- weapon drawing code refactor complete.

Setup and drawing are now done separately, this also no longer needs the Quad drawer.
This commit is contained in:
Christoph Oelckers 2018-05-04 23:11:37 +02:00
parent 2be84dc636
commit 52d73eabbf
10 changed files with 195 additions and 191 deletions

View file

@ -32,6 +32,7 @@
#include "r_utility.h"
#include "doomstat.h"
#include "g_levellocals.h"
#include "tarray.h"
#include "hwrenderer/scene/hw_drawstructs.h"
#include "gl/data/gl_vertexbuffer.h"
@ -219,6 +220,7 @@ void FDrawInfo::StartScene()
}
decals[0].Clear();
decals[1].Clear();
hudsprites.Clear();
}
//==========================================================================

View file

@ -2,6 +2,7 @@
#define __GL_DRAWINFO_H
#include "hwrenderer/scene/hw_drawlist.h"
#include "hwrenderer/scene/hw_weapon.h"
#ifdef _MSC_VER
#pragma warning(disable:4244)
@ -67,6 +68,7 @@ struct FDrawInfo : public HWDrawInfo
FDrawInfo * next;
HWDrawList drawlists[GLDL_TYPES];
TArray<HUDSprite> hudsprites; // These may just be stored by value.
TArray<GLDecal *> decals[2]; // the second slot is for mirrors which get rendered in a separate pass.
HWDrawList *dldrawlists = NULL; // only gets allocated when needed.
@ -79,6 +81,7 @@ struct FDrawInfo : public HWDrawInfo
void AddPortal(GLWall *w, int portaltype) override;
void AddFlat(GLFlat *flat, bool fog) override;
void AddSprite(GLSprite *sprite, bool translucent) override;
void AddHUDSprite(HUDSprite *huds) override;
std::pair<FFlatVertex *, unsigned int> AllocVertices(unsigned int count) override;
int UploadLights(FDynLightData &data) override;
@ -121,6 +124,8 @@ struct FDrawInfo : public HWDrawInfo
// Sprite drawer
void DrawSprite(GLSprite *sprite, int pass);
void DrawPSprite(HUDSprite *huds);
void DrawPlayerSprites(bool hudModelStep);
void DoDrawSorted(HWDrawList *dl, SortNode * head);
void DrawSorted(int listindex);

View file

@ -39,7 +39,7 @@
#include "gl/renderer/gl_lightdata.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/renderer/gl_renderstate.h"
#include "gl/renderer/gl_quaddrawer.h"
#include "gl/data/gl_vertexbuffer.h"
#include "hwrenderer/scene/hw_clipper.h"
#include "gl/scene/gl_drawinfo.h"
#include "gl/scene/gl_portal.h"

View file

@ -261,6 +261,8 @@ void GLSceneDrawer::CreateScene()
gl_drawinfo->mShadowMap = &GLRenderer->mShadowMap;
RenderBSPNode (level.HeadNode());
gl_drawinfo->PreparePlayerSprites(r_viewpoint.sector, in_area);
// Process all the sprites on the current portal's back side which touch the portal.
if (GLRenderer->mCurrentPortal != NULL) GLRenderer->mCurrentPortal->RenderAttached();
Bsp.Unclock();
@ -272,7 +274,6 @@ void GLSceneDrawer::CreateScene()
gl_drawinfo->HandleMissingTextures(in_area); // Missing upper/lower textures
gl_drawinfo->HandleHackedSubsectors(); // open sector hacks for deep water
gl_drawinfo->ProcessSectorStacks(in_area); // merge visplanes of sector stacks
SetupWeaponLight();
GLRenderer->mLights->Finish();
GLRenderer->mVBO->Unmap();
@ -508,15 +509,13 @@ void GLSceneDrawer::EndDrawScene(sector_t * viewsector)
{
gl_RenderState.EnableFog(false);
// [BB] HUD models need to be rendered here. Make sure that
// DrawPlayerSprites is only called once. Either to draw
// HUD models or to draw the weapon sprites.
// [BB] HUD models need to be rendered here.
const bool renderHUDModel = gl_IsHUDModelForPlayerAvailable( players[consoleplayer].camera->player );
if ( renderHUDModel )
{
// [BB] The HUD model should be drawn over everything else already drawn.
glClear(GL_DEPTH_BUFFER_BIT);
DrawPlayerSprites (viewsector, true);
gl_drawinfo->DrawPlayerSprites(true);
}
glDisable(GL_STENCIL_TEST);
@ -550,11 +549,8 @@ void GLSceneDrawer::DrawEndScene2D(sector_t * viewsector)
glDisable(GL_MULTISAMPLE);
// [BB] Only draw the sprites if we didn't render a HUD model before.
if (renderHUDModel == false)
{
DrawPlayerSprites(viewsector, false);
}
gl_drawinfo->DrawPlayerSprites(false);
if (gl.legacyMode)
{
gl_RenderState.DrawColormapOverlay();
@ -562,7 +558,6 @@ void GLSceneDrawer::DrawEndScene2D(sector_t * viewsector)
gl_RenderState.SetFixedColormap(CM_DEFAULT);
gl_RenderState.SetSoftLightLevel(-1);
DrawTargeterSprites();
if (!FGLRenderBuffers::IsEnabled())
{
DrawBlend(viewsector);

