mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-12 07:34:50 +00:00
Detach voxel and wallsprite projection from (normal) sprite projection and move the type decision making to RenderBSP::AddSprites
This commit is contained in:
parent
dce3a1c81c
commit
4b96d7377f
6 changed files with 424 additions and 280 deletions
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@ -36,6 +36,8 @@
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#include "swrenderer/drawers/r_draw.h"
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#include "swrenderer/plane/r_visibleplane.h"
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#include "swrenderer/things/r_sprite.h"
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#include "swrenderer/things/r_wallsprite.h"
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#include "swrenderer/things/r_voxel.h"
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#include "swrenderer/things/r_particle.h"
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#include "swrenderer/segments/r_clipsegment.h"
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#include "swrenderer/line/r_wallsetup.h"
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@ -45,6 +47,7 @@
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#include "g_level.h"
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#include "p_effect.h"
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#include "c_console.h"
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#include "p_maputl.h"
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// State.
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#include "doomstat.h"
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@ -57,6 +60,7 @@
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#include "g_levellocals.h"
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EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
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EXTERN_CVAR(Bool, r_drawvoxels);
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namespace swrenderer
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{
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@ -855,9 +859,170 @@ namespace swrenderer
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if (rover->bottom.plane->ZatPoint(0., 0.) >= thing->Top()) fakeceiling = rover;
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}
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}
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R_ProjectSprite(thing, fakeside, fakefloor, fakeceiling, sec, spriteshade);
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if (IsPotentiallyVisible(thing))
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{
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ThingSprite sprite;
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if (GetThingSprite(thing, sprite))
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{
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if ((sprite.renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
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{
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R_ProjectWallSprite(thing, sprite.pos, sprite.picnum, sprite.spriteScale, sprite.renderflags, spriteshade);
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}
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else if (sprite.voxel)
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{
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R_ProjectVoxel(thing, sprite.pos, sprite.voxel, sprite.spriteScale, sprite.renderflags, fakeside, fakefloor, fakeceiling, sec, spriteshade);
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}
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else
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{
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R_ProjectSprite(thing, sprite.pos, sprite.tex, sprite.spriteScale, sprite.renderflags, fakeside, fakefloor, fakeceiling, sec, spriteshade);
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}
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}
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}
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fakeceiling = nullptr;
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fakefloor = nullptr;
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}
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}
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bool RenderBSP::IsPotentiallyVisible(AActor *thing)
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{
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// Don't waste time projecting sprites that are definitely not visible.
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if (thing == nullptr ||
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(thing->renderflags & RF_INVISIBLE) ||
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!thing->RenderStyle.IsVisible(thing->Alpha) ||
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!thing->IsVisibleToPlayer() ||
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!thing->IsInsideVisibleAngles())
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{
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return false;
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}
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// [ZZ] Or less definitely not visible (hue)
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// [ZZ] 10.01.2016: don't try to clip stuff inside a skybox against the current portal.
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RenderPortal *renderportal = RenderPortal::Instance();
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if (!renderportal->CurrentPortalInSkybox && renderportal->CurrentPortal && !!P_PointOnLineSidePrecise(thing->Pos(), renderportal->CurrentPortal->dst))
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return false;
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return true;
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}
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bool RenderBSP::GetThingSprite(AActor *thing, ThingSprite &sprite)
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{
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sprite.pos = thing->InterpolatedPosition(r_TicFracF);
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sprite.pos.Z += thing->GetBobOffset(r_TicFracF);
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sprite.spritenum = thing->sprite;
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sprite.tex = nullptr;
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sprite.voxel = nullptr;
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sprite.spriteScale = thing->Scale;
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sprite.renderflags = thing->renderflags;
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if (thing->picnum.isValid())
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{
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sprite.picnum = thing->picnum;
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sprite.tex = TexMan(sprite.picnum);
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if (sprite.tex->UseType == FTexture::TEX_Null)
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{
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return false;
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}
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if (sprite.tex->Rotations != 0xFFFF)
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{
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// choose a different rotation based on player view
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spriteframe_t *sprframe = &SpriteFrames[sprite.tex->Rotations];
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DAngle ang = (sprite.pos - ViewPos).Angle();
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angle_t rot;
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if (sprframe->Texture[0] == sprframe->Texture[1])
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{
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if (thing->flags7 & MF7_SPRITEANGLE)
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rot = (thing->SpriteAngle + 45.0 / 2 * 9).BAMs() >> 28;
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else
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rot = (ang - (thing->Angles.Yaw + thing->SpriteRotation) + 45.0 / 2 * 9).BAMs() >> 28;
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}
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else
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{
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if (thing->flags7 & MF7_SPRITEANGLE)
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rot = (thing->SpriteAngle + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
