mirror of
https://github.com/ZDoom/qzdoom.git
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cd7986b1b1
- moved FLevelLocals to its own header to resolve some circular include conflicts.
476 lines
No EOL
12 KiB
C++
476 lines
No EOL
12 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2000-2016 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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** gl_weapon.cpp
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** Weapon sprite drawing
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**
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*/
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#include "gl/system/gl_system.h"
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#include "sbar.h"
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#include "r_utility.h"
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#include "v_video.h"
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#include "doomstat.h"
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#include "d_player.h"
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#include "g_level.h"
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#include "g_levellocals.h"
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#include "gl/system/gl_interface.h"
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#include "gl/system/gl_cvars.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_lightdata.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/data/gl_data.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "gl/dynlights/gl_glow.h"
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#include "gl/scene/gl_drawinfo.h"
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#include "gl/models/gl_models.h"
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#include "gl/shaders/gl_shader.h"
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#include "gl/textures/gl_material.h"
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#include "gl/renderer/gl_quaddrawer.h"
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#include "gl/stereo3d/gl_stereo3d.h"
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EXTERN_CVAR (Bool, r_drawplayersprites)
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EXTERN_CVAR(Float, transsouls)
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EXTERN_CVAR (Bool, st_scale)
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EXTERN_CVAR(Int, gl_fuzztype)
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EXTERN_CVAR (Bool, r_deathcamera)
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//==========================================================================
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//
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// R_DrawPSprite
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//
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//==========================================================================
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void FGLRenderer::DrawPSprite (player_t * player,DPSprite *psp, float sx, float sy, bool hudModelStep, int OverrideShader, bool alphatexture)
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{
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float fU1,fV1;
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float fU2,fV2;
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float tx;
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float x1,y1,x2,y2;
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float scale;
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float scalex;
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float ftexturemid;
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// [BB] In the HUD model step we just render the model and break out.
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if ( hudModelStep )
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{
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gl_RenderHUDModel(psp, sx, sy);
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return;
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}
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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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if (!lump.isValid()) return;
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FMaterial * tex = FMaterial::ValidateTexture(lump, true, false);
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if (!tex) return;
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gl_RenderState.SetMaterial(tex, CLAMP_XY_NOMIP, 0, OverrideShader, alphatexture);
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float vw = (float)viewwidth;
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float vh = (float)viewheight;
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FloatRect r;
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tex->GetSpriteRect(&r);
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// calculate edges of the shape
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scalex = (320.0f / (240.0f * WidescreenRatio)) * vw / 320;
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tx = sx - (160 - r.left);
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x1 = tx * scalex + vw/2;
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if (x1 > vw) return; // off the right side
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x1 += viewwindowx;
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tx += r.width;
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x2 = tx * scalex + vw / 2;
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if (x2 < 0) return; // off the left side
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x2 += viewwindowx;
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// killough 12/98: fix psprite positioning problem
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ftexturemid = 100.f - sy - r.top;
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AWeapon * wi=player->ReadyWeapon;
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if (wi && wi->YAdjust != 0)
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{
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float fYAd = wi->YAdjust;
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if (screenblocks >= 11)
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{
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ftexturemid -= fYAd;
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}
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else if (!st_scale)
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{
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ftexturemid -= StatusBar->GetDisplacement () * fYAd;
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}
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}
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scale = (SCREENHEIGHT*vw) / (SCREENWIDTH * 200.0f);
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y1 = viewwindowy + vh / 2 - (ftexturemid * scale);
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y2 = y1 + (r.height * scale) + 1;
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if (!(mirror) != !(psp->Flags & PSPF_FLIP))
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{
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fU2 = tex->GetSpriteUL();
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fV1 = tex->GetSpriteVT();
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fU1 = tex->GetSpriteUR();
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fV2 = tex->GetSpriteVB();
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}
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else
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{
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fU1 = tex->GetSpriteUL();
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fV1 = tex->GetSpriteVT();
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fU2 = tex->GetSpriteUR();
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fV2 = tex->GetSpriteVB();
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}
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if (tex->GetTransparent() || OverrideShader != -1)
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{
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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}
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gl_RenderState.Apply();
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FQuadDrawer qd;
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qd.Set(0, x1, y1, 0, fU1, fV1);
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qd.Set(1, x1, y2, 0, fU1, fV2);
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qd.Set(2, x2, y1, 0, fU2, fV1);
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qd.Set(3, x2, y2, 0, fU2, fV2);
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qd.Render(GL_TRIANGLE_STRIP);
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.5f);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static bool isBright(DPSprite *psp)
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{
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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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if (lump.isValid())
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{
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FMaterial * tex = FMaterial::ValidateTexture(lump, false, false);
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if (tex)
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disablefullbright = tex->tex->gl_info.bDisableFullbright;
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}
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return psp->GetState()->GetFullbright() && !disablefullbright;
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}
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return false;
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}
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//==========================================================================
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//
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// R_DrawPlayerSprites
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//
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//==========================================================================
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void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
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{
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bool brightflash = false;
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unsigned int i;
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int lightlevel=0;
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FColormap cm;
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sector_t * fakesec, fs;
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AActor * playermo=players[consoleplayer].camera;
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player_t * player=playermo->player;
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s3d::Stereo3DMode::getCurrentMode().AdjustPlayerSprites();
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// this is the same as the software renderer
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if (!player ||
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!r_drawplayersprites ||
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!camera->player ||
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(player->cheats & CF_CHASECAM) ||
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(r_deathcamera && camera->health <= 0))
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return;
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float bobx, boby, wx, wy;
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DPSprite *weapon;
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P_BobWeapon(camera->player, &bobx, &boby, r_TicFracF);
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// Interpolate the main weapon layer once so as to be able to add it to other layers.
