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rend_main.cpp
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rend_main.cpp
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/** @file rend_main.cpp World Map Renderer.
*
* @authors Copyright © 2003-2013 Jaakko Keränen <jaakko.keranen@iki.fi>
* @authors Copyright © 2006-2014 Daniel Swanson <danij@dengine.net>
* @authors Copyright © 2006 Jamie Jones <jamie_jones_au@yahoo.com.au>
*
* @par License
* GPL: http://www.gnu.org/licenses/gpl.html
*
* <small>This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 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 General
* Public License for more details. You should have received a copy of the GNU
* General Public License along with this program; if not, write to the Free
* Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA
* 02110-1301 USA</small>
*/
#include <cstdio>
#include <cstdlib>
#include <cmath>
#include <QtAlgorithms>
#include <QBitArray>
#include <de/vector1.h>
#include <de/libcore.h>
#include <de/GLState>
#include "de_base.h"
#include "de_console.h"
#include "de_render.h"
#include "de_resource.h"
#include "de_graphics.h"
#include "de_ui.h"
#include "clientapp.h"
#include "ui/editors/rendererappearanceeditor.h"
#include "edit_bias.h" /// @todo remove me
#include "network/net_main.h" /// @todo remove me
#include "MaterialSnapshot"
#include "MaterialVariantSpec"
#include "Texture"
#include "Face"
#include "world/map.h"
#include "world/lineowner.h"
#include "world/p_object.h"
#include "world/p_players.h"
#include "world/thinkers.h"
#include "BspLeaf"
#include "BspNode"
#include "Contact"
#include "Hand"
#include "SectorCluster"
#include "Surface"
#include "BiasIllum"
#include "HueCircleVisual"
#include "LightDecoration"
#include "Lumobj"
#include "SkyFixEdge"
#include "SurfaceDecorator"
#include "TriangleStripBuilder"
#include "WallEdge"
#include "render/blockmapvisual.h"
#include "render/billboard.h"
#include "render/vissprite.h"
#include "render/fx/bloom.h"
#include "render/fx/vignette.h"
#include "render/fx/lensflares.h"
#include "render/vr.h"
#include "gl/gl_texmanager.h"
#include "gl/sys_opengl.h"
#include "render/rend_main.h"
using namespace de;
// Surface (tangent-space) Vector Flags.
#define SVF_TANGENT 0x01
#define SVF_BITANGENT 0x02
#define SVF_NORMAL 0x04
/**
* @defgroup soundOriginFlags Sound Origin Flags
* Flags for use with the sound origin debug display.
* @ingroup flags
*/
///@{
#define SOF_SECTOR 0x01
#define SOF_PLANE 0x02
#define SOF_SIDE 0x04
///@}
void Rend_DrawBBox(Vector3d const &pos, coord_t w, coord_t l, coord_t h, float a,
float const color[3], float alpha, float br, bool alignToBase = true);
void Rend_DrawArrow(Vector3d const &pos, float a, float s, float const color3f[3], float alpha);
D_CMD(OpenRendererAppearanceEditor);
D_CMD(LowRes);
D_CMD(MipMap);
D_CMD(TexReset);
int useBias; // Shadow Bias enabled? cvar
dd_bool usingFog; // Is the fog in use?
float fogColor[4];
float fieldOfView = 95.0f;
byte smoothTexAnim = true;
int renderTextures = true;
int renderWireframe = false;
int useMultiTexLights = true;
int useMultiTexDetails = true;
// Rendering paramaters for dynamic lights.
int dynlightBlend = 0;
Vector3f torchColor(1, 1, 1);
int torchAdditive = true;
int useShinySurfaces = true;
int useDynLights = true;
float dynlightFactor = .5f;
float dynlightFogBright = .15f;
int useGlowOnWalls = true;
float glowFactor = .8f;
float glowHeightFactor = 3; // Glow height as a multiplier.
int glowHeightMax = 100; // 100 is the default (0-1024).
int useShadows = true;
float shadowFactor = 1.2f;
int shadowMaxRadius = 80;
int shadowMaxDistance = 1000;
byte useLightDecorations = true; ///< cvar
float detailFactor = .5f;
float detailScale = 4;
int mipmapping = 5;
int filterUI = 1;
int texQuality = TEXQ_BEST;
int ratioLimit = 0; // Zero if none.
dd_bool fillOutlines = true;
int useSmartFilter = 0; // Smart filter mode (cvar: 1=hq2x)
int filterSprites = true;
int texMagMode = 1; // Linear.
int texAniso = -1; // Use best.
dd_bool noHighResTex = false;
dd_bool noHighResPatches = false;
dd_bool highResWithPWAD = false;
byte loadExtAlways = false; // Always check for extres (cvar)
float texGamma = 0;
int glmode[6] = // Indexed by 'mipmapping'.
