vkdoom_m/src/rendering/r_utility.cpp
2024-08-11 15:55:21 +02:00

1232 lines
36 KiB
C++

//-----------------------------------------------------------------------------
//
// Copyright 1993-1996 id Software
// Copyright 1994-1996 Raven Software
// Copyright 1999-2016 Randy Heit
// Copyright 2002-2016 Christoph Oelckers
//
// 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/
//
//-----------------------------------------------------------------------------
//
// DESCRIPTION:
// Rendering main loop and setup functions,
// utility functions (BSP, geometry, trigonometry).
// See tables.c, too.
//
//-----------------------------------------------------------------------------
// HEADER FILES ------------------------------------------------------------
#include <stdlib.h>
#include <math.h>
#include "doomdef.h"
#include "d_net.h"
#include "doomstat.h"
#include "m_random.h"
#include "m_bbox.h"
#include "r_sky.h"
#include "st_stuff.h"
#include "c_dispatch.h"
#include "v_video.h"
#include "stats.h"
#include "i_video.h"
#include "a_sharedglobal.h"
#include "p_3dmidtex.h"
#include "r_data/r_interpolate.h"
#include "po_man.h"
#include "p_effect.h"
#include "st_start.h"
#include "v_font.h"
#include "swrenderer/r_renderer.h"
#include "serializer.h"
#include "r_utility.h"
#include "d_player.h"
#include "p_local.h"
#include "g_levellocals.h"
#include "p_maputl.h"
#include "sbar.h"
#include "vm.h"
#include "i_time.h"
#include "actorinlines.h"
#include "g_game.h"
#include "i_system.h"
#include "v_draw.h"
#include "i_interface.h"
#include "d_main.h"
const float MY_SQRT2 = 1.41421356237309504880; // sqrt(2)
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
extern bool DrawFSHUD; // [RH] Defined in d_main.cpp
EXTERN_CVAR (Bool, cl_capfps)
// TYPES -------------------------------------------------------------------
struct InterpolationViewer
{
struct instance
{
DVector3 Pos, ViewPos;
DRotator Angles;
DRotator ViewAngles;
};
AActor* ViewActor;
DVector3 ViewOffset, RelativeViewOffset; // This has to be a separate field since it needs the real-time mouse angles.
DRotator AngleOffsets;
int prevTic;
instance Old, New;
};
// PRIVATE DATA DECLARATIONS -----------------------------------------------
static TArray<InterpolationViewer> PastViewers;
static FRandom pr_torchflicker ("TorchFlicker");
static FRandom pr_hom;
bool NoInterpolateView; // GL needs access to this.
static TArray<DVector3a> InterpolationPath;
// PUBLIC DATA DEFINITIONS -------------------------------------------------
CVAR (Bool, r_deathcamera, false, CVAR_ARCHIVE)
CVAR (Int, r_clearbuffer, 0, 0)
CVAR (Bool, r_drawvoxels, true, 0)
CVAR (Bool, r_drawplayersprites, true, 0) // [RH] Draw player sprites?
CVARD (Bool, r_radarclipper, false, CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_CHEAT, "Use the horizontal clipper from camera->tracer's perspective")
CVARD (Bool, r_dithertransparency, false, CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_CHEAT, "Use dithered-transparency shading for actor-occluding level geometry")
CUSTOM_CVAR(Float, r_quakeintensity, 1.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
{
if (self < 0.f) self = 0.f;
else if (self > 1.f) self = 1.f;
}
CUSTOM_CVARD(Int, r_actorspriteshadow, 1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "render actor sprite shadows. 0 = off, 1 = default, 2 = always on")
{
if (self < 0)
self = 0;
else if (self > 2)
self = 2;
}
CUSTOM_CVARD(Float, r_actorspriteshadowdist, 1500.0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "how far sprite shadows should be rendered")
{
if (self < 0.f)
self = 0.f;
else if (self > 8192.f)
self = 8192.f;
}
CUSTOM_CVARD(Float, r_actorspriteshadowalpha, 0.5, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "maximum sprite shadow opacity, only effective with hardware renderers (0.0 = fully transparent, 1.0 = opaque)")
{
if (self < 0.f)
self = 0.f;
else if (self > 1.f)
self = 1.f;
}
CUSTOM_CVARD(Float, r_actorspriteshadowfadeheight, 0.0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "distance over which sprite shadows should fade, only effective with hardware renderers (0 = infinite)")
{
if (self < 0.f)
self = 0.f;
else if (self > 8192.f)
self = 8192.f;
}
int viewwindowx;
int viewwindowy;
int viewwidth;
int viewheight;
FRenderViewpoint::FRenderViewpoint()
{
player = nullptr;
Pos = { 0.0, 0.0, 0.0 };
ActorPos = { 0.0, 0.0, 0.0 };
