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https://github.com/ZDoom/qzdoom.git
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28abc96aef
- unfortunately, LIGHT2SHADE had to be transformed into a namespaced function.
118 lines
3.7 KiB
C++
118 lines
3.7 KiB
C++
/*
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** Particle drawing
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** Copyright (c) 2016 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#include <stdlib.h>
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#include "templates.h"
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#include "doomdef.h"
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#include "sbar.h"
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#include "r_data/r_translate.h"
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#include "poly_particle.h"
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#include "polyrenderer/poly_renderer.h"
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#include "swrenderer/scene/r_light.h"
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void RenderPolyParticle::Render(const TriMatrix &worldToClip, const Vec4f &clipPlane, particle_t *particle, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue)
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{
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DVector3 pos = particle->Pos;
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double psize = particle->size / 8.0;
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double zpos = pos.Z;
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DVector2 points[2] =
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{
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{ pos.X - ViewSin * psize, pos.Y + ViewCos * psize },
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{ pos.X + ViewSin * psize, pos.Y - ViewCos * psize }
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};
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TriVertex *vertices = PolyVertexBuffer::GetVertices(4);
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if (!vertices)
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return;
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bool foggy = false;
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int actualextralight = foggy ? 0 : extralight << 4;
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std::pair<float, float> offsets[4] =
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{
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{ 0.0f, 1.0f },
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{ 1.0f, 1.0f },
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{ 1.0f, 0.0f },
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{ 0.0f, 0.0f },
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};
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for (int i = 0; i < 4; i++)
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{
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auto &p = (i == 0 || i == 3) ? points[0] : points[1];
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vertices[i].x = (float)p.X;
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vertices[i].y = (float)p.Y;
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vertices[i].z = (float)(zpos + psize * (2.0 * offsets[i].second - 1.0));
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vertices[i].w = 1.0f;
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vertices[i].varying[0] = (float)(offsets[i].first);
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vertices[i].varying[1] = (float)(1.0f - offsets[i].second);
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}
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// int color = (particle->color >> 24) & 0xff; // pal index, I think
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bool fullbrightSprite = particle->bright != 0;
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swrenderer::CameraLight *cameraLight = swrenderer::CameraLight::Instance();
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PolyDrawArgs args;
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args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->ParticleGlobVis(foggy);
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if (fullbrightSprite || cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
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{
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args.uniforms.light = 256;
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args.uniforms.flags = TriUniforms::fixed_light;
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}
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else
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{
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args.uniforms.light = (uint32_t)((sub->sector->lightlevel + actualextralight) / 255.0f * 256.0f);
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args.uniforms.flags = 0;
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}
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args.uniforms.subsectorDepth = subsectorDepth;
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uint32_t alpha = (uint32_t)clamp(particle->alpha * 255.0f + 0.5f, 0.0f, 255.0f);
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if (swrenderer::RenderViewport::Instance()->RenderTarget->IsBgra())
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{
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args.uniforms.color = (alpha << 24) | (particle->color & 0xffffff);
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}
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else
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{
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args.uniforms.color = ((uint32_t)particle->color) >> 24;
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args.uniforms.srcalpha = alpha;
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args.uniforms.destalpha = 255 - alpha;
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}
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args.objectToClip = &worldToClip;
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args.vinput = vertices;
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args.vcount = 4;
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args.mode = TriangleDrawMode::Fan;
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args.ccw = true;
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args.stenciltestvalue = stencilValue;
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args.stencilwritevalue = stencilValue;
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args.SetColormap(sub->sector->ColorMap);
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args.SetClipPlane(clipPlane.x, clipPlane.y, clipPlane.z, clipPlane.w);
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args.subsectorTest = true;
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args.writeStencil = false;
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args.writeSubsector = false;
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args.blendmode = TriBlendMode::AlphaBlend;
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PolyTriangleDrawer::draw(args);
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}
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