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if ((weapon = camera->player->FindPSprite(PSP_WEAPON)) != nullptr)
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{
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if (weapon->firstTic)
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{
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wx = weapon->x;
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wy = weapon->y;
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}
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else
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{
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wx = weapon->oldx + (weapon->x - weapon->oldx) * r_TicFracF;
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wy = weapon->oldy + (weapon->y - weapon->oldy) * r_TicFracF;
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}
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}
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else
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{
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wx = 0;
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wy = 0;
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}
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if (gl_fixedcolormap)
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{
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lightlevel=255;
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cm.Clear();
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fakesec = viewsector;
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}
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else
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{
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fakesec = gl_FakeFlat(viewsector, &fs, false);
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// calculate light level for weapon sprites
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lightlevel = gl_ClampLight(fakesec->lightlevel);
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// calculate colormap for weapon sprites
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if (viewsector->e->XFloor.ffloors.Size() && !glset.nocoloredspritelighting)
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{
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TArray<lightlist_t> & lightlist = viewsector->e->XFloor.lightlist;
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for(i=0;i<lightlist.Size();i++)
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{
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double lightbottom;
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if (i<lightlist.Size()-1)
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{
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lightbottom=lightlist[i+1].plane.ZatPoint(ViewPos);
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}
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else
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{
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lightbottom=viewsector->floorplane.ZatPoint(ViewPos);
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}
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if (lightbottom<player->viewz)
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{
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cm = lightlist[i].extra_colormap;
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lightlevel = gl_ClampLight(*lightlist[i].p_lightlevel);
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break;
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}
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}
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}
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else
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{
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cm=fakesec->ColorMap;
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if (glset.nocoloredspritelighting) cm.ClearColor();
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}
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lightlevel = gl_CalcLightLevel(lightlevel, getExtraLight(), true);
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if (glset.lightmode == 8)
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{
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// Korshun: the way based on max possible light level for sector like in software renderer.
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float min_L = 36.0 / 31.0 - ((lightlevel / 255.0) * (63.0 / 31.0)); // Lightlevel in range 0-63
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if (min_L < 0)
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min_L = 0;
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else if (min_L > 1.0)
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min_L = 1.0;
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lightlevel = (1.0 - min_L) * 255;
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}
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else
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{
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lightlevel = (2 * lightlevel + 255) / 3;
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}
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lightlevel = gl_CheckSpriteGlow(viewsector, lightlevel, playermo->Pos());
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}
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// Korshun: fullbright fog in opengl, render weapon sprites fullbright (but don't cancel out the light color!)
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if (glset.brightfog && ((level.flags&LEVEL_HASFADETABLE) || cm.FadeColor != 0))
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{
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lightlevel = 255;
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}
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PalEntry ThingColor = (playermo->RenderStyle.Flags & STYLEF_ColorIsFixed) ? playermo->fillcolor : 0xffffff;
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ThingColor.a = 255;
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visstyle_t vis;
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vis.RenderStyle=playermo->RenderStyle;
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vis.Alpha=playermo->Alpha;
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vis.colormap = NULL;
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if (playermo->Inventory)
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{
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playermo->Inventory->AlterWeaponSprite(&vis);
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if (vis.colormap >= SpecialColormaps[0].Colormap &&
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vis.colormap < SpecialColormaps[SpecialColormaps.Size()].Colormap &&
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gl_fixedcolormap == CM_DEFAULT)
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{
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// this only happens for Strife's inverted weapon sprite
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vis.RenderStyle.Flags |= STYLEF_InvertSource;
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}
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}
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if (vis.RenderStyle.AsDWORD == 0)
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{
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// This is RenderStyle None.
