Move player sprite handling to r_playersprite

This commit is contained in:
Magnus Norddahl 2016-12-30 07:51:39 +01:00
parent bf237799bf
commit 98026c5711
6 changed files with 639 additions and 587 deletions

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@ -828,6 +828,7 @@ set( FASTMATH_PCH_SOURCES
swrenderer/scene/r_visible_plane.cpp
swrenderer/scene/r_visible_sprite.cpp
swrenderer/scene/r_particle.cpp
swrenderer/scene/r_playersprite.cpp
polyrenderer/poly_renderer.cpp
polyrenderer/scene/poly_scene.cpp
polyrenderer/scene/poly_portal.cpp

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@ -34,7 +34,7 @@
#include "r_main.h"
#include "swrenderer/scene/r_things.h"
#include "swrenderer/scene/r_playersprite.h"
#include "v_palette.h"
#include "v_video.h"
#include "m_png.h"

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@ -0,0 +1,620 @@
#include <stdio.h>
#include <stdlib.h>
#include <algorithm>
#include "p_lnspec.h"
#include "templates.h"
#include "doomdef.h"
#include "m_swap.h"
#include "i_system.h"
#include "w_wad.h"
#include "swrenderer/r_main.h"
#include "swrenderer/scene/r_things.h"
#include "swrenderer/scene/r_playersprite.h"
#include "c_console.h"
#include "c_cvars.h"
#include "c_dispatch.h"
#include "doomstat.h"
#include "v_video.h"
#include "sc_man.h"
#include "s_sound.h"
#include "sbar.h"
#include "gi.h"
#include "r_sky.h"
#include "cmdlib.h"
#include "g_level.h"
#include "d_net.h"
#include "colormatcher.h"
#include "d_netinf.h"
#include "p_effect.h"
#include "r_bsp.h"
#include "r_plane.h"
#include "r_segs.h"
#include "r_3dfloors.h"
#include "swrenderer/drawers/r_draw_rgba.h"
#include "swrenderer/drawers/r_draw_pal.h"
#include "v_palette.h"
#include "r_data/r_translate.h"
#include "r_data/colormaps.h"
#include "r_data/voxels.h"
#include "p_local.h"
#include "p_maputl.h"
#include "r_voxel.h"
#include "r_draw_segment.h"
#include "r_portal.h"
#include "swrenderer/r_memory.h"
EXTERN_CVAR(Bool, st_scale)
EXTERN_CVAR(Bool, r_drawplayersprites)
EXTERN_CVAR(Bool, r_deathcamera)
EXTERN_CVAR(Bool, r_shadercolormaps)
namespace swrenderer
{
namespace
{
// Used to store a psprite's drawing information if it needs to be drawn later.
struct vispsp_t
{
vissprite_t *vis;
FDynamicColormap *basecolormap;
int x1;
};
TArray<vispsp_t> vispsprites;
unsigned int vispspindex;
}
void R_DrawPlayerSprites()
{
int i;
int lightnum;
DPSprite* psp;
DPSprite* weapon;
sector_t* sec = NULL;
static sector_t tempsec;
int floorlight, ceilinglight;
F3DFloor *rover;
if (!r_drawplayersprites ||
!camera ||
!camera->player ||
(players[consoleplayer].cheats & CF_CHASECAM) ||
(r_deathcamera && camera->health <= 0))
return;
if (fixedlightlev < 0 && viewsector->e && viewsector->e->XFloor.lightlist.Size())
{
for (i = viewsector->e->XFloor.lightlist.Size() - 1; i >= 0; i--)
{
if (ViewPos.Z <= viewsector->e->XFloor.lightlist[i].plane.Zat0())
{
rover = viewsector->e->XFloor.lightlist[i].caster;
if (rover)
{
if (rover->flags & FF_DOUBLESHADOW && ViewPos.Z <= rover->bottom.plane->Zat0())
break;
sec = rover->model;
if (rover->flags & FF_FADEWALLS)
basecolormap = sec->ColorMap;
else
basecolormap = viewsector->e->XFloor.lightlist[i].extra_colormap;
}
break;
}
}
if (!sec)
{
sec = viewsector;
basecolormap = sec->ColorMap;
}
floorlight = ceilinglight = sec->lightlevel;
}
else
{ // This used to use camera->Sector but due to interpolation that can be incorrect
// when the interpolated viewpoint is in a different sector than the camera.
sec = R_FakeFlat(viewsector, &tempsec, &floorlight,
&ceilinglight, false);
// [RH] set basecolormap
basecolormap = sec->ColorMap;
}
// [RH] set foggy flag
foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE));
r_actualextralight = foggy ? 0 : extralight << 4;
// get light level
lightnum = ((floorlight + ceilinglight) >> 1) + r_actualextralight;
spriteshade = LIGHT2SHADE(lightnum) - 24 * FRACUNIT;
// clip to screen bounds
mfloorclip = screenheightarray;
mceilingclip = zeroarray;
if (camera->player != NULL)
{
double centerhack = CenterY;
double wx, wy;
float bobx, boby;
CenterY = viewheight / 2;
P_BobWeapon(camera->player, &bobx, &boby, r_TicFracF);
// Interpolate the main weapon layer once so as to be able to add it to other layers.
if ((weapon = camera->player->FindPSprite(PSP_WEAPON)) != nullptr)
{
if (weapon->firstTic)
{
wx = weapon->x;
wy = weapon->y;
}
else
{
wx = weapon->oldx + (weapon->x - weapon->oldx) * r_TicFracF;
wy = weapon->oldy + (weapon->y - weapon->oldy) * r_TicFracF;
}
}
else
{
wx = 0;
wy = 0;
}
// add all active psprites
psp = camera->player->psprites;
while (psp)
{
// [RH] Don't draw the targeter's crosshair if the player already has a crosshair set.
