Merge commit 'c8eabe5'

This commit is contained in:
Rachael Alexanderson 2017-03-26 21:57:23 -04:00
commit 2338fe7e66
55 changed files with 1319 additions and 1605 deletions

View file

@ -872,7 +872,6 @@ set( POLYRENDER_SOURCES
polyrenderer/drawers/poly_draw_args.cpp
polyrenderer/drawers/screen_triangle.cpp
polyrenderer/math/tri_matrix.cpp
polyrenderer/math/poly_intersection.cpp
)
# These files will be flagged as "headers" so that they appear in project files

View file

@ -2569,7 +2569,13 @@ void D_DoomMain (void)
P_SetupWeapons_ntohton();
//SBarInfo support.
SBarInfo::Load();
// This needs special checking because there are two distinct methods of defining status bars.
// SBARINFO should only be picked if it is the most recently defined one, so that both
// methods can override each other if loaded in sequence.
if (gameinfo.statusbarfile > gameinfo.statusbarclassfile)
{
SBarInfo::Load();
}
HUD_InitHud();
if (!batchrun)

View file

@ -435,59 +435,7 @@ void G_InitNew (const char *mapname, bool bTitleLevel)
S_ResumeSound (false);
}
if (StatusBar != NULL)
{
StatusBar->Destroy();
StatusBar = NULL;
}
auto cls = PClass::FindClass("DoomStatusBar");
if (bTitleLevel)
{
StatusBar = new DBaseStatusBar ();
StatusBar->SetSize(0);
}
else if (cls && gameinfo.gametype == GAME_Doom)
{
StatusBar = (DBaseStatusBar*)cls->CreateNew();
}
else if (SBarInfoScript[SCRIPT_CUSTOM] != NULL)
{
int cstype = SBarInfoScript[SCRIPT_CUSTOM]->GetGameType();
//Did the user specify a "base"
if(cstype == GAME_Strife)
{
StatusBar = CreateStrifeStatusBar();
}
else if(cstype == GAME_Any) //Use the default, empty or custom.
{
StatusBar = CreateCustomStatusBar(SCRIPT_CUSTOM);
}
else
{
StatusBar = CreateCustomStatusBar(SCRIPT_DEFAULT);
}
}
if (StatusBar == NULL)
{
if (gameinfo.gametype & (GAME_DoomChex|GAME_Heretic|GAME_Hexen))
{
StatusBar = CreateCustomStatusBar (SCRIPT_DEFAULT);
}
else if (gameinfo.gametype == GAME_Strife)
{
StatusBar = CreateStrifeStatusBar ();
}
else
{
StatusBar = new DBaseStatusBar();
StatusBar->SetSize(0);
}
}
GC::WriteBarrier(StatusBar);
StatusBar->AttachToPlayer (&players[consoleplayer]);
StatusBar->NewGame ();
ST_CreateStatusBar(bTitleLevel);
setsizeneeded = true;
if (gameinfo.gametype == GAME_Strife || (SBarInfoScript[SCRIPT_CUSTOM] != NULL && SBarInfoScript[SCRIPT_CUSTOM]->GetGameType() == GAME_Strife))

View file

@ -390,6 +390,7 @@ public:
void DrawTopStuff (EHudState state);
void FlashItem (const PClass *itemtype);
void AttachToPlayer(player_t *player);
DVector2 GetHUDScale() const;
virtual void FlashCrosshair ();
virtual void BlendView (float blend[4]);
void NewGame ();
@ -406,12 +407,9 @@ public:
void DrawString(FFont *font, const FString &cstring, double x, double y, double Alpha, int translation, int align, int screenalign, int spacing = 0, bool monospaced = false, int shadowX = 0, int shadowY = 0);
void GetCoords(int &x, int &y)
{
x = ST_X;
y = ST_Y;
}
void BeginStatusBar(int resW, int resH, int relTop, bool completeborder = false, bool forceScaled = false);
void BeginHUD(int resW, int resH, double Alpha, bool forceScaled = false);
void ForceHUDScale(bool on) { ForcedScale = on; } // This is for SBARINFO which should not use BeginStatusBar or BeginHUD.
//protected:
void DrawPowerups ();
@ -423,10 +421,14 @@ public:
AInventory *ValidateInvFirst (int numVisible) const;
void DrawCrosshair ();
// Sizing info for ths status bar.
int ST_X, ST_Y;
int RelTop;
int HorizontalResolution, VerticalResolution;
bool Scaled;
bool Scaled; // This needs to go away.
DVector2 defaultScale; // factor for fully scaled fullscreen display.
bool ForcedScale = false;
bool Centering;
bool FixedOrigin;
bool CompleteBorder;
@ -442,7 +444,6 @@ public:
DVector2 drawOffset = { 0,0 }; // can be set by subclasses to offset drawing operations
double drawClip[4] = { 0,0,0,0 }; // defines a clipping rectangle (not used yet)
bool fullscreenOffsets = false; // current screen is displayed with fullscreen behavior.
DVector2 cleanScale; // factor for scaled fullscreen display.
FMugShot mugshot;
private:
@ -458,7 +459,6 @@ extern DBaseStatusBar *StatusBar;
// Status bar factories -----------------------------------------------------
DBaseStatusBar *CreateStrifeStatusBar();
DBaseStatusBar *CreateCustomStatusBar(int script=0);
// Crosshair stuff ----------------------------------------------------------
@ -466,6 +466,7 @@ DBaseStatusBar *CreateCustomStatusBar(int script=0);
void ST_FormatMapName(FString &mapname, const char *mapnamecolor = "");
void ST_LoadCrosshair(bool alwaysload=false);
void ST_Clear();
void ST_CreateStatusBar(bool bTitleLevel);
extern FTexture *CrosshairImage;
FTextureID GetInventoryIcon(AInventory *item, uint32_t flags, bool *applyscale);

View file

@ -47,6 +47,7 @@
#include "a_keys.h"
#include "templates.h"
#include "i_system.h"
#include "sbar.h"
#include "sbarinfo.h"
#include "gi.h"
#include "r_data/r_translate.h"
@ -72,11 +73,11 @@ enum
EXTERN_CVAR(Int, fraglimit)
EXTERN_CVAR(Int, screenblocks)
EXTERN_CVAR(Bool, vid_fps)
EXTERN_CVAR(Bool, hud_scale)
class DSBarInfo;
static double nulclip[] = { 0,0,0,0 };
////////////////////////////////////////////////////////////////////////////////
/**
@ -629,10 +630,10 @@ void SBarInfo::ParseSBarInfo(int lump)
break;
case SBARINFO_RESOLUTION:
sc.MustGetToken(TK_IntConst);
resW = sc.Number;
_resW = sc.Number;
sc.MustGetToken(',');
sc.MustGetToken(TK_IntConst);
resH = sc.Number;
_resH = sc.Number;
sc.MustGetToken(';');
break;
case SBARINFO_STATUSBAR:
@ -818,10 +819,8 @@ void SBarInfo::Init()
height = 0;
spacingCharacter = '\0';
spacingAlignment = ALIGN_CENTER;
resW = 320;
resH = 200;
cleanX = -1;
cleanY = -1;
_resW = 320;
_resH = 200;
for(unsigned int i = 0;i < NUMHUDS;i++)
huds[i] = new SBarInfoMainBlock(this);
@ -957,14 +956,14 @@ void Popup::close()
////////////////////////////////////////////////////////////////////////////////
inline void adjustRelCenter(bool relX, bool relY, const double &x, const double &y, double &outX, double &outY, const double &xScale, const double &yScale)
inline void adjustRelCenter(bool relX, bool relY, const double &x, const double &y, double &outX, double &outY, double ScaleX, double ScaleY)
{
if(relX)
outX = x + (SCREENWIDTH/(hud_scale ? xScale*2 : 2));
outX = x + (SCREENWIDTH/(ScaleX*2));
else
outX = x;
if(relY)
outY = y + (SCREENHEIGHT/(hud_scale ? yScale*2 : 2));
outY = y + (SCREENHEIGHT/(ScaleY*2));
else
outY = y;
}
@ -1016,25 +1015,8 @@ public:
CPlayer = player;
}
void _ScreenSizeChanged()
{
if (uiscale > 0)
{
script->cleanX = uiscale;
script->cleanY = uiscale;
}
else
{
V_CalcCleanFacs(script->resW, script->resH, SCREENWIDTH, SCREENHEIGHT, &script->cleanX, &script->cleanY);
}
}
void _Draw (EHudState state)
{
if (script->cleanX <= 0)
{ // Calculate cleanX and cleanY
wrapper->CallScreenSizeChanged();
}
int hud = STBAR_NORMAL;
if(state == HUD_StatusBar)
{
@ -1055,11 +1037,10 @@ public:
{
hud = STBAR_NONE;
}
bool oldhud_scale = hud_scale;
if(script->huds[hud]->ForceScaled()) //scale the statusbar
{
if(script->huds[hud]->FullScreenOffsets())
hud_scale = true;
wrapper->ForceHUDScale(true);
else if(!Scaled)
{
scalingWasForced = true;
@ -1145,8 +1126,8 @@ public:
else
lastPopup = NULL;
// Reset hud_scale
hud_scale = oldhud_scale;
// Reset hud scale
wrapper->ForceHUDScale(false);
}
void _NewGame ()
@ -1161,14 +1142,8 @@ public:
return script->huds[STBAR_POPUPLOG]->NumCommands() == 0;
}
void _SetMugShotState (const char *state_name, bool wait_till_done, bool reset)
{
script->MugShot.SetState(state_name, wait_till_done, reset);
}
void _Tick ()
{
script->MugShot.Tick(CPlayer);
if(currentPopup != DBaseStatusBar::POP_None)
{
script->popups[currentPopup-1].tick();
@ -1188,11 +1163,6 @@ public:
lastInventoryBar->Tick(NULL, this, false);
}
void _ReceivedWeapon(AWeapon *weapon)
{
script->MugShot.Grin();
}
// void DSBarInfo::FlashItem(const PClass *itemtype) - Is defined with CommandDrawSelectedInventory
void _FlashItem(const PClass *itemtype);
@ -1240,10 +1210,10 @@ public:
if(!fullScreenOffsets)
{
double tmp = 0;
int stX, stY;
wrapper->GetCoords(stX, stY);
dx += stX;
dy += stY - (Scaled ? script->resH : 200) + script->height;
int barW = wrapper->HorizontalResolution, barH = wrapper->VerticalResolution;
dx += wrapper->ST_X;
dy += wrapper->ST_Y - (Scaled ? barH : 200) + script->height;
w = forceWidth < 0 ? texture->GetScaledWidthDouble() : forceWidth;
h = forceHeight < 0 ? texture->GetScaledHeightDouble() : forceHeight;
double dcx = clip[0] == 0 ? 0 : dx + clip[0] - texture->GetScaledLeftOffsetDouble();
@ -1255,19 +1225,19 @@ public:
{
if(clip[0] != 0 || clip[1] != 0)
{
screen->VirtualToRealCoords(dcx, dcy, tmp, tmp, script->resW, script->resH, true);
screen->VirtualToRealCoords(dcx, dcy, tmp, tmp, barW, barH, true);
if (clip[0] == 0) dcx = 0;
if (clip[1] == 0) dcy = 0;
}
if(clip[2] != 0 || clip[3] != 0 || clearDontDraw)
screen->VirtualToRealCoords(dcr, dcb, tmp, tmp, script->resW, script->resH, true);
screen->VirtualToRealCoords(dx, dy, w, h, script->resW, script->resH, true);
screen->VirtualToRealCoords(dcr, dcb, tmp, tmp, barW, barH, true);
screen->VirtualToRealCoords(dx, dy, w, h, barW, barH, true);
}
else
{
dy += 200 - script->resH;
dcy += 200 - script->resH;
dcb += 200 - script->resH;
dy += 200 - barH;
dcy += 200 - barH;
dcb += 200 - barH;
}
if(clearDontDraw)
@ -1312,10 +1282,9 @@ public:
{
double rx, ry, rcx=0, rcy=0, rcr=INT_MAX, rcb=INT_MAX;
double xScale = !hud_scale ? 1 : script->cleanX;
double yScale = !hud_scale ? 1 : script->cleanY;
DVector2 Scale = wrapper->GetHUDScale();
adjustRelCenter(x.RelCenter(), y.RelCenter(), dx, dy, rx, ry, xScale, yScale);
adjustRelCenter(x.RelCenter(), y.RelCenter(), dx, dy, rx, ry, Scale.X, Scale.Y);
// Translation: No high res.
bool xright = *x < 0 && !x.RelCenter();
@ -1325,13 +1294,12 @@ public:
h = (forceHeight < 0 ? texture->GetScaledHeightDouble() : forceHeight);
if(vid_fps && rx < 0 && ry >= 0)
ry += 10;
if(hud_scale)
{
rx *= xScale;
ry *= yScale;
w *= xScale;
h *= yScale;
}
rx *= Scale.X;
ry *= Scale.Y;
w *= Scale.X;
h *= Scale.Y;
if(xright)
rx = SCREENWIDTH + rx;
if(ybot)
@ -1340,10 +1308,10 @@ public:
// Check for clipping
if(clip[0] != 0 || clip[1] != 0 || clip[2] != 0 || clip[3] != 0)
{
rcx = clip[0] == 0 ? 0 : rx+((clip[0] - texture->GetScaledLeftOffsetDouble())*xScale);
rcy = clip[1] == 0 ? 0 : ry+((clip[1] - texture->GetScaledTopOffsetDouble())*yScale);
rcr = clip[2] == 0 ? INT_MAX : rx+w-((clip[2] + texture->GetScaledLeftOffsetDouble())*xScale);
rcb = clip[3] == 0 ? INT_MAX : ry+h-((clip[3] + texture->GetScaledTopOffsetDouble())*yScale);
rcx = clip[0] == 0 ? 0 : rx+((clip[0] - texture->GetScaledLeftOffsetDouble())*Scale.X);
rcy = clip[1] == 0 ? 0 : ry+((clip[1] - texture->GetScaledTopOffsetDouble())*Scale.Y);
rcr = clip[2] == 0 ? INT_MAX : rx+w-((clip[2] + texture->GetScaledLeftOffsetDouble())*Scale.X);
rcb = clip[3] == 0 ? INT_MAX : ry+h-((clip[3] + texture->GetScaledTopOffsetDouble())*Scale.Y);
}
if(clearDontDraw)
@ -1392,8 +1360,7 @@ public:
double ax = *x;
double ay = *y;
double xScale = 1.0;
double yScale = 1.0;
DVector2 Scale;
const uint8_t* str = (const uint8_t*) cstring;
const EColorRange boldTranslation = EColorRange(translation ? translation - 1 : NumTextColors - 1);
@ -1401,12 +1368,12 @@ public:
if(fullScreenOffsets)
{
if(hud_scale)
{
xScale = script->cleanX;
yScale = script->cleanY;
}
adjustRelCenter(x.RelCenter(), y.RelCenter(), *x, *y, ax, ay, xScale, yScale);
Scale = wrapper->GetHUDScale();
adjustRelCenter(x.RelCenter(), y.RelCenter(), *x, *y, ax, ay, Scale.X, Scale.Y);
}
else
{
Scale = { 1.,1. };
}
while(*str != '\0')
{
@ -1467,15 +1434,15 @@ public:
if(!fullScreenOffsets)
{
int stX, stY;
wrapper->GetCoords(stX, stY);
rx += stX;
ry += stY - (Scaled ? script->resH : 200) + script->height;
int barW = wrapper->HorizontalResolution, barH = wrapper->VerticalResolution;
rx += wrapper->ST_X;
ry += wrapper->ST_Y - (Scaled ? barH : 200) + script->height;
if(Scaled)
screen->VirtualToRealCoords(rx, ry, rw, rh, script->resW, script->resH, true);
screen->VirtualToRealCoords(rx, ry, rw, rh, barW, barH, true);
else
{
ry += (200 - script->resH);
ry += (200 - barH);
}
}
else
@ -1486,13 +1453,11 @@ public:
bool xright = rx < 0;
bool ybot = ry < 0;
if(hud_scale)
{
rx *= xScale;
ry *= yScale;
rw *= xScale;
rh *= yScale;
}
rx *= Scale.X;
ry *= Scale.Y;
rw *= Scale.X;
rh *= Scale.Y;
if(xright)
rx = SCREENWIDTH + rx;
if(ybot)
@ -1501,8 +1466,8 @@ public:
if(drawshadow)
{
double salpha = (Alpha *HR_SHADOW);
double srx = rx + (shadowX*xScale);
double sry = ry + (shadowY*yScale);
double srx = rx + (shadowX*Scale.X);
double sry = ry + (shadowY*Scale.Y);
screen->DrawChar(font, CR_UNTRANSLATED, srx, sry, character,
DTA_DestWidthF, rw,
DTA_DestHeightF, rh,
@ -1558,11 +1523,8 @@ void SBarInfoMainBlock::DrawAux(const SBarInfoMainBlock *block, DSBarInfo *statu
{
if(FullScreenOffsets())
{
if(!hud_scale)
{
rescale = true;
hud_scale = true;
}
rescale = true;
statusBar->wrapper->ForceHUDScale(true);
}
else if(!statusBar->Scaled)
{
@ -1576,7 +1538,7 @@ void SBarInfoMainBlock::DrawAux(const SBarInfoMainBlock *block, DSBarInfo *statu
if(rescale)
{
if(FullScreenOffsets())
hud_scale = false;
statusBar->wrapper->ForceHUDScale(false);
else
statusBar->wrapper->SetScaled(false);
}
@ -1615,13 +1577,6 @@ DEFINE_ACTION_FUNCTION(DSBarInfo, AttachToPlayer)
return 0;
}
DEFINE_ACTION_FUNCTION(DSBarInfo, ScreenSizeChanged)
{
PARAM_SELF_STRUCT_PROLOGUE(DSBarInfo);
self->_ScreenSizeChanged();
return 0;
}
DEFINE_ACTION_FUNCTION(DSBarInfo, Draw)
{
PARAM_SELF_STRUCT_PROLOGUE(DSBarInfo);
@ -1644,16 +1599,6 @@ DEFINE_ACTION_FUNCTION(DSBarInfo, MustDrawLog)
ACTION_RETURN_BOOL(self->_MustDrawLog((EHudState)State));
}
DEFINE_ACTION_FUNCTION(DSBarInfo, SetMugshotState)
{
PARAM_SELF_STRUCT_PROLOGUE(DSBarInfo);
PARAM_STRING(name);
PARAM_BOOL(wait);
PARAM_BOOL(reset);
self->_SetMugShotState(name, wait, reset);
return 0;
}
DEFINE_ACTION_FUNCTION(DSBarInfo, Tick)
{
PARAM_SELF_STRUCT_PROLOGUE(DSBarInfo);
@ -1661,14 +1606,6 @@ DEFINE_ACTION_FUNCTION(DSBarInfo, Tick)
return 0;
}
DEFINE_ACTION_FUNCTION(DSBarInfo, ReceivedWeapon)
{
PARAM_SELF_STRUCT_PROLOGUE(DSBarInfo);
PARAM_OBJECT(w, AWeapon);
self->_ReceivedWeapon(w);
return 0;
}
DEFINE_ACTION_FUNCTION(DSBarInfo, FlashItem)
{
PARAM_SELF_STRUCT_PROLOGUE(DSBarInfo);
@ -1695,7 +1632,7 @@ DBaseStatusBar *CreateCustomStatusBar(int scriptno)
auto sbar = (DBaseStatusBar*)PClass::FindClass("SBarInfoWrapper")->CreateNew();
auto core = new DSBarInfo(sbar, script);
sbar->PointerVar<DSBarInfo>("core") = core;
sbar->SetSize(script->height, script->resW, script->resH);
sbar->SetSize(script->height, script->_resW, script->_resH);
core->_SetScaled(sbar->Scaled);
sbar->CompleteBorder = script->completeBorder;
return sbar;

View file

@ -106,11 +106,9 @@ struct SBarInfo
int armorInterpolationSpeed;
int height;
int gameType;
FMugShot MugShot;
int resW;
int resH;
int cleanX;
int cleanY;
int _resW;
int _resH;
int GetGameType() { return gameType; }
void ParseSBarInfo(int lump);

View file

@ -1616,7 +1616,7 @@ class CommandDrawMugShot : public SBarInfoCommand
void Draw(const SBarInfoMainBlock *block, const DSBarInfo *statusBar)
{
FTexture *face = script->MugShot.GetFace(statusBar->CPlayer, defaultFace, accuracy, stateFlags);
FTexture *face = statusBar->wrapper->mugshot.GetFace(statusBar->CPlayer, defaultFace, accuracy, stateFlags);
if (face != NULL)
statusBar->DrawGraphic(face, x, y, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets());
}
@ -1661,7 +1661,6 @@ class CommandDrawMugShot : public SBarInfoCommand
}
void Reset()
{
script->MugShot.Reset();
}
protected:

