mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-29 23:23:07 +00:00
Move player sprite handling to r_playersprite
This commit is contained in:
parent
bf237799bf
commit
98026c5711
6 changed files with 639 additions and 587 deletions
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@ -828,6 +828,7 @@ set( FASTMATH_PCH_SOURCES
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swrenderer/scene/r_visible_plane.cpp
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swrenderer/scene/r_visible_sprite.cpp
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swrenderer/scene/r_particle.cpp
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swrenderer/scene/r_playersprite.cpp
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polyrenderer/poly_renderer.cpp
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polyrenderer/scene/poly_scene.cpp
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polyrenderer/scene/poly_portal.cpp
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@ -34,7 +34,7 @@
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#include "r_main.h"
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#include "swrenderer/scene/r_things.h"
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#include "swrenderer/scene/r_playersprite.h"
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#include "v_palette.h"
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#include "v_video.h"
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#include "m_png.h"
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620
src/swrenderer/scene/r_playersprite.cpp
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620
src/swrenderer/scene/r_playersprite.cpp
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@ -0,0 +1,620 @@
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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/r_main.h"
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#include "swrenderer/scene/r_things.h"
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#include "swrenderer/scene/r_playersprite.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 "r_bsp.h"
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#include "r_plane.h"
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#include "r_segs.h"
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#include "r_3dfloors.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 "p_maputl.h"
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#include "r_voxel.h"
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#include "r_draw_segment.h"
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#include "r_portal.h"
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#include "swrenderer/r_memory.h"
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EXTERN_CVAR(Bool, st_scale)
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EXTERN_CVAR(Bool, r_drawplayersprites)
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EXTERN_CVAR(Bool, r_deathcamera)
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EXTERN_CVAR(Bool, r_shadercolormaps)
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namespace swrenderer
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{
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namespace
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{
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// Used to store a psprite's drawing information if it needs to be drawn later.
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struct vispsp_t
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{
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vissprite_t *vis;
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FDynamicColormap *basecolormap;
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int x1;
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};
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TArray<vispsp_t> vispsprites;
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unsigned int vispspindex;
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}
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void R_DrawPlayerSprites()
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{
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int i;
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int lightnum;
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DPSprite* psp;
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DPSprite* weapon;
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sector_t* sec = NULL;
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static sector_t tempsec;
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int floorlight, ceilinglight;
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F3DFloor *rover;
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if (!r_drawplayersprites ||
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!camera ||
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!camera->player ||
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(players[consoleplayer].cheats & CF_CHASECAM) ||
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(r_deathcamera && camera->health <= 0))
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return;
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if (fixedlightlev < 0 && viewsector->e && viewsector->e->XFloor.lightlist.Size())
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{
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for (i = viewsector->e->XFloor.lightlist.Size() - 1; i >= 0; i--)
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{
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if (ViewPos.Z <= viewsector->e->XFloor.lightlist[i].plane.Zat0())
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{
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rover = viewsector->e->XFloor.lightlist[i].caster;
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if (rover)
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{
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if (rover->flags & FF_DOUBLESHADOW && ViewPos.Z <= rover->bottom.plane->Zat0())
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break;
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sec = rover->model;
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if (rover->flags & FF_FADEWALLS)
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basecolormap = sec->ColorMap;
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else
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basecolormap = viewsector->e->XFloor.lightlist[i].extra_colormap;
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}
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break;
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}
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}
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if (!sec)
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{
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sec = viewsector;
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basecolormap = sec->ColorMap;
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}
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floorlight = ceilinglight = sec->lightlevel;
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}
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else
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{ // This used to use camera->Sector but due to interpolation that can be incorrect
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// when the interpolated viewpoint is in a different sector than the camera.
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sec = R_FakeFlat(viewsector, &tempsec, &floorlight,
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&ceilinglight, false);
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// [RH] set basecolormap
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basecolormap = sec->ColorMap;
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}
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// [RH] set foggy flag
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foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE));
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r_actualextralight = foggy ? 0 : extralight << 4;
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// get light level
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lightnum = ((floorlight + ceilinglight) >> 1) + r_actualextralight;
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spriteshade = LIGHT2SHADE(lightnum) - 24 * FRACUNIT;
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// clip to screen bounds
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mfloorclip = screenheightarray;
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mceilingclip = zeroarray;
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if (camera->player != NULL)
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{
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double centerhack = CenterY;
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double wx, wy;
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float bobx, boby;
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CenterY = viewheight / 2;
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P_BobWeapon(camera->player, &bobx, &boby, r_TicFracF);
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// Interpolate the main weapon layer once so as to be able to add it to other layers.
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if ((weapon = camera->player->FindPSprite(PSP_WEAPON)) != nullptr)
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{
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if (weapon->firstTic)
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{
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wx = weapon->x;
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wy = weapon->y;
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}
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else
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{
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wx = weapon->oldx + (weapon->x - weapon->oldx) * r_TicFracF;
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wy = weapon->oldy + (weapon->y - weapon->oldy) * r_TicFracF;
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}
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}
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else
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{
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wx = 0;
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wy = 0;
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}
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// add all active psprites
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psp = camera->player->psprites;
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while (psp)
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{
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// [RH] Don't draw the targeter's crosshair if the player already has a crosshair set.
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// It's possible this psprite's caller is now null but the layer itself hasn't been destroyed
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// because it didn't tick yet (if we typed 'take all' while in the console for example).
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// In this case let's simply not draw it to avoid crashing.
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if ((psp->GetID() != PSP_TARGETCENTER || CrosshairImage == nullptr) && psp->GetCaller() != nullptr)
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{
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R_DrawPSprite(psp, camera, bobx, boby, wx, wy, r_TicFracF);
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}
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psp = psp->GetNext();
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}
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CenterY = centerhack;
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}
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}
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void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac)
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{
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double tx;
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int x1;
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int x2;
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double sx, sy;
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spritedef_t* sprdef;
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spriteframe_t* sprframe;
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FTextureID picnum;
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WORD flip;
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FTexture* tex;
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vissprite_t* vis;
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bool noaccel;
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double alpha = owner->Alpha;
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static TArray<vissprite_t> avis;
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if (avis.Size() < vispspindex + 1)
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avis.Reserve(avis.Size() - vispspindex + 1);
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// decide which patch to use
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if ((unsigned)pspr->GetSprite() >= (unsigned)sprites.Size())
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{
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DPrintf(DMSG_ERROR, "R_DrawPSprite: invalid sprite number %i\n", pspr->GetSprite());
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return;
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}
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sprdef = &sprites[pspr->GetSprite()];
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if (pspr->GetFrame() >= sprdef->numframes)
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{
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DPrintf(DMSG_ERROR, "R_DrawPSprite: invalid sprite frame %i : %i\n", pspr->GetSprite(), pspr->GetFrame());
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return;
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}
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sprframe = &SpriteFrames[sprdef->spriteframes + pspr->GetFrame()];
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picnum = sprframe->Texture[0];
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flip = sprframe->Flip & 1;
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tex = TexMan(picnum);
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if (tex->UseType == FTexture::TEX_Null || pspr->RenderStyle == STYLE_None)
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return;
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if (pspr->firstTic)
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{ // Can't interpolate the first tic.
