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https://github.com/ZDoom/Raze.git
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561 lines
16 KiB
C++
561 lines
16 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2002-2016 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 2 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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** gl_sprite.cpp
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** Sprite/Particle rendering
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**
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*/
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#include "matrix.h"
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//#include "models.h"
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#include "vectors.h"
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#include "texturemanager.h"
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#include "basics.h"
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//#include "hw_models.h"
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#include "hw_drawstructs.h"
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#include "hw_drawinfo.h"
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#include "hw_portal.h"
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#include "flatvertices.h"
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#include "hw_cvars.h"
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#include "hw_clock.h"
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#include "hw_material.h"
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#include "hw_dynlightdata.h"
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#include "hw_lightbuffer.h"
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#include "hw_renderstate.h"
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#include "hw_models.h"
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#include "hw_viewpointbuffer.h"
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#include "hw_voxels.h"
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extern PalEntry GlobalMapFog;
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extern float GlobalFogDensity;
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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 HWSprite::DrawSprite(HWDrawInfo* di, FRenderState& state, bool translucent)
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{
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bool additivefog = false;
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bool foglayer = false;
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auto& vp = di->Viewpoint;
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if (translucent)
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{
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// The translucent pass requires special setup for the various modes.
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// for special render styles brightmaps would not look good - especially for subtractive.
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if (RenderStyle.BlendOp != STYLEOP_Add)
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{
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state.EnableBrightmap(false);
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}
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state.SetRenderStyle(RenderStyle);
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state.SetTextureMode(RenderStyle);
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if (!texture || !checkTranslucentReplacement(texture->GetID(), palette)) state.AlphaFunc(Alpha_GEqual, texture->alphaThreshold);
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else state.AlphaFunc(Alpha_Greater, 0.f);
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if (RenderStyle.BlendOp == STYLEOP_Add && RenderStyle.DestAlpha == STYLEALPHA_One)
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{
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additivefog = true;
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}
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}
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if (dynlightindex == -1) // only set if we got no light buffer index. This covers all cases where sprite lighting is used.
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{
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float out[3] = {};
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//di->GetDynSpriteLight(gl_light_sprites ? actor : nullptr, gl_light_particles ? particle : nullptr, out);
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//state.SetDynLight(out[0], out[1], out[2]);
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}
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if (RenderStyle.Flags & STYLEF_FadeToBlack)
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{
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fade = 0;
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additivefog = true;
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}
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if (RenderStyle.BlendOp == STYLEOP_RevSub || RenderStyle.BlendOp == STYLEOP_Sub)
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{
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if (!modelframe)
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{
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// non-black fog with subtractive style needs special treatment
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if (fade != 0)
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{
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foglayer = true;
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// Due to the two-layer approach we need to force an alpha test that lets everything pass
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state.AlphaFunc(Alpha_Greater, 0);
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}
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}
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else RenderStyle.BlendOp = STYLEOP_Fuzz; // subtractive with models is not going to work.
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}
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// Fog must be done before the texture so that the texture selector can override it.
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bool foggy = (GlobalMapFog || (fade & 0xffffff));
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auto ShadeDiv = lookups.tables[palette].ShadeFactor;
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// Disable brightmaps if non-black fog is used.
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int shade = this->shade;
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PalEntry color(255, globalr, globalg, globalb);
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if (this->shade > numshades) // handling of SW's shadow hack using a shade of 127.
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{
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shade = sector[sprite->sectnum].floorshade;
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color = 0xff000000;
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}
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shade = clamp(shade, 0, numshades - 1);
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if (ShadeDiv >= 1 / 1000.f && foggy && !foglayer)
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{
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state.EnableFog(1);
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float density = GlobalMapFog ? GlobalFogDensity : 350.f - Scale(numshades - shade, 150, numshades);
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state.SetFog((GlobalMapFog) ? GlobalMapFog : fade, density * hw_density);
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state.SetSoftLightLevel(255);
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state.SetLightParms(128.f, 1 / 1000.f);
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}
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else
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{
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state.EnableFog(0);
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state.SetFog(0, 0);
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state.SetSoftLightLevel(ShadeDiv >= 1 / 1000.f ? 255 - Scale(shade, 255, numshades) : 255);
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state.SetLightParms(visibility, ShadeDiv / (numshades - 2));
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}
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// The shade rgb from the tint is ignored here.
