raze/source/games/duke/src/render.cpp

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//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
This file is part of Duke Nukem 3D version 1.5 - Atomic Edition
Duke Nukem 3D is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Original Source: 1996 - Todd Replogle
Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
Modifications for JonoF's port by Jonathon Fowler (jf@jonof.id.au)
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "duke3d.h"
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#include "build.h"
#include "v_video.h"
#include "prediction.h"
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BEGIN_DUKE_NS
void DrawBorder();
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//---------------------------------------------------------------------------
//
// Floor Over Floor
// If standing in sector with SE42
// then draw viewing to SE41 and raise all =hi SE43 cielings.
// If standing in sector with SE43
// then draw viewing to SE40 and lower all =hi SE42 floors.
// If standing in sector with SE44
// then draw viewing to SE40.
// If standing in sector with SE45
// then draw viewing to SE41.
//
//---------------------------------------------------------------------------
static int tempsectorz[MAXSECTORS];
static int tempsectorpicnum[MAXSECTORS];
//short tempcursectnum;
void SE40_Draw(int tag, int spnum, int x, int y, int z, int a, int h, int smoothratio)
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{
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int i, j = 0, k = 0;
int floor1, floor2 = 0, ok = 0, fofmode = 0;
int offx, offy;
if (sprite[spnum].ang != 512) return;
i = FOF; //Effect TILE
tileDelete(FOF);
if (!(gotpic[i >> 3] & (1 << (i & 7)))) return;
gotpic[i >> 3] &= ~(1 << (i & 7));
floor1 = spnum;
if (sprite[spnum].lotag == tag + 2) fofmode = tag + 0;
if (sprite[spnum].lotag == tag + 3) fofmode = tag + 1;
if (sprite[spnum].lotag == tag + 4) fofmode = tag + 0;
if (sprite[spnum].lotag == tag + 5) fofmode = tag + 1;
ok++;
for (j = 0; j < MAXSPRITES; j++)
{
if (
sprite[j].picnum == 1 &&
sprite[j].lotag == fofmode &&
sprite[j].hitag == sprite[floor1].hitag
) {
floor1 = j; fofmode = sprite[j].lotag; ok++; break;
}
}
// if(ok==1) { Message("no floor1",RED); return; }
if (fofmode == tag + 0) k = tag + 1; else k = tag + 0;
for (j = 0; j < MAXSPRITES; j++)
{
if (
sprite[j].picnum == 1 &&
sprite[j].lotag == k &&
sprite[j].hitag == sprite[floor1].hitag
) {
floor2 = j; ok++; break;
}
}
// if(ok==2) { Message("no floor2",RED); return; }
for (j = 0; j < MAXSPRITES; j++) // raise ceiling or floor
{
if (sprite[j].picnum == 1 &&
sprite[j].lotag == k + 2 &&
sprite[j].hitag == sprite[floor1].hitag
)
{
if (k == tag + 0)
{
tempsectorz[sprite[j].sectnum] = sector[sprite[j].sectnum].floorz;
sector[sprite[j].sectnum].floorz += (((z - sector[sprite[j].sectnum].floorz) / 32768) + 1) * 32768;
tempsectorpicnum[sprite[j].sectnum] = sector[sprite[j].sectnum].floorpicnum;
sector[sprite[j].sectnum].floorpicnum = 13;
}
if (k == tag + 1)
{
tempsectorz[sprite[j].sectnum] = sector[sprite[j].sectnum].ceilingz;
sector[sprite[j].sectnum].ceilingz += (((z - sector[sprite[j].sectnum].ceilingz) / 32768) - 1) * 32768;
tempsectorpicnum[sprite[j].sectnum] = sector[sprite[j].sectnum].ceilingpicnum;
sector[sprite[j].sectnum].ceilingpicnum = 13;
}
}
}
i = floor1;
offx = x - sprite[i].x;
offy = y - sprite[i].y;
i = floor2;
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#if 0
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drawrooms(offx + sprite[i].x, offy + sprite[i].y, z, a, h, sprite[i].sectnum);
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#else