View file

@ -4,6 +4,7 @@
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** Copyright 2017 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
@ -59,6 +60,7 @@
#include "virtual.h"
#include "p_acs.h"
#include "r_data/r_translate.h"
#include "sbarinfo.h"
#include "../version.h"
@ -81,8 +83,8 @@ EXTERN_CVAR (Bool, am_showtime)
EXTERN_CVAR (Bool, am_showtotaltime)
EXTERN_CVAR (Bool, noisedebug)
EXTERN_CVAR (Int, con_scaletext)
EXTERN_CVAR(Bool, hud_scale)
EXTERN_CVAR(Bool, vid_fps)
CVAR(Int, hud_scale, -1, CVAR_ARCHIVE);
int active_con_scaletext();
@ -90,7 +92,7 @@ DBaseStatusBar *StatusBar;
extern int setblocks;
int gST_X, gST_Y;
int gST_Y;
FTexture *CrosshairImage;
static int CrosshairNum;
@ -222,6 +224,85 @@ void ST_Clear()
CrosshairNum = 0;
}
//---------------------------------------------------------------------------
//
// create a new status bar
//
//---------------------------------------------------------------------------
void ST_CreateStatusBar(bool bTitleLevel)
{
if (StatusBar != NULL)
{
StatusBar->Destroy();
StatusBar = NULL;
}
if (bTitleLevel)
{
StatusBar = new DBaseStatusBar();
StatusBar->SetSize(0);
}
else if (gameinfo.statusbarclassfile >= gameinfo.statusbarfile)
{
auto cls = PClass::FindClass(gameinfo.statusbarclass);
if (cls != nullptr)
{
StatusBar = (DBaseStatusBar *)cls->CreateNew();
IFVIRTUALPTR(StatusBar, DBaseStatusBar, Init)
{
VMValue params[] = { StatusBar };
GlobalVMStack.Call(func, params, 1, nullptr, 0);
}
}
}
if (StatusBar == nullptr && SBarInfoScript[SCRIPT_CUSTOM] != nullptr)
{
int cstype = SBarInfoScript[SCRIPT_CUSTOM]->GetGameType();
//Did the user specify a "base"
if (cstype == GAME_Any) //Use the default, empty or custom.
{
StatusBar = CreateCustomStatusBar(SCRIPT_CUSTOM);
}
else
{
StatusBar = CreateCustomStatusBar(SCRIPT_DEFAULT);
}
}
if (StatusBar == nullptr)
{
FName defname;
if (gameinfo.gametype & GAME_DoomChex) defname = "DoomStatusBar";
else if (gameinfo.gametype == GAME_Heretic) defname = "HereticStatusBar";
else if (gameinfo.gametype == GAME_Hexen) defname = "HexenStatusBar";
else if (gameinfo.gametype == GAME_Strife) defname = "StrifeStatusBar";
if (defname != NAME_None)
{
auto cls = PClass::FindClass(defname);
if (cls != nullptr)
{
StatusBar = (DBaseStatusBar *)cls->CreateNew();
IFVIRTUALPTR(StatusBar, DBaseStatusBar, Init)
{
VMValue params[] = { StatusBar };
GlobalVMStack.Call(func, params, 1, nullptr, 0);
}
}
}
}
if (StatusBar == nullptr)
{
StatusBar = new DBaseStatusBar();
StatusBar->SetSize(0);
}
GC::WriteBarrier(StatusBar);
StatusBar->AttachToPlayer(&players[consoleplayer]);
StatusBar->NewGame();
}
//---------------------------------------------------------------------------
//
// Constructor
@ -238,8 +319,7 @@ DBaseStatusBar::DBaseStatusBar ()
Displacement = 0;
CPlayer = NULL;
ShowLog = false;
cleanScale = { (double)CleanXfac, (double)CleanYfac };
defaultScale = { (double)CleanXfac, (double)CleanYfac };
}
void DBaseStatusBar::SetSize(int reltop, int hres, int vres)
@ -327,7 +407,6 @@ void DBaseStatusBar::SetScaled (bool scale, bool force)
}
Displacement = 0;
}
gST_X = ST_X;
}
DEFINE_ACTION_FUNCTION(DBaseStatusBar, SetScaled)
@ -349,6 +428,96 @@ void DBaseStatusBar::CallSetScaled(bool scale, bool force)
else SetScaled(scale, force);
}
//---------------------------------------------------------------------------
//
// PROC GetHUDScale
//
//---------------------------------------------------------------------------
DVector2 DBaseStatusBar::GetHUDScale() const
{
int scale;
if (hud_scale < 0 || ForcedScale) // a negative value is the equivalent to the old boolean hud_scale. This can yield different values for x and y for higher resolutions.
{
return defaultScale;
}
if (hud_scale > 0) // use the scale as an absolute value, but also factor in the specified resolution of the HUD
{
scale = hud_scale;
}
else if (uiscale == 0)
{
return defaultScale;
}
else
{
scale = MAX<int>(1, uiscale);
}
// Since status bars and HUDs can be designed for non 320x200 screens this needs to be factored in here.
// The global scaling factors are for resources at 320x200, so if the actual ones are higher resolution
// the resulting scaling factor needs to be reduced accordingly.
int realscale = MAX<int>(1, (320 * scale) / HorizontalResolution);
return{ double(realscale), double(realscale) };
}
DEFINE_ACTION_FUNCTION(DBaseStatusBar, GetHUDScale)
{
PARAM_SELF_PROLOGUE(DBaseStatusBar);
ACTION_RETURN_VEC2(self->GetHUDScale());
}
//---------------------------------------------------------------------------
//
// PROC GetHUDScale
//
//---------------------------------------------------------------------------
void DBaseStatusBar::BeginStatusBar(int resW, int resH, int relTop, bool completeborder, bool forceScaled)
{
SetSize(relTop, resW, resH);
SetScaled(st_scale, forceScaled);
CompleteBorder = completeborder;
fullscreenOffsets = false;
}
DEFINE_ACTION_FUNCTION(DBaseStatusBar, BeginStatusBar)
{
PARAM_SELF_PROLOGUE(DBaseStatusBar);
PARAM_INT(w);
PARAM_INT(h);
PARAM_INT(r);
PARAM_BOOL_DEF(cb);
PARAM_BOOL_DEF(fs);
self->BeginStatusBar(w, h, r, cb, fs);
return 0;
}
//---------------------------------------------------------------------------
//
// PROC GetHUDScale
//
//---------------------------------------------------------------------------
void DBaseStatusBar::BeginHUD(int resW, int resH, double Alpha, bool forcescaled)
{
SetSize(0, resW, resH); // this intentionally resets the relative top to force the caller to go through BeginStatusBar and not just reset some variables.
this->Alpha = Alpha;
ForcedScale = forcescaled;
CompleteBorder = false;
fullscreenOffsets = true;
}
DEFINE_ACTION_FUNCTION(DBaseStatusBar, BeginHUD)
{
PARAM_SELF_PROLOGUE(DBaseStatusBar);
PARAM_INT(w);
PARAM_INT(h);
PARAM_FLOAT(a);
PARAM_BOOL_DEF(fs);
self->BeginHUD(w, h, a, fs);
return 0;
}
//---------------------------------------------------------------------------
//
// PROC AttachToPlayer
@ -1016,6 +1185,16 @@ bool DBaseStatusBar::MustDrawLog(EHudState state)
return true;
}
DEFINE_ACTION_FUNCTION(DBaseStatusBar, SetMugshotState)
{
PARAM_SELF_PROLOGUE(DBaseStatusBar);
PARAM_STRING(statename);
PARAM_BOOL(wait);
PARAM_BOOL(reset);
self->mugshot.SetState(statename, wait, reset);
return 0;
}
void DBaseStatusBar::SetMugShotState(const char *stateName, bool waitTillDone, bool reset)
{
IFVIRTUAL(DBaseStatusBar, SetMugShotState)
@ -1024,7 +1203,6 @@ void DBaseStatusBar::SetMugShotState(const char *stateName, bool waitTillDone, b
VMValue params[] = { (DObject*)this, &statestring, waitTillDone, reset };
GlobalVMStack.Call(func, params, countof(params), nullptr, 0);
}
mugshot.SetState(stateName, waitTillDone, reset);
}
//---------------------------------------------------------------------------
@ -1223,7 +1401,7 @@ void DBaseStatusBar::ScreenSizeChanged ()
int x, y;
V_CalcCleanFacs(HorizontalResolution, VerticalResolution, SCREENWIDTH, SCREENHEIGHT, &x, &y);
cleanScale = { (double)x, (double)y };
defaultScale = { (double)x, (double)y };
for (size_t i = 0; i < countof(Messages); ++i)
{
@ -1423,13 +1601,12 @@ void DBaseStatusBar::DrawGraphic(FTextureID texture, bool animate, double x, dou
if (screenalign == (RIGHT | TOP) && vid_fps) y += 10;
if (hud_scale)
{
x *= cleanScale.X;
y *= cleanScale.Y;
width *= cleanScale.X;
height *= cleanScale.Y;
}
DVector2 Scale = GetHUDScale();
x *= Scale.X;
y *= Scale.Y;
width *= Scale.X;
height *= Scale.Y;
x += orgx;
y += orgy;
}
@ -1495,14 +1672,13 @@ void DBaseStatusBar::DrawString(FFont *font, const FString &cstring, double x, d
const EColorRange boldTranslation = EColorRange(translation ? translation - 1 : NumTextColors - 1);
int fontcolor = translation;
double orgx = 0, orgy = 0;
DVector2 Scale;
if (fullscreenOffsets)
{
if (hud_scale)
{
shadowX *= (int)cleanScale.X;
shadowY *= (int)cleanScale.Y;
}
Scale = GetHUDScale();
shadowX *= (int)Scale.X;
shadowY *= (int)Scale.Y;
switch (screenalign & HMASK)
{
@ -1520,6 +1696,10 @@ void DBaseStatusBar::DrawString(FFont *font, const FString &cstring, double x, d
if (screenalign == (RIGHT | TOP) && vid_fps) orgy += 10;
}
else
{
Scale = { 1.,1. };
}
int ch;
while (ch = *str++, ch != '\0')
{
@ -1582,13 +1762,11 @@ void DBaseStatusBar::DrawString(FFont *font, const FString &cstring, double x, d
}
else
{
if (hud_scale)
{
rx *= cleanScale.X;
ry *= cleanScale.Y;
rw *= cleanScale.X;
rh *= cleanScale.Y;
}
rx *= Scale.X;
ry *= Scale.Y;
rw *= Scale.X;
rh *= Scale.Y;
rx += orgx;
ry += orgy;
}
@ -1697,23 +1875,11 @@ DEFINE_FIELD(DBaseStatusBar, Alpha);
DEFINE_FIELD(DBaseStatusBar, drawOffset);
DEFINE_FIELD(DBaseStatusBar, drawClip);
DEFINE_FIELD(DBaseStatusBar, fullscreenOffsets);
DEFINE_FIELD(DBaseStatusBar, cleanScale);
DEFINE_FIELD(DBaseStatusBar, defaultScale);
DEFINE_GLOBAL(StatusBar);
DBaseStatusBar *CreateStrifeStatusBar()
{
auto sb = (DBaseStatusBar *)PClass::FindClass("StrifeStatusBar")->CreateNew();
IFVIRTUALPTR(sb, DBaseStatusBar, Init)
{
VMValue params[] = { sb };
GlobalVMStack.Call(func, params, 1, nullptr, 0);
}
return sb;
}
static DObject *InitObject(PClass *type, int paramnum, VM_ARGS)
{
auto obj = type->CreateNew();

View file

@ -354,6 +354,21 @@ void FGameConfigFile::DoGlobalSetup ()
SetValueForKey ("5", "use ArtiInvulnerability2");
}
}
if (last < 212)
{
FBaseCVar *var = FindCVar("hud_scale", NULL);
if (var != NULL)
{
var->ResetToDefault();
}
var = FindCVar("snd_channels", NULL);
if (var != NULL)
{
// old settings were default 32, minimum 8, new settings are default 128, minimum 64.
UCVarValue v = var->GetGenericRep(CVAR_Int);
if (v.Int < 64) var->ResetToDefault();
}
}
}
}
}

View file

@ -153,6 +153,14 @@ const char* GameInfoBorders[] =
gameinfo.key = sc.String; \
}
#define GAMEINFOKEY_STRING_STAMPED(key, variable, stampvar) \
else if(nextKey.CompareNoCase(variable) == 0) \
{ \
sc.MustGetToken(TK_StringConst); \
gameinfo.key = sc.String; \
gameinfo.stampvar = Wads.GetLumpFile(sc.LumpNum); \
}
#define GAMEINFOKEY_INT(key, variable) \
else if(nextKey.CompareNoCase(variable) == 0) \
{ \
@ -358,7 +366,8 @@ void FMapInfoParser::ParseGameInfo()
GAMEINFOKEY_COLOR(defaultbloodcolor, "defaultbloodcolor")
GAMEINFOKEY_COLOR(defaultbloodparticlecolor, "defaultbloodparticlecolor")
GAMEINFOKEY_STRING(backpacktype, "backpacktype")
GAMEINFOKEY_STRING(statusbar, "statusbar")
GAMEINFOKEY_STRING_STAMPED(statusbar, "statusbar", statusbarfile)
GAMEINFOKEY_STRING_STAMPED(statusbarclass, "statusbarclass", statusbarclassfile)
GAMEINFOKEY_MUSIC(intermissionMusic, intermissionOrder, "intermissionMusic")
GAMEINFOKEY_STRING(CursorPic, "CursorPic")
GAMEINFOKEY_BOOL(noloopfinalemusic, "noloopfinalemusic")

View file

@ -148,8 +148,11 @@ struct gameinfo_t
FString translator;
uint32_t defaultbloodcolor;
uint32_t defaultbloodparticlecolor;
FName backpacktype;
FString statusbar;
int statusbarfile = -1;
FName statusbarclass;
int statusbarclassfile = -1;
FName backpacktype;
FString intermissionMusic;
int intermissionOrder;
FString CursorPic;

View file

@ -37,23 +37,23 @@
#include "poly_draw_args.h"
#include "swrenderer/viewport/r_viewport.h"
void PolyDrawArgs::SetClipPlane(float a, float b, float c, float d)
void PolyDrawArgs::SetClipPlane(const PolyClipPlane &plane)
{
clipPlane[0] = a;
clipPlane[1] = b;
clipPlane[2] = c;
clipPlane[3] = d;
mClipPlane[0] = plane.A;
mClipPlane[1] = plane.B;
mClipPlane[2] = plane.C;
mClipPlane[3] = plane.D;
}
void PolyDrawArgs::SetTexture(FTexture *texture)
{
textureWidth = texture->GetWidth();
textureHeight = texture->GetHeight();
mTextureWidth = texture->GetWidth();
mTextureHeight = texture->GetHeight();
if (PolyRenderer::Instance()->RenderTarget->IsBgra())
texturePixels = (const uint8_t *)texture->GetPixelsBgra();
mTexturePixels = (const uint8_t *)texture->GetPixelsBgra();
else
texturePixels = texture->GetPixels();
translation = nullptr;
mTexturePixels = texture->GetPixels();
mTranslation = nullptr;
}
void PolyDrawArgs::SetTexture(FTexture *texture, uint32_t translationID, bool forcePal)
@ -64,22 +64,22 @@ void PolyDrawArgs::SetTexture(FTexture *texture, uint32_t translationID, bool fo
if (table != nullptr && !table->Inactive)
{
if (PolyRenderer::Instance()->RenderTarget->IsBgra())
translation = (uint8_t*)table->Palette;
mTranslation = (uint8_t*)table->Palette;
else
translation = table->Remap;
mTranslation = table->Remap;
textureWidth = texture->GetWidth();
textureHeight = texture->GetHeight();
texturePixels = texture->GetPixels();
mTextureWidth = texture->GetWidth();
mTextureHeight = texture->GetHeight();
mTexturePixels = texture->GetPixels();
return;
}
}
if (forcePal)
{
textureWidth = texture->GetWidth();
textureHeight = texture->GetHeight();
texturePixels = texture->GetPixels();
mTextureWidth = texture->GetWidth();
mTextureHeight = texture->GetHeight();
mTexturePixels = texture->GetPixels();
}
else
{
@ -87,21 +87,48 @@ void PolyDrawArgs::SetTexture(FTexture *texture, uint32_t translationID, bool fo
}
}
void PolyDrawArgs::SetColormap(FSWColormap *base_colormap)
void PolyDrawArgs::SetLight(FSWColormap *base_colormap, uint32_t lightlevel, double globVis, bool fixed)
{
uniforms.light_red = base_colormap->Color.r * 256 / 255;
uniforms.light_green = base_colormap->Color.g * 256 / 255;
uniforms.light_blue = base_colormap->Color.b * 256 / 255;
uniforms.light_alpha = base_colormap->Color.a * 256 / 255;
uniforms.fade_red = base_colormap->Fade.r;
uniforms.fade_green = base_colormap->Fade.g;
uniforms.fade_blue = base_colormap->Fade.b;
uniforms.fade_alpha = base_colormap->Fade.a;
uniforms.desaturate = MIN(abs(base_colormap->Desaturate), 255) * 255 / 256;
bool simple_shade = (base_colormap->Color.d == 0x00ffffff && base_colormap->Fade.d == 0x00000000 && base_colormap->Desaturate == 0);
if (simple_shade)
uniforms.flags |= TriUniforms::simple_shade;
else
uniforms.flags &= ~TriUniforms::simple_shade;
colormaps = base_colormap->Maps;
mGlobVis = (float)globVis;
PolyCameraLight *cameraLight = PolyCameraLight::Instance();
if (cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
{
lightlevel = cameraLight->FixedLightLevel() >= 0 ? cameraLight->FixedLightLevel() : 255;
fixed = true;
}
mLight = clamp<uint32_t>(lightlevel, 0, 255);
mFixedLight = fixed;
mLightRed = base_colormap->Color.r * 256 / 255;
mLightGreen = base_colormap->Color.g * 256 / 255;
mLightBlue = base_colormap->Color.b * 256 / 255;
mLightAlpha = base_colormap->Color.a * 256 / 255;
mFadeRed = base_colormap->Fade.r;
mFadeGreen = base_colormap->Fade.g;
mFadeBlue = base_colormap->Fade.b;
mFadeAlpha = base_colormap->Fade.a;
mDesaturate = MIN(abs(base_colormap->Desaturate), 255) * 255 / 256;
mSimpleShade = (base_colormap->Color.d == 0x00ffffff && base_colormap->Fade.d == 0x00000000 && base_colormap->Desaturate == 0);
mColormaps = base_colormap->Maps;
}
void PolyDrawArgs::SetColor(uint32_t bgra, uint8_t palindex)
{
if (PolyRenderer::Instance()->RenderTarget->IsBgra())
{
mColor = bgra;
}
else
{
mColor = palindex;
}
}
void PolyDrawArgs::DrawArray(const TriVertex *vertices, int vcount, PolyDrawMode mode)
{
mVertices = vertices;
mVertexCount = vcount;
mDrawMode = mode;
PolyRenderer::Instance()->DrawQueue->Push<DrawPolyTrianglesCommand>(*this, PolyTriangleDrawer::is_mirror());
}

View file

@ -27,43 +27,123 @@
#include "screen_triangle.h"
class FTexture;
struct TriMatrix;
enum class TriangleDrawMode
enum class PolyDrawMode
{
Normal,
Fan,
Strip
Triangles,
TriangleFan,
TriangleStrip
};
struct TriDrawTriangleArgs;
struct TriMatrix;
class PolyClipPlane
{
public:
PolyClipPlane() : A(0.0f), B(0.0f), C(0.0f), D(1.0f) { }
PolyClipPlane(float a, float b, float c, float d) : A(a), B(b), C(c), D(d) { }
float A, B, C, D;
};
class PolyDrawArgs
{
public:
TriUniforms uniforms;
const TriMatrix *objectToClip = nullptr;
const TriVertex *vinput = nullptr;
int vcount = 0;
TriangleDrawMode mode = TriangleDrawMode::Normal;
bool ccw = false;
// bool stencilTest = true; // Always true for now
bool subsectorTest = false;
bool writeStencil = true;
bool writeColor = true;
bool writeSubsector = true;
const uint8_t *texturePixels = nullptr;
int textureWidth = 0;
int textureHeight = 0;
const uint8_t *translation = nullptr;
uint8_t stenciltestvalue = 0;
uint8_t stencilwritevalue = 0;
const uint8_t *colormaps = nullptr;
float clipPlane[4];
TriBlendMode blendmode = TriBlendMode::Copy;
void SetClipPlane(float a, float b, float c, float d);
void SetClipPlane(const PolyClipPlane &plane);
void SetTexture(FTexture *texture);
void SetTexture(FTexture *texture, uint32_t translationID, bool forcePal = false);
void SetColormap(FSWColormap *base_colormap);
void SetLight(FSWColormap *basecolormap, uint32_t lightlevel, double globVis, bool fixed);
void SetSubsectorDepth(uint32_t subsectorDepth) { mSubsectorDepth = subsectorDepth; }
void SetSubsectorDepthTest(bool enable) { mSubsectorTest = enable; }
void SetStencilTestValue(uint8_t stencilTestValue) { mStencilTestValue = stencilTestValue; }
void SetWriteColor(bool enable) { mWriteColor = enable; }
void SetWriteStencil(bool enable, uint8_t stencilWriteValue = 0) { mWriteStencil = enable; mStencilWriteValue = stencilWriteValue; }
void SetWriteSubsectorDepth(bool enable) { mWriteSubsector = enable; }
void SetFaceCullCCW(bool counterclockwise) { mFaceCullCCW = counterclockwise; }
void SetStyle(TriBlendMode blendmode, double srcalpha = 1.0, double destalpha = 1.0) { mBlendMode = blendmode; mSrcAlpha = (uint32_t)(srcalpha * 256.0 + 0.5); mDestAlpha = (uint32_t)(destalpha * 256.0 + 0.5); }
void SetTransform(const TriMatrix *objectToClip) { mObjectToClip = objectToClip; }
void SetColor(uint32_t bgra, uint8_t palindex);
void DrawArray(const TriVertex *vertices, int vcount, PolyDrawMode mode = PolyDrawMode::Triangles);
const TriMatrix *ObjectToClip() const { return mObjectToClip; }
const float *ClipPlane() const { return mClipPlane; }
const TriVertex *Vertices() const { return mVertices; }
int VertexCount() const { return mVertexCount; }
PolyDrawMode DrawMode() const { return mDrawMode; }
bool FaceCullCCW() const { return mFaceCullCCW; }
bool WriteColor() const { return mWriteColor; }
const uint8_t *TexturePixels() const { return mTexturePixels; }
int TextureWidth() const { return mTextureWidth; }
int TextureHeight() const { return mTextureHeight; }
const uint8_t *Translation() const { return mTranslation; }
bool WriteStencil() const { return mWriteStencil; }
uint8_t StencilTestValue() const { return mStencilTestValue; }
uint8_t StencilWriteValue() const { return mStencilWriteValue; }
bool SubsectorTest() const { return mSubsectorTest; }
bool WriteSubsector() const { return mWriteSubsector; }
uint32_t SubsectorDepth() const { return mSubsectorDepth; }
TriBlendMode BlendMode() const { return mBlendMode; }
uint32_t Color() const { return mColor; }
uint32_t SrcAlpha() const { return mSrcAlpha; }
uint32_t DestAlpha() const { return mDestAlpha; }
float GlobVis() const { return mGlobVis; }
uint32_t Light() const { return mLight; }
const uint8_t *BaseColormap() const { return mColormaps; }
uint16_t ShadeLightAlpha() const { return mLightAlpha; }
uint16_t ShadeLightRed() const { return mLightRed; }
uint16_t ShadeLightGreen() const { return mLightGreen; }
uint16_t ShadeLightBlue() const { return mLightBlue; }
uint16_t ShadeFadeAlpha() const { return mFadeAlpha; }
uint16_t ShadeFadeRed() const { return mFadeRed; }
uint16_t ShadeFadeGreen() const { return mFadeGreen; }
uint16_t ShadeFadeBlue() const { return mFadeBlue; }
uint16_t ShadeDesaturate() const { return mDesaturate; }
bool SimpleShade() const { return mSimpleShade; }
bool NearestFilter() const { return mNearestFilter; }
bool FixedLight() const { return mFixedLight; }
private:
const TriMatrix *mObjectToClip = nullptr;
const TriVertex *mVertices = nullptr;
int mVertexCount = 0;
PolyDrawMode mDrawMode = PolyDrawMode::Triangles;
bool mFaceCullCCW = false;
bool mSubsectorTest = false;
bool mWriteStencil = true;
bool mWriteColor = true;
bool mWriteSubsector = true;
const uint8_t *mTexturePixels = nullptr;
int mTextureWidth = 0;
int mTextureHeight = 0;
const uint8_t *mTranslation = nullptr;
uint8_t mStencilTestValue = 0;
uint8_t mStencilWriteValue = 0;
const uint8_t *mColormaps = nullptr;
float mClipPlane[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
TriBlendMode mBlendMode = TriBlendMode::Copy;
uint32_t mLight = 0;
uint32_t mSubsectorDepth = 0;
uint32_t mColor = 0;
uint32_t mSrcAlpha = 0;
uint32_t mDestAlpha = 0;
uint16_t mLightAlpha = 0;
uint16_t mLightRed = 0;
uint16_t mLightGreen = 0;
uint16_t mLightBlue = 0;
uint16_t mFadeAlpha = 0;
uint16_t mFadeRed = 0;
uint16_t mFadeGreen = 0;
uint16_t mFadeBlue = 0;
uint16_t mDesaturate = 0;
float mGlobVis = 0.0f;
bool mSimpleShade = true;
bool mNearestFilter = true;
bool mFixedLight = false;
};

