gzdoom/src/polyrenderer/scene/poly_playersprite.cpp
2018-05-21 17:52:03 +02:00

551 lines
17 KiB
C++

/*
** Polygon Doom software renderer
** Copyright (c) 2016 Magnus Norddahl
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
**
*/
#include <stdlib.h>
#include "templates.h"
#include "doomdef.h"
#include "sbar.h"
#include "r_data/r_translate.h"
#include "poly_playersprite.h"
#include "polyrenderer/poly_renderer.h"
#include "d_player.h"
#include "polyrenderer/scene/poly_light.h"
#include "polyrenderer/scene/poly_model.h"
EXTERN_CVAR(Bool, r_drawplayersprites)
EXTERN_CVAR(Bool, r_deathcamera)
EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor)
EXTERN_CVAR(Bool, r_models)
void RenderPolyPlayerSprites::Render(PolyRenderThread *thread)
{
// This code cannot be moved directly to RenderRemainingSprites because the engine
// draws the canvas textures between this call and the final call to RenderRemainingSprites..
//
// We also can't move it because the model render code relies on it
const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
int i;
int lightnum;
DPSprite* psp;
DPSprite* weapon;
sector_t* sec = nullptr;
int floorlight, ceilinglight;
F3DFloor *rover;
if (!r_drawplayersprites ||
!viewpoint.camera ||
!viewpoint.camera->player ||
(players[consoleplayer].cheats & CF_CHASECAM) ||
(r_deathcamera && viewpoint.camera->health <= 0))
return;
renderHUDModel = r_models && IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player);
PolyTransferHeights fakeflat(viewpoint.camera->subsector);
FDynamicColormap *basecolormap;
PolyCameraLight *cameraLight = PolyCameraLight::Instance();
if (cameraLight->FixedLightLevel() < 0 && viewpoint.sector->e && viewpoint.sector->e->XFloor.lightlist.Size())
{
for (i = viewpoint.sector->e->XFloor.lightlist.Size() - 1; i >= 0; i--)
{
if (viewpoint.Pos.Z <= viewpoint.sector->e->XFloor.lightlist[i].plane.Zat0())
{
rover = viewpoint.sector->e->XFloor.lightlist[i].caster;
if (rover)
{
if (rover->flags & FF_DOUBLESHADOW && viewpoint.Pos.Z <= rover->bottom.plane->Zat0())
break;
sec = rover->model;
if (rover->flags & FF_FADEWALLS)
basecolormap = GetColorTable(sec->Colormap, sec->SpecialColors[sector_t::sprites], true);
else
basecolormap = GetColorTable(viewpoint.sector->e->XFloor.lightlist[i].extra_colormap, sec->SpecialColors[sector_t::sprites], true);
}
break;
}
}
if (!sec)
{
sec = viewpoint.sector;
basecolormap = GetColorTable(sec->Colormap, sec->SpecialColors[sector_t::sprites], true);
}
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 = fakeflat.FrontSector;
floorlight = fakeflat.FloorLightLevel;
ceilinglight = fakeflat.CeilingLightLevel;
// [RH] set basecolormap
basecolormap = GetColorTable(sec->Colormap, sec->SpecialColors[sector_t::sprites], true);
}
// [RH] set foggy flag
bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE));
// get light level
lightnum = ((floorlight + ceilinglight) >> 1) + (foggy ? 0 : viewpoint.extralight << 4);
int spriteshade = LightLevelToShade(lightnum, foggy) - 24 * FRACUNIT;
if (viewpoint.camera->player != nullptr)
{
double wx, wy;
float bobx, boby;
P_BobWeapon(viewpoint.camera->player, &bobx, &boby, viewpoint.TicFrac);
// Interpolate the main weapon layer once so as to be able to add it to other layers.