// It's possible this psprite's caller is now null but the layer itself hasn't been destroyed
// because it didn't tick yet (if we typed 'take all' while in the console for example).
// In this case let's simply not draw it to avoid crashing.
if ((psp->GetID() != PSP_TARGETCENTER || CrosshairImage == nullptr) && psp->GetCaller() != nullptr)
{
R_DrawPSprite(psp, camera, bobx, boby, wx, wy, r_TicFracF);
}
psp = psp->GetNext();
}
CenterY = centerhack;
}
}
void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac)
{
double tx;
int x1;
int x2;
double sx, sy;
spritedef_t* sprdef;
spriteframe_t* sprframe;
FTextureID picnum;
WORD flip;
FTexture* tex;
vissprite_t* vis;
bool noaccel;
double alpha = owner->Alpha;
static TArray<vissprite_t> avis;
if (avis.Size() < vispspindex + 1)
avis.Reserve(avis.Size() - vispspindex + 1);
// decide which patch to use
if ((unsigned)pspr->GetSprite() >= (unsigned)sprites.Size())
{
DPrintf(DMSG_ERROR, "R_DrawPSprite: invalid sprite number %i\n", pspr->GetSprite());
return;
}
sprdef = &sprites[pspr->GetSprite()];
if (pspr->GetFrame() >= sprdef->numframes)
{
DPrintf(DMSG_ERROR, "R_DrawPSprite: invalid sprite frame %i : %i\n", pspr->GetSprite(), pspr->GetFrame());
return;
}
sprframe = &SpriteFrames[sprdef->spriteframes + pspr->GetFrame()];
picnum = sprframe->Texture[0];
flip = sprframe->Flip & 1;
tex = TexMan(picnum);
if (tex->UseType == FTexture::TEX_Null || pspr->RenderStyle == STYLE_None)
return;
if (pspr->firstTic)
{ // Can't interpolate the first tic.
pspr->firstTic = false;
pspr->oldx = pspr->x;
pspr->oldy = pspr->y;
}
sx = pspr->oldx + (pspr->x - pspr->oldx) * ticfrac;
sy = pspr->oldy + (pspr->y - pspr->oldy) * ticfrac + WEAPON_FUDGE_Y;
if (pspr->Flags & PSPF_ADDBOB)
{
sx += bobx;
sy += boby;
}
if (pspr->Flags & PSPF_ADDWEAPON && pspr->GetID() != PSP_WEAPON)
{
sx += wx;
sy += wy;
}
// calculate edges of the shape
tx = sx - BASEXCENTER;
tx -= tex->GetScaledLeftOffset();
x1 = xs_RoundToInt(CenterX + tx * pspritexscale);
// off the right side
if (x1 > viewwidth)
return;
tx += tex->GetScaledWidth();
x2 = xs_RoundToInt(CenterX + tx * pspritexscale);
// off the left side
if (x2 <= 0)
return;
// store information in a vissprite
vis = &avis[vispspindex];
vis->renderflags = owner->renderflags;
vis->floorclip = 0;
vis->texturemid = (BASEYCENTER - sy) * tex->Scale.Y + tex->TopOffset;
if (camera->player && (RenderTarget != screen ||
viewheight == RenderTarget->GetHeight() ||
(RenderTarget->GetWidth() > (BASEXCENTER * 2) && !st_scale)))
{ // Adjust PSprite for fullscreen views
AWeapon *weapon = dyn_cast<AWeapon>(pspr->GetCaller());
if (weapon != nullptr && weapon->YAdjust != 0)
{
if (RenderTarget != screen || viewheight == RenderTarget->GetHeight())
{
vis->texturemid -= weapon->YAdjust;
}
else
{
vis->texturemid -= StatusBar->GetDisplacement() * weapon->YAdjust;
}
}
}
if (pspr->GetID() < PSP_TARGETCENTER)
{ // Move the weapon down for 1280x1024.
vis->texturemid -= AspectPspriteOffset(WidescreenRatio);
}
vis->x1 = x1 < 0 ? 0 : x1;
vis->x2 = x2 >= viewwidth ? viewwidth : x2;
vis->xscale = FLOAT2FIXED(pspritexscale / tex->Scale.X);
vis->yscale = float(pspriteyscale / tex->Scale.Y);
vis->Translation = 0; // [RH] Use default colors
vis->pic = tex;
vis->Style.ColormapNum = 0;
// If flip is used, provided that it's not already flipped (that would just invert itself)
// (It's an XOR...)
