raze/source/core/rendering/scene/hw_sprites.cpp

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//
//---------------------------------------------------------------------------
//
// Copyright(C) 2002-2016 Christoph Oelckers
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 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 Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
/*
** gl_sprite.cpp
** Sprite/Particle rendering
**
*/
#include "matrix.h"
//#include "models.h"
#include "vectors.h"
#include "texturemanager.h"
#include "basics.h"
//#include "hw_models.h"
#include "hw_drawstructs.h"
#include "hw_drawinfo.h"
#include "hw_portal.h"
#include "flatvertices.h"
#include "hw_cvars.h"
#include "hw_clock.h"
#include "hw_material.h"
#include "hw_dynlightdata.h"
#include "hw_lightbuffer.h"
#include "hw_renderstate.h"
extern PalEntry GlobalMapFog;
extern float GlobalFogDensity;
//==========================================================================
//
//
//
//==========================================================================
void HWSprite::DrawSprite(HWDrawInfo* di, FRenderState& state, bool translucent)
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{
bool additivefog = false;
bool foglayer = false;
auto& vp = di->Viewpoint;
if (translucent)
{
// The translucent pass requires special setup for the various modes.
// for special render styles brightmaps would not look good - especially for subtractive.
if (RenderStyle.BlendOp != STYLEOP_Add)
{
state.EnableBrightmap(false);
}
state.SetRenderStyle(RenderStyle);
state.SetTextureMode(RenderStyle);
if (!texture || !texture->GetTranslucency()) state.AlphaFunc(Alpha_GEqual, gl_mask_sprite_threshold);
else state.AlphaFunc(Alpha_Greater, 0.f);
if (RenderStyle.BlendOp == STYLEOP_Add && RenderStyle.DestAlpha == STYLEALPHA_One)
{
additivefog = true;
}
}
if (dynlightindex == -1) // only set if we got no light buffer index. This covers all cases where sprite lighting is used.
{
float out[3] = {};
//di->GetDynSpriteLight(gl_light_sprites ? actor : nullptr, gl_light_particles ? particle : nullptr, out);
//state.SetDynLight(out[0], out[1], out[2]);
}
if (RenderStyle.Flags & STYLEF_FadeToBlack)
{
fade = 0;
additivefog = true;
}
if (RenderStyle.BlendOp == STYLEOP_RevSub || RenderStyle.BlendOp == STYLEOP_Sub)
{
if (!modelframe)
{
// non-black fog with subtractive style needs special treatment
if (fade != 0)
{
foglayer = true;
// Due to the two-layer approach we need to force an alpha test that lets everything pass
state.AlphaFunc(Alpha_Greater, 0);
}
}
else RenderStyle.BlendOp = STYLEOP_Fuzz; // subtractive with models is not going to work.
}
// Fog must be done before the texture so that the texture selector can override it.
bool foggy = (GlobalMapFog || (fade & 0xffffff));
auto ShadeDiv = lookups.tables[palette].ShadeFactor;
// Disable brightmaps if non-black fog is used.
if (ShadeDiv >= 1 / 1000.f && foggy && !foglayer)
{
state.EnableFog(1);
float density = GlobalMapFog ? GlobalFogDensity : 350.f - Scale(numshades - shade, 150, numshades);
state.SetFog((GlobalMapFog) ? GlobalMapFog : fade, density);
state.SetSoftLightLevel(255);
state.SetLightParms(128.f, 1 / 1000.f);
}
else
{
state.EnableFog(0);
state.SetFog(0, 0);
state.SetSoftLightLevel(ShadeDiv >= 1 / 1000.f ? 255 - Scale(shade, 255, numshades) : 255);
state.SetLightParms(visibility, ShadeDiv / (numshades - 2));
}
// The shade rgb from the tint is ignored here.
state.SetColorAlpha(PalEntry(255, globalr, globalg, globalb), alpha);
state.SetMaterial(texture, UF_Texture, 0, 0/*flags & 3*/, TRANSLATION(Translation_Remap + curbasepal, palette), -1);
if (!modelframe)
{
state.SetNormal(0, 0, 0);
if (screen->BuffersArePersistent())
{
CreateVertices(di);
}
state.SetLightIndex(-1);
state.Draw(DT_TriangleStrip, vertexindex, 4);
if (ShadeDiv >= 1 / 1000.f && foggy && foglayer)
{
// If we get here we know that we have colored fog and no fixed colormap.
