SRB2/src/r_things.h
Jaime Ita Passos 4025a1d517 [Software] A few floorsprite fixes
This fixes the texture of the floorsprite sometimes facing the wrong way, since plane rendering can change the view angle.
2021-03-29 23:04:13 -03:00

297 lines
8.4 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2020 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file r_things.h
/// \brief Rendering of moving objects, sprites
#ifndef __R_THINGS__
#define __R_THINGS__
#include "r_plane.h"
#include "r_patch.h"
#include "r_picformats.h"
#include "r_portal.h"
#include "r_defs.h"
#include "r_skins.h"
// --------------
// SPRITE LOADING
// --------------
#define FEETADJUST (4<<FRACBITS) // R_AddSingleSpriteDef
boolean R_AddSingleSpriteDef(const char *sprname, spritedef_t *spritedef, UINT16 wadnum, UINT16 startlump, UINT16 endlump);
//faB: find sprites in wadfile, replace existing, add new ones
// (only sprites from namelist are added or replaced)
void R_AddSpriteDefs(UINT16 wadnum);
// ---------------------
// MASKED COLUMN DRAWING
// ---------------------
// vars for R_DrawMaskedColumn
extern INT16 *mfloorclip;
extern INT16 *mceilingclip;
extern fixed_t spryscale;
extern fixed_t sprtopscreen;
extern fixed_t sprbotscreen;
extern fixed_t windowtop;
extern fixed_t windowbottom;
extern INT32 lengthcol;
void R_DrawMaskedColumn(column_t *column);
void R_DrawFlippedMaskedColumn(column_t *column);
// ----------------
// SPRITE RENDERING
// ----------------
// Constant arrays used for psprite clipping
// and initializing clipping.
extern INT16 negonearray[MAXVIDWIDTH];
extern INT16 screenheightarray[MAXVIDWIDTH];
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);
void R_ClearSprites(void);
boolean R_ThingVisible (mobj_t *thing);
boolean R_ThingVisibleWithinDist (mobj_t *thing,
fixed_t draw_dist,
fixed_t nights_draw_dist);
boolean R_PrecipThingVisible (precipmobj_t *precipthing,
fixed_t precip_draw_dist);
boolean R_ThingHorizontallyFlipped (mobj_t *thing);
boolean R_ThingVerticallyFlipped (mobj_t *thing);
boolean R_ThingIsPaperSprite (mobj_t *thing);
boolean R_ThingIsFloorSprite (mobj_t *thing);
boolean R_ThingIsFullBright (mobj_t *thing);
boolean R_ThingIsFullDark (mobj_t *thing);
// --------------
// MASKED DRAWING
// --------------
/** Used to count the amount of masked elements
* per portal to later group them in separate
* drawnode lists.
*/
typedef struct
{
size_t drawsegs[2];
size_t vissprites[2];
fixed_t viewx, viewy, viewz; /**< View z stored at the time of the BSP traversal for the view/portal. Masked sorting/drawing needs it. */
sector_t* viewsector;
} maskcount_t;
void R_DrawMasked(maskcount_t* masks, UINT8 nummasks);
// ----------
// VISSPRITES
// ----------
// number of sprite lumps for spritewidth,offset,topoffset lookup tables
// Fab: this is a hack : should allocate the lookup tables per sprite
#define MAXVISSPRITES 2048 // added 2-2-98 was 128
#define VISSPRITECHUNKBITS 6 // 2^6 = 64 sprites per chunk
#define VISSPRITESPERCHUNK (1 << VISSPRITECHUNKBITS)
#define VISSPRITEINDEXMASK (VISSPRITESPERCHUNK - 1)
typedef enum
{
// actual cuts
SC_NONE = 0,
SC_TOP = 1,
SC_BOTTOM = 1<<1,
// other flags
SC_PRECIP = 1<<2,
SC_LINKDRAW = 1<<3,
SC_FULLBRIGHT = 1<<4,
SC_FULLDARK = 1<<5,
SC_VFLIP = 1<<6,
SC_ISSCALED = 1<<7,
SC_ISROTATED = 1<<8,
SC_SHADOW = 1<<9,
SC_SHEAR = 1<<10,
SC_SPLAT = 1<<11,
// masks
SC_CUTMASK = SC_TOP|SC_BOTTOM,
SC_FLAGMASK = ~SC_CUTMASK
} spritecut_e;
// A vissprite_t is a thing that will be drawn during a refresh,
// i.e. a sprite object that is partly visible.
typedef struct vissprite_s
{
// Doubly linked list.
struct vissprite_s *prev;
struct vissprite_s *next;
// Bonus linkdraw pointer.