{
GL_NEAREST,
GL_LINEAR,
GL_NEAREST_MIPMAP_NEAREST,
GL_LINEAR_MIPMAP_NEAREST,
GL_NEAREST_MIPMAP_LINEAR,
GL_LINEAR_MIPMAP_LINEAR
};
Vector3d vOrigin;
float vang, vpitch;
float viewsidex, viewsidey;
byte freezeRLs;
int devRendSkyMode;
byte devRendSkyAlways;
// Ambient lighting, rAmbient is used within the renderer, ambientLight is
// used to store the value of the ambient light cvar.
// The value chosen for rAmbient occurs in Rend_UpdateLightModMatrix
// for convenience (since we would have to recalculate the matrix anyway).
int rAmbient, ambientLight;
int viewpw, viewph; // Viewport size, in pixels.
int viewpx, viewpy; // Viewpoint top left corner, in pixels.
float yfov;
int gameDrawHUD = 1; // Set to zero when we advise that the HUD should not be drawn
/**
* Implements a pre-calculated LUT for light level limiting and range
* compression offsets, arranged such that it may be indexed with a
* light level value. Return value is an appropriate delta (considering
* all applicable renderer properties) which has been pre-clamped such
* that when summed with the original light value the result remains in
* the normalized range [0..1].
*/
float lightRangeCompression;
float lightModRange[255];
byte devLightModRange;
float rendLightDistanceAttenuation = 924;
int rendLightAttenuateFixedColormap = 1;
float rendLightWallAngle = 1.2f; // Intensity of angle-based wall lighting.
byte rendLightWallAngleSmooth = true;
float rendSkyLight = .273f; // Intensity factor.
byte rendSkyLightAuto = true;
int rendMaxLumobjs; ///< Max lumobjs per viewer, per frame. @c 0= no maximum.
int extraLight; // Bumped light from gun blasts.
float extraLightDelta;
// Display list id for the active-textured bbox model.
DGLuint dlBBox;
/*
* Debug/Development cvars:
*/
byte devMobjVLights; ///< @c 1= Draw mobj vertex lighting vector.
int devMobjBBox; ///< @c 1= Draw mobj bounding boxes.
int devPolyobjBBox; ///< @c 1= Draw polyobj bounding boxes.
byte devVertexIndices; ///< @c 1= Draw vertex indices.
byte devVertexBars; ///< @c 1= Draw vertex position bars.
byte devDrawGenerators; ///< @c 1= Draw active generators.
byte devSoundEmitters; ///< @c 1= Draw sound emitters.
byte devSurfaceVectors; ///< @c 1= Draw tangent space vectors for surfaces.
byte devNoTexFix; ///< @c 1= Draw "missing" rather than fix materials.
byte devSectorIndices; ///< @c 1= Draw sector indicies.
byte devThinkerIds; ///< @c 1= Draw (mobj) thinker indicies.
byte rendInfoLums; ///< @c 1= Print lumobj debug info to the console.
byte devDrawLums; ///< @c 1= Draw lumobjs origins.
byte devLightGrid; ///< @c 1= Draw lightgrid debug visual.
float devLightGridSize = 1.5f; ///< Lightgrid debug visual size factor.
static void drawMobjBoundingBoxes(Map &map);
static void drawSoundEmitters(Map &map);
static void drawGenerators(Map &map);
static void drawAllSurfaceTangentVectors(Map &map);
static void drawBiasEditingVisuals(Map &map);
static void drawLumobjs(Map &map);
static void drawSectors(Map &map);
static void drawThinkers(Map &map);
static void drawVertexes(Map &map);
// Draw state:
static Vector3d eyeOrigin; // Viewer origin.
static BspLeaf *currentBspLeaf; // BSP leaf currently being drawn.
static Vector3f currentSectorLightColor;
static float currentSectorLightLevel;
static bool firstBspLeaf; // No range checking for the first one.
static void scheduleFullLightGridUpdate()
{
if(App_WorldSystem().hasMap())
{
Map &map = App_WorldSystem().map();
if(map.hasLightGrid())
map.lightGrid().scheduleFullUpdate();
}
}
static int unlinkMobjLumobjWorker(thinker_t *th, void *)
{
Mobj_UnlinkLumobjs(reinterpret_cast<mobj_t *>(th));
return false; // Continue iteration.
