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421 lines
No EOL
12 KiB
C++
421 lines
No EOL
12 KiB
C++
/*
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** gl_weapon.cpp
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** Weapon sprite drawing
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**
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**---------------------------------------------------------------------------
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** Copyright 2002-2005 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
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** covered by the terms of the GNU Lesser General Public License as published
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** by the Free Software Foundation; either version 2.1 of the License, or (at
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** your option) any later version.
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** 5. Full disclosure of the entire project's source code, except for third
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** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "gl/system/gl_system.h"
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#include "sbar.h"
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#include "r_utility.h"
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#include "v_video.h"
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#include "doomstat.h"
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#include "d_player.h"
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#include "g_level.h"
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#include "gl/system/gl_interface.h"
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#include "gl/system/gl_cvars.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_lightdata.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/data/gl_data.h"
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#include "gl/dynlights/gl_glow.h"
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#include "gl/scene/gl_drawinfo.h"
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#include "gl/models/gl_models.h"
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#include "gl/shaders/gl_shader.h"
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#include "gl/textures/gl_material.h"
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EXTERN_CVAR (Bool, r_drawplayersprites)
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EXTERN_CVAR(Float, transsouls)
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EXTERN_CVAR (Bool, st_scale)
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EXTERN_CVAR(Int, gl_fuzztype)
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//==========================================================================
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//
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// R_DrawPSprite
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//
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//==========================================================================
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void FGLRenderer::DrawPSprite (player_t * player,pspdef_t *psp,fixed_t sx, fixed_t sy, int cm_index, bool hudModelStep, int OverrideShader)
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{
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float fU1,fV1;
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float fU2,fV2;
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fixed_t tx;
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int x1,y1,x2,y2;
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float scale;
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fixed_t scalex;
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fixed_t texturemid;// 4:3 16:9 16:10 17:10 5:4
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static fixed_t xratio[] = {FRACUNIT, FRACUNIT*3/4, FRACUNIT*5/6, FRACUNIT*40/51, FRACUNIT};
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// [BB] In the HUD model step we just render the model and break out.
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if ( hudModelStep )
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{
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gl_RenderHUDModel( psp, sx, sy, cm_index );
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return;
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}
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// decide which patch to use
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bool mirror;
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FTextureID lump = gl_GetSpriteFrame(psp->sprite, psp->frame, 0, 0, &mirror);
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if (!lump.isValid()) return;
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FMaterial * tex = FMaterial::ValidateTexture(lump, false);
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if (!tex) return;
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tex->BindPatch(cm_index, 0, OverrideShader);
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int vw = viewwidth;
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int vh = viewheight;
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// calculate edges of the shape
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scalex = xratio[WidescreenRatio] * vw / 320;
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tx = sx - ((160 + tex->GetScaledLeftOffset(GLUSE_PATCH))<<FRACBITS);
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x1 = (FixedMul(tx, scalex)>>FRACBITS) + (vw>>1);
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if (x1 > vw) return; // off the right side
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x1+=viewwindowx;
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tx += tex->TextureWidth(GLUSE_PATCH) << FRACBITS;
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x2 = (FixedMul(tx, scalex)>>FRACBITS) + (vw>>1);
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if (x2 < 0) return; // off the left side
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x2+=viewwindowx;
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// killough 12/98: fix psprite positioning problem
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texturemid = (100<<FRACBITS) - (sy-(tex->GetScaledTopOffset(GLUSE_PATCH)<<FRACBITS));
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AWeapon * wi=player->ReadyWeapon;
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if (wi && wi->YAdjust)
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{
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if (screenblocks>=11)
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{
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texturemid -= wi->YAdjust;
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}
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else if (!st_scale)
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{
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texturemid -= FixedMul (StatusBar->GetDisplacement (), wi->YAdjust);
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}
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}
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scale = ((SCREENHEIGHT*vw)/SCREENWIDTH) / 200.0f;
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y1 = viewwindowy + (vh >> 1) - (int)(((float)texturemid / (float)FRACUNIT) * scale);
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y2 = y1 + (int)((float)tex->TextureHeight(GLUSE_PATCH) * scale) + 1;
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if (!mirror)
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{
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fU1=tex->GetUL();
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fV1=tex->GetVT();
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fU2=tex->GetUR();
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fV2=tex->GetVB();
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}
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else
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{
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fU2=tex->GetUL();
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fV1=tex->GetVT();
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fU1=tex->GetUR();
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fV2=tex->GetVB();
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}
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if (tex->GetTransparent() || OverrideShader != 0)
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{
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gl_RenderState.EnableAlphaTest(false);
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}
