raze/source/core/rendering/scene/hw_sprites.cpp
2021-04-08 19:56:18 +02:00

561 lines
16 KiB
C++

//
//---------------------------------------------------------------------------
//
// 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 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 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"
#include "hw_models.h"
#include "hw_viewpointbuffer.h"
#include "hw_voxels.h"
extern PalEntry GlobalMapFog;
extern float GlobalFogDensity;
//==========================================================================
//
//
//
//==========================================================================
void HWSprite::DrawSprite(HWDrawInfo* di, FRenderState& state, bool translucent)
{
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 || !checkTranslucentReplacement(texture->GetID(), palette)) state.AlphaFunc(Alpha_GEqual, texture->alphaThreshold);
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.
int shade = this->shade;
PalEntry color(255, globalr, globalg, globalb);
if (this->shade > numshades) // handling of SW's shadow hack using a shade of 127.
{
shade = sector[sprite->sectnum].floorshade;
color = 0xff000000;
}
shade = clamp(shade, 0, numshades - 1);
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 * hw_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(color, alpha);
if (modelframe == 0)
{
state.SetMaterial(texture, UF_Texture, 0, CLAMP_XY, TRANSLATION(Translation_Remap + curbasepal, palette), -1);
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 * hw_density);
state.SetTextureMode(TM_FOGLAYER);
state.SetRenderStyle(STYLE_Translucent);
state.Draw(DT_TriangleStrip, vertexindex, 4);
state.SetTextureMode(TM_NORMAL);
}
}
else
{
state.EnableModelMatrix(true);
state.mModelMatrix = rotmat;
FHWModelRenderer mr(state, dynlightindex);
if (modelframe < 0)
{
auto model = voxel->model;
state.SetDepthFunc(DF_LEqual);
state.EnableTexture(true);
model->BuildVertexBuffer(&mr);
mr.SetupFrame(model, 0, 0, 0);
model->RenderFrame(&mr, TexMan.GetGameTexture(model->GetPaletteTexture()), 0, 0, 0.f, TRANSLATION(Translation_Remap + curbasepal, palette));
state.SetDepthFunc(DF_Less);
state.SetVertexBuffer(screen->mVertexData);
}
else
{
//RenderModel(&renderer, x, y, z, modelframe, actor, di->Viewpoint.TicFrac);
}
state.SetVertexBuffer(screen->mVertexData);
state.EnableModelMatrix(false);
}
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);
}
//==========================================================================
//
//
//
//==========================================================================
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);
}
}
//==========================================================================
//
//
//
//==========================================================================
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);
}
}
//==========================================================================
//
//
//
//==========================================================================
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);
}
//==========================================================================
//
//
//
//==========================================================================
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);
SetSpriteTranslucency(spr, alpha, RenderStyle);
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)
{
int flags = spr->cstat;
int tilenum = spr->picnum;
int xsize, ysize, tilexoff, tileyoff;
if (hw_hightile && TileFiles.tiledata[tilenum].hiofs.xsize)
{
xsize = TileFiles.tiledata[tilenum].hiofs.xsize;
ysize = TileFiles.tiledata[tilenum].hiofs.ysize;
tilexoff = TileFiles.tiledata[tilenum].hiofs.xoffs;
tileyoff = TileFiles.tiledata[tilenum].hiofs.yoffs;
}
else
{
xsize = (int)tex->GetDisplayWidth();
ysize = (int)tex->GetDisplayHeight();
tilexoff = (int)tex->GetDisplayLeftOffset();
tileyoff = (int)tex->GetDisplayTopOffset();
}
int heinum = 0; // tspriteGetSlope(tspr); // todo: slope sprites
if (heinum == 0)
{
tilexoff += spr->xoffset;
tileyoff += spr->yoffset;
}
// convert to render space.
float width = (xsize * spr->xrepeat) * (0.2f / 16.f); // weird Build fuckery. Face sprites are rendered at 80% width only.
