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https://git.do.srb2.org/STJr/SRB2.git
synced 2024-11-15 17:22:12 +00:00
Better MF2_LINKDRAW support for OpenGL
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parent
0435acd516
commit
b29873ce1c
2 changed files with 188 additions and 10 deletions
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@ -63,6 +63,7 @@ typedef struct gr_vissprite_s
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{
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float x1, x2;
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float tz, ty;
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float tracertz; // for MF2_LINKDRAW sprites, this contains tracer's tz for use in sorting
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//lumpnum_t patchlumpnum;
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GLPatch_t *gpatch;
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boolean flip;
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@ -3501,6 +3501,54 @@ static gr_vissprite_t *HWR_NewVisSprite(void)
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return HWR_GetVisSprite(gr_visspritecount++);
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}
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// A hack solution for transparent surfaces appearing on top of linkdraw sprites.
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// Keep a list of linkdraw sprites and draw their shapes to the z-buffer after all other
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// sprite drawing is done. (effectively the z-buffer drawing of linkdraw sprites is delayed)
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// NOTE: This will no longer be necessary once full translucent sorting is implemented, where
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// translucent sprites and surfaces are sorted together.
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typedef struct
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{
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FOutVector verts[4];
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gr_vissprite_t *spr;
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} zbuffersprite_t;
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// this list is used to store data about linkdraw sprites
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zbuffersprite_t linkdrawlist[MAXVISSPRITES];
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UINT32 linkdrawcount = 0;
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// add the necessary data to the list for delayed z-buffer drawing
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static void HWR_LinkDrawHackAdd(FOutVector *verts, gr_vissprite_t *spr)
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{
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if (linkdrawcount < MAXVISSPRITES)
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{
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memcpy(linkdrawlist[linkdrawcount].verts, verts, sizeof(FOutVector) * 4);
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linkdrawlist[linkdrawcount].spr = spr;
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linkdrawcount++;
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}
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}
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// process and clear the list of sprites for delayed z-buffer drawing
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static void HWR_LinkDrawHackFinish(void)
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{
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UINT32 i;
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FSurfaceInfo surf;
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surf.PolyColor.rgba = 0xFFFFFFFF;
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surf.TintColor.rgba = 0xFFFFFFFF;
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surf.FadeColor.rgba = 0xFFFFFFFF;
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surf.LightInfo.light_level = 0;
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surf.LightInfo.fade_start = 0;
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surf.LightInfo.fade_end = 31;
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for (i = 0; i < linkdrawcount; i++)
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{
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// draw sprite shape, only to z-buffer
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HWR_GetPatch(linkdrawlist[i].spr->gpatch);
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HWR_ProcessPolygon(&surf, linkdrawlist[i].verts, 4, PF_Translucent|PF_Occlude|PF_Invisible|PF_Clip, 0, false);
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}
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// reset list
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linkdrawcount = 0;
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}
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//
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// HWR_DoCulling
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// Hardware version of R_DoCulling
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@ -3687,6 +3735,8 @@ static void HWR_SplitSprite(gr_vissprite_t *spr)
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extracolormap_t *colormap;
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FUINT lightlevel;
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FBITFIELD blend = 0;
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FBITFIELD occlusion;
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boolean use_linkdraw_hack = false;
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UINT8 alpha;
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INT32 i;
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@ -3780,10 +3830,18 @@ static void HWR_SplitSprite(gr_vissprite_t *spr)
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// co-ordinates
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memcpy(wallVerts, baseWallVerts, sizeof(baseWallVerts));
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// if sprite has linkdraw, then dont write to z-buffer (by not using PF_Occlude)
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// this will result in sprites drawn afterwards to be drawn on top like intended when using linkdraw.
