From 98026c57113a36f0dc56705c66852c089f8308b9 Mon Sep 17 00:00:00 2001 From: Magnus Norddahl Date: Fri, 30 Dec 2016 07:51:39 +0100 Subject: [PATCH] Move player sprite handling to r_playersprite --- src/CMakeLists.txt | 1 + src/swrenderer/r_swrenderer.cpp | 2 +- src/swrenderer/scene/r_playersprite.cpp | 620 ++++++++++++++++++++++++ src/swrenderer/scene/r_playersprite.h | 11 + src/swrenderer/scene/r_things.cpp | 588 +--------------------- src/swrenderer/scene/r_things.h | 4 +- 6 files changed, 639 insertions(+), 587 deletions(-) create mode 100644 src/swrenderer/scene/r_playersprite.cpp create mode 100644 src/swrenderer/scene/r_playersprite.h diff --git a/src/CMakeLists.txt b/src/CMakeLists.txt index a63cc8ae3..1fa9367d9 100644 --- a/src/CMakeLists.txt +++ b/src/CMakeLists.txt @@ -828,6 +828,7 @@ set( FASTMATH_PCH_SOURCES swrenderer/scene/r_visible_plane.cpp swrenderer/scene/r_visible_sprite.cpp swrenderer/scene/r_particle.cpp + swrenderer/scene/r_playersprite.cpp polyrenderer/poly_renderer.cpp polyrenderer/scene/poly_scene.cpp polyrenderer/scene/poly_portal.cpp diff --git a/src/swrenderer/r_swrenderer.cpp b/src/swrenderer/r_swrenderer.cpp index ea7c54962..76aa2cca4 100644 --- a/src/swrenderer/r_swrenderer.cpp +++ b/src/swrenderer/r_swrenderer.cpp @@ -34,7 +34,7 @@ #include "r_main.h" -#include "swrenderer/scene/r_things.h" +#include "swrenderer/scene/r_playersprite.h" #include "v_palette.h" #include "v_video.h" #include "m_png.h" diff --git a/src/swrenderer/scene/r_playersprite.cpp b/src/swrenderer/scene/r_playersprite.cpp new file mode 100644 index 000000000..ac9137c9e --- /dev/null +++ b/src/swrenderer/scene/r_playersprite.cpp @@ -0,0 +1,620 @@ + +#include +#include +#include +#include "p_lnspec.h" +#include "templates.h" +#include "doomdef.h" +#include "m_swap.h" +#include "i_system.h" +#include "w_wad.h" +#include "swrenderer/r_main.h" +#include "swrenderer/scene/r_things.h" +#include "swrenderer/scene/r_playersprite.h" +#include "c_console.h" +#include "c_cvars.h" +#include "c_dispatch.h" +#include "doomstat.h" +#include "v_video.h" +#include "sc_man.h" +#include "s_sound.h" +#include "sbar.h" +#include "gi.h" +#include "r_sky.h" +#include "cmdlib.h" +#include "g_level.h" +#include "d_net.h" +#include "colormatcher.h" +#include "d_netinf.h" +#include "p_effect.h" +#include "r_bsp.h" +#include "r_plane.h" +#include "r_segs.h" +#include "r_3dfloors.h" +#include "swrenderer/drawers/r_draw_rgba.h" +#include "swrenderer/drawers/r_draw_pal.h" +#include "v_palette.h" +#include "r_data/r_translate.h" +#include "r_data/colormaps.h" +#include "r_data/voxels.h" +#include "p_local.h" +#include "p_maputl.h" +#include "r_voxel.h" +#include "r_draw_segment.h" +#include "r_portal.h" +#include "swrenderer/r_memory.h" + +EXTERN_CVAR(Bool, st_scale) +EXTERN_CVAR(Bool, r_drawplayersprites) +EXTERN_CVAR(Bool, r_deathcamera) +EXTERN_CVAR(Bool, r_shadercolormaps) + +namespace swrenderer +{ + namespace + { + // Used to store a psprite's drawing information if it needs to be drawn later. + struct vispsp_t + { + vissprite_t *vis; + FDynamicColormap *basecolormap; + int x1; + }; + + TArray vispsprites; + unsigned int vispspindex; + } + + void R_DrawPlayerSprites() + { + int i; + int lightnum; + DPSprite* psp; + DPSprite* weapon; + sector_t* sec = NULL; + static sector_t tempsec; + int floorlight, ceilinglight; + F3DFloor *rover; + + if (!r_drawplayersprites || + !camera || + !camera->player || + (players[consoleplayer].cheats & CF_CHASECAM) || + (r_deathcamera && camera->health <= 0)) + return; + + if (fixedlightlev < 0 && viewsector->e && viewsector->e->XFloor.lightlist.Size()) + { + for (i = viewsector->e->XFloor.lightlist.Size() - 1; i >= 0; i--) + { + if (ViewPos.Z <= viewsector->e->XFloor.lightlist[i].plane.Zat0()) + { + rover = viewsector->e->XFloor.lightlist[i].caster; + if (rover) + { + if (rover->flags & FF_DOUBLESHADOW && ViewPos.Z <= rover->bottom.plane->Zat0()) + break; + sec = rover->model; + if (rover->flags & FF_FADEWALLS) + basecolormap = sec->ColorMap; + else + basecolormap = viewsector->e->XFloor.lightlist[i].extra_colormap; + } + break; + } + } + if (!sec) + { + sec = viewsector; + basecolormap = sec->ColorMap; + } + floorlight = ceilinglight = sec->lightlevel; + } + else + { // This used to use camera->Sector but due to interpolation that can be incorrect + // when the interpolated viewpoint is in a different sector than the camera. + sec = R_FakeFlat(viewsector, &tempsec, &floorlight, + &ceilinglight, false); + + // [RH] set basecolormap + basecolormap = sec->ColorMap; + } + + // [RH] set foggy flag + foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); + r_actualextralight = foggy ? 