gzdoom-gles/src/gl/scene/gl_sprite.cpp
Christoph Oelckers e4c63563e3 - fixed: The 3D floor light splitting code for sprites did not copy the sector's fog density.
- fixed: fog calculations for fuzz effects were wrong.
2017-01-01 00:16:53 +01:00

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36 KiB
C++

//
//---------------------------------------------------------------------------
//
// Copyright(C) 2002-2016 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/
//
//--------------------------------------------------------------------------
//
/*
** gl_sprite.cpp
** Sprite/Particle rendering
**
*/
#include "gl/system/gl_system.h"
#include "p_local.h"
#include "p_effect.h"
#include "g_level.h"
#include "doomstat.h"
#include "gl/gl_functions.h"
#include "r_defs.h"
#include "r_sky.h"
#include "r_utility.h"
#include "a_pickups.h"
#include "d_player.h"
#include "gl/system/gl_interface.h"
#include "gl/system/gl_framebuffer.h"
#include "gl/system/gl_cvars.h"
#include "gl/renderer/gl_lightdata.h"
#include "gl/renderer/gl_renderstate.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/data/gl_data.h"
#include "gl/dynlights/gl_glow.h"
#include "gl/scene/gl_drawinfo.h"
#include "gl/scene/gl_portal.h"
#include "gl/models/gl_models.h"
#include "gl/shaders/gl_shader.h"
#include "gl/textures/gl_material.h"
#include "gl/utility/gl_clock.h"
#include "gl/data/gl_vertexbuffer.h"
#include "gl/renderer/gl_quaddrawer.h"
CVAR(Bool, gl_usecolorblending, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR(Bool, gl_spritebrightfog, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
CVAR(Bool, gl_sprite_blend, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
CVAR(Int, gl_spriteclip, 1, CVAR_ARCHIVE)
CVAR(Float, gl_sclipthreshold, 10.0, CVAR_ARCHIVE)
CVAR(Float, gl_sclipfactor, 1.8, CVAR_ARCHIVE)
CVAR(Int, gl_particles_style, 2, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) // 0 = square, 1 = round, 2 = smooth
CVAR(Int, gl_billboard_mode, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Bool, gl_billboard_faces_camera, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Bool, gl_billboard_particles, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Int, gl_enhanced_nv_stealth, 3, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CUSTOM_CVAR(Int, gl_fuzztype, 0, CVAR_ARCHIVE)
{
if (self < 0 || self > 7) self = 0;
}
EXTERN_CVAR (Float, transsouls)
extern TArray<spritedef_t> sprites;
extern TArray<spriteframe_t> SpriteFrames;
extern TArray<PalEntry> BloodTranslationColors;
extern bool r_showviewer;
enum HWRenderStyle
{
STYLEHW_Normal, // default
STYLEHW_Solid, // drawn solid (needs special treatment for sprites)
STYLEHW_NoAlphaTest, // disable alpha test
};
void gl_SetRenderStyle(FRenderStyle style, bool drawopaque, bool allowcolorblending)
{
int tm, sb, db, be;
gl_GetRenderStyle(style, drawopaque, allowcolorblending, &tm, &sb, &db, &be);
gl_RenderState.BlendEquation(be);
gl_RenderState.BlendFunc(sb, db);
gl_RenderState.SetTextureMode(tm);
}
CVAR(Bool, gl_nolayer, false, 0)
static const float LARGE_VALUE = 1e19f;
//==========================================================================
//
//
//
//==========================================================================
void GLSprite::CalculateVertices(FVector3 *v)
{
if (actor != nullptr && (actor->renderflags & RF_SPRITETYPEMASK) == RF_FLATSPRITE)
{
Matrix3x4 mat;
mat.MakeIdentity();
// [MC] Rotate around the center or offsets given to the sprites.
// Counteract any existing rotations, then rotate the angle.
// Tilt the actor up or down based on pitch (increase 'somersaults' forward).
// Then counteract the roll and DO A BARREL ROLL.
FAngle pitch = (float)-actor->Angles.Pitch.Degrees;
pitch.Normalized180();
mat.Translate(x, z, y);
mat.Rotate(0, 1, 0, 270. - actor->Angles.Yaw.Degrees);
mat.Rotate(1, 0, 0, pitch.Degrees);
if (actor->renderflags & RF_ROLLCENTER)
{
float cx = (x1 + x2) * 0.5;
float cy = (y1 + y2) * 0.5;
mat.Translate(cx - x, 0, cy - y);
mat.Rotate(0, 1, 0, - actor->Angles.Roll.Degrees);
mat.Translate(-cx, -z, -cy);
}
else
{
mat.Rotate(0, 1, 0, - actor->Angles.Roll.Degrees);
mat.Translate(-x, -z, -y);
}
v[0] = mat * FVector3(x2, z, y2);
v[1] = mat * FVector3(x1, z, y2);
v[2] = mat * FVector3(x2, z, y1);
v[3] = mat * FVector3(x1, z, y1);
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1.0f, -128.0f);
return;
}
// [BB] Billboard stuff
const bool drawWithXYBillboard = ((particle && gl_billboard_particles) || (!(actor && actor->renderflags & RF_FORCEYBILLBOARD)
//&& GLRenderer->mViewActor != NULL
&& (gl_billboard_mode == 1 || (actor && actor->renderflags & RF_FORCEXYBILLBOARD))));
const bool drawBillboardFacingCamera = gl_billboard_faces_camera;
// [Nash] has +ROLLSPRITE
const bool drawRollSpriteActor = (actor != nullptr && actor->renderflags & RF_ROLLSPRITE);
// [fgsfds] check sprite type mask
DWORD spritetype = (DWORD)-1;
if (actor != nullptr) spritetype = actor->renderflags & RF_SPRITETYPEMASK;
// [Nash] is a flat sprite
const bool isFlatSprite = (actor != nullptr) && (spritetype == RF_WALLSPRITE || spritetype == RF_FLATSPRITE);
const bool useOffsets = (actor != nullptr) && !(actor->renderflags & RF_ROLLCENTER);
// [Nash] check for special sprite drawing modes
if (drawWithXYBillboard || drawBillboardFacingCamera || drawRollSpriteActor || isFlatSprite)
{
// Compute center of sprite
float xcenter = (x1 + x2)*0.5;
float ycenter = (y1 + y2)*0.5;
float zcenter = (z1 + z2)*0.5;
float xx = -xcenter + x;
float zz = -zcenter + z;
float yy = -ycenter + y;
Matrix3x4 mat;
mat.MakeIdentity();
mat.Translate(xcenter, zcenter, ycenter); // move to sprite center
// Order of rotations matters. Perform yaw rotation (Y, face camera) before pitch (X, tilt up/down).
