qzdoom/src/gl/scene/gl_sprite.cpp

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//
//---------------------------------------------------------------------------
//
// Copyright(C) 2002-2016 Christoph Oelckers
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
/*
** gl_sprite.cpp
** Sprite/Particle rendering
**
*/
#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"
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#include "a_pickups.h"
#include "d_player.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/renderer/gl_renderer.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"
#include "gl/data/gl_vertexbuffer.h"
#include "gl/renderer/gl_quaddrawer.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_faces_camera, false, 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_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)
static const float LARGE_VALUE = 1e19f;
//==========================================================================
//
//
//
//==========================================================================
void GLSprite::CalculateVertices(FVector3 *v)
{
if (actor != nullptr && (actor->renderflags & RF_SPRITETYPEMASK) == RF_FLATSPRITE)
{
Matrix3x4 mat;
mat.MakeIdentity();
// [MC] Rotate around the center or offsets given to the sprites.
// Counteract any existing rotations, then rotate the angle.
// Tilt the actor up or down based on pitch (increase 'somersaults' forward).
// Then counteract the roll and DO A BARREL ROLL.
FAngle pitch = (float)-actor->Angles.Pitch.Degrees;
pitch.Normalized180();
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mat.Translate(x, z, y);
mat.Rotate(0, 1, 0, 270. - actor->Angles.Yaw.Degrees);
mat.Rotate(1, 0, 0, pitch.Degrees);
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if (actor->renderflags & RF_ROLLCENTER)
{
float cx = (x1 + x2) * 0.5;
float cy = (y1 + y2) * 0.5;
mat.Translate(cx - x, 0, cy - y);
mat.Rotate(0, 1, 0, - actor->Angles.Roll.Degrees);
mat.Translate(-cx, -z, -cy);
}
else
{
mat.Rotate(0, 1, 0, - actor->Angles.Roll.Degrees);
mat.Translate(-x, -z, -y);
}
v[0] = mat * FVector3(x2, z, y2);
v[1] = mat * FVector3(x1, z, y2);
v[2] = mat * FVector3(x2, z, y1);
v[3] = mat * FVector3(x1, z, y1);
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1.0f, -128.0f);
return;
}
// [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))));
const bool drawBillboardFacingCamera = gl_billboard_faces_camera;
// [Nash] has +ROLLSPRITE
const bool drawRollSpriteActor = (actor != nullptr && actor->renderflags & RF_ROLLSPRITE);
// [fgsfds] check sprite type mask
DWORD spritetype = (DWORD)-1;
if (actor != nullptr) spritetype = actor->renderflags & RF_SPRITETYPEMASK;
// [Nash] is a flat sprite
const bool isFlatSprite = (actor != nullptr) && (spritetype == RF_WALLSPRITE || spritetype == RF_FLATSPRITE);
const bool useOffsets = (actor != nullptr) && !(actor->renderflags & RF_ROLLCENTER);
// [Nash] check for special sprite drawing modes
if (drawWithXYBillboard || drawBillboardFacingCamera || drawRollSpriteActor || isFlatSprite)
{
// Compute center of sprite
float xcenter = (x1 + x2)*0.5;
float ycenter = (y1 + y2)*0.5;
float zcenter = (z1 + z2)*0.5;
float xx = -xcenter + x;
float zz = -zcenter + z;
float yy = -ycenter + y;
Matrix3x4 mat;
mat.MakeIdentity();
mat.Translate(xcenter, zcenter, ycenter); // move to sprite center
// Order of rotations matters. Perform yaw rotation (Y, face camera) before pitch (X, tilt up/down).
