mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-01 08:31:45 +00:00
- removed several unneeded GL headers from the software renderer's sources.
- consolidated the code to calculate a sprite's display angle for all 3 renderers. As it turned out, they all differed in their feature support because they had always been updated independently by different people.
This commit is contained in:
parent
005e6871f9
commit
b529b1e3a7
20 changed files with 100 additions and 103 deletions
14
src/actor.h
14
src/actor.h
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@ -1324,6 +1324,20 @@ public:
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result.Roll = PrevAngles.Roll + deltaangle(PrevAngles.Roll, Angles.Roll) * ticFrac;
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return result;
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}
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DAngle GetSpriteAngle(DAngle viewangle, double ticFrac)
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{
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if (flags7 & MF7_SPRITEANGLE)
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{
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return SpriteAngle;
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}
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else
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{
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DAngle thisang;
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if (renderflags & RF_INTERPOLATEANGLES) thisang = PrevAngles.Yaw + deltaangle(PrevAngles.Yaw, Angles.Yaw) * ticFrac;
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else thisang = Angles.Yaw;
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return viewangle - (thisang + SpriteRotation);
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}
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}
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DVector3 PosPlusZ(double zadd) const
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{
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return { X(), Y(), Z() + zadd };
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@ -72,16 +72,13 @@
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#include "doomstat.h"
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#include "serializer.h"
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#include "g_levellocals.h"
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#include "a_dynlight.h"
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#include "actorinlines.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/data/gl_data.h"
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#include "gl/dynlights/gl_dynlight.h"
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#include "gl/utility/gl_convert.h"
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#include "gl/utility/gl_templates.h"
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#include "c_cvars.h"
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#include "gl/system//gl_interface.h"
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EXTERN_CVAR(Int, vid_renderer)
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CUSTOM_CVAR (Bool, gl_lights, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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{
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@ -168,7 +165,7 @@ void ADynamicLight::BeginPlay()
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specialf1 = DAngle(double(SpawnAngle)).Normalized360().Degrees;
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visibletoplayer = true;
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if (gl.legacyMode && (flags4 & MF4_ATTENUATE))
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if (vid_renderer == 1 && gl.legacyMode && (flags4 & MF4_ATTENUATE))
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{
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args[LIGHT_INTENSITY] = args[LIGHT_INTENSITY] * 2 / 3;
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args[LIGHT_SECONDARY_INTENSITY] = args[LIGHT_SECONDARY_INTENSITY] * 2 / 3;
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@ -793,7 +790,7 @@ CCMD(listlights)
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if (dl->target)
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{
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FTextureID spr = gl_GetSpriteFrame(dl->target->sprite, dl->target->frame, 0, 0, NULL);
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FTextureID spr = sprites[dl->target->sprite].GetSpriteFrame(dl->target->frame, 0, 0., nullptr);
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Printf(", frame = %s ", TexMan[spr]->Name.GetChars());
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}
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@ -333,42 +333,6 @@ CCMD(gl_resetmap)
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}
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//===========================================================================
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//
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// Gets the texture index for a sprite frame
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//
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//===========================================================================
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FTextureID gl_GetSpriteFrame(unsigned sprite, int frame, int rot, angle_t ang, bool *mirror)
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{
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spritedef_t *sprdef = &sprites[sprite];
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if (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 FNullTextureID();
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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 + frame];
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if (rot==-1)
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{
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if (sprframe->Texture[0] == sprframe->Texture[1])
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{
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rot = (ang + (angle_t)(ANGLE_90/4)*9) >> 28;
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}
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else
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{
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rot = (ang + (angle_t)(ANGLE_90/4)*9-(angle_t)(ANGLE_180/16)) >> 28;
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}
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}
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if (mirror) *mirror = !!(sprframe->Flip&(1<<rot));
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return sprframe->Texture[rot];
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}
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}
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//==========================================================================
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//
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// Recalculate all heights affecting this vertex.
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@ -36,7 +36,6 @@ inline int getExtraLight()
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}
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void gl_RecalcVertexHeights(vertex_t * v);
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FTextureID gl_GetSpriteFrame(unsigned sprite, int frame, int rot, angle_t ang, bool *mirror);
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struct GLSectorStackPortal;
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@ -785,18 +785,22 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
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patch = thing->picnum;
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mirror = false;
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}
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else if (thing->flags7 & MF7_SPRITEANGLE)
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else
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{
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patch = gl_GetSpriteFrame(spritenum, thing->frame, -1, (thing->SpriteAngle).BAMs(), &mirror);
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}
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else if (!(thing->renderflags & RF_FLATSPRITE))
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DAngle sprangle;
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int rot;
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if (!(thing->renderflags & RF_FLATSPRITE))
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{
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patch = gl_GetSpriteFrame(spritenum, thing->frame, -1, (ang - (Angles.Yaw + thing->SpriteRotation)).BAMs(), &mirror);
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sprangle = thing->GetSpriteAngle(ang, r_viewpoint.TicFrac);
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rot = -1;
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}
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else
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{
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// Flat sprites cannot rotate in a predictable manner.
