gzdoom-gles/src/swrenderer/things/r_decal.cpp
Christoph Oelckers 6d6196388e - made SPROFS a more usable feature.
This was originally invented to fix the sprite offsets for the hardware renderer.
Changed it so that it doesn't override the original offsets but acts as a second set.
A new CVAR has been added to allow controlling the behavior per renderer.
2018-03-31 10:37:46 +02:00

350 lines
10 KiB
C++

//-----------------------------------------------------------------------------
//
// Copyright 1993-1996 id Software
// Copyright 1999-2016 Randy Heit
// Copyright 2016 Magnus Norddahl
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU 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 General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//-----------------------------------------------------------------------------
#include <stdlib.h>
#include <stddef.h>
#include "templates.h"
#include "i_system.h"
#include "doomdef.h"
#include "doomstat.h"
#include "doomdata.h"
#include "p_lnspec.h"
#include "r_sky.h"
#include "v_video.h"
#include "m_swap.h"
#include "w_wad.h"
#include "stats.h"
#include "a_sharedglobal.h"
#include "d_net.h"
#include "g_level.h"
#include "swrenderer/scene/r_opaque_pass.h"
#include "r_decal.h"
#include "swrenderer/scene/r_3dfloors.h"
#include "swrenderer/drawers/r_draw.h"
#include "v_palette.h"
#include "r_data/colormaps.h"
#include "swrenderer/line/r_wallsetup.h"
#include "swrenderer/line/r_walldraw.h"
#include "swrenderer/segments/r_drawsegment.h"
#include "swrenderer/scene/r_portal.h"
#include "swrenderer/scene/r_scene.h"
#include "swrenderer/scene/r_light.h"
#include "swrenderer/things/r_wallsprite.h"
#include "swrenderer/viewport/r_viewport.h"
#include "swrenderer/viewport/r_spritedrawer.h"
#include "swrenderer/r_memory.h"
#include "swrenderer/r_renderthread.h"
EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
namespace swrenderer
{
void RenderDecal::RenderDecals(RenderThread *thread, side_t *sidedef, DrawSegment *draw_segment, int wallshade, float lightleft, float lightstep, seg_t *curline, const FWallCoords &wallC, bool foggy, FDynamicColormap *basecolormap, const short *walltop, const short *wallbottom, bool drawsegPass)
{
for (DBaseDecal *decal = sidedef->AttachedDecals; decal != NULL; decal = decal->WallNext)
{
Render(thread, sidedef, decal, draw_segment, wallshade, lightleft, lightstep, curline, wallC, foggy, basecolormap, walltop, wallbottom, drawsegPass);
}
}
void RenderDecal::Render(RenderThread *thread, side_t *wall, DBaseDecal *decal, DrawSegment *clipper, int wallshade, float lightleft, float lightstep, seg_t *curline, const FWallCoords &savecoord, bool foggy, FDynamicColormap *basecolormap, const short *walltop, const short *wallbottom, bool drawsegPass)
{
DVector2 decal_left, decal_right, decal_pos;
int x1, x2;
double yscale;
uint8_t flipx;
double zpos;
int needrepeat = 0;
sector_t *back;
bool calclighting;
bool rereadcolormap;
FDynamicColormap *usecolormap;
float light = 0;
const short *mfloorclip;
const short *mceilingclip;
if (decal->RenderFlags & RF_INVISIBLE || !viewactive || !decal->PicNum.isValid())
return;
// Determine actor z
zpos = decal->Z;
back = (curline->backsector != NULL) ? curline->backsector : curline->frontsector;
// for 3d-floor segments use the model sector as reference
sector_t *front;
if ((decal->RenderFlags&RF_CLIPMASK) == RF_CLIPMID) front = decal->Sector;
else front = curline->frontsector;
switch (decal->RenderFlags & RF_RELMASK)
{
default:
zpos = decal->Z;
break;
case RF_RELUPPER:
if (curline->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 (curline->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 (curline->linedef->flags & ML_DONTPEGBOTTOM)
{
zpos = decal->Z + front->GetPlaneTexZ(sector_t::floor);
}
else
{
zpos = decal->Z + front->GetPlaneTexZ(sector_t::ceiling);
}
}
FTexture *WallSpriteTile = TexMan(decal->PicNum, true);
flipx = (uint8_t)(decal->RenderFlags & RF_XFLIP);
if (WallSpriteTile == NULL || WallSpriteTile->UseType == ETextureType::Null)
{
return;
}
// Determine left and right edges of sprite. Since this sprite is bound
// to a wall, we use the wall's angle instead of the decal's. This is
// pretty much the same as what R_AddLine() does.
double edge_right = WallSpriteTile->GetWidth();
double edge_left = WallSpriteTile->GetLeftOffset(0); // decals should not use renderer-specific offsets.
edge_right = (edge_right - edge_left) * decal->ScaleX;
edge_left *= decal->ScaleX;
double dcx, dcy;
decal->GetXY(wall, dcx, dcy);
decal_pos = { dcx, dcy };
DVector2 angvec = (curline->v2->fPos() - curline->v1->fPos()).Unit();
float maskedScaleY;
decal_left = decal_pos - edge_left * angvec - thread->Viewport->viewpoint.Pos;
decal_right = decal_pos + edge_right * angvec - thread->Viewport->viewpoint.Pos;
CameraLight *cameraLight;
double texturemid;
FWallCoords WallC;
if (WallC.Init(thread, decal_left, decal_right, TOO_CLOSE_Z))
return;
x1 = WallC.sx1;
x2 = WallC.sx2;
if (x1 >= clipper->x2 || x2 <= clipper->x1)
return;
FWallTmapVals WallT;
WallT.InitFromWallCoords(thread, &WallC);
if (drawsegPass)
{
uint32_t clipMode = decal->RenderFlags & RF_CLIPMASK;
if (clipMode != RF_CLIPMID && clipMode != RF_CLIPFULL)
return;
// Clip decal to stay within the draw segment wall
mceilingclip = walltop;
mfloorclip = wallbottom;
// Rumor has it that if RT_CLIPMASK is specified then the decal should be clipped according
// to the full drawsegment visibility, as implemented in the remarked section below.
