qzdoom/src/r_utility.cpp
Christoph Oelckers 82bd742ea3 - reworked how the software renderer manages its textures.
* it's no longer the main texture objects managing the pixel buffer but FSoftwareTexture.
* create proper spans for true color textures. The paletted spans only match if the image does not have any translucent pixels.
* create proper warp textures instead of working off the paletted variants.

As a side effect, caching of pixel buffers for texture composition is temporarily disabled, as it management of texture redirections. These things will be reimplemented once things progress further. The existing methods here had their share of serious issues that should be fixed.
2018-12-08 12:42:35 +01:00

1277 lines
34 KiB
C++

//-----------------------------------------------------------------------------
//
// Copyright 1993-1996 id Software
// Copyright 1994-1996 Raven Software
// Copyright 1999-2016 Randy Heit
// Copyright 2002-2016 Christoph Oelckers
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//-----------------------------------------------------------------------------
//
// DESCRIPTION:
// Rendering main loop and setup functions,
// utility functions (BSP, geometry, trigonometry).
// See tables.c, too.
//
//-----------------------------------------------------------------------------
// HEADER FILES ------------------------------------------------------------
#include <stdlib.h>
#include <math.h>
#include "templates.h"
#include "doomdef.h"
#include "d_net.h"
#include "doomstat.h"
#include "m_random.h"
#include "m_bbox.h"
#include "r_sky.h"
#include "st_stuff.h"
#include "c_dispatch.h"
#include "v_video.h"
#include "stats.h"
#include "i_video.h"
#include "a_sharedglobal.h"
#include "p_3dmidtex.h"
#include "r_data/r_interpolate.h"
#include "po_man.h"
#include "p_effect.h"
#include "st_start.h"
#include "v_font.h"
#include "r_renderer.h"
#include "serializer.h"
#include "r_utility.h"
#include "d_player.h"
#include "p_local.h"
#include "g_levellocals.h"
#include "p_maputl.h"
#include "sbar.h"
#include "vm.h"
#include "i_time.h"
#include "actorinlines.h"
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
extern bool DrawFSHUD; // [RH] Defined in d_main.cpp
EXTERN_CVAR (Bool, cl_capfps)
// TYPES -------------------------------------------------------------------
struct InterpolationViewer
{
struct instance
{
DVector3 Pos;
DRotator Angles;
};
AActor *ViewActor;
int otic;
instance Old, New;
};
// PRIVATE DATA DECLARATIONS -----------------------------------------------
static TArray<InterpolationViewer> PastViewers;
static FRandom pr_torchflicker ("TorchFlicker");
static FRandom pr_hom;
bool NoInterpolateView; // GL needs access to this.
static TArray<DVector3a> InterpolationPath;
// PUBLIC DATA DEFINITIONS -------------------------------------------------
CVAR (Bool, r_deathcamera, false, CVAR_ARCHIVE)
CVAR (Int, r_clearbuffer, 0, 0)
CVAR (Bool, r_drawvoxels, true, 0)
CVAR (Bool, r_drawplayersprites, true, 0) // [RH] Draw player sprites?
CUSTOM_CVAR(Float, r_quakeintensity, 1.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
{
if (self < 0.f) self = 0.f;
else if (self > 1.f) self = 1.f;
}
int viewwindowx;
int viewwindowy;
int viewwidth;
int viewheight;
FRenderViewpoint::FRenderViewpoint()
{
player = nullptr;
Pos = { 0.0, 0.0, 0.0 };
ActorPos = { 0.0, 0.0, 0.0 };
Angles = { 0.0, 0.0, 0.0 };
Path[0] = { 0.0, 0.0, 0.0 };
Path[1] = { 0.0, 0.0, 0.0 };
Cos = 0.0;
Sin = 0.0;
TanCos = 0.0;
TanSin = 0.0;
camera = nullptr;
sector = nullptr;
FieldOfView = 90.; // Angles in the SCREENWIDTH wide window
TicFrac = 0.0;
FrameTime = 0;
extralight = 0;
showviewer = false;
}
FRenderViewpoint r_viewpoint;
FViewWindow r_viewwindow;
bool r_NoInterpolate;
angle_t LocalViewAngle;
int LocalViewPitch;
bool LocalKeyboardTurner;
int setblocks;
bool setsizeneeded;
unsigned int R_OldBlend = ~0;
int validcount = 1; // increment every time a check is made
int dl_validcount = 1; // increment every time a check is made
int freelookviewheight;
FCanvasTextureInfo *FCanvasTextureInfo::List;
DVector3a view;
DAngle viewpitch;
DEFINE_GLOBAL(LocalViewPitch);
// CODE --------------------------------------------------------------------
static void R_Shutdown ();
//==========================================================================
//
// R_SetFOV
//
// Changes the field of view in degrees
//
//==========================================================================
void R_SetFOV (FRenderViewpoint &viewpoint, DAngle fov)
{
if (fov < 5.) fov = 5.;
else if (fov > 170.) fov = 170.;
if (fov != viewpoint.FieldOfView)
{
viewpoint.FieldOfView = fov;
setsizeneeded = true;
}
}
//==========================================================================
//
// R_SetViewSize
//
// Do not really change anything here, because it might be in the middle
// of a refresh. The change will take effect next refresh.