if (!(flip) != !(pspr->Flags & PSPF_FLIP))
{
vis->xiscale = -FLOAT2FIXED(pspritexiscale * tex->Scale.X);
vis->startfrac = (tex->GetWidth() << FRACBITS) - 1;
}
else
{
vis->xiscale = FLOAT2FIXED(pspritexiscale * tex->Scale.X);
vis->startfrac = 0;
}
if (vis->x1 > x1)
vis->startfrac += vis->xiscale*(vis->x1 - x1);
noaccel = false;
FDynamicColormap *colormap_to_use = nullptr;
if (pspr->GetID() < PSP_TARGETCENTER)
{
// [MC] Set the render style
if (pspr->Flags & PSPF_RENDERSTYLE)
{
const int rs = clamp<int>(pspr->RenderStyle, 0, STYLE_Count);
if (pspr->Flags & PSPF_FORCESTYLE)
{
vis->Style.RenderStyle = LegacyRenderStyles[rs];
}
else if (owner->RenderStyle == LegacyRenderStyles[STYLE_Fuzzy])
{
vis->Style.RenderStyle = LegacyRenderStyles[STYLE_Fuzzy];
}
else if (owner->RenderStyle == LegacyRenderStyles[STYLE_OptFuzzy])
{
vis->Style.RenderStyle = LegacyRenderStyles[STYLE_OptFuzzy];
vis->Style.RenderStyle.CheckFuzz();
}
else if (owner->RenderStyle == LegacyRenderStyles[STYLE_Subtract])
{
vis->Style.RenderStyle = LegacyRenderStyles[STYLE_Subtract];
}
else
{
vis->Style.RenderStyle = LegacyRenderStyles[rs];
}
}
else
{
vis->Style.RenderStyle = owner->RenderStyle;
}
// Set the alpha based on if using the overlay's own or not. Also adjust
// and override the alpha if not forced.
if (pspr->Flags & PSPF_ALPHA)
{
if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Fuzzy])
{
alpha = owner->Alpha;
}
else if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_OptFuzzy])
{
FRenderStyle style = vis->Style.RenderStyle;
style.CheckFuzz();
switch (style.BlendOp)
{
default:
alpha = pspr->alpha * owner->Alpha;
break;
case STYLEOP_Fuzz:
case STYLEOP_Sub:
alpha = owner->Alpha;
break;
}
}
else if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Subtract])
{
alpha = owner->Alpha;
}
else if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Add] ||
vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Translucent] ||
vis->Style.RenderStyle == LegacyRenderStyles[STYLE_TranslucentStencil] ||
vis->Style.RenderStyle == LegacyRenderStyles[STYLE_AddStencil] ||
vis->Style.RenderStyle == LegacyRenderStyles[STYLE_AddShaded])
{
alpha = owner->Alpha * pspr->alpha;
}
else
{
alpha = owner->Alpha;
}
}
// Should normal renderstyle come out on top at the end and we desire alpha,
// switch it to translucent. Normal never applies any sort of alpha.
if ((pspr->Flags & PSPF_ALPHA) &&
vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Normal] &&
vis->Style.Alpha < 1.0)
{
vis->Style.RenderStyle = LegacyRenderStyles[STYLE_Translucent];
alpha = owner->Alpha * pspr->alpha;
}
// ALWAYS take priority if asked for, except fuzz. Fuzz does absolutely nothing
// no matter what way it's changed.
if (pspr->Flags & PSPF_FORCEALPHA)
{
//Due to lack of != operators...
if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Fuzzy] ||
vis->Style.RenderStyle == LegacyRenderStyles[STYLE_SoulTrans] ||
vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Stencil])
{
}
else
{
alpha = pspr->alpha;
vis->Style.RenderStyle.Flags |= STYLEF_ForceAlpha;
}
}
vis->Style.Alpha = clamp<float>(float(alpha), 0.f, 1.f);
// Due to how some of the effects are handled, going to 0 or less causes some
// weirdness to display. There's no point rendering it anyway if it's 0.
if (vis->Style.Alpha <= 0.)
return;
//-----------------------------------------------------------------------------
// The software renderer cannot invert the source without inverting the overlay
// too. That means if the source is inverted, we need to do the reverse of what
// the invert overlay flag says to do.
INTBOOL invertcolormap = (vis->Style.RenderStyle.Flags & STYLEF_InvertOverlay);
if (vis->Style.RenderStyle.Flags & STYLEF_InvertSource)
{
invertcolormap = !invertcolormap;
}
FDynamicColormap *mybasecolormap = basecolormap;
if (vis->Style.RenderStyle.Flags & STYLEF_FadeToBlack)
{
if (invertcolormap)
{ // Fade to white
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(255, 255, 255), mybasecolormap->Desaturate);
invertcolormap = false;
}
else
{ // Fade to black
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(0, 0, 0), mybasecolormap->Desaturate);
}
}
if (realfixedcolormap != nullptr && (!r_swtruecolor || (r_shadercolormaps && screen->Accel2D)))
{ // fixed color
vis->Style.BaseColormap = realfixedcolormap;
vis->Style.ColormapNum = 0;
}
else
{
if (invertcolormap)
{
mybasecolormap = GetSpecialLights(mybasecolormap->Color, mybasecolormap->Fade.InverseColor(), mybasecolormap->Desaturate);
}
if (fixedlightlev >= 0)
{
vis->Style.BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap;
vis->Style.ColormapNum = fixedlightlev >> COLORMAPSHIFT;
}
else if (!foggy && pspr->GetState()->GetFullbright())
{ // full bright
vis->Style.BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap; // [RH] use basecolormap
vis->Style.ColormapNum = 0;
}
else
{ // local light
vis->Style.BaseColormap = mybasecolormap;
vis->Style.ColormapNum = GETPALOOKUP(0, spriteshade);
}
}
if (camera->Inventory != nullptr)
{
BYTE oldcolormapnum = vis->Style.ColormapNum;
FSWColormap *oldcolormap = vis->Style.BaseColormap;
camera->Inventory->AlterWeaponSprite(&vis->Style);
if (vis->Style.BaseColormap != oldcolormap || vis->Style.ColormapNum != oldcolormapnum)
{
// The colormap has changed. Is it one we can easily identify?