}
static void unlinkMobjLumobjs()
{
if(App_WorldSystem().hasMap())
{
Map &map = App_WorldSystem().map();
map.thinkers().iterate(reinterpret_cast<thinkfunc_t>(gx.MobjThinker), 0x1,
unlinkMobjLumobjWorker);
}
}
static void fieldOfViewChanged()
{
if(vrCfg().mode() == VRConfig::OculusRift)
{
if(Con_GetFloat("rend-vr-rift-fovx") != fieldOfView)
Con_SetFloat("rend-vr-rift-fovx", fieldOfView);
}
else
{
if(Con_GetFloat("rend-vr-nonrift-fovx") != fieldOfView)
Con_SetFloat("rend-vr-nonrift-fovx", fieldOfView);
}
}
static void detailFactorChanged()
{
App_ResourceSystem().releaseGLTexturesByScheme("Details");
}
static void loadExtAlwaysChanged()
{
GL_TexReset();
}
static void useSmartFilterChanged()
{
GL_TexReset();
}
static void texGammaChanged()
{
R_BuildTexGammaLut();
GL_TexReset();
LOG_GL_MSG("Texture gamma correction set to %f") << texGamma;
}
static void mipmappingChanged()
{
GL_TexReset();
}
static void texQualityChanged()
{
GL_TexReset();
}
void Rend_Register()
{
C_VAR_INT ("rend-bias", &useBias, 0, 0, 1);
C_VAR_FLOAT2("rend-camera-fov", &fieldOfView, 0, 1, 179, fieldOfViewChanged);
C_VAR_FLOAT ("rend-glow", &glowFactor, 0, 0, 2);
C_VAR_INT ("rend-glow-height", &glowHeightMax, 0, 0, 1024);
C_VAR_FLOAT ("rend-glow-scale", &glowHeightFactor, 0, 0.1f, 10);
C_VAR_INT ("rend-glow-wall", &useGlowOnWalls, 0, 0, 1);
C_VAR_BYTE ("rend-info-lums", &rendInfoLums, 0, 0, 1);
C_VAR_INT2 ("rend-light", &useDynLights, 0, 0, 1, unlinkMobjLumobjs);
C_VAR_INT2 ("rend-light-ambient", &ambientLight, 0, 0, 255, Rend_UpdateLightModMatrix);
C_VAR_FLOAT ("rend-light-attenuation", &rendLightDistanceAttenuation, CVF_NO_MAX, 0, 0);
C_VAR_INT ("rend-light-blend", &dynlightBlend, 0, 0, 2);
C_VAR_FLOAT ("rend-light-bright", &dynlightFactor, 0, 0, 1);
C_VAR_FLOAT2("rend-light-compression", &lightRangeCompression, 0, -1, 1, Rend_UpdateLightModMatrix);
C_VAR_BYTE ("rend-light-decor", &useLightDecorations, 0, 0, 1);
C_VAR_FLOAT ("rend-light-fog-bright", &dynlightFogBright, 0, 0, 1);
C_VAR_INT ("rend-light-multitex", &useMultiTexLights, 0, 0, 1);
C_VAR_INT ("rend-light-num", &rendMaxLumobjs, CVF_NO_MAX, 0, 0);
C_VAR_FLOAT2("rend-light-sky", &rendSkyLight, 0, 0, 1, scheduleFullLightGridUpdate);
C_VAR_BYTE2 ("rend-light-sky-auto", &rendSkyLightAuto, 0, 0, 1, scheduleFullLightGridUpdate);
C_VAR_FLOAT ("rend-light-wall-angle", &rendLightWallAngle, CVF_NO_MAX, 0, 0);
C_VAR_BYTE ("rend-light-wall-angle-smooth", &rendLightWallAngleSmooth, 0, 0, 1);
C_VAR_BYTE ("rend-map-material-precache", &precacheMapMaterials, 0, 0, 1);
C_VAR_INT ("rend-shadow", &useShadows, 0, 0, 1);
C_VAR_FLOAT ("rend-shadow-darkness", &shadowFactor, 0, 0, 2);
C_VAR_INT ("rend-shadow-far", &shadowMaxDistance, CVF_NO_MAX, 0, 0);
C_VAR_INT ("rend-shadow-radius-max", &shadowMaxRadius, CVF_NO_MAX, 0, 0);
C_VAR_INT ("rend-tex", &renderTextures, CVF_NO_ARCHIVE, 0, 2);
C_VAR_BYTE ("rend-tex-anim-smooth", &smoothTexAnim, 0, 0, 1);
C_VAR_INT ("rend-tex-detail", &r_detail, 0, 0, 1);
C_VAR_INT ("rend-tex-detail-multitex", &useMultiTexDetails, 0, 0, 1);
C_VAR_FLOAT ("rend-tex-detail-scale", &detailScale, CVF_NO_MIN | CVF_NO_MAX, 0, 0);
