qzdoom-gpl/src/gl/scene/gl_sprite.cpp
2013-12-05 15:39:46 +01:00

1043 lines
30 KiB
C++

/*
** gl_sprite.cpp
** Sprite/Particle rendering
**
**---------------------------------------------------------------------------
** Copyright 2002-2005 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
** covered by the terms of the GNU Lesser General Public License as published
** by the Free Software Foundation; either version 2.1 of the License, or (at
** your option) any later version.
** 5. Full disclosure of the entire project's source code, except for third
** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "gl/system/gl_system.h"
#include "p_local.h"
#include "p_effect.h"
#include "g_level.h"
#include "doomstat.h"
#include "gl/gl_functions.h"
#include "r_defs.h"
#include "r_sky.h"
#include "r_utility.h"
#include "gl/system/gl_interface.h"
#include "gl/system/gl_framebuffer.h"
#include "gl/system/gl_cvars.h"
#include "gl/renderer/gl_lightdata.h"
#include "gl/renderer/gl_renderstate.h"
#include "gl/data/gl_data.h"
#include "gl/dynlights/gl_glow.h"
#include "gl/scene/gl_drawinfo.h"
#include "gl/scene/gl_portal.h"
#include "gl/models/gl_models.h"
#include "gl/shaders/gl_shader.h"
#include "gl/textures/gl_material.h"
#include "gl/utility/gl_clock.h"
CVAR(Bool, gl_usecolorblending, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR(Bool, gl_spritebrightfog, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
CVAR(Bool, gl_sprite_blend, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
CVAR(Int, gl_spriteclip, 1, CVAR_ARCHIVE)
CVAR(Float, gl_sclipthreshold, 10.0, CVAR_ARCHIVE)
CVAR(Float, gl_sclipfactor, 1.8, CVAR_ARCHIVE)
CVAR(Int, gl_particles_style, 2, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) // 0 = square, 1 = round, 2 = smooth
CVAR(Int, gl_billboard_mode, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Bool, gl_billboard_particles, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Int, gl_enhanced_nv_stealth, 3, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CUSTOM_CVAR(Int, gl_fuzztype, 0, CVAR_ARCHIVE)
{
if (self < 0 || self > 7) self = 0;
}
extern bool r_showviewer;
EXTERN_CVAR (Float, transsouls)
extern TArray<spritedef_t> sprites;
extern TArray<spriteframe_t> SpriteFrames;
extern TArray<PalEntry> BloodTranslationColors;
enum HWRenderStyle
{
STYLEHW_Normal, // default
STYLEHW_Solid, // drawn solid (needs special treatment for sprites)
STYLEHW_NoAlphaTest, // disable alpha test
};
void gl_SetRenderStyle(FRenderStyle style, bool drawopaque, bool allowcolorblending)
{
int tm, sb, db, be;
gl_GetRenderStyle(style, drawopaque, allowcolorblending, &tm, &sb, &db, &be);
gl_RenderState.BlendEquation(be);
gl_RenderState.BlendFunc(sb, db);
gl_RenderState.SetTextureMode(tm);
}
CVAR(Bool, gl_nolayer, false, 0)
//==========================================================================
//
//
//
//==========================================================================
void GLSprite::Draw(int pass)
{
if (pass!=GLPASS_PLAIN && pass != GLPASS_ALL && pass!=GLPASS_TRANSLUCENT) return;
// Hack to enable bright sprites in faded maps
uint32 backupfade = Colormap.FadeColor.d;
if (gl_spritebrightfog && fullbright)
Colormap.FadeColor = 0;
bool additivefog = false;
bool foglayer = false;
int rel = getExtraLight();
if (pass==GLPASS_TRANSLUCENT)
{
// The translucent pass requires special setup for the various modes.
