gzdoom-gles/src/r_poly_sprite.cpp
2016-11-20 17:07:58 -05:00

409 lines
13 KiB
C++

/*
** 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 <stdlib.h>
#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<float, float> 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
}
}
}