Angles = { nullAngle, nullAngle, nullAngle };
Path[0] = { 0.0, 0.0, 0.0 };
Path[1] = { 0.0, 0.0, 0.0 };
Cos = 0.0;
Sin = 0.0;
TanCos = 0.0;
TanSin = 0.0;
PitchCos = 0.0;
PitchSin = 0.0;
floordistfact = 0.0;
cotfloor = 0.0;
camera = nullptr;
sector = nullptr;
FieldOfView = DAngle::fromDeg(90.); // Angles in the SCREENWIDTH wide window
ScreenProj = 0.0;
TicFrac = 0.0;
FrameTime = 0;
extralight = 0;
showviewer = false;
}
FRenderViewpoint r_viewpoint;
FViewWindow r_viewwindow;
bool r_NoInterpolate;
angle_t LocalViewAngle;
int LocalViewPitch;
bool LocalKeyboardTurner;
int setblocks;
unsigned int R_OldBlend = ~0;
int validcount = 1; // increment every time a check is made
int dl_validcount = 1; // increment every time a check is made
int freelookviewheight;
DVector3a view;
DAngle viewpitch;
DEFINE_GLOBAL(LocalViewPitch);
// CODE --------------------------------------------------------------------
//==========================================================================
//
// R_SetFOV
//
// Changes the field of view in degrees
//
//==========================================================================
void R_SetFOV (FRenderViewpoint &viewpoint, DAngle fov)
{
if (fov < DAngle::fromDeg(5.)) fov = DAngle::fromDeg(5.);
else if (fov > DAngle::fromDeg(170.)) fov = DAngle::fromDeg(170.);
if (fov != viewpoint.FieldOfView)
{
viewpoint.FieldOfView = fov;
setsizeneeded = true;
}
}
//==========================================================================
//
// R_SetViewSize
//
// Do not really change anything here, because it might be in the middle
// of a refresh. The change will take effect next refresh.
//
//==========================================================================
void R_SetViewSize (int blocks)
{
setsizeneeded = true;
setblocks = blocks;
}
//==========================================================================
//
// R_SetWindow
//
//==========================================================================
void R_SetWindow (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, int windowSize, int fullWidth, int fullHeight, int stHeight, bool renderingToCanvas)
{
if (windowSize >= 11)
{
viewwidth = fullWidth;
freelookviewheight = viewheight = fullHeight;
}
else if (windowSize == 10)
{
viewwidth = fullWidth;
viewheight = stHeight;
freelookviewheight = fullHeight;
}
else
{
viewwidth = ((setblocks*fullWidth)/10) & (~15);
viewheight = ((setblocks*stHeight)/10)&~7;
freelookviewheight = ((setblocks*fullHeight)/10)&~7;
}
if (renderingToCanvas)
{
viewwindow.WidescreenRatio = fullWidth / (float)fullHeight;
}
else
{
viewwindow.WidescreenRatio = ActiveRatio(fullWidth, fullHeight);
DrawFSHUD = (windowSize == 11);
}
// [RH] Sky height fix for screens not 200 (or 240) pixels tall
R_InitSkyMap ();
viewwindow.centery = viewheight/2;
viewwindow.centerx = viewwidth/2;
if (AspectTallerThanWide(viewwindow.WidescreenRatio))
{
viewwindow.centerxwide = viewwindow.centerx;
}
else
{
viewwindow.centerxwide = viewwindow.centerx * AspectMultiplier(viewwindow.WidescreenRatio) / 48;
}
DAngle fov = viewpoint.FieldOfView;
// For widescreen displays, increase the FOV so that the middle part of the
// screen that would be visible on a 4:3 display has the requested FOV.
if (viewwindow.centerxwide != viewwindow.centerx)
{ // centerxwide is what centerx would be if the display was not widescreen
fov = DAngle::fromRad(2 * atan(viewwindow.centerx * tan(fov.Radians()/2) / double(viewwindow.centerxwide)));
if (fov > DAngle::fromDeg(170.)) fov = DAngle::fromDeg(170.);
}
viewwindow.FocalTangent = tan(fov.Radians() / 2);
}
//==========================================================================
//
// R_ExecuteSetViewSize
//
//==========================================================================
void R_ExecuteSetViewSize (FRenderViewpoint &viewpoint, FViewWindow &viewwindow)
{
setsizeneeded = false;
R_SetWindow (viewpoint, viewwindow, setblocks, SCREENWIDTH, SCREENHEIGHT, StatusBar->GetTopOfStatusbar());
// Handle resize, e.g. smaller view windows with border and/or status bar.
viewwindowx = (screen->GetWidth() - viewwidth) >> 1;
// Same with base row offset.
viewwindowy = (viewwidth == screen->GetWidth()) ? 0 : (StatusBar->GetTopOfStatusbar() - viewheight) >> 1;
}
//==========================================================================
//
// r_visibility
//
// Controls how quickly light ramps across a 1/z range.
