vkdoom_m/src/gl/scene/gl_portal.cpp

511 lines
15 KiB
C++

//
//---------------------------------------------------------------------------
//
// Copyright(C) 2004-2016 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_portal.cpp
** Generalized portal maintenance classes for skyboxes, horizons etc.
**
*/
#include "gl_load/gl_system.h"
#include "p_local.h"
#include "c_dispatch.h"
#include "doomstat.h"
#include "a_sharedglobal.h"
#include "r_sky.h"
#include "p_maputl.h"
#include "d_player.h"
#include "g_levellocals.h"
#include "gl_load/gl_interface.h"
#include "gl/renderer/gl_lightdata.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/renderer/gl_renderstate.h"
#include "gl/data/gl_vertexbuffer.h"
#include "hwrenderer/scene/hw_clipper.h"
#include "gl/scene/gl_portal.h"
#include "gl/data/gl_viewpointbuffer.h"
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
//
//
// General portal handling code
//
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
EXTERN_CVAR(Bool, gl_portals)
EXTERN_CVAR(Bool, gl_noquery)
EXTERN_CVAR(Int, r_mirror_recursions)
//==========================================================================
//
//
//
//==========================================================================
void GLPortal::ClearScreen(HWDrawInfo *di)
{
bool multi = !!glIsEnabled(GL_MULTISAMPLE);
GLRenderer->mViewpoints->Set2D(SCREENWIDTH, SCREENHEIGHT);
gl_RenderState.SetColor(0, 0, 0);
gl_RenderState.Apply();
glDisable(GL_MULTISAMPLE);
glDisable(GL_DEPTH_TEST);
glDrawArrays(GL_TRIANGLE_STRIP, FFlatVertexBuffer::FULLSCREEN_INDEX, 4);
glEnable(GL_DEPTH_TEST);
if (multi) glEnable(GL_MULTISAMPLE);
}
//-----------------------------------------------------------------------------
//
// DrawPortalStencil
//
//-----------------------------------------------------------------------------
void GLPortal::DrawPortalStencil(int pass)
{
if (mPrimIndices.Size() == 0)
{
mPrimIndices.Resize(2 * lines.Size());
for (unsigned int i = 0; i < lines.Size(); i++)
{
mPrimIndices[i * 2] = lines[i].vertindex;
mPrimIndices[i * 2 + 1] = lines[i].vertcount;
}
}
gl_RenderState.Apply();
for (unsigned int i = 0; i < mPrimIndices.Size(); i += 2)
{
GLRenderer->mVBO->RenderArray(GL_TRIANGLE_FAN, mPrimIndices[i], mPrimIndices[i + 1]);
}
if (NeedCap() && lines.Size() > 1)
{
if (pass == STP_AllInOne) glDepthMask(false);
else if (pass == STP_DepthRestore) glDepthRange(1, 1);
GLRenderer->mVBO->RenderArray(GL_TRIANGLE_FAN, FFlatVertexBuffer::STENCILTOP_INDEX, 4);
GLRenderer->mVBO->RenderArray(GL_TRIANGLE_FAN, FFlatVertexBuffer::STENCILBOTTOM_INDEX, 4);
if (pass == STP_DepthRestore) glDepthRange(0, 1);
}
}
//-----------------------------------------------------------------------------
//
// Start
//
//-----------------------------------------------------------------------------
bool GLPortal::Start(bool usestencil, bool doquery, HWDrawInfo *outer_di, HWDrawInfo **pDi)
{
*pDi = nullptr;
rendered_portals++;
Clocker c(PortalAll);
if (usestencil)
{
if (!gl_portals)
{
return false;
}
// Create stencil
glStencilFunc(GL_EQUAL, mState->recursion, ~0); // create stencil
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR); // increment stencil of valid pixels
{
glColorMask(0,0,0,0); // don't write to the graphics buffer
gl_RenderState.SetEffect(EFF_STENCIL);
gl_RenderState.EnableTexture(false);
gl_RenderState.ResetColor();
glDepthFunc(GL_LESS);
gl_RenderState.Apply();
if (NeedDepthBuffer())
{
glDepthMask(false); // don't write to Z-buffer!
