gzdoom/src/r_utility.cpp

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// Rendering main loop and setup functions,
// utility functions (BSP, geometry, trigonometry).
// See tables.c, too.
//
//-----------------------------------------------------------------------------
// HEADER FILES ------------------------------------------------------------
#include <stdlib.h>
#include <math.h>
#include "templates.h"
#include "doomdef.h"
#include "d_net.h"
#include "doomstat.h"
#include "m_random.h"
#include "m_bbox.h"
#include "r_sky.h"
#include "st_stuff.h"
#include "c_cvars.h"
#include "c_dispatch.h"
#include "v_video.h"
#include "stats.h"
#include "i_video.h"
#include "i_system.h"
#include "a_sharedglobal.h"
#include "r_data/r_translate.h"
#include "p_3dmidtex.h"
#include "r_data/r_interpolate.h"
#include "v_palette.h"
#include "po_man.h"
#include "p_effect.h"
#include "st_start.h"
#include "v_font.h"
#include "r_renderer.h"
#include "r_data/colormaps.h"
#include "serializer.h"
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#include "r_utility.h"
#include "d_player.h"
#include "p_local.h"
#include "p_maputl.h"
#include "math/cmath.h"
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// EXTERNAL DATA DECLARATIONS ----------------------------------------------
extern bool DrawFSHUD; // [RH] Defined in d_main.cpp
EXTERN_CVAR (Bool, cl_capfps)
// TYPES -------------------------------------------------------------------
struct InterpolationViewer
{
struct instance
{
DVector3 Pos;
DRotator Angles;
};
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AActor *ViewActor;
int otic;
instance Old, New;
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};
// PRIVATE DATA DECLARATIONS -----------------------------------------------
static TArray<InterpolationViewer> PastViewers;
static FRandom pr_torchflicker ("TorchFlicker");
static FRandom pr_hom;
bool NoInterpolateView; // GL needs access to this.
static TArray<DVector3a> InterpolationPath;
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
CVAR (Bool, r_deathcamera, false, CVAR_ARCHIVE)
CVAR (Int, r_clearbuffer, 0, 0)
CVAR (Bool, r_drawvoxels, true, 0)
CVAR (Bool, r_drawplayersprites, true, 0) // [RH] Draw player sprites?
CUSTOM_CVAR(Float, r_quakeintensity, 1.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
{
if (self < 0.f) self = 0.f;
else if (self > 1.f) self = 1.f;
}
DCanvas *RenderTarget; // [RH] canvas to render to
int viewwindowx;
int viewwindowy;
DVector3 ViewPos;
DAngle ViewAngle;
DAngle ViewPitch;
DAngle ViewRoll;
DVector3 ViewPath[2];
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extern "C"
{
int viewwidth;
int viewheight;
int centerx;
int centery;
int centerxwide;
}
int otic;
sector_t *viewsector;
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double ViewCos, ViewTanCos;
double ViewSin, ViewTanSin;
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AActor *camera; // [RH] camera to draw from. doesn't have to be a player
double r_TicFracF; // same as floating point
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DWORD r_FrameTime; // [RH] Time this frame started drawing (in ms)
bool r_NoInterpolate;
bool r_showviewer;
angle_t LocalViewAngle;
int LocalViewPitch;
bool LocalKeyboardTurner;
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float WidescreenRatio;
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int setblocks;
int extralight;
bool setsizeneeded;
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double FocalTangent;
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unsigned int R_OldBlend = ~0;
int validcount = 1; // increment every time a check is made
DAngle FieldOfView = 90.; // Angles in the SCREENWIDTH wide window
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FCanvasTextureInfo *FCanvasTextureInfo::List;
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DVector3a view;
DAngle viewpitch;
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// CODE --------------------------------------------------------------------
static void R_Shutdown ();
//==========================================================================
//
// R_SetFOV
//
// Changes the field of view in degrees
//
//==========================================================================
void R_SetFOV (DAngle fov)
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{
if (fov < 5.) fov = 5.;
else if (fov > 170.) fov = 170.;
if (fov != FieldOfView)
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{
FieldOfView = fov;
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setsizeneeded = true;
}
}
//==========================================================================
//
// R_SetViewSize
//
// Do not really change anything here, because it might be in the middle
// of a refresh. The change will take effect next refresh.
