// // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // #include #include #include #include "p_lnspec.h" #include "templates.h" #include "doomdef.h" #include "m_swap.h" #include "i_system.h" #include "w_wad.h" #include "swrenderer/r_main.h" #include "swrenderer/scene/r_things.h" #include "swrenderer/things/r_particle.h" #include "c_console.h" #include "c_cvars.h" #include "c_dispatch.h" #include "doomstat.h" #include "v_video.h" #include "sc_man.h" #include "s_sound.h" #include "sbar.h" #include "gi.h" #include "r_sky.h" #include "cmdlib.h" #include "g_level.h" #include "d_net.h" #include "colormatcher.h" #include "d_netinf.h" #include "p_effect.h" #include "swrenderer/scene/r_bsp.h" #include "swrenderer/scene/r_3dfloors.h" #include "swrenderer/drawers/r_draw_rgba.h" #include "swrenderer/drawers/r_draw_pal.h" #include "v_palette.h" #include "r_data/r_translate.h" #include "r_data/colormaps.h" #include "r_data/voxels.h" #include "p_local.h" #include "p_maputl.h" #include "r_voxel.h" #include "swrenderer/segments/r_drawsegment.h" #include "swrenderer/scene/r_portal.h" #include "swrenderer/r_memory.h" namespace swrenderer { void R_ProjectParticle(particle_t *particle, const sector_t *sector, int shade, WaterFakeSide fakeside) { double tr_x, tr_y; double tx, ty; double tz, tiz; double xscale, yscale; int x1, x2, y1, y2; vissprite_t* vis; sector_t* heightsec = NULL; FSWColormap* map; RenderPortal *renderportal = RenderPortal::Instance(); // [ZZ] Particle not visible through the portal plane if (renderportal->CurrentPortal && !!P_PointOnLineSide(particle->Pos, renderportal->CurrentPortal->dst)) return; // transform the origin point tr_x = particle->Pos.X - ViewPos.X; tr_y = particle->Pos.Y - ViewPos.Y; tz = tr_x * ViewTanCos + tr_y * ViewTanSin; // particle is behind view plane? if (tz < MINZ) return; tx = tr_x * ViewSin - tr_y * ViewCos; // Flip for mirrors if (renderportal->MirrorFlags & RF_XFLIP) { tx = viewwidth - tx - 1; } // too far off the side? if (tz <= fabs(tx)) return; tiz = 1 / tz; xscale = centerx * tiz; // calculate edges of the shape double psize = particle->size / 8.0; x1 = MAX(renderportal->WindowLeft, centerx + xs_RoundToInt((tx - psize) * xscale)); x2 = MIN(renderportal->WindowRight, centerx + xs_RoundToInt((tx + psize) * xscale)); if (x1 >= x2) return; yscale = xscale; // YaspectMul is not needed for particles as they should always be square ty = particle->Pos.Z - ViewPos.Z; y1 = xs_RoundToInt(CenterY - (ty + psize) * yscale); y2 = xs_RoundToInt(CenterY - (ty - psize) * yscale); // Clip the particle now. Because it's a point and projected as its subsector is // entered, we don't need to clip it to drawsegs like a normal sprite. // Clip particles behind walls. auto ceilingclip = RenderBSP::Instance()->ceilingclip; auto floorclip = RenderBSP::Instance()->floorclip; if (y1 < ceilingclip[x1]) y1 = ceilingclip[x1]; if (y1 < ceilingclip[x2 - 1]) y1 = ceilingclip[x2 - 1]; if (y2 >= floorclip[x1]) y2 = floorclip[x1] - 1; if (y2 >= floorclip[x2 - 1]) y2 = floorclip[x2 - 1] - 1; if (y1 > y2) return; // Clip particles above the ceiling or below the floor. heightsec = sector->GetHeightSec(); const secplane_t *topplane; const secplane_t *botplane; FTextureID toppic; FTextureID botpic; if (heightsec) // only clip things which are in special sectors { if (fakeside == WaterFakeSide::AboveCeiling) { topplane = §or->ceilingplane; botplane = &heightsec->ceilingplane; toppic = sector->GetTexture(sector_t::ceiling); botpic = heightsec->GetTexture(sector_t::ceiling); map = heightsec->ColorMap; } else if (fakeside == WaterFakeSide::BelowFloor) { topplane = &heightsec->floorplane; botplane = §or->floorplane; toppic = heightsec->GetTexture(sector_t::floor); botpic = sector->GetTexture(sector_t::floor); map = heightsec->ColorMap; } else { topplane = &heightsec->ceilingplane; botplane = &heightsec->floorplane; toppic = heightsec->GetTexture(sector_t::ceiling); botpic = heightsec->GetTexture(sector_t::floor); map = sector->ColorMap; } } else { topplane = §or->ceilingplane; botplane = §or->floorplane; toppic = sector->GetTexture(sector_t::ceiling); botpic = sector->GetTexture(sector_t::floor); map = sector->ColorMap; } if (botpic != skyflatnum && particle->Pos.Z < botplane->ZatPoint(particle->Pos)) return; if (toppic != skyflatnum && particle->Pos.Z >= topplane->ZatPoint(particle->Pos)) return; // store information in a vissprite vis = R_NewVisSprite(); vis->CurrentPortalUniq = renderportal->CurrentPortalUniq; vis->heightsec = heightsec; vis->xscale = FLOAT2FIXED(xscale); vis->yscale = (float)xscale; // vis->yscale *= InvZtoScale; vis->depth = (float)tz; vis->idepth = float(1 / tz); vis->gpos = { (float)particle->Pos.X, (float)particle->Pos.Y, (float)particle->Pos.Z }; vis->y1 = y1; vis->y2 = y2; vis->x1 = x1; vis->x2 = x2; vis->Translation = 0; vis->startfrac = 255 & (particle->color >> 24); vis->pic = NULL; vis->bIsVoxel = false; vis->renderflags = particle->trans; vis->FakeFlatStat = fakeside; vis->floorclip = 0; vis->Style.ColormapNum = 0; if (fixedlightlev >= 0) { vis->Style.BaseColormap = map; vis->Style.ColormapNum = fixedlightlev >> COLORMAPSHIFT; } else if (fixedcolormap) { vis->Style.BaseColormap = fixedcolormap; vis->Style.ColormapNum = 0; } else if (particle->bright) { vis->Style.BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : map; vis->Style.ColormapNum = 0; } else { // Particles are slightly more visible than regular sprites. vis->Style.ColormapNum = GETPALOOKUP(tiz * r_SpriteVisibility * 0.5, shade); vis->Style.BaseColormap = map; } } void R_DrawParticle(vissprite_t *vis) { using namespace drawerargs; int spacing; BYTE color = vis->Style.BaseColormap->Maps[vis->startfrac]; int yl = vis->y1; int ycount = vis->y2 - yl + 1; int x1 = vis->x1; int countbase = vis->x2 - x1; if (ycount <= 0 || countbase <= 0) return; R_DrawMaskedSegsBehindParticle(vis); uint32_t fg = LightBgra::shade_pal_index_simple(color, LightBgra::calc_light_multiplier(LIGHTSCALE(0, vis->Style.ColormapNum << FRACBITS))); // vis->renderflags holds translucency level (0-255) fixed_t fglevel = ((vis->renderflags + 1) << 8) & ~0x3ff; uint32_t alpha = fglevel * 256 / FRACUNIT; spacing = RenderTarget->GetPitch(); uint32_t fracstepx = 16 * FRACUNIT / countbase; uint32_t fracposx = fracstepx / 2; if (r_swtruecolor) { for (int x = x1; x < (x1 + countbase); x++, fracposx += fracstepx) { dc_x = x; if (R_ClipSpriteColumnWithPortals(vis)) continue; uint32_t *dest = ylookup[yl] + x + (uint32_t*)dc_destorg; DrawerCommandQueue::QueueCommand(dest, yl, spacing, ycount, fg, alpha, fracposx); } } else { for (int x = x1; x < (x1 + countbase); x++, fracposx += fracstepx) { dc_x = x; if (R_ClipSpriteColumnWithPortals(vis)) continue; uint8_t *dest = ylookup[yl] + x + dc_destorg; DrawerCommandQueue::QueueCommand(dest, yl, spacing, ycount, fg, alpha, fracposx); } } } void R_DrawMaskedSegsBehindParticle(const vissprite_t *vis) { const int x1 = vis->x1; const int x2 = vis->x2; // Draw any masked textures behind this particle so that when the // particle is drawn, it will be in front of them. for (unsigned int p = InterestingDrawsegs.Size(); p-- > FirstInterestingDrawseg; ) { drawseg_t *ds = &drawsegs[InterestingDrawsegs[p]]; // kg3D - no fake segs if (ds->fake) continue; if (ds->x1 >= x2 || ds->x2 <= x1) { continue; } if ((ds->siz2 - ds->siz1) * ((x2 + x1) / 2 - ds->sx1) / (ds->sx2 - ds->sx1) + ds->siz1 < vis->idepth) { // [ZZ] only draw stuff that's inside the same portal as the particle, other portals will care for themselves if (ds->CurrentPortalUniq == vis->CurrentPortalUniq) R_RenderMaskedSegRange(ds, MAX(ds->x1, x1), MIN(ds->x2, x2)); } } } }