float density = GlobalMapFog ? GlobalFogDensity : 350.f - Scale(numshades - shade, 150, numshades);
state.SetFog((GlobalMapFog) ? GlobalMapFog : fade, density);
state.SetTextureMode(TM_FOGLAYER);
state.SetRenderStyle(STYLE_Translucent);
state.Draw(DT_TriangleStrip, vertexindex, 4);
state.SetTextureMode(TM_NORMAL);
}
}
else
{
//FHWModelRenderer renderer(di, state, dynlightindex);
//RenderModel(&renderer, x, y, z, modelframe, actor, di->Viewpoint.TicFrac);
//state.SetVertexBuffer(screen->mVertexData);
}
if (translucent)
{
state.EnableBrightmap(true);
state.SetRenderStyle(STYLE_Translucent);
state.SetTextureMode(TM_NORMAL);
}
state.SetObjectColor(0xffffffff);
state.SetAddColor(0);
state.EnableTexture(true);
state.SetDynLight(0, 0, 0);
}
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//==========================================================================
//
//
//
//==========================================================================
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void HWSprite::CalculateVertices(HWDrawInfo* di, FVector3* v, DVector3* vp)
{
const auto& HWAngles = di->Viewpoint.HWAngles;
#if 0 // maybe later, it's a bit more tricky with Build.
// [BB] Billboard stuff
const bool drawWithXYBillboard = false;
const bool drawBillboardFacingCamera = false;
// [Nash] check for special sprite drawing modes
if (drawWithXYBillboard || drawBillboardFacingCamera)
{
// Compute center of sprite
float xcenter = (x1 + x2) * 0.5;
float ycenter = (y1 + y2) * 0.5;
float zcenter = (z1 + z2) * 0.5;
float xx = -xcenter + x;
float zz = -zcenter + z;
float yy = -ycenter + y;
Matrix3x4 mat;
mat.MakeIdentity();
mat.Translate(xcenter, zcenter, ycenter); // move to sprite center
// Order of rotations matters. Perform yaw rotation (Y, face camera) before pitch (X, tilt up/down).
if (drawBillboardFacingCamera)
{
// [CMB] Rotate relative to camera XY position, not just camera direction,
// which is nicer in VR
float xrel = xcenter - vp->X;
float yrel = ycenter - vp->Y;
float absAngleDeg = RAD2DEG(atan2(-yrel, xrel));
float counterRotationDeg = 270. - HWAngles.Yaw.Degrees; // counteracts existing sprite rotation
float relAngleDeg = counterRotationDeg + absAngleDeg;
mat.Rotate(0, 1, 0, relAngleDeg);
}
// [fgsfds] calculate yaw vectors
float yawvecX = 0, yawvecY = 0, rollDegrees = 0;
float angleRad = (270. - HWAngles.Yaw).Radians();
if (drawWithXYBillboard)
{
// Rotate the sprite about the vector starting at the center of the sprite
// triangle strip and with direction orthogonal to where the player is looking
// in the x/y plane.
mat.Rotate(-sin(angleRad), 0, cos(angleRad), -HWAngles.Pitch.Degrees);
}
mat.Translate(-xcenter, -zcenter, -ycenter); // retreat from sprite center
v[0] = mat * FVector3(x1, z1, y1);
v[1] = mat * FVector3(x2, z1, y2);
v[2] = mat * FVector3(x1, z2, y1);
v[3] = mat * FVector3(x2, z2, y2);
}
else // traditional "Y" billboard mode
#endif
{
v[0] = FVector3(x1, z1, y1);
v[1] = FVector3(x2, z1, y2);
v[2] = FVector3(x1, z2, y1);
v[3] = FVector3(x2, z2, y2);
}
}
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//==========================================================================
//
//
//
//==========================================================================
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void HWSprite::CreateVertices(HWDrawInfo* di)
{
if (modelframe == 0)
{
FVector3 v[4];
CalculateVertices(di, v, &di->Viewpoint.Pos);
auto vert = screen->mVertexData->AllocVertices(4);
auto vp = vert.first;
vertexindex = vert.second;
vp[0].Set(v[0][0], v[0][1], v[0][2], ul, vt);
vp[1].Set(v[1][0], v[1][1], v[1][2], ur, vt);
vp[2].Set(v[2][0], v[2][1], v[2][2], ul, vb);
vp[3].Set(v[3][0], v[3][1], v[3][2], ur, vb);
}
}
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//==========================================================================
//
//
//
//==========================================================================
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inline void HWSprite::PutSprite(HWDrawInfo* di, bool translucent)
{
// That's a lot of checks...
