// //--------------------------------------------------------------------------- // // Copyright(C) 2000-2016 Christoph Oelckers // All rights reserved. // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Lesser General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //-------------------------------------------------------------------------- // /* ** hw_weapon.cpp ** Weapon sprite utilities ** */ #include "sbar.h" #include "r_utility.h" #include "v_video.h" #include "doomstat.h" #include "d_player.h" #include "g_levellocals.h" #include "r_data/models/models.h" #include "hw_weapon.h" #include "hw_fakeflat.h" #include "hwrenderer/dynlights/hw_dynlightdata.h" #include "hwrenderer/textures/hw_material.h" #include "hwrenderer/utility/hw_lighting.h" #include "hwrenderer/utility/hw_cvars.h" #include "hwrenderer/scene/hw_drawinfo.h" #include "hwrenderer/scene/hw_drawstructs.h" #include "hwrenderer/data/flatvertices.h" EXTERN_CVAR(Float, transsouls) EXTERN_CVAR(Int, gl_fuzztype) EXTERN_CVAR(Bool, r_drawplayersprites) EXTERN_CVAR(Bool, r_deathcamera) //========================================================================== // // // //========================================================================== static bool isBright(DPSprite *psp) { if (psp != nullptr && psp->GetState() != nullptr) { bool disablefullbright = false; FTextureID lump = sprites[psp->GetSprite()].GetSpriteFrame(psp->GetFrame(), 0, 0., nullptr); if (lump.isValid()) { FTexture * tex = TexMan(lump); if (tex) disablefullbright = tex->bDisableFullbright; } return psp->GetState()->GetFullbright() && !disablefullbright; } return false; } //========================================================================== // // Weapon position // //========================================================================== static WeaponPosition GetWeaponPosition(player_t *player) { WeaponPosition w; P_BobWeapon(player, &w.bobx, &w.boby, r_viewpoint.TicFrac); // Interpolate the main weapon layer once so as to be able to add it to other layers. if ((w.weapon = player->FindPSprite(PSP_WEAPON)) != nullptr) { if (w.weapon->firstTic) { w.wx = (float)w.weapon->x; w.wy = (float)w.weapon->y; } else { w.wx = (float)(w.weapon->oldx + (w.weapon->x - w.weapon->oldx) * r_viewpoint.TicFrac); w.wy = (float)(w.weapon->oldy + (w.weapon->y - w.weapon->oldy) * r_viewpoint.TicFrac); } } else { w.wx = 0; w.wy = 0; } return w; } //========================================================================== // // Bobbing // //========================================================================== static FVector2 BobWeapon(WeaponPosition &weap, DPSprite *psp) { if (psp->firstTic) { // Can't interpolate the first tic. psp->firstTic = false; psp->oldx = psp->x; psp->oldy = psp->y; } float sx = float(psp->oldx + (psp->x - psp->oldx) * r_viewpoint.TicFrac); float sy = float(psp->oldy + (psp->y - psp->oldy) * r_viewpoint.TicFrac); if (psp->Flags & PSPF_ADDBOB) { sx += (psp->Flags & PSPF_MIRROR) ? -weap.bobx : weap.bobx; sy += weap.boby; } if (psp->Flags & PSPF_ADDWEAPON && psp->GetID() != PSP_WEAPON) { sx += weap.wx; sy += weap.wy; } return { sx, sy }; } //========================================================================== // // Lighting // //========================================================================== static WeaponLighting GetWeaponLighting(sector_t *viewsector, const DVector3 &pos, int FixedColormap, area_t in_area, const DVector3 &playerpos) { WeaponLighting l; if (FixedColormap) { l.lightlevel = 255; l.cm.Clear(); l.isbelow = false; } else { sector_t fs; auto fakesec = hw_FakeFlat(viewsector, &fs, in_area, false); // calculate light level for weapon sprites l.lightlevel = hw_ClampLight(fakesec->lightlevel); // calculate colormap for weapon sprites if (viewsector->e->XFloor.ffloors.Size() && !