- split off the utility functions from gl_weapon.cpp.

Meaning there's only half as much code left to clean up.
This commit is contained in:
Christoph Oelckers 2018-04-29 23:38:26 +02:00
parent d904fba05b
commit c2ac985357
4 changed files with 322 additions and 238 deletions

View file

@ -838,6 +838,7 @@ set( FASTMATH_SOURCES
hwrenderer/scene/hw_spritelight.cpp
hwrenderer/scene/hw_walls.cpp
hwrenderer/scene/hw_walls_vertex.cpp
hwrenderer/scene/hw_weapon.cpp
r_data/models/models.cpp
r_data/matrix.cpp
sound/adlmidi/adldata.cpp

View file

@ -35,6 +35,7 @@
#include "gl/system/gl_interface.h"
#include "hwrenderer/utility/hw_cvars.h"
#include "hwrenderer/scene/hw_weapon.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/renderer/gl_lightdata.h"
#include "gl/renderer/gl_renderstate.h"
@ -47,8 +48,6 @@
#include "gl/dynlights/gl_lightbuffer.h"
EXTERN_CVAR (Bool, r_drawplayersprites)
EXTERN_CVAR(Float, transsouls)
EXTERN_CVAR(Int, gl_fuzztype)
EXTERN_CVAR (Bool, r_deathcamera)
@ -155,23 +154,6 @@ void GLSceneDrawer::DrawPSprite (player_t * player,DPSprite *psp, float sx, floa
//
//==========================================================================
static bool isBright(DPSprite *psp)
{
if (psp != nullptr && psp->GetState() != nullptr)
{
bool disablefullbright = false;
FTextureID lump = sprites[psp->GetSprite()].GetSpriteFrame(psp->GetFrame(), 0, 0., nullptr);
if (lump.isValid())
{
FMaterial * tex = FMaterial::ValidateTexture(lump, false, false);
if (tex)
disablefullbright = tex->tex->bDisableFullbright;
}
return psp->GetState()->GetFullbright() && !disablefullbright;
}
return false;
}
void GLSceneDrawer::SetupWeaponLight()
{
weapondynlightindex.Clear();
@ -211,228 +193,9 @@ void GLSceneDrawer::SetupWeaponLight()
//
//==========================================================================
struct WeaponPosition
{
float wx, wy;
float bobx, boby;
DPSprite *weapon;
};
static WeaponPosition GetWeaponPosition(player_t *player)
{
WeaponPosition w;
P_BobWeapon(player, &w.bobx, &w.boby, r_viewpoint.TicFrac);
// Interpolate the main weapon layer once so as to be able to add it to other layers.
if ((w.weapon = player->FindPSprite(PSP_WEAPON)) != nullptr)
{
if (w.weapon->firstTic)
{
w.wx = w.weapon->x;
w.wy = w.weapon->y;
}
else
{
w.wx = w.weapon->oldx + (w.weapon->x - w.weapon->oldx) * r_viewpoint.TicFrac;
w.wy = w.weapon->oldy + (w.weapon->y - w.weapon->oldy) * r_viewpoint.TicFrac;
}
}
else
{
w.wx = 0;
w.wy = 0;
}
return w;
}
FVector2 BobWeapon(WeaponPosition &weap, DPSprite *psp)
{
if (psp->firstTic)
{ // Can't interpolate the first tic.
psp->firstTic = false;
psp->oldx = psp->x;
psp->oldy = psp->y;
}
float sx = psp->oldx + (psp->x - psp->oldx) * r_viewpoint.TicFrac;
float sy = psp->oldy + (psp->y - psp->oldy) * r_viewpoint.TicFrac;
if (psp->Flags & PSPF_ADDBOB)
{
sx += (psp->Flags & PSPF_MIRROR) ? -weap.bobx : weap.bobx;
sy += weap.boby;
}
if (psp->Flags & PSPF_ADDWEAPON && psp->GetID() != PSP_WEAPON)
{
sx += weap.wx;
sy += weap.wy;
}
return { sx, sy };
}
struct WeaponLighting
{
FColormap cm;
int lightlevel;
bool isbelow;
};
WeaponLighting GetWeaponLighting(sector_t *viewsector, const DVector3 &pos, int FixedColormap, area_t in_area, const DVector3 &playerpos )
{
WeaponLighting l;
if (FixedColormap)
{
l.lightlevel = 255;