/*
if (modelframe == 1 && gl_light_sprites)
{
hw_GetDynModelLight(actor, lightdata);
dynlightindex = screen->mLights->UploadLights(lightdata);
}
else*/
dynlightindex = -1;
vertexindex = -1;
if (!screen->BuffersArePersistent())
{
CreateVertices(di);
}
di->AddSprite(this, translucent);
}
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//==========================================================================
//
//
//
//==========================================================================
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void HWSprite::Process(HWDrawInfo* di, spritetype* spr, sectortype* sector, int thruportal)
{
if (spr == nullptr)
return;
auto tex = tileGetTexture(spr->picnum);
if (!tex || !tex->isValid()) return;
texture = tex;
sprite = spr;
modelframe = 0;
dynlightindex = -1;
shade = spr->shade;
palette = spr->pal;
fade = lookups.getFade(sector->floorpal); // fog is per sector.
visibility = sectorVisibility(sector);
bool trans = (spr->cstat & CSTAT_SPRITE_TRANSLUCENT);
if (trans)
{
RenderStyle = GetRenderStyle(0, !!(spr->cstat & CSTAT_SPRITE_TRANSLUCENT_INVERT));
alpha = GetAlphaFromBlend((spr->cstat & CSTAT_SPRITE_TRANSLUCENT_INVERT) ? DAMETH_TRANS2 : DAMETH_TRANS1, 0);
}
else
{
RenderStyle = LegacyRenderStyles[STYLE_Translucent];
alpha = 1.f;
}
x = spr->x * (1 / 16.f);
z = spr->z * (1 / -256.f);
y = spr->y * (1 / -16.f);
auto vp = di->Viewpoint;
if (modelframe == 0)
{
auto tex = tileGetTexture(spr->picnum);
// abuse the wall sprite function to get the proper coordinates by faking the angle to be facing the camera
auto savedang = spr->ang;
spr->ang = bamang(di->Viewpoint.RotAngle).asbuild();
vec2_t pos[2];
GetWallSpritePosition(spr, spr->pos.vec2, pos, true);
spr->ang = savedang;
int height, topofs;
if (hw_hightile && TileFiles.tiledata[spr->picnum].h_xsize)
{
height = TileFiles.tiledata[spr->picnum].h_ysize;
topofs = (TileFiles.tiledata[spr->picnum].h_yoffs + spr->yoffset);
}
else
{
height = tex->GetTexelHeight();
topofs = (tex->GetTexelTopOffset() + spr->yoffset);
}
if (spr->cstat & CSTAT_SPRITE_YFLIP) topofs = -topofs;
if (spr->cstat & CSTAT_SPRITE_YFLIP)
topofs = -topofs;
int sprz = spr->z;
sprz -= ((topofs * spr->yrepeat) << 2);
if (spr->cstat & CSTAT_SPRITE_YCENTER)
{
sprz += ((height * spr->yrepeat) << 1);
if (height & 1) sprz += (spr->yrepeat << 1); // Odd yspans (taken from polymost as-is)
}
x1 = pos[0].x * (1 / 16.f);
y1 = pos[0].y * (1 / -16.f);
x2 = pos[1].x * (1 / 16.f);
y2 = pos[1].y * (1 / -16.f);
z1 = (sprz) * (1 / -256.);
z2 = (sprz - ((height * spr->yrepeat) << 2)) * (1 / -256.);
ul = (spr->cstat & CSTAT_SPRITE_XFLIP) ? 0.f : 1.f;
ur = (spr->cstat & CSTAT_SPRITE_XFLIP) ? 1.f : 0.f;
vt = (spr->cstat & CSTAT_SPRITE_YFLIP) ? 0.f : 1.f;
vb = (spr->cstat & CSTAT_SPRITE_YFLIP) ? 1.f : 0.f;
}
else
{
x1 = x2 = x;
y1 = y2 = y;
z1 = z2 = z;
texture = nullptr;
}
depth = (float)((x - vp.Pos.X) * vp.TanCos + (y - vp.Pos.Y) * vp.TanSin);
#if 0 // huh?
if ((texture && texture->GetTranslucency()) || (RenderStyle.Flags & STYLEF_RedIsAlpha) || (modelframe && spr->RenderStyle != DefaultRenderStyle()))
{
if (hw_styleflags == STYLEHW_Solid)
{
RenderStyle.SrcAlpha = STYLEALPHA_Src;
RenderStyle.DestAlpha = STYLEALPHA_InvSrc;
}
hw_styleflags = STYLEHW_NoAlphaTest;
}
#endif
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PutSprite(di, alpha < 1.f-FLT_EPSILON || modelframe == 0);
rendered_sprites++;
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}