if (drawBillboardFacingCamera && !isFlatSprite)
{
// [CMB] Rotate relative to camera XY position, not just camera direction,
// which is nicer in VR
float xrel = xcenter - ViewPos.X;
float yrel = ycenter - ViewPos.Y;
float absAngleDeg = RAD2DEG(atan2(-yrel, xrel));
float counterRotationDeg = 270. - GLRenderer->mAngles.Yaw.Degrees; // counteracts existing sprite rotation
float relAngleDeg = counterRotationDeg + absAngleDeg;
mat.Rotate(0, 1, 0, relAngleDeg);
}
// [fgsfds] calculate yaw vectors
float yawvecX = 0, yawvecY = 0, rollDegrees = 0;
float angleRad = (270. - GLRenderer->mAngles.Yaw).Radians();
if (actor) rollDegrees = actor->Angles.Roll.Degrees;
if (isFlatSprite)
{
yawvecX = actor->Angles.Yaw.Cos();
yawvecY = actor->Angles.Yaw.Sin();
}
// [fgsfds] Rotate the sprite about the sight vector (roll)
if (spritetype == RF_WALLSPRITE)
{
mat.Rotate(0, 1, 0, 0);
if (drawRollSpriteActor)
{
if (useOffsets) mat.Translate(xx, zz, yy);
mat.Rotate(yawvecX, 0, yawvecY, rollDegrees);
if (useOffsets) mat.Translate(-xx, -zz, -yy);
}
}
else if (drawRollSpriteActor)
{
if (useOffsets) mat.Translate(xx, zz, yy);
if (drawWithXYBillboard)
{
mat.Rotate(-sin(angleRad), 0, cos(angleRad), -GLRenderer->mAngles.Pitch.Degrees);
}
mat.Rotate(cos(angleRad), 0, sin(angleRad), rollDegrees);
if (useOffsets) mat.Translate(-xx, -zz, -yy);
}
else 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.
mat.Rotate(-sin(angleRad), 0, cos(angleRad), -GLRenderer->mAngles.Pitch.Degrees);
}
mat.Translate(-xcenter, -zcenter, -ycenter); // retreat from sprite center
v[0] = mat * FVector3(x1, z1, y1);
v[1] = mat * FVector3(x2, z1, y2);
v[2] = mat * FVector3(x1, z2, y1);
v[3] = mat * FVector3(x2, z2, y2);
}
else // traditional "Y" billboard mode
{
v[0] = FVector3(x1, z1, y1);
v[1] = FVector3(x2, z1, y2);
v[2] = FVector3(x1, z2, y1);
v[3] = FVector3(x2, z2, y2);
}
}
//==========================================================================
//
//
//
//==========================================================================
void GLSprite::Draw(int pass)
{
if (pass == GLPASS_DECALS || pass == GLPASS_LIGHTSONLY) return;
bool additivefog = false;
bool foglayer = false;
int rel = fullbright? 0 : getExtraLight();
if (pass==GLPASS_TRANSLUCENT)
{
// The translucent pass requires special setup for the various modes.
// for special render styles brightmaps would not look good - especially for subtractive.
if (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_DEFAULT && actor &&
fullbright && gltexture && !gltexture->GetTransparent());
if (hw_styleflags == STYLEHW_NoAlphaTest)
{
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
}
else
{
gl_RenderState.AlphaFunc(GL_GEQUAL, 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))
{
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float dist=Dist2(ViewPos.X, ViewPos.Y, 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, gl_mask_sprite_threshold);
gl_RenderState.SetColor(0.2f,0.2f,0.2f,fuzzalpha, Colormap.desaturation);
additivefog = true;
}
else if (RenderStyle.BlendOp == STYLEOP_Add && RenderStyle.DestAlpha == STYLEALPHA_One)
{
additivefog = true;
}