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else
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rot = (ang - (thing->Angles.Yaw + thing->SpriteRotation) + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
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}
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sprite.picnum = sprframe->Texture[rot];
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if (sprframe->Flip & (1 << rot))
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{
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sprite.renderflags ^= RF_XFLIP;
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}
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sprite.tex = TexMan[sprite.picnum]; // Do not animate the rotation
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}
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}
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else
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{
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// decide which texture to use for the sprite
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if ((unsigned)sprite.spritenum >= sprites.Size())
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{
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DPrintf(DMSG_ERROR, "R_ProjectSprite: invalid sprite number %u\n", sprite.spritenum);
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return false;
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}
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spritedef_t *sprdef = &sprites[sprite.spritenum];
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if (thing->frame >= sprdef->numframes)
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{
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// If there are no frames at all for this sprite, don't draw it.
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return false;
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}
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else
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{
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//picnum = SpriteFrames[sprdef->spriteframes + thing->frame].Texture[0];
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// choose a different rotation based on player view
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spriteframe_t *sprframe = &SpriteFrames[sprdef->spriteframes + thing->frame];
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DAngle ang = (sprite.pos - ViewPos).Angle();
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angle_t rot;
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if (sprframe->Texture[0] == sprframe->Texture[1])
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{
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if (thing->flags7 & MF7_SPRITEANGLE)
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rot = (thing->SpriteAngle + 45.0 / 2 * 9).BAMs() >> 28;
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else
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rot = (ang - (thing->Angles.Yaw + thing->SpriteRotation) + 45.0 / 2 * 9).BAMs() >> 28;
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}
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else
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{
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if (thing->flags7 & MF7_SPRITEANGLE)
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rot = (thing->SpriteAngle + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
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else
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rot = (ang - (thing->Angles.Yaw + thing->SpriteRotation) + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
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}
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sprite.picnum = sprframe->Texture[rot];
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if (sprframe->Flip & (1 << rot))
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{
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sprite.renderflags ^= RF_XFLIP;
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}
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sprite.tex = TexMan[sprite.picnum]; // Do not animate the rotation
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if (r_drawvoxels)
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{
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sprite.voxel = sprframe->Voxel;
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}
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}
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if (sprite.voxel == nullptr && (sprite.tex == nullptr || sprite.tex->UseType == FTexture::TEX_Null))
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{
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return false;
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}
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if (sprite.spriteScale.Y < 0)
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{
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sprite.spriteScale.Y = -sprite.spriteScale.Y;
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sprite.renderflags ^= RF_YFLIP;
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}
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if (thing->player != nullptr)
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{
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P_CheckPlayerSprite(thing, sprite.spritenum, sprite.spriteScale);
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}
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if (sprite.spriteScale.X < 0)
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{
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sprite.spriteScale.X = -sprite.spriteScale.X;
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sprite.renderflags ^= RF_XFLIP;
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}
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}
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return true;
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}
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}
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@ -19,6 +19,8 @@
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#include "swrenderer/line/r_line.h"
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#include "swrenderer/scene/r_3dfloors.h"
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struct FVoxelDef;
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namespace swrenderer
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{
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struct visplane_t;
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@ -35,6 +37,17 @@ namespace swrenderer
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AboveCeiling
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};
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struct ThingSprite
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{
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DVector3 pos;
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int spritenum;
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FTexture *tex;
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FVoxelDef *voxel;
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FTextureID picnum;
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DVector2 spriteScale;
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int renderflags;
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};
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class RenderBSP
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{
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public:
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@ -59,6 +72,9 @@ namespace swrenderer
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void AddSprites(sector_t *sec, int lightlevel, WaterFakeSide fakeside);
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static bool IsPotentiallyVisible(AActor *thing);
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static bool GetThingSprite(AActor *thing, ThingSprite &sprite);
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subsector_t *InSubsector = nullptr;
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sector_t *frontsector = nullptr;
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WaterFakeSide FakeSide = WaterFakeSide::Center;
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@ -47,194 +47,32 @@
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#include "r_data/colormaps.h"
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#include "r_data/voxels.h"
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#include "p_local.h"