C_VAR_FLOAT2("rend-tex-detail-strength", &detailFactor, 0, 0, 5, detailFactorChanged);
C_VAR_BYTE2 ("rend-tex-external-always", &loadExtAlways, 0, 0, 1, loadExtAlwaysChanged);
C_VAR_INT ("rend-tex-filter-anisotropic", &texAniso, 0, -1, 4);
C_VAR_INT ("rend-tex-filter-mag", &texMagMode, 0, 0, 1);
C_VAR_INT2 ("rend-tex-filter-smart", &useSmartFilter, 0, 0, 1, useSmartFilterChanged);
C_VAR_INT ("rend-tex-filter-sprite", &filterSprites, 0, 0, 1);
C_VAR_INT ("rend-tex-filter-ui", &filterUI, 0, 0, 1);
C_VAR_FLOAT2("rend-tex-gamma", &texGamma, 0, 0, 1, texGammaChanged);
C_VAR_INT2 ("rend-tex-mipmap", &mipmapping, CVF_PROTECTED, 0, 5, mipmappingChanged);
C_VAR_INT2 ("rend-tex-quality", &texQuality, 0, 0, 8, texQualityChanged);
C_VAR_INT ("rend-tex-shiny", &useShinySurfaces, 0, 0, 1);
C_VAR_BYTE ("rend-bias-grid-debug", &devLightGrid, CVF_NO_ARCHIVE, 0, 1);
C_VAR_FLOAT ("rend-bias-grid-debug-size", &devLightGridSize, 0, .1f, 100);
C_VAR_BYTE ("rend-dev-blockmap-debug", &bmapShowDebug, CVF_NO_ARCHIVE, 0, 4);
C_VAR_FLOAT ("rend-dev-blockmap-debug-size", &bmapDebugSize, CVF_NO_ARCHIVE, .1f, 100);
C_VAR_INT ("rend-dev-cull-leafs", &devNoCulling, CVF_NO_ARCHIVE, 0, 1);
C_VAR_BYTE ("rend-dev-freeze", &freezeRLs, CVF_NO_ARCHIVE, 0, 1);
C_VAR_BYTE ("rend-dev-generator-show-indices", &devDrawGenerators, CVF_NO_ARCHIVE, 0, 1);
C_VAR_BYTE ("rend-dev-light-mod", &devLightModRange, CVF_NO_ARCHIVE, 0, 1);
C_VAR_BYTE ("rend-dev-lums", &devDrawLums, CVF_NO_ARCHIVE, 0, 1);
C_VAR_INT ("rend-dev-mobj-bbox", &devMobjBBox, CVF_NO_ARCHIVE, 0, 1);
C_VAR_BYTE ("rend-dev-mobj-show-vlights", &devMobjVLights, CVF_NO_ARCHIVE, 0, 1);
C_VAR_INT ("rend-dev-polyobj-bbox", &devPolyobjBBox, CVF_NO_ARCHIVE, 0, 1);
C_VAR_BYTE ("rend-dev-sector-show-indices", &devSectorIndices, CVF_NO_ARCHIVE, 0, 1);
C_VAR_INT ("rend-dev-sky", &devRendSkyMode, CVF_NO_ARCHIVE, 0, 1);
C_VAR_BYTE ("rend-dev-sky-always", &devRendSkyAlways, CVF_NO_ARCHIVE, 0, 1);
C_VAR_BYTE ("rend-dev-soundorigins", &devSoundEmitters, CVF_NO_ARCHIVE, 0, 7);
C_VAR_BYTE ("rend-dev-surface-show-vectors", &devSurfaceVectors, CVF_NO_ARCHIVE, 0, 7);
C_VAR_BYTE ("rend-dev-thinker-ids", &devThinkerIds, CVF_NO_ARCHIVE, 0, 1);
C_VAR_BYTE ("rend-dev-tex-showfix", &devNoTexFix, CVF_NO_ARCHIVE, 0, 1);
C_VAR_BYTE ("rend-dev-vertex-show-bars", &devVertexBars, CVF_NO_ARCHIVE, 0, 1);
C_VAR_BYTE ("rend-dev-vertex-show-indices", &devVertexIndices, CVF_NO_ARCHIVE, 0, 1);
C_CMD ("rendedit", "", OpenRendererAppearanceEditor);
C_CMD_FLAGS ("lowres", "", LowRes, CMDF_NO_DEDICATED);
C_CMD_FLAGS ("mipmap", "i", MipMap, CMDF_NO_DEDICATED);
C_CMD_FLAGS ("texreset", "", TexReset, CMDF_NO_DEDICATED);
C_CMD_FLAGS ("texreset", "s", TexReset, CMDF_NO_DEDICATED);
BiasIllum::consoleRegister();
LightDecoration::consoleRegister();
LightGrid::consoleRegister();
Lumobj::consoleRegister();
Sky::consoleRegister();
Rend_ModelRegister();
Rend_ParticleRegister();
Generator::consoleRegister();
Rend_RadioRegister();
Rend_SpriteRegister();
LensFx_Register();
fx::Bloom::consoleRegister();
fx::Vignette::consoleRegister();
fx::LensFlares::consoleRegister();
VR_ConsoleRegister();
}
static void reportWallSectionDrawn(Line &line)
{
// Already been here?