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patch = gl_GetSpriteFrame(spritenum, thing->frame, 0, 0, &mirror);
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sprangle = 0.;
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rot = 0;
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}
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patch = sprites[spritenum].GetSpriteFrame(thing->frame, rot, sprangle, &mirror);
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}
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if (!patch.isValid()) return;
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@ -82,7 +82,7 @@ void GLSceneDrawer::DrawPSprite (player_t * player,DPSprite *psp, float sx, floa
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// decide which patch to use
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bool mirror;
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FTextureID lump = gl_GetSpriteFrame(psp->GetSprite(), psp->GetFrame(), 0, 0, &mirror);
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FTextureID lump = sprites[psp->GetSprite()].GetSpriteFrame(psp->GetFrame(), 0, 0., &mirror);
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if (!lump.isValid()) return;
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FMaterial * tex = FMaterial::ValidateTexture(lump, true, false);
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@ -172,7 +172,7 @@ static bool isBright(DPSprite *psp)
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if (psp != nullptr && psp->GetState() != nullptr)
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{
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bool disablefullbright = false;
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FTextureID lump = gl_GetSpriteFrame(psp->GetSprite(), psp->GetFrame(), 0, 0, NULL);
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FTextureID lump = sprites[psp->GetSprite()].GetSpriteFrame(psp->GetFrame(), 0, 0., nullptr);
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if (lump.isValid())
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{
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FMaterial * tex = FMaterial::ValidateTexture(lump, false, false);
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@ -376,6 +376,10 @@ FTexture *RenderPolySprite::GetSpriteTexture(AActor *thing, /*out*/ bool &flipX)
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{
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const auto &viewpoint = PolyRenderer::Instance()->Thread.Viewport->viewpoint;
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flipX = false;
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if (thing->renderflags & RF_FLATSPRITE)
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return nullptr; // do not draw flat sprites.
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if (thing->picnum.isValid())
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{
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FTexture *tex = TexMan(thing->picnum);
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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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DVector3 pos = thing->InterpolatedPosition(viewpoint.TicFrac);
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pos.Z += thing->GetBobOffset(viewpoint.TicFrac);
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DAngle ang = (pos - viewpoint.Pos).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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rot = (ang - thing->Angles.Yaw + 45.0 / 2 * 9).BAMs() >> 28;
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}
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else
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{
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rot = (ang - thing->Angles.Yaw + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
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}
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flipX = (sprframe->Flip & (1 << rot)) != 0;
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return TexMan[sprframe->Texture[rot]]; // Do not animate the rotation
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DAngle sprangle = thing->GetSpriteAngle((pos - viewpoint.Pos).Angle(), viewpoint.TicFrac);
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FTextureID tex = sprdef->GetSpriteFrame(thing->frame, -1, sprangle, &flipX);
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if (!tex.isValid()) return nullptr;
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return TexMan[tex];
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}
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}
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}
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@ -35,6 +35,39 @@ uint8_t OtherGameSkinRemap[256];
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PalEntry OtherGameSkinPalette[256];
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//===========================================================================
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//
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// Gets the texture index for a sprite frame
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//
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//===========================================================================
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FTextureID spritedef_t::GetSpriteFrame(int frame, int rot, DAngle ang, bool *mirror)
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{
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if ((unsigned)frame >= 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 FNullTextureID();
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}
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else
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{
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// choose a different rotation based on player view
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spriteframe_t *sprframe = &SpriteFrames[spriteframes + frame];
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if (rot == -1)
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{
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if (sprframe->Texture[0] == sprframe->Texture[1])
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{
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rot = (ang + 45.0 / 2 * 9).BAMs() >> 28;
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}
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else
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{
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rot = (ang + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
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}
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}
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if (mirror) *mirror = !!(sprframe->Flip&(1 << rot));
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return sprframe->Texture[rot];
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}
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}
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//
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// R_InstallSpriteLump
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@ -36,6 +36,8 @@ struct spritedef_t
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};
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uint8_t numframes;
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uint16_t spriteframes;
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FTextureID GetSpriteFrame(int frame, int rot, DAngle ang, bool *mirror);
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};
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extern TArray<spriteframe_t> SpriteFrames;
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@ -36,7 +36,7 @@
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#include "v_palette.h"
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#include "r_data/colormaps.h"
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#include "r_draw_rgba.h"