l.cm.Clear();
l.isbelow = false;
}
else
{
sector_t fs;
auto fakesec = hw_FakeFlat(viewsector, &fs, in_area, false);
// calculate light level for weapon sprites
l.lightlevel = hw_ClampLight(fakesec->lightlevel);
// calculate colormap for weapon sprites
if (viewsector->e->XFloor.ffloors.Size() && !(level.flags3 & LEVEL3_NOCOLOREDSPRITELIGHTING))
{
TArray<lightlist_t> & lightlist = viewsector->e->XFloor.lightlist;
for (unsigned i = 0; i<lightlist.Size(); i++)
{
double lightbottom;
if (i<lightlist.Size() - 1)
{
lightbottom = lightlist[i + 1].plane.ZatPoint(r_viewpoint.Pos);
}
else
{
lightbottom = viewsector->floorplane.ZatPoint(r_viewpoint.Pos);
}
if (lightbottom<r_viewpoint.Pos.Z)
{
l.cm = lightlist[i].extra_colormap;
l.lightlevel = hw_ClampLight(*lightlist[i].p_lightlevel);
break;
}
}
}
else
{
l.cm = fakesec->Colormap;
if (level.flags3 & LEVEL3_NOCOLOREDSPRITELIGHTING) l.cm.ClearColor();
}
l.lightlevel = hw_CalcLightLevel(l.lightlevel, getExtraLight(), true);
if (level.lightmode == 8 || l.lightlevel < 92)
{
// Korshun: the way based on max possible light level for sector like in software renderer.
float min_L = 36.0 / 31.0 - ((l.lightlevel / 255.0) * (63.0 / 31.0)); // Lightlevel in range 0-63
if (min_L < 0)
min_L = 0;
else if (min_L > 1.0)
min_L = 1.0;
l.lightlevel = (1.0 - min_L) * 255;
}
else
{
l.lightlevel = (2 * l.lightlevel + 255) / 3;
}
l.lightlevel = viewsector->CheckSpriteGlow(l.lightlevel, playerpos);
l.isbelow = fakesec != viewsector && in_area == area_below;
}
// Korshun: fullbright fog in opengl, render weapon sprites fullbright (but don't cancel out the light color!)
if (level.brightfog && ((level.flags&LEVEL_HASFADETABLE) || l.cm.FadeColor != 0))
{
l.lightlevel = 255;
}
return l;
}
struct WeaponRenderStyle
{
FRenderStyle RenderStyle;
float alpha;
int OverrideShader;
};
WeaponRenderStyle GetWeaponRenderStyle(DPSprite *psp, AActor *playermo)
{
WeaponRenderStyle r;
auto rs = psp->GetRenderStyle(playermo->RenderStyle, playermo->Alpha);
visstyle_t vis;
float trans = 0.f;
vis.RenderStyle = STYLE_Count;
vis.Alpha = rs.second;
vis.Invert = false;
playermo->AlterWeaponSprite(&vis);
if (!(psp->Flags & PSPF_FORCEALPHA)) trans = vis.Alpha;
if (vis.RenderStyle != STYLE_Count && !(psp->Flags & PSPF_FORCESTYLE))
{
r.RenderStyle = vis.RenderStyle;
}
else
{
r.RenderStyle = rs.first;
}
if (r.RenderStyle.BlendOp == STYLEOP_None) return r;
if (vis.Invert)
{
// this only happens for Strife's inverted weapon sprite
r.RenderStyle.Flags |= STYLEF_InvertSource;
}
// Set the render parameters
r.OverrideShader = -1;
if (r.RenderStyle.BlendOp == STYLEOP_Fuzz)
{
if (gl_fuzztype != 0)
{
// Todo: implement shader selection here
r.RenderStyle = LegacyRenderStyles[STYLE_Translucent];
r.OverrideShader = SHADER_NoTexture + gl_fuzztype;
r.alpha = 0.99f; // trans may not be 1 here
}
else
{
r.RenderStyle.BlendOp = STYLEOP_Shadow;
}
}
if (r.RenderStyle.Flags & STYLEF_TransSoulsAlpha)
{
r.alpha = transsouls;
}
else if (r.RenderStyle.Flags & STYLEF_Alpha1)
{
r.alpha = 1.f;
}
else if (trans == 0.f)
{
r.alpha = vis.Alpha;
}
return r;
}
void GLSceneDrawer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
{
bool brightflash = false;
unsigned int i;
FColormap cm;
AActor * playermo=players[consoleplayer].camera;
player_t * player=playermo->player;