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if ((spr->mobj->flags2 & MF2_LINKDRAW) && spr->mobj->tracer)
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occlusion = 0;
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else
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occlusion = PF_Occlude;
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if (!cv_translucency.value) // translucency disabled
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{
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Surf.PolyColor.s.alpha = 0xFF;
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blend = PF_Translucent|PF_Occlude;
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blend = PF_Translucent|occlusion;
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if (!occlusion) use_linkdraw_hack = true;
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}
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else if (spr->mobj->flags2 & MF2_SHADOW)
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{
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@ -3799,7 +3857,8 @@ static void HWR_SplitSprite(gr_vissprite_t *spr)
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// Hurdler: PF_Environement would be cool, but we need to fix
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// the issue with the fog before
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Surf.PolyColor.s.alpha = 0xFF;
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blend = PF_Translucent|PF_Occlude;
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blend = PF_Translucent|occlusion;
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if (!occlusion) use_linkdraw_hack = true;
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}
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alpha = Surf.PolyColor.s.alpha;
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@ -3904,6 +3963,9 @@ static void HWR_SplitSprite(gr_vissprite_t *spr)
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HWR_ProcessPolygon(&Surf, wallVerts, 4, blend|PF_Modulated|PF_Clip, 3, false); // sprite shader
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if (use_linkdraw_hack)
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HWR_LinkDrawHackAdd(wallVerts, spr);
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top = bot;
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endtop = endbot;
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}
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@ -3929,6 +3991,9 @@ static void HWR_SplitSprite(gr_vissprite_t *spr)
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Surf.PolyColor.s.alpha = alpha;
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HWR_ProcessPolygon(&Surf, wallVerts, 4, blend|PF_Modulated|PF_Clip, 3, false); // sprite shader
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if (use_linkdraw_hack)
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HWR_LinkDrawHackAdd(wallVerts, spr);
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}
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// -----------------+
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@ -4051,10 +4116,21 @@ static void HWR_DrawSprite(gr_vissprite_t *spr)
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{
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FBITFIELD blend = 0;
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FBITFIELD occlusion;
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boolean use_linkdraw_hack = false;
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// if sprite has linkdraw, then dont write to z-buffer (by not using PF_Occlude)
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// this will result in sprites drawn afterwards to be drawn on top like intended when using linkdraw.
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if ((spr->mobj->flags2 & MF2_LINKDRAW) && spr->mobj->tracer)
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occlusion = 0;
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else
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occlusion = PF_Occlude;
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if (!cv_translucency.value) // translucency disabled
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{
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Surf.PolyColor.s.alpha = 0xFF;
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blend = PF_Translucent|PF_Occlude;
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blend = PF_Translucent|occlusion;
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if (!occlusion) use_linkdraw_hack = true;
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}
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else if (spr->mobj->flags2 & MF2_SHADOW)
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{
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@ -4070,10 +4146,14 @@ static void HWR_DrawSprite(gr_vissprite_t *spr)
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// Hurdler: PF_Environement would be cool, but we need to fix
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// the issue with the fog before
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Surf.PolyColor.s.alpha = 0xFF;
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blend = PF_Translucent|PF_Occlude;
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blend = PF_Translucent|occlusion;
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if (!occlusion) use_linkdraw_hack = true;
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}
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HWR_ProcessPolygon(&Surf, wallVerts, 4, blend|PF_Modulated|PF_Clip, 3, false); // sprite shader
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if (use_linkdraw_hack)
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HWR_LinkDrawHackAdd(wallVerts, spr);
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}
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}
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@ -4189,6 +4269,7 @@ static int CompareVisSprites(const void *p1, const void *p2)
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gr_vissprite_t* spr2 = *(gr_vissprite_t*const*)p2;
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int idiff;
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float fdiff;
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float tz1, tz2;
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// Make transparent sprites last. Comment from the previous sort implementation:
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// Sryder: Oh boy, while it's nice having ALL the sprites sorted properly, it fails when we bring MD2's into the
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@ -4196,12 +4277,52 @@ static int CompareVisSprites(const void *p1, const void *p2)
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// everything else, but still ordered of course, the depth buffer can handle the opaque ones plenty fine.
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// We just need to move all translucent ones to the end in order
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// TODO: Fully sort all sprites and MD2s with walls and floors, this part will be unnecessary after that
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int transparency1 = (spr1->mobj->flags2 & MF2_SHADOW) || (spr1->mobj->frame & FF_TRANSMASK);
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int transparency2 = (spr2->mobj->flags2 & MF2_SHADOW) || (spr2->mobj->frame & FF_TRANSMASK);
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int transparency1;
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int transparency2;
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int linkdraw1 = (spr1->mobj->flags2 & MF2_LINKDRAW) && spr1->mobj->tracer;
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int linkdraw2 = (spr2->mobj->flags2 & MF2_LINKDRAW) && spr2->mobj->tracer;
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// ^ is the XOR operation
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// if comparing a linkdraw and non-linkdraw sprite or 2 linkdraw sprites with different tracers, then use
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// the tracer's properties instead of the main sprite's.