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#include "p_maputl.h"
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#include "r_voxel.h"
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#include "swrenderer/segments/r_drawsegment.h"
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#include "swrenderer/scene/r_portal.h"
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#include "swrenderer/things/r_sprite.h"
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#include "swrenderer/r_memory.h"
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EXTERN_CVAR(Bool, r_drawvoxels)
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EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor)
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namespace swrenderer
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{
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void R_ProjectSprite(AActor *thing, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int spriteshade)
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void R_ProjectSprite(AActor *thing, const DVector3 &pos, FTexture *tex, const DVector2 &spriteScale, int renderflags, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int spriteshade)
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{
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double tr_x;
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double tr_y;
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double gzt; // killough 3/27/98
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double gzb; // [RH] use bottom of sprite, not actor
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double tx;// , tx2;
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double tz;
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double xscale = 1, yscale = 1;
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int x1;
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int x2;
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FTextureID picnum;
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FTexture *tex;
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FVoxelDef *voxel;
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vissprite_t* vis;
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fixed_t iscale;
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sector_t* heightsec; // killough 3/27/98
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// Don't waste time projecting sprites that are definitely not visible.
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if (thing == nullptr ||
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(thing->renderflags & RF_INVISIBLE) ||
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!thing->RenderStyle.IsVisible(thing->Alpha) ||
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!thing->IsVisibleToPlayer() ||
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!thing->IsInsideVisibleAngles())
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{
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return;
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}
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RenderPortal *renderportal = RenderPortal::Instance();
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// [ZZ] Or less definitely not visible (hue)
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// [ZZ] 10.01.2016: don't try to clip stuff inside a skybox against the current portal.
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if (!renderportal->CurrentPortalInSkybox && renderportal->CurrentPortal && !!P_PointOnLineSidePrecise(thing->Pos(), renderportal->CurrentPortal->dst))
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return;
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// [RH] Interpolate the sprite's position to make it look smooth
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DVector3 pos = thing->InterpolatedPosition(r_TicFracF);
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pos.Z += thing->GetBobOffset(r_TicFracF);
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tex = nullptr;
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voxel = nullptr;
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int spritenum = thing->sprite;
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DVector2 spriteScale = thing->Scale;
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int renderflags = thing->renderflags;
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if (spriteScale.Y < 0)
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{
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spriteScale.Y = -spriteScale.Y;
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renderflags ^= RF_YFLIP;
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}
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if (thing->player != nullptr)
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{
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P_CheckPlayerSprite(thing, spritenum, spriteScale);
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}
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if (thing->picnum.isValid())
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{
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picnum = thing->picnum;
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tex = TexMan(picnum);
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if (tex->UseType == FTexture::TEX_Null)
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{
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return;
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}
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if (tex->Rotations != 0xFFFF)
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{
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// choose a different rotation based on player view
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spriteframe_t *sprframe = &SpriteFrames[tex->Rotations];
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DAngle ang = (pos - ViewPos).Angle();
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angle_t rot;
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if (sprframe->Texture[0] == sprframe->Texture[1])
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{
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if (thing->flags7 & MF7_SPRITEANGLE)
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rot = (thing->SpriteAngle + 45.0 / 2 * 9).BAMs() >> 28;
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else
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rot = (ang - (thing->Angles.Yaw + thing->SpriteRotation) + 45.0 / 2 * 9).BAMs() >> 28;
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}
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else
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{
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if (thing->flags7 & MF7_SPRITEANGLE)
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rot = (thing->SpriteAngle + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
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else
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rot = (ang - (thing->Angles.Yaw + thing->SpriteRotation) + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
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}
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picnum = sprframe->Texture[rot];
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if (sprframe->Flip & (1 << rot))
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{
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renderflags ^= RF_XFLIP;
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}
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tex = TexMan[picnum]; // Do not animate the rotation
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}
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}
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else
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{
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// decide which texture to use for the sprite
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if ((unsigned)spritenum >= sprites.Size())
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{
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DPrintf(DMSG_ERROR, "R_ProjectSprite: invalid sprite number %u\n", spritenum);
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return;
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}
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spritedef_t *sprdef = &sprites[spritenum];
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if (thing->frame >= sprdef->numframes)
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{
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// If there are no frames at all for this sprite, don't draw it.