}
else if (modelframe == nullptr)
{
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1.0f, -128.0f);
}
if (RenderStyle.BlendOp!=STYLEOP_Shadow)
{
if (gl_lights && GLRenderer->mLightCount && !gl_fixedcolormap && !fullbright)
{
gl_SetDynSpriteLight(gl_light_sprites ? actor : NULL, gl_light_particles ? particle : NULL);
}
gl_SetColor(lightlevel, rel, Colormap, trans);
}
gl_RenderState.SetObjectColor(ThingColor);
if (gl_isBlack(Colormap.FadeColor)) foglevel=lightlevel;
if (RenderStyle.Flags & STYLEF_FadeToBlack)
{
Colormap.FadeColor=0;
additivefog = true;
}
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))
{
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 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) gl_RenderState.SetMaterial(gltexture, CLAMP_XY, translation, OverrideShader, !!(RenderStyle.Flags & STYLEF_RedIsAlpha));
else if (!modelframe) gl_RenderState.EnableTexture(false);
//gl_SetColor(lightlevel, rel, Colormap, trans);
unsigned int iter = lightlist? lightlist->Size() : 1;
bool clipping = false;
if (lightlist || topclip != LARGE_VALUE || bottomclip != -LARGE_VALUE)
{
clipping = true;
gl_RenderState.EnableSplit(true);
}
secplane_t bottomp = { { 0, 0, -1. }, bottomclip };
secplane_t topp = { { 0, 0, -1. }, topclip };
for (unsigned i = 0; i < iter; i++)
{
if (lightlist)
{
// set up the light slice
secplane_t *topplane = i == 0 ? &topp : &(*lightlist)[i].plane;
secplane_t *lowplane = i == (*lightlist).Size() - 1 ? &bottomp : &(*lightlist)[i + 1].plane;
int thislight = (*lightlist)[i].caster != NULL ? gl_ClampLight(*(*lightlist)[i].p_lightlevel) : lightlevel;
int thisll = actor == nullptr? thislight : (uint8_t)gl_CheckSpriteGlow(actor->Sector, thislight, actor->InterpolatedPosition(r_TicFracF));
FColormap thiscm;
thiscm.FadeColor = Colormap.FadeColor;
thiscm.CopyFrom3DLight(&(*lightlist)[i]);
if (glset.nocoloredspritelighting)
{
thiscm.Decolorize();
}
gl_SetColor(thisll, rel, thiscm, trans);
if (!foglayer)
{
gl_SetFog(thislight, rel, &thiscm, additivefog);
}
gl_RenderState.SetSplitPlanes(*topplane, *lowplane);
}
else if (clipping)
{
gl_RenderState.SetSplitPlanes(topp, bottomp);
}
if (!modelframe)
{
gl_RenderState.Apply();
FVector3 v[4];
gl_RenderState.SetNormal(0, 0, 0);
CalculateVertices(v);
FQuadDrawer qd;
qd.Set(0, v[0][0], v[0][1], v[0][2], ul, vt);
qd.Set(1, v[1][0], v[1][1], v[1][2], ur, vt);
qd.Set(2, v[2][0], v[2][1], v[2][2], ul, vb);
qd.Set(3, v[3][0], v[3][1], v[3][2], ur, vb);
qd.Render(GL_TRIANGLE_STRIP);
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();
qd.Render(GL_TRIANGLE_STRIP);
gl_RenderState.SetFixedColormap(CM_DEFAULT);
}
}
else
{
gl_RenderModel(this);
}
}
if (clipping)
{
gl_RenderState.EnableSplit(false);
}
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);
if (actor != nullptr && (actor->renderflags & RF_SPRITETYPEMASK) == RF_FLATSPRITE)
{
glPolygonOffset(0.0f, 0.0f);
glDisable(GL_POLYGON_OFFSET_FILL);
}
}
else if (modelframe == nullptr)
{
glPolygonOffset(0.0f, 0.0f);
glDisable(GL_POLYGON_OFFSET_FILL);
}
gl_RenderState.SetObjectColor(0xffffffff);
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.