if (drawBillboardFacingCamera && !isFlatSprite)
{
// [CMB] Rotate relative to camera XY position, not just camera direction,
// which is nicer in VR
float xrel = xcenter - ViewPos.X;
float yrel = ycenter - ViewPos.Y;
float absAngleDeg = RAD2DEG(atan2(-yrel, xrel));
float counterRotationDeg = 270. - GLRenderer->mAngles.Yaw.Degrees; // counteracts existing sprite rotation
float relAngleDeg = counterRotationDeg + absAngleDeg;
mat.Rotate(0, 1, 0, relAngleDeg);
}
// [fgsfds] calculate yaw vectors
float yawvecX = 0, yawvecY = 0, rollDegrees = 0;
float angleRad = (270. - GLRenderer->mAngles.Yaw).Radians();
if (actor) rollDegrees = actor->Angles.Roll.Degrees;
if (isFlatSprite)
{
yawvecX = actor->Angles.Yaw.Cos();
yawvecY = actor->Angles.Yaw.Sin();
}
// [fgsfds] Rotate the sprite about the sight vector (roll)
if (spritetype == RF_WALLSPRITE)
{
mat.Rotate(0, 1, 0, 0);
if (drawRollSpriteActor)
{
if (useOffsets) mat.Translate(xx, zz, yy);
mat.Rotate(yawvecX, 0, yawvecY, rollDegrees);
if (useOffsets) mat.Translate(-xx, -zz, -yy);
}
}
else if (drawRollSpriteActor)
{
if (useOffsets) mat.Translate(xx, zz, yy);
if (drawWithXYBillboard)
{
mat.Rotate(-sin(angleRad), 0, cos(angleRad), -GLRenderer->mAngles.Pitch.Degrees);
}
mat.Rotate(cos(angleRad), 0, sin(angleRad), rollDegrees);
if (useOffsets) mat.Translate(-xx, -zz, -yy);
}
else if (drawWithXYBillboard)
{
// Rotate the sprite about the vector starting at the center of the sprite
// triangle strip and with direction orthogonal to where the player is looking
// in the x/y plane.
mat.Rotate(-sin(angleRad), 0, cos(angleRad), -GLRenderer->mAngles.Pitch.Degrees);
}
mat.Translate(-xcenter, -zcenter, -ycenter); // retreat from sprite center
v[0] = mat * FVector3(x1, z1, y1);
v[1] = mat * FVector3(x2, z1, y2);
v[2] = mat * FVector3(x1, z2, y1);
v[3] = mat * FVector3(x2, z2, y2);
}
else // traditional "Y" billboard mode
{
v[0] = FVector3(x1, z1, y1);
v[1] = FVector3(x2, z1, y2);
v[2] = FVector3(x1, z2, y1);
v[3] = FVector3(x2, z2, y2);
}
}
//==========================================================================
//
//
//
//==========================================================================
void GLSprite::Draw(int pass)
{
if (pass == GLPASS_DECALS || pass == GLPASS_LIGHTSONLY) return;
bool additivefog = false;
bool foglayer = false;
int rel = fullbright? 0 : getExtraLight();
if (pass==GLPASS_TRANSLUCENT)
{
// The translucent pass requires special setup for the various modes.
// for special render styles brightmaps would not look good - especially for subtractive.
if (RenderStyle.BlendOp != STYLEOP_Add)
{
gl_RenderState.EnableBrightmap(false);
}
gl_SetRenderStyle(RenderStyle, false,
// The rest of the needed checks are done inside gl_SetRenderStyle
trans > 1.f - FLT_EPSILON && gl_usecolorblending && gl_fixedcolormap == CM_DEFAULT && actor &&
fullbright && gltexture && !gltexture->GetTransparent());
if (hw_styleflags == STYLEHW_NoAlphaTest)
{
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
}
else
{
gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_sprite_threshold);
}
if (RenderStyle.BlendOp == STYLEOP_Shadow)
{
float fuzzalpha=0.44f;
float minalpha=0.1f;
// fog + fuzz don't work well without some fiddling with the alpha value!