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if ((linkdraw1 && linkdraw2 && spr1->mobj->tracer != spr2->mobj->tracer) || (linkdraw1 ^ linkdraw2))
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{
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if (linkdraw1)
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{
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tz1 = spr1->tracertz;
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transparency1 = (spr1->mobj->tracer->flags2 & MF2_SHADOW) || (spr1->mobj->tracer->frame & FF_TRANSMASK);
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}
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else
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{
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tz1 = spr1->tz;
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transparency1 = (spr1->mobj->flags2 & MF2_SHADOW) || (spr1->mobj->frame & FF_TRANSMASK);
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}
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if (linkdraw2)
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{
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tz2 = spr2->tracertz;
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transparency2 = (spr2->mobj->tracer->flags2 & MF2_SHADOW) || (spr2->mobj->tracer->frame & FF_TRANSMASK);
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}
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else
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{
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tz2 = spr2->tz;
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transparency2 = (spr2->mobj->flags2 & MF2_SHADOW) || (spr2->mobj->frame & FF_TRANSMASK);
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}
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}
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else
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{
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tz1 = spr1->tz;
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transparency1 = (spr1->mobj->flags2 & MF2_SHADOW) || (spr1->mobj->frame & FF_TRANSMASK);
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tz2 = spr2->tz;
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transparency2 = (spr2->mobj->flags2 & MF2_SHADOW) || (spr2->mobj->frame & FF_TRANSMASK);
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}
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// first compare transparency flags, then compare tz, then compare dispoffset
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idiff = transparency1 - transparency2;
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if (idiff != 0) return idiff;
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fdiff = spr2->tz - spr1->tz; // this order seems correct when checking with apitrace. Back to front.
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fdiff = tz2 - tz1; // this order seems correct when checking with apitrace. Back to front.
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if (fabsf(fdiff) < 1.0E-36f)
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return spr1->dispoffset - spr2->dispoffset; // smallest dispoffset first if sprites are at (almost) same location.
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else if (fdiff > 0)
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@ -4525,6 +4646,7 @@ static void HWR_CreateDrawNodes(void)
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static void HWR_DrawSprites(void)
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{
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UINT32 i;
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boolean skipshadow = false; // skip shadow if it was drawn already for a linkdraw sprite encountered earlier in the list
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HWD.pfnSetSpecialState(HWD_SET_MODEL_LIGHTING, cv_grmodellighting.value);
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for (i = 0; i < gr_visspritecount; i++)
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{
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@ -4535,11 +4657,32 @@ static void HWR_DrawSprites(void)
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else
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#endif
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{
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if (spr->mobj && spr->mobj->shadowscale && cv_shadow.value)
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if (spr->mobj && spr->mobj->shadowscale && cv_shadow.value && !skipshadow)
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{
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HWR_DrawDropShadow(spr->mobj, spr->mobj->shadowscale);
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}
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if ((spr->mobj->flags2 & MF2_LINKDRAW) && spr->mobj->tracer)
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{
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// If this linkdraw sprite is behind a sprite that has a shadow,
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// then that shadow has to be drawn first, otherwise the shadow ends up on top of
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// the linkdraw sprite because the linkdraw sprite does not modify the z-buffer.
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// The !skipshadow check is there in case there are multiple linkdraw sprites connected
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// to the same tracer, so the tracer's shadow only gets drawn once.
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if (cv_shadow.value && !skipshadow && spr->dispoffset < 0 && spr->mobj->tracer->shadowscale)
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{
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HWR_DrawDropShadow(spr->mobj->tracer, spr->mobj->tracer->shadowscale);
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skipshadow = true;
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// The next sprite in this loop should be either another linkdraw sprite or the tracer.
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// When the tracer is inevitably encountered, skipshadow will cause it's shadow
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// to get skipped and skipshadow will get set to false by the 'else' clause below.