struct vissprite_s *linkdraw;
mobj_t *mobj; // for easy access
INT32 x1, x2;
fixed_t gx, gy; // for line side calculation
fixed_t gz, gzt; // global bottom/top for silhouette clipping
fixed_t pz, pzt; // physical bottom/top for sorting with 3D floors
fixed_t startfrac; // horizontal position of x1
fixed_t xscale, scale; // projected horizontal and vertical scales
fixed_t thingscale; // the object's scale
fixed_t sortscale; // sortscale only differs from scale for paper sprites, floor sprites, and MF2_LINKDRAW
fixed_t sortsplat; // the sortscale from behind the floor sprite
fixed_t scalestep; // only for paper sprites, 0 otherwise
fixed_t paperoffset, paperdistance; // for paper sprites, offset/dist relative to the angle
fixed_t xiscale; // negative if flipped
angle_t centerangle; // for paper sprites
angle_t viewangle; // for floor sprites, the viewpoint's current angle
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;
lighttable_t *colormap; // for color translation and shadow draw
// maxbright frames as well
UINT8 *transmap; // for MF2_SHADOW sprites, which translucency table to use
INT32 mobjflags;
INT32 heightsec; // height sector for underwater/fake ceiling support
extracolormap_t *extra_colormap; // global colormaps
// Precalculated top and bottom screen coords for the sprite.
fixed_t thingheight; // The actual height of the thing (for 3D floors)
sector_t *sector; // The sector containing the thing.
INT16 sz, szt;
spritecut_e cut;
UINT32 renderflags;
UINT8 rotateflags;
fixed_t spritexscale, spriteyscale;
fixed_t spritexoffset, spriteyoffset;
fixed_t shadowscale;
INT16 clipbot[MAXVIDWIDTH], cliptop[MAXVIDWIDTH];
INT32 dispoffset; // copy of info->dispoffset, affects ordering but not drawing
} vissprite_t;
extern UINT32 visspritecount;
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);
UINT8 *R_GetSpriteTranslation(vissprite_t *vis);
// ----------
// DRAW NODES
// ----------
// A drawnode is something that points to a 3D floor, 3D side, or masked
// middle texture. This is used for sorting with sprites.
typedef struct drawnode_s
{
visplane_t *plane;
drawseg_t *seg;
drawseg_t *thickseg;
ffloor_t *ffloor;
vissprite_t *sprite;
struct drawnode_s *next;
struct drawnode_s *prev;
} drawnode_t;
void R_InitDrawNodes(void);
// -----------------------
// SPRITE FRAME CHARACTERS
// -----------------------
// Functions to go from sprite character ID to frame number
// for 2.1 compatibility this still uses the old 'A' + frame code
// The use of symbols tends to be painful for wad editors though
// So the future version of this tries to avoid using symbols
// as much as possible while also defining all 64 slots in a sane manner
// 2.1: [[ ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~ ]]
// Future: [[ ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789abcdefghijklmnopqrstuvwxyz!@ ]]
FUNCMATH FUNCINLINE static ATTRINLINE char R_Frame2Char(UINT8 frame)
{
#if 0 // 2.1 compat
return 'A' + frame;
#else
if (frame < 26) return 'A' + frame;
if (frame < 36) return '0' + (frame - 26);
if (frame < 62) return 'a' + (frame - 36);
if (frame == 62) return '!';
if (frame == 63) return '@';
return '\xFF';
#endif
}
FUNCMATH FUNCINLINE static ATTRINLINE UINT8 R_Char2Frame(char cn)
{
#if 0 // 2.1 compat
if (cn == '+') return '\\' - 'A'; // PK3 can't use backslash, so use + instead
return cn - 'A';
#else
if (cn >= 'A' && cn <= 'Z') return (cn - 'A');
if (cn >= '0' && cn <= '9') return (cn - '0') + 26;
if (cn >= 'a' && cn <= 'z') return (cn - 'a') + 36;
if (cn == '!') return 62;
if (cn == '@') return 63;
return 255;
#endif
}
// "Left" and "Right" character symbols for additional rotation functionality
#define ROT_L 17
#define ROT_R 18
FUNCMATH FUNCINLINE static ATTRINLINE char R_Rotation2Char(UINT8 rot)
{
if (rot <= 9) return '0' + rot;
if (rot <= 16) return 'A' + (rot - 10);
if (rot == ROT_L) return 'L';
if (rot == ROT_R) return 'R';
return '\xFF';
}
FUNCMATH FUNCINLINE static ATTRINLINE UINT8 R_Char2Rotation(char cn)
{
if (cn >= '0' && cn <= '9') return (cn - '0');
if (cn >= 'A' && cn <= 'G') return (cn - 'A') + 10;
if (cn == 'L') return ROT_L;
if (cn == 'R') return ROT_R;
return 255;
}
#endif //__R_THINGS__