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gl_RenderState.Apply();
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(fU1, fV1); glVertex2f(x1,y1);
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glTexCoord2f(fU1, fV2); glVertex2f(x1,y2);
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glTexCoord2f(fU2, fV1); glVertex2f(x2,y1);
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glTexCoord2f(fU2, fV2); glVertex2f(x2,y2);
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glEnd();
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if (tex->GetTransparent() || OverrideShader != 0)
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{
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gl_RenderState.EnableAlphaTest(true);
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}
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}
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//==========================================================================
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//
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// R_DrawPlayerSprites
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//
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//==========================================================================
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EXTERN_CVAR(Bool, gl_brightfog)
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void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
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{
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bool statebright[2] = {false, false};
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unsigned int i;
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pspdef_t *psp;
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int lightlevel=0;
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fixed_t ofsx, ofsy;
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FColormap cm;
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sector_t * fakesec, fs;
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AActor * playermo=players[consoleplayer].camera;
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player_t * player=playermo->player;
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// this is the same as the software renderer
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if (!player ||
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!r_drawplayersprites ||
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!camera->player ||
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(players[consoleplayer].cheats & CF_CHASECAM))
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return;
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/*
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if(!player || playermo->renderflags&RF_INVISIBLE || !r_drawplayersprites ||
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mViewActor!=playermo || playermo->RenderStyle.BlendOp == STYLEOP_None) return;
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*/
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P_BobWeapon (player, &player->psprites[ps_weapon], &ofsx, &ofsy);
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// check for fullbright
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if (player->fixedcolormap==NOFIXEDCOLORMAP)
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{
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for (i=0, psp=player->psprites; i<=ps_flash; i++,psp++)
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if (psp->state != NULL)
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{
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bool disablefullbright = false;
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FTextureID lump = gl_GetSpriteFrame(psp->sprite, psp->frame, 0, 0, NULL);
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if (lump.isValid() && gl_BrightmapsActive())
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{
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FMaterial * tex=FMaterial::ValidateTexture(lump, false);
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if (tex)
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disablefullbright = tex->tex->gl_info.bBrightmapDisablesFullbright;
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}
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statebright[i] = !!psp->state->GetFullbright() && !disablefullbright;
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}
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}
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if (gl_fixedcolormap)
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{
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lightlevel=255;
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cm.GetFixedColormap();
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statebright[0] = statebright[1] = true;
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fakesec = viewsector;
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}
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else
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{
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fakesec = gl_FakeFlat(viewsector, &fs, false);
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// calculate light level for weapon sprites
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lightlevel = gl_ClampLight(fakesec->lightlevel);
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if (glset.lightmode == 8)
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{
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lightlevel = gl_CalcLightLevel(lightlevel, getExtraLight(), true);
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// Korshun: the way based on max possible light level for sector like in software renderer.
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float min_L = 36.0/31.0 - ((lightlevel/255.0) * (63.0/31.0)); // Lightlevel in range 0-63
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if (min_L < 0)
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min_L = 0;
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else if (min_L > 1.0)
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min_L = 1.0;
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lightlevel = (1.0 - min_L) * 255;
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}
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lightlevel = gl_CheckSpriteGlow(viewsector, lightlevel, playermo->x, playermo->y, playermo->z);
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// calculate colormap for weapon sprites
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if (viewsector->e->XFloor.ffloors.Size() && !glset.nocoloredspritelighting)
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{
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TArray<lightlist_t> & lightlist = viewsector->e->XFloor.lightlist;
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for(i=0;i<lightlist.Size();i++)
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{
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int lightbottom;
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if (i<lightlist.Size()-1)
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{
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lightbottom=lightlist[i+1].plane.ZatPoint(viewx,viewy);
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}
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else
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{
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lightbottom=viewsector->floorplane.ZatPoint(viewx,viewy);
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}
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if (lightbottom<player->viewz)
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{
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cm = lightlist[i].extra_colormap;
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lightlevel = *lightlist[i].p_lightlevel;
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break;
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}
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}
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}
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else
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{
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cm=fakesec->ColorMap;
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if (glset.nocoloredspritelighting) cm.ClearColor();
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}
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}
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// Korshun: fullbright fog in opengl, render weapon sprites fullbright.
