mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-24 04:51:41 +00:00
- use hardware clipping to apply 3D lights to sprites. This solves all the problems with properly lighting models and billboarded sprites.
- add some restrictions for the checks that exclude sprites which are too close to the camera. Most importantly, for clipping the first frame of a projectile, do not solely clip against the projectile's speed but use the player's radius as a limiting factor to avoid too large distances.
This commit is contained in:
parent
1ad310e69b
commit
2c55dcca27
2 changed files with 139 additions and 162 deletions
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@ -217,75 +217,120 @@ void GLSprite::Draw(int pass)
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if (gltexture) gl_RenderState.SetMaterial(gltexture, CLAMP_XY, translation, OverrideShader, !!(RenderStyle.Flags & STYLEF_RedIsAlpha));
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else if (!modelframe) gl_RenderState.EnableTexture(false);
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if (!modelframe)
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//gl_SetColor(lightlevel, rel, Colormap, trans);
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unsigned int iter;
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if (lightlist)
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{
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// [BB] Billboard stuff
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const bool drawWithXYBillboard = ( (particle && gl_billboard_particles) || (!(actor && actor->renderflags & RF_FORCEYBILLBOARD)
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//&& GLRenderer->mViewActor != NULL
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&& (gl_billboard_mode == 1 || (actor && actor->renderflags & RF_FORCEXYBILLBOARD ))) );
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gl_RenderState.Apply();
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Vector v1;
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Vector v2;
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Vector v3;
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Vector v4;
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if (drawWithXYBillboard)
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{
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// Rotate the sprite about the vector starting at the center of the sprite
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// triangle strip and with direction orthogonal to where the player is looking
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// in the x/y plane.
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float xcenter = (x1 + x2)*0.5;
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float ycenter = (y1 + y2)*0.5;
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float zcenter = (z1 + z2)*0.5;
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float angleRad = DEG2RAD(270. - float(GLRenderer->mAngles.Yaw));
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Matrix3x4 mat;
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mat.MakeIdentity();
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mat.Translate(xcenter, zcenter, ycenter);
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mat.Rotate(-sin(angleRad), 0, cos(angleRad), -GLRenderer->mAngles.Pitch);
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mat.Translate(-xcenter, -zcenter, -ycenter);
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v1 = mat * Vector(x1, z1, y1);
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v2 = mat * Vector(x2, z1, y2);
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v3 = mat * Vector(x1, z2, y1);
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v4 = mat * Vector(x2, z2, y2);
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}
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else
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{
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v1 = Vector(x1, z1, y1);
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v2 = Vector(x2, z1, y2);
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v3 = Vector(x1, z2, y1);
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v4 = Vector(x2, z2, y2);
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}
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FFlatVertex *ptr;
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unsigned int offset, count;
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ptr = GLRenderer->mVBO->GetBuffer();
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ptr->Set(v1[0], v1[1], v1[2], ul, vt);
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ptr++;
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ptr->Set(v2[0], v2[1], v2[2], ur, vt);
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ptr++;
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ptr->Set(v3[0], v3[1], v3[2], ul, vb);
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ptr++;
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ptr->Set(v4[0], v4[1], v4[2], ur, vb);
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ptr++;
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GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP, &offset, &count);
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if (foglayer)
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{
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// If we get here we know that we have colored fog and no fixed colormap.