0 : extralight << 4; + + // get light level + lightnum = ((floorlight + ceilinglight) >> 1) + r_actualextralight; + spriteshade = LIGHT2SHADE(lightnum) - 24 * FRACUNIT; + + // clip to screen bounds + mfloorclip = screenheightarray; + mceilingclip = zeroarray; + + if (camera->player != NULL) + { + double centerhack = CenterY; + double wx, wy; + float bobx, boby; + + CenterY = viewheight / 2; + + P_BobWeapon(camera->player, &bobx, &boby, r_TicFracF); + + // Interpolate the main weapon layer once so as to be able to add it to other layers. + if ((weapon = camera->player->FindPSprite(PSP_WEAPON)) != nullptr) + { + if (weapon->firstTic) + { + wx = weapon->x; + wy = weapon->y; + } + else + { + wx = weapon->oldx + (weapon->x - weapon->oldx) * r_TicFracF; + wy = weapon->oldy + (weapon->y - weapon->oldy) * r_TicFracF; + } + } + else + { + wx = 0; + wy = 0; + } + + // add all active psprites + psp = camera->player->psprites; + while (psp) + { + // [RH] Don't draw the targeter's crosshair if the player already has a crosshair set. + // It's possible this psprite's caller is now null but the layer itself hasn't been destroyed + // because it didn't tick yet (if we typed 'take all' while in the console for example). + // In this case let's simply not draw it to avoid crashing. + + if ((psp->GetID() != PSP_TARGETCENTER || CrosshairImage == nullptr) && psp->GetCaller() != nullptr) + { + R_DrawPSprite(psp, camera, bobx, boby, wx, wy, r_TicFracF); + } + + psp = psp->GetNext(); + } + + CenterY = centerhack; + } + } + + void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac) + { + double tx; + int x1; + int x2; + double sx, sy; + spritedef_t* sprdef; + spriteframe_t* sprframe; + FTextureID picnum; + WORD flip; + FTexture* tex; + vissprite_t* vis; + bool noaccel; + double alpha = owner->Alpha; + static TArray avis; + + if (avis.Size() < vispspindex + 1) + avis.Reserve(avis.Size() - vispspindex + 1); + + // decide which patch to use + if ((unsigned)pspr->GetSprite() >= (unsigned)sprites.Size()) + { + DPrintf(DMSG_ERROR, "R_DrawPSprite: invalid sprite number %i\n", pspr->GetSprite()); + return; + } + sprdef = &sprites[pspr->GetSprite()]; + if (pspr->GetFrame() >= sprdef->numframes) + { + DPrintf(DMSG_ERROR, "R_DrawPSprite: invalid sprite frame %i : %i\n", pspr->GetSprite(), pspr->GetFrame()); + return; + } + sprframe = &SpriteFrames[sprdef->spriteframes + pspr->GetFrame()]; + + picnum = sprframe->Texture[0]; + flip = sprframe->Flip & 1; + tex = TexMan(picnum); + + if (tex->UseType == FTexture::TEX_Null || pspr->RenderStyle == STYLE_None) + return; + + if (pspr->firstTic) + { // Can't interpolate the first tic. + pspr->firstTic = false; + pspr->oldx = pspr->x; + pspr->oldy = pspr->y; + } + + sx = pspr->oldx + (pspr->x - pspr->oldx) * ticfrac; + sy = pspr->oldy + (pspr->y - pspr->oldy) * ticfrac + WEAPON_FUDGE_Y; + + if (pspr->Flags & PSPF_ADDBOB) + { + sx += bobx; + sy += boby; + } + + if (pspr->Flags & PSPF_ADDWEAPON && pspr->GetID() != PSP_WEAPON) + { + sx += wx; + sy += wy; + } + + // calculate edges of the shape + tx = sx - BASEXCENTER; + + tx -= tex->GetScaledLeftOffset(); + x1 = xs_RoundToInt(CenterX + tx * pspritexscale); + + // off the right side + if (x1 > viewwidth) + return; + + tx += tex->GetScaledWidth(); + x2 = xs_RoundToInt(CenterX + tx * pspritexscale); + + // off the left side + if (x2 <= 0) + return; + + // store information in a vissprite + vis = &avis[vispspindex]; + vis->renderflags = owner->renderflags; + vis->floorclip = 0; + + vis->texturemid = (BASEYCENTER - sy) * tex->Scale.Y + tex->TopOffset; + + if (camera->player && (RenderTarget != screen || + viewheight == RenderTarget->GetHeight() || + (RenderTarget->GetWidth() > (BASEXCENTER * 2) && !st_scale))) + { // Adjust PSprite for fullscreen views + AWeapon *weapon = dyn_cast(pspr->GetCaller()); + if (weapon != nullptr && weapon->YAdjust != 0) + { + if (RenderTarget != screen || viewheight == RenderTarget->GetHeight()) + { + vis->texturemid -= weapon->YAdjust; + } + else + { + vis->texturemid -= StatusBar->GetDisplacement() * weapon->YAdjust; + } + } + } + if (pspr->GetID() < PSP_TARGETCENTER) + { // Move the weapon down for 1280x1024. + vis->texturemid -= AspectPspriteOffset(WidescreenRatio); + } + vis->x1 = x1 < 0 ? 0 : x1; + vis->x2 = x2 >= viewwidth ? viewwidth : x2; + vis->xscale = FLOAT2FIXED(pspritexscale / tex->Scale.X); + vis->yscale = float(pspriteyscale / tex->Scale.Y); + vis->Translation = 0; // [RH] Use default colors + vis->pic = tex; + vis->Style.ColormapNum = 0; + + // If flip is used, provided that it's not already flipped (that would just invert itself) + // (It's an XOR...) + if (!