//
//==========================================================================
void R_SetViewSize (int blocks)
{
setsizeneeded = true;
setblocks = blocks;
}
//==========================================================================
//
// R_SetWindow
//
//==========================================================================
void R_SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight, bool renderingToCanvas)
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{
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float trueratio;
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if (windowSize >= 11)
{
viewwidth = fullWidth;
freelookviewheight = viewheight = fullHeight;
}
else if (windowSize == 10)
{
viewwidth = fullWidth;
viewheight = stHeight;
freelookviewheight = fullHeight;
}
else
{
viewwidth = ((setblocks*fullWidth)/10) & (~15);
viewheight = ((setblocks*stHeight)/10)&~7;
freelookviewheight = ((setblocks*fullHeight)/10)&~7;
}
if (renderingToCanvas)
{
WidescreenRatio = fullWidth / (float)fullHeight;
trueratio = WidescreenRatio;
}
else
{
WidescreenRatio = ActiveRatio(fullWidth, fullHeight, &trueratio);
}
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DrawFSHUD = (windowSize == 11);
// [RH] Sky height fix for screens not 200 (or 240) pixels tall
R_InitSkyMap ();
centery = viewheight/2;
centerx = viewwidth/2;
if (AspectTallerThanWide(WidescreenRatio))
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{
centerxwide = centerx;
}
else
{
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centerxwide = centerx * AspectMultiplier(WidescreenRatio) / 48;
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}
DAngle fov = FieldOfView;
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// For widescreen displays, increase the FOV so that the middle part of the
// screen that would be visible on a 4:3 display has the requested FOV.
if (centerxwide != centerx)
{ // centerxwide is what centerx would be if the display was not widescreen
fov = DAngle::ToDegrees(2 * atan(centerx * tan(fov.Radians()/2) / double(centerxwide)));
if (fov > 170.) fov = 170.;
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}
FocalTangent = tan(fov.Radians() / 2);
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Renderer->SetWindow(windowSize, fullWidth, fullHeight, stHeight, trueratio);
}
//==========================================================================
//
// R_ExecuteSetViewSize
//
//==========================================================================
void R_ExecuteSetViewSize ()
{
setsizeneeded = false;
V_SetBorderNeedRefresh();
R_SetWindow (setblocks, SCREENWIDTH, SCREENHEIGHT, ST_Y);
// Handle resize, e.g. smaller view windows with border and/or status bar.
viewwindowx = (screen->GetWidth() - viewwidth) >> 1;
// Same with base row offset.
viewwindowy = (viewwidth == screen->GetWidth()) ? 0 : (ST_Y - viewheight) >> 1;
}
//==========================================================================
//
// CVAR screenblocks
//
// Selects the size of the visible window
//
//==========================================================================
CUSTOM_CVAR (Int, screenblocks, 10, CVAR_ARCHIVE)
{
if (self > 12)
self = 12;
else if (self < 3)
self = 3;
else
R_SetViewSize (self);
}
//==========================================================================
//
// R_PointInSubsector
//
//==========================================================================
subsector_t *R_PointInSubsector (fixed_t x, fixed_t y)
{
node_t *node;
int side;
// single subsector is a special case
if (numnodes == 0)
return subsectors;
node = nodes + numnodes - 1;
do
{
side = R_PointOnSide (x, y, node);
node = (node_t *)node->children[side];
}
while (!((size_t)node & 1));
return (subsector_t *)((BYTE *)node - 1);
}
//==========================================================================
//
// R_Init
//
//==========================================================================
void R_Init ()
{
atterm (R_Shutdown);
StartScreen->Progress();
V_InitFonts();
StartScreen->Progress();
// Colormap init moved back to InitPalette()
//R_InitColormaps ();
//StartScreen->Progress();
R_InitTranslationTables ();
R_SetViewSize (screenblocks);
Renderer->Init();
}
//==========================================================================
//
// R_Shutdown
//
//==========================================================================
static void R_Shutdown ()
{
R_DeinitTranslationTables();
R_DeinitColormaps ();
FCanvasTextureInfo::EmptyList();
}
//==========================================================================
//
// R_InterpolateView
//
//==========================================================================
//CVAR (Int, tf, 0, 0)
EXTERN_CVAR (Bool, cl_noprediction)
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void R_InterpolateView (player_t *player, double Frac, InterpolationViewer *iview)
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{
if (NoInterpolateView)
{
InterpolationPath.Clear();
NoInterpolateView = false;
iview->Old = iview->New;
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}
int oldgroup = R_PointInSubsector(iview->Old.Pos)->sector->PortalGroup;
int newgroup = R_PointInSubsector(iview->New.Pos)->sector->PortalGroup;
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DAngle oviewangle = iview->Old.Angles.Yaw;
DAngle nviewangle = iview->New.Angles.Yaw;
if (!cl_capfps)
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{
if ((iview->Old.Pos.X != iview->New.Pos.X || iview->Old.Pos.Y != iview->New.Pos.Y) && InterpolationPath.Size() > 0)
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{
DVector3 view = iview->New.Pos;
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// Interpolating through line portals is a messy affair.
