/* ** gl_weapon.cpp ** Weapon sprite drawing ** **--------------------------------------------------------------------------- ** Copyright 2002-2005 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be ** covered by the terms of the GNU Lesser General Public License as published ** by the Free Software Foundation; either version 2.1 of the License, or (at ** your option) any later version. ** 5. Full disclosure of the entire project's source code, except for third ** party libraries is mandatory. (NOTE: This clause is non-negotiable!) ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "gl/system/gl_system.h" #include "sbar.h" #include "r_utility.h" #include "v_video.h" #include "doomstat.h" #include "d_player.h" #include "g_level.h" #include "gl/system/gl_interface.h" #include "gl/system/gl_cvars.h" #include "gl/renderer/gl_renderer.h" #include "gl/renderer/gl_lightdata.h" #include "gl/renderer/gl_renderstate.h" #include "gl/data/gl_data.h" #include "gl/data/gl_vertexbuffer.h" #include "gl/dynlights/gl_glow.h" #include "gl/scene/gl_drawinfo.h" #include "gl/models/gl_models.h" #include "gl/shaders/gl_shader.h" #include "gl/textures/gl_material.h" EXTERN_CVAR (Bool, r_drawplayersprites) EXTERN_CVAR(Float, transsouls) EXTERN_CVAR (Bool, st_scale) EXTERN_CVAR(Int, gl_fuzztype) //========================================================================== // // R_DrawPSprite // //========================================================================== void FGLRenderer::DrawPSprite (player_t * player,pspdef_t *psp,fixed_t sx, fixed_t sy, bool hudModelStep, int OverrideShader, bool alphatexture) { float fU1,fV1; float fU2,fV2; fixed_t tx; int x1,y1,x2,y2; float scale; fixed_t scalex; fixed_t texturemid;// 4:3 16:9 16:10 17:10 5:4 static fixed_t xratio[] = {FRACUNIT, FRACUNIT*3/4, FRACUNIT*5/6, FRACUNIT*40/51, FRACUNIT}; // [BB] In the HUD model step we just render the model and break out. if ( hudModelStep ) { gl_RenderHUDModel( psp, sx, sy); return; } // decide which patch to use bool mirror; FTextureID lump = gl_GetSpriteFrame(psp->sprite, psp->frame, 0, 0, &mirror); if (!lump.isValid()) return; FMaterial * tex = FMaterial::ValidateTexture(lump, false); if (!tex) return; tex->BindPatch(0, OverrideShader, alphatexture); int vw = viewwidth; int vh = viewheight; // calculate edges of the shape scalex = xratio[WidescreenRatio] * vw / 320; tx = sx - ((160 + tex->GetScaledLeftOffset(GLUSE_PATCH))<>FRACBITS) + (vw>>1); if (x1 > vw) return; // off the right side x1+=viewwindowx; tx += tex->TextureWidth(GLUSE_PATCH) << FRACBITS; x2 = (FixedMul(tx, scalex)>>FRACBITS) + (vw>>1); if (x2 < 0) return; // off the left side x2+=viewwindowx; // killough 12/98: fix psprite positioning problem texturemid = (100<GetScaledTopOffset(GLUSE_PATCH)<ReadyWeapon; if (wi && wi->YAdjust) { if (screenblocks>=11) { texturemid -= wi->YAdjust; } else if (!st_scale) { texturemid -= FixedMul (StatusBar->GetDisplacement (), wi->YAdjust); } } scale = ((SCREENHEIGHT*vw)/SCREENWIDTH) / 200.0f; y1 = viewwindowy + (vh >> 1) - (int)(((float)texturemid / (float)FRACUNIT) * scale); y2 = y1 + (int)((float)tex->TextureHeight(GLUSE_PATCH) * scale) + 1; if (!mirror) { fU1=tex->GetUL(); fV1=tex->GetVT(); fU2=tex->GetUR(); fV2=tex->GetVB(); } else { fU2=tex->GetUL(); fV1=tex->GetVT(); fU1=tex->GetUR(); fV2=tex->GetVB(); } if (tex->GetTransparent() || OverrideShader != 