2013-06-23 07:49:34 +00:00
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/*
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** gl_weapon.cpp
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** Weapon sprite drawing
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**
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**---------------------------------------------------------------------------
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** Copyright 2002-2005 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
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** covered by the terms of the GNU Lesser General Public License as published
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** by the Free Software Foundation; either version 2.1 of the License, or (at
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** your option) any later version.
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** 5. Full disclosure of the entire project's source code, except for third
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** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "gl/system/gl_system.h"
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#include "sbar.h"
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#include "r_utility.h"
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#include "v_video.h"
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#include "doomstat.h"
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#include "d_player.h"
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#include "g_level.h"
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2013-09-03 16:29:39 +00:00
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#include "gl/system/gl_interface.h"
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2013-06-23 07:49:34 +00:00
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#include "gl/system/gl_cvars.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_lightdata.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/data/gl_data.h"
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2014-05-12 20:24:26 +00:00
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#include "gl/data/gl_vertexbuffer.h"
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2013-06-23 07:49:34 +00:00
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#include "gl/dynlights/gl_glow.h"
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#include "gl/scene/gl_drawinfo.h"
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#include "gl/models/gl_models.h"
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#include "gl/shaders/gl_shader.h"
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#include "gl/textures/gl_material.h"
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EXTERN_CVAR (Bool, r_drawplayersprites)
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EXTERN_CVAR(Float, transsouls)
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EXTERN_CVAR (Bool, st_scale)
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EXTERN_CVAR(Int, gl_fuzztype)
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2014-09-21 09:08:38 +00:00
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EXTERN_CVAR (Bool, r_deathcamera)
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2013-06-23 07:49:34 +00:00
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//==========================================================================
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//
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// R_DrawPSprite
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//
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//==========================================================================
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2016-03-21 01:57:02 +00:00
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void FGLRenderer::DrawPSprite (player_t * player,pspdef_t *psp, float sx, float sy, bool hudModelStep, int OverrideShader, bool alphatexture)
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2013-06-23 07:49:34 +00:00
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{
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float fU1,fV1;
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float fU2,fV2;
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2015-04-04 15:50:22 +00:00
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float tx;
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float x1,y1,x2,y2;
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2013-06-23 07:49:34 +00:00
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float scale;
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2015-04-04 15:50:22 +00:00
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float scalex;
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2015-04-04 10:35:10 +00:00
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float ftexturemid;
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2016-03-04 10:47:15 +00:00
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// 4:3 16:9 16:10 17:10 5:4 17:10 21:9
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static float xratio[] = {1.f, 3.f/4, 5.f/6, 40.f/51, 1.f, 40.f/51, 4.f/7};
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2013-06-23 07:49:34 +00:00
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// [BB] In the HUD model step we just render the model and break out.
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if ( hudModelStep )
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{
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2014-05-11 19:47:54 +00:00
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gl_RenderHUDModel( psp, sx, sy);
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2013-06-23 07:49:34 +00:00
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return;
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}
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// decide which patch to use
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bool mirror;
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FTextureID lump = gl_GetSpriteFrame(psp->sprite, psp->frame, 0, 0, &mirror);
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if (!lump.isValid()) return;
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2014-08-22 21:50:38 +00:00
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FMaterial * tex = FMaterial::ValidateTexture(lump, true, false);
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2013-06-23 07:49:34 +00:00
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if (!tex) return;
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2014-09-09 10:00:42 +00:00
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gl_RenderState.SetMaterial(tex, CLAMP_XY_NOMIP, 0, OverrideShader, alphatexture);
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2013-06-23 07:49:34 +00:00
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2015-04-04 15:50:22 +00:00
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float vw = (float)viewwidth;
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float vh = (float)viewheight;
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FloatRect r;
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tex->GetSpriteRect(&r);
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2013-06-23 07:49:34 +00:00
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// calculate edges of the shape
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scalex = xratio[WidescreenRatio] * vw / 320;
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2016-03-21 01:57:02 +00:00
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tx = sx - (160 - r.left);
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2015-04-04 15:50:22 +00:00
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x1 = tx * scalex + vw/2;
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2013-06-23 07:49:34 +00:00
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if (x1 > vw) return; // off the right side
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2015-04-04 15:50:22 +00:00
