vkdoom_m/src/polyrenderer/scene/poly_sprite.cpp
Christoph Oelckers 6d6196388e - made SPROFS a more usable feature.
This was originally invented to fix the sprite offsets for the hardware renderer.
Changed it so that it doesn't override the original offsets but acts as a second set.
A new CVAR has been added to allow controlling the behavior per renderer.
2018-03-31 10:37:46 +02:00

427 lines
14 KiB
C++

/*
** Polygon Doom software renderer
** Copyright (c) 2016 Magnus Norddahl
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
**
*/
#include <stdlib.h>
#include "templates.h"
#include "doomdef.h"
#include "sbar.h"
#include "r_data/r_translate.h"
#include "poly_sprite.h"
#include "polyrenderer/poly_renderer.h"
#include "polyrenderer/scene/poly_light.h"
#include "polyrenderer/poly_renderthread.h"
#include "polyrenderer/scene/poly_model.h"
#include "r_data/r_vanillatrans.h"
#include "actorinlines.h"
EXTERN_CVAR(Float, transsouls)
EXTERN_CVAR(Int, r_drawfuzz)
EXTERN_CVAR (Bool, r_debug_disable_vis_filter)
EXTERN_CVAR(Int, gl_spriteclip)
EXTERN_CVAR(Float, gl_sclipthreshold)
EXTERN_CVAR(Float, gl_sclipfactor)
extern uint32_t r_renderercaps;
bool RenderPolySprite::GetLine(AActor *thing, DVector2 &left, DVector2 &right)
{
if (IsThingCulled(thing))
return false;
const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
DVector3 pos = thing->InterpolatedPosition(viewpoint.TicFrac);
bool flipTextureX = false;
FTexture *tex = GetSpriteTexture(thing, flipTextureX);
if (tex == nullptr)
return false;
DVector2 spriteScale = thing->Scale;
double thingxscalemul = spriteScale.X / tex->Scale.X;
double thingyscalemul = spriteScale.Y / tex->Scale.Y;
double spriteWidth = thingxscalemul * tex->GetWidth();
double spriteHeight = thingyscalemul * tex->GetHeight();
double offsetX;
if (flipTextureX)
offsetX = (tex->GetWidth() - tex->GetLeftOffsetPo()) * thingxscalemul;
else
offsetX = tex->GetLeftOffsetPo() * thingxscalemul;
left = DVector2(pos.X - viewpoint.Sin * offsetX, pos.Y + viewpoint.Cos * offsetX);
right = DVector2(left.X + viewpoint.Sin * spriteWidth, left.Y - viewpoint.Cos * spriteWidth);
return true;
}
void RenderPolySprite::Render(PolyRenderThread *thread, const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, AActor *thing, subsector_t *sub, uint32_t stencilValue, float t1, float t2)
{
/*int spritenum = thing->sprite;
bool isPicnumOverride = thing->picnum.isValid();
FSpriteModelFrame *modelframe = isPicnumOverride ? nullptr : gl_FindModelFrame(thing->GetClass(), spritenum, thing->frame, !!(thing->flags & MF_DROPPED));
if (modelframe)
{
const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
DVector3 pos = thing->InterpolatedPosition(viewpoint.TicFrac);
PolyRenderModel(thread, worldToClip, clipPlane, stencilValue, (float)pos.X, (float)pos.Y, (float)pos.Z, modelframe, thing);
return;
}*/
DVector2 line[2];
if (!GetLine(thing, line[0], line[1]))
return;
const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
DVector3 thingpos = thing->InterpolatedPosition(viewpoint.TicFrac);
double posZ = thingpos.Z;
uint32_t spritetype = (thing->renderflags & RF_SPRITETYPEMASK);
if (spritetype == RF_FACESPRITE)
posZ -= thing->Floorclip;
if (thing->flags2 & MF2_FLOATBOB)
posZ += thing->GetBobOffset(viewpoint.TicFrac);
bool flipTextureX = false;
FTexture *tex = GetSpriteTexture(thing, flipTextureX);
if (tex == nullptr || tex->UseType == ETextureType::Null)
return;
double thingyscalemul = thing->Scale.Y / tex->Scale.Y;
double spriteHeight = thingyscalemul * tex->GetHeight();
posZ -= (tex->GetHeight() - tex->GetTopOffsetPo()) * thingyscalemul;
posZ = PerformSpriteClipAdjustment(thing, thingpos, spriteHeight, posZ);
//double depth = 1.0;
//visstyle_t visstyle = GetSpriteVisStyle(thing, depth);
// Rumor has it that AlterWeaponSprite needs to be called with visstyle passed in somewhere around here..
