mirror of
https://github.com/ZDoom/qzdoom.git
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636 lines
18 KiB
C++
636 lines
18 KiB
C++
//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source 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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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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#include <stdio.h>
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#include <stdlib.h>
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#include <algorithm>
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#include "p_lnspec.h"
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#include "templates.h"
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#include "doomdef.h"
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#include "m_swap.h"
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#include "i_system.h"
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#include "w_wad.h"
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#include "swrenderer/things/r_playersprite.h"
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#include "c_console.h"
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#include "c_cvars.h"
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#include "c_dispatch.h"
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#include "doomstat.h"
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#include "v_video.h"
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#include "sc_man.h"
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#include "s_sound.h"
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#include "sbar.h"
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#include "gi.h"
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#include "r_sky.h"
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#include "cmdlib.h"
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#include "g_level.h"
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#include "d_net.h"
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#include "colormatcher.h"
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#include "d_netinf.h"
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#include "p_effect.h"
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#include "swrenderer/scene/r_opaque_pass.h"
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#include "swrenderer/scene/r_3dfloors.h"
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#include "swrenderer/drawers/r_draw_rgba.h"
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#include "swrenderer/drawers/r_draw_pal.h"
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#include "v_palette.h"
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#include "r_data/r_translate.h"
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#include "r_data/colormaps.h"
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#include "r_data/voxels.h"
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#include "p_local.h"
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#include "p_maputl.h"
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#include "r_voxel.h"
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#include "swrenderer/segments/r_drawsegment.h"
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#include "swrenderer/scene/r_portal.h"
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#include "swrenderer/scene/r_scene.h"
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#include "swrenderer/scene/r_light.h"
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#include "swrenderer/things/r_sprite.h"
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#include "swrenderer/viewport/r_viewport.h"
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#include "swrenderer/r_memory.h"
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#include "swrenderer/r_renderthread.h"
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#include "g_levellocals.h"
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EXTERN_CVAR(Bool, st_scale)
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EXTERN_CVAR(Bool, r_drawplayersprites)
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EXTERN_CVAR(Bool, r_deathcamera)
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EXTERN_CVAR(Bool, r_shadercolormaps)
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EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor)
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namespace swrenderer
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{
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RenderPlayerSprites::RenderPlayerSprites(RenderThread *thread)
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{
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Thread = thread;
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}
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void RenderPlayerSprites::Render()
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{
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int i;
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int lightnum;
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DPSprite* psp;
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DPSprite* weapon;
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sector_t* sec = NULL;
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static sector_t tempsec;
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int floorlight, ceilinglight;
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F3DFloor *rover;
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if (!r_drawplayersprites ||
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!camera ||
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!camera->player ||
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(players[consoleplayer].cheats & CF_CHASECAM) ||
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(r_deathcamera && camera->health <= 0))
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return;
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FDynamicColormap *basecolormap;
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CameraLight *cameraLight = CameraLight::Instance();
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if (cameraLight->FixedLightLevel() < 0 && viewsector->e && viewsector->e->XFloor.lightlist.Size())
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{
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for (i = viewsector->e->XFloor.lightlist.Size() - 1; i >= 0; i--)
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{
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if (ViewPos.Z <= viewsector->e->XFloor.lightlist[i].plane.Zat0())
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{
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rover = viewsector->e->XFloor.lightlist[i].caster;
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if (rover)
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{
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if (rover->flags & FF_DOUBLESHADOW && ViewPos.Z <= rover->bottom.plane->Zat0())
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break;
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sec = rover->model;
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if (rover->flags & FF_FADEWALLS)
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basecolormap = sec->ColorMap;
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else
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basecolormap = viewsector->e->XFloor.lightlist[i].extra_colormap;
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}
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break;
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}
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}
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if (!sec)
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{
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sec = viewsector;
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basecolormap = sec->ColorMap;
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}
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floorlight = ceilinglight = sec->lightlevel;
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}
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else
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{ // This used to use camera->Sector but due to interpolation that can be incorrect
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// when the interpolated viewpoint is in a different sector than the camera.