(level.flags3 & LEVEL3_NOCOLOREDSPRITELIGHTING)) { TArray & lightlist = viewsector->e->XFloor.lightlist; for (unsigned i = 0; ifloorplane.ZatPoint(r_viewpoint.Pos); } if (lightbottomColormap; if (level.flags3 & LEVEL3_NOCOLOREDSPRITELIGHTING) l.cm.ClearColor(); } l.lightlevel = hw_CalcLightLevel(l.lightlevel, getExtraLight(), true); if (level.lightmode == 8 || l.lightlevel < 92) { // Korshun: the way based on max possible light level for sector like in software renderer. double min_L = 36.0 / 31.0 - ((l.lightlevel / 255.0) * (63.0 / 31.0)); // Lightlevel in range 0-63 if (min_L < 0) min_L = 0; else if (min_L > 1.0) min_L = 1.0; l.lightlevel = int((1.0 - min_L) * 255); } else { l.lightlevel = (2 * l.lightlevel + 255) / 3; } l.lightlevel = viewsector->CheckSpriteGlow(l.lightlevel, playerpos); l.isbelow = fakesec != viewsector && in_area == area_below; } // Korshun: fullbright fog in opengl, render weapon sprites fullbright (but don't cancel out the light color!) if (level.brightfog && ((level.flags&LEVEL_HASFADETABLE) || l.cm.FadeColor != 0)) { l.lightlevel = 255; } return l; } //========================================================================== // // // //========================================================================== void HUDSprite::SetBright(bool isbelow) { if (!isbelow) { cm.MakeWhite(); } else { // under water areas keep most of their color for fullbright objects cm.LightColor.r = (3 * cm.LightColor.r + 0xff) / 4; cm.LightColor.g = (3 * cm.LightColor.g + 0xff) / 4; cm.LightColor.b = (3 * cm.LightColor.b + 0xff) / 4; } lightlevel = 255; } //========================================================================== // // Render Style // //========================================================================== bool HUDSprite::GetWeaponRenderStyle(DPSprite *psp, AActor *playermo, sector_t *viewsector, WeaponLighting &lighting) { auto rs = psp->GetRenderStyle(playermo->RenderStyle, playermo->Alpha); visstyle_t vis; float trans = 0.f; vis.RenderStyle = STYLE_Count; vis.Alpha = rs.second; vis.Invert = false; playermo->AlterWeaponSprite(&vis); if (!(psp->Flags & PSPF_FORCEALPHA)) trans = vis.Alpha; if (vis.RenderStyle != STYLE_Count && !(psp->Flags & PSPF_FORCESTYLE)) { RenderStyle = vis.RenderStyle; } else { RenderStyle = rs.first; } if (RenderStyle.BlendOp == STYLEOP_None) return false; if (vis.Invert) { // this only happens for Strife's inverted weapon sprite RenderStyle.Flags |= STYLEF_InvertSource; } // Set the render parameters OverrideShader = -1; if (RenderStyle.BlendOp == STYLEOP_Fuzz) { if (gl_fuzztype != 0) { // Todo: implement shader selection here RenderStyle = LegacyRenderStyles[STYLE_Translucent]; OverrideShader = SHADER_NoTexture + gl_fuzztype; alpha = 0.99f; // trans may not be 1 here } else { RenderStyle.BlendOp = STYLEOP_Shadow; } } if (RenderStyle.Flags & STYLEF_TransSoulsAlpha) { alpha = transsouls; } else if (RenderStyle.Flags & STYLEF_Alpha1) { alpha = 1.f; } else if (trans == 0.f) { alpha = vis.Alpha; } if (!RenderStyle.IsVisible(alpha)) return false; // if it isn't visible skip the rest. PalEntry ThingColor = (playermo->RenderStyle.Flags & STYLEF_ColorIsFixed) ? playermo->fillcolor : 0xffffff; ThingColor.a = 255; const bool bright = isBright(psp); ObjectColor = bright ? ThingColor : ThingColor.Modulate(viewsector->SpecialColors[sector_t::sprites]); lightlevel = lighting.lightlevel; cm = lighting.cm; if (bright) SetBright(lighting.isbelow); return true; } //========================================================================== // // Coordinates // //========================================================================== bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy, player_t *player) { float tx; float scale; float scalex; float ftexturemid; // decide which patch to use bool mirror; FTextureID lump = sprites[psp->GetSprite()].GetSpriteFrame(psp->GetFrame(), 0, 0., &mirror); if (!lump.isValid()) return false; FMaterial * tex = FMaterial::ValidateTexture(lump, true, false); if (!tex) return false; float vw = (float)viewwidth; float vh = (float)viewheight; FloatRect r; tex->GetSpriteRect(&r); // calculate edges of the shape scalex = (320.0f / (240.0f * r_viewwindow.WidescreenRatio)) * vw / 320; float x1, y1, x2, y2, u1, v1, u2, v2; tx = (psp->Flags & PSPF_MIRROR) ? ((160 - r.width) - (sx + r.left)) : (sx - (160 - r.left)); x1 = tx * scalex + vw / 2; if (x1 > vw) return false; // off the right side x1 += viewwindowx; tx += r.width; x2 = tx * scalex + vw / 2; if (x2 < 0) return false; // off the left side x2 += viewwindowx; // killough 12/98: fix psprite positioning problem ftexturemid = 100.f - sy - r.top; AWeapon * wi = player->ReadyWeapon; if (wi && wi->YAdjust != 0) { float fYAd = wi->YAdjust; if (screenblocks >= 11) { ftexturemid -= fYAd; } else { ftexturemid -= float(StatusBar->GetDisplacement()) * fYAd; } } scale = (SCREENHEIGHT*vw) / (SCREENWIDTH * 200.0f); y1 = viewwindowy + vh / 2 - (ftexturemid * scale); y2 = y1 + (r.height * scale) + 1; if (!