1012 lines
31 KiB
C++
1012 lines
31 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2005-2016 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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** gl_20.cpp
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**
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** Fallback code for ancient hardware
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** This file collects everything larger that is only needed for
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** OpenGL 2.0/no shader compatibility.
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**
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*/
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#include "gl/system/gl_system.h"
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#include "menu/menu.h"
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#include "r_utility.h"
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#include "g_levellocals.h"
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#include "actorinlines.h"
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#include "hwrenderer/dynlights/hw_dynlightdata.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_lightdata.h"
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#include "gl/system/gl_interface.h"
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#include "hwrenderer/utility/hw_cvars.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/scene/gl_drawinfo.h"
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#include "gl/scene/gl_scenedrawer.h"
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#include "gl/data/gl_vertexbuffer.h"
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CVAR(Bool, gl_lights_additive, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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//==========================================================================
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//
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// Do some tinkering with the menus so that certain options only appear
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// when they are actually valid.
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//
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//==========================================================================
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void gl_PatchMenu()
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{
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// Radial fog and Doom lighting are not available without full shader support.
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if (!gl.legacyMode) return;
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FOptionValues **opt = OptionValues.CheckKey("LightingModes");
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if (opt != NULL)
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{
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for(int i = (*opt)->mValues.Size()-1; i>=0; i--)
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{
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// Delete 'Doom' lighting mode
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if ((*opt)->mValues[i].Value == 2.0 || (*opt)->mValues[i].Value == 8.0)
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{
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(*opt)->mValues.Delete(i);
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}
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}
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}
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opt = OptionValues.CheckKey("FogMode");
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if (opt != NULL)
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{
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for(int i = (*opt)->mValues.Size()-1; i>=0; i--)
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{
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// Delete 'Radial' fog mode
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if ((*opt)->mValues[i].Value == 2.0)
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{
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(*opt)->mValues.Delete(i);
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}
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}
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}
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// disable features that don't work without shaders.
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if (gl_lightmode == 2 || gl_lightmode == 8) gl_lightmode = 3;
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if (gl_fogmode == 2) gl_fogmode = 1;
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// remove more unsupported stuff like postprocessing options.
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// This cannot be done with a menu filter because the renderer gets initialized long after the menu is set up.
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DMenuDescriptor **desc = MenuDescriptors.CheckKey("OpenGLOptions");
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if (desc != nullptr && (*desc)->IsKindOf(RUNTIME_CLASS(DOptionMenuDescriptor)))
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{
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auto md = static_cast<DOptionMenuDescriptor*>(*desc);
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for (int i = md->mItems.Size() - 1; i >= 0; i--)
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{
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if (!stricmp(md->mItems[i]->mAction.GetChars(), "gl_multisample") ||
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!stricmp(md->mItems[i]->mAction.GetChars(), "gl_tonemap") ||
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!stricmp(md->mItems[i]->mAction.GetChars(), "gl_bloom") ||
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!stricmp(md->mItems[i]->mAction.GetChars(), "gl_lens") ||
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!stricmp(md->mItems[i]->mAction.GetChars(), "gl_ssao") ||
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!stricmp(md->mItems[i]->mAction.GetChars(), "gl_ssao_portals") ||
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!stricmp(md->mItems[i]->mAction.GetChars(), "gl_fxaa") ||
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!stricmp(md->mItems[i]->mAction.GetChars(), "gl_paltonemap_powtable") ||
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!stricmp(md->mItems[i]->mAction.GetChars(), "vr_mode") ||
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!stricmp(md->mItems[i]->mAction.GetChars(), "vr_enable_quadbuffered") ||
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!stricmp(md->mItems[i]->mAction.GetChars(), "gl_paltonemap_reverselookup"))
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{
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md->mItems.Delete(i);
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}
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}
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void gl_SetTextureMode(int type)
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{
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if (type == TM_SWCANVAS)
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{
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int shader = V_IsTrueColor() ? 2 : 0;
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float c1[4], c2[4];
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if (gl_RenderState.mColormapState > CM_DEFAULT && gl_RenderState.mColormapState < CM_MAXCOLORMAP)
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{
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FSpecialColormap *scm = &SpecialColormaps[gl_RenderState.mColormapState - CM_FIRSTSPECIALCOLORMAP];
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for (int i = 0; i < 3; i++)
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{
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c1[i] = scm->ColorizeStart[i];
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c2[i] = scm->ColorizeEnd[i] - scm->ColorizeStart[i];
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}
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c1[3] = 0;
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c2[3] = 0;
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shader++;
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}
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// Type 2 (unaltered true color) can be done without activating the shader.