// What needs be done is to store the portal transitions of the camera actor as waypoints
// and then find out on which part of the path the current view lies.
// Needless to say, this doesn't work for chasecam mode.
if (!r_showviewer)
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{
double pathlen = 0;
double zdiff = 0;
double totalzdiff = 0;
DAngle adiff = 0.;
DAngle totaladiff = 0.;
double oviewz = iview->Old.Pos.Z;
double nviewz = iview->New.Pos.Z;
DVector3a oldpos = { { iview->Old.Pos.X, iview->Old.Pos.Y, 0 }, 0. };
DVector3a newpos = { { iview->New.Pos.X, iview->New.Pos.Y, 0 }, 0. };
InterpolationPath.Push(newpos); // add this to the array to simplify the loops below
for (unsigned i = 0; i < InterpolationPath.Size(); i += 2)
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{
DVector3a &start = i == 0 ? oldpos : InterpolationPath[i - 1];
DVector3a &end = InterpolationPath[i];
pathlen += (end.pos - start.pos).Length();
totalzdiff += start.pos.Z;
totaladiff += start.angle;
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}
double interpolatedlen = Frac * pathlen;
for (unsigned i = 0; i < InterpolationPath.Size(); i += 2)
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{
DVector3a &start = i == 0 ? oldpos : InterpolationPath[i - 1];
DVector3a &end = InterpolationPath[i];
double fraglen = (end.pos - start.pos).Length();
zdiff += start.pos.Z;
adiff += start.angle;
if (fraglen <= interpolatedlen)
{
interpolatedlen -= fraglen;
}
else
{
double fragfrac = interpolatedlen / fraglen;
oviewz += zdiff;
nviewz -= totalzdiff - zdiff;
oviewangle += adiff;
nviewangle -= totaladiff - adiff;
DVector2 viewpos = start.pos + (fragfrac * (end.pos - start.pos));
ViewPos = { viewpos, oviewz + Frac * (nviewz - oviewz) };
break;
}
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}
InterpolationPath.Pop();
ViewPath[0] = iview->Old.Pos;
ViewPath[1] = ViewPath[0] + (InterpolationPath[0].pos - ViewPath[0]).XY().MakeResize(pathlen);
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}
}
else
{
DVector2 disp = Displacements.getOffset(oldgroup, newgroup);
ViewPos = iview->Old.Pos + (iview->New.Pos - iview->Old.Pos - disp) * Frac;
ViewPath[0] = ViewPath[1] = iview->New.Pos;
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}
}
else
{
ViewPos = iview->New.Pos;
ViewPath[0] = ViewPath[1] = iview->New.Pos;
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}
if (player != NULL &&
!(player->cheats & CF_INTERPVIEW) &&
player - players == consoleplayer &&
camera == player->mo &&
!demoplayback &&
iview->New.Pos.X == camera->X() &&
iview->New.Pos.Y == camera->Y() &&
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!(player->cheats & (CF_TOTALLYFROZEN|CF_FROZEN)) &&
player->playerstate == PST_LIVE &&
player->mo->reactiontime == 0 &&
!NoInterpolateView &&
!paused &&
(!netgame || !cl_noprediction) &&
!LocalKeyboardTurner)
{
ViewAngle = (nviewangle + AngleToFloat(LocalViewAngle & 0xFFFF0000)).Normalized180();
DAngle delta = player->centering ? DAngle(0.) : AngleToFloat(int(LocalViewPitch & 0xFFFF0000));
ViewPitch = clamp<DAngle>((iview->New.Angles.Pitch - delta).Normalized180(), player->MinPitch, player->MaxPitch);
ViewRoll = iview->New.Angles.Roll.Normalized180();
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}
else
{
ViewPitch = (iview->Old.Angles.Pitch + deltaangle(iview->Old.Angles.Pitch, iview->New.Angles.Pitch) * Frac).Normalized180();
ViewAngle = (oviewangle + deltaangle(oviewangle, nviewangle) * Frac).Normalized180();
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ViewRoll = (iview->Old.Angles.Roll + deltaangle(iview->Old.Angles.Roll, iview->New.Angles.Roll) * Frac).Normalized180();
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}
// Due to interpolation this is not necessarily the same as the sector the camera is in.