// Brightmaps will only be used when doing regular drawing ops and having no fog
if (!gl_spritebrightfog && (!gl_isBlack(Colormap.FadeColor) || level.flags&LEVEL_HASFADETABLE ||
RenderStyle.BlendOp != STYLEOP_Add))
{
gl_RenderState.EnableBrightmap(false);
}
gl_SetRenderStyle(RenderStyle, false,
// The rest of the needed checks are done inside gl_SetRenderStyle
trans > 1.f - FLT_EPSILON && gl_usecolorblending && gl_fixedcolormap < CM_FIRSTSPECIALCOLORMAP && actor &&
fullbright && gltexture && !gltexture->GetTransparent());
if (hw_styleflags == STYLEHW_NoAlphaTest)
{
gl_RenderState.EnableAlphaTest(false);
}
else
{
gl_RenderState.AlphaFunc(GL_GEQUAL,trans*gl_mask_sprite_threshold);
}
if (RenderStyle.BlendOp == STYLEOP_Shadow)
{
float fuzzalpha=0.44f;
float minalpha=0.1f;
// fog + fuzz don't work well without some fiddling with the alpha value!
if (!gl_isBlack(Colormap.FadeColor))
{
float xcamera=FIXED2FLOAT(viewx);
float ycamera=FIXED2FLOAT(viewy);
float dist=Dist2(xcamera,ycamera, x,y);
if (!Colormap.FadeColor.a) Colormap.FadeColor.a=clamp<int>(255-lightlevel,60,255);
// this value was determined by trial and error and is scale dependent!
float factor=0.05f+exp(-Colormap.FadeColor.a*dist/62500.f);
fuzzalpha*=factor;
minalpha*=factor;
}
gl_RenderState.AlphaFunc(GL_GEQUAL,minalpha*gl_mask_sprite_threshold);
glColor4f(0.2f,0.2f,0.2f,fuzzalpha);
additivefog = true;
}
else if (RenderStyle.BlendOp == STYLEOP_Add && RenderStyle.DestAlpha == STYLEALPHA_One)
{
additivefog = true;
}
}
if (RenderStyle.BlendOp!=STYLEOP_Shadow)
{
if (actor)
{
lightlevel = gl_SetSpriteLighting(RenderStyle, actor, lightlevel, rel, &Colormap, ThingColor, trans,
fullbright || gl_fixedcolormap >= CM_FIRSTSPECIALCOLORMAP, false);
}
else if (particle)
{
if (gl_light_particles)
{
lightlevel = gl_SetSpriteLight(particle, lightlevel, rel, &Colormap, trans, ThingColor);
}
else
{
gl_SetColor(lightlevel, rel, &Colormap, trans, ThingColor);
}
}
else return;
}
if (gl_isBlack(Colormap.FadeColor)) foglevel=lightlevel;
if (RenderStyle.Flags & STYLEF_FadeToBlack)
{
Colormap.FadeColor=0;
additivefog = true;
}
if (RenderStyle.Flags & STYLEF_InvertOverlay)
{
Colormap.FadeColor = Colormap.FadeColor.InverseColor();
additivefog=false;
}
if (RenderStyle.BlendOp == STYLEOP_RevSub || RenderStyle.BlendOp == STYLEOP_Sub)
{
if (!modelframe)
{
// non-black fog with subtractive style needs special treatment
if (!gl_isBlack(Colormap.FadeColor))
{
if (gl.shadermodel >= 4 && !gl_nolayer)
{
// fog layer only works on modern hardware.
foglayer = true;
// Due to the two-layer approach we need to force an alpha test that lets everything pass
gl_RenderState.AlphaFunc(GL_GREATER, 0);
}
else
{
// this at least partially handles the fog issue
Colormap.FadeColor = Colormap.FadeColor.InverseColor();
}
}
}
else RenderStyle.BlendOp = STYLEOP_Fuzz; // subtractive with models is not going to work.