View file

@ -20,8 +20,6 @@ class GLSceneDrawer
TMap<DPSprite*, int> weapondynlightindex;
void SetupWeaponLight();
void RenderMultipassStuff();
void UnclipSubsector(subsector_t *sub);
@ -70,11 +68,6 @@ public:
void RenderView(player_t *player);
void WriteSavePic(player_t *player, FileWriter *file, int width, int height);
void DrawPSprite(HUDSprite *huds);
void DrawPlayerSprites(sector_t * viewsector, bool hudModelStep);
void DrawTargeterSprites();
void DrawPlayerHUDModel(sector_t * viewsector);
void InitClipper(angle_t a1, angle_t a2)
{
clipper.Clear();

View file

@ -38,7 +38,6 @@
#include "gl/scene/gl_drawinfo.h"
#include "gl/scene/gl_portal.h"
#include "gl/scene/gl_scenedrawer.h"
#include "gl/renderer/gl_quaddrawer.h"
EXTERN_CVAR(Bool, gl_seamless)

View file

@ -1,7 +1,7 @@
//
//---------------------------------------------------------------------------
//
// Copyright(C) 2000-2016 Christoph Oelckers
// Copyright(C) 2000-2018 Christoph Oelckers
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
@ -26,12 +26,8 @@
*/
#include "gl/system/gl_system.h"
#include "sbar.h"
#include "r_utility.h"
#include "v_video.h"
#include "doomstat.h"
#include "d_player.h"
#include "g_levellocals.h"
#include "gl/system/gl_interface.h"
#include "hwrenderer/utility/hw_cvars.h"
@ -43,21 +39,16 @@
#include "gl/scene/gl_drawinfo.h"
#include "gl/scene/gl_scenedrawer.h"
#include "gl/models/gl_models.h"
#include "gl/renderer/gl_quaddrawer.h"
#include "gl/stereo3d/gl_stereo3d.h"
#include "gl/dynlights/gl_lightbuffer.h"
EXTERN_CVAR (Bool, r_drawplayersprites)
EXTERN_CVAR (Bool, r_deathcamera)
//==========================================================================
//
// R_DrawPSprite
//
//==========================================================================
void GLSceneDrawer::DrawPSprite (HUDSprite *huds)
void FDrawInfo::DrawPSprite (HUDSprite *huds)
{
if (huds->RenderStyle.BlendOp == STYLEOP_Shadow)
{
@ -65,23 +56,26 @@ void GLSceneDrawer::DrawPSprite (HUDSprite *huds)
}
else
{
SetColor(huds->lightlevel, 0, huds->cm, huds->alpha, true);
mDrawer->SetColor(huds->lightlevel, 0, huds->cm, huds->alpha, true);
}
gl_SetRenderStyle(huds->RenderStyle, false, false);
gl_RenderState.SetObjectColor(huds->ObjectColor);
gl_RenderState.SetDynLight(huds->dynrgb[0], huds->dynrgb[1], huds->dynrgb[2]);
gl_RenderState.SetMaterial(huds->tex, CLAMP_XY_NOMIP, 0, huds->OverrideShader, !!(huds->RenderStyle.Flags & STYLEF_RedIsAlpha));
float thresh = (huds->tex->tex->GetTranslucency() || huds->OverrideShader != -1) ? 0.f : gl_mask_sprite_threshold;
gl_RenderState.AlphaFunc(GL_GEQUAL, thresh);
gl_RenderState.EnableBrightmap(!(huds->RenderStyle.Flags & STYLEF_ColorIsFixed));
gl_RenderState.Apply();
FQuadDrawer qd;
qd.Set(0, huds->x1, huds->y1, 0, huds->u1, huds->v1);
qd.Set(1, huds->x1, huds->y2, 0, huds->u1, huds->v2);
qd.Set(2, huds->x2, huds->y1, 0, huds->u2, huds->v1);
qd.Set(3, huds->x2, huds->y2, 0, huds->u2, huds->v2);
qd.Render(GL_TRIANGLE_STRIP);
if (huds->mframe)
{