(flip) != !(pspr->Flags & PSPF_FLIP)) + { + vis->xiscale = -FLOAT2FIXED(pspritexiscale * tex->Scale.X); + vis->startfrac = (tex->GetWidth() << FRACBITS) - 1; + } + else + { + vis->xiscale = FLOAT2FIXED(pspritexiscale * tex->Scale.X); + vis->startfrac = 0; + } + + if (vis->x1 > x1) + vis->startfrac += vis->xiscale*(vis->x1 - x1); + + noaccel = false; + FDynamicColormap *colormap_to_use = nullptr; + if (pspr->GetID() < PSP_TARGETCENTER) + { + // [MC] Set the render style + + if (pspr->Flags & PSPF_RENDERSTYLE) + { + const int rs = clamp(pspr->RenderStyle, 0, STYLE_Count); + + if (pspr->Flags & PSPF_FORCESTYLE) + { + vis->Style.RenderStyle = LegacyRenderStyles[rs]; + } + else if (owner->RenderStyle == LegacyRenderStyles[STYLE_Fuzzy]) + { + vis->Style.RenderStyle = LegacyRenderStyles[STYLE_Fuzzy]; + } + else if (owner->RenderStyle == LegacyRenderStyles[STYLE_OptFuzzy]) + { + vis->Style.RenderStyle = LegacyRenderStyles[STYLE_OptFuzzy]; + vis->Style.RenderStyle.CheckFuzz(); + } + else if (owner->RenderStyle == LegacyRenderStyles[STYLE_Subtract]) + { + vis->Style.RenderStyle = LegacyRenderStyles[STYLE_Subtract]; + } + else + { + vis->Style.RenderStyle = LegacyRenderStyles[rs]; + } + } + else + { + vis->Style.RenderStyle = owner->RenderStyle; + } + + // Set the alpha based on if using the overlay's own or not. Also adjust + // and override the alpha if not forced. + if (pspr->Flags & PSPF_ALPHA) + { + if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Fuzzy]) + { + alpha = owner->Alpha; + } + else if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_OptFuzzy]) + { + FRenderStyle style = vis->Style.RenderStyle; + style.CheckFuzz(); + switch (style.BlendOp) + { + default: + alpha = pspr->alpha * owner->Alpha; + break; + case STYLEOP_Fuzz: + case STYLEOP_Sub: + alpha = owner->Alpha; + break; + } + + } + else if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Subtract]) + { + alpha = owner->Alpha; + } + else if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Add] || + vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Translucent] || + vis->Style.RenderStyle == LegacyRenderStyles[STYLE_TranslucentStencil] || + vis->Style.RenderStyle == LegacyRenderStyles[STYLE_AddStencil] || + vis->Style.RenderStyle == LegacyRenderStyles[STYLE_AddShaded]) + { + alpha = owner->Alpha * pspr->alpha; + } + else + { + alpha = owner->Alpha; + } + } + + // Should normal renderstyle come out on top at the end and we desire alpha, + // switch it to translucent. Normal never applies any sort of alpha. + if ((pspr->Flags & PSPF_ALPHA) && + vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Normal] && + vis->Style.Alpha < 1.0) + { + vis->Style.RenderStyle = LegacyRenderStyles[STYLE_Translucent]; + alpha = owner->Alpha * pspr->alpha; + } + + // ALWAYS take priority if asked for, except fuzz. Fuzz does absolutely nothing + // no matter what way it's changed. + if (pspr->Flags & PSPF_FORCEALPHA) + { + //Due to lack of != operators... + if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Fuzzy] || + vis->Style.RenderStyle == LegacyRenderStyles[STYLE_SoulTrans] || + vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Stencil]) + { + } + else + { + alpha = pspr->alpha; + vis->Style.RenderStyle.Flags |= STYLEF_ForceAlpha; + } + } + vis->Style.Alpha = clamp(float(alpha), 0.f, 1.f); + + // Due to how some of the effects are handled, going to 0 or less causes some + // weirdness to display. There's no point rendering it anyway if it's 0. + if (vis->Style.Alpha <= 0.) + return; + + //----------------------------------------------------------------------------- + + // 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 (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); + } + } + + if (realfixedcolormap != nullptr && (!r_swtruecolor || (r_shadercolormaps && screen->Accel2D))) + { // fixed color + vis->Style.BaseColormap = realfixedcolormap; + vis->Style.ColormapNum = 0; + } + else + { + if (invertcolormap) + { + mybasecolormap = GetSpecialLights(mybasecolormap->Color, mybasecolormap->Fade.InverseColor(), mybasecolormap->Desaturate); + } + if (fixedlightlev >= 0) + { + vis->Style.BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap; + vis->Style.ColormapNum = fixedlightlev >> COLORMAPSHIFT; + } + else if (!foggy && pspr->GetState()->GetFullbright()) + { // full bright + vis->Style.BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap; // [RH] use