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if (shader != 2)
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{
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GLRenderer->legacyShaders->BindShader(shader, c1, c2);
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return;
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}
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else type = TM_MODULATE;
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}
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glUseProgram(0);
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if (type == TM_MASK)
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{
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PRIMARY_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_TEXTURE0);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
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}
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else if (type == TM_OPAQUE)
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{
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE0);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
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}
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else if (type == TM_INVERSE)
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{
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE0);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_ONE_MINUS_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_TEXTURE0);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
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}
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else if (type == TM_INVERTOPAQUE)
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{
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE0);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_ONE_MINUS_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
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}
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else // if (type == TM_MODULATE)
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{
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static int ffTextureMode;
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static bool ffTextureEnabled;
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static bool ffFogEnabled;
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static PalEntry ffFogColor;
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static int ffSpecialEffect;
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static float ffFogDensity;
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static bool currentTextureMatrixState;
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static bool currentModelMatrixState;
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void FRenderState::ApplyFixedFunction()
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{
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int thistm = mTextureMode == TM_MODULATE && (mTempTM == TM_OPAQUE || mSpecialEffect == EFF_SWQUAD) ? TM_OPAQUE : mTextureMode;
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if (thistm != ffTextureMode)
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{
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ffTextureMode = thistm;
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if (ffTextureMode == TM_CLAMPY) ffTextureMode = TM_MODULATE; // this cannot be replicated. Too bad if it creates visual artifacts
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gl_SetTextureMode(ffTextureMode);
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}
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if (mTextureEnabled != ffTextureEnabled)
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{
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if ((ffTextureEnabled = mTextureEnabled)) glEnable(GL_TEXTURE_2D);
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else glDisable(GL_TEXTURE_2D);
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}
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if (mFogEnabled != ffFogEnabled)
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{
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if ((ffFogEnabled = mFogEnabled))
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{
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glEnable(GL_FOG);
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}
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else glDisable(GL_FOG);
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}
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if (mFogEnabled)
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{
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if (ffFogColor != mFogColor)
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{
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ffFogColor = mFogColor;
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GLfloat FogColor[4] = { mFogColor.r / 255.0f,mFogColor.g / 255.0f,mFogColor.b / 255.0f,0.0f };
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glFogfv(GL_FOG_COLOR, FogColor);
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}
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if (ffFogDensity != mLightParms[2])
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{
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glFogf(GL_FOG_DENSITY, mLightParms[2] * -0.6931471f); // = 1/log(2)
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ffFogDensity = mLightParms[2];
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}
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}
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if (mSpecialEffect != ffSpecialEffect)
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{
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switch (ffSpecialEffect)
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{
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case EFF_SPHEREMAP:
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glDisable(GL_TEXTURE_GEN_T);
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glDisable(GL_TEXTURE_GEN_S);
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default:
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break;
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}
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switch (mSpecialEffect)
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{
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case EFF_SPHEREMAP:
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// Use sphere mapping for this
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glEnable(GL_TEXTURE_GEN_T);
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glEnable(GL_TEXTURE_GEN_S);
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glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
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glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
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break;
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default:
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break;
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}
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ffSpecialEffect = mSpecialEffect;
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}
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FStateVec4 col = mColor;
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col.vec[0] += mDynColor.vec[0];
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col.vec[1] += mDynColor.vec[1];
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col.vec[2] += mDynColor.vec[2];
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col.vec[0] = clamp(col.vec[0], 0.f, 1.f);
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col.vec[0] = clamp(col.vec[0], 0.f, 1.f);
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col.vec[1] = clamp(col.vec[1], 0.f, 1.f);
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col.vec[2] = clamp(col.vec[2], 0.f, 1.f);
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col.vec[3] = clamp(col.vec[3], 0.f, 1.f);
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col.vec[0] *= (mObjectColor.r / 255.f);
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col.vec[1] *= (mObjectColor.g / 255.f);
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col.vec[2] *= (mObjectColor.b / 255.f);
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col.vec[3] *= (mObjectColor.a / 255.f);
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glColor4fv(col.vec);
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glEnable(GL_BLEND);
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if (mAlphaThreshold > 0)
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{
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glEnable(GL_ALPHA_TEST);
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glAlphaFunc(GL_GREATER, mAlphaThreshold * col.vec[3]);
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}
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else
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{
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glDisable(GL_ALPHA_TEST);
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}
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if (mTextureMatrixEnabled)
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{
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glMatrixMode(GL_TEXTURE);
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glLoadMatrixf(mTextureMatrix.get());