View file

@ -0,0 +1,284 @@
//
//---------------------------------------------------------------------------
//
// Copyright(C) 2000-2016 Christoph Oelckers
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
/*
** hw_weapon.cpp
** Weapon sprite utilities
**
*/
#include "sbar.h"
#include "r_utility.h"
#include "v_video.h"
#include "doomstat.h"
#include "d_player.h"
#include "g_levellocals.h"
#include "hw_weapon.h"
#include "hw_fakeflat.h"
#include "hwrenderer/utility/hw_lighting.h"
#include "hwrenderer/utility/hw_cvars.h"
EXTERN_CVAR(Float, transsouls)
EXTERN_CVAR(Int, gl_fuzztype)
//==========================================================================
//
//
//
//==========================================================================
bool isBright(DPSprite *psp)
{
if (psp != nullptr && psp->GetState() != nullptr)
{
bool disablefullbright = false;
FTextureID lump = sprites[psp->GetSprite()].GetSpriteFrame(psp->GetFrame(), 0, 0., nullptr);
if (lump.isValid())
{
FTexture * tex = TexMan(lump);
if (tex) disablefullbright = tex->bDisableFullbright;
}
return psp->GetState()->GetFullbright() && !disablefullbright;
}
return false;
}
//==========================================================================
//
// Weapon position
//
//==========================================================================
WeaponPosition GetWeaponPosition(player_t *player)
{
WeaponPosition w;
P_BobWeapon(player, &w.bobx, &w.boby, r_viewpoint.TicFrac);
// Interpolate the main weapon layer once so as to be able to add it to other layers.
if ((w.weapon = player->FindPSprite(PSP_WEAPON)) != nullptr)
{
if (w.weapon->firstTic)
{
w.wx = (float)w.weapon->x;
w.wy = (float)w.weapon->y;
}
else
{
w.wx = (float)(w.weapon->oldx + (w.weapon->x - w.weapon->oldx) * r_viewpoint.TicFrac);
w.wy = (float)(w.weapon->oldy + (w.weapon->y - w.weapon->oldy) * r_viewpoint.TicFrac);
}
}
else
{
w.wx = 0;
w.wy = 0;
}
return w;
}
//==========================================================================
//
// Bobbing
//
//==========================================================================
FVector2 BobWeapon(WeaponPosition &weap, DPSprite *psp)
{
if (psp->firstTic)
{ // Can't interpolate the first tic.
psp->firstTic = false;
psp->oldx = psp->x;
psp->oldy = psp->y;
}
float sx = float(psp->oldx + (psp->x - psp->oldx) * r_viewpoint.TicFrac);
float sy = float(psp->oldy + (psp->y - psp->oldy) * r_viewpoint.TicFrac);
if (psp->Flags & PSPF_ADDBOB)
{
sx += (psp->Flags & PSPF_MIRROR) ? -weap.bobx : weap.bobx;
sy += weap.boby;
}
if (psp->Flags & PSPF_ADDWEAPON && psp->GetID() != PSP_WEAPON)
{
sx += weap.wx;
sy += weap.wy;
}
return { sx, sy };
}
//==========================================================================
//
// Lighting
//
//==========================================================================
WeaponLighting GetWeaponLighting(sector_t *viewsector, const DVector3 &pos, int FixedColormap, area_t in_area, const DVector3 &playerpos )
{
WeaponLighting l;
if (FixedColormap)
{
l.lightlevel = 255;
l.cm.Clear();
l.isbelow = false;
}
else
{
sector_t fs;
auto fakesec = hw_FakeFlat(viewsector, &fs, in_area, false);
// calculate light level for weapon sprites
l.lightlevel = hw_ClampLight(fakesec->lightlevel);
// calculate colormap for weapon sprites
if (viewsector->e->XFloor.ffloors.Size() && !(level.flags3 & LEVEL3_NOCOLOREDSPRITELIGHTING))