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pspr->firstTic = false;
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pspr->oldx = pspr->x;
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pspr->oldy = pspr->y;
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}
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sx = pspr->oldx + (pspr->x - pspr->oldx) * ticfrac;
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sy = pspr->oldy + (pspr->y - pspr->oldy) * ticfrac + WEAPON_FUDGE_Y;
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if (pspr->Flags & PSPF_ADDBOB)
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{
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sx += bobx;
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sy += boby;
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}
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if (pspr->Flags & PSPF_ADDWEAPON && pspr->GetID() != PSP_WEAPON)
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{
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sx += wx;
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sy += wy;
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}
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// calculate edges of the shape
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tx = sx - BASEXCENTER;
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tx -= tex->GetScaledLeftOffset();
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x1 = xs_RoundToInt(CenterX + tx * pspritexscale);
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// off the right side
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if (x1 > viewwidth)
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return;
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tx += tex->GetScaledWidth();
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x2 = xs_RoundToInt(CenterX + tx * pspritexscale);
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// off the left side
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if (x2 <= 0)
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return;
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// store information in a vissprite
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vis = &avis[vispspindex];
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vis->renderflags = owner->renderflags;
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vis->floorclip = 0;
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vis->texturemid = (BASEYCENTER - sy) * tex->Scale.Y + tex->TopOffset;
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if (camera->player && (RenderTarget != screen ||
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viewheight == RenderTarget->GetHeight() ||
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(RenderTarget->GetWidth() > (BASEXCENTER * 2) && !st_scale)))
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{ // Adjust PSprite for fullscreen views
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AWeapon *weapon = dyn_cast<AWeapon>(pspr->GetCaller());
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if (weapon != nullptr && weapon->YAdjust != 0)
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{
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if (RenderTarget != screen || viewheight == RenderTarget->GetHeight())
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{
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vis->texturemid -= weapon->YAdjust;
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}
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else
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{
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vis->texturemid -= StatusBar->GetDisplacement() * weapon->YAdjust;
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}
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}
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}
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if (pspr->GetID() < PSP_TARGETCENTER)
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{ // Move the weapon down for 1280x1024.
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vis->texturemid -= AspectPspriteOffset(WidescreenRatio);
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}
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vis->x1 = x1 < 0 ? 0 : x1;
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vis->x2 = x2 >= viewwidth ? viewwidth : x2;
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vis->xscale = FLOAT2FIXED(pspritexscale / tex->Scale.X);
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vis->yscale = float(pspriteyscale / tex->Scale.Y);
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vis->Translation = 0; // [RH] Use default colors
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vis->pic = tex;
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vis->Style.ColormapNum = 0;
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// If flip is used, provided that it's not already flipped (that would just invert itself)
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// (It's an XOR...)
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if (!(flip) != !(pspr->Flags & PSPF_FLIP))
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{
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vis->xiscale = -FLOAT2FIXED(pspritexiscale * tex->Scale.X);
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vis->startfrac = (tex->GetWidth() << FRACBITS) - 1;
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}
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else
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{
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vis->xiscale = FLOAT2FIXED(pspritexiscale * tex->Scale.X);
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vis->startfrac = 0;
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}
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if (vis->x1 > x1)
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vis->startfrac += vis->xiscale*(vis->x1 - x1);
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noaccel = false;
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FDynamicColormap *colormap_to_use = nullptr;
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if (pspr->GetID() < PSP_TARGETCENTER)
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{
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// [MC] Set the render style
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if (pspr->Flags & PSPF_RENDERSTYLE)
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{
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const int rs = clamp<int>(pspr->RenderStyle, 0, STYLE_Count);
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if (pspr->Flags & PSPF_FORCESTYLE)
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{
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vis->Style.RenderStyle = LegacyRenderStyles[rs];
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}
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else if (owner->RenderStyle == LegacyRenderStyles[STYLE_Fuzzy])
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{
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vis->Style.RenderStyle = LegacyRenderStyles[STYLE_Fuzzy];
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}
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else if (owner->RenderStyle == LegacyRenderStyles[STYLE_OptFuzzy])
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{
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vis->Style.RenderStyle = LegacyRenderStyles[STYLE_OptFuzzy];
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vis->Style.RenderStyle.CheckFuzz();
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}
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else if (owner->RenderStyle == LegacyRenderStyles[STYLE_Subtract])
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{
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vis->Style.RenderStyle = LegacyRenderStyles[STYLE_Subtract];
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}
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else
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{
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vis->Style.RenderStyle = LegacyRenderStyles[rs];
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}
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}
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else
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{
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vis->Style.RenderStyle = owner->RenderStyle;
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}
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// Set the alpha based on if using the overlay's own or not. Also adjust
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// and override the alpha if not forced.
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if (pspr->Flags & PSPF_ALPHA)
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{
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if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Fuzzy])
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{
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alpha = owner->Alpha;
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}
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else if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_OptFuzzy])
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{
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FRenderStyle style = vis->Style.RenderStyle;
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style.CheckFuzz();
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switch (style.BlendOp)
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{
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default:
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alpha = pspr->alpha * owner->Alpha;
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break;
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case STYLEOP_Fuzz:
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case STYLEOP_Sub:
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alpha = owner->Alpha;
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break;
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}
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}
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else if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Subtract])
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{
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alpha = owner->Alpha;
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}
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else if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Add] ||
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vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Translucent] ||
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vis->Style.RenderStyle == LegacyRenderStyles[STYLE_TranslucentStencil] ||
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vis->Style.RenderStyle == LegacyRenderStyles[STYLE_AddStencil] ||
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vis->Style.RenderStyle == LegacyRenderStyles[STYLE_AddShaded])
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{
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alpha = owner->Alpha * pspr->alpha;
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}
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else
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{
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alpha = owner->Alpha;
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}
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}
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// Should normal renderstyle come out on top at the end and we desire alpha,
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// switch it to translucent. Normal never applies any sort of alpha.