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gl_SetFog(foglevel, rel, &Colormap, additivefog);
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gl_RenderState.SetFixedColormap(CM_FOGLAYER);
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gl_RenderState.BlendEquation(GL_FUNC_ADD);
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gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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gl_RenderState.Apply();
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GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, offset, count);
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gl_RenderState.SetFixedColormap(CM_DEFAULT);
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}
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iter = lightlist->Size();
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gl_RenderState.EnableSplit(true);
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glEnable(GL_CLIP_DISTANCE3);
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glEnable(GL_CLIP_DISTANCE4);
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}
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else
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{
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gl_RenderModel(this);
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iter = 1;
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}
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for (unsigned i = 0; i < iter; i++)
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{
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if (lightlist)
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{
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// set up the light slice
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static secplane_t bottommost = { 0, 0, FRACUNIT, 32767<<FRACBITS, FRACUNIT };
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static secplane_t topmost = { 0, 0, FRACUNIT, -(32767<<FRACBITS), FRACUNIT };
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secplane_t *topplane = i == 0 ? &topmost : &(*lightlist)[i].plane;
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secplane_t *lowplane = i == (*lightlist).Size() - 1 ? &bottommost : &(*lightlist)[i + 1].plane;
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int thisll = (*lightlist)[i].caster != NULL ? gl_ClampLight(*(*lightlist)[i].p_lightlevel) : lightlevel;
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FColormap thiscm;
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thiscm.FadeColor = Colormap.FadeColor;
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thiscm.CopyFrom3DLight(&(*lightlist)[i]);
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gl_SetColor(thisll, rel, thiscm, trans);
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gl_RenderState.SetSplitPlanes(*topplane, *lowplane);
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}
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if (!modelframe)
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{
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// [BB] Billboard stuff
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const bool drawWithXYBillboard = ((particle && gl_billboard_particles) || (!(actor && actor->renderflags & RF_FORCEYBILLBOARD)
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//&& GLRenderer->mViewActor != NULL
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&& (gl_billboard_mode == 1 || (actor && actor->renderflags & RF_FORCEXYBILLBOARD))));
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gl_RenderState.Apply();
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Vector v1;
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Vector v2;
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Vector v3;
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Vector v4;
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if (drawWithXYBillboard)
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{
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// Rotate the sprite about the vector starting at the center of the sprite
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// triangle strip and with direction orthogonal to where the player is looking
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// in the x/y plane.
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float xcenter = (x1 + x2)*0.5;
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float ycenter = (y1 + y2)*0.5;
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float zcenter = (z1 + z2)*0.5;
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float angleRad = DEG2RAD(270. - float(GLRenderer->mAngles.Yaw));
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Matrix3x4 mat;
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mat.MakeIdentity();
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mat.Translate(xcenter, zcenter, ycenter);
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mat.Rotate(-sin(angleRad), 0, cos(angleRad), -GLRenderer->mAngles.Pitch);
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mat.Translate(-xcenter, -zcenter, -ycenter);
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v1 = mat * Vector(x1, z1, y1);
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v2 = mat * Vector(x2, z1, y2);
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v3 = mat * Vector(x1, z2, y1);
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v4 = mat * Vector(x2, z2, y2);
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}
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else
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{
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v1 = Vector(x1, z1, y1);
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v2 = Vector(x2, z1, y2);
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v3 = Vector(x1, z2, y1);
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v4 = Vector(x2, z2, y2);
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}
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FFlatVertex *ptr;
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unsigned int offset, count;
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ptr = GLRenderer->mVBO->GetBuffer();
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ptr->Set(v1[0], v1[1], v1[2], ul, vt);
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ptr++;
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ptr->Set(v2[0], v2[1], v2[2], ur, vt);
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ptr++;
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ptr->Set(v3[0], v3[1], v3[2], ul, vb);
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ptr++;
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ptr->Set(v4[0], v4[1], v4[2], ur, vb);
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ptr++;
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GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP, &offset, &count);
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if (foglayer)
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{
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// If we get here we know that we have colored fog and no fixed colormap.