//
//==========================================================================
void R_SetViewSize (int blocks)
{
setsizeneeded = true;
setblocks = blocks;
}
//==========================================================================
//
// R_SetWindow
//
//==========================================================================
void R_SetWindow (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, int windowSize, int fullWidth, int fullHeight, int stHeight, bool renderingToCanvas)
{
if (windowSize >= 11)
{
viewwidth = fullWidth;
freelookviewheight = viewheight = fullHeight;
}
else if (windowSize == 10)
{
viewwidth = fullWidth;
viewheight = stHeight;
freelookviewheight = fullHeight;
}
else
{
viewwidth = ((setblocks*fullWidth)/10) & (~15);
viewheight = ((setblocks*stHeight)/10)&~7;
freelookviewheight = ((setblocks*fullHeight)/10)&~7;
}
if (renderingToCanvas)
{
viewwindow.WidescreenRatio = fullWidth / (float)fullHeight;
}
else
{
viewwindow.WidescreenRatio = ActiveRatio(fullWidth, fullHeight);
}
DrawFSHUD = (windowSize == 11);
// [RH] Sky height fix for screens not 200 (or 240) pixels tall
R_InitSkyMap ();
viewwindow.centery = viewheight/2;
viewwindow.centerx = viewwidth/2;
if (AspectTallerThanWide(viewwindow.WidescreenRatio))
{
viewwindow.centerxwide = viewwindow.centerx;
}
else
{
viewwindow.centerxwide = viewwindow.centerx * AspectMultiplier(viewwindow.WidescreenRatio) / 48;
}
DAngle fov = viewpoint.FieldOfView;
// For widescreen displays, increase the FOV so that the middle part of the
// screen that would be visible on a 4:3 display has the requested FOV.
if (viewwindow.centerxwide != viewwindow.centerx)
{ // centerxwide is what centerx would be if the display was not widescreen
fov = DAngle::ToDegrees(2 * atan(viewwindow.centerx * tan(fov.Radians()/2) / double(viewwindow.centerxwide)));
if (fov > 170.) fov = 170.;
}
viewwindow.FocalTangent = tan(fov.Radians() / 2);
}
//==========================================================================
//
// R_ExecuteSetViewSize
//
//==========================================================================
void R_ExecuteSetViewSize (FRenderViewpoint &viewpoint, FViewWindow &viewwindow)
{
setsizeneeded = false;
R_SetWindow (viewpoint, viewwindow, setblocks, SCREENWIDTH, SCREENHEIGHT, StatusBar->GetTopOfStatusbar());
// Handle resize, e.g. smaller view windows with border and/or status bar.
viewwindowx = (screen->GetWidth() - viewwidth) >> 1;
// Same with base row offset.
viewwindowy = (viewwidth == screen->GetWidth()) ? 0 : (StatusBar->GetTopOfStatusbar() - viewheight) >> 1;
}
//==========================================================================
//
// r_visibility
//
// Controls how quickly light ramps across a 1/z range.