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if (translucent || actor == nullptr || (!modelframe && (actor->renderflags & RF_SPRITETYPEMASK) != RF_WALLSPRITE))
{
list = GLDL_TRANSLUCENT;
}
else
{
list = GLDL_MODELS;
}
gl_drawinfo->drawlists[list].AddSprite(this);
}
//==========================================================================
//
//
//
//==========================================================================
void GLSprite::SplitSprite(sector_t * frontsector, bool translucent)
{
GLSprite copySprite;
double lightbottom;
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);
else lightbottom=frontsector->floorplane.ZatPoint(actor);
if (lightbottom<z2) lightbottom=z2;
if (lightbottom<z1)
{
copySprite=*this;
copySprite.lightlevel = gl_ClampLight(*lightlist[i].p_lightlevel);
copySprite.Colormap.CopyLightColor(lightlist[i].extra_colormap);
if (glset.nocoloredspritelighting)
{
copySprite.Colormap.Decolorize();
}
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=lightbottom;
vt=copySprite.vb=copySprite.vt+
(lightbottom-copySprite.z1)*(copySprite.vb-copySprite.vt)/(z2-copySprite.z1);
copySprite.PutSprite(translucent);
put=true;
}
}
}
//==========================================================================
//
//
//
//==========================================================================
void GLSprite::PerformSpriteClipAdjustment(AActor *thing, const DVector2 &thingpos, float spriteheight)
{
const float NO_VAL = 100000000.0f;
bool clipthing = (thing->player || thing->flags3&MF3_ISMONSTER || thing->IsKindOf(RUNTIME_CLASS(AInventory))) && (thing->flags&MF_ICECORPSE || !(thing->flags&MF_CORPSE));
bool smarterclip = !clipthing && gl_spriteclip == 3;
if (clipthing || gl_spriteclip > 1)
{
float btm = NO_VAL;
float top = -NO_VAL;
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];
float floorh = ff->top.plane->ZatPoint(thingpos);
float ceilingh = ff->bottom.plane->ZatPoint(thingpos);
if (floorh == thing->floorz)
{
btm = floorh;
}
if (ceilingh == thing->ceilingz)
{
top = ceilingh;
}
if (btm != NO_VAL && top != -NO_VAL)
{
break;
}
}
}
else if (thing->Sector->heightsec && !(thing->Sector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC))
{
if (thing->flags2&MF2_ONMOBJ && thing->floorz ==
thing->Sector->heightsec->floorplane.ZatPoint(thingpos))
{
btm = thing->floorz;
top = thing->ceilingz;
}
}
if (btm == NO_VAL)
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btm = thing->Sector->floorplane.ZatPoint(thing) - thing->Floorclip;
if (top == NO_VAL)
top = thing->Sector->ceilingplane.ZatPoint(thingpos);
// +/-1 to account for the one pixel empty frame around the sprite.
float diffb = (z2+1) - btm;
float difft = (z1-1) - 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 > fabs(diffb))
{
float ratio = clamp<float>((fabs(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 > fabs(difft))
{
float ratio = clamp<float>((fabs(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;
}
}
//==========================================================================
//
//
//
//==========================================================================
void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
{
sector_t rs;
sector_t * rendersector;
// Don't waste time projecting sprites that are definitely not visible.
if (thing == nullptr || thing->sprite == 0 || !thing->IsVisibleToPlayer() || !thing->IsInsideVisibleAngles())
{
return;
}
if (thing->renderflags & RF_INVISIBLE || !thing->RenderStyle.IsVisible(thing->Alpha))
{
if (!(thing->flags & MF_STEALTH) || !gl_fixedcolormap || !gl_enhanced_nightvision || thing == camera)
return;
}
int spritenum = thing->sprite;
DVector2 sprscale = thing->Scale;
if (thing->player != NULL)
{
P_CheckPlayerSprite(thing, spritenum, sprscale);
}
// If this thing is in a map section that's not in view it can't possibly be visible
if (!thruportal && !(currentmapsection[thing->subsector->mapsection >> 3] & (1 << (thing->subsector->mapsection & 7)))) return;
// [RH] Interpolate the sprite's position to make it look smooth
DVector3 thingpos = thing->InterpolatedPosition(r_TicFracF);
if (thruportal == 1) thingpos += Displacements.getOffset(thing->Sector->PortalGroup, sector->PortalGroup);
// Too close to the camera. This doesn't look good if it is a sprite.