if (!gl_isBlack(Colormap.FadeColor))
{
float dist=Dist2(ViewPos.X, ViewPos.Y, x,y);
int fogd = gl_GetFogDensity(lightlevel, Colormap.FadeColor, Colormap.fogdensity);
// this value was determined by trial and error and is scale dependent!
float factor = 0.05f + exp(-fogd*dist / 62500.f);
fuzzalpha*=factor;
minalpha*=factor;
}
gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_sprite_threshold);
gl_RenderState.SetColor(0.2f,0.2f,0.2f,fuzzalpha, Colormap.desaturation);
additivefog = true;
}
else if (RenderStyle.BlendOp == STYLEOP_Add && RenderStyle.DestAlpha == STYLEALPHA_One)
{
additivefog = true;
}
}
else if (modelframe == nullptr)
{
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1.0f, -128.0f);
}
if (RenderStyle.BlendOp!=STYLEOP_Shadow)
{
if (gl_lights && GLRenderer->mLightCount && !gl_fixedcolormap && !fullbright)
{
gl_SetDynSpriteLight(gl_light_sprites ? actor : NULL, gl_light_particles ? particle : NULL);
}
gl_SetColor(lightlevel, rel, Colormap, trans);
}
gl_RenderState.SetObjectColor(ThingColor);
if (gl_isBlack(Colormap.FadeColor)) foglevel=lightlevel;
if (RenderStyle.Flags & STYLEF_FadeToBlack)
{
Colormap.FadeColor=0;
additivefog = true;
}
if (RenderStyle.BlendOp == STYLEOP_RevSub || RenderStyle.BlendOp == STYLEOP_Sub)
{
if (!modelframe)
{
// non-black fog with subtractive style needs special treatment
if (!gl_isBlack(Colormap.FadeColor))
{
foglayer = true;
// Due to the two-layer approach we need to force an alpha test that lets everything pass
gl_RenderState.AlphaFunc(GL_GREATER, 0);
}
}
else RenderStyle.BlendOp = STYLEOP_Fuzz; // subtractive with models is not going to work.
}
if (!foglayer) gl_SetFog(foglevel, rel, &Colormap, additivefog);
else
{
gl_RenderState.EnableFog(false);
gl_RenderState.SetFog(0, 0);
}
if (gltexture) gl_RenderState.SetMaterial(gltexture, CLAMP_XY, translation, OverrideShader, !!(RenderStyle.Flags & STYLEF_RedIsAlpha));
else if (!modelframe) gl_RenderState.EnableTexture(false);
//gl_SetColor(lightlevel, rel, Colormap, trans);
unsigned int iter = lightlist? lightlist->Size() : 1;
bool clipping = false;
if (lightlist || topclip != LARGE_VALUE || bottomclip != -LARGE_VALUE)
{
clipping = true;
gl_RenderState.EnableSplit(true);
}
secplane_t bottomp = { { 0, 0, -1. }, bottomclip };
secplane_t topp = { { 0, 0, -1. }, topclip };
for (unsigned i = 0; i < iter; i++)
{
if (lightlist)
{
// set up the light slice
secplane_t *topplane = i == 0 ? &topp : &(*lightlist)[i].plane;
secplane_t *lowplane = i == (*lightlist).Size() - 1 ? &bottomp : &(*lightlist)[i + 1].plane;
int thislight = (*lightlist)[i].caster != NULL ? gl_ClampLight(*(*lightlist)[i].p_lightlevel) : lightlevel;
int thisll = actor == nullptr? thislight : (uint8_t)gl_CheckSpriteGlow(actor->Sector, thislight, actor->InterpolatedPosition(r_TicFracF));
FColormap thiscm;
thiscm.FadeColor = Colormap.FadeColor;
thiscm.fogdensity = Colormap.fogdensity;
thiscm.CopyFrom3DLight(&(*lightlist)[i]);
if (glset.nocoloredspritelighting)
{
thiscm.Decolorize();
}
gl_SetColor(thisll, rel, thiscm, trans);
if (!foglayer)
{
gl_SetFog(thislight, rel, &thiscm, additivefog);
}
gl_RenderState.SetSplitPlanes(*topplane, *lowplane);
}
else if (clipping)
{
gl_RenderState.SetSplitPlanes(topp, bottomp);
}
if (!modelframe)
{
gl_RenderState.Apply();
FVector3 v[4];
gl_RenderState.SetNormal(0, 0, 0);
CalculateVertices(v);
FQuadDrawer qd;
qd.Set(0, v[0][0], v[0][1], v[0][2], ul, vt);
qd.Set(1, v[1][0], v[1][1], v[1][2], ur, vt);
qd.Set(2, v[2][0], v[2][1], v[2][2], ul, vb);
qd.Set(3, v[3][0], v[3][1], v[3][2], ur, vb);
qd.Render(GL_TRIANGLE_STRIP);
if (foglayer)
{
// If we get here we know that we have colored fog and no fixed colormap.