}
if (!foglayer) gl_SetFog(foglevel, rel, &Colormap, additivefog);
else
{
gl_RenderState.EnableFog(false);
gl_RenderState.SetFog(0, 0);
}
if (gltexture) gltexture->BindPatch(Colormap.colormap, translation, OverrideShader);
else if (!modelframe) gl_RenderState.EnableTexture(false);
if (!modelframe)
{
// [BB] Billboard stuff
const bool drawWithXYBillboard = ( (particle && gl_billboard_particles) || (!(actor && actor->renderflags & RF_FORCEYBILLBOARD)
//&& GLRenderer->mViewActor != NULL
&& (gl_billboard_mode == 1 || (actor && actor->renderflags & RF_FORCEXYBILLBOARD ))) );
gl_RenderState.Apply();
Vector v1;
Vector v2;
Vector v3;
Vector v4;
if (drawWithXYBillboard)
{
// Rotate the sprite about the vector starting at the center of the sprite
// triangle strip and with direction orthogonal to where the player is looking
// in the x/y plane.
float xcenter = (x1 + x2)*0.5;
float ycenter = (y1 + y2)*0.5;
float zcenter = (z1 + z2)*0.5;
float angleRad = DEG2RAD(270. - float(GLRenderer->mAngles.Yaw));
Matrix3x4 mat;
mat.MakeIdentity();
mat.Translate(xcenter, zcenter, ycenter);
mat.Rotate(-sin(angleRad), 0, cos(angleRad), -GLRenderer->mAngles.Pitch);
mat.Translate(-xcenter, -zcenter, -ycenter);
v1 = mat * Vector(x1, z1, y1);
v2 = mat * Vector(x2, z1, y2);
v3 = mat * Vector(x1, z2, y1);
v4 = mat * Vector(x2, z2, y2);
}
else
{
v1 = Vector(x1, z1, y1);
v2 = Vector(x2, z1, y2);
v3 = Vector(x1, z2, y1);
v4 = Vector(x2, z2, y2);
}
glBegin(GL_TRIANGLE_STRIP);
if (gltexture)
{
glTexCoord2f(ul, vt); glVertex3fv(&v1[0]);
glTexCoord2f(ur, vt); glVertex3fv(&v2[0]);
glTexCoord2f(ul, vb); glVertex3fv(&v3[0]);
glTexCoord2f(ur, vb); glVertex3fv(&v4[0]);
}
else // Particle
{
glVertex3fv(&v1[0]);
glVertex3fv(&v2[0]);
glVertex3fv(&v3[0]);
glVertex3fv(&v4[0]);
}
glEnd();
if (foglayer)
{
// If we get here we know that we have colored fog and no fixed colormap.
gl_SetFog(foglevel, rel, &Colormap, additivefog);
gl_RenderState.SetFixedColormap(CM_FOGLAYER);
gl_RenderState.BlendEquation(GL_FUNC_ADD);
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
gl_RenderState.Apply();
glBegin(GL_TRIANGLE_STRIP);
if (gltexture)
{
glTexCoord2f(ul, vt); glVertex3fv(&v1[0]);
glTexCoord2f(ur, vt); glVertex3fv(&v2[0]);
glTexCoord2f(ul, vb); glVertex3fv(&v3[0]);
glTexCoord2f(ur, vb); glVertex3fv(&v4[0]);
}
else // Particle
{
glVertex3fv(&v1[0]);
glVertex3fv(&v2[0]);
glVertex3fv(&v3[0]);
glVertex3fv(&v4[0]);
}
glEnd();
}
}
else
{
gl_RenderModel(this, Colormap.colormap);
}
if (pass==GLPASS_TRANSLUCENT)
{
gl_RenderState.EnableBrightmap(true);
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
gl_RenderState.BlendEquation(GL_FUNC_ADD);
gl_RenderState.SetTextureMode(TM_MODULATE);
// [BB] Restore the alpha test after drawing a smooth particle.
if (hw_styleflags == STYLEHW_NoAlphaTest)
{
gl_RenderState.EnableAlphaTest(true);
}
else
{
gl_RenderState.AlphaFunc(GL_GEQUAL,gl_mask_sprite_threshold);
}
}
// End of gl_sprite_brightfog hack: restore FadeColor to normalcy
if (backupfade != Colormap.FadeColor.d)
Colormap.FadeColor = backupfade;
gl_RenderState.EnableTexture(true);
gl_RenderState.SetDynLight(0,0,0);
}
//==========================================================================
//
//
//
//==========================================================================
inline void GLSprite::PutSprite(bool translucent)
{
int list;
// [BB] Allow models to be drawn in the GLDL_TRANSLUCENT pass.
