add BobWeapon3D

This commit is contained in:
Ricardo Luís Vaz Silva 2022-12-09 16:46:38 -03:00 committed by Christoph Oelckers
parent 9a1e666303
commit 46d36cf5c7
11 changed files with 262 additions and 70 deletions

View file

@ -79,6 +79,7 @@ xx(__decorate_internal_float__)
// Per-actor sound channels (for deprecated PlaySoundEx function) Do not separate this block!!!
xx(Auto)
xx(Weapon)
xx(BobPivot3D)
xx(Voice)
xx(Item)
xx(Body)

View file

@ -215,6 +215,11 @@ struct VMReturn
Location = loc;
RegType = REGT_FLOAT | REGT_MULTIREG2;
}
void Vec3At(DVector3 *loc)
{
Location = loc;
RegType = REGT_FLOAT | REGT_MULTIREG3;
}
void StringAt(FString *loc)
{
Location = loc;
@ -229,6 +234,7 @@ struct VMReturn
VMReturn(int *loc) { IntAt(loc); }
VMReturn(double *loc) { FloatAt(loc); }
VMReturn(DVector2 *loc) { Vec2At(loc); }
VMReturn(DVector3 *loc) { Vec3At(loc); }
VMReturn(FString *loc) { StringAt(loc); }
VMReturn(void **loc) { PointerAt(loc); }
};

View file

@ -641,6 +641,26 @@ void P_BobWeapon (player_t *player, float *x, float *y, double ticfrac)
*x = *y = 0;
}
void P_BobWeapon3D (player_t *player, FVector3 *translation, FVector3 *rotation, double ticfrac) {
IFVIRTUALPTRNAME(player->mo, NAME_PlayerPawn, BobWeapon3D)
{
VMValue param[] = { player->mo, ticfrac };
DVector3 t, r;
VMReturn returns[2];
returns[0].Vec3At(&t);
returns[1].Vec3At(&r);
VMCall(func, param, 2, returns, 2);
translation->X = (float)t.X;
translation->Y = (float)t.Y;
translation->Z = (float)t.Z;
rotation->X = (float)r.X;
rotation->Y = (float)r.Y;
rotation->Z = (float)r.Z;
return;
}
*translation = *rotation = {};
}
//---------------------------------------------------------------------------
//
// PROC P_CheckWeaponButtons

View file

@ -156,6 +156,7 @@ void P_SetPsprite(player_t *player, PSPLayers id, FState *state, bool pending =
void P_BringUpWeapon (player_t *player);
void P_FireWeapon (player_t *player);
void P_BobWeapon (player_t *player, float *x, float *y, double ticfrac);
void P_BobWeapon3D (player_t *player, FVector3 *translation, FVector3 *rotation, double ticfrac);
DAngle P_BulletSlope (AActor *mo, FTranslatedLineTarget *pLineTarget = NULL, int aimflags = 0);
AActor *P_AimTarget(AActor *mo);

View file

@ -193,10 +193,9 @@ void RenderModel(FModelRenderer *renderer, float x, float y, float z, FSpriteMod
renderer->EndDrawModel(actor->RenderStyle, smf);
}
void RenderHUDModel(FModelRenderer *renderer, DPSprite *psp, float ofsX, float ofsY)
void RenderHUDModel(FModelRenderer *renderer, DPSprite *psp, FVector3 translation, FVector3 rotation, FVector3 rotation_pivot, FSpriteModelFrame *smf)
{
AActor * playermo = players[consoleplayer].camera;
FSpriteModelFrame *smf = psp->Caller != nullptr ? FindModelFrame(psp->Caller->modelData != nullptr ? psp->Caller->modelData->modelDef != NAME_None ? PClass::FindActor(psp->Caller->modelData->modelDef) : psp->Caller->GetClass() : psp->Caller->GetClass(), psp->GetSprite(), psp->GetFrame(), false) : nullptr;
// [BB] No model found for this sprite, so we can't render anything.
if (smf == nullptr)
@ -221,8 +220,19 @@ void RenderHUDModel(FModelRenderer *renderer, DPSprite *psp, float ofsX, float o
objectToWorldMatrix.translate(smf->xoffset / smf->xscale, smf->zoffset / smf->zscale, smf->yoffset / smf->yscale);
// [BB] Weapon bob, very similar to the normal Doom weapon bob.
objectToWorldMatrix.rotate(ofsX / 4, 0, 1, 0);
objectToWorldMatrix.rotate((ofsY - WEAPONTOP) / -4., 1, 0, 0);
objectToWorldMatrix.translate(rotation_pivot.X, rotation_pivot.Y, rotation_pivot.Z);
objectToWorldMatrix.rotate(rotation.X, 0, 1, 0);
objectToWorldMatrix.rotate(rotation.Y, 1, 0, 0);
objectToWorldMatrix.rotate(rotation.Z, 0, 0, 1);
objectToWorldMatrix.translate(-rotation_pivot.X, -rotation_pivot.Y, -rotation_pivot.Z);
objectToWorldMatrix.translate(translation.X, translation.Y, translation.Z);
// [BB] For some reason the jDoom models need to be rotated.
objectToWorldMatrix.rotate(90.f, 0, 1, 0);

