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r_playersprite.cpp
523 lines (448 loc) · 16.5 KB
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r_playersprite.cpp
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//-----------------------------------------------------------------------------
//
// Copyright 1993-1996 id Software
// Copyright 1999-2016 Randy Heit
// Copyright 2016 Magnus Norddahl
//
// This program 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 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 General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//-----------------------------------------------------------------------------
#include <stdio.h>
#include <stdlib.h>
#include <algorithm>
#include "p_lnspec.h"
#include "doomdef.h"
#include "m_swap.h"
#include "filesystem.h"
#include "swrenderer/things/r_playersprite.h"
#include "c_console.h"
#include "c_cvars.h"
#include "c_dispatch.h"
#include "doomstat.h"
#include "v_video.h"
#include "sc_man.h"
#include "s_sound.h"
#include "sbar.h"
#include "gi.h"
#include "r_sky.h"
#include "cmdlib.h"
#include "g_level.h"
#include "d_net.h"
#include "colormatcher.h"
#include "d_netinf.h"
#include "p_effect.h"
#include "swrenderer/scene/r_opaque_pass.h"
#include "swrenderer/scene/r_3dfloors.h"
#include "swrenderer/drawers/r_draw_rgba.h"
#include "swrenderer/drawers/r_draw_pal.h"
#include "v_palette.h"
#include "r_data/r_translate.h"
#include "r_data/colormaps.h"
#include "voxels.h"
#include "p_local.h"
#include "p_maputl.h"
#include "r_voxel.h"
#include "texturemanager.h"
#include "swrenderer/segments/r_drawsegment.h"
#include "swrenderer/scene/r_portal.h"
#include "swrenderer/scene/r_scene.h"
#include "swrenderer/scene/r_light.h"
#include "swrenderer/things/r_sprite.h"
#include "swrenderer/viewport/r_viewport.h"
#include "r_memory.h"
#include "swrenderer/r_renderthread.h"
#include "g_levellocals.h"
#include "v_draw.h"
EXTERN_CVAR(Bool, r_drawplayersprites)
EXTERN_CVAR(Bool, r_deathcamera)
EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor)
CVAR(Bool, r_noaccel, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
namespace swrenderer
{
RenderPlayerSprites::RenderPlayerSprites(RenderThread *thread)
{
Thread = thread;
}
void RenderPlayerSprites::Render()
{
int i;
DPSprite* psp;
DPSprite* weapon;
sector_t* sec = NULL;
int floorlight, ceilinglight;
F3DFloor *rover;
if (!r_drawplayersprites ||
!Thread->Viewport->viewpoint.camera ||
!Thread->Viewport->viewpoint.camera->player ||
(players[consoleplayer].cheats & CF_CHASECAM) ||
(r_deathcamera && Thread->Viewport->viewpoint.camera->health <= 0))
return;
renderHUDModel = r_modelscene && IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player);
FDynamicColormap *basecolormap;
CameraLight *cameraLight = CameraLight::Instance();
auto nc = !!(Thread->Viewport->Level()->flags3 & LEVEL3_NOCOLOREDSPRITELIGHTING);
if (cameraLight->FixedLightLevel() < 0 && Thread->Viewport->viewpoint.sector->e && Thread->Viewport->viewpoint.sector->e->XFloor.lightlist.Size())
{
for (i = Thread->Viewport->viewpoint.sector->e->XFloor.lightlist.Size() - 1; i >= 0; i--)
{
if (Thread->Viewport->viewpoint.Pos.Z <= Thread->Viewport->viewpoint.sector->e->XFloor.lightlist[i].plane.Zat0())
{
rover = Thread->Viewport->viewpoint.sector->e->XFloor.lightlist[i].caster;
if (rover)
{
if (rover->flags & FF_DOUBLESHADOW && Thread->Viewport->viewpoint.Pos.Z <= rover->bottom.plane->Zat0())
break;
sec = rover->model;
if (rover->flags & FF_FADEWALLS)
basecolormap = GetSpriteColorTable(sec->Colormap, sec->SpecialColors[sector_t::sprites], nc);
else
basecolormap = GetSpriteColorTable(Thread->Viewport->viewpoint.sector->e->XFloor.lightlist[i].extra_colormap, sec->SpecialColors[sector_t::sprites], nc);
}
break;
}
}
if (!sec)
{
sec = Thread->Viewport->viewpoint.sector;
basecolormap = GetSpriteColorTable(sec->Colormap, sec->SpecialColors[sector_t::sprites], nc);
}
floorlight = ceilinglight = sec->lightlevel;
}
else
{ // This used to use camera->Sector but due to interpolation that can be incorrect
// when the interpolated viewpoint is in a different sector than the camera.