gl_RenderState.AlphaFunc(GL_GEQUAL, 0);
gl_RenderHUDModel(huds->weapon, huds->mx, huds->my, huds->lightindex);
}
else
{
float thresh = (huds->tex->tex->GetTranslucency() || huds->OverrideShader != -1) ? 0.f : gl_mask_sprite_threshold;
gl_RenderState.AlphaFunc(GL_GEQUAL, thresh);
gl_RenderState.SetMaterial(huds->tex, CLAMP_XY_NOMIP, 0, huds->OverrideShader, !!(huds->RenderStyle.Flags & STYLEF_RedIsAlpha));
gl_RenderState.Apply();
GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, huds->mx, 4);
}
gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_sprite_threshold);
gl_RenderState.SetObjectColor(0xffffffff);
@ -89,153 +83,27 @@ void GLSceneDrawer::DrawPSprite (HUDSprite *huds)
gl_RenderState.EnableBrightmap(false);
}
//==========================================================================
//
//
//
//==========================================================================
void GLSceneDrawer::SetupWeaponLight()
{
weapondynlightindex.Clear();
AActor *camera = r_viewpoint.camera;
AActor * playermo = players[consoleplayer].camera;
player_t * player = playermo->player;
// this is the same as in DrawPlayerSprites below (i.e. no weapon being drawn.)
if (!player ||
!r_drawplayersprites ||
!camera->player ||
(player->cheats & CF_CHASECAM) ||
(r_deathcamera && camera->health <= 0))
return;
// Check if lighting can be used on this item.
if (camera->RenderStyle.BlendOp == STYLEOP_Shadow || !level.HasDynamicLights || !gl_light_sprites || FixedColormap != CM_DEFAULT || gl.legacyMode)
return;
for (DPSprite *psp = player->psprites; psp != nullptr && psp->GetID() < PSP_TARGETCENTER; psp = psp->GetNext())
{
if (psp->GetState() != nullptr)
{
FSpriteModelFrame *smf = playermo->player->ReadyWeapon ? gl_FindModelFrame(playermo->player->ReadyWeapon->GetClass(), psp->GetState()->sprite, psp->GetState()->GetFrame(), false) : nullptr;
if (smf)
{
hw_GetDynModelLight(playermo, lightdata);
weapondynlightindex[psp] = GLRenderer->mLights->UploadLights(lightdata);
}
}
}
}
//==========================================================================
//
// R_DrawPlayerSprites
//
//==========================================================================
void GLSceneDrawer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
void FDrawInfo::DrawPlayerSprites(bool hudModelStep)
{
bool brightflash = false;
AActor * playermo=players[consoleplayer].camera;
player_t * player=playermo->player;
s3d::Stereo3DMode::getCurrentMode().AdjustPlayerSprites();
AActor *camera = r_viewpoint.camera;
// this is the same as the software renderer
if (!player ||
!r_drawplayersprites ||
!camera->player ||
(player->cheats & CF_CHASECAM) ||
(r_deathcamera && camera->health <= 0))
return;
WeaponPosition weap = GetWeaponPosition(camera->player);
WeaponLighting light = GetWeaponLighting(viewsector, r_viewpoint.Pos, FixedColormap, in_area, camera->Pos());
// hack alert! Rather than changing everything in the underlying lighting code let's just temporarily change
// light mode here to draw the weapon sprite.