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sec = Thread->OpaquePass->FakeFlat(viewsector, &tempsec, &floorlight, &ceilinglight, nullptr, 0, 0, 0, 0);
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// [RH] set basecolormap
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basecolormap = sec->ColorMap;
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}
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// [RH] set foggy flag
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bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE));
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// get light level
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lightnum = ((floorlight + ceilinglight) >> 1) + R_ActualExtraLight(foggy);
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int spriteshade = LIGHT2SHADE(lightnum) - 24 * FRACUNIT;
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if (camera->player != NULL)
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{
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auto viewport = RenderViewport::Instance();
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double centerhack = viewport->CenterY;
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double wx, wy;
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float bobx, boby;
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viewport->CenterY = viewheight / 2;
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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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// add all active psprites
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psp = camera->player->psprites;
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while (psp)
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{
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// [RH] Don't draw the targeter's crosshair if the player already has a crosshair set.
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// It's possible this psprite's caller is now null but the layer itself hasn't been destroyed
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// because it didn't tick yet (if we typed 'take all' while in the console for example).
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// In this case let's simply not draw it to avoid crashing.
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if ((psp->GetID() != PSP_TARGETCENTER || CrosshairImage == nullptr) && psp->GetCaller() != nullptr)
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{
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RenderSprite(psp, camera, bobx, boby, wx, wy, r_TicFracF, spriteshade, basecolormap, foggy);
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}
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psp = psp->GetNext();
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}
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viewport->CenterY = centerhack;
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}
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}
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void RenderPlayerSprites::RenderSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac, int spriteshade, FDynamicColormap *basecolormap, bool foggy)
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{
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double tx;
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int x1;
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int x2;
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double sx, sy;
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spritedef_t* sprdef;
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spriteframe_t* sprframe;
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FTextureID picnum;
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WORD flip;
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FTexture* tex;
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bool noaccel;
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double alpha = owner->Alpha;
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// decide which patch to use
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if ((unsigned)pspr->GetSprite() >= (unsigned)sprites.Size())
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{
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DPrintf(DMSG_ERROR, "R_DrawPSprite: invalid sprite number %i\n", pspr->GetSprite());
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return;
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}
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sprdef = &sprites[pspr->GetSprite()];
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if (pspr->GetFrame() >= sprdef->numframes)
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{
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DPrintf(DMSG_ERROR, "R_DrawPSprite: invalid sprite frame %i : %i\n", pspr->GetSprite(), pspr->GetFrame());
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return;
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}
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sprframe = &SpriteFrames[sprdef->spriteframes + pspr->GetFrame()];
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picnum = sprframe->Texture[0];
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flip = sprframe->Flip & 1;
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tex = TexMan(picnum);
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if (tex->UseType == FTexture::TEX_Null || pspr->RenderStyle == STYLE_None)
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return;
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if (pspr->firstTic)
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{ // Can't interpolate the first tic.