sec = Thread->OpaquePass->FakeFlat(Thread->Viewport->viewpoint.sector, &tempsec, &floorlight, &ceilinglight, nullptr, 0, 0, 0, 0);
// [RH] set basecolormap
basecolormap = GetSpriteColorTable(sec->Colormap, sec->SpecialColors[sector_t::sprites], nc);
}
// [RH] set foggy flag
auto Level = Thread->Viewport->Level();
bool foggy = (Level->fadeto || basecolormap->Fade || (Level->flags & LEVEL_HASFADETABLE));
// get light level
int lightlevel = (floorlight + ceilinglight) >> 1;
if (Thread->Viewport->viewpoint.camera->player != NULL)
{
auto viewport = Thread->Viewport.get();
double centerhack = viewport->CenterY;
double wx, wy;
float bobx, boby;
viewport->CenterY = viewheight / 2;
P_BobWeapon(viewport->viewpoint.camera->player, &bobx, &boby, viewport->viewpoint.TicFrac);
// Interpolate the main weapon layer once so as to be able to add it to other layers.
if ((weapon = viewport->viewpoint.camera->player->FindPSprite(PSP_WEAPON)) != nullptr)
{
if (weapon->firstTic)
{
wx = weapon->x;
wy = weapon->y;
}
else
{
wx = weapon->oldx + (weapon->x - weapon->oldx) * viewport->viewpoint.TicFrac;
wy = weapon->oldy + (weapon->y - weapon->oldy) * viewport->viewpoint.TicFrac;
}
}
else
{
wx = 0;
wy = 0;
}
// add all active psprites
psp = viewport->viewpoint.camera->player->psprites;
while (psp)
{
// [RH] Don't draw the targeter's crosshair if the player already has a crosshair set.
// It's possible this psprite's caller is now null but the layer itself hasn't been destroyed
// because it didn't tick yet (if we typed 'take all' while in the console for example).
// In this case let's simply not draw it to avoid crashing.
if ((psp->GetID() != PSP_TARGETCENTER || CrosshairImage == nullptr) && psp->GetCaller() != nullptr)
{
RenderSprite(psp, viewport->viewpoint.camera, bobx, boby, wx, wy, viewport->viewpoint.TicFrac, lightlevel, basecolormap, foggy);
}
psp = psp->GetNext();
}
viewport->CenterY = centerhack;
}
}
void RenderPlayerSprites::RenderSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac, int lightlevel, FDynamicColormap *basecolormap, bool foggy)
{
double tx;
int x1;
int x2;
double sx, sy;
spritedef_t* sprdef;
spriteframe_t* sprframe;
FTextureID picnum;
uint16_t flip;
FGameTexture* tex;
bool noaccel;
double alpha = owner->Alpha;
// decide which patch to use
if ((unsigned)pspr->GetSprite() >= (unsigned)sprites.Size())
{
DPrintf(DMSG_ERROR, "R_DrawPSprite: invalid sprite number %i\n", pspr->GetSprite());
return;
}
sprdef = &sprites[pspr->GetSprite()];
if (pspr->GetFrame() >= sprdef->numframes)
{
DPrintf(DMSG_ERROR, "R_DrawPSprite: invalid sprite frame %i : %i\n", pspr->GetSprite(), pspr->GetFrame());
return;
}
sprframe = &SpriteFrames[sprdef->spriteframes + pspr->GetFrame()];
picnum = sprframe->Texture[0];
flip = sprframe->Flip & 1;
tex = TexMan.GetGameTexture(picnum);
if (!tex->isValid())
return;
if (pspr->firstTic)
{ // Can't interpolate the first tic.