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currentTextureMatrixState = true;
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}
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else if (currentTextureMatrixState)
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{
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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currentTextureMatrixState = false;
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}
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if (mModelMatrixEnabled)
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{
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VSMatrix mult = mViewMatrix;
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mult.multMatrix(mModelMatrix);
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glMatrixMode(GL_MODELVIEW);
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glLoadMatrixf(mult.get());
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currentModelMatrixState = true;
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}
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else if (currentModelMatrixState)
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{
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glMatrixMode(GL_MODELVIEW);
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glLoadMatrixf(mViewMatrix.get());
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currentModelMatrixState = false;
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void gl_FillScreen();
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void FRenderState::DrawColormapOverlay()
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{
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float r, g, b;
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if (mColormapState > CM_DEFAULT && mColormapState < CM_MAXCOLORMAP)
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{
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FSpecialColormap *scm = &SpecialColormaps[mColormapState - CM_FIRSTSPECIALCOLORMAP];
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float m[] = { scm->ColorizeEnd[0] - scm->ColorizeStart[0],
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scm->ColorizeEnd[1] - scm->ColorizeStart[1], scm->ColorizeEnd[2] - scm->ColorizeStart[2], 0.f };
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if (m[0] < 0 && m[1] < 0 && m[2] < 0)
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{
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gl_RenderState.SetColor(1, 1, 1, 1);
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gl_RenderState.BlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
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gl_FillScreen();
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r = scm->ColorizeStart[0];
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g = scm->ColorizeStart[1];
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b = scm->ColorizeStart[2];
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}
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else
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{
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r = scm->ColorizeEnd[0];
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g = scm->ColorizeEnd[1];
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b = scm->ColorizeEnd[2];
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}
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}
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else if (mColormapState == CM_LITE)
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{
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if (gl_enhanced_nightvision)
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{
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r = 0.375f, g = 1.0f, b = 0.375f;
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}
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else
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{
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return;
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}
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}
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else if (mColormapState >= CM_TORCH)
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{
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int flicker = mColormapState - CM_TORCH;
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r = (0.8f + (7 - flicker) / 70.0f);
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if (r > 1.0f) r = 1.0f;
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b = g = r;
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if (gl_enhanced_nightvision) b = g * 0.75f;
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}
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else return;
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gl_RenderState.SetColor(r, g, b, 1.f);
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gl_RenderState.BlendFunc(GL_DST_COLOR, GL_ZERO);
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gl_FillScreen();
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gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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//==========================================================================
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//
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// Sets up the parameters to render one dynamic light onto one plane
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//
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//==========================================================================
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bool gl_SetupLight(int group, Plane & p, ADynamicLight * light, FVector3 & nearPt, FVector3 & up, FVector3 & right,
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float & scale, bool checkside, bool additive)
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{
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FVector3 fn, pos;
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DVector3 lpos = light->PosRelative(group);
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float dist = fabsf(p.DistToPoint(lpos.X, lpos.Z, lpos.Y));
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float radius = light->GetRadius();
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if (V_IsHardwareRenderer() && gl.legacyMode && (light->lightflags & LF_ATTENUATE))
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{
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radius *= 0.66f;
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}
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if (radius <= 0.f) return false;
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if (dist > radius) return false;
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if (checkside && p.PointOnSide(lpos.X, lpos.Z, lpos.Y))
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{
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return false;
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}
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if (!light->visibletoplayer)
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{
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return false;
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}
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scale = 1.0f / ((2.f * radius) - dist);
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// project light position onto plane (find closest point on plane)
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pos = { (float)lpos.X, (float)lpos.Z, (float)lpos.Y };
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fn = p.Normal();
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fn.GetRightUp(right, up);
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FVector3 tmpVec = fn * dist;
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nearPt = pos + tmpVec;
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float cs = 1.0f - (dist / radius);
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if (additive) cs *= 0.2f; // otherwise the light gets too strong.
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float r = light->GetRed() / 255.0f * cs;
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float g = light->GetGreen() / 255.0f * cs;
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float b = light->GetBlue() / 255.0f * cs;
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if (light->IsSubtractive())
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{
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gl_RenderState.BlendEquation(GL_FUNC_REVERSE_SUBTRACT);
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float length = float(FVector3(r, g, b).Length());
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r = length - r;
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g = length - g;
|
|
b = length - b;
|
|
}
|
|
else
|
|
{
|
|
gl_RenderState.BlendEquation(GL_FUNC_ADD);
|
|
}
|
|
gl_RenderState.SetColor(r, g, b);
|
|
return true;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
bool gl_SetupLightTexture()
|
|
{
|
|
if (!GLRenderer->glLight.isValid()) return false;
|
|
FMaterial * pat = FMaterial::ValidateTexture(GLRenderer->glLight, false, false);
|
|
gl_RenderState.SetMaterial(pat, CLAMP_XY_NOMIP, 0, -1, false);
|
|
return true;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Check fog in current sector for placing into the proper draw list.
