2017-01-03 06:17:54 +00:00
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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2016-12-30 06:51:39 +00:00
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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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2016-12-31 11:45:07 +00:00
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#include "swrenderer/things/r_playersprite.h"
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2016-12-30 06:51:39 +00:00
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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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2017-01-11 19:42:39 +00:00
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#include "swrenderer/scene/r_opaque_pass.h"
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2016-12-31 11:45:07 +00:00
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#include "swrenderer/scene/r_3dfloors.h"
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2016-12-30 06:51:39 +00:00
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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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2016-12-31 11:45:07 +00:00
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#include "swrenderer/segments/r_drawsegment.h"
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#include "swrenderer/scene/r_portal.h"
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2017-01-12 15:21:46 +00:00
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#include "swrenderer/scene/r_scene.h"
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#include "swrenderer/scene/r_viewport.h"
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#include "swrenderer/scene/r_light.h"
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2017-01-09 12:53:02 +00:00
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#include "swrenderer/things/r_sprite.h"
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2016-12-30 06:51:39 +00:00
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#include "swrenderer/r_memory.h"
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2017-01-09 15:16:24 +00:00
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#include "g_levellocals.h"
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2016-12-30 06:51:39 +00:00
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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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2017-01-11 14:41:42 +00:00
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EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor)
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2016-12-30 06:51:39 +00:00
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namespace swrenderer
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{
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2017-01-11 17:35:20 +00:00
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TArray<RenderPlayerSprite::vispsp_t> RenderPlayerSprite::vispsprites;
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unsigned int RenderPlayerSprite::vispspindex;
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2016-12-30 06:51:39 +00:00
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2017-01-11 17:35:20 +00:00
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double RenderPlayerSprite::pspritexscale;
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double RenderPlayerSprite::pspritexiscale;
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double RenderPlayerSprite::pspriteyscale;
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2017-01-09 13:28:31 +00:00
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2017-01-16 04:26:22 +00:00
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TArray<RenderSprite> RenderPlayerSprite::avis;
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2017-01-09 13:28:31 +00:00
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2017-01-11 17:35:20 +00:00
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void RenderPlayerSprite::SetupSpriteScale()
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2017-01-09 13:28:31 +00:00
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{
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pspritexscale = centerxwide / 160.0;
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pspriteyscale = pspritexscale * YaspectMul;
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pspritexiscale = 1 / pspritexscale;
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2016-12-30 06:51:39 +00:00
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}
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2017-01-11 17:35:20 +00:00
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void RenderPlayerSprite::RenderPlayerSprites()
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2016-12-30 06:51:39 +00:00
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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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2017-01-12 20:29:19 +00:00
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FDynamicColormap *basecolormap;
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2016-12-30 06:51:39 +00:00
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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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2017-01-11 19:42:39 +00:00
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sec = RenderOpaquePass::Instance()->FakeFlat(viewsector, &tempsec, &floorlight, &ceilinglight, nullptr, 0, 0, 0, 0);
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2016-12-30 06:51:39 +00:00