// If not, then don't bother trying to identify it for
// hardware accelerated drawing.
if (vis->Style.BaseColormap < &SpecialColormaps[0] ||
vis->Style.BaseColormap > &SpecialColormaps.Last())
{
noaccel = true;
}
// Has the basecolormap changed? If so, we can't hardware accelerate it,
// since we don't know what it is anymore.
else if (vis->Style.BaseColormap != mybasecolormap)
{
noaccel = true;
}
}
}
// If we're drawing with a special colormap, but shaders for them are disabled, do
// not accelerate.
if (!r_shadercolormaps && (vis->Style.BaseColormap >= &SpecialColormaps[0] &&
vis->Style.BaseColormap <= &SpecialColormaps.Last()))
{
noaccel = true;
}
// If drawing with a BOOM colormap, disable acceleration.
if (mybasecolormap == &NormalLight && NormalLight.Maps != realcolormaps.Maps)
{
noaccel = true;
}
// If the main colormap has fixed lights, and this sprite is being drawn with that
// colormap, disable acceleration so that the lights can remain fixed.
if (!noaccel && realfixedcolormap == nullptr &&
NormalLightHasFixedLights && mybasecolormap == &NormalLight &&
vis->pic->UseBasePalette())
{
noaccel = true;
}
// [SP] If emulating GZDoom fullbright, disable acceleration
if (r_fullbrightignoresectorcolor && fixedlightlev >= 0)
mybasecolormap = &FullNormalLight;
if (r_fullbrightignoresectorcolor && !foggy && pspr->GetState()->GetFullbright())
mybasecolormap = &FullNormalLight;
colormap_to_use = mybasecolormap;
}
else
{
colormap_to_use = basecolormap;
vis->Style.BaseColormap = basecolormap;
vis->Style.ColormapNum = 0;
}
// Check for hardware-assisted 2D. If it's available, and this sprite is not
// fuzzy, don't draw it until after the switch to 2D mode.
if (!noaccel && RenderTarget == screen && (DFrameBuffer *)screen->Accel2D)
{
FRenderStyle style = vis->Style.RenderStyle;
style.CheckFuzz();
if (style.BlendOp != STYLEOP_Fuzz)
{
if (vispsprites.Size() < vispspindex + 1)
vispsprites.Reserve(vispsprites.Size() - vispspindex + 1);
vispsprites[vispspindex].vis = vis;
vispsprites[vispspindex].basecolormap = colormap_to_use;
vispsprites[vispspindex].x1 = x1;
vispspindex++;
return;
}
}
R_DrawVisSprite(vis);
}
void R_DrawRemainingPlayerSprites()
{
for (unsigned int i = 0; i < vispspindex; i++)
{
vissprite_t *vis;
vis = vispsprites[i].vis;
FDynamicColormap *colormap = vispsprites[i].basecolormap;
bool flip = vis->xiscale < 0;
FSpecialColormap *special = NULL;
PalEntry overlay = 0;
FColormapStyle colormapstyle;
bool usecolormapstyle = false;
if (vis->Style.BaseColormap >= &SpecialColormaps[0] &&
vis->Style.BaseColormap < &SpecialColormaps[SpecialColormaps.Size()])
{
special = static_cast<FSpecialColormap*>(vis->Style.BaseColormap);
}
else if (colormap->Color == PalEntry(255, 255, 255) &&
colormap->Desaturate == 0)
{
overlay = colormap->Fade;
overlay.a = BYTE(vis->Style.ColormapNum * 255 / NUMCOLORMAPS);
}
else
{
usecolormapstyle = true;
colormapstyle.Color = colormap->Color;
colormapstyle.Fade = colormap->Fade;
colormapstyle.Desaturate = colormap->Desaturate;
colormapstyle.FadeLevel = vis->Style.ColormapNum / float(NUMCOLORMAPS);
}
screen->DrawTexture(vis->pic,
viewwindowx + vispsprites[i].x1,
viewwindowy + viewheight / 2 - vis->texturemid * vis->yscale - 0.5,
DTA_DestWidthF, FIXED2DBL(vis->pic->GetWidth() * vis->xscale),
DTA_DestHeightF, vis->pic->GetHeight() * vis->yscale,
DTA_Translation, TranslationToTable(vis->Translation),
DTA_FlipX, flip,
DTA_TopOffset, 0,
DTA_LeftOffset, 0,
DTA_ClipLeft, viewwindowx,
DTA_ClipTop, viewwindowy,
DTA_ClipRight, viewwindowx + viewwidth,
DTA_ClipBottom, viewwindowy + viewheight,
DTA_AlphaF, vis->Style.Alpha,
DTA_RenderStyle, vis->Style.RenderStyle,
DTA_FillColor, vis->FillColor,
DTA_SpecialColormap, special,
DTA_ColorOverlay, overlay.d,
DTA_ColormapStyle, usecolormapstyle ? &colormapstyle : NULL,
TAG_DONE);
}
vispspindex = 0;
}
}

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@ -0,0 +1,11 @@
#pragma once
#include "r_visible_sprite.h"
namespace swrenderer
{
void R_DrawPlayerSprites();
void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac);
void R_DrawRemainingPlayerSprites();
}

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@ -71,13 +71,10 @@
#include "r_draw_segment.h"
#include "r_portal.h"
#include "r_particle.h"
#include "r_playersprite.h"
#include "swrenderer/r_memory.h"
EXTERN_CVAR(Bool, st_scale)
EXTERN_CVAR(Bool, r_shadercolormaps)
EXTERN_CVAR(Int, r_drawfuzz)
EXTERN_CVAR(Bool, r_deathcamera);
EXTERN_CVAR(Bool, r_drawplayersprites)
EXTERN_CVAR(Bool, r_drawvoxels)
EXTERN_CVAR(Bool, r_blendmethod)
@ -126,17 +123,7 @@ double pspriteyscale;
fixed_t sky1scale; // [RH] Sky 1 scale factor
fixed_t sky2scale; // [RH] Sky 2 scale factor
// Used to store a psprite's drawing information if it needs to be drawn later.
