qzdoom/src/gl/scene/gl_weapon.cpp
Christoph Oelckers b9a6fe80a4 Do not use the shader to handle STYLEF_RedIsAlpha.
Turns out that the name doesn't accurately describe what it does.
It is correct for images that come with their own palette or are true color.
But for images using the game palette it doesn't use the red channel to determine translucency but the palette index! Ugh...

This means it cannot be done with a simple operation in the shader because it won't get a proper source image. The only solution is to create a separate texture.
2014-05-11 23:56:53 +02:00

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/*
** gl_weapon.cpp
** Weapon sprite drawing
**
**---------------------------------------------------------------------------
** Copyright 2002-2005 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
** covered by the terms of the GNU Lesser General Public License as published
** by the Free Software Foundation; either version 2.1 of the License, or (at
** your option) any later version.
** 5. Full disclosure of the entire project's source code, except for third
** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "gl/system/gl_system.h"
#include "sbar.h"
#include "r_utility.h"
#include "v_video.h"
#include "doomstat.h"
#include "d_player.h"
#include "g_level.h"
#include "gl/system/gl_interface.h"
#include "gl/system/gl_cvars.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/renderer/gl_lightdata.h"
#include "gl/renderer/gl_renderstate.h"
#include "gl/data/gl_data.h"
#include "gl/dynlights/gl_glow.h"
#include "gl/scene/gl_drawinfo.h"
#include "gl/models/gl_models.h"
#include "gl/shaders/gl_shader.h"
#include "gl/textures/gl_material.h"
EXTERN_CVAR (Bool, r_drawplayersprites)
EXTERN_CVAR(Float, transsouls)
EXTERN_CVAR (Bool, st_scale)
EXTERN_CVAR(Int, gl_fuzztype)
//==========================================================================
//
// R_DrawPSprite
//
//==========================================================================
void FGLRenderer::DrawPSprite (player_t * player,pspdef_t *psp,fixed_t sx, fixed_t sy, bool hudModelStep, int OverrideShader, bool alphatexture)
{
float fU1,fV1;
float fU2,fV2;
fixed_t tx;
int x1,y1,x2,y2;
float scale;
fixed_t scalex;
fixed_t texturemid;// 4:3 16:9 16:10 17:10 5:4
static fixed_t xratio[] = {FRACUNIT, FRACUNIT*3/4, FRACUNIT*5/6, FRACUNIT*40/51, FRACUNIT};
// [BB] In the HUD model step we just render the model and break out.
if ( hudModelStep )
{
gl_RenderHUDModel( psp, sx, sy);
return;
}
// decide which patch to use
bool mirror;
FTextureID lump = gl_GetSpriteFrame(psp->sprite, psp->frame, 0, 0, &mirror);
if (!lump.isValid()) return;
FMaterial * tex = FMaterial::ValidateTexture(lump, false);
if (!tex) return;
tex->BindPatch(0, OverrideShader, alphatexture);
int vw = viewwidth;
int vh = viewheight;
// calculate edges of the shape
scalex = xratio[WidescreenRatio] * vw / 320;
tx = sx - ((160 + tex->GetScaledLeftOffset(GLUSE_PATCH))<<FRACBITS);
x1 = (FixedMul(tx, scalex)>>FRACBITS) + (vw>>1);
if (x1 > vw) return; // off the right side
x1+=viewwindowx;
tx += tex->TextureWidth(GLUSE_PATCH) << FRACBITS;
x2 = (FixedMul(tx, scalex)>>FRACBITS) + (vw>>1);
if (x2 < 0) return; // off the left side
x2+=viewwindowx;
// killough 12/98: fix psprite positioning problem
texturemid = (100<<FRACBITS) - (sy-(tex->GetScaledTopOffset(GLUSE_PATCH)<<FRACBITS));
AWeapon * wi=player->ReadyWeapon;
if (wi && wi->YAdjust)
{
if (screenblocks>=11)
{
texturemid -= wi->YAdjust;
}
else if (!st_scale)
{
