raze/source/games/duke/src/render.cpp
2022-08-03 19:41:30 +02:00

413 lines
11 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 renderView(DDukeActor* playersprite, sectortype* sect, int x, int y, int z, binangle a, fixedhoriz h, binangle rotscrnang, double smoothratio, bool sceneonly, float fov)
{
if (!sceneonly) drawweapon(smoothratio);
render_drawrooms(playersprite, { x, y, z }, sectnum(sect), a, h, rotscrnang, smoothratio, fov);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void GameInterface::UpdateCameras(double smoothratio)
{
const int VIEWSCREEN_ACTIVE_DISTANCE = 8192;
if (camsprite == nullptr)
return;
auto p = &ps[screenpeek];
if (p->newOwner != nullptr) camsprite->SetOwner(p->newOwner);
if (camsprite->GetOwner() && dist(p->GetActor(), camsprite) < VIEWSCREEN_ACTIVE_DISTANCE)
{
auto tex = tileGetTexture(camsprite->spr.picnum);
TileFiles.MakeCanvas(TILE_VIEWSCR, (int)tex->GetDisplayWidth(), (int)tex->GetDisplayHeight());
auto canvas = renderSetTarget(TILE_VIEWSCR);
if (!canvas) return;
screen->RenderTextureView(canvas, [=](IntRect& rect)
{
auto camera = camsprite->GetOwner();
auto ang = buildang(camera->interpolatedang(smoothratio));
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(), ang, buildhoriz(camera->spr.shade), buildang(0), tex, rect, smoothratio);
camera->spr.cstat = cstat;
display_mirror = 0;
});
renderRestoreTarget();
}
}
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 smoothratio, bool sceneonly)
{
int cposx, cposy, cposz, fz, cz;
binangle cang, rotscrnang;
fixedhoriz choriz;
struct player_struct* p;
p = &ps[snum];
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;
auto sect = p->cursector;
GlobalMapFog = fogactive ? 0x999999 : 0;
GlobalFogDensity = fogactive ? 350.f : 0.f;
DoInterpolations(smoothratio / 65536.);
setgamepalette(BASEPAL);
float fov = r_fov;
if (ud.cameraactor)
{
auto act = ud.cameraactor;
if (act->spr.yvel < 0) act->spr.yvel = -100;
else if (act->spr.yvel > 199) act->spr.yvel = 300;
cang = buildang(interpolatedangle(ud.cameraactor->tempang, act->spr.ang, smoothratio));
auto bh = buildhoriz(act->spr.yvel);
auto cstat = act->spr.cstat;
act->spr.cstat = CSTAT_SPRITE_INVISIBLE;
renderView(act, act->sector(), act->spr.pos.X, act->spr.pos.Y, act->spr.pos.Z - (4 << 8), cang, bh, buildang(0), smoothratio, sceneonly, fov);
act->spr.cstat = cstat;
}
else
{
if (isRRRA() && p->DrugMode)
fov = atan(getdrugmode(p, 65536) * (1. / 65536.)) * (4 * r_fov / pi::pi());
// 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));
// set screen rotation.
rotscrnang = !SyncInput() ? p->angle.rotscrnang : p->angle.interpolatedrotscrn(smoothratio);
#if 0
if ((snum == myconnectindex) && (numplayers > 1))
{
cposx = interpolatedvalue(omyx, myx, smoothratio);
cposy = interpolatedvalue(omyy, myy, smoothratio);
cposz = interpolatedvalue(omyz, myz, smoothratio);
if (SyncInput())
{
choriz = interpolatedhorizon(omyhoriz + omyhorizoff, myhoriz + myhorizoff, smoothratio);
cang = interpolatedangle(omyang, myang, smoothratio);
}
else
{
cang = myang;
choriz = myhoriz + myhorizoff;
}
sect = mycursectnum;
}
else
#endif
{
cposx = interpolatedvalue(p->opos.X, p->pos.X, smoothratio);
cposy = interpolatedvalue(p->opos.Y, p->pos.Y, smoothratio);
cposz = interpolatedvalue(p->opos.Z, p->pos.Z, smoothratio);;
if (SyncInput())
{
// Original code for when the values are passed through the sync struct
choriz = p->horizon.interpolatedsum(smoothratio);
cang = p->angle.interpolatedsum(smoothratio);
}
else
{
// This is for real time updating of the view direction.
cang = p->angle.sum();
choriz = p->horizon.sum();
}
}
DDukeActor* viewer;
bool camview = false;
if (p->newOwner != nullptr)
{
auto act = p->newOwner;
cang = buildang(act->interpolatedang(smoothratio));
choriz = buildhoriz(act->spr.shade);
cposx = act->spr.pos.X;
cposy = act->spr.pos.Y;
cposz = act->spr.pos.Z;
sect = act->sector();
rotscrnang = buildang(0);
smoothratio = MaxSmoothRatio;
viewer = act;
camview = true;
}
else if (p->over_shoulder_on == 0)
{
if (cl_viewbob) cposz += interpolatedvalue(p->opyoff, p->pyoff, smoothratio);
viewer = p->GetActor();
}
else
{
cposz -= isRR() ? 3840 : 3072;
viewer = p->GetActor();
if (!calcChaseCamPos(&cposx, &cposy, &cposz, viewer, &sect, cang, choriz, smoothratio))
{
cposz += isRR() ? 3840 : 3072;
calcChaseCamPos(&cposx, &cposy, &cposz, viewer, &sect, cang, choriz, smoothratio);
}
}
cz = p->GetActor()->ceilingz;
fz = p->GetActor()->floorz;
if (earthquaketime > 0 && p->on_ground == 1)
{
cposz += 256 - (((earthquaketime) & 1) << 9);
cang += buildang((2 - ((earthquaketime) & 2)) << 2);
}
if (p->GetActor()->spr.pal == 1) cposz -= (18 << 8);
else if (p->spritebridge == 0 && p->newOwner == nullptr)
{
if (cposz < (p->truecz + (4 << 8))) cposz = cz + (4 << 8);
else if (cposz > (p->truefz - (4 << 8))) cposz = fz - (4 << 8);
}
if (sect)
{
getzsofslopeptr(sect, cposx, cposy, &cz, &fz);
if (cposz < cz + (4 << 8)) cposz = cz + (4 << 8);
if (cposz > fz - (4 << 8)) cposz = fz - (4 << 8);
}
choriz = clamp(choriz, q16horiz(gi->playerHorizMin()), q16horiz(gi->playerHorizMax()));
auto cstat = viewer->spr.cstat;
if (camview) viewer->spr.cstat = CSTAT_SPRITE_INVISIBLE;
renderView(viewer, sect, cposx, cposy, cposz, cang, choriz, rotscrnang, smoothratio, sceneonly, 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, MaxSmoothRatio, true);
return true;
}
void GameInterface::processSprites(tspritetype* tsprite, int& spritesortcnt, int viewx, int viewy, int viewz, binangle viewang, double smoothRatio)
{
fi.animatesprites(tsprite, spritesortcnt, viewx, viewy, viewang.asbuild(), int(smoothRatio));
}
END_DUKE_NS