- weapon drawing code refactor complete.

Setup and drawing are now done separately, this also no longer needs the Quad drawer.
This commit is contained in:
Christoph Oelckers 2018-05-04 23:11:37 +02:00
commit 52d73eabbf
10 changed files with 195 additions and 191 deletions

View file

@ -31,14 +31,21 @@
#include "doomstat.h"
#include "d_player.h"
#include "g_levellocals.h"
#include "r_data/models/models.h"
#include "hw_weapon.h"
#include "hw_fakeflat.h"
#include "hwrenderer/dynlights/hw_dynlightdata.h"
#include "hwrenderer/textures/hw_material.h"
#include "hwrenderer/utility/hw_lighting.h"
#include "hwrenderer/utility/hw_cvars.h"
#include "hwrenderer/scene/hw_drawinfo.h"
#include "hwrenderer/scene/hw_drawstructs.h"
#include "hwrenderer/data/flatvertices.h"
EXTERN_CVAR(Float, transsouls)
EXTERN_CVAR(Int, gl_fuzztype)
EXTERN_CVAR(Bool, r_drawplayersprites)
EXTERN_CVAR(Bool, r_deathcamera)
//==========================================================================
@ -69,7 +76,7 @@ static bool isBright(DPSprite *psp)
//
//==========================================================================
WeaponPosition GetWeaponPosition(player_t *player)
static WeaponPosition GetWeaponPosition(player_t *player)
{
WeaponPosition w;
P_BobWeapon(player, &w.bobx, &w.boby, r_viewpoint.TicFrac);
@ -102,7 +109,7 @@ WeaponPosition GetWeaponPosition(player_t *player)
//
//==========================================================================
FVector2 BobWeapon(WeaponPosition &weap, DPSprite *psp)
static FVector2 BobWeapon(WeaponPosition &weap, DPSprite *psp)
{
if (psp->firstTic)
{ // Can't interpolate the first tic.
@ -134,7 +141,7 @@ FVector2 BobWeapon(WeaponPosition &weap, DPSprite *psp)
//
//==========================================================================
WeaponLighting GetWeaponLighting(sector_t *viewsector, const DVector3 &pos, int FixedColormap, area_t in_area, const DVector3 &playerpos)
static WeaponLighting GetWeaponLighting(sector_t *viewsector, const DVector3 &pos, int FixedColormap, area_t in_area, const DVector3 &playerpos)
{
WeaponLighting l;
@ -321,7 +328,7 @@ bool HUDSprite::GetWeaponRenderStyle(DPSprite *psp, AActor *playermo, sector_t *
//
//==========================================================================
bool HUDSprite::GetWeaponRect(DPSprite *psp, float sx, float sy, player_t *player)
bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy, player_t *player)
{
float tx;
float scale;
@ -345,6 +352,8 @@ bool HUDSprite::GetWeaponRect(DPSprite *psp, float sx, float sy, player_t *playe
// calculate edges of the shape
scalex = (320.0f / (240.0f * r_viewwindow.WidescreenRatio)) * vw / 320;
float x1, y1, x2, y2, u1, v1, u2, v2;
tx = (psp->Flags & PSPF_MIRROR) ? ((160 - r.width) - (sx + r.left)) : (sx - (160 - r.left));
x1 = tx * scalex + vw / 2;
if (x1 > vw) return false; // off the right side
@ -392,7 +401,142 @@ bool HUDSprite::GetWeaponRect(DPSprite *psp, float sx, float sy, player_t *playe
u2 = tex->GetSpriteUR();
v2 = tex->GetSpriteVB();
}
auto verts = di->AllocVertices(4);
mx = verts.second;
verts.first[0].Set(x1, y1, 0, u1, v1);
verts.first[1].Set(x1, y2, 0, u1, v2);
verts.first[2].Set(x2, y1, 0, u2, v1);
verts.first[3].Set(x2, y2, 0, u2, v2);
this->tex = tex;
return true;
}
//==========================================================================
//
// R_DrawPlayerSprites
//
//==========================================================================
void HWDrawInfo::PreparePlayerSprites(sector_t * viewsector, area_t in_area)
{
bool brightflash = false;