//
//==========================================================================
double R_ClampVisibility(double vis)
{
// Allow negative visibilities, just for novelty's sake
return clamp(vis, -204.7, 204.7); // (205 and larger do not work in 5:4 aspect ratio)
}
CUSTOM_CVAR(Float, r_visibility, 8.0f, CVAR_NOINITCALL)
{
if (netgame && self != 8.0f)
{
Printf("Visibility cannot be changed in net games.\n");
self = 8.0f;
}
else
{
float clampValue = (float)R_ClampVisibility(self);
if (self != clampValue)
self = clampValue;
}
}
//==========================================================================
//
// R_GetGlobVis
//
// Calculates the global visibility constant used by the software renderer
//
//==========================================================================
double R_GetGlobVis(const FViewWindow &viewwindow, double vis)
{
vis = R_ClampVisibility(vis);
double virtwidth = screen->GetWidth();
double virtheight = screen->GetHeight();
if (AspectTallerThanWide(viewwindow.WidescreenRatio))
{
virtheight = (virtheight * AspectMultiplier(viewwindow.WidescreenRatio)) / 48;
}
else
{
virtwidth = (virtwidth * AspectMultiplier(viewwindow.WidescreenRatio)) / 48;
}
double YaspectMul = 320.0 * virtheight / (200.0 * virtwidth);
double InvZtoScale = YaspectMul * viewwindow.centerx;
double wallVisibility = vis;
// Prevent overflow on walls
double maxVisForWall = (InvZtoScale * (screen->GetWidth() * r_Yaspect) / (viewwidth * screen->GetHeight() * viewwindow.FocalTangent));
maxVisForWall = 32767.0 / maxVisForWall;
if (vis < 0 && vis < -maxVisForWall)
wallVisibility = -maxVisForWall;
else if (vis > 0 && vis > maxVisForWall)
wallVisibility = maxVisForWall;
wallVisibility = InvZtoScale * screen->GetWidth() * AspectBaseHeight(viewwindow.WidescreenRatio) / (viewwidth * screen->GetHeight() * 3) * (wallVisibility * viewwindow.FocalTangent);
return wallVisibility / viewwindow.FocalTangent;
}
//==========================================================================
//
// CVAR screenblocks
//
// Selects the size of the visible window
//
//==========================================================================
CUSTOM_CVAR (Int, screenblocks, 10, CVAR_ARCHIVE)
{
if (self > 12)
self = 12;
else if (self < 3)
self = 3;
else
R_SetViewSize (self);
}
//==========================================================================
//
// R_PointInSubsector
//
//==========================================================================
subsector_t *R_PointInSubsector (fixed_t x, fixed_t y)
{
node_t *node;
int side;
// single subsector is a special case
if (level.nodes.Size() == 0)
return &level.subsectors[0];
node = level.HeadNode();
do
{
side = R_PointOnSide (x, y, node);
node = (node_t *)node->children[side];
}
while (!((size_t)node & 1));
return (subsector_t *)((uint8_t *)node - 1);
}
//==========================================================================
//
//
//
//==========================================================================
FRenderer *CreateSWRenderer();
//==========================================================================
//
// R_Init
//
//==========================================================================
void R_Init ()
{
atterm (R_Shutdown);
StartScreen->Progress();
R_InitTranslationTables ();
R_SetViewSize (screenblocks);
if (SWRenderer == NULL)
{
SWRenderer = CreateSWRenderer();
}
SWRenderer->Init();
}
//==========================================================================
//
// R_Shutdown
//
//==========================================================================
static void R_Shutdown ()
{
if (SWRenderer != nullptr) delete SWRenderer;
SWRenderer = nullptr;
R_DeinitTranslationTables();
R_DeinitColormaps ();
FCanvasTextureInfo::EmptyList();
}
//==========================================================================
//
// R_InterpolateView
//
//==========================================================================
//CVAR (Int, tf, 0, 0)
EXTERN_CVAR (Bool, cl_noprediction)
void R_InterpolateView (FRenderViewpoint &viewpoint, player_t *player, double Frac, InterpolationViewer *iview)
{
if (NoInterpolateView)
{
InterpolationPath.Clear();
NoInterpolateView = false;
iview->Old = iview->New;
}
int oldgroup = R_PointInSubsector(iview->Old.Pos)->sector->PortalGroup;
int newgroup = R_PointInSubsector(iview->New.Pos)->sector->PortalGroup;
DAngle oviewangle = iview->Old.Angles.Yaw;
DAngle nviewangle = iview->New.Angles.Yaw;
if (!cl_capfps)
{
if ((iview->Old.Pos.X != iview->New.Pos.X || iview->Old.Pos.Y != iview->New.Pos.Y) && InterpolationPath.Size() > 0)
{
DVector3 view = iview->New.Pos;
// Interpolating through line portals is a messy affair.
// What needs be done is to store the portal transitions of the camera actor as waypoints
// and then find out on which part of the path the current view lies.
// Needless to say, this doesn't work for chasecam mode.