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x1 += viewwindowx;
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2013-06-23 07:49:34 +00:00
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2015-04-04 15:50:22 +00:00
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tx += r.width;
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x2 = tx * scalex + vw / 2;
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2013-06-23 07:49:34 +00:00
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if (x2 < 0) return; // off the left side
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2015-04-04 15:50:22 +00:00
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x2 += viewwindowx;
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2013-06-23 07:49:34 +00:00
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// killough 12/98: fix psprite positioning problem
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2016-03-21 01:57:02 +00:00
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ftexturemid = 100.f - sy - r.top;
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2013-06-23 07:49:34 +00:00
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AWeapon * wi=player->ReadyWeapon;
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2016-03-24 11:47:08 +00:00
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if (wi && wi->YAdjust != 0)
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2013-06-23 07:49:34 +00:00
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{
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2016-03-24 11:47:08 +00:00
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float fYAd = wi->YAdjust;
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2015-04-04 15:50:22 +00:00
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if (screenblocks >= 11)
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2013-06-23 07:49:34 +00:00
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{
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2015-04-04 10:35:10 +00:00
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ftexturemid -= fYAd;
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2013-06-23 07:49:34 +00:00
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}
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else if (!st_scale)
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{
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2016-03-24 11:47:08 +00:00
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ftexturemid -= StatusBar->GetDisplacement () * fYAd;
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2013-06-23 07:49:34 +00:00
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}
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}
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2015-04-04 15:50:22 +00:00
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scale = (SCREENHEIGHT*vw) / (SCREENWIDTH * 200.0f);
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y1 = viewwindowy + vh / 2 - (ftexturemid * scale);
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y2 = y1 + (r.height * scale) + 1;
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2013-06-23 07:49:34 +00:00
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if (!mirror)
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{
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2015-04-04 15:50:22 +00:00
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fU1=tex->GetSpriteUL();
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fV1=tex->GetSpriteVT();
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fU2=tex->GetSpriteUR();
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fV2=tex->GetSpriteVB();
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2013-06-23 07:49:34 +00:00
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}
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else
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{
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2015-04-04 15:50:22 +00:00
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fU2=tex->GetSpriteUL();
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fV1=tex->GetSpriteVT();
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fU1=tex->GetSpriteUR();
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fV2=tex->GetSpriteVB();
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2013-06-23 07:49:34 +00:00
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}
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2014-08-22 21:50:38 +00:00
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if (tex->GetTransparent() || OverrideShader != -1)
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2013-06-23 07:49:34 +00:00
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{
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2014-07-14 19:14:43 +00:00
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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2013-06-23 07:49:34 +00:00
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}
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gl_RenderState.Apply();
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2014-06-14 23:14:41 +00:00
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FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
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ptr->Set(x1, y1, 0, fU1, fV1);
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ptr++;
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ptr->Set(x1, y2, 0, fU1, fV2);
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ptr++;
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ptr->Set(x2, y1, 0, fU2, fV1);
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ptr++;
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ptr->Set(x2, y2, 0, fU2, fV2);
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ptr++;
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GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
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2014-07-14 19:14:43 +00:00
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.5f);
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2013-06-23 07:49:34 +00:00
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}
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//==========================================================================
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//
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// R_DrawPlayerSprites
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//
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//==========================================================================
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EXTERN_CVAR(Bool, gl_brightfog)
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void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
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{
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bool statebright[2] = {false, false};
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unsigned int i;
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pspdef_t *psp;
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int lightlevel=0;
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2016-03-21 01:57:02 +00:00
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float ofsx, ofsy;
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2013-06-23 07:49:34 +00:00
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FColormap cm;
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sector_t * fakesec, fs;
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AActor * playermo=players[consoleplayer].camera;
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player_t * player=playermo->player;
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2013-11-30 12:01:48 +00:00
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// this is the same as the software renderer
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if (!player ||
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!r_drawplayersprites ||