if (!NeedDepthBuffer()) doquery = false; // too much overhead and nothing to gain.
else if (gl_noquery) doquery = false;
// Use occlusion query to avoid rendering portals that aren't visible
if (doquery) glBeginQuery(GL_SAMPLES_PASSED, GLRenderer->PortalQueryObject);
DrawPortalStencil(STP_Stencil);
if (doquery) glEndQuery(GL_SAMPLES_PASSED);
// Clear Z-buffer
glStencilFunc(GL_EQUAL, mState->recursion + 1, ~0); // draw sky into stencil
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); // this stage doesn't modify the stencil
glDepthMask(true); // enable z-buffer again
glDepthRange(1, 1);
glDepthFunc(GL_ALWAYS);
DrawPortalStencil(STP_DepthClear);
// set normal drawing mode
gl_RenderState.EnableTexture(true);
glDepthFunc(GL_LESS);
glColorMask(1, 1, 1, 1);
gl_RenderState.SetEffect(EFF_NONE);
glDepthRange(0, 1);
GLuint sampleCount = 1;
if (doquery) glGetQueryObjectuiv(GLRenderer->PortalQueryObject, GL_QUERY_RESULT, &sampleCount);
if (sampleCount == 0) // not visible
{
// restore default stencil op.
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glStencilFunc(GL_EQUAL, mState->recursion, ~0); // draw sky into stencil
return false;
}
}
else
{
// No z-buffer is needed therefore we can skip all the complicated stuff that is involved
// No occlusion queries will be done here. For these portals the overhead is far greater
// than the benefit.
// Note: We must draw the stencil with z-write enabled here because there is no second pass!
glDepthMask(true);
DrawPortalStencil(STP_AllInOne);
glStencilFunc(GL_EQUAL, mState->recursion + 1, ~0); // draw sky into stencil
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); // this stage doesn't modify the stencil
gl_RenderState.EnableTexture(true);
glColorMask(1,1,1,1);
gl_RenderState.SetEffect(EFF_NONE);
glDisable(GL_DEPTH_TEST);
glDepthMask(false); // don't write to Z-buffer!
}
}
mState->recursion++;
}
else
{
if (!NeedDepthBuffer())
{
glDepthMask(false);
glDisable(GL_DEPTH_TEST);
}
}
*pDi = FDrawInfo::StartDrawInfo(outer_di->Viewpoint, &outer_di->VPUniforms);
(*pDi)->mCurrentPortal = this;
// save viewpoint
savedvisibility = outer_di->Viewpoint.camera ? outer_di->Viewpoint.camera->renderflags & RF_MAYBEINVISIBLE : ActorRenderFlags::FromInt(0);
return true;
}
//-----------------------------------------------------------------------------
//
// End
//
//-----------------------------------------------------------------------------
void GLPortal::End(HWDrawInfo *di, bool usestencil)
{
bool needdepth = NeedDepthBuffer();
Clocker c(PortalAll);
di = static_cast<FDrawInfo*>(di)->EndDrawInfo();
GLRenderer->mViewpoints->Bind(static_cast<FDrawInfo*>(di)->vpIndex);
if (usestencil)
{
auto &vp = di->Viewpoint;
// Restore the old view
if (vp.camera != nullptr) vp.camera->renderflags = (vp.camera->renderflags & ~RF_MAYBEINVISIBLE) | savedvisibility;
glColorMask(0, 0, 0, 0); // no graphics
gl_RenderState.SetEffect(EFF_NONE);
gl_RenderState.ResetColor();
gl_RenderState.EnableTexture(false);
gl_RenderState.Apply();
if (needdepth)
{
// first step: reset the depth buffer to max. depth
glDepthRange(1, 1); // always
glDepthFunc(GL_ALWAYS); // write the farthest depth value
DrawPortalStencil(STP_DepthClear);
}
else
{
glEnable(GL_DEPTH_TEST);
}
// second step: restore the depth buffer to the previous values and reset the stencil
glDepthFunc(GL_LEQUAL);
glDepthRange(0, 1);
glStencilOp(GL_KEEP, GL_KEEP, GL_DECR);
glStencilFunc(GL_EQUAL, mState->recursion, ~0); // draw sky into stencil
DrawPortalStencil(STP_DepthRestore);
glDepthFunc(GL_LESS);
gl_RenderState.EnableTexture(true);
gl_RenderState.SetEffect(EFF_NONE);
glColorMask(1, 1, 1, 1);
mState->recursion--;
// restore old stencil op.