gl_SetFog(foglevel, rel, &Colormap, additivefog);
gl_RenderState.SetFixedColormap(CM_FOGLAYER);
gl_RenderState.BlendEquation(GL_FUNC_ADD);
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
gl_RenderState.Apply();
qd.Render(GL_TRIANGLE_STRIP);
gl_RenderState.SetFixedColormap(CM_DEFAULT);
}
}
else
{
gl_RenderModel(this);
}
}
if (clipping)
{
gl_RenderState.EnableSplit(false);
}
if (pass==GLPASS_TRANSLUCENT)
{
gl_RenderState.EnableBrightmap(true);
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
gl_RenderState.BlendEquation(GL_FUNC_ADD);
gl_RenderState.SetTextureMode(TM_MODULATE);
if (actor != nullptr && (actor->renderflags & RF_SPRITETYPEMASK) == RF_FLATSPRITE)
{
glPolygonOffset(0.0f, 0.0f);
glDisable(GL_POLYGON_OFFSET_FILL);
}
}
else if (modelframe == nullptr)
{
glPolygonOffset(0.0f, 0.0f);
glDisable(GL_POLYGON_OFFSET_FILL);
}
gl_RenderState.SetObjectColor(0xffffffff);
gl_RenderState.EnableTexture(true);
gl_RenderState.SetDynLight(0,0,0);
}
//==========================================================================
//
//
//
//==========================================================================
inline void GLSprite::PutSprite(bool translucent)
{
int list;
// [BB] Allow models to be drawn in the GLDL_TRANSLUCENT pass.
if (translucent || actor == nullptr || (!modelframe && (actor->renderflags & RF_SPRITETYPEMASK) != RF_WALLSPRITE))
{
list = GLDL_TRANSLUCENT;
}
else
{
list = GLDL_MODELS;
}
gl_drawinfo->drawlists[list].AddSprite(this);
}
//==========================================================================
//
//
//
//==========================================================================
void GLSprite::SplitSprite(sector_t * frontsector, bool translucent)
{
GLSprite copySprite;
double lightbottom;
unsigned int i;
bool put=false;
TArray<lightlist_t> & lightlist=frontsector->e->XFloor.lightlist;
for(i=0;i<lightlist.Size();i++)
{
// Particles don't go through here so we can safely assume that actor is not NULL
if (i<lightlist.Size()-1) lightbottom=lightlist[i+1].plane.ZatPoint(actor);
else lightbottom=frontsector->floorplane.ZatPoint(actor);
if (lightbottom<z2) lightbottom=z2;
if (lightbottom<z1)
{
copySprite=*this;
copySprite.lightlevel = gl_ClampLight(*lightlist[i].p_lightlevel);
copySprite.Colormap.CopyLightColor(lightlist[i].extra_colormap);
if (glset.nocoloredspritelighting)
{
copySprite.Colormap.Decolorize();
}
if (!gl_isWhite(ThingColor))
{
copySprite.Colormap.LightColor.r=(copySprite.Colormap.LightColor.r*ThingColor.r)>>8;
copySprite.Colormap.LightColor.g=(copySprite.Colormap.LightColor.g*ThingColor.g)>>8;
copySprite.Colormap.LightColor.b=(copySprite.Colormap.LightColor.b*ThingColor.b)>>8;
}
z1=copySprite.z2=lightbottom;
vt=copySprite.vb=copySprite.vt+
(lightbottom-copySprite.z1)*(copySprite.vb-copySprite.vt)/(z2-copySprite.z1);
copySprite.PutSprite(translucent);
put=true;
}
}
}
//==========================================================================
//
//
//
//==========================================================================
void GLSprite::PerformSpriteClipAdjustment(AActor *thing, const DVector2 &thingpos, float spriteheight)
{
const float NO_VAL = 100000000.0f;
bool clipthing = (thing->player || thing->flags3&MF3_ISMONSTER || thing->IsKindOf(RUNTIME_CLASS(AInventory))) && (thing->flags&MF_ICECORPSE || !(thing->flags&MF_CORPSE));
bool smarterclip = !clipthing && gl_spriteclip == 3;
if (clipthing || gl_spriteclip > 1)
{
float btm = NO_VAL;
float top = -NO_VAL;
extsector_t::xfloor &x = thing->Sector->e->XFloor;
if (x.ffloors.Size())
{
for (unsigned int i = 0; i < x.ffloors.Size(); i++)
{
F3DFloor * ff = x.ffloors[i];
float floorh = ff->top.plane->ZatPoint(thingpos);
float ceilingh = ff->bottom.plane->ZatPoint(thingpos);
if (floorh == thing->floorz)
{
btm = floorh;
}
if (ceilingh == thing->ceilingz)
{
top = ceilingh;
}
if (btm != NO_VAL && top != -NO_VAL)
{
break;
}
}
}
else if (thing->Sector->heightsec && !(thing->Sector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC))
{
if (thing->flags2&MF2_ONMOBJ && thing->floorz ==
thing->Sector->heightsec->floorplane.ZatPoint(thingpos))
{
btm = thing->floorz;
top = thing->ceilingz;
}
}
if (btm == NO_VAL)
btm = thing->Sector->floorplane.ZatPoint(thing) - thing->Floorclip;
if (top == NO_VAL)
top = thing->Sector->ceilingplane.ZatPoint(thingpos);
// +/-1 to account for the one pixel empty frame around the sprite.
float diffb = (z2+1) - btm;
float difft = (z1-1) - top;
if (diffb >= 0 /*|| !gl_sprite_clip_to_floor*/) diffb = 0;
// Adjust sprites clipping into ceiling and adjust clipping adjustment for tall graphics
if (smarterclip)
{
// Reduce slightly clipping adjustment of corpses
if (thing->flags & MF_CORPSE || spriteheight > fabs(diffb))
{
float ratio = clamp<float>((fabs(diffb) * (float)gl_sclipfactor / (spriteheight + 1)), 0.5, 1.0);
diffb *= ratio;
}
if (!diffb)
{
if (difft <= 0) difft = 0;
if (difft >= (float)gl_sclipthreshold)
{
// dumb copy of the above.