//
//==========================================================================
double R_ClampVisibility(double vis)
{
// Allow negative visibilities, just for novelty's sake
return clamp(vis, -204.7, 204.7); // (205 and larger do not work in 5:4 aspect ratio)
}
CUSTOM_CVAR(Float, r_visibility, 8.0f, CVAR_NOINITCALL)
{
if (netgame && self != 8.0f)
{
Printf("Visibility cannot be changed in net games.\n");
self = 8.0f;
}
else
{
float clampValue = (float)R_ClampVisibility(self);
if (self != clampValue)
self = clampValue;
}
}
//==========================================================================
//
// R_GetGlobVis
//
// Calculates the global visibility constant used by the software renderer
//
//==========================================================================
double R_GetGlobVis(const FViewWindow &viewwindow, double vis)
{
vis = R_ClampVisibility(vis);
double virtwidth = screen->GetWidth();
double virtheight = screen->GetHeight();
if (AspectTallerThanWide(viewwindow.WidescreenRatio))
{
virtheight = (virtheight * AspectMultiplier(viewwindow.WidescreenRatio)) / 48;
}
else
{
virtwidth = (virtwidth * AspectMultiplier(viewwindow.WidescreenRatio)) / 48;
}
double YaspectMul = 320.0 * virtheight / (200.0 * virtwidth);
double InvZtoScale = YaspectMul * viewwindow.centerx;
double wallVisibility = vis;
// Prevent overflow on walls
double maxVisForWall = (InvZtoScale * (screen->GetWidth() * r_Yaspect) / (viewwidth * screen->GetHeight() * viewwindow.FocalTangent));
maxVisForWall = 32767.0 / maxVisForWall;
if (vis < 0 && vis < -maxVisForWall)
wallVisibility = -maxVisForWall;
else if (vis > 0 && vis > maxVisForWall)
wallVisibility = maxVisForWall;
wallVisibility = InvZtoScale * screen->GetWidth() * AspectBaseHeight(viewwindow.WidescreenRatio) / (viewwidth * screen->GetHeight() * 3) * (wallVisibility * viewwindow.FocalTangent);
return wallVisibility / viewwindow.FocalTangent;
}
//==========================================================================
//
// CVAR screenblocks
//
// Selects the size of the visible window
//
//==========================================================================
CUSTOM_CVAR (Int, screenblocks, 10, CVAR_ARCHIVE)
{
if (self > 12)
self = 12;
else if (self < 3)
self = 3;
else
R_SetViewSize (self);
}
//==========================================================================
//
//
//
//==========================================================================
FRenderer *CreateSWRenderer();
FRenderer* SWRenderer;
//==========================================================================
//
// R_Init
//
//==========================================================================
void R_Init ()
{
R_InitTranslationTables ();
R_SetViewSize (screenblocks);
if (SWRenderer == NULL)
{
SWRenderer = CreateSWRenderer();
}
SWRenderer->Init();
}
//==========================================================================
//
// R_Shutdown
//
//==========================================================================
void R_Shutdown ()
{
if (SWRenderer != nullptr) delete SWRenderer;
SWRenderer = nullptr;
}
//==========================================================================
//
// P_NoInterpolation
//
//==========================================================================
//CVAR (Int, tf, 0, 0)
bool P_NoInterpolation(player_t const *player, AActor const *actor)
{
return player != nullptr
&& !(player->cheats & CF_INTERPVIEW)
&& player - players == consoleplayer
&& actor == player->mo
&& !demoplayback
&& !(player->cheats & (CF_TOTALLYFROZEN | CF_FROZEN))
&& player->playerstate == PST_LIVE
&& player->mo->reactiontime == 0
&& !NoInterpolateView
&& !paused
&& !LocalKeyboardTurner;
}
//==========================================================================
//
// R_InterpolateView
//
//==========================================================================
void R_InterpolateView(FRenderViewpoint& viewPoint, const player_t* const player, const double ticFrac, InterpolationViewer* const iView)
{
if (NoInterpolateView)
{
InterpolationPath.Clear();
NoInterpolateView = false;
iView->Old = iView->New;
}
const double inverseTicFrac = 1.0 - ticFrac;
const auto viewLvl = viewPoint.ViewLevel;
DAngle prevYaw = iView->Old.Angles.Yaw;
DAngle curYaw = iView->New.Angles.Yaw;
if (!cl_capfps)
{
if ((iView->Old.Pos.X != iView->New.Pos.X || iView->Old.Pos.Y != iView->New.Pos.Y) && InterpolationPath.Size() > 0)
{
// Interpolating through line portals is a messy affair.
