Add sprite shadows for the software renderer

This commit is contained in:
nashmuhandes 2021-04-21 22:15:05 +08:00 committed by Rachael Alexanderson
parent a172513535
commit 5446a1a355
7 changed files with 77 additions and 3 deletions

View file

@ -459,7 +459,9 @@ enum ActorRenderFlag
RF_SPRITEFLIP = 0x08000000, // sprite flipped on x-axis
RF_ZDOOMTRANS = 0x10000000, // is not normally transparent in Vanilla Doom
RF_CASTSPRITESHADOW = 0x20000000, // actor will cast a sprite shadow
RF_NOINTERPOLATEVIEW = 0x40000000, // don't interpolate the view next frame if this actor is a camera.
RF_NOSPRITESHADOW = 0x80000000, // actor will not cast a sprite shadow
};
// This translucency value produces the closest match to Heretic's TINTTAB.

View file

@ -105,6 +105,21 @@ CUSTOM_CVAR(Float, r_quakeintensity, 1.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
else if (self > 1.f) self = 1.f;
}
CUSTOM_CVARD(Int, r_actorspriteshadow, 1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "render actor sprite shadows. 0 = off, 1 = default, 2 = always on")
{
if (self < 0)
self = 0;
else if (self > 2)
self = 2;
}
CUSTOM_CVARD(Float, r_actorspriteshadowdist, 1500.0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "how far sprite shadows should be rendered")
{
if (self < 0.f)
self = 0.f;
else if (self > 8192.f)
self = 8192.f;
}
int viewwindowx;
int viewwindowy;
int viewwidth;
@ -1051,3 +1066,29 @@ CUSTOM_CVAR(Float, maxviewpitch, 90.f, CVAR_ARCHIVE | CVAR_SERVERINFO)
players[consoleplayer].SendPitchLimits();
}
}
//==========================================================================
//
// R_ShouldDrawSpriteShadow
//
//==========================================================================
bool R_ShouldDrawSpriteShadow(AActor *thing)
{
switch (r_actorspriteshadow)
{
case 1:
return (thing->renderflags & RF_CASTSPRITESHADOW);
case 2:
if (thing->renderflags & RF_CASTSPRITESHADOW)
{
return true;
}
return (thing->renderflags & RF_CASTSPRITESHADOW) || (!(thing->renderflags & RF_NOSPRITESHADOW) && ((thing->flags3 & MF3_ISMONSTER) || thing->player != nullptr));
default:
case 0:
return false;
}
}

View file

@ -135,5 +135,6 @@ double R_ClampVisibility(double vis);
extern void R_FreePastViewers ();
extern void R_ClearPastViewer (AActor *actor);
bool R_ShouldDrawSpriteShadow(AActor *thing);
#endif

View file

@ -79,6 +79,8 @@ extern uint32_t r_renderercaps;
double model_distance_cull = 1e16;
EXTERN_CVAR(Float, r_actorspriteshadowdist)
namespace
{
double sprite_distance_cull = 1e16;
@ -965,6 +967,25 @@ namespace swrenderer
else
{
RenderSprite::Project(Thread, thing, sprite.pos, sprite.tex, sprite.spriteScale, sprite.renderflags, fakeside, fakefloor, fakeceiling, sec, thinglightlevel, foggy, thingColormap);
// [Nash] draw sprite shadow
if (R_ShouldDrawSpriteShadow(thing))
{
double dist = (thing->Pos() - Thread->Viewport->viewpoint.Pos).LengthSquared();
double distCheck = r_actorspriteshadowdist;
if (dist <= distCheck * distCheck)
{
// squash Y scale
DVector2 shadowScale = sprite.spriteScale;
shadowScale.Y *= 0.15;
// snap to floor Z
DVector3 shadowPos = sprite.pos;
shadowPos.Z = thing->floorz;
RenderSprite::Project(Thread, thing, shadowPos, sprite.tex, shadowScale, sprite.renderflags, fakeside, fakefloor, fakeceiling, sec, thinglightlevel, foggy, thingColormap, true);
}
}
}
}
}

View file

@ -74,7 +74,7 @@ EXTERN_CVAR(Int, gl_texture_hqresize_targets)
namespace swrenderer
{
void RenderSprite::Project(RenderThread *thread, AActor *thing, const DVector3 &pos, FSoftwareTexture *tex, const DVector2 &spriteScale, int renderflags, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int lightlevel, bool foggy, FDynamicColormap *basecolormap)
void RenderSprite::Project(RenderThread *thread, AActor *thing, const DVector3 &pos, FSoftwareTexture *tex, const DVector2 &spriteScale, int renderflags, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int lightlevel, bool foggy, FDynamicColormap *basecolormap, bool isSpriteShadow)
{
auto viewport = thread->Viewport.get();
@ -195,7 +195,14 @@ namespace swrenderer
bool fullbright = !vis->foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT));
bool fadeToBlack = (vis->RenderStyle.Flags & STYLEF_FadeToBlack) != 0;
if (isSpriteShadow)
{
vis->RenderStyle = LegacyRenderStyles[STYLE_TranslucentStencil];
vis->FillColor = 0;
vis->Alpha *= 0.5;
}
if (r_dynlights && gl_light_sprites)
{
float lit_red = 0;

View file

@ -7,7 +7,7 @@ namespace swrenderer
class RenderSprite : public VisibleSprite
{
public:
static void Project(RenderThread *thread, AActor *thing, const DVector3 &pos, FSoftwareTexture *tex, const DVector2 &spriteScale, int renderflags, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int lightlevel, bool foggy, FDynamicColormap *basecolormap);
static void Project(RenderThread *thread, AActor *thing, const DVector3 &pos, FSoftwareTexture *tex, const DVector2 &spriteScale, int renderflags, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int lightlevel, bool foggy, FDynamicColormap *basecolormap, bool isSpriteShadow = false);
protected:
void Render(RenderThread *thread, short *cliptop, short *clipbottom, int minZ, int maxZ, Fake3DTranslucent clip3DFloor) override;

View file

@ -351,6 +351,8 @@ static FFlagDef ActorFlagDefs[]=
DEFINE_FLAG(RF, DONTINTERPOLATE, AActor, renderflags),
DEFINE_FLAG(RF, SPRITEFLIP, AActor, renderflags),
DEFINE_FLAG(RF, ZDOOMTRANS, AActor, renderflags),
DEFINE_FLAG(RF, CASTSPRITESHADOW, AActor, renderflags),
DEFINE_FLAG(RF, NOSPRITESHADOW, AActor, renderflags),
// Bounce flags
DEFINE_FLAG2(BOUNCE_Walls, BOUNCEONWALLS, AActor, BounceFlags),