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return;
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}
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else
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{
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//picnum = SpriteFrames[sprdef->spriteframes + thing->frame].Texture[0];
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// choose a different rotation based on player view
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spriteframe_t *sprframe = &SpriteFrames[sprdef->spriteframes + thing->frame];
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DAngle ang = (pos - ViewPos).Angle();
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angle_t rot;
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if (sprframe->Texture[0] == sprframe->Texture[1])
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{
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if (thing->flags7 & MF7_SPRITEANGLE)
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rot = (thing->SpriteAngle + 45.0 / 2 * 9).BAMs() >> 28;
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else
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rot = (ang - (thing->Angles.Yaw + thing->SpriteRotation) + 45.0 / 2 * 9).BAMs() >> 28;
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}
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else
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{
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if (thing->flags7 & MF7_SPRITEANGLE)
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rot = (thing->SpriteAngle + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
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else
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rot = (ang - (thing->Angles.Yaw + thing->SpriteRotation) + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
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}
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picnum = sprframe->Texture[rot];
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if (sprframe->Flip & (1 << rot))
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{
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renderflags ^= RF_XFLIP;
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}
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tex = TexMan[picnum]; // Do not animate the rotation
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if (r_drawvoxels)
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{
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voxel = sprframe->Voxel;
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}
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}
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}
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if (spriteScale.X < 0)
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{
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spriteScale.X = -spriteScale.X;
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renderflags ^= RF_XFLIP;
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}
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if (voxel == nullptr && (tex == nullptr || tex->UseType == FTexture::TEX_Null))
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{
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return;
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}
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if ((renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
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{
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R_ProjectWallSprite(thing, pos, picnum, spriteScale, renderflags, spriteshade);
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return;
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}
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// transform the origin point
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tr_x = pos.X - ViewPos.X;
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tr_y = pos.Y - ViewPos.Y;
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double tr_x = pos.X - ViewPos.X;
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double tr_y = pos.Y - ViewPos.Y;
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tz = tr_x * ViewTanCos + tr_y * ViewTanSin;
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double tz = tr_x * ViewTanCos + tr_y * ViewTanSin;
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// thing is behind view plane?
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if (voxel == nullptr && tz < MINZ)
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if (tz < MINZ)
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return;
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tx = tr_x * ViewSin - tr_y * ViewCos;
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double tx = tr_x * ViewSin - tr_y * ViewCos;
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// [RH] Flip for mirrors
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RenderPortal *renderportal = RenderPortal::Instance();
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if (renderportal->MirrorFlags & RF_XFLIP)
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{
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tx = -tx;
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@ -242,37 +80,22 @@ namespace swrenderer
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//tx2 = tx >> 4;
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// too far off the side?