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renderDrawRoomsQ16(sprite[i].x + offx, sprite[i].y + offy, z, a, h, sprite[i].sectnum);
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#endif
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fi.animatesprites(offx + sprite[i].x, offy + sprite[i].y, fix16_to_int(a), smoothratio);
renderDrawMasks();
for (j = 0; j < MAXSPRITES; j++) // restore ceiling or floor
{
if (sprite[j].picnum == 1 &&
sprite[j].lotag == k + 2 &&
sprite[j].hitag == sprite[floor1].hitag
)
{
if (k == tag + 0)
{
sector[sprite[j].sectnum].floorz = tempsectorz[sprite[j].sectnum];
sector[sprite[j].sectnum].floorpicnum = tempsectorpicnum[sprite[j].sectnum];
}
if (k == tag + 1)
{
sector[sprite[j].sectnum].ceilingz = tempsectorz[sprite[j].sectnum];
sector[sprite[j].sectnum].ceilingpicnum = tempsectorpicnum[sprite[j].sectnum];
}
}// end if
}// end for
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} // end SE40
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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void se40code(int x, int y, int z, int a, int h, int smoothratio)
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{
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int i, tag;
if (!isRR()) tag = 40;
else if (isRRRA()) tag = 150;
else return;
i = headspritestat[STAT_RAROR];
while (i >= 0)
{
switch (sprite[i].lotag - tag + 40)
{
// case 40:
// case 41:
// SE40_Draw(i,x,y,a,smoothratio);
// break;
case 42:
case 43:
case 44:
case 45:
if (ps[screenpeek].cursectnum == sprite[i].sectnum)
SE40_Draw(tag, i, x, y, z, a, h, smoothratio);
break;
}
i = nextspritestat[i];
}
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}
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//---------------------------------------------------------------------------
//
// split out so it can also be applied to camera views
//
//---------------------------------------------------------------------------
void renderMirror(int cposx, int cposy, int cposz, int cang, int choriz, int smoothratio)
{
if ((gotpic[TILE_MIRROR >> 3] & (1 << (TILE_MIRROR & 7))) > 0)
{
int dst = 0x7fffffff, i = 0;
for (int k = 0; k < mirrorcnt; k++)
{
int j = abs(wall[mirrorwall[k]].x - cposx) + abs(wall[mirrorwall[k]].y - cposy);
if (j < dst) dst = j, i = k;
}
if (wall[mirrorwall[i]].overpicnum == TILE_MIRROR)
{
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int tposx, tposy, tang;
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renderPrepareMirror(cposx, cposy, cposz, cang << FRACBITS, choriz<<FRACBITS, mirrorwall[i], &tposx, &tposy, &tang);
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int j = g_visibility;
g_visibility = (j >> 1) + (j >> 2);
renderDrawRoomsQ16(tposx, tposy, cposz, tang, choriz << FRACBITS, mirrorsector[i] + MAXSECTORS);
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display_mirror = 1;
fi.animatesprites(tposx, tposy, tang, smoothratio);
display_mirror = 0;
renderDrawMasks();
renderCompleteMirror(); //Reverse screen x-wise in this function
g_visibility = j;
}
gotpic[TILE_MIRROR >> 3] &= ~(1 << (TILE_MIRROR & 7));
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void animatecamsprite(int smoothRatio)
{
if (camsprite < 0)
return;
int spriteNum = camsprite;
auto p = &ps[screenpeek];
auto sp = &sprite[spriteNum];
if (p->newowner >= 0) sp->owner = p->newowner;
if (sp->owner >= 0 && dist(&sprite[p->i], sp) < VIEWSCREEN_ACTIVE_DISTANCE)
{
auto tex = tileGetTexture(sp->picnum);
TileFiles.MakeCanvas(TILE_VIEWSCR, tex->GetDisplayWidth(), tex->GetDisplayHeight());
auto canvas = renderSetTarget(TILE_VIEWSCR);
if (!canvas) return;
screen->RenderTextureView(canvas, [=](IntRect& rect)
{
// fixme: This needs to interpolate the camera's angle. Position is not relevant because cameras do not move.