if (translucent || !modelframe)
{
list = GLDL_TRANSLUCENT;
}
else if ((!gl_isBlack (Colormap.FadeColor) || level.flags&LEVEL_HASFADETABLE))
{
list = GLDL_FOGMASKED;
}
else
{
list = GLDL_MASKED;
}
gl_drawinfo->drawlists[list].AddSprite(this);
}
//==========================================================================
//
//
//
//==========================================================================
void GLSprite::SplitSprite(sector_t * frontsector, bool translucent)
{
GLSprite copySprite;
fixed_t lightbottom;
float maplightbottom;
unsigned int i;
bool put=false;
TArray<lightlist_t> & lightlist=frontsector->e->XFloor.lightlist;
for(i=0;i<lightlist.Size();i++)
{
// Particles don't go through here so we can safely assume that actor is not NULL
if (i<lightlist.Size()-1) lightbottom=lightlist[i+1].plane.ZatPoint(actor->x,actor->y);
else lightbottom=frontsector->floorplane.ZatPoint(actor->x,actor->y);
maplightbottom=FIXED2FLOAT(lightbottom);
if (maplightbottom<z2) maplightbottom=z2;
if (maplightbottom<z1)
{
copySprite=*this;
copySprite.lightlevel = gl_ClampLight(*lightlist[i].p_lightlevel);
copySprite.Colormap.CopyLightColor(lightlist[i].extra_colormap);
if (glset.nocoloredspritelighting)
{
int v = (copySprite.Colormap.LightColor.r + copySprite.Colormap.LightColor.g + copySprite.Colormap.LightColor.b )/3;
copySprite.Colormap.LightColor.r=
copySprite.Colormap.LightColor.g=
copySprite.Colormap.LightColor.b=(255+v+v)/3;
}
if (!gl_isWhite(ThingColor))
{
copySprite.Colormap.LightColor.r=(copySprite.Colormap.LightColor.r*ThingColor.r)>>8;
copySprite.Colormap.LightColor.g=(copySprite.Colormap.LightColor.g*ThingColor.g)>>8;
copySprite.Colormap.LightColor.b=(copySprite.Colormap.LightColor.b*ThingColor.b)>>8;
}
z1=copySprite.z2=maplightbottom;
vt=copySprite.vb=copySprite.vt+
(maplightbottom-copySprite.z1)*(copySprite.vb-copySprite.vt)/(z2-copySprite.z1);
copySprite.PutSprite(translucent);
put=true;
}
}
}
void GLSprite::SetSpriteColor(sector_t *sector, fixed_t center_y)
{
fixed_t lightbottom;
float maplightbottom;
unsigned int i;
TArray<lightlist_t> & lightlist=actor->Sector->e->XFloor.lightlist;
for(i=0;i<lightlist.Size();i++)
{
// Particles don't go through here so we can safely assume that actor is not NULL
if (i<lightlist.Size()-1) lightbottom=lightlist[i+1].plane.ZatPoint(actor->x,actor->y);
else lightbottom=sector->floorplane.ZatPoint(actor->x,actor->y);
//maplighttop=FIXED2FLOAT(lightlist[i].height);
maplightbottom=FIXED2FLOAT(lightbottom);
if (maplightbottom<z2) maplightbottom=z2;
if (maplightbottom<center_y)
{
lightlevel=*lightlist[i].p_lightlevel;
Colormap.CopyLightColor(lightlist[i].extra_colormap);
if (glset.nocoloredspritelighting)
{
int v = (Colormap.LightColor.r + Colormap.LightColor.g + Colormap.LightColor.b )/3;
Colormap.LightColor.r=
Colormap.LightColor.g=
Colormap.LightColor.b=(255+v+v)/3;
}
if (!gl_isWhite(ThingColor))
{
Colormap.LightColor.r=(Colormap.LightColor.r*ThingColor.r)>>8;
Colormap.LightColor.g=(Colormap.LightColor.g*ThingColor.g)>>8;
Colormap.LightColor.b=(Colormap.LightColor.b*ThingColor.b)>>8;
}
return;
}
}
}
//==========================================================================
//
//
//
//==========================================================================
void GLSprite::Process(AActor* thing,sector_t * sector)
{
sector_t rs;
sector_t * rendersector;
// don't draw the thing that's used as camera (for viewshifts during quakes!)
