vkdoom_m/src/hwrenderer/scene/hw_sky.cpp
Christoph Oelckers 79a0f76801 - replaced TexMan.operator() with two functions.
This was done to make reviewing easier, again because it is virtually impossible to search for the operators in the code.

Going through this revealed quite a few places where texture animations were on but shouldn't and even more places that did not check PASLVERS, although they were preparing some paletted rendering.
2018-12-07 02:53:18 +01:00

393 lines
11 KiB
C++

//
//---------------------------------------------------------------------------
//
// Copyright(C) 2002-2016 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 "a_sharedglobal.h"
#include "r_sky.h"
#include "r_state.h"
#include "r_utility.h"
#include "doomdata.h"
#include "g_levellocals.h"
#include "p_lnspec.h"
#include "hwrenderer/scene/hw_drawinfo.h"
#include "hwrenderer/scene/hw_drawstructs.h"
#include "hwrenderer/scene/hw_portal.h"
#include "hwrenderer/utility/hw_lighting.h"
#include "hwrenderer/textures/hw_material.h"
CVAR(Bool,gl_noskyboxes, false, 0)
//==========================================================================
//
// Set up the skyinfo struct
//
//==========================================================================
void GLSkyInfo::init(int sky1, PalEntry FadeColor)
{
memset(this, 0, sizeof(*this));
if ((sky1 & PL_SKYFLAT) && (sky1 & (PL_SKYFLAT - 1)))
{
const line_t *l = &level.lines[(sky1&(PL_SKYFLAT - 1)) - 1];
const side_t *s = l->sidedef[0];
int pos;
if (level.flags & LEVEL_SWAPSKIES && s->GetTexture(side_t::bottom).isValid())
{
pos = side_t::bottom;
}
else
{
pos = side_t::top;
}
FTextureID texno = s->GetTexture(pos);
texture[0] = FMaterial::ValidateTexture(texno, false, true);
if (!texture[0] || !texture[0]->tex->isValid()) goto normalsky;
skytexno1 = texno;
x_offset[0] = s->GetTextureXOffset(pos) * (360.f/65536.f);
y_offset = s->GetTextureYOffset(pos);
mirrored = !l->args[2];
}
else
{
normalsky:
if (level.flags&LEVEL_DOUBLESKY)
{
texture[1] = FMaterial::ValidateTexture(sky1texture, false, true);
x_offset[1] = hw_sky1pos;
doublesky = true;
}
if ((level.flags&LEVEL_SWAPSKIES || (sky1 == PL_SKYFLAT) || (level.flags&LEVEL_DOUBLESKY)) &&
sky2texture != sky1texture) // If both skies are equal use the scroll offset of the first!
{
texture[0] = FMaterial::ValidateTexture(sky2texture, false, true);
skytexno1 = sky2texture;
sky2 = true;
x_offset[0] = hw_sky2pos;
}
else if (!doublesky)
{
texture[0] = FMaterial::ValidateTexture(sky1texture, false, true);
skytexno1 = sky1texture;
x_offset[0] = hw_sky1pos;
}
}
if (level.skyfog > 0)
{
fadecolor = FadeColor;
fadecolor.a = 0;
}
else fadecolor = 0;
}
//==========================================================================
//
// Calculate sky texture for ceiling or floor
//
//==========================================================================
void GLWall::SkyPlane(HWDrawInfo *di, sector_t *sector, int plane, bool allowreflect)
{
int ptype = -1;
FSectorPortal *sportal = sector->ValidatePortal(plane);
if (sportal != nullptr && sportal->mFlags & PORTSF_INSKYBOX) sportal = nullptr; // no recursions, delete it here to simplify the following code
// Either a regular sky or a skybox with skyboxes disabled
if ((sportal == nullptr && sector->GetTexture(plane) == skyflatnum) || (gl_noskyboxes && sportal != nullptr && sportal->mType == PORTS_SKYVIEWPOINT))
{
GLSkyInfo skyinfo;
skyinfo.init(sector->sky, Colormap.FadeColor);
ptype = PORTALTYPE_SKY;
sky = &skyinfo;
PutPortal(di, ptype, plane);
}
else if (sportal != nullptr)
{
switch (sportal->mType)
{
case PORTS_STACKEDSECTORTHING:
case PORTS_PORTAL:
case PORTS_LINKEDPORTAL:
{
auto glport = sector->GetPortalGroup(plane);
if (glport != NULL)
{
if (sector->PortalBlocksView(plane)) return;
if (screen->instack[1 - plane]) return;
ptype = PORTALTYPE_SECTORSTACK;
portal = glport;
}
break;
}
case PORTS_SKYVIEWPOINT:
case PORTS_HORIZON:
case PORTS_PLANE:
ptype = PORTALTYPE_SKYBOX;
secportal = sportal;
break;
}
}
else if (allowreflect && sector->GetReflect(plane) > 0)
{
auto vpz = di->Viewpoint.Pos.Z;
if ((plane == sector_t::ceiling && vpz > sector->ceilingplane.fD()) ||
(plane == sector_t::floor && vpz < -sector->floorplane.fD())) return;
ptype = PORTALTYPE_PLANEMIRROR;
planemirror = plane == sector_t::ceiling ? &sector->ceilingplane : &sector->floorplane;
}
if (ptype != -1)
{
PutPortal(di, ptype, plane);
}
}
//==========================================================================
//
// Calculate sky texture for a line
//
//==========================================================================
void GLWall::SkyLine(HWDrawInfo *di, sector_t *fs, line_t *line)
{
FSectorPortal *secport = line->GetTransferredPortal();
GLSkyInfo skyinfo;
int ptype;
// JUSTHIT is used as an indicator that a skybox is in use.
