qzdoom/src/swrenderer/things/r_playersprite.cpp
2017-02-04 00:25:37 +01:00

636 lines
18 KiB
C++

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