float height = (ysize * spr->yrepeat) * (0.25f / 16.f);
float xoff = (tilexoff * spr->xrepeat) * (0.2f / 16.f);
float yoff = (tileyoff * spr->yrepeat) * (0.25f / 16.f);
if (xsize & 1) xoff -= spr->xrepeat * (0.1f / 16.f); // Odd xspans (taken from polymost as-is)
if (spr->cstat & CSTAT_SPRITE_YCENTER)
{
yoff -= height * 0.5;
if (ysize & 1) yoff -= spr->yrepeat * (0.125f / 16.f); // Odd yspans (taken from polymost as-is)
}
if (flags & CSTAT_SPRITE_XFLIP) xoff = -xoff;
if (flags & CSTAT_SPRITE_YFLIP) yoff = -yoff;
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;
if (tex->isHardwareCanvas()) std::swap(vt, vb);
float viewvecX = vp.ViewVector.X;
float viewvecY = vp.ViewVector.Y;
x = spr->x * (1 / 16.f);
y = spr->y * (1 / -16.f);
z = spr->z * (1 / -256.f);
x1 = x - viewvecY * (xoff - (width * 0.5f));
x2 = x - viewvecY * (xoff + (width * 0.5f));
y1 = y + viewvecX * (xoff - (width * 0.5f));
y2 = y + viewvecX * (xoff + (width * 0.5f));
z1 = z + yoff;
z2 = z + height + yoff;
if (z1 < z2)
{
// Make sure that z1 is the higher one. Some utilities expect it to be oriented this way.
std::swap(z1, z2);
std::swap(vt, vb);
}
}
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
PutSprite(di, true);
rendered_sprites++;
}
//==========================================================================
//
//
//
//==========================================================================
bool HWSprite::ProcessVoxel(HWDrawInfo* di, voxmodel_t* vox, spritetype* spr, sectortype* sector, bool rotate)
{
sprite = spr;
texture = nullptr;
modelframe = -1;
dynlightindex = -1;
shade = spr->shade;
palette = spr->pal;
fade = lookups.getFade(sector->floorpal); // fog is per sector.
visibility = sectorVisibility(sector);
voxel = vox;
auto ang = spr->ang;
if ((spr->cstat & CSTAT_SPRITE_MDLROTATE) || rotate)
{
int myclock = (PlayClock << 3) + MulScale(4 << 3, (int)di->Viewpoint.TicFrac, 16);
ang = (ang + myclock) & 2047;
}
if (!vox || (spr->cstat & CSTAT_SPRITE_ALIGNMENT) == CSTAT_SPRITE_ALIGNMENT_FLOOR) return false;
SetSpriteTranslucency(spr, alpha, RenderStyle);
auto sprext = &spriteext[spr->owner];
FVector3 scalevec = { voxel->scale, voxel->scale, voxel->scale };
FVector3 translatevec = { 0, 0, voxel->zadd * voxel->scale };
float basescale = voxel->bscale / 64.f;
float sprxscale = (float)spr->xrepeat * (256.f / 320.f) * basescale;
if ((::sprite[spr->owner].cstat & CSTAT_SPRITE_ALIGNMENT) == CSTAT_SPRITE_ALIGNMENT_WALL)
{
sprxscale *= 1.25f;
translatevec.Y -= spr->xoffset * bcosf(sprext->angoff, -20);
translatevec.X += spr->xoffset * bsinf(sprext->angoff, -20);
}
if (spr->cstat & CSTAT_SPRITE_YFLIP)
{
scalevec.Z = -scalevec.Z;
translatevec.Z = -translatevec.Z;
}
if (spr->cstat & CSTAT_SPRITE_XFLIP)
{
scalevec.X = -scalevec.X;
translatevec.X = -translatevec.X;
translatevec.Y = -translatevec.Y;
}
scalevec.X *= sprxscale;
translatevec.X *= sprxscale;
scalevec.Y *= sprxscale;
translatevec.Y *= sprxscale;
float sprzscale = (float)spr->yrepeat * basescale;
scalevec.Z *= sprzscale;
translatevec.Z *= sprzscale;
float zpos = (float)(spr->z + sprext->position_offset.z);
float zscale = ((spr->cstat & CSTAT_SPRITE_YFLIP) && (::sprite[spr->owner].cstat & CSTAT_SPRITE_ALIGNMENT) != 0) ? -4.f : 4.f;
zpos -= (spr->yoffset * spr->yrepeat) * zscale * voxel->bscale;
x = (spr->x + sprext->position_offset.x) * (1 / 16.f);
z = zpos * (1 / -256.f);
y = (spr->y + sprext->position_offset.y) * (1 / -16.f);
float zoff = voxel->siz.z * .5f;
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;
}
if (spr->cstat & CSTAT_SPRITE_YFLIP) zoff = voxel->siz.z - zoff;
rotmat.loadIdentity();
rotmat.translate(x + translatevec.X, z - translatevec.Z, y - translatevec.Y);
rotmat.rotate(buildang(ang).asdeg() - 90.f, 0, 1, 0);
rotmat.scale(scalevec.X, scalevec.Z, scalevec.Y);
// Apply pivot last
rotmat.translate(-voxel->piv.x, zoff, voxel->piv.y);
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;
}