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if ((pspr->Flags & PSPF_ALPHA) &&
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vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Normal] &&
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vis->Style.Alpha < 1.0)
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{
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vis->Style.RenderStyle = LegacyRenderStyles[STYLE_Translucent];
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alpha = owner->Alpha * pspr->alpha;
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}
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// ALWAYS take priority if asked for, except fuzz. Fuzz does absolutely nothing
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// no matter what way it's changed.
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if (pspr->Flags & PSPF_FORCEALPHA)
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{
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//Due to lack of != operators...
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if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Fuzzy] ||
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vis->Style.RenderStyle == LegacyRenderStyles[STYLE_SoulTrans] ||
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vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Stencil])
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{
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}
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else
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{
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alpha = pspr->alpha;
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vis->Style.RenderStyle.Flags |= STYLEF_ForceAlpha;
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}
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}
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vis->Style.Alpha = clamp<float>(float(alpha), 0.f, 1.f);
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// Due to how some of the effects are handled, going to 0 or less causes some
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// weirdness to display. There's no point rendering it anyway if it's 0.
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if (vis->Style.Alpha <= 0.)
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return;
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//-----------------------------------------------------------------------------
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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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INTBOOL invertcolormap = (vis->Style.RenderStyle.Flags & STYLEF_InvertOverlay);
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if (vis->Style.RenderStyle.Flags & STYLEF_InvertSource)
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{
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invertcolormap = !invertcolormap;
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}
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FDynamicColormap *mybasecolormap = basecolormap;
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if (vis->Style.RenderStyle.Flags & STYLEF_FadeToBlack)
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{
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||||
if (invertcolormap)
|
||||
{ // Fade to white
|
||||
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(255, 255, 255), mybasecolormap->Desaturate);
|
||||
invertcolormap = false;
|
||||
}
|
||||
else
|
||||
{ // Fade to black
|
||||
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(0, 0, 0), mybasecolormap->Desaturate);
|
||||
}
|
||||
}
|
||||
|
||||
if (realfixedcolormap != nullptr && (!r_swtruecolor || (r_shadercolormaps && screen->Accel2D)))
|
||||
{ // fixed color
|
||||
vis->Style.BaseColormap = realfixedcolormap;
|
||||
vis->Style.ColormapNum = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (invertcolormap)
|
||||
{
|
||||
mybasecolormap = GetSpecialLights(mybasecolormap->Color, mybasecolormap->Fade.InverseColor(), mybasecolormap->Desaturate);
|
||||
}
|
||||
if (fixedlightlev >= 0)
|
||||
{
|
||||
vis->Style.BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap;
|
||||
vis->Style.ColormapNum = fixedlightlev >> COLORMAPSHIFT;
|
||||
}
|
||||
else if (!foggy && pspr->GetState()->GetFullbright())
|
||||
{ // full bright
|
||||
vis->Style.BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap; // [RH] use basecolormap
|
||||
vis->Style.ColormapNum = 0;
|
||||
}
|
||||
else
|
||||
{ // local light
|
||||
vis->Style.BaseColormap = mybasecolormap;
|
||||
vis->Style.ColormapNum = GETPALOOKUP(0, spriteshade);
|
||||
}
|
||||
}
|
||||
if (camera->Inventory != nullptr)
|
||||
{
|
||||
BYTE oldcolormapnum = vis->Style.ColormapNum;
|
||||
FSWColormap *oldcolormap = vis->Style.BaseColormap;
|
||||
camera->Inventory->AlterWeaponSprite(&vis->Style);
|
||||
if (vis->Style.BaseColormap != oldcolormap || vis->Style.ColormapNum != oldcolormapnum)
|
||||
{
|
||||
// The colormap has changed. Is it one we can easily identify?
|
||||
// If not, then don't bother trying to identify it for
|
||||
// hardware accelerated drawing.
|
||||
if (vis->Style.BaseColormap < &SpecialColormaps[0] ||
|
||||
vis->Style.BaseColormap > &SpecialColormaps.Last())
|
||||
{
|
||||
noaccel = true;
|
||||
}
|
||||
// Has the basecolormap changed? If so, we can't hardware accelerate it,
|
||||
// since we don't know what it is anymore.
|
||||
else if (vis->Style.BaseColormap != mybasecolormap)
|
||||
{
|
||||
noaccel = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
// If we're drawing with a special colormap, but shaders for them are disabled, do
|
||||
// not accelerate.
|
||||
if (!r_shadercolormaps && (vis->Style.BaseColormap >= &SpecialColormaps[0] &&
|
||||
vis->Style.BaseColormap <= &SpecialColormaps.Last()))
|
||||
{
|
||||
noaccel = true;
|
||||
}
|
||||
// If drawing with a BOOM colormap, disable acceleration.
|
||||
if (mybasecolormap == &NormalLight && NormalLight.Maps != realcolormaps.Maps)
|
||||
{
|
||||
noaccel = true;
|
||||
}
|
||||
// If the main colormap has fixed lights, and this sprite is being drawn with that
|
||||
// colormap, disable acceleration so that the lights can remain fixed.
|
||||
if (!noaccel && realfixedcolormap == nullptr &&
|
||||
NormalLightHasFixedLights && mybasecolormap == &NormalLight &&
|
||||
vis->pic->UseBasePalette())
|
||||
{
|
||||
noaccel = true;
|
||||
}
|
||||
// [SP] If emulating GZDoom fullbright, disable acceleration
|
||||
if (r_fullbrightignoresectorcolor && fixedlightlev >= 0)
|
||||
mybasecolormap = &FullNormalLight;
|
||||
if (r_fullbrightignoresectorcolor && !foggy && pspr->GetState()->GetFullbright())
|
||||
mybasecolormap = &FullNormalLight;
|
||||
colormap_to_use = mybasecolormap;
|
||||
}
|
||||
else
|
||||
{
|
||||
colormap_to_use = basecolormap;
|
||||
|
||||
vis->Style.BaseColormap = basecolormap;
|
||||
vis->Style.ColormapNum = 0;
|
||||
}
|
||||
|
||||
// Check for hardware-assisted 2D. If it's available, and this sprite is not
|
||||
// fuzzy, don't draw it until after the switch to 2D mode.
