qzdoom/src/polyrenderer/scene/poly_particle.cpp

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/*
** 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 <stdlib.h>
#include "templates.h"
#include "doomdef.h"
#include "sbar.h"
#include "r_data/r_translate.h"
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#include "poly_particle.h"
#include "polyrenderer/poly_renderer.h"
#include "swrenderer/scene/r_light.h"
void RenderPolyParticle::Render(const TriMatrix &worldToClip, const Vec4f &clipPlane, particle_t *particle, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue)
{
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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<float, float> 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;
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swrenderer::CameraLight *cameraLight = swrenderer::CameraLight::Instance();
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PolyDrawArgs args;
args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->ParticleGlobVis();
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if (fullbrightSprite || cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
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{
args.uniforms.light = 256;
args.uniforms.flags = TriUniforms::fixed_light;
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}
else
{
args.uniforms.light = (uint32_t)((sub->sector->lightlevel + actualextralight) / 255.0f * 256.0f);
args.uniforms.flags = 0;
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}
args.uniforms.subsectorDepth = subsectorDepth;
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uint32_t alpha = (uint32_t)clamp(particle->alpha * 255.0f + 0.5f, 0.0f, 255.0f);
if (swrenderer::RenderViewport::Instance()->RenderTarget->IsBgra())
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{
args.uniforms.color = (alpha << 24) | (particle->color & 0xffffff);
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}
else
{
args.uniforms.color = ((uint32_t)particle->color) >> 24;
args.uniforms.srcalpha = alpha;
args.uniforms.destalpha = 255 - alpha;
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}
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args.objectToClip = &worldToClip;
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args.vinput = vertices;
args.vcount = 4;
args.mode = TriangleDrawMode::Fan;
args.ccw = true;
args.stenciltestvalue = stencilValue;
args.stencilwritevalue = stencilValue;
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args.SetColormap(sub->sector->ColorMap);
args.SetClipPlane(clipPlane.x, clipPlane.y, clipPlane.z, clipPlane.w);
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args.subsectorTest = true;
args.writeStencil = false;
args.writeSubsector = false;
args.blendmode = TriBlendMode::AlphaBlend;
PolyTriangleDrawer::draw(args);
}