auto camera = &sprite[sp->owner];
// Note: no ROR or camera here for now - the current setup has no means to detect these things before rendering the scene itself.
drawrooms(camera->x, camera->y, camera->z, camera->ang, 100 + camera->shade, camera->sectnum); // why 'shade'...?
display_mirror = 1; // should really be 'display external view'.
fi.animatesprites(camera->x, camera->y, camera->ang, smoothRatio);
display_mirror = 0;
renderDrawMasks();
});
renderRestoreTarget();
}
}
//---------------------------------------------------------------------------
//
// RRRA's drug distortion effect
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//
//---------------------------------------------------------------------------
void setdrugmode(player_struct *p, int oyrepeat)
{
if (!paused)
{
if (p->DrugMode > 0 && !(p->gm & MODE_TYPE) && !ud.pause_on)
{
int var_8c;
if (p->drug_stat[0] == 0)
{
p->drug_stat[1]++;
var_8c = oyrepeat + p->drug_stat[1] * 5000;
if (oyrepeat * 3 < var_8c)
{
renderSetAspect(oyrepeat * 3, yxaspect);
p->drug_aspect = oyrepeat * 3;
p->drug_stat[0] = 2;
}
else
{
renderSetAspect(var_8c, yxaspect);
p->drug_aspect = var_8c;
}
setpal(p);
}
else if (p->drug_stat[0] == 3)
{
p->drug_stat[1]--;
var_8c = oyrepeat + p->drug_stat[1] * 5000;
if (var_8c < oyrepeat)
{
renderSetAspect(oyrepeat, yxaspect);
p->DrugMode = 0;
p->drug_stat[0] = 0;
p->drug_stat[2] = 0;
p->drug_stat[1] = 0;
}
else
{
renderSetAspect(var_8c, yxaspect);
p->drug_aspect = var_8c;
}
setpal(p);
}
else if (p->drug_stat[0] == 2)
{
if (p->drug_stat[2] > 30)
{
p->drug_stat[0] = 1;
}
else
{
p->drug_stat[2]++;
renderSetAspect(p->drug_stat[2] * 500 + oyrepeat * 3, yxaspect);
p->drug_aspect = oyrepeat * 3 + p->drug_stat[2] * 500;
setpal(p);
}
}
else
{
if (p->drug_stat[2] < 1)
{
p->drug_stat[0] = 2;
p->DrugMode--;
if (p->DrugMode == 1)
p->drug_stat[0] = 3;
}
else
{
p->drug_stat[2]--;
renderSetAspect(p->drug_stat[2] * 500 + oyrepeat * 3, yxaspect);
p->drug_aspect = oyrepeat * 3 + p->drug_stat[2] * 500;
setpal(p);
}
}
}
}
else if (p->DrugMode > 0)
{
renderSetAspect(p->drug_aspect, yxaspect);
setpal(p);
}
}
//---------------------------------------------------------------------------
//
// used by RR to inject some external geometry into a scene.