if (!viewpoint.showviewer)
{
double pathlen = 0;
double zdiff = 0;
double totalzdiff = 0;
DAngle adiff = 0.;
DAngle totaladiff = 0.;
double oviewz = iview->Old.Pos.Z;
double nviewz = iview->New.Pos.Z;
DVector3a oldpos = { { iview->Old.Pos.X, iview->Old.Pos.Y, 0 }, 0. };
DVector3a newpos = { { iview->New.Pos.X, iview->New.Pos.Y, 0 }, 0. };
InterpolationPath.Push(newpos); // add this to the array to simplify the loops below
for (unsigned i = 0; i < InterpolationPath.Size(); i += 2)
{
DVector3a &start = i == 0 ? oldpos : InterpolationPath[i - 1];
DVector3a &end = InterpolationPath[i];
pathlen += (end.pos - start.pos).Length();
totalzdiff += start.pos.Z;
totaladiff += start.angle;
}
double interpolatedlen = Frac * pathlen;
for (unsigned i = 0; i < InterpolationPath.Size(); i += 2)
{
DVector3a &start = i == 0 ? oldpos : InterpolationPath[i - 1];
DVector3a &end = InterpolationPath[i];
double fraglen = (end.pos - start.pos).Length();
zdiff += start.pos.Z;
adiff += start.angle;
if (fraglen <= interpolatedlen)
{
interpolatedlen -= fraglen;
}
else
{
double fragfrac = interpolatedlen / fraglen;
oviewz += zdiff;
nviewz -= totalzdiff - zdiff;
oviewangle += adiff;
nviewangle -= totaladiff - adiff;
DVector2 viewpos = start.pos + (fragfrac * (end.pos - start.pos));
viewpoint.Pos = { viewpos, oviewz + Frac * (nviewz - oviewz) };
break;
}
}
InterpolationPath.Pop();
viewpoint.Path[0] = iview->Old.Pos;
viewpoint.Path[1] = viewpoint.Path[0] + (InterpolationPath[0].pos - viewpoint.Path[0]).XY().MakeResize(pathlen);
}
}
else
{
DVector2 disp = level.Displacements.getOffset(oldgroup, newgroup);
viewpoint.Pos = iview->Old.Pos + (iview->New.Pos - iview->Old.Pos - disp) * Frac;
viewpoint.Path[0] = viewpoint.Path[1] = iview->New.Pos;
}
}
else
{
viewpoint.Pos = iview->New.Pos;
viewpoint.Path[0] = viewpoint.Path[1] = iview->New.Pos;
}
if (player != NULL &&
!(player->cheats & CF_INTERPVIEW) &&
player - players == consoleplayer &&
viewpoint.camera == player->mo &&
!demoplayback &&
iview->New.Pos.X == viewpoint.camera->X() &&
iview->New.Pos.Y == viewpoint.camera->Y() &&
!(player->cheats & (CF_TOTALLYFROZEN|CF_FROZEN)) &&
player->playerstate == PST_LIVE &&
player->mo->reactiontime == 0 &&
!NoInterpolateView &&
!paused &&
(!netgame || !cl_noprediction) &&
!LocalKeyboardTurner)
{
viewpoint.Angles.Yaw = (nviewangle + AngleToFloat(LocalViewAngle & 0xFFFF0000)).Normalized180();
DAngle delta = player->centering ? DAngle(0.) : AngleToFloat(int(LocalViewPitch & 0xFFFF0000));
viewpoint.Angles.Pitch = clamp<DAngle>((iview->New.Angles.Pitch - delta).Normalized180(), player->MinPitch, player->MaxPitch);
viewpoint.Angles.Roll = iview->New.Angles.Roll.Normalized180();
}
else
{
viewpoint.Angles.Pitch = (iview->Old.Angles.Pitch + deltaangle(iview->Old.Angles.Pitch, iview->New.Angles.Pitch) * Frac).Normalized180();
viewpoint.Angles.Yaw = (oviewangle + deltaangle(oviewangle, nviewangle) * Frac).Normalized180();
viewpoint.Angles.Roll = (iview->Old.Angles.Roll + deltaangle(iview->Old.Angles.Roll, iview->New.Angles.Roll) * Frac).Normalized180();
}
// Due to interpolation this is not necessarily the same as the sector the camera is in.
viewpoint.sector = R_PointInSubsector(viewpoint.Pos)->sector;
bool moved = false;
while (!viewpoint.sector->PortalBlocksMovement(sector_t::ceiling))
{
if (viewpoint.Pos.Z > viewpoint.sector->GetPortalPlaneZ(sector_t::ceiling))
{
viewpoint.Pos += viewpoint.sector->GetPortalDisplacement(sector_t::ceiling);
viewpoint.ActorPos += viewpoint.sector->GetPortalDisplacement(sector_t::ceiling);
viewpoint.sector = R_PointInSubsector(viewpoint.Pos)->sector;
moved = true;
}
else break;
}
if (!moved)
{
while (!viewpoint.sector->PortalBlocksMovement(sector_t::floor))
{
if (viewpoint.Pos.Z < viewpoint.sector->GetPortalPlaneZ(sector_t::floor))
{
viewpoint.Pos += viewpoint.sector->GetPortalDisplacement(sector_t::floor);
viewpoint.ActorPos += viewpoint.sector->GetPortalDisplacement(sector_t::floor);
viewpoint.sector = R_PointInSubsector(viewpoint.Pos)->sector;
moved = true;
}
else break;
}
}
}
//==========================================================================
//
// R_ResetViewInterpolation
//
//==========================================================================
void R_ResetViewInterpolation ()
{
InterpolationPath.Clear();
NoInterpolateView = true;
}
//==========================================================================
//
// R_SetViewAngle
// sets all values derived from the view angle.
