mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-20 11:11:34 +00:00
b8bcbe819b
- fixed: sky fog was not unset.
945 lines
28 KiB
C++
945 lines
28 KiB
C++
/*
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** gl_sprite.cpp
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** Sprite/Particle rendering
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**
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**---------------------------------------------------------------------------
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** Copyright 2002-2005 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
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** covered by the terms of the GNU Lesser General Public License as published
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** by the Free Software Foundation; either version 2.1 of the License, or (at
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** your option) any later version.
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** 5. Full disclosure of the entire project's source code, except for third
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** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "gl/system/gl_system.h"
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#include "p_local.h"
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#include "p_effect.h"
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#include "g_level.h"
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#include "doomstat.h"
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#include "gl/gl_functions.h"
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#include "r_defs.h"
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#include "r_sky.h"
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#include "r_utility.h"
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#include "gl/system/gl_interface.h"
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#include "gl/system/gl_framebuffer.h"
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#include "gl/system/gl_cvars.h"
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#include "gl/renderer/gl_lightdata.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/data/gl_data.h"
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#include "gl/dynlights/gl_glow.h"
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#include "gl/scene/gl_drawinfo.h"
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#include "gl/scene/gl_portal.h"
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#include "gl/models/gl_models.h"
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#include "gl/shaders/gl_shader.h"
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#include "gl/textures/gl_material.h"
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#include "gl/utility/gl_clock.h"
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#include "gl/data/gl_vertexbuffer.h"
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CVAR(Bool, gl_usecolorblending, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR(Bool, gl_spritebrightfog, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
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CVAR(Bool, gl_sprite_blend, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
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CVAR(Int, gl_spriteclip, 1, CVAR_ARCHIVE)
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CVAR(Float, gl_sclipthreshold, 10.0, CVAR_ARCHIVE)
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CVAR(Float, gl_sclipfactor, 1.8, CVAR_ARCHIVE)
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CVAR(Int, gl_particles_style, 2, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) // 0 = square, 1 = round, 2 = smooth
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CVAR(Int, gl_billboard_mode, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, gl_billboard_particles, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Int, gl_enhanced_nv_stealth, 3, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CUSTOM_CVAR(Int, gl_fuzztype, 0, CVAR_ARCHIVE)
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{
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if (self < 0 || self > 7) self = 0;
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}
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extern bool r_showviewer;
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EXTERN_CVAR (Float, transsouls)
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extern TArray<spritedef_t> sprites;
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extern TArray<spriteframe_t> SpriteFrames;
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extern TArray<PalEntry> BloodTranslationColors;
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enum HWRenderStyle
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{
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STYLEHW_Normal, // default
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STYLEHW_Solid, // drawn solid (needs special treatment for sprites)
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STYLEHW_NoAlphaTest, // disable alpha test
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};
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void gl_SetRenderStyle(FRenderStyle style, bool drawopaque, bool allowcolorblending)
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{
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int tm, sb, db, be;
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gl_GetRenderStyle(style, drawopaque, allowcolorblending, &tm, &sb, &db, &be);
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gl_RenderState.BlendEquation(be);
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gl_RenderState.BlendFunc(sb, db);
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gl_RenderState.SetTextureMode(tm);
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}
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CVAR(Bool, gl_nolayer, false, 0)
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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::Draw(int pass)
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{
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if (pass == GLPASS_DECALS) return;
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bool additivefog = false;
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bool foglayer = false;
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int rel = getExtraLight();
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if (pass==GLPASS_TRANSLUCENT)
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{
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// The translucent pass requires special setup for the various modes.
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// for special render styles brightmaps would not look good - especially for subtractive.
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if (RenderStyle.BlendOp != STYLEOP_Add)
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{
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gl_RenderState.EnableBrightmap(false);
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}
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gl_SetRenderStyle(RenderStyle, false,
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// The rest of the needed checks are done inside gl_SetRenderStyle
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trans > 1.f - FLT_EPSILON && gl_usecolorblending && gl_fixedcolormap == CM_DEFAULT && actor &&
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fullbright && gltexture && !gltexture->GetTransparent());
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if (hw_styleflags == STYLEHW_NoAlphaTest)
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{
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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}
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else
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{
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gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_sprite_threshold);
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}
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if (RenderStyle.BlendOp == STYLEOP_Shadow)
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{
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float fuzzalpha=0.44f;
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float minalpha=0.1f;
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// fog + fuzz don't work well without some fiddling with the alpha value!