struct vispsp_t
{
vissprite_t *vis;
FDynamicColormap *basecolormap;
int x1;
};
TArray<vispsp_t> vispsprites;
unsigned int vispspindex;
static int spriteshade;
int spriteshade;
FTexture *WallSpriteTile;
@ -1293,575 +1280,6 @@ void R_AddSprites (sector_t *sec, int lightlevel, int fakeside)
}
}
//
// R_DrawPSprite
//
void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac)
{
double tx;
int x1;
int x2;
double sx, sy;
spritedef_t* sprdef;
spriteframe_t* sprframe;
FTextureID picnum;
WORD flip;
FTexture* tex;
vissprite_t* vis;
bool noaccel;
double alpha = owner->Alpha;
static TArray<vissprite_t> avis;
if (avis.Size() < vispspindex + 1)
avis.Reserve(avis.Size() - vispspindex + 1);
// decide which patch to use
if ((unsigned)pspr->GetSprite() >= (unsigned)sprites.Size())
{
DPrintf(DMSG_ERROR, "R_DrawPSprite: invalid sprite number %i\n", pspr->GetSprite());
return;
}
sprdef = &sprites[pspr->GetSprite()];
if (pspr->GetFrame() >= sprdef->numframes)
{
DPrintf(DMSG_ERROR, "R_DrawPSprite: invalid sprite frame %i : %i\n", pspr->GetSprite(), pspr->GetFrame());
return;
}
sprframe = &SpriteFrames[sprdef->spriteframes + pspr->GetFrame()];
picnum = sprframe->Texture[0];
flip = sprframe->Flip & 1;
tex = TexMan(picnum);
if (tex->UseType == FTexture::TEX_Null || pspr->RenderStyle == STYLE_None)
return;
if (pspr->firstTic)
{ // Can't interpolate the first tic.
pspr->firstTic = false;
pspr->oldx = pspr->x;
pspr->oldy = pspr->y;
}
sx = pspr->oldx + (pspr->x - pspr->oldx) * ticfrac;
sy = pspr->oldy + (pspr->y - pspr->oldy) * ticfrac + WEAPON_FUDGE_Y;
if (pspr->Flags & PSPF_ADDBOB)
{
sx += bobx;
sy += boby;
}
if (pspr->Flags & PSPF_ADDWEAPON && pspr->GetID() != PSP_WEAPON)
{
sx += wx;
sy += wy;
}
// calculate edges of the shape
tx = sx - BASEXCENTER;
tx -= tex->GetScaledLeftOffset();
x1 = xs_RoundToInt(CenterX + tx * pspritexscale);
// off the right side
if (x1 > viewwidth)
return;
tx += tex->GetScaledWidth();
x2 = xs_RoundToInt(CenterX + tx * pspritexscale);
// off the left side
if (x2 <= 0)
return;
// store information in a vissprite
vis = &avis[vispspindex];
vis->renderflags = owner->renderflags;
vis->floorclip = 0;
vis->texturemid = (BASEYCENTER - sy) * tex->Scale.Y + tex->TopOffset;
if (camera->player && (RenderTarget != screen ||
viewheight == RenderTarget->GetHeight() ||
(RenderTarget->GetWidth() > (BASEXCENTER * 2) && !st_scale)))
{ // Adjust PSprite for fullscreen views
AWeapon *weapon = dyn_cast<AWeapon>(pspr->GetCaller());
if (weapon != nullptr && weapon->YAdjust != 0)
{
if (RenderTarget != screen || viewheight == RenderTarget->GetHeight())
{
vis->texturemid -= weapon->YAdjust;
}
else
{
vis->texturemid -= StatusBar->GetDisplacement() * weapon->YAdjust;
}
}
}
if (pspr->GetID() < PSP_TARGETCENTER)
{ // Move the weapon down for 1280x1024.
vis->texturemid -= AspectPspriteOffset(WidescreenRatio);
}
vis->x1 = x1 < 0 ? 0 : x1;
vis->x2 = x2 >= viewwidth ? viewwidth : x2;
vis->xscale = FLOAT2FIXED(pspritexscale / tex->Scale.X);
vis->yscale = float(pspriteyscale / tex->Scale.Y);
vis->Translation = 0; // [RH] Use default colors
vis->pic = tex;
vis->Style.ColormapNum = 0;
// If flip is used, provided that it's not already flipped (that would just invert itself)
// (It's an XOR...)