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state.SetColorAlpha(color, alpha);
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if (modelframe == 0)
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{
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state.SetMaterial(texture, UF_Texture, 0, CLAMP_XY, TRANSLATION(Translation_Remap + curbasepal, palette), -1);
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state.SetNormal(0, 0, 0);
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if (screen->BuffersArePersistent())
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{
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CreateVertices(di);
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}
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state.SetLightIndex(-1);
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state.Draw(DT_TriangleStrip, vertexindex, 4);
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if (ShadeDiv >= 1 / 1000.f && foggy && foglayer)
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{
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// If we get here we know that we have colored fog and no fixed colormap.
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float density = GlobalMapFog ? GlobalFogDensity : 350.f - Scale(numshades - shade, 150, numshades);
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state.SetFog((GlobalMapFog) ? GlobalMapFog : fade, density * hw_density);
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state.SetTextureMode(TM_FOGLAYER);
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state.SetRenderStyle(STYLE_Translucent);
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state.Draw(DT_TriangleStrip, vertexindex, 4);
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state.SetTextureMode(TM_NORMAL);
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}
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}
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else
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{
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state.EnableModelMatrix(true);
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state.mModelMatrix = rotmat;
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FHWModelRenderer mr(state, dynlightindex);
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if (modelframe < 0)
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{
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auto model = voxel->model;
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state.SetDepthFunc(DF_LEqual);
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state.EnableTexture(true);
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model->BuildVertexBuffer(&mr);
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mr.SetupFrame(model, 0, 0, 0);
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model->RenderFrame(&mr, TexMan.GetGameTexture(model->GetPaletteTexture()), 0, 0, 0.f, TRANSLATION(Translation_Remap + curbasepal, palette));
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state.SetDepthFunc(DF_Less);
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state.SetVertexBuffer(screen->mVertexData);
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}
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else
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{
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//RenderModel(&renderer, x, y, z, modelframe, actor, di->Viewpoint.TicFrac);
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}
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state.SetVertexBuffer(screen->mVertexData);
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state.EnableModelMatrix(false);
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}
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if (translucent)
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{
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state.EnableBrightmap(true);
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state.SetRenderStyle(STYLE_Translucent);
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state.SetTextureMode(TM_NORMAL);
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}
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state.SetObjectColor(0xffffffff);
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state.SetAddColor(0);
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state.EnableTexture(true);
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state.SetDynLight(0, 0, 0);
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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 HWSprite::CalculateVertices(HWDrawInfo* di, FVector3* v, DVector3* vp)
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{
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const auto& HWAngles = di->Viewpoint.HWAngles;
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#if 0 // maybe later, it's a bit more tricky with Build.
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// [BB] Billboard stuff
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const bool drawWithXYBillboard = false;
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const bool drawBillboardFacingCamera = false;
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// [Nash] check for special sprite drawing modes
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if (drawWithXYBillboard || drawBillboardFacingCamera)
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{
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// Compute center of sprite
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float xcenter = (x1 + x2) * 0.5;
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float ycenter = (y1 + y2) * 0.5;
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float zcenter = (z1 + z2) * 0.5;
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float xx = -xcenter + x;
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float zz = -zcenter + z;
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float yy = -ycenter + y;
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Matrix3x4 mat;
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mat.MakeIdentity();
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mat.Translate(xcenter, zcenter, ycenter); // move to sprite center
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// Order of rotations matters. Perform yaw rotation (Y, face camera) before pitch (X, tilt up/down).