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!camera->player ||
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2014-09-21 09:08:38 +00:00
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(player->cheats & CF_CHASECAM) ||
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(r_deathcamera && camera->health <= 0))
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2013-11-30 12:01:48 +00:00
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return;
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2016-03-24 12:38:37 +00:00
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P_BobWeapon (player, &player->psprites[ps_weapon], &ofsx, &ofsy);
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2013-06-23 07:49:34 +00:00
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// check for fullbright
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if (player->fixedcolormap==NOFIXEDCOLORMAP)
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{
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2014-05-11 19:47:54 +00:00
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for (i = 0, psp = player->psprites; i <= ps_flash; i++, psp++)
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{
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2013-06-23 07:49:34 +00:00
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if (psp->state != NULL)
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{
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bool disablefullbright = false;
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FTextureID lump = gl_GetSpriteFrame(psp->sprite, psp->frame, 0, 0, NULL);
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2014-06-21 13:50:32 +00:00
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if (lump.isValid())
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2013-06-23 07:49:34 +00:00
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{
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2014-08-22 21:50:38 +00:00
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FMaterial * tex=FMaterial::ValidateTexture(lump, false, false);
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2013-06-23 07:49:34 +00:00
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if (tex)
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2014-10-26 07:41:52 +00:00
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disablefullbright = tex->tex->gl_info.bDisableFullbright;
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2013-06-23 07:49:34 +00:00
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}
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statebright[i] = !!psp->state->GetFullbright() && !disablefullbright;
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}
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2014-05-11 19:47:54 +00:00
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}
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2013-06-23 07:49:34 +00:00
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}
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if (gl_fixedcolormap)
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{
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lightlevel=255;
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2014-05-11 20:57:42 +00:00
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cm.Clear();
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2013-06-23 07:49:34 +00:00
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statebright[0] = statebright[1] = true;
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fakesec = viewsector;
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}
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else
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{
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fakesec = gl_FakeFlat(viewsector, &fs, false);
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// calculate light level for weapon sprites
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lightlevel = gl_ClampLight(fakesec->lightlevel);
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if (glset.lightmode == 8)
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{
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lightlevel = gl_CalcLightLevel(lightlevel, getExtraLight(), true);
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// Korshun: the way based on max possible light level for sector like in software renderer.
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float min_L = 36.0/31.0 - ((lightlevel/255.0) * (63.0/31.0)); // Lightlevel in range 0-63
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if (min_L < 0)
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min_L = 0;
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else if (min_L > 1.0)
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min_L = 1.0;
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lightlevel = (1.0 - min_L) * 255;
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}
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2016-03-31 19:42:27 +00:00
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lightlevel = gl_CheckSpriteGlow(viewsector, lightlevel, playermo->Pos());
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2013-06-23 07:49:34 +00:00
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// calculate colormap for weapon sprites
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if (viewsector->e->XFloor.ffloors.Size() && !glset.nocoloredspritelighting)
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{
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TArray<lightlist_t> & lightlist = viewsector->e->XFloor.lightlist;
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for(i=0;i<lightlist.Size();i++)
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{
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2016-04-02 21:17:16 +00:00
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double lightbottom;
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2013-06-23 07:49:34 +00:00
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if (i<lightlist.Size()-1)
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{
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2016-04-02 21:17:16 +00:00
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lightbottom=lightlist[i+1].plane.ZatPoint(ViewPos);
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2013-06-23 07:49:34 +00:00
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}
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else
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{
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2016-04-02 21:17:16 +00:00
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lightbottom=viewsector->floorplane.ZatPoint(ViewPos);
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2013-06-23 07:49:34 +00:00
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}
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if (lightbottom<player->viewz)
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{
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cm = lightlist[i].extra_colormap;
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lightlevel = *lightlist[i].p_lightlevel;
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break;
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}
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}
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}
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else
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{
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cm=fakesec->ColorMap;
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if (glset.nocoloredspritelighting) cm.ClearColor();
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}
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}
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2014-12-31 22:01:06 +00:00
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// Korshun: fullbright fog in opengl, render weapon sprites fullbright (but don't cancel out the light color!)
