Refactor hitbox renderer to project vissprites

Properly accounts for portals (skyboxes).
This commit is contained in:
James R 2022-09-10 21:27:37 -07:00
parent 356bdb25a1
commit 694804cd96
3 changed files with 161 additions and 49 deletions

View file

@ -165,11 +165,11 @@ draw_bbox_row
}
static UINT8
get_bbox_color (mobj_t *thing)
get_bbox_color (vissprite_t *vis)
{
UINT32 flags = thing->flags;
UINT32 flags = vis->mobjflags;
if (thing->player)
if (vis->mobj->player)
return 255; // 0FF
if (flags & (MF_NOCLIPTHING))
@ -187,26 +187,21 @@ get_bbox_color (mobj_t *thing)
return 0; // FFF
}
void R_DrawThingBoundingBox(mobj_t *thing)
void R_DrawThingBoundingBox(vissprite_t *vis)
{
fixed_t rs, rc; // radius offsets
fixed_t gx, gy; // origin
fixed_t tx, ty; // translated coordinates
// radius offsets
fixed_t rs = vis->scale;
fixed_t rc = vis->xscale;
struct bbox_config bb = {0};
// translated coordinates
fixed_t tx = vis->gx;
fixed_t ty = vis->gy;
rs = FixedMul(thing->radius, viewsin);
rc = FixedMul(thing->radius, viewcos);
gx = thing->x - viewx;
gy = thing->y - viewy;
tx = FixedMul(gx, viewsin) - FixedMul(gy, viewcos);
ty = FixedMul(gx, viewcos) + FixedMul(gy, viewsin);
bb.height = thing->height;
bb.tz = (thing->z + bb.height) - viewz;
bb.color = get_bbox_color(thing);
struct bbox_config bb = {
.height = vis->thingheight,
.tz = vis->texturemid,
.color = get_bbox_color(vis),
};
// 1--3
// | |
@ -214,18 +209,15 @@ void R_DrawThingBoundingBox(mobj_t *thing)
// left
tx -= rs;
ty -= rc;
draw_bbox_col(&bb, 0, tx + rc, ty - rs); // bottom
draw_bbox_col(&bb, 0, tx, ty); // bottom
draw_bbox_col(&bb, 1, tx - rc, ty + rs); // top
// right
tx += rs + rs;
ty += rc + rc;
tx += rs;
ty += rc;
draw_bbox_col(&bb, 2, tx + rc, ty - rs); // bottom
draw_bbox_col(&bb, 2, tx, ty); // bottom
draw_bbox_col(&bb, 3, tx - rc, ty + rs); // top
// connect all four columns