texturemid -= FixedMul (StatusBar->GetDisplacement (), wi->YAdjust);
}
}
scale = ((SCREENHEIGHT*vw)/SCREENWIDTH) / 200.0f;
y1 = viewwindowy + (vh >> 1) - (int)(((float)texturemid / (float)FRACUNIT) * scale);
y2 = y1 + (int)((float)tex->TextureHeight(GLUSE_PATCH) * scale) + 1;
if (!mirror)
{
fU1=tex->GetUL();
fV1=tex->GetVT();
fU2=tex->GetUR();
fV2=tex->GetVB();
}
else
{
fU2=tex->GetUL();
fV1=tex->GetVT();
fU1=tex->GetUR();
fV2=tex->GetVB();
}
if (tex->GetTransparent() || OverrideShader != 0)
{
gl_RenderState.EnableAlphaTest(false);
}
gl_RenderState.Apply();
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(fU1, fV1); glVertex2f(x1,y1);
glTexCoord2f(fU1, fV2); glVertex2f(x1,y2);
glTexCoord2f(fU2, fV1); glVertex2f(x2,y1);
glTexCoord2f(fU2, fV2); glVertex2f(x2,y2);
glEnd();
if (tex->GetTransparent() || OverrideShader != 0)
{
gl_RenderState.EnableAlphaTest(true);
}
}
//==========================================================================
//
// R_DrawPlayerSprites
//
//==========================================================================
EXTERN_CVAR(Bool, gl_brightfog)
void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
{
bool statebright[2] = {false, false};
unsigned int i;
pspdef_t *psp;
int lightlevel=0;
fixed_t ofsx, ofsy;
FColormap cm;
sector_t * fakesec, fs;
AActor * playermo=players[consoleplayer].camera;
player_t * player=playermo->player;
// this is the same as the software renderer
if (!player ||
!r_drawplayersprites ||
!camera->player ||
(players[consoleplayer].cheats & CF_CHASECAM))
return;
P_BobWeapon (player, &player->psprites[ps_weapon], &ofsx, &ofsy);
// check for fullbright
if (player->fixedcolormap==NOFIXEDCOLORMAP)
{
for (i = 0, psp = player->psprites; i <= ps_flash; i++, psp++)
{
if (psp->state != NULL)
{
bool disablefullbright = false;
FTextureID lump = gl_GetSpriteFrame(psp->sprite, psp->frame, 0, 0, NULL);
if (lump.isValid() && gl.hasGLSL())
{
FMaterial * tex=FMaterial::ValidateTexture(lump, false);
if (tex)
disablefullbright = tex->tex->gl_info.bBrightmapDisablesFullbright;
}
statebright[i] = !!psp->state->GetFullbright() && !disablefullbright;
}
}
}
if (gl_fixedcolormap)
{
lightlevel=255;
cm.Clear();
statebright[0] = statebright[1] = true;
fakesec = viewsector;
}
else
{
fakesec = gl_FakeFlat(viewsector, &fs, false);
// calculate light level for weapon sprites
lightlevel = gl_ClampLight(fakesec->lightlevel);
if (glset.lightmode == 8)
{
lightlevel = gl_CalcLightLevel(lightlevel, getExtraLight(), true);
// Korshun: the way based on max possible light level for sector like in software renderer.
float min_L = 36.0/31.0 - ((lightlevel/255.0) * (63.0/31.0)); // Lightlevel in range 0-63
if (min_L < 0)
min_L = 0;
else if (min_L > 1.0)
min_L = 1.0;
lightlevel = (1.0 - min_L) * 255;
}
lightlevel = gl_CheckSpriteGlow(viewsector, lightlevel, playermo->x, playermo->y, playermo->z);
// calculate colormap for weapon sprites
if (viewsector->e->XFloor.ffloors.Size() && !glset.nocoloredspritelighting)
{
TArray<lightlist_t> & lightlist = viewsector->e->XFloor.lightlist;
for(i=0;i<lightlist.Size();i++)
{
int lightbottom;
if (i<lightlist.Size()-1)
{
lightbottom=lightlist[i+1].plane.ZatPoint(viewx,viewy);
}
else
{
lightbottom=viewsector->floorplane.ZatPoint(viewx,viewy);
}
if (lightbottom<player->viewz)
{
cm = lightlist[i].extra_colormap;
lightlevel = *lightlist[i].p_lightlevel;
break;
}
}
}
else
{
cm=fakesec->ColorMap;
if (glset.nocoloredspritelighting) cm.ClearColor();
}
}
// Korshun: fullbright fog in opengl, render weapon sprites fullbright.
