/* ** Handling drawing a sprite ** Copyright (c) 2016 Magnus Norddahl ** ** 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 #include "templates.h" #include "doomdef.h" #include "sbar.h" #include "r_data/r_translate.h" #include "r_poly_sprite.h" #include "r_poly.h" EXTERN_CVAR(Float, transsouls) EXTERN_CVAR(Int, r_drawfuzz) void RenderPolySprite::Render(const TriMatrix &worldToClip, AActor *thing, subsector_t *sub, uint32_t subsectorDepth) { if (IsThingCulled(thing)) return; DVector3 pos = thing->InterpolatedPosition(r_TicFracF); pos.Z += thing->GetBobOffset(r_TicFracF); bool flipTextureX = false; FTexture *tex = GetSpriteTexture(thing, flipTextureX); if (tex == nullptr) return; DVector2 spriteScale = thing->Scale; double thingxscalemul = spriteScale.X / tex->Scale.X; double thingyscalemul = spriteScale.Y / tex->Scale.Y; if (flipTextureX) pos.X -= (tex->GetWidth() - tex->LeftOffset) * thingxscalemul; else pos.X -= tex->LeftOffset * thingxscalemul; //pos.Z -= tex->TopOffset * thingyscalemul; pos.Z -= (tex->GetHeight() - tex->TopOffset) * thingyscalemul + thing->Floorclip; double spriteHalfWidth = thingxscalemul * tex->GetWidth() * 0.5; double spriteHeight = thingyscalemul * tex->GetHeight(); pos.X += spriteHalfWidth; DVector2 points[2] = { { pos.X - ViewSin * spriteHalfWidth, pos.Y + ViewCos * spriteHalfWidth }, { pos.X + ViewSin * spriteHalfWidth, pos.Y - ViewCos * spriteHalfWidth } }; // Is this sprite inside? (To do: clip the points) for (int i = 0; i < 2; i++) { for (uint32_t i = 0; i < sub->numlines; i++) { seg_t *line = &sub->firstline[i]; double nx = line->v1->fY() - line->v2->fY(); double ny = line->v2->fX() - line->v1->fX(); double d = -(line->v1->fX() * nx + line->v1->fY() * ny); if (pos.X * nx + pos.Y * ny + d > 0.0) return; } } //double depth = 1.0; //visstyle_t visstyle = GetSpriteVisStyle(thing, depth); // Rumor has it that AlterWeaponSprite needs to be called with visstyle passed in somewhere around here.. //R_SetColorMapLight(visstyle.BaseColormap, 0, visstyle.ColormapNum << FRACBITS); TriVertex *vertices = PolyVertexBuffer::GetVertices(4); if (!vertices) return; bool foggy = false; int actualextralight = foggy ? 0 : extralight << 4; std::pair offsets[4] = { { 0.0f, 1.0f }, { 1.0f, 1.0f }, { 1.0f, 0.0f }, { 0.0f, 0.0f }, }; for (int i = 0; i < 4; i++) { auto &p = (i == 0 || i == 3) ? points[0] : points[1]; vertices[i].x = (float)p.X; vertices[i].y = (float)p.Y; vertices[i].z = (float)(pos.Z + spriteHeight * offsets[i].second); vertices[i].w = 1.0f; vertices[i].varying[0] = (float)(offsets[i].first * tex->Scale.X); vertices[i].varying[1] = (float)((1.0f - offsets[i].second) * tex->Scale.Y); if (flipTextureX) vertices[i].varying[0] = 1.0f - vertices[i].varying[0]; } bool fullbrightSprite = ((thing->renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT)); TriUniforms uniforms; if (fullbrightSprite || fixedlightlev >= 0 || fixedcolormap) { uniforms.light = 256; uniforms.flags = TriUniforms::fixed_light; } else { uniforms.light = (uint32_t)((thing->Sector->lightlevel + actualextralight) / 255.0f * 256.0f); uniforms.flags = 0; } uniforms.subsectorDepth = subsectorDepth; PolyDrawArgs args; args.uniforms = uniforms; args.objectToClip = &worldToClip; args.vinput = vertices; args.vcount = 4; args.mode = TriangleDrawMode::Fan; args.ccw = true; args.stenciltestvalue = 0; args.stencilwritevalue = 1; args.SetTexture(tex, thing->Translation); args.SetColormap(sub->sector->ColorMap); if (thing->RenderStyle == LegacyRenderStyles[STYLE_Normal] || (r_drawfuzz == 0 && thing->RenderStyle == LegacyRenderStyles[STYLE_OptFuzzy])) { args.uniforms.destalpha = 0; args.uniforms.srcalpha = 256; (args.translation) ? PolyTriangleDrawer::draw(args, TriDrawVariant::DrawSubsector, TriBlendMode::TranslateAdd) : PolyTriangleDrawer::draw(args, TriDrawVariant::DrawSubsector, TriBlendMode::Add); } else if (thing->RenderStyle == LegacyRenderStyles[STYLE_Add]) { args.uniforms.destalpha = (uint32_t)(1.0 * 256); args.uniforms.srcalpha = (uint32_t)(thing->Alpha * 256); (args.translation) ? PolyTriangleDrawer::draw(args, TriDrawVariant::DrawSubsector, TriBlendMode::TranslateAdd) : PolyTriangleDrawer::draw(args, TriDrawVariant::DrawSubsector, TriBlendMode::Add); } else if (thing->RenderStyle == LegacyRenderStyles[STYLE_Subtract]) { args.uniforms.destalpha = (uint32_t)(1.0 * 256); args.uniforms.srcalpha = (uint32_t)(thing->Alpha * 256); (args.translation) ? PolyTriangleDrawer::draw(args, TriDrawVariant::DrawSubsector, TriBlendMode::TranslateSub) : PolyTriangleDrawer::draw(args, TriDrawVariant::DrawSubsector, TriBlendMode::Sub); } else if (thing->RenderStyle == LegacyRenderStyles[STYLE_SoulTrans]) { args.uniforms.destalpha = (uint32_t)(256 - transsouls * 256); args.uniforms.srcalpha = (uint32_t)(transsouls * 256); (args.translation) ? PolyTriangleDrawer::draw(args, TriDrawVariant::DrawSubsector, TriBlendMode::TranslateAdd) : PolyTriangleDrawer::draw(args, TriDrawVariant::DrawSubsector, TriBlendMode::Add); } 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; (args.translation) ? PolyTriangleDrawer::draw(args, TriDrawVariant::DrawSubsector, TriBlendMode::TranslateAdd) : PolyTriangleDrawer::draw(args, TriDrawVariant::DrawSubsector, TriBlendMode::Add); } else if (thing->RenderStyle == LegacyRenderStyles[STYLE_Shadow] || (r_drawfuzz == 1 && thing->RenderStyle == LegacyRenderStyles[STYLE_OptFuzzy])) { args.uniforms.destalpha = 160; args.uniforms.srcalpha = 0; (args.translation) ? PolyTriangleDrawer::draw(args, TriDrawVariant::DrawSubsector, TriBlendMode::TranslateAdd) : PolyTriangleDrawer::draw(args, TriDrawVariant::DrawSubsector, TriBlendMode::Add); } else if (thing->RenderStyle == LegacyRenderStyles[STYLE_TranslucentStencil]) { // NYI args.uniforms.destalpha = (uint32_t)(256 - thing->Alpha * 256); args.uniforms.srcalpha = (uint32_t)(thing->Alpha * 256); args.uniforms.color = 0xff000000 | thing->fillcolor; (args.translation) ? PolyTriangleDrawer::draw(args, TriDrawVariant::FillSubsector, TriBlendMode::TranslateAdd) : PolyTriangleDrawer::draw(args, TriDrawVariant::FillSubsector, TriBlendMode::Add); } else if (thing->RenderStyle == LegacyRenderStyles[STYLE_AddStencil]) { // NYI args.uniforms.destalpha = 256; args.uniforms.srcalpha = (uint32_t)(thing->Alpha * 256); args.uniforms.color = 0xff000000 | thing->fillcolor; (args.translation) ? PolyTriangleDrawer::draw(args, TriDrawVariant::FillSubsector, TriBlendMode::TranslateAdd) : PolyTriangleDrawer::draw(args, TriDrawVariant::FillSubsector, TriBlendMode::Add); } else if (thing->RenderStyle == LegacyRenderStyles[STYLE_Shaded]) { args.uniforms.destalpha = 256; args.uniforms.srcalpha = (uint32_t)(thing->Alpha * 256); args.SetTexture(tex, false); uniforms.flags |= TriUniforms::simple_shade; PolyTriangleDrawer::draw(args, TriDrawVariant::DrawSubsector, TriBlendMode::Shaded); } else if (thing->RenderStyle == LegacyRenderStyles[STYLE_AddShaded]) { // NYI? args.uniforms.destalpha = 256; args.uniforms.srcalpha = (uint32_t)(thing->Alpha * 256); args.SetTexture(tex, false); uniforms.flags |= TriUniforms::simple_shade; PolyTriangleDrawer::draw(args, TriDrawVariant::DrawSubsector, TriBlendMode::Shaded); } else { args.uniforms.destalpha = (uint32_t)(256 - thing->Alpha * 256); args.uniforms.srcalpha = (uint32_t)(thing->Alpha * 256); (args.translation) ? PolyTriangleDrawer::draw(args, TriDrawVariant::DrawSubsector, TriBlendMode::TranslateAdd) : PolyTriangleDrawer::draw(args, TriDrawVariant::DrawSubsector, TriBlendMode::Add); } } bool RenderPolySprite::IsThingCulled(AActor *thing) { FIntCVar *cvar = thing->GetClass()->distancecheck; if (cvar != nullptr && *cvar >= 0) { double dist = (thing->Pos() - ViewPos).LengthSquared(); double check = (double)**cvar; if (dist >= check * check) return true; } // Don't waste time projecting sprites that are definitely not visible. if (thing == nullptr || (thing->renderflags & RF_INVISIBLE) || !thing->RenderStyle.IsVisible(thing->Alpha) || !thing->IsVisibleToPlayer()) { return true; } return false; } visstyle_t RenderPolySprite::GetSpriteVisStyle(AActor *thing, double z) { visstyle_t visstyle; bool foggy = false; int actualextralight = foggy ? 