View file

@ -110,7 +110,7 @@ void BSPWalkCircle(FLevelLocals *Level, float x, float y, float radiusSquared, c
}
void RenderModel(FModelRenderer* renderer, float x, float y, float z, FSpriteModelFrame* smf, AActor* actor, double ticFrac);
void RenderHUDModel(FModelRenderer* renderer, DPSprite* psp, float ofsX, float ofsY);
void RenderHUDModel(FModelRenderer* renderer, DPSprite* psp, FVector3 translation, FVector3 rotation, FVector3 rotation_pivot, FSpriteModelFrame *smf);
EXTERN_CVAR(Float, cl_scaleweaponfov)

View file

@ -216,6 +216,9 @@ private:
float GetFogDensity(int lightlevel, PalEntry fogcolor, int sectorfogdensity, int blendfactor);
bool CheckFog(sector_t *frontsector, sector_t *backsector);
WeaponLighting GetWeaponLighting(sector_t *viewsector, const DVector3 &pos, int cm, area_t in_area, const DVector3 &playerpos);
void PreparePlayerSprites2D(sector_t * viewsector, area_t in_area);
void PreparePlayerSprites3D(sector_t * viewsector, area_t in_area);
public:
void SetCameraPos(const DVector3 &pos)

View file

@ -89,7 +89,7 @@ void HWDrawInfo::DrawPSprite(HUDSprite *huds, FRenderState &state)
state.AlphaFunc(Alpha_GEqual, 0);
FHWModelRenderer renderer(this, state, huds->lightindex);
RenderHUDModel(&renderer, huds->weapon, huds->mx, huds->my);
RenderHUDModel(&renderer, huds->weapon, huds->translation, huds->rotation + FVector3(huds->mx / 4., (huds->my - WEAPONTOP) / 4., 0), FVector3(0, 0, 0), huds->mframe);
state.SetVertexBuffer(screen->mVertexData);
}
else
@ -157,9 +157,9 @@ static bool isBright(DPSprite *psp)
//
//==========================================================================
static WeaponPosition GetWeaponPosition(player_t *player, double ticFrac)
static WeaponPosition2D GetWeaponPosition2D(player_t *player, double ticFrac)
{
WeaponPosition w;
WeaponPosition2D w;
P_BobWeapon(player, &w.bobx, &w.boby, ticFrac);
// Interpolate the main weapon layer once so as to be able to add it to other layers.
@ -184,13 +184,53 @@ static WeaponPosition GetWeaponPosition(player_t *player, double ticFrac)
return w;
}
static WeaponPosition3D GetWeaponPosition3D(player_t *player, double ticFrac)
{
WeaponPosition3D w;
P_BobWeapon3D(player, &w.translation, &w.rotation, ticFrac);
// Interpolate the main weapon layer once so as to be able to add it to other layers.
if ((w.weapon = player->FindPSprite(PSP_WEAPON)) != nullptr)
{
if (w.weapon->firstTic)
{
w.wx = (float)w.weapon->x;
w.wy = (float)w.weapon->y;
}
else
{
w.wx = (float)(w.weapon->oldx + (w.weapon->x - w.weapon->oldx) * ticFrac);
w.wy = (float)(w.weapon->oldy + (w.weapon->y - w.weapon->oldy) * ticFrac);
}
auto weaponActor = w.weapon->GetCaller();
if(weaponActor && weaponActor->IsKindOf(NAME_Weapon))
{
DVector3 *dPivot = (DVector3*) weaponActor->ScriptVar(NAME_BobPivot3D, nullptr);
w.pivot.X = (float) dPivot->X;
w.pivot.Y = (float) dPivot->Y;
w.pivot.Z = (float) dPivot->Z;
}
else
{
w.pivot = FVector3(0,0,0);
}
}
else
{
w.wx = 0;
w.wy = 0;
w.pivot = FVector3(0,0,0);
}
return w;
}
//==========================================================================
//
// Bobbing
//
//==========================================================================
static FVector2 BobWeapon(WeaponPosition &weap, DPSprite *psp, double ticFrac)
static FVector2 BobWeapon2D(WeaponPosition2D &weap, DPSprite *psp, double ticFrac)
{
if (psp->firstTic)
{ // Can't interpolate the first tic.
@ -215,6 +255,37 @@ static FVector2 BobWeapon(WeaponPosition &weap, DPSprite *psp, double ticFrac)
return { sx, sy };
}
static FVector2 BobWeapon3D(WeaponPosition3D &weap, DPSprite *psp, FVector3 &translation, FVector3 &rotation, FVector3 &pivot, double ticFrac)
{
if (psp->firstTic)
{ // Can't interpolate the first tic.
psp->firstTic = false;
psp->ResetInterpolation();
}
float sx = float(psp->oldx + (psp->x - psp->oldx) * ticFrac);
float sy = float(psp->oldy + (psp->y - psp->oldy) * ticFrac);
float sz = 0;
if (psp->Flags & PSPF_ADDBOB)
{