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gl_SetFog(foglevel, rel, &Colormap, additivefog);
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gl_RenderState.SetFixedColormap(CM_FOGLAYER);
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gl_RenderState.BlendEquation(GL_FUNC_ADD);
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gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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gl_RenderState.Apply();
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GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, offset, count);
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gl_RenderState.SetFixedColormap(CM_DEFAULT);
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}
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}
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else
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{
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gl_RenderModel(this);
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}
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}
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if (lightlist)
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{
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glDisable(GL_CLIP_DISTANCE3);
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glDisable(GL_CLIP_DISTANCE4);
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gl_RenderState.EnableSplit(false);
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}
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if (pass==GLPASS_TRANSLUCENT)
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@ -322,87 +367,6 @@ inline void GLSprite::PutSprite(bool translucent)
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gl_drawinfo->drawlists[list].AddSprite(this);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void GLSprite::SplitSprite(sector_t * frontsector, bool translucent)
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{
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GLSprite copySprite;
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fixed_t lightbottom;
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float maplightbottom;
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unsigned int i;
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bool put=false;
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TArray<lightlist_t> & lightlist=frontsector->e->XFloor.lightlist;
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for(i=0;i<lightlist.Size();i++)
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{
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// Particles don't go through here so we can safely assume that actor is not NULL
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if (i<lightlist.Size()-1) lightbottom=lightlist[i+1].plane.ZatPoint(actor);
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else lightbottom=frontsector->floorplane.ZatPoint(actor);
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maplightbottom=FIXED2FLOAT(lightbottom);
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if (maplightbottom<z2) maplightbottom=z2;
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if (maplightbottom<z1)
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{
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copySprite=*this;
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copySprite.lightlevel = gl_ClampLight(*lightlist[i].p_lightlevel);
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copySprite.Colormap.CopyFrom3DLight(&lightlist[i]);
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if (glset.nocoloredspritelighting)
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{
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int v = (copySprite.Colormap.LightColor.r + copySprite.Colormap.LightColor.g + copySprite.Colormap.LightColor.b )/3;
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copySprite.Colormap.LightColor.r=
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copySprite.Colormap.LightColor.g=
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copySprite.Colormap.LightColor.b=(255+v+v)/3;
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}
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z1=copySprite.z2=maplightbottom;
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vt=copySprite.vb=copySprite.vt+
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(maplightbottom-copySprite.z1)*(copySprite.vb-copySprite.vt)/(z2-copySprite.z1);
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copySprite.PutSprite(translucent);
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put=true;
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}
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}
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}
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void GLSprite::SetSpriteColor(sector_t *sector, fixed_t center_y)
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{
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fixed_t lightbottom;
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float maplightbottom;
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unsigned int i;
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TArray<lightlist_t> & lightlist=actor->Sector->e->XFloor.lightlist;
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for(i=0;i<lightlist.Size();i++)
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{
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// Particles don't go through here so we can safely assume that actor is not NULL
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if (i<lightlist.Size()-1) lightbottom=lightlist[i+1].plane.ZatPoint(actor);
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else lightbottom=sector->floorplane.ZatPoint(actor);
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//maplighttop=FIXED2FLOAT(lightlist[i].height);
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maplightbottom=FIXED2FLOAT(lightbottom);
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if (maplightbottom<z2) maplightbottom=z2;
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if (maplightbottom<center_y)
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{
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lightlevel=*lightlist[i].p_lightlevel;
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Colormap.CopyFrom3DLight(&lightlist[i]);
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if (glset.nocoloredspritelighting)
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{
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int v = (Colormap.LightColor.r + Colormap.LightColor.g + Colormap.LightColor.b )/3;
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Colormap.LightColor.r=
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Colormap.LightColor.g=
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Colormap.LightColor.b=(255+v+v)/3;
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}
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return;
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}
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}
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}
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//==========================================================================
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//
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//
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@ -543,21 +507,26 @@ void GLSprite::Process(AActor* thing,sector_t * sector)
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// Too close to the camera. This doesn't look good if it is a sprite.
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if (P_AproxDistance(thingpos.x-viewx, thingpos.y-viewy)<2*FRACUNIT)
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{
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// exclude vertically moving objects from this check.
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if (!(thing->velx==0 && thing->vely==0 && thing->velz!=0))
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if (viewz >= thingpos.z - 2 * FRACUNIT && viewz <= thingpos.z + thing->height + 2 * FRACUNIT)
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{
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if (!gl_FindModelFrame(RUNTIME_TYPE(thing), spritenum, thing->frame, false))
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// exclude vertically moving objects from this check.