//
//==========================================================================
void FRenderViewpoint::SetViewAngle (const FViewWindow &viewwindow)
{
Sin = Angles.Yaw.Sin();
Cos = Angles.Yaw.Cos();
TanSin = viewwindow.FocalTangent * Sin;
TanCos = viewwindow.FocalTangent * Cos;
DVector2 v = Angles.Yaw.ToVector();
ViewVector.X = v.X;
ViewVector.Y = v.Y;
HWAngles.Yaw = float(270.0 - Angles.Yaw.Degrees);
}
//==========================================================================
//
// FindPastViewer
//
//==========================================================================
static InterpolationViewer *FindPastViewer (AActor *actor)
{
for (unsigned int i = 0; i < PastViewers.Size(); ++i)
{
if (PastViewers[i].ViewActor == actor)
{
return &PastViewers[i];
}
}
// Not found, so make a new one
InterpolationViewer iview;
memset(&iview, 0, sizeof(iview));
iview.ViewActor = actor;
iview.otic = -1;
InterpolationPath.Clear();
return &PastViewers[PastViewers.Push (iview)];
}
//==========================================================================
//
// R_FreePastViewers
//
//==========================================================================
void R_FreePastViewers ()
{
InterpolationPath.Clear();
PastViewers.Clear ();
}
//==========================================================================
//
// R_ClearPastViewer
//
// If the actor changed in a non-interpolatable way, remove it.
//
//==========================================================================
void R_ClearPastViewer (AActor *actor)
{
InterpolationPath.Clear();
for (unsigned int i = 0; i < PastViewers.Size(); ++i)
{
if (PastViewers[i].ViewActor == actor)
{
// Found it, so remove it.
if (i == PastViewers.Size())
{
PastViewers.Delete (i);
}
else
{
PastViewers.Pop (PastViewers[i]);
}
}
}
}
//==========================================================================
//
// R_RebuildViewInterpolation
//
//==========================================================================
void R_RebuildViewInterpolation(player_t *player)
{
if (player == NULL || player->camera == NULL)
return;
if (!NoInterpolateView)
return;
NoInterpolateView = false;
InterpolationViewer *iview = FindPastViewer(player->camera);
iview->Old = iview->New;
InterpolationPath.Clear();
}
//==========================================================================
//
// R_GetViewInterpolationStatus
//
//==========================================================================
bool R_GetViewInterpolationStatus()
{
return NoInterpolateView;
}
//==========================================================================
//
// R_ClearInterpolationPath
//
//==========================================================================
void R_ClearInterpolationPath()
{
InterpolationPath.Clear();
}
//==========================================================================
//
// R_AddInterpolationPoint
//
//==========================================================================
void R_AddInterpolationPoint(const DVector3a &vec)
{
InterpolationPath.Push(vec);
}
//==========================================================================
//
// QuakePower
//
//==========================================================================
static double QuakePower(double factor, double intensity, double offset)
{
double randumb;
if (intensity == 0)
{
randumb = 0;
}
else
{
randumb = pr_torchflicker.GenRand_Real2() * (intensity * 2) - intensity;
}
return factor * (offset + randumb);
}
//==========================================================================
//
// R_SetupFrame
//
//==========================================================================
void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor *actor)
{
if (actor == NULL)
{
I_Error ("Tried to render from a NULL actor.");
}
player_t *player = actor->player;
unsigned int newblend;
InterpolationViewer *iview;
bool unlinked = false;
if (player != NULL && player->mo == actor)
{ // [RH] Use camera instead of viewplayer
viewpoint.camera = player->camera;
if (viewpoint.camera == NULL)
{
viewpoint.camera = player->camera = player->mo;
}
}
else
{
viewpoint.camera = actor;
}
if (viewpoint.camera == NULL)
{
I_Error ("You lost your body. Bad dehacked work is likely to blame.");
}
iview = FindPastViewer (viewpoint.camera);
int nowtic = I_GetTime ();
if (iview->otic != -1 && nowtic > iview->otic)
{
iview->otic = nowtic;
iview->Old = iview->New;
}
if (player != NULL && gamestate != GS_TITLELEVEL &&
((player->cheats & CF_CHASECAM) || (r_deathcamera && viewpoint.camera->health <= 0)))
{
sector_t *oldsector = R_PointInSubsector(iview->Old.Pos)->sector;
// [RH] Use chasecam view
DVector3 campos;
DAngle camangle;
P_AimCamera (viewpoint.camera, campos, camangle, viewpoint.sector, unlinked); // fixme: This needs to translate the angle, too.
iview->New.Pos = campos;
iview->New.Angles.Yaw = camangle;
viewpoint.showviewer = true;
// Interpolating this is a very complicated thing because nothing keeps track of the aim camera's movement, so whenever we detect a portal transition
// it's probably best to just reset the interpolation for this move.