|
||||
if (!noaccel && RenderTarget == screen && (DFrameBuffer *)screen->Accel2D)
|
||||
{
|
||||
FRenderStyle style = vis->Style.RenderStyle;
|
||||
style.CheckFuzz();
|
||||
if (style.BlendOp != STYLEOP_Fuzz)
|
||||
{
|
||||
if (vispsprites.Size() < vispspindex + 1)
|
||||
vispsprites.Reserve(vispsprites.Size() - vispspindex + 1);
|
||||
|
||||
vispsprites[vispspindex].vis = vis;
|
||||
vispsprites[vispspindex].basecolormap = colormap_to_use;
|
||||
vispsprites[vispspindex].x1 = x1;
|
||||
vispspindex++;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
R_DrawVisSprite(vis);
|
||||
}
|
||||
|
||||
void R_DrawRemainingPlayerSprites()
|
||||
{
|
||||
for (unsigned int i = 0; i < vispspindex; i++)
|
||||
{
|
||||
vissprite_t *vis;
|
||||
|
||||
vis = vispsprites[i].vis;
|
||||
FDynamicColormap *colormap = vispsprites[i].basecolormap;
|
||||
bool flip = vis->xiscale < 0;
|
||||
FSpecialColormap *special = NULL;
|
||||
PalEntry overlay = 0;
|
||||
FColormapStyle colormapstyle;
|
||||
bool usecolormapstyle = false;
|
||||
|
||||
if (vis->Style.BaseColormap >= &SpecialColormaps[0] &&
|
||||
vis->Style.BaseColormap < &SpecialColormaps[SpecialColormaps.Size()])
|
||||
{
|
||||
special = static_cast<FSpecialColormap*>(vis->Style.BaseColormap);
|
||||
}
|
||||
else if (colormap->Color == PalEntry(255, 255, 255) &&
|
||||
colormap->Desaturate == 0)
|
||||
{
|
||||
overlay = colormap->Fade;
|
||||
overlay.a = BYTE(vis->Style.ColormapNum * 255 / NUMCOLORMAPS);
|
||||
}
|
||||
else
|
||||
{
|
||||
usecolormapstyle = true;
|
||||
colormapstyle.Color = colormap->Color;
|
||||
colormapstyle.Fade = colormap->Fade;
|
||||
colormapstyle.Desaturate = colormap->Desaturate;
|
||||
colormapstyle.FadeLevel = vis->Style.ColormapNum / float(NUMCOLORMAPS);
|
||||
}
|
||||
screen->DrawTexture(vis->pic,
|
||||
viewwindowx + vispsprites[i].x1,
|
||||
viewwindowy + viewheight / 2 - vis->texturemid * vis->yscale - 0.5,
|
||||
DTA_DestWidthF, FIXED2DBL(vis->pic->GetWidth() * vis->xscale),
|
||||
DTA_DestHeightF, vis->pic->GetHeight() * vis->yscale,
|
||||
DTA_Translation, TranslationToTable(vis->Translation),
|
||||
DTA_FlipX, flip,
|
||||
DTA_TopOffset, 0,
|
||||
DTA_LeftOffset, 0,
|
||||
DTA_ClipLeft, viewwindowx,
|
||||
DTA_ClipTop, viewwindowy,
|
||||
DTA_ClipRight, viewwindowx + viewwidth,
|
||||
DTA_ClipBottom, viewwindowy + viewheight,
|
||||
DTA_AlphaF, vis->Style.Alpha,
|
||||
DTA_RenderStyle, vis->Style.RenderStyle,
|
||||
DTA_FillColor, vis->FillColor,
|
||||
DTA_SpecialColormap, special,
|
||||
DTA_ColorOverlay, overlay.d,
|
||||
DTA_ColormapStyle, usecolormapstyle ? &colormapstyle : NULL,
|
||||
TAG_DONE);
|
||||
}
|
||||
|
||||
vispspindex = 0;
|
||||
}
|
||||
}
|
11
src/swrenderer/scene/r_playersprite.h
Normal file
11
src/swrenderer/scene/r_playersprite.h
Normal file
|
@ -0,0 +1,11 @@
|
|||
|
||||
#pragma once
|
||||
|
||||
#include "r_visible_sprite.h"
|
||||
|
||||
namespace swrenderer
|
||||
{
|
||||
void R_DrawPlayerSprites();
|
||||
void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac);
|
||||
void R_DrawRemainingPlayerSprites();
|
||||
}
|
|
@ -71,13 +71,10 @@
|
|||
#include "r_draw_segment.h"
|
||||
#include "r_portal.h"
|
||||
#include "r_particle.h"
|
||||
#include "r_playersprite.h"
|
||||
#include "swrenderer/r_memory.h"
|
||||
|
||||
EXTERN_CVAR(Bool, st_scale)
|
||||
EXTERN_CVAR(Bool, r_shadercolormaps)
|
||||
EXTERN_CVAR(Int, r_drawfuzz)
|
||||
EXTERN_CVAR(Bool, r_deathcamera);
|
||||
EXTERN_CVAR(Bool, r_drawplayersprites)
|
||||
EXTERN_CVAR(Bool, r_drawvoxels)
|
||||
EXTERN_CVAR(Bool, r_blendmethod)
|
||||
|
||||
|
@ -126,17 +123,7 @@ double pspriteyscale;
|
|||
fixed_t sky1scale; // [RH] Sky 1 scale factor
|
||||
fixed_t sky2scale; // [RH] Sky 2 scale factor
|
||||
|
||||
// Used to store a psprite's drawing information if it needs to be drawn later.