//R_SetColorMapLight(visstyle.BaseColormap, 0, visstyle.ColormapNum << FRACBITS);
TriVertex *vertices = thread->FrameMemory->AllocMemory<TriVertex>(4);
bool foggy = false;
int actualextralight = foggy ? 0 : viewpoint.extralight << 4;
std::pair<float, float> offsets[4] =
{
{ t1, 1.0f },
{ t2, 1.0f },
{ t2, 0.0f },
{ t1, 0.0f },
};
DVector2 points[2] =
{
line[0] * (1.0 - t1) + line[1] * t1,
line[0] * (1.0 - t2) + line[1] * t2
};
for (int i = 0; i < 4; i++)
{
auto &p = (i == 0 || i == 3) ? points[0] : points[1];
vertices[i].x = (float)p.X;
vertices[i].y = (float)p.Y;
vertices[i].z = (float)(posZ + spriteHeight * offsets[i].second);
vertices[i].w = 1.0f;
vertices[i].u = (float)(offsets[i].first * tex->Scale.X);
vertices[i].v = (float)((1.0f - offsets[i].second) * tex->Scale.Y);
if (flipTextureX)
vertices[i].u = 1.0f - vertices[i].u;
}
bool fullbrightSprite = ((thing->renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT));
int lightlevel = fullbrightSprite ? 255 : thing->Sector->lightlevel + actualextralight;
PolyDrawArgs args;
SetDynlight(thing, args);
args.SetLight(GetColorTable(sub->sector->Colormap, sub->sector->SpecialColors[sector_t::sprites], true), lightlevel, PolyRenderer::Instance()->Light.SpriteGlobVis(foggy), fullbrightSprite);
args.SetTransform(&worldToClip);
args.SetFaceCullCCW(true);
args.SetStencilTestValue(stencilValue);
args.SetWriteStencil(true, stencilValue);
args.SetClipPlane(0, clipPlane);
if ((thing->renderflags & RF_ZDOOMTRANS) && r_UseVanillaTransparency)
args.SetStyle(LegacyRenderStyles[STYLE_Normal], 1.0f, thing->fillcolor, thing->Translation, tex, fullbrightSprite);
else
args.SetStyle(thing->RenderStyle, thing->Alpha, thing->fillcolor, thing->Translation, tex, fullbrightSprite);
args.SetDepthTest(true);
args.SetWriteDepth(false);
args.SetWriteStencil(false);
args.DrawArray(thread, vertices, 4, PolyDrawMode::TriangleFan);
}
double RenderPolySprite::GetSpriteFloorZ(AActor *thing, const DVector2 &thingpos)
{
extsector_t::xfloor &x = thing->Sector->e->XFloor;
for (unsigned int i = 0; i < x.ffloors.Size(); i++)
{
F3DFloor *ff = x.ffloors[i];
double floorh = ff->top.plane->ZatPoint(thingpos);
if (floorh == thing->floorz)
return floorh;
}
if (thing->Sector->heightsec && !(thing->Sector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC))
{
if (thing->flags2&MF2_ONMOBJ && thing->floorz == thing->Sector->heightsec->floorplane.ZatPoint(thingpos))
{
return thing->floorz;
}
}
return thing->Sector->floorplane.ZatPoint(thing) - thing->Floorclip;
}
double RenderPolySprite::GetSpriteCeilingZ(AActor *thing, const DVector2 &thingpos)
{
extsector_t::xfloor &x = thing->Sector->e->XFloor;
for (unsigned int i = 0; i < x.ffloors.Size(); i++)
{
F3DFloor *ff = x.ffloors[i];
double ceilingh = ff->bottom.plane->ZatPoint(thingpos);
if (ceilingh == thing->ceilingz)
return ceilingh;
}
if (thing->Sector->heightsec && !(thing->Sector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC))
{
if (thing->flags2&MF2_ONMOBJ && thing->ceilingz == thing->Sector->heightsec->ceilingplane.ZatPoint(thingpos))
{
return thing->ceilingz;
}
}