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// if it's a voxel, it can be further off the side
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if ((voxel == nullptr && (fabs(tx / 64) > fabs(tz))) ||
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(voxel != nullptr && (fabs(tx / 128) > fabs(tz))))
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if (fabs(tx / 64) > fabs(tz))
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{
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return;
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}
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if (voxel == nullptr)
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{
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// [RH] Added scaling
|
||||
int scaled_to = tex->GetScaledTopOffset();
|
||||
int scaled_bo = scaled_to - tex->GetScaledHeight();
|
||||
gzt = pos.Z + spriteScale.Y * scaled_to;
|
||||
gzb = pos.Z + spriteScale.Y * scaled_bo;
|
||||
}
|
||||
else
|
||||
{
|
||||
xscale = spriteScale.X * voxel->Scale;
|
||||
yscale = spriteScale.Y * voxel->Scale;
|
||||
double piv = voxel->Voxel->Mips[0].Pivot.Z;
|
||||
gzt = pos.Z + yscale * piv - thing->Floorclip;
|
||||
gzb = pos.Z + yscale * (piv - voxel->Voxel->Mips[0].SizeZ);
|
||||
if (gzt <= gzb)
|
||||
return;
|
||||
}
|
||||
double gzt = pos.Z + spriteScale.Y * scaled_to;
|
||||
double gzb = pos.Z + spriteScale.Y * scaled_bo;
|
||||
|
||||
// killough 3/27/98: exclude things totally separated
|
||||
// from the viewer, by either water or fake ceilings
|
||||
// killough 4/11/98: improve sprite clipping for underwater/fake ceilings
|
||||
|
||||
heightsec = thing->Sector->GetHeightSec();
|
||||
sector_t *heightsec = thing->Sector->GetHeightSec();
|
||||
|
||||
if (heightsec != nullptr) // only clip things which are in special sectors
|
||||
{
|
||||
|
@ -295,9 +118,7 @@ namespace swrenderer
|
|||
}
|
||||
}
|
||||
|
||||
if (voxel == nullptr)
|
||||
{
|
||||
xscale = CenterX / tz;
|
||||
double xscale = CenterX / tz;
|
||||
|
||||
// [RH] Reject sprites that are off the top or bottom of the screen
|
||||
if (globaluclip * tz > ViewPos.Z - gzb || globaldclip * tz < ViewPos.Z - gzt)
|
||||
|
@ -313,26 +134,26 @@ namespace swrenderer
|
|||
|
||||
tx -= ((renderflags & RF_XFLIP) ? (tex->GetWidth() - tex->LeftOffset - 1) : tex->LeftOffset) * thingxscalemul;
|
||||
double dtx1 = tx * xscale;
|
||||
x1 = centerx + xs_RoundToInt(dtx1);
|
||||
int x1 = centerx + xs_RoundToInt(dtx1);
|
||||
|
||||
// off the right side?
|
||||
if (x1 >= renderportal->WindowRight)
|
||||
return;
|
||||
|
||||
tx += tex->GetWidth() * thingxscalemul;
|
||||
x2 = centerx + xs_RoundToInt(tx * xscale);
|
||||
int x2 = centerx + xs_RoundToInt(tx * xscale);
|
||||
|
||||
// off the left side or too small?
|
||||
if ((x2 < renderportal->WindowLeft || x2 <= x1))
|
||||
return;
|
||||
|
||||
xscale = spriteScale.X * xscale / tex->Scale.X;
|
||||
iscale = (fixed_t)(FRACUNIT / xscale); // Round towards zero to avoid wrapping in edge cases
|
||||
fixed_t iscale = (fixed_t)(FRACUNIT / xscale); // Round towards zero to avoid wrapping in edge cases
|
||||
|
||||
double yscale = spriteScale.Y / tex->Scale.Y;
|
||||
|
||||
// store information in a vissprite
|
||||
vis = R_NewVisSprite();
|
||||
vissprite_t *vis = R_NewVisSprite();
|
||||
|
||||
vis->CurrentPortalUniq = renderportal->CurrentPortalUniq;
|
||||
vis->xscale = FLOAT2FIXED(xscale);
|
||||
|
@ -356,33 +177,6 @@ namespace swrenderer
|
|||
}
|
||||
|
||||
vis->startfrac += (fixed_t)(vis->xiscale * (vis->x1 - centerx + 0.5 - dtx1));
|
||||
}
|
||||
else
|
||||