pspr->firstTic = false;
pspr->oldx = pspr->x;
pspr->oldy = pspr->y;
}
sx = pspr->oldx + (pspr->x - pspr->oldx) * ticfrac;
sy = pspr->oldy + (pspr->y - pspr->oldy) * ticfrac + WEAPON_FUDGE_Y;
if (pspr->Flags & PSPF_ADDBOB)
{
sx += (pspr->Flags & PSPF_MIRROR) ? -bobx : bobx;
sy += boby;
}
if (pspr->Flags & PSPF_ADDWEAPON && pspr->GetID() != PSP_WEAPON)
{
sx += wx;
sy += wy;
}
if (renderHUDModel)
{
RenderHUDModel(Thread, pspr, (float)sx, (float)sy);
return;
}
auto viewport = Thread->Viewport.get();
double pspritexscale = viewport->viewwindow.centerxwide / 160.0;
double pspriteyscale = pspritexscale * pspr->baseScale.Y * ((double)SCREENHEIGHT / SCREENWIDTH) * r_viewwindow.WidescreenRatio;
pspritexscale *= pspr->baseScale.X; // [XA] don't accidentally apply this to the Y calculation above; math be weird
double pspritexiscale = 1 / pspritexscale;
int tleft = tex->GetDisplayLeftOffset(0);
int twidth = tex->GetDisplayWidth();
// calculate edges of the shape
tx = (pspr->Flags & PSPF_MIRROR) ? ((BASEXCENTER - twidth) - (sx - tleft)) : ((sx - BASEXCENTER) - tleft);
x1 = xs_RoundToInt(viewport->CenterX + tx * pspritexscale);
// off the right side
if (x1 > viewwidth)
return;
tx += twidth;
x2 = xs_RoundToInt(viewport->CenterX + tx * pspritexscale);
// off the left side
if (x2 <= 0)
return;
// store information in a vissprite
NoAccelPlayerSprite vis;
vis.renderflags = owner->renderflags;
FSoftwareTexture* stex = GetSoftwareTexture(tex);
double textureadj = (120.0f / pspr->baseScale.Y) - BASEYCENTER; // [XA] scale relative to weapon baseline
vis.texturemid = (BASEYCENTER - sy - textureadj) * stex->GetScale().Y + stex->GetTopOffset(0);
// Force it to use software rendering when drawing to a canvas texture.
bool renderToCanvas = viewport->RenderingToCanvas;
if (Thread->Viewport->viewpoint.camera->player && (renderToCanvas ||
viewheight == viewport->RenderTarget->GetHeight() ||
(viewport->RenderTarget->GetWidth() > (BASEXCENTER * 2))))
{ // Adjust PSprite for fullscreen views
vis.texturemid -= pspr->GetYAdjust(renderToCanvas || viewheight == viewport->RenderTarget->GetHeight());
}
if (pspr->GetID() < PSP_TARGETCENTER)
{ // Move the weapon down for 1280x1024.
vis.texturemid -= AspectPspriteOffset(viewport->viewwindow.WidescreenRatio);
}
vis.x1 = x1 < 0 ? 0 : x1;
vis.x2 = x2 >= viewwidth ? viewwidth : x2;
vis.xscale = FLOAT2FIXED(pspritexscale / stex->GetScale().X);
vis.yscale = float(pspriteyscale / stex->GetScale().Y);
vis.pic = stex;
uint32_t trans = pspr->GetTranslation() != 0 ? pspr->GetTranslation() : 0;
if ((pspr->Flags & PSPF_PLAYERTRANSLATED)) trans = owner->Translation;
vis.Translation = trans;
// If flip is used, provided that it's not already flipped (that would just invert itself)
// (It's an XOR...)