|
|
//
|
|
//==========================================================================
|
|
|
|
static bool CheckFog(FColormap *cm, int lightlevel)
|
|
{
|
|
bool frontfog;
|
|
|
|
PalEntry fogcolor = cm->FadeColor;
|
|
|
|
if ((fogcolor.d & 0xffffff) == 0)
|
|
{
|
|
frontfog = false;
|
|
}
|
|
else if (level.outsidefogdensity != 0 && APART(level.info->outsidefog) != 0xff && (fogcolor.d & 0xffffff) == (level.info->outsidefog & 0xffffff))
|
|
{
|
|
frontfog = true;
|
|
}
|
|
else if (level.fogdensity != 0 || (level.lightmode & 4) || cm->FogDensity > 0)
|
|
{
|
|
// case 3: level has fog density set
|
|
frontfog = true;
|
|
}
|
|
else
|
|
{
|
|
// case 4: use light level
|
|
frontfog = lightlevel < 248;
|
|
}
|
|
return frontfog;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
bool FDrawInfo::PutWallCompat(GLWall *wall, int passflag)
|
|
{
|
|
static int list_indices[2][2] =
|
|
{ { GLLDL_WALLS_PLAIN, GLLDL_WALLS_FOG },{ GLLDL_WALLS_MASKED, GLLDL_WALLS_FOGMASKED } };
|
|
|
|
// are lights possible?
|
|
if (mDrawer->FixedColormap != CM_DEFAULT || !gl_lights || wall->seg->sidedef == nullptr || wall->type == RENDERWALL_M2SNF || !wall->gltexture) return false;
|
|
|
|
// multipassing these is problematic.
|
|
if ((wall->flags & GLWall::GLWF_SKYHACK && wall->type == RENDERWALL_M2S)) return false;
|
|
|
|
// Any lights affecting this wall?
|
|
if (!(wall->seg->sidedef->Flags & WALLF_POLYOBJ))
|
|
{
|
|
if (wall->seg->sidedef->lighthead == nullptr) return false;
|
|
}
|
|
else if (wall->sub)
|
|
{
|
|
if (wall->sub->lighthead == nullptr) return false;
|
|
}
|
|
|
|
bool foggy = CheckFog(&wall->Colormap, wall->lightlevel) || (level.flags&LEVEL_HASFADETABLE) || gl_lights_additive;
|
|
bool masked = passflag == 2 && wall->gltexture->isMasked();
|
|
|
|
int list = list_indices[masked][foggy];
|
|
auto newwall = dldrawlists[list].NewWall();
|
|
*newwall = *wall;
|
|
if (!masked) newwall->ProcessDecals(this);
|
|
return true;
|
|
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
bool FDrawInfo::PutFlatCompat(GLFlat *flat, bool fog)
|
|
{
|
|
// are lights possible?
|
|
if (FixedColormap != CM_DEFAULT || !gl_lights || !flat->gltexture || flat->renderstyle != STYLE_Translucent || flat->alpha < 1.f - FLT_EPSILON || flat->sector->lighthead == NULL) return false;
|
|
|
|
static int list_indices[2][2] =
|
|
{ { GLLDL_FLATS_PLAIN, GLLDL_FLATS_FOG },{ GLLDL_FLATS_MASKED, GLLDL_FLATS_FOGMASKED } };
|
|
|
|
bool masked = flat->gltexture->isMasked() && ((flat->renderflags&SSRF_RENDER3DPLANES) || flat->stack);
|
|
bool foggy = CheckFog(&flat->Colormap, flat->lightlevel) || (level.flags&LEVEL_HASFADETABLE) || gl_lights_additive;
|
|
|
|
|
|
int list = list_indices[masked][foggy];
|
|
auto newflat = gl_drawinfo->dldrawlists[list].NewFlat();
|
|
*newflat = *flat;
|
|
return true;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// Fog boundary without any shader support
|
|
//
|
|
//==========================================================================
|
|
|
|
void FDrawInfo::RenderFogBoundaryCompat(GLWall *wall)
|
|
{
|
|
// without shaders some approximation is needed. This won't look as good
|
|
// as the shader version but it's an acceptable compromise.
|
|
auto &Colormap = wall->Colormap;
|
|
auto &glseg = wall->glseg;
|
|
auto tcs = wall->tcs;
|
|
auto ztop = wall->ztop;
|
|
auto zbottom = wall->zbottom;
|
|
|
|
float fogdensity = hw_GetFogDensity(wall->lightlevel, Colormap.FadeColor, Colormap.FogDensity);
|
|
|
|
float dist1 = Dist2(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, glseg.x1, glseg.y1);
|
|
float dist2 = Dist2(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, glseg.x2, glseg.y2);
|
|
|
|
// these values were determined by trial and error and are scale dependent!
