raze/source/games/duke/src/render.cpp
Christoph Oelckers 20edd800f9 - big texture system refactor.
Finally that quickly slapped together BuildTiles class is gone and replaced with something that better integrates with the underlying texture manager
2022-12-18 13:05:58 +01:00

367 lines
9.6 KiB
C++

//-------------------------------------------------------------------------
/*
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"
#include "build.h"
#include "v_video.h"
#include "prediction.h"
#include "automap.h"
#include "dukeactor.h"
#include "interpolate.h"
#include "render.h"
// temporary hack to pass along RRRA's global fog. Needs to be done better later.
extern PalEntry GlobalMapFog;
extern float GlobalFogDensity;
BEGIN_DUKE_NS
//---------------------------------------------------------------------------
//
// 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.
//
//---------------------------------------------------------------------------
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void GameInterface::UpdateCameras(double smoothratio)
{
const int VIEWSCREEN_ACTIVE_DISTANCE = 1024;
if (camsprite == nullptr)
return;
auto p = &ps[screenpeek];
if (p->newOwner != nullptr) camsprite->SetOwner(p->newOwner);
if (camsprite->GetOwner() && (p->GetActor()->spr.pos - camsprite->spr.pos).Length() < VIEWSCREEN_ACTIVE_DISTANCE)
{
auto tex = TexMan.FindGameTexture("VIEWSCR", ETextureType::Any);
if (!tex || !tex->GetTexture()->isCanvas()) return;
auto canvas = static_cast<FCanvasTexture*>(tex->GetTexture());
screen->RenderTextureView(canvas, [=](IntRect& rect)
{
auto camera = camsprite->GetOwner();
display_mirror = 1; // should really be 'display external view'.
auto cstat = camera->spr.cstat;
camera->spr.cstat = CSTAT_SPRITE_INVISIBLE;
render_camtex(camera, camera->spr.pos, camera->sector(), DRotator(maphoriz(-camera->spr.shade), camera->interpolatedyaw(smoothratio), nullAngle), tex, rect, smoothratio);
camera->spr.cstat = cstat;
display_mirror = 0;
});
}
}
void GameInterface::EnterPortal(DCoreActor* viewer, int type)
{
if (type == PORTAL_WALL_MIRROR) display_mirror++;
}
void GameInterface::LeavePortal(DCoreActor* viewer, int type)
{
if (type == PORTAL_WALL_MIRROR) display_mirror--;
}
bool GameInterface::GetGeoEffect(GeoEffect* eff, sectortype* viewsector)
{
if (isRR() && viewsector->lotag == 848)
{
eff->geocnt = geocnt;
eff->geosector = geosector;
eff->geosectorwarp = geosectorwarp;
eff->geosectorwarp2 = geosectorwarp2;
eff->geox = geox;
eff->geoy = geoy;
eff->geox2 = geox2;
eff->geoy2 = geoy2;
return true;
}
return false;
}
//---------------------------------------------------------------------------
//
// RRRA's drug distortion effect
//
//---------------------------------------------------------------------------
int DrugTimer;
static int getdrugmode(player_struct *p, int oyrepeat)
{
int now = I_GetBuildTime() >> 1; // this function works on a 60 fps setup.
if (playrunning() && p->DrugMode > 0)
{
if (now - DrugTimer > 4 || now - DrugTimer < 0) DrugTimer = now - 1;
while (DrugTimer < now)
{
DrugTimer++;
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)
{
p->drug_aspect = oyrepeat * 3;
p->drug_stat[0] = 2;
}
else
{
p->drug_aspect = var_8c;
}
}
else if (p->drug_stat[0] == 3)
{
p->drug_stat[1]--;
var_8c = oyrepeat + p->drug_stat[1] * 5000;
if (var_8c < oyrepeat)
{
p->DrugMode = 0;
p->drug_stat[0] = 0;
p->drug_stat[2] = 0;
p->drug_stat[1] = 0;
p->drug_aspect = oyrepeat;
}
else
{
p->drug_aspect = var_8c;
}
}
else if (p->drug_stat[0] == 2)
{
if (p->drug_stat[2] > 30)
{
p->drug_stat[0] = 1;
}
else
{
p->drug_stat[2]++;
p->drug_aspect = oyrepeat * 3 + p->drug_stat[2] * 500;
}
}
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]--;
p->drug_aspect = oyrepeat * 3 + p->drug_stat[2] * 500;
}
}
}
return p->drug_aspect;
}
else
{
DrugTimer = now;
return oyrepeat;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void displayrooms(int snum, double interpfrac, bool sceneonly)
{
DVector3 cpos;
DRotator cangles;
player_struct* p = &ps[snum];
// update render angles.