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if (drawBillboardFacingCamera)
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{
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// [CMB] Rotate relative to camera XY position, not just camera direction,
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// which is nicer in VR
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float xrel = xcenter - vp->X;
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float yrel = ycenter - vp->Y;
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float absAngleDeg = RAD2DEG(atan2(-yrel, xrel));
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float counterRotationDeg = 270. - HWAngles.Yaw.Degrees; // counteracts existing sprite rotation
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float relAngleDeg = counterRotationDeg + absAngleDeg;
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mat.Rotate(0, 1, 0, relAngleDeg);
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}
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// [fgsfds] calculate yaw vectors
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float yawvecX = 0, yawvecY = 0, rollDegrees = 0;
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float angleRad = (270. - HWAngles.Yaw).Radians();
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if (drawWithXYBillboard)
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{
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// Rotate the sprite about the vector starting at the center of the sprite
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// triangle strip and with direction orthogonal to where the player is looking
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// in the x/y plane.
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mat.Rotate(-sin(angleRad), 0, cos(angleRad), -HWAngles.Pitch.Degrees);
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}
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mat.Translate(-xcenter, -zcenter, -ycenter); // retreat from sprite center
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v[0] = mat * FVector3(x1, z1, y1);
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v[1] = mat * FVector3(x2, z1, y2);
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v[2] = mat * FVector3(x1, z2, y1);
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v[3] = mat * FVector3(x2, z2, y2);
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}
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else // traditional "Y" billboard mode
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#endif
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{
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v[0] = FVector3(x1, z1, y1);
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v[1] = FVector3(x2, z1, y2);
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v[2] = FVector3(x1, z2, y1);
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v[3] = FVector3(x2, z2, y2);
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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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//==========================================================================
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void HWSprite::CreateVertices(HWDrawInfo* di)
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{
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if (modelframe == 0)
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{
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FVector3 v[4];
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CalculateVertices(di, v, &di->Viewpoint.Pos);
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auto vert = screen->mVertexData->AllocVertices(4);
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auto vp = vert.first;
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vertexindex = vert.second;
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vp[0].Set(v[0][0], v[0][1], v[0][2], ul, vt);
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vp[1].Set(v[1][0], v[1][1], v[1][2], ur, vt);
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vp[2].Set(v[2][0], v[2][1], v[2][2], ul, vb);
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vp[3].Set(v[3][0], v[3][1], v[3][2], ur, vb);
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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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//==========================================================================
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inline void HWSprite::PutSprite(HWDrawInfo* di, bool translucent)
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{
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// That's a lot of checks...
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/*
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if (modelframe == 1 && gl_light_sprites)
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{
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hw_GetDynModelLight(actor, lightdata);
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dynlightindex = screen->mLights->UploadLights(lightdata);
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}
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else*/
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dynlightindex = -1;
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vertexindex = -1;
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if (!screen->BuffersArePersistent())
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{
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CreateVertices(di);
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}
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di->AddSprite(this, translucent);
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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 HWSprite::Process(HWDrawInfo* di, spritetype* spr, sectortype* sector, int thruportal)
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{
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if (spr == nullptr)
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return;
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auto tex = tileGetTexture(spr->picnum);
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if (!tex || !tex->isValid()) return;
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texture = tex;
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sprite = spr;
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modelframe = 0;
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dynlightindex = -1;
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shade = spr->shade;
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palette = spr->pal;
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fade = lookups.getFade(sector->floorpal); // fog is per sector.
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visibility = sectorVisibility(sector);
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SetSpriteTranslucency(spr, alpha, RenderStyle);
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x = spr->x * (1 / 16.f);
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z = spr->z * (1 / -256.f);
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y = spr->y * (1 / -16.f);
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auto vp = di->Viewpoint;
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if (modelframe == 0)
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{
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int flags = spr->cstat;
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int tilenum = spr->picnum;
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int xsize, ysize, tilexoff, tileyoff;
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if (hw_hightile && TileFiles.tiledata[tilenum].hiofs.xsize)
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{
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xsize = TileFiles.tiledata[tilenum].hiofs.xsize;
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ysize = TileFiles.tiledata[tilenum].hiofs.ysize;
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tilexoff = TileFiles.tiledata[tilenum].hiofs.xoffs;
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tileyoff = TileFiles.tiledata[tilenum].hiofs.yoffs;
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}
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else
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{
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xsize = (int)tex->GetDisplayWidth();
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ysize = (int)tex->GetDisplayHeight();
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tilexoff = (int)tex->GetDisplayLeftOffset();
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tileyoff = (int)tex->GetDisplayTopOffset();
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}
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int heinum = 0; // tspriteGetSlope(tspr); // todo: slope sprites
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if (heinum == 0)
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{
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tilexoff += spr->xoffset;
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tileyoff += spr->yoffset;
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}
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// convert to render space.