|
|
float fogd1 = (0.95f - exp(-fogdensity*dist1 / 62500.f)) * 1.05f;
|
|
float fogd2 = (0.95f - exp(-fogdensity*dist2 / 62500.f)) * 1.05f;
|
|
|
|
float fc[4] = { Colormap.FadeColor.r / 255.0f,Colormap.FadeColor.g / 255.0f,Colormap.FadeColor.b / 255.0f,fogd2 };
|
|
|
|
gl_RenderState.EnableTexture(false);
|
|
gl_RenderState.EnableFog(false);
|
|
gl_RenderState.AlphaFunc(GL_GEQUAL, 0);
|
|
gl_RenderState.Apply();
|
|
glEnable(GL_POLYGON_OFFSET_FILL);
|
|
glPolygonOffset(-1.0f, -128.0f);
|
|
glDepthFunc(GL_LEQUAL);
|
|
glColor4f(fc[0], fc[1], fc[2], fogd1);
|
|
glBegin(GL_TRIANGLE_FAN);
|
|
glTexCoord2f(tcs[GLWall::LOLFT].u, tcs[GLWall::LOLFT].v);
|
|
glVertex3f(glseg.x1, zbottom[0], glseg.y1);
|
|
glTexCoord2f(tcs[GLWall::UPLFT].u, tcs[GLWall::UPLFT].v);
|
|
glVertex3f(glseg.x1, ztop[0], glseg.y1);
|
|
glColor4f(fc[0], fc[1], fc[2], fogd2);
|
|
glTexCoord2f(tcs[GLWall::UPRGT].u, tcs[GLWall::UPRGT].v);
|
|
glVertex3f(glseg.x2, ztop[1], glseg.y2);
|
|
glTexCoord2f(tcs[GLWall::LORGT].u, tcs[GLWall::LORGT].v);
|
|
glVertex3f(glseg.x2, zbottom[1], glseg.y2);
|
|
glEnd();
|
|
glDepthFunc(GL_LESS);
|
|
glPolygonOffset(0.0f, 0.0f);
|
|
glDisable(GL_POLYGON_OFFSET_FILL);
|
|
gl_RenderState.EnableFog(true);
|
|
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.5f);
|
|
gl_RenderState.EnableTexture(true);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Flats
|
|
//
|
|
//==========================================================================
|
|
|
|
void FDrawInfo::DrawSubsectorLights(GLFlat *flat, subsector_t * sub, int pass)
|
|
{
|
|
Plane p;
|
|
FVector3 nearPt, up, right, t1;
|
|
float scale;
|
|
|
|
FLightNode * node = sub->lighthead;
|
|
while (node)
|
|
{
|
|
ADynamicLight * light = node->lightsource;
|
|
|
|
if (light->flags2&MF2_DORMANT ||
|
|
(pass == GLPASS_LIGHTTEX && light->IsAdditive()) ||
|
|
(pass == GLPASS_LIGHTTEX_ADDITIVE && !light->IsAdditive()))
|
|
{
|
|
node = node->nextLight;
|
|
continue;
|
|
}
|
|
|
|
// we must do the side check here because gl_SetupLight needs the correct plane orientation
|
|
// which we don't have for Legacy-style 3D-floors
|
|
double planeh = flat->plane.plane.ZatPoint(light);
|
|
if (((planeh<light->Z() && flat->ceiling) || (planeh>light->Z() && !flat->ceiling)))
|
|
{
|
|
node = node->nextLight;
|
|
continue;
|
|
}
|
|
|
|
p.Set(flat->plane.plane.Normal(), flat->plane.plane.fD());
|
|
if (!gl_SetupLight(sub->sector->PortalGroup, p, light, nearPt, up, right, scale, false, pass != GLPASS_LIGHTTEX))
|
|
{
|
|
node = node->nextLight;
|
|
continue;
|
|
}
|
|
gl_RenderState.Apply();
|
|
|
|
FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
|
|
for (unsigned int k = 0; k < sub->numlines; k++)
|
|
{
|
|
vertex_t *vt = sub->firstline[k].v1;
|
|
ptr->x = vt->fX();
|
|
ptr->z = flat->plane.plane.ZatPoint(vt) + flat->dz;
|
|
ptr->y = vt->fY();
|
|
t1 = { ptr->x, ptr->z, ptr->y };
|
|
FVector3 nearToVert = t1 - nearPt;
|
|
|
|
ptr->u = ((nearToVert | right) * scale) + 0.5f;
|
|
ptr->v = ((nearToVert | up) * scale) + 0.5f;
|
|
ptr++;
|
|
}
|
|
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_FAN);
|
|
node = node->nextLight;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FDrawInfo::DrawLightsCompat(GLFlat *flat, int pass)
|
|
{
|
|
gl_RenderState.Apply();
|
|
// Draw the subsectors belonging to this sector
|
|
for (int i = 0; i<flat->sector->subsectorcount; i++)
|
|
{
|
|
subsector_t * sub = flat->sector->subsectors[i];
|
|
if (gl_drawinfo->ss_renderflags[sub->Index()] & flat->renderflags)
|
|
{
|
|
DrawSubsectorLights(flat, sub, pass);
|
|
}
|
|
}
|
|
|
|
// Draw the subsectors assigned to it due to missing textures
|
|
if (!(flat->renderflags&SSRF_RENDER3DPLANES))
|
|
{
|
|
gl_subsectorrendernode * node = (flat->renderflags&SSRF_RENDERFLOOR) ?