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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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2017-01-12 19:13:21 +00:00
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bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE));
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2016-12-30 06:51:39 +00:00
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// get light level
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2017-01-12 18:09:13 +00:00
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lightnum = ((floorlight + ceilinglight) >> 1) + R_ActualExtraLight(foggy);
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2017-01-09 13:46:57 +00:00
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int spriteshade = LIGHT2SHADE(lightnum) - 24 * FRACUNIT;
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2016-12-30 06:51:39 +00:00
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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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2017-01-12 20:29:19 +00:00
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Render(psp, camera, bobx, boby, wx, wy, r_TicFracF, spriteshade, basecolormap);
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2016-12-30 06:51:39 +00:00
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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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2017-01-12 20:29:19 +00:00
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void RenderPlayerSprite::Render(DPSprite *pspr, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac, int spriteshade, FDynamicColormap *basecolormap)
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2016-12-30 06:51:39 +00:00
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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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bool noaccel;
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double alpha = owner->Alpha;
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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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2017-01-16 04:26:22 +00:00
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RenderSprite *vis = &avis[vispspindex];
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2017-01-23 05:17:25 +00:00
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2016-12-30 06:51:39 +00:00
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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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2017-01-16 15:23:02 +00:00
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vis->ColormapNum = 0;
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2016-12-30 06:51:39 +00:00
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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)
|
|
|
|
{
|
|
|
|
// [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)
|
|
|
|
{
|
2017-01-16 15:23:02 +00:00
|
|
|
vis->RenderStyle = LegacyRenderStyles[rs];
|
2016-12-30 06:51:39 +00:00
|
|
|
}
|
|
|
|
else if (owner->RenderStyle == LegacyRenderStyles[STYLE_Fuzzy])
|
|
|
|
{
|
2017-01-16 15:23:02 +00:00
|
|
|
vis->RenderStyle = LegacyRenderStyles[STYLE_Fuzzy];
|
2016-12-30 06:51:39 +00:00
|
|
|
}
|
|
|
|
else if (owner->RenderStyle == LegacyRenderStyles[STYLE_OptFuzzy])
|
|
|
|
{
|
2017-01-16 15:23:02 +00:00
|
|
|
vis->RenderStyle = LegacyRenderStyles[STYLE_OptFuzzy];
|
|
|
|
vis->RenderStyle.CheckFuzz();
|
2016-12-30 06:51:39 +00:00
|
|
|
}
|
|
|
|
else if (owner->RenderStyle == LegacyRenderStyles[STYLE_Subtract])
|
|
|
|
{
|
2017-01-16 15:23:02 +00:00
|
|
|
vis->RenderStyle = LegacyRenderStyles[STYLE_Subtract];
|
2016-12-30 06:51:39 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2017-01-16 15:23:02 +00:00
|
|
|
vis->RenderStyle = LegacyRenderStyles[rs];
|
2016-12-30 06:51:39 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2017-01-16 15:23:02 +00:00
|
|
|
vis->RenderStyle = owner->RenderStyle;
|
2016-12-30 06:51:39 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// 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)
|
|
|
|
{
|
2017-01-16 15:23:02 +00:00
|
|
|
if (vis->RenderStyle == LegacyRenderStyles[STYLE_Fuzzy])
|
2016-12-30 06:51:39 +00:00
|
|
|
{
|
|
|
|
alpha = owner->Alpha;
|
|
|
|
}
|
2017-01-16 15:23:02 +00:00
|
|
|
else if (vis->RenderStyle == LegacyRenderStyles[STYLE_OptFuzzy])
|
2016-12-30 06:51:39 +00:00
|
|
|
{
|
2017-01-16 15:23:02 +00:00
|
|
|
FRenderStyle style = vis->RenderStyle;
|
2016-12-30 06:51:39 +00:00
|
|
|
style.CheckFuzz();
|
|
|
|
switch (style.BlendOp)
|
|
|
|
{
|
|
|
|
default:
|
|
|
|
alpha = pspr->alpha * owner->Alpha;
|
|
|
|
break;
|
|
|
|
case STYLEOP_Fuzz:
|
|
|
|
case STYLEOP_Sub:
|
|
|
|
alpha = owner->Alpha;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
2017-01-16 15:23:02 +00:00
|
|
|
else if (vis->RenderStyle == LegacyRenderStyles[STYLE_Subtract])
|
2016-12-30 06:51:39 +00:00
|
|
|
{
|
|
|
|
alpha = owner->Alpha;
|
|
|
|
}
|
2017-01-16 15:23:02 +00:00
|
|
|
else if (vis->RenderStyle == LegacyRenderStyles[STYLE_Add] ||
|
|
|
|
vis->RenderStyle == LegacyRenderStyles[STYLE_Translucent] ||
|
|
|
|
vis->RenderStyle == LegacyRenderStyles[STYLE_TranslucentStencil] ||
|
|
|
|
vis->RenderStyle == LegacyRenderStyles[STYLE_AddStencil] ||
|
|
|
|
vis->RenderStyle == LegacyRenderStyles[STYLE_AddShaded])
|
2016-12-30 06:51:39 +00:00
|
|
|
{
|
|
|
|
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) &&
|
2017-01-16 15:23:02 +00:00
|
|
|
vis->RenderStyle == LegacyRenderStyles[STYLE_Normal] &&
|
|
|
|
vis->Alpha < 1.0)
|
2016-12-30 06:51:39 +00:00
|
|
|
{
|
2017-01-16 15:23:02 +00:00
|
|
|
vis->RenderStyle = LegacyRenderStyles[STYLE_Translucent];
|
2016-12-30 06:51:39 +00:00
|
|
|
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...
