mirror of
https://github.com/ZDoom/gzdoom.git
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304 lines
9 KiB
C++
304 lines
9 KiB
C++
//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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#include <stdio.h>
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#include <stdlib.h>
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#include <algorithm>
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#include "p_lnspec.h"
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#include "templates.h"
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#include "doomdef.h"
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#include "m_swap.h"
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#include "i_system.h"
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#include "w_wad.h"
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#include "swrenderer/things/r_wallsprite.h"
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#include "c_console.h"
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#include "c_cvars.h"
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#include "c_dispatch.h"
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#include "doomstat.h"
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#include "v_video.h"
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#include "sc_man.h"
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#include "s_sound.h"
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#include "sbar.h"
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#include "gi.h"
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#include "r_sky.h"
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#include "cmdlib.h"
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#include "g_level.h"
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#include "d_net.h"
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#include "colormatcher.h"
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#include "d_netinf.h"
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#include "p_effect.h"
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#include "swrenderer/scene/r_opaque_pass.h"
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#include "swrenderer/scene/r_3dfloors.h"
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#include "swrenderer/scene/r_translucent_pass.h"
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#include "swrenderer/drawers/r_draw_rgba.h"
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#include "swrenderer/drawers/r_draw_pal.h"
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#include "v_palette.h"
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#include "r_data/r_translate.h"
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#include "r_data/colormaps.h"
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#include "r_data/voxels.h"
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#include "p_local.h"
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#include "r_voxel.h"
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#include "swrenderer/segments/r_drawsegment.h"
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#include "swrenderer/scene/r_portal.h"
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#include "swrenderer/scene/r_scene.h"
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#include "swrenderer/scene/r_light.h"
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#include "swrenderer/things/r_sprite.h"
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#include "swrenderer/viewport/r_viewport.h"
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#include "swrenderer/r_memory.h"
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#include "swrenderer/r_renderthread.h"
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EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor)
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namespace swrenderer
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{
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void RenderSprite::Project(RenderThread *thread, AActor *thing, const DVector3 &pos, FTexture *tex, const DVector2 &spriteScale, int renderflags, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int spriteshade, bool foggy, FDynamicColormap *basecolormap)
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{
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// transform the origin point
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double tr_x = pos.X - ViewPos.X;
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double tr_y = pos.Y - ViewPos.Y;
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double tz = tr_x * ViewTanCos + tr_y * ViewTanSin;
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// thing is behind view plane?
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if (tz < MINZ)
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return;
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double tx = tr_x * ViewSin - tr_y * ViewCos;
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// [RH] Flip for mirrors
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RenderPortal *renderportal = thread->Portal.get();
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if (renderportal->MirrorFlags & RF_XFLIP)
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{
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tx = -tx;
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}
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//tx2 = tx >> 4;
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// too far off the side?
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if (fabs(tx / 64) > fabs(tz))
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{
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return;
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}
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// [RH] Added scaling
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int scaled_to = tex->GetScaledTopOffset();
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int scaled_bo = scaled_to - tex->GetScaledHeight();
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double gzt = pos.Z + spriteScale.Y * scaled_to;
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double gzb = pos.Z + spriteScale.Y * scaled_bo;
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// killough 3/27/98: exclude things totally separated
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// from the viewer, by either water or fake ceilings
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// killough 4/11/98: improve sprite clipping for underwater/fake ceilings
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sector_t *heightsec = thing->Sector->GetHeightSec();
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if (heightsec != nullptr) // only clip things which are in special sectors
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{
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if (fakeside == WaterFakeSide::AboveCeiling)
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{
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if (gzt < heightsec->ceilingplane.ZatPoint(pos))
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return;
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}
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else if (fakeside == WaterFakeSide::BelowFloor)
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{
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if (gzb >= heightsec->floorplane.ZatPoint(pos))
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return;
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}
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else
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{
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if (gzt < heightsec->floorplane.ZatPoint(pos))
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return;
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if (!(heightsec->MoreFlags & SECF_FAKEFLOORONLY) && gzb >= heightsec->ceilingplane.ZatPoint(pos))
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return;
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}
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}
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auto viewport = RenderViewport::Instance();
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double xscale = viewport->CenterX / tz;
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// [RH] Reject sprites that are off the top or bottom of the screen
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if (viewport->globaluclip * tz > ViewPos.Z - gzb || viewport->globaldclip * tz < ViewPos.Z - gzt)
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{
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return;
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}
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// [RH] Flip for mirrors
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renderflags ^= renderportal->MirrorFlags & RF_XFLIP;
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// calculate edges of the shape
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const double thingxscalemul = spriteScale.X / tex->Scale.X;
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tx -= ((renderflags & RF_XFLIP) ? (tex->GetWidth() - tex->LeftOffset - 1) : tex->LeftOffset) * thingxscalemul;
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double dtx1 = tx * xscale;
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int x1 = centerx + xs_RoundToInt(dtx1);
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// off the right side?
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if (x1 >= renderportal->WindowRight)
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return;
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tx += tex->GetWidth() * thingxscalemul;
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int x2 = centerx + xs_RoundToInt(tx * xscale);
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// off the left side or too small?