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if (fabs(thingpos.X - ViewPos.X) < 2 && fabs(thingpos.Y - ViewPos.Y) < 2)
{
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if (ViewPos.Z >= thingpos.Z - 2 && ViewPos.Z <= thingpos.Z + thing->Height + 2)
{
// exclude vertically moving objects from this check.
if (!thing->Vel.isZero())
{
if (!gl_FindModelFrame(thing->GetClass(), spritenum, thing->frame, false))
{
return;
}
}
}
}
// don't draw first frame of a player missile
if (thing->flags&MF_MISSILE)
{
if (!(thing->flags7 & MF7_FLYCHEAT) && thing->target == GLRenderer->mViewActor && GLRenderer->mViewActor != NULL)
{
double speed = thing->Vel.Length();
if (speed >= thing->target->radius / 2)
{
double clipdist = clamp(thing->Speed, thing->target->radius, thing->target->radius * 2);
if ((thingpos - ViewPos).LengthSquared() < clipdist * clipdist) return;
}
}
thing->flags7 |= MF7_FLYCHEAT; // do this only once for the very first frame, but not if it gets into range again.
}
if (thruportal != 2 && GLRenderer->mClipPortal)
{
int clipres = GLRenderer->mClipPortal->ClipPoint(thingpos);
if (clipres == GLPortal::PClip_InFront) return;
}
player_t *player = &players[consoleplayer];
FloatRect r;
if (sector->sectornum != thing->Sector->sectornum && !thruportal)
{
rendersector = gl_FakeFlat(thing->Sector, &rs, false);
}
else
{
rendersector = sector;
}
topclip = rendersector->PortalBlocksMovement(sector_t::ceiling) ? LARGE_VALUE : rendersector->GetPortalPlaneZ(sector_t::ceiling);
bottomclip = rendersector->PortalBlocksMovement(sector_t::floor) ? -LARGE_VALUE : rendersector->GetPortalPlaneZ(sector_t::floor);
DWORD spritetype = (thing->renderflags & RF_SPRITETYPEMASK);
x = thingpos.X;
z = thingpos.Z;
y = thingpos.Y;
if (spritetype == RF_FACESPRITE) z -= thing->Floorclip; // wall and flat sprites are to be considered level geometry so this may not apply.
// [RH] Make floatbobbing a renderer-only effect.
if (thing->flags2 & MF2_FLOATBOB)
{
float fz = thing->GetBobOffset(r_TicFracF);
z += fz;
}
modelframe = gl_FindModelFrame(thing->GetClass(), spritenum, thing->frame, !!(thing->flags & MF_DROPPED));
if (!modelframe)
{
bool mirror;
2016-04-02 21:17:16 +00:00
DAngle ang = (thingpos - ViewPos).Angle();
FTextureID patch;
if (thing->flags7 & MF7_SPRITEANGLE)
{
patch = gl_GetSpriteFrame(spritenum, thing->frame, -1, (thing->SpriteAngle).BAMs(), &mirror);
}
else if (!(thing->renderflags & RF_FLATSPRITE))
{
patch = gl_GetSpriteFrame(spritenum, thing->frame, -1, (ang - (thing->Angles.Yaw + thing->SpriteRotation)).BAMs(), &mirror);
}
else
{
// Flat sprites cannot rotate in a predictable manner.