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if (glset.brightfog && ((level.flags&LEVEL_HASFADETABLE) || cm.FadeColor != 0))
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{
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lightlevel = 255;
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statebright[0] = statebright[1] = true;
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}
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PalEntry ThingColor = (playermo->RenderStyle.Flags & STYLEF_ColorIsFixed) ? playermo->fillcolor : 0xffffff;
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visstyle_t vis;
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vis.RenderStyle=playermo->RenderStyle;
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vis.alpha=playermo->alpha;
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vis.colormap = NULL;
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if (playermo->Inventory)
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{
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playermo->Inventory->AlterWeaponSprite(&vis);
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if (vis.colormap >= SpecialColormaps[0].Colormap &&
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vis.colormap < SpecialColormaps[SpecialColormaps.Size()].Colormap &&
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cm.colormap == CM_DEFAULT)
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{
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ptrdiff_t specialmap = (vis.colormap - SpecialColormaps[0].Colormap) / sizeof(FSpecialColormap);
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cm.colormap = int(CM_FIRSTSPECIALCOLORMAP + specialmap);
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}
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}
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// Set the render parameters
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int OverrideShader = 0;
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float trans = 0.f;
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if (vis.RenderStyle.BlendOp >= STYLEOP_Fuzz && vis.RenderStyle.BlendOp <= STYLEOP_FuzzOrRevSub)
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{
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vis.RenderStyle.CheckFuzz();
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if (vis.RenderStyle.BlendOp == STYLEOP_Fuzz)
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{
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if (gl.hasGLSL() && gl_fuzztype != 0)
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{
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// Todo: implement shader selection here
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vis.RenderStyle = LegacyRenderStyles[STYLE_Translucent];
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OverrideShader = gl_fuzztype + 4;
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trans = 0.99f; // trans may not be 1 here
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}
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else
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{
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vis.RenderStyle.BlendOp = STYLEOP_Shadow;
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}
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}
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statebright[0] = statebright[1] = false;
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}
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gl_SetRenderStyle(vis.RenderStyle, false, false);
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if (vis.RenderStyle.Flags & STYLEF_TransSoulsAlpha)
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{
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trans = transsouls;
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}
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else if (vis.RenderStyle.Flags & STYLEF_Alpha1)
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{
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trans = 1.f;
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}
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else if (trans == 0.f)
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{
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trans = FIXED2FLOAT(vis.alpha);
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}
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// now draw the different layers of the weapon
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gl_RenderState.EnableBrightmap(true);
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gl_RenderState.SetObjectColor(ThingColor);
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if (statebright[0] || statebright[1])
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{
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// brighten the weapon to reduce the difference between
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// normal sprite and fullbright flash.
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if (glset.lightmode != 8) lightlevel = (2*lightlevel+255)/3;
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}
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// hack alert! Rather than changing everything in the underlying lighting code let's just temporarily change
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// light mode here to draw the weapon sprite.
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int oldlightmode = glset.lightmode;
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if (glset.lightmode == 8) glset.lightmode = 2;
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for (i=0, psp=player->psprites; i<=ps_flash; i++,psp++)
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{
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if (psp->state)
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{
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FColormap cmc = cm;
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if (statebright[i])
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{
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if (fakesec == viewsector || in_area != area_below)
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{
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cmc.LightColor.r=
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cmc.LightColor.g=
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cmc.LightColor.b=0xff;
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}
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else
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{
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// under water areas keep most of their color for fullbright objects
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cmc.LightColor.r = (3 * cmc.LightColor.r + 0xff) / 4;
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cmc.LightColor.g = (3*cmc.LightColor.g + 0xff)/4;
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cmc.LightColor.b = (3*cmc.LightColor.b + 0xff)/4;
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}
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}
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// set the lighting parameters (only calls glColor and glAlphaFunc)
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gl_SetSpriteLighting(vis.RenderStyle, playermo, statebright[i]? 255 : lightlevel,
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0, &cmc, 0xffffff, trans, statebright[i], true);
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DrawPSprite (player,psp,psp->sx+ofsx, psp->sy+ofsy, cm.colormap, hudModelStep, OverrideShader);
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}
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}
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gl_RenderState.SetObjectColor(0xffffffff);
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gl_RenderState.SetDynLight(0, 0, 0);
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gl_RenderState.EnableBrightmap(false);
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glset.lightmode = oldlightmode;
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}
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//==========================================================================
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//
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// R_DrawPlayerSprites
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//
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//==========================================================================
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void FGLRenderer::DrawTargeterSprites()
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{
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int i;
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pspdef_t *psp;
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AActor * playermo=players[consoleplayer].camera;
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player_t * player=playermo->player;
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if(!player || playermo->renderflags&RF_INVISIBLE || !r_drawplayersprites ||
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mViewActor!=playermo) return;
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gl_RenderState.EnableBrightmap(false);
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gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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gl_RenderState.AlphaFunc(GL_GEQUAL,gl_mask_sprite_threshold);
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gl_RenderState.BlendEquation(GL_FUNC_ADD);
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gl_RenderState.ResetColor();
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gl_RenderState.SetTextureMode(TM_MODULATE);
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// The Targeter's sprites are always drawn normally.
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for (i=ps_targetcenter, psp = &player->psprites[ps_targetcenter]; i<NUMPSPRITES; i++,psp++)
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if (psp->state) DrawPSprite (player,psp,psp->sx, psp->sy, CM_DEFAULT, false, 0);
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} |