View file

@ -32,12 +32,11 @@ public:
{
using namespace TriScreenDrawerModes;
auto flags = args->uniforms->flags;
bool is_simple_shade = (flags & TriUniforms::simple_shade) == TriUniforms::simple_shade;
bool is_simple_shade = args->uniforms->SimpleShade();
if (SamplerT::Mode == (int)Samplers::Texture)
{
bool is_nearest_filter = (flags & TriUniforms::nearest_filter) == TriUniforms::nearest_filter;
bool is_nearest_filter = args->uniforms->NearestFilter();
if (is_simple_shade)
{
@ -79,11 +78,10 @@ public:
int startX = thread->StartX;
int startY = thread->StartY;
auto flags = args->uniforms->flags;
bool is_fixed_light = (flags & TriUniforms::fixed_light) == TriUniforms::fixed_light;
bool is_fixed_light = args->uniforms->FixedLight();
uint32_t lightmask = is_fixed_light ? 0 : 0xffffffff;
uint32_t srcalpha = args->uniforms->srcalpha;
uint32_t destalpha = args->uniforms->destalpha;
uint32_t srcalpha = args->uniforms->SrcAlpha();
uint32_t destalpha = args->uniforms->DestAlpha();
// Calculate gradients
const TriVertex &v1 = *args->v1;
@ -107,16 +105,17 @@ public:
int pitch = args->pitch;
// Light
uint32_t light = args->uniforms->light;
float shade = (64.0f - (light * 255 / 256 + 12.0f) * 32.0f / 128.0f) / 32.0f;
float globVis = args->uniforms->globvis * (1.0f / 32.0f);
uint32_t light = args->uniforms->Light();
float shade = 2.0f - (light + 12.0f) / 128.0f;
float globVis = args->uniforms->GlobVis() * (1.0f / 32.0f);
light += (light >> 7); // 255 -> 256
// Sampling stuff
uint32_t color = args->uniforms->color;
const uint32_t * RESTRICT translation = (const uint32_t *)args->translation;
const uint32_t * RESTRICT texPixels = (const uint32_t *)args->texturePixels;
uint32_t texWidth = args->textureWidth;
uint32_t texHeight = args->textureHeight;
uint32_t color = args->uniforms->Color();
const uint32_t * RESTRICT translation = (const uint32_t *)args->uniforms->Translation();
const uint32_t * RESTRICT texPixels = (const uint32_t *)args->uniforms->TexturePixels();
uint32_t texWidth = args->uniforms->TextureWidth();
uint32_t texHeight = args->uniforms->TextureHeight();
uint32_t oneU, oneV;
if (SamplerT::Mode != (int)Samplers::Fill)
{
@ -134,10 +133,10 @@ public:
int desaturate;
if (ShadeModeT::Mode == (int)ShadeMode::Advanced)
{
inv_desaturate = _mm_setr_epi16(256, 256 - args->uniforms->desaturate, 256 - args->uniforms->desaturate, 256 - args->uniforms->desaturate, 256, 256 - args->uniforms->desaturate, 256 - args->uniforms->desaturate, 256 - args->uniforms->desaturate);
shade_fade = _mm_set_epi16(args->uniforms->fade_alpha, args->uniforms->fade_red, args->uniforms->fade_green, args->uniforms->fade_blue, args->uniforms->fade_alpha, args->uniforms->fade_red, args->uniforms->fade_green, args->uniforms->fade_blue);
shade_light = _mm_set_epi16(args->uniforms->light_alpha, args->uniforms->light_red, args->uniforms->light_green, args->uniforms->light_blue, args->uniforms->light_alpha, args->uniforms->light_red, args->uniforms->light_green, args->uniforms->light_blue);
desaturate = args->uniforms->desaturate;
inv_desaturate = _mm_setr_epi16(256, 256 - args->uniforms->ShadeDesaturate(), 256 - args->uniforms->ShadeDesaturate(), 256 - args->uniforms->ShadeDesaturate(), 256, 256 - args->uniforms->ShadeDesaturate(), 256 - args->uniforms->ShadeDesaturate(), 256 - args->uniforms->ShadeDesaturate());
shade_fade = _mm_set_epi16(args->uniforms->ShadeFadeAlpha(), args->uniforms->ShadeFadeRed(), args->uniforms->ShadeFadeGreen(), args->uniforms->ShadeFadeBlue(), args->uniforms->ShadeFadeAlpha(), args->uniforms->ShadeFadeRed(), args->uniforms->ShadeFadeGreen(), args->uniforms->ShadeFadeBlue());
shade_light = _mm_set_epi16(args->uniforms->ShadeLightAlpha(), args->uniforms->ShadeLightRed(), args->uniforms->ShadeLightGreen(), args->uniforms->ShadeLightBlue(), args->uniforms->ShadeLightAlpha(), args->uniforms->ShadeLightRed(), args->uniforms->ShadeLightGreen(), args->uniforms->ShadeLightBlue());
desaturate = args->uniforms->ShadeDesaturate();
}
else
{

View file

@ -39,12 +39,11 @@ public:
int startX = thread->StartX;
int startY = thread->StartY;
auto flags = args->uniforms->flags;
bool is_fixed_light = (flags & TriUniforms::fixed_light) == TriUniforms::fixed_light;
bool is_fixed_light = args->uniforms->FixedLight();
uint32_t lightmask = is_fixed_light ? 0 : 0xffffffff;
auto colormaps = args->colormaps;
uint32_t srcalpha = args->uniforms->srcalpha;
uint32_t destalpha = args->uniforms->destalpha;
auto colormaps = args->uniforms->BaseColormap();
uint32_t srcalpha = args->uniforms->SrcAlpha();
uint32_t destalpha = args->uniforms->DestAlpha();
// Calculate gradients
const TriVertex &v1 = *args->v1;
@ -68,16 +67,17 @@ public:
int pitch = args->pitch;
// Light
uint32_t light = args->uniforms->light;
float shade = (64.0f - (light * 255 / 256 + 12.0f) * 32.0f / 128.0f) / 32.0f;
float globVis = args->uniforms->globvis * (1.0f / 32.0f);
uint32_t light = args->uniforms->Light();
float shade = 2.0f - (light + 12.0f) / 128.0f;
float globVis = args->uniforms->GlobVis() * (1.0f / 32.0f);
light += light >> 7; // 255 -> 256
// Sampling stuff
uint32_t color = args->uniforms->color;
const uint8_t * RESTRICT translation = args->translation;
const uint8_t * RESTRICT texPixels = args->texturePixels;
uint32_t texWidth = args->textureWidth;
uint32_t texHeight = args->textureHeight;
uint32_t color = args->uniforms->Color();
const uint8_t * RESTRICT translation = args->uniforms->Translation();
const uint8_t * RESTRICT texPixels = args->uniforms->TexturePixels();
uint32_t texWidth = args->uniforms->TextureWidth();
uint32_t texHeight = args->uniforms->TextureHeight();
for (int i = 0; i < numSpans; i++)
{

View file

@ -80,35 +80,35 @@ void PolyTriangleDrawer::toggle_mirror()
mirror = !mirror;
}
void PolyTriangleDrawer::draw(const PolyDrawArgs &args)
bool PolyTriangleDrawer::is_mirror()
{
PolyRenderer::Instance()->DrawQueue->Push<DrawPolyTrianglesCommand>(args, mirror);
return mirror;
}
void PolyTriangleDrawer::draw_arrays(const PolyDrawArgs &drawargs, WorkerThreadData *thread)
{
if (drawargs.vcount < 3)
if (drawargs.VertexCount() < 3)
return;
PolyDrawFuncPtr drawfuncs[4];
int num_drawfuncs = 0;
drawfuncs[num_drawfuncs++] = drawargs.subsectorTest ? &ScreenTriangle::SetupSubsector : &ScreenTriangle::SetupNormal;
drawfuncs[num_drawfuncs++] = drawargs.SubsectorTest() ? &ScreenTriangle::SetupSubsector : &ScreenTriangle::SetupNormal;
if (!r_debug_trisetup) // For profiling how much time is spent in setup vs drawal
{
int bmode = (int)drawargs.blendmode;
int bmode = (int)drawargs.BlendMode();
if (drawargs.writeColor && drawargs.texturePixels)
if (drawargs.WriteColor() && drawargs.TexturePixels())
drawfuncs[num_drawfuncs++] = dest_bgra ? ScreenTriangle::TriDraw32[bmode] : ScreenTriangle::TriDraw8[bmode];
else if (drawargs.writeColor)
else if (drawargs.WriteColor())
drawfuncs[num_drawfuncs++] = dest_bgra ? ScreenTriangle::TriFill32[bmode] : ScreenTriangle::TriFill8[bmode];
}
if (drawargs.writeStencil)
if (drawargs.WriteStencil())
drawfuncs[num_drawfuncs++] = &ScreenTriangle::StencilWrite;
if (drawargs.writeSubsector)
if (drawargs.WriteSubsector())
drawfuncs[num_drawfuncs++] = &ScreenTriangle::SubsectorWrite;
TriDrawTriangleArgs args;
@ -118,53 +118,44 @@ void PolyTriangleDrawer::draw_arrays(const PolyDrawArgs &drawargs, WorkerThreadD
args.clipright = dest_width;
args.cliptop = 0;
args.clipbottom = dest_height;
args.texturePixels = drawargs.texturePixels;
args.textureWidth = drawargs.textureWidth;
args.textureHeight = drawargs.textureHeight;
args.translation = drawargs.translation;
args.uniforms = &drawargs.uniforms;
args.stencilTestValue = drawargs.stenciltestvalue;
args.stencilWriteValue = drawargs.stencilwritevalue;
args.uniforms = &drawargs;
args.stencilPitch = PolyStencilBuffer::Instance()->BlockWidth();
args.stencilValues = PolyStencilBuffer::Instance()->Values();
args.stencilMasks = PolyStencilBuffer::Instance()->Masks();
args.subsectorGBuffer = PolySubsectorGBuffer::Instance()->Values();
args.colormaps = drawargs.colormaps;
args.RGB256k = RGB256k.All;
args.BaseColors = (const uint8_t *)GPalette.BaseColors;
bool ccw = drawargs.ccw;
const TriVertex *vinput = drawargs.vinput;
int vcount = drawargs.vcount;
bool ccw = drawargs.FaceCullCCW();
const TriVertex *vinput = drawargs.Vertices();
int vcount = drawargs.VertexCount();
ShadedTriVertex vert[3];
if (drawargs.mode == TriangleDrawMode::Normal)
if (drawargs.DrawMode() == PolyDrawMode::Triangles)
{
for (int i = 0; i < vcount / 3; i++)
{
for (int j = 0; j < 3; j++)
vert[j] = shade_vertex(*drawargs.objectToClip, drawargs.clipPlane, *(vinput++));
vert[j] = shade_vertex(*drawargs.ObjectToClip(), drawargs.ClipPlane(), *(vinput++));
draw_shaded_triangle(vert, ccw, &args, thread, drawfuncs, num_drawfuncs);
}
}
else if (drawargs.mode == TriangleDrawMode::Fan)
else if (drawargs.DrawMode() == PolyDrawMode::TriangleFan)
{
vert[0] = shade_vertex(*drawargs.objectToClip, drawargs.clipPlane, *(vinput++));
vert[1] = shade_vertex(*drawargs.objectToClip, drawargs.clipPlane, *(vinput++));
vert[0] = shade_vertex(*drawargs.ObjectToClip(), drawargs.ClipPlane(), *(vinput++));
vert[1] = shade_vertex(*drawargs.ObjectToClip(), drawargs.ClipPlane(), *(vinput++));
for (int i = 2; i < vcount; i++)
{
vert[2] = shade_vertex(*drawargs.objectToClip, drawargs.clipPlane, *(vinput++));
vert[2] = shade_vertex(*drawargs.ObjectToClip(), drawargs.ClipPlane(), *(vinput++));
draw_shaded_triangle(vert, ccw, &args, thread, drawfuncs, num_drawfuncs);
vert[1] = vert[2];
}
}
else // TriangleDrawMode::Strip
else // TriangleDrawMode::TriangleStrip
{
vert[0] = shade_vertex(*drawargs.objectToClip, drawargs.clipPlane, *(vinput++));
vert[1] = shade_vertex(*drawargs.objectToClip, drawargs.clipPlane, *(vinput++));
vert[0] = shade_vertex(*drawargs.ObjectToClip(), drawargs.ClipPlane(), *(vinput++));
vert[1] = shade_vertex(*drawargs.ObjectToClip(), drawargs.ClipPlane(), *(vinput++));
for (int i = 2; i < vcount; i++)
{
vert[2] = shade_vertex(*drawargs.objectToClip, drawargs.clipPlane, *(vinput++));
vert[2] = shade_vertex(*drawargs.ObjectToClip(), drawargs.ClipPlane(), *(vinput++));
draw_shaded_triangle(vert, ccw, &args, thread, drawfuncs, num_drawfuncs);
vert[0] = vert[1];
vert[1] = vert[2];
@ -448,7 +439,7 @@ DrawPolyTrianglesCommand::DrawPolyTrianglesCommand(const PolyDrawArgs &args, boo
: args(args)
{
if (mirror)
this->args.ccw = !this->args.ccw;
this->args.SetFaceCullCCW(!this->args.FaceCullCCW());
}
void DrawPolyTrianglesCommand::Execute(DrawerThread *thread)
@ -461,32 +452,3 @@ void DrawPolyTrianglesCommand::Execute(DrawerThread *thread)
PolyTriangleDrawer::draw_arrays(args, &thread_data);
}
FString DrawPolyTrianglesCommand::DebugInfo()
{
FString blendmodestr;
switch (args.blendmode)
{
default: blendmodestr = "Unknown"; break;
case TriBlendMode::Copy: blendmodestr = "Copy"; break;
case TriBlendMode::AlphaBlend: blendmodestr = "AlphaBlend"; break;
case TriBlendMode::AddSolid: blendmodestr = "AddSolid"; break;
case TriBlendMode::Add: blendmodestr = "Add"; break;
case TriBlendMode::Sub: blendmodestr = "Sub"; break;
case TriBlendMode::RevSub: blendmodestr = "RevSub"; break;
case TriBlendMode::Stencil: blendmodestr = "Stencil"; break;
case TriBlendMode::Shaded: blendmodestr = "Shaded"; break;
case TriBlendMode::TranslateCopy: blendmodestr = "TranslateCopy"; break;
case TriBlendMode::TranslateAlphaBlend: blendmodestr = "TranslateAlphaBlend"; break;
case TriBlendMode::TranslateAdd: blendmodestr = "TranslateAdd"; break;
case TriBlendMode::TranslateSub: blendmodestr = "TranslateSub"; break;
case TriBlendMode::TranslateRevSub: blendmodestr = "TranslateRevSub"; break;
case TriBlendMode::AddSrcColorOneMinusSrcColor: blendmodestr = "AddSrcColorOneMinusSrcColor"; break;
}
FString info;
info.Format("DrawPolyTriangles: blend mode = %s, color = %d, light = %d, textureWidth = %d, textureHeight = %d, texture = %s, translation = %s, colormaps = %s",
blendmodestr.GetChars(), args.uniforms.color, args.uniforms.light, args.textureWidth, args.textureHeight,
args.texturePixels ? "ptr" : "null", args.translation ? "ptr" : "null", args.colormaps ? "ptr" : "null");
return info;
}

View file

@ -40,8 +40,8 @@ class PolyTriangleDrawer
{
public:
static void set_viewport(int x, int y, int width, int height, DCanvas *canvas);
static void draw(const PolyDrawArgs &args);
static void toggle_mirror();
static bool is_mirror();
private:
static ShadedTriVertex shade_vertex(const TriMatrix &objectToClip, const float *clipPlane, const TriVertex &v);
@ -66,7 +66,7 @@ public:
DrawPolyTrianglesCommand(const PolyDrawArgs &args, bool mirror);
void Execute(DrawerThread *thread) override;
FString DebugInfo() override;
FString DebugInfo() override { return "DrawPolyTriangles"; }
private:
PolyDrawArgs args;

View file

@ -52,7 +52,7 @@ void ScreenTriangle::SetupNormal(const TriDrawTriangleArgs *args, WorkerThreadDa
int stencilPitch = args->stencilPitch;
uint8_t * RESTRICT stencilValues = args->stencilValues;
uint32_t * RESTRICT stencilMasks = args->stencilMasks;
uint8_t stencilTestValue = args->stencilTestValue;
uint8_t stencilTestValue = args->uniforms->StencilTestValue();
TriFullSpan * RESTRICT span = thread->FullSpans;
TriPartialBlock * RESTRICT partial = thread->PartialBlocks;
@ -389,10 +389,10 @@ void ScreenTriangle::SetupSubsector(const TriDrawTriangleArgs *args, WorkerThrea
int stencilPitch = args->stencilPitch;
uint8_t * RESTRICT stencilValues = args->stencilValues;
uint32_t * RESTRICT stencilMasks = args->stencilMasks;
uint8_t stencilTestValue = args->stencilTestValue;
uint8_t stencilTestValue = args->uniforms->StencilTestValue();
uint32_t * RESTRICT subsectorGBuffer = args->subsectorGBuffer;
uint32_t subsectorDepth = args->uniforms->subsectorDepth;
uint32_t subsectorDepth = args->uniforms->SubsectorDepth();
int32_t pitch = args->pitch;
TriFullSpan * RESTRICT span = thread->FullSpans;
@ -800,7 +800,7 @@ void ScreenTriangle::StencilWrite(const TriDrawTriangleArgs *args, WorkerThreadD
{
uint8_t * RESTRICT stencilValues = args->stencilValues;
uint32_t * RESTRICT stencilMasks = args->stencilMasks;
uint32_t stencilWriteValue = args->stencilWriteValue;
uint32_t stencilWriteValue = args->uniforms->StencilWriteValue();
uint32_t stencilPitch = args->stencilPitch;
int numSpans = thread->NumFullSpans;
@ -869,7 +869,7 @@ void ScreenTriangle::StencilWrite(const TriDrawTriangleArgs *args, WorkerThreadD
void ScreenTriangle::SubsectorWrite(const TriDrawTriangleArgs *args, WorkerThreadData *thread)
{
uint32_t * RESTRICT subsectorGBuffer = args->subsectorGBuffer;
uint32_t subsectorDepth = args->uniforms->subsectorDepth;
uint32_t subsectorDepth = args->uniforms->SubsectorDepth();
int pitch = args->pitch;
int numSpans = thread->NumFullSpans;

View file

@ -26,6 +26,7 @@
#include <vector>
class FString;
class PolyDrawArgs;
struct TriFullSpan
{
@ -67,32 +68,6 @@ struct TriVertex
float varying[NumVarying];
};
struct TriUniforms
{
uint32_t light;
uint32_t subsectorDepth;
uint32_t color;
uint32_t srcalpha;
uint32_t destalpha;
uint16_t light_alpha;
uint16_t light_red;
uint16_t light_green;
uint16_t light_blue;
uint16_t fade_alpha;
uint16_t fade_red;
uint16_t fade_green;
uint16_t fade_blue;
uint16_t desaturate;
float globvis;
uint32_t flags;
enum Flags
{
simple_shade = 1,
nearest_filter = 2,
fixed_light = 4
};
};
struct TriDrawTriangleArgs
{
uint8_t *dest;
@ -104,20 +79,11 @@ struct TriDrawTriangleArgs
int32_t clipright;
int32_t cliptop;
int32_t clipbottom;
const uint8_t *texturePixels;
uint32_t textureWidth;
uint32_t textureHeight;
const uint8_t *translation;
const TriUniforms *uniforms;
uint8_t *stencilValues;
uint32_t *stencilMasks;
int32_t stencilPitch;
uint8_t stencilTestValue;
uint8_t stencilWriteValue;
uint32_t *subsectorGBuffer;
const uint8_t *colormaps;
const uint8_t *RGB256k;
const uint8_t *BaseColors;
const PolyDrawArgs *uniforms;
};
enum class TriBlendMode