if (!(thing->flags3&MF3_ISMONSTER) || (thing->flags&MF_NOGRAVITY) || (thing->flags&MF_CORPSE) || difft > (float)gl_sclipthreshold)
{
difft = 0;
}
}
if (spriteheight > fabs(difft))
{
float ratio = clamp<float>((fabs(difft) * (float)gl_sclipfactor / (spriteheight + 1)), 0.5, 1.0);
difft *= ratio;
}
z2 -= difft;
z1 -= difft;
}
}
if (diffb <= (0 - (float)gl_sclipthreshold)) // such a large displacement can't be correct!
{
// for living monsters standing on the floor allow a little more.
if (!(thing->flags3&MF3_ISMONSTER) || (thing->flags&MF_NOGRAVITY) || (thing->flags&MF_CORPSE) || diffb < (-1.8*(float)gl_sclipthreshold))
{
diffb = 0;
}
}
z2 -= diffb;
z1 -= diffb;
}
}
//==========================================================================
//
//
//
//==========================================================================
void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
{
sector_t rs;
sector_t * rendersector;
// Don't waste time projecting sprites that are definitely not visible.
if (thing == nullptr || thing->sprite == 0 || !thing->IsVisibleToPlayer() || !thing->IsInsideVisibleAngles())
{
return;
}
if (thing->renderflags & RF_INVISIBLE || !thing->RenderStyle.IsVisible(thing->Alpha))
{
if (!(thing->flags & MF_STEALTH) || !gl_fixedcolormap || !gl_enhanced_nightvision || thing == camera)
return;
}
int spritenum = thing->sprite;
DVector2 sprscale = thing->Scale;
if (thing->player != NULL)
{
P_CheckPlayerSprite(thing, spritenum, sprscale);
}
// If this thing is in a map section that's not in view it can't possibly be visible
if (!thruportal && !(currentmapsection[thing->subsector->mapsection >> 3] & (1 << (thing->subsector->mapsection & 7)))) return;
// [RH] Interpolate the sprite's position to make it look smooth
DVector3 thingpos = thing->InterpolatedPosition(r_TicFracF);
if (thruportal == 1) thingpos += Displacements.getOffset(thing->Sector->PortalGroup, sector->PortalGroup);
// Some added checks if the camera actor is not supposed to be seen. It can happen that some portal setup has this actor in view in which case it may not be skipped here
if (thing == camera && !r_showviewer)
{
DVector3 thingorigin = thing->Pos();
if (thruportal == 1) thingorigin += Displacements.getOffset(thing->Sector->PortalGroup, sector->PortalGroup);
if (fabs(thingorigin.X - ViewActorPos.X) < 2 && fabs(thingorigin.Y - ViewActorPos.Y) < 2) return;
}
// Too close to the camera. This doesn't look good if it is a sprite.
if (fabs(thingpos.X - ViewPos.X) < 2 && fabs(thingpos.Y - ViewPos.Y) < 2)
{
if (ViewPos.Z >= thingpos.Z - 2 && ViewPos.Z <= thingpos.Z + thing->Height + 2)
{
// exclude vertically moving objects from this check.
if (!thing->Vel.isZero())
{
if (!gl_FindModelFrame(thing->GetClass(), spritenum, thing->frame, false))
{
return;
}
}
}
}
// don't draw first frame of a player missile
if (thing->flags&MF_MISSILE)
{
if (!(thing->flags7 & MF7_FLYCHEAT) && thing->target == GLRenderer->mViewActor && GLRenderer->mViewActor != NULL)
{
double speed = thing->Vel.Length();
if (speed >= thing->target->radius / 2)
{
double clipdist = clamp(thing->Speed, thing->target->radius, thing->target->radius * 2);
if ((thingpos - ViewPos).LengthSquared() < clipdist * clipdist) return;
}
}
thing->flags7 |= MF7_FLYCHEAT; // do this only once for the very first frame, but not if it gets into range again.
}
if (thruportal != 2 && GLRenderer->mClipPortal)
{
int clipres = GLRenderer->mClipPortal->ClipPoint(thingpos);
if (clipres == GLPortal::PClip_InFront) return;
}
player_t *player = &players[consoleplayer];
FloatRect r;
if (sector->sectornum != thing->Sector->sectornum && !thruportal)
{
rendersector = gl_FakeFlat(thing->Sector, &rs, false);
}
else
{
rendersector = sector;
}
topclip = rendersector->PortalBlocksMovement(sector_t::ceiling) ? LARGE_VALUE : rendersector->GetPortalPlaneZ(sector_t::ceiling);
bottomclip = rendersector->PortalBlocksMovement(sector_t::floor) ? -LARGE_VALUE : rendersector->GetPortalPlaneZ(sector_t::floor);
DWORD spritetype = (thing->renderflags & RF_SPRITETYPEMASK);
x = thingpos.X;
z = thingpos.Z;
y = thingpos.Y;
if (spritetype == RF_FACESPRITE) z -= thing->Floorclip; // wall and flat sprites are to be considered level geometry so this may not apply.
