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qzdoom/src/polyrenderer/scene/poly_decal.cpp

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/*
** Handling drawing a decal
** 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_decal.h"
#include "polyrenderer/poly_renderer.h"
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#include "a_sharedglobal.h"
#include "swrenderer/scene/r_scene.h"
#include "swrenderer/scene/r_light.h"
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void RenderPolyDecal::RenderWallDecals(const TriMatrix &worldToClip, const Vec4f &clipPlane, const seg_t *line, uint32_t subsectorDepth, uint32_t stencilValue)
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{
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if (line->linedef == nullptr && line->sidedef == nullptr)
return;
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for (DBaseDecal *decal = line->sidedef->AttachedDecals; decal != nullptr; decal = decal->WallNext)
{
RenderPolyDecal render;
render.Render(worldToClip, clipPlane, decal, line, subsectorDepth, stencilValue);
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}
}
void RenderPolyDecal::Render(const TriMatrix &worldToClip, const Vec4f &clipPlane, DBaseDecal *decal, const seg_t *line, uint32_t subsectorDepth, uint32_t stencilValue)
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{
if (decal->RenderFlags & RF_INVISIBLE || !viewactive || !decal->PicNum.isValid())
return;
FTexture *tex = TexMan(decal->PicNum, true);
if (tex == nullptr || tex->UseType == FTexture::TEX_Null)
return;
double edge_right = tex->GetWidth();
double edge_left = tex->LeftOffset;
edge_right = (edge_right - edge_left) * decal->ScaleX;
edge_left *= decal->ScaleX;
double dcx, dcy;
decal->GetXY(line->sidedef, dcx, dcy);
DVector2 decal_pos = { dcx, dcy };
DVector2 angvec = (line->v2->fPos() - line->v1->fPos()).Unit();
DVector2 decal_left = decal_pos - edge_left * angvec;
DVector2 decal_right = decal_pos + edge_right * angvec;
// Determine actor z
double zpos = decal->Z;
sector_t *front = line->frontsector;
sector_t *back = (line->backsector != nullptr) ? line->backsector : line->frontsector;
switch (decal->RenderFlags & RF_RELMASK)
{
default:
zpos = decal->Z;
break;
case RF_RELUPPER:
if (line->linedef->flags & ML_DONTPEGTOP)
zpos = decal->Z + front->GetPlaneTexZ(sector_t::ceiling);
else
zpos = decal->Z + back->GetPlaneTexZ(sector_t::ceiling);
break;
case RF_RELLOWER:
if (line->linedef->flags & ML_DONTPEGBOTTOM)
zpos = decal->Z + front->GetPlaneTexZ(sector_t::ceiling);
else
zpos = decal->Z + back->GetPlaneTexZ(sector_t::floor);
break;
case RF_RELMID:
if (line->linedef->flags & ML_DONTPEGBOTTOM)
zpos = decal->Z + front->GetPlaneTexZ(sector_t::floor);
else
zpos = decal->Z + front->GetPlaneTexZ(sector_t::ceiling);
}
DVector2 spriteScale = { decal->ScaleX, decal->ScaleY };
double thingxscalemul = spriteScale.X / tex->Scale.X;
double thingyscalemul = spriteScale.Y / tex->Scale.Y;
double spriteHeight = thingyscalemul * tex->GetHeight();
bool flipTextureX = (decal->RenderFlags & RF_XFLIP) == RF_XFLIP;
DVector2 points[2] = { decal_left, decal_right };
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 + spriteHeight * offsets[i].second - spriteHeight * 0.5);
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vertices[i].w = 1.0f;
vertices[i].varying[0] = (float)(offsets[i].first * tex->Scale.X);
vertices[i].varying[1] = (float)((1.0f - offsets[i].second) * tex->Scale.Y);
if (flipTextureX)
vertices[i].varying[0] = 1.0f - vertices[i].varying[0];
}
bool fullbrightSprite = (decal->RenderFlags & RF_FULLBRIGHT) == RF_FULLBRIGHT;
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swrenderer::CameraLight *cameraLight = swrenderer::CameraLight::Instance();
PolyDrawArgs args;
args.uniforms.flags = 0;
args.SetColormap(front->ColorMap);
args.SetTexture(tex, decal->Translation, true);
args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->WallGlobVis();
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if (fullbrightSprite || cameraLight->fixedlightlev >= 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)((front->lightlevel + actualextralight) / 255.0f * 256.0f);
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}
args.uniforms.subsectorDepth = subsectorDepth;
if (swrenderer::RenderViewport::Instance()->RenderTarget->IsBgra())
{
args.uniforms.color = 0xff000000 | decal->AlphaColor;
}
else
{
args.uniforms.color = ((uint32_t)decal->AlphaColor) >> 24;
}
args.uniforms.srcalpha = (uint32_t)(decal->Alpha * 256.0 + 0.5);
args.uniforms.destalpha = 256 - args.uniforms.srcalpha;
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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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//mode = R_SetPatchStyle (decal->RenderStyle, (float)decal->Alpha, decal->Translation, decal->AlphaColor);
args.SetClipPlane(clipPlane.x, clipPlane.y, clipPlane.z, clipPlane.w);
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args.blendmode = TriBlendMode::Shaded;
args.subsectorTest = true;
args.writeStencil = false;
args.writeSubsector = false;
PolyTriangleDrawer::draw(args);
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}