mirror of
https://git.do.srb2.org/STJr/SRB2.git
synced 2025-01-18 23:42:11 +00:00
Merge remote-tracking branch 'fickle/software-dropshadows' into gl-dropshadows
This commit is contained in:
commit
28cd5b2f03
6 changed files with 318 additions and 4 deletions
|
@ -88,7 +88,8 @@ enum mobj_e {
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|||
#ifdef ESLOPE
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mobj_standingslope,
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#endif
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mobj_colorized
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mobj_colorized,
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mobj_shadowscale
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};
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static const char *const mobj_opt[] = {
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@ -156,6 +157,7 @@ static const char *const mobj_opt[] = {
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"standingslope",
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#endif
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"colorized",
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"shadowscale",
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NULL};
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#define UNIMPLEMENTED luaL_error(L, LUA_QL("mobj_t") " field " LUA_QS " is not implemented for Lua and cannot be accessed.", mobj_opt[field])
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@ -390,6 +392,9 @@ static int mobj_get(lua_State *L)
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case mobj_colorized:
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lua_pushboolean(L, mo->colorized);
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break;
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case mobj_shadowscale:
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lua_pushfixed(L, mo->shadowscale);
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break;
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default: // extra custom variables in Lua memory
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lua_getfield(L, LUA_REGISTRYINDEX, LREG_EXTVARS);
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I_Assert(lua_istable(L, -1));
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@ -719,6 +724,8 @@ static int mobj_set(lua_State *L)
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case mobj_colorized:
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mo->colorized = luaL_checkboolean(L, 3);
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break;
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case mobj_shadowscale:
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mo->shadowscale = luaL_checkfixed(L, 3);
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default:
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lua_getfield(L, LUA_REGISTRYINDEX, LREG_EXTVARS);
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I_Assert(lua_istable(L, -1));
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@ -1869,6 +1869,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
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S_StartSound(toucher, special->info->deathsound); // was NULL, but changed to player so you could hear others pick up rings
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P_KillMobj(special, NULL, toucher, 0);
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special->shadowscale = 0;
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}
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/** Prints death messages relating to a dying or hit player.
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20
src/p_mobj.c
20
src/p_mobj.c
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@ -3902,11 +3902,15 @@ static void P_PlayerMobjThinker(mobj_t *mobj)
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mobj->z += mobj->momz;
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P_SetThingPosition(mobj);
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P_CheckPosition(mobj, mobj->x, mobj->y);
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mobj->floorz = tmfloorz;
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mobj->ceilingz = tmceilingz;
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goto animonly;
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}
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else if (mobj->player->powers[pw_carry] == CR_MACESPIN)
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{
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P_CheckPosition(mobj, mobj->x, mobj->y);
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mobj->floorz = tmfloorz;
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mobj->ceilingz = tmceilingz;
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goto animonly;
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}
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}
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@ -10553,6 +10557,22 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
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else
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mobj->z = z;
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// Set shadowscale here, before spawn hook so that Lua can change it
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if (
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type == MT_PLAYER ||
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type == MT_ROLLOUTROCK ||
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type == MT_EGGMOBILE4_MACE ||
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(type >= MT_SMALLMACE && type <= MT_REDSPRINGBALL) ||
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(mobj->flags & MF_ENEMY)
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)
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mobj->shadowscale = FRACUNIT;
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else if (
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type >= MT_RING && type <= MT_FLINGEMERALD && type != MT_EMERALDSPAWN
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)
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mobj->shadowscale = 2*FRACUNIT/3;
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else
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mobj->shadowscale = 0;
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#ifdef HAVE_BLUA
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// DANGER! This can cause P_SpawnMobj to return NULL!
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// Avoid using P_RemoveMobj on the newly created mobj in "MobjSpawn" Lua hooks!
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|
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@ -375,6 +375,7 @@ typedef struct mobj_s
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#endif
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boolean colorized; // Whether the mobj uses the rainbow colormap
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fixed_t shadowscale; // If this object casts a shadow, and the size relative to radius
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// WARNING: New fields must be added separately to savegame and Lua.