View file

@ -1,235 +0,0 @@
/*
** Various 3D intersection tests
** Copyright (c) 1997-2015 The UICore Team
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
**
*/
#include <stdlib.h>
#include "templates.h"
#include "doomdef.h"
#include "poly_intersection.h"
IntersectionTest::Result IntersectionTest::plane_aabb(const Vec4f &plane, const AxisAlignedBoundingBox &aabb)
{
Vec3f center = aabb.center();
Vec3f extents = aabb.extents();
float e = extents.x * std::abs(plane.x) + extents.y * std::abs(plane.y) + extents.z * std::abs(plane.z);
float s = center.x * plane.x + center.y * plane.y + center.z * plane.z + plane.w;
if (s - e > 0)
return inside;
else if (s + e < 0)
return outside;
else
return intersecting;
}
IntersectionTest::Result IntersectionTest::plane_obb(const Vec4f &plane, const OrientedBoundingBox &obb)
{
Vec3f n(plane);
float d = plane.w;
float e = obb.extents.x * std::abs(Vec3f::dot(obb.axis_x, n)) + obb.extents.y * std::abs(Vec3f::dot(obb.axis_y, n)) + obb.extents.z * std::abs(Vec3f::dot(obb.axis_z, n));
float s = Vec3f::dot(obb.center, n) + d;
if (s - e > 0)
return inside;
else if (s + e < 0)
return outside;
else
return intersecting;
}
IntersectionTest::OverlapResult IntersectionTest::sphere(const Vec3f &center1, float radius1, const Vec3f &center2, float radius2)
{
Vec3f h = center1 - center2;
float square_distance = Vec3f::dot(h, h);
float radius_sum = radius1 + radius2;
if (square_distance > radius_sum * radius_sum)
return disjoint;
else
return overlap;
}
IntersectionTest::OverlapResult IntersectionTest::sphere_aabb(const Vec3f &center, float radius, const AxisAlignedBoundingBox &aabb)
{
Vec3f a = aabb.aabb_min - center;
Vec3f b = center - aabb.aabb_max;
a.x = std::max(a.x, 0.0f);
a.y = std::max(a.y, 0.0f);
a.z = std::max(a.z, 0.0f);
b.x = std::max(b.x, 0.0f);
b.y = std::max(b.y, 0.0f);
b.z = std::max(b.z, 0.0f);
Vec3f e = a + b;
float d = Vec3f::dot(e, e);
if (d > radius * radius)
return disjoint;
else
return overlap;
}
IntersectionTest::OverlapResult IntersectionTest::aabb(const AxisAlignedBoundingBox &a, const AxisAlignedBoundingBox &b)
{
if (a.aabb_min.x > b.aabb_max.x || b.aabb_min.x > a.aabb_max.x ||
a.aabb_min.y > b.aabb_max.y || b.aabb_min.y > a.aabb_max.y ||
a.aabb_min.z > b.aabb_max.z || b.aabb_min.z > a.aabb_max.z)
{
return disjoint;
}
else
{
return overlap;
}
}
IntersectionTest::Result IntersectionTest::frustum_aabb(const FrustumPlanes &frustum, const AxisAlignedBoundingBox &box)
{
bool is_intersecting = false;
for (int i = 0; i < 6; i++)
{
Result result = plane_aabb(frustum.planes[i], box);
if (result == outside)
return outside;
else if (result == intersecting)
is_intersecting = true;
break;
}
if (is_intersecting)
return intersecting;
else
return inside;
}
IntersectionTest::Result IntersectionTest::frustum_obb(const FrustumPlanes &frustum, const OrientedBoundingBox &box)
{
bool is_intersecting = false;
for (int i = 0; i < 6; i++)
{
Result result = plane_obb(frustum.planes[i], box);
if (result == outside)
return outside;
else if (result == intersecting)
is_intersecting = true;
}
if (is_intersecting)
return intersecting;
else
return inside;
}
IntersectionTest::OverlapResult IntersectionTest::ray_aabb(const Vec3f &ray_start, const Vec3f &ray_end, const AxisAlignedBoundingBox &aabb)
{
Vec3f c = (ray_start + ray_end) * 0.5f;
Vec3f w = ray_end - c;
Vec3f h = aabb.extents();
c -= aabb.center();
Vec3f v(std::abs(w.x), std::abs(w.y), std::abs(w.z));
if (std::abs(c.x) > v.x + h.x || std::abs(c.y) > v.y + h.y || std::abs(c.z) > v.z + h.z)
return disjoint;
if (std::abs(c.y * w.z - c.z * w.y) > h.y * v.z + h.z * v.y ||
std::abs(c.x * w.z - c.z * w.x) > h.x * v.z + h.z * v.x ||
std::abs(c.x * w.y - c.y * w.x) > h.x * v.y + h.y * v.x)
return disjoint;
return overlap;
}
/////////////////////////////////////////////////////////////////////////////
FrustumPlanes::FrustumPlanes()
{
}
FrustumPlanes::FrustumPlanes(const Mat4f &world_to_projection)
{
planes[0] = near_frustum_plane(world_to_projection);
planes[1] = far_frustum_plane(world_to_projection);
planes[2] = left_frustum_plane(world_to_projection);
planes[3] = right_frustum_plane(world_to_projection);
planes[4] = top_frustum_plane(world_to_projection);
planes[5] = bottom_frustum_plane(world_to_projection);
}
Vec4f FrustumPlanes::left_frustum_plane(const Mat4f &m)
{
Vec4f plane(
m.matrix[3 + 0 * 4] + m.matrix[0 + 0 * 4],
m.matrix[3 + 1 * 4] + m.matrix[0 + 1 * 4],
m.matrix[3 + 2 * 4] + m.matrix[0 + 2 * 4],
m.matrix[3 + 3 * 4] + m.matrix[0 + 3 * 4]);
plane /= plane.length3();
return plane;
}
Vec4f FrustumPlanes::right_frustum_plane(const Mat4f &m)
{
Vec4f plane(
m.matrix[3 + 0 * 4] - m.matrix[0 + 0 * 4],
m.matrix[3 + 1 * 4] - m.matrix[0 + 1 * 4],
m.matrix[3 + 2 * 4] - m.matrix[0 + 2 * 4],
m.matrix[3 + 3 * 4] - m.matrix[0 + 3 * 4]);
plane /= plane.length3();
return plane;
}
Vec4f FrustumPlanes::top_frustum_plane(const Mat4f &m)
{
Vec4f plane(
m.matrix[3 + 0 * 4] - m.matrix[1 + 0 * 4],
m.matrix[3 + 1 * 4] - m.matrix[1 + 1 * 4],
m.matrix[3 + 2 * 4] - m.matrix[1 + 2 * 4],
m.matrix[3 + 3 * 4] - m.matrix[1 + 3 * 4]);
plane /= plane.length3();
return plane;
}
Vec4f FrustumPlanes::bottom_frustum_plane(const Mat4f &m)
{
Vec4f plane(
m.matrix[3 + 0 * 4] + m.matrix[1 + 0 * 4],
m.matrix[3 + 1 * 4] + m.matrix[1 + 1 * 4],
m.matrix[3 + 2 * 4] + m.matrix[1 + 2 * 4],
m.matrix[3 + 3 * 4] + m.matrix[1 + 3 * 4]);
plane /= plane.length3();
return plane;
}
Vec4f FrustumPlanes::near_frustum_plane(const Mat4f &m)
{
Vec4f plane(
m.matrix[3 + 0 * 4] + m.matrix[2 + 0 * 4],
m.matrix[3 + 1 * 4] + m.matrix[2 + 1 * 4],
m.matrix[3 + 2 * 4] + m.matrix[2 + 2 * 4],
m.matrix[3 + 3 * 4] + m.matrix[2 + 3 * 4]);
plane /= plane.length3();
return plane;
}
Vec4f FrustumPlanes::far_frustum_plane(const Mat4f &m)
{
Vec4f plane(
m.matrix[3 + 0 * 4] - m.matrix[2 + 0 * 4],
m.matrix[3 + 1 * 4] - m.matrix[2 + 1 * 4],
m.matrix[3 + 2 * 4] - m.matrix[2 + 2 * 4],
m.matrix[3 + 3 * 4] - m.matrix[2 + 3 * 4]);
plane /= plane.length3();
return plane;
}

View file

@ -1,179 +0,0 @@
/*
** Various 3D intersection tests
** Copyright (c) 1997-2015 The UICore Team
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
**
*/
#pragma once
#include "polyrenderer/drawers/poly_triangle.h"
#include <algorithm>
#include <cmath>
class Vec3f;
class Vec4f
{
public:
Vec4f() = default;
Vec4f(const Vec4f &) = default;
Vec4f(float x, float y, float z, float w) : x(x), y(y), z(z), w(w) { }
Vec4f(float v) : x(v), y(v), z(v), w(v) { }
Vec4f(const Vec3f &xyz, float w);
static float dot(const Vec4f &a, const Vec4f &b) { return a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w; }
static float dot3(const Vec4f &a, const Vec4f &b) { return a.x * b.x + a.y * b.y + a.z * b.z; }
float length3() const { return std::sqrt(dot3(*this, *this)); }
float magnitude() const { return std::sqrt(dot(*this, *this)); }
Vec4f &operator+=(const Vec4f &b) { *this = Vec4f(x + b.x, y + b.y, z + b.z, w + b.w); return *this; }
Vec4f &operator-=(const Vec4f &b) { *this = Vec4f(x - b.x, y - b.y, z - b.z, w - b.w); return *this; }
Vec4f &operator*=(const Vec4f &b) { *this = Vec4f(x * b.x, y * b.y, z * b.z, w * b.w); return *this; }
Vec4f &operator/=(const Vec4f &b) { *this = Vec4f(x / b.x, y / b.y, z / b.z, w / b.w); return *this; }
Vec4f &operator+=(float b) { *this = Vec4f(x + b, y + b, z + b, w + b); return *this; }
Vec4f &operator-=(float b) { *this = Vec4f(x - b, y - b, z - b, w - b); return *this; }
Vec4f &operator*=(float b) { *this = Vec4f(x * b, y * b, z * b, w * b); return *this; }
Vec4f &operator/=(float b) { *this = Vec4f(x / b, y / b, z / b, w / b); return *this; }
float x, y, z, w;
};
inline bool operator==(const Vec4f &a, const Vec4f &b) { return a.x == b.x && a.y == b.y && a.z == b.z && a.w == b.w; }
inline bool operator!=(const Vec4f &a, const Vec4f &b) { return a.x != b.x || a.y != b.y || a.z != b.z || a.w == b.w; }
class Vec3f
{
public:
Vec3f() = default;
Vec3f(const Vec3f &) = default;
Vec3f(const Vec4f &v) : x(v.x), y(v.y), z(v.z) { }
Vec3f(float x, float y, float z) : x(x), y(y), z(z) { }
Vec3f(float v) : x(v), y(v), z(v) { }
static float dot(const Vec3f &a, const Vec3f &b) { return a.x * b.x + a.y * b.y + a.z * b.z; }
float length() const { return std::sqrt(dot(*this, *this)); }
Vec3f &operator+=(const Vec3f &b) { *this = Vec3f(x + b.x, y + b.y, z + b.z); return *this; }
Vec3f &operator-=(const Vec3f &b) { *this = Vec3f(x - b.x, y - b.y, z - b.z); return *this; }
Vec3f &operator*=(const Vec3f &b) { *this = Vec3f(x * b.x, y * b.y, z * b.z); return *this; }
Vec3f &operator/=(const Vec3f &b) { *this = Vec3f(x / b.x, y / b.y, z / b.z); return *this; }
Vec3f &operator+=(float b) { *this = Vec3f(x + b, y + b, z + b); return *this; }
Vec3f &operator-=(float b) { *this = Vec3f(x - b, y - b, z - b); return *this; }
Vec3f &operator*=(float b) { *this = Vec3f(x * b, y * b, z * b); return *this; }
Vec3f &operator/=(float b) { *this = Vec3f(x / b, y / b, z / b); return *this; }
float x, y, z;
};
inline bool operator==(const Vec3f &a, const Vec3f &b) { return a.x == b.x && a.y == b.y && a.z == b.z; }
inline bool operator!=(const Vec3f &a, const Vec3f &b) { return a.x != b.x || a.y != b.y || a.z != b.z; }
inline Vec3f operator+(const Vec3f &a, const Vec3f &b) { return Vec3f(a.x + b.x, a.y + b.y, a.z + b.z); }
inline Vec3f operator-(const Vec3f &a, const Vec3f &b) { return Vec3f(a.x - b.x, a.y - b.y, a.z - b.z); }
inline Vec3f operator*(const Vec3f &a, const Vec3f &b) { return Vec3f(a.x * b.x, a.y * b.y, a.z * b.z); }
inline Vec3f operator/(const Vec3f &a, const Vec3f &b) { return Vec3f(a.x / b.x, a.y / b.y, a.z / b.z); }
inline Vec3f operator+(const Vec3f &a, float b) { return Vec3f(a.x + b, a.y + b, a.z + b); }
inline Vec3f operator-(const Vec3f &a, float b) { return Vec3f(a.x - b, a.y - b, a.z - b); }
inline Vec3f operator*(const Vec3f &a, float b) { return Vec3f(a.x * b, a.y * b, a.z * b); }
inline Vec3f operator/(const Vec3f &a, float b) { return Vec3f(a.x / b, a.y / b, a.z / b); }
inline Vec3f operator+(float a, const Vec3f &b) { return Vec3f(a + b.x, a + b.y, a + b.z); }
inline Vec3f operator-(float a, const Vec3f &b) { return Vec3f(a - b.x, a - b.y, a - b.z); }
inline Vec3f operator*(float a, const Vec3f &b) { return Vec3f(a * b.x, a * b.y, a * b.z); }
inline Vec3f operator/(float a, const Vec3f &b) { return Vec3f(a / b.x, a / b.y, a / b.z); }
inline Vec4f::Vec4f(const Vec3f &xyz, float w) : x(xyz.x), y(xyz.y), z(xyz.z), w(w) { }
typedef TriMatrix Mat4f;
class AxisAlignedBoundingBox
{
public:
AxisAlignedBoundingBox() : aabb_min(), aabb_max() {}
AxisAlignedBoundingBox(const Vec3f &aabb_min, const Vec3f &aabb_max) : aabb_min(aabb_min), aabb_max(aabb_max) { }
AxisAlignedBoundingBox(const AxisAlignedBoundingBox &aabb, const Vec3f &barycentric_min, const Vec3f &barycentric_max)
: aabb_min(mix(aabb.aabb_min, aabb.aabb_max, barycentric_min)), aabb_max(mix(aabb.aabb_min, aabb.aabb_max, barycentric_max)) { }
Vec3f center() const { return (aabb_max + aabb_min) * 0.5f; }
Vec3f extents() const { return (aabb_max - aabb_min) * 0.5f; }
Vec3f aabb_min;
Vec3f aabb_max;
private:
template<typename A, typename B, typename C>
inline A mix(A a, B b, C mix)
{
return a * (C(1) - mix) + b * mix;
}
};
class OrientedBoundingBox
{
public:
Vec3f center;
Vec3f extents;
Vec3f axis_x;
Vec3f axis_y;
Vec3f axis_z;
};
class FrustumPlanes
{
public:
FrustumPlanes();
explicit FrustumPlanes(const Mat4f &world_to_projection);
Vec4f planes[6];
private:
static Vec4f left_frustum_plane(const Mat4f &matrix);
static Vec4f right_frustum_plane(const Mat4f &matrix);
static Vec4f top_frustum_plane(const Mat4f &matrix);
static Vec4f bottom_frustum_plane(const Mat4f &matrix);
static Vec4f near_frustum_plane(const Mat4f &matrix);
static Vec4f far_frustum_plane(const Mat4f &matrix);
};
class IntersectionTest
{
public:
enum Result
{
outside,
inside,
intersecting,
};
enum OverlapResult
{
disjoint,
overlap
};
static Result plane_aabb(const Vec4f &plane, const AxisAlignedBoundingBox &aabb);
static Result plane_obb(const Vec4f &plane, const OrientedBoundingBox &obb);
static OverlapResult sphere(const Vec3f &center1, float radius1, const Vec3f &center2, float radius2);
static OverlapResult sphere_aabb(const Vec3f &center, float radius, const AxisAlignedBoundingBox &aabb);
static OverlapResult aabb(const AxisAlignedBoundingBox &a, const AxisAlignedBoundingBox &b);
static Result frustum_aabb(const FrustumPlanes &frustum, const AxisAlignedBoundingBox &box);
static Result frustum_obb(const FrustumPlanes &frustum, const OrientedBoundingBox &box);
static OverlapResult ray_aabb(const Vec3f &ray_start, const Vec3f &ray_end, const AxisAlignedBoundingBox &box);
};

View file

@ -3,7 +3,6 @@
#include "drawers/poly_draw_args.cpp"
#include "drawers/poly_triangle.cpp"
#include "drawers/screen_triangle.cpp"
#include "math/poly_intersection.cpp"
#include "math/tri_matrix.cpp"
#include "scene/poly_cull.cpp"
#include "scene/poly_decal.cpp"

View file

@ -135,7 +135,7 @@ void PolyRenderer::RenderActorView(AActor *actor, bool dontmaplines)
ClearBuffers();
SetSceneViewport();
SetupPerspectiveMatrix();
MainPortal.SetViewpoint(WorldToClip, Vec4f(0.0f, 0.0f, 0.0f, 1.0f), GetNextStencilValue());
MainPortal.SetViewpoint(WorldToClip, PolyClipPlane(0.0f, 0.0f, 0.0f, 1.0f), GetNextStencilValue());
MainPortal.Render(0);
Skydome.Render(WorldToClip);
MainPortal.RenderTranslucent(0);

View file

@ -28,10 +28,9 @@
#include "poly_cull.h"
#include "polyrenderer/poly_renderer.h"
void PolyCull::CullScene(const TriMatrix &worldToClip, const Vec4f &portalClipPlane)
void PolyCull::CullScene(const TriMatrix &worldToClip, const PolyClipPlane &portalClipPlane)
{
PvsSectors.clear();
frustumPlanes = FrustumPlanes(worldToClip);
PortalClipPlane = portalClipPlane;
// Cull front to back
@ -210,20 +209,6 @@ int PolyCull::PointOnSide(const DVector2 &pos, const node_t *node)
bool PolyCull::CheckBBox(float *bspcoord)
{
#if 0 // This doesn't work because it creates gaps in the angle based clipper segment list :(
// Start using a quick frustum AABB test:
AxisAlignedBoundingBox aabb(Vec3f(bspcoord[BOXLEFT], bspcoord[BOXBOTTOM], (float)PolyRenderer::Instance()->Viewpoint.Pos.Z - 1000.0f), Vec3f(bspcoord[BOXRIGHT], bspcoord[BOXTOP], (float)PolyRenderer::Instance()->Viewpoint.Pos.Z + 1000.0f));
auto result = IntersectionTest::frustum_aabb(frustumPlanes, aabb);
if (result == IntersectionTest::outside)
return false;
// Skip if its in front of the portal:
if (IntersectionTest::plane_aabb(PortalClipPlane, aabb) == IntersectionTest::outside)
return false;
#endif
// Occlusion test using solid segments:
static const uint8_t checkcoord[12][4] =
{

View file

@ -23,13 +23,12 @@
#pragma once
#include "polyrenderer/drawers/poly_triangle.h"
#include "polyrenderer/math/poly_intersection.h"
class PolyCull
{
public:
void ClearSolidSegments();
void CullScene(const TriMatrix &worldToClip, const Vec4f &portalClipPlane);
void CullScene(const TriMatrix &worldToClip, const PolyClipPlane &portalClipPlane);
bool GetAnglesForLine(double x1, double y1, double x2, double y2, angle_t &angle1, angle_t &angle2) const;
void MarkSegmentCulled(angle_t angle1, angle_t angle2);
@ -61,8 +60,7 @@ private:
const int SolidCullScale = 3000;
bool FirstSkyHeight = true;
FrustumPlanes frustumPlanes;
Vec4f PortalClipPlane;
PolyClipPlane PortalClipPlane;
static angle_t PointToPseudoAngle(double x, double y);
static angle_t AngleToPseudo(angle_t ang);

View file

@ -31,7 +31,7 @@
#include "a_sharedglobal.h"
#include "swrenderer/scene/r_scene.h"
void RenderPolyDecal::RenderWallDecals(const TriMatrix &worldToClip, const Vec4f &clipPlane, const seg_t *line, uint32_t subsectorDepth, uint32_t stencilValue)
void RenderPolyDecal::RenderWallDecals(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, const seg_t *line, uint32_t subsectorDepth, uint32_t stencilValue)
{
if (line->linedef == nullptr && line->sidedef == nullptr)
return;
@ -43,7 +43,7 @@ void RenderPolyDecal::RenderWallDecals(const TriMatrix &worldToClip, const Vec4f
}
}
void RenderPolyDecal::Render(const TriMatrix &worldToClip, const Vec4f &clipPlane, DBaseDecal *decal, const seg_t *line, uint32_t subsectorDepth, uint32_t stencilValue)
void RenderPolyDecal::Render(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, DBaseDecal *decal, const seg_t *line, uint32_t subsectorDepth, uint32_t stencilValue)
{
if (decal->RenderFlags & RF_INVISIBLE || !viewactive || !decal->PicNum.isValid())
return;
@ -130,49 +130,21 @@ void RenderPolyDecal::Render(const TriMatrix &worldToClip, const Vec4f &clipPlan
}
bool fullbrightSprite = (decal->RenderFlags & RF_FULLBRIGHT) == RF_FULLBRIGHT;
PolyCameraLight *cameraLight = PolyCameraLight::Instance();
int lightlevel = fullbrightSprite ? 255 : front->lightlevel + actualextralight;
PolyDrawArgs args;
args.uniforms.flags = TriUniforms::nearest_filter;
args.SetColormap(GetColorTable(front->Colormap));
args.SetLight(GetColorTable(front->Colormap), lightlevel, PolyRenderer::Instance()->Light.WallGlobVis(foggy), fullbrightSprite);
args.SetTexture(tex, decal->Translation, true);
args.uniforms.globvis = (float)PolyRenderer::Instance()->Light.WallGlobVis(foggy);
if (fullbrightSprite || cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
{
args.uniforms.light = 256;
args.uniforms.flags |= TriUniforms::fixed_light;
}
else
{
args.uniforms.light = (uint32_t)((front->lightlevel + actualextralight) / 255.0f * 256.0f);
}
args.uniforms.subsectorDepth = subsectorDepth;
if (PolyRenderer::Instance()->RenderTarget->IsBgra())
{
args.uniforms.color = 0xff000000 | decal->AlphaColor;
}
else
{
args.uniforms.color = ((uint32_t)decal->AlphaColor) >> 24;
}
args.uniforms.srcalpha = (uint32_t)(decal->Alpha * 256.0 + 0.5);
args.uniforms.destalpha = 256 - args.uniforms.srcalpha;
args.objectToClip = &worldToClip;
args.vinput = vertices;
args.vcount = 4;
args.mode = TriangleDrawMode::Fan;
args.ccw = true;
args.stenciltestvalue = stencilValue;
args.stencilwritevalue = stencilValue;
//mode = R_SetPatchStyle (decal->RenderStyle, (float)decal->Alpha, decal->Translation, decal->AlphaColor);
args.SetClipPlane(clipPlane.x, clipPlane.y, clipPlane.z, clipPlane.w);
args.blendmode = TriBlendMode::Shaded;
args.subsectorTest = true;
args.writeStencil = false;
args.writeSubsector = false;
PolyTriangleDrawer::draw(args);
args.SetSubsectorDepth(subsectorDepth);
args.SetColor(0xff000000 | decal->AlphaColor, decal->AlphaColor >> 24);
args.SetStyle(TriBlendMode::Shaded, decal->Alpha, 1.0 - decal->Alpha); // R_SetPatchStyle (decal->RenderStyle, (float)decal->Alpha, decal->Translation, decal->AlphaColor);
args.SetTransform(&worldToClip);
args.SetFaceCullCCW(true);
args.SetStencilTestValue(stencilValue);
args.SetWriteStencil(true, stencilValue);
args.SetClipPlane(clipPlane);
args.SetSubsectorDepthTest(true);
args.SetWriteStencil(false);
args.SetWriteSubsectorDepth(false);
args.DrawArray(vertices, 4, PolyDrawMode::TriangleFan);
}

View file

@ -24,13 +24,11 @@
#include "polyrenderer/drawers/poly_triangle.h"
class Vec4f;
class RenderPolyDecal
{
public:
static void RenderWallDecals(const TriMatrix &worldToClip, const Vec4f &clipPlane, const seg_t *line, uint32_t subsectorDepth, uint32_t stencilValue);
static void RenderWallDecals(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, const seg_t *line, uint32_t subsectorDepth, uint32_t stencilValue);
private:
void Render(const TriMatrix &worldToClip, const Vec4f &clipPlane, DBaseDecal *decal, const seg_t *line, uint32_t subsectorDepth, uint32_t stencilValue);
void Render(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, DBaseDecal *decal, const seg_t *line, uint32_t subsectorDepth, uint32_t stencilValue);
};