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}
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}
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else
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{
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skipshadow = false;
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}
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if (spr->mobj && spr->mobj->skin && spr->mobj->sprite == SPR_PLAY)
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{
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if (!cv_grmodels.value || md2_playermodels[(skin_t*)spr->mobj->skin-skins].notfound || md2_playermodels[(skin_t*)spr->mobj->skin-skins].scale < 0.0f)
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@ -4563,6 +4706,16 @@ static void HWR_DrawSprites(void)
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}
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}
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HWD.pfnSetSpecialState(HWD_SET_MODEL_LIGHTING, 0);
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// At the end of sprite drawing, draw shapes of linkdraw sprites to z-buffer, so they
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// don't get drawn over by transparent surfaces.
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HWR_LinkDrawHackFinish();
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// Work around a r_opengl.c bug with PF_Invisible by making this SetBlend call
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// where PF_Invisible is off and PF_Masked is on.
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// (Other states probably don't matter. Here I left them same as in LinkDrawHackFinish)
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// Without this workaround the rest of the draw calls in this frame (including UI, screen texture)
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// can get drawn using an incorrect glBlendFunc, resulting in a occasional black screen.
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HWD.pfnSetBlend(PF_Translucent|PF_Occlude|PF_Clip|PF_Masked);
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}
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// --------------------------------------------------------------------------
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@ -4624,6 +4777,7 @@ static void HWR_ProjectSprite(mobj_t *thing)
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gr_vissprite_t *vis;
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float tr_x, tr_y;
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float tz;
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float tracertz = 0.0f;
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float x1, x2;
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float rightsin, rightcos;
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float this_scale;
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@ -4636,6 +4790,7 @@ static void HWR_ProjectSprite(mobj_t *thing)
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unsigned rot;
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UINT16 flip;
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boolean vflip = (!(thing->eflags & MFE_VERTICALFLIP) != !(thing->frame & FF_VERTICALFLIP));
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INT32 dispoffset;
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angle_t ang;
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INT32 heightsec, phs;
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@ -4653,6 +4808,8 @@ static void HWR_ProjectSprite(mobj_t *thing)
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if (!thing)
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return;
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dispoffset = thing->info->dispoffset;
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this_scale = FIXED_TO_FLOAT(thing->scale);
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// transform the origin point
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@ -4861,9 +5018,28 @@ static void HWR_ProjectSprite(mobj_t *thing)
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if ((thing->flags2 & MF2_LINKDRAW) && thing->tracer)
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{
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// bodge support - not nearly as comprehensive as r_things.c, but better than nothing
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if (! R_ThingVisible(thing->tracer))
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return;
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// calculate tz for tracer, same way it is calculated for this sprite
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// transform the origin point
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tr_x = FIXED_TO_FLOAT(thing->tracer->x) - gr_viewx;
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tr_y = FIXED_TO_FLOAT(thing->tracer->y) - gr_viewy;
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// rotation around vertical axis
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tracertz = (tr_x * gr_viewcos) + (tr_y * gr_viewsin);
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// Software does not render the linkdraw sprite if the tracer is behind the view plane,
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// so do the same check here.
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// NOTE: This check has the same flaw as the view plane check at the beginning of HWR_ProjectSprite:
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// the view aiming angle is not taken into account, leading to sprites disappearing too early when they
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// can still be seen when looking down/up at steep angles.
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if (tracertz < ZCLIP_PLANE)
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return;
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// if the sprite is behind the tracer, invert dispoffset, putting the sprite behind the tracer
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if (tz > tracertz)
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dispoffset *= -1;
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}
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// store information in a vissprite
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@ -4871,7 +5047,8 @@ static void HWR_ProjectSprite(mobj_t *thing)
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vis->x1 = x1;
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vis->x2 = x2;
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vis->tz = tz; // Keep tz for the simple sprite sorting that happens
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vis->dispoffset = thing->info->dispoffset; // Monster Iestyn: 23/11/15: HARDWARE SUPPORT AT LAST
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vis->tracertz = tracertz;
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vis->dispoffset = dispoffset; // Monster Iestyn: 23/11/15: HARDWARE SUPPORT AT LAST
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//vis->patchlumpnum = sprframe->lumppat[rot];
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#ifdef ROTSPRITE
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if (rotsprite)
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