p->Angles.updateRenderAngles(interpfrac);
if (automapMode == am_full || !p->insector())
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 = ud.const_visibility;
g_relvisibility = p->visibility - ud.const_visibility;
GlobalMapFog = fogactive ? 0x999999 : 0;
GlobalFogDensity = fogactive ? 350.f : 0.f;
DoInterpolations(interpfrac);
setgamepalette(BASEPAL);
float fov = (float)r_fov;
auto sect = p->cursector;
DDukeActor* viewer;
bool camview = false;
if (ud.cameraactor)
{
viewer = ud.cameraactor;
camview = true;
if (viewer->spr.yint < 0) viewer->spr.yint = -100;
else if (viewer->spr.yint > 199) viewer->spr.yint = 300;
cpos = viewer->spr.pos.plusZ(-4);
cangles = DRotator(maphoriz(-viewer->spr.yint), viewer->interpolatedyaw(interpfrac), nullAngle);
sect = viewer->sector();
}
else
{
if (isRRRA() && p->DrugMode)
{
double fovdelta = atan(getdrugmode(p, 65536) * (1. / 65536.)) * (360. / pi::pi()) - 90.;
fov = (float)clamp<double>(r_fov + fovdelta * 0.6, r_fov, 150.);
}
// The camera texture must be rendered with the base palette, so this is the only place where the current global palette can be set.
// The setting here will be carried over to the rendering of the weapon sprites, but other 2D content will always default to the main palette.
setgamepalette(setpal(p));
// use player's actor initially.
viewer = p->GetActor();
if ((snum == myconnectindex) && (numplayers > 1))
{
cpos = interpolatedvalue(omypos, mypos, interpfrac);
cangles = DRotator(interpolatedvalue(omyhoriz + omyhorizoff, myhoriz + myhorizoff, interpfrac), interpolatedvalue(omyang, myang, interpfrac), nullAngle);
}
else
{
cpos = viewer->getRenderPos(interpfrac);
cangles = p->Angles.getRenderAngles(interpfrac);
}
if (p->newOwner != nullptr)
{
viewer = p->newOwner;
cpos = viewer->spr.pos;
cangles = DRotator(maphoriz(-viewer->spr.shade), viewer->interpolatedyaw(interpfrac), nullAngle);
sect = viewer->sector();
interpfrac = 1.;
camview = true;
}
else if (p->over_shoulder_on == 0)
{
if (cl_viewbob) cpos.Z += interpolatedvalue(p->opyoff, p->pyoff, interpfrac);
}
else
{
auto adjustment = isRR() ? 15 : 12;
cpos.Z -= adjustment;
if (!calcChaseCamPos(cpos, viewer, &sect, cangles, interpfrac, 64.))
{
cpos.Z += adjustment;
calcChaseCamPos(cpos, viewer, &sect, cangles, interpfrac, 64.);
}
}
double cz = p->GetActor()->ceilingz;
double fz = p->GetActor()->floorz;
if (ud.earthquaketime > 0 && p->on_ground == 1)
{
cpos.Z += 1 - (((ud.earthquaketime) & 1) * 2.);
cangles.Yaw += DAngle::fromBuild((2 - ((ud.earthquaketime) & 2)) << 2);
}
if (p->GetActor()->spr.pal == 1) cpos.Z -= 18;
else if (p->spritebridge == 0 && p->newOwner == nullptr)
{
cpos.Z = min(max(cpos.Z, p->truecz + 4), p->truefz - 4);
}
if (sect)
{
calcSlope(sect, cpos, &cz, &fz);
cpos.Z = min(max(cpos.Z, cz + 4), fz - 4);
}
}
auto cstat = viewer->spr.cstat;
if (camview) viewer->spr.cstat = CSTAT_SPRITE_INVISIBLE;
if (!sceneonly) drawweapon(interpfrac);
render_drawrooms(viewer, cpos, sect, cangles, interpfrac, fov);
viewer->spr.cstat = cstat;
//GLInterface.SetMapFog(false);
RestoreInterpolations();
if (!isRRRA() || !fogactive)
{
if (PlayClock < 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, 1., true);
return true;
}
void GameInterface::processSprites(tspriteArray& tsprites, const DVector3& view, DAngle viewang, double interpfrac)
{
fi.animatesprites(tsprites, view.XY(), viewang, interpfrac);
}
END_DUKE_NS