basecolormap + vis->Style.ColormapNum = 0; + } + else + { // local light + vis->Style.BaseColormap = mybasecolormap; + vis->Style.ColormapNum = GETPALOOKUP(0, spriteshade); + } + } + if (camera->Inventory != nullptr) + { + BYTE oldcolormapnum = vis->Style.ColormapNum; + FSWColormap *oldcolormap = vis->Style.BaseColormap; + camera->Inventory->AlterWeaponSprite(&vis->Style); + if (vis->Style.BaseColormap != oldcolormap || vis->Style.ColormapNum != oldcolormapnum) + { + // The colormap has changed. Is it one we can easily identify? + // If not, then don't bother trying to identify it for + // hardware accelerated drawing. + if (vis->Style.BaseColormap < &SpecialColormaps[0] || + vis->Style.BaseColormap > &SpecialColormaps.Last()) + { + noaccel = true; + } + // Has the basecolormap changed? If so, we can't hardware accelerate it, + // since we don't know what it is anymore. + else if (vis->Style.BaseColormap != mybasecolormap) + { + noaccel = true; + } + } + } + // If we're drawing with a special colormap, but shaders for them are disabled, do + // not accelerate. + if (!r_shadercolormaps && (vis->Style.BaseColormap >= &SpecialColormaps[0] && + vis->Style.BaseColormap <= &SpecialColormaps.Last())) + { + noaccel = true; + } + // If drawing with a BOOM colormap, disable acceleration. + if (mybasecolormap == &NormalLight && NormalLight.Maps != realcolormaps.Maps) + { + noaccel = true; + } + // If the main colormap has fixed lights, and this sprite is being drawn with that + // colormap, disable acceleration so that the lights can remain fixed. + if (!noaccel && realfixedcolormap == nullptr && + NormalLightHasFixedLights && mybasecolormap == &NormalLight && + vis->pic->UseBasePalette()) + { + noaccel = true; + } + // [SP] If emulating GZDoom fullbright, disable acceleration + if (r_fullbrightignoresectorcolor && fixedlightlev >= 0) + mybasecolormap = &FullNormalLight; + if (r_fullbrightignoresectorcolor && !foggy && pspr->GetState()->GetFullbright()) + mybasecolormap = &FullNormalLight; + colormap_to_use = mybasecolormap; + } + else + { + colormap_to_use = basecolormap; + + vis->Style.BaseColormap = basecolormap; + vis->Style.ColormapNum = 0; + } + + // Check for hardware-assisted 2D. If it's available, and this sprite is not + // fuzzy, don't draw it until after the switch to 2D mode. + if (!noaccel && RenderTarget == screen && (DFrameBuffer *)screen->Accel2D) + { + FRenderStyle style = vis->Style.RenderStyle; + style.CheckFuzz(); + if (style.BlendOp != STYLEOP_Fuzz) + { + if (vispsprites.Size() < vispspindex + 1) + vispsprites.Reserve(vispsprites.Size() - vispspindex + 1); + + vispsprites[vispspindex].vis = vis; + vispsprites[vispspindex].basecolormap = colormap_to_use; + vispsprites[vispspindex].x1 = x1; + vispspindex++; + return; + } + } + + R_DrawVisSprite(vis); + } + + void R_DrawRemainingPlayerSprites() + { + for (unsigned int i = 0; i < vispspindex; i++) + { + vissprite_t *vis; + + vis = vispsprites[i].vis; + FDynamicColormap *colormap = vispsprites[i].basecolormap; + bool flip = vis->xiscale < 0; + FSpecialColormap *special = NULL; + PalEntry overlay = 0; + FColormapStyle colormapstyle; + bool usecolormapstyle = false; + + if (vis->Style.BaseColormap >= &SpecialColormaps[0] && + vis->Style.BaseColormap < &SpecialColormaps[SpecialColormaps.Size()]) + { + special = static_cast(vis->Style.BaseColormap); + } + else if (colormap->Color == PalEntry(255, 255, 255) && + colormap->Desaturate == 0) + { + overlay = colormap->Fade; + overlay.a = BYTE(vis->Style.ColormapNum * 255 / NUMCOLORMAPS); + } + else + { + usecolormapstyle = true; + colormapstyle.Color = colormap->Color; + colormapstyle.Fade = colormap->Fade; + colormapstyle.Desaturate = colormap->Desaturate; + colormapstyle.FadeLevel = vis->Style.ColormapNum / float(NUMCOLORMAPS); + } + screen->DrawTexture(vis->pic, + viewwindowx + vispsprites[i].x1, + viewwindowy + viewheight / 2 - vis->texturemid * vis->yscale - 0.5, + DTA_DestWidthF, FIXED2DBL(vis->pic->GetWidth() * vis->xscale), + DTA_DestHeightF, vis->pic->GetHeight() * vis->yscale, + DTA_Translation, TranslationToTable(vis->Translation), + DTA_FlipX, flip, + DTA_TopOffset, 0, + DTA_LeftOffset, 0, + DTA_ClipLeft, viewwindowx, + DTA_ClipTop, viewwindowy, + DTA_ClipRight, viewwindowx + viewwidth, + DTA_ClipBottom, viewwindowy + viewheight, + DTA_AlphaF, vis->Style.Alpha, + DTA_RenderStyle, vis->Style.RenderStyle, + DTA_FillColor, vis->FillColor, + DTA_SpecialColormap, special, + DTA_ColorOverlay, overlay.d, + DTA_ColormapStyle, usecolormapstyle ? &colormapstyle : NULL, + TAG_DONE); + } + + vispspindex = 0; + } +} diff --git a/src/swrenderer/scene/r_playersprite.h b/src/swrenderer/scene/r_playersprite.h new file mode 100644 index 000000000..0fff06796 --- /dev/null +++ b/src/swrenderer/scene/r_playersprite.h @@ -0,0 +1,11 @@ + +#pragma once + +#include "r_visible_sprite.h" + +namespace swrenderer +{ + void R_DrawPlayerSprites(); + void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac); + void R_DrawRemainingPlayerSprites(); +} diff --git a/src/swrenderer/scene/r_things.cpp b/src/swrenderer/scene/r_things.cpp index 4b8725ad1..bfc550ed8 100644 --- a/src/swrenderer/scene/r_things.cpp +++ b/src/swrenderer/scene/r_things.cpp @@ -71,13 +71,10 @@ #include "r_draw_segment.h" #include "r_portal.h" #include "r_particle.h" +#include "r_playersprite.h" #include "swrenderer/r_memory.h" -EXTERN_CVAR(Bool, st_scale) -EXTERN_CVAR(Bool, r_shadercolormaps) EXTERN_CVAR(Int, r_drawfuzz) -EXTERN_CVAR(Bool, r_deathcamera); -EXTERN_CVAR(Bool, r_drawplayersprites) EXTERN_CVAR(Bool, r_drawvoxels) EXTERN_CVAR(Bool, r_blendmethod) @@ -126,17 +123,7 @@ double pspriteyscale; fixed_t sky1scale; // [RH] Sky 1 scale factor fixed_t sky2scale; // [RH] Sky 2 scale factor -// Used to store a psprite's drawing information if it needs to be drawn later. -struct vispsp_t -{ - vissprite_t *vis; - FDynamicColormap *basecolormap; - int x1; -}; -TArray vispsprites; -unsigned int vispspindex; - -static int spriteshade; +int spriteshade; FTexture *WallSpriteTile; @@ -1293,575 +1280,6 @@ void R_AddSprites (sector_t *sec, int lightlevel, int fakeside) } } -// -// R_DrawPSprite -// -void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac) -{ - double tx; - int x1; - int x2; - double sx, sy; - spritedef_t* sprdef; - spriteframe_t* sprframe; - FTextureID picnum; - WORD flip; - FTexture* tex; - vissprite_t* vis; - bool noaccel; - double alpha = owner->Alpha; - static TArray avis; - - if (avis.Size() < vispspindex + 1) - avis.Reserve(avis.Size() - vispspindex + 1); - - // decide which patch to use - if ((unsigned)pspr->GetSprite() >= (unsigned)sprites.Size()) - { - DPrintf(DMSG_ERROR, "R_DrawPSprite: invalid sprite number %i\n", pspr->GetSprite()); - return; - } - sprdef = &sprites[pspr->GetSprite()]; - if (pspr->GetFrame() >= sprdef->numframes) - { - DPrintf(DMSG_ERROR, "R_DrawPSprite: invalid sprite frame %i : %i\n", pspr->GetSprite(), pspr->GetFrame()); - return; - } - sprframe = &SpriteFrames[sprdef->spriteframes + pspr->GetFrame()]; - - picnum = sprframe->Texture[0]; - flip = sprframe->Flip & 1; - tex = TexMan(picnum); - - if (tex->UseType == FTexture::TEX_Null || pspr->RenderStyle == STYLE_None) - return; - - if (pspr->firstTic) - { // Can't interpolate the first tic. - pspr->firstTic = false; - pspr->oldx = pspr->x; - pspr->oldy = pspr->y; - } - - sx = pspr->oldx + (pspr->x - pspr->oldx) * ticfrac; - sy = pspr->oldy + (pspr->y - pspr->oldy) * ticfrac + WEAPON_FUDGE_Y; - - if (pspr->Flags & PSPF_ADDBOB) - { - sx += bobx; - sy += boby; - } - - if (pspr->Flags & PSPF_ADDWEAPON && pspr->GetID() != PSP_WEAPON) - { - sx += wx; - sy += wy; - } - - // calculate edges of the shape - tx = sx - BASEXCENTER; - - tx -= tex->GetScaledLeftOffset(); - x1 = xs_RoundToInt(CenterX + tx * pspritexscale); - - // off the right side - if (x1 > viewwidth) - return; - - tx += tex->GetScaledWidth(); - x2 = xs_RoundToInt(CenterX + tx * pspritexscale); - - // off the left side - if (x2 <= 0) - return; - - // store information in a vissprite - vis = &avis[vispspindex]; - vis->renderflags = owner->renderflags; - vis->floorclip = 0; - - vis->texturemid = (BASEYCENTER - sy) * tex->Scale.Y + tex->TopOffset; - - if (camera->player && (RenderTarget != screen || - viewheight == RenderTarget->GetHeight() || - (RenderTarget->GetWidth() > (BASEXCENTER * 2) && !st_scale))) - { // Adjust PSprite for fullscreen views - AWeapon *weapon = dyn_cast(pspr->GetCaller()); - if (weapon != nullptr && weapon->YAdjust != 0) - { - if (RenderTarget != screen || viewheight == RenderTarget->GetHeight()) - { - vis->texturemid -= weapon->YAdjust; - } - else - { - vis->texturemid -= StatusBar->GetDisplacement() * weapon->YAdjust; - } - } - } - if (pspr->GetID() < PSP_TARGETCENTER) - { // Move the weapon down for 1280x1024. - vis->texturemid -= AspectPspriteOffset(WidescreenRatio); - } - vis->x1 = x1 < 0 ? 0 : x1; - vis->x2 = x2 >= viewwidth ? viewwidth : x2; - vis->xscale = FLOAT2FIXED(pspritexscale / tex->Scale.X); - vis->yscale = float(pspriteyscale / tex->Scale.Y); - vis->Translation = 0; // [RH] Use default colors - vis->pic = tex; - vis->Style.ColormapNum = 0; - - // If flip is used, provided that it's not already flipped (that would just invert itself) - // (It's an XOR...) - if (!