if (!(flip) != !(pspr->Flags & PSPF_FLIP))
{
vis->xiscale = -FLOAT2FIXED(pspritexiscale * tex->Scale.X);
vis->startfrac = (tex->GetWidth() << FRACBITS) - 1;
}
else
{
vis->xiscale = FLOAT2FIXED(pspritexiscale * tex->Scale.X);
vis->startfrac = 0;
}
if (vis->x1 > x1)
vis->startfrac += vis->xiscale*(vis->x1 - x1);
noaccel = false;
FDynamicColormap *colormap_to_use = nullptr;
if (pspr->GetID() < PSP_TARGETCENTER)
{
// [MC] Set the render style
if (pspr->Flags & PSPF_RENDERSTYLE)
{
const int rs = clamp<int>(pspr->RenderStyle, 0, STYLE_Count);
if (pspr->Flags & PSPF_FORCESTYLE)
{
vis->Style.RenderStyle = LegacyRenderStyles[rs];
}
else if (owner->RenderStyle == LegacyRenderStyles[STYLE_Fuzzy])
{
vis->Style.RenderStyle = LegacyRenderStyles[STYLE_Fuzzy];
}
else if (owner->RenderStyle == LegacyRenderStyles[STYLE_OptFuzzy])
{
vis->Style.RenderStyle = LegacyRenderStyles[STYLE_OptFuzzy];
vis->Style.RenderStyle.CheckFuzz();
}
else if (owner->RenderStyle == LegacyRenderStyles[STYLE_Subtract])
{
vis->Style.RenderStyle = LegacyRenderStyles[STYLE_Subtract];
}
else
{
vis->Style.RenderStyle = LegacyRenderStyles[rs];
}
}
else
{
vis->Style.RenderStyle = owner->RenderStyle;
}
// Set the alpha based on if using the overlay's own or not. Also adjust
// and override the alpha if not forced.
if (pspr->Flags & PSPF_ALPHA)
{
if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Fuzzy])
{
alpha = owner->Alpha;
}
else if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_OptFuzzy])
{
FRenderStyle style = vis->Style.RenderStyle;
style.CheckFuzz();
switch (style.BlendOp)
{
default:
alpha = pspr->alpha * owner->Alpha;
break;
case STYLEOP_Fuzz:
case STYLEOP_Sub:
alpha = owner->Alpha;
break;
}
}
else if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Subtract])
{
alpha = owner->Alpha;
}
else if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Add] ||
vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Translucent] ||
vis->Style.RenderStyle == LegacyRenderStyles[STYLE_TranslucentStencil] ||
vis->Style.RenderStyle == LegacyRenderStyles[STYLE_AddStencil] ||
vis->Style.RenderStyle == LegacyRenderStyles[STYLE_AddShaded])
{
alpha = owner->Alpha * pspr->alpha;
}
else
{
alpha = owner->Alpha;
}
}
// Should normal renderstyle come out on top at the end and we desire alpha,
// switch it to translucent. Normal never applies any sort of alpha.
if ((pspr->Flags & PSPF_ALPHA) &&
vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Normal] &&
vis->Style.Alpha < 1.0)
{
vis->Style.RenderStyle = LegacyRenderStyles[STYLE_Translucent];
alpha = owner->Alpha * pspr->alpha;
}
// ALWAYS take priority if asked for, except fuzz. Fuzz does absolutely nothing
// no matter what way it's changed.
if (pspr->Flags & PSPF_FORCEALPHA)
{
//Due to lack of != operators...
if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Fuzzy] ||
vis->Style.RenderStyle == LegacyRenderStyles[STYLE_SoulTrans] ||
vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Stencil])
{ }
else
{
alpha = pspr->alpha;
vis->Style.RenderStyle.Flags |= STYLEF_ForceAlpha;
}
}
vis->Style.Alpha = clamp<float>(float(alpha), 0.f, 1.f);
// Due to how some of the effects are handled, going to 0 or less causes some
// weirdness to display. There's no point rendering it anyway if it's 0.
if (vis->Style.Alpha <= 0.)
return;
//-----------------------------------------------------------------------------
// The software renderer cannot invert the source without inverting the overlay
// too. That means if the source is inverted, we need to do the reverse of what
// the invert overlay flag says to do.
