided portal like this with slopes is too messy so let's ignore that case.
back = nullptr;
}
}
else if (backsector)
{
if (front->sectornum == backsector->sectornum || (seg->sidedef->Flags & WALLF_POLYOBJ))
{
back = front;
}
else
{
back = hw_FakeFlat(drawctx, backsector, in_area, true);
}
}
else back = nullptr;
HWMeshHelper result;
HWWallDispatcher disp(this);
HWWall wall;
wall.sub = sub;
wall.Process(&disp, state, seg, front, back);
}
//-----------------------------------------------------------------------------
//
// 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);
// 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]);
if (r_showlights && !IsEnvironmentMapRendering)
{
for (auto& probe : level.lightProbes)
{
DrawIcosahedron(state, probe.position, 10.0f, false, 0xff00ff00);
}
for (FDynamicLight* light = Level->lights; light; light = light->next)
{
DrawIcosahedron(state, FVector3((float)light->Pos.X, (float)light->Pos.Y, (float)light->Pos.Z), 10.0f, false, 0xffffffff);
}
}
RenderAll.Unclock();
}
void HWDrawInfo::DrawIcosahedron(FRenderState& state, FVector3 pos, float radius, bool useRadiusOfInscribedSphere, PalEntry color)
{
// radius of a circumscribed sphere (one that touches the icosahedron at all vertices)
float x = 0.525731112119133606f;
float z = 0.850650808352039932f;
if (useRadiusOfInscribedSphere) // tangent to each of the icosahedron's faces
{
x *= 1.32316908f;
z *= 1.32316908f;
}
static FVector3 vertices[12] =
{
FVector3(-x, 0.0f, z),
FVector3(x, 0.0f, z),
FVector3(-x, 0.0f, -z),
FVector3(x, 0.0f, -z),
FVector3(0.0f, z, x),
FVector3(0.0f, z, -x),
FVector3(0.0f, -z, x),
FVector3(0.0f, -z, -x),
FVector3(z, x, 0.0f),
FVector3(-z, x, 0.0f),
FVector3(z, -x, 0.0f),
FVector3(-z, -x, 0.0f)
};
static unsigned int elements[20 * 3] =
{
0,4,1,
0,9,4,
9,5,4,
4,5,8,
4,8,1,
8,10,1,
8,3,10,
5,3,8,
5,2,3,
2,7,3,
7,10,3,
7,6,10,
7,11,6,
11,0,6,
0,1,6,
6,1,10,
9,0,11,
9,11,2,
9,2,5,
7,2,11
};
auto verts = state.AllocVertices(20 * 3);
for (int i = 0; i < 20 * 3; i++)
{
const FVector3& v = vertices[elements[i]] * radius + pos;
verts.first[i].Set(v.X, v.Z, v.Y, 0.0f, 0.0f);
}
state.EnableTexture(false);
state.SetTextureMode(TM_NORMAL);
state.SetRenderStyle(STYLE_Normal);
state.SetMaterial(TexMan.GetGameTexture(skyflatnum), UF_Texture, 0, CLAMP_XY, NO_TRANSLATION, -1);
state.SetColor(1.0f, 1.0f, 1.0f);
state.SetObjectColor(color);
state.SetSoftLightLevel(255, 0);
state.SetLightIndex(-1);
state.Draw(DT_Triangles, verts.second, 20 * 3);
state.SetObjectColor(0xffffffff);
state.EnableTexture(gl_texture);
}
//-----------------------------------------------------------------------------
//
// 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);
}