// // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // #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/things/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 "swrenderer/scene/r_bsp.h" #include "swrenderer/scene/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 "swrenderer/segments/r_drawsegment.h" #include "swrenderer/scene/r_portal.h" #include "swrenderer/things/r_sprite.h" #include "swrenderer/r_memory.h" #include "g_levellocals.h" EXTERN_CVAR(Bool, st_scale) EXTERN_CVAR(Bool, r_drawplayersprites) EXTERN_CVAR(Bool, r_deathcamera) EXTERN_CVAR(Bool, r_shadercolormaps) EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor) 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; double pspritexscale; double pspritexiscale; double pspriteyscale; } void R_SetupPlayerSpriteScale() { pspritexscale = centerxwide / 160.0; pspriteyscale = pspritexscale * YaspectMul; pspritexiscale = 1 / pspritexscale; } 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 = RenderBSP::Instance()->FakeFlat(viewsector, &tempsec, &floorlight, &ceilinglight, nullptr, 0, 0, 0, 0); // [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; int spriteshade = LIGHT2SHADE(lightnum) - 24 * FRACUNIT; 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, spriteshade); } psp = psp->GetNext(); } CenterY = centerhack; } } void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac, int spriteshade) { 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; } } // clip to screen bounds short *mfloorclip = screenheightarray; short *mceilingclip = zeroarray; R_DrawVisSprite(vis, mfloorclip, mceilingclip); } 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; } }