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Add sprite shadows for the software renderer
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a172513535
commit
5446a1a355
7 changed files with 77 additions and 3 deletions
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@ -459,7 +459,9 @@ enum ActorRenderFlag
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RF_SPRITEFLIP = 0x08000000, // sprite flipped on x-axis
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RF_ZDOOMTRANS = 0x10000000, // is not normally transparent in Vanilla Doom
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RF_CASTSPRITESHADOW = 0x20000000, // actor will cast a sprite shadow
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RF_NOINTERPOLATEVIEW = 0x40000000, // don't interpolate the view next frame if this actor is a camera.
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RF_NOSPRITESHADOW = 0x80000000, // actor will not cast a sprite shadow
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};
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// This translucency value produces the closest match to Heretic's TINTTAB.
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@ -105,6 +105,21 @@ CUSTOM_CVAR(Float, r_quakeintensity, 1.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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else if (self > 1.f) self = 1.f;
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}
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CUSTOM_CVARD(Int, r_actorspriteshadow, 1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "render actor sprite shadows. 0 = off, 1 = default, 2 = always on")
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{
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if (self < 0)
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self = 0;
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else if (self > 2)
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self = 2;
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}
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CUSTOM_CVARD(Float, r_actorspriteshadowdist, 1500.0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "how far sprite shadows should be rendered")
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{
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if (self < 0.f)
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self = 0.f;
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else if (self > 8192.f)
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self = 8192.f;
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}
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int viewwindowx;
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int viewwindowy;
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int viewwidth;
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@ -1051,3 +1066,29 @@ CUSTOM_CVAR(Float, maxviewpitch, 90.f, CVAR_ARCHIVE | CVAR_SERVERINFO)
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players[consoleplayer].SendPitchLimits();
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}
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}
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//==========================================================================
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//
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// R_ShouldDrawSpriteShadow
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//
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//==========================================================================
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bool R_ShouldDrawSpriteShadow(AActor *thing)
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{
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switch (r_actorspriteshadow)
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{
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case 1:
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return (thing->renderflags & RF_CASTSPRITESHADOW);
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case 2:
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if (thing->renderflags & RF_CASTSPRITESHADOW)
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{
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return true;
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}
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return (thing->renderflags & RF_CASTSPRITESHADOW) || (!(thing->renderflags & RF_NOSPRITESHADOW) && ((thing->flags3 & MF3_ISMONSTER) || thing->player != nullptr));
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default:
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case 0:
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return false;
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}
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}
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@ -135,5 +135,6 @@ double R_ClampVisibility(double vis);
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extern void R_FreePastViewers ();
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extern void R_ClearPastViewer (AActor *actor);
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bool R_ShouldDrawSpriteShadow(AActor *thing);
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#endif
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@ -79,6 +79,8 @@ extern uint32_t r_renderercaps;
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double model_distance_cull = 1e16;
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EXTERN_CVAR(Float, r_actorspriteshadowdist)
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namespace
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{
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double sprite_distance_cull = 1e16;
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@ -965,6 +967,25 @@ namespace swrenderer
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else
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{
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RenderSprite::Project(Thread, thing, sprite.pos, sprite.tex, sprite.spriteScale, sprite.renderflags, fakeside, fakefloor, fakeceiling, sec, thinglightlevel, foggy, thingColormap);
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// [Nash] draw sprite shadow
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if (R_ShouldDrawSpriteShadow(thing))
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{
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double dist = (thing->Pos() - Thread->Viewport->viewpoint.Pos).LengthSquared();
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double distCheck = r_actorspriteshadowdist;
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if (dist <= distCheck * distCheck)
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{
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// squash Y scale
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DVector2 shadowScale = sprite.spriteScale;
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shadowScale.Y *= 0.15;
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// snap to floor Z
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DVector3 shadowPos = sprite.pos;
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shadowPos.Z = thing->floorz;
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RenderSprite::Project(Thread, thing, shadowPos, sprite.tex, shadowScale, sprite.renderflags, fakeside, fakefloor, fakeceiling, sec, thinglightlevel, foggy, thingColormap, true);
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}
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}
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}
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}
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}
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@ -74,7 +74,7 @@ EXTERN_CVAR(Int, gl_texture_hqresize_targets)
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namespace swrenderer
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{
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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)
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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)
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{
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auto viewport = thread->Viewport.get();
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@ -195,7 +195,14 @@ namespace swrenderer
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bool fullbright = !vis->foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT));
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bool fadeToBlack = (vis->RenderStyle.Flags & STYLEF_FadeToBlack) != 0;
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if (isSpriteShadow)
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{
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vis->RenderStyle = LegacyRenderStyles[STYLE_TranslucentStencil];
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vis->FillColor = 0;
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vis->Alpha *= 0.5;
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}
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if (r_dynlights && gl_light_sprites)
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{
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float lit_red = 0;
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@ -7,7 +7,7 @@ namespace swrenderer
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class RenderSprite : public VisibleSprite
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{
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public:
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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);
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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);
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protected:
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void Render(RenderThread *thread, short *cliptop, short *clipbottom, int minZ, int maxZ, Fake3DTranslucent clip3DFloor) override;
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@ -351,6 +351,8 @@ static FFlagDef ActorFlagDefs[]=
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DEFINE_FLAG(RF, DONTINTERPOLATE, AActor, renderflags),
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DEFINE_FLAG(RF, SPRITEFLIP, AActor, renderflags),
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DEFINE_FLAG(RF, ZDOOMTRANS, AActor, renderflags),
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DEFINE_FLAG(RF, CASTSPRITESHADOW, AActor, renderflags),
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DEFINE_FLAG(RF, NOSPRITESHADOW, AActor, renderflags),
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// Bounce flags
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DEFINE_FLAG2(BOUNCE_Walls, BOUNCEONWALLS, AActor, BounceFlags),
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