mirror of
https://github.com/ZDoom/qzdoom.git
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607 lines
16 KiB
C++
607 lines
16 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2000-2016 Christoph Oelckers
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// All rights reserved.
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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 Lesser 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 Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser 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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//
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/*
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** hw_weapon.cpp
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** Weapon sprite utilities
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**
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*/
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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_levellocals.h"
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#include "r_data/models/models.h"
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#include "hw_weapon.h"
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#include "hw_fakeflat.h"
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#include "hwrenderer/dynlights/hw_dynlightdata.h"
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#include "hwrenderer/textures/hw_material.h"
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#include "hwrenderer/utility/hw_lighting.h"
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#include "hwrenderer/utility/hw_cvars.h"
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#include "hwrenderer/scene/hw_drawinfo.h"
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#include "hwrenderer/scene/hw_drawstructs.h"
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#include "hwrenderer/data/flatvertices.h"
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#include "hw_renderstate.h"
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EXTERN_CVAR(Float, transsouls)
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EXTERN_CVAR(Int, gl_fuzztype)
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EXTERN_CVAR(Bool, r_drawplayersprites)
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EXTERN_CVAR(Bool, r_deathcamera)
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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 HWDrawInfo::DrawPSprite(HUDSprite *huds, FRenderState &state)
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{
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if (huds->RenderStyle.BlendOp == STYLEOP_Shadow)
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{
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state.SetColor(0.2f, 0.2f, 0.2f, 0.33f, huds->cm.Desaturation);
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}
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else
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{
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state.SetColor(huds->lightlevel, 0, isFullbrightScene(), huds->cm, huds->alpha, true);
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}
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state.SetRenderStyle(huds->RenderStyle);
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state.SetTextureMode(huds->RenderStyle);
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state.SetObjectColor(huds->ObjectColor);
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state.SetDynLight(huds->dynrgb[0], huds->dynrgb[1], huds->dynrgb[2]);
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state.EnableBrightmap(!(huds->RenderStyle.Flags & STYLEF_ColorIsFixed));
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if (huds->mframe)
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{
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state.AlphaFunc(Alpha_GEqual, 0);
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DrawHUDModel(huds, state);
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}
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else
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{
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float thresh = (huds->tex->tex->GetTranslucency() || huds->OverrideShader != -1) ? 0.f : gl_mask_sprite_threshold;
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state.AlphaFunc(Alpha_GEqual, thresh);
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state.SetMaterial(huds->tex, CLAMP_XY_NOMIP, 0, huds->OverrideShader);
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Draw(DT_TriangleStrip, state, huds->mx, 4);
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}
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state.SetTextureMode(TM_NORMAL);
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state.AlphaFunc(Alpha_GEqual, gl_mask_sprite_threshold);
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state.SetObjectColor(0xffffffff);
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state.SetDynLight(0, 0, 0);
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state.EnableBrightmap(false);
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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 HWDrawInfo::DrawPlayerSprites(bool hudModelStep, FRenderState &state)
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{
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int oldlightmode = level.lightmode;
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if (!hudModelStep && level.lightmode == 8) level.lightmode = 2; // Software lighting cannot handle 2D content so revert to lightmode 2 for that.
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for (auto &hudsprite : hudsprites)
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{
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if ((!!hudsprite.mframe) == hudModelStep)
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DrawPSprite(&hudsprite, state);
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}
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level.lightmode = oldlightmode;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static bool isBright(DPSprite *psp)
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{
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if (psp != nullptr && psp->GetState() != nullptr)
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{
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bool disablefullbright = false;
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FTextureID lump = sprites[psp->GetSprite()].GetSpriteFrame(psp->GetFrame(), 0, 0., nullptr);
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if (lump.isValid())
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{
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FTexture * tex = TexMan(lump);
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if (tex) disablefullbright = tex->bDisableFullbright;
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}
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return psp->GetState()->GetFullbright() && !disablefullbright;
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}
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return false;
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}
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//==========================================================================
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//
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// Weapon position
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//
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//==========================================================================
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static WeaponPosition GetWeaponPosition(player_t *player, double ticFrac)
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{
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WeaponPosition w;
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P_BobWeapon(player, &w.bobx, &w.boby, ticFrac);
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// Interpolate the main weapon layer once so as to be able to add it to other layers.
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if ((w.weapon = player->FindPSprite(PSP_WEAPON)) != nullptr)
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{
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if (w.weapon->firstTic)
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{
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w.wx = (float)w.weapon->x;
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w.wy = (float)w.weapon->y;
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}
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else
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{
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w.wx = (float)(w.weapon->oldx + (w.weapon->x - w.weapon->oldx) * ticFrac);
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w.wy = (float)(w.weapon->oldy + (w.weapon->y - w.weapon->oldy) * ticFrac);
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}
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}
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else
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{
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w.wx = 0;
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w.wy = 0;
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}
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return w;
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}
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//==========================================================================
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//
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// Bobbing
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//
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//==========================================================================
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static FVector2 BobWeapon(WeaponPosition &weap, DPSprite *psp, double ticFrac)
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{
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if (psp->firstTic)
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{ // Can't interpolate the first tic.