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//
//---------------------------------------------------------------------------
static void geometryEffect(int cposx, int cposy, int cposz, int cang, int choriz, int sect, int smoothratio)
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{
short gs, tgsect, nextspr, geosect, geoid = 0;
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int spr;
drawrooms(cposx, cposy, cposz, cang, choriz, sect);
fi.animatesprites(cposx, cposy, cang, smoothratio);
renderDrawMasks();
for (gs = 0; gs < geocnt; gs++)
{
tgsect = geosector[gs];
spr = headspritesect[tgsect];
while (spr != -1)
{
nextspr = nextspritesect[spr];
changespritesect((short)spr, geosectorwarp[gs]);
setsprite((short)spr, sprite[spr].x -= geox[gs], sprite[spr].y -= geoy[gs], sprite[spr].z);
spr = nextspr;
}
if (geosector[gs] == sect)
{
geosect = geosectorwarp[gs];
geoid = gs;
}
}
cposx -= geox[geoid];
cposy -= geoy[geoid];
drawrooms(cposx, cposy, cposz, cang, choriz, sect);
cposx += geox[geoid];
cposy += geoy[geoid];
for (gs = 0; gs < geocnt; gs++)
{
tgsect = geosectorwarp[gs];
spr = headspritesect[tgsect];
while (spr != -1)
{
nextspr = nextspritesect[spr];
changespritesect((short)spr, geosector[gs]);
setsprite((short)spr, sprite[spr].x += geox[gs], sprite[spr].y += geoy[gs], sprite[spr].z);
spr = nextspr;
}
}
fi.animatesprites(cposx, cposy, cang, smoothratio);
renderDrawMasks();
for (gs = 0; gs < geocnt; gs++)
{
tgsect = geosector[gs];
spr = headspritesect[tgsect];
while (spr != -1)
{
nextspr = nextspritesect[spr];
changespritesect((short)spr, geosectorwarp2[gs]);
setsprite((short)spr, sprite[spr].x -= geox2[gs], sprite[spr].y -= geoy2[gs], sprite[spr].z);
spr = nextspr;
}
if (geosector[gs] == sect)
{
geosect = geosectorwarp2[gs];
geoid = gs;
}
}
cposx -= geox2[geoid];
cposy -= geoy2[geoid];
drawrooms(cposx, cposy, cposz, cang, choriz, sect);
cposx += geox2[geoid];
cposy += geoy2[geoid];
for (gs = 0; gs < geocnt; gs++)
{
tgsect = geosectorwarp2[gs];
spr = headspritesect[tgsect];
while (spr != -1)
{
nextspr = nextspritesect[spr];
changespritesect((short)spr, geosector[gs]);
setsprite((short)spr, sprite[spr].x += geox2[gs], sprite[spr].y += geoy2[gs], sprite[spr].z);
spr = nextspr;
}
}
fi.animatesprites(cposx, cposy, cang, smoothratio);
renderDrawMasks();
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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void displayrooms(int snum, int smoothratio)
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{
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int cposx, cposy, cposz, fz, cz;
short sect, cang, choriz;
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struct player_struct* p;
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int tiltcs = 0; // JBF 20030807
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p = &ps[snum];
DrawBorder();
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if (ud.overhead_on == 2 || p->cursectnum == -1)
return;
// Do not light up the fog in RRRA's E2L1. Ideally this should apply to all foggy levels but all others use lookup table hacks for their fog.
if (isRRRA() && fogactive)
{
p->visibility = ud.const_visibility;
}
g_visibility = p->visibility;
newaspect_enable = 1;
videoSetCorrectedAspect();
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smoothratio = min(max(smoothratio, 0), 65536);
if (ud.pause_on || ps[snum].on_crane > -1) smoothratio = 65536;
sect = p->cursectnum;
if (sect < 0 || sect >= MAXSECTORS) return;
dointerpolations(smoothratio);
animatecamsprite(smoothratio);
if (ud.camerasprite >= 0)
{
spritetype* s;
s = &sprite[ud.camerasprite];
if (s->yvel < 0) s->yvel = -100;
else if (s->yvel > 199) s->yvel = 300;
cang = hittype[ud.camerasprite].tempang + mulscale16((int)(((s->ang + 1024 - hittype[ud.camerasprite].tempang) & 2047) - 1024), smoothratio);
se40code(s->x, s->y, s->z, cang, s->yvel, smoothratio);
renderMirror(s->x, s->y, s->z, cang, s->yvel, smoothratio);
drawrooms(s->x, s->y, s->z - (4 << 8), cang, s->yvel, s->sectnum);
fi.animatesprites(s->x, s->y, cang, smoothratio);
renderDrawMasks();
}
else
{
int i = divscale22(1, isRR() ? 64 : sprite[p->i].yrepeat + 28);
if (!isRRRA() || !p->DrugMode)
{
// Fixme: This should get the aspect ratio from the backend, not the current viewport size.