|
|
gl_drawinfo->GetOtherFloorPlanes(flat->sector->sectornum) :
|
|
gl_drawinfo->GetOtherCeilingPlanes(flat->sector->sectornum);
|
|
|
|
while (node)
|
|
{
|
|
DrawSubsectorLights(flat, node->sub, pass);
|
|
node = node->next;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// Sets up the texture coordinates for one light to be rendered
|
|
//
|
|
//==========================================================================
|
|
static bool PrepareLight(GLWall *wall, ADynamicLight * light, int pass)
|
|
{
|
|
auto &glseg = wall->glseg;
|
|
auto tcs = wall->tcs;
|
|
auto ztop = wall->ztop;
|
|
auto zbottom = wall->zbottom;
|
|
|
|
float vtx[] = { glseg.x1,zbottom[0],glseg.y1, glseg.x1,ztop[0],glseg.y1, glseg.x2,ztop[1],glseg.y2, glseg.x2,zbottom[1],glseg.y2 };
|
|
Plane p;
|
|
FVector3 nearPt, up, right;
|
|
float scale;
|
|
|
|
auto normal = glseg.Normal();
|
|
p.Set(normal, -normal.X * glseg.x1 - normal.Z * glseg.y1);
|
|
|
|
if (!p.ValidNormal())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!gl_SetupLight(wall->seg->frontsector->PortalGroup, p, light, nearPt, up, right, scale, true, pass != GLPASS_LIGHTTEX))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
FVector3 t1;
|
|
int outcnt[4] = { 0,0,0,0 };
|
|
|
|
for (int i = 0; i<4; i++)
|
|
{
|
|
t1 = &vtx[i * 3];
|
|
FVector3 nearToVert = t1 - nearPt;
|
|
tcs[i].u = ((nearToVert | right) * scale) + 0.5f;
|
|
tcs[i].v = ((nearToVert | up) * scale) + 0.5f;
|
|
|
|
// quick check whether the light touches this polygon
|
|
if (tcs[i].u<0) outcnt[0]++;
|
|
if (tcs[i].u>1) outcnt[1]++;
|
|
if (tcs[i].v<0) outcnt[2]++;
|
|
if (tcs[i].v>1) outcnt[3]++;
|
|
|
|
}
|
|
// The light doesn't touch this polygon
|
|
if (outcnt[0] == 4 || outcnt[1] == 4 || outcnt[2] == 4 || outcnt[3] == 4) return false;
|
|
|
|
draw_dlight++;
|
|
return true;
|
|
}
|
|
|
|
|
|
void FDrawInfo::RenderLightsCompat(GLWall *wall, int pass)
|
|
{
|
|
FLightNode * node;
|
|
|
|
// black fog is diminishing light and should affect lights less than the rest!
|
|
if (pass == GLPASS_LIGHTTEX) mDrawer->SetFog((255 + wall->lightlevel) >> 1, 0, NULL, false);
|
|
else mDrawer->SetFog(wall->lightlevel, 0, &wall->Colormap, true);
|
|
|
|
if (wall->seg->sidedef == NULL)
|
|
{
|
|
return;
|
|
}
|
|
else if (!(wall->seg->sidedef->Flags & WALLF_POLYOBJ))
|
|
{
|
|
// Iterate through all dynamic lights which touch this wall and render them
|
|
node = wall->seg->sidedef->lighthead;
|
|
}
|
|
else if (wall->sub)
|
|
{
|
|
// To avoid constant rechecking for polyobjects use the subsector's lightlist instead
|
|
node = wall->sub->lighthead;
|
|
}
|
|
else
|
|
{
|
|
return;
|
|
}
|
|
|
|
texcoord save[4];
|
|
memcpy(save, wall->tcs, sizeof(wall->tcs));
|
|
while (node)
|
|
{
|
|
ADynamicLight * light = node->lightsource;
|
|
|
|
if (light->flags2&MF2_DORMANT ||
|
|
(pass == GLPASS_LIGHTTEX && light->IsAdditive()) ||
|
|
(pass == GLPASS_LIGHTTEX_ADDITIVE && !light->IsAdditive()))
|
|
{
|
|
node = node->nextLight;
|
|
continue;
|
|
}
|
|
if (PrepareLight(wall, light, pass))
|
|
{
|
|
wall->vertcount = 0;
|
|
RenderWall(wall, GLWall::RWF_TEXTURED);
|
|
}
|
|
node = node->nextLight;
|
|
}
|
|
memcpy(wall->tcs, save, sizeof(wall->tcs));
|
|
wall->vertcount = 0;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void GLSceneDrawer::RenderMultipassStuff()
|
|
{
|
|
// First pass: empty background with sector light only
|
|
|
|
// Part 1: solid geometry. This is set up so that there are no transparent parts
|
|
|
|
// remove any remaining texture bindings and shaders whick may get in the way.