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pspr->firstTic = false;
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pspr->oldx = pspr->x;
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pspr->oldy = pspr->y;
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}
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sx = pspr->oldx + (pspr->x - pspr->oldx) * ticfrac;
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sy = pspr->oldy + (pspr->y - pspr->oldy) * ticfrac + WEAPON_FUDGE_Y;
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if (pspr->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 (pspr->Flags & PSPF_ADDWEAPON && pspr->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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auto viewport = RenderViewport::Instance();
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double pspritexscale = centerxwide / 160.0;
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double pspriteyscale = pspritexscale * viewport->YaspectMul;
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double pspritexiscale = 1 / pspritexscale;
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// calculate edges of the shape
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tx = sx - BASEXCENTER;
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tx -= tex->GetScaledLeftOffset();
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x1 = xs_RoundToInt(viewport->CenterX + tx * pspritexscale);
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// off the right side
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if (x1 > viewwidth)
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return;
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tx += tex->GetScaledWidth();
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x2 = xs_RoundToInt(viewport->CenterX + tx * pspritexscale);
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// off the left side
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if (x2 <= 0)
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return;
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// store information in a vissprite
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NoAccelPlayerSprite vis;
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vis.renderflags = owner->renderflags;
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vis.texturemid = (BASEYCENTER - sy) * tex->Scale.Y + tex->TopOffset;
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if (camera->player && (viewport->RenderTarget != screen ||
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viewheight == viewport->RenderTarget->GetHeight() ||
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(viewport->RenderTarget->GetWidth() > (BASEXCENTER * 2) && !st_scale)))
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{ // Adjust PSprite for fullscreen views
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AWeapon *weapon = dyn_cast<AWeapon>(pspr->GetCaller());
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if (weapon != nullptr && weapon->YAdjust != 0)
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{
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if (viewport->RenderTarget != screen || viewheight == viewport->RenderTarget->GetHeight())
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{
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vis.texturemid -= weapon->YAdjust;
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}
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else
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{
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vis.texturemid -= StatusBar->GetDisplacement() * weapon->YAdjust;
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}
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}
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}
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if (pspr->GetID() < PSP_TARGETCENTER)
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{ // Move the weapon down for 1280x1024.
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vis.texturemid -= AspectPspriteOffset(WidescreenRatio);
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}
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vis.x1 = x1 < 0 ? 0 : x1;
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vis.x2 = x2 >= viewwidth ? viewwidth : x2;
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vis.xscale = FLOAT2FIXED(pspritexscale / tex->Scale.X);
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vis.yscale = float(pspriteyscale / tex->Scale.Y);
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vis.pic = tex;
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// If flip is used, provided that it's not already flipped (that would just invert itself)
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// (It's an XOR...)
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if (!(flip) != !(pspr->Flags & PSPF_FLIP))
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{
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vis.xiscale = -FLOAT2FIXED(pspritexiscale * tex->Scale.X);
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vis.startfrac = (tex->GetWidth() << FRACBITS) - 1;
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}
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else
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{
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vis.xiscale = FLOAT2FIXED(pspritexiscale * tex->Scale.X);
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vis.startfrac = 0;
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}
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if (vis.x1 > x1)
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vis.startfrac += vis.xiscale*(vis.x1 - x1);
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noaccel = false;
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FDynamicColormap *colormap_to_use = nullptr;
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if (pspr->GetID() < PSP_TARGETCENTER)
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{
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// [MC] Set the render style
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if (pspr->Flags & PSPF_RENDERSTYLE)
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{
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const int rs = clamp<int>(pspr->RenderStyle, 0, STYLE_Count);
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if (pspr->Flags & PSPF_FORCESTYLE)
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{
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vis.RenderStyle = LegacyRenderStyles[rs];
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}
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else if (owner->RenderStyle == LegacyRenderStyles[STYLE_Fuzzy])
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{
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vis.RenderStyle = LegacyRenderStyles[STYLE_Fuzzy];
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}
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else if (owner->RenderStyle == LegacyRenderStyles[STYLE_OptFuzzy])
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{
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vis.RenderStyle = LegacyRenderStyles[STYLE_OptFuzzy];
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vis.RenderStyle.CheckFuzz();
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}
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else if (owner->RenderStyle == LegacyRenderStyles[STYLE_Subtract])
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{
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vis.RenderStyle = LegacyRenderStyles[STYLE_Subtract];
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}
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else
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{
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vis.RenderStyle = LegacyRenderStyles[rs];
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}
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}
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else
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{
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vis.RenderStyle = owner->RenderStyle;
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}
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// Set the alpha based on if using the overlay's own or not. Also adjust
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// and override the alpha if not forced.