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if (!gl_isBlack(Colormap.FadeColor))
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{
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float xcamera=FIXED2FLOAT(viewx);
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float ycamera=FIXED2FLOAT(viewy);
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float dist=Dist2(xcamera,ycamera, x,y);
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if (!Colormap.FadeColor.a) Colormap.FadeColor.a=clamp<int>(255-lightlevel,60,255);
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// this value was determined by trial and error and is scale dependent!
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float factor=0.05f+exp(-Colormap.FadeColor.a*dist/62500.f);
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fuzzalpha*=factor;
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minalpha*=factor;
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}
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gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_sprite_threshold);
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gl_RenderState.SetColor(0.2f,0.2f,0.2f,fuzzalpha, Colormap.desaturation);
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additivefog = true;
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}
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else if (RenderStyle.BlendOp == STYLEOP_Add && RenderStyle.DestAlpha == STYLEALPHA_One)
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{
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additivefog = true;
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}
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}
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if (RenderStyle.BlendOp!=STYLEOP_Shadow)
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{
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if (gl_lights && GLRenderer->mLightCount && !gl_fixedcolormap)
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{
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gl_SetDynSpriteLight(gl_light_sprites ? actor : NULL, gl_light_particles ? particle : NULL);
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}
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gl_SetColor(lightlevel, rel, Colormap, trans);
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}
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gl_RenderState.SetObjectColor(ThingColor);
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if (gl_isBlack(Colormap.FadeColor)) foglevel=lightlevel;
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if (RenderStyle.Flags & STYLEF_FadeToBlack)
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{
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Colormap.FadeColor=0;
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additivefog = true;
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}
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if (RenderStyle.BlendOp == STYLEOP_RevSub || RenderStyle.BlendOp == STYLEOP_Sub)
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{
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if (!modelframe)
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{
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// non-black fog with subtractive style needs special treatment
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if (!gl_isBlack(Colormap.FadeColor))
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{
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foglayer = true;
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// Due to the two-layer approach we need to force an alpha test that lets everything pass
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gl_RenderState.AlphaFunc(GL_GREATER, 0);
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}
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}
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else RenderStyle.BlendOp = STYLEOP_Fuzz; // subtractive with models is not going to work.
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}
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if (!foglayer) gl_SetFog(foglevel, rel, &Colormap, additivefog);
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else
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{
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gl_RenderState.EnableFog(false);
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gl_RenderState.SetFog(0, 0);
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}
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if (gltexture) gltexture->BindPatch(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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{
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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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if (pass==GLPASS_TRANSLUCENT)
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{
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gl_RenderState.EnableBrightmap(true);
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gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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gl_RenderState.BlendEquation(GL_FUNC_ADD);
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gl_RenderState.SetTextureMode(TM_MODULATE);
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}
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gl_RenderState.SetObjectColor(0xffffffff);
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gl_RenderState.EnableTexture(true);
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gl_RenderState.SetDynLight(0,0,0);
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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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inline void GLSprite::PutSprite(bool translucent)
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{
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int list;
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// [BB] Allow models to be drawn in the GLDL_TRANSLUCENT pass.
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if (translucent || !modelframe)
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{
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list = GLDL_TRANSLUCENT;
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}
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else if ((!gl_isBlack (Colormap.FadeColor) || level.flags&LEVEL_HASFADETABLE))
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{
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list = GLDL_FOGMASKED;
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}
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else
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{
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list = GLDL_MASKED;
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}
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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->x,actor->y);
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else lightbottom=frontsector->floorplane.ZatPoint(actor->x,actor->y);
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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.CopyLightColor(lightlist[i].extra_colormap);
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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->x,actor->y);
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else lightbottom=sector->floorplane.ZatPoint(actor->x,actor->y);
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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.CopyLightColor(lightlist[i].extra_colormap);
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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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//
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//==========================================================================
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void GLSprite::Process(AActor* thing,sector_t * sector)
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{
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sector_t rs;
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sector_t * rendersector;
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// don't draw the thing that's used as camera (for viewshifts during quakes!)
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if (thing==GLRenderer->mViewActor) return;
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// Don't waste time projecting sprites that are definitely not visible.