//
// This is problematic because not all 3d floors may have been drawn yet at this point. The
// code below might work ok for cases where there is only one 3d floor.
/*if (clipMode == RF_CLIPFULL)
{
mceilingclip = clipper->sprtopclip - clipper->x1;
mfloorclip = clipper->sprbottomclip - clipper->x1;
}*/
}
else
{
// Get the top and bottom clipping arrays
switch (decal->RenderFlags & RF_CLIPMASK)
{
default:
// keep GCC quiet.
return;
case RF_CLIPFULL:
if (curline->backsector == NULL)
{
mceilingclip = walltop;
mfloorclip = wallbottom;
}
else
{
mceilingclip = walltop;
mfloorclip = thread->OpaquePass->ceilingclip;
needrepeat = 1;
}
break;
case RF_CLIPUPPER:
mceilingclip = walltop;
mfloorclip = thread->OpaquePass->ceilingclip;
break;
case RF_CLIPMID:
return;
case RF_CLIPLOWER:
mceilingclip = thread->OpaquePass->floorclip;
mfloorclip = wallbottom;
break;
}
}
yscale = decal->ScaleY;
texturemid = WallSpriteTile->GetTopOffset(0) + (zpos - thread->Viewport->viewpoint.Pos.Z) / yscale;
// Clip sprite to drawseg
x1 = MAX<int>(clipper->x1, x1);
x2 = MIN<int>(clipper->x2, x2);
if (x1 >= x2)
{
return;
}
ProjectedWallTexcoords walltexcoords;
walltexcoords.Project(thread->Viewport.get(), WallSpriteTile->GetWidth(), x1, x2, WallT);
if (flipx)
{
int i;
int right = (WallSpriteTile->GetWidth() << FRACBITS) - 1;
for (i = x1; i < x2; i++)
{
walltexcoords.UPos[i] = right - walltexcoords.UPos[i];
}
}
// Prepare lighting
calclighting = false;
usecolormap = basecolormap;
rereadcolormap = true;
// Decals that are added to the scene must fade to black.
if (decal->RenderStyle == LegacyRenderStyles[STYLE_Add] && usecolormap->Fade != 0)
{
usecolormap = GetSpecialLights(usecolormap->Color, 0, usecolormap->Desaturate);
rereadcolormap = false;
}
light = lightleft + (x1 - savecoord.sx1) * lightstep;
cameraLight = CameraLight::Instance();
// Draw it
bool sprflipvert;
if (decal->RenderFlags & RF_YFLIP)
{
sprflipvert = true;
yscale = -yscale;
texturemid -= WallSpriteTile->GetHeight();
}
else
{
sprflipvert = false;
}
maskedScaleY = float(1 / yscale);
do
{
int x = x1;
SpriteDrawerArgs drawerargs;
if (cameraLight->FixedLightLevel() >= 0)
drawerargs.SetLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, cameraLight->FixedLightLevelShade());
else if (cameraLight->FixedColormap() != NULL)
drawerargs.SetLight(cameraLight->FixedColormap(), 0, 0);
else if (!foggy && (decal->RenderFlags & RF_FULLBRIGHT))
drawerargs.SetLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, 0);
else
calclighting = true;
bool visible = drawerargs.SetStyle(thread->Viewport.get(), decal->RenderStyle, (float)decal->Alpha, decal->Translation, decal->AlphaColor, basecolormap);
// R_SetPatchStyle can modify basecolormap.
if (rereadcolormap)
{
usecolormap = basecolormap;
}
if (visible)
{
thread->PrepareTexture(WallSpriteTile, decal->RenderStyle);
while (x < x2)
{
if (calclighting)
{ // calculate lighting
drawerargs.SetLight(usecolormap, light, wallshade);
}
DrawColumn(thread, drawerargs, x, WallSpriteTile, walltexcoords, texturemid, maskedScaleY, sprflipvert, mfloorclip, mceilingclip, decal->RenderStyle);
light += lightstep;
x++;
}
}
// If this sprite is RF_CLIPFULL on a two-sided line, needrepeat will
// be set 1 if we need to draw on the lower wall. In all other cases,
// needrepeat will be 0, and the while will fail.
mceilingclip = thread->OpaquePass->floorclip;
mfloorclip = wallbottom;
} while (needrepeat--);
}
void RenderDecal::DrawColumn(RenderThread *thread, SpriteDrawerArgs &drawerargs, int x, FTexture *WallSpriteTile, const ProjectedWallTexcoords &walltexcoords, double texturemid, float maskedScaleY, bool sprflipvert, const short *mfloorclip, const short *mceilingclip, FRenderStyle style)
{
auto viewport = thread->Viewport.get();
float iscale = walltexcoords.VStep[x] * maskedScaleY;
double spryscale = 1 / iscale;
double sprtopscreen;
if (sprflipvert)
sprtopscreen = viewport->CenterY + texturemid * spryscale;
else
sprtopscreen = viewport->CenterY - texturemid * spryscale;
drawerargs.DrawMaskedColumn(thread, x, FLOAT2FIXED(iscale), WallSpriteTile, walltexcoords.UPos[x], spryscale, sprtopscreen, sprflipvert, mfloorclip, mceilingclip, style);
}
}