int playerNum = viewPlayer - ddPlayers;
if(line.isMappedByPlayer(playerNum)) return;
// Mark as drawn.
line.markMappedByPlayer(playerNum);
// Send a status report.
if(gx.HandleMapObjectStatusReport)
{
gx.HandleMapObjectStatusReport(DMUSC_LINE_FIRSTRENDERED, line.indexInMap(),
DMU_LINE, &playerNum);
}
}
void Rend_Init()
{
C_Init();
}
void Rend_Shutdown()
{
ClientApp::renderSystem().clearDrawLists();
}
/// World/map renderer reset.
void Rend_Reset()
{
R_ClearViewData();
if(App_WorldSystem().hasMap())
{
App_WorldSystem().map().removeAllLumobjs();
}
if(dlBBox)
{
GL_DeleteLists(dlBBox, 1);
dlBBox = 0;
}
}
bool Rend_IsMTexLights()
{
return IS_MTEX_LIGHTS;
}
bool Rend_IsMTexDetails()
{
return IS_MTEX_DETAILS;
}
float Rend_FieldOfView()
{
if(vrCfg().mode() == VRConfig::OculusRift)
{
// fieldOfView = VR::riftFovX(); // Update for culling
// return VR::riftFovX();
return fieldOfView;
}
else
{
float widescreenCorrection = float(viewpw)/float(viewph) / (4.f / 3.f);
widescreenCorrection = (1 + 2 * widescreenCorrection) / 3;
return de::clamp(1.f, widescreenCorrection * fieldOfView, 179.f);
}
}
Matrix4f Rend_GetModelViewMatrix(int consoleNum, bool useAngles)
{
viewdata_t const *viewData = R_ViewData(consoleNum);
vOrigin = viewData->current.origin.xzy();
vang = viewData->current.angle() / (float) ANGLE_MAX * 360 - 90; // head tracking included
vpitch = viewData->current.pitch * 85.0 / 110.0;
Matrix4f modelView;
if(useAngles)
{
float yaw = vang;
float pitch = vpitch;
float roll = 0;
/// @todo Elevate roll angle use into viewer_t, and maybe all the way up into player
/// model.
/*
* Pitch and yaw can be taken directly from the head tracker, as the game is aware of
* these values and is syncing with them independently (however, game has more
* latency).
*/
if((vrCfg().mode() == VRConfig::OculusRift) && vrCfg().oculusRift().isReady())
{
Vector3f const pry = vrCfg().oculusRift().headOrientation();
// Use angles directly from the Rift for best response.
roll = -radianToDegree(pry[1]);
pitch = radianToDegree(pry[0]);
}
modelView = Matrix4f::rotate(roll, Vector3f(0, 0, 1)) *
Matrix4f::rotate(pitch, Vector3f(1, 0, 0)) *
Matrix4f::rotate(yaw, Vector3f(0, 1, 0));
}
return (modelView *
Matrix4f::scale(Vector3f(1.0f, 1.2f, 1.0f)) * // This is the aspect correction.
Matrix4f::translate(-vOrigin));
}
void Rend_ModelViewMatrix(bool useAngles)
{
DENG_ASSERT_IN_MAIN_THREAD();
DENG_ASSERT_GL_CONTEXT_ACTIVE();
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(Rend_GetModelViewMatrix(viewPlayer - ddPlayers, useAngles).values());
}
static inline double viewFacingDot(Vector2d const &v1, Vector2d const &v2)
{
// The dot product.
return (v1.y - v2.y) * (v1.x - vOrigin.x) + (v2.x - v1.x) * (v1.y - vOrigin.z);
}
float Rend_ExtraLightDelta()
{
return extraLightDelta;
}
void Rend_ApplyTorchLight(Vector4f &color, float distance)
{
ddplayer_t *ddpl = &viewPlayer->shared;
// Disabled?
if(!ddpl->fixedColorMap) return;
// Check for torch.
if(!rendLightAttenuateFixedColormap || distance < 1024)
{
// Colormap 1 is the brightest. I'm guessing 16 would be
// the darkest.