View file

@ -25,6 +25,7 @@
#include "doomdef.h"
#include "sbar.h"
#include "poly_light.h"
#include "polyrenderer/poly_renderer.h"
fixed_t PolyLightVisibility::LightLevelToShade(int lightlevel, bool foggy)
{
@ -41,3 +42,8 @@ fixed_t PolyLightVisibility::LightLevelToShade(int lightlevel, bool foggy)
return (NUMCOLORMAPS * 2 * FRACUNIT) - ((lightlevel + 12) * (FRACUNIT*NUMCOLORMAPS / 128));
}
}
double PolyLightVisibility::FocalTangent()
{
return PolyRenderer::Instance()->Viewwindow.FocalTangent;
}

View file

@ -31,9 +31,9 @@ typedef swrenderer::CameraLight PolyCameraLight;
class PolyLightVisibility
{
public:
double WallGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0f : WallVisibility; }
double SpriteGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0f : WallVisibility; }
double ParticleGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0f : (WallVisibility * 0.5); }
double WallGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0 : WallVisibility / FocalTangent(); }
double SpriteGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0 : WallVisibility / FocalTangent(); }
double ParticleGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0 : WallVisibility * 0.5 / FocalTangent(); }
// The vis value to pass into the GETPALOOKUP or LIGHTSCALE macros
double WallVis(double screenZ, bool foggy) const { return WallGlobVis(foggy) / screenZ; }
@ -43,6 +43,8 @@ public:
static fixed_t LightLevelToShade(int lightlevel, bool foggy);
private:
static double FocalTangent();
// 1706 is the value for walls on 1080p 16:9 displays.
double WallVisibility = 1706.0;
bool NoLightFade = false;

View file

@ -29,7 +29,7 @@
#include "polyrenderer/poly_renderer.h"
#include "polyrenderer/scene/poly_light.h"
void RenderPolyParticle::Render(const TriMatrix &worldToClip, const Vec4f &clipPlane, particle_t *particle, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue)
void RenderPolyParticle::Render(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, particle_t *particle, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue)
{
DVector3 pos = particle->Pos;
double psize = particle->size / 8.0;
@ -68,51 +68,20 @@ void RenderPolyParticle::Render(const TriMatrix &worldToClip, const Vec4f &clipP
vertices[i].varying[1] = (float)(1.0f - offsets[i].second);
}
// int color = (particle->color >> 24) & 0xff; // pal index, I think
bool fullbrightSprite = particle->bright != 0;
PolyCameraLight *cameraLight = PolyCameraLight::Instance();
int lightlevel = fullbrightSprite ? 255 : sub->sector->lightlevel + actualextralight;
PolyDrawArgs args;
args.uniforms.globvis = (float)PolyRenderer::Instance()->Light.ParticleGlobVis(foggy);
if (fullbrightSprite || cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
{
args.uniforms.light = 256;
args.uniforms.flags = TriUniforms::fixed_light | TriUniforms::nearest_filter;
}
else
{
args.uniforms.light = (uint32_t)((sub->sector->lightlevel + actualextralight) / 255.0f * 256.0f);
args.uniforms.flags = TriUniforms::nearest_filter;
}
args.uniforms.subsectorDepth = subsectorDepth;
uint32_t alpha = (uint32_t)clamp(particle->alpha * 255.0f + 0.5f, 0.0f, 255.0f);
if (PolyRenderer::Instance()->RenderTarget->IsBgra())
{
args.uniforms.color = (alpha << 24) | (particle->color & 0xffffff);
}
else
{
args.uniforms.color = ((uint32_t)particle->color) >> 24;
args.uniforms.srcalpha = alpha;
args.uniforms.destalpha = 255 - alpha;
}
args.objectToClip = &worldToClip;
args.vinput = vertices;
args.vcount = 4;
args.mode = TriangleDrawMode::Fan;
args.ccw = true;
args.stenciltestvalue = stencilValue;
args.stencilwritevalue = stencilValue;
args.SetColormap(GetColorTable(sub->sector->Colormap));
args.SetClipPlane(clipPlane.x, clipPlane.y, clipPlane.z, clipPlane.w);
args.subsectorTest = true;
args.writeStencil = false;
args.writeSubsector = false;
args.blendmode = TriBlendMode::AlphaBlend;
PolyTriangleDrawer::draw(args);
args.SetLight(GetColorTable(sub->sector->Colormap), lightlevel, PolyRenderer::Instance()->Light.ParticleGlobVis(foggy), fullbrightSprite);
args.SetSubsectorDepth(subsectorDepth);
args.SetSubsectorDepthTest(true);
args.SetColor(particle->color | 0xff000000, particle->color >> 24);
args.SetStyle(TriBlendMode::AlphaBlend, particle->alpha, 1.0 - particle->alpha);
args.SetTransform(&worldToClip);
args.SetFaceCullCCW(true);
args.SetStencilTestValue(stencilValue);
args.SetWriteStencil(false);
args.SetWriteSubsectorDepth(false);
args.SetClipPlane(clipPlane);
args.DrawArray(vertices, 4, PolyDrawMode::TriangleFan);
}

View file

@ -25,10 +25,8 @@
#include "polyrenderer/drawers/poly_triangle.h"
#include "p_effect.h"
class Vec4f;
class RenderPolyParticle
{
public:
void Render(const TriMatrix &worldToClip, const Vec4f &clipPlane, particle_t *particle, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue);
void Render(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, particle_t *particle, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue);
};

View file

@ -33,7 +33,7 @@
EXTERN_CVAR(Int, r_3dfloors)
void RenderPolyPlane::RenderPlanes(const TriMatrix &worldToClip, const Vec4f &clipPlane, PolyCull &cull, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, double skyCeilingHeight, double skyFloorHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> &sectorPortals)
void RenderPolyPlane::RenderPlanes(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, PolyCull &cull, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, double skyCeilingHeight, double skyFloorHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> &sectorPortals)
{
RenderPolyPlane plane;
@ -91,7 +91,7 @@ void RenderPolyPlane::RenderPlanes(const TriMatrix &worldToClip, const Vec4f &cl
plane.Render(worldToClip, clipPlane, cull, sub, subsectorDepth, stencilValue, false, skyFloorHeight, sectorPortals);
}
void RenderPolyPlane::Render3DFloor(const TriMatrix &worldToClip, const Vec4f &clipPlane, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, bool ceiling, F3DFloor *fakeFloor)
void RenderPolyPlane::Render3DFloor(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, bool ceiling, F3DFloor *fakeFloor)
{
FTextureID picnum = ceiling ? *fakeFloor->bottom.texture : *fakeFloor->top.texture;
FTexture *tex = TexMan(picnum);
@ -111,16 +111,7 @@ void RenderPolyPlane::Render3DFloor(const TriMatrix &worldToClip, const Vec4f &c
UVTransform xform(ceiling ? fakeFloor->top.model->planes[sector_t::ceiling].xform : fakeFloor->top.model->planes[sector_t::floor].xform, tex);
PolyDrawArgs args;
args.uniforms.globvis = (float)PolyRenderer::Instance()->Light.WallGlobVis(foggy); // .SlopePlaneGlobVis(foggy) * 48.0f;
args.uniforms.light = (uint32_t)(lightlevel / 255.0f * 256.0f);
if (cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
args.uniforms.light = 256;
args.uniforms.flags = TriUniforms::nearest_filter;
args.uniforms.subsectorDepth = subsectorDepth;
TriVertex *vertices = PolyRenderer::Instance()->FrameMemory.AllocMemory<TriVertex>(sub->numlines);
if (ceiling)
{
for (uint32_t i = 0; i < sub->numlines; i++)
@ -138,21 +129,20 @@ void RenderPolyPlane::Render3DFloor(const TriMatrix &worldToClip, const Vec4f &c
}
}
args.objectToClip = &worldToClip;
args.vinput = vertices;
args.vcount = sub->numlines;
args.mode = TriangleDrawMode::Fan;
args.ccw = true;
args.stenciltestvalue = stencilValue;
args.stencilwritevalue = stencilValue + 1;
PolyDrawArgs args;
args.SetLight(GetColorTable(sub->sector->Colormap), lightlevel, PolyRenderer::Instance()->Light.WallGlobVis(foggy), false);
args.SetSubsectorDepth(subsectorDepth);
args.SetTransform(&worldToClip);
args.SetStyle(TriBlendMode::Copy);
args.SetFaceCullCCW(true);
args.SetStencilTestValue(stencilValue);
args.SetWriteStencil(true, stencilValue + 1);
args.SetTexture(tex);
args.SetColormap(GetColorTable(sub->sector->Colormap));
args.SetClipPlane(clipPlane.x, clipPlane.y, clipPlane.z, clipPlane.w);
args.blendmode = TriBlendMode::Copy;
PolyTriangleDrawer::draw(args);
args.SetClipPlane(clipPlane);
args.DrawArray(vertices, sub->numlines, PolyDrawMode::TriangleFan);
}
void RenderPolyPlane::Render(const TriMatrix &worldToClip, const Vec4f &clipPlane, PolyCull &cull, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, bool ceiling, double skyHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> &sectorPortals)
void RenderPolyPlane::Render(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, PolyCull &cull, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, bool ceiling, double skyHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> &sectorPortals)
{
const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
bool foggy = false;
@ -291,16 +281,6 @@ void RenderPolyPlane::Render(const TriMatrix &worldToClip, const Vec4f &clipPlan
UVTransform transform(ceiling ? frontsector->planes[sector_t::ceiling].xform : frontsector->planes[sector_t::floor].xform, tex);
PolyCameraLight *cameraLight = PolyCameraLight::Instance();
PolyDrawArgs args;
args.uniforms.globvis = (float)PolyRenderer::Instance()->Light.WallGlobVis(foggy);// ->SlopePlaneGlobVis(foggy) * 48.0f;
args.uniforms.light = (uint32_t)(frontsector->lightlevel / 255.0f * 256.0f);
if (cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
args.uniforms.light = 256;
args.uniforms.flags = TriUniforms::nearest_filter;
args.uniforms.subsectorDepth = isSky ? RenderPolyScene::SkySubsectorDepth : subsectorDepth;
TriVertex *vertices = PolyRenderer::Instance()->FrameMemory.AllocMemory<TriVertex>(sub->numlines);
if (ceiling)
@ -320,37 +300,36 @@ void RenderPolyPlane::Render(const TriMatrix &worldToClip, const Vec4f &clipPlan
}
}
args.objectToClip = &worldToClip;
args.vinput = vertices;
args.vcount = sub->numlines;
args.mode = TriangleDrawMode::Fan;
args.ccw = ccw;
args.stenciltestvalue = stencilValue;
args.stencilwritevalue = stencilValue + 1;
args.SetColormap(GetColorTable(frontsector->Colormap, frontsector->SpecialColors[ceiling]));
args.SetClipPlane(clipPlane.x, clipPlane.y, clipPlane.z, clipPlane.w);
PolyDrawArgs args;
args.SetLight(GetColorTable(frontsector->Colormap, frontsector->SpecialColors[ceiling]), frontsector->lightlevel, PolyRenderer::Instance()->Light.WallGlobVis(foggy), false);
args.SetSubsectorDepth(isSky ? RenderPolyScene::SkySubsectorDepth : subsectorDepth);
args.SetTransform(&worldToClip);
args.SetFaceCullCCW(ccw);
args.SetStencilTestValue(stencilValue);
args.SetWriteStencil(true, stencilValue + 1);
args.SetClipPlane(clipPlane);
if (!isSky)
{
args.SetTexture(tex);
args.blendmode = TriBlendMode::Copy;
PolyTriangleDrawer::draw(args);
args.SetStyle(TriBlendMode::Copy);
args.DrawArray(vertices, sub->numlines, PolyDrawMode::TriangleFan);
}
else
{
if (portal)
{
args.stencilwritevalue = polyportal->StencilValue;
polyportal->Shape.push_back({ args.vinput, args.vcount, args.ccw, subsectorDepth });
args.SetWriteStencil(true, polyportal->StencilValue);
polyportal->Shape.push_back({ vertices, (int)sub->numlines, ccw, subsectorDepth });
}
else
{
args.stencilwritevalue = 255;
args.SetWriteStencil(true, 255);
}
args.writeColor = false;
args.writeSubsector = false;
PolyTriangleDrawer::draw(args);
args.SetWriteColor(false);
args.SetWriteSubsectorDepth(false);
args.DrawArray(vertices, sub->numlines, PolyDrawMode::TriangleFan);
for (uint32_t i = 0; i < sub->numlines; i++)
{
@ -414,13 +393,11 @@ void RenderPolyPlane::Render(const TriMatrix &worldToClip, const Vec4f &clipPlan
wallvert[3] = PlaneVertex(line->v1, skyHeight, transform);
}
args.vinput = wallvert;
args.vcount = 4;
PolyTriangleDrawer::draw(args);
args.DrawArray(wallvert, 4, PolyDrawMode::TriangleFan);
if (portal)
{
polyportal->Shape.push_back({ args.vinput, args.vcount, args.ccw, subsectorDepth });
polyportal->Shape.push_back({ wallvert, 4, ccw, subsectorDepth });
}
}
}

View file

@ -26,12 +26,11 @@
class PolyDrawSectorPortal;
class PolyCull;
class Vec4f;
class RenderPolyPlane
{
public:
static void RenderPlanes(const TriMatrix &worldToClip, const Vec4f &clipPlane, PolyCull &cull, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, double skyCeilingHeight, double skyFloorHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> &sectorPortals);
static void RenderPlanes(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, PolyCull &cull, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, double skyCeilingHeight, double skyFloorHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> &sectorPortals);
private:
struct UVTransform
@ -48,7 +47,7 @@ private:
float xOffs, yOffs;
};
void Render3DFloor(const TriMatrix &worldToClip, const Vec4f &clipPlane, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, bool ceiling, F3DFloor *fakefloor);
void Render(const TriMatrix &worldToClip, const Vec4f &clipPlane, PolyCull &cull, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, bool ceiling, double skyHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> &sectorPortals);
void Render3DFloor(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, bool ceiling, F3DFloor *fakefloor);
void Render(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, PolyCull &cull, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, bool ceiling, double skyHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> &sectorPortals);
TriVertex PlaneVertex(vertex_t *v1, double height, const UVTransform &transform);
};