// This is to avoid recursion
if (!gl_noskyboxes && secport && (secport->mSkybox == nullptr || !(secport->mFlags & PORTSF_INSKYBOX)))
{
ptype = PORTALTYPE_SKYBOX;
secportal = secport;
}
else
{
skyinfo.init(fs->sky, Colormap.FadeColor);
ptype = PORTALTYPE_SKY;
sky = &skyinfo;
}
ztop[0] = zceil[0];
ztop[1] = zceil[1];
zbottom[0] = zfloor[0];
zbottom[1] = zfloor[1];
PutPortal(di, ptype, -1);
}
//==========================================================================
//
// Skies on one sided walls
//
//==========================================================================
void GLWall::SkyNormal(HWDrawInfo *di, sector_t * fs,vertex_t * v1,vertex_t * v2)
{
ztop[0]=ztop[1]=32768.0f;
zbottom[0]=zceil[0];
zbottom[1]=zceil[1];
SkyPlane(di, fs, sector_t::ceiling, true);
ztop[0]=zfloor[0];
ztop[1]=zfloor[1];
zbottom[0]=zbottom[1]=-32768.0f;
SkyPlane(di, fs, sector_t::floor, true);
}
//==========================================================================
//
// Upper Skies on two sided walls
//
//==========================================================================
void GLWall::SkyTop(HWDrawInfo *di, seg_t * seg,sector_t * fs,sector_t * bs,vertex_t * v1,vertex_t * v2)
{
if (fs->GetTexture(sector_t::ceiling)==skyflatnum)
{
if (bs->special == GLSector_NoSkyDraw) return;
if (bs->GetTexture(sector_t::ceiling)==skyflatnum)
{
// if the back sector is closed the sky must be drawn!
if (bs->ceilingplane.ZatPoint(v1) > bs->floorplane.ZatPoint(v1) ||
bs->ceilingplane.ZatPoint(v2) > bs->floorplane.ZatPoint(v2) || bs->transdoor)
return;
// one more check for some ugly transparent door hacks
if (!bs->floorplane.isSlope() && !fs->floorplane.isSlope())
{
if (bs->GetPlaneTexZ(sector_t::floor)==fs->GetPlaneTexZ(sector_t::floor)+1.)
{
FTexture * tex = TexMan.GetTexture(seg->sidedef->GetTexture(side_t::bottom), true);
if (!tex || !tex->isValid()) return;
// very, very, very ugly special case (See Icarus MAP14)
// It is VERY important that this is only done for a floor height difference of 1
// or it will cause glitches elsewhere.
tex = TexMan.GetTexture(seg->sidedef->GetTexture(side_t::mid), true);
if (tex != NULL && !(seg->linedef->flags & ML_DONTPEGTOP) &&
seg->sidedef->GetTextureYOffset(side_t::mid) > 0)
{
ztop[0]=ztop[1]=32768.0f;
zbottom[0]=zbottom[1]=
bs->ceilingplane.ZatPoint(v2) + seg->sidedef->GetTextureYOffset(side_t::mid);
SkyPlane(di, fs, sector_t::ceiling, false);
return;
}
}
}
}
ztop[0]=ztop[1]=32768.0f;
FTexture * tex = TexMan.GetTexture(seg->sidedef->GetTexture(side_t::top), true);
if (bs->GetTexture(sector_t::ceiling) != skyflatnum)
{
zbottom[0]=zceil[0];
zbottom[1]=zceil[1];
}
else
{
zbottom[0] = bs->ceilingplane.ZatPoint(v1);
zbottom[1] = bs->ceilingplane.ZatPoint(v2);
flags|=GLWF_SKYHACK; // mid textures on such lines need special treatment!