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if (pspr->Flags & PSPF_ALPHA)
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{
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if (vis.RenderStyle == LegacyRenderStyles[STYLE_Fuzzy])
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{
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alpha = owner->Alpha;
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}
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else if (vis.RenderStyle == LegacyRenderStyles[STYLE_OptFuzzy])
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{
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FRenderStyle style = vis.RenderStyle;
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style.CheckFuzz();
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switch (style.BlendOp)
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{
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default:
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alpha = pspr->alpha * owner->Alpha;
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break;
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case STYLEOP_Fuzz:
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case STYLEOP_Sub:
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alpha = owner->Alpha;
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break;
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}
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}
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else if (vis.RenderStyle == LegacyRenderStyles[STYLE_Subtract])
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{
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alpha = owner->Alpha;
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}
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else if (vis.RenderStyle == LegacyRenderStyles[STYLE_Add] ||
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vis.RenderStyle == LegacyRenderStyles[STYLE_Translucent] ||
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vis.RenderStyle == LegacyRenderStyles[STYLE_TranslucentStencil] ||
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vis.RenderStyle == LegacyRenderStyles[STYLE_AddStencil] ||
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vis.RenderStyle == LegacyRenderStyles[STYLE_AddShaded])
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{
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alpha = owner->Alpha * pspr->alpha;
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}
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else
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{
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alpha = owner->Alpha;
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}
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}
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// Should normal renderstyle come out on top at the end and we desire alpha,
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// switch it to translucent. Normal never applies any sort of alpha.
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if ((pspr->Flags & PSPF_ALPHA) &&
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vis.RenderStyle == LegacyRenderStyles[STYLE_Normal] &&
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vis.Alpha < 1.0)
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{
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vis.RenderStyle = LegacyRenderStyles[STYLE_Translucent];
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alpha = owner->Alpha * pspr->alpha;
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}
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// ALWAYS take priority if asked for, except fuzz. Fuzz does absolutely nothing
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// no matter what way it's changed.
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if (pspr->Flags & PSPF_FORCEALPHA)
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{
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//Due to lack of != operators...
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if (vis.RenderStyle == LegacyRenderStyles[STYLE_Fuzzy] ||
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vis.RenderStyle == LegacyRenderStyles[STYLE_SoulTrans] ||
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vis.RenderStyle == LegacyRenderStyles[STYLE_Stencil])
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{
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}
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else
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{
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alpha = pspr->alpha;
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vis.RenderStyle.Flags |= STYLEF_ForceAlpha;
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}
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}
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vis.Alpha = clamp<float>(float(alpha), 0.f, 1.f);
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// Due to how some of the effects are handled, going to 0 or less causes some
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// weirdness to display. There's no point rendering it anyway if it's 0.
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if (vis.Alpha <= 0.)
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return;
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//-----------------------------------------------------------------------------
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// The software renderer cannot invert the source without inverting the overlay
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// too. That means if the source is inverted, we need to do the reverse of what
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// the invert overlay flag says to do.
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bool invertcolormap = (vis.RenderStyle.Flags & STYLEF_InvertOverlay) != 0;
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if (vis.RenderStyle.Flags & STYLEF_InvertSource)
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{
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invertcolormap = !invertcolormap;
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}
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bool fullbright = !foggy && pspr->GetState()->GetFullbright();
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bool fadeToBlack = (vis.RenderStyle.Flags & STYLEF_FadeToBlack) != 0;
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vis.Light.SetColormap(0, spriteshade, basecolormap, fullbright, invertcolormap, fadeToBlack);
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colormap_to_use = (FDynamicColormap*)vis.Light.BaseColormap;
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if (camera->Inventory != nullptr)
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{
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visstyle_t visstyle;
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visstyle.Alpha = vis.Alpha;
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visstyle.RenderStyle = STYLE_Count;
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visstyle.Invert = false;
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camera->Inventory->AlterWeaponSprite(&visstyle);
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vis.Alpha = visstyle.Alpha;
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if (visstyle.RenderStyle != STYLE_Count)
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{
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vis.RenderStyle = visstyle.RenderStyle;
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}
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if (visstyle.Invert)
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{
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vis.Light.BaseColormap = &SpecialColormaps[INVERSECOLORMAP];
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vis.Light.ColormapNum = 0;
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noaccel = true;
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}
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}
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// If we're drawing with a special colormap, but shaders for them are disabled, do
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// not accelerate.