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float width = (xsize * spr->xrepeat) * (0.2f / 16.f); // weird Build fuckery. Face sprites are rendered at 80% width only.
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float height = (ysize * spr->yrepeat) * (0.25f / 16.f);
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float xoff = (tilexoff * spr->xrepeat) * (0.2f / 16.f);
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float yoff = (tileyoff * spr->yrepeat) * (0.25f / 16.f);
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if (xsize & 1) xoff -= spr->xrepeat * (0.1f / 16.f); // Odd xspans (taken from polymost as-is)
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if (spr->cstat & CSTAT_SPRITE_YCENTER)
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{
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yoff -= height * 0.5;
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if (ysize & 1) yoff -= spr->yrepeat * (0.125f / 16.f); // Odd yspans (taken from polymost as-is)
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}
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if (flags & CSTAT_SPRITE_XFLIP) xoff = -xoff;
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if (flags & CSTAT_SPRITE_YFLIP) yoff = -yoff;
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ul = (spr->cstat & CSTAT_SPRITE_XFLIP) ? 0.f : 1.f;
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ur = (spr->cstat & CSTAT_SPRITE_XFLIP) ? 1.f : 0.f;
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vt = (spr->cstat & CSTAT_SPRITE_YFLIP) ? 0.f : 1.f;
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vb = (spr->cstat & CSTAT_SPRITE_YFLIP) ? 1.f : 0.f;
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if (tex->isHardwareCanvas()) std::swap(vt, vb);
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float viewvecX = vp.ViewVector.X;
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float viewvecY = vp.ViewVector.Y;
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x = spr->x * (1 / 16.f);
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y = spr->y * (1 / -16.f);
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z = spr->z * (1 / -256.f);
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x1 = x - viewvecY * (xoff - (width * 0.5f));
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x2 = x - viewvecY * (xoff + (width * 0.5f));
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y1 = y + viewvecX * (xoff - (width * 0.5f));
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y2 = y + viewvecX * (xoff + (width * 0.5f));
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z1 = z + yoff;
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z2 = z + height + yoff;
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if (z1 < z2)
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{
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// Make sure that z1 is the higher one. Some utilities expect it to be oriented this way.
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std::swap(z1, z2);
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std::swap(vt, vb);
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}
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}
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else
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{
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x1 = x2 = x;
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y1 = y2 = y;
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z1 = z2 = z;
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texture = nullptr;
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}
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depth = (float)((x - vp.Pos.X) * vp.TanCos + (y - vp.Pos.Y) * vp.TanSin);
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#if 0 // huh?
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if ((texture && texture->GetTranslucency()) || (RenderStyle.Flags & STYLEF_RedIsAlpha) || (modelframe && spr->RenderStyle != DefaultRenderStyle()))
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{
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if (hw_styleflags == STYLEHW_Solid)
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{
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RenderStyle.SrcAlpha = STYLEALPHA_Src;
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RenderStyle.DestAlpha = STYLEALPHA_InvSrc;
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}
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hw_styleflags = STYLEHW_NoAlphaTest;
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}
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#endif
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PutSprite(di, true);
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rendered_sprites++;
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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 HWSprite::ProcessVoxel(HWDrawInfo* di, voxmodel_t* vox, spritetype* spr, sectortype* sector, bool rotate)
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{
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sprite = spr;
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texture = nullptr;
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modelframe = -1;
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dynlightindex = -1;
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shade = spr->shade;
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palette = spr->pal;
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fade = lookups.getFade(sector->floorpal); // fog is per sector.