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} mobj_t;
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|
|
281
src/r_things.c
281
src/r_things.c
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@ -889,6 +889,7 @@ static void R_DrawVisSprite(vissprite_t *vis)
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if (!(vis->scalestep))
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{
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sprtopscreen = centeryfrac - FixedMul(dc_texturemid, spryscale);
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sprtopscreen += vis->shear.tan * vis->shear.offset;
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dc_iscale = FixedDiv(FRACUNIT, vis->scale);
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}
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@ -934,7 +935,7 @@ static void R_DrawVisSprite(vissprite_t *vis)
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else
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{
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// Non-paper drawing loop
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for (dc_x = vis->x1; dc_x <= vis->x2; dc_x++, frac += vis->xiscale)
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for (dc_x = vis->x1; dc_x <= vis->x2; dc_x++, frac += vis->xiscale, sprtopscreen += vis->shear.tan)
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{
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#ifdef RANGECHECK
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texturecolumn = frac>>FRACBITS;
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@ -1107,6 +1108,265 @@ static void R_SplitSprite(vissprite_t *sprite)
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}
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}
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//
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// R_GetShadowZ(thing, shadowslope)
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// Get the first visible floor below the object for shadows
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// shadowslope is filled with the floor's slope, if provided
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//
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fixed_t R_GetShadowZ(mobj_t *thing, pslope_t **shadowslope)
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{
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fixed_t z, floorz = INT32_MIN;
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pslope_t *slope, *floorslope = NULL;
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msecnode_t *node;
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sector_t *sector;
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ffloor_t *rover;
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for (node = thing->touching_sectorlist; node; node = node->m_sectorlist_next)
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{
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sector = node->m_sector;
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slope = (sector->heightsec != -1) ? NULL : sector->f_slope;
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z = slope ? P_GetZAt(slope, thing->x, thing->y) : (
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(sector->heightsec != -1) ? sectors[sector->heightsec].floorheight : sector->floorheight
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);
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if (z < thing->z+thing->height/2 && z > floorz)
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{
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floorz = z;
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floorslope = slope;
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}
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if (sector->ffloors)
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for (rover = sector->ffloors; rover; rover = rover->next)
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{
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if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_RENDERPLANES) || (rover->alpha < 90 && !(rover->flags & FF_SWIMMABLE)))
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continue;
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z = *rover->t_slope ? P_GetZAt(*rover->t_slope, thing->x, thing->y) : *rover->topheight;
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if (z < thing->z+thing->height/2 && z > floorz)
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{
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floorz = z;
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floorslope = *rover->t_slope;
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}
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}
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}
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if (thing->floorz > floorz + (!floorslope ? 0 : FixedMul(abs(floorslope->zdelta), thing->radius*3/2)))
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{
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floorz = thing->floorz;
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floorslope = NULL;
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}
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#if 0 // Unfortunately, this drops CEZ2 down to sub-17 FPS on my i7.
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//#ifdef POLYOBJECTS
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// Check polyobjects and see if floorz needs to be altered, for rings only because they don't update floorz
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if (thing->type == MT_RING)
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{
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INT32 xl, xh, yl, yh, bx, by;
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xl = (unsigned)(thing->x - thing->radius - bmaporgx)>>MAPBLOCKSHIFT;
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xh = (unsigned)(thing->x + thing->radius - bmaporgx)>>MAPBLOCKSHIFT;
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yl = (unsigned)(thing->y - thing->radius - bmaporgy)>>MAPBLOCKSHIFT;
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yh = (unsigned)(thing->y + thing->radius - bmaporgy)>>MAPBLOCKSHIFT;
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BMBOUNDFIX(xl, xh, yl, yh);
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validcount++;
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for (by = yl; by <= yh; by++)
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for (bx = xl; bx <= xh; bx++)
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{
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INT32 offset;
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polymaplink_t *plink; // haleyjd 02/22/06
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if (bx < 0 || by < 0 || bx >= bmapwidth || by >= bmapheight)
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continue;
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offset = by*bmapwidth + bx;
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// haleyjd 02/22/06: consider polyobject lines
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plink = polyblocklinks[offset];
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while (plink)
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{
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polyobj_t *po = plink->po;
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if (po->validcount != validcount) // if polyobj hasn't been checked
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{
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po->validcount = validcount;
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if (!P_MobjInsidePolyobj(po, thing) || !(po->flags & POF_RENDERPLANES))
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{
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plink = (polymaplink_t *)(plink->link.next);
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continue;
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}
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// We're inside it! Yess...
