/* ** Handling drawing a player sprite ** Copyright (c) 2016 Magnus Norddahl ** ** This software is provided 'as-is', without any express or implied ** warranty. In no event will the authors be held liable for any damages ** arising from the use of this software. ** ** Permission is granted to anyone to use this software for any purpose, ** including commercial applications, and to alter it and redistribute it ** freely, subject to the following restrictions: ** ** 1. The origin of this software must not be misrepresented; you must not ** claim that you wrote the original software. If you use this software ** in a product, an acknowledgment in the product documentation would be ** appreciated but is not required. ** 2. Altered source versions must be plainly marked as such, and must not be ** misrepresented as being the original software. ** 3. This notice may not be removed or altered from any source distribution. ** */ #include #include "templates.h" #include "doomdef.h" #include "sbar.h" #include "r_data/r_translate.h" #include "poly_playersprite.h" #include "polyrenderer/poly_renderer.h" #include "d_player.h" #include "polyrenderer/scene/poly_light.h" EXTERN_CVAR(Bool, r_drawplayersprites) EXTERN_CVAR(Bool, r_deathcamera) EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor) EXTERN_CVAR(Bool, r_shadercolormaps) void RenderPolyPlayerSprites::Render() { // This code cannot be moved directly to RenderRemainingSprites because the engine // draws the canvas textures between this call and the final call to RenderRemainingSprites.. const auto &viewpoint = PolyRenderer::Instance()->Viewpoint; int i; int lightnum; DPSprite* psp; DPSprite* weapon; sector_t* sec = nullptr; int floorlight, ceilinglight; F3DFloor *rover; if (!r_drawplayersprites || !viewpoint.camera || !viewpoint.camera->player || (players[consoleplayer].cheats & CF_CHASECAM) || (r_deathcamera && viewpoint.camera->health <= 0)) return; FDynamicColormap *basecolormap; PolyCameraLight *cameraLight = PolyCameraLight::Instance(); if (cameraLight->FixedLightLevel() < 0 && viewpoint.sector->e && viewpoint.sector->e->XFloor.lightlist.Size()) { for (i = viewpoint.sector->e->XFloor.lightlist.Size() - 1; i >= 0; i--) { if (viewpoint.Pos.Z <= viewpoint.sector->e->XFloor.lightlist[i].plane.Zat0()) { rover = viewpoint.sector->e->XFloor.lightlist[i].caster; if (rover) { if (rover->flags & FF_DOUBLESHADOW && viewpoint.Pos.Z <= rover->bottom.plane->Zat0()) break; sec = rover->model; if (rover->flags & FF_FADEWALLS) basecolormap = GetColorTable(sec->Colormap, sec->SpecialColors[sector_t::sprites], true); else basecolormap = GetColorTable(viewpoint.sector->e->XFloor.lightlist[i].extra_colormap, sec->SpecialColors[sector_t::sprites], true); } break; } } if (!sec) { sec = viewpoint.sector; basecolormap = GetColorTable(sec->Colormap, sec->SpecialColors[sector_t::sprites], true); } 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 = FakeFlat(viewpoint.sector, &tempsec, &floorlight, &ceilinglight, nullptr, 0, 0, 0, 0); // Softpoly has no FakeFlat (its FAKE! Everything is FAKE in Doom. Sigh. Might as well call it FooFlat!) sec = viewpoint.camera->Sector; floorlight = ceilinglight = sec->lightlevel; // [RH] set basecolormap basecolormap = GetColorTable(sec->Colormap, sec->SpecialColors[sector_t::sprites], true); } // [RH] set foggy flag bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // get light level lightnum = ((floorlight + ceilinglight) >> 1) + (foggy ? 