OpenGL Sprite Splitting

This commit is contained in:
Sryder 2018-03-22 00:52:14 +00:00
parent 0885d27171
commit 839ee0ab85

View file

@ -1219,7 +1219,9 @@ static void HWR_SplitWall(sector_t *sector, wallVert3D *wallVerts, INT32 texnum,
} }
#endif #endif
#ifdef ESLOPE
if (endbheight >= endtop) if (endbheight >= endtop)
#endif
if (bheight >= top) if (bheight >= top)
continue; continue;
@ -4099,6 +4101,285 @@ static void HWR_DrawSpriteShadow(gr_vissprite_t *spr, GLPatch_t *gpatch, float t
} }
} }
static void HWR_SplitSprite(gr_vissprite_t *spr)
{
float this_scale = 1.0f;
FOutVector wallVerts[4];
GLPatch_t *gpatch;
FSurfaceInfo Surf;
const boolean hires = (spr->mobj && spr->mobj->skin && ((skin_t *)spr->mobj->skin)->flags & SF_HIRES);
extracolormap_t *colormap;
FUINT lightlevel;
FBITFIELD blend = 0;
UINT8 alpha;
INT32 i;
float realtop, realbot, top, bot;
float towtop, towbot, towmult;
float bheight;
const sector_t *sector = spr->mobj->subsector->sector;
const lightlist_t *list = sector->lightlist;
#ifdef ESLOPE
float endrealtop, endrealbot, endtop, endbot;
float endbheight;
fixed_t temp;
fixed_t v1x, v1y, v2x, v2y;
#endif
this_scale = FIXED_TO_FLOAT(spr->mobj->scale);
if (hires)
this_scale = this_scale * FIXED_TO_FLOAT(((skin_t *)spr->mobj->skin)->highresscale);
gpatch = W_CachePatchNum(spr->patchlumpnum, PU_CACHE);
// cache the patch in the graphics card memory
//12/12/99: Hurdler: same comment as above (for md2)
//Hurdler: 25/04/2000: now support colormap in hardware mode
HWR_GetMappedPatch(gpatch, spr->colormap);
// Draw shadow BEFORE sprite
if (cv_shadow.value // Shadows enabled
&& (spr->mobj->flags & (MF_SCENERY|MF_SPAWNCEILING|MF_NOGRAVITY)) != (MF_SCENERY|MF_SPAWNCEILING|MF_NOGRAVITY) // Ceiling scenery have no shadow.
&& !(spr->mobj->flags2 & MF2_DEBRIS) // Debris have no corona or shadow.
#ifdef ALAM_LIGHTING
&& !(t_lspr[spr->mobj->sprite]->type // Things with dynamic lights have no shadow.
&& (!spr->mobj->player || spr->mobj->player->powers[pw_super])) // Except for non-super players.
#endif
&& (spr->mobj->z >= spr->mobj->floorz)) // Without this, your shadow shows on the floor, even after you die and fall through the ground.
{
////////////////////
// SHADOW SPRITE! //
////////////////////
HWR_DrawSpriteShadow(spr, gpatch, this_scale);
}
wallVerts[0].x = wallVerts[3].x = spr->x1;
wallVerts[2].x = wallVerts[1].x = spr->x2;
wallVerts[0].z = wallVerts[3].z = spr->z1;
wallVerts[1].z = wallVerts[2].z = spr->z2;
wallVerts[2].y = wallVerts[3].y = spr->ty;
if (spr->mobj && this_scale != 1.0f)
wallVerts[0].y = wallVerts[1].y = spr->ty - gpatch->height * this_scale;
else
wallVerts[0].y = wallVerts[1].y = spr->ty - gpatch->height;
v1x = FLOAT_TO_FIXED(spr->x1);
v1y = FLOAT_TO_FIXED(spr->z1);
v2x = FLOAT_TO_FIXED(spr->x2);
v2y = FLOAT_TO_FIXED(spr->z2);
if (spr->flip)
{
wallVerts[0].sow = wallVerts[3].sow = gpatch->max_s;
wallVerts[2].sow = wallVerts[1].sow = 0;
}else{
wallVerts[0].sow = wallVerts[3].sow = 0;
wallVerts[2].sow = wallVerts[1].sow = gpatch->max_s;
}
// flip the texture coords (look familiar?)