|
||||
struct vispsp_t
|
||||
{
|
||||
vissprite_t *vis;
|
||||
FDynamicColormap *basecolormap;
|
||||
int x1;
|
||||
};
|
||||
TArray<vispsp_t> vispsprites;
|
||||
unsigned int vispspindex;
|
||||
|
||||
static int spriteshade;
|
||||
int spriteshade;
|
||||
|
||||
FTexture *WallSpriteTile;
|
||||
|
||||
|
@ -1293,575 +1280,6 @@ void R_AddSprites (sector_t *sec, int lightlevel, int fakeside)
|
|||
}
|
||||
}
|
||||
|
||||
//
|
||||
// R_DrawPSprite
|
||||
//
|
||||
void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac)
|
||||
{
|
||||
double tx;
|
||||
int x1;
|
||||
int x2;
|
||||
double sx, sy;
|
||||
spritedef_t* sprdef;
|
||||
spriteframe_t* sprframe;
|
||||
FTextureID picnum;
|
||||
WORD flip;
|
||||
FTexture* tex;
|
||||
vissprite_t* vis;
|
||||
bool noaccel;
|
||||
double alpha = owner->Alpha;
|
||||
static TArray<vissprite_t> avis;
|
||||
|
||||
if (avis.Size() < vispspindex + 1)
|
||||
avis.Reserve(avis.Size() - vispspindex + 1);
|
||||
|
||||
// decide which patch to use
|
||||
if ((unsigned)pspr->GetSprite() >= (unsigned)sprites.Size())
|
||||
{
|
||||
DPrintf(DMSG_ERROR, "R_DrawPSprite: invalid sprite number %i\n", pspr->GetSprite());
|
||||
return;
|
||||
}
|
||||
sprdef = &sprites[pspr->GetSprite()];
|
||||
if (pspr->GetFrame() >= sprdef->numframes)
|
||||
{
|
||||
DPrintf(DMSG_ERROR, "R_DrawPSprite: invalid sprite frame %i : %i\n", pspr->GetSprite(), pspr->GetFrame());
|
||||
return;
|
||||
}
|
||||
sprframe = &SpriteFrames[sprdef->spriteframes + pspr->GetFrame()];
|
||||
|
||||
picnum = sprframe->Texture[0];
|
||||
flip = sprframe->Flip & 1;
|
||||
tex = TexMan(picnum);
|
||||
|
||||
if (tex->UseType == FTexture::TEX_Null || pspr->RenderStyle == STYLE_None)
|
||||
return;
|
||||
|
||||
if (pspr->firstTic)
|
||||
{ // Can't interpolate the first tic.
|
||||
pspr->firstTic = false;
|
||||
pspr->oldx = pspr->x;
|
||||
pspr->oldy = pspr->y;
|
||||
}
|
||||
|
||||
sx = pspr->oldx + (pspr->x - pspr->oldx) * ticfrac;
|
||||
sy = pspr->oldy + (pspr->y - pspr->oldy) * ticfrac + WEAPON_FUDGE_Y;
|
||||
|
||||
if (pspr->Flags & PSPF_ADDBOB)
|
||||
{
|
||||
sx += bobx;
|
||||
sy += boby;
|
||||
}
|
||||
|
||||
if (pspr->Flags & PSPF_ADDWEAPON && pspr->GetID() != PSP_WEAPON)
|
||||
{
|
||||
sx += wx;
|
||||
sy += wy;
|
||||
}
|
||||
|
||||
// calculate edges of the shape
|
||||
tx = sx - BASEXCENTER;
|
||||
|
||||
tx -= tex->GetScaledLeftOffset();
|
||||
x1 = xs_RoundToInt(CenterX + tx * pspritexscale);
|
||||
|
||||
// off the right side
|
||||
if (x1 > viewwidth)
|
||||
return;
|
||||
|
||||
tx += tex->GetScaledWidth();
|
||||
x2 = xs_RoundToInt(CenterX + tx * pspritexscale);
|
||||
|
||||
// off the left side
|
||||
if (x2 <= 0)
|
||||
return;
|
||||
|
||||
// store information in a vissprite
|
||||
vis = &avis[vispspindex];
|
||||
vis->renderflags = owner->renderflags;
|
||||
vis->floorclip = 0;
|
||||
|
||||
vis->texturemid = (BASEYCENTER - sy) * tex->Scale.Y + tex->TopOffset;
|
||||
|
||||
if (camera->player && (RenderTarget != screen ||
|
||||
viewheight == RenderTarget->GetHeight() ||
|
||||
(RenderTarget->GetWidth() > (BASEXCENTER * 2) && !st_scale)))
|
||||
{ // Adjust PSprite for fullscreen views
|
||||
AWeapon *weapon = dyn_cast<AWeapon>(pspr->GetCaller());
|
||||
if (weapon != nullptr && weapon->YAdjust != 0)
|
||||
{
|
||||
if (RenderTarget != screen || viewheight == RenderTarget->GetHeight())
|
||||
{
|
||||
vis->texturemid -= weapon->YAdjust;
|
||||
}
|
||||
else
|
||||
{
|
||||
vis->texturemid -= StatusBar->GetDisplacement() * weapon->YAdjust;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (pspr->GetID() < PSP_TARGETCENTER)
|
||||
{ // Move the weapon down for 1280x1024.
|
||||
vis->texturemid -= AspectPspriteOffset(WidescreenRatio);
|
||||
}
|
||||
vis->x1 = x1 < 0 ? 0 : x1;
|
||||
vis->x2 = x2 >= viewwidth ? viewwidth : x2;
|
||||
vis->xscale = FLOAT2FIXED(pspritexscale / tex->Scale.X);
|
||||
vis->yscale = float(pspriteyscale / tex->Scale.Y);
|
||||
vis->Translation = 0; // [RH] Use default colors
|
||||
vis->pic = tex;
|
||||
vis->Style.ColormapNum = 0;
|
||||
|
||||
// If flip is used, provided that it's not already flipped (that would just invert itself)
|
||||
// (It's an XOR...)
|
||||
if (!(flip) != !(pspr->Flags & PSPF_FLIP))
|
||||
{
|
||||
vis->xiscale = -FLOAT2FIXED(pspritexiscale * tex->Scale.X);
|
||||
vis->startfrac = (tex->GetWidth() << FRACBITS) - 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
vis->xiscale = FLOAT2FIXED(pspritexiscale * tex->Scale.X);
|
||||
vis->startfrac = 0;
|
||||
}
|
||||
|
||||
if (vis->x1 > x1)
|
||||
vis->startfrac += vis->xiscale*(vis->x1 - x1);
|
||||
|
||||
noaccel = false;
|
||||
FDynamicColormap *colormap_to_use = nullptr;
|
||||
if (pspr->GetID() < PSP_TARGETCENTER)
|
||||
{
|
||||
// [MC] Set the render style
|
||||
|
||||
if (pspr->Flags & PSPF_RENDERSTYLE)
|
||||
{
|
||||
const int rs = clamp<int>(pspr->RenderStyle, 0, STYLE_Count);
|
||||
|
||||
if (pspr->Flags & PSPF_FORCESTYLE)
|
||||
{
|
||||
vis->Style.RenderStyle = LegacyRenderStyles[rs];
|
||||
}
|
||||
else if (owner->RenderStyle == LegacyRenderStyles[STYLE_Fuzzy])
|
||||
{
|
||||
vis->Style.RenderStyle = LegacyRenderStyles[STYLE_Fuzzy];
|
||||
}
|
||||
else if (owner->RenderStyle == LegacyRenderStyles[STYLE_OptFuzzy])
|
||||
{
|
||||
vis->Style.RenderStyle = LegacyRenderStyles[STYLE_OptFuzzy];
|
||||
vis->Style.RenderStyle.CheckFuzz();
|
||||
}
|
||||
else if (owner->RenderStyle == LegacyRenderStyles[STYLE_Subtract])
|
||||
{
|
||||
vis->Style.RenderStyle = LegacyRenderStyles[STYLE_Subtract];
|
||||
}
|
||||
else
|
||||
{
|
||||
vis->Style.RenderStyle = LegacyRenderStyles[rs];
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
vis->Style.RenderStyle = owner->RenderStyle;
|
||||
}
|
||||
|
||||
// Set the alpha based on if using the overlay's own or not. Also adjust
|
||||
// and override the alpha if not forced.