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psp->firstTic = false;
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psp->oldx = psp->x;
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psp->oldy = psp->y;
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}
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float sx = float(psp->oldx + (psp->x - psp->oldx) * ticFrac);
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float sy = float(psp->oldy + (psp->y - psp->oldy) * ticFrac);
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if (psp->Flags & PSPF_ADDBOB)
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{
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sx += (psp->Flags & PSPF_MIRROR) ? -weap.bobx : weap.bobx;
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sy += weap.boby;
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}
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if (psp->Flags & PSPF_ADDWEAPON && psp->GetID() != PSP_WEAPON)
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{
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sx += weap.wx;
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sy += weap.wy;
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}
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return { sx, sy };
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}
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//==========================================================================
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//
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// Lighting
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//
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//==========================================================================
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static WeaponLighting GetWeaponLighting(sector_t *viewsector, const DVector3 &pos, int cm, area_t in_area, const DVector3 &playerpos)
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{
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WeaponLighting l;
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if (cm)
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{
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l.lightlevel = 255;
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l.cm.Clear();
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l.isbelow = false;
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}
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else
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{
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sector_t fs;
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auto fakesec = hw_FakeFlat(viewsector, &fs, in_area, false);
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// calculate light level for weapon sprites
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l.lightlevel = hw_ClampLight(fakesec->lightlevel);
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// calculate colormap for weapon sprites
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if (viewsector->e->XFloor.ffloors.Size() && !(level.flags3 & LEVEL3_NOCOLOREDSPRITELIGHTING))
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{
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TArray<lightlist_t> & lightlist = viewsector->e->XFloor.lightlist;
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for (unsigned i = 0; i<lightlist.Size(); i++)
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{
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double lightbottom;
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if (i<lightlist.Size() - 1)
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{
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lightbottom = lightlist[i + 1].plane.ZatPoint(pos);
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}
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else
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{
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lightbottom = viewsector->floorplane.ZatPoint(pos);
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}
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if (lightbottom < pos.Z)
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{
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l.cm = lightlist[i].extra_colormap;
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l.lightlevel = hw_ClampLight(*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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l.cm = fakesec->Colormap;
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if (level.flags3 & LEVEL3_NOCOLOREDSPRITELIGHTING) l.cm.ClearColor();
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}
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l.lightlevel = hw_CalcLightLevel(l.lightlevel, getExtraLight(), true, 0);
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if (level.lightmode == 8 || l.lightlevel < 92)
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{
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// Korshun: the way based on max possible light level for sector like in software renderer.
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double min_L = 36.0 / 31.0 - ((l.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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l.lightlevel = int((1.0 - min_L) * 255);
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}
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else
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{
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l.lightlevel = (2 * l.lightlevel + 255) / 3;
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}
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l.lightlevel = viewsector->CheckSpriteGlow(l.lightlevel, playerpos);
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l.isbelow = fakesec != viewsector && in_area == area_below;
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}
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// Korshun: fullbright fog in opengl, render weapon sprites fullbright (but don't cancel out the light color!)