int oldlightmode = level.lightmode;
if (level.lightmode == 8) level.lightmode = 2;
for(DPSprite *psp = player->psprites; psp != nullptr && psp->GetID() < PSP_TARGETCENTER; psp = psp->GetNext())
if (!hudModelStep && level.lightmode == 8) level.lightmode = 2; // Software lighting cannot handle 2D content so revert to lightmode 2 for that.
for(auto &hudsprite : hudsprites)
{
if (!psp->GetState()) continue;
FSpriteModelFrame *smf = playermo->player->ReadyWeapon ? gl_FindModelFrame(playermo->player->ReadyWeapon->GetClass(), psp->GetState()->sprite, psp->GetState()->GetFrame(), false) : nullptr;
// This is an 'either-or' proposition. This maybe needs some work to allow overlays with weapon models but as originally implemented this just won't work.
if (smf && !hudModelStep) continue;
if (!smf && hudModelStep) continue;
HUDSprite hudsprite;
hudsprite.owner = playermo;
hudsprite.mframe = smf;
if (!hudsprite.GetWeaponRenderStyle(psp, camera, viewsector, light)) continue;
FVector2 spos = BobWeapon(weap, psp);
hudsprite.dynrgb[0] = hudsprite.dynrgb[1] = hudsprite.dynrgb[2] = 0;
// set the lighting parameters
if (hudsprite.RenderStyle.BlendOp != STYLEOP_Shadow && level.HasDynamicLights && FixedColormap == CM_DEFAULT && gl_light_sprites && !hudModelStep || gl.legacyMode)
// For models with per-pixel lighting this was done in a previous pass.
{
gl_drawinfo->GetDynSpriteLight(playermo, nullptr, hudsprite.dynrgb);
}
// [BB] In the HUD model step we just render the model and break out.
if (hudModelStep)
{
hudsprite.x1 = spos.X;
hudsprite.y1 = spos.Y;
gl_RenderHUDModel(psp, spos.X, spos.Y, weapondynlightindex[psp]);
}
else
{
if (!hudsprite.GetWeaponRect(psp, spos.X, spos.Y, player)) continue;
if ((!!hudsprite.mframe) == hudModelStep)
DrawPSprite(&hudsprite);
}
}
level.lightmode = oldlightmode;
}
//==========================================================================
//
// R_DrawPlayerSprites
//
//==========================================================================
void GLSceneDrawer::DrawTargeterSprites()
void FDrawInfo::AddHUDSprite(HUDSprite *huds)
{
AActor * playermo = players[consoleplayer].camera;
player_t * player = playermo->player;
if (!player || playermo->renderflags&RF_INVISIBLE || !r_drawplayersprites || GLRenderer->mViewActor != playermo) return;
HUDSprite hudsprite;
hudsprite.owner = playermo;
hudsprite.mframe = nullptr;
hudsprite.cm.Clear();
hudsprite.lightlevel = 255;
hudsprite.ObjectColor = 0xffffffff;
hudsprite.alpha = 1;
hudsprite.RenderStyle = DefaultRenderStyle();
hudsprite.OverrideShader = -1;
hudsprite.dynrgb[0] = hudsprite.dynrgb[1] = hudsprite.dynrgb[2] = 0;
// The Targeter's sprites are always drawn normally.
for (DPSprite *psp = player->FindPSprite(PSP_TARGETCENTER); psp != nullptr; psp = psp->GetNext())
{
if (psp->GetState() != nullptr && (psp->GetID() != PSP_TARGETCENTER || CrosshairImage == nullptr))
{
hudsprite.weapon = psp;
hudsprite.GetWeaponRect(psp, psp->x, psp->y, player);
DrawPSprite(&hudsprite);
}
}
hudsprites.Push(*huds);
}