|
2017-01-16 15:23:02 +00:00
|
|
|
if (vis->RenderStyle == LegacyRenderStyles[STYLE_Fuzzy] ||
|
|
|
|
vis->RenderStyle == LegacyRenderStyles[STYLE_SoulTrans] ||
|
|
|
|
vis->RenderStyle == LegacyRenderStyles[STYLE_Stencil])
|
2016-12-30 06:51:39 +00:00
|
|
|
{
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
alpha = pspr->alpha;
|
2017-01-16 15:23:02 +00:00
|
|
|
vis->RenderStyle.Flags |= STYLEF_ForceAlpha;
|
2016-12-30 06:51:39 +00:00
|
|
|
}
|
|
|
|
}
|
2017-01-16 15:23:02 +00:00
|
|
|
vis->Alpha = clamp<float>(float(alpha), 0.f, 1.f);
|
2016-12-30 06:51:39 +00:00
|
|
|
|
|
|
|
// 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.
|
2017-01-16 15:23:02 +00:00
|
|
|
if (vis->Alpha <= 0.)
|
2016-12-30 06:51:39 +00:00
|
|
|
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.
|
2017-01-17 00:30:12 +00:00
|
|
|
bool invertcolormap = (vis->RenderStyle.Flags & STYLEF_InvertOverlay) != 0;
|
2016-12-30 06:51:39 +00:00
|
|
|
|
2017-01-16 15:23:02 +00:00
|
|
|
if (vis->RenderStyle.Flags & STYLEF_InvertSource)
|
2016-12-30 06:51:39 +00:00
|
|
|
{
|
|
|
|
invertcolormap = !invertcolormap;
|
|
|
|
}
|
|
|
|
|
2017-01-17 00:30:12 +00:00
|
|
|
bool fullbright = !vis->foggy && pspr->GetState()->GetFullbright();
|
|
|
|
bool fadeToBlack = (vis->RenderStyle.Flags & STYLEF_FadeToBlack) != 0;
|
2016-12-30 06:51:39 +00:00
|
|
|
|
2017-01-17 00:30:12 +00:00
|
|
|
vis->SetColormap(0, spriteshade, basecolormap, fullbright, invertcolormap, fadeToBlack);
|
|
|
|
|
|
|
|
colormap_to_use = (FDynamicColormap*)vis->BaseColormap;
|
2016-12-30 06:51:39 +00:00
|
|
|
|
|
|
|
if (camera->Inventory != nullptr)
|
|
|
|
{
|
2017-01-16 15:23:02 +00:00
|
|
|
visstyle_t visstyle;
|
|
|
|
visstyle.Alpha = vis->Alpha;
|
2017-01-16 22:05:34 +00:00
|
|
|
visstyle.RenderStyle = STYLE_Count;
|
|
|
|
visstyle.Invert = false;
|
2017-01-16 15:23:02 +00:00
|
|
|
|
|
|
|
camera->Inventory->AlterWeaponSprite(&visstyle);
|
|
|
|
|
|
|
|
vis->Alpha = visstyle.Alpha;
|
2017-01-16 22:05:34 +00:00
|
|
|
|
|
|
|
if (visstyle.RenderStyle != STYLE_Count)
|
|
|
|
{
|
|
|
|
vis->RenderStyle = visstyle.RenderStyle;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (visstyle.Invert)
|
2016-12-30 06:51:39 +00:00
|
|
|
{
|
2017-01-16 15:23:02 +00:00
|
|
|
vis->BaseColormap = &SpecialColormaps[INVERSECOLORMAP];
|
|
|
|
vis->ColormapNum = 0;
|
2017-01-17 00:30:12 +00:00
|
|
|
noaccel = true;
|
2016-12-30 06:51:39 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
// If we're drawing with a special colormap, but shaders for them are disabled, do
|
|
|
|
// not accelerate.
|
2017-01-16 15:23:02 +00:00
|
|
|
if (!r_shadercolormaps && (vis->BaseColormap >= &SpecialColormaps[0] &&
|
|
|
|
vis->BaseColormap <= &SpecialColormaps.Last()))
|
2016-12-30 06:51:39 +00:00
|
|
|
{
|
|
|
|
noaccel = true;
|
|
|
|
}
|
|
|
|
// If drawing with a BOOM colormap, disable acceleration.