float d = (16 - ddpl->fixedColorMap) / 15.0f;
if(rendLightAttenuateFixedColormap)
{
d *= (1024 - distance) / 1024.0f;
}
if(torchAdditive)
{
color += torchColor * d;
}
else
{
color += ((color * torchColor) - color) * d;
}
}
}
void Rend_ApplyTorchLight(float *color3, float distance)
{
Vector4f tmp(color3, 0);
Rend_ApplyTorchLight(tmp, distance);
for(int i = 0; i < 3; ++i)
{
color3[i] = tmp[i];
}
}
float Rend_AttenuateLightLevel(float distToViewer, float lightLevel)
{
if(distToViewer > 0 && rendLightDistanceAttenuation > 0)
{
float real = lightLevel -
(distToViewer - 32) / rendLightDistanceAttenuation *
(1 - lightLevel);
float minimum = de::max(0.f, de::squared(lightLevel) + (lightLevel - .63f) * .5f);
if(real < minimum)
real = minimum; // Clamp it.
return de::min(real, 1.f);
}
return lightLevel;
}
float Rend_ShadowAttenuationFactor(coord_t distance)
{
if(shadowMaxDistance > 0 && distance > 3 * shadowMaxDistance / 4)
{
return (shadowMaxDistance - distance) / (shadowMaxDistance / 4);
}
return 1;
}
static Vector3f skyLightColor;
static Vector3f oldSkyAmbientColor(-1.f, -1.f, -1.f);
static float oldRendSkyLight = -1;
bool Rend_SkyLightIsEnabled()
{
return rendSkyLight > .001f;
}
Vector3f Rend_SkyLightColor()
{
if(Rend_SkyLightIsEnabled())
{
Vector3f const &ambientColor = theSky->ambientColor();
if(rendSkyLight != oldRendSkyLight ||
!INRANGE_OF(ambientColor.x, oldSkyAmbientColor.x, .001f) ||
!INRANGE_OF(ambientColor.y, oldSkyAmbientColor.y, .001f) ||
!INRANGE_OF(ambientColor.z, oldSkyAmbientColor.z, .001f))
{
skyLightColor = ambientColor;
R_AmplifyColor(skyLightColor);
// Apply the intensity factor cvar.
for(int i = 0; i < 3; ++i)
{
skyLightColor[i] = skyLightColor[i] + (1 - rendSkyLight) * (1.f - skyLightColor[i]);
}
// When the sky light color changes we must update the light grid.
scheduleFullLightGridUpdate();
oldSkyAmbientColor = ambientColor;
}
oldRendSkyLight = rendSkyLight;
return skyLightColor;
}
return Vector3f(1, 1, 1);
}
/**
* Determine the effective ambient light color for the given @a sector. Usually
* one would obtain this info from SectorCluster, however in some situations the
* correct light color is *not* that of the cluster (e.g., where map hacks use
* mapped planes to reference another sector).
*/
static Vector3f Rend_AmbientLightColor(Sector const §or)
{
if(Rend_SkyLightIsEnabled() && sector.hasSkyMaskedPlane())
{
return Rend_SkyLightColor();
}
// A non-skylight sector (i.e., everything else!)
// Return the sector's ambient light color.
return sector.lightColor();
}
Vector3f Rend_LuminousColor(Vector3f const &color, float light)
{
light = de::clamp(0.f, light, 1.f) * dynlightFactor;
// In fog additive blending is used; the normal fog color is way too bright.
if(usingFog) light *= dynlightFogBright;
// Multiply light with (ambient) color.
return color * light;
}
coord_t Rend_PlaneGlowHeight(float intensity)
{
return de::clamp<double>(0, GLOW_HEIGHT_MAX * intensity * glowHeightFactor, glowHeightMax);
}
Material *Rend_ChooseMapSurfaceMaterial(Surface const &surface)
{
switch(renderTextures)
{
case 0: // No texture mode.
case 1: // Normal mode.
if(devNoTexFix && surface.hasFixMaterial())
{
// Missing material debug mode -- use special "missing" material.
return &ClientApp::resourceSystem().material(de::Uri("System", Path("missing")));
}
// Use the surface-bound material.
return surface.materialPtr();
case 2: // Lighting debug mode.
if(surface.hasMaterial() && !(!devNoTexFix && surface.hasFixMaterial()))
{
if(!surface.hasSkyMaskedMaterial() || devRendSkyMode)
{
// Use the special "gray" material.
return &ClientApp::resourceSystem().material(de::Uri("System", Path("gray")));
}
}
break;
default: break;
}
// No material, then.
return 0;
}
static void lightVertex(Vector4f &color, Vector3f const &vtx, float lightLevel,
Vector3f const &ambientColor)
{
float const dist = Rend_PointDist2D(vtx);
// Apply distance attenuation.
lightLevel = Rend_AttenuateLightLevel(dist, lightLevel);
// Add extra light.
lightLevel = de::clamp(0.f, lightLevel + Rend_ExtraLightDelta(), 1.f);
Rend_ApplyLightAdaptation(lightLevel);
for(int i = 0; i < 3; ++i)
{
color[i] = lightLevel * ambientColor[i];
}
}
static void lightVertices(uint num, Vector4f *colors, Vector3f const *verts,
float lightLevel, Vector3f const &ambientColor)
{
for(uint i = 0; i < num; ++i)
{
lightVertex(colors[i], verts[i], lightLevel, ambientColor);
}
}
int RIT_FirstDynlightIterator(TexProjection const *dyn, void *parameters)
{
TexProjection const **ptr = (TexProjection const **)parameters;
*ptr = dyn;
return 1; // Stop iteration.
