vkdoom_m/src/hwrenderer/scene/hw_weapon.cpp
Christoph Oelckers 1c3d4b46c6 - fixed the use of Doom-Legacy-style 3D floor lighting in light mode 8.
Legacy used some strange blending formula to calculate its colormaps for colored 3D floor lighting, this is not available in the software lighting mode, so for these the engine has to temporarily revert to light mode 2 to render them correctly.
2018-09-08 13:08:04 +02:00

544 lines
14 KiB
C++

//
//---------------------------------------------------------------------------
//
// Copyright(C) 2000-2016 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 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 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/
//
//--------------------------------------------------------------------------
//
/*
** hw_weapon.cpp
** Weapon sprite utilities
**
*/
#include "sbar.h"
#include "r_utility.h"
#include "v_video.h"
#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)
//==========================================================================
//
//
//
//==========================================================================
static bool isBright(DPSprite *psp)
{
if (psp != nullptr && psp->GetState() != nullptr)
{
bool disablefullbright = false;
FTextureID lump = sprites[psp->GetSprite()].GetSpriteFrame(psp->GetFrame(), 0, 0., nullptr);
if (lump.isValid())
{
FTexture * tex = TexMan(lump);
if (tex) disablefullbright = tex->bDisableFullbright;
}
return psp->GetState()->GetFullbright() && !disablefullbright;
}
return false;
}
//==========================================================================
//
// Weapon position
//
//==========================================================================
static WeaponPosition GetWeaponPosition(player_t *player, double ticFrac)
{
WeaponPosition w;
P_BobWeapon(player, &w.bobx, &w.boby, ticFrac);
// Interpolate the main weapon layer once so as to be able to add it to other layers.
if ((w.weapon = player->FindPSprite(PSP_WEAPON)) != nullptr)
{
if (w.weapon->firstTic)
{
w.wx = (float)w.weapon->x;
w.wy = (float)w.weapon->y;
}
else
{
w.wx = (float)(w.weapon->oldx + (w.weapon->x - w.weapon->oldx) * ticFrac);
w.wy = (float)(w.weapon->oldy + (w.weapon->y - w.weapon->oldy) * ticFrac);
}
}
else
{
w.wx = 0;
w.wy = 0;
}
return w;
}
//==========================================================================
//
// Bobbing
//
//==========================================================================
static FVector2 BobWeapon(WeaponPosition &weap, DPSprite *psp, double ticFrac)
{
if (psp->firstTic)
{ // Can't interpolate the first tic.
psp->firstTic = false;
psp->oldx = psp->x;
psp->oldy = psp->y;
}
float sx = float(psp->oldx + (psp->x - psp->oldx) * ticFrac);
float sy = float(psp->oldy + (psp->y - psp->oldy) * ticFrac);
if (psp->Flags & PSPF_ADDBOB)
{
sx += (psp->Flags & PSPF_MIRROR) ? -weap.bobx : weap.bobx;
sy += weap.boby;
}
if (psp->Flags & PSPF_ADDWEAPON && psp->GetID() != PSP_WEAPON)
{
sx += weap.wx;
sy += weap.wy;
}
return { sx, sy };
}
//==========================================================================
//
// Lighting
//
//==========================================================================
static WeaponLighting GetWeaponLighting(sector_t *viewsector, const DVector3 &pos, int cm, area_t in_area, const DVector3 &playerpos)
{
WeaponLighting l;
if (cm)
{
l.lightlevel = 255;
l.cm.Clear();
l.isbelow = false;
}
else
{
sector_t fs;
auto fakesec = hw_FakeFlat(viewsector, &fs, in_area, false);
// calculate light level for weapon sprites
l.lightlevel = hw_ClampLight(fakesec->lightlevel);
// calculate colormap for weapon sprites
if (viewsector->e->XFloor.ffloors.Size() && !(level.flags3 & LEVEL3_NOCOLOREDSPRITELIGHTING))
{
TArray<lightlist_t> & lightlist = viewsector->e->XFloor.lightlist;
for (unsigned i = 0; i<lightlist.Size(); i++)
{
double lightbottom;
if (i<lightlist.Size() - 1)
{
lightbottom = lightlist[i + 1].plane.ZatPoint(pos);
}
else
{
lightbottom = viewsector->floorplane.ZatPoint(pos);
}
if (lightbottom < pos.Z)
{
l.cm = lightlist[i].extra_colormap;
l.lightlevel = hw_ClampLight(*lightlist[i].p_lightlevel);
break;
}
}
}
else
{
l.cm = fakesec->Colormap;
if (level.flags3 & LEVEL3_NOCOLOREDSPRITELIGHTING) l.cm.ClearColor();
}
l.lightlevel = hw_CalcLightLevel(l.lightlevel, getExtraLight(), true, 0);
if (level.lightmode == 8 || l.lightlevel < 92)
{
// Korshun: the way based on max possible light level for sector like in software renderer.
double min_L = 36.0 / 31.0 - ((l.lightlevel / 255.0) * (63.0 / 31.0)); // Lightlevel in range 0-63
if (min_L < 0)
min_L = 0;
else if (min_L > 1.0)
min_L = 1.0;
l.lightlevel = int((1.0 - min_L) * 255);
}
else
{
l.lightlevel = (2 * l.lightlevel + 255) / 3;
}
l.lightlevel = viewsector->CheckSpriteGlow(l.lightlevel, playerpos);
l.isbelow = fakesec != viewsector && in_area == area_below;
}
// Korshun: fullbright fog in opengl, render weapon sprites fullbright (but don't cancel out the light color!)
