OpenGL hitbox renderer

I apologize for that vertex array.
This commit is contained in:
James R 2022-09-11 16:57:58 -07:00
parent 5b53017a09
commit bfaf2bc6f3
4 changed files with 120 additions and 9 deletions

View file

@ -81,6 +81,7 @@ typedef struct gl_vissprite_s
boolean flip, vflip;
boolean precip; // Tails 08-25-2002
boolean bbox;
boolean rotated;
UINT8 translucency; //alpha level 0-255

View file

@ -66,6 +66,7 @@ static void HWR_ProjectSprite(mobj_t *thing);
#ifdef HWPRECIP
static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing);
#endif
static void HWR_ProjectBoundingBox(mobj_t *thing);
void HWR_AddTransparentFloor(levelflat_t *levelflat, extrasubsector_t *xsub, boolean isceiling, fixed_t fixedheight, INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, boolean fogplane, extracolormap_t *planecolormap);
void HWR_AddTransparentPolyobjectFloor(levelflat_t *levelflat, polyobj_t *polysector, boolean isceiling, fixed_t fixedheight,
@ -4036,6 +4037,54 @@ static void HWR_SplitSprite(gl_vissprite_t *spr)
HWR_LinkDrawHackAdd(wallVerts, spr);
}
static void HWR_DrawBoundingBox(gl_vissprite_t *vis)
{
FOutVector v[24];
FSurfaceInfo Surf = {0};
//
// create a cube (side view)
//
// 5--4 3
// |
// |
// 0--1 2
//
// repeat this 4 times (overhead)
//
//
// 17 20 21 11
// 16 15 14 10
// 27 22 *--* 07 12
// | |
// 26 23 *--* 06 13
// 24 00 01 02
// 25 05 04 03
//
v[000].x = v[005].x = v[015].x = v[016].x = v[017].x = v[020].x =
v[022].x = v[023].x = v[024].x = v[025].x = v[026].x = v[027].x = vis->x1; // west
v[001].x = v[002].x = v[003].x = v[004].x = v[006].x = v[007].x =
v[010].x = v[011].x = v[012].x = v[013].x = v[014].x = v[021].x = vis->x2; // east
v[000].z = v[001].z = v[002].z = v[003].z = v[004].z = v[005].z =
v[006].z = v[013].z = v[023].z = v[024].z = v[025].z = v[026].z = vis->z1; // south
v[007].z = v[010].z = v[011].z = v[012].z = v[014].z = v[015].z =
v[016].z = v[017].z = v[020].z = v[021].z = v[022].z = v[027].z = vis->z2; // north
v[000].y = v[001].y = v[002].y = v[006].y = v[007].y = v[010].y =
v[014].y = v[015].y = v[016].y = v[022].y = v[023].y = v[024].y = vis->gz; // bottom
v[003].y = v[004].y = v[005].y = v[011].y = v[012].y = v[013].y =
v[017].y = v[020].y = v[021].y = v[025].y = v[026].y = v[027].y = vis->gzt; // top
Surf.PolyColor = V_GetColor(R_GetBoundingBoxColor(vis->mobj));
HWR_ProcessPolygon(&Surf, v, 24, PF_Modulated|PF_NoTexture|PF_WireFrame, SHADER_NONE, false);
}
// -----------------+
// HWR_DrawSprite : Draw flat sprites
// : (monsters, bonuses, weapons, lights, ...)
@ -4480,9 +4529,16 @@ static int CompareVisSprites(const void *p1, const void *p2)
int transparency1;
int transparency2;
int linkdraw1;
int linkdraw2;
// bbox doesn't need to be sorted
if (spr1->bbox || spr2->bbox)
return 0;
// check for precip first, because then sprX->mobj is actually a precipmobj_t and does not have flags2 or tracer
int linkdraw1 = !spr1->precip && (spr1->mobj->flags2 & MF2_LINKDRAW) && spr1->mobj->tracer;
int linkdraw2 = !spr2->precip && (spr2->mobj->flags2 & MF2_LINKDRAW) && spr2->mobj->tracer;
linkdraw1 = !spr1->precip && (spr1->mobj->flags2 & MF2_LINKDRAW) && spr1->mobj->tracer;