View file

@ -13,6 +13,7 @@ struct GLDecal;
class IShadowMap;
struct particle_t;
struct FDynLightData;
struct HUDSprite;
//==========================================================================
//
@ -144,6 +145,9 @@ public:
void GetDynSpriteLight(AActor *self, float x, float y, float z, FLightNode *node, int portalgroup, float *out);
void GetDynSpriteLight(AActor *thing, particle_t *particle, float *out);
void PreparePlayerSprites(sector_t * viewsector, area_t in_area);
void PrepareTargeterSprites();
virtual void DrawWall(GLWall *wall, int pass) = 0;
virtual void DrawFlat(GLFlat *flat, int pass, bool trans) = 0;
virtual void DrawSprite(GLSprite *sprite, int pass) = 0;
@ -158,7 +162,8 @@ public:
virtual void AddMirrorSurface(GLWall *w) = 0;
virtual void AddFlat(GLFlat *flat, bool fog) = 0;
virtual void AddSprite(GLSprite *sprite, bool translucent) = 0;
virtual void AddHUDSprite(HUDSprite *huds) = 0;
virtual int UploadLights(FDynLightData &data) = 0;
virtual GLDecal *AddDecal(bool onmirror) = 0;

View file

@ -31,14 +31,21 @@
#include "doomstat.h"
#include "d_player.h"
#include "g_levellocals.h"
#include "r_data/models/models.h"
#include "hw_weapon.h"
#include "hw_fakeflat.h"
#include "hwrenderer/dynlights/hw_dynlightdata.h"
#include "hwrenderer/textures/hw_material.h"
#include "hwrenderer/utility/hw_lighting.h"
#include "hwrenderer/utility/hw_cvars.h"
#include "hwrenderer/scene/hw_drawinfo.h"
#include "hwrenderer/scene/hw_drawstructs.h"
#include "hwrenderer/data/flatvertices.h"
EXTERN_CVAR(Float, transsouls)
EXTERN_CVAR(Int, gl_fuzztype)
EXTERN_CVAR(Bool, r_drawplayersprites)
EXTERN_CVAR(Bool, r_deathcamera)
//==========================================================================
@ -69,7 +76,7 @@ static bool isBright(DPSprite *psp)
//
//==========================================================================
WeaponPosition GetWeaponPosition(player_t *player)
static WeaponPosition GetWeaponPosition(player_t *player)
{
WeaponPosition w;
P_BobWeapon(player, &w.bobx, &w.boby, r_viewpoint.TicFrac);
@ -102,7 +109,7 @@ WeaponPosition GetWeaponPosition(player_t *player)
//
//==========================================================================
FVector2 BobWeapon(WeaponPosition &weap, DPSprite *psp)
static FVector2 BobWeapon(WeaponPosition &weap, DPSprite *psp)
{
if (psp->firstTic)
{ // Can't interpolate the first tic.
@ -134,7 +141,7 @@ FVector2 BobWeapon(WeaponPosition &weap, DPSprite *psp)
//
//==========================================================================
WeaponLighting GetWeaponLighting(sector_t *viewsector, const DVector3 &pos, int FixedColormap, area_t in_area, const DVector3 &playerpos)
static WeaponLighting GetWeaponLighting(sector_t *viewsector, const DVector3 &pos, int FixedColormap, area_t in_area, const DVector3 &playerpos)
{
WeaponLighting l;
@ -321,7 +328,7 @@ bool HUDSprite::GetWeaponRenderStyle(DPSprite *psp, AActor *playermo, sector_t *
//
//==========================================================================
bool HUDSprite::GetWeaponRect(DPSprite *psp, float sx, float sy, player_t *player)
bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy, player_t *player)
{
float tx;
float scale;
@ -345,6 +352,8 @@ bool HUDSprite::GetWeaponRect(DPSprite *psp, float sx, float sy, player_t *playe
// calculate edges of the shape
scalex = (320.0f / (240.0f * r_viewwindow.WidescreenRatio)) * vw / 320;
float x1, y1, x2, y2, u1, v1, u2, v2;
tx = (psp->Flags & PSPF_MIRROR) ? ((160 - r.width) - (sx + r.left)) : (sx - (160 - r.left));
x1 = tx * scalex + vw / 2;
if (x1 > vw) return false; // off the right side
@ -392,7 +401,142 @@ bool HUDSprite::GetWeaponRect(DPSprite *psp, float sx, float sy, player_t *playe
u2 = tex->GetSpriteUR();
v2 = tex->GetSpriteVB();
}
auto verts = di->AllocVertices(4);
mx = verts.second;
verts.first[0].Set(x1, y1, 0, u1, v1);
verts.first[1].Set(x1, y2, 0, u1, v2);
verts.first[2].Set(x2, y1, 0, u2, v1);
verts.first[3].Set(x2, y2, 0, u2, v2);
this->tex = tex;
return true;
}
//==========================================================================
//
// R_DrawPlayerSprites
//
//==========================================================================
void HWDrawInfo::PreparePlayerSprites(sector_t * viewsector, area_t in_area)
{
bool brightflash = false;
AActor * playermo = players[consoleplayer].camera;
player_t * player = playermo->player;