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if (thing == NULL || thing->sprite == 0 || !thing->IsVisibleToPlayer())
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{
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return;
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}
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int spritenum = thing->sprite;
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fixed_t spritescaleX = thing->scaleX;
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fixed_t spritescaleY = thing->scaleY;
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if (thing->player != NULL)
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{
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P_CheckPlayerSprite(thing, spritenum, spritescaleX, spritescaleY);
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}
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if (thing->renderflags & RF_INVISIBLE || !thing->RenderStyle.IsVisible(thing->alpha))
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{
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if (!(thing->flags & MF_STEALTH) || !gl_fixedcolormap || !gl_enhanced_nightvision)
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return;
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}
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// If this thing is in a map section that's not in view it can't possibly be visible
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if (!(currentmapsection[thing->subsector->mapsection>>3] & (1 << (thing->subsector->mapsection & 7)))) return;
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// [RH] Interpolate the sprite's position to make it look smooth
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fixed_t thingx = thing->PrevX + FixedMul (r_TicFrac, thing->x - thing->PrevX);
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fixed_t thingy = thing->PrevY + FixedMul (r_TicFrac, thing->y - thing->PrevY);
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fixed_t thingz = thing->PrevZ + FixedMul (r_TicFrac, thing->z - thing->PrevZ);
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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(thingx-viewx, thingy-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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{
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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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}
|
|
}
|
|
|
|
// don't draw first frame of a player missile
|
|
if (thing->flags&MF_MISSILE && thing->target==GLRenderer->mViewActor && GLRenderer->mViewActor != NULL)
|
|
{
|
|
if (P_AproxDistance(thingx-viewx, thingy-viewy) < thing->Speed ) return;
|
|
}
|
|
|
|
if (GLRenderer->mCurrentPortal)
|
|
{
|
|
int clipres = GLRenderer->mCurrentPortal->ClipPoint(thingx, thingy);
|
|
if (clipres == GLPortal::PClip_InFront) return;
|
|
}
|
|
|
|
player_t *player=&players[consoleplayer];
|
|
FloatRect r;
|
|
|
|
if (sector->sectornum!=thing->Sector->sectornum)
|
|
{
|
|
rendersector=gl_FakeFlat(thing->Sector, &rs, false);
|
|
}
|
|
else
|
|
{
|
|
rendersector=sector;
|
|
}
|
|
|
|
|
|
x = FIXED2FLOAT(thingx);
|
|
z = FIXED2FLOAT(thingz-thing->floorclip);
|
|
y = FIXED2FLOAT(thingy);
|
|
|
|
// [RH] Make floatbobbing a renderer-only effect.
|
|
if (thing->flags2 & MF2_FLOATBOB)
|
|
{
|
|
float fz = FIXED2FLOAT(thing->GetBobOffset(r_TicFrac));
|
|
z += fz;
|
|
}
|
|
|
|
modelframe = gl_FindModelFrame(RUNTIME_TYPE(thing), spritenum, thing->frame, !!(thing->flags & MF_DROPPED));
|
|
if (!modelframe)
|
|
{
|
|
angle_t ang = R_PointToAngle(thingx, thingy);