patch = gl_GetSpriteFrame(spritenum, thing->frame, 0, 0, &mirror);
}
if (!patch.isValid()) return;
int type = thing->renderflags & RF_SPRITETYPEMASK;
gltexture = FMaterial::ValidateTexture(patch, (type == RF_FACESPRITE), false);
if (!gltexture) return;
vt = gltexture->GetSpriteVT();
vb = gltexture->GetSpriteVB();
gltexture->GetSpriteRect(&r);
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();
}
r.Scale(sprscale.X, sprscale.Y);
float rightfac = -r.left;
float leftfac = rightfac - r.width;
float bottomfac = -r.top;
float topfac = bottomfac - r.height;
z1 = z - r.top;
z2 = z1 - r.height;
float spriteheight = sprscale.Y * r.height;
// Tests show that this doesn't look good for many decorations and corpses
if (spriteheight > 0 && gl_spriteclip > 0 && (thing->renderflags & RF_SPRITETYPEMASK) == RF_FACESPRITE)
{
PerformSpriteClipAdjustment(thing, thingpos, spriteheight);
}
float viewvecX;
float viewvecY;
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switch (spritetype)
{
case RF_FACESPRITE:
viewvecX = GLRenderer->mViewVector.X;
viewvecY = GLRenderer->mViewVector.Y;
x1 = x - viewvecY*leftfac;
x2 = x - viewvecY*rightfac;
y1 = y + viewvecX*leftfac;
y2 = y + viewvecX*rightfac;
break;
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case RF_FLATSPRITE:
{
x1 = x + leftfac;
x2 = x + rightfac;
y1 = y - topfac;
y2 = y - bottomfac;
}
break;
case RF_WALLSPRITE:
viewvecX = thing->Angles.Yaw.Cos();
viewvecY = thing->Angles.Yaw.Sin();
x1 = x + viewvecY*leftfac;
x2 = x + viewvecY*rightfac;
y1 = y - viewvecX*leftfac;
y2 = y - viewvecX*rightfac;
break;
}
}
else
{
x1 = x2 = x;
y1 = y2 = y;
z1 = z2 = z;
gltexture=NULL;
}
depth = FloatToFixed((x - ViewPos.X) * ViewTanCos + (y - ViewPos.Y) * 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) && (!gltexture || !gltexture->tex->gl_info.bDisableFullbright));
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, thingpos);
ThingColor = (thing->RenderStyle.Flags & STYLEF_ColorIsFixed) ? thing->fillcolor : 0xffffff;
ThingColor.a = 255;
RenderStyle = thing->RenderStyle;
// 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.Clear();
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))
{
RenderStyle.Flags |= STYLEF_InvertSource;
}
}
}
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)
{
Colormap.Decolorize();
}
}
translation=thing->Translation;
OverrideShader = -1;
2016-03-22 11:56:20 +00:00
trans = thing->Alpha;
hw_styleflags = STYLEHW_Normal;
if (RenderStyle.BlendOp >= STYLEOP_Fuzz && RenderStyle.BlendOp <= STYLEOP_FuzzOrRevSub)
{
RenderStyle.CheckFuzz();
if (RenderStyle.BlendOp == STYLEOP_Fuzz)
{
if (gl_fuzztype != 0 && !gl.legacyMode)
{
// 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 || (thing->renderflags & (RF_FLATSPRITE|RF_WALLSPRITE)) || gl_billboard_faces_camera)
{
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;
FRenderStyle rs = RenderStyle;
RenderStyle = STYLE_Translucent;
RenderStyle.Flags = rs.Flags; // Flags must be preserved, at this point it can only be STYLEF_InvertSource
}
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)
&& (actor->renderflags & RF_SPRITETYPEMASK) == RF_FACESPRITE
&& players[consoleplayer].camera
&& (gl_billboard_mode == 1 || actor->renderflags & RF_FORCEXYBILLBOARD ) );
// no light splitting when:
// 1. no lightlist
// 2. any fixed colormap
// 3. any bright object
// 4. any with render style shadow (which doesn't use the sector light)
// 5. anything with render style reverse subtract (light effect is not what would be desired here)
if (thing->Sector->e->XFloor.lightlist.Size() != 0 && gl_fixedcolormap == CM_DEFAULT && !fullbright &&
RenderStyle.BlendOp != STYLEOP_Shadow && RenderStyle.BlendOp != STYLEOP_RevSub)
{
if (gl.flags & RFL_NO_CLIP_PLANES) // on old hardware we are rather limited...
{
lightlist = NULL;
if (!drawWithXYBillboard && !modelframe)
{
SplitSprite(thing->Sector, hw_styleflags != STYLEHW_Solid);
}
}
else
{
lightlist = &thing->Sector->e->XFloor.lightlist;
}
}
else
{
lightlist = NULL;
}
PutSprite(hw_styleflags != STYLEHW_Solid);
rendered_sprites++;
}
//==========================================================================
//
//
//
//==========================================================================
void GLSprite::ProcessParticle (particle_t *particle, sector_t *sector)//, int shade, int fakeside)
{
if (GLRenderer->mClipPortal)
{
int clipres = GLRenderer->mClipPortal->ClipPoint(particle->Pos);
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 = (BYTE)clamp<short>(sector->lightlevel, 0, 255);
if (gl_fixedcolormap)
{
Colormap.Clear();
}
else if (!particle->bright)
{
TArray<lightlist_t> & lightlist=sector->e->XFloor.lightlist;
2016-04-02 21:17:16 +00:00
double lightbottom;
Colormap = sector->ColorMap;
for(unsigned int i=0;i<lightlist.Size();i++)
{
2016-04-02 21:17:16 +00:00
if (i<lightlist.Size()-1) lightbottom = lightlist[i+1].plane.ZatPoint(particle->Pos);
else lightbottom = sector->floorplane.ZatPoint(particle->Pos);
2016-04-02 21:17:16 +00:00
if (lightbottom < particle->Pos.Z)
{
lightlevel = gl_ClampLight(*lightlist[i].p_lightlevel);
Colormap.LightColor = (lightlist[i].extra_colormap)->Color;
break;
}
}
if (glset.nocoloredspritelighting)
{
Colormap.Decolorize(); // ZDoom never applies colored light to particles.
}
}
else
{
lightlevel = 255;
Colormap = sector->ColorMap;
Colormap.ClearColor();
}
trans=particle->trans/255.0f;
RenderStyle = STYLE_Translucent;
OverrideShader = 0;
ThingColor = particle->color;
ThingColor.a = 255;
modelframe=NULL;
gltexture=NULL;
topclip = LARGE_VALUE;
bottomclip = -LARGE_VALUE;
// [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, true);
translation = 0;
ul = gltexture->GetUL();
ur = gltexture->GetUR();
vt = gltexture->GetVT();
vb = gltexture->GetVB();
FloatRect r;
gltexture->GetSpriteRect(&r);
}
}
2016-04-02 21:17:16 +00:00
x = particle->Pos.X;
y = particle->Pos.Y;
z = particle->Pos.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 = FloatToFixed((x - ViewPos.X) * ViewTanCos + (y - ViewPos.Y) * ViewTanSin);
actor=NULL;
this->particle=particle;
fullbright = !!particle->bright;
// [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;
if (sector->e->XFloor.lightlist.Size() != 0 && gl_fixedcolormap == CM_DEFAULT && !fullbright)
lightlist = &sector->e->XFloor.lightlist;
else
lightlist = NULL;
PutSprite(hw_styleflags != STYLEHW_Solid);
rendered_sprites++;
}
//==========================================================================
//
//
//
//==========================================================================
void gl_RenderActorsInPortal(FGLLinePortal *glport)
{
TMap<AActor*, bool> processcheck;
if (glport->validcount == validcount) return; // only process once per frame
glport->validcount = validcount;
for (auto port : glport->lines)
{
line_t *line = port->mOrigin;
if (line->isLinePortal()) // only crossable ones
{
FLinePortal *port2 = port->mDestination->getPortal();
// process only if the other side links back to this one.
if (port2 != nullptr && port->mDestination == port2->mOrigin && port->mOrigin == port2->mDestination)
{
for (portnode_t *node = port->render_thinglist; node != nullptr; node = node->m_snext)
{
AActor *th = node->m_thing;
// process each actor only once per portal.
bool *check = processcheck.CheckKey(th);
if (check && *check) continue;
processcheck[th] = true;
DAngle savedangle = th->Angles.Yaw;
DVector3 savedpos = th->Pos();
DVector3 newpos = savedpos;
sector_t fakesector;
P_TranslatePortalXY(line, newpos.X, newpos.Y);
P_TranslatePortalZ(line, newpos.Z);
P_TranslatePortalAngle(line, th->Angles.Yaw);
th->SetXYZ(newpos);
th->Prev += newpos - savedpos;
GLSprite spr;
th->fillcolor = 0xff0000ff;
spr.Process(th, gl_FakeFlat(th->Sector, &fakesector, false), 2);
th->fillcolor = 0xffffffff;
th->Angles.Yaw = savedangle;
th->SetXYZ(savedpos);
th->Prev -= newpos - savedpos;
}
}
}
}
}