mirror of
https://github.com/ZDoom/raze-gles.git
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30f4e2b29d
This eliminates a lot of code depending on Build's projection math.
260 lines
8.2 KiB
C++
260 lines
8.2 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2021 Christoph Oelckers & Mitchell Richters
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This is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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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.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "gamefuncs.h"
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#include "gamestruct.h"
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//---------------------------------------------------------------------------
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//
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// Unified chasecam function for all games.
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//
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//---------------------------------------------------------------------------
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int cameradist, cameraclock;
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bool calcChaseCamPos(int* px, int* py, int* pz, spritetype* pspr, short *psectnum, binangle ang, fixedhoriz horiz, double const smoothratio)
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{
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hitdata_t hitinfo;
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binangle daang;
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short bakcstat;
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int newdist;
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assert(*psectnum >= 0 && *psectnum < MAXSECTORS);
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// Calculate new pos to shoot backwards, using averaged values from the big three.
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int nx = gi->chaseCamX(ang);
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int ny = gi->chaseCamY(ang);
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int nz = gi->chaseCamZ(horiz);
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vec3_t pvect = { *px, *py, *pz };
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bakcstat = pspr->cstat;
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pspr->cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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updatesectorz(*px, *py, *pz, psectnum);
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hitscan(&pvect, *psectnum, nx, ny, nz, &hitinfo, CLIPMASK1);
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pspr->cstat = bakcstat;
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int hx = hitinfo.pos.x - *px;
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int hy = hitinfo.pos.y - *py;
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if (*psectnum < 0)
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{
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return false;
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}
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assert(*psectnum >= 0 && *psectnum < MAXSECTORS);
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// If something is in the way, make pp->camera_dist lower if necessary
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if (abs(nx) + abs(ny) > abs(hx) + abs(hy))
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{
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if (hitinfo.wall >= 0)
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{
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// Push you a little bit off the wall
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*psectnum = hitinfo.sect;
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daang = bvectangbam(wall[wall[hitinfo.wall].point2].x - wall[hitinfo.wall].x,
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wall[wall[hitinfo.wall].point2].y - wall[hitinfo.wall].y);
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newdist = nx * daang.bsin() + ny * -daang.bcos();
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if (abs(nx) > abs(ny))
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hx -= MulScale(nx, newdist, 28);
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else
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hy -= MulScale(ny, newdist, 28);
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}
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else if (hitinfo.sprite < 0)
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{
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// Push you off the ceiling/floor
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*psectnum = hitinfo.sect;
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if (abs(nx) > abs(ny))
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hx -= (nx >> 5);
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else
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hy -= (ny >> 5);
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}
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else
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{
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// If you hit a sprite that's not a wall sprite - try again.
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spritetype* hspr = &sprite[hitinfo.sprite];
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if (!(hspr->cstat & CSTAT_SPRITE_ALIGNMENT_WALL))
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{
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bakcstat = hspr->cstat;
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hspr->cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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calcChaseCamPos(px, py, pz, pspr, psectnum, ang, horiz, smoothratio);
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hspr->cstat = bakcstat;
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return false;
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}
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else
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{
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// same as wall calculation.
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daang = buildang(pspr->ang - 512);
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newdist = nx * daang.bsin() + ny * -daang.bcos();
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if (abs(nx) > abs(ny))
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hx -= MulScale(nx, newdist, 28);
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else
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hy -= MulScale(ny, newdist, 28);
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}
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}
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if (abs(nx) > abs(ny))
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newdist = DivScale(hx, nx, 16);
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else
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newdist = DivScale(hy, ny, 16);
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if (newdist < cameradist)
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cameradist = newdist;
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}
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// Actually move you! (Camerdist is 65536 if nothing is in the way)
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*px += MulScale(nx, cameradist, 16);
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*py += MulScale(ny, cameradist, 16);
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*pz += MulScale(nz, cameradist, 16);
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// Caculate clock using GameTicRate so it increases the same rate on all speed computers.
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int myclock = PlayClock + MulScale(120 / GameTicRate, smoothratio, 16);
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if (cameraclock == INT_MIN)
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{
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// Third person view was just started.
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cameraclock = myclock;
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}
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// Slowly increase cameradist until it reaches 65536.
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cameradist = min(cameradist + ((myclock - cameraclock) << 10), 65536);
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cameraclock = myclock;
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// Make sure psectnum is correct.