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if (!r_shadercolormaps && (vis.Light.BaseColormap >= &SpecialColormaps[0] &&
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vis.Light.BaseColormap <= &SpecialColormaps.Last()))
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{
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noaccel = true;
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}
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// If drawing with a BOOM colormap, disable acceleration.
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if (vis.Light.BaseColormap == &NormalLight && NormalLight.Maps != realcolormaps.Maps)
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{
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noaccel = true;
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}
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// If the main colormap has fixed lights, and this sprite is being drawn with that
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// colormap, disable acceleration so that the lights can remain fixed.
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CameraLight *cameraLight = CameraLight::Instance();
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if (!noaccel && cameraLight->ShaderColormap() == nullptr &&
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NormalLightHasFixedLights && vis.Light.BaseColormap == &NormalLight &&
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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 && viewport->RenderTarget == screen && (DFrameBuffer *)screen->Accel2D)
|
|
{
|
|
FRenderStyle style = vis.RenderStyle;
|
|
style.CheckFuzz();
|
|
if (style.BlendOp != STYLEOP_Fuzz)
|
|
{
|
|
HWAccelPlayerSprite 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 >= &SpecialColormaps[0] &&
|
|
vis.Light.BaseColormap < &SpecialColormaps[SpecialColormaps.Size()])
|
|
{
|
|
accelSprite.special = static_cast<FSpecialColormap*>(vis.Light.BaseColormap);
|
|
}
|
|
else if (colormap_to_use->Color == PalEntry(255, 255, 255) &&
|
|
colormap_to_use->Desaturate == 0)
|
|
{
|
|
accelSprite.overlay = colormap_to_use->Fade;
|
|
accelSprite.overlay.a = BYTE(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();
|
|
}
|
|
|
|
void RenderPlayerSprites::RenderRemaining()
|
|
{
|
|
for (const HWAccelPlayerSprite &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_Translation, TranslationToTable(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_AlphaF, 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 NoAccelPlayerSprite::Render()
|
|
{
|
|
if (xscale == 0 || fabs(yscale) < (1.0f / 32000.0f))
|
|
{ // scaled to 0; can't see
|
|
return;
|
|
}
|
|
|
|
SpriteDrawerArgs drawerargs;
|
|
drawerargs.SetLight(Light.BaseColormap, 0, Light.ColormapNum << FRACBITS);
|
|
|
|
FDynamicColormap *basecolormap = static_cast<FDynamicColormap*>(Light.BaseColormap);
|
|
|
|
bool visible = drawerargs.SetStyle(RenderStyle, Alpha, Translation, FillColor, basecolormap, Light.ColormapNum << FRACBITS);
|
|
if (!visible)
|
|
return;
|
|
|
|
double spryscale = yscale;
|
|
bool sprflipvert = false;
|
|
fixed_t iscale = FLOAT2FIXED(1 / yscale);
|
|
|
|
auto viewport = RenderViewport::Instance();
|
|
|
|
double sprtopscreen;
|
|
if (renderflags & RF_YFLIP)
|
|
{
|
|
sprflipvert = true;
|
|
spryscale = -spryscale;
|
|
iscale = -iscale;
|
|
sprtopscreen = viewport->CenterY + (texturemid - pic->GetHeight()) * spryscale;
|
|
}
|
|
else
|
|
{
|
|
sprflipvert = false;
|
|
sprtopscreen = viewport->CenterY - texturemid * spryscale;
|
|
}
|
|
|
|
// clip to screen bounds
|
|
short *mfloorclip = screenheightarray;
|
|
short *mceilingclip = zeroarray;
|
|
|
|
fixed_t frac = startfrac;
|
|
for (int x = x1; x < x2; x++)
|
|
{
|
|
drawerargs.DrawMaskedColumn(x, iscale, pic, frac, spryscale, sprtopscreen, sprflipvert, mfloorclip, mceilingclip, false);
|
|
frac += xiscale;
|
|
}
|
|
|
|
NetUpdate();
|
|
}
|
|
}
|