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z = po->lines[0]->backsector->ceilingheight;
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if (z < thing->z+thing->height/2 && z > floorz)
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{
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floorz = z;
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floorslope = NULL;
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}
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}
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plink = (polymaplink_t *)(plink->link.next);
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}
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}
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}
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#endif
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if (shadowslope != NULL)
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*shadowslope = floorslope;
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return floorz;
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}
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static void R_ProjectDropShadow(mobj_t *thing, vissprite_t *vis, fixed_t scale, fixed_t tx, fixed_t tz)
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{
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vissprite_t *shadow;
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patch_t *patch;
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fixed_t xscale, yscale, shadowxscale, shadowyscale, shadowskew, x1, x2;
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INT32 light = 0;
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fixed_t scalemul; UINT8 trans;
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fixed_t floordiff;
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fixed_t floorz;
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pslope_t *floorslope;
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floorz = R_GetShadowZ(thing, &floorslope);
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||||
if (abs(floorz-viewz)/tz > 4) return; // Prevent stretchy shadows and possible crashes
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|
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floordiff = abs(thing->z - floorz);
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|
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trans = floordiff / (100*FRACUNIT) + 3;
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if (trans >= 9) return;
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|
||||
scalemul = FixedMul(FRACUNIT - floordiff/640, scale);
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||||
|
||||
patch = W_CachePatchName("DSHADOW", PU_CACHE);
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xscale = FixedDiv(projection, tz);
|
||||
yscale = FixedDiv(projectiony, tz);
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shadowxscale = FixedMul(thing->radius*2, scalemul);
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shadowyscale = FixedMul(FixedMul(thing->radius*2, scalemul), FixedDiv(abs(floorz - viewz), tz));
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shadowyscale = min(shadowyscale, shadowxscale) / patch->height;
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shadowxscale /= patch->width;
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shadowskew = 0;
|
||||
|
||||
if (floorslope)
|
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{
|
||||
// haha let's try some dumb stuff
|
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fixed_t xslope, zslope;
|
||||
angle_t sloperelang = (R_PointToAngle(thing->x, thing->y) - floorslope->xydirection) >> ANGLETOFINESHIFT;
|
||||
|
||||
xslope = FixedMul(FINESINE(sloperelang), floorslope->zdelta);
|
||||
zslope = FixedMul(FINECOSINE(sloperelang), floorslope->zdelta);
|
||||
|
||||
//CONS_Printf("Shadow is sloped by %d %d\n", xslope, zslope);
|
||||
|
||||
if (viewz < floorz)
|
||||
shadowyscale += FixedMul(FixedMul(thing->radius*2 / patch->height, scalemul), zslope);
|
||||
else
|
||||
shadowyscale -= FixedMul(FixedMul(thing->radius*2 / patch->height, scalemul), zslope);
|
||||
|
||||
shadowyscale = abs(shadowyscale);
|
||||
|
||||
shadowskew = xslope;
|
||||
}
|
||||
|
||||
tx -= patch->width * shadowxscale/2;
|
||||
x1 = (centerxfrac + FixedMul(tx,xscale))>>FRACBITS;
|
||||
if (x1 >= viewwidth) return;
|
||||
|
||||
tx += patch->width * shadowxscale;
|
||||
x2 = ((centerxfrac + FixedMul(tx,xscale))>>FRACBITS); x2--;
|
||||
if (x2 < 0 || x2 <= x1) return;
|
||||
|
||||
if (shadowyscale < FRACUNIT/patch->height) return; // fix some crashes?