0 : viewpoint.extralight << 4); int spriteshade = LightLevelToShade(lightnum, foggy) - 24 * FRACUNIT; if (viewpoint.camera->player != nullptr) { double wx, wy; float bobx, boby; P_BobWeapon(viewpoint.camera->player, &bobx, &boby, viewpoint.TicFrac); // Interpolate the main weapon layer once so as to be able to add it to other layers. if ((weapon = viewpoint.camera->player->FindPSprite(PSP_WEAPON)) != nullptr) { if (weapon->firstTic) { wx = weapon->x; wy = weapon->y; } else { wx = weapon->oldx + (weapon->x - weapon->oldx) * viewpoint.TicFrac; wy = weapon->oldy + (weapon->y - weapon->oldy) * viewpoint.TicFrac; } } else { wx = 0; wy = 0; } // add all active psprites psp = viewpoint.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) { RenderSprite(psp, viewpoint.camera, bobx, boby, wx, wy, viewpoint.TicFrac, spriteshade, basecolormap, foggy); } psp = psp->GetNext(); } } } void RenderPolyPlayerSprites::RenderRemainingSprites() { for (const PolyHWAccelPlayerSprite &sprite : AcceleratedSprites) { screen->DrawTexture(sprite.pic, viewwindowx + sprite.x1, viewwindowy + viewheight / 2 - sprite.texturemid * sprite.yscale - 0.5, DTA_DestWidthF, FIXED2DBL(sprite.pic->GetWidth() * sprite.xscale), DTA_DestHeightF, sprite.pic->GetHeight() * sprite.yscale, DTA_TranslationIndex, sprite.Translation, DTA_FlipX, sprite.flip, DTA_TopOffset, 0, DTA_LeftOffset, 0, DTA_ClipLeft, viewwindowx, DTA_ClipTop, viewwindowy, DTA_ClipRight, viewwindowx + viewwidth, DTA_ClipBottom, viewwindowy + viewheight, DTA_Alpha, sprite.Alpha, DTA_RenderStyle, sprite.RenderStyle, DTA_FillColor, sprite.FillColor, DTA_SpecialColormap, sprite.special, DTA_ColorOverlay, sprite.overlay.d, DTA_ColormapStyle, sprite.usecolormapstyle ? &sprite.colormapstyle : nullptr, TAG_DONE); } AcceleratedSprites.Clear(); } void RenderPolyPlayerSprites::RenderSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac, int spriteshade, FDynamicColormap *basecolormap, bool foggy) { double tx; int x1; int x2; double sx, sy; spritedef_t* sprdef; spriteframe_t* sprframe; FTextureID picnum; uint16_t flip; FTexture* tex; bool noaccel; double alpha = owner->Alpha; // 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; } const auto &viewpoint = PolyRenderer::Instance()->Viewpoint; const auto &viewwindow = PolyRenderer::Instance()->Viewwindow; DCanvas *renderTarget = PolyRenderer::Instance()->RenderTarget; 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; } double yaspectMul = 1.2;// 320.0 * SCREENHEIGHT / (r_Yaspect * SCREENWIDTH); double pspritexscale = viewwindow.centerxwide / 160.0; double pspriteyscale = pspritexscale * yaspectMul; double pspritexiscale = 1 / pspritexscale; // calculate edges of the shape tx = sx - BASEXCENTER; tx -= tex->GetScaledLeftOffset(); x1 = xs_RoundToInt(viewwindow.centerx + tx * pspritexscale); // off the right side if (x1 > viewwidth) return; tx += tex->GetScaledWidth(); x2 = xs_RoundToInt(viewwindow.centerx + tx * pspritexscale); // off the left side if (x2 <= 0) return; // store information in a vissprite PolyNoAccelPlayerSprite vis; vis.renderflags = owner->renderflags; vis.texturemid = (BASEYCENTER - sy) * tex->Scale.Y + tex->TopOffset; if (viewpoint.camera->player && (renderTarget != screen || viewheight == renderTarget->GetHeight() || (renderTarget->GetWidth() > (BASEXCENTER * 2)))) { // 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(viewwindow.