View file

@ -28,7 +28,6 @@
#include "poly_playersprite.h"
#include "polyrenderer/poly_renderer.h"
#include "d_player.h"
#include "swrenderer/viewport/r_viewport.h"
#include "polyrenderer/scene/poly_light.h"
EXTERN_CVAR(Bool, r_drawplayersprites)
@ -44,6 +43,14 @@ void RenderPolyPlayerSprites::Render()
const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
int i;
int lightnum;
DPSprite* psp;
DPSprite* weapon;
sector_t* sec = nullptr;
int floorlight, ceilinglight;
F3DFloor *rover;
if (!r_drawplayersprites ||
!viewpoint.camera ||
!viewpoint.camera->player ||
@ -51,282 +58,427 @@ void RenderPolyPlayerSprites::Render()
(r_deathcamera && viewpoint.camera->health <= 0))
return;
float bobx, boby;
P_BobWeapon(viewpoint.camera->player, &bobx, &boby, viewpoint.TicFrac);
// Interpolate the main weapon layer once so as to be able to add it to other layers.
double wx, wy;
DPSprite *weapon = viewpoint.camera->player->FindPSprite(PSP_WEAPON);
if (weapon)
FDynamicColormap *basecolormap;
PolyCameraLight *cameraLight = PolyCameraLight::Instance();
if (cameraLight->FixedLightLevel() < 0 && viewpoint.sector->e && viewpoint.sector->e->XFloor.lightlist.Size())
{
if (weapon->firstTic)
for (i = viewpoint.sector->e->XFloor.lightlist.Size() - 1; i >= 0; i--)
{
wx = weapon->x;
wy = weapon->y;
if (viewpoint.Pos.Z <= viewpoint.sector->e->XFloor.lightlist[i].plane.Zat0())
{
rover = viewpoint.sector->e->XFloor.lightlist[i].caster;
if (rover)
{
if (rover->flags & FF_DOUBLESHADOW && viewpoint.Pos.Z <= rover->bottom.plane->Zat0())
break;
sec = rover->model;
if (rover->flags & FF_FADEWALLS)
basecolormap = GetColorTable(sec->Colormap, sec->SpecialColors[sector_t::sprites], true);
else
basecolormap = GetColorTable(viewpoint.sector->e->XFloor.lightlist[i].extra_colormap, sec->SpecialColors[sector_t::sprites], true);
}
break;
}
}
if (!sec)
{
sec = viewpoint.sector;
basecolormap = GetColorTable(sec->Colormap, sec->SpecialColors[sector_t::sprites], true);
}
floorlight = ceilinglight = sec->lightlevel;
}
else
{ // This used to use camera->Sector but due to interpolation that can be incorrect
// when the interpolated viewpoint is in a different sector than the camera.
//sec = FakeFlat(viewpoint.sector, &tempsec, &floorlight, &ceilinglight, nullptr, 0, 0, 0, 0);
// Softpoly has no FakeFlat (its FAKE! Everything is FAKE in Doom. Sigh. Might as well call it FooFlat!)
sec = viewpoint.camera->Sector;
floorlight = ceilinglight = sec->lightlevel;
// [RH] set basecolormap
basecolormap = GetColorTable(sec->Colormap, sec->SpecialColors[sector_t::sprites], true);
}
// [RH] set foggy flag
bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE));
// get light level
lightnum = ((floorlight + ceilinglight) >> 1) + (foggy ? 0 : viewpoint.extralight << 4);
int spriteshade = LightLevelToShade(lightnum, foggy) - 24 * FRACUNIT;
if (viewpoint.camera->player != nullptr)
{
double wx, wy;
float bobx, boby;
P_BobWeapon(viewpoint.camera->player, &bobx, &boby, viewpoint.TicFrac);
// Interpolate the main weapon layer once so as to be able to add it to other layers.
if ((weapon = viewpoint.camera->player->FindPSprite(PSP_WEAPON)) != nullptr)
{
if (weapon->firstTic)
{
wx = weapon->x;
wy = weapon->y;
}
else
{
wx = weapon->oldx + (weapon->x - weapon->oldx) * viewpoint.TicFrac;
wy = weapon->oldy + (weapon->y - weapon->oldy) * viewpoint.TicFrac;
}
}
else
{
wx = weapon->oldx + (weapon->x - weapon->oldx) * viewpoint.TicFrac;
wy = weapon->oldy + (weapon->y - weapon->oldy) * viewpoint.TicFrac;
wx = 0;
wy = 0;
}
}
else
{
wx = 0;
wy = 0;
}
for (DPSprite *sprite = viewpoint.camera->player->psprites; sprite != nullptr; sprite = sprite->GetNext())
{
// [RH] Don't draw the targeter's crosshair if the player already has a crosshair set.
// It's possible this psprite's caller is now null but the layer itself hasn't been destroyed
// because it didn't tick yet (if we typed 'take all' while in the console for example).
// In this case let's simply not draw it to avoid crashing.
if ((sprite->GetID() != PSP_TARGETCENTER || CrosshairImage == nullptr) && sprite->GetCaller() != nullptr)
// add all active psprites
psp = viewpoint.camera->player->psprites;
while (psp)
{
RenderSprite(sprite, viewpoint.camera, bobx, boby, wx, wy, viewpoint.TicFrac);
// [RH] Don't draw the targeter's crosshair if the player already has a crosshair set.
// It's possible this psprite's caller is now null but the layer itself hasn't been destroyed
// because it didn't tick yet (if we typed 'take all' while in the console for example).
// In this case let's simply not draw it to avoid crashing.
if ((psp->GetID() != PSP_TARGETCENTER || CrosshairImage == nullptr) && psp->GetCaller() != nullptr)
{
RenderSprite(psp, viewpoint.camera, bobx, boby, wx, wy, viewpoint.TicFrac, spriteshade, basecolormap, foggy);
}
psp = psp->GetNext();
}
}
}
void RenderPolyPlayerSprites::RenderRemainingSprites()
{
for (auto &sprite : ScreenSprites)
sprite.Render();
ScreenSprites.clear();
for (const PolyHWAccelPlayerSprite &sprite : AcceleratedSprites)
{
screen->DrawTexture(sprite.pic,
viewwindowx + sprite.x1,
viewwindowy + viewheight / 2 - sprite.texturemid * sprite.yscale - 0.5,
DTA_DestWidthF, FIXED2DBL(sprite.pic->GetWidth() * sprite.xscale),
DTA_DestHeightF, sprite.pic->GetHeight() * sprite.yscale,
DTA_TranslationIndex, sprite.Translation,
DTA_FlipX, sprite.flip,
DTA_TopOffset, 0,
DTA_LeftOffset, 0,
DTA_ClipLeft, viewwindowx,
DTA_ClipTop, viewwindowy,
DTA_ClipRight, viewwindowx + viewwidth,
DTA_ClipBottom, viewwindowy + viewheight,
DTA_Alpha, sprite.Alpha,
DTA_RenderStyle, sprite.RenderStyle,
DTA_FillColor, sprite.FillColor,
DTA_SpecialColormap, sprite.special,
DTA_ColorOverlay, sprite.overlay.d,
DTA_ColormapStyle, sprite.usecolormapstyle ? &sprite.colormapstyle : nullptr,
TAG_DONE);
}
AcceleratedSprites.Clear();
}
void RenderPolyPlayerSprites::RenderSprite(DPSprite *sprite, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac)
void RenderPolyPlayerSprites::RenderSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac, int spriteshade, FDynamicColormap *basecolormap, bool foggy)
{
double tx;
int x1;
int x2;
double sx, sy;
spritedef_t* sprdef;
spriteframe_t* sprframe;
FTextureID picnum;
uint16_t flip;
FTexture* tex;
bool noaccel;
double alpha = owner->Alpha;
// decide which patch to use
if ((unsigned)sprite->GetSprite() >= (unsigned)sprites.Size())
if ((unsigned)pspr->GetSprite() >= (unsigned)sprites.Size())
{
DPrintf(DMSG_ERROR, "RenderPlayerSprite: invalid sprite number %i\n", sprite->GetSprite());
DPrintf(DMSG_ERROR, "R_DrawPSprite: invalid sprite number %i\n", pspr->GetSprite());
return;
}
sprdef = &sprites[pspr->GetSprite()];
if (pspr->GetFrame() >= sprdef->numframes)
{
DPrintf(DMSG_ERROR, "R_DrawPSprite: invalid sprite frame %i : %i\n", pspr->GetSprite(), pspr->GetFrame());
return;
}
spritedef_t *def = &sprites[sprite->GetSprite()];
if (sprite->GetFrame() >= def->numframes)
{
DPrintf(DMSG_ERROR, "RenderPlayerSprite: invalid sprite frame %i : %i\n", sprite->GetSprite(), sprite->GetFrame());
return;
}
const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
const auto &viewwindow = PolyRenderer::Instance()->Viewwindow;
DCanvas *renderTarget = PolyRenderer::Instance()->RenderTarget;
spriteframe_t *frame = &SpriteFrames[def->spriteframes + sprite->GetFrame()];
FTextureID picnum = frame->Texture[0];
bool flip = (frame->Flip & 1) != 0;
sprframe = &SpriteFrames[sprdef->spriteframes + pspr->GetFrame()];
FTexture *tex = TexMan(picnum);
if (tex->UseType == FTexture::TEX_Null)
picnum = sprframe->Texture[0];
flip = sprframe->Flip & 1;
tex = TexMan(picnum);
if (tex->UseType == FTexture::TEX_Null || pspr->RenderStyle == STYLE_None)
return;
// Can't interpolate the first tic.
if (sprite->firstTic)
{
sprite->firstTic = false;
sprite->oldx = sprite->x;
sprite->oldy = sprite->y;
if (pspr->firstTic)
{ // Can't interpolate the first tic.
pspr->firstTic = false;
pspr->oldx = pspr->x;
pspr->oldy = pspr->y;
}
double sx = sprite->oldx + (sprite->x - sprite->oldx) * ticfrac;
double sy = sprite->oldy + (sprite->y - sprite->oldy) * ticfrac;
sx = pspr->oldx + (pspr->x - pspr->oldx) * ticfrac;
sy = pspr->oldy + (pspr->y - pspr->oldy) * ticfrac + WEAPON_FUDGE_Y;
if (sprite->Flags & PSPF_ADDBOB)
if (pspr->Flags & PSPF_ADDBOB)
{
sx += bobx;
sy += boby;
}
if (sprite->Flags & PSPF_ADDWEAPON && sprite->GetID() != PSP_WEAPON)
if (pspr->Flags & PSPF_ADDWEAPON && pspr->GetID() != PSP_WEAPON)
{
sx += wx;
sy += wy;
}
const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
auto renderTarget = PolyRenderer::Instance()->RenderTarget;
double YaspectMul = 1.2f;
double pspritexscale = PolyRenderer::Instance()->Viewwindow.centerxwide / 160.0;
double pspriteyscale = pspritexscale * YaspectMul;
double yaspectMul = 1.2;// 320.0 * SCREENHEIGHT / (r_Yaspect * SCREENWIDTH);
double pspritexscale = viewwindow.centerxwide / 160.0;
double pspriteyscale = pspritexscale * yaspectMul;
double pspritexiscale = 1 / pspritexscale;
// calculate edges of the shape
double tx = sx - BaseXCenter;
tx = sx - BASEXCENTER;
tx -= tex->GetScaledLeftOffset();
int x1 = xs_RoundToInt(renderTarget->GetWidth() * 0.5 + tx * pspritexscale);
x1 = xs_RoundToInt(viewwindow.centerx + tx * pspritexscale);
// off the right side
if (x1 > viewwidth)
return;
tx += tex->GetScaledWidth();
int x2 = xs_RoundToInt(renderTarget->GetWidth() * 0.5 + tx * pspritexscale);
x2 = xs_RoundToInt(viewwindow.centerx + tx * pspritexscale);
// off the left side
if (x2 <= 0)
return;
double texturemid = (BaseYCenter - sy) * tex->Scale.Y + tex->TopOffset;
// store information in a vissprite
PolyNoAccelPlayerSprite vis;
// Adjust PSprite for fullscreen views
if (viewpoint.camera->player && (renderTarget != screen || viewheight == renderTarget->GetHeight() || (renderTarget->GetWidth() > (BaseXCenter * 2) && !st_scale)))
{
AWeapon *weapon = dyn_cast<AWeapon>(sprite->GetCaller());
vis.renderflags = owner->renderflags;
vis.texturemid = (BASEYCENTER - sy) * tex->Scale.Y + tex->TopOffset;
if (viewpoint.camera->player && (renderTarget != screen ||
viewheight == renderTarget->GetHeight() ||
(renderTarget->GetWidth() > (BASEXCENTER * 2) && !st_scale)))
{ // Adjust PSprite for fullscreen views
AWeapon *weapon = dyn_cast<AWeapon>(pspr->GetCaller());
if (weapon != nullptr && weapon->YAdjust != 0)
{
if (renderTarget != screen || viewheight == renderTarget->GetHeight())
{
texturemid -= weapon->YAdjust;
vis.texturemid -= weapon->YAdjust;
}
else
{
texturemid -= StatusBar->GetDisplacement() * weapon->YAdjust;
vis.texturemid -= StatusBar->GetDisplacement() * weapon->YAdjust;
}
}
}
// Move the weapon down for 1280x1024.
if (sprite->GetID() < PSP_TARGETCENTER)
{
texturemid -= AspectPspriteOffset(PolyRenderer::Instance()->Viewwindow.WidescreenRatio);
if (pspr->GetID() < PSP_TARGETCENTER)
{ // Move the weapon down for 1280x1024.
vis.texturemid -= AspectPspriteOffset(viewwindow.WidescreenRatio);
}
vis.x1 = x1 < 0 ? 0 : x1;
vis.x2 = x2 >= viewwidth ? viewwidth : x2;
vis.xscale = FLOAT2FIXED(pspritexscale / tex->Scale.X);
vis.yscale = float(pspriteyscale / tex->Scale.Y);
vis.pic = tex;
int clipped_x1 = MAX(x1, 0);
int clipped_x2 = MIN(x2, viewwidth);
double xscale = pspritexscale / tex->Scale.X;
double yscale = pspriteyscale / tex->Scale.Y;
uint32_t translation = 0; // [RH] Use default colors
double xiscale, startfrac;
if (flip)
// If flip is used, provided that it's not already flipped (that would just invert itself)
// (It's an XOR...)
if (!(flip) != !(pspr->Flags & PSPF_FLIP))
{
xiscale = -pspritexiscale * tex->Scale.X;
startfrac = 1;
vis.xiscale = -FLOAT2FIXED(pspritexiscale * tex->Scale.X);
vis.startfrac = (tex->GetWidth() << FRACBITS) - 1;
}
else
{
xiscale = pspritexiscale * tex->Scale.X;
startfrac = 0;
vis.xiscale = FLOAT2FIXED(pspritexiscale * tex->Scale.X);
vis.startfrac = 0;
}
if (clipped_x1 > x1)
startfrac += xiscale * (clipped_x1 - x1);
if (vis.x1 > x1)
vis.startfrac += vis.xiscale*(vis.x1 - x1);
bool noaccel = false;
FDynamicColormap *basecolormap = GetColorTable(viewpoint.sector->Colormap, viewpoint.sector->SpecialColors[sector_t::sprites], true);
FDynamicColormap *colormap_to_use = basecolormap;
int ColormapNum = 0;
FSWColormap *BaseColormap = basecolormap;
float Alpha = 0;
FRenderStyle RenderStyle;
RenderStyle = STYLE_Normal;
bool foggy = false;
int actualextralight = foggy ? 0 : viewpoint.extralight << 4;
int spriteshade = PolyLightVisibility::LightLevelToShade(owner->Sector->lightlevel + actualextralight, foggy);
double minz = double((2048 * 4) / double(1 << 20));
ColormapNum = GETPALOOKUP(PolyRenderer::Instance()->Light.SpriteGlobVis(foggy) / minz, spriteshade);
if (sprite->GetID() < PSP_TARGETCENTER)
noaccel = false;
FDynamicColormap *colormap_to_use = nullptr;
if (pspr->GetID() < PSP_TARGETCENTER)
{
Alpha = float(owner->Alpha);
RenderStyle = owner->RenderStyle;
// [MC] Set the render style
if (pspr->Flags & PSPF_RENDERSTYLE)
{
const int rs = clamp<int>(pspr->RenderStyle, 0, STYLE_Count);
if (pspr->Flags & PSPF_FORCESTYLE)
{
vis.RenderStyle = LegacyRenderStyles[rs];
}
else if (owner->RenderStyle == LegacyRenderStyles[STYLE_Fuzzy])
{
vis.RenderStyle = LegacyRenderStyles[STYLE_Fuzzy];
}
else if (owner->RenderStyle == LegacyRenderStyles[STYLE_OptFuzzy])
{
vis.RenderStyle = LegacyRenderStyles[STYLE_OptFuzzy];
vis.RenderStyle.CheckFuzz();
}
else if (owner->RenderStyle == LegacyRenderStyles[STYLE_Subtract])
{
vis.RenderStyle = LegacyRenderStyles[STYLE_Subtract];
}
else
{
vis.RenderStyle = LegacyRenderStyles[rs];
}
}
else
{
vis.RenderStyle = owner->RenderStyle;
}
// Set the alpha based on if using the overlay's own or not. Also adjust
// and override the alpha if not forced.
if (pspr->Flags & PSPF_ALPHA)
{
if (vis.RenderStyle == LegacyRenderStyles[STYLE_Fuzzy])
{
alpha = owner->Alpha;
}
else if (vis.RenderStyle == LegacyRenderStyles[STYLE_OptFuzzy])
{
FRenderStyle style = vis.RenderStyle;
style.CheckFuzz();
switch (style.BlendOp)
{
default:
alpha = pspr->alpha * owner->Alpha;
break;
case STYLEOP_Fuzz:
case STYLEOP_Sub:
alpha = owner->Alpha;
break;
}
}
else if (vis.RenderStyle == LegacyRenderStyles[STYLE_Subtract])
{
alpha = owner->Alpha;
}
else if (vis.RenderStyle == LegacyRenderStyles[STYLE_Add] ||
vis.RenderStyle == LegacyRenderStyles[STYLE_Translucent] ||
vis.RenderStyle == LegacyRenderStyles[STYLE_TranslucentStencil] ||
vis.RenderStyle == LegacyRenderStyles[STYLE_AddStencil] ||
vis.RenderStyle == LegacyRenderStyles[STYLE_AddShaded])
{
alpha = owner->Alpha * pspr->alpha;
}
else
{
alpha = owner->Alpha;
}
}
// Should normal renderstyle come out on top at the end and we desire alpha,
// switch it to translucent. Normal never applies any sort of alpha.
if ((pspr->Flags & PSPF_ALPHA) &&
vis.RenderStyle == LegacyRenderStyles[STYLE_Normal] &&
vis.Alpha < 1.0)
{
vis.RenderStyle = LegacyRenderStyles[STYLE_Translucent];
alpha = owner->Alpha * pspr->alpha;
}
// ALWAYS take priority if asked for, except fuzz. Fuzz does absolutely nothing
// no matter what way it's changed.
if (pspr->Flags & PSPF_FORCEALPHA)
{
//Due to lack of != operators...
if (vis.RenderStyle == LegacyRenderStyles[STYLE_Fuzzy] ||
vis.RenderStyle == LegacyRenderStyles[STYLE_SoulTrans] ||
vis.RenderStyle == LegacyRenderStyles[STYLE_Stencil])
{
}
else
{
alpha = pspr->alpha;
vis.RenderStyle.Flags |= STYLEF_ForceAlpha;
}
}
vis.Alpha = clamp<float>(float(alpha), 0.f, 1.f);
// Due to how some of the effects are handled, going to 0 or less causes some
// weirdness to display. There's no point rendering it anyway if it's 0.
if (vis.Alpha <= 0.)
return;
//-----------------------------------------------------------------------------
// The software renderer cannot invert the source without inverting the overlay
// too. That means if the source is inverted, we need to do the reverse of what
// the invert overlay flag says to do.
INTBOOL invertcolormap = (RenderStyle.Flags & STYLEF_InvertOverlay);
bool invertcolormap = (vis.RenderStyle.Flags & STYLEF_InvertOverlay) != 0;
if (RenderStyle.Flags & STYLEF_InvertSource)
if (vis.RenderStyle.Flags & STYLEF_InvertSource)
{
invertcolormap = !invertcolormap;
}
FDynamicColormap *mybasecolormap = basecolormap;
bool fullbright = !foggy && pspr->GetState()->GetFullbright();
bool fadeToBlack = (vis.RenderStyle.Flags & STYLEF_FadeToBlack) != 0;
if (RenderStyle.Flags & STYLEF_FadeToBlack)
{
if (invertcolormap)
{ // Fade to white
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(255, 255, 255), mybasecolormap->Desaturate);
invertcolormap = false;
}
else
{ // Fade to black
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(0, 0, 0), mybasecolormap->Desaturate);
}
}
vis.Light.SetColormap(0, spriteshade, basecolormap, fullbright, invertcolormap, fadeToBlack);
/*
if (realfixedcolormap != nullptr && (!r_swtruecolor || (r_shadercolormaps && screen->Accel2D)))
{ // fixed color
BaseColormap = realfixedcolormap;
ColormapNum = 0;
}
else
{
if (invertcolormap)
{
mybasecolormap = GetSpecialLights(mybasecolormap->Color, mybasecolormap->Fade.InverseColor(), mybasecolormap->Desaturate);
}
if (fixedlightlev >= 0)
{
BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap;
ColormapNum = fixedlightlev >> COLORMAPSHIFT;
}
else if (!foggy && sprite->GetState()->GetFullbright())
{ // full bright
BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap; // [RH] use basecolormap
ColormapNum = 0;
}
else
{ // local light
BaseColormap = mybasecolormap;
ColormapNum = GETPALOOKUP(0, spriteshade);
}
}
*/
colormap_to_use = (FDynamicColormap*)vis.Light.BaseColormap;
if (viewpoint.camera->Inventory != nullptr)
{
visstyle_t visstyle;
visstyle.Alpha = Alpha;
visstyle.Alpha = vis.Alpha;
visstyle.RenderStyle = STYLE_Count;
visstyle.Invert = false;
viewpoint.camera->Inventory->AlterWeaponSprite(&visstyle);
Alpha = visstyle.Alpha;
vis.Alpha = visstyle.Alpha;
if (visstyle.RenderStyle != STYLE_Count)
{
RenderStyle = visstyle.RenderStyle;
vis.RenderStyle = visstyle.RenderStyle;
}
if (visstyle.Invert)
{
BaseColormap = &SpecialSWColormaps[INVERSECOLORMAP];
ColormapNum = 0;
if (BaseColormap->Maps < mybasecolormap->Maps || BaseColormap->Maps >= mybasecolormap->Maps + NUMCOLORMAPS * 256)
{
noaccel = true;
}
vis.Light.BaseColormap = &SpecialSWColormaps[INVERSECOLORMAP];
vis.Light.ColormapNum = 0;
noaccel = true;
}
}
// If we're drawing with a special colormap, but shaders for them are disabled, do
// not accelerate.
if (!r_shadercolormaps && (BaseColormap >= &SpecialSWColormaps[0] &&
BaseColormap <= &SpecialSWColormaps.Last()))
if (!r_shadercolormaps && (vis.Light.BaseColormap >= &SpecialSWColormaps[0] &&
vis.Light.BaseColormap <= &SpecialSWColormaps.Last()))
{
noaccel = true;
}
// If drawing with a BOOM colormap, disable acceleration.
if (mybasecolormap == &NormalLight && NormalLight.Maps != realcolormaps.Maps)
if (vis.Light.BaseColormap == &NormalLight && NormalLight.Maps != realcolormaps.Maps)
{
noaccel = true;
}
@ -334,116 +486,185 @@ void RenderPolyPlayerSprites::RenderSprite(DPSprite *sprite, AActor *owner, floa
// colormap, disable acceleration so that the lights can remain fixed.
PolyCameraLight *cameraLight = PolyCameraLight::Instance();
if (!noaccel && cameraLight->ShaderColormap() == nullptr &&
NormalLightHasFixedLights && mybasecolormap == &NormalLight &&
tex->UseBasePalette())
NormalLightHasFixedLights && vis.Light.BaseColormap == &NormalLight &&
vis.pic->UseBasePalette())
{
noaccel = true;
}
// [SP] If emulating GZDoom fullbright, disable acceleration
if (r_fullbrightignoresectorcolor && cameraLight->FixedLightLevel() >= 0)
mybasecolormap = &FullNormalLight;
if (r_fullbrightignoresectorcolor && !foggy && sprite->GetState()->GetFullbright())
mybasecolormap = &FullNormalLight;
colormap_to_use = mybasecolormap;
}
else
{
colormap_to_use = basecolormap;
vis.Light.BaseColormap = basecolormap;
vis.Light.ColormapNum = 0;
}
// Check for hardware-assisted 2D. If it's available, and this sprite is not
// fuzzy, don't draw it until after the switch to 2D mode.
if (!noaccel && renderTarget == screen && (DFrameBuffer *)screen->Accel2D)
{
FRenderStyle style = RenderStyle;
FRenderStyle style = vis.RenderStyle;
style.CheckFuzz();
if (style.BlendOp != STYLEOP_Fuzz)
{
PolyScreenSprite screenSprite;
screenSprite.Pic = tex;
screenSprite.X1 = viewwindowx + x1;
screenSprite.Y1 = viewwindowy + viewheight / 2 - texturemid * yscale - 0.5;
screenSprite.Width = tex->GetWidth() * xscale;
screenSprite.Height = tex->GetHeight() * yscale;
screenSprite.Translation = TranslationToTable(translation);
//screenSprite.Translation = translation;
screenSprite.Flip = xiscale < 0;
screenSprite.Alpha = Alpha;
screenSprite.RenderStyle = RenderStyle;
screenSprite.BaseColormap = BaseColormap;
screenSprite.ColormapNum = ColormapNum;
screenSprite.Colormap = colormap_to_use;
ScreenSprites.push_back(screenSprite);
PolyHWAccelPlayerSprite accelSprite;
accelSprite.pic = vis.pic;
accelSprite.texturemid = vis.texturemid;
accelSprite.yscale = vis.yscale;
accelSprite.xscale = vis.xscale;
accelSprite.Alpha = vis.Alpha;
accelSprite.RenderStyle = vis.RenderStyle;
accelSprite.Translation = vis.Translation;
accelSprite.FillColor = vis.FillColor;
accelSprite.basecolormap = colormap_to_use;
accelSprite.x1 = x1;
accelSprite.flip = vis.xiscale < 0;
if (vis.Light.BaseColormap >= &SpecialSWColormaps[0] &&
vis.Light.BaseColormap < &SpecialSWColormaps[SpecialColormaps.Size()])
{
accelSprite.special = &SpecialColormaps[vis.Light.BaseColormap - &SpecialSWColormaps[0]];
}
else if (PolyCameraLight::Instance()->ShaderColormap())
{
accelSprite.special = PolyCameraLight::Instance()->ShaderColormap();
}
else if (colormap_to_use->Color == PalEntry(255, 255, 255) &&
colormap_to_use->Desaturate == 0)
{
accelSprite.overlay = colormap_to_use->Fade;
accelSprite.overlay.a = uint8_t(vis.Light.ColormapNum * 255 / NUMCOLORMAPS);
}
else
{
accelSprite.usecolormapstyle = true;
accelSprite.colormapstyle.Color = colormap_to_use->Color;
accelSprite.colormapstyle.Fade = colormap_to_use->Fade;
accelSprite.colormapstyle.Desaturate = colormap_to_use->Desaturate;
accelSprite.colormapstyle.FadeLevel = vis.Light.ColormapNum / float(NUMCOLORMAPS);
}
AcceleratedSprites.Push(accelSprite);
return;
}
}
// To do: draw sprite same way as R_DrawVisSprite(vis) here
// Draw the fuzzy weapon:
FRenderStyle style = RenderStyle;
style.CheckFuzz();
if (style.BlendOp == STYLEOP_Fuzz)
{
RenderStyle = LegacyRenderStyles[STYLE_Shadow];
PolyScreenSprite screenSprite;
screenSprite.Pic = tex;
screenSprite.X1 = viewwindowx + x1;
screenSprite.Y1 = viewwindowy + viewheight / 2 - texturemid * yscale - 0.5;
screenSprite.Width = tex->GetWidth() * xscale;
screenSprite.Height = tex->GetHeight() * yscale;
screenSprite.Translation = TranslationToTable(translation);
screenSprite.Flip = xiscale < 0;
screenSprite.Alpha = Alpha;
screenSprite.RenderStyle = RenderStyle;
screenSprite.BaseColormap = BaseColormap;
screenSprite.ColormapNum = ColormapNum;
screenSprite.Colormap = colormap_to_use;
ScreenSprites.push_back(screenSprite);
}
vis.Render();
}
void PolyScreenSprite::Render()
fixed_t RenderPolyPlayerSprites::LightLevelToShade(int lightlevel, bool foggy)
{
FSpecialColormap *special = nullptr;
FColormapStyle colormapstyle;
PalEntry overlay = 0;
bool usecolormapstyle = false;
if (BaseColormap >= &SpecialSWColormaps[0] &&
BaseColormap < &SpecialSWColormaps[SpecialColormaps.Size()])
bool nolightfade = !foggy && ((level.flags3 & LEVEL3_NOLIGHTFADE));
if (nolightfade)
{
special = &SpecialColormaps[BaseColormap - &SpecialSWColormaps[0]];
}
else if (Colormap->Color == PalEntry(255, 255, 255) &&
Colormap->Desaturate == 0)
{
overlay = Colormap->Fade;
overlay.a = uint8_t(ColormapNum * 255 / NUMCOLORMAPS);
return (MAX(255 - lightlevel, 0) * NUMCOLORMAPS) << (FRACBITS - 8);
}
else
{
usecolormapstyle = true;
colormapstyle.Color = Colormap->Color;
colormapstyle.Fade = Colormap->Fade;
colormapstyle.Desaturate = Colormap->Desaturate;
colormapstyle.FadeLevel = ColormapNum / float(NUMCOLORMAPS);
// Convert a light level into an unbounded colormap index (shade). Result is
// fixed point. Why the +12? I wish I knew, but experimentation indicates it
// is necessary in order to best reproduce Doom's original lighting.
return (NUMCOLORMAPS * 2 * FRACUNIT) - ((lightlevel + 12) * (FRACUNIT*NUMCOLORMAPS / 128));
}
}
/////////////////////////////////////////////////////////////////////////
void PolyNoAccelPlayerSprite::Render()
{
#if 0
if (xscale == 0 || fabs(yscale) < (1.0f / 32000.0f))
{ // scaled to 0; can't see
return;
}
screen->DrawTexture(Pic,
X1,
Y1,
DTA_DestWidthF, Width,
DTA_DestHeightF, Height,
DTA_TranslationIndex, Translation,
DTA_FlipX, Flip,
DTA_TopOffset, 0,
DTA_LeftOffset, 0,
DTA_ClipLeft, viewwindowx,
DTA_ClipTop, viewwindowy,
DTA_ClipRight, viewwindowx + viewwidth,
DTA_ClipBottom, viewwindowy + viewheight,
DTA_Alpha, Alpha,
DTA_RenderStyle, RenderStyle,
DTA_FillColor, FillColor,
DTA_SpecialColormap, special,
DTA_ColorOverlay, overlay.d,
DTA_ColormapStyle, usecolormapstyle ? &colormapstyle : nullptr,
TAG_DONE);
SpriteDrawerArgs drawerargs;
drawerargs.SetLight(Light.BaseColormap, 0, Light.ColormapNum << FRACBITS);
FDynamicColormap *basecolormap = static_cast<FDynamicColormap*>(Light.BaseColormap);
bool visible = drawerargs.SetStyle(RenderStyle, Alpha, Translation, FillColor, basecolormap, Light.ColormapNum << FRACBITS);
if (!visible)
return;
double spryscale = yscale;
bool sprflipvert = false;
fixed_t iscale = FLOAT2FIXED(1 / yscale);
double centerY = viewheight / 2;
double sprtopscreen;
if (renderflags & RF_YFLIP)
{
sprflipvert = true;
spryscale = -spryscale;
iscale = -iscale;
sprtopscreen = centerY + (texturemid - pic->GetHeight()) * spryscale;
}
else
{
sprflipvert = false;
sprtopscreen = centerY - texturemid * spryscale;
}
// clip to screen bounds
short *mfloorclip = screenheightarray;
short *mceilingclip = zeroarray;
fixed_t frac = startfrac;
for (int x = x1; x < x2; x++)
{
drawerargs.DrawMaskedColumn(x, iscale, pic, frac, spryscale, sprtopscreen, sprflipvert, mfloorclip, mceilingclip, false);
frac += xiscale;
}
#endif
}
/////////////////////////////////////////////////////////////////////////////
void PolyColormapLight::SetColormap(double visibility, int shade, FDynamicColormap *basecolormap, bool fullbright, bool invertColormap, bool fadeToBlack)
{
if (fadeToBlack)
{
if (invertColormap) // Fade to white
{
basecolormap = GetSpecialLights(basecolormap->Color, MAKERGB(255, 255, 255), basecolormap->Desaturate);
invertColormap = false;
}
else // Fade to black
{
basecolormap = GetSpecialLights(basecolormap->Color, MAKERGB(0, 0, 0), basecolormap->Desaturate);
}
}
if (invertColormap)
{
basecolormap = GetSpecialLights(basecolormap->Color, basecolormap->Fade.InverseColor(), basecolormap->Desaturate);
}
PolyCameraLight *cameraLight = PolyCameraLight::Instance();
if (cameraLight->FixedColormap())
{
BaseColormap = cameraLight->FixedColormap();
ColormapNum = 0;
}
else if (cameraLight->FixedLightLevel() >= 0)
{
BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap;
ColormapNum = cameraLight->FixedLightLevel() >> COLORMAPSHIFT;
}
else if (fullbright)
{
BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap;
ColormapNum = 0;
}
else
{
BaseColormap = basecolormap;
ColormapNum = GETPALOOKUP(visibility, shade);
}
}

