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Add sprite shadows for the hardware renderer
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parent
5446a1a355
commit
15159a3c19
3 changed files with 66 additions and 3 deletions
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@ -49,6 +49,8 @@
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CVAR(Bool, gl_multithread, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, gl_multithread, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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EXTERN_CVAR(Float, r_actorspriteshadowdist)
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thread_local bool isWorkerThread;
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thread_local bool isWorkerThread;
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ctpl::thread_pool renderPool(1);
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ctpl::thread_pool renderPool(1);
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bool inited = false;
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bool inited = false;
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@ -547,6 +549,18 @@ void HWDrawInfo::RenderThings(subsector_t * sub, sector_t * sector)
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if (CurrentMapSections[thing->subsector->mapsection])
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if (CurrentMapSections[thing->subsector->mapsection])
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{
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{
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HWSprite sprite;
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HWSprite sprite;
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// [Nash] draw sprite shadow
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if (R_ShouldDrawSpriteShadow(thing))
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{
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double dist = (thing->Pos() - vp.Pos).LengthSquared();
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double check = r_actorspriteshadowdist;
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if (dist <= check * check)
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{
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sprite.Process(this, thing, sector, in_area, false, true);
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}
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}
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sprite.Process(this, thing, sector, in_area, false);
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sprite.Process(this, thing, sector, in_area, false);
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}
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}
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}
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}
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@ -566,6 +580,18 @@ void HWDrawInfo::RenderThings(subsector_t * sub, sector_t * sector)
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}
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}
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HWSprite sprite;
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HWSprite sprite;
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// [Nash] draw sprite shadow
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if (R_ShouldDrawSpriteShadow(thing))
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{
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double dist = (thing->Pos() - vp.Pos).LengthSquared();
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double check = r_actorspriteshadowdist;
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if (dist <= check * check)
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{
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sprite.Process(this, thing, sector, in_area, true, true);
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}
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}
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sprite.Process(this, thing, sector, in_area, true);
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sprite.Process(this, thing, sector, in_area, true);
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}
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}
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}
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}
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@ -385,7 +385,7 @@ public:
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void CreateVertices(HWDrawInfo *di);
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void CreateVertices(HWDrawInfo *di);
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void PutSprite(HWDrawInfo *di, bool translucent);
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void PutSprite(HWDrawInfo *di, bool translucent);
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void Process(HWDrawInfo *di, AActor* thing,sector_t * sector, area_t in_area, int thruportal = false);
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void Process(HWDrawInfo *di, AActor* thing,sector_t * sector, area_t in_area, int thruportal = false, bool isSpriteShadow = false);
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void ProcessParticle (HWDrawInfo *di, particle_t *particle, sector_t *sector);//, int shade, int fakeside)
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void ProcessParticle (HWDrawInfo *di, particle_t *particle, sector_t *sector);//, int shade, int fakeside)
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void DrawSprite(HWDrawInfo *di, FRenderState &state, bool translucent);
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void DrawSprite(HWDrawInfo *di, FRenderState &state, bool translucent);
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@ -678,7 +678,7 @@ void HWSprite::PerformSpriteClipAdjustment(AActor *thing, const DVector2 &thingp
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//
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//
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//==========================================================================
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//==========================================================================
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void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t in_area, int thruportal)
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void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t in_area, int thruportal, bool isSpriteShadow)
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{
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{
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sector_t rs;
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sector_t rs;
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sector_t * rendersector;
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sector_t * rendersector;
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@ -795,6 +795,12 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
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y = thingpos.Y;
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y = thingpos.Y;
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if (spritetype == RF_FACESPRITE) z -= thing->Floorclip; // wall and flat sprites are to be considered di->Level-> geometry so this may not apply.
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if (spritetype == RF_FACESPRITE) z -= thing->Floorclip; // wall and flat sprites are to be considered di->Level-> geometry so this may not apply.
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// snap shadow Z to the floor
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if (isSpriteShadow)
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{
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z = thing->floorz;
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}
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// [RH] Make floatbobbing a renderer-only effect.
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// [RH] Make floatbobbing a renderer-only effect.
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if (thing->flags2 & MF2_FLOATBOB)
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if (thing->flags2 & MF2_FLOATBOB)
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{
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{
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@ -803,6 +809,13 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
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}
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}
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modelframe = isPicnumOverride ? nullptr : FindModelFrame(thing->GetClass(), spritenum, thing->frame, !!(thing->flags & MF_DROPPED));
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modelframe = isPicnumOverride ? nullptr : FindModelFrame(thing->GetClass(), spritenum, thing->frame, !!(thing->flags & MF_DROPPED));
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// don't bother drawing sprite shadows if this is a model (it will never look right)
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if (modelframe && isSpriteShadow)
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{
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return;
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}
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if (!modelframe)
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if (!modelframe)
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{
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{
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bool mirror = false;
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bool mirror = false;
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@ -897,7 +910,7 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
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if (thing->renderflags & RF_SPRITEFLIP) // [SP] Flip back
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if (thing->renderflags & RF_SPRITEFLIP) // [SP] Flip back
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thing->renderflags ^= RF_XFLIP;
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thing->renderflags ^= RF_XFLIP;
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r.Scale(sprscale.X, sprscale.Y);
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r.Scale(sprscale.X, isSpriteShadow ? sprscale.Y * 0.15 : sprscale.Y);
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float SpriteOffY = thing->SpriteOffset.Y;
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float SpriteOffY = thing->SpriteOffset.Y;
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float rightfac = -r.left - thing->SpriteOffset.X;
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float rightfac = -r.left - thing->SpriteOffset.X;
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@ -1118,12 +1131,29 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
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}
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}
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}
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}
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// for sprite shadow, use a translucent stencil renderstyle
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if (isSpriteShadow)
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{
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RenderStyle = STYLE_Stencil;
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ThingColor = MAKEARGB(ColorMatcher.Pick(0, 0, 0), 0, 0, 0);
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trans = 0.5f;
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hw_styleflags = STYLEHW_NoAlphaTest;
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}
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if (trans == 0.0f) return;
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if (trans == 0.0f) return;
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// end of light calculation
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// end of light calculation
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actor = thing;
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actor = thing;
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index = thing->SpawnOrder;
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index = thing->SpawnOrder;
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// sprite shadows should have a fixed index of -1 (ensuring they're drawn behind particles which have index 0)
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// sorting should be irrelevant since they're always translucent
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if (isSpriteShadow)
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{
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index = -1;
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}
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particle = nullptr;
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particle = nullptr;
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const bool drawWithXYBillboard = (!(actor->renderflags & RF_FORCEYBILLBOARD)
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const bool drawWithXYBillboard = (!(actor->renderflags & RF_FORCEYBILLBOARD)
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@ -1348,6 +1378,13 @@ void HWDrawInfo::ProcessActorsInPortal(FLinePortalSpan *glport, area_t in_area)
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th->Prev += newpos - savedpos;
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th->Prev += newpos - savedpos;
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HWSprite spr;
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HWSprite spr;
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// [Nash] draw sprite shadow
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if (R_ShouldDrawSpriteShadow(th))
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{
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spr.Process(this, th, hw_FakeFlat(th->Sector, in_area, false, &fakesector), in_area, 2, true);
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}
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// This is called from the worker thread and must not alter the fake sector cache.
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// This is called from the worker thread and must not alter the fake sector cache.
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spr.Process(this, th, hw_FakeFlat(th->Sector, in_area, false, &fakesector), in_area, 2);
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spr.Process(this, th, hw_FakeFlat(th->Sector, in_area, false, &fakesector), in_area, 2);
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th->Angles.Yaw = savedangle;
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th->Angles.Yaw = savedangle;
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