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.pic = tex; // 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.RenderStyle = LegacyRenderStyles[rs]; } else if (owner->RenderStyle == LegacyRenderStyles[STYLE_Fuzzy]) { vis.RenderStyle = LegacyRenderStyles[STYLE_Fuzzy]; } else if (owner->RenderStyle == LegacyRenderStyles[STYLE_OptFuzzy]) { vis.RenderStyle = LegacyRenderStyles[STYLE_OptFuzzy]; vis.RenderStyle.CheckFuzz(); } else if (owner->RenderStyle == LegacyRenderStyles[STYLE_Subtract]) { vis.RenderStyle = LegacyRenderStyles[STYLE_Subtract]; } else { vis.RenderStyle = LegacyRenderStyles[rs]; } } else { vis.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.RenderStyle == LegacyRenderStyles[STYLE_Fuzzy]) { alpha = owner->Alpha; } else if (vis.RenderStyle == LegacyRenderStyles[STYLE_OptFuzzy]) { FRenderStyle style = vis.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.RenderStyle == LegacyRenderStyles[STYLE_Subtract]) { alpha = owner->Alpha; } else if (vis.RenderStyle == LegacyRenderStyles[STYLE_Add] || vis.RenderStyle == LegacyRenderStyles[STYLE_Translucent] || vis.RenderStyle == LegacyRenderStyles[STYLE_TranslucentStencil] || vis.RenderStyle == LegacyRenderStyles[STYLE_AddStencil] || vis.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.RenderStyle == LegacyRenderStyles[STYLE_Normal] && vis.Alpha < 1.0) { vis.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.RenderStyle == LegacyRenderStyles[STYLE_Fuzzy] || vis.RenderStyle == LegacyRenderStyles[STYLE_SoulTrans] || vis.RenderStyle == LegacyRenderStyles[STYLE_Stencil]) { } else { alpha = pspr->alpha; vis.RenderStyle.Flags |= STYLEF_ForceAlpha; } } vis.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.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. bool invertcolormap = (vis.RenderStyle.Flags & STYLEF_InvertOverlay) != 0; if (vis.RenderStyle.Flags & STYLEF_InvertSource) { invertcolormap = !invertcolormap; } bool fullbright = !foggy && pspr->GetState()->GetFullbright(); bool fadeToBlack = (vis.RenderStyle.Flags & STYLEF_FadeToBlack) != 0; vis.Light.SetColormap(0, spriteshade, basecolormap, fullbright, invertcolormap, fadeToBlack); colormap_to_use = (FDynamicColormap*)vis.Light.BaseColormap; if (viewpoint.camera->Inventory != nullptr) { visstyle_t visstyle; visstyle.Alpha = vis.Alpha; visstyle.RenderStyle = STYLE_Count; visstyle.Invert = false; viewpoint.camera->Inventory->AlterWeaponSprite(&visstyle); vis.Alpha = visstyle.Alpha; if (visstyle.RenderStyle != STYLE_Count) { vis.RenderStyle = visstyle.RenderStyle; } if (visstyle.Invert) { vis.Light.BaseColormap = &SpecialSWColormaps[INVERSECOLORMAP]; vis.Light.ColormapNum = 0; noaccel = true; } } // If we're drawing with a special colormap, but shaders for them are disabled, do // not accelerate. if (!r_shadercolormaps && (vis.Light.BaseColormap >= &SpecialSWColormaps[0] && vis.Light.BaseColormap <= &SpecialSWColormaps.Last())) { noaccel = true; } // If drawing with a BOOM colormap, disable acceleration. if (vis.Light.BaseColormap == &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. PolyCameraLight *cameraLight = PolyCameraLight::Instance(); if (!noaccel && cameraLight->ShaderColormap() == nullptr && NormalLightHasFixedLights && vis.Light.BaseColormap == &NormalLight && vis.pic->UseBasePalette()) { noaccel = true; } } else { colormap_to_use = basecolormap; vis.Light.BaseColormap = basecolormap; vis.Light.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.RenderStyle; style.CheckFuzz(); if (style.BlendOp != STYLEOP_Fuzz) { PolyHWAccelPlayerSprite accelSprite; accelSprite.pic = vis.pic; accelSprite.texturemid = vis.texturemid; accelSprite.yscale = vis.yscale; accelSprite.xscale = vis.xscale; accelSprite.Alpha = vis.Alpha; accelSprite.RenderStyle = vis.RenderStyle; accelSprite.Translation = vis.Translation; accelSprite.FillColor = vis.FillColor; accelSprite.basecolormap = colormap_to_use; accelSprite.x1 = x1; accelSprite.flip = vis.xiscale < 0; if (vis.Light.BaseColormap >= &SpecialSWColormaps[0] && vis.Light.BaseColormap < &SpecialSWColormaps[SpecialColormaps.Size()]) { accelSprite.special = &SpecialColormaps[vis.Light.BaseColormap - &SpecialSWColormaps[0]]; } else if (PolyCameraLight::Instance()->ShaderColormap()) { accelSprite.special = PolyCameraLight::Instance()->ShaderColormap(); } else if (colormap_to_use->Color == PalEntry(255, 255, 255) && colormap_to_use->Desaturate == 0) { accelSprite.overlay = colormap_to_use->Fade; accelSprite.overlay.a = uint8_t(vis.Light.ColormapNum * 255 / NUMCOLORMAPS); } else { accelSprite.usecolormapstyle = true; accelSprite.colormapstyle.Color = colormap_to_use->Color; accelSprite.colormapstyle.Fade = colormap_to_use->Fade; accelSprite.colormapstyle.Desaturate = colormap_to_use->Desaturate; accelSprite.colormapstyle.FadeLevel = vis.Light.ColormapNum / float(NUMCOLORMAPS); } AcceleratedSprites.Push(accelSprite); return; } } vis.Render(); } fixed_t RenderPolyPlayerSprites::LightLevelToShade(int lightlevel, bool foggy) { bool nolightfade = !foggy && ((level.flags3 & LEVEL3_NOLIGHTFADE)); if (nolightfade) { return (MAX(255 - lightlevel, 0) * NUMCOLORMAPS) << (FRACBITS - 8); } else { // Convert a light level into an unbounded colormap index (shade). Result is // fixed point. Why the +12? I wish I knew, but experimentation indicates it // is necessary in order to best reproduce Doom's original lighting. return (NUMCOLORMAPS * 2 * FRACUNIT) - ((lightlevel + 12) * (FRACUNIT*NUMCOLORMAPS / 128)); } } ///////////////////////////////////////////////////////////////////////// void PolyNoAccelPlayerSprite::Render() { if (xscale == 0 || fabs(yscale) < (1.0f / 32000.0f)) { // scaled to 0; can't see return; } RectDrawArgs args; args.SetStyle(RenderStyle, Alpha, FillColor, Translation, pic, false); args.SetLight(Light.BaseColormap, 255 - (Light.ColormapNum << 3)); double centerY = viewheight / 2; double y1, y2; if (renderflags & RF_YFLIP) { y1 = centerY + (texturemid - pic->GetHeight()) * (-yscale); y2 = y1 + pic->GetHeight() * (-yscale); } else { y1 = centerY - texturemid * yscale; y2 = y1 + pic->GetHeight() * yscale; } args.Draw(x1, x2, y1, y2, 0.0f, 1.0f, 0.0f, 1.0f); } ///////////////////////////////////////////////////////////////////////////// void PolyColormapLight::SetColormap(double visibility, int shade, FDynamicColormap *basecolormap, bool fullbright, bool invertColormap, bool fadeToBlack) { if (fadeToBlack) { if (invertColormap) // Fade to white { basecolormap = GetSpecialLights(basecolormap->Color, MAKERGB(255, 255, 255), basecolormap->Desaturate); invertColormap = false; } else // Fade to black { basecolormap = GetSpecialLights(basecolormap->Color, MAKERGB(0, 0, 0), basecolormap->Desaturate); } } if (invertColormap) { basecolormap = GetSpecialLights(basecolormap->Color, basecolormap->Fade.InverseColor(), basecolormap->Desaturate); } PolyCameraLight *cameraLight = PolyCameraLight::Instance(); if (cameraLight->FixedColormap()) { BaseColormap = cameraLight->FixedColormap(); ColormapNum = 0; } else if (cameraLight->FixedLightLevel() >= 0) { BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap; ColormapNum = cameraLight->FixedLightLevel() >> COLORMAPSHIFT; } else if (fullbright) { BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap; ColormapNum = 0; } else { BaseColormap = basecolormap; ColormapNum = GETPALOOKUP(visibility, shade); } }