if (!(flip) != !(pspr->Flags & PSPF_FLIP))
{
vis.xiscale = -FLOAT2FIXED(pspritexiscale * stex->GetScale().X);
vis.startfrac = (stex->GetWidth() << FRACBITS) - 1;
}
else
{
vis.xiscale = FLOAT2FIXED(pspritexiscale * stex->GetScale().X);
vis.startfrac = 0;
}
if (vis.x1 > x1)
vis.startfrac += vis.xiscale*(vis.x1 - x1);
noaccel = r_noaccel;
FDynamicColormap *colormap_to_use = nullptr;
if (pspr->GetID() < PSP_TARGETCENTER)
{
// [MC] Set the render style
auto rs = pspr->GetRenderStyle(owner->RenderStyle, owner->Alpha);
vis.RenderStyle = rs.first;
vis.Alpha = rs.second;
if (!vis.RenderStyle.IsVisible(vis.Alpha))
return;
//-----------------------------------------------------------------------------
// The software renderer cannot invert the source without inverting the overlay
// too. That means if the source is inverted, we need to do the reverse of what
// the invert overlay flag says to do.
bool invertcolormap = (vis.RenderStyle.Flags & STYLEF_InvertOverlay) != 0;
if (vis.RenderStyle.Flags & STYLEF_InvertSource)
{
invertcolormap = !invertcolormap;
}
const FState* const psprState = pspr->GetState();
bool fullbright = !foggy && (psprState == nullptr ? false : psprState->GetFullbright());
bool fadeToBlack = (vis.RenderStyle.Flags & STYLEF_FadeToBlack) != 0;
vis.Light.SetColormap(Thread, MINZ, lightlevel, foggy, basecolormap, fullbright, invertcolormap, fadeToBlack, true, false);
colormap_to_use = (FDynamicColormap*)vis.Light.BaseColormap;
if (Thread->Viewport->viewpoint.camera->Inventory != nullptr)
{
visstyle_t visstyle;
visstyle.Alpha = vis.Alpha;
visstyle.RenderStyle = STYLE_Count;
visstyle.Invert = false;
Thread->Viewport->viewpoint.camera->Inventory->AlterWeaponSprite(&visstyle);
if (!(pspr->Flags & PSPF_FORCEALPHA)) vis.Alpha = visstyle.Alpha;
if (visstyle.RenderStyle != STYLE_Count && !(pspr->Flags & PSPF_FORCESTYLE))
{
vis.RenderStyle = visstyle.RenderStyle;
}
if (visstyle.Invert)
{
vis.Light.BaseColormap = &SpecialSWColormaps[REALINVERSECOLORMAP];
vis.Light.ColormapNum = 0;
noaccel = true;
}
}
// If drawing with a BOOM colormap, disable acceleration.
if (vis.Light.BaseColormap == &NormalLight && NormalLight.Maps != realcolormaps.Maps)
{
noaccel = true;
}
#if 0
// If the main colormap has fixed lights, and this sprite is being drawn with that
// colormap, disable acceleration so that the lights can remain fixed.
CameraLight *cameraLight = CameraLight::Instance();
if (!noaccel && cameraLight->ShaderColormap() == nullptr &&
NormalLightHasFixedLights && vis.Light.BaseColormap == &NormalLight &&
vis.pic->UseBasePalette())
{
noaccel = true;
}
#endif
}
else
{
colormap_to_use = basecolormap;
vis.Light.BaseColormap = basecolormap;
vis.Light.ColormapNum = 0;
}
// Check for hardware-assisted 2D. If it's available, and this sprite is not
// fuzzy, don't draw it until after the switch to 2D mode.