if (spr->vflip)
{
wallVerts[3].tow = wallVerts[2].tow = gpatch->max_t;
wallVerts[0].tow = wallVerts[1].tow = 0;
}else{
wallVerts[3].tow = wallVerts[2].tow = 0;
wallVerts[0].tow = wallVerts[1].tow = gpatch->max_t;
}
realtop = top = wallVerts[3].y;
realbot = bot = wallVerts[0].y;
towtop = wallVerts[3].tow;
towbot = wallVerts[0].tow;
towmult = (towbot - towtop) / (top - bot);
#ifdef ESLOPE
endrealtop = endtop = wallVerts[2].y;
endrealbot = endbot = wallVerts[1].y;
#endif
if (!cv_translucency.value) // translucency disabled
{
Surf.FlatColor.s.alpha = 0xFF;
blend = PF_Translucent|PF_Occlude;
}
else if (spr->mobj->flags2 & MF2_SHADOW)
{
Surf.FlatColor.s.alpha = 0x40;
blend = PF_Translucent;
}
else if (spr->mobj->frame & FF_TRANSMASK)
blend = HWR_TranstableToAlpha((spr->mobj->frame & FF_TRANSMASK)>>FF_TRANSSHIFT, &Surf);
else
{
// BP: i agree that is little better in environement but it don't
// work properly under glide nor with fogcolor to ffffff :(
// Hurdler: PF_Environement would be cool, but we need to fix
// the issue with the fog before
Surf.FlatColor.s.alpha = 0xFF;
blend = PF_Translucent|PF_Occlude;
}
alpha = Surf.FlatColor.s.alpha;
// Start with the lightlevel and colormap from the top of the sprite
lightlevel = *list[sector->numlights - 1].lightlevel;
colormap = list[sector->numlights - 1].extra_colormap;
i = 0;
temp = FLOAT_TO_FIXED(realtop);
#ifdef ESLOPE
for (i = 1; i < sector->numlights; i++)
{
fixed_t h = sector->lightlist[i].slope ? P_GetZAt(sector->lightlist[i].slope, spr->mobj->x, spr->mobj->y)
: sector->lightlist[i].height;
if (h <= temp)
{
lightlevel = *list[i-1].lightlevel;
colormap = list[i-1].extra_colormap;
break;
}
}
#else
i = R_GetPlaneLight(sector, temp, false);
lightlevel = *list[i].lightlevel;
colormap = list[i].extra_colormap;
#endif
for (i = 0; i < sector->numlights; i++)
{
#ifdef ESLOPE
if (endtop < endrealbot)
#endif
if (top < realbot)
return;
// even if we aren't changing colormap or lightlevel, we still need to continue drawing down the sprite
if (!(list[i].flags & FF_NOSHADE) && (list[i].flags & FF_CUTSPRITES))
{
lightlevel = *list[i].lightlevel;
colormap = list[i].extra_colormap;
}
#ifdef ESLOPE
if (i + 1 < sector->numlights)
{
if (list[i+1].slope)
{
temp = P_GetZAt(list[i+1].slope, v1x, v1y);
bheight = FIXED_TO_FLOAT(temp);
temp = P_GetZAt(list[i+1].slope, v2x, v2y);
endbheight = FIXED_TO_FLOAT(temp);
}
else
bheight = endbheight = FIXED_TO_FLOAT(list[i+1].height);
}
else
{
bheight = realbot;
endbheight = endrealbot;
}
#else
if (i + 1 < sector->numlights)
{
bheight = FIXED_TO_FLOAT(list[i+1].height);
}
else
{
bheight = realbot;
}
#endif
#ifdef ESLOPE
if (endbheight >= endtop)
#endif
if (bheight >= top)
continue;
bot = bheight;
if (bot < realbot)
bot = realbot;
#ifdef ESLOPE
endbot = endbheight;
if (endbot < endrealbot)
endbot = endrealbot;
#endif
#ifdef ESLOPE
wallVerts[3].tow = towtop + ((realtop - top) * towmult);
wallVerts[2].tow = towtop + ((endrealtop - endtop) * towmult);
wallVerts[0].tow = towtop + ((realtop - bot) * towmult);
wallVerts[1].tow = towtop + ((endrealtop - endbot) * towmult);
wallVerts[3].y = top;
wallVerts[2].y = endtop;
wallVerts[0].y = bot;
wallVerts[1].y = endbot;
#else
wallVerts[3].tow = wallVerts[2].tow = towtop + ((realtop - top) * towmult);