AActor * playermo = players[consoleplayer].camera;
player_t * player = playermo->player;
const bool hudModelStep = gl_IsHUDModelForPlayerAvailable(player);
AActor *camera = r_viewpoint.camera;
// this is the same as the software renderer
if (!player ||
!r_drawplayersprites ||
!camera->player ||
(player->cheats & CF_CHASECAM) ||
(r_deathcamera && camera->health <= 0))
return;
WeaponPosition weap = GetWeaponPosition(camera->player);
WeaponLighting light = GetWeaponLighting(viewsector, r_viewpoint.Pos, FixedColormap, in_area, camera->Pos());
// hack alert! Rather than changing everything in the underlying lighting code let's just temporarily change
// light mode here to draw the weapon sprite.
int oldlightmode = level.lightmode;
if (level.lightmode == 8) level.lightmode = 2;
for (DPSprite *psp = player->psprites; psp != nullptr && psp->GetID() < PSP_TARGETCENTER; psp = psp->GetNext())
{
if (!psp->GetState()) continue;
FSpriteModelFrame *smf = playermo->player->ReadyWeapon ? gl_FindModelFrame(playermo->player->ReadyWeapon->GetClass(), psp->GetState()->sprite, psp->GetState()->GetFrame(), false) : nullptr;
// This is an 'either-or' proposition. This maybe needs some work to allow overlays with weapon models but as originally implemented this just won't work.
if (smf && !hudModelStep) continue;
if (!smf && hudModelStep) continue;
HUDSprite hudsprite;
hudsprite.owner = playermo;
hudsprite.mframe = smf;
hudsprite.weapon = psp;
if (!hudsprite.GetWeaponRenderStyle(psp, camera, viewsector, light)) continue;
FVector2 spos = BobWeapon(weap, psp);
hudsprite.dynrgb[0] = hudsprite.dynrgb[1] = hudsprite.dynrgb[2] = 0;
hudsprite.lightindex = -1;
// set the lighting parameters
if (hudsprite.RenderStyle.BlendOp != STYLEOP_Shadow && level.HasDynamicLights && FixedColormap == CM_DEFAULT && gl_light_sprites)
{
if (!hudModelStep || (screen->hwcaps & RFL_NO_SHADERS))
{
GetDynSpriteLight(playermo, nullptr, hudsprite.dynrgb);
}
else
{
hw_GetDynModelLight(playermo, lightdata);
hudsprite.lightindex = UploadLights(lightdata);
}
}
// [BB] In the HUD model step we just render the model and break out.
if (hudModelStep)
{
hudsprite.mx = spos.X;
hudsprite.my = spos.Y;
}
else
{
if (!hudsprite.GetWeaponRect(this, psp, spos.X, spos.Y, player)) continue;
}
AddHUDSprite(&hudsprite);
}
level.lightmode = oldlightmode;
PrepareTargeterSprites();
}
//==========================================================================
//
// R_DrawPlayerSprites
//
//==========================================================================
void HWDrawInfo::PrepareTargeterSprites()
{
AActor * playermo = players[consoleplayer].camera;
player_t * player = playermo->player;
AActor *camera = r_viewpoint.camera;
// this is the same as above
if (!player ||
!r_drawplayersprites ||
!camera->player ||
(player->cheats & CF_CHASECAM) ||
(r_deathcamera && camera->health <= 0))
return;
HUDSprite hudsprite;
hudsprite.owner = playermo;
hudsprite.mframe = nullptr;
hudsprite.cm.Clear();
hudsprite.lightlevel = 255;
hudsprite.ObjectColor = 0xffffffff;
hudsprite.alpha = 1;
hudsprite.RenderStyle = DefaultRenderStyle();
hudsprite.OverrideShader = -1;
hudsprite.dynrgb[0] = hudsprite.dynrgb[1] = hudsprite.dynrgb[2] = 0;
// The Targeter's sprites are always drawn normally.
for (DPSprite *psp = player->FindPSprite(PSP_TARGETCENTER); psp != nullptr; psp = psp->GetNext())
{
if (psp->GetState() != nullptr && (psp->GetID() != PSP_TARGETCENTER || CrosshairImage == nullptr))
{
hudsprite.weapon = psp;
hudsprite.GetWeaponRect(this, psp, psp->x, psp->y, player);
AddHUDSprite(&hudsprite);
}
}
}