View file

@ -1424,6 +1424,91 @@ static void R_ProjectDropShadow(mobj_t *thing, vissprite_t *vis, fixed_t scale,
objectsdrawn++;
}
static void R_ProjectBoundingBox(mobj_t *thing, vissprite_t *vis)
{
fixed_t gx, gy;
fixed_t tx, tz;
vissprite_t *box;
if (!R_ThingBoundingBoxVisible(thing))
{
return;
}
// 1--3
// | |
// 0--2
// start in the (0) corner
gx = thing->x - thing->radius - viewx;
gy = thing->y - thing->radius - viewy;
tz = FixedMul(gx, viewcos) + FixedMul(gy, viewsin);
// thing is behind view plane?
// if parent vis is visible, ignore this
if (!vis && (tz < FixedMul(MINZ, thing->scale)))
{
return;
}
tx = FixedMul(gx, viewsin) - FixedMul(gy, viewcos);
// too far off the side?
if (!vis && abs(tx) > FixedMul(tz, fovtan)<<2)
{
return;
}
box = R_NewVisSprite();
box->mobj = thing;
box->mobjflags = thing->flags;
box->thingheight = thing->height;
box->cut = SC_BBOX;
box->gx = tx;
box->gy = tz;
box->scale = 2 * FixedMul(thing->radius, viewsin);
box->xscale = 2 * FixedMul(thing->radius, viewcos);
box->pz = thing->z;
box->pzt = box->pz + box->thingheight;
box->gzt = box->pzt;
box->gz = box->pz;
box->texturemid = box->gzt - viewz;
if (vis)
{
box->x1 = vis->x1;
box->x2 = vis->x2;
box->szt = vis->szt;
box->sz = vis->sz;
box->sortscale = vis->sortscale; // link sorting to sprite
box->dispoffset = vis->dispoffset + 5;
box->cut |= SC_LINKDRAW;
}
else
{
fixed_t xscale = FixedDiv(projection, tz);
fixed_t yscale = FixedDiv(projectiony, tz);
fixed_t top = (centeryfrac - FixedMul(box->texturemid, yscale));
box->x1 = (centerxfrac + FixedMul(box->gx, xscale)) / FRACUNIT;
box->x2 = box->x1;
box->szt = top / FRACUNIT;
box->sz = (top + FixedMul(box->thingheight, yscale)) / FRACUNIT;
box->sortscale = yscale;
box->dispoffset = 0;
}
}
//
// R_ProjectSprite
// Generates a vissprite for a thing
@ -2181,6 +2266,8 @@ static void R_ProjectSprite(mobj_t *thing)
if (oldthing->shadowscale && cv_shadow.value)
R_ProjectDropShadow(oldthing, vis, oldthing->shadowscale, basetx, basetz);
R_ProjectBoundingBox(oldthing, vis);
// Debug
++objectsdrawn;
}
@ -2406,8 +2493,26 @@ void R_AddSprites(sector_t *sec, INT32 lightlevel)
hoop_limit_dist = (fixed_t)(cv_drawdist_nights.value) << FRACBITS;
for (thing = sec->thinglist; thing; thing = thing->snext)
{
if (R_ThingVisibleWithinDist(thing, limit_dist, hoop_limit_dist))
R_ProjectSprite(thing);
if (R_ThingWithinDist(thing, limit_dist, hoop_limit_dist))
{
const INT32 oldobjectsdrawn = objectsdrawn;
if (R_ThingVisible(thing))
{
R_ProjectSprite(thing);
}
// I'm so smart :^)
if (objectsdrawn == oldobjectsdrawn)
{
/*
Object is invisible OR is off screen but
render its bbox even if the latter because
radius could be bigger than sprite.
*/
R_ProjectBoundingBox(thing, NULL);
}
}
}
// no, no infinite draw distance for precipitation. this option at zero is supposed to turn it off
@ -2495,6 +2600,10 @@ static void R_SortVisSprites(vissprite_t* vsprsortedhead, UINT32 start, UINT32 e
if (dsfirst->cut & SC_SHADOW)
continue;
// don't connect to your bounding box!
if (dsfirst->cut & SC_BBOX)
continue;
// don't connect if it's not the tracer
if (dsfirst->mobj != ds->mobj)
continue;
@ -2935,18 +3044,12 @@ static void R_DrawSprite(vissprite_t *spr)
mfloorclip = spr->clipbot;
mceilingclip = spr->cliptop;
if (spr->cut & SC_SPLAT)
if (spr->cut & SC_BBOX)
R_DrawThingBoundingBox(spr);
else if (spr->cut & SC_SPLAT)
R_DrawFloorSplat(spr);
else
R_DrawVisSprite(spr);
if (R_ThingBoundingBoxVisible(spr->mobj))
{
// fuck you fuck you fuck you FUCK YOU
// (shadows are linked to their mobj)
if (!(spr->cut & SC_SHADOW))
R_DrawThingBoundingBox(spr->mobj);
}
}
// Special drawer for precipitation sprites Tails 08-18-2002
@ -3182,9 +3285,13 @@ void R_ClipSprites(drawseg_t* dsstart, portal_t* portal)
for (; clippedvissprites < visspritecount; clippedvissprites++)
{
vissprite_t *spr = R_GetVisSprite(clippedvissprites);
INT32 x1 = (spr->cut & SC_SPLAT) ? 0 : spr->x1;
INT32 x2 = (spr->cut & SC_SPLAT) ? viewwidth : spr->x2;
R_ClipVisSprite(spr, x1, x2, dsstart, portal);
if (!(spr->cut & SC_BBOX)) // Do not clip bounding boxes
{
INT32 x1 = (spr->cut & SC_SPLAT) ? 0 : spr->x1;
INT32 x2 = (spr->cut & SC_SPLAT) ? viewwidth : spr->x2;
R_ClipVisSprite(spr, x1, x2, dsstart, portal);
}
}
}
@ -3198,16 +3305,11 @@ boolean R_ThingVisible (mobj_t *thing)
));
}
boolean R_ThingVisibleWithinDist (mobj_t *thing,
boolean R_ThingWithinDist (mobj_t *thing,
fixed_t limit_dist,
fixed_t hoop_limit_dist)
{
fixed_t approx_dist;
if (! R_ThingVisible(thing))
return false;
approx_dist = P_AproxDistance(viewx-thing->x, viewy-thing->y);
const fixed_t approx_dist = P_AproxDistance(viewx-thing->x, viewy-thing->y);
if (thing->sprite == SPR_HOOP)
{
@ -3223,6 +3325,17 @@ boolean R_ThingVisibleWithinDist (mobj_t *thing,
return true;
}
// For OpenGL, TODO: REMOVE!!
boolean R_ThingVisibleWithinDist (mobj_t *thing,
fixed_t limit_dist,
fixed_t hoop_limit_dist)
{
if (! R_ThingVisible(thing))
return false;
return R_ThingWithinDist(thing, limit_dist, hoop_limit_dist);
}
/* Check if precipitation may be drawn from our current view. */
boolean R_PrecipThingVisible (precipmobj_t *precipthing,
fixed_t limit_dist)

View file

@ -67,10 +67,13 @@ void R_InitSprites(void);
void R_ClearSprites(void);
boolean R_ThingBoundingBoxVisible(mobj_t *thing);
void R_DrawThingBoundingBox(mobj_t *thing);
boolean R_ThingVisible (mobj_t *thing);
boolean R_ThingWithinDist (mobj_t *thing,
fixed_t draw_dist,
fixed_t nights_draw_dist);
boolean R_ThingVisibleWithinDist (mobj_t *thing,
fixed_t draw_dist,
fixed_t nights_draw_dist);
@ -135,6 +138,7 @@ typedef enum
SC_SHADOW = 1<<10,
SC_SHEAR = 1<<11,
SC_SPLAT = 1<<12,
SC_BBOX = 1<<13,
// masks
SC_CUTMASK = SC_TOP|SC_BOTTOM,
SC_FLAGMASK = ~SC_CUTMASK
@ -224,6 +228,9 @@ void R_ClipSprites(drawseg_t* dsstart, portal_t* portal);
void R_ClipVisSprite(vissprite_t *spr, INT32 x1, INT32 x2, drawseg_t* dsstart, portal_t* portal);
boolean R_SpriteIsFlashing(vissprite_t *vis);
void R_DrawThingBoundingBox(vissprite_t *spr);
UINT8 *R_GetSpriteTranslation(vissprite_t *vis);
// ----------