|
||||
if (pspr->Flags & PSPF_ALPHA)
|
||||
{
|
||||
if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Fuzzy])
|
||||
{
|
||||
alpha = owner->Alpha;
|
||||
}
|
||||
else if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_OptFuzzy])
|
||||
{
|
||||
FRenderStyle style = vis->Style.RenderStyle;
|
||||
style.CheckFuzz();
|
||||
switch (style.BlendOp)
|
||||
{
|
||||
default:
|
||||
alpha = pspr->alpha * owner->Alpha;
|
||||
break;
|
||||
case STYLEOP_Fuzz:
|
||||
case STYLEOP_Sub:
|
||||
alpha = owner->Alpha;
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
else if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Subtract])
|
||||
{
|
||||
alpha = owner->Alpha;
|
||||
}
|
||||
else if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Add] ||
|
||||
vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Translucent] ||
|
||||
vis->Style.RenderStyle == LegacyRenderStyles[STYLE_TranslucentStencil] ||
|
||||
vis->Style.RenderStyle == LegacyRenderStyles[STYLE_AddStencil] ||
|
||||
vis->Style.RenderStyle == LegacyRenderStyles[STYLE_AddShaded])
|
||||
{
|
||||
alpha = owner->Alpha * pspr->alpha;
|
||||
}
|
||||
else
|
||||
{
|
||||
alpha = owner->Alpha;
|
||||
}
|
||||
}
|
||||
|
||||
// Should normal renderstyle come out on top at the end and we desire alpha,
|
||||
// switch it to translucent. Normal never applies any sort of alpha.
|
||||
if ((pspr->Flags & PSPF_ALPHA) &&
|
||||
vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Normal] &&
|
||||
vis->Style.Alpha < 1.0)
|
||||
{
|
||||
vis->Style.RenderStyle = LegacyRenderStyles[STYLE_Translucent];
|
||||
alpha = owner->Alpha * pspr->alpha;
|
||||
}
|
||||
|
||||
// ALWAYS take priority if asked for, except fuzz. Fuzz does absolutely nothing
|
||||
// no matter what way it's changed.
|
||||
if (pspr->Flags & PSPF_FORCEALPHA)
|
||||
{
|
||||
//Due to lack of != operators...
|
||||
if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Fuzzy] ||
|
||||
vis->Style.RenderStyle == LegacyRenderStyles[STYLE_SoulTrans] ||
|
||||
vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Stencil])
|
||||
{ }
|
||||
else
|
||||
{
|
||||
alpha = pspr->alpha;
|
||||
vis->Style.RenderStyle.Flags |= STYLEF_ForceAlpha;
|
||||
}
|
||||
}
|
||||
vis->Style.Alpha = clamp<float>(float(alpha), 0.f, 1.f);
|
||||
|
||||
// Due to how some of the effects are handled, going to 0 or less causes some
|
||||
// weirdness to display. There's no point rendering it anyway if it's 0.
|
||||
if (vis->Style.Alpha <= 0.)
|
||||
return;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// The software renderer cannot invert the source without inverting the overlay
|
||||
// too. That means if the source is inverted, we need to do the reverse of what
|
||||
// the invert overlay flag says to do.
|
||||
INTBOOL invertcolormap = (vis->Style.RenderStyle.Flags & STYLEF_InvertOverlay);
|
||||
|
||||
if (vis->Style.RenderStyle.Flags & STYLEF_InvertSource)
|
||||
{
|
||||
invertcolormap = !invertcolormap;
|
||||
}
|
||||
|
||||
FDynamicColormap *mybasecolormap = basecolormap;
|
||||
|
||||
if (vis->Style.RenderStyle.Flags & STYLEF_FadeToBlack)
|
||||
{
|
||||
if (invertcolormap)
|
||||
{ // Fade to white
|
||||
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(255, 255, 255), mybasecolormap->Desaturate);
|
||||
invertcolormap = false;
|
||||
}
|
||||
else
|
||||
{ // Fade to black
|
||||
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(0, 0, 0), mybasecolormap->Desaturate);
|
||||
}
|
||||
}
|
||||
|
||||
if (realfixedcolormap != nullptr && (!r_swtruecolor || (r_shadercolormaps && screen->Accel2D)))
|
||||
{ // fixed color
|
||||
vis->Style.BaseColormap = realfixedcolormap;
|
||||
vis->Style.ColormapNum = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (invertcolormap)
|
||||
{
|
||||
mybasecolormap = GetSpecialLights(mybasecolormap->Color, mybasecolormap->Fade.InverseColor(), mybasecolormap->Desaturate);
|
||||
}
|
||||
if (fixedlightlev >= 0)
|
||||
{
|
||||
vis->Style.BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap;
|
||||
vis->Style.ColormapNum = fixedlightlev >> COLORMAPSHIFT;
|
||||
}
|
||||
else if (!foggy && pspr->GetState()->GetFullbright())
|
||||
{ // full bright
|
||||
vis->Style.BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap; // [RH] use basecolormap
|
||||
vis->Style.ColormapNum = 0;
|
||||
}
|
||||
else
|
||||
{ // local light
|
||||
vis->Style.BaseColormap = mybasecolormap;
|
||||
vis->Style.ColormapNum = GETPALOOKUP(0, spriteshade);
|
||||
}
|
||||
}
|
||||
if (camera->Inventory != nullptr)
|
||||
{
|
||||
BYTE oldcolormapnum = vis->Style.ColormapNum;
|
||||
FSWColormap *oldcolormap = vis->Style.BaseColormap;
|
||||
camera->Inventory->AlterWeaponSprite (&vis->Style);
|
||||
if (vis->Style.BaseColormap != oldcolormap || vis->Style.ColormapNum != oldcolormapnum)
|
||||
{
|
||||
// The colormap has changed. Is it one we can easily identify?