if (!noaccel && !renderToCanvas)
{
FRenderStyle style = vis.RenderStyle;
style.CheckFuzz();
if (style.BlendOp != STYLEOP_Fuzz)
{
HWAccelPlayerSprite accelSprite;
accelSprite.pic = vis.pic;
accelSprite.texturemid = vis.texturemid;
accelSprite.yscale = vis.yscale;
accelSprite.xscale = vis.xscale;
accelSprite.Alpha = vis.Alpha;
accelSprite.RenderStyle = vis.RenderStyle;
accelSprite.Translation = vis.Translation;
accelSprite.FillColor = vis.FillColor;
accelSprite.basecolormap = colormap_to_use;
accelSprite.x1 = x1;
accelSprite.flip = vis.xiscale < 0;
accelSprite.Translation = trans;
if (vis.Light.BaseColormap >= &SpecialSWColormaps[0] &&
vis.Light.BaseColormap < &SpecialSWColormaps[SpecialColormaps.Size()])
{
accelSprite.special = &SpecialColormaps[vis.Light.BaseColormap - &SpecialSWColormaps[0]];
}
else if (CameraLight::Instance()->ShaderColormap())
{
accelSprite.special = CameraLight::Instance()->ShaderColormap();
}
else
{
accelSprite.overlay = colormap_to_use->Fade;
accelSprite.overlay.a = uint8_t(vis.Light.ColormapNum * 255 / NUMCOLORMAPS);
accelSprite.LightColor = colormap_to_use->Color;
accelSprite.Desaturate = (uint8_t)clamp(colormap_to_use->Desaturate, 0, 255);
}
AcceleratedSprites.Push(accelSprite);
return;
}
}
vis.Render(Thread);
}
void RenderPlayerSprites::RenderRemaining()
{
for (const HWAccelPlayerSprite &sprite : AcceleratedSprites)
{
DrawTexture(twod, sprite.pic->GetTexture(),
viewwindowx + sprite.x1,
viewwindowy + viewheight / 2 - sprite.texturemid * sprite.yscale - 0.5,
DTA_DestWidthF, FIXED2DBL(sprite.pic->GetWidth() * sprite.xscale),
DTA_DestHeightF, sprite.pic->GetHeight() * sprite.yscale,
DTA_TranslationIndex, sprite.Translation,
DTA_FlipX, sprite.flip,
DTA_TopOffset, 0,
DTA_LeftOffset, 0,
DTA_ClipLeft, viewwindowx,
DTA_ClipTop, viewwindowy,
DTA_ClipRight, viewwindowx + viewwidth,
DTA_ClipBottom, viewwindowy + viewheight,
DTA_Alpha, sprite.Alpha,
DTA_RenderStyle, sprite.RenderStyle,
DTA_FillColor, sprite.FillColor,
DTA_SpecialColormap, sprite.special,
DTA_ColorOverlay, sprite.overlay.d,
DTA_Color, sprite.LightColor | 0xff000000, // the color here does not have a valid alpha component.
DTA_Desaturate, sprite.Desaturate,
TAG_DONE);
}
AcceleratedSprites.Clear();
}
/////////////////////////////////////////////////////////////////////////
void NoAccelPlayerSprite::Render(RenderThread *thread)
{
SpriteDrawerArgs drawerargs;
bool visible = drawerargs.SetStyle(thread->Viewport.get(), RenderStyle, Alpha, Translation, FillColor, Light);
if (!visible)
return;
double centerY = viewheight / 2;
double y1, y2;
if (renderflags & RF_YFLIP)
{
y1 = centerY + (texturemid - pic->GetHeight()) * (-yscale);
y2 = y1 + pic->GetHeight() * (-yscale);
}
else
{
y1 = centerY - texturemid * yscale;
y2 = y1 + pic->GetHeight() * yscale;
}
drawerargs.DrawMasked2D(thread, x1, x2, y1, y2, pic, RenderStyle);
}
}