{
|
||||
vis = R_NewVisSprite();
|
||||
|
||||
vis->CurrentPortalUniq = renderportal->CurrentPortalUniq;
|
||||
vis->xscale = FLOAT2FIXED(xscale);
|
||||
vis->yscale = (float)yscale;
|
||||
vis->x1 = renderportal->WindowLeft;
|
||||
vis->x2 = renderportal->WindowRight;
|
||||
vis->idepth = 1 / MINZ;
|
||||
vis->floorclip = thing->Floorclip;
|
||||
|
||||
pos.Z -= thing->Floorclip;
|
||||
|
||||
vis->Angle = thing->Angles.Yaw + voxel->AngleOffset;
|
||||
|
||||
int voxelspin = (thing->flags & MF_DROPPED) ? voxel->DroppedSpin : voxel->PlacedSpin;
|
||||
if (voxelspin != 0)
|
||||
{
|
||||
DAngle ang = double(I_FPSTime()) * voxelspin / 1000;
|
||||
vis->Angle -= ang;
|
||||
}
|
||||
|
||||
vis->pa.vpos = { (float)ViewPos.X, (float)ViewPos.Y, (float)ViewPos.Z };
|
||||
vis->pa.vang = FAngle((float)ViewAngle.Degrees);
|
||||
}
|
||||
|
||||
// killough 3/27/98: save sector for special clipping later
|
||||
vis->heightsec = heightsec;
|
||||
|
@ -408,19 +202,9 @@ namespace swrenderer
|
|||
vis->bInMirror = renderportal->MirrorFlags & RF_XFLIP;
|
||||
vis->bSplitSprite = false;
|
||||
|
||||
if (voxel != nullptr)
|
||||
{
|
||||
vis->voxel = voxel->Voxel;
|
||||
vis->bIsVoxel = true;
|
||||
vis->bWallSprite = false;
|
||||
DrewAVoxel = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
vis->pic = tex;
|
||||
vis->bIsVoxel = false;
|
||||
vis->bWallSprite = false;
|
||||
}
|
||||
|
||||
// The software renderer cannot invert the source without inverting the overlay
|
||||
// too. That means if the source is inverted, we need to do the reverse of what
|
||||
|
@ -481,8 +265,7 @@ namespace swrenderer
|
|||
}
|
||||
else
|
||||
{ // diminished light
|
||||
vis->Style.ColormapNum = GETPALOOKUP(
|
||||
r_SpriteVisibility / MAX(tz, MINZ), spriteshade);
|
||||
vis->Style.ColormapNum = GETPALOOKUP(r_SpriteVisibility / MAX(tz, MINZ), spriteshade);
|
||||
vis->Style.BaseColormap = mybasecolormap;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -17,6 +17,6 @@
|
|||
|
||||
namespace swrenderer
|
||||
{
|
||||
void R_ProjectSprite(AActor *thing, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int spriteshade);
|
||||
void R_ProjectSprite(AActor *thing, const DVector3 &pos, FTexture *tex, const DVector2 &spriteScale, int renderflags, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int spriteshade);
|
||||
void R_DrawVisSprite(vissprite_t *vis, const short *mfloorclip, const short *mceilingclip);
|
||||
}
|
||||
|
|
|
@ -36,8 +36,11 @@
|
|||
#include "swrenderer/drawers/r_thread.h"
|
||||
#include "swrenderer/things/r_visiblesprite.h"
|
||||
#include "swrenderer/things/r_voxel.h"
|
||||
#include "swrenderer/scene/r_portal.h"
|
||||
#include "swrenderer/r_main.h"
|
||||
|
||||
EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor)
|
||||
|
||||
namespace swrenderer
|
||||
{
|
||||
namespace
|
||||
|
@ -47,6 +50,182 @@ namespace swrenderer
|
|||
uint8_t *OffscreenColorBuffer;
|
||||
}
|
||||
|
||||
void R_ProjectVoxel(AActor *thing, DVector3 pos, FVoxelDef *voxel, const DVector2 &spriteScale, int renderflags, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int spriteshade)
|
||||
{
|
||||
// transform the origin point
|
||||
double tr_x = pos.X - ViewPos.X;
|
||||
double tr_y = pos.Y - ViewPos.Y;
|
||||
|
||||
double tz = tr_x * ViewTanCos + tr_y * ViewTanSin;
|
||||
double tx = tr_x * ViewSin - tr_y * ViewCos;
|
||||
|
||||
// [RH] Flip for mirrors
|
||||
RenderPortal *renderportal = RenderPortal::Instance();
|
||||
if (renderportal->MirrorFlags & RF_XFLIP)
|
||||
{
|
||||
tx = -tx;
|
||||
}
|
||||
//tx2 = tx >> 4;
|
||||
|
||||
// too far off the side?
