gzdoom-gles/src/r_poly_decal.cpp
Magnus Norddahl 9416d436fe Move software renderer into its own namespace to isolate its globals and make
any access explicit. This reveals the places in the code where they are being
accessed where they shouldn't and prevents accidental usage.
2016-12-01 02:38:32 +01:00

171 lines
5.6 KiB
C++

/*
** Handling drawing a decal
** 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_decal.h"
#include "r_poly.h"
#include "a_sharedglobal.h"
void RenderPolyDecal::RenderWallDecals(const TriMatrix &worldToClip, const Vec4f &clipPlane, const seg_t *line, uint32_t subsectorDepth, uint32_t stencilValue)
{
if (line->linedef == nullptr && line->sidedef == nullptr)
return;
for (DBaseDecal *decal = line->sidedef->AttachedDecals; decal != nullptr; decal = decal->WallNext)
{
RenderPolyDecal render;
render.Render(worldToClip, clipPlane, decal, line, subsectorDepth, stencilValue);
}
}
void RenderPolyDecal::Render(const TriMatrix &worldToClip, const Vec4f &clipPlane, DBaseDecal *decal, const seg_t *line, uint32_t subsectorDepth, uint32_t stencilValue)
{
if (decal->RenderFlags & RF_INVISIBLE || !viewactive || !decal->PicNum.isValid())
return;
FTexture *tex = TexMan(decal->PicNum, true);
if (tex == nullptr || tex->UseType == FTexture::TEX_Null)
return;
double edge_right = tex->GetWidth();
double edge_left = tex->LeftOffset;
edge_right = (edge_right - edge_left) * decal->ScaleX;
edge_left *= decal->ScaleX;
double dcx, dcy;
decal->GetXY(line->sidedef, dcx, dcy);
DVector2 decal_pos = { dcx, dcy };
DVector2 angvec = (line->v2->fPos() - line->v1->fPos()).Unit();
DVector2 decal_left = decal_pos - edge_left * angvec;
DVector2 decal_right = decal_pos + edge_right * angvec;
// Determine actor z
double zpos = decal->Z;
sector_t *front = line->frontsector;
sector_t *back = (line->backsector != nullptr) ? line->backsector : line->frontsector;
switch (decal->RenderFlags & RF_RELMASK)
{
default:
zpos = decal->Z;
break;
case RF_RELUPPER:
if (line->linedef->flags & ML_DONTPEGTOP)
zpos = decal->Z + front->GetPlaneTexZ(sector_t::ceiling);
else
zpos = decal->Z + back->GetPlaneTexZ(sector_t::ceiling);
break;
case RF_RELLOWER:
if (line->linedef->flags & ML_DONTPEGBOTTOM)
zpos = decal->Z + front->GetPlaneTexZ(sector_t::ceiling);
else
zpos = decal->Z + back->GetPlaneTexZ(sector_t::floor);
break;
case RF_RELMID:
if (line->linedef->flags & ML_DONTPEGBOTTOM)
zpos = decal->Z + front->GetPlaneTexZ(sector_t::floor);
else
zpos = decal->Z + front->GetPlaneTexZ(sector_t::ceiling);
}
DVector2 spriteScale = { decal->ScaleX, decal->ScaleY };
double thingxscalemul = spriteScale.X / tex->Scale.X;
double thingyscalemul = spriteScale.Y / tex->Scale.Y;
double spriteHeight = thingyscalemul * tex->GetHeight();
bool flipTextureX = (decal->RenderFlags & RF_XFLIP) == RF_XFLIP;
DVector2 points[2] = { decal_left, decal_right };
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)(zpos + spriteHeight * offsets[i].second - spriteHeight * 0.5);
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 = (decal->RenderFlags & RF_FULLBRIGHT) == RF_FULLBRIGHT;
PolyDrawArgs args;
args.uniforms.flags = 0;
args.SetColormap(front->ColorMap);
args.SetTexture(tex, decal->Translation, true);
if (fullbrightSprite || swrenderer::fixedlightlev >= 0 || swrenderer::fixedcolormap)
{
args.uniforms.light = 256;
args.uniforms.flags |= TriUniforms::fixed_light;
}
else
{
args.uniforms.light = (uint32_t)((front->lightlevel + actualextralight) / 255.0f * 256.0f);
}
args.uniforms.subsectorDepth = subsectorDepth;
if (swrenderer::r_swtruecolor)
{
args.uniforms.color = 0xff000000 | decal->AlphaColor;
}
else
{
args.uniforms.color = ((uint32_t)decal->AlphaColor) >> 24;
}
args.uniforms.srcalpha = (uint32_t)(decal->Alpha * 256.0 + 0.5);
args.uniforms.destalpha = 256 - args.uniforms.srcalpha;
args.objectToClip = &worldToClip;
args.vinput = vertices;
args.vcount = 4;
args.mode = TriangleDrawMode::Fan;
args.ccw = true;
args.stenciltestvalue = stencilValue;
args.stencilwritevalue = stencilValue;
//mode = R_SetPatchStyle (decal->RenderStyle, (float)decal->Alpha, decal->Translation, decal->AlphaColor);
args.SetClipPlane(clipPlane.x, clipPlane.y, clipPlane.z, clipPlane.w);
PolyTriangleDrawer::draw(args, TriDrawVariant::DrawSubsector, TriBlendMode::Shaded);
}