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glStencilFunc(GL_EQUAL, mState->recursion, ~0); // draw sky into stencil
}
else
{
if (needdepth)
{
glClear(GL_DEPTH_BUFFER_BIT);
}
else
{
glEnable(GL_DEPTH_TEST);
glDepthMask(true);
}
auto &vp = di->Viewpoint;
// Restore the old view
if (vp.camera != nullptr) vp.camera->renderflags = (vp.camera->renderflags & ~RF_MAYBEINVISIBLE) | savedvisibility;
// This draws a valid z-buffer into the stencil's contents to ensure it
// doesn't get overwritten by the level's geometry.
gl_RenderState.ResetColor();
glDepthFunc(GL_LEQUAL);
glDepthRange(0, 1);
glColorMask(0, 0, 0, 1); // mark portal in alpha channel but don't touch color
gl_RenderState.SetEffect(EFF_STENCIL);
gl_RenderState.EnableTexture(false);
gl_RenderState.BlendFunc(GL_ONE, GL_ZERO);
gl_RenderState.BlendEquation(GL_FUNC_ADD);
gl_RenderState.Apply();
DrawPortalStencil(STP_DepthRestore);
gl_RenderState.SetEffect(EFF_NONE);
gl_RenderState.EnableTexture(true);
glColorMask(1, 1, 1, 1); // mark portal in alpha channel but don't touch color
glDepthFunc(GL_LESS);
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
//
//
// Horizon Portal
//
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
GLHorizonPortal::GLHorizonPortal(FPortalSceneState *s, GLHorizonInfo * pt, FRenderViewpoint &vp, bool local)
: GLPortal(s, local)
{
origin = pt;
// create the vertex data for this horizon portal.
GLSectorPlane * sp = &origin->plane;
const float vx = vp.Pos.X;
const float vy = vp.Pos.Y;
const float vz = vp.Pos.Z;
const float z = sp->Texheight;
const float tz = (z - vz);
// Draw to some far away boundary
// This is not drawn as larger strips because it causes visual glitches.
FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
for (float x = -32768 + vx; x<32768 + vx; x += 4096)
{
for (float y = -32768 + vy; y<32768 + vy; y += 4096)
{
ptr->Set(x, z, y, x / 64, -y / 64);
ptr++;
ptr->Set(x + 4096, z, y, x / 64 + 64, -y / 64);
ptr++;
ptr->Set(x, z, y + 4096, x / 64, -y / 64 - 64);
ptr++;
ptr->Set(x + 4096, z, y + 4096, x / 64 + 64, -y / 64 - 64);
ptr++;
}
}
// fill the gap between the polygon and the true horizon
// Since I can't draw into infinity there can always be a
// small gap
ptr->Set(-32768 + vx, z, -32768 + vy, 512.f, 0);
ptr++;
ptr->Set(-32768 + vx, vz, -32768 + vy, 512.f, tz);
ptr++;
ptr->Set(-32768 + vx, z, 32768 + vy, -512.f, 0);
ptr++;
ptr->Set(-32768 + vx, vz, 32768 + vy, -512.f, tz);
ptr++;
ptr->Set(32768 + vx, z, 32768 + vy, 512.f, 0);
ptr++;
ptr->Set(32768 + vx, vz, 32768 + vy, 512.f, tz);
ptr++;
ptr->Set(32768 + vx, z, -32768 + vy, -512.f, 0);
ptr++;
ptr->Set(32768 + vx, vz, -32768 + vy, -512.f, tz);
ptr++;
ptr->Set(-32768 + vx, z, -32768 + vy, 512.f, 0);
ptr++;
ptr->Set(-32768 + vx, vz, -32768 + vy, 512.f, tz);
ptr++;
vcount = GLRenderer->mVBO->GetCount(ptr, &voffset) - 10;
}
//-----------------------------------------------------------------------------
//
// GLHorizonPortal::DrawContents
//
//-----------------------------------------------------------------------------