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if (level.brightfog && ((level.flags&LEVEL_HASFADETABLE) || l.cm.FadeColor != 0))
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{
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l.lightlevel = 255;
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}
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return l;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void HUDSprite::SetBright(bool isbelow)
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{
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if (!isbelow)
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{
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cm.MakeWhite();
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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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cm.LightColor.r = (3 * cm.LightColor.r + 0xff) / 4;
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cm.LightColor.g = (3 * cm.LightColor.g + 0xff) / 4;
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cm.LightColor.b = (3 * cm.LightColor.b + 0xff) / 4;
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}
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lightlevel = 255;
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}
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//==========================================================================
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//
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// Render Style
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//
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//==========================================================================
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bool HUDSprite::GetWeaponRenderStyle(DPSprite *psp, AActor *playermo, sector_t *viewsector, WeaponLighting &lighting)
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{
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auto rs = psp->GetRenderStyle(playermo->RenderStyle, playermo->Alpha);
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visstyle_t vis;
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vis.RenderStyle = STYLE_Count;
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vis.Alpha = rs.second;
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vis.Invert = false;
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playermo->AlterWeaponSprite(&vis);
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alpha = (psp->Flags & PSPF_FORCEALPHA) ? 0.f : vis.Alpha;
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if (vis.RenderStyle != STYLE_Count && !(psp->Flags & PSPF_FORCESTYLE))
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{
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RenderStyle = vis.RenderStyle;
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}
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else
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{
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RenderStyle = rs.first;
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}
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if (RenderStyle.BlendOp == STYLEOP_None) return false;
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if (vis.Invert)
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{
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// this only happens for Strife's inverted weapon sprite
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RenderStyle.Flags |= STYLEF_InvertSource;
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}
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// Set the render parameters
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OverrideShader = -1;
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if (RenderStyle.BlendOp == STYLEOP_Fuzz)
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{
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if (gl_fuzztype != 0)
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{
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// Todo: implement shader selection here
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RenderStyle = LegacyRenderStyles[STYLE_Translucent];
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OverrideShader = SHADER_NoTexture + gl_fuzztype;
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alpha = 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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RenderStyle.BlendOp = STYLEOP_Shadow;
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}
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}
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if (RenderStyle.Flags & STYLEF_TransSoulsAlpha)
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{
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alpha = transsouls;
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}
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else if (RenderStyle.Flags & STYLEF_Alpha1)
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{
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alpha = 1.f;
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}
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else if (alpha == 0.f)
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{
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alpha = vis.Alpha;
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}
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if (!RenderStyle.IsVisible(alpha)) return false; // if it isn't visible skip the rest.
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PalEntry ThingColor = (playermo->RenderStyle.Flags & STYLEF_ColorIsFixed) ? playermo->fillcolor : 0xffffff;
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ThingColor.a = 255;
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const bool bright = isBright(psp);
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ObjectColor = bright ? ThingColor : ThingColor.Modulate(viewsector->SpecialColors[sector_t::sprites]);
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lightlevel = lighting.lightlevel;
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cm = lighting.cm;
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if (bright) SetBright(lighting.isbelow);
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return true;
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}
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//==========================================================================
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//
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// Coordinates
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//
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//==========================================================================
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bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy, player_t *player)
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{
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float tx;
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float scale;
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float scalex;
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float ftexturemid;
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// decide which patch to use
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bool mirror;
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FTextureID lump = sprites[psp->GetSprite()].GetSpriteFrame(psp->GetFrame(), 0, 0., &mirror);
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if (!lump.isValid()) return false;
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FMaterial * tex = FMaterial::ValidateTexture(lump, true, false);
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if (!tex) return false;
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float vw = (float)viewwidth;
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float vh = (float)viewheight;
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FloatRect r;
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tex->GetSpriteRect(&r);
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// calculate edges of the shape
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scalex = (320.0f / (240.0f * r_viewwindow.WidescreenRatio)) * vw / 320;
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float x1, y1, x2, y2, u1, v1, u2, v2;
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tx = (psp->Flags & PSPF_MIRROR) ? ((160 - r.width) - (sx + r.left)) : (sx - (160 - r.left));
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x1 = tx * scalex + vw / 2;
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if (x1 > vw) return false; // off the right side
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x1 += viewwindowx;
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tx += r.width;
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x2 = tx * scalex + vw / 2;
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if (x2 < 0) return false; // 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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ftexturemid = 100.f - sy - r.top;
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AWeapon * wi = player->ReadyWeapon;
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if (wi && wi->YAdjust != 0)
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{
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float fYAd = wi->YAdjust;
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if (screenblocks >= 11)
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{
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ftexturemid -= fYAd;
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}
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else
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{
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ftexturemid -= float(StatusBar->GetDisplacement()) * fYAd;
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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 / 2 - (ftexturemid * scale);
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y2 = y1 + (r.height * scale) + 1;
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if (!(mirror) != !(psp->Flags & (PSPF_FLIP)))
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{
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u2 = tex->GetSpriteUL();
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v1 = tex->GetSpriteVT();
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u1 = tex->GetSpriteUR();
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v2 = tex->GetSpriteVB();
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}
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else
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{
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u1 = tex->GetSpriteUL();
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v1 = tex->GetSpriteVT();
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u2 = tex->GetSpriteUR();
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v2 = tex->GetSpriteVB();
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}
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auto verts = di->AllocVertices(4);
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mx = verts.second;
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verts.first[0].Set(x1, y1, 0, u1, v1);
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verts.first[1].Set(x1, y2, 0, u1, v2);
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verts.first[2].Set(x2, y1, 0, u2, v1);
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verts.first[3].Set(x2, y2, 0, u2, v2);
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this->tex = tex;
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return true;
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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 HWDrawInfo::PreparePlayerSprites(sector_t * viewsector, area_t in_area)
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{
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bool brightflash = false;
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AActor * playermo = players[consoleplayer].camera;
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player_t * player = playermo->player;
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const bool hudModelStep = IsHUDModelForPlayerAvailable(player);
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const auto &vp = Viewpoint;
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AActor *camera = vp.camera;
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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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(player->cheats & CF_CHASECAM) ||
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(r_deathcamera && camera->health <= 0))
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return;
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WeaponPosition weap = GetWeaponPosition(camera->player, vp.TicFrac);
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WeaponLighting light = GetWeaponLighting(viewsector, vp.Pos, isFullbrightScene(), in_area, camera->Pos());
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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 = level.lightmode;
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if (level.lightmode == 8) level.lightmode = 2;
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for (DPSprite *psp = player->psprites; psp != nullptr && psp->GetID() < PSP_TARGETCENTER; psp = psp->GetNext())
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{
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if (!psp->GetState()) continue;
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FSpriteModelFrame *smf = playermo->player->ReadyWeapon ? FindModelFrame(playermo->player->ReadyWeapon->GetClass(), psp->GetState()->sprite, psp->GetState()->GetFrame(), false) : nullptr;
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// This is an 'either-or' proposition. This maybe needs some work to allow overlays with weapon models but as originally implemented this just won't work.