|
|
gl_RenderState.EnableTexture(false);
|
|
gl_RenderState.EnableBrightmap(false);
|
|
gl_RenderState.Apply();
|
|
gl_drawinfo->dldrawlists[GLLDL_WALLS_PLAIN].DrawWalls(GLPASS_PLAIN);
|
|
gl_drawinfo->dldrawlists[GLLDL_FLATS_PLAIN].DrawFlats(GLPASS_PLAIN);
|
|
|
|
// Part 2: masked geometry. This is set up so that only pixels with alpha>0.5 will show
|
|
// This creates a blank surface that only fills the nontransparent parts of the texture
|
|
gl_RenderState.EnableTexture(true);
|
|
gl_RenderState.SetTextureMode(TM_MASK);
|
|
gl_RenderState.EnableBrightmap(true);
|
|
gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold);
|
|
gl_drawinfo->dldrawlists[GLLDL_WALLS_MASKED].DrawWalls(GLPASS_PLAIN);
|
|
gl_drawinfo->dldrawlists[GLLDL_FLATS_MASKED].DrawFlats(GLPASS_PLAIN);
|
|
|
|
// Part 3: The base of fogged surfaces, including the texture
|
|
gl_RenderState.EnableBrightmap(false);
|
|
gl_RenderState.SetTextureMode(TM_MODULATE);
|
|
gl_RenderState.AlphaFunc(GL_GEQUAL, 0);
|
|
gl_drawinfo->dldrawlists[GLLDL_WALLS_FOG].DrawWalls(GLPASS_PLAIN);
|
|
gl_drawinfo->dldrawlists[GLLDL_FLATS_FOG].DrawFlats(GLPASS_PLAIN);
|
|
gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold);
|
|
gl_drawinfo->dldrawlists[GLLDL_WALLS_FOGMASKED].DrawWalls(GLPASS_PLAIN);
|
|
gl_drawinfo->dldrawlists[GLLDL_FLATS_FOGMASKED].DrawFlats(GLPASS_PLAIN);
|
|
|
|
// second pass: draw lights
|
|
glDepthMask(false);
|
|
if (GLRenderer->mLightCount && !FixedColormap)
|
|
{
|
|
if (gl_SetupLightTexture())
|
|
{
|
|
gl_RenderState.BlendFunc(GL_ONE, GL_ONE);
|
|
glDepthFunc(GL_EQUAL);
|
|
if (level.lightmode == 8) gl_RenderState.SetSoftLightLevel(255);
|
|
gl_drawinfo->dldrawlists[GLLDL_WALLS_PLAIN].DrawWalls(GLPASS_LIGHTTEX);
|
|
gl_drawinfo->dldrawlists[GLLDL_WALLS_MASKED].DrawWalls(GLPASS_LIGHTTEX);
|
|
gl_drawinfo->dldrawlists[GLLDL_FLATS_PLAIN].DrawFlats(GLPASS_LIGHTTEX);
|
|
gl_drawinfo->dldrawlists[GLLDL_FLATS_MASKED].DrawFlats(GLPASS_LIGHTTEX);
|
|
gl_RenderState.BlendEquation(GL_FUNC_ADD);
|
|
}
|
|
else gl_lights = false;
|
|
}
|
|
|
|
// third pass: modulated texture
|
|
gl_RenderState.SetColor(0xffffffff);
|
|
gl_RenderState.BlendFunc(GL_DST_COLOR, GL_ZERO);
|
|
gl_RenderState.EnableFog(false);
|
|
gl_RenderState.AlphaFunc(GL_GEQUAL, 0);
|
|
glDepthFunc(GL_LEQUAL);
|
|
gl_drawinfo->dldrawlists[GLLDL_WALLS_PLAIN].DrawWalls(GLPASS_TEXONLY);
|
|
gl_drawinfo->dldrawlists[GLLDL_FLATS_PLAIN].DrawFlats(GLPASS_TEXONLY);
|
|
gl_RenderState.AlphaFunc(GL_GREATER, gl_mask_threshold);
|
|
gl_drawinfo->dldrawlists[GLLDL_WALLS_MASKED].DrawWalls(GLPASS_TEXONLY);
|
|
gl_drawinfo->dldrawlists[GLLDL_FLATS_MASKED].DrawFlats(GLPASS_TEXONLY);
|
|
|
|
// fourth pass: additive lights
|
|
gl_RenderState.EnableFog(true);
|
|
gl_RenderState.BlendFunc(GL_ONE, GL_ONE);
|
|
glDepthFunc(GL_EQUAL);
|
|
if (gl_SetupLightTexture())
|
|
{
|
|
gl_drawinfo->dldrawlists[GLLDL_WALLS_PLAIN].DrawWalls(GLPASS_LIGHTTEX_ADDITIVE);
|
|
gl_drawinfo->dldrawlists[GLLDL_WALLS_MASKED].DrawWalls(GLPASS_LIGHTTEX_ADDITIVE);
|
|
gl_drawinfo->dldrawlists[GLLDL_FLATS_PLAIN].DrawFlats(GLPASS_LIGHTTEX_ADDITIVE);
|
|
gl_drawinfo->dldrawlists[GLLDL_FLATS_MASKED].DrawFlats(GLPASS_LIGHTTEX_ADDITIVE);
|
|
gl_drawinfo->dldrawlists[GLLDL_WALLS_FOG].DrawWalls(GLPASS_LIGHTTEX_FOGGY);
|
|
gl_drawinfo->dldrawlists[GLLDL_WALLS_FOGMASKED].DrawWalls(GLPASS_LIGHTTEX_FOGGY);