viewsector = R_PointInSubsector(ViewPos)->sector;
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bool moved = false;
while (!viewsector->PortalBlocksMovement(sector_t::ceiling))
{
if (ViewPos.Z > viewsector->GetPortalPlaneZ(sector_t::ceiling))
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{
ViewPos += viewsector->GetPortalDisplacement(sector_t::ceiling);
viewsector = R_PointInSubsector(ViewPos)->sector;
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moved = true;
}
else break;
}
if (!moved)
{
while (!viewsector->PortalBlocksMovement(sector_t::floor))
{
if (ViewPos.Z < viewsector->GetPortalPlaneZ(sector_t::floor))
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{
ViewPos += viewsector->GetPortalDisplacement(sector_t::floor);
viewsector = R_PointInSubsector(ViewPos)->sector;
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moved = true;
}
else break;
}
}
}
//==========================================================================
//
// R_ResetViewInterpolation
//
//==========================================================================
void R_ResetViewInterpolation ()
{
InterpolationPath.Clear();
NoInterpolateView = true;
}
//==========================================================================
//
// R_SetViewAngle
//
//==========================================================================
void R_SetViewAngle ()
{
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ViewSin = ViewAngle.Sin();
ViewCos = ViewAngle.Cos();
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ViewTanSin = FocalTangent * ViewSin;
ViewTanCos = FocalTangent * ViewCos;
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}
//==========================================================================
//
// FindPastViewer
//
//==========================================================================
static InterpolationViewer *FindPastViewer (AActor *actor)
{
for (unsigned int i = 0; i < PastViewers.Size(); ++i)
{
if (PastViewers[i].ViewActor == actor)
{
return &PastViewers[i];
}
}
// Not found, so make a new one
InterpolationViewer iview;
memset(&iview, 0, sizeof(iview));
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iview.ViewActor = actor;
iview.otic = -1;
InterpolationPath.Clear();
return &PastViewers[PastViewers.Push (iview)];
}
//==========================================================================
//
// R_FreePastViewers
//
//==========================================================================
void R_FreePastViewers ()
{
InterpolationPath.Clear();
PastViewers.Clear ();
}
//==========================================================================
//
// R_ClearPastViewer
//
// If the actor changed in a non-interpolatable way, remove it.
//
//==========================================================================
void R_ClearPastViewer (AActor *actor)
{
InterpolationPath.Clear();
for (unsigned int i = 0; i < PastViewers.Size(); ++i)
{
if (PastViewers[i].ViewActor == actor)
{
// Found it, so remove it.