}
/**
* This doesn't create a rendering primitive but a vissprite! The vissprite
* represents the masked poly and will be rendered during the rendering
* of sprites. This is necessary because all masked polygons must be
* rendered back-to-front, or there will be alpha artifacts along edges.
*/
void Rend_AddMaskedPoly(Vector3f const *rvertices, Vector4f const *rcolors,
coord_t wallLength, MaterialVariant *material, Vector2f const &materialOrigin,
blendmode_t blendMode, uint lightListIdx, float glow)
{
vissprite_t *vis = R_NewVisSprite(VSPR_MASKED_WALL);
vis->origin = (rvertices[0] + rvertices[3]) / 2;
vis->distance = Rend_PointDist2D(vis->origin);
VS_WALL(vis)->texOffset[0] = materialOrigin[VX];
VS_WALL(vis)->texOffset[1] = materialOrigin[VY];
// Masked walls are sometimes used for special effects like arcs,
// cobwebs and bottoms of sails. In order for them to look right,
// we need to disable texture wrapping on the horizontal axis (S).
// Most masked walls need wrapping, though. What we need to do is
// look at the texture coordinates and see if they require texture
// wrapping.
if(renderTextures)
{
MaterialSnapshot const &ms = material->prepare();
int wrapS = GL_REPEAT, wrapT = GL_REPEAT;
VS_WALL(vis)->texCoord[0][VX] = VS_WALL(vis)->texOffset[0] / ms.width();
VS_WALL(vis)->texCoord[1][VX] = VS_WALL(vis)->texCoord[0][VX] + wallLength / ms.width();
VS_WALL(vis)->texCoord[0][VY] = VS_WALL(vis)->texOffset[1] / ms.height();
VS_WALL(vis)->texCoord[1][VY] = VS_WALL(vis)->texCoord[0][VY] +
(rvertices[3].z - rvertices[0].z) / ms.height();
if(!ms.isOpaque())
{
if(!(VS_WALL(vis)->texCoord[0][VX] < 0 || VS_WALL(vis)->texCoord[0][VX] > 1 ||
VS_WALL(vis)->texCoord[1][VX] < 0 || VS_WALL(vis)->texCoord[1][VX] > 1))
{
// Visible portion is within the actual [0..1] range.
wrapS = GL_CLAMP_TO_EDGE;
}
// Clamp on the vertical axis if the coords are in the normal [0..1] range.
if(!(VS_WALL(vis)->texCoord[0][VY] < 0 || VS_WALL(vis)->texCoord[0][VY] > 1 ||
VS_WALL(vis)->texCoord[1][VY] < 0 || VS_WALL(vis)->texCoord[1][VY] > 1))
{
wrapT = GL_CLAMP_TO_EDGE;
}
}
// Choose a specific variant for use as a middle wall section.
material = material->generalCase()
.chooseVariant(Rend_MapSurfaceMaterialSpec(wrapS, wrapT),
true /*can create variant*/);
}
VS_WALL(vis)->material = material;
VS_WALL(vis)->blendMode = blendMode;
for(int i = 0; i < 4; ++i)
{
VS_WALL(vis)->vertices[i].pos[VX] = rvertices[i].x;
VS_WALL(vis)->vertices[i].pos[VY] = rvertices[i].y;
VS_WALL(vis)->vertices[i].pos[VZ] = rvertices[i].z;
for(int c = 0; c < 4; ++c)
{
/// @todo Do not clamp here.
VS_WALL(vis)->vertices[i].color[c] = de::clamp(0.f, rcolors[i][c], 1.f);
}
}
/// @todo Semitransparent masked polys arn't lit atm
if(glow < 1 && lightListIdx && numTexUnits > 1 && envModAdd &&
!(rcolors[0].w < 1))
{
TexProjection const *dyn = 0;
/**
* The dynlights will have already been sorted so that the brightest
* and largest of them is first in the list. So grab that one.