(mirror) != !(psp->Flags & (PSPF_FLIP))) { u2 = tex->GetSpriteUL(); v1 = tex->GetSpriteVT(); u1 = tex->GetSpriteUR(); v2 = tex->GetSpriteVB(); } else { u1 = tex->GetSpriteUL(); v1 = tex->GetSpriteVT(); u2 = tex->GetSpriteUR(); v2 = tex->GetSpriteVB(); } auto verts = di->AllocVertices(4); mx = verts.second; verts.first[0].Set(x1, y1, 0, u1, v1); verts.first[1].Set(x1, y2, 0, u1, v2); verts.first[2].Set(x2, y1, 0, u2, v1); verts.first[3].Set(x2, y2, 0, u2, v2); this->tex = tex; return true; } //========================================================================== // // R_DrawPlayerSprites // //========================================================================== void HWDrawInfo::PreparePlayerSprites(sector_t * viewsector, area_t in_area) { bool brightflash = false; AActor * playermo = players[consoleplayer].camera; player_t * player = playermo->player; const bool hudModelStep = gl_IsHUDModelForPlayerAvailable(player); AActor *camera = r_viewpoint.camera; // this is the same as the software renderer if (!player || !r_drawplayersprites || !camera->player || (player->cheats & CF_CHASECAM) || (r_deathcamera && camera->health <= 0)) return; WeaponPosition weap = GetWeaponPosition(camera->player); WeaponLighting light = GetWeaponLighting(viewsector, r_viewpoint.Pos, FixedColormap, in_area, camera->Pos()); // hack alert! Rather than changing everything in the underlying lighting code let's just temporarily change // light mode here to draw the weapon sprite. int oldlightmode = level.lightmode; if (level.lightmode == 8) level.lightmode = 2; for (DPSprite *psp = player->psprites; psp != nullptr && psp->GetID() < PSP_TARGETCENTER; psp = psp->GetNext()) { if (!psp->GetState()) continue; FSpriteModelFrame *smf = playermo->player->ReadyWeapon ? gl_FindModelFrame(playermo->player->ReadyWeapon->GetClass(), psp->GetState()->sprite, psp->GetState()->GetFrame(), false) : nullptr; // This is an 'either-or' proposition. This maybe needs some work to allow overlays with weapon models but as originally implemented this just won't work. if (smf && !hudModelStep) continue; if (!smf && hudModelStep) continue; HUDSprite hudsprite; hudsprite.owner = playermo; hudsprite.mframe = smf; hudsprite.weapon = psp; if (!hudsprite.GetWeaponRenderStyle(psp, camera, viewsector, light)) continue; FVector2 spos = BobWeapon(weap, psp); hudsprite.dynrgb[0] = hudsprite.dynrgb[1] = hudsprite.dynrgb[2] = 0; hudsprite.lightindex = -1; // set the lighting parameters if (hudsprite.RenderStyle.BlendOp != STYLEOP_Shadow && level.HasDynamicLights && FixedColormap == CM_DEFAULT && gl_light_sprites) { if (!hudModelStep || (screen->hwcaps & RFL_NO_SHADERS)) { GetDynSpriteLight(playermo, nullptr, hudsprite.dynrgb); } else { hw_GetDynModelLight(playermo, lightdata); hudsprite.lightindex = UploadLights(lightdata); } } // [BB] In the HUD model step we just render the model and break out. if (hudModelStep) { hudsprite.mx = spos.X; hudsprite.my = spos.Y; } else { if (!hudsprite.GetWeaponRect(this, psp, spos.X, spos.Y, player)) continue; } AddHUDSprite(&hudsprite); } level.lightmode = oldlightmode; PrepareTargeterSprites(); } //========================================================================== // // R_DrawPlayerSprites // //========================================================================== void HWDrawInfo::PrepareTargeterSprites() { AActor * playermo = players[consoleplayer].camera; player_t * player = playermo->player; AActor *camera = r_viewpoint.camera; // this is the same as above if (!player || !r_drawplayersprites || !camera->player || (player->cheats & CF_CHASECAM) || (r_deathcamera && camera->health <= 0)) return; HUDSprite hudsprite; hudsprite.owner = playermo; hudsprite.mframe = nullptr; hudsprite.cm.Clear(); hudsprite.lightlevel = 255; hudsprite.ObjectColor = 0xffffffff; hudsprite.alpha = 1; hudsprite.RenderStyle = DefaultRenderStyle(); hudsprite.OverrideShader = -1; hudsprite.dynrgb[0] = hudsprite.dynrgb[1] = hudsprite.dynrgb[2] = 0; // The Targeter's sprites are always drawn normally. for (DPSprite *psp = player->FindPSprite(PSP_TARGETCENTER); psp != nullptr; psp = psp->GetNext()) { if (psp->GetState() != nullptr && (psp->GetID() != PSP_TARGETCENTER || CrosshairImage == nullptr)) { hudsprite.weapon = psp; if (hudsprite.GetWeaponRect(this, psp, psp->x, psp->y, player)) { AddHUDSprite(&hudsprite); } } } }