(flip) != !(pspr->Flags & PSPF_FLIP)) - { - vis->xiscale = -FLOAT2FIXED(pspritexiscale * tex->Scale.X); - vis->startfrac = (tex->GetWidth() << FRACBITS) - 1; - } - else - { - vis->xiscale = FLOAT2FIXED(pspritexiscale * tex->Scale.X); - vis->startfrac = 0; - } - - if (vis->x1 > x1) - vis->startfrac += vis->xiscale*(vis->x1 - x1); - - noaccel = false; - FDynamicColormap *colormap_to_use = nullptr; - if (pspr->GetID() < PSP_TARGETCENTER) - { - // [MC] Set the render style - - if (pspr->Flags & PSPF_RENDERSTYLE) - { - const int rs = clamp(pspr->RenderStyle, 0, STYLE_Count); - - if (pspr->Flags & PSPF_FORCESTYLE) - { - vis->Style.RenderStyle = LegacyRenderStyles[rs]; - } - else if (owner->RenderStyle == LegacyRenderStyles[STYLE_Fuzzy]) - { - vis->Style.RenderStyle = LegacyRenderStyles[STYLE_Fuzzy]; - } - else if (owner->RenderStyle == LegacyRenderStyles[STYLE_OptFuzzy]) - { - vis->Style.RenderStyle = LegacyRenderStyles[STYLE_OptFuzzy]; - vis->Style.RenderStyle.CheckFuzz(); - } - else if (owner->RenderStyle == LegacyRenderStyles[STYLE_Subtract]) - { - vis->Style.RenderStyle = LegacyRenderStyles[STYLE_Subtract]; - } - else - { - vis->Style.RenderStyle = LegacyRenderStyles[rs]; - } - } - else - { - vis->Style.RenderStyle = owner->RenderStyle; - } - - // Set the alpha based on if using the overlay's own or not. Also adjust - // and override the alpha if not forced. - if (pspr->Flags & PSPF_ALPHA) - { - if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Fuzzy]) - { - alpha = owner->Alpha; - } - else if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_OptFuzzy]) - { - FRenderStyle style = vis->Style.RenderStyle; - style.CheckFuzz(); - switch (style.BlendOp) - { - default: - alpha = pspr->alpha * owner->Alpha; - break; - case STYLEOP_Fuzz: - case STYLEOP_Sub: - alpha = owner->Alpha; - break; - } - - } - else if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Subtract]) - { - alpha = owner->Alpha; - } - else if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Add] || - vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Translucent] || - vis->Style.RenderStyle == LegacyRenderStyles[STYLE_TranslucentStencil] || - vis->Style.RenderStyle == LegacyRenderStyles[STYLE_AddStencil] || - vis->Style.RenderStyle == LegacyRenderStyles[STYLE_AddShaded]) - { - alpha = owner->Alpha * pspr->alpha; - } - else - { - alpha = owner->Alpha; - } - } - - // Should normal renderstyle come out on top at the end and we desire alpha, - // switch it to translucent. Normal never applies any sort of alpha. - if ((pspr->Flags & PSPF_ALPHA) && - vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Normal] && - vis->Style.Alpha < 1.0) - { - vis->Style.RenderStyle = LegacyRenderStyles[STYLE_Translucent]; - alpha = owner->Alpha * pspr->alpha; - } - - // ALWAYS take priority if asked for, except fuzz. Fuzz does absolutely nothing - // no matter what way it's changed. - if (pspr->Flags & PSPF_FORCEALPHA) - { - //Due to lack of != operators... - if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Fuzzy] || - vis->Style.RenderStyle == LegacyRenderStyles[STYLE_SoulTrans] || - vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Stencil]) - { } - else - { - alpha = pspr->alpha; - vis->Style.RenderStyle.Flags |= STYLEF_ForceAlpha; - } - } - vis->Style.Alpha = clamp(float(alpha), 0.f, 1.f); - - // Due to how some of the effects are handled, going to 0 or less causes some - // weirdness to display. There's no point rendering it anyway if it's 0. - if (vis->Style.Alpha <= 0.) - return; - - //----------------------------------------------------------------------------- - - // 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 (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); - } - } - - if (realfixedcolormap != nullptr && (!r_swtruecolor || (r_shadercolormaps && screen->Accel2D))) - { // fixed color - vis->Style.BaseColormap = realfixedcolormap; - vis->Style.ColormapNum = 0; - } - else - { - if (invertcolormap) - { - mybasecolormap = GetSpecialLights(mybasecolormap->Color, mybasecolormap->Fade.InverseColor(), mybasecolormap->Desaturate); - } - if (fixedlightlev >= 0) - { - vis->Style.BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap; - vis->Style.ColormapNum = fixedlightlev >> COLORMAPSHIFT; - } - else if (!foggy && pspr->GetState()->GetFullbright()) - { // full bright - vis->Style.BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap; // [RH] use basecolormap - vis->Style.ColormapNum = 0; - } - else - { // local light - vis->Style.BaseColormap = mybasecolormap; - vis->Style.ColormapNum = GETPALOOKUP(0, spriteshade); - } - } - if (camera->Inventory != nullptr) - { - BYTE oldcolormapnum = vis->Style.ColormapNum; - FSWColormap *oldcolormap = vis->Style.BaseColormap; - camera->Inventory->AlterWeaponSprite (&vis->Style); - if (vis->Style.BaseColormap != oldcolormap || vis->Style.ColormapNum != oldcolormapnum) - { - // The colormap has changed. Is it one we can easily identify? - // If not, then don't bother trying to identify it for - // hardware accelerated drawing. - if (vis->Style.BaseColormap < &SpecialColormaps[0] || - vis->Style.BaseColormap > &SpecialColormaps.Last()) - { - noaccel = true; - } - // Has the basecolormap changed? If so, we can't hardware accelerate it, - // since we don't know what it is anymore. - else if (vis->Style.BaseColormap != mybasecolormap) - { - noaccel = true; - } - } - } - // If we're drawing with a special colormap, but shaders for them are disabled, do - // not accelerate. - if (!r_shadercolormaps && (vis->Style.BaseColormap >= &SpecialColormaps[0] && - vis->Style.BaseColormap <= &SpecialColormaps.Last())) - { - noaccel = true; - } - // If drawing with a BOOM colormap, disable acceleration. - if (mybasecolormap == &NormalLight && NormalLight.Maps != realcolormaps.Maps) - { - noaccel = true; - } - // If the main colormap has fixed lights, and this sprite is being drawn with that - // colormap, disable acceleration so that the lights can remain fixed. - if (!noaccel && realfixedcolormap == nullptr && - NormalLightHasFixedLights && mybasecolormap == &NormalLight && - vis->pic->UseBasePalette()) - { - noaccel = true; - } - // [SP] If emulating GZDoom fullbright, disable acceleration - if (r_fullbrightignoresectorcolor && fixedlightlev >= 0) - mybasecolormap = &FullNormalLight; - if (r_fullbrightignoresectorcolor && !foggy && pspr->GetState()->GetFullbright()) - mybasecolormap = &FullNormalLight; - colormap_to_use = mybasecolormap; - } - else - { - colormap_to_use = basecolormap; - - vis->Style.BaseColormap = basecolormap; - vis->Style.ColormapNum = 0; - } - - // Check for hardware-assisted 2D. If it's available, and this sprite is not - // fuzzy, don't draw it until after the switch to 2D mode. - if (!noaccel && RenderTarget == screen && (DFrameBuffer *)screen->Accel2D) - { - FRenderStyle style = vis->Style.RenderStyle; - style.CheckFuzz(); - if (style.BlendOp != STYLEOP_Fuzz) - { - if (vispsprites.Size() < vispspindex + 1) - vispsprites.Reserve(vispsprites.Size() - vispspindex + 1); - - vispsprites[vispspindex].vis = vis; - vispsprites[vispspindex].basecolormap = colormap_to_use; - vispsprites[vispspindex].x1 = x1; - vispspindex++; - return; - } - } - - R_DrawVisSprite(vis); -} - -//========================================================================== -// -// R_DrawPlayerSprites -// -//========================================================================== - -void R_DrawPlayerSprites () -{ - int i; - int lightnum; - DPSprite* psp; - DPSprite* weapon; - sector_t* sec = NULL; - static sector_t tempsec; - int floorlight, ceilinglight; - F3DFloor *rover; - - if (!r_drawplayersprites || - !camera || - !camera->player || - (players[consoleplayer].cheats & CF_CHASECAM) || - (r_deathcamera && camera->health <= 0)) - return; - - if (fixedlightlev < 0 && viewsector->e && viewsector->e->XFloor.lightlist.Size()) - { - for (i = viewsector->e->XFloor.lightlist.Size() - 1; i >= 0; i--) - { - if (ViewPos.Z <= viewsector->e->XFloor.lightlist[i].plane.Zat0()) - { - rover = viewsector->e->XFloor.lightlist[i].caster; - if (rover) - { - if (rover->flags & FF_DOUBLESHADOW && ViewPos.Z <= rover->bottom.plane->Zat0()) - break; - sec = rover->model; - if (rover->flags & FF_FADEWALLS) - basecolormap = sec->ColorMap; - else - basecolormap = viewsector->e->XFloor.lightlist[i].extra_colormap; - } - break; - } - } - if(!sec) - { - sec = viewsector; - basecolormap = sec->ColorMap; - } - floorlight = ceilinglight = sec->lightlevel; - } - else - { // This used to use camera->Sector but due to interpolation that can be incorrect - // when the interpolated viewpoint is in a different sector than the camera. - sec = R_FakeFlat (viewsector, &tempsec, &floorlight, - &ceilinglight, false); - - // [RH] set basecolormap - basecolormap = sec->ColorMap; - } - - // [RH] set foggy flag - foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); - r_actualextralight = foggy ? 