{
TArray<lightlist_t> & lightlist = viewsector->e->XFloor.lightlist;
for (unsigned i = 0; i<lightlist.Size(); i++)
{
double lightbottom;
if (i<lightlist.Size() - 1)
{
lightbottom = lightlist[i + 1].plane.ZatPoint(r_viewpoint.Pos);
}
else
{
lightbottom = viewsector->floorplane.ZatPoint(r_viewpoint.Pos);
}
if (lightbottom<r_viewpoint.Pos.Z)
{
l.cm = lightlist[i].extra_colormap;
l.lightlevel = hw_ClampLight(*lightlist[i].p_lightlevel);
break;
}
}
}
else
{
l.cm = fakesec->Colormap;
if (level.flags3 & LEVEL3_NOCOLOREDSPRITELIGHTING) l.cm.ClearColor();
}
l.lightlevel = hw_CalcLightLevel(l.lightlevel, getExtraLight(), true);
if (level.lightmode == 8 || l.lightlevel < 92)
{
// Korshun: the way based on max possible light level for sector like in software renderer.
double min_L = 36.0 / 31.0 - ((l.lightlevel / 255.0) * (63.0 / 31.0)); // Lightlevel in range 0-63
if (min_L < 0)
min_L = 0;
else if (min_L > 1.0)
min_L = 1.0;
l.lightlevel = int((1.0 - min_L) * 255);
}
else
{
l.lightlevel = (2 * l.lightlevel + 255) / 3;
}
l.lightlevel = viewsector->CheckSpriteGlow(l.lightlevel, playerpos);
l.isbelow = fakesec != viewsector && in_area == area_below;
}
// Korshun: fullbright fog in opengl, render weapon sprites fullbright (but don't cancel out the light color!)
if (level.brightfog && ((level.flags&LEVEL_HASFADETABLE) || l.cm.FadeColor != 0))
{
l.lightlevel = 255;
}
return l;
}
//==========================================================================
//
// Render Style
//
//==========================================================================
WeaponRenderStyle GetWeaponRenderStyle(DPSprite *psp, AActor *playermo)
{
WeaponRenderStyle r;
auto rs = psp->GetRenderStyle(playermo->RenderStyle, playermo->Alpha);
visstyle_t vis;
float trans = 0.f;
vis.RenderStyle = STYLE_Count;
vis.Alpha = rs.second;
vis.Invert = false;
playermo->AlterWeaponSprite(&vis);
if (!(psp->Flags & PSPF_FORCEALPHA)) trans = vis.Alpha;
if (vis.RenderStyle != STYLE_Count && !(psp->Flags & PSPF_FORCESTYLE))
{
r.RenderStyle = vis.RenderStyle;
}
else
{
r.RenderStyle = rs.first;
}
if (r.RenderStyle.BlendOp == STYLEOP_None) return r;
if (vis.Invert)
{
// this only happens for Strife's inverted weapon sprite
r.RenderStyle.Flags |= STYLEF_InvertSource;
}
// Set the render parameters
r.OverrideShader = -1;
if (r.RenderStyle.BlendOp == STYLEOP_Fuzz)
{
if (gl_fuzztype != 0)
{
// Todo: implement shader selection here
r.RenderStyle = LegacyRenderStyles[STYLE_Translucent];
r.OverrideShader = SHADER_NoTexture + gl_fuzztype;
r.alpha = 0.99f; // trans may not be 1 here
}
else
{
r.RenderStyle.BlendOp = STYLEOP_Shadow;
}
}
if (r.RenderStyle.Flags & STYLEF_TransSoulsAlpha)
{
r.alpha = transsouls;
}
else if (r.RenderStyle.Flags & STYLEF_Alpha1)
{
r.alpha = 1.f;
}
else if (trans == 0.f)
{
r.alpha = vis.Alpha;
}
return r;
}

View file

@ -0,0 +1,36 @@
#pragma once
#include "vectors.h"
class DPSprite;
class player_t;
class AActor;
enum area_t : int;
struct WeaponPosition
{
float wx, wy;
float bobx, boby;
DPSprite *weapon;
};
struct WeaponLighting
{
FColormap cm;
int lightlevel;
bool isbelow;
};
struct WeaponRenderStyle
{
FRenderStyle RenderStyle;
float alpha;
int OverrideShader;
};
bool isBright(DPSprite *psp);
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 );
WeaponRenderStyle GetWeaponRenderStyle(DPSprite *psp, AActor *playermo);