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2013-06-23 07:49:34 +00:00
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if (glset.brightfog && ((level.flags&LEVEL_HASFADETABLE) || cm.FadeColor != 0))
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{
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lightlevel = 255;
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}
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2014-05-11 14:49:17 +00:00
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PalEntry ThingColor = (playermo->RenderStyle.Flags & STYLEF_ColorIsFixed) ? playermo->fillcolor : 0xffffff;
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2014-05-12 12:45:41 +00:00
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ThingColor.a = 255;
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2014-05-11 14:49:17 +00:00
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2013-06-23 07:49:34 +00:00
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visstyle_t vis;
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vis.RenderStyle=playermo->RenderStyle;
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2016-03-22 22:19:21 +00:00
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vis.Alpha=playermo->Alpha;
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2013-06-23 07:49:34 +00:00
|
|
|
vis.colormap = NULL;
|
|
|
|
if (playermo->Inventory)
|
|
|
|
{
|
|
|
|
playermo->Inventory->AlterWeaponSprite(&vis);
|
|
|
|
if (vis.colormap >= SpecialColormaps[0].Colormap &&
|
|
|
|
vis.colormap < SpecialColormaps[SpecialColormaps.Size()].Colormap &&
|
2014-05-11 20:57:42 +00:00
|
|
|
gl_fixedcolormap == CM_DEFAULT)
|
2013-06-23 07:49:34 +00:00
|
|
|
{
|
2014-05-11 19:47:54 +00:00
|
|
|
// this only happens for Strife's inverted weapon sprite
|
|
|
|
vis.RenderStyle.Flags |= STYLEF_InvertSource;
|
2013-06-23 07:49:34 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Set the render parameters
|
|
|
|
|
2014-08-22 21:50:38 +00:00
|
|
|
int OverrideShader = -1;
|
2013-06-23 07:49:34 +00:00
|
|
|
float trans = 0.f;
|
|
|
|
if (vis.RenderStyle.BlendOp >= STYLEOP_Fuzz && vis.RenderStyle.BlendOp <= STYLEOP_FuzzOrRevSub)
|
|
|
|
{
|
|
|
|
vis.RenderStyle.CheckFuzz();
|
|
|
|
if (vis.RenderStyle.BlendOp == STYLEOP_Fuzz)
|
|
|
|
{
|
2014-06-21 13:50:32 +00:00
|
|
|
if (gl_fuzztype != 0)
|
2013-06-23 07:49:34 +00:00
|
|
|
{
|
|
|
|
// Todo: implement shader selection here
|
|
|
|
vis.RenderStyle = LegacyRenderStyles[STYLE_Translucent];
|
|
|
|
OverrideShader = gl_fuzztype + 4;
|
|
|
|
trans = 0.99f; // trans may not be 1 here
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
vis.RenderStyle.BlendOp = STYLEOP_Shadow;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
statebright[0] = statebright[1] = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
gl_SetRenderStyle(vis.RenderStyle, false, false);
|
|
|
|
|
|
|
|
if (vis.RenderStyle.Flags & STYLEF_TransSoulsAlpha)
|
|
|
|
{
|
|
|
|
trans = transsouls;
|
|
|
|
}
|
|
|
|
else if (vis.RenderStyle.Flags & STYLEF_Alpha1)
|
|
|
|
{
|
|
|
|
trans = 1.f;
|
|
|
|
}
|
|
|
|
else if (trans == 0.f)
|
|
|
|
{
|
2016-03-22 22:19:21 +00:00
|
|
|
trans = vis.Alpha;
|
2013-06-23 07:49:34 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// now draw the different layers of the weapon
|
|
|
|
gl_RenderState.EnableBrightmap(true);
|
2014-05-11 14:49:17 +00:00
|
|
|
gl_RenderState.SetObjectColor(ThingColor);
|
2013-06-23 07:49:34 +00:00
|
|
|
if (statebright[0] || statebright[1])
|
|
|
|
{
|
|
|
|
// brighten the weapon to reduce the difference between
|
|
|
|
// normal sprite and fullbright flash.
|
|
|
|
if (glset.lightmode != 8) lightlevel = (2*lightlevel+255)/3;
|
|
|
|
}
|
|
|
|
|
|
|
|
// hack alert! Rather than changing everything in the underlying lighting code let's just temporarily change
|
|
|
|
// light mode here to draw the weapon sprite.