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if ((x2 < renderportal->WindowLeft || x2 <= x1))
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return;
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xscale = spriteScale.X * xscale / tex->Scale.X;
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fixed_t iscale = (fixed_t)(FRACUNIT / xscale); // Round towards zero to avoid wrapping in edge cases
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double yscale = spriteScale.Y / tex->Scale.Y;
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// store information in a vissprite
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RenderSprite *vis = thread->FrameMemory->NewObject<RenderSprite>();
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vis->CurrentPortalUniq = renderportal->CurrentPortalUniq;
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vis->xscale = FLOAT2FIXED(xscale);
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vis->yscale = float(viewport->InvZtoScale * yscale / tz);
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vis->idepth = float(1 / tz);
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vis->floorclip = thing->Floorclip / yscale;
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vis->texturemid = tex->TopOffset - (ViewPos.Z - pos.Z + thing->Floorclip) / yscale;
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vis->x1 = x1 < renderportal->WindowLeft ? renderportal->WindowLeft : x1;
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vis->x2 = x2 > renderportal->WindowRight ? renderportal->WindowRight : x2;
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//vis->Angle = thing->Angles.Yaw;
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if (renderflags & RF_XFLIP)
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{
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vis->startfrac = (tex->GetWidth() << FRACBITS) - 1;
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vis->xiscale = -iscale;
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}
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else
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{
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vis->startfrac = 0;
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vis->xiscale = iscale;
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}
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vis->startfrac += (fixed_t)(vis->xiscale * (vis->x1 - centerx + 0.5 - dtx1));
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// killough 3/27/98: save sector for special clipping later
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vis->heightsec = heightsec;
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vis->sector = thing->Sector;
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vis->depth = (float)tz;
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vis->gpos = { (float)pos.X, (float)pos.Y, (float)pos.Z };
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vis->gzb = (float)gzb; // [RH] use gzb, not thing->z
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vis->gzt = (float)gzt; // killough 3/27/98
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vis->deltax = float(pos.X - ViewPos.X);
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vis->deltay = float(pos.Y - ViewPos.Y);
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vis->renderflags = renderflags;
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if (thing->flags5 & MF5_BRIGHT)
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vis->renderflags |= RF_FULLBRIGHT; // kg3D
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vis->RenderStyle = thing->RenderStyle;
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vis->FillColor = thing->fillcolor;
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vis->Translation = thing->Translation; // [RH] thing translation table
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vis->FakeFlatStat = fakeside;
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vis->Alpha = float(thing->Alpha);
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vis->fakefloor = fakefloor;
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vis->fakeceiling = fakeceiling;
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//vis->bInMirror = renderportal->MirrorFlags & RF_XFLIP;
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//vis->bSplitSprite = false;
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vis->pic = tex;
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vis->foggy = foggy;
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// The software renderer cannot invert the source without inverting the overlay
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// too. That means if the source is inverted, we need to do the reverse of what
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// the invert overlay flag says to do.
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bool invertcolormap = (vis->RenderStyle.Flags & STYLEF_InvertOverlay) != 0;
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if (vis->RenderStyle.Flags & STYLEF_InvertSource)
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invertcolormap = !invertcolormap;
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if (vis->RenderStyle == LegacyRenderStyles[STYLE_Add] && basecolormap->Fade != 0)
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{
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basecolormap = GetSpecialLights(basecolormap->Color, 0, basecolormap->Desaturate);
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}
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bool fullbright = !vis->foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT));
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bool fadeToBlack = (vis->RenderStyle.Flags & STYLEF_FadeToBlack) != 0;
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vis->Light.SetColormap(LightVisibility::Instance()->SpriteGlobVis() / MAX(tz, MINZ), spriteshade, basecolormap, fullbright, invertcolormap, fadeToBlack);
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thread->SpriteList->Push(vis);
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}
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void RenderSprite::Render(RenderThread *thread, short *mfloorclip, short *mceilingclip, int, int)
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{
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auto vis = this;
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fixed_t frac;
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FTexture *tex;
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int x2;
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fixed_t xiscale;
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double spryscale, sprtopscreen;
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bool sprflipvert;
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if (vis->xscale == 0 || fabs(vis->yscale) < (1.0f / 32000.0f))
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{ // scaled to 0; can't see
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return;
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}
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SpriteDrawerArgs drawerargs;
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drawerargs.SetLight(vis->Light.BaseColormap, 0, vis->Light.ColormapNum << FRACBITS);
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FDynamicColormap *basecolormap = static_cast<FDynamicColormap*>(vis->Light.BaseColormap);
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bool visible = drawerargs.SetStyle(vis->RenderStyle, vis->Alpha, vis->Translation, vis->FillColor, basecolormap, vis->Light.ColormapNum << FRACBITS);
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if (visible)
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{
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tex = vis->pic;
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spryscale = vis->yscale;
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sprflipvert = false;
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fixed_t iscale = FLOAT2FIXED(1 / vis->yscale);
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frac = vis->startfrac;
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xiscale = vis->xiscale;
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double texturemid = vis->texturemid;
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auto viewport = RenderViewport::Instance();
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if (vis->renderflags & RF_YFLIP)
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{
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sprflipvert = true;
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spryscale = -spryscale;
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iscale = -iscale;
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texturemid -= vis->pic->GetHeight();
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sprtopscreen = viewport->CenterY + texturemid * spryscale;
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}
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else
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{
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sprflipvert = false;
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sprtopscreen = viewport->CenterY - texturemid * spryscale;
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}
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int x = vis->x1;
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x2 = vis->x2;
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if (x < x2)
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{
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RenderTranslucentPass *translucentPass = thread->TranslucentPass.get();
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while (x < x2)
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{
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if (!translucentPass->ClipSpriteColumnWithPortals(x, vis))
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drawerargs.DrawMaskedColumn(thread, x, iscale, tex, frac, spryscale, sprtopscreen, sprflipvert, mfloorclip, mceilingclip, false);
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x++;
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frac += xiscale;
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}
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}
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}
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if (thread->MainThread)
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NetUpdate();
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}
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}
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