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#include "gl/data/gl_matrix.h"
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//#include "gl/data/gl_matrix.h"
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#include "swrenderer/viewport/r_viewport.h"
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#include "swrenderer/scene/r_light.h"
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#ifdef NO_SSE
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@ -28,7 +28,7 @@
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#include "g_level.h"
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#include "v_palette.h"
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#include "r_data/colormaps.h"
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#include "gl/dynlights/gl_dynlight.h"
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#include "a_dynlight.h"
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#include "swrenderer/drawers/r_draw_rgba.h"
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#include "swrenderer/scene/r_opaque_pass.h"
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#include "swrenderer/scene/r_3dfloors.h"
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@ -28,7 +28,7 @@
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#include "r_walldraw.h"
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#include "v_palette.h"
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#include "r_data/colormaps.h"
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#include "gl/dynlights/gl_dynlight.h"
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#include "a_dynlight.h"
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#include "swrenderer/drawers/r_draw.h"
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#include "swrenderer/segments/r_drawsegment.h"
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#include "swrenderer/scene/r_opaque_pass.h"
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@ -33,7 +33,7 @@
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#include "v_palette.h"
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#include "r_data/colormaps.h"
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#include "swrenderer/drawers/r_draw_rgba.h"
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#include "gl/dynlights/gl_dynlight.h"
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#include "a_dynlight.h"
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#include "swrenderer/segments/r_clipsegment.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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@ -27,7 +27,7 @@
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#include "cmdlib.h"
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#include "d_net.h"
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#include "g_level.h"
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#include "gl/dynlights/gl_dynlight.h"
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#include "a_dynlight.h"
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#include "swrenderer/plane/r_visibleplane.h"
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#include "swrenderer/plane/r_planerenderer.h"
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@ -32,7 +32,7 @@
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#include "v_palette.h"
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#include "r_data/colormaps.h"
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#include "swrenderer/drawers/r_draw_rgba.h"
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#include "gl/dynlights/gl_dynlight.h"
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#include "a_dynlight.h"
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#include "swrenderer/segments/r_clipsegment.h"
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#include "swrenderer/segments/r_drawsegment.h"
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#include "swrenderer/line/r_wallsetup.h"
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@ -33,7 +33,7 @@
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#include "v_palette.h"
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#include "r_data/colormaps.h"
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#include "swrenderer/drawers/r_draw_rgba.h"
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#include "gl/dynlights/gl_dynlight.h"
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#include "a_dynlight.h"
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#include "swrenderer/segments/r_clipsegment.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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@ -27,7 +27,7 @@
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#include "cmdlib.h"
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#include "d_net.h"
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#include "g_level.h"
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#include "gl/dynlights/gl_dynlight.h"
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#include "a_dynlight.h"
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#include "swrenderer/r_memory.h"
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#include "swrenderer/r_renderthread.h"
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#include "swrenderer/scene/r_opaque_pass.h"
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@ -27,7 +27,7 @@
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#include "cmdlib.h"
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#include "d_net.h"
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#include "g_level.h"
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#include "gl/dynlights/gl_dynlight.h"
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#include "a_dynlight.h"
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#include "swrenderer/r_memory.h"
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#include "swrenderer/scene/r_opaque_pass.h"
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#include "swrenderer/scene/r_3dfloors.h"
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@ -997,34 +997,20 @@ namespace swrenderer
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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 - Thread->Viewport->viewpoint.Pos).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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auto &viewpoint = Thread->Viewport->viewpoint;
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DAngle sprangle = thing->GetSpriteAngle((sprite.pos - viewpoint.Pos).Angle(), viewpoint.TicFrac);
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bool flipX;
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FTextureID tex = sprdef->GetSpriteFrame(thing->frame, -1, sprangle, &flipX);
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if (!tex.isValid()) return false;
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if (flipX)
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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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sprite.tex = TexMan[tex]; // 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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sprite.voxel = SpriteFrames[sprdef->spriteframes + thing->frame].Voxel;
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}
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}
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@ -56,7 +56,7 @@
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#include "swrenderer/viewport/r_viewport.h"
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#include "swrenderer/r_memory.h"
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#include "swrenderer/r_renderthread.h"
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#include "gl/dynlights/gl_dynlight.h"
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#include "a_dynlight.h"
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EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor)
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EXTERN_CVAR(Bool, gl_light_sprites)
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