mirror of
https://github.com/ZDoom/qzdoom.git
synced 2025-01-22 00:41:23 +00:00
236b476933
- change SpriteDrawerArgs to draw a full sprite instead of one column at a time - add r_noaccel cvar to allow forced software rendering of the psprites (useful for debugging and also one person on the forum actually requested this feature) - remove FWallTmapVals and calculate texture coordinates directly from FWallCoords - move portal clipping out of the inner sprite drawing loop
273 lines
9.4 KiB
C++
273 lines
9.4 KiB
C++
//-----------------------------------------------------------------------------
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//
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// Copyright 1993-1996 id Software
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// Copyright 1999-2016 Randy Heit
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// Copyright 2016 Magnus Norddahl
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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 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 General Public License for more details.
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//
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// You should have received a copy of the GNU 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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#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 "w_wad.h"
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#include "swrenderer/things/r_wallsprite.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/scene/r_translucent_pass.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 "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 "a_dynlight.h"
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#include "r_data/r_vanillatrans.h"
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EXTERN_CVAR(Bool, gl_light_sprites)
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namespace swrenderer
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{
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void RenderSprite::Project(RenderThread *thread, AActor *thing, const DVector3 &pos, FTexture *ttex, const DVector2 &spriteScale, int renderflags, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int lightlevel, bool foggy, FDynamicColormap *basecolormap)
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{
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FSoftwareTexture *tex = ttex->GetSoftwareTexture();
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auto viewport = thread->Viewport.get();
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const double thingxscalemul = spriteScale.X / tex->GetScale().X;
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// Calculate billboard line for the sprite
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DVector2 dir = { viewport->viewpoint.Sin, -viewport->viewpoint.Cos };
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DVector2 pt1 = pos.XY() - viewport->viewpoint.Pos.XY() - dir * (((renderflags & RF_XFLIP) ? (tex->GetWidth() - tex->GetLeftOffsetSW() - 1) : tex->GetLeftOffsetSW()) * thingxscalemul);
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DVector2 pt2 = pt1 + dir * (tex->GetWidth() * thingxscalemul);
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FWallCoords wallc;
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if (wallc.Init(thread, pt1, pt2))
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return;
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// [RH] Added scaling
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int scaled_to = tex->GetScaledTopOffsetSW();
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int scaled_bo = scaled_to - tex->GetScaledHeight();
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double gzt = pos.Z + spriteScale.Y * scaled_to;
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double gzb = pos.Z + spriteScale.Y * scaled_bo;
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// killough 3/27/98: exclude things totally separated
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// from the viewer, by either water or fake ceilings
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// killough 4/11/98: improve sprite clipping for underwater/fake ceilings
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sector_t *heightsec = thing->Sector->GetHeightSec();
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if (heightsec != nullptr) // only clip things which are in special sectors
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{
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if (fakeside == WaterFakeSide::AboveCeiling)
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{
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if (gzt < heightsec->ceilingplane.ZatPoint(pos))
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return;
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}
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else if (fakeside == WaterFakeSide::BelowFloor)
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{
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if (gzb >= heightsec->floorplane.ZatPoint(pos))
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return;
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}
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else
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{
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if (gzt < heightsec->floorplane.ZatPoint(pos))
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return;
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if (!(heightsec->MoreFlags & SECMF_FAKEFLOORONLY) && gzb >= heightsec->ceilingplane.ZatPoint(pos))
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return;
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}
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}
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// [RH] Flip for mirrors
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auto renderportal = thread->Portal.get();
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renderflags ^= renderportal->MirrorFlags & RF_XFLIP;
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// [SP] SpriteFlip
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if (thing->renderflags & RF_SPRITEFLIP)
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renderflags ^= RF_XFLIP;
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double yscale = spriteScale.Y / tex->GetScale().Y;
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// store information in a vissprite
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RenderSprite *vis = thread->FrameMemory->NewObject<RenderSprite>();
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vis->wallc = wallc;
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vis->SpriteScale = yscale;
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vis->CurrentPortalUniq = renderportal->CurrentPortalUniq;
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vis->yscale = float(viewport->InvZtoScale * yscale / wallc.sz1);
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vis->idepth = float(1 / wallc.sz1);
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vis->floorclip = thing->Floorclip / yscale;
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vis->texturemid = tex->GetTopOffsetSW() - (viewport->viewpoint.Pos.Z - pos.Z + thing->Floorclip) / yscale;
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vis->x1 = wallc.sx1 < renderportal->WindowLeft ? renderportal->WindowLeft : wallc.sx1;
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vis->x2 = wallc.sx2 > renderportal->WindowRight ? renderportal->WindowRight : wallc.sx2;
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vis->heightsec = heightsec;
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vis->sector = thing->Sector;
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vis->section = thing->section;
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vis->depth = (float)wallc.sz1;
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vis->gpos = { (float)pos.X, (float)pos.Y, (float)pos.Z };
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vis->gzb = (float)gzb;
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vis->gzt = (float)gzt;
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vis->deltax = float(pos.X - viewport->viewpoint.Pos.X);
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vis->deltay = float(pos.Y - viewport->viewpoint.Pos.Y);
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vis->renderflags = renderflags;
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if (thing->flags5 & MF5_BRIGHT)