return thing->Sector->ceilingplane.ZatPoint(thingpos);
}
double RenderPolySprite::PerformSpriteClipAdjustment(AActor *thing, const DVector2 &thingpos, double spriteheight, double z2)
{
int spriteclip = 2; // gl_spriteclip, but use 'always' mode for now
double z1 = z2 + spriteheight;
// Tests show that this doesn't look good for many decorations and corpses
uint32_t spritetype = (thing->renderflags & RF_SPRITETYPEMASK);
if (!(spriteheight > 0 && spriteclip > 0 && spritetype == RF_FACESPRITE))
return z2;
bool clipthing = (thing->player || thing->flags3&MF3_ISMONSTER || thing->IsKindOf(RUNTIME_CLASS(AInventory))) && (thing->flags&MF_ICECORPSE || !(thing->flags&MF_CORPSE));
bool smarterclip = !clipthing && spriteclip == 3;
if (clipthing || spriteclip > 1)
{
double diffb = MIN(z2 - GetSpriteFloorZ(thing, thingpos), 0.0);
// Adjust sprites clipping into ceiling and adjust clipping adjustment for tall graphics
if (smarterclip)
{
// Reduce slightly clipping adjustment of corpses
if (thing->flags & MF_CORPSE || spriteheight > fabs(diffb))
{
double ratio = clamp<double>((fabs(diffb) * (double)gl_sclipfactor / (spriteheight + 1)), 0.5, 1.0);
diffb *= ratio;
}
if (!diffb)
{
double difft = MAX(z1 - GetSpriteCeilingZ(thing, thingpos), 0.0);
if (difft >= (double)gl_sclipthreshold)
{
// dumb copy of the above.
if (!(thing->flags3&MF3_ISMONSTER) || (thing->flags&MF_NOGRAVITY) || (thing->flags&MF_CORPSE) || difft > (double)gl_sclipthreshold)
{
difft = 0;
}
}
if (spriteheight > fabs(difft))
{
double ratio = clamp<double>((fabs(difft) * (double)gl_sclipfactor / (spriteheight + 1)), 0.5, 1.0);
difft *= ratio;
}
z2 -= difft;
}
}
if (diffb <= (0 - (double)gl_sclipthreshold)) // such a large displacement can't be correct!
{
// for living monsters standing on the floor allow a little more.
if (!(thing->flags3&MF3_ISMONSTER) || (thing->flags&MF_NOGRAVITY) || (thing->flags&MF_CORPSE) || diffb < (-1.8*(double)gl_sclipthreshold))
{
diffb = 0;
}
}
z2 -= diffb;
}
return z2;
}
bool RenderPolySprite::IsThingCulled(AActor *thing)
{
FIntCVar *cvar = thing->GetInfo()->distancecheck;
if (cvar != nullptr && *cvar >= 0)
{
double dist = (thing->Pos() - PolyRenderer::Instance()->Viewpoint.Pos).LengthSquared();
double check = (double)**cvar;
if (dist >= check * check)
return true;
}
// Don't waste time projecting sprites that are definitely not visible.
if (thing == nullptr ||
(thing->renderflags & RF_INVISIBLE) ||
!thing->RenderStyle.IsVisible(thing->Alpha) ||
!thing->IsVisibleToPlayer())
{
return true;
}
// check renderrequired vs ~r_rendercaps, if anything matches we don't support that feature,
// check renderhidden vs r_rendercaps, if anything matches we do support that feature and should hide it.
if ((!r_debug_disable_vis_filter && !!(thing->RenderRequired & ~r_renderercaps)) ||
(!!(thing->RenderHidden & r_renderercaps)))
return true;
return false;
}
FTexture *RenderPolySprite::GetSpriteTexture(AActor *thing, /*out*/ bool &flipX)
{
const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
flipX = false;
if (thing->renderflags & RF_FLATSPRITE)
return nullptr; // do not draw flat sprites.