translation = (psp->Flags & PSPF_MIRROR) ? FVector3(-weap.translation.X, weap.translation.Y, weap.translation.Z) : weap.translation ; // TODO handle PSPF_MIRROR?
rotation = weap.rotation;
pivot = weap.pivot;
}
else
{
translation = rotation = pivot = FVector3(0,0,0);
}
if (psp->Flags & PSPF_ADDWEAPON && psp->GetID() != PSP_WEAPON)
{
sx += weap.wx;
sy += weap.wy;
}
return { sx, sy };
}
//==========================================================================
//
// Lighting
@ -587,11 +658,119 @@ bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy,
// R_DrawPlayerSprites
//
//==========================================================================
void HWDrawInfo::PreparePlayerSprites2D(sector_t * viewsector, area_t in_area)
{
AActor * playermo = players[consoleplayer].camera;
player_t * player = playermo->player;
const auto &vp = Viewpoint;
AActor *camera = vp.camera;
WeaponPosition2D weap = GetWeaponPosition2D(camera->player, vp.TicFrac);
WeaponLighting light = GetWeaponLighting(viewsector, vp.Pos, isFullbrightScene(), in_area, camera->Pos());
// hack alert! Rather than changing everything in the underlying lighting code let's just temporarily change
// light mode here to draw the weapon sprite.
auto oldlightmode = lightmode;
if (isSoftwareLighting()) SetFallbackLightMode();
for (DPSprite *psp = player->psprites; psp != nullptr && psp->GetID() < PSP_TARGETCENTER; psp = psp->GetNext())
{
if (!psp->GetState()) continue;
FSpriteModelFrame *smf = psp->Caller != nullptr ? FindModelFrame(psp->Caller->modelData != nullptr ? psp->Caller->modelData->modelDef != NAME_None ? PClass::FindActor(psp->Caller->modelData->modelDef) : psp->Caller->GetClass() : psp->Caller->GetClass(), psp->GetSprite(), psp->GetFrame(), false) : nullptr;
// This is an 'either-or' proposition. This maybe needs some work to allow overlays with weapon models but as originally implemented this just won't work.
if (smf) continue;
HUDSprite hudsprite;
hudsprite.owner = playermo;
hudsprite.mframe = smf;
hudsprite.weapon = psp;
if (!hudsprite.GetWeaponRenderStyle(psp, camera, viewsector, light)) continue;
FVector2 spos = BobWeapon2D(weap, psp, vp.TicFrac);
hudsprite.dynrgb[0] = hudsprite.dynrgb[1] = hudsprite.dynrgb[2] = 0;
hudsprite.lightindex = -1;
// set the lighting parameters
if (hudsprite.RenderStyle.BlendOp != STYLEOP_Shadow && Level->HasDynamicLights && !isFullbrightScene() && gl_light_sprites)
{
GetDynSpriteLight(playermo, nullptr, hudsprite.dynrgb);
}
if (!hudsprite.GetWeaponRect(this, psp, spos.X, spos.Y, player, vp.TicFrac)) continue;
hudsprites.Push(hudsprite);
}
lightmode = oldlightmode;
}
void HWDrawInfo::PreparePlayerSprites3D(sector_t * viewsector, area_t in_area)
{
AActor * playermo = players[consoleplayer].camera;
player_t * player = playermo->player;
const auto &vp = Viewpoint;
AActor *camera = vp.camera;
WeaponPosition3D weap = GetWeaponPosition3D(camera->player, vp.TicFrac);
WeaponLighting light = GetWeaponLighting(viewsector, vp.Pos, isFullbrightScene(), in_area, camera->Pos());
// hack alert! Rather than changing everything in the underlying lighting code let's just temporarily change
// light mode here to draw the weapon sprite.
auto oldlightmode = lightmode;
if (isSoftwareLighting()) SetFallbackLightMode();
for (DPSprite *psp = player->psprites; psp != nullptr && psp->GetID() < PSP_TARGETCENTER; psp = psp->GetNext())
{
if (!psp->GetState()) continue;
FSpriteModelFrame *smf = psp->Caller != nullptr ? FindModelFrame(psp->Caller->modelData != nullptr ? psp->Caller->modelData->modelDef != NAME_None ? PClass::FindActor(psp->Caller->modelData->modelDef) : psp->Caller->GetClass() : psp->Caller->GetClass(), psp->GetSprite(), psp->GetFrame(), false) : nullptr;
// This is an 'either-or' proposition. This maybe needs some work to allow overlays with weapon models but as originally implemented this just won't work.
if (!smf) continue;
HUDSprite hudsprite;
hudsprite.owner = playermo;