|
||||
// If not, then don't bother trying to identify it for
|
||||
// hardware accelerated drawing.
|
||||
if (vis->Style.BaseColormap < &SpecialColormaps[0] ||
|
||||
vis->Style.BaseColormap > &SpecialColormaps.Last())
|
||||
{
|
||||
noaccel = true;
|
||||
}
|
||||
// Has the basecolormap changed? If so, we can't hardware accelerate it,
|
||||
// since we don't know what it is anymore.
|
||||
else if (vis->Style.BaseColormap != mybasecolormap)
|
||||
{
|
||||
noaccel = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
// If we're drawing with a special colormap, but shaders for them are disabled, do
|
||||
// not accelerate.
|
||||
if (!r_shadercolormaps && (vis->Style.BaseColormap >= &SpecialColormaps[0] &&
|
||||
vis->Style.BaseColormap <= &SpecialColormaps.Last()))
|
||||
{
|
||||
noaccel = true;
|
||||
}
|
||||
// If drawing with a BOOM colormap, disable acceleration.
|
||||
if (mybasecolormap == &NormalLight && NormalLight.Maps != realcolormaps.Maps)
|
||||
{
|
||||
noaccel = true;
|
||||
}
|
||||
// If the main colormap has fixed lights, and this sprite is being drawn with that
|
||||
// colormap, disable acceleration so that the lights can remain fixed.
|
||||
if (!noaccel && realfixedcolormap == nullptr &&
|
||||
NormalLightHasFixedLights && mybasecolormap == &NormalLight &&
|
||||
vis->pic->UseBasePalette())
|
||||
{
|
||||
noaccel = true;
|
||||
}
|
||||
// [SP] If emulating GZDoom fullbright, disable acceleration
|
||||
if (r_fullbrightignoresectorcolor && fixedlightlev >= 0)
|
||||
mybasecolormap = &FullNormalLight;
|
||||
if (r_fullbrightignoresectorcolor && !foggy && pspr->GetState()->GetFullbright())
|
||||
mybasecolormap = &FullNormalLight;
|
||||
colormap_to_use = mybasecolormap;
|
||||
}
|
||||
else
|
||||
{
|
||||
colormap_to_use = basecolormap;
|
||||
|
||||
vis->Style.BaseColormap = basecolormap;
|
||||
vis->Style.ColormapNum = 0;
|
||||
}
|
||||
|
||||
// Check for hardware-assisted 2D. If it's available, and this sprite is not
|
||||
// fuzzy, don't draw it until after the switch to 2D mode.
|
||||
if (!noaccel && RenderTarget == screen && (DFrameBuffer *)screen->Accel2D)
|
||||
{
|
||||
FRenderStyle style = vis->Style.RenderStyle;
|
||||
style.CheckFuzz();
|
||||
if (style.BlendOp != STYLEOP_Fuzz)
|
||||
{
|
||||
if (vispsprites.Size() < vispspindex + 1)
|
||||
vispsprites.Reserve(vispsprites.Size() - vispspindex + 1);
|
||||
|
||||
vispsprites[vispspindex].vis = vis;
|
||||
vispsprites[vispspindex].basecolormap = colormap_to_use;
|
||||
vispsprites[vispspindex].x1 = x1;
|
||||
vispspindex++;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
R_DrawVisSprite(vis);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// R_DrawPlayerSprites
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void R_DrawPlayerSprites ()
|
||||
{
|
||||
int i;
|
||||
int lightnum;
|
||||
DPSprite* psp;
|
||||
DPSprite* weapon;
|
||||
sector_t* sec = NULL;
|
||||
static sector_t tempsec;
|
||||
int floorlight, ceilinglight;
|
||||
F3DFloor *rover;
|
||||
|
||||
if (!r_drawplayersprites ||
|
||||
!camera ||
|
||||
!camera->player ||
|
||||
(players[consoleplayer].cheats & CF_CHASECAM) ||
|
||||
(r_deathcamera && camera->health <= 0))
|
||||
return;
|
||||
|
||||
if (fixedlightlev < 0 && viewsector->e && viewsector->e->XFloor.lightlist.Size())
|
||||
{
|
||||
for (i = viewsector->e->XFloor.lightlist.Size() - 1; i >= 0; i--)
|
||||
{
|
||||
if (ViewPos.Z <= viewsector->e->XFloor.lightlist[i].plane.Zat0())
|
||||
{
|
||||
rover = viewsector->e->XFloor.lightlist[i].caster;
|
||||
if (rover)
|
||||
{
|
||||
if (rover->flags & FF_DOUBLESHADOW && ViewPos.Z <= rover->bottom.plane->Zat0())
|
||||
break;
|
||||
sec = rover->model;
|
||||
if (rover->flags & FF_FADEWALLS)
|
||||
basecolormap = sec->ColorMap;
|
||||
else
|
||||
basecolormap = viewsector->e->XFloor.lightlist[i].extra_colormap;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
if(!sec)
|
||||
{
|
||||
sec = viewsector;
|
||||
basecolormap = sec->ColorMap;
|
||||
}
|
||||
floorlight = ceilinglight = sec->lightlevel;
|
||||
}
|
||||
else
|
||||
{ // This used to use camera->Sector but due to interpolation that can be incorrect
|
||||
// when the interpolated viewpoint is in a different sector than the camera.
|
||||
sec = R_FakeFlat (viewsector, &tempsec, &floorlight,
|
||||
&ceilinglight, false);
|
||||
|
||||
// [RH] set basecolormap
|
||||
basecolormap = sec->ColorMap;
|
||||
}
|
||||
|
||||
// [RH] set foggy flag
|
||||
foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE));
|
||||
r_actualextralight = foggy ? 0 : extralight << 4;
|
||||
|
||||
// get light level
|
||||
lightnum = ((floorlight + ceilinglight) >> 1) + r_actualextralight;
|
||||
spriteshade = LIGHT2SHADE(lightnum) - 24*FRACUNIT;
|
||||
|
||||
// clip to screen bounds
|
||||
mfloorclip = screenheightarray;
|
||||
mceilingclip = zeroarray;
|
||||
|
||||
if (camera->player != NULL)
|
||||
{
|
||||
double centerhack = CenterY;
|
||||
double wx, wy;
|
||||
float bobx, boby;
|
||||
|
||||
CenterY = viewheight / 2;
|
||||
|
||||
P_BobWeapon (camera->player, &bobx, &boby, r_TicFracF);
|
||||
|
||||
// Interpolate the main weapon layer once so as to be able to add it to other layers.