wallVerts[0].tow = wallVerts[1].tow = towtop + ((realtop - bot) * towmult);
wallVerts[2].y = wallVerts[3].y = top;
wallVerts[0].y = wallVerts[1].y = bot;
#endif
if (colormap)
Surf.FlatColor.rgba = HWR_Lighting(lightlevel, colormap->rgba, colormap->fadergba, false, false);
else
Surf.FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, false);
Surf.FlatColor.s.alpha = alpha;
HWD.pfnDrawPolygon(&Surf, wallVerts, 4, blend|PF_Modulated|PF_Clip);
top = bot;
#ifdef ESLOPE
endtop = endbot;
#endif
}
bot = realbot;
#ifdef ESLOPE
endbot = endrealbot;
if (endtop <= endrealbot)
#endif
if (top <= realbot)
return;
// If we're ever down here, somehow the above loop hasn't draw all the light levels of sprite
#ifdef ESLOPE
wallVerts[3].tow = towtop + ((realtop - top) * towmult);
wallVerts[2].tow = towtop + ((endrealtop - endtop) * towmult);
wallVerts[0].tow = towtop + ((realtop - bot) * towmult);
wallVerts[1].tow = towtop + ((endrealtop - endbot) * towmult);
wallVerts[3].y = top;
wallVerts[2].y = endtop;
wallVerts[0].y = bot;
wallVerts[1].y = endbot;
#else
wallVerts[3].tow = wallVerts[2].tow = towtop + ((realtop - top) * towmult);
wallVerts[0].tow = wallVerts[1].tow = towtop + ((realtop - bot) * towmult);
wallVerts[2].y = wallVerts[3].y = top;
wallVerts[0].y = wallVerts[1].y = bot;
#endif
if (colormap)
Surf.FlatColor.rgba = HWR_Lighting(lightlevel, colormap->rgba, colormap->fadergba, false, false);
else
Surf.FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, false);
Surf.FlatColor.s.alpha = alpha;
HWD.pfnDrawPolygon(&Surf, wallVerts, 4, blend|PF_Modulated|PF_Clip);
}
// -----------------+ // -----------------+
// HWR_DrawSprite : Draw flat sprites // HWR_DrawSprite : Draw flat sprites
// : (monsters, bonuses, weapons, lights, ...) // : (monsters, bonuses, weapons, lights, ...)
@ -4122,6 +4403,12 @@ static void HWR_DrawSprite(gr_vissprite_t *spr)
if (!spr->mobj->subsector) if (!spr->mobj->subsector)
return; return;
if (spr->mobj->subsector->sector->numlights)
{
HWR_SplitSprite(spr);
return;
}
// cache sprite graphics // cache sprite graphics
//12/12/99: Hurdler: //12/12/99: Hurdler:
// OK, I don't change anything for MD2 support because I want to be // OK, I don't change anything for MD2 support because I want to be
@ -4207,26 +4494,8 @@ static void HWR_DrawSprite(gr_vissprite_t *spr)
UINT8 lightlevel = 255; UINT8 lightlevel = 255;
extracolormap_t *colormap = sector->extra_colormap; extracolormap_t *colormap = sector->extra_colormap;
if (sector->numlights) if (!(spr->mobj->frame & FF_FULLBRIGHT))
{ lightlevel = sector->lightlevel;
INT32 light;
light = R_GetPlaneLight(sector, spr->mobj->z + spr->mobj->height, false); // Always use the light at the top instead of whatever I was doing before
if (!(spr->mobj->frame & FF_FULLBRIGHT))
lightlevel = *sector->lightlist[light].lightlevel;
if (sector->lightlist[light].extra_colormap)
colormap = sector->lightlist[light].extra_colormap;
}
else
{
if (!(spr->mobj->frame & FF_FULLBRIGHT))
lightlevel = sector->lightlevel;
if (sector->extra_colormap)
colormap = sector->extra_colormap;
}
if (colormap) if (colormap)
Surf.FlatColor.rgba = HWR_Lighting(lightlevel, colormap->rgba, colormap->fadergba, false, false); Surf.FlatColor.rgba = HWR_Lighting(lightlevel, colormap->rgba, colormap->fadergba, false, false);