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vis->renderflags |= RF_FULLBRIGHT;
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vis->RenderStyle = thing->RenderStyle;
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if (r_UseVanillaTransparency)
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{
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if (thing->renderflags & RF_ZDOOMTRANS)
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vis->RenderStyle = LegacyRenderStyles[STYLE_Normal];
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}
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vis->FillColor = thing->fillcolor;
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vis->Translation = thing->Translation; // [RH] thing translation table
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vis->FakeFlatStat = fakeside;
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vis->Alpha = float(thing->Alpha);
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vis->fakefloor = fakefloor;
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vis->fakeceiling = fakeceiling;
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vis->pic = tex;
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vis->foggy = foggy;
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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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invertcolormap = !invertcolormap;
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if (vis->RenderStyle == LegacyRenderStyles[STYLE_Add] && basecolormap->Fade != 0)
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{
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basecolormap = GetSpecialLights(basecolormap->Color, 0, basecolormap->Desaturate);
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}
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bool fullbright = !vis->foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT));
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bool fadeToBlack = (vis->RenderStyle.Flags & STYLEF_FadeToBlack) != 0;
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if (r_dynlights && gl_light_sprites)
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{
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float lit_red = 0;
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float lit_green = 0;
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float lit_blue = 0;
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auto node = vis->section->lighthead;
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while (node != nullptr)
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{
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FDynamicLight *light = node->lightsource;
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if (light->ShouldLightActor(thing))
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{
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float lx = (float)(light->X() - thing->X());
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float ly = (float)(light->Y() - thing->Y());
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float lz = (float)(light->Z() - thing->Center());
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float LdotL = lx * lx + ly * ly + lz * lz;
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float radius = node->lightsource->GetRadius();
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if (radius * radius >= LdotL)
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{
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float distance = sqrt(LdotL);
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float attenuation = 1.0f - distance / radius;
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if (attenuation > 0.0f)
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{
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float red = light->GetRed() * (1.0f / 255.0f);
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float green = light->GetGreen() * (1.0f / 255.0f);
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float blue = light->GetBlue() * (1.0f / 255.0f);
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/*if (light->IsSubtractive())
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{
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float bright = FVector3(lr, lg, lb).Length();
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FVector3 lightColor(lr, lg, lb);
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red = (bright - lr) * -1;
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green = (bright - lg) * -1;
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blue = (bright - lb) * -1;
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}*/
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lit_red += red * attenuation;
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lit_green += green * attenuation;
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lit_blue += blue * attenuation;
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}
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}
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}
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node = node->nextLight;
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}
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lit_red = clamp(lit_red * 255.0f, 0.0f, 255.0f);
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lit_green = clamp(lit_green * 255.0f, 0.0f, 255.0f);
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lit_blue = clamp(lit_blue * 255.0f, 0.0f, 255.0f);
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vis->dynlightcolor = (((uint32_t)lit_red) << 16) | (((uint32_t)lit_green) << 8) | ((uint32_t)lit_blue);
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}
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else
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{
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vis->dynlightcolor = 0;
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}
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vis->Light.SetColormap(thread, wallc.sz1, lightlevel, foggy, basecolormap, fullbright, invertcolormap, fadeToBlack, false, false);
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thread->SpriteList->Push(vis);
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}
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void RenderSprite::Render(RenderThread *thread, short *mfloorclip, short *mceilingclip, int, int, Fake3DTranslucent)
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{
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SpriteDrawerArgs drawerargs;
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drawerargs.SetDynamicLight(dynlightcolor);
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bool visible = drawerargs.SetStyle(thread->Viewport.get(), RenderStyle, Alpha, Translation, FillColor, Light);
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if (visible)
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{
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RenderTranslucentPass *translucentPass = thread->TranslucentPass.get();
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short portalfloorclip[MAXWIDTH];
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int x2 = wallc.sx2;
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for (int x = wallc.sx1; x < x2; x++)
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{
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if (translucentPass->ClipSpriteColumnWithPortals(x, this))
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portalfloorclip[x] = mceilingclip[x];
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else
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portalfloorclip[x] = mfloorclip[x];
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}
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thread->PrepareTexture(pic, RenderStyle);
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ProjectedWallLight mlight;
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mlight.SetSpriteLight();
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drawerargs.SetBaseColormap(Light.BaseColormap);
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drawerargs.DrawMasked(thread, gzt - floorclip, SpriteScale, renderflags & RF_XFLIP, renderflags & RF_YFLIP, wallc, mlight, pic, portalfloorclip, mceilingclip, RenderStyle);
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}
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}
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}
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