if (thing==GLRenderer->mViewActor) return;
// Don't waste time projecting sprites that are definitely not visible.
if (thing == NULL || thing->sprite == 0 || !thing->IsVisibleToPlayer())
{
return;
}
int spritenum = thing->sprite;
fixed_t spritescaleX = thing->scaleX;
fixed_t spritescaleY = thing->scaleY;
if (thing->player != NULL)
{
P_CheckPlayerSprite(thing, spritenum, spritescaleX, spritescaleY);
}
if (thing->renderflags & RF_INVISIBLE || !thing->RenderStyle.IsVisible(thing->alpha))
{
if (!(thing->flags & MF_STEALTH) || !gl_fixedcolormap || !gl_enhanced_nightvision)
return;
}
// If this thing is in a map section that's not in view it can't possibly be visible
if (!(currentmapsection[thing->subsector->mapsection>>3] & (1 << (thing->subsector->mapsection & 7)))) return;
// [RH] Interpolate the sprite's position to make it look smooth
fixed_t thingx = thing->PrevX + FixedMul (r_TicFrac, thing->x - thing->PrevX);
fixed_t thingy = thing->PrevY + FixedMul (r_TicFrac, thing->y - thing->PrevY);
fixed_t thingz = thing->PrevZ + FixedMul (r_TicFrac, thing->z - thing->PrevZ);
// Too close to the camera. This doesn't look good if it is a sprite.
if (P_AproxDistance(thingx-viewx, thingy-viewy)<2*FRACUNIT)
{
// exclude vertically moving objects from this check.
if (!(thing->velx==0 && thing->vely==0 && thing->velz!=0))
{
if (!gl_FindModelFrame(RUNTIME_TYPE(thing), spritenum, thing->frame, false))
{
return;
}
}
}
// 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;
if (gl.flags & RFL_NPOT_TEXTURE) // trimming only works if non-power-of-2 textures are supported
{
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();
}
}
else
{
vt = gltexture->GetVT();
vb = gltexture->GetVB();
gltexture->GetRect(&r, GLUSE_PATCH);
if (mirror)
{
r.left=-r.width-r.left; // mirror the sprite's x-offset
ul = gltexture->GetUL();
ur = gltexture->GetUR();
}
else
{
ul = gltexture->GetUR();
ur = gltexture->GetUL();
}
}
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) && (!gl_BrightmapsActive() || !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);
// 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.GetFixedColormap();
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))
{
Colormap.colormap = CM_FIRSTSPECIALCOLORMAP + INVERSECOLORMAP;
}
}
}
else
{
Colormap=rendersector->ColorMap;
if (fullbright)
{
if (rendersector == &sectors[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)
{
int v = (Colormap.LightColor.r /* * 77 */ + Colormap.LightColor.g /**143 */ + Colormap.LightColor.b /**35*/)/3;//255;
Colormap.LightColor.r=
Colormap.LightColor.g=
Colormap.LightColor.b=(255+v+v)/3;
}
}
translation=thing->Translation;
ThingColor=0xffffff;
RenderStyle = thing->RenderStyle;
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.shadermodel >= 4 && 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.GetFixedColormap();
}
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;
gl_ModifyColor(ThingColor.r, ThingColor.g, ThingColor.b, Colormap.colormap);
ThingColor.a=0;
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++;
}