0 : extralight << 4; int spriteshade = LIGHT2SHADE(thing->Sector->lightlevel + actualextralight); visstyle.RenderStyle = thing->RenderStyle; visstyle.Alpha = float(thing->Alpha); visstyle.ColormapNum = 0; // 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. bool invertcolormap = (visstyle.RenderStyle.Flags & STYLEF_InvertOverlay) != 0; if (visstyle.RenderStyle.Flags & STYLEF_InvertSource) { invertcolormap = !invertcolormap; } FDynamicColormap *mybasecolormap = thing->Sector->ColorMap; // Sprites that are added to the scene must fade to black. if (visstyle.RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0) { mybasecolormap = GetSpecialLights(mybasecolormap->Color, 0, mybasecolormap->Desaturate); } if (visstyle.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); } } // get light level if (fixedcolormap != nullptr) { // fixed map visstyle.BaseColormap = fixedcolormap; visstyle.ColormapNum = 0; } else { if (invertcolormap) { mybasecolormap = GetSpecialLights(mybasecolormap->Color, mybasecolormap->Fade.InverseColor(), mybasecolormap->Desaturate); } if (fixedlightlev >= 0) { visstyle.BaseColormap = mybasecolormap; visstyle.ColormapNum = fixedlightlev >> COLORMAPSHIFT; } else if (!foggy && ((thing->renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT))) { // full bright visstyle.BaseColormap = mybasecolormap; visstyle.ColormapNum = 0; } else { // diminished light double minz = double((2048 * 4) / double(1 << 20)); visstyle.ColormapNum = GETPALOOKUP(r_SpriteVisibility / MAX(z, minz), spriteshade); visstyle.BaseColormap = mybasecolormap; } } return visstyle; } FTexture *RenderPolySprite::GetSpriteTexture(AActor *thing, /*out*/ bool &flipX) { flipX = false; if (thing->picnum.isValid()) { FTexture *tex = TexMan(thing->picnum); if (tex->UseType == FTexture::TEX_Null) { return nullptr; } if (tex->Rotations != 0xFFFF) { // choose a different rotation based on player view spriteframe_t *sprframe = &SpriteFrames[tex->Rotations]; DVector3 pos = thing->InterpolatedPosition(r_TicFracF); pos.Z += thing->GetBobOffset(r_TicFracF); DAngle ang = (pos - ViewPos).Angle(); angle_t rot; if (sprframe->Texture[0] == sprframe->Texture[1]) { rot = (ang - thing->Angles.Yaw + 45.0 / 2 * 9).BAMs() >> 28; } else { rot = (ang - thing->Angles.Yaw + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28; } flipX = (sprframe->Flip & (1 << rot)) != 0; tex = TexMan[sprframe->Texture[rot]]; // Do not animate the rotation } return tex; } else { // decide which texture to use for the sprite int spritenum = thing->sprite; if (spritenum >= (signed)sprites.Size() || spritenum < 0) return nullptr; spritedef_t *sprdef = &sprites[spritenum]; if (thing->frame >= sprdef->numframes) { // If there are no frames at all for this sprite, don't draw it. return nullptr; } else { //picnum = SpriteFrames[sprdef->spriteframes + thing->frame].Texture[0]; // choose a different rotation based on player view spriteframe_t *sprframe = &SpriteFrames[sprdef->spriteframes + thing->frame]; DVector3 pos = thing->InterpolatedPosition(r_TicFracF); pos.Z += thing->GetBobOffset(r_TicFracF); DAngle ang = (pos - ViewPos).Angle(); angle_t rot; if (sprframe->Texture[0] == sprframe->Texture[1]) { rot = (ang - thing->Angles.Yaw + 45.0 / 2 * 9).BAMs() >> 28; } else { rot = (ang - thing->Angles.Yaw + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28; } flipX = (sprframe->Flip & (1 << rot)) != 0; return TexMan[sprframe->Texture[rot]]; // Do not animate the rotation } } }