// Note that this can still cause problems with unusually linked portals
if (viewpoint.sector->PortalGroup != oldsector->PortalGroup || (unlinked && ((iview->New.Pos.XY() - iview->Old.Pos.XY()).LengthSquared()) > 256*256))
{
iview->otic = nowtic;
iview->Old = iview->New;
r_NoInterpolate = true;
}
viewpoint.ActorPos = campos;
}
else
{
viewpoint.ActorPos = iview->New.Pos = { viewpoint.camera->Pos().XY(), viewpoint.camera->player ? viewpoint.camera->player->viewz : viewpoint.camera->Z() + viewpoint.camera->GetCameraHeight() };
viewpoint.sector = viewpoint.camera->Sector;
viewpoint.showviewer = false;
}
iview->New.Angles = viewpoint.camera->Angles;
if (viewpoint.camera->player != 0)
{
player = viewpoint.camera->player;
}
if (iview->otic == -1 || r_NoInterpolate)
{
R_ResetViewInterpolation ();
iview->otic = nowtic;
}
viewpoint.TicFrac = I_GetTimeFrac ();
if (cl_capfps || r_NoInterpolate)
{
viewpoint.TicFrac = 1.;
}
R_InterpolateView (viewpoint, player, viewpoint.TicFrac, iview);
viewpoint.SetViewAngle (viewwindow);
interpolator.DoInterpolations (viewpoint.TicFrac);
// Keep the view within the sector's floor and ceiling
if (viewpoint.sector->PortalBlocksMovement(sector_t::ceiling))
{
double theZ = viewpoint.sector->ceilingplane.ZatPoint(viewpoint.Pos) - 4;
if (viewpoint.Pos.Z > theZ)
{
viewpoint.Pos.Z = theZ;
}
}
if (viewpoint.sector->PortalBlocksMovement(sector_t::floor))
{
double theZ = viewpoint.sector->floorplane.ZatPoint(viewpoint.Pos) + 4;
if (viewpoint.Pos.Z < theZ)
{
viewpoint.Pos.Z = theZ;
}
}
if (!paused)
{
FQuakeJiggers jiggers;
memset(&jiggers, 0, sizeof(jiggers));
if (DEarthquake::StaticGetQuakeIntensities(viewpoint.TicFrac, viewpoint.camera, jiggers) > 0)
{
double quakefactor = r_quakeintensity;
DAngle an;
if (jiggers.RollIntensity != 0 || jiggers.RollWave != 0)
{
viewpoint.Angles.Roll += QuakePower(quakefactor, jiggers.RollIntensity, jiggers.RollWave);
}
if (jiggers.RelIntensity.X != 0 || jiggers.RelOffset.X != 0)
{
an = viewpoint.camera->Angles.Yaw;
double power = QuakePower(quakefactor, jiggers.RelIntensity.X, jiggers.RelOffset.X);
viewpoint.Pos += an.ToVector(power);
}
if (jiggers.RelIntensity.Y != 0 || jiggers.RelOffset.Y != 0)
{
an = viewpoint.camera->Angles.Yaw + 90;
double power = QuakePower(quakefactor, jiggers.RelIntensity.Y, jiggers.RelOffset.Y);
viewpoint.Pos += an.ToVector(power);
}
// FIXME: Relative Z is not relative
if (jiggers.RelIntensity.Z != 0 || jiggers.RelOffset.Z != 0)
{
viewpoint.Pos.Z += QuakePower(quakefactor, jiggers.RelIntensity.Z, jiggers.RelOffset.Z);
}
if (jiggers.Intensity.X != 0 || jiggers.Offset.X != 0)
{
viewpoint.Pos.X += QuakePower(quakefactor, jiggers.Intensity.X, jiggers.Offset.X);
}
if (jiggers.Intensity.Y != 0 || jiggers.Offset.Y != 0)
{
viewpoint.Pos.Y += QuakePower(quakefactor, jiggers.Intensity.Y, jiggers.Offset.Y);
}
if (jiggers.Intensity.Z != 0 || jiggers.Offset.Z != 0)
{
viewpoint.Pos.Z += QuakePower(quakefactor, jiggers.Intensity.Z, jiggers.Offset.Z);
}
}
}
viewpoint.extralight = viewpoint.camera->player ? viewpoint.camera->player->extralight : 0;
// killough 3/20/98, 4/4/98: select colormap based on player status
// [RH] Can also select a blend
newblend = 0;
TArray<lightlist_t> &lightlist = viewpoint.sector->e->XFloor.lightlist;
if (lightlist.Size() > 0)
{
for(unsigned int i = 0; i < lightlist.Size(); i++)
{
secplane_t *plane;
int viewside;
plane = (i < lightlist.Size()-1) ? &lightlist[i+1].plane : &viewpoint.sector->floorplane;
viewside = plane->PointOnSide(viewpoint.Pos);
// Reverse the direction of the test if the plane was downward facing.