void GLHorizonPortal::DrawContents(HWDrawInfo *hwdi)
{
auto di = static_cast<FDrawInfo *>(hwdi);
Clocker c(PortalAll);
FMaterial * gltexture;
player_t * player=&players[consoleplayer];
GLSectorPlane * sp = &origin->plane;
auto &vp = di->Viewpoint;
gltexture=FMaterial::ValidateTexture(sp->texture, false, true);
if (!gltexture)
{
ClearScreen(di);
return;
}
di->SetCameraPos(vp.Pos);
if (gltexture && gltexture->tex->isFullbright())
{
// glowing textures are always drawn full bright without color
di->SetColor(255, 0, origin->colormap, 1.f);
di->SetFog(255, 0, &origin->colormap, false);
}
else
{
int rel = getExtraLight();
di->SetColor(origin->lightlevel, rel, origin->colormap, 1.0f);
di->SetFog(origin->lightlevel, rel, &origin->colormap, false);
}
gl_RenderState.SetMaterial(gltexture, CLAMP_NONE, 0, -1, false);
gl_RenderState.SetObjectColor(origin->specialcolor);
gl_RenderState.SetPlaneTextureRotation(sp, gltexture);
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
gl_RenderState.BlendFunc(GL_ONE,GL_ZERO);
gl_RenderState.Apply();
for (unsigned i = 0; i < vcount; i += 4)
{
GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, voffset + i, 4);
}
GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, voffset + vcount, 10);
gl_RenderState.EnableTextureMatrix(false);
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
//
//
// Eternity-style horizon portal
//
// To the rest of the engine these masquerade as a skybox portal
// Internally they need to draw two horizon or sky portals
// and will use the respective classes to achieve that.
//
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void GLEEHorizonPortal::DrawContents(HWDrawInfo *di)
{
auto &vp = di->Viewpoint;
sector_t *sector = portal->mOrigin;
if (sector->GetTexture(sector_t::floor) == skyflatnum ||
sector->GetTexture(sector_t::ceiling) == skyflatnum)
{
GLSkyInfo skyinfo;
skyinfo.init(sector->sky, 0);
GLSkyPortal sky(mState, &skyinfo, true);
sky.DrawContents(di);
}
if (sector->GetTexture(sector_t::ceiling) != skyflatnum)
{
GLHorizonInfo horz;
horz.plane.GetFromSector(sector, sector_t::ceiling);
horz.lightlevel = hw_ClampLight(sector->GetCeilingLight());
horz.colormap = sector->Colormap;
horz.specialcolor = 0xffffffff;
if (portal->mType == PORTS_PLANE)
{
horz.plane.Texheight = vp.Pos.Z + fabs(horz.plane.Texheight);
}
GLHorizonPortal ceil(mState, &horz, di->Viewpoint, true);
ceil.DrawContents(di);
}
if (sector->GetTexture(sector_t::floor) != skyflatnum)
{
GLHorizonInfo horz;
horz.plane.GetFromSector(sector, sector_t::floor);
horz.lightlevel = hw_ClampLight(sector->GetFloorLight());
horz.colormap = sector->Colormap;
horz.specialcolor = 0xffffffff;
if (portal->mType == PORTS_PLANE)
{
horz.plane.Texheight = vp.Pos.Z - fabs(horz.plane.Texheight);
}
GLHorizonPortal floor(mState, &horz, di->Viewpoint, true);
floor.DrawContents(di);
}
}
const char *GLSkyPortal::GetName() { return "Sky"; }
const char *GLHorizonPortal::GetName() { return "Horizon"; }
const char *GLEEHorizonPortal::GetName() { return "EEHorizon"; }