|
|
|
|
bool mirror;
|
|
FTextureID patch = gl_GetSpriteFrame(spritenum, thing->frame, -1, ang - thing->angle, &mirror);
|
|
if (!patch.isValid()) return;
|
|
gltexture=FMaterial::ValidateTexture(patch, false);
|
|
if (!gltexture) return;
|
|
|
|
vt = gltexture->GetSpriteVT();
|
|
vb = gltexture->GetSpriteVB();
|
|
gltexture->GetRect(&r, GLUSE_SPRITE);
|
|
if (mirror)
|
|
{
|
|
r.left=-r.width-r.left; // mirror the sprite's x-offset
|
|
ul = gltexture->GetSpriteUL();
|
|
ur = gltexture->GetSpriteUR();
|
|
}
|
|
else
|
|
{
|
|
ul = gltexture->GetSpriteUR();
|
|
ur = gltexture->GetSpriteUL();
|
|
}
|
|
|
|
r.Scale(FIXED2FLOAT(spritescaleX),FIXED2FLOAT(spritescaleY));
|
|
|
|
float rightfac=-r.left;
|
|
float leftfac=rightfac-r.width;
|
|
|
|
z1=z-r.top;
|
|
z2=z1-r.height;
|
|
|
|
float spriteheight = FIXED2FLOAT(spritescaleY) * gltexture->GetScaledHeightFloat(GLUSE_SPRITE);
|
|
|
|
// Tests show that this doesn't look good for many decorations and corpses
|
|
if (spriteheight>0 && gl_spriteclip>0)
|
|
{
|
|
bool smarterclip = false; // Set to true if one condition triggers the test below
|
|
if (((thing->player || thing->flags3&MF3_ISMONSTER ||
|
|
thing->IsKindOf(RUNTIME_CLASS(AInventory))) && (thing->flags&MF_ICECORPSE ||
|
|
!(thing->flags&MF_CORPSE))) || (gl_spriteclip==3 && (smarterclip = true)) || gl_spriteclip > 1)
|
|
{
|
|
float btm= 1000000.0f;
|
|
float top=-1000000.0f;
|
|
extsector_t::xfloor &x = thing->Sector->e->XFloor;
|
|
|
|
if (x.ffloors.Size())
|
|
{
|
|
for(unsigned int i=0;i<x.ffloors.Size();i++)
|
|
{
|
|
F3DFloor * ff=x.ffloors[i];
|
|
fixed_t floorh=ff->top.plane->ZatPoint(thingx, thingy);
|
|
fixed_t ceilingh=ff->bottom.plane->ZatPoint(thingx, thingy);
|
|
if (floorh==thing->floorz)
|
|
{
|
|
btm=FIXED2FLOAT(floorh);
|
|
}
|
|
if (ceilingh==thing->ceilingz)
|
|
{
|
|
top=FIXED2FLOAT(ceilingh);
|
|
}
|
|
if (btm != 1000000.0f && top != -1000000.0f)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else if (thing->Sector->heightsec && !(thing->Sector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC))
|
|
{
|
|
if (thing->flags2&MF2_ONMOBJ && thing->floorz==
|
|
thing->Sector->heightsec->floorplane.ZatPoint(thingx, thingy))
|
|
{
|
|
btm=FIXED2FLOAT(thing->floorz);
|
|
top=FIXED2FLOAT(thing->ceilingz);
|
|
}
|
|
}
|
|
if (btm==1000000.0f)
|
|
btm= FIXED2FLOAT(thing->Sector->floorplane.ZatPoint(thingx, thingy)-thing->floorclip);
|
|
if (top==-1000000.0f)
|
|
top= FIXED2FLOAT(thing->Sector->ceilingplane.ZatPoint(thingx, thingy));
|
|
|
|
float diffb = z2 - btm;
|
|
float difft = z1 - top;
|
|
if (diffb >= 0 /*|| !gl_sprite_clip_to_floor*/) diffb = 0;
|
|
// Adjust sprites clipping into ceiling and adjust clipping adjustment for tall graphics
|
|
if (smarterclip)
|
|
{
|
|
// Reduce slightly clipping adjustment of corpses
|
|
if (thing->flags & MF_CORPSE || spriteheight > abs(diffb))
|
|
{
|
|
float ratio = clamp<float>((abs(diffb) * (float)gl_sclipfactor/(spriteheight+1)), 0.5, 1.0);
|
|
diffb*=ratio;
|
|
}
|
|
if (!diffb)
|
|
{
|
|
if (difft <= 0) difft = 0;
|
|
if (difft >= (float)gl_sclipthreshold)
|
|
{
|
|
// dumb copy of the above.
|
|
if (!(thing->flags3&MF3_ISMONSTER) || (thing->flags&MF_NOGRAVITY) || (thing->flags&MF_CORPSE) || difft > (float)gl_sclipthreshold)
|
|
{
|
|
difft=0;
|
|
}
|
|
}
|
|
if (spriteheight > abs(difft))
|
|
{
|
|
float ratio = clamp<float>((abs(difft) * (float)gl_sclipfactor/(spriteheight+1)), 0.5, 1.0);
|
|
difft*=ratio;
|
|
}
|
|
z2-=difft;
|
|
z1-=difft;
|
|
}
|
|
}
|
|
if (diffb <= (0 - (float)gl_sclipthreshold)) // such a large displacement can't be correct!
|
|
{
|
|
// for living monsters standing on the floor allow a little more.