// We want to know if the view is above it, whatever its orientation may be.
if (plane->fC() < 0)
viewside = -viewside;
if (viewside > 0)
{
// 3d floor 'fog' is rendered as a blending value
PalEntry blendv = lightlist[i].blend;
// If no alpha is set, use 50%
if (blendv.a==0 && blendv!=0) blendv.a=128;
newblend = blendv.d;
break;
}
}
}
else
{
const sector_t *s = viewpoint.sector->GetHeightSec();
if (s != NULL)
{
newblend = s->floorplane.PointOnSide(viewpoint.Pos) < 0
? s->bottommap
: s->ceilingplane.PointOnSide(viewpoint.Pos) < 0
? s->topmap
: s->midmap;
if (APART(newblend) == 0 && newblend >= fakecmaps.Size())
newblend = 0;
}
}
// [RH] Don't override testblend unless entering a sector with a
// blend different from the previous sector's. Same goes with
// NormalLight's maps pointer.
if (R_OldBlend != newblend)
{
R_OldBlend = newblend;
if (APART(newblend))
{
BaseBlendR = RPART(newblend);
BaseBlendG = GPART(newblend);
BaseBlendB = BPART(newblend);
BaseBlendA = APART(newblend) / 255.f;
}
else
{
BaseBlendR = BaseBlendG = BaseBlendB = 0;
BaseBlendA = 0.f;
}
}
validcount++;
if (r_clearbuffer != 0)
{
int color;
int hom = r_clearbuffer;
if (hom == 3)
{
hom = ((screen->FrameTime / 128) & 1) + 1;
}
if (hom == 1)
{
color = GPalette.BlackIndex;
}
else if (hom == 2)
{
color = GPalette.WhiteIndex;
}
else if (hom == 4)
{
color = (screen->FrameTime / 32) & 255;
}
else
{
color = pr_hom();
}
screen->SetClearColor(color);
SWRenderer->SetClearColor(color);
}
else
{
screen->SetClearColor(GPalette.BlackIndex);
}
// And finally some info that is needed for the hardware renderer
// Scale the pitch to account for the pixel stretching, because the playsim doesn't know about this and treats it as 1:1.
// However, to set up a projection matrix this needs to be adjusted.
double radPitch = viewpoint.Angles.Pitch.Normalized180().Radians();
double angx = cos(radPitch);
double angy = sin(radPitch) * level.info->pixelstretch;
double alen = sqrt(angx*angx + angy*angy);
viewpoint.HWAngles.Pitch = RAD2DEG((float)asin(angy / alen));
viewpoint.HWAngles.Roll.Degrees = (float)viewpoint.Angles.Roll.Degrees; // copied for convenience.
// ViewActor only gets set, if the camera actor should not be rendered
if (actor->player && actor->player - players == consoleplayer &&
((actor->player->cheats & CF_CHASECAM) || (r_deathcamera && actor->health <= 0)) && actor == actor->player->mo)
{
viewpoint.ViewActor = nullptr;
}
else
{
viewpoint.ViewActor = actor;
}
}
//==========================================================================
//
// FCanvasTextureInfo :: Add
//
// Assigns a camera to a canvas texture.
//
//==========================================================================
void FCanvasTextureInfo::Add (AActor *viewpoint, FTextureID picnum, double fov)
{
FCanvasTextureInfo *probe;
FCanvasTexture *texture;
if (!picnum.isValid())
{
return;
}
texture = static_cast<FCanvasTexture *>(TexMan.GetTexture(picnum));
if (!texture->bHasCanvas)
{
Printf ("%s is not a valid target for a camera\n", texture->Name.GetChars());
return;
}
// Is this texture already assigned to a camera?
for (probe = List; probe != NULL; probe = probe->Next)
{
if (probe->Texture == texture)
{
// Yes, change its assignment to this new camera
if (probe->Viewpoint != viewpoint || probe->FOV != fov)
{
texture->bFirstUpdate = true;
}
probe->Viewpoint = viewpoint;
probe->FOV = fov;
return;
}
}
// No, create a new assignment
probe = new FCanvasTextureInfo;
probe->Viewpoint = viewpoint;
probe->Texture = texture;
probe->PicNum = picnum;
probe->FOV = fov;
probe->Next = List;
texture->bFirstUpdate = true;
List = probe;
}
// [ZZ] expose this to ZScript
void SetCameraToTexture(AActor *viewpoint, const FString &texturename, double fov)
{
FTextureID textureid = TexMan.CheckForTexture(texturename, ETextureType::Wall, FTextureManager::TEXMAN_Overridable);
if (textureid.isValid())
{
// Only proceed if the texture actually has a canvas.