|
|
gl_drawinfo->dldrawlists[GLLDL_FLATS_FOG].DrawFlats(GLPASS_LIGHTTEX_FOGGY);
|
|
gl_drawinfo->dldrawlists[GLLDL_FLATS_FOGMASKED].DrawFlats(GLPASS_LIGHTTEX_FOGGY);
|
|
}
|
|
else gl_lights = false;
|
|
|
|
glDepthFunc(GL_LESS);
|
|
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
|
|
gl_RenderState.EnableFog(true);
|
|
gl_RenderState.BlendFunc(GL_ONE, GL_ZERO);
|
|
glDepthMask(true);
|
|
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// Draws a color overlay for Legacy OpenGL
|
|
//
|
|
//==========================================================================
|
|
|
|
void LegacyColorOverlay(F2DDrawer *drawer, F2DDrawer::RenderCommand & cmd)
|
|
{
|
|
if (cmd.mDrawMode == F2DDrawer::DTM_Opaque || cmd.mDrawMode == F2DDrawer::DTM_InvertOpaque)
|
|
{
|
|
gl_RenderState.EnableTexture(false);
|
|
}
|
|
else
|
|
{
|
|
gl_RenderState.SetTextureMode(TM_MASK);
|
|
}
|
|
// Draw this the old fashioned way, there really is no point setting up a buffer for it.
|
|
glBegin(GL_TRIANGLES);
|
|
for (int i = 0; i < cmd.mIndexCount; i++)
|
|
{
|
|
auto &vertex = drawer->mVertices[drawer->mIndices[i + cmd.mIndexIndex]];
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
|
glBlendEquation(GL_FUNC_ADD);
|
|
glColor4ub(cmd.mColor1.r, cmd.mColor1.g, cmd.mColor1.b, vertex.color0.a);
|
|
glTexCoord2f(vertex.u, vertex.v);
|
|
glVertex3f(vertex.x, vertex.y, vertex.z);
|
|
}
|
|
glEnd();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Desaturation with translations.
|
|
// Let's keep this fallback crap strictly out of the main code,
|
|
// including the data it creates!
|
|
//
|
|
//==========================================================================
|
|
|
|
struct DesaturatedTranslations
|
|
{
|
|
FRemapTable *tables[32] = { nullptr };
|
|
};
|
|
|
|
static TMap<FRemapTable *, DesaturatedTranslations> DesaturatedTranslationTable;
|
|
static TDeletingArray<FRemapTable *> DesaturatedRemaps; // This is only here to delete the remap tables without infesting other code.
|
|
|
|
|
|
int LegacyDesaturation(F2DDrawer::RenderCommand &cmd)
|
|
{
|
|
int desat = cmd.mDesaturate / 8;
|
|
if (desat <= 0 || desat >= 32) return -1;
|
|
if(cmd.mTranslation == nullptr) return desat - 1 + STRange_Desaturate;
|
|
// Now it gets nasty. We got a combination of translation and desaturation.
|
|
|
|
// The easy case: It was already done.
|
|
auto find = DesaturatedTranslationTable.CheckKey(cmd.mTranslation);
|
|
if (find != nullptr && find->tables[desat] != nullptr) return find->tables[desat]->GetUniqueIndex();
|
|
|
|
// To handle this case for the legacy renderer a desaturated variant of the translation needs to be built.
|
|
auto newremap = new FRemapTable(*cmd.mTranslation);
|
|
DesaturatedRemaps.Push(newremap);
|
|
for (int i = 0; i < newremap->NumEntries; i++)
|
|
{
|
|
// This is used for true color texture creation, so the remap table can be left alone.
|
|
auto &p = newremap->Palette[i];
|
|
auto gray = p.Luminance();
|
|
|
|
p.r = (p.r * (31 - desat) + gray * (1 + desat)) / 32;
|
|
p.g = (p.g * (31 - desat) + gray * (1 + desat)) / 32;
|
|
p.b = (p.b * (31 - desat) + gray * (1 + desat)) / 32;
|
|
}
|
|
auto &tbl = DesaturatedTranslationTable[cmd.mTranslation];
|
|
tbl.tables[desat] = newremap;
|
|
return newremap->GetUniqueIndex();
|
|
}
|