View file

@ -24,9 +24,68 @@
#include "r_defs.h"
class PolyScreenSprite;
class DPSprite;
struct FSWColormap;
struct FDynamicColormap;
class PolyColormapLight
{
public:
int ColormapNum = 0;
FSWColormap *BaseColormap = nullptr;
void SetColormap(double visibility, int shade, FDynamicColormap *basecolormap, bool fullbright, bool invertColormap, bool fadeToBlack);
};
class PolyNoAccelPlayerSprite
{
public:
short x1 = 0;
short x2 = 0;
double texturemid = 0.0;
fixed_t xscale = 0;
float yscale = 0.0f;
FTexture *pic = nullptr;
fixed_t xiscale = 0;
fixed_t startfrac = 0;
float Alpha = 0.0f;
FRenderStyle RenderStyle;
uint32_t Translation = 0;
uint32_t FillColor = 0;
PolyColormapLight Light;
short renderflags = 0;
void Render();
};
class PolyHWAccelPlayerSprite
{
public:
FTexture *pic = nullptr;
double texturemid = 0.0;
float yscale = 0.0f;
fixed_t xscale = 0;
float Alpha = 0.0f;
FRenderStyle RenderStyle;
uint32_t Translation = 0;
uint32_t FillColor = 0;
FDynamicColormap *basecolormap = nullptr;
int x1 = 0;
bool flip = false;
FSpecialColormap *special = nullptr;
PalEntry overlay = 0;
FColormapStyle colormapstyle;
bool usecolormapstyle = false;
};
class RenderPolyPlayerSprites
{
@ -35,31 +94,12 @@ public:
void RenderRemainingSprites();
private:
void RenderSprite(DPSprite *sprite, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac);
void RenderSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac, int spriteshade, FDynamicColormap *basecolormap, bool foggy);
static fixed_t LightLevelToShade(int lightlevel, bool foggy);
const int BaseXCenter = 160;
const int BaseYCenter = 100;
enum { BASEXCENTER = 160 };
enum { BASEYCENTER = 100 };
std::vector<PolyScreenSprite> ScreenSprites;
};
// DScreen accelerated sprite to be rendered
class PolyScreenSprite
{
public:
void Render();
FTexture *Pic = nullptr;
double X1 = 0.0;
double Y1 = 0.0;
double Width = 0.0;
double Height = 0.0;
FRemapTable *Translation = nullptr;
bool Flip = false;
float Alpha = 1;
FRenderStyle RenderStyle;
FSWColormap *BaseColormap = nullptr;
int ColormapNum = 0;
uint32_t FillColor = 0;
FDynamicColormap *Colormap = nullptr;
TArray<PolyHWAccelPlayerSprite> AcceleratedSprites;
sector_t tempsec;
};

View file

@ -45,7 +45,7 @@ void PolyDrawSectorPortal::Render(int portalDepth)
const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
Vec4f portalPlane = Vec4f(0.0f);
PolyClipPlane portalPlane(0.0f, 0.0f, 0.0f, 1.0f);
if (Portal->mType != PORTS_SKYVIEWPOINT)
{
float minHeight;
@ -71,17 +71,11 @@ void PolyDrawSectorPortal::Render(int portalDepth)
if (!first && minHeight > viewpoint.Pos.Z)
{
portalPlane.x = 0.0f;
portalPlane.y = 0.0f;
portalPlane.z = 1.0f;
portalPlane.w = -minHeight;
portalPlane = PolyClipPlane(0.0f, 0.0f, 1.0f, -minHeight);
}
else if (!first && maxHeight < viewpoint.Pos.Z)
{
portalPlane.x = 0.0f;
portalPlane.y = 0.0f;
portalPlane.z = -1.0f;
portalPlane.w = maxHeight;
portalPlane = PolyClipPlane(0.0f, 0.0f, -1.0f, maxHeight);
}
}
@ -223,7 +217,7 @@ void PolyDrawLinePortal::Render(int portalDepth)
DVector2 planeNormal = (clipLine->v2->fPos() - clipLine->v1->fPos()).Rotated90CW();
planeNormal.MakeUnit();
double planeD = -(planeNormal | (planePos + planeNormal * 0.001));
Vec4f portalPlane((float)planeNormal.X, (float)planeNormal.Y, 0.0f, (float)planeD);
PolyClipPlane portalPlane((float)planeNormal.X, (float)planeNormal.Y, (float)0.0f, (float)planeD);
RenderPortal.SetViewpoint(worldToClip, portalPlane, StencilValue);
RenderPortal.SetPortalSegments(Segments);

View file

@ -43,7 +43,7 @@ RenderPolyScene::~RenderPolyScene()
{
}
void RenderPolyScene::SetViewpoint(const TriMatrix &worldToClip, const Vec4f &portalPlane, uint32_t stencilValue)
void RenderPolyScene::SetViewpoint(const TriMatrix &worldToClip, const PolyClipPlane &portalPlane, uint32_t stencilValue)
{
WorldToClip = worldToClip;
StencilValue = stencilValue;
@ -249,40 +249,33 @@ void RenderPolyScene::RenderPortals(int portalDepth)
else // Fill with black
{
PolyDrawArgs args;
args.objectToClip = &WorldToClip;
args.mode = TriangleDrawMode::Fan;
args.uniforms.globvis = (float)PolyRenderer::Instance()->Light.WallGlobVis(foggy);
args.uniforms.color = 0;
args.uniforms.light = 256;
args.uniforms.flags = TriUniforms::fixed_light;
args.SetClipPlane(PortalPlane.x, PortalPlane.y, PortalPlane.z, PortalPlane.w);
args.SetTransform(&WorldToClip);
args.SetLight(&NormalLight, 255, PolyRenderer::Instance()->Light.WallGlobVis(foggy), true);
args.SetColor(0, 0);
args.SetClipPlane(PortalPlane);
args.SetStyle(TriBlendMode::Copy);
for (auto &portal : SectorPortals)
{
args.stenciltestvalue = portal->StencilValue;
args.stencilwritevalue = portal->StencilValue + 1;
args.SetStencilTestValue(portal->StencilValue);
args.SetWriteStencil(true, portal->StencilValue + 1);
for (const auto &verts : portal->Shape)
{
args.vinput = verts.Vertices;
args.vcount = verts.Count;
args.ccw = verts.Ccw;
args.uniforms.subsectorDepth = verts.SubsectorDepth;
args.blendmode = TriBlendMode::Copy;
PolyTriangleDrawer::draw(args);
args.SetFaceCullCCW(verts.Ccw);
args.SetSubsectorDepth(verts.SubsectorDepth);
args.DrawArray(verts.Vertices, verts.Count, PolyDrawMode::TriangleFan);
}
}
for (auto &portal : LinePortals)
{
args.stenciltestvalue = portal->StencilValue;
args.stencilwritevalue = portal->StencilValue + 1;
args.SetStencilTestValue(portal->StencilValue);
args.SetWriteStencil(true, portal->StencilValue + 1);
for (const auto &verts : portal->Shape)
{
args.vinput = verts.Vertices;
args.vcount = verts.Count;
args.ccw = verts.Ccw;
args.uniforms.subsectorDepth = verts.SubsectorDepth;
PolyTriangleDrawer::draw(args);
args.SetFaceCullCCW(verts.Ccw);
args.SetSubsectorDepth(verts.SubsectorDepth);
args.DrawArray(verts.Vertices, verts.Count, PolyDrawMode::TriangleFan);
}
}
}
@ -298,19 +291,16 @@ void RenderPolyScene::RenderTranslucent(int portalDepth)
portal->RenderTranslucent(portalDepth + 1);
PolyDrawArgs args;
args.objectToClip = &WorldToClip;
args.mode = TriangleDrawMode::Fan;
args.stenciltestvalue = portal->StencilValue + 1;
args.stencilwritevalue = StencilValue + 1;
args.SetClipPlane(PortalPlane.x, PortalPlane.y, PortalPlane.z, PortalPlane.w);
args.SetTransform(&WorldToClip);
args.SetStencilTestValue(portal->StencilValue + 1);
args.SetWriteStencil(true, StencilValue + 1);
args.SetClipPlane(PortalPlane);
for (const auto &verts : portal->Shape)
{
args.vinput = verts.Vertices;
args.vcount = verts.Count;
args.ccw = verts.Ccw;
args.uniforms.subsectorDepth = verts.SubsectorDepth;
args.writeColor = false;
PolyTriangleDrawer::draw(args);
args.SetFaceCullCCW(verts.Ccw);
args.SetSubsectorDepth(verts.SubsectorDepth);
args.SetWriteColor(false);
args.DrawArray(verts.Vertices, verts.Count, PolyDrawMode::TriangleFan);
}
}
@ -320,19 +310,16 @@ void RenderPolyScene::RenderTranslucent(int portalDepth)
portal->RenderTranslucent(portalDepth + 1);
PolyDrawArgs args;
args.objectToClip = &WorldToClip;
args.mode = TriangleDrawMode::Fan;
args.stenciltestvalue = portal->StencilValue + 1;
args.stencilwritevalue = StencilValue + 1;
args.SetClipPlane(PortalPlane.x, PortalPlane.y, PortalPlane.z, PortalPlane.w);
args.SetTransform(&WorldToClip);
args.SetStencilTestValue(portal->StencilValue + 1);
args.SetWriteStencil(true, StencilValue + 1);
args.SetClipPlane(PortalPlane);
for (const auto &verts : portal->Shape)
{
args.vinput = verts.Vertices;
args.vcount = verts.Count;
args.ccw = verts.Ccw;
args.uniforms.subsectorDepth = verts.SubsectorDepth;
args.writeColor = false;
PolyTriangleDrawer::draw(args);
args.SetFaceCullCCW(verts.Ccw);
args.SetSubsectorDepth(verts.SubsectorDepth);
args.SetWriteColor(false);
args.DrawArray(verts.Vertices, verts.Count, PolyDrawMode::TriangleFan);
}
}
}

View file

@ -29,7 +29,6 @@
#include "doomdata.h"
#include "r_utility.h"
#include "polyrenderer/drawers/poly_triangle.h"
#include "polyrenderer/math/poly_intersection.h"
#include "poly_wall.h"
#include "poly_sprite.h"
#include "poly_wallsprite.h"
@ -74,7 +73,7 @@ class RenderPolyScene
public:
RenderPolyScene();
~RenderPolyScene();
void SetViewpoint(const TriMatrix &worldToClip, const Vec4f &portalPlane, uint32_t stencilValue);
void SetViewpoint(const TriMatrix &worldToClip, const PolyClipPlane &portalPlane, uint32_t stencilValue);
void SetPortalSegments(const std::vector<PolyPortalSegment> &segments);
void Render(int portalDepth);
void RenderTranslucent(int portalDepth);
@ -91,7 +90,7 @@ private:
void RenderSprite(AActor *thing, double sortDistance, DVector2 left, DVector2 right, double t1, double t2, void *node);
TriMatrix WorldToClip;
Vec4f PortalPlane;
PolyClipPlane PortalPlane;
uint32_t StencilValue = 0;
PolyCull Cull;
uint32_t NextSubsectorDepth = 0;

View file

@ -38,7 +38,6 @@ PolySkyDome::PolySkyDome()
void PolySkyDome::Render(const TriMatrix &worldToClip)
{
FTextureID sky1tex, sky2tex;
bool foggy = false;
if ((level.flags & LEVEL_SWAPSKIES) && !(level.flags & LEVEL_DOUBLESKY))
sky1tex = sky2texture;
else
@ -57,15 +56,12 @@ void PolySkyDome::Render(const TriMatrix &worldToClip)
int rc = mRows + 1;
PolyDrawArgs args;
args.uniforms.globvis = (float)PolyRenderer::Instance()->Light.WallGlobVis(foggy);
args.uniforms.light = 256;
args.uniforms.flags = TriUniforms::nearest_filter;
args.uniforms.subsectorDepth = RenderPolyScene::SkySubsectorDepth;
args.objectToClip = &objectToClip;
args.stenciltestvalue = 255;
args.stencilwritevalue = 1;
args.SetColormap(&NormalLight);
args.SetClipPlane(0.0f, 0.0f, 0.0f, 0.0f);
args.SetLight(&NormalLight, 255, PolyRenderer::Instance()->Light.WallGlobVis(false), true);
args.SetSubsectorDepth(RenderPolyScene::SkySubsectorDepth);
args.SetTransform(&objectToClip);
args.SetStencilTestValue(255);
args.SetWriteStencil(true, 1);
args.SetClipPlane(PolyClipPlane(0.0f, 0.0f, 0.0f, 1.0f));
RenderCapColorRow(args, frontskytex, 0, false);
RenderCapColorRow(args, frontskytex, rc, true);
@ -84,28 +80,21 @@ void PolySkyDome::Render(const TriMatrix &worldToClip)
void PolySkyDome::RenderRow(PolyDrawArgs &args, int row, uint32_t capcolor)
{
args.vinput = &mVertices[mPrimStart[row]];
args.vcount = mPrimStart[row + 1] - mPrimStart[row];
args.mode = TriangleDrawMode::Strip;
args.ccw = false;
args.uniforms.color = capcolor;
args.blendmode = TriBlendMode::Skycap;
PolyTriangleDrawer::draw(args);
args.SetFaceCullCCW(false);
args.SetColor(capcolor, 0);
args.SetStyle(TriBlendMode::Skycap);
args.DrawArray(&mVertices[mPrimStart[row]], mPrimStart[row + 1] - mPrimStart[row], PolyDrawMode::TriangleStrip);
}
void PolySkyDome::RenderCapColorRow(PolyDrawArgs &args, FTexture *skytex, int row, bool bottomCap)
{
uint32_t solid = skytex->GetSkyCapColor(bottomCap);
if (!PolyRenderer::Instance()->RenderTarget->IsBgra())
solid = RGB32k.RGB[(RPART(solid) >> 3)][(GPART(solid) >> 3)][(BPART(solid) >> 3)];
uint8_t palsolid = RGB32k.RGB[(RPART(solid) >> 3)][(GPART(solid) >> 3)][(BPART(solid) >> 3)];
args.vinput = &mVertices[mPrimStart[row]];
args.vcount = mPrimStart[row + 1] - mPrimStart[row];
args.mode = TriangleDrawMode::Fan;
args.ccw = bottomCap;
args.uniforms.color = solid;
args.blendmode = TriBlendMode::Copy;
PolyTriangleDrawer::draw(args);
args.SetFaceCullCCW(bottomCap);
args.SetColor(solid, palsolid);
args.SetStyle(TriBlendMode::Copy);
args.DrawArray(&mVertices[mPrimStart[row]], mPrimStart[row + 1] - mPrimStart[row], PolyDrawMode::TriangleFan);
}
void PolySkyDome::CreateDome()

View file

@ -27,7 +27,6 @@
#include "r_data/r_translate.h"
#include "poly_sprite.h"
#include "polyrenderer/poly_renderer.h"
#include "polyrenderer/math/poly_intersection.h"
#include "polyrenderer/scene/poly_light.h"
EXTERN_CVAR(Float, transsouls)
@ -65,7 +64,7 @@ bool RenderPolySprite::GetLine(AActor *thing, DVector2 &left, DVector2 &right)
return true;
}
void RenderPolySprite::Render(const TriMatrix &worldToClip, const Vec4f &clipPlane, AActor *thing, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, float t1, float t2)
void RenderPolySprite::Render(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, AActor *thing, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, float t1, float t2)
{
DVector2 line[2];
if (!GetLine(thing, line[0], line[1]))
@ -136,136 +135,80 @@ void RenderPolySprite::Render(const TriMatrix &worldToClip, const Vec4f &clipPla
}
bool fullbrightSprite = ((thing->renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT));
PolyCameraLight *cameraLight = PolyCameraLight::Instance();
int lightlevel = fullbrightSprite ? 255 : thing->Sector->lightlevel + actualextralight;
PolyDrawArgs args;
args.uniforms.globvis = (float)PolyRenderer::Instance()->Light.SpriteGlobVis(foggy);
args.uniforms.flags = TriUniforms::nearest_filter;
if (fullbrightSprite || cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
{
args.uniforms.light = 256;
args.uniforms.flags |= TriUniforms::fixed_light;
}
else
{
args.uniforms.light = (uint32_t)((thing->Sector->lightlevel + actualextralight) / 255.0f * 256.0f);
}
args.uniforms.subsectorDepth = subsectorDepth;
args.objectToClip = &worldToClip;
args.vinput = vertices;
args.vcount = 4;
args.mode = TriangleDrawMode::Fan;
args.ccw = true;
args.stenciltestvalue = stencilValue;
args.stencilwritevalue = stencilValue;
args.SetLight(GetColorTable(sub->sector->Colormap, sub->sector->SpecialColors[sector_t::sprites], true), lightlevel, PolyRenderer::Instance()->Light.SpriteGlobVis(foggy), fullbrightSprite);
args.SetSubsectorDepth(subsectorDepth);
args.SetTransform(&worldToClip);
args.SetFaceCullCCW(true);
args.SetStencilTestValue(stencilValue);
args.SetWriteStencil(true, stencilValue);
args.SetTexture(tex, thing->Translation);
args.SetColormap(GetColorTable(sub->sector->Colormap, sub->sector->SpecialColors[sector_t::sprites], true));
args.SetClipPlane(clipPlane.x, clipPlane.y, clipPlane.z, clipPlane.w);
args.SetClipPlane(clipPlane);
TriBlendMode blendmode;
if (thing->RenderStyle == LegacyRenderStyles[STYLE_Normal] ||
(r_drawfuzz == 0 && thing->RenderStyle == LegacyRenderStyles[STYLE_OptFuzzy]))
{
args.uniforms.destalpha = 0;
args.uniforms.srcalpha = 256;
blendmode = args.translation ? TriBlendMode::TranslateAdd : TriBlendMode::Add;
args.SetStyle(args.Translation() ? TriBlendMode::TranslateAdd : TriBlendMode::Add, 1.0, 0.0);
}
else if (thing->RenderStyle == LegacyRenderStyles[STYLE_Add] && fullbrightSprite && thing->Alpha == 1.0 && args.translation == nullptr)
else if (thing->RenderStyle == LegacyRenderStyles[STYLE_Add] && fullbrightSprite && thing->Alpha == 1.0 && !args.Translation())
{
args.uniforms.destalpha = 256;
args.uniforms.srcalpha = 256;
blendmode = TriBlendMode::AddSrcColorOneMinusSrcColor;
args.SetStyle(TriBlendMode::AddSrcColorOneMinusSrcColor, 1.0, 1.0);
}
else if (thing->RenderStyle == LegacyRenderStyles[STYLE_Add])
{
args.uniforms.destalpha = (uint32_t)(1.0 * 256);
args.uniforms.srcalpha = (uint32_t)(thing->Alpha * 256);
blendmode = args.translation ? TriBlendMode::TranslateAdd : TriBlendMode::Add;
args.SetStyle(args.Translation() ? TriBlendMode::TranslateAdd : TriBlendMode::Add, thing->Alpha, 1.0);
}
else if (thing->RenderStyle == LegacyRenderStyles[STYLE_Subtract])
{
args.uniforms.destalpha = (uint32_t)(1.0 * 256);
args.uniforms.srcalpha = (uint32_t)(thing->Alpha * 256);
blendmode = args.translation ? TriBlendMode::TranslateRevSub : TriBlendMode::RevSub;
args.SetStyle(args.Translation() ? TriBlendMode::TranslateRevSub : TriBlendMode::RevSub, thing->Alpha, 1.0);
}
else if (thing->RenderStyle == LegacyRenderStyles[STYLE_SoulTrans])
{
args.uniforms.destalpha = (uint32_t)(256 - transsouls * 256);
args.uniforms.srcalpha = (uint32_t)(transsouls * 256);
blendmode = args.translation ? TriBlendMode::TranslateAdd : TriBlendMode::Add;
args.SetStyle(args.Translation() ? TriBlendMode::TranslateAdd : TriBlendMode::Add, transsouls, 1.0 - transsouls);
}
else if (thing->RenderStyle == LegacyRenderStyles[STYLE_Fuzzy] ||
(r_drawfuzz == 2 && thing->RenderStyle == LegacyRenderStyles[STYLE_OptFuzzy]))
{ // NYI - Fuzzy - for now, just a copy of "Shadow"
args.uniforms.destalpha = 160;
args.uniforms.srcalpha = 0;
blendmode = args.translation ? TriBlendMode::TranslateAdd : TriBlendMode::Add;
args.SetStyle(args.Translation() ? TriBlendMode::TranslateAdd : TriBlendMode::Add, 0.0, 160 / 255.0);
}
else if (thing->RenderStyle == LegacyRenderStyles[STYLE_Shadow] ||
(r_drawfuzz == 1 && thing->RenderStyle == LegacyRenderStyles[STYLE_OptFuzzy]))
{
args.uniforms.destalpha = 160;
args.uniforms.srcalpha = 0;
blendmode = args.translation ? TriBlendMode::TranslateAdd : TriBlendMode::Add;
args.SetStyle(args.Translation() ? TriBlendMode::TranslateAdd : TriBlendMode::Add, 0.0, 160 / 255.0);
}
else if (thing->RenderStyle == LegacyRenderStyles[STYLE_TranslucentStencil])
{
args.uniforms.destalpha = (uint32_t)(256 - thing->Alpha * 256);
args.uniforms.srcalpha = (uint32_t)(thing->Alpha * 256);
args.uniforms.color = 0xff000000 | thing->fillcolor;
blendmode = TriBlendMode::Stencil;
args.SetColor(0xff000000 | thing->fillcolor, thing->fillcolor >> 24);
args.SetStyle(TriBlendMode::Stencil, thing->Alpha, 1.0 - thing->Alpha);
}
else if (thing->RenderStyle == LegacyRenderStyles[STYLE_AddStencil])
{
args.uniforms.destalpha = 256;
args.uniforms.srcalpha = (uint32_t)(thing->Alpha * 256);
args.uniforms.color = 0xff000000 | thing->fillcolor;
blendmode = TriBlendMode::Stencil;
args.SetColor(0xff000000 | thing->fillcolor, thing->fillcolor >> 24);
args.SetStyle(TriBlendMode::Stencil, thing->Alpha, 1.0 - thing->Alpha);
}
else if (thing->RenderStyle == LegacyRenderStyles[STYLE_Shaded])
{
args.uniforms.srcalpha = (uint32_t)(thing->Alpha * 256);
args.uniforms.destalpha = 256 - args.uniforms.srcalpha;
args.uniforms.color = 0;
blendmode = TriBlendMode::Shaded;
args.SetColor(0, 0);
args.SetStyle(TriBlendMode::Shaded, thing->Alpha, 1.0 - thing->Alpha);
args.SetTexture(tex, thing->Translation, true);
}
else if (thing->RenderStyle == LegacyRenderStyles[STYLE_AddShaded])
{
args.uniforms.destalpha = 256;
args.uniforms.srcalpha = (uint32_t)(thing->Alpha * 256);
args.uniforms.color = 0;
blendmode = TriBlendMode::Shaded;
args.SetColor(0, 0);
args.SetStyle(TriBlendMode::Shaded, thing->Alpha, 1.0 - thing->Alpha);
args.SetTexture(tex, thing->Translation, true);
}
else
{
args.uniforms.destalpha = (uint32_t)(256 - thing->Alpha * 256);
args.uniforms.srcalpha = (uint32_t)(thing->Alpha * 256);
blendmode = args.translation ? TriBlendMode::TranslateAdd : TriBlendMode::Add;
args.SetStyle(args.Translation() ? TriBlendMode::TranslateAdd : TriBlendMode::Add, thing->Alpha, 1.0 - thing->Alpha);
}
if (blendmode == TriBlendMode::Shaded)
{
args.SetTexture(tex, thing->Translation, true);
}
if (!PolyRenderer::Instance()->RenderTarget->IsBgra())
{
uint32_t r = (args.uniforms.color >> 16) & 0xff;
uint32_t g = (args.uniforms.color >> 8) & 0xff;
uint32_t b = args.uniforms.color & 0xff;
args.uniforms.color = RGB32k.RGB[r >> 3][g >> 3][b >> 3];
if (blendmode == TriBlendMode::Sub) // Sub crashes in pal mode for some weird reason.
blendmode = TriBlendMode::Add;
}
args.subsectorTest = true;
args.writeSubsector = false;
args.writeStencil = false;
args.blendmode = blendmode;
PolyTriangleDrawer::draw(args);
args.SetSubsectorDepthTest(true);
args.SetWriteSubsectorDepth(false);
args.SetWriteStencil(false);
args.DrawArray(vertices, 4, PolyDrawMode::TriangleFan);
}
bool RenderPolySprite::IsThingCulled(AActor *thing)