FTexture *tex = TexMan.GetTexture(textureid);
if (tex && tex->isCanvas())
{
FCanvasTextureInfo::Add(viewpoint, textureid, fov);
}
}
}
DEFINE_ACTION_FUNCTION_NATIVE(_TexMan, SetCameraToTexture, SetCameraToTexture)
{
PARAM_PROLOGUE;
PARAM_OBJECT(viewpoint, AActor);
PARAM_STRING(texturename); // [ZZ] there is no point in having this as FTextureID because it's easier to refer to a cameratexture by name and it isn't executed too often to cache it.
PARAM_FLOAT(fov);
SetCameraToTexture(viewpoint, texturename, fov);
return 0;
}
//==========================================================================
//
// FCanvasTextureInfo :: UpdateAll
//
// Updates all canvas textures that were visible in the last frame.
//
//==========================================================================
void FCanvasTextureInfo::UpdateAll ()
{
FCanvasTextureInfo *probe;
for (probe = List; probe != NULL; probe = probe->Next)
{
if (probe->Viewpoint != NULL && probe->Texture->bNeedsUpdate)
{
screen->RenderTextureView(probe->Texture, probe->Viewpoint, probe->FOV);
}
}
}
//==========================================================================
//
// FCanvasTextureInfo :: EmptyList
//
// Removes all camera->texture assignments.
//
//==========================================================================
void FCanvasTextureInfo::EmptyList ()
{
FCanvasTextureInfo *probe, *next;
for (probe = List; probe != NULL; probe = next)
{
next = probe->Next;
//probe->Texture->Unload();
delete probe;
}
List = NULL;
}
//==========================================================================
//
// FCanvasTextureInfo :: Serialize
//
// Reads or writes the current set of mappings in an archive.
//
//==========================================================================
void FCanvasTextureInfo::Serialize(FSerializer &arc)
{
if (arc.isWriting())
{
if (List != nullptr)
{
if (arc.BeginArray("canvastextures"))
{
FCanvasTextureInfo *probe;
for (probe = List; probe != nullptr; probe = probe->Next)
{
if (probe->Texture != nullptr && probe->Viewpoint != nullptr)
{
if (arc.BeginObject(nullptr))
{
arc("viewpoint", probe->Viewpoint)
("fov", probe->FOV)
("texture", probe->PicNum)
.EndObject();
}
}
}
arc.EndArray();
}
}
}
else
{
if (arc.BeginArray("canvastextures"))
{
AActor *viewpoint = nullptr;
double fov;
FTextureID picnum;
while (arc.BeginObject(nullptr))
{
arc("viewpoint", viewpoint)
("fov", fov)
("texture", picnum)
.EndObject();
Add(viewpoint, picnum, fov);
}
arc.EndArray();
}
}
}
//==========================================================================
//
// FCanvasTextureInfo :: Mark
//
// Marks all viewpoints in the list for the collector.
//
//==========================================================================
void FCanvasTextureInfo::Mark()
{
for (FCanvasTextureInfo *probe = List; probe != NULL; probe = probe->Next)
{
GC::Mark(probe->Viewpoint);
}
}
//==========================================================================
//
// CVAR transsouls
//
// How translucent things drawn with STYLE_SoulTrans are. Normally, only
// Lost Souls have this render style.
// Values less than 0.25 will automatically be set to
// 0.25 to ensure some degree of visibility. Likewise, values above 1.0 will
// be set to 1.0, because anything higher doesn't make sense.
//
//==========================================================================
CUSTOM_CVAR(Float, transsouls, 0.75f, CVAR_ARCHIVE)
{
if (self < 0.25f)
{
self = 0.25f;
}
else if (self > 1.f)
{
self = 1.f;
}
}
CUSTOM_CVAR(Float, maxviewpitch, 90.f, CVAR_ARCHIVE | CVAR_SERVERINFO)
{
if (self>90.f) self = 90.f;
else if (self<-90.f) self = -90.f;
if (usergame)
{
// [SP] Update pitch limits to the netgame/gamesim.
players[consoleplayer].SendPitchLimits();
}
}