INTBOOL invertcolormap = (vis->Style.RenderStyle.Flags & STYLEF_InvertOverlay);
if (vis->Style.RenderStyle.Flags & STYLEF_InvertSource)
{
invertcolormap = !invertcolormap;
}
FDynamicColormap *mybasecolormap = basecolormap;
if (vis->Style.RenderStyle.Flags & STYLEF_FadeToBlack)
{
if (invertcolormap)
{ // Fade to white
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(255, 255, 255), mybasecolormap->Desaturate);
invertcolormap = false;
}
else
{ // Fade to black
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(0, 0, 0), mybasecolormap->Desaturate);
}
}
if (realfixedcolormap != nullptr && (!r_swtruecolor || (r_shadercolormaps && screen->Accel2D)))
{ // fixed color
vis->Style.BaseColormap = realfixedcolormap;
vis->Style.ColormapNum = 0;
}
else
{
if (invertcolormap)
{
mybasecolormap = GetSpecialLights(mybasecolormap->Color, mybasecolormap->Fade.InverseColor(), mybasecolormap->Desaturate);
}
if (fixedlightlev >= 0)
{
vis->Style.BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap;
vis->Style.ColormapNum = fixedlightlev >> COLORMAPSHIFT;
}
else if (!foggy && pspr->GetState()->GetFullbright())
{ // full bright
vis->Style.BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap; // [RH] use basecolormap
vis->Style.ColormapNum = 0;
}
else
{ // local light
vis->Style.BaseColormap = mybasecolormap;
vis->Style.ColormapNum = GETPALOOKUP(0, spriteshade);
}
}
if (camera->Inventory != nullptr)
{
BYTE oldcolormapnum = vis->Style.ColormapNum;
FSWColormap *oldcolormap = vis->Style.BaseColormap;
camera->Inventory->AlterWeaponSprite (&vis->Style);
if (vis->Style.BaseColormap != oldcolormap || vis->Style.ColormapNum != oldcolormapnum)
{
// The colormap has changed. Is it one we can easily identify?
// If not, then don't bother trying to identify it for
// hardware accelerated drawing.
if (vis->Style.BaseColormap < &SpecialColormaps[0] ||
vis->Style.BaseColormap > &SpecialColormaps.Last())
{
noaccel = true;
}
// Has the basecolormap changed? If so, we can't hardware accelerate it,
// since we don't know what it is anymore.
else if (vis->Style.BaseColormap != mybasecolormap)
{
noaccel = true;
}
}
}
// If we're drawing with a special colormap, but shaders for them are disabled, do
// not accelerate.
if (!r_shadercolormaps && (vis->Style.BaseColormap >= &SpecialColormaps[0] &&
vis->Style.BaseColormap <= &SpecialColormaps.Last()))
{
noaccel = true;
}
// If drawing with a BOOM colormap, disable acceleration.
if (mybasecolormap == &NormalLight && NormalLight.Maps != realcolormaps.Maps)
{
noaccel = true;
}
// If the main colormap has fixed lights, and this sprite is being drawn with that
// colormap, disable acceleration so that the lights can remain fixed.
if (!noaccel && realfixedcolormap == nullptr &&
NormalLightHasFixedLights && mybasecolormap == &NormalLight &&
vis->pic->UseBasePalette())
{
noaccel = true;
}
// [SP] If emulating GZDoom fullbright, disable acceleration
if (r_fullbrightignoresectorcolor && fixedlightlev >= 0)
mybasecolormap = &FullNormalLight;
if (r_fullbrightignoresectorcolor && !foggy && pspr->GetState()->GetFullbright())
mybasecolormap = &FullNormalLight;
colormap_to_use = mybasecolormap;
}
else
{
colormap_to_use = basecolormap;
vis->Style.BaseColormap = basecolormap;
vis->Style.ColormapNum = 0;
}
// Check for hardware-assisted 2D. If it's available, and this sprite is not
// fuzzy, don't draw it until after the switch to 2D mode.
if (!noaccel && RenderTarget == screen && (DFrameBuffer *)screen->Accel2D)
{
FRenderStyle style = vis->Style.RenderStyle;
style.CheckFuzz();
if (style.BlendOp != STYLEOP_Fuzz)
{
if (vispsprites.Size() < vispspindex + 1)
vispsprites.Reserve(vispsprites.Size() - vispspindex + 1);
vispsprites[vispspindex].vis = vis;
vispsprites[vispspindex].basecolormap = colormap_to_use;
vispsprites[vispspindex].x1 = x1;
vispspindex++;
return;
}
}
R_DrawVisSprite(vis);
}
//==========================================================================
//
// R_DrawPlayerSprites
//
//==========================================================================
void R_DrawPlayerSprites ()
{
int i;
int lightnum;
DPSprite* psp;
DPSprite* weapon;
sector_t* sec = NULL;
static sector_t tempsec;
int floorlight, ceilinglight;
F3DFloor *rover;
if (!r_drawplayersprites ||
!camera ||
!camera->player ||
(players[consoleplayer].cheats & CF_CHASECAM) ||
(r_deathcamera && camera->health <= 0))
return;
if (fixedlightlev < 0 && viewsector->e && viewsector->e->XFloor.lightlist.Size())
{
for (i = viewsector->e->XFloor.lightlist.Size() - 1; i >= 0; i--)
{
if (ViewPos.Z <= viewsector->e->XFloor.lightlist[i].plane.Zat0())
{
rover = viewsector->e->XFloor.lightlist[i].caster;
if (rover)
{
if (rover->flags & FF_DOUBLESHADOW && ViewPos.Z <= rover->bottom.plane->Zat0())
break;
sec = rover->model;
if (rover->flags & FF_FADEWALLS)
basecolormap = sec->ColorMap;
else
basecolormap = viewsector->e->XFloor.lightlist[i].extra_colormap;
}
break;
}
}
if(!sec)
{
sec = viewsector;
basecolormap = sec->ColorMap;
}
floorlight = ceilinglight = sec->lightlevel;
}
else
{ // This used to use camera->Sector but due to interpolation that can be incorrect
// when the interpolated viewpoint is in a different sector than the camera.