if (thing->picnum.isValid())
{
FTexture *tex = TexMan(thing->picnum);
if (tex->UseType == ETextureType::Null)
{
return nullptr;
}
if (tex->Rotations != 0xFFFF)
{
// choose a different rotation based on player view
spriteframe_t *sprframe = &SpriteFrames[tex->Rotations];
DVector3 pos = thing->InterpolatedPosition(viewpoint.TicFrac);
pos.Z += thing->GetBobOffset(viewpoint.TicFrac);
DAngle ang = (pos - viewpoint.Pos).Angle();
angle_t rot;
if (sprframe->Texture[0] == sprframe->Texture[1])
{
rot = (ang - thing->Angles.Yaw + 45.0 / 2 * 9).BAMs() >> 28;
}
else
{
rot = (ang - thing->Angles.Yaw + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
}
flipX = (sprframe->Flip & (1 << rot)) != 0;
tex = TexMan[sprframe->Texture[rot]]; // Do not animate the rotation
}
return tex;
}
else
{
// decide which texture to use for the sprite
int spritenum = thing->sprite;
if (spritenum >= (signed)sprites.Size() || spritenum < 0)
return nullptr;
spritedef_t *sprdef = &sprites[spritenum];
if (thing->frame >= sprdef->numframes)
{
// If there are no frames at all for this sprite, don't draw it.
return nullptr;
}
else
{
//picnum = SpriteFrames[sprdef->spriteframes + thing->frame].Texture[0];
// choose a different rotation based on player view
DVector3 pos = thing->InterpolatedPosition(viewpoint.TicFrac);
pos.Z += thing->GetBobOffset(viewpoint.TicFrac);
DAngle ang = (pos - viewpoint.Pos).Angle();
DAngle sprangle = thing->GetSpriteAngle((pos - viewpoint.Pos).Angle(), viewpoint.TicFrac);
FTextureID tex = sprdef->GetSpriteFrame(thing->frame, -1, sprangle, &flipX);
if (!tex.isValid()) return nullptr;
return TexMan[tex];
}
}
}
void RenderPolySprite::SetDynlight(AActor *thing, PolyDrawArgs &args)
{
bool fullbrightSprite = ((thing->renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT));
if (fullbrightSprite)
{
args.SetDynLightColor(0);
return;
}
float lit_red = 0;
float lit_green = 0;
float lit_blue = 0;
auto node = thing->Sector->lighthead;
while (node != nullptr)
{
ADynamicLight *light = node->lightsource;
if (light->visibletoplayer && !(light->flags2&MF2_DORMANT) && (!(light->lightflags&LF_DONTLIGHTSELF) || light->target != thing) && !(light->lightflags&LF_DONTLIGHTACTORS))
{
float lx = (float)(light->X() - thing->X());
float ly = (float)(light->Y() - thing->Y());
float lz = (float)(light->Z() - thing->Center());
float LdotL = lx * lx + ly * ly + lz * lz;
float radius = node->lightsource->GetRadius();
if (radius * radius >= LdotL)
{
float distance = sqrt(LdotL);
float attenuation = 1.0f - distance / radius;
if (attenuation > 0.0f)
{
float red = light->GetRed() * (1.0f / 255.0f);
float green = light->GetGreen() * (1.0f / 255.0f);
float blue = light->GetBlue() * (1.0f / 255.0f);
/*if (light->IsSubtractive())
{
float bright = FVector3(lr, lg, lb).Length();
FVector3 lightColor(lr, lg, lb);
red = (bright - lr) * -1;
green = (bright - lg) * -1;
blue = (bright - lb) * -1;
}*/
lit_red += red * attenuation;
lit_green += green * attenuation;
lit_blue += blue * attenuation;
}
}
}
node = node->nextLight;
}
lit_red = clamp(lit_red * 255.0f, 0.0f, 255.0f);
lit_green = clamp(lit_green * 255.0f, 0.0f, 255.0f);
lit_blue = clamp(lit_blue * 255.0f, 0.0f, 255.0f);
args.SetDynLightColor((((uint32_t)lit_red) << 16) | (((uint32_t)lit_green) << 8) | ((uint32_t)lit_blue));
}