// [RH] Make floatbobbing a renderer-only effect.
if (thing->flags2 & MF2_FLOATBOB)
{
float fz = thing->GetBobOffset(r_TicFracF);
z += fz;
}
modelframe = gl_FindModelFrame(thing->GetClass(), spritenum, thing->frame, !!(thing->flags & MF_DROPPED));
if (!modelframe)
{
bool mirror;
DAngle ang = (thingpos - ViewPos).Angle();
FTextureID patch;
if (thing->flags7 & MF7_SPRITEANGLE)
{
patch = gl_GetSpriteFrame(spritenum, thing->frame, -1, (thing->SpriteAngle).BAMs(), &mirror);
}
else if (!(thing->renderflags & RF_FLATSPRITE))
{
patch = gl_GetSpriteFrame(spritenum, thing->frame, -1, (ang - (thing->Angles.Yaw + thing->SpriteRotation)).BAMs(), &mirror);
}
else
{
// Flat sprites cannot rotate in a predictable manner.
patch = gl_GetSpriteFrame(spritenum, thing->frame, 0, 0, &mirror);
}
if (!patch.isValid()) return;
int type = thing->renderflags & RF_SPRITETYPEMASK;
gltexture = FMaterial::ValidateTexture(patch, (type == RF_FACESPRITE), false);
if (!gltexture) return;
vt = gltexture->GetSpriteVT();
vb = gltexture->GetSpriteVB();
gltexture->GetSpriteRect(&r);
if (mirror)
{
r.left = -r.width - r.left; // mirror the sprite's x-offset
ul = gltexture->GetSpriteUL();
ur = gltexture->GetSpriteUR();
}
else
{
ul = gltexture->GetSpriteUR();
ur = gltexture->GetSpriteUL();
}
r.Scale(sprscale.X, sprscale.Y);
float rightfac = -r.left;
float leftfac = rightfac - r.width;
float bottomfac = -r.top;
float topfac = bottomfac - r.height;
z1 = z - r.top;
z2 = z1 - r.height;
float spriteheight = sprscale.Y * r.height;
// Tests show that this doesn't look good for many decorations and corpses
if (spriteheight > 0 && gl_spriteclip > 0 && (thing->renderflags & RF_SPRITETYPEMASK) == RF_FACESPRITE)
{
PerformSpriteClipAdjustment(thing, thingpos, spriteheight);
}
float viewvecX;
float viewvecY;
switch (spritetype)
{
case RF_FACESPRITE:
viewvecX = GLRenderer->mViewVector.X;
viewvecY = GLRenderer->mViewVector.Y;
x1 = x - viewvecY*leftfac;
x2 = x - viewvecY*rightfac;
y1 = y + viewvecX*leftfac;
y2 = y + viewvecX*rightfac;
break;
case RF_FLATSPRITE:
{
x1 = x + leftfac;
x2 = x + rightfac;
y1 = y - topfac;
y2 = y - bottomfac;
}
break;
case RF_WALLSPRITE:
viewvecX = thing->Angles.Yaw.Cos();
viewvecY = thing->Angles.Yaw.Sin();
x1 = x + viewvecY*leftfac;
x2 = x + viewvecY*rightfac;
y1 = y - viewvecX*leftfac;
y2 = y - viewvecX*rightfac;
break;
}
}
else
{
x1 = x2 = x;
y1 = y2 = y;
z1 = z2 = z;
gltexture=NULL;
}
depth = FloatToFixed((x - ViewPos.X) * ViewTanCos + (y - ViewPos.Y) * ViewTanSin);
// light calculation
bool enhancedvision=false;
// allow disabling of the fullbright flag by a brightmap definition
// (e.g. to do the gun flashes of Doom's zombies correctly.
fullbright = (thing->flags5 & MF5_BRIGHT) ||
((thing->renderflags & RF_FULLBRIGHT) && (!gltexture || !gltexture->tex->gl_info.bDisableFullbright));
lightlevel=fullbright? 255 :
gl_ClampLight(rendersector->GetTexture(sector_t::ceiling) == skyflatnum ?
rendersector->GetCeilingLight() : rendersector->GetFloorLight());
foglevel = (BYTE)clamp<short>(rendersector->lightlevel, 0, 255);
lightlevel = (byte)gl_CheckSpriteGlow(rendersector, lightlevel, thingpos);
ThingColor = (thing->RenderStyle.Flags & STYLEF_ColorIsFixed) ? thing->fillcolor : 0xffffff;
ThingColor.a = 255;
RenderStyle = thing->RenderStyle;
// colormap stuff is a little more complicated here...
if (gl_fixedcolormap)
{
if ((gl_enhanced_nv_stealth > 0 && gl_fixedcolormap == CM_LITE) // Infrared powerup only
|| (gl_enhanced_nv_stealth == 2 && gl_fixedcolormap >= CM_TORCH)// Also torches
|| (gl_enhanced_nv_stealth == 3)) // Any fixed colormap
enhancedvision=true;
Colormap.Clear();
if (gl_fixedcolormap==CM_LITE)
{
if (gl_enhanced_nightvision &&
(thing->IsKindOf(RUNTIME_CLASS(AInventory)) || thing->flags3&MF3_ISMONSTER || thing->flags&MF_MISSILE || thing->flags&MF_CORPSE))
{
RenderStyle.Flags |= STYLEF_InvertSource;
}
}
}
else
{
Colormap=rendersector->ColorMap;
if (fullbright)
{
if (rendersector == &sectors[rendersector->sectornum] || in_area != area_below)
// under water areas keep their color for fullbright objects
{
// Only make the light white but keep everything else (fog, desaturation and Boom colormap.)