if ((weapon = viewpoint.camera->player->FindPSprite(PSP_WEAPON)) != nullptr)
{
if (weapon->firstTic)
{
wx = weapon->x;
wy = weapon->y;
}
else
{
wx = weapon->oldx + (weapon->x - weapon->oldx) * viewpoint.TicFrac;
wy = weapon->oldy + (weapon->y - weapon->oldy) * viewpoint.TicFrac;
}
}
else
{
wx = 0;
wy = 0;
}
// add all active psprites
psp = viewpoint.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)
{
RenderSprite(thread, psp, viewpoint.camera, bobx, boby, wx, wy, viewpoint.TicFrac, spriteshade, basecolormap, foggy);
}
psp = psp->GetNext();
}
}
}
void RenderPolyPlayerSprites::RenderRemainingSprites()
{
for (const PolyHWAccelPlayerSprite &sprite : AcceleratedSprites)
{
screen->DrawTexture(sprite.pic,
viewwindowx + sprite.x1,
viewwindowy + viewheight / 2 - sprite.texturemid * sprite.yscale - 0.5,
DTA_DestWidthF, FIXED2DBL(sprite.pic->GetWidth() * sprite.xscale),
DTA_DestHeightF, sprite.pic->GetHeight() * sprite.yscale,
DTA_TranslationIndex, sprite.Translation,
DTA_FlipX, sprite.flip,
DTA_TopOffset, 0,
DTA_LeftOffset, 0,
DTA_ClipLeft, viewwindowx,
DTA_ClipTop, viewwindowy,
DTA_ClipRight, viewwindowx + viewwidth,
DTA_ClipBottom, viewwindowy + viewheight,
DTA_Alpha, sprite.Alpha,
DTA_RenderStyle, sprite.RenderStyle,
DTA_FillColor, sprite.FillColor,
DTA_SpecialColormap, sprite.special,
DTA_ColorOverlay, sprite.overlay.d,
DTA_Color, sprite.LightColor | 0xff000000, // the color here does not have a valid alpha component.
DTA_Desaturate, sprite.Desaturate,
TAG_DONE);
}
AcceleratedSprites.Clear();
}
void RenderPolyPlayerSprites::RenderSprite(PolyRenderThread *thread, DPSprite *pspr, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac, int spriteshade, FDynamicColormap *basecolormap, bool foggy)
{
double tx;
int x1;
int x2;
double sx, sy;
spritedef_t* sprdef;
spriteframe_t* sprframe;
FTextureID picnum;
uint16_t flip;
FTexture* tex;
bool noaccel;
double alpha = owner->Alpha;
// 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;
}
const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
const auto &viewwindow = PolyRenderer::Instance()->Viewwindow;
DCanvas *renderTarget = PolyRenderer::Instance()->RenderTarget;
// Force it to use software rendering when drawing to a canvas texture.
bool renderToCanvas = PolyRenderer::Instance()->RenderToCanvas;
sprframe = &SpriteFrames[sprdef->spriteframes + pspr->GetFrame()];
picnum = sprframe->Texture[0];
flip = sprframe->Flip & 1;
tex = TexMan(picnum);
if (tex->UseType == ETextureType::Null)
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 += (pspr->Flags & PSPF_MIRROR) ? -bobx : bobx;
sy += boby;
}
if (pspr->Flags & PSPF_ADDWEAPON && pspr->GetID() != PSP_WEAPON)
{
sx += wx;
sy += wy;
}
if (renderHUDModel)
{
PolyRenderHUDModel(thread, PolyRenderer::Instance()->Scene.CurrentViewpoint->WorldToClip, 1, pspr, (float)sx, (float)sy);