hudsprite.mframe = smf;
hudsprite.weapon = psp;
if (!hudsprite.GetWeaponRenderStyle(psp, camera, viewsector, light)) continue;
//FVector2 spos = BobWeapon3D(weap, psp, hudsprite.translation, hudsprite.rotation, hudsprite.pivot, vp.TicFrac);
FVector2 spos = BobWeapon3D(weap, psp, hudsprite.translation, hudsprite.rotation, hudsprite.pivot, vp.TicFrac);
hudsprite.dynrgb[0] = hudsprite.dynrgb[1] = hudsprite.dynrgb[2] = 0;
hudsprite.lightindex = -1;
// set the lighting parameters
if (hudsprite.RenderStyle.BlendOp != STYLEOP_Shadow && Level->HasDynamicLights && !isFullbrightScene() && gl_light_sprites)
{
hw_GetDynModelLight(playermo, lightdata);
hudsprite.lightindex = screen->mLights->UploadLights(lightdata);
LightProbe* probe = FindLightProbe(playermo->Level, playermo->X(), playermo->Y(), playermo->Center());
if (probe)
{
hudsprite.dynrgb[0] = probe->Red;
hudsprite.dynrgb[1] = probe->Green;
hudsprite.dynrgb[2] = probe->Blue;
}
}
// [BB] In the HUD model step we just render the model and break out.
hudsprite.mx = spos.X;
hudsprite.my = spos.Y;
hudsprites.Push(hudsprite);
}
lightmode = oldlightmode;
}
void HWDrawInfo::PreparePlayerSprites(sector_t * viewsector, area_t in_area)
{
bool brightflash = false;
AActor * playermo = players[consoleplayer].camera;
player_t * player = playermo->player;
@ -608,67 +787,16 @@ void HWDrawInfo::PreparePlayerSprites(sector_t * viewsector, area_t in_area)
return;
const bool hudModelStep = IsHUDModelForPlayerAvailable(camera->player);
WeaponPosition weap = GetWeaponPosition(camera->player, vp.TicFrac);
WeaponLighting light = GetWeaponLighting(viewsector, vp.Pos, isFullbrightScene(), in_area, camera->Pos());
// hack alert! Rather than changing everything in the underlying lighting code let's just temporarily change
// light mode here to draw the weapon sprite.
auto oldlightmode = lightmode;
if (isSoftwareLighting()) SetFallbackLightMode();
for (DPSprite *psp = player->psprites; psp != nullptr && psp->GetID() < PSP_TARGETCENTER; psp = psp->GetNext())
if(hudModelStep)
{
if (!psp->GetState()) continue;
FSpriteModelFrame *smf = psp->Caller != nullptr ? FindModelFrame(psp->Caller->modelData != nullptr ? psp->Caller->modelData->modelDef != NAME_None ? PClass::FindActor(psp->Caller->modelData->modelDef) : psp->Caller->GetClass() : psp->Caller->GetClass(), psp->GetSprite(), psp->GetFrame(), false) : nullptr;
// This is an 'either-or' proposition. This maybe needs some work to allow overlays with weapon models but as originally implemented this just won't work.
if (smf && !hudModelStep) continue;
if (!smf && hudModelStep) continue;
HUDSprite hudsprite;
hudsprite.owner = playermo;
hudsprite.mframe = smf;
hudsprite.weapon = psp;
if (!hudsprite.GetWeaponRenderStyle(psp, camera, viewsector, light)) continue;
FVector2 spos = BobWeapon(weap, psp, vp.TicFrac);
hudsprite.dynrgb[0] = hudsprite.dynrgb[1] = hudsprite.dynrgb[2] = 0;
hudsprite.lightindex = -1;
// set the lighting parameters
if (hudsprite.RenderStyle.BlendOp != STYLEOP_Shadow && Level->HasDynamicLights && !isFullbrightScene() && gl_light_sprites)
{
if (!hudModelStep)
{
GetDynSpriteLight(playermo, nullptr, hudsprite.dynrgb);
}
else
{
hw_GetDynModelLight(playermo, lightdata);
hudsprite.lightindex = screen->mLights->UploadLights(lightdata);
LightProbe* probe = FindLightProbe(playermo->Level, playermo->X(), playermo->Y(), playermo->Center());
if (probe)
{
hudsprite.dynrgb[0] = probe->Red;
hudsprite.dynrgb[1] = probe->Green;
hudsprite.dynrgb[2] = probe->Blue;
}
}
}
// [BB] In the HUD model step we just render the model and break out.
if (hudModelStep)
{
hudsprite.mx = spos.X;
hudsprite.my = spos.Y;
}
else
{
if (!hudsprite.GetWeaponRect(this, psp, spos.X, spos.Y, player, vp.TicFrac)) continue;
}
hudsprites.Push(hudsprite);
PreparePlayerSprites3D(viewsector,in_area);
}
lightmode = oldlightmode;
else
{
PreparePlayerSprites2D(viewsector,in_area);
}
PrepareTargeterSprites(vp.TicFrac);
}