|
|
if (!(thing->flags3&MF3_ISMONSTER) || (thing->flags&MF_NOGRAVITY) || (thing->flags&MF_CORPSE) || diffb<(-1.8*(float)gl_sclipthreshold))
|
|
{
|
|
diffb=0;
|
|
}
|
|
}
|
|
z2-=diffb;
|
|
z1-=diffb;
|
|
}
|
|
}
|
|
float viewvecX = GLRenderer->mViewVector.X;
|
|
float viewvecY = GLRenderer->mViewVector.Y;
|
|
|
|
x1=x-viewvecY*leftfac;
|
|
x2=x-viewvecY*rightfac;
|
|
y1=y+viewvecX*leftfac;
|
|
y2=y+viewvecX*rightfac;
|
|
}
|
|
else
|
|
{
|
|
x1 = x2 = x;
|
|
y1 = y2 = y;
|
|
z1 = z2 = z;
|
|
gltexture=NULL;
|
|
}
|
|
|
|
depth = DMulScale20 (thing->x-viewx, viewtancos, thing->y-viewy, viewtansin);
|
|
|
|
// light calculation
|
|
|
|
bool enhancedvision=false;
|
|
|
|
// allow disabling of the fullbright flag by a brightmap definition
|
|
// (e.g. to do the gun flashes of Doom's zombies correctly.
|
|
fullbright = (thing->flags5 & MF5_BRIGHT) ||
|
|
((thing->renderflags & RF_FULLBRIGHT) && (!gltexture || !gltexture->tex->gl_info.bBrightmapDisablesFullbright));
|
|
|
|
lightlevel=fullbright? 255 :
|
|
gl_ClampLight(rendersector->GetTexture(sector_t::ceiling) == skyflatnum ?
|
|
rendersector->GetCeilingLight() : rendersector->GetFloorLight());
|
|
foglevel = (BYTE)clamp<short>(rendersector->lightlevel, 0, 255);
|
|
|
|
lightlevel = (byte)gl_CheckSpriteGlow(rendersector, lightlevel, thingx, thingy, thingz);
|
|
|
|
ThingColor = (thing->RenderStyle.Flags & STYLEF_ColorIsFixed) ? thing->fillcolor : 0xffffff;
|
|
ThingColor.a = 255;
|
|
RenderStyle = thing->RenderStyle;
|
|
|
|
// colormap stuff is a little more complicated here...
|
|
if (gl_fixedcolormap)
|
|
{
|
|
if ((gl_enhanced_nv_stealth > 0 && gl_fixedcolormap == CM_LITE) // Infrared powerup only
|
|
|| (gl_enhanced_nv_stealth == 2 && gl_fixedcolormap >= CM_TORCH)// Also torches
|
|
|| (gl_enhanced_nv_stealth == 3)) // Any fixed colormap
|
|
enhancedvision=true;
|
|
|
|
Colormap.Clear();
|
|
|
|
if (gl_fixedcolormap==CM_LITE)
|
|
{
|
|
if (gl_enhanced_nightvision &&
|
|
(thing->IsKindOf(RUNTIME_CLASS(AInventory)) || thing->flags3&MF3_ISMONSTER || thing->flags&MF_MISSILE || thing->flags&MF_CORPSE))
|
|
{
|
|
RenderStyle.Flags |= STYLEF_InvertSource;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Colormap=rendersector->ColorMap;
|
|
if (fullbright)
|
|
{
|
|
if (rendersector == §ors[rendersector->sectornum] || in_area != area_below)
|
|
// under water areas keep their color for fullbright objects
|
|
{
|
|
// Only make the light white but keep everything else (fog, desaturation and Boom colormap.)