*/
Rend_IterateProjectionList(lightListIdx, RIT_FirstDynlightIterator, (void *)&dyn);
VS_WALL(vis)->modTex = dyn->texture;
VS_WALL(vis)->modTexCoord[0][0] = dyn->topLeft.x;
VS_WALL(vis)->modTexCoord[0][1] = dyn->topLeft.y;
VS_WALL(vis)->modTexCoord[1][0] = dyn->bottomRight.x;
VS_WALL(vis)->modTexCoord[1][1] = dyn->bottomRight.y;
for(int c = 0; c < 4; ++c)
{
VS_WALL(vis)->modColor[c] = dyn->color[c];
}
}
else
{
VS_WALL(vis)->modTex = 0;
}
}
static void quadTexCoords(Vector2f *tc, Vector3f const *rverts,
coord_t wallLength, Vector3d const &topLeft)
{
tc[0].x = tc[1].x = rverts[0].x - topLeft.x;
tc[3].y = tc[1].y = rverts[0].y - topLeft.y;
tc[3].x = tc[2].x = tc[0].x + wallLength;
tc[2].y = tc[3].y + (rverts[1].z - rverts[0].z);
tc[0].y = tc[3].y + (rverts[3].z - rverts[2].z);
}
static void quadLightCoords(Vector2f *tc, Vector2f const &topLeft, Vector2f const &bottomRight)
{
tc[1].x = tc[0].x = topLeft.x;
tc[1].y = tc[3].y = topLeft.y;
tc[3].x = tc[2].x = bottomRight.x;
tc[2].y = tc[0].y = bottomRight.y;
}
static float shinyVertical(float dy, float dx)
{
return ((atan(dy/dx) / (PI/2)) + 1) / 2;
}
static void quadShinyTexCoords(Vector2f *tc, Vector3f const *topLeft,
Vector3f const *bottomRight, coord_t wallLength)
{
vec2f_t surface, normal, projected, s, reflected, view;
float distance, angle, prevAngle = 0;
uint i;
// Quad surface vector.
V2f_Set(surface, (bottomRight->x - topLeft->x) / wallLength,
(bottomRight->y - topLeft->y) / wallLength);
V2f_Set(normal, surface[VY], -surface[VX]);
// Calculate coordinates based on viewpoint and surface normal.
for(i = 0; i < 2; ++i)
{
// View vector.
V2f_Set(view, vOrigin.x - (i == 0? topLeft->x : bottomRight->x),
vOrigin.z - (i == 0? topLeft->y : bottomRight->y));
distance = V2f_Normalize(view);
V2f_Project(projected, view, normal);
V2f_Subtract(s, projected, view);
V2f_Scale(s, 2);
V2f_Sum(reflected, view, s);
angle = acos(reflected[VY]) / PI;
if(reflected[VX] < 0)
{
angle = 1 - angle;
}
if(i == 0)
{
prevAngle = angle;
}
else
{
if(angle > prevAngle)
angle -= 1;
}
// Horizontal coordinates.
tc[ (i == 0 ? 1 : 2) ].x =
tc[ (i == 0 ? 0 : 3) ].x = angle + .3f; /*acos(-dot)/PI*/
// Vertical coordinates.
tc[ (i == 0 ? 0 : 2) ].y = shinyVertical(vOrigin.y - bottomRight->z, distance);
tc[ (i == 0 ? 1 : 3) ].y = shinyVertical(vOrigin.y - topLeft->z, distance);
}
}
static void flatShinyTexCoords(Vector2f *tc, Vector3f const &point)
{
DENG_ASSERT(tc);
// Determine distance to viewer.
float distToEye = Vector2f(vOrigin.x - point.x, vOrigin.z - point.y)
.normalize().length();
if(distToEye < 10)
{
// Too small distances cause an ugly 'crunch' below and above
// the viewpoint.
distToEye = 10;
}
// Offset from the normal view plane.
Vector2f start(vOrigin.x, vOrigin.z);
float offset = ((start.y - point.y) * sin(.4f)/*viewFrontVec[VX]*/ -
(start.x - point.x) * cos(.4f)/*viewFrontVec[VZ]*/);
tc->x = ((shinyVertical(offset, distToEye) - .5f) * 2) + .5f;
tc->y = shinyVertical(vOrigin.y - point.z, distToEye);
}
struct rendworldpoly_params_t
{
//int flags; /// @ref rendpolyFlags
bool skyMasked;
blendmode_t blendMode;
Vector3d const *topLeft;
Vector3d const *bottomRight;
Vector2f const *materialOrigin;
Vector2f const *materialScale;
float alpha;
float surfaceLightLevelDL;
float surfaceLightLevelDR;
Vector3f const *surfaceColor;
uint lightListIdx; // List of lights that affect this poly.
uint shadowListIdx; // List of shadows that affect this poly.
float glowing;