|
||||
if (fabs(tx / 128) > fabs(tz))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
double xscale = spriteScale.X * voxel->Scale;
|
||||
double yscale = spriteScale.Y * voxel->Scale;
|
||||
double piv = voxel->Voxel->Mips[0].Pivot.Z;
|
||||
double gzt = pos.Z + yscale * piv - thing->Floorclip;
|
||||
double gzb = pos.Z + yscale * (piv - voxel->Voxel->Mips[0].SizeZ);
|
||||
if (gzt <= gzb)
|
||||
return;
|
||||
|
||||
// killough 3/27/98: exclude things totally separated
|
||||
// from the viewer, by either water or fake ceilings
|
||||
// killough 4/11/98: improve sprite clipping for underwater/fake ceilings
|
||||
|
||||
sector_t *heightsec = thing->Sector->GetHeightSec();
|
||||
|
||||
if (heightsec != nullptr) // only clip things which are in special sectors
|
||||
{
|
||||
if (fakeside == WaterFakeSide::AboveCeiling)
|
||||
{
|
||||
if (gzt < heightsec->ceilingplane.ZatPoint(pos))
|
||||
return;
|
||||
}
|
||||
else if (fakeside == WaterFakeSide::BelowFloor)
|
||||
{
|
||||
if (gzb >= heightsec->floorplane.ZatPoint(pos))
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (gzt < heightsec->floorplane.ZatPoint(pos))
|
||||
return;
|
||||
if (!(heightsec->MoreFlags & SECF_FAKEFLOORONLY) && gzb >= heightsec->ceilingplane.ZatPoint(pos))
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
vissprite_t *vis = R_NewVisSprite();
|
||||
|
||||
vis->CurrentPortalUniq = renderportal->CurrentPortalUniq;
|
||||
vis->xscale = FLOAT2FIXED(xscale);
|
||||
vis->yscale = (float)yscale;
|
||||
vis->x1 = renderportal->WindowLeft;
|
||||
vis->x2 = renderportal->WindowRight;
|
||||
vis->idepth = 1 / MINZ;
|
||||
vis->floorclip = thing->Floorclip;
|
||||
|
||||
pos.Z -= thing->Floorclip;
|
||||
|
||||
vis->Angle = thing->Angles.Yaw + voxel->AngleOffset;
|
||||
|
||||
int voxelspin = (thing->flags & MF_DROPPED) ? voxel->DroppedSpin : voxel->PlacedSpin;
|
||||
if (voxelspin != 0)
|
||||
{
|
||||
DAngle ang = double(I_FPSTime()) * voxelspin / 1000;
|
||||
vis->Angle -= ang;
|
||||
}
|
||||
|
||||
vis->pa.vpos = { (float)ViewPos.X, (float)ViewPos.Y, (float)ViewPos.Z };
|
||||
vis->pa.vang = FAngle((float)ViewAngle.Degrees);
|
||||
|
||||
// killough 3/27/98: save sector for special clipping later
|
||||
vis->heightsec = heightsec;
|
||||
vis->sector = thing->Sector;
|
||||
|
||||
vis->depth = (float)tz;
|
||||
vis->gpos = { (float)pos.X, (float)pos.Y, (float)pos.Z };
|
||||
vis->gzb = (float)gzb; // [RH] use gzb, not thing->z
|
||||
vis->gzt = (float)gzt; // killough 3/27/98
|
||||
vis->deltax = float(pos.X - ViewPos.X);
|
||||
vis->deltay = float(pos.Y - ViewPos.Y);
|
||||
vis->renderflags = renderflags;
|
||||
if (thing->flags5 & MF5_BRIGHT)
|
||||
vis->renderflags |= RF_FULLBRIGHT; // kg3D
|
||||
vis->Style.RenderStyle = thing->RenderStyle;
|
||||
vis->FillColor = thing->fillcolor;
|
||||
vis->Translation = thing->Translation; // [RH] thing translation table
|
||||
vis->FakeFlatStat = fakeside;
|
||||
vis->Style.Alpha = float(thing->Alpha);
|
||||
vis->fakefloor = fakefloor;
|
||||
vis->fakeceiling = fakeceiling;
|
||||
vis->Style.ColormapNum = 0;
|
||||
vis->bInMirror = renderportal->MirrorFlags & RF_XFLIP;
|
||||
vis->bSplitSprite = false;
|
||||
|
||||
vis->voxel = voxel->Voxel;
|
||||
vis->bIsVoxel = true;
|
||||
vis->bWallSprite = false;
|
||||
DrewAVoxel = true;
|
||||
|
||||
// The software renderer cannot invert the source without inverting the overlay
|
||||
// too. That means if the source is inverted, we need to do the reverse of what
|
||||
// the invert overlay flag says to do.