|
|
Colormap.LightColor.r=
|
|
Colormap.LightColor.g=
|
|
Colormap.LightColor.b=0xff;
|
|
}
|
|
else
|
|
{
|
|
Colormap.LightColor.r = (3*Colormap.LightColor.r + 0xff)/4;
|
|
Colormap.LightColor.g = (3*Colormap.LightColor.g + 0xff)/4;
|
|
Colormap.LightColor.b = (3*Colormap.LightColor.b + 0xff)/4;
|
|
}
|
|
}
|
|
else if (glset.nocoloredspritelighting)
|
|
{
|
|
Colormap.Decolorize();
|
|
}
|
|
}
|
|
|
|
translation=thing->Translation;
|
|
|
|
OverrideShader = 0;
|
|
trans = FIXED2FLOAT(thing->alpha);
|
|
hw_styleflags = STYLEHW_Normal;
|
|
|
|
if (RenderStyle.BlendOp >= STYLEOP_Fuzz && RenderStyle.BlendOp <= STYLEOP_FuzzOrRevSub)
|
|
{
|
|
RenderStyle.CheckFuzz();
|
|
if (RenderStyle.BlendOp == STYLEOP_Fuzz)
|
|
{
|
|
if (gl_fuzztype != 0)
|
|
{
|
|
// Todo: implement shader selection here
|
|
RenderStyle = LegacyRenderStyles[STYLE_Translucent];
|
|
OverrideShader = gl_fuzztype + 4;
|
|
trans = 0.99f; // trans may not be 1 here
|
|
hw_styleflags |= STYLEHW_NoAlphaTest;
|
|
}
|
|
else
|
|
{
|
|
RenderStyle.BlendOp = STYLEOP_Shadow;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (RenderStyle.Flags & STYLEF_TransSoulsAlpha)
|
|
{
|
|
trans = transsouls;
|
|
}
|
|
else if (RenderStyle.Flags & STYLEF_Alpha1)
|
|
{
|
|
trans = 1.f;
|
|
}
|
|
|
|
if (trans >= 1.f-FLT_EPSILON && RenderStyle.BlendOp != STYLEOP_Shadow && (
|
|
(RenderStyle.SrcAlpha == STYLEALPHA_One && RenderStyle.DestAlpha == STYLEALPHA_Zero) ||
|
|
(RenderStyle.SrcAlpha == STYLEALPHA_Src && RenderStyle.DestAlpha == STYLEALPHA_InvSrc)
|
|
))
|
|
{
|
|
// This is a non-translucent sprite (i.e. STYLE_Normal or equivalent)
|
|
trans=1.f;
|
|
|
|
|
|
if (!gl_sprite_blend || modelframe)
|
|
{
|
|
RenderStyle.SrcAlpha = STYLEALPHA_One;
|
|
RenderStyle.DestAlpha = STYLEALPHA_Zero;
|
|
hw_styleflags = STYLEHW_Solid;
|
|
}
|
|
else
|
|
{
|
|
RenderStyle.SrcAlpha = STYLEALPHA_Src;
|
|
RenderStyle.DestAlpha = STYLEALPHA_InvSrc;
|
|
}
|
|
|
|
|
|
}
|
|
if ((gltexture && gltexture->GetTransparent()) || (RenderStyle.Flags & STYLEF_RedIsAlpha))
|
|
{
|
|
if (hw_styleflags == STYLEHW_Solid)
|
|
{
|
|
RenderStyle.SrcAlpha = STYLEALPHA_Src;
|
|
RenderStyle.DestAlpha = STYLEALPHA_InvSrc;
|
|
}
|
|
hw_styleflags = STYLEHW_NoAlphaTest;
|
|
}
|
|
|
|
if (enhancedvision && gl_enhanced_nightvision)
|
|
{
|
|
if (RenderStyle.BlendOp == STYLEOP_Shadow)
|
|
{
|
|
// enhanced vision makes them more visible!
|
|
trans=0.5f;
|
|
RenderStyle = STYLE_Translucent;
|
|
}
|
|
else if (thing->flags & MF_STEALTH)
|
|
{
|
|
// enhanced vision overcomes stealth!
|
|
if (trans < 0.5f) trans = 0.5f;
|
|
}
|
|
}
|
|
|
|
if (trans==0.0f) return;
|
|
|
|
// end of light calculation
|
|
|
|
actor=thing;
|
|
index = GLRenderer->gl_spriteindex++;
|
|
particle=NULL;
|
|
|
|
const bool drawWithXYBillboard = ( !(actor->renderflags & RF_FORCEYBILLBOARD)
|
|
&& players[consoleplayer].camera
|
|
&& (gl_billboard_mode == 1 || actor->renderflags & RF_FORCEXYBILLBOARD ) );
|
|
|
|
|
|
if (drawWithXYBillboard || modelframe)
|
|
{
|
|
if (!gl_fixedcolormap && !fullbright) SetSpriteColor(actor->Sector, actor->y + (actor->height>>1));
|
|
PutSprite(hw_styleflags != STYLEHW_Solid);
|
|
}
|
|
else if (thing->Sector->e->XFloor.lightlist.Size()==0 || gl_fixedcolormap || fullbright)
|
|
{
|
|
PutSprite(hw_styleflags != STYLEHW_Solid);
|
|
}
|
|
else
|
|
{
|
|
SplitSprite(thing->Sector, hw_styleflags != STYLEHW_Solid);
|
|
}
|
|
rendered_sprites++;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void GLSprite::ProcessParticle (particle_t *particle, sector_t *sector)//, int shade, int fakeside)
|
|
{
|
|
if (GLRenderer->mCurrentPortal)
|
|
{
|
|
int clipres = GLRenderer->mCurrentPortal->ClipPoint(particle->x, particle->y);
|
|
if (clipres == GLPortal::PClip_InFront) return;
|
|
}
|
|
|
|
player_t *player=&players[consoleplayer];
|
|
|
|
if (particle->trans==0) return;
|
|
|
|
lightlevel = gl_ClampLight(sector->GetTexture(sector_t::ceiling) == skyflatnum ?