0) { gl_RenderState.EnableAlphaTest(false); } gl_RenderState.Apply(); FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer(); ptr->Set(x1, y1, 0, fU1, fV1); ptr++; ptr->Set(x1, y2, 0, fU1, fV2); ptr++; ptr->Set(x2, y1, 0, fU2, fV1); ptr++; ptr->Set(x2, y2, 0, fU2, fV2); ptr++; GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP); if (tex->GetTransparent() || OverrideShader != 0) { gl_RenderState.EnableAlphaTest(true); } } //========================================================================== // // R_DrawPlayerSprites // //========================================================================== EXTERN_CVAR(Bool, gl_brightfog) void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep) { bool statebright[2] = {false, false}; unsigned int i; pspdef_t *psp; int lightlevel=0; fixed_t ofsx, ofsy; FColormap cm; sector_t * fakesec, fs; AActor * playermo=players[consoleplayer].camera; player_t * player=playermo->player; // this is the same as the software renderer if (!player || !r_drawplayersprites || !camera->player || (players[consoleplayer].cheats & CF_CHASECAM)) return; P_BobWeapon (player, &player->psprites[ps_weapon], &ofsx, &ofsy); // check for fullbright if (player->fixedcolormap==NOFIXEDCOLORMAP) { for (i = 0, psp = player->psprites; i <= ps_flash; i++, psp++) { if (psp->state != NULL) { bool disablefullbright = false; FTextureID lump = gl_GetSpriteFrame(psp->sprite, psp->frame, 0, 0, NULL); if (lump.isValid()) { FMaterial * tex=FMaterial::ValidateTexture(lump, false); if (tex) disablefullbright = tex->tex->gl_info.bBrightmapDisablesFullbright; } statebright[i] = !!psp->state->GetFullbright() && !disablefullbright; } } } if (gl_fixedcolormap) { lightlevel=255; cm.Clear(); statebright[0] = statebright[1] = true; fakesec = viewsector; } else { fakesec = gl_FakeFlat(viewsector, &fs, false); // calculate light level for weapon sprites lightlevel = gl_ClampLight(fakesec->lightlevel); if (glset.lightmode == 8) { lightlevel = gl_CalcLightLevel(lightlevel, getExtraLight(), true); // Korshun: the way based on max possible light level for sector like in software renderer. float min_L = 36.0/31.0 - ((lightlevel/255.0) * (63.0/31.0)); // Lightlevel in range 0-63 if (min_L < 0) min_L = 0; else if (min_L > 1.0) min_L = 1.0; lightlevel = (1.0 - min_L) * 255; } lightlevel = gl_CheckSpriteGlow(viewsector, lightlevel, playermo->x, playermo->y, playermo->z); // calculate colormap for weapon sprites if (viewsector->e->XFloor.ffloors.Size() && !glset.nocoloredspritelighting) { TArray & lightlist = viewsector->e->XFloor.lightlist; for(i=0;ifloorplane.ZatPoint(viewx,viewy); } if (lightbottomviewz) { cm = lightlist[i].extra_colormap; lightlevel = *lightlist[i].p_lightlevel; break; } } } else { cm=fakesec->ColorMap; if (glset.nocoloredspritelighting) cm.ClearColor(); } } // Korshun: fullbright fog in opengl, render weapon sprites fullbright. if (glset.brightfog && ((level.flags&LEVEL_HASFADETABLE) || cm.FadeColor != 0)) { lightlevel = 255; statebright[0] = statebright[1] = true; } PalEntry ThingColor = (playermo->RenderStyle.Flags & STYLEF_ColorIsFixed) ? playermo->fillcolor : 0xffffff; ThingColor.a = 255; visstyle_t vis; vis.RenderStyle=playermo->RenderStyle; vis.alpha=playermo->alpha; vis.colormap = NULL; if (playermo->Inventory) { playermo->Inventory->AlterWeaponSprite(&vis); if (vis.colormap >= SpecialColormaps[0].Colormap && vis.colormap < SpecialColormaps[SpecialColormaps.Size()].Colormap && gl_fixedcolormap == CM_DEFAULT) { // this only happens for Strife's inverted weapon sprite vis.RenderStyle.Flags |= STYLEF_InvertSource; } } // Set the render parameters int OverrideShader = 0; float trans = 0.f; if (vis.RenderStyle.BlendOp >= STYLEOP_Fuzz && vis.RenderStyle.BlendOp <= STYLEOP_FuzzOrRevSub) { vis.RenderStyle.CheckFuzz(); if (vis.RenderStyle.BlendOp == STYLEOP_Fuzz) { if (gl_fuzztype != 0) { // Todo: implement shader selection here vis.RenderStyle = LegacyRenderStyles[STYLE_Translucent]; OverrideShader = gl_fuzztype + 4; trans = 0.99f; // trans may not be 1 here } else { vis.RenderStyle.BlendOp = STYLEOP_Shadow; } } statebright[0] = statebright[1] = false; } gl_SetRenderStyle(vis.RenderStyle, false, false); if (vis.RenderStyle.Flags & STYLEF_TransSoulsAlpha) { trans = transsouls; } else if (vis.RenderStyle.Flags & STYLEF_Alpha1) { trans = 1.f; } else if (trans == 0.f) { trans = FIXED2FLOAT(vis.alpha); } // now draw the different layers of the weapon gl_RenderState.EnableBrightmap(true); gl_RenderState.SetObjectColor(ThingColor); if (statebright[0] || statebright[1]) { // brighten the weapon to reduce the difference between // normal sprite and fullbright flash. if (glset.lightmode != 8) lightlevel = (2*lightlevel+255)/3; } // hack alert! Rather than changing everything in the underlying lighting code let's just temporarily change // light mode here to draw the weapon sprite. int oldlightmode = glset.lightmode; if (glset.lightmode == 8) glset.lightmode = 2; for (i=0, psp=player->psprites; i<=ps_flash; i++,psp++) { if (psp->state) { FColormap cmc = cm; if (statebright[i]) { if (fakesec == viewsector || in_area != area_below) { cmc.LightColor.r= cmc.LightColor.g= cmc.LightColor.b=0xff; } else { // under water areas keep most of their color for fullbright objects cmc.LightColor.r = (3 * cmc.LightColor.r + 0xff) / 4; cmc.LightColor.g = (3*cmc.LightColor.g + 0xff)/4; cmc.LightColor.b = (3*cmc.LightColor.b + 0xff)/4; } } // set the lighting parameters if (vis.RenderStyle.BlendOp == STYLEOP_Shadow) { gl_RenderState.SetColor(0.2f, 0.2f, 0.2f, 0.33f, cmc.desaturation); } else { gl_SetDynSpriteLight(playermo, NULL); gl_SetColor(statebright[i] ? 255 : lightlevel, 0, cmc, trans, true); } DrawPSprite(player, psp, psp->sx + ofsx, psp->sy + ofsy, hudModelStep, OverrideShader, !!(vis.RenderStyle.Flags & STYLEF_RedIsAlpha)); } } gl_RenderState.SetObjectColor(0xffffffff); gl_RenderState.SetDynLight(0, 0, 0); gl_RenderState.EnableBrightmap(false); glset.lightmode = oldlightmode; } //========================================================================== // // R_DrawPlayerSprites // //========================================================================== void FGLRenderer::DrawTargeterSprites() { int i; pspdef_t *psp; AActor * playermo=players[consoleplayer].camera; player_t * player=playermo->player; if(!player || playermo->renderflags&RF_INVISIBLE || !r_drawplayersprites || mViewActor!=playermo) return; gl_RenderState.EnableBrightmap(false); gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); gl_RenderState.AlphaFunc(GL_GEQUAL,gl_mask_sprite_threshold); gl_RenderState.BlendEquation(GL_FUNC_ADD); gl_RenderState.ResetColor(); gl_RenderState.SetTextureMode(TM_MODULATE); // The Targeter's sprites are always drawn normally. for (i=ps_targetcenter, psp = &player->psprites[ps_targetcenter]; istate) DrawPSprite (player,psp,psp->sx, psp->sy, false, 0, false); }