return;
}
double yaspectMul = 1.2 * ((double)SCREENHEIGHT / SCREENWIDTH) * r_viewwindow.WidescreenRatio;
double pspritexscale = viewwindow.centerxwide / 160.0;
double pspriteyscale = pspritexscale * yaspectMul;
double pspritexiscale = 1 / pspritexscale;
int tleft = tex->GetScaledLeftOffsetPo();
int twidth = tex->GetScaledWidth();
// calculate edges of the shape
//tx = sx - BASEXCENTER;
tx = (pspr->Flags & PSPF_MIRROR) ? ((BASEXCENTER - twidth) - (sx - tleft)) : ((sx - BASEXCENTER) - tleft);
x1 = xs_RoundToInt(viewwindow.centerx + tx * pspritexscale);
// off the right side
if (x1 > viewwidth)
return;
tx += twidth;
x2 = xs_RoundToInt(viewwindow.centerx + tx * pspritexscale);
// off the left side
if (x2 <= 0)
return;
// store information in a vissprite
PolyNoAccelPlayerSprite vis;
vis.renderflags = owner->renderflags;
vis.texturemid = (BASEYCENTER - sy) * tex->Scale.Y + tex->GetTopOffsetPo();
if (viewpoint.camera->player && (renderToCanvas ||
viewheight == renderTarget->GetHeight() ||
(renderTarget->GetWidth() > (BASEXCENTER * 2))))
{ // Adjust PSprite for fullscreen views
AWeapon *weapon = dyn_cast<AWeapon>(pspr->GetCaller());
if (weapon != nullptr && weapon->YAdjust != 0)
{
if (renderToCanvas || 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(viewwindow.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.pic = tex;
// 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)
{
auto rs = pspr->GetRenderStyle(owner->RenderStyle, owner->Alpha);
vis.RenderStyle = rs.first;
vis.Alpha = rs.second;
if (!vis.RenderStyle.IsVisible(vis.Alpha))
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.
bool invertcolormap = (vis.RenderStyle.Flags & STYLEF_InvertOverlay) != 0;
if (vis.RenderStyle.Flags & STYLEF_InvertSource)
{
invertcolormap = !invertcolormap;
}
const FState* const psprState = pspr->GetState();
bool fullbright = !foggy && (psprState == nullptr ? false : psprState->GetFullbright());
bool fadeToBlack = (vis.RenderStyle.Flags & STYLEF_FadeToBlack) != 0;
vis.Light.SetColormap(0, spriteshade, basecolormap, fullbright, invertcolormap, fadeToBlack);
colormap_to_use = (FDynamicColormap*)vis.Light.BaseColormap;
if (viewpoint.camera->Inventory != nullptr)
{
visstyle_t visstyle;
visstyle.Alpha = vis.Alpha;
visstyle.RenderStyle = STYLE_Count;
visstyle.Invert = false;
viewpoint.camera->Inventory->AlterWeaponSprite(&visstyle);
if (!(pspr->Flags & PSPF_FORCEALPHA)) vis.Alpha = visstyle.Alpha;
if (visstyle.RenderStyle != STYLE_Count && !(pspr->Flags & PSPF_FORCESTYLE))
{
vis.RenderStyle = visstyle.RenderStyle;
}
if (visstyle.Invert)
{
vis.Light.BaseColormap = &SpecialSWColormaps[INVERSECOLORMAP];
vis.Light.ColormapNum = 0;
noaccel = true;
}
}
// If drawing with a BOOM colormap, disable acceleration.
if (vis.Light.BaseColormap == &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.