|
|
sector->GetCeilingLight() : sector->GetFloorLight());
|
|
foglevel = sector->lightlevel;
|
|
|
|
if (gl_fixedcolormap)
|
|
{
|
|
Colormap.Clear();
|
|
}
|
|
else if (!particle->bright)
|
|
{
|
|
TArray<lightlist_t> & lightlist=sector->e->XFloor.lightlist;
|
|
int lightbottom;
|
|
|
|
Colormap = sector->ColorMap;
|
|
for(unsigned int i=0;i<lightlist.Size();i++)
|
|
{
|
|
if (i<lightlist.Size()-1) lightbottom = lightlist[i+1].plane.ZatPoint(particle->x,particle->y);
|
|
else lightbottom = sector->floorplane.ZatPoint(particle->x,particle->y);
|
|
|
|
if (lightbottom < particle->y)
|
|
{
|
|
lightlevel = *lightlist[i].p_lightlevel;
|
|
Colormap.LightColor = (lightlist[i].extra_colormap)->Color;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
lightlevel = 255;
|
|
Colormap = sector->ColorMap;
|
|
Colormap.ClearColor();
|
|
}
|
|
|
|
trans=particle->trans/255.0f;
|
|
RenderStyle = STYLE_Translucent;
|
|
OverrideShader = 0;
|
|
|
|
ThingColor = particle->color;
|
|
ThingColor.a = 255;
|
|
|
|
modelframe=NULL;
|
|
gltexture=NULL;
|
|
|
|
// [BB] Load the texture for round or smooth particles
|
|
if (gl_particles_style)
|
|
{
|
|
FTexture *lump = NULL;
|
|
if (gl_particles_style == 1)
|
|
{
|
|
lump = GLRenderer->glpart2;
|
|
}
|
|
else if (gl_particles_style == 2)
|
|
{
|
|
lump = GLRenderer->glpart;
|
|
}
|
|
|
|
if (lump != NULL)
|
|
{
|
|
gltexture=FMaterial::ValidateTexture(lump);
|
|
translation = 0;
|
|
|
|
ul = gltexture->GetUL();
|
|
ur = gltexture->GetUR();
|
|
vt = gltexture->GetVT();
|
|
vb = gltexture->GetVB();
|
|
FloatRect r;
|
|
gltexture->GetRect(&r, GLUSE_PATCH);
|
|
}
|
|
}
|
|
|
|
x= FIXED2FLOAT(particle->x);
|
|
y= FIXED2FLOAT(particle->y);
|
|
z= FIXED2FLOAT(particle->z);
|
|
|
|
float scalefac=particle->size/4.0f;
|
|
// [BB] The smooth particles are smaller than the other ones. Compensate for this here.
|
|
if (gl_particles_style==2)
|
|
scalefac *= 1.7;
|
|
|
|
float viewvecX = GLRenderer->mViewVector.X;
|
|
float viewvecY = GLRenderer->mViewVector.Y;
|
|
|
|
x1=x+viewvecY*scalefac;
|
|
x2=x-viewvecY*scalefac;
|
|
y1=y-viewvecX*scalefac;
|
|
y2=y+viewvecX*scalefac;
|
|
z1=z-scalefac;
|
|
z2=z+scalefac;
|
|
|
|
depth = DMulScale20 (particle->x-viewx, viewtancos, particle->y-viewy, viewtansin);
|
|
|
|
actor=NULL;
|
|
this->particle=particle;
|
|
|
|
// [BB] Translucent particles have to be rendered without the alpha test.
|
|
if (gl_particles_style != 2 && trans>=1.0f-FLT_EPSILON) hw_styleflags = STYLEHW_Solid;
|
|
else hw_styleflags = STYLEHW_NoAlphaTest;
|
|
|
|
PutSprite(hw_styleflags != STYLEHW_Solid);
|
|
rendered_sprites++;
|
|
}
|
|
|
|
|
|
|