|
2017-01-17 00:30:12 +00:00
|
|
|
if (vis->BaseColormap == &NormalLight && NormalLight.Maps != realcolormaps.Maps)
|
2016-12-30 06:51:39 +00:00
|
|
|
{
|
|
|
|
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 &&
|
2017-01-17 00:30:12 +00:00
|
|
|
NormalLightHasFixedLights && vis->BaseColormap == &NormalLight &&
|
2016-12-30 06:51:39 +00:00
|
|
|
vis->pic->UseBasePalette())
|
|
|
|
{
|
|
|
|
noaccel = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
colormap_to_use = basecolormap;
|
|
|
|
|
2017-01-16 15:23:02 +00:00
|
|
|
vis->BaseColormap = basecolormap;
|
|
|
|
vis->ColormapNum = 0;
|
2016-12-30 06:51:39 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// 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)
|
|
|
|
{
|
2017-01-16 15:23:02 +00:00
|
|
|
FRenderStyle style = vis->RenderStyle;
|
2016-12-30 06:51:39 +00:00
|
|
|
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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2017-01-09 12:53:02 +00:00
|
|
|
// clip to screen bounds
|
|
|
|
short *mfloorclip = screenheightarray;
|
|
|
|
short *mceilingclip = zeroarray;
|
|
|
|
|
2017-01-16 04:26:22 +00:00
|
|
|
vis->Render(mfloorclip, mceilingclip, 0, 0);
|
2016-12-30 06:51:39 +00:00
|
|
|
}
|
|
|
|
|
2017-01-11 17:35:20 +00:00
|
|
|
void RenderPlayerSprite::RenderRemainingPlayerSprites()
|
2016-12-30 06:51:39 +00:00
|
|
|
{
|
|
|
|
for (unsigned int i = 0; i < vispspindex; i++)
|
|
|
|
{
|
2017-01-16 04:26:22 +00:00
|
|
|
RenderSprite *vis = vispsprites[i].vis;
|
2016-12-30 06:51:39 +00:00
|
|
|
FDynamicColormap *colormap = vispsprites[i].basecolormap;
|
|
|
|
bool flip = vis->xiscale < 0;
|
|
|
|
FSpecialColormap *special = NULL;
|
|
|
|
PalEntry overlay = 0;
|
|
|
|
FColormapStyle colormapstyle;
|
|
|
|
bool usecolormapstyle = false;
|
|
|
|
|
2017-01-16 15:23:02 +00:00
|
|
|
if (vis->BaseColormap >= &SpecialColormaps[0] &&
|
|
|
|
vis->BaseColormap < &SpecialColormaps[SpecialColormaps.Size()])
|
2016-12-30 06:51:39 +00:00
|
|
|
{
|
2017-01-16 15:23:02 +00:00
|
|
|
special = static_cast<FSpecialColormap*>(vis->BaseColormap);
|
2016-12-30 06:51:39 +00:00
|
|
|
}
|
|
|
|
else if (colormap->Color == PalEntry(255, 255, 255) &&
|
|
|
|
colormap->Desaturate == 0)
|
|
|
|
{
|
|
|
|
overlay = colormap->Fade;
|
2017-01-16 15:23:02 +00:00
|
|
|
overlay.a = BYTE(vis->ColormapNum * 255 / NUMCOLORMAPS);
|
2016-12-30 06:51:39 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
usecolormapstyle = true;
|
|
|
|
colormapstyle.Color = colormap->Color;
|
|
|
|
colormapstyle.Fade = colormap->Fade;
|
|
|
|
colormapstyle.Desaturate = colormap->Desaturate;
|
2017-01-16 15:23:02 +00:00
|
|
|
colormapstyle.FadeLevel = vis->ColormapNum / float(NUMCOLORMAPS);
|
2016-12-30 06:51:39 +00:00
|
|
|
}
|
|
|
|
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,
|
2017-01-16 15:23:02 +00:00
|
|
|
DTA_AlphaF, vis->Alpha,
|
|
|
|
DTA_RenderStyle, vis->RenderStyle,
|
2016-12-30 06:51:39 +00:00
|
|
|
DTA_FillColor, vis->FillColor,
|
|
|
|
DTA_SpecialColormap, special,
|
|
|
|
DTA_ColorOverlay, overlay.d,
|
|
|
|
DTA_ColormapStyle, usecolormapstyle ? &colormapstyle : NULL,
|
|
|
|
TAG_DONE);
|
|
|
|
}
|
|
|
|
|
|
|
|
vispspindex = 0;
|
|
|
|
}
|
|
|
|
}
|