PolyCameraLight *cameraLight = PolyCameraLight::Instance();
if (!noaccel && cameraLight->ShaderColormap() == nullptr &&
NormalLightHasFixedLights && vis.Light.BaseColormap == &NormalLight &&
vis.pic->UseBasePalette())
{
noaccel = true;
}
}
else
{
colormap_to_use = basecolormap;
vis.Light.BaseColormap = basecolormap;
vis.Light.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 && !renderToCanvas)
{
FRenderStyle style = vis.RenderStyle;
style.CheckFuzz();
if (style.BlendOp != STYLEOP_Fuzz)
{
PolyHWAccelPlayerSprite accelSprite;
accelSprite.pic = vis.pic;
accelSprite.texturemid = vis.texturemid;
accelSprite.yscale = vis.yscale;
accelSprite.xscale = vis.xscale;
accelSprite.Alpha = vis.Alpha;
accelSprite.RenderStyle = vis.RenderStyle;
accelSprite.Translation = vis.Translation;
accelSprite.FillColor = vis.FillColor;
accelSprite.basecolormap = colormap_to_use;
accelSprite.x1 = x1;
accelSprite.flip = vis.xiscale < 0;
if (vis.Light.BaseColormap >= &SpecialSWColormaps[0] &&
vis.Light.BaseColormap < &SpecialSWColormaps[SpecialColormaps.Size()])
{
accelSprite.special = &SpecialColormaps[vis.Light.BaseColormap - &SpecialSWColormaps[0]];
}
else if (PolyCameraLight::Instance()->ShaderColormap())
{
accelSprite.special = PolyCameraLight::Instance()->ShaderColormap();
}
else
{
accelSprite.overlay = colormap_to_use->Fade;
accelSprite.overlay.a = uint8_t(vis.Light.ColormapNum * 255 / NUMCOLORMAPS);
accelSprite.LightColor = colormap_to_use->Color;
accelSprite.Desaturate = (uint8_t)clamp(colormap_to_use->Desaturate, 0, 255);
}
AcceleratedSprites.Push(accelSprite);
return;
}
}
vis.Render(thread);
}
fixed_t RenderPolyPlayerSprites::LightLevelToShade(int lightlevel, bool foggy)
{
bool nolightfade = !foggy && ((level.flags3 & LEVEL3_NOLIGHTFADE));
if (nolightfade)
{
return (MAX(255 - lightlevel, 0) * NUMCOLORMAPS) << (FRACBITS - 8);
}
else
{
// Convert a light level into an unbounded colormap index (shade). Result is
// fixed point. Why the +12? I wish I knew, but experimentation indicates it
// is necessary in order to best reproduce Doom's original lighting.
return (NUMCOLORMAPS * 2 * FRACUNIT) - ((lightlevel + 12) * (FRACUNIT*NUMCOLORMAPS / 128));
}
}
/////////////////////////////////////////////////////////////////////////
void PolyNoAccelPlayerSprite::Render(PolyRenderThread *thread)
{
if (xscale == 0 || fabs(yscale) < (1.0f / 32000.0f))
{ // scaled to 0; can't see
return;
}
RectDrawArgs args;
args.SetStyle(RenderStyle, Alpha, FillColor, Translation, pic, false);
args.SetLight(Light.BaseColormap, 255 - (Light.ColormapNum << 3));
double centerY = viewheight / 2;
double y1, y2;
if (renderflags & RF_YFLIP)
{
y1 = centerY + (texturemid - pic->GetHeight()) * (-yscale);
y2 = y1 + pic->GetHeight() * (-yscale);
}
else
{
y1 = centerY - texturemid * yscale;
y2 = y1 + pic->GetHeight() * yscale;
}
args.Draw(thread, viewwindowx + x1, viewwindowx + x2, viewwindowy + y1, viewwindowy + y2, 0.0f, 1.0f, 0.0f, 1.0f);
}
/////////////////////////////////////////////////////////////////////////////
void PolyColormapLight::SetColormap(double visibility, int shade, FDynamicColormap *basecolormap, bool fullbright, bool invertColormap, bool fadeToBlack)
{
if (fadeToBlack)
{
if (invertColormap) // Fade to white
{
basecolormap = GetSpecialLights(basecolormap->Color, MAKERGB(255, 255, 255), basecolormap->Desaturate);
invertColormap = false;
}
else // Fade to black
{
basecolormap = GetSpecialLights(basecolormap->Color, MAKERGB(0, 0, 0), basecolormap->Desaturate);
}
}
if (invertColormap)
{
basecolormap = GetSpecialLights(basecolormap->Color, basecolormap->Fade.InverseColor(), basecolormap->Desaturate);
}
PolyCameraLight *cameraLight = PolyCameraLight::Instance();
if (cameraLight->FixedColormap())
{
BaseColormap = cameraLight->FixedColormap();
ColormapNum = 0;
}
else if (cameraLight->FixedLightLevel() >= 0)
{
BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap;
ColormapNum = cameraLight->FixedLightLevel() >> COLORMAPSHIFT;
}
else if (fullbright)
{
BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap;
ColormapNum = 0;
}
else
{
BaseColormap = basecolormap;
ColormapNum = GETPALOOKUP(visibility, shade);
}
}