vkdoom_m/src/gl/scene/gl_skydome.cpp

275 lines
8.7 KiB
C++

//
//---------------------------------------------------------------------------
//
// Copyright(C) 2003-2016 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/
//
//--------------------------------------------------------------------------
//
#include "gl_load/gl_system.h"
#include "doomtype.h"
#include "g_level.h"
#include "w_wad.h"
#include "r_state.h"
#include "r_utility.h"
#include "g_levellocals.h"
#include "textures/skyboxtexture.h"
#include "gl_load/gl_interface.h"
#include "gl/data/gl_vertexbuffer.h"
#include "gl/renderer/gl_lightdata.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/renderer/gl_renderstate.h"
#include "gl/scene/gl_drawinfo.h"
#include "gl/scene/gl_portal.h"
#include "gl/shaders/gl_shader.h"
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
FSkyVertexBuffer::FSkyVertexBuffer()
{
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glBufferData(GL_ARRAY_BUFFER, mVertices.Size() * sizeof(FSkyVertex), &mVertices[0], GL_STATIC_DRAW);
}
void FSkyVertexBuffer::BindVBO()
{
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glVertexAttribPointer(VATTR_VERTEX, 3, GL_FLOAT, false, sizeof(FSkyVertex), &VSO->x);
glVertexAttribPointer(VATTR_TEXCOORD, 2, GL_FLOAT, false, sizeof(FSkyVertex), &VSO->u);
glVertexAttribPointer(VATTR_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(FSkyVertex), &VSO->color);
glEnableVertexAttribArray(VATTR_VERTEX);
glEnableVertexAttribArray(VATTR_TEXCOORD);
glEnableVertexAttribArray(VATTR_COLOR);
glDisableVertexAttribArray(VATTR_VERTEX2);
glDisableVertexAttribArray(VATTR_NORMAL);
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
inline void FSkyVertexBuffer::RenderRow(int prim, int row)
{
glDrawArrays(prim, mPrimStart[row], mPrimStart[row + 1] - mPrimStart[row]);
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void FSkyVertexBuffer::RenderDome(FMaterial *tex, int mode)
{
int rc = mRows + 1;
// The caps only get drawn for the main layer but not for the overlay.
if (mode == SKYMODE_MAINLAYER && tex != NULL)
{
PalEntry pe = tex->tex->GetSkyCapColor(false);
gl_RenderState.SetObjectColor(pe);
gl_RenderState.EnableTexture(false);
gl_RenderState.Apply();
RenderRow(GL_TRIANGLE_FAN, 0);
pe = tex->tex->GetSkyCapColor(true);
gl_RenderState.SetObjectColor(pe);
gl_RenderState.Apply();
RenderRow(GL_TRIANGLE_FAN, rc);
gl_RenderState.EnableTexture(true);
}
gl_RenderState.SetObjectColor(0xffffffff);
gl_RenderState.Apply();
for (int i = 1; i <= mRows; i++)
{
RenderRow(GL_TRIANGLE_STRIP, i);
RenderRow(GL_TRIANGLE_STRIP, rc + i);
}
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void RenderDome(FMaterial * tex, float x_offset, float y_offset, bool mirror, int mode)
{
if (tex)
{
gl_RenderState.SetMaterial(tex, CLAMP_NONE, 0, -1, false);
gl_RenderState.EnableModelMatrix(true);
gl_RenderState.EnableTextureMatrix(true);
GLRenderer->mSkyVBO->SetupMatrices(tex, x_offset, y_offset, mirror, mode, gl_RenderState.mModelMatrix, gl_RenderState.mTextureMatrix);
}
GLRenderer->mSkyVBO->RenderDome(tex, mode);
gl_RenderState.EnableTextureMatrix(false);
gl_RenderState.EnableModelMatrix(false);
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
static void RenderBox(FTextureID texno, FMaterial * gltex, float x_offset, bool sky2)
{
FSkyBox * sb = static_cast<FSkyBox*>(gltex->tex);
int faces;
FMaterial * tex;
gl_RenderState.EnableModelMatrix(true);
gl_RenderState.mModelMatrix.loadIdentity();
if (!sky2)
gl_RenderState.mModelMatrix.rotate(-180.0f+x_offset, level.info->skyrotatevector.X, level.info->skyrotatevector.Z, level.info->skyrotatevector.Y);
else