}
}
else
{
float frontreflect = fs->GetReflect(sector_t::ceiling);
if (frontreflect > 0)
{
float backreflect = bs->GetReflect(sector_t::ceiling);
if (backreflect > 0 && bs->ceilingplane.fD() == fs->ceilingplane.fD() && !bs->isClosed())
{
// Don't add intra-portal line to the portal.
return;
}
}
else
{
int type = fs->GetPortalType(sector_t::ceiling);
if (type == PORTS_STACKEDSECTORTHING || type == PORTS_PORTAL || type == PORTS_LINKEDPORTAL)
{
auto pfront = fs->GetPortalGroup(sector_t::ceiling);
auto pback = bs->GetPortalGroup(sector_t::ceiling);
if (pfront == NULL || fs->PortalBlocksView(sector_t::ceiling)) return;
if (pfront == pback && !bs->PortalBlocksView(sector_t::ceiling)) return;
}
}
// stacked sectors
ztop[0] = ztop[1] = 32768.0f;
zbottom[0] = fs->ceilingplane.ZatPoint(v1);
zbottom[1] = fs->ceilingplane.ZatPoint(v2);
}
SkyPlane(di, fs, sector_t::ceiling, true);
}
//==========================================================================
//
// Lower Skies on two sided walls
//
//==========================================================================
void GLWall::SkyBottom(HWDrawInfo *di, seg_t * seg,sector_t * fs,sector_t * bs,vertex_t * v1,vertex_t * v2)
{
if (fs->GetTexture(sector_t::floor)==skyflatnum)
{
if (bs->special == GLSector_NoSkyDraw) return;
FTexture * tex = TexMan.GetTexture(seg->sidedef->GetTexture(side_t::bottom), true);
// For lower skies the normal logic only applies to walls with no lower texture.
if (!tex->isValid())
{
if (bs->GetTexture(sector_t::floor)==skyflatnum)
{
// if the back sector is closed the sky must be drawn!
if (bs->ceilingplane.ZatPoint(v1) > bs->floorplane.ZatPoint(v1) ||
bs->ceilingplane.ZatPoint(v2) > bs->floorplane.ZatPoint(v2))
return;
}
else
{
// Special hack for Vrack2b
if (bs->floorplane.ZatPoint(di->Viewpoint.Pos) > di->Viewpoint.Pos.Z) return;
}
}
zbottom[0]=zbottom[1]=-32768.0f;
if ((tex && !tex->isValid()) || bs->GetTexture(sector_t::floor)!=skyflatnum)
{
ztop[0]=zfloor[0];
ztop[1]=zfloor[1];
}
else
{
ztop[0] = bs->floorplane.ZatPoint(v1);
ztop[1] = bs->floorplane.ZatPoint(v2);
flags|=GLWF_SKYHACK; // mid textures on such lines need special treatment!
}
}
else
{
float frontreflect = fs->GetReflect(sector_t::floor);
if (frontreflect > 0)
{
float backreflect = bs->GetReflect(sector_t::floor);
if (backreflect > 0 && bs->floorplane.fD() == fs->floorplane.fD() && !bs->isClosed())
{
// Don't add intra-portal line to the portal.
return;
}
}
else
{
int type = fs->GetPortalType(sector_t::floor);
if (type == PORTS_STACKEDSECTORTHING || type == PORTS_PORTAL || type == PORTS_LINKEDPORTAL)
{
auto pfront = fs->GetPortalGroup(sector_t::floor);
auto pback = bs->GetPortalGroup(sector_t::floor);
if (pfront == NULL || fs->PortalBlocksView(sector_t::floor)) return;
if (pfront == pback && !bs->PortalBlocksView(sector_t::floor)) return;
}
}
// stacked sectors
zbottom[0]=zbottom[1]=-32768.0f;
ztop[0] = fs->floorplane.ZatPoint(v1);
ztop[1] = fs->floorplane.ZatPoint(v2);
}
SkyPlane(di, fs, sector_t::floor, true);
}