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visibility = sectorVisibility(sector);
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voxel = vox;
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auto ang = spr->ang;
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if ((spr->cstat & CSTAT_SPRITE_MDLROTATE) || rotate)
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{
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int myclock = (PlayClock << 3) + MulScale(4 << 3, (int)di->Viewpoint.TicFrac, 16);
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ang = (ang + myclock) & 2047;
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}
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if (!vox || (spr->cstat & CSTAT_SPRITE_ALIGNMENT) == CSTAT_SPRITE_ALIGNMENT_FLOOR) return false;
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SetSpriteTranslucency(spr, alpha, RenderStyle);
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auto sprext = &spriteext[spr->owner];
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FVector3 scalevec = { voxel->scale, voxel->scale, voxel->scale };
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FVector3 translatevec = { 0, 0, voxel->zadd * voxel->scale };
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float basescale = voxel->bscale / 64.f;
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float sprxscale = (float)spr->xrepeat * (256.f / 320.f) * basescale;
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if ((::sprite[spr->owner].cstat & CSTAT_SPRITE_ALIGNMENT) == CSTAT_SPRITE_ALIGNMENT_WALL)
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{
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sprxscale *= 1.25f;
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translatevec.Y -= spr->xoffset * bcosf(sprext->angoff, -20);
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translatevec.X += spr->xoffset * bsinf(sprext->angoff, -20);
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}
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if (spr->cstat & CSTAT_SPRITE_YFLIP)
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{
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scalevec.Z = -scalevec.Z;
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translatevec.Z = -translatevec.Z;
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}
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if (spr->cstat & CSTAT_SPRITE_XFLIP)
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{
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scalevec.X = -scalevec.X;
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translatevec.X = -translatevec.X;
|
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translatevec.Y = -translatevec.Y;
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}
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scalevec.X *= sprxscale;
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translatevec.X *= sprxscale;
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scalevec.Y *= sprxscale;
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translatevec.Y *= sprxscale;
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float sprzscale = (float)spr->yrepeat * basescale;
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scalevec.Z *= sprzscale;
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translatevec.Z *= sprzscale;
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|
|
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float zpos = (float)(spr->z + sprext->position_offset.z);
|
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float zscale = ((spr->cstat & CSTAT_SPRITE_YFLIP) && (::sprite[spr->owner].cstat & CSTAT_SPRITE_ALIGNMENT) != 0) ? -4.f : 4.f;
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zpos -= (spr->yoffset * spr->yrepeat) * zscale * voxel->bscale;
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|
|
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x = (spr->x + sprext->position_offset.x) * (1 / 16.f);
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z = zpos * (1 / -256.f);
|
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y = (spr->y + sprext->position_offset.y) * (1 / -16.f);
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|
|
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float zoff = voxel->siz.z * .5f;
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|
if (!(spr->cstat & CSTAT_SPRITE_YCENTER))
|
|
zoff += voxel->piv.z;
|
|
else if ((spr->cstat & CSTAT_SPRITE_ALIGNMENT) != CSTAT_SPRITE_ALIGNMENT_SLAB)
|
|
{
|
|
zoff += voxel->piv.z;
|
|
zoff -= voxel->siz.z * .5f;
|
|
}
|
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if (spr->cstat & CSTAT_SPRITE_YFLIP) zoff = voxel->siz.z - zoff;
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|
|
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rotmat.loadIdentity();
|
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rotmat.translate(x + translatevec.X, z - translatevec.Z, y - translatevec.Y);
|
|
rotmat.rotate(buildang(ang).asdeg() - 90.f, 0, 1, 0);
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|
rotmat.scale(scalevec.X, scalevec.Z, scalevec.Y);
|
|
// Apply pivot last
|
|
rotmat.translate(-voxel->piv.x, zoff, voxel->piv.y);
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|
|
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|
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auto vp = di->Viewpoint;
|
|
depth = (float)((x - vp.Pos.X) * vp.TanCos + (y - vp.Pos.Y) * vp.TanSin);
|
|
PutSprite(di, spriteHasTranslucency(sprite));
|
|
rendered_sprites++;
|
|
return true;
|
|
}
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