0 : extralight << 4; - - // get light level - lightnum = ((floorlight + ceilinglight) >> 1) + r_actualextralight; - spriteshade = LIGHT2SHADE(lightnum) - 24*FRACUNIT; - - // clip to screen bounds - mfloorclip = screenheightarray; - mceilingclip = zeroarray; - - if (camera->player != NULL) - { - double centerhack = CenterY; - double wx, wy; - float bobx, boby; - - CenterY = viewheight / 2; - - P_BobWeapon (camera->player, &bobx, &boby, r_TicFracF); - - // Interpolate the main weapon layer once so as to be able to add it to other layers. - if ((weapon = camera->player->FindPSprite(PSP_WEAPON)) != nullptr) - { - if (weapon->firstTic) - { - wx = weapon->x; - wy = weapon->y; - } - else - { - wx = weapon->oldx + (weapon->x - weapon->oldx) * r_TicFracF; - wy = weapon->oldy + (weapon->y - weapon->oldy) * r_TicFracF; - } - } - else - { - wx = 0; - wy = 0; - } - - // add all active psprites - psp = camera->player->psprites; - while (psp) - { - // [RH] Don't draw the targeter's crosshair if the player already has a crosshair set. - // It's possible this psprite's caller is now null but the layer itself hasn't been destroyed - // because it didn't tick yet (if we typed 'take all' while in the console for example). - // In this case let's simply not draw it to avoid crashing. - - if ((psp->GetID() != PSP_TARGETCENTER || CrosshairImage == nullptr) && psp->GetCaller() != nullptr) - { - R_DrawPSprite(psp, camera, bobx, boby, wx, wy, r_TicFracF); - } - - psp = psp->GetNext(); - } - - CenterY = centerhack; - } -} - -//========================================================================== -// -// R_DrawRemainingPlayerSprites -// -// Called from D_Display to draw sprites that were not drawn by -// R_DrawPlayerSprites(). -// -//========================================================================== - -void R_DrawRemainingPlayerSprites() -{ - for (unsigned int i = 0; i < vispspindex; i++) - { - vissprite_t *vis; - - vis = vispsprites[i].vis; - FDynamicColormap *colormap = vispsprites[i].basecolormap; - bool flip = vis->xiscale < 0; - FSpecialColormap *special = NULL; - PalEntry overlay = 0; - FColormapStyle colormapstyle; - bool usecolormapstyle = false; - - if (vis->Style.BaseColormap >= &SpecialColormaps[0] && - vis->Style.BaseColormap < &SpecialColormaps[SpecialColormaps.Size()]) - { - special = static_cast(vis->Style.BaseColormap); - } - else if (colormap->Color == PalEntry(255,255,255) && - colormap->Desaturate == 0) - { - overlay = colormap->Fade; - overlay.a = BYTE(vis->Style.ColormapNum * 255 / NUMCOLORMAPS); - } - else - { - usecolormapstyle = true; - colormapstyle.Color = colormap->Color; - colormapstyle.Fade = colormap->Fade; - colormapstyle.Desaturate = colormap->Desaturate; - colormapstyle.FadeLevel = vis->Style.ColormapNum / float(NUMCOLORMAPS); - } - screen->DrawTexture(vis->pic, - viewwindowx + vispsprites[i].x1, - viewwindowy + viewheight/2 - vis->texturemid * vis->yscale - 0.5, - DTA_DestWidthF, FIXED2DBL(vis->pic->GetWidth() * vis->xscale), - DTA_DestHeightF, vis->pic->GetHeight() * vis->yscale, - DTA_Translation, TranslationToTable(vis->Translation), - DTA_FlipX, flip, - DTA_TopOffset, 0, - DTA_LeftOffset, 0, - DTA_ClipLeft, viewwindowx, - DTA_ClipTop, viewwindowy, - DTA_ClipRight, viewwindowx + viewwidth, - DTA_ClipBottom, viewwindowy + viewheight, - DTA_AlphaF, vis->Style.Alpha, - DTA_RenderStyle, vis->Style.RenderStyle, - DTA_FillColor, vis->FillColor, - DTA_SpecialColormap, special, - DTA_ColorOverlay, overlay.d, - DTA_ColormapStyle, usecolormapstyle ? &colormapstyle : NULL, - TAG_DONE); - } - - vispspindex = 0; -} // // R_SortVisSprites @@ -2592,7 +2010,7 @@ void R_DrawMasked (void) R_3D_DeleteHeights(); fake3D = 0; } - R_DrawPlayerSprites (); + R_DrawPlayerSprites(); } extern double BaseYaspectMul;; diff --git a/src/swrenderer/scene/r_things.h b/src/swrenderer/scene/r_things.h index 0e562a204..a110b355c 100644 --- a/src/swrenderer/scene/r_things.h +++ b/src/swrenderer/scene/r_things.h @@ -55,6 +55,8 @@ extern double pspriteyscale; extern FTexture *WallSpriteTile; +extern int spriteshade; + bool R_ClipSpriteColumnWithPortals(vissprite_t* spr); void R_DrawMaskedColumn (FTexture *texture, fixed_t column, bool unmasked = false); @@ -66,13 +68,13 @@ void R_AddSprites (sector_t *sec, int lightlevel, int fakeside); void R_DrawSprites (); void R_ClearSprites (); void R_DrawMasked (); -void R_DrawRemainingPlayerSprites (); void R_CheckOffscreenBuffer(int width, int height, bool spansonly); enum { DVF_OFFSCREEN = 1, DVF_SPANSONLY = 2, DVF_MIRRORED = 4 }; void R_ClipVisSprite (vissprite_t *vis, int xl, int xh); +void R_DrawVisSprite(vissprite_t *vis); }