if (i == PastViewers.Size())
{
PastViewers.Delete (i);
}
else
{
PastViewers.Pop (PastViewers[i]);
}
}
}
}
//==========================================================================
//
// R_RebuildViewInterpolation
//
//==========================================================================
void R_RebuildViewInterpolation(player_t *player)
{
if (player == NULL || player->camera == NULL)
return;
if (!NoInterpolateView)
return;
NoInterpolateView = false;
InterpolationViewer *iview = FindPastViewer(player->camera);
iview->Old = iview->New;
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InterpolationPath.Clear();
}
//==========================================================================
//
// R_GetViewInterpolationStatus
//
//==========================================================================
bool R_GetViewInterpolationStatus()
{
return NoInterpolateView;
}
//==========================================================================
//
// R_ClearInterpolationPath
//
//==========================================================================
void R_ClearInterpolationPath()
{
InterpolationPath.Clear();
}
//==========================================================================
//
// R_AddInterpolationPoint
//
//==========================================================================
void R_AddInterpolationPoint(const DVector3a &vec)
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{
InterpolationPath.Push(vec);
}
//==========================================================================
//
// QuakePower
//
//==========================================================================
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static double QuakePower(double factor, double intensity, double offset)
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{
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double randumb;
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if (intensity == 0)
{
randumb = 0;
}
else
{
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randumb = pr_torchflicker.GenRand_Real2() * (intensity * 2) - intensity;
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}
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return factor * (offset + randumb);
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}
//==========================================================================
//
// R_SetupFrame
//
//==========================================================================
void R_SetupFrame (AActor *actor)
{
if (actor == NULL)
{
I_Error ("Tried to render from a NULL actor.");
}
player_t *player = actor->player;
unsigned int newblend;
InterpolationViewer *iview;
bool unlinked = false;
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if (player != NULL && player->mo == actor)
{ // [RH] Use camera instead of viewplayer
camera = player->camera;
if (camera == NULL)
{
camera = player->camera = player->mo;
}
}
else
{
camera = actor;
}
if (camera == NULL)
{
I_Error ("You lost your body. Bad dehacked work is likely to blame.");
}
iview = FindPastViewer (camera);
int nowtic = I_GetTime (false);
if (iview->otic != -1 && nowtic > iview->otic)
{
iview->otic = nowtic;
iview->Old = iview->New;
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}
if (player != NULL && gamestate != GS_TITLELEVEL &&
((player->cheats & CF_CHASECAM) || (r_deathcamera && camera->health <= 0)))
{
sector_t *oldsector = R_PointInSubsector(iview->Old.Pos)->sector;
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// [RH] Use chasecam view
DVector3 campos;
DAngle camangle;
P_AimCamera (camera, campos, camangle, viewsector, unlinked); // fixme: This needs to translate the angle, too.
iview->New.Pos = campos;
iview->New.Angles.Yaw = camangle;
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r_showviewer = true;
// Interpolating this is a very complicated thing because nothing keeps track of the aim camera's movement, so whenever we detect a portal transition
// it's probably best to just reset the interpolation for this move.
// Note that this can still cause problems with unusually linked portals
if (viewsector->PortalGroup != oldsector->PortalGroup || (unlinked && ((iview->New.Pos.XY() - iview->Old.Pos.XY()).LengthSquared()) > 256*256))
{
iview->otic = nowtic;
iview->Old = iview->New;
r_NoInterpolate = true;
}
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}
else
{
iview->New.Pos = { camera->Pos().XY(), camera->player ? camera->player->viewz : camera->Z() + camera->GetCameraHeight() };
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viewsector = camera->Sector;
r_showviewer = false;
}
iview->New.Angles = camera->Angles;
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if (camera->player != 0)
{
player = camera->player;
}
if (iview->otic == -1 || r_NoInterpolate)
{
R_ResetViewInterpolation ();
iview->otic = nowtic;
}
r_TicFracF = I_GetTimeFrac (&r_FrameTime);
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if (cl_capfps || r_NoInterpolate)
{
r_TicFracF = 1.;
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}
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R_InterpolateView (player, r_TicFracF, iview);
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R_SetViewAngle ();
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interpolator.DoInterpolations (r_TicFracF);
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// Keep the view within the sector's floor and ceiling
if (viewsector->PortalBlocksMovement(sector_t::ceiling))
{
double theZ = viewsector->ceilingplane.ZatPoint(ViewPos) - 4;
if (ViewPos.Z > theZ)
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{
ViewPos.Z = theZ;
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}
}
if (viewsector->PortalBlocksMovement(sector_t::floor))
{
double theZ = viewsector->floorplane.ZatPoint(ViewPos) + 4;
if (ViewPos.Z < theZ)
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{
ViewPos.Z = theZ;
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}
}
if (!paused)
{
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FQuakeJiggers jiggers;
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memset(&jiggers, 0, sizeof(jiggers));
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if (DEarthquake::StaticGetQuakeIntensities(camera, jiggers) > 0)
{
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double quakefactor = r_quakeintensity;
DAngle an;
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if (jiggers.RollIntensity != 0 || jiggers.RollWave != 0)
{
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ViewRoll += QuakePower(quakefactor, jiggers.RollIntensity, jiggers.RollWave);
}
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if (jiggers.RelIntensity.X != 0 || jiggers.RelOffset.X != 0)
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{
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an = camera->Angles.Yaw;
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double power = QuakePower(quakefactor, jiggers.RelIntensity.X, jiggers.RelOffset.X);
ViewPos += an.ToVector(power);
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}
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if (jiggers.RelIntensity.Y != 0 || jiggers.RelOffset.Y != 0)
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{
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an = camera->Angles.Yaw + 90;
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double power = QuakePower(quakefactor, jiggers.RelIntensity.Y, jiggers.RelOffset.Y);
ViewPos += an.ToVector(power);
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}
// FIXME: Relative Z is not relative
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if (jiggers.RelIntensity.Z != 0 || jiggers.RelOffset.Z != 0)
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{
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ViewPos.Z += QuakePower(quakefactor, jiggers.RelIntensity.Z, jiggers.RelOffset.Z);
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}
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if (jiggers.Intensity.X != 0 || jiggers.Offset.X != 0)
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{
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ViewPos.X += QuakePower(quakefactor, jiggers.Intensity.X, jiggers.Offset.X);
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}
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if (jiggers.Intensity.Y != 0 || jiggers.Offset.Y != 0)
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{
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ViewPos.Y += QuakePower(quakefactor, jiggers.Intensity.Y, jiggers.Offset.Y);
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}
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if (jiggers.Intensity.Z != 0 || jiggers.Offset.Z != 0)
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{
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ViewPos.Z += QuakePower(quakefactor, jiggers.Intensity.Z, jiggers.Offset.Z);
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}
}
}
extralight = camera->player ? camera->player->extralight : 0;
// killough 3/20/98, 4/4/98: select colormap based on player status
// [RH] Can also select a blend
newblend = 0;
TArray<lightlist_t> &lightlist = viewsector->e->XFloor.lightlist;
if (lightlist.Size() > 0)
{
for(unsigned int i = 0; i < lightlist.Size(); i++)
{
secplane_t *plane;
int viewside;
plane = (i < lightlist.Size()-1) ? &lightlist[i+1].plane : &viewsector->floorplane;
viewside = plane->PointOnSide(ViewPos);
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// Reverse the direction of the test if the plane was downward facing.
// We want to know if the view is above it, whatever its orientation may be.
if (plane->fC() < 0)
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viewside = -viewside;
if (viewside > 0)
{
// 3d floor 'fog' is rendered as a blending value
PalEntry blendv = lightlist[i].blend;
// If no alpha is set, use 50%
if (blendv.a==0 && blendv!=0) blendv.a=128;
newblend = blendv.d;
break;
}
}
}
else
{
const sector_t *s = viewsector->GetHeightSec();
if (s != NULL)
{
newblend = s->floorplane.PointOnSide(ViewPos) < 0
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? s->bottommap
: s->ceilingplane.PointOnSide(ViewPos) < 0
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? s->topmap
: s->midmap;
if (APART(newblend) == 0 && newblend >= numfakecmaps)
newblend = 0;
}
}
// [RH] Don't override testblend unless entering a sector with a
// blend different from the previous sector's. Same goes with
// NormalLight's maps pointer.
if (R_OldBlend != newblend)
{
R_OldBlend = newblend;
if (APART(newblend))
{
BaseBlendR = RPART(newblend);
BaseBlendG = GPART(newblend);
BaseBlendB = BPART(newblend);
BaseBlendA = APART(newblend) / 255.f;
NormalLight.Maps = realcolormaps;
}
else
{
NormalLight.Maps = realcolormaps + NUMCOLORMAPS*256*newblend;
BaseBlendR = BaseBlendG = BaseBlendB = 0;
BaseBlendA = 0.f;
}
}
Renderer->CopyStackedViewParameters();
Renderer->SetupFrame(player);
validcount++;
if (RenderTarget == screen && r_clearbuffer != 0)
{
int color;
int hom = r_clearbuffer;
if (hom == 3)
{
hom = ((I_FPSTime() / 128) & 1) + 1;
}
if (hom == 1)
{
color = GPalette.BlackIndex;
}
else if (hom == 2)
{
color = GPalette.WhiteIndex;
}
else if (hom == 4)
{
color = (I_FPSTime() / 32) & 255;
}
else
{
color = pr_hom();
}
Renderer->ClearBuffer(color);
}
}
//==========================================================================
//
// FCanvasTextureInfo :: Add
//
// Assigns a camera to a canvas texture.
//
//==========================================================================
void FCanvasTextureInfo::Add (AActor *viewpoint, FTextureID picnum, int fov)
{
FCanvasTextureInfo *probe;
FCanvasTexture *texture;
if (!picnum.isValid())
{
return;
}
texture = static_cast<FCanvasTexture *>(TexMan[picnum]);
if (!texture->bHasCanvas)
{
Printf ("%s is not a valid target for a camera\n", texture->Name.GetChars());
return;
}
// Is this texture already assigned to a camera?
for (probe = List; probe != NULL; probe = probe->Next)
{
if (probe->Texture == texture)
{
// Yes, change its assignment to this new camera
if (probe->Viewpoint != viewpoint || probe->FOV != fov)
{
texture->bFirstUpdate = true;
}
probe->Viewpoint = viewpoint;
probe->FOV = fov;
return;
}
}
// No, create a new assignment
probe = new FCanvasTextureInfo;
probe->Viewpoint = viewpoint;
probe->Texture = texture;
probe->PicNum = picnum;
probe->FOV = fov;
probe->Next = List;
texture->bFirstUpdate = true;
List = probe;
}
//==========================================================================
//
// FCanvasTextureInfo :: UpdateAll
//
// Updates all canvas textures that were visible in the last frame.
//
//==========================================================================
void FCanvasTextureInfo::UpdateAll ()
{
FCanvasTextureInfo *probe;
for (probe = List; probe != NULL; probe = probe->Next)
{
if (probe->Viewpoint != NULL && probe->Texture->bNeedsUpdate)
{
Renderer->RenderTextureView(probe->Texture, probe->Viewpoint, probe->FOV);
}
}
}
//==========================================================================
//
// FCanvasTextureInfo :: EmptyList
//
// Removes all camera->texture assignments.
//
//==========================================================================
void FCanvasTextureInfo::EmptyList ()
{
FCanvasTextureInfo *probe, *next;
for (probe = List; probe != NULL; probe = next)
{
next = probe->Next;
probe->Texture->Unload();
delete probe;
}
List = NULL;
}
//==========================================================================
//
// FCanvasTextureInfo :: Serialize
//
// Reads or writes the current set of mappings in an archive.
//
//==========================================================================
void FCanvasTextureInfo::Serialize(FSerializer &arc)
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{
if (arc.isWriting())
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{
if (List != nullptr)
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{
if (arc.BeginArray("canvastextures"))
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{
FCanvasTextureInfo *probe;
for (probe = List; probe != nullptr; probe = probe->Next)
{
if (probe->Texture != nullptr && probe->Viewpoint != nullptr)
{
if (arc.BeginObject(nullptr))
{
arc("viewpoint", probe->Viewpoint)
("fov", probe->FOV)
("texture", probe->PicNum)
.EndObject();
}
}
}
arc.EndArray();
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}
}
}
else
{
if (arc.BeginArray("canvastextures"))
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{
AActor *viewpoint;
int fov;
FTextureID picnum;
while (arc.BeginObject(nullptr))
{
arc("viewpoint", viewpoint)
("fov", fov)
("texture", picnum)
.EndObject();
Add(viewpoint, picnum, fov);
}
arc.EndArray();
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}
}
}
//==========================================================================
//
// FCanvasTextureInfo :: Mark
//
// Marks all viewpoints in the list for the collector.
//
//==========================================================================
void FCanvasTextureInfo::Mark()
{
for (FCanvasTextureInfo *probe = List; probe != NULL; probe = probe->Next)
{
GC::Mark(probe->Viewpoint);
}
}
//==========================================================================
//
// CVAR transsouls
//
// How translucent things drawn with STYLE_SoulTrans are. Normally, only
// Lost Souls have this render style.
// Values less than 0.25 will automatically be set to
// 0.25 to ensure some degree of visibility. Likewise, values above 1.0 will
// be set to 1.0, because anything higher doesn't make sense.
//
//==========================================================================
CUSTOM_CVAR(Float, transsouls, 0.75f, CVAR_ARCHIVE)
{
if (self < 0.25f)
{
self = 0.25f;
}
else if (self > 1.f)
{
self = 1.f;
}
}