Colormap.LightColor.r=
Colormap.LightColor.g=
Colormap.LightColor.b=0xff;
}
else
{
Colormap.LightColor.r = (3*Colormap.LightColor.r + 0xff)/4;
Colormap.LightColor.g = (3*Colormap.LightColor.g + 0xff)/4;
Colormap.LightColor.b = (3*Colormap.LightColor.b + 0xff)/4;
}
}
else if (glset.nocoloredspritelighting)
{
Colormap.Decolorize();
}
}
translation=thing->Translation;
OverrideShader = -1;
trans = thing->Alpha;
hw_styleflags = STYLEHW_Normal;
if (RenderStyle.BlendOp >= STYLEOP_Fuzz && RenderStyle.BlendOp <= STYLEOP_FuzzOrRevSub)
{
RenderStyle.CheckFuzz();
if (RenderStyle.BlendOp == STYLEOP_Fuzz)
{
if (gl_fuzztype != 0 && !gl.legacyMode)
{
// Todo: implement shader selection here
RenderStyle = LegacyRenderStyles[STYLE_Translucent];
OverrideShader = gl_fuzztype + 4;
trans = 0.99f; // trans may not be 1 here
hw_styleflags = STYLEHW_NoAlphaTest;
}
else
{
RenderStyle.BlendOp = STYLEOP_Shadow;
}
}
}
if (RenderStyle.Flags & STYLEF_TransSoulsAlpha)
{
trans = transsouls;
}
else if (RenderStyle.Flags & STYLEF_Alpha1)
{
trans = 1.f;
}
if (trans >= 1.f-FLT_EPSILON && RenderStyle.BlendOp != STYLEOP_Shadow && (
(RenderStyle.SrcAlpha == STYLEALPHA_One && RenderStyle.DestAlpha == STYLEALPHA_Zero) ||
(RenderStyle.SrcAlpha == STYLEALPHA_Src && RenderStyle.DestAlpha == STYLEALPHA_InvSrc)
))
{
// This is a non-translucent sprite (i.e. STYLE_Normal or equivalent)
trans=1.f;
if (!gl_sprite_blend || modelframe || (thing->renderflags & (RF_FLATSPRITE|RF_WALLSPRITE)) || gl_billboard_faces_camera)
{
RenderStyle.SrcAlpha = STYLEALPHA_One;
RenderStyle.DestAlpha = STYLEALPHA_Zero;
hw_styleflags = STYLEHW_Solid;
}
else
{
RenderStyle.SrcAlpha = STYLEALPHA_Src;
RenderStyle.DestAlpha = STYLEALPHA_InvSrc;
}
}
if ((gltexture && gltexture->GetTransparent()) || (RenderStyle.Flags & STYLEF_RedIsAlpha))
{
if (hw_styleflags == STYLEHW_Solid)
{
RenderStyle.SrcAlpha = STYLEALPHA_Src;
RenderStyle.DestAlpha = STYLEALPHA_InvSrc;
}
hw_styleflags = STYLEHW_NoAlphaTest;
}
if (enhancedvision && gl_enhanced_nightvision)
{
if (RenderStyle.BlendOp == STYLEOP_Shadow)
{
// enhanced vision makes them more visible!
trans=0.5f;
FRenderStyle rs = RenderStyle;
RenderStyle = STYLE_Translucent;
RenderStyle.Flags = rs.Flags; // Flags must be preserved, at this point it can only be STYLEF_InvertSource
}
else if (thing->flags & MF_STEALTH)
{
// enhanced vision overcomes stealth!
if (trans < 0.5f) trans = 0.5f;
}
}
if (trans==0.0f) return;
// end of light calculation
actor=thing;
index = GLRenderer->gl_spriteindex++;
particle=NULL;
const bool drawWithXYBillboard = ( !(actor->renderflags & RF_FORCEYBILLBOARD)
&& (actor->renderflags & RF_SPRITETYPEMASK) == RF_FACESPRITE
&& players[consoleplayer].camera
&& (gl_billboard_mode == 1 || actor->renderflags & RF_FORCEXYBILLBOARD ) );
// no light splitting when:
// 1. no lightlist
// 2. any fixed colormap
// 3. any bright object
// 4. any with render style shadow (which doesn't use the sector light)
// 5. anything with render style reverse subtract (light effect is not what would be desired here)
if (thing->Sector->e->XFloor.lightlist.Size() != 0 && gl_fixedcolormap == CM_DEFAULT && !fullbright &&
RenderStyle.BlendOp != STYLEOP_Shadow && RenderStyle.BlendOp != STYLEOP_RevSub)
{
if (gl.flags & RFL_NO_CLIP_PLANES) // on old hardware we are rather limited...