sec = R_FakeFlat (viewsector, &tempsec, &floorlight,
&ceilinglight, false);
// [RH] set basecolormap
basecolormap = sec->ColorMap;
}
// [RH] set foggy flag
foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE));
r_actualextralight = foggy ? 0 : extralight << 4;
// get light level
lightnum = ((floorlight + ceilinglight) >> 1) + r_actualextralight;
spriteshade = LIGHT2SHADE(lightnum) - 24*FRACUNIT;
// clip to screen bounds
mfloorclip = screenheightarray;
mceilingclip = zeroarray;
if (camera->player != NULL)
{
double centerhack = CenterY;
double wx, wy;
float bobx, boby;
CenterY = viewheight / 2;
P_BobWeapon (camera->player, &bobx, &boby, r_TicFracF);
// Interpolate the main weapon layer once so as to be able to add it to other layers.
if ((weapon = camera->player->FindPSprite(PSP_WEAPON)) != nullptr)
{
if (weapon->firstTic)
{
wx = weapon->x;
wy = weapon->y;
}
else
{
wx = weapon->oldx + (weapon->x - weapon->oldx) * r_TicFracF;
wy = weapon->oldy + (weapon->y - weapon->oldy) * r_TicFracF;
}
}
else
{
wx = 0;
wy = 0;
}
// add all active psprites
psp = camera->player->psprites;
while (psp)
{
// [RH] Don't draw the targeter's crosshair if the player already has a crosshair set.
// It's possible this psprite's caller is now null but the layer itself hasn't been destroyed
// because it didn't tick yet (if we typed 'take all' while in the console for example).
// In this case let's simply not draw it to avoid crashing.
if ((psp->GetID() != PSP_TARGETCENTER || CrosshairImage == nullptr) && psp->GetCaller() != nullptr)
{
R_DrawPSprite(psp, camera, bobx, boby, wx, wy, r_TicFracF);
}
psp = psp->GetNext();
}
CenterY = centerhack;
}
}
//==========================================================================
//
// R_DrawRemainingPlayerSprites
//
// Called from D_Display to draw sprites that were not drawn by
// R_DrawPlayerSprites().
//
//==========================================================================
void R_DrawRemainingPlayerSprites()
{
for (unsigned int i = 0; i < vispspindex; i++)
{
vissprite_t *vis;
vis = vispsprites[i].vis;
FDynamicColormap *colormap = vispsprites[i].basecolormap;
bool flip = vis->xiscale < 0;
FSpecialColormap *special = NULL;
PalEntry overlay = 0;
FColormapStyle colormapstyle;
bool usecolormapstyle = false;
if (vis->Style.BaseColormap >= &SpecialColormaps[0] &&
vis->Style.BaseColormap < &SpecialColormaps[SpecialColormaps.Size()])
{
special = static_cast<FSpecialColormap*>(vis->Style.BaseColormap);
}
else if (colormap->Color == PalEntry(255,255,255) &&
colormap->Desaturate == 0)
{
overlay = colormap->Fade;
overlay.a = BYTE(vis->Style.ColormapNum * 255 / NUMCOLORMAPS);
}
else
{
usecolormapstyle = true;
colormapstyle.Color = colormap->Color;
colormapstyle.Fade = colormap->Fade;
colormapstyle.Desaturate = colormap->Desaturate;
colormapstyle.FadeLevel = vis->Style.ColormapNum / float(NUMCOLORMAPS);
}
screen->DrawTexture(vis->pic,
viewwindowx + vispsprites[i].x1,
viewwindowy + viewheight/2 - vis->texturemid * vis->yscale - 0.5,
DTA_DestWidthF, FIXED2DBL(vis->pic->GetWidth() * vis->xscale),
DTA_DestHeightF, vis->pic->GetHeight() * vis->yscale,
DTA_Translation, TranslationToTable(vis->Translation),
DTA_FlipX, flip,
DTA_TopOffset, 0,
DTA_LeftOffset, 0,
DTA_ClipLeft, viewwindowx,
DTA_ClipTop, viewwindowy,
DTA_ClipRight, viewwindowx + viewwidth,
DTA_ClipBottom, viewwindowy + viewheight,
DTA_AlphaF, vis->Style.Alpha,
DTA_RenderStyle, vis->Style.RenderStyle,
DTA_FillColor, vis->FillColor,
DTA_SpecialColormap, special,
DTA_ColorOverlay, overlay.d,
DTA_ColormapStyle, usecolormapstyle ? &colormapstyle : NULL,
TAG_DONE);
}
vispspindex = 0;
}
//
// R_SortVisSprites

View File

@ -55,6 +55,8 @@ extern double pspriteyscale;
extern FTexture *WallSpriteTile;
extern int spriteshade;
bool R_ClipSpriteColumnWithPortals(vissprite_t* spr);
void R_DrawMaskedColumn (FTexture *texture, fixed_t column, bool unmasked = false);
@ -66,13 +68,13 @@ void R_AddSprites (sector_t *sec, int lightlevel, int fakeside);
void R_DrawSprites ();
void R_ClearSprites ();
void R_DrawMasked ();
void R_DrawRemainingPlayerSprites ();
void R_CheckOffscreenBuffer(int width, int height, bool spansonly);
enum { DVF_OFFSCREEN = 1, DVF_SPANSONLY = 2, DVF_MIRRORED = 4 };
void R_ClipVisSprite (vissprite_t *vis, int xl, int xh);
void R_DrawVisSprite(vissprite_t *vis);
}