if (glset.brightfog && ((level.flags&LEVEL_HASFADETABLE) || cm.FadeColor != 0))
{
lightlevel = 255;
statebright[0] = statebright[1] = true;
}
PalEntry ThingColor = (playermo->RenderStyle.Flags & STYLEF_ColorIsFixed) ? playermo->fillcolor : 0xffffff;
visstyle_t vis;
vis.RenderStyle=playermo->RenderStyle;
vis.alpha=playermo->alpha;
vis.colormap = NULL;
if (playermo->Inventory)
{
playermo->Inventory->AlterWeaponSprite(&vis);
if (vis.colormap >= SpecialColormaps[0].Colormap &&
vis.colormap < SpecialColormaps[SpecialColormaps.Size()].Colormap &&
gl_fixedcolormap == CM_DEFAULT)
{
// this only happens for Strife's inverted weapon sprite
vis.RenderStyle.Flags |= STYLEF_InvertSource;
}
}
// Set the render parameters
int OverrideShader = 0;
float trans = 0.f;
if (vis.RenderStyle.BlendOp >= STYLEOP_Fuzz && vis.RenderStyle.BlendOp <= STYLEOP_FuzzOrRevSub)
{
vis.RenderStyle.CheckFuzz();
if (vis.RenderStyle.BlendOp == STYLEOP_Fuzz)
{
if (gl.hasGLSL() && gl_fuzztype != 0)
{
// Todo: implement shader selection here
vis.RenderStyle = LegacyRenderStyles[STYLE_Translucent];
OverrideShader = gl_fuzztype + 4;
trans = 0.99f; // trans may not be 1 here
}
else
{
vis.RenderStyle.BlendOp = STYLEOP_Shadow;
}
}
statebright[0] = statebright[1] = false;
}
gl_SetRenderStyle(vis.RenderStyle, false, false);
if (vis.RenderStyle.Flags & STYLEF_TransSoulsAlpha)
{
trans = transsouls;
}
else if (vis.RenderStyle.Flags & STYLEF_Alpha1)
{
trans = 1.f;
}
else if (trans == 0.f)
{
trans = FIXED2FLOAT(vis.alpha);
}
// now draw the different layers of the weapon
gl_RenderState.EnableBrightmap(true);
gl_RenderState.SetObjectColor(ThingColor);
if (statebright[0] || statebright[1])
{
// brighten the weapon to reduce the difference between
// normal sprite and fullbright flash.
if (glset.lightmode != 8) lightlevel = (2*lightlevel+255)/3;
}
// hack alert! Rather than changing everything in the underlying lighting code let's just temporarily change
// light mode here to draw the weapon sprite.
int oldlightmode = glset.lightmode;
if (glset.lightmode == 8) glset.lightmode = 2;
for (i=0, psp=player->psprites; i<=ps_flash; i++,psp++)
{
if (psp->state)
{
FColormap cmc = cm;
if (statebright[i])
{
if (fakesec == viewsector || in_area != area_below)
{
cmc.LightColor.r=
cmc.LightColor.g=
cmc.LightColor.b=0xff;
}
else
{
// under water areas keep most of their color for fullbright objects
cmc.LightColor.r = (3 * cmc.LightColor.r + 0xff) / 4;
cmc.LightColor.g = (3*cmc.LightColor.g + 0xff)/4;
cmc.LightColor.b = (3*cmc.LightColor.b + 0xff)/4;
}
}
// set the lighting parameters
if (vis.RenderStyle.BlendOp == STYLEOP_Shadow)
{
gl_RenderState.SetColor(0.2f, 0.2f, 0.2f, 0.33f, cmc.desaturation);
}
else
{
gl_SetDynSpriteLight(playermo, NULL);
gl_SetColor(statebright[i] ? 255 : lightlevel, 0, &cmc, trans, true);
}
DrawPSprite(player, psp, psp->sx + ofsx, psp->sy + ofsy, hudModelStep, OverrideShader, !!(vis.RenderStyle.Flags & STYLEF_RedIsAlpha));
}
}
gl_RenderState.SetObjectColor(0xffffffff);
gl_RenderState.SetDynLight(0, 0, 0);
gl_RenderState.EnableBrightmap(false);
glset.lightmode = oldlightmode;
}
//==========================================================================
//
// R_DrawPlayerSprites
//
//==========================================================================
void FGLRenderer::DrawTargeterSprites()
{
int i;
pspdef_t *psp;
AActor * playermo=players[consoleplayer].camera;
player_t * player=playermo->player;
if(!player || playermo->renderflags&RF_INVISIBLE || !r_drawplayersprites ||
mViewActor!=playermo) return;
gl_RenderState.EnableBrightmap(false);
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
gl_RenderState.AlphaFunc(GL_GEQUAL,gl_mask_sprite_threshold);
gl_RenderState.BlendEquation(GL_FUNC_ADD);
gl_RenderState.ResetColor();
gl_RenderState.SetTextureMode(TM_MODULATE);
// The Targeter's sprites are always drawn normally.
for (i=ps_targetcenter, psp = &player->psprites[ps_targetcenter]; i<NUMPSPRITES; i++,psp++)
if (psp->state) DrawPSprite (player,psp,psp->sx, psp->sy, false, 0, false);
}