const bool hudModelStep = gl_IsHUDModelForPlayerAvailable(player);
AActor *camera = r_viewpoint.camera;
// this is the same as the software renderer
if (!player ||
!r_drawplayersprites ||
!camera->player ||
(player->cheats & CF_CHASECAM) ||
(r_deathcamera && camera->health <= 0))
return;
WeaponPosition weap = GetWeaponPosition(camera->player);
WeaponLighting light = GetWeaponLighting(viewsector, r_viewpoint.Pos, FixedColormap, in_area, camera->Pos());
// hack alert! Rather than changing everything in the underlying lighting code let's just temporarily change
// light mode here to draw the weapon sprite.
int oldlightmode = level.lightmode;
if (level.lightmode == 8) level.lightmode = 2;
for (DPSprite *psp = player->psprites; psp != nullptr && psp->GetID() < PSP_TARGETCENTER; psp = psp->GetNext())
{
if (!psp->GetState()) continue;
FSpriteModelFrame *smf = playermo->player->ReadyWeapon ? gl_FindModelFrame(playermo->player->ReadyWeapon->GetClass(), psp->GetState()->sprite, psp->GetState()->GetFrame(), false) : nullptr;
// This is an 'either-or' proposition. This maybe needs some work to allow overlays with weapon models but as originally implemented this just won't work.
if (smf && !hudModelStep) continue;
if (!smf && hudModelStep) continue;
HUDSprite hudsprite;
hudsprite.owner = playermo;
hudsprite.mframe = smf;
hudsprite.weapon = psp;
if (!hudsprite.GetWeaponRenderStyle(psp, camera, viewsector, light)) continue;
FVector2 spos = BobWeapon(weap, psp);
hudsprite.dynrgb[0] = hudsprite.dynrgb[1] = hudsprite.dynrgb[2] = 0;
hudsprite.lightindex = -1;
// set the lighting parameters
if (hudsprite.RenderStyle.BlendOp != STYLEOP_Shadow && level.HasDynamicLights && FixedColormap == CM_DEFAULT && gl_light_sprites)
{
if (!hudModelStep || (screen->hwcaps & RFL_NO_SHADERS))
{
GetDynSpriteLight(playermo, nullptr, hudsprite.dynrgb);
}
else
{
hw_GetDynModelLight(playermo, lightdata);
hudsprite.lightindex = UploadLights(lightdata);
}
}
// [BB] In the HUD model step we just render the model and break out.
if (hudModelStep)
{
hudsprite.mx = spos.X;
hudsprite.my = spos.Y;
}
else
{
if (!hudsprite.GetWeaponRect(this, psp, spos.X, spos.Y, player)) continue;
}
AddHUDSprite(&hudsprite);
}
level.lightmode = oldlightmode;
PrepareTargeterSprites();
}
//==========================================================================
//
// R_DrawPlayerSprites
//
//==========================================================================
void HWDrawInfo::PrepareTargeterSprites()
{
AActor * playermo = players[consoleplayer].camera;
player_t * player = playermo->player;
AActor *camera = r_viewpoint.camera;
// this is the same as above
if (!player ||
!r_drawplayersprites ||
!camera->player ||
(player->cheats & CF_CHASECAM) ||
(r_deathcamera && camera->health <= 0))
return;
HUDSprite hudsprite;
hudsprite.owner = playermo;
hudsprite.mframe = nullptr;
hudsprite.cm.Clear();
hudsprite.lightlevel = 255;
hudsprite.ObjectColor = 0xffffffff;
hudsprite.alpha = 1;
hudsprite.RenderStyle = DefaultRenderStyle();
hudsprite.OverrideShader = -1;
hudsprite.dynrgb[0] = hudsprite.dynrgb[1] = hudsprite.dynrgb[2] = 0;
// The Targeter's sprites are always drawn normally.
for (DPSprite *psp = player->FindPSprite(PSP_TARGETCENTER); psp != nullptr; psp = psp->GetNext())
{
if (psp->GetState() != nullptr && (psp->GetID() != PSP_TARGETCENTER || CrosshairImage == nullptr))
{
hudsprite.weapon = psp;
hudsprite.GetWeaponRect(this, psp, psp->x, psp->y, player);
AddHUDSprite(&hudsprite);
}
}
}

View file

@ -7,7 +7,7 @@ class player_t;
class AActor;
enum area_t : int;
struct FSpriteModelFrame;
struct HWDrawInfo;
struct WeaponPosition
@ -39,20 +39,13 @@ struct HUDSprite
float alpha;
int OverrideShader;
float x1, y1;
float x2, y2;
float u1, v1;
float u2, v2;
float mx, my;
float dynrgb[3];
int lightindex;
void SetBright(bool isbelow);
bool GetWeaponRenderStyle(DPSprite *psp, AActor *playermo, sector_t *viewsector, WeaponLighting &light);
bool GetWeaponRect(DPSprite *psp, float sx, float sy, player_t *player);
bool GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy, player_t *player);
};
WeaponPosition GetWeaponPosition(player_t *player);
FVector2 BobWeapon(WeaponPosition &weap, DPSprite *psp);
WeaponLighting GetWeaponLighting(sector_t *viewsector, const DVector3 &pos, int FixedColormap, area_t in_area, const DVector3 &playerpos );