|
|
if (smf && !hudModelStep) continue;
|
|
if (!smf && hudModelStep) continue;
|
|
|
|
HUDSprite hudsprite;
|
|
hudsprite.owner = playermo;
|
|
hudsprite.mframe = smf;
|
|
hudsprite.weapon = psp;
|
|
|
|
if (!hudsprite.GetWeaponRenderStyle(psp, camera, viewsector, light)) continue;
|
|
|
|
FVector2 spos = BobWeapon(weap, psp, vp.TicFrac);
|
|
|
|
hudsprite.dynrgb[0] = hudsprite.dynrgb[1] = hudsprite.dynrgb[2] = 0;
|
|
hudsprite.lightindex = -1;
|
|
// set the lighting parameters
|
|
if (hudsprite.RenderStyle.BlendOp != STYLEOP_Shadow && level.HasDynamicLights && !isFullbrightScene() && gl_light_sprites)
|
|
{
|
|
if (!hudModelStep)
|
|
{
|
|
GetDynSpriteLight(playermo, nullptr, hudsprite.dynrgb);
|
|
}
|
|
else
|
|
{
|
|
hw_GetDynModelLight(playermo, lightdata);
|
|
hudsprite.lightindex = UploadLights(lightdata);
|
|
}
|
|
}
|
|
|
|
// [BB] In the HUD model step we just render the model and break out.
|
|
if (hudModelStep)
|
|
{
|
|
hudsprite.mx = spos.X;
|
|
hudsprite.my = spos.Y;
|
|
}
|
|
else
|
|
{
|
|
if (!hudsprite.GetWeaponRect(this, psp, spos.X, spos.Y, player)) continue;
|
|
}
|
|
hudsprites.Push(hudsprite);
|
|
}
|
|
level.lightmode = oldlightmode;
|
|
PrepareTargeterSprites();
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_DrawPlayerSprites
|
|
//
|
|
//==========================================================================
|
|
|
|
void HWDrawInfo::PrepareTargeterSprites()
|
|
{
|
|
AActor * playermo = players[consoleplayer].camera;
|
|
player_t * player = playermo->player;
|
|
AActor *camera = Viewpoint.camera;
|
|
|
|
// this is the same as above
|
|
if (!player ||
|
|
!r_drawplayersprites ||
|
|
!camera->player ||
|
|
(player->cheats & CF_CHASECAM) ||
|
|
(r_deathcamera && camera->health <= 0))
|
|
return;
|
|
|
|
HUDSprite hudsprite;
|
|
|
|
hudsprite.owner = playermo;
|
|
hudsprite.mframe = nullptr;
|
|
hudsprite.cm.Clear();
|
|
hudsprite.lightlevel = 255;
|
|
hudsprite.ObjectColor = 0xffffffff;
|
|
hudsprite.alpha = 1;
|
|
hudsprite.RenderStyle = DefaultRenderStyle();
|
|
hudsprite.OverrideShader = -1;
|
|
hudsprite.dynrgb[0] = hudsprite.dynrgb[1] = hudsprite.dynrgb[2] = 0;
|
|
|
|
// The Targeter's sprites are always drawn normally.
|
|
for (DPSprite *psp = player->FindPSprite(PSP_TARGETCENTER); psp != nullptr; psp = psp->GetNext())
|
|
{
|
|
if (psp->GetState() != nullptr && (psp->GetID() != PSP_TARGETCENTER || CrosshairImage == nullptr))
|
|
{
|
|
hudsprite.weapon = psp;
|
|
if (hudsprite.GetWeaponRect(this, psp, psp->x, psp->y, player))
|
|
{
|
|
hudsprites.Push(hudsprite);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|