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updatesectorz(*px, *py, *pz, psectnum);
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return true;
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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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bool spriteIsModelOrVoxel(const spritetype * tspr)
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{
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if ((unsigned)tspr->owner < MAXSPRITES && spriteext[tspr->owner].flags & SPREXT_NOTMD)
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return false;
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if (hw_models)
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{
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auto& mdinfo = tile2model[Ptile2tile(tspr->picnum, tspr->pal)];
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if (mdinfo.modelid >= 0 && mdinfo.framenum >= 0) return true;
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}
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auto slabalign = (tspr->cstat & CSTAT_SPRITE_ALIGNMENT) == CSTAT_SPRITE_ALIGNMENT_SLAB;
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if (r_voxels && !slabalign && tiletovox[tspr->picnum] >= 0 && voxmodels[tiletovox[tspr->picnum]]) return true;
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return (slabalign && voxmodels[tspr->picnum]);
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}
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//==========================================================================
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//
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// note that this returns values in renderer coordinate space with inverted sign!
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//
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//==========================================================================
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void PlanesAtPoint(const sectortype* sec, float dax, float day, float* pceilz, float* pflorz)
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{
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float ceilz = float(sec->ceilingz);
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float florz = float(sec->floorz);
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if (((sec->ceilingstat | sec->floorstat) & CSTAT_SECTOR_SLOPE) == CSTAT_SECTOR_SLOPE)
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{
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auto wal = &wall[sec->wallptr];
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auto wal2 = &wall[wal->point2];
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float dx = wal2->x - wal->x;
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float dy = wal2->y - wal->y;
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int i = (int)sqrt(dx * dx + dy * dy) << 5; // length of sector's first wall.
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if (i != 0)
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{
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float const j = (dx * (day - wal->y) - dy * (dax - wal->x)) * (1.f / 8.f);
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if (sec->ceilingstat & CSTAT_SECTOR_SLOPE) ceilz += (sec->ceilingheinum * j) / i;
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if (sec->floorstat & CSTAT_SECTOR_SLOPE) florz += (sec->floorheinum * j) / i;
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}
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}
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// Scale to render coordinates.
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if (pceilz) *pceilz = ceilz * -(1.f / 256.f);
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if (pflorz) *pflorz = florz * -(1.f / 256.f);
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}
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//==========================================================================
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//
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// Calculate the position of a wall sprite in the world
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//
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//==========================================================================
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void GetWallSpritePosition(const spritetype* spr, vec2_t pos, vec2_t* out)
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{
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int x = bsin(spr->ang) * spr->xrepeat;
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int y = -bcos(spr->ang) * spr->xrepeat;
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int width = tileWidth(spr->picnum);
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int xoff = tileLeftOffset(spr->picnum) + spr->xoffset;
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if (spr->cstat & CSTAT_SPRITE_XFLIP) xoff = -xoff;
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int origin = (width >> 1) + xoff;
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out[0].x = pos.x - MulScale(x, origin, 16);
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out[0].y = pos.y - MulScale(y, origin, 16);
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out[1].x = out[0].x + MulScale(x, width, 16);
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out[1].y = out[0].y + MulScale(y, width, 16);
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}
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//==========================================================================
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//
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// Calculate the position of a wall sprite in the world
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//
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//==========================================================================
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void GetFlatSpritePosition(const spritetype* spr, vec2_t pos, vec2_t* out)
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{
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auto tex = tileGetTexture(spr->picnum);
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int width = tex->GetTexelWidth() * spr->xrepeat;
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int height = tex->GetTexelHeight() * spr->yrepeat;
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int leftofs = (tex->GetTexelLeftOffset() + spr->xoffset) * spr->xrepeat;
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int topofs = (tex->GetTexelTopOffset() + spr->yoffset) * spr->yrepeat;
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if (spr->cstat & CSTAT_SPRITE_XFLIP) leftofs = -leftofs;
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if (spr->cstat & CSTAT_SPRITE_YFLIP) topofs = -topofs;
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int sprcenterx = (width >> 1) + leftofs;
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int sprcentery = (height >> 1) + topofs;
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int cosang = bcos(spr->ang);
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int sinang = bsin(spr->ang);
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out[0].x = pos.x + DMulScale(sinang, sprcenterx, cosang, sprcentery, 16);
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out[0].y = pos.y + DMulScale(sinang, sprcentery, -cosang, sprcenterx, 16);
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out[1].x = out[0].x - MulScale(sinang, width, 16);
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out[1].y = out[0].y + MulScale(cosang, width, 16);
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vec2_t sub = { MulScale(cosang, height, 16), MulScale(sinang, height, 16) };
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out[2] = out[1] - sub;
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out[3] = out[0] - sub;
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}
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