View file

@ -11,13 +11,25 @@ struct HWDrawInfo;
class FGameTexture;
struct WeaponPosition
struct WeaponPosition2D
{
float wx, wy;
float bobx, boby;
DPSprite *weapon;
};
struct WeaponPosition3D
{
float wx,
wy;
FVector3 translation,
rotation,
pivot;
DPSprite *weapon;
};
struct WeaponLighting
{
FColormap cm;
@ -43,6 +55,8 @@ struct HUDSprite
float mx, my;
float dynrgb[3];
FVector3 rotation, translation, pivot;
int lightindex;
void SetBright(bool isbelow);

View file

@ -37,6 +37,8 @@ class Weapon : StateProvider
// AmmoUse1 will be set to the first attack's ammo use so that checking for empty weapons still works
meta int SlotNumber;
meta double SlotPriority;
Vector3 BobPivot3D; // Pivot used for BobWeapon3D
property AmmoGive: AmmoGive1;
property AmmoGive1: AmmoGive1;
@ -63,6 +65,7 @@ class Weapon : StateProvider
property SlotNumber: SlotNumber;
property SlotPriority: SlotPriority;
property LookScale: LookScale;
property BobPivot3D : BobPivot3D;
flagdef NoAutoFire: WeaponFlags, 0; // weapon does not autofire
flagdef ReadySndHalf: WeaponFlags, 1; // ready sound is played ~1/2 the time
@ -102,6 +105,7 @@ class Weapon : StateProvider
Weapon.WeaponScaleY 1.2;
Weapon.SlotNumber -1;
Weapon.SlotPriority 32767;
Weapon.BobPivot3D (0.0, 0.0, 0.0);
+WEAPONSPAWN
DefaultStateUsage SUF_ACTOR|SUF_OVERLAY|SUF_WEAPON;
}

View file

@ -2437,6 +2437,11 @@ class PlayerPawn : Actor
}
return p1 * (1. - ticfrac) + p2 * ticfrac;
}
virtual Vector3 /*translation*/ , Vector3 /*rotation*/ BobWeapon3D (double ticfrac)
{
return (0, 0, 0) , (BobWeapon(ticfrac) / 4, 0);
}
//----------------------------------------------------------------------------
//