mirror of
https://github.com/ZDoom/qzdoom.git
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114 lines
4.1 KiB
C++
114 lines
4.1 KiB
C++
/*
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** Handling drawing a sprite
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** Copyright (c) 2016 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#include <stdlib.h>
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#include "templates.h"
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#include "doomdef.h"
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#include "sbar.h"
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#include "r_data/r_translate.h"
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#include "poly_wallsprite.h"
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#include "polyrenderer/poly_renderer.h"
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#include "polyrenderer/scene/poly_light.h"
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void RenderPolyWallSprite::Render(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, AActor *thing, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue)
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{
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if (RenderPolySprite::IsThingCulled(thing))
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return;
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const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
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DVector3 pos = thing->InterpolatedPosition(viewpoint.TicFrac);
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pos.Z += thing->GetBobOffset(viewpoint.TicFrac);
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bool flipTextureX = false;
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FTexture *tex = RenderPolySprite::GetSpriteTexture(thing, flipTextureX);
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if (tex == nullptr || tex->UseType == FTexture::TEX_Null)
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return;
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DVector2 spriteScale = thing->Scale;
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double thingxscalemul = spriteScale.X / tex->Scale.X;
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double thingyscalemul = spriteScale.Y / tex->Scale.Y;
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double spriteHeight = thingyscalemul * tex->GetHeight();
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DAngle ang = thing->Angles.Yaw + 90;
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double angcos = ang.Cos();
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double angsin = ang.Sin();
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// Determine left and right edges of sprite. The sprite's angle is its normal,
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// so the edges are 90 degrees each side of it.
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double x2 = tex->GetScaledWidth() * spriteScale.X;
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double x1 = tex->GetScaledLeftOffset() * spriteScale.X;
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DVector2 left, right;
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left.X = pos.X - x1 * angcos;
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left.Y = pos.Y - x1 * angsin;
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right.X = left.X + x2 * angcos;
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right.Y = left.Y + x2 * angsin;
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//int scaled_to = tex->GetScaledTopOffset();
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//int scaled_bo = scaled_to - tex->GetScaledHeight();
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//gzt = pos.Z + scale.Y * scaled_to;
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//gzb = pos.Z + scale.Y * scaled_bo;
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DVector2 points[2] = { left, right };
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TriVertex *vertices = PolyRenderer::Instance()->FrameMemory.AllocMemory<TriVertex>(4);
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bool foggy = false;
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int actualextralight = foggy ? 0 : viewpoint.extralight << 4;
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std::pair<float, float> offsets[4] =
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{
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{ 0.0f, 1.0f },
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{ 1.0f, 1.0f },
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{ 1.0f, 0.0f },
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{ 0.0f, 0.0f },
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};
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for (int i = 0; i < 4; i++)
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{
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auto &p = (i == 0 || i == 3) ? points[0] : points[1];
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vertices[i].x = (float)p.X;
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vertices[i].y = (float)p.Y;
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vertices[i].z = (float)(pos.Z + spriteHeight * offsets[i].second);
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vertices[i].w = 1.0f;
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vertices[i].u = (float)(offsets[i].first * tex->Scale.X);
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vertices[i].v = (float)((1.0f - offsets[i].second) * tex->Scale.Y);
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if (flipTextureX)
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vertices[i].u = 1.0f - vertices[i].u;
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}
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bool fullbrightSprite = ((thing->renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT));
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int lightlevel = fullbrightSprite ? 255 : thing->Sector->lightlevel + actualextralight;
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PolyDrawArgs args;
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args.SetLight(GetColorTable(sub->sector->Colormap, sub->sector->SpecialColors[sector_t::sprites], true), lightlevel, PolyRenderer::Instance()->Light.WallGlobVis(foggy), fullbrightSprite);
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args.SetTransform(&worldToClip);
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args.SetFaceCullCCW(true);
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args.SetStencilTestValue(stencilValue);
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args.SetTexture(tex);
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args.SetClipPlane(clipPlane);
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args.SetSubsectorDepthTest(true);
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args.SetWriteSubsectorDepth(false);
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args.SetWriteStencil(false);
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args.SetStyle(TriBlendMode::TextureMasked);
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args.DrawArray(vertices, 4, PolyDrawMode::TriangleFan);
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}
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