/* ** Particle drawing ** Copyright (c) 2016 Magnus Norddahl ** ** This software is provided 'as-is', without any express or implied ** warranty. In no event will the authors be held liable for any damages ** arising from the use of this software. ** ** Permission is granted to anyone to use this software for any purpose, ** including commercial applications, and to alter it and redistribute it ** freely, subject to the following restrictions: ** ** 1. The origin of this software must not be misrepresented; you must not ** claim that you wrote the original software. If you use this software ** in a product, an acknowledgment in the product documentation would be ** appreciated but is not required. ** 2. Altered source versions must be plainly marked as such, and must not be ** misrepresented as being the original software. ** 3. This notice may not be removed or altered from any source distribution. ** */ #include #include "templates.h" #include "doomdef.h" #include "sbar.h" #include "r_data/r_translate.h" #include "r_poly_particle.h" #include "r_poly.h" void RenderPolyParticle::Render(const TriMatrix &worldToClip, particle_t *particle, subsector_t *sub, uint32_t subsectorDepth) { DVector3 pos = particle->Pos; double psize = particle->size / 8.0; double zpos = pos.Z; DVector2 points[2] = { { pos.X - ViewSin * psize, pos.Y + ViewCos * psize }, { pos.X + ViewSin * psize, pos.Y - ViewCos * psize } }; TriVertex *vertices = PolyVertexBuffer::GetVertices(4); if (!vertices) return; bool foggy = false; int actualextralight = foggy ? 0 : extralight << 4; std::pair offsets[4] = { { 0.0f, 1.0f }, { 1.0f, 1.0f }, { 1.0f, 0.0f }, { 0.0f, 0.0f }, }; for (int i = 0; i < 4; i++) { auto &p = (i == 0 || i == 3) ? points[0] : points[1]; vertices[i].x = (float)p.X; vertices[i].y = (float)p.Y; vertices[i].z = (float)(zpos + psize * (2.0 * offsets[i].second - 1.0)); vertices[i].w = 1.0f; vertices[i].varying[0] = (float)(offsets[i].first); vertices[i].varying[1] = (float)(1.0f - offsets[i].second); } // int color = (particle->color >> 24) & 0xff; // pal index, I think bool fullbrightSprite = particle->bright != 0; TriUniforms uniforms; uniforms.objectToClip = worldToClip; if (fullbrightSprite || fixedlightlev >= 0 || fixedcolormap) { uniforms.light = 256; uniforms.flags = TriUniforms::fixed_light; } else { uniforms.light = (uint32_t)((sub->sector->lightlevel + actualextralight) / 255.0f * 256.0f); uniforms.flags = 0; } uniforms.subsectorDepth = subsectorDepth; uint32_t alpha = particle->trans; uniforms.color = (alpha << 24) | (particle->color & 0xffffff); PolyDrawArgs args; args.uniforms = uniforms; args.vinput = vertices; args.vcount = 4; args.mode = TriangleDrawMode::Fan; args.ccw = true; args.stenciltestvalue = 0; args.stencilwritevalue = 1; PolyTriangleDrawer::draw(args, TriDrawVariant::FillSubsector, TriBlendMode::AlphaBlend); }