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if (!(thing->velx == 0 && thing->vely == 0 && thing->velz != 0))
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{
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return;
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if (!gl_FindModelFrame(RUNTIME_TYPE(thing), spritenum, thing->frame, false))
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{
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return;
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}
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}
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}
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}
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// don't draw first frame of a player missile
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if (thing->flags&MF_MISSILE && thing->target==GLRenderer->mViewActor && GLRenderer->mViewActor != NULL)
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if (thing->flags&MF_MISSILE && !(thing->flags7 & MF7_FLYCHEAT) && thing->target==GLRenderer->mViewActor && GLRenderer->mViewActor != NULL)
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{
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if (P_AproxDistance(thingpos.x-viewx, thingpos.y-viewy) < thing->Speed ) return;
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fixed_t clipdist = clamp(thing->Speed, thing->target->radius, thing->target->radius*2);
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if (P_AproxDistance(thingpos.x-viewx, thingpos.y-viewy) < clipdist) return;
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}
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thing->flags7 |= MF7_FLYCHEAT; // do this only once for the very first frame, but not if it gets into range again.
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if (GLRenderer->mCurrentPortal)
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{
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@ -831,19 +800,23 @@ void GLSprite::Process(AActor* thing,sector_t * sector)
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&& (gl_billboard_mode == 1 || actor->renderflags & RF_FORCEXYBILLBOARD ) );
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if (drawWithXYBillboard || modelframe)
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// no light splitting when:
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// 1. no lightlist
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// 2. any fixed colormap
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// 3. any bright object
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// 4. any with render style shadow (which doesn't use the sector light)
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// 5. anything with render style reverse subtract (light effect is not what would be desired here)
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if (thing->Sector->e->XFloor.lightlist.Size() != 0 && gl_fixedcolormap == CM_DEFAULT && !fullbright &&
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RenderStyle.BlendOp != STYLEOP_Shadow && RenderStyle.BlendOp != STYLEOP_RevSub)
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{
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if (!gl_fixedcolormap && !fullbright) SetSpriteColor(actor->Sector, thingpos.y + (actor->height>>1));
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PutSprite(hw_styleflags != STYLEHW_Solid);
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}
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else if (thing->Sector->e->XFloor.lightlist.Size()==0 || gl_fixedcolormap || fullbright)
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{
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PutSprite(hw_styleflags != STYLEHW_Solid);
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lightlist = &thing->Sector->e->XFloor.lightlist;
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}
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else
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{
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SplitSprite(thing->Sector, hw_styleflags != STYLEHW_Solid);
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lightlist = NULL;
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}
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PutSprite(hw_styleflags != STYLEHW_Solid);
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rendered_sprites++;
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}
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@ -965,6 +938,11 @@ void GLSprite::ProcessParticle (particle_t *particle, sector_t *sector)//, int s
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if (gl_particles_style != 2 && trans>=1.0f-FLT_EPSILON) hw_styleflags = STYLEHW_Solid;
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else hw_styleflags = STYLEHW_NoAlphaTest;
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if (sector->e->XFloor.lightlist.Size() != 0 && gl_fixedcolormap == CM_DEFAULT && !fullbright)
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lightlist = §or->e->XFloor.lightlist;
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else
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lightlist = NULL;
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PutSprite(hw_styleflags != STYLEHW_Solid);
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rendered_sprites++;
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}
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@ -333,8 +333,8 @@ public:
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float trans;
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AActor * actor;
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particle_t * particle;
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TArray<lightlist_t> *lightlist;
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void SplitSprite(sector_t * frontsector, bool translucent);
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void SetLowerParam();
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void PerformSpriteClipAdjustment(AActor *thing, fixed_t thingx, fixed_t thingy, float spriteheight);
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void Process(AActor* thing,sector_t * sector);
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void ProcessParticle (particle_t *particle, sector_t *sector);//, int shade, int fakeside)
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void SetThingColor(PalEntry);
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void SetSpriteColor(sector_t *sector, fixed_t y);
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// Lines start-end and fdiv must intersect.
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double CalcIntersectionVertex(GLWall * w2);
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