gl_RenderState.mModelMatrix.rotate(-180.0f+x_offset, level.info->skyrotatevector2.X, level.info->skyrotatevector2.Z, level.info->skyrotatevector2.Y);
if (sb->faces[5])
{
faces=4;
// north
tex = FMaterial::ValidateTexture(sb->faces[0], false);
gl_RenderState.SetMaterial(tex, CLAMP_XY, 0, -1, false);
gl_RenderState.Apply();
glDrawArrays(GL_TRIANGLE_STRIP, GLRenderer->mSkyVBO->FaceStart(0), 4);
// east
tex = FMaterial::ValidateTexture(sb->faces[1], false);
gl_RenderState.SetMaterial(tex, CLAMP_XY, 0, -1, false);
gl_RenderState.Apply();
glDrawArrays(GL_TRIANGLE_STRIP, GLRenderer->mSkyVBO->FaceStart(1), 4);
// south
tex = FMaterial::ValidateTexture(sb->faces[2], false);
gl_RenderState.SetMaterial(tex, CLAMP_XY, 0, -1, false);
gl_RenderState.Apply();
glDrawArrays(GL_TRIANGLE_STRIP, GLRenderer->mSkyVBO->FaceStart(2), 4);
// west
tex = FMaterial::ValidateTexture(sb->faces[3], false);
gl_RenderState.SetMaterial(tex, CLAMP_XY, 0, -1, false);
gl_RenderState.Apply();
glDrawArrays(GL_TRIANGLE_STRIP, GLRenderer->mSkyVBO->FaceStart(3), 4);
}
else
{
faces=1;
tex = FMaterial::ValidateTexture(sb->faces[0], false);
gl_RenderState.SetMaterial(tex, CLAMP_XY, 0, -1, false);
gl_RenderState.Apply();
glDrawArrays(GL_TRIANGLE_STRIP, GLRenderer->mSkyVBO->FaceStart(-1), 10);
}
// top
tex = FMaterial::ValidateTexture(sb->faces[faces], false);
gl_RenderState.SetMaterial(tex, CLAMP_XY, 0, -1, false);
gl_RenderState.Apply();
glDrawArrays(GL_TRIANGLE_STRIP, GLRenderer->mSkyVBO->FaceStart(sb->fliptop? 6:5), 4);
// bottom
tex = FMaterial::ValidateTexture(sb->faces[faces+1], false);
gl_RenderState.SetMaterial(tex, CLAMP_XY, 0, -1, false);
gl_RenderState.Apply();
glDrawArrays(GL_TRIANGLE_STRIP, GLRenderer->mSkyVBO->FaceStart(4), 4);
gl_RenderState.EnableModelMatrix(false);
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void GLSkyPortal::DrawContents(HWDrawInfo *di)
{
bool drawBoth = false;
auto &vp = di->Viewpoint;
// We have no use for Doom lighting special handling here, so disable it for this function.
int oldlightmode = ::level.lightmode;
if (::level.lightmode == 8)
{
::level.lightmode = 2;
gl_RenderState.SetSoftLightLevel(-1);
}
gl_RenderState.ResetColor();
gl_RenderState.EnableFog(false);
gl_RenderState.AlphaFunc(Alpha_GEqual, 0.f);
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
bool oldClamp = gl_RenderState.SetDepthClamp(true);
di->SetupView(0, 0, 0, !!(mState->MirrorFlag & 1), !!(mState->PlaneMirrorFlag & 1));
gl_RenderState.SetVertexBuffer(GLRenderer->mSkyVBO);
if (origin->texture[0] && origin->texture[0]->tex->bSkybox)
{
RenderBox(origin->skytexno1, origin->texture[0], origin->x_offset[0], origin->sky2);
}
else
{
if (origin->texture[0]==origin->texture[1] && origin->doublesky) origin->doublesky=false;
if (origin->texture[0])
{
gl_RenderState.SetTextureMode(TM_OPAQUE);
RenderDome(origin->texture[0], origin->x_offset[0], origin->y_offset, origin->mirrored, FSkyVertexBuffer::SKYMODE_MAINLAYER);
gl_RenderState.SetTextureMode(TM_MODULATE);
}
gl_RenderState.AlphaFunc(Alpha_Greater, 0.f);
if (origin->doublesky && origin->texture[1])
{
RenderDome(origin->texture[1], origin->x_offset[1], origin->y_offset, false, FSkyVertexBuffer::SKYMODE_SECONDLAYER);
}
if (::level.skyfog>0 && !di->isFullbrightScene() && (origin->fadecolor & 0xffffff) != 0)
{
PalEntry FadeColor = origin->fadecolor;
FadeColor.a = clamp<int>(::level.skyfog, 0, 255);
gl_RenderState.EnableTexture(false);
gl_RenderState.SetObjectColor(FadeColor);
gl_RenderState.Apply();
glDrawArrays(GL_TRIANGLES, 0, 12);
gl_RenderState.EnableTexture(true);
gl_RenderState.SetObjectColor(0xffffffff);
}
}
gl_RenderState.SetVertexBuffer(GLRenderer->mVBO);
::level.lightmode = oldlightmode;
gl_RenderState.SetDepthClamp(oldClamp);
}