|
||||
if ((weapon = camera->player->FindPSprite(PSP_WEAPON)) != nullptr)
|
||||
{
|
||||
if (weapon->firstTic)
|
||||
{
|
||||
wx = weapon->x;
|
||||
wy = weapon->y;
|
||||
}
|
||||
else
|
||||
{
|
||||
wx = weapon->oldx + (weapon->x - weapon->oldx) * r_TicFracF;
|
||||
wy = weapon->oldy + (weapon->y - weapon->oldy) * r_TicFracF;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
wx = 0;
|
||||
wy = 0;
|
||||
}
|
||||
|
||||
// add all active psprites
|
||||
psp = camera->player->psprites;
|
||||
while (psp)
|
||||
{
|
||||
// [RH] Don't draw the targeter's crosshair if the player already has a crosshair set.
|
||||
// It's possible this psprite's caller is now null but the layer itself hasn't been destroyed
|
||||
// because it didn't tick yet (if we typed 'take all' while in the console for example).
|
||||
// In this case let's simply not draw it to avoid crashing.
|
||||
|
||||
if ((psp->GetID() != PSP_TARGETCENTER || CrosshairImage == nullptr) && psp->GetCaller() != nullptr)
|
||||
{
|
||||
R_DrawPSprite(psp, camera, bobx, boby, wx, wy, r_TicFracF);
|
||||
}
|
||||
|
||||
psp = psp->GetNext();
|
||||
}
|
||||
|
||||
CenterY = centerhack;
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// R_DrawRemainingPlayerSprites
|
||||
//
|
||||
// Called from D_Display to draw sprites that were not drawn by
|
||||
// R_DrawPlayerSprites().
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void R_DrawRemainingPlayerSprites()
|
||||
{
|
||||
for (unsigned int i = 0; i < vispspindex; i++)
|
||||
{
|
||||
vissprite_t *vis;
|
||||
|
||||
vis = vispsprites[i].vis;
|
||||
FDynamicColormap *colormap = vispsprites[i].basecolormap;
|
||||
bool flip = vis->xiscale < 0;
|
||||
FSpecialColormap *special = NULL;
|
||||
PalEntry overlay = 0;
|
||||
FColormapStyle colormapstyle;
|
||||
bool usecolormapstyle = false;
|
||||
|
||||
if (vis->Style.BaseColormap >= &SpecialColormaps[0] &&
|
||||
vis->Style.BaseColormap < &SpecialColormaps[SpecialColormaps.Size()])
|
||||
{
|
||||
special = static_cast<FSpecialColormap*>(vis->Style.BaseColormap);
|
||||
}
|
||||
else if (colormap->Color == PalEntry(255,255,255) &&
|
||||
colormap->Desaturate == 0)
|
||||
{
|
||||
overlay = colormap->Fade;
|
||||
overlay.a = BYTE(vis->Style.ColormapNum * 255 / NUMCOLORMAPS);
|
||||
}
|
||||
else
|
||||
{
|
||||
usecolormapstyle = true;
|
||||
colormapstyle.Color = colormap->Color;
|
||||
colormapstyle.Fade = colormap->Fade;
|
||||
colormapstyle.Desaturate = colormap->Desaturate;
|
||||
colormapstyle.FadeLevel = vis->Style.ColormapNum / float(NUMCOLORMAPS);
|
||||
}
|
||||
screen->DrawTexture(vis->pic,
|
||||
viewwindowx + vispsprites[i].x1,
|
||||
viewwindowy + viewheight/2 - vis->texturemid * vis->yscale - 0.5,
|
||||
DTA_DestWidthF, FIXED2DBL(vis->pic->GetWidth() * vis->xscale),
|
||||
DTA_DestHeightF, vis->pic->GetHeight() * vis->yscale,
|
||||
DTA_Translation, TranslationToTable(vis->Translation),
|
||||
DTA_FlipX, flip,
|
||||
DTA_TopOffset, 0,
|
||||
DTA_LeftOffset, 0,
|
||||
DTA_ClipLeft, viewwindowx,
|
||||
DTA_ClipTop, viewwindowy,
|
||||
DTA_ClipRight, viewwindowx + viewwidth,
|
||||
DTA_ClipBottom, viewwindowy + viewheight,
|
||||
DTA_AlphaF, vis->Style.Alpha,
|
||||
DTA_RenderStyle, vis->Style.RenderStyle,
|
||||
DTA_FillColor, vis->FillColor,
|
||||
DTA_SpecialColormap, special,
|
||||
DTA_ColorOverlay, overlay.d,
|
||||
DTA_ColormapStyle, usecolormapstyle ? &colormapstyle : NULL,
|
||||
TAG_DONE);
|
||||
}
|
||||
|
||||
vispspindex = 0;
|
||||
}
|
||||
|
||||
//
|
||||
// R_SortVisSprites
|
||||
|
@ -2592,7 +2010,7 @@ void R_DrawMasked (void)
|
|||
R_3D_DeleteHeights();
|
||||
fake3D = 0;
|
||||
}
|
||||
R_DrawPlayerSprites ();
|
||||
R_DrawPlayerSprites();
|
||||
}
|
||||
|
||||
extern double BaseYaspectMul;;
|
||||
|
|
|
@ -55,6 +55,8 @@ extern double pspriteyscale;
|
|||
|
||||
extern FTexture *WallSpriteTile;
|
||||
|
||||
extern int spriteshade;
|
||||
|
||||
bool R_ClipSpriteColumnWithPortals(vissprite_t* spr);
|
||||
|
||||
void R_DrawMaskedColumn (FTexture *texture, fixed_t column, bool unmasked = false);
|
||||
|
@ -66,13 +68,13 @@ void R_AddSprites (sector_t *sec, int lightlevel, int fakeside);
|
|||
void R_DrawSprites ();
|
||||
void R_ClearSprites ();
|
||||
void R_DrawMasked ();
|
||||
void R_DrawRemainingPlayerSprites ();
|
||||
|
||||
void R_CheckOffscreenBuffer(int width, int height, bool spansonly);
|
||||
|
||||
enum { DVF_OFFSCREEN = 1, DVF_SPANSONLY = 2, DVF_MIRRORED = 4 };
|
||||
|
||||
void R_ClipVisSprite (vissprite_t *vis, int xl, int xh);
|
||||
void R_DrawVisSprite(vissprite_t *vis);
|
||||
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue