qzdoom/src/gl/scene/gl_weapon.cpp

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/*
** gl_weapon.cpp
** Weapon sprite drawing
**
**---------------------------------------------------------------------------
** 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 "sbar.h"
#include "r_utility.h"
#include "v_video.h"
#include "doomstat.h"
#include "d_player.h"
#include "g_level.h"
#include "gl/system/gl_interface.h"
#include "gl/system/gl_cvars.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/renderer/gl_lightdata.h"
#include "gl/renderer/gl_renderstate.h"
#include "gl/data/gl_data.h"
2014-05-12 20:24:26 +00:00
#include "gl/data/gl_vertexbuffer.h"
#include "gl/dynlights/gl_glow.h"
#include "gl/scene/gl_drawinfo.h"
#include "gl/models/gl_models.h"
#include "gl/shaders/gl_shader.h"
#include "gl/textures/gl_material.h"
EXTERN_CVAR (Bool, r_drawplayersprites)
EXTERN_CVAR(Float, transsouls)
EXTERN_CVAR (Bool, st_scale)
EXTERN_CVAR(Int, gl_fuzztype)
EXTERN_CVAR (Bool, r_deathcamera)
//==========================================================================
//
// R_DrawPSprite
//
//==========================================================================
void FGLRenderer::DrawPSprite (player_t * player,pspdef_t *psp,fixed_t sx, fixed_t sy, bool hudModelStep, int OverrideShader, bool alphatexture)
{
float fU1,fV1;
float fU2,fV2;
fixed_t tx;
int x1,y1,x2,y2;
float scale;
fixed_t scalex;
fixed_t texturemid;// 4:3 16:9 16:10 17:10 5:4
static fixed_t xratio[] = {FRACUNIT, FRACUNIT*3/4, FRACUNIT*5/6, FRACUNIT*40/51, FRACUNIT};
// [BB] In the HUD model step we just render the model and break out.
if ( hudModelStep )
{
gl_RenderHUDModel( psp, sx, sy);
return;
}
// decide which patch to use
bool mirror;
FTextureID lump = gl_GetSpriteFrame(psp->sprite, psp->frame, 0, 0, &mirror);
if (!lump.isValid()) return;
FMaterial * tex = FMaterial::ValidateTexture(lump, true, false);
if (!tex) return;
gl_RenderState.SetMaterial(tex, CLAMP_XY_NOMIP, 0, OverrideShader, alphatexture);
int vw = viewwidth;
int vh = viewheight;
// calculate edges of the shape
scalex = xratio[WidescreenRatio] * vw / 320;
tx = sx - ((160 + tex->GetScaledLeftOffset())<<FRACBITS);
x1 = (FixedMul(tx, scalex)>>FRACBITS) + (vw>>1);
if (x1 > vw) return; // off the right side
x1+=viewwindowx;
tx += tex->TextureWidth() << FRACBITS;
x2 = (FixedMul(tx, scalex)>>FRACBITS) + (vw>>1);
if (x2 < 0) return; // off the left side
x2+=viewwindowx;
// killough 12/98: fix psprite positioning problem
texturemid = (100<<FRACBITS) - (sy-(tex->GetScaledTopOffset()<<FRACBITS));
AWeapon * wi=player->ReadyWeapon;
if (wi && wi->YAdjust)
{
if (screenblocks>=11)
{
texturemid -= wi->YAdjust;
}
else if (!st_scale)
{
texturemid -= FixedMul (StatusBar->GetDisplacement (), wi->YAdjust);
}
}
scale = ((SCREENHEIGHT*vw)/SCREENWIDTH) / 200.0f;
y1 = viewwindowy + (vh >> 1) - (int)(((float)texturemid / (float)FRACUNIT) * scale);
y2 = y1 + (int)((float)tex->TextureHeight() * scale) + 1;
if (!mirror)
{
fU1=tex->GetUL();
fV1=tex->GetVT();
fU2=tex->GetUR();
fV2=tex->GetVB();
}
else
{
fU2=tex->GetUL();
fV1=tex->GetVT();
fU1=tex->GetUR();
fV2=tex->GetVB();
}
if (tex->GetTransparent() || OverrideShader != -1)
{
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
}
gl_RenderState.Apply();
FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
ptr->Set(x1, y1, 0, fU1, fV1);
ptr++;
ptr->Set(x1, y2, 0, fU1, fV2);
ptr++;
ptr->Set(x2, y1, 0, fU2, fV1);
ptr++;
ptr->Set(x2, y2, 0, fU2, fV2);
ptr++;
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.5f);
}
//==========================================================================
//
// R_DrawPlayerSprites
//
//==========================================================================
EXTERN_CVAR(Bool, gl_brightfog)
void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
{
bool statebright[2] = {false, false};
unsigned int i;
pspdef_t *psp;
int lightlevel=0;
fixed_t ofsx, ofsy;
FColormap cm;
sector_t * fakesec, fs;
AActor * playermo=players[consoleplayer].camera;
player_t * player=playermo->player;
// this is the same as the software renderer
if (!player ||
!r_drawplayersprites ||
!camera->player ||
(player->cheats & CF_CHASECAM) ||
(r_deathcamera && camera->health <= 0))
return;
P_BobWeapon (player, &player->psprites[ps_weapon], &ofsx, &ofsy);
// check for fullbright
if (player->fixedcolormap==NOFIXEDCOLORMAP)
{
for (i = 0, psp = player->psprites; i <= ps_flash; i++, psp++)
{
if (psp->state != NULL)
{
bool disablefullbright = false;
FTextureID lump = gl_GetSpriteFrame(psp->sprite, psp->frame, 0, 0, NULL);
if (lump.isValid())
{
FMaterial * tex=FMaterial::ValidateTexture(lump, false, false);
if (tex)
disablefullbright = tex->tex->gl_info.bBrightmapDisablesFullbright;
}
statebright[i] = !!psp->state->GetFullbright() && !disablefullbright;
}
}
}
if (gl_fixedcolormap)
{
lightlevel=255;
cm.Clear();
statebright[0] = statebright[1] = true;
fakesec = viewsector;
}
else
{
fakesec = gl_FakeFlat(viewsector, &fs, false);
// calculate light level for weapon sprites
lightlevel = gl_ClampLight(fakesec->lightlevel);
if (glset.lightmode == 8)
{
lightlevel = gl_CalcLightLevel(lightlevel, getExtraLight(), true);
// Korshun: the way based on max possible light level for sector like in software renderer.
float min_L = 36.0/31.0 - ((lightlevel/255.0) * (63.0/31.0)); // Lightlevel in range 0-63
if (min_L < 0)
min_L = 0;
else if (min_L > 1.0)
min_L = 1.0;
lightlevel = (1.0 - min_L) * 255;
}
lightlevel = gl_CheckSpriteGlow(viewsector, lightlevel, playermo->x, playermo->y, playermo->z);
// calculate colormap for weapon sprites
if (viewsector->e->XFloor.ffloors.Size() && !glset.nocoloredspritelighting)
{
TArray<lightlist_t> & lightlist = viewsector->e->XFloor.lightlist;
for(i=0;i<lightlist.Size();i++)
{
int lightbottom;
if (i<lightlist.Size()-1)
{
lightbottom=lightlist[i+1].plane.ZatPoint(viewx,viewy);
}
else
{
lightbottom=viewsector->floorplane.ZatPoint(viewx,viewy);
}
if (lightbottom<player->viewz)
{
cm = lightlist[i].extra_colormap;
lightlevel = *lightlist[i].p_lightlevel;
break;
}
}
}
else
{
cm=fakesec->ColorMap;
if (glset.nocoloredspritelighting) cm.ClearColor();
}
}
// Korshun: fullbright fog in opengl, render weapon sprites fullbright.
if (glset.brightfog && ((level.flags&LEVEL_HASFADETABLE) || cm.FadeColor != 0))
{
lightlevel = 255;
statebright[0] = statebright[1] = true;
}
PalEntry ThingColor = (playermo->RenderStyle.Flags & STYLEF_ColorIsFixed) ? playermo->fillcolor : 0xffffff;
ThingColor.a = 255;
visstyle_t vis;
vis.RenderStyle=playermo->RenderStyle;
vis.alpha=playermo->alpha;
vis.colormap = NULL;
if (playermo->Inventory)
{
playermo->Inventory->AlterWeaponSprite(&vis);
if (vis.colormap >= SpecialColormaps[0].Colormap &&
vis.colormap < SpecialColormaps[SpecialColormaps.Size()].Colormap &&
gl_fixedcolormap == CM_DEFAULT)
{
// this only happens for Strife's inverted weapon sprite
vis.RenderStyle.Flags |= STYLEF_InvertSource;
}
}
// Set the render parameters
int OverrideShader = -1;
float trans = 0.f;
if (vis.RenderStyle.BlendOp >= STYLEOP_Fuzz && vis.RenderStyle.BlendOp <= STYLEOP_FuzzOrRevSub)
{
vis.RenderStyle.CheckFuzz();
if (vis.RenderStyle.BlendOp == STYLEOP_Fuzz)
{
if (gl_fuzztype != 0)
{
// Todo: implement shader selection here
vis.RenderStyle = LegacyRenderStyles[STYLE_Translucent];
OverrideShader = gl_fuzztype + 4;
trans = 0.99f; // trans may not be 1 here
}
else
{
vis.RenderStyle.BlendOp = STYLEOP_Shadow;
}
}
statebright[0] = statebright[1] = false;
}
gl_SetRenderStyle(vis.RenderStyle, false, false);
if (vis.RenderStyle.Flags & STYLEF_TransSoulsAlpha)
{
trans = transsouls;
}
else if (vis.RenderStyle.Flags & STYLEF_Alpha1)
{
trans = 1.f;
}
else if (trans == 0.f)
{
trans = FIXED2FLOAT(vis.alpha);
}
// now draw the different layers of the weapon
gl_RenderState.EnableBrightmap(true);
gl_RenderState.SetObjectColor(ThingColor);
if (statebright[0] || statebright[1])
{
// brighten the weapon to reduce the difference between
// normal sprite and fullbright flash.
if (glset.lightmode != 8) lightlevel = (2*lightlevel+255)/3;
}
// hack alert! Rather than changing everything in the underlying lighting code let's just temporarily change
// light mode here to draw the weapon sprite.
int oldlightmode = glset.lightmode;
if (glset.lightmode == 8) glset.lightmode = 2;
for (i=0, psp=player->psprites; i<=ps_flash; i++,psp++)
{
if (psp->state)
{
FColormap cmc = cm;
if (statebright[i])
{
if (fakesec == viewsector || in_area != area_below)
{
cmc.LightColor.r=
cmc.LightColor.g=
cmc.LightColor.b=0xff;
}
else
{
// under water areas keep most of their color for fullbright objects
cmc.LightColor.r = (3 * cmc.LightColor.r + 0xff) / 4;
cmc.LightColor.g = (3*cmc.LightColor.g + 0xff)/4;
cmc.LightColor.b = (3*cmc.LightColor.b + 0xff)/4;
}
}
// set the lighting parameters
if (vis.RenderStyle.BlendOp == STYLEOP_Shadow)
{
gl_RenderState.SetColor(0.2f, 0.2f, 0.2f, 0.33f, cmc.desaturation);
}
else
{
gl_SetDynSpriteLight(playermo, NULL);
gl_SetColor(statebright[i] ? 255 : lightlevel, 0, cmc, trans, true);
}
DrawPSprite(player, psp, psp->sx + ofsx, psp->sy + ofsy, hudModelStep, OverrideShader, !!(vis.RenderStyle.Flags & STYLEF_RedIsAlpha));
}
}
gl_RenderState.SetObjectColor(0xffffffff);
gl_RenderState.SetDynLight(0, 0, 0);
gl_RenderState.EnableBrightmap(false);
glset.lightmode = oldlightmode;
}
//==========================================================================
//
// R_DrawPlayerSprites
//
//==========================================================================
void FGLRenderer::DrawTargeterSprites()
{
int i;
pspdef_t *psp;
AActor * playermo=players[consoleplayer].camera;
player_t * player=playermo->player;
if(!player || playermo->renderflags&RF_INVISIBLE || !r_drawplayersprites ||
mViewActor!=playermo) return;
gl_RenderState.EnableBrightmap(false);
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
gl_RenderState.AlphaFunc(GL_GEQUAL,gl_mask_sprite_threshold);
gl_RenderState.BlendEquation(GL_FUNC_ADD);
gl_RenderState.ResetColor();
gl_RenderState.SetTextureMode(TM_MODULATE);
// The Targeter's sprites are always drawn normally.
for (i=ps_targetcenter, psp = &player->psprites[ps_targetcenter]; i<NUMPSPRITES; i++,psp++)
if (psp->state) DrawPSprite (player,psp,psp->sx, psp->sy, false, 0, false);
}