|
||||
INTBOOL invertcolormap = (vis->Style.RenderStyle.Flags & STYLEF_InvertOverlay);
|
||||
|
||||
if (vis->Style.RenderStyle.Flags & STYLEF_InvertSource)
|
||||
{
|
||||
invertcolormap = !invertcolormap;
|
||||
}
|
||||
|
||||
FDynamicColormap *mybasecolormap = basecolormap;
|
||||
if (current_sector->sectornum != thing->Sector->sectornum) // compare sectornums to account for R_FakeFlat copies.
|
||||
{
|
||||
// Todo: The actor is from a different sector so we have to retrieve the proper basecolormap for that sector.
|
||||
}
|
||||
|
||||
// Sprites that are added to the scene must fade to black.
|
||||
if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0)
|
||||
{
|
||||
mybasecolormap = GetSpecialLights(mybasecolormap->Color, 0, mybasecolormap->Desaturate);
|
||||
}
|
||||
|
||||
if (vis->Style.RenderStyle.Flags & STYLEF_FadeToBlack)
|
||||
{
|
||||
if (invertcolormap)
|
||||
{ // Fade to white
|
||||
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(255, 255, 255), mybasecolormap->Desaturate);
|
||||
invertcolormap = false;
|
||||
}
|
||||
else
|
||||
{ // Fade to black
|
||||
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(0, 0, 0), mybasecolormap->Desaturate);
|
||||
}
|
||||
}
|
||||
|
||||
// get light level
|
||||
if (fixedcolormap != nullptr)
|
||||
{ // fixed map
|
||||
vis->Style.BaseColormap = fixedcolormap;
|
||||
vis->Style.ColormapNum = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (invertcolormap)
|
||||
{
|
||||
mybasecolormap = GetSpecialLights(mybasecolormap->Color, mybasecolormap->Fade.InverseColor(), mybasecolormap->Desaturate);
|
||||
}
|
||||
if (fixedlightlev >= 0)
|
||||
{
|
||||
vis->Style.BaseColormap = mybasecolormap;
|
||||
vis->Style.ColormapNum = fixedlightlev >> COLORMAPSHIFT;
|
||||
}
|
||||
else if (!foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT)))
|
||||
{ // full bright
|
||||
vis->Style.BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap;
|
||||
vis->Style.ColormapNum = 0;
|
||||
}
|
||||
else
|
||||
{ // diminished light
|
||||
vis->Style.ColormapNum = GETPALOOKUP(r_SpriteVisibility / MAX(tz, MINZ), spriteshade);
|
||||
vis->Style.BaseColormap = mybasecolormap;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void R_DrawVisVoxel(vissprite_t *sprite, int minZ, int maxZ, short *cliptop, short *clipbottom)
|
||||
{
|
||||
R_SetColorMapLight(sprite->Style.BaseColormap, 0, sprite->Style.ColormapNum << FRACBITS);
|
||||
|
|
|
@ -32,6 +32,7 @@ namespace swrenderer
|
|||
|
||||
enum { DVF_OFFSCREEN = 1, DVF_SPANSONLY = 2, DVF_MIRRORED = 4 };
|
||||
|
||||
void R_ProjectVoxel(AActor *thing, DVector3 pos, FVoxelDef *voxel, const DVector2 &spriteScale, int renderflags, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int spriteshade);
|
||||
void R_DrawVisVoxel(vissprite_t *sprite, int minZ, int maxZ, short *cliptop, short *clipbottom);
|
||||
void R_FillBox(DVector3 origin, double extentX, double extentY, int color, short *cliptop, short *clipbottom, bool viewspace, bool pixelstretch);
|
||||
kvxslab_t *R_GetSlabStart(const FVoxelMipLevel &mip, int x, int y);
|
||||
|
|
Loading…
Reference in a new issue