if (level.brightfog && ((level.flags&LEVEL_HASFADETABLE) || l.cm.FadeColor != 0))
{
l.lightlevel = 255;
}
return l;
}
//==========================================================================
//
//
//
//==========================================================================
void HUDSprite::SetBright(bool isbelow)
{
if (!isbelow)
{
cm.MakeWhite();
}
else
{
// under water areas keep most of their color for fullbright objects
cm.LightColor.r = (3 * cm.LightColor.r + 0xff) / 4;
cm.LightColor.g = (3 * cm.LightColor.g + 0xff) / 4;
cm.LightColor.b = (3 * cm.LightColor.b + 0xff) / 4;
}
lightlevel = 255;
}
//==========================================================================
//
// Render Style
//
//==========================================================================
bool HUDSprite::GetWeaponRenderStyle(DPSprite *psp, AActor *playermo, sector_t *viewsector, WeaponLighting &lighting)
{
auto rs = psp->GetRenderStyle(playermo->RenderStyle, playermo->Alpha);
visstyle_t vis;
vis.RenderStyle = STYLE_Count;
vis.Alpha = rs.second;
vis.Invert = false;
playermo->AlterWeaponSprite(&vis);
alpha = (psp->Flags & PSPF_FORCEALPHA) ? 0.f : vis.Alpha;
if (vis.RenderStyle != STYLE_Count && !(psp->Flags & PSPF_FORCESTYLE))
{
RenderStyle = vis.RenderStyle;
}
else
{
RenderStyle = rs.first;
}
if (RenderStyle.BlendOp == STYLEOP_None) return false;
if (vis.Invert)
{
// this only happens for Strife's inverted weapon sprite
RenderStyle.Flags |= STYLEF_InvertSource;
}
// Set the render parameters
OverrideShader = -1;
if (RenderStyle.BlendOp == STYLEOP_Fuzz)
{
if (gl_fuzztype != 0)
{
// Todo: implement shader selection here
RenderStyle = LegacyRenderStyles[STYLE_Translucent];
OverrideShader = SHADER_NoTexture + gl_fuzztype;
alpha = 0.99f; // trans may not be 1 here
}
else
{
RenderStyle.BlendOp = STYLEOP_Shadow;
}
}
if (RenderStyle.Flags & STYLEF_TransSoulsAlpha)
{
alpha = transsouls;
}
else if (RenderStyle.Flags & STYLEF_Alpha1)
{
alpha = 1.f;
}
else if (alpha == 0.f)
{
alpha = vis.Alpha;
}
if (!RenderStyle.IsVisible(alpha)) return false; // if it isn't visible skip the rest.
PalEntry ThingColor = (playermo->RenderStyle.Flags & STYLEF_ColorIsFixed) ? playermo->fillcolor : 0xffffff;
ThingColor.a = 255;
const bool bright = isBright(psp);
ObjectColor = bright ? ThingColor : ThingColor.Modulate(viewsector->SpecialColors[sector_t::sprites]);
lightlevel = lighting.lightlevel;
cm = lighting.cm;
if (bright) SetBright(lighting.isbelow);
return true;
}
//==========================================================================
//
// Coordinates
//
//==========================================================================
bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy, player_t *player)
{
float tx;
float scale;
float scalex;
float ftexturemid;
// decide which patch to use
bool mirror;
FTextureID lump = sprites[psp->GetSprite()].GetSpriteFrame(psp->GetFrame(), 0, 0., &mirror);
if (!lump.isValid()) return false;
FMaterial * tex = FMaterial::ValidateTexture(lump, true, false);
if (!tex) return false;
float vw = (float)viewwidth;
float vh = (float)viewheight;
FloatRect r;
tex->GetSpriteRect(&r);
// 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
x1 += viewwindowx;
tx += r.width;
x2 = tx * scalex + vw / 2;
if (x2 < 0) return false; // off the left side
x2 += viewwindowx;
// killough 12/98: fix psprite positioning problem
ftexturemid = 100.f - sy - r.top;
AWeapon * wi = player->ReadyWeapon;
if (wi && wi->YAdjust != 0)
{
float fYAd = wi->YAdjust;
if (screenblocks >= 11)
{
ftexturemid -= fYAd;
}
else
{
ftexturemid -= float(StatusBar->GetDisplacement()) * fYAd;
}
}
scale = (SCREENHEIGHT*vw) / (SCREENWIDTH * 200.0f);
y1 = viewwindowy + vh / 2 - (ftexturemid * scale);
y2 = y1 + (r.height * scale) + 1;
if (!(mirror) != !(psp->Flags & (PSPF_FLIP)))
{
u2 = tex->GetSpriteUL();
v1 = tex->GetSpriteVT();
u1 = tex->GetSpriteUR();
v2 = tex->GetSpriteVB();
}
else
{
u1 = tex->GetSpriteUL();
v1 = tex->GetSpriteVT();
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 = IsHUDModelForPlayerAvailable(player);
const auto &vp = Viewpoint;
AActor *camera = vp.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, vp.TicFrac);
WeaponLighting light = GetWeaponLighting(viewsector, vp.Pos, isFullbrightScene(), 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 ? 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, vp.TicFrac);
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 && !isFullbrightScene() && gl_light_sprites)
{
if (!hudModelStep)
{
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 = 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;
if (hudsprite.GetWeaponRect(this, psp, psp->x, psp->y, player))
{
AddHUDSprite(&hudsprite);
}
}
}
}