// What needs be done is to store the portal transitions of the camera actor as waypoints
// and then find out on which part of the path the current view lies.
double totalPathLength = 0.0;
double totalZDiff = 0.0;
DAngle totalYawDiff = nullAngle;
DVector3a oldPos = { { iView->Old.Pos.X, iView->Old.Pos.Y, 0.0 }, nullAngle };
DVector3a newPos = { { iView->New.Pos.X, iView->New.Pos.Y, 0.0 }, nullAngle };
InterpolationPath.Push(newPos); // Add this to the array to simplify the loops below.
for (size_t i = 0u; i < InterpolationPath.Size(); i += 2u)
{
const DVector3a& start = !i ? oldPos : InterpolationPath[i - 1u];
const DVector3a& end = InterpolationPath[i];
totalPathLength += (end.pos - start.pos).Length();
totalZDiff += start.pos.Z;
totalYawDiff += start.angle;
}
double interpolatedLength = totalPathLength * ticFrac;
double zDiff = 0.0;
DAngle yawDiff = nullAngle;
double prevViewZ = iView->Old.Pos.Z;
double curViewZ = iView->New.Pos.Z;
for (size_t i = 0u; i < InterpolationPath.Size(); i += 2u)
{
const DVector3a& start = !i ? oldPos : InterpolationPath[i - 1u];
const DVector3a& end = InterpolationPath[i];
const double fragmentLength = (end.pos - start.pos).Length();
zDiff += start.pos.Z;
yawDiff += start.angle;
if (fragmentLength <= interpolatedLength)
{
interpolatedLength -= fragmentLength;
}
else
{
prevViewZ += zDiff;
curViewZ -= totalZDiff - zDiff;
prevYaw += yawDiff;
curYaw -= totalYawDiff - yawDiff;
const DVector2 viewPos = start.pos.XY() + ((interpolatedLength / fragmentLength) * (end.pos - start.pos).XY());
viewPoint.Pos = { viewPos, prevViewZ * inverseTicFrac + curViewZ * ticFrac };
break;
}
}
InterpolationPath.Pop();
viewPoint.Path[0] = iView->Old.Pos;
viewPoint.Path[1] = viewPoint.Path[0] + (InterpolationPath[0].pos - viewPoint.Path[0]).XY().MakeResize(totalPathLength);
}
else
{
const int prevPortalGroup = viewLvl->PointInRenderSubsector(iView->Old.Pos)->sector->PortalGroup;
const int curPortalGroup = viewLvl->PointInRenderSubsector(iView->New.Pos)->sector->PortalGroup;
const DVector2 portalOffset = viewLvl->Displacements.getOffset(prevPortalGroup, curPortalGroup);
viewPoint.Pos = iView->Old.Pos * inverseTicFrac + (iView->New.Pos - portalOffset) * ticFrac;
viewPoint.Path[0] = viewPoint.Path[1] = iView->New.Pos;
}
}
else
{
viewPoint.Pos = iView->New.Pos;
viewPoint.Path[0] = viewPoint.Path[1] = iView->New.Pos;
}
// Due to interpolation this is not necessarily the same as the sector the camera is in.
viewPoint.sector = viewLvl->PointInRenderSubsector(viewPoint.Pos)->sector;
if (!viewPoint.IsAllowedOoB() || !V_IsHardwareRenderer())
{
bool moved = false;
while (!viewPoint.sector->PortalBlocksMovement(sector_t::ceiling))
{
if (viewPoint.Pos.Z > viewPoint.sector->GetPortalPlaneZ(sector_t::ceiling))
{
const DVector2 offset = viewPoint.sector->GetPortalDisplacement(sector_t::ceiling);
viewPoint.Pos += offset;
viewPoint.ActorPos += offset;
viewPoint.sector = viewPoint.sector->GetPortal(sector_t::ceiling)->mDestination;
moved = true;
}
else
{
break;
}
}
if (!moved)
{
while (!viewPoint.sector->PortalBlocksMovement(sector_t::floor))
{
if (viewPoint.Pos.Z < viewPoint.sector->GetPortalPlaneZ(sector_t::floor))
{
const DVector2 offset = viewPoint.sector->GetPortalDisplacement(sector_t::floor);
viewPoint.Pos += offset;
viewPoint.ActorPos += offset;
viewPoint.sector = viewPoint.sector->GetPortal(sector_t::floor)->mDestination;
}
else
{
break;
}
}
}
}
if (P_NoInterpolation(player, viewPoint.camera))
{
viewPoint.Angles.Yaw = curYaw + DAngle::fromBam(LocalViewAngle);
const DAngle delta = player->centering ? nullAngle : DAngle::fromBam(LocalViewPitch);
viewPoint.Angles.Pitch = clamp<DAngle>((iView->New.Angles.Pitch - delta).Normalized180(), player->MinPitch, player->MaxPitch);
viewPoint.Angles.Roll = iView->New.Angles.Roll;
}
else
{
viewPoint.Angles.Pitch = iView->Old.