View file

@ -24,12 +24,10 @@
#include "polyrenderer/drawers/poly_triangle.h"
class Vec4f;
class RenderPolySprite
{
public:
void Render(const TriMatrix &worldToClip, const Vec4f &clipPlane, AActor *thing, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, float t1, float t2);
void Render(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, AActor *thing, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, float t1, float t2);
static bool GetLine(AActor *thing, DVector2 &left, DVector2 &right);
static bool IsThingCulled(AActor *thing);

View file

@ -37,7 +37,7 @@
EXTERN_CVAR(Bool, r_drawmirrors)
bool RenderPolyWall::RenderLine(const TriMatrix &worldToClip, const Vec4f &clipPlane, PolyCull &cull, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth, uint32_t stencilValue, std::vector<PolyTranslucentObject*> &translucentWallsOutput, std::vector<std::unique_ptr<PolyDrawLinePortal>> &linePortals)
bool RenderPolyWall::RenderLine(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, PolyCull &cull, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth, uint32_t stencilValue, std::vector<PolyTranslucentObject*> &translucentWallsOutput, std::vector<std::unique_ptr<PolyDrawLinePortal>> &linePortals)
{
PolyDrawLinePortal *polyportal = nullptr;
if (line->backsector == nullptr && line->linedef && line->sidedef == line->linedef->sidedef[0] && (line->linedef->special == Line_Mirror && r_drawmirrors))
@ -165,7 +165,7 @@ bool RenderPolyWall::RenderLine(const TriMatrix &worldToClip, const Vec4f &clipP
return polyportal != nullptr;
}
void RenderPolyWall::Render3DFloorLine(const TriMatrix &worldToClip, const Vec4f &clipPlane, PolyCull &cull, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth, uint32_t stencilValue, F3DFloor *fakeFloor, std::vector<PolyTranslucentObject*> &translucentWallsOutput)
void RenderPolyWall::Render3DFloorLine(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, PolyCull &cull, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth, uint32_t stencilValue, F3DFloor *fakeFloor, std::vector<PolyTranslucentObject*> &translucentWallsOutput)
{
double frontceilz1 = fakeFloor->top.plane->ZatPoint(line->v1);
double frontfloorz1 = fakeFloor->bottom.plane->ZatPoint(line->v1);
@ -198,7 +198,7 @@ void RenderPolyWall::SetCoords(const DVector2 &v1, const DVector2 &v2, double ce
this->floor2 = floor2;
}
void RenderPolyWall::Render(const TriMatrix &worldToClip, const Vec4f &clipPlane, PolyCull &cull)
void RenderPolyWall::Render(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, PolyCull &cull)
{
bool foggy = false;
FTexture *tex = GetTexture();
@ -248,32 +248,23 @@ void RenderPolyWall::Render(const TriMatrix &worldToClip, const Vec4f &clipPlane
}
PolyDrawArgs args;
args.uniforms.globvis = (float)PolyRenderer::Instance()->Light.WallGlobVis(foggy);
args.uniforms.light = (uint32_t)(GetLightLevel() / 255.0f * 256.0f);
args.uniforms.flags = TriUniforms::nearest_filter;
args.uniforms.subsectorDepth = SubsectorDepth;
args.objectToClip = &worldToClip;
args.vinput = vertices;
args.vcount = 4;
args.mode = TriangleDrawMode::Fan;
args.ccw = true;
args.stenciltestvalue = StencilValue;
args.stencilwritevalue = StencilValue + 1;
args.SetLight(GetColorTable(Line->frontsector->Colormap, Line->frontsector->SpecialColors[sector_t::walltop]), GetLightLevel(), PolyRenderer::Instance()->Light.WallGlobVis(foggy), false);
args.SetSubsectorDepth(SubsectorDepth);
args.SetTransform(&worldToClip);
args.SetFaceCullCCW(true);
args.SetStencilTestValue(StencilValue);
args.SetWriteStencil(true, StencilValue + 1);
if (tex)
args.SetTexture(tex);
args.SetColormap(GetColorTable(Line->frontsector->Colormap, Line->frontsector->SpecialColors[sector_t::walltop]));
args.SetClipPlane(clipPlane.x, clipPlane.y, clipPlane.z, clipPlane.w);
//if (Side && Side->lighthead)
// args.uniforms.light = 255; // Make walls touched by a light fullbright!
args.SetClipPlane(clipPlane);
if (Polyportal)
{
args.stencilwritevalue = Polyportal->StencilValue;
args.writeColor = false;
args.writeSubsector = false;
PolyTriangleDrawer::draw(args);
Polyportal->Shape.push_back({ args.vinput, args.vcount, args.ccw, args.uniforms.subsectorDepth });
args.SetWriteStencil(true, Polyportal->StencilValue);
args.SetWriteColor(false);
args.SetWriteSubsectorDepth(false);
args.DrawArray(vertices, 4, PolyDrawMode::TriangleFan);
Polyportal->Shape.push_back({ vertices, 4, true, SubsectorDepth });
angle_t angle1, angle2;
if (cull.GetAnglesForLine(v1.X, v1.Y, v2.X, v2.Y, angle1, angle2))
@ -281,21 +272,16 @@ void RenderPolyWall::Render(const TriMatrix &worldToClip, const Vec4f &clipPlane
}
else if (!Masked)
{
args.blendmode = TriBlendMode::Copy;
PolyTriangleDrawer::draw(args);
args.SetStyle(TriBlendMode::Copy);
args.DrawArray(vertices, 4, PolyDrawMode::TriangleFan);
}
else
{
args.uniforms.destalpha = (Line->flags & ML_ADDTRANS) ? 256 : (uint32_t)(256 - Line->alpha * 256);
args.uniforms.srcalpha = (uint32_t)(Line->alpha * 256);
args.subsectorTest = true;
args.writeSubsector = false;
args.writeStencil = false;
if (args.uniforms.destalpha == 0 && args.uniforms.srcalpha == 256)
args.blendmode = TriBlendMode::AlphaBlend;
else
args.blendmode = TriBlendMode::Add;
PolyTriangleDrawer::draw(args);
args.SetStyle((Line->flags & ML_ADDTRANS) ? TriBlendMode::Add : TriBlendMode::AlphaBlend, Line->alpha, 1.0);
args.SetSubsectorDepthTest(true);
args.SetWriteSubsectorDepth(true);
args.SetWriteStencil(false);
args.DrawArray(vertices, 4, PolyDrawMode::TriangleFan);
}
RenderPolyDecal::RenderWallDecals(worldToClip, clipPlane, LineSeg, SubsectorDepth, StencilValue);

View file

@ -27,16 +27,15 @@
class PolyTranslucentObject;
class PolyDrawLinePortal;
class PolyCull;
class Vec4f;
class RenderPolyWall
{
public:
static bool RenderLine(const TriMatrix &worldToClip, const Vec4f &clipPlane, PolyCull &cull, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth, uint32_t stencilValue, std::vector<PolyTranslucentObject*> &translucentWallsOutput, std::vector<std::unique_ptr<PolyDrawLinePortal>> &linePortals);
static void Render3DFloorLine(const TriMatrix &worldToClip, const Vec4f &clipPlane, PolyCull &cull, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth, uint32_t stencilValue, F3DFloor *fakeFloor, std::vector<PolyTranslucentObject*> &translucentWallsOutput);
static bool RenderLine(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, PolyCull &cull, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth, uint32_t stencilValue, std::vector<PolyTranslucentObject*> &translucentWallsOutput, std::vector<std::unique_ptr<PolyDrawLinePortal>> &linePortals);
static void Render3DFloorLine(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, PolyCull &cull, seg_t *line, sector_t *frontsector, uint32_t subsectorDepth, uint32_t stencilValue, F3DFloor *fakeFloor, std::vector<PolyTranslucentObject*> &translucentWallsOutput);
void SetCoords(const DVector2 &v1, const DVector2 &v2, double ceil1, double floor1, double ceil2, double floor2);
void Render(const TriMatrix &worldToClip, const Vec4f &clipPlane, PolyCull &cull);
void Render(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, PolyCull &cull);
DVector2 v1;
DVector2 v2;

View file

@ -29,7 +29,7 @@
#include "polyrenderer/poly_renderer.h"
#include "polyrenderer/scene/poly_light.h"
void RenderPolyWallSprite::Render(const TriMatrix &worldToClip, const Vec4f &clipPlane, AActor *thing, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue)
void RenderPolyWallSprite::Render(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, AActor *thing, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue)
{
if (RenderPolySprite::IsThingCulled(thing))
return;
@ -97,35 +97,18 @@ void RenderPolyWallSprite::Render(const TriMatrix &worldToClip, const Vec4f &cli
}
bool fullbrightSprite = ((thing->renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT));
PolyCameraLight *cameraLight = PolyCameraLight::Instance();
int lightlevel = fullbrightSprite ? 255 : thing->Sector->lightlevel + actualextralight;
PolyDrawArgs args;
args.uniforms.globvis = (float)PolyRenderer::Instance()->Light.WallGlobVis(foggy);
if (fullbrightSprite || cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
{
args.uniforms.light = 256;
args.uniforms.flags = TriUniforms::fixed_light | TriUniforms::nearest_filter;
}
else
{
args.uniforms.light = (uint32_t)((thing->Sector->lightlevel + actualextralight) / 255.0f * 256.0f);
args.uniforms.flags = TriUniforms::nearest_filter;
}
args.uniforms.subsectorDepth = subsectorDepth;
args.objectToClip = &worldToClip;
args.vinput = vertices;
args.vcount = 4;
args.mode = TriangleDrawMode::Fan;
args.ccw = true;
args.stenciltestvalue = stencilValue;
args.stencilwritevalue = stencilValue;
args.SetLight(GetColorTable(sub->sector->Colormap, sub->sector->SpecialColors[sector_t::sprites], true), lightlevel, PolyRenderer::Instance()->Light.WallGlobVis(foggy), fullbrightSprite);
args.SetTransform(&worldToClip);
args.SetFaceCullCCW(true);
args.SetStencilTestValue(stencilValue);
args.SetTexture(tex);
args.SetColormap(GetColorTable(sub->sector->Colormap, sub->sector->SpecialColors[sector_t::sprites], true));
args.SetClipPlane(clipPlane.x, clipPlane.y, clipPlane.z, clipPlane.w);
args.subsectorTest = true;
args.writeSubsector = false;
args.writeStencil = false;
args.blendmode = TriBlendMode::AlphaBlend;
PolyTriangleDrawer::draw(args);
args.SetClipPlane(clipPlane);
args.SetSubsectorDepthTest(true);
args.SetWriteSubsectorDepth(false);
args.SetWriteStencil(false);
args.SetStyle(TriBlendMode::AlphaBlend);
args.DrawArray(vertices, 4, PolyDrawMode::TriangleFan);
}

View file

@ -24,10 +24,8 @@
#include "polyrenderer/drawers/poly_triangle.h"
class Vec4f;
class RenderPolyWallSprite
{
public:
void Render(const TriMatrix &worldToClip, const Vec4f &clipPlane, AActor *thing, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue);
void Render(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, AActor *thing, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue);
};

View file

@ -84,6 +84,7 @@ int I_PickIWad_Gtk (WadStuff *wads, int numwads, bool showwin, int defaultiwad);
int I_PickIWad_Cocoa (WadStuff *wads, int numwads, bool showwin, int defaultiwad);
#endif
double PerfToSec, PerfToMillisec;
uint32_t LanguageIDs[4];
int (*I_GetTime) (bool saveMS);

View file

@ -26,7 +26,6 @@
struct event_t;
extern int gST_X;
extern int gST_Y;
bool ST_Responder(event_t* ev);

View file

@ -99,7 +99,7 @@ namespace swrenderer
v = v - floor(v);
double v_step = uv_stepd / texture->GetHeight();
if (std::isnan(v) || std::isnan(v_step)) // this should never happen, but it apparently does..
if (isnan(v) || isnan(v_step)) // this should never happen, but it apparently does..
{
uv_stepd = 0.0;
v = 0.0;

View file

@ -81,7 +81,6 @@ int CleanWidth, CleanHeight;
// Above minus 1 (or 1, if they are already 1)
int CleanXfac_1, CleanYfac_1, CleanWidth_1, CleanHeight_1;
CVAR (Bool, hud_scale, true, CVAR_ARCHIVE);
DEFINE_ACTION_FUNCTION(_Screen, GetWidth)
{
@ -210,33 +209,21 @@ bool DCanvas::SetTextureParms(DrawParms *parms, FTexture *img, double xx, double
case DTA_HUDRules:
case DTA_HUDRulesC:
{
// Note that this has been deprecated because it cannot intelligently decide what scale
// actually needs to be used in conjunction with the active status bar.
// Note that this has been deprecated because the HUD should be drawn by the status bar.
bool xright = parms->x < 0;
bool ybot = parms->y < 0;
DVector2 scale = StatusBar->GetHUDScale();
if (hud_scale)
{
parms->x *= CleanXfac;
if (parms->cleanmode == DTA_HUDRulesC)
parms->x += Width * 0.5;
else if (xright)
parms->x = Width + parms->x;
parms->y *= CleanYfac;
if (ybot)
parms->y = Height + parms->y;
parms->destwidth = parms->texwidth * CleanXfac;
parms->destheight = parms->texheight * CleanYfac;
}
else
{
if (parms->cleanmode == DTA_HUDRulesC)
parms->x += Width * 0.5;
else if (xright)
parms->x = Width + parms->x;
if (ybot)
parms->y = Height + parms->y;
}
parms->x *= scale.X;
if (parms->cleanmode == DTA_HUDRulesC)
parms->x += Width * 0.5;
else if (xright)
parms->x = Width + parms->x;
parms->y *= scale.Y;
if (ybot)
parms->y = Height + parms->y;
parms->destwidth = parms->texwidth * scale.X;
parms->destheight = parms->texheight * scale.Y;
break;
}
}
@ -513,7 +500,7 @@ bool DCanvas::ParseDrawTextureTags(FTexture *img, double x, double y, uint32_t t
case DTA_FillColor:
parms->fillcolor = ListGetInt(tags);
if (parms->fillcolor != -1)
if (parms->fillcolor != ~0u)
{
fillcolorset = true;
}

View file

@ -66,7 +66,7 @@ const char *GetVersionString();
// Version stored in the ini's [LastRun] section.
// Bump it if you made some configuration change that you want to
// be able to migrate in FGameConfigFile::DoGlobalSetup().
#define LASTRUNVERSION "211"
#define LASTRUNVERSION "212"
// Protocol version used in demos.
// Bump it if you change existing DEM_ commands or add new ones.

View file

@ -27,6 +27,7 @@ gameinfo
backpacktype = "Backpack"
armoricons = "ARM1A0", 0.5, "ARM2A0"
statusbar = "sbarinfo/doom.txt"
//statusbarclass = "DoomStatusBar"
intermissionmusic = "$MUSIC_DM2INT"
intermissioncounter = true
weaponslot = 1, "Fist", "Chainsaw"

View file

@ -67,6 +67,7 @@ gameinfo
statscreen_coop = "CoopStatusScreen"
statscreen_dm = "DeathmatchStatusScreen"
statscreen_single = "RavenStatusScreen"
statusbarclass = "StrifeStatusBar"
}
DoomEdNums

View file

@ -843,7 +843,6 @@ OptionMenu "HUDOptions"
Option "$HUDMNU_NAMETAGS", "displaynametags", "DisplayTagsTypes"
Option "$HUDMNU_NAMETAGCOLOR", "nametagcolor", "TextColors", "displaynametags"
Option "$HUDMNU_SCALESTATBAR", "st_scale", "OnOff"
Option "$HUDMNU_SCALEFULLSCREENHUD", "hud_scale", "OnOff"
Option "$HUDMNU_OLDOUCH", "st_oldouch", "OnOff"
StaticText " "
Option "$HUDMNU_HEXENFLASHES", "pf_hexenweaps", "ZDoomHexen"

View file

@ -4,13 +4,10 @@ struct SBarInfo native ui
native void SetScaled(bool scaled);
native void Destroy();
native void AttachToPlayer(PlayerInfo player);
native void ScreenSizeChanged();
native void Draw(int state);
native void NewGame();
native bool MustDrawLog(int state);
native void SetMugShotState(String state_name, bool wait_till_done, bool reset);
native void Tick();
native clearscope void ReceivedWeapon(Weapon weapon);
native void FlashItem(class<Inventory> itemtype);
native void ShowPop(int popnum);
}
@ -41,12 +38,6 @@ class SBarInfoWrapper : BaseStatusBar
core.AttachToPlayer(player);
}
override void ScreenSizeChanged()
{
Super.ScreenSizeChanged();
core.ScreenSizeChanged();
}
override void Draw(int state, double TicFrac)
{
Super.Draw(state, TicFrac);
@ -68,22 +59,12 @@ class SBarInfoWrapper : BaseStatusBar
return core.MustDrawLog(state);
}
override void SetMugShotState(String state_name, bool wait_till_done, bool reset)
{
core.SetMugShotState(state_name, wait_till_done, reset);
}
override void Tick()
{
Super.Tick();
core.Tick();
}
override void ReceivedWeapon(Weapon weapon)
{
core.ReceivedWeapon(weapon);
}
override void FlashItem(class<Inventory> itemtype)
{
core.FlashItem(itemtype);

View file

@ -157,16 +157,20 @@ class BaseStatusBar native ui
native double Displacement;
native PlayerInfo CPlayer;
native bool ShowLog;
native Vector2 defaultScale; // factor for fully scaled fullscreen display.
// These are block properties for the drawers. A child class can set them to have a block of items use the same settings.
native double Alpha;
native Vector2 drawOffset; // can be set by subclasses to offset drawing operations
native double drawClip[4]; // defines a clipping rectangle (not used yet)
native bool fullscreenOffsets; // current screen is displayed with fullscreen behavior.
native Vector2 cleanScale; // factor for scaled fullscreen display.
native void SetSize(int height, int vwidth, int vheight);
native Vector2 GetHUDScale();
native void BeginStatusBar(int resW, int resH, int relTop, bool completeborder = false, bool forceScaled = false);
native void BeginHUD(int resW, int resH, double Alpha, bool forcescaled = false);
virtual void Init() {}
native virtual void SetScaled(bool scale, bool force = false);
@ -174,6 +178,7 @@ class BaseStatusBar native ui
native virtual void Draw (int state, double TicFrac);
native virtual void ScreenSizeChanged ();
native virtual clearscope void ReceivedWeapon (Weapon weapn);
native virtual clearscope void SetMugShotState (String state_name, bool wait_till_done=false, bool reset=false);
virtual void FlashItem (class<Inventory> itemtype) {}
virtual void AttachToPlayer (PlayerInfo player) { CPlayer = player; }
@ -181,7 +186,6 @@ class BaseStatusBar native ui
virtual void NewGame () {}
virtual void ShowPop (int popnum) { ShowLog = (popnum == POP_Log && !ShowLog); }
virtual bool MustDrawLog(int state) { return true; }
virtual void SetMugShotState (String state_name, bool wait_till_done=false, bool reset=false) {}
native void RefreshBackground () const;
native TextureID GetMugshot(PlayerInfo player, String default_face, int accuracy, int stateflags=MugShot.STANDARD);