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return;
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}
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// Set the render parameters
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int OverrideShader = -1;
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float trans = 0.f;
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if (vis.RenderStyle.BlendOp >= STYLEOP_Fuzz && vis.RenderStyle.BlendOp <= STYLEOP_FuzzOrRevSub)
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{
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vis.RenderStyle.CheckFuzz();
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if (vis.RenderStyle.BlendOp == STYLEOP_Fuzz)
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{
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if (gl_fuzztype != 0)
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{
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// Todo: implement shader selection here
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vis.RenderStyle = LegacyRenderStyles[STYLE_Translucent];
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OverrideShader = gl_fuzztype + 4;
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trans = 0.99f; // trans may not be 1 here
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}
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else
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{
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vis.RenderStyle.BlendOp = STYLEOP_Shadow;
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}
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}
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}
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gl_SetRenderStyle(vis.RenderStyle, false, false);
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if (vis.RenderStyle.Flags & STYLEF_TransSoulsAlpha)
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{
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trans = transsouls;
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}
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else if (vis.RenderStyle.Flags & STYLEF_Alpha1)
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{
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trans = 1.f;
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}
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else if (trans == 0.f)
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{
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trans = vis.Alpha;
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}
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// now draw the different layers of the weapon
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gl_RenderState.EnableBrightmap(true);
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gl_RenderState.SetObjectColor(ThingColor);
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gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_sprite_threshold);
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// hack alert! Rather than changing everything in the underlying lighting code let's just temporarily change
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// light mode here to draw the weapon sprite.
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int oldlightmode = glset.lightmode;
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if (glset.lightmode == 8) glset.lightmode = 2;
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for(DPSprite *psp = player->psprites; psp != nullptr && psp->GetID() < PSP_TARGETCENTER; psp = psp->GetNext())
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{
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if (psp->GetState() != nullptr)
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{
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FColormap cmc = cm;
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int ll = lightlevel;
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if (isBright(psp))
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{
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if (fakesec == viewsector || in_area != area_below)
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{
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cmc.LightColor.r=
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cmc.LightColor.g=
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cmc.LightColor.b=0xff;
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}
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else
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{
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// under water areas keep most of their color for fullbright objects
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cmc.LightColor.r = (3 * cmc.LightColor.r + 0xff) / 4;
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cmc.LightColor.g = (3*cmc.LightColor.g + 0xff)/4;
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cmc.LightColor.b = (3*cmc.LightColor.b + 0xff)/4;
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}
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ll = 255;
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}
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// set the lighting parameters
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if (vis.RenderStyle.BlendOp == STYLEOP_Shadow)
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{
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gl_RenderState.SetColor(0.2f, 0.2f, 0.2f, 0.33f, cmc.desaturation);
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}
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else
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{
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if (gl_lights && GLRenderer->mLightCount && !gl_fixedcolormap && gl_light_sprites)
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{
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gl_SetDynSpriteLight(playermo, NULL);
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}
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gl_SetColor(ll, 0, cmc, trans, true);
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}
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if (psp->firstTic)
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{ // Can't interpolate the first tic.
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psp->firstTic = false;
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psp->oldx = psp->x;
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psp->oldy = psp->y;
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}
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float sx = psp->oldx + (psp->x - psp->oldx) * r_TicFracF;
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float sy = psp->oldy + (psp->y - psp->oldy) * r_TicFracF;
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if (psp->Flags & PSPF_ADDBOB)
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{
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sx += bobx;
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sy += boby;
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}
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if (psp->Flags & PSPF_ADDWEAPON && psp->GetID() != PSP_WEAPON)
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{
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sx += wx;
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sy += wy;
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}
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DrawPSprite(player, psp, sx, sy, hudModelStep, OverrideShader, !!(vis.RenderStyle.Flags & STYLEF_RedIsAlpha));
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}
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}
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gl_RenderState.SetObjectColor(0xffffffff);
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gl_RenderState.SetDynLight(0, 0, 0);
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gl_RenderState.EnableBrightmap(false);
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glset.lightmode = oldlightmode;
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}
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//==========================================================================
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//
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// R_DrawPlayerSprites
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//
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//==========================================================================
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void FGLRenderer::DrawTargeterSprites()
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{
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AActor * playermo=players[consoleplayer].camera;
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player_t * player=playermo->player;
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if(!player || playermo->renderflags&RF_INVISIBLE || !r_drawplayersprites ||
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mViewActor!=playermo) return;
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gl_RenderState.EnableBrightmap(false);
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gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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gl_RenderState.AlphaFunc(GL_GEQUAL,gl_mask_sprite_threshold);
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gl_RenderState.BlendEquation(GL_FUNC_ADD);
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gl_RenderState.ResetColor();
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gl_RenderState.SetTextureMode(TM_MODULATE);
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// The Targeter's sprites are always drawn normally.
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for (DPSprite *psp = player->FindPSprite(PSP_TARGETCENTER); psp != nullptr; psp = psp->GetNext())
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{
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if (psp->GetState() != nullptr) DrawPSprite(player, psp, psp->x, psp->y, false, 0, false);
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}
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} |