int viewingRange = xs_CRoundToInt(double(i) * tan(r_fov * (pi::pi() / 360.)));
renderSetAspect(mulscale16(viewingRange, viewingrange), yxaspect);
}
else
{
setdrugmode(p, i);
}
renderSetRollAngle(p->orotscrnang + mulscale16(((p->rotscrnang - p->orotscrnang + 1024) & 2047) - 1024, smoothratio));
p->orotscrnang = p->rotscrnang; // JBF: save it for next time
if ((snum == myconnectindex) && (numplayers > 1))
{
cposx = omyx + mulscale16((int)(myx - omyx), smoothratio);
cposy = omyy + mulscale16((int)(myy - omyy), smoothratio);
cposz = omyz + mulscale16((int)(myz - omyz), smoothratio);
#if 0
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cang = omyang + mulscale16((int)(((myang + 1024 - omyang) & 2047) - 1024), smoothratio);
choriz = omyhoriz + omyhorizoff + mulscale16((int)(myhoriz + myhorizoff - omyhoriz - omyhorizoff), smoothratio);
#else
cang = myang;
choriz = (myhoriz + myhorizoff);
#endif
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sect = mycursectnum;
}
else
{
cposx = p->oposx + mulscale16((int)(p->posx - p->oposx), smoothratio);
cposy = p->oposy + mulscale16((int)(p->posy - p->oposy), smoothratio);
cposz = p->oposz + mulscale16((int)(p->posz - p->oposz), smoothratio);
#if 0
// Original code for when the values are passed through the sync struct
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cang = p->getoang() + mulscale16((int)(((p->getang() + 1024 - p->getoang()) & 2047) - 1024), smoothratio);
choriz = p->ohoriz+p->ohorizoff+mulscale16((int)(p->gethorizsum()-p->ohoriz-p->ohorizoff),smoothratio);
#else
// This is for real time updating of the view direction.
cang = p->getang();
choriz = p->gethorizsum();
#endif
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}
cang += p->look_ang;
if (p->newowner >= 0)
{
cang = p->getang() + p->getlookang();
choriz = p->gethorizsum();
cposx = p->posx;
cposy = p->posy;
cposz = p->posz;
sect = sprite[p->newowner].sectnum;
smoothratio = 65536L;
}
else if (p->over_shoulder_on == 0)
{
if (cl_viewbob) cposz += p->opyoff + mulscale16((int)(p->pyoff - p->opyoff), smoothratio);
}
else view(p, &cposx, &cposy, &cposz, &sect, cang, choriz);
cz = hittype[p->i].ceilingz;
fz = hittype[p->i].floorz;
if (earthquaketime > 0 && p->on_ground == 1)
{
cposz += 256 - (((earthquaketime) & 1) << 9);
cang += (2 - ((earthquaketime) & 2)) << 2;
}
if (sprite[p->i].pal == 1) cposz -= (18 << 8);
if (p->newowner >= 0)
choriz = 100 + sprite[p->newowner].shade;
else if (p->spritebridge == 0)
{
if (cposz < (p->truecz + (4 << 8))) cposz = cz + (4 << 8);
else if (cposz > (p->truefz - (4 << 8))) cposz = fz - (4 << 8);
}
if (sect >= 0)
{
getzsofslope(sect, cposx, cposy, &cz, &fz);
if (cposz < cz + (4 << 8)) cposz = cz + (4 << 8);
if (cposz > fz - (4 << 8)) cposz = fz - (4 << 8);
}
if (choriz > 299) choriz = 299;
else if (choriz < -99) choriz = -99;
if (isRR() && sector[sect].lotag == 848)
{
geometryEffect(cposx, cposy, cposz, cang, choriz, sect, smoothratio);
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}
else
{
se40code(cposx, cposy, cposz, cang, choriz, smoothratio);
renderMirror(cposx, cposy, cposz, cang, choriz, smoothratio);
drawrooms(cposx, cposy, cposz, cang, choriz, sect);
fi.animatesprites(cposx, cposy, cang, smoothratio);
renderDrawMasks();
}
}
restoreinterpolations();
if (!isRRRA() || !fogactive)
{
if (totalclock < lastvisinc)
{
if (abs(p->visibility - ud.const_visibility) > 8)
p->visibility += (ud.const_visibility - p->visibility) >> 2;
}
else p->visibility = ud.const_visibility;
}
}
bool GameInterface::GenerateSavePic()
{
displayrooms(myconnectindex, 65536);
return true;
}
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END_DUKE_NS