|
|
|
|
int oldlightmode = glset.lightmode;
|
|
|
|
if (glset.lightmode == 8) glset.lightmode = 2;
|
|
|
|
|
|
|
|
for (i=0, psp=player->psprites; i<=ps_flash; i++,psp++)
|
|
|
|
{
|
|
|
|
if (psp->state)
|
|
|
|
{
|
|
|
|
FColormap cmc = cm;
|
|
|
|
if (statebright[i])
|
|
|
|
{
|
|
|
|
if (fakesec == viewsector || in_area != area_below)
|
|
|
|
{
|
|
|
|
cmc.LightColor.r=
|
|
|
|
cmc.LightColor.g=
|
|
|
|
cmc.LightColor.b=0xff;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2014-05-11 14:49:17 +00:00
|
|
|
// under water areas keep most of their color for fullbright objects
|
|
|
|
cmc.LightColor.r = (3 * cmc.LightColor.r + 0xff) / 4;
|
2013-06-23 07:49:34 +00:00
|
|
|
cmc.LightColor.g = (3*cmc.LightColor.g + 0xff)/4;
|
|
|
|
cmc.LightColor.b = (3*cmc.LightColor.b + 0xff)/4;
|
|
|
|
}
|
|
|
|
}
|
2014-05-11 19:47:54 +00:00
|
|
|
// set the lighting parameters
|
|
|
|
if (vis.RenderStyle.BlendOp == STYLEOP_Shadow)
|
|
|
|
{
|
2014-05-11 20:57:42 +00:00
|
|
|
gl_RenderState.SetColor(0.2f, 0.2f, 0.2f, 0.33f, cmc.desaturation);
|
2014-05-11 19:47:54 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2014-10-06 08:00:02 +00:00
|
|
|
if (gl_lights && GLRenderer->mLightCount && !gl_fixedcolormap && gl_light_sprites)
|
2014-10-06 07:05:42 +00:00
|
|
|
{
|
|
|
|
gl_SetDynSpriteLight(playermo, NULL);
|
|
|
|
}
|
2014-05-11 22:13:19 +00:00
|
|
|
gl_SetColor(statebright[i] ? 255 : lightlevel, 0, cmc, trans, true);
|
2014-05-11 19:47:54 +00:00
|
|
|
}
|
2014-05-11 21:56:53 +00:00
|
|
|
DrawPSprite(player, psp, psp->sx + ofsx, psp->sy + ofsy, hudModelStep, OverrideShader, !!(vis.RenderStyle.Flags & STYLEF_RedIsAlpha));
|
2013-06-23 07:49:34 +00:00
|
|
|
}
|
|
|
|
}
|
2014-05-11 14:49:17 +00:00
|
|
|
gl_RenderState.SetObjectColor(0xffffffff);
|
|
|
|
gl_RenderState.SetDynLight(0, 0, 0);
|
2013-06-23 07:49:34 +00:00
|
|
|
gl_RenderState.EnableBrightmap(false);
|
|
|
|
glset.lightmode = oldlightmode;
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// R_DrawPlayerSprites
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void FGLRenderer::DrawTargeterSprites()
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
pspdef_t *psp;
|
|
|
|
AActor * playermo=players[consoleplayer].camera;
|
|
|
|
player_t * player=playermo->player;
|
|
|
|
|
|
|
|
if(!player || playermo->renderflags&RF_INVISIBLE || !r_drawplayersprites ||
|
|
|
|
mViewActor!=playermo) return;
|
|
|
|
|
|
|
|
gl_RenderState.EnableBrightmap(false);
|
|
|
|
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
gl_RenderState.AlphaFunc(GL_GEQUAL,gl_mask_sprite_threshold);
|
|
|
|
gl_RenderState.BlendEquation(GL_FUNC_ADD);
|
2014-05-11 14:49:17 +00:00
|
|
|
gl_RenderState.ResetColor();
|
2013-06-23 07:49:34 +00:00
|
|
|
gl_RenderState.SetTextureMode(TM_MODULATE);
|
|
|
|
|
|
|
|
// The Targeter's sprites are always drawn normally.
|
|
|
|
for (i=ps_targetcenter, psp = &player->psprites[ps_targetcenter]; i<NUMPSPRITES; i++,psp++)
|
2014-05-11 21:56:53 +00:00
|
|
|
if (psp->state) DrawPSprite (player,psp,psp->sx, psp->sy, false, 0, false);
|
2013-06-23 07:49:34 +00:00
|
|
|
}
|