{
lightlist = NULL;
if (!drawWithXYBillboard && !modelframe)
{
SplitSprite(thing->Sector, hw_styleflags != STYLEHW_Solid);
}
}
else
{
lightlist = &thing->Sector->e->XFloor.lightlist;
}
}
else
{
lightlist = NULL;
}
PutSprite(hw_styleflags != STYLEHW_Solid);
rendered_sprites++;
}
//==========================================================================
//
//
//
//==========================================================================
void GLSprite::ProcessParticle (particle_t *particle, sector_t *sector)//, int shade, int fakeside)
{
if (GLRenderer->mClipPortal)
{
int clipres = GLRenderer->mClipPortal->ClipPoint(particle->Pos);
if (clipres == GLPortal::PClip_InFront) return;
}
player_t *player=&players[consoleplayer];
if (particle->trans==0) return;
lightlevel = gl_ClampLight(sector->GetTexture(sector_t::ceiling) == skyflatnum ?
sector->GetCeilingLight() : sector->GetFloorLight());
foglevel = (BYTE)clamp<short>(sector->lightlevel, 0, 255);
if (gl_fixedcolormap)
{
Colormap.Clear();
}
else if (!particle->bright)
{
TArray<lightlist_t> & lightlist=sector->e->XFloor.lightlist;
double lightbottom;
Colormap = sector->ColorMap;
for(unsigned int i=0;i<lightlist.Size();i++)
{
if (i<lightlist.Size()-1) lightbottom = lightlist[i+1].plane.ZatPoint(particle->Pos);
else lightbottom = sector->floorplane.ZatPoint(particle->Pos);
if (lightbottom < particle->Pos.Z)
{
lightlevel = gl_ClampLight(*lightlist[i].p_lightlevel);
Colormap.LightColor = (lightlist[i].extra_colormap)->Color;
break;
}
}
if (glset.nocoloredspritelighting)
{
Colormap.Decolorize(); // ZDoom never applies colored light to particles.
}
}
else
{
lightlevel = 255;
Colormap = sector->ColorMap;
Colormap.ClearColor();
}
trans=particle->trans/255.0f;
RenderStyle = STYLE_Translucent;
OverrideShader = 0;
ThingColor = particle->color;
ThingColor.a = 255;
modelframe=NULL;
gltexture=NULL;
topclip = LARGE_VALUE;
bottomclip = -LARGE_VALUE;
// [BB] Load the texture for round or smooth particles
if (gl_particles_style)
{
FTexture *lump = NULL;
if (gl_particles_style == 1)
{
lump = GLRenderer->glpart2;
}
else if (gl_particles_style == 2)
{
lump = GLRenderer->glpart;
}
if (lump != NULL)
{
gltexture = FMaterial::ValidateTexture(lump, true);
translation = 0;
ul = gltexture->GetUL();
ur = gltexture->GetUR();
vt = gltexture->GetVT();
vb = gltexture->GetVB();
FloatRect r;
gltexture->GetSpriteRect(&r);
}
}
x = particle->Pos.X;
y = particle->Pos.Y;
z = particle->Pos.Z;
float scalefac=particle->size/4.0f;
// [BB] The smooth particles are smaller than the other ones. Compensate for this here.
if (gl_particles_style==2)
scalefac *= 1.7;
float viewvecX = GLRenderer->mViewVector.X;
float viewvecY = GLRenderer->mViewVector.Y;
x1=x+viewvecY*scalefac;
x2=x-viewvecY*scalefac;
y1=y-viewvecX*scalefac;
y2=y+viewvecX*scalefac;
z1=z-scalefac;
z2=z+scalefac;
depth = FloatToFixed((x - ViewPos.X) * ViewTanCos + (y - ViewPos.Y) * ViewTanSin);
actor=NULL;
this->particle=particle;
fullbright = !!particle->bright;
// [BB] Translucent particles have to be rendered without the alpha test.
if (gl_particles_style != 2 && trans>=1.0f-FLT_EPSILON) hw_styleflags = STYLEHW_Solid;
else hw_styleflags = STYLEHW_NoAlphaTest;
if (sector->e->XFloor.lightlist.Size() != 0 && gl_fixedcolormap == CM_DEFAULT && !fullbright)
lightlist = &sector->e->XFloor.lightlist;
else
lightlist = NULL;
PutSprite(hw_styleflags != STYLEHW_Solid);
rendered_sprites++;
}
//==========================================================================
//
//
//
//==========================================================================
void gl_RenderActorsInPortal(FGLLinePortal *glport)
{
TMap<AActor*, bool> processcheck;
if (glport->validcount == validcount) return; // only process once per frame
glport->validcount = validcount;
for (auto port : glport->lines)
{
line_t *line = port->mOrigin;
if (line->isLinePortal()) // only crossable ones
{
FLinePortal *port2 = port->mDestination->getPortal();
// process only if the other side links back to this one.
if (port2 != nullptr && port->mDestination == port2->mOrigin && port->mOrigin == port2->mDestination)
{
for (portnode_t *node = port->render_thinglist; node != nullptr; node = node->m_snext)
{
AActor *th = node->m_thing;
// process each actor only once per portal.
bool *check = processcheck.CheckKey(th);
if (check && *check) continue;
processcheck[th] = true;
DAngle savedangle = th->Angles.Yaw;
DVector3 savedpos = th->Pos();
DVector3 newpos = savedpos;
sector_t fakesector;
P_TranslatePortalXY(line, newpos.X, newpos.Y);
P_TranslatePortalZ(line, newpos.Z);
P_TranslatePortalAngle(line, th->Angles.Yaw);
th->SetXYZ(newpos);
th->Prev += newpos - savedpos;
GLSprite spr;
spr.Process(th, gl_FakeFlat(th->Sector, &fakesector, false), 2);
th->Angles.Yaw = savedangle;
th->SetXYZ(savedpos);
th->Prev -= newpos - savedpos;
}
}
}
}
}