linkdraw2 = !spr2->precip && (spr2->mobj->flags2 & MF2_LINKDRAW) && spr2->mobj->tracer;
// ^ is the XOR operation
// if comparing a linkdraw and non-linkdraw sprite or 2 linkdraw sprites with different tracers, then use
@ -4852,6 +4908,9 @@ static void HWR_DrawSprites(void)
for (i = 0; i < gl_visspritecount; i++)
{
gl_vissprite_t *spr = gl_vsprorder[i];
if (spr->bbox)
HWR_DrawBoundingBox(spr);
else
#ifdef HWPRECIP
if (spr->precip)
HWR_DrawPrecipitationSprite(spr);
@ -4951,10 +5010,17 @@ static void HWR_AddSprites(sector_t *sec)
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))
if (R_ThingWithinDist(thing, limit_dist, hoop_limit_dist))
{
if (R_ThingVisible(thing))
{
HWR_ProjectSprite(thing);
}
HWR_ProjectBoundingBox(thing);
}
}
#ifdef HWPRECIP
// no, no infinite draw distance for precipitation. this option at zero is supposed to turn it off
if ((limit_dist = (fixed_t)cv_drawdist_precip.value << FRACBITS))
@ -5462,6 +5528,7 @@ static void HWR_ProjectSprite(mobj_t *thing)
vis->vflip = vflip;
vis->precip = false;
vis->bbox = false;
vis->angle = interp.angle;
}
@ -5584,6 +5651,7 @@ static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing)
vis->gz = vis->gzt - FIXED_TO_FLOAT(spritecachedinfo[lumpoff].height);
vis->precip = true;
vis->bbox = false;
// okay... this is a hack, but weather isn't networked, so it should be ok
if (!(thing->precipflags & PCF_THUNK))
@ -5597,6 +5665,48 @@ static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing)
}
#endif
static void HWR_ProjectBoundingBox(mobj_t *thing)
{
gl_vissprite_t *vis;
float tr_x, tr_y;
float tz;
float rad;
if (!thing)
return;
if (!R_ThingBoundingBoxVisible(thing))
return;
// transform the origin point
tr_x = FIXED_TO_FLOAT(thing->x) - gl_viewx;
tr_y = FIXED_TO_FLOAT(thing->y) - gl_viewy;
// rotation around vertical axis
tz = (tr_x * gl_viewcos) + (tr_y * gl_viewsin);
// thing is behind view plane?
if (tz < ZCLIP_PLANE)
return;
tr_x += gl_viewx;
tr_y += gl_viewy;
rad = FIXED_TO_FLOAT(thing->radius);
vis = HWR_NewVisSprite();
vis->x1 = tr_x - rad;
vis->x2 = tr_x + rad;
vis->z1 = tr_y - rad;
vis->z2 = tr_y + rad;
vis->gz = FIXED_TO_FLOAT(thing->z);
vis->gzt = vis->gz + FIXED_TO_FLOAT(thing->height);
vis->mobj = thing;
vis->precip = false;
vis->bbox = true;
}
// ==========================================================================
// Sky dome rendering, ported from PrBoom+
// ==========================================================================

View file

@ -169,12 +169,11 @@ draw_bbox_row
}
}
static UINT8
get_bbox_color (vissprite_t *vis)
UINT8 R_GetBoundingBoxColor(mobj_t *thing)
{
UINT32 flags = vis->mobjflags;
UINT32 flags = thing->flags;
if (vis->mobj->player)
if (thing->player)
return 255; // 0FF
if (flags & (MF_NOCLIPTHING))
@ -205,7 +204,7 @@ void R_DrawThingBoundingBox(vissprite_t *vis)
struct bbox_config bb = {
.height = vis->thingheight,
.tz = vis->texturemid,
.color = get_bbox_color(vis),
.color = R_GetBoundingBoxColor(vis->mobj),
};
// 1--3

View file

@ -66,6 +66,7 @@ void R_AddSprites(sector_t *sec, INT32 lightlevel);
void R_InitSprites(void);
void R_ClearSprites(void);
UINT8 R_GetBoundingBoxColor(mobj_t *thing);
boolean R_ThingBoundingBoxVisible(mobj_t *thing);
boolean R_ThingVisible (mobj_t *thing);