|
||||
|
||||
shadow = R_NewVisSprite();
|
||||
shadow->patch = patch;
|
||||
shadow->heightsec = vis->heightsec;
|
||||
|
||||
shadow->thingheight = FRACUNIT;
|
||||
shadow->pz = floorz;
|
||||
shadow->pzt = shadow->pz + shadow->thingheight;
|
||||
|
||||
shadow->mobjflags = 0;
|
||||
shadow->sortscale = vis->sortscale;
|
||||
shadow->dispoffset = vis->dispoffset - 5;
|
||||
shadow->gx = thing->x;
|
||||
shadow->gy = thing->y;
|
||||
shadow->gzt = shadow->pz + shadow->patch->height * shadowyscale / 2;
|
||||
shadow->gz = shadow->gzt - shadow->patch->height * shadowyscale;
|
||||
shadow->texturemid = FixedMul(thing->scale, FixedDiv(shadow->gzt - viewz, shadowyscale));
|
||||
if (thing->skin && ((skin_t *)thing->skin)->flags & SF_HIRES)
|
||||
shadow->texturemid = FixedMul(shadow->texturemid, ((skin_t *)thing->skin)->highresscale);
|
||||
shadow->scalestep = 0;
|
||||
shadow->shear.tan = shadowskew; // repurposed variable
|
||||
|
||||
shadow->mobj = thing; // Easy access! Tails 06-07-2002
|
||||
|
||||
shadow->x1 = x1 < 0 ? 0 : x1;
|
||||
shadow->x2 = x2 >= viewwidth ? viewwidth-1 : x2;
|
||||
|
||||
// PORTAL SEMI-CLIPPING
|
||||
if (portalrender)
|
||||
{
|
||||
if (shadow->x1 < portalclipstart)
|
||||
shadow->x1 = portalclipstart;
|
||||
if (shadow->x2 >= portalclipend)
|
||||
shadow->x2 = portalclipend-1;
|
||||
}
|
||||
|
||||
shadow->xscale = FixedMul(xscale, shadowxscale); //SoM: 4/17/2000
|
||||
shadow->scale = FixedMul(yscale, shadowyscale);
|
||||
shadow->sector = vis->sector;
|
||||
shadow->szt = (INT16)((centeryfrac - FixedMul(shadow->gzt - viewz, yscale))>>FRACBITS);
|
||||
shadow->sz = (INT16)((centeryfrac - FixedMul(shadow->gz - viewz, yscale))>>FRACBITS);
|
||||
shadow->cut = SC_ISSCALED|SC_SHADOW; //check this
|
||||
|
||||
shadow->startfrac = 0;
|
||||
//shadow->xiscale = 0x7ffffff0 / (shadow->xscale/2);
|
||||
shadow->xiscale = (patch->width<<FRACBITS)/(x2-x1+1); // fuck it
|
||||
|
||||
if (shadow->x1 > x1)
|
||||
shadow->startfrac += shadow->xiscale*(shadow->x1-x1);
|
||||
|
||||
// reusing x1 variable
|
||||
x1 += (x2-x1)/2;
|
||||
shadow->shear.offset = (vis->x1-x1)/2;
|
||||
|
||||
if (thing->subsector->sector->numlights)
|
||||
{
|
||||
INT32 lightnum;
|
||||
#ifdef ESLOPE // R_GetPlaneLight won't work on sloped lights!
|
||||
light = thing->subsector->sector->numlights - 1;
|
||||
|
||||
for (lightnum = 1; lightnum < thing->subsector->sector->numlights; lightnum++) {
|
||||
fixed_t h = thing->subsector->sector->lightlist[lightnum].slope ? P_GetZAt(thing->subsector->sector->lightlist[lightnum].slope, thing->x, thing->y)
|
||||
: thing->subsector->sector->lightlist[lightnum].height;
|
||||
if (h <= shadow->gzt) {
|
||||
light = lightnum - 1;
|
||||
break;
|
||||
}
|
||||
}
|
||||
#else
|
||||
light = R_GetPlaneLight(thing->subsector->sector, shadow->gzt, false);
|
||||
#endif
|
||||
}
|
||||
|
||||
if (thing->subsector->sector->numlights)
|
||||
shadow->extra_colormap = *thing->subsector->sector->lightlist[light].extra_colormap;
|
||||
else
|
||||
shadow->extra_colormap = thing->subsector->sector->extra_colormap;
|
||||
|
||||
shadow->transmap = transtables + (trans<<FF_TRANSSHIFT);
|
||||
shadow->colormap = scalelight[0][0]; // full dark!
|
||||
|
||||
objectsdrawn++;
|
||||
}
|
||||
|
||||
//
|
||||
// R_ProjectSprite
|
||||
// Generates a vissprite for a thing
|
||||
|
@ -1144,6 +1404,8 @@ static void R_ProjectSprite(mobj_t *thing)
|
|||
fixed_t scalestep;
|
||||
fixed_t offset, offset2;
|
||||
|
||||
fixed_t basetx; // drop shadows
|
||||
|
||||
boolean papersprite = !!(thing->frame & FF_PAPERSPRITE);
|
||||
fixed_t paperoffset = 0, paperdistance = 0; angle_t centerangle = 0;
|
||||
|
||||
|
@ -1178,7 +1440,7 @@ static void R_ProjectSprite(mobj_t *thing)
|
|||
|
||||
gxt = -FixedMul(tr_x, viewsin);
|
||||
gyt = FixedMul(tr_y, viewcos);
|
||||
tx = -(gyt + gxt);
|
||||
basetx = tx = -(gyt + gxt);
|
||||
|
||||
// too far off the side?
|
||||
if (!papersprite && abs(tx) > tz<<2) // papersprite clipping is handled later
|
||||
|
@ -1548,6 +1810,8 @@ static void R_ProjectSprite(mobj_t *thing)
|
|||
vis->paperoffset = paperoffset;
|
||||
vis->paperdistance = paperdistance;
|
||||
vis->centerangle = centerangle;
|
||||
vis->shear.tan = 0;
|
||||
vis->shear.offset = 0;
|
||||
|
||||
vis->mobj = thing; // Easy access! Tails 06-07-2002
|
||||
|
||||
|
@ -1640,6 +1904,9 @@ static void R_ProjectSprite(mobj_t *thing)
|
|||
if (thing->subsector->sector->numlights)
|
||||
R_SplitSprite(vis);
|
||||
|
||||
if (oldthing->shadowscale && !papersprite)
|
||||
R_ProjectDropShadow(oldthing, vis, oldthing->shadowscale, basetx, tz);
|
||||
|
||||
// Debug
|
||||
++objectsdrawn;
|
||||
}
|
||||
|
@ -1763,6 +2030,9 @@ static void R_ProjectPrecipitationSprite(precipmobj_t *thing)
|
|||
vis->pzt = vis->pz + vis->thingheight;
|
||||
vis->texturemid = vis->gzt - viewz;
|
||||
vis->scalestep = 0;
|
||||
vis->paperdistance = 0;
|
||||
vis->shear.tan = 0;
|
||||
vis->shear.offset = 0;
|
||||
|
||||
vis->x1 = x1 < 0 ? 0 : x1;
|
||||
vis->x2 = x2 >= viewwidth ? viewwidth-1 : x2;
|
||||
|
@ -1955,6 +2225,9 @@ static void R_SortVisSprites(vissprite_t* vsprsortedhead, UINT32 start, UINT32 e
|
|||
if (!(ds->cut & SC_LINKDRAW))
|
||||
continue;
|
||||
|
||||
if (ds->cut & SC_SHADOW)
|
||||
continue;
|
||||
|
||||
// reuse dsfirst...
|
||||
for (dsfirst = unsorted.prev; dsfirst != &unsorted; dsfirst = dsfirst->prev)
|
||||
{
|
||||
|
@ -1962,6 +2235,10 @@ static void R_SortVisSprites(vissprite_t* vsprsortedhead, UINT32 start, UINT32 e
|
|||
if (dsfirst->cut & SC_LINKDRAW)
|
||||
continue;
|
||||
|
||||
// don't connect to your shadow!
|
||||
if (dsfirst->cut & SC_SHADOW)
|
||||
continue;
|
||||
|
||||
// don't connect if it's not the tracer
|
||||
if (dsfirst->mobj != ds->mobj)
|
||||
continue;
|
||||
|
|
|
@ -51,6 +51,8 @@ void R_DrawFlippedMaskedColumn(column_t *column, INT32 texheight);
|
|||
// (only sprites from namelist are added or replaced)
|
||||
void R_AddSpriteDefs(UINT16 wadnum);
|
||||
|
||||
fixed_t R_GetShadowZ(mobj_t *thing, pslope_t **shadowslope);
|
||||
|
||||
//SoM: 6/5/2000: Light sprites correctly!
|
||||
void R_AddSprites(sector_t *sec, INT32 lightlevel);
|
||||
void R_InitSprites(void);
|
||||
|
@ -149,7 +151,8 @@ typedef enum
|
|||
SC_LINKDRAW = 1<<3,
|
||||
SC_FULLBRIGHT = 1<<4,
|
||||
SC_VFLIP = 1<<5,
|
||||
SC_ISSCALED = 1>>6,
|
||||
SC_ISSCALED = 1<<6,
|
||||
SC_SHADOW = 1<<7,
|
||||
// masks
|
||||
SC_CUTMASK = SC_TOP|SC_BOTTOM,
|
||||
SC_FLAGMASK = ~SC_CUTMASK
|
||||
|
@ -182,6 +185,11 @@ typedef struct vissprite_s
|
|||
|
||||
angle_t centerangle; // for paper sprites
|
||||
|
||||
struct {
|
||||
fixed_t tan; // The amount to shear the sprite vertically per row
|
||||
INT32 offset; // The center of the shearing location offset from x1
|
||||
} shear;
|
||||
|
||||
fixed_t texturemid;
|
||||
patch_t *patch;
|
||||
|
||||
|
|
Loading…
Reference in a new issue