// // 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/things/r_wallsprite.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_opaque_pass.h" #include "swrenderer/scene/r_3dfloors.h" #include "swrenderer/scene/r_translucent_pass.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 "r_voxel.h" #include "swrenderer/segments/r_drawsegment.h" #include "swrenderer/scene/r_portal.h" #include "swrenderer/scene/r_scene.h" #include "swrenderer/scene/r_viewport.h" #include "swrenderer/scene/r_light.h" #include "swrenderer/things/r_sprite.h" #include "swrenderer/r_memory.h" EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor) namespace swrenderer { void RenderSprite::Project(AActor *thing, const DVector3 &pos, FTexture *tex, const DVector2 &spriteScale, int renderflags, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int spriteshade) { // transform the origin point double tr_x = pos.X - ViewPos.X; double tr_y = pos.Y - ViewPos.Y; double tz = tr_x * ViewTanCos + tr_y * ViewTanSin; // thing is behind view plane? if (tz < MINZ) return; double tx = tr_x * ViewSin - tr_y * ViewCos; // [RH] Flip for mirrors RenderPortal *renderportal = RenderPortal::Instance(); if (renderportal->MirrorFlags & RF_XFLIP) { tx = -tx; } //tx2 = tx >> 4; // too far off the side? if (fabs(tx / 64) > fabs(tz)) { return; } // [RH] Added scaling int scaled_to = tex->GetScaledTopOffset(); int scaled_bo = scaled_to - tex->GetScaledHeight(); double gzt = pos.Z + spriteScale.Y * scaled_to; double gzb = pos.Z + spriteScale.Y * scaled_bo; // killough 3/27/98: exclude things totally separated // from the viewer, by either water or fake ceilings // killough 4/11/98: improve sprite clipping for underwater/fake ceilings sector_t *heightsec = thing->Sector->GetHeightSec(); if (heightsec != nullptr) // only clip things which are in special sectors { if (fakeside == WaterFakeSide::AboveCeiling) { if (gzt < heightsec->ceilingplane.ZatPoint(pos)) return; } else if (fakeside == WaterFakeSide::BelowFloor) { if (gzb >= heightsec->floorplane.ZatPoint(pos)) return; } else { if (gzt < heightsec->floorplane.ZatPoint(pos)) return; if (!(heightsec->MoreFlags & SECF_FAKEFLOORONLY) && gzb >= heightsec->ceilingplane.ZatPoint(pos)) return; } } double xscale = CenterX / tz; // [RH] Reject sprites that are off the top or bottom of the screen if (globaluclip * tz > ViewPos.Z - gzb || globaldclip * tz < ViewPos.Z - gzt) { return; } // [RH] Flip for mirrors renderflags ^= renderportal->MirrorFlags & RF_XFLIP; // calculate edges of the shape const double thingxscalemul = spriteScale.X / tex->Scale.X; tx -= ((renderflags & RF_XFLIP) ? (tex->GetWidth() - tex->LeftOffset - 1) : tex->LeftOffset) * thingxscalemul; double dtx1 = tx * xscale; int x1 = centerx + xs_RoundToInt(dtx1); // off the right side? if (x1 >= renderportal->WindowRight) return; tx += tex->GetWidth() * thingxscalemul; int x2 = centerx + xs_RoundToInt(tx * xscale); // off the left side or too small? if ((x2 < renderportal->WindowLeft || x2 <= x1)) return; xscale = spriteScale.X * xscale / tex->Scale.X; fixed_t iscale = (fixed_t)(FRACUNIT / xscale); // Round towards zero to avoid wrapping in edge cases double yscale = spriteScale.Y / tex->Scale.Y; // store information in a vissprite vissprite_t *vis = VisibleSpriteList::Add(); vis->CurrentPortalUniq = renderportal->CurrentPortalUniq; vis->xscale = FLOAT2FIXED(xscale); vis->yscale = float(InvZtoScale * yscale / tz); vis->idepth = float(1 / tz); vis->floorclip = thing->Floorclip / yscale; vis->texturemid = tex->TopOffset - (ViewPos.Z - pos.Z + thing->Floorclip) / yscale; vis->x1 = x1 < renderportal->WindowLeft ? renderportal->WindowLeft : x1; vis->x2 = x2 > renderportal->WindowRight ? renderportal->WindowRight : x2; vis->Angle = thing->Angles.Yaw; if (renderflags & RF_XFLIP) { vis->startfrac = (tex->GetWidth() << FRACBITS) - 1; vis->xiscale = -iscale; } else { vis->startfrac = 0; vis->xiscale = iscale; } vis->startfrac += (fixed_t)(vis->xiscale * (vis->x1 - centerx + 0.5 - dtx1)); // killough 3/27/98: save sector for special clipping later vis->heightsec = heightsec; vis->sector = thing->Sector; vis->depth = (float)tz; vis->gpos = { (float)pos.X, (float)pos.Y, (float)pos.Z }; vis->gzb = (float)gzb; // [RH] use gzb, not thing->z vis->gzt = (float)gzt; // killough 3/27/98 vis->deltax = float(pos.X - ViewPos.X); vis->deltay = float(pos.Y - ViewPos.Y); vis->renderflags = renderflags; if (thing->flags5 & MF5_BRIGHT) vis->renderflags |= RF_FULLBRIGHT; // kg3D vis->Style.RenderStyle = thing->RenderStyle; vis->FillColor = thing->fillcolor; vis->Translation = thing->Translation; // [RH] thing translation table vis->FakeFlatStat = fakeside; vis->Style.Alpha = float(thing->Alpha); vis->fakefloor = fakefloor; vis->fakeceiling = fakeceiling; vis->Style.ColormapNum = 0; vis->bInMirror = renderportal->MirrorFlags & RF_XFLIP; vis->bSplitSprite = false; vis->pic = tex; vis->bIsVoxel = false; vis->bWallSprite = false; // 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 (current_sector->sectornum != thing->Sector->sectornum) // compare sectornums to account for R_FakeFlat copies. { // Todo: The actor is from a different sector so we have to retrieve the proper basecolormap for that sector. } // Sprites that are added to the scene must fade to black. if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0) { mybasecolormap = GetSpecialLights(mybasecolormap->Color, 0, mybasecolormap->Desaturate); } 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); } } // get light level if (fixedcolormap != nullptr) { // fixed map vis->Style.BaseColormap = fixedcolormap; vis->Style.ColormapNum = 0; } else { if (invertcolormap) { mybasecolormap = GetSpecialLights(mybasecolormap->Color, mybasecolormap->Fade.InverseColor(), mybasecolormap->Desaturate); } if (fixedlightlev >= 0) { vis->Style.BaseColormap = mybasecolormap; vis->Style.ColormapNum = fixedlightlev >> COLORMAPSHIFT; } else if (!foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT))) { // full bright vis->Style.BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap; vis->Style.ColormapNum = 0; } else { // diminished light vis->Style.ColormapNum = GETPALOOKUP(r_SpriteVisibility / MAX(tz, MINZ), spriteshade); vis->Style.BaseColormap = mybasecolormap; } } } void RenderSprite::Render(vissprite_t *vis, const short *mfloorclip, const short *mceilingclip) { fixed_t frac; FTexture *tex; int x2; fixed_t xiscale; bool ispsprite = (!vis->sector && vis->gpos != FVector3(0, 0, 0)); double spryscale, sprtopscreen; bool sprflipvert; if (vis->xscale == 0 || fabs(vis->yscale) < (1.0f / 32000.0f)) { // scaled to 0; can't see return; } fixed_t centeryfrac = FLOAT2FIXED(CenterY); R_SetColorMapLight(vis->Style.BaseColormap, 0, vis->Style.ColormapNum << FRACBITS); bool visible = R_SetPatchStyle(vis->Style.RenderStyle, vis->Style.Alpha, vis->Translation, vis->FillColor); if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Shaded]) { // For shaded sprites, R_SetPatchStyle sets a dc_colormap to an alpha table, but // it is the brightest one. We need to get back to the proper light level for // this sprite. R_SetColorMapLight(drawerargs::dc_fcolormap, 0, vis->Style.ColormapNum << FRACBITS); } if (visible) { tex = vis->pic; spryscale = vis->yscale; sprflipvert = false; fixed_t iscale = FLOAT2FIXED(1 / vis->yscale); frac = vis->startfrac; xiscale = vis->xiscale; dc_texturemid = vis->texturemid; if (vis->renderflags & RF_YFLIP) { sprflipvert = true; spryscale = -spryscale; iscale = -iscale; dc_texturemid -= vis->pic->GetHeight(); sprtopscreen = CenterY + dc_texturemid * spryscale; } else { sprflipvert = false; sprtopscreen = CenterY - dc_texturemid * spryscale; } int x = vis->x1; x2 = vis->x2; if (x < x2) { while (x < x2) { if (ispsprite || !RenderTranslucentPass::ClipSpriteColumnWithPortals(x, vis)) R_DrawMaskedColumn(x, iscale, tex, frac, spryscale, sprtopscreen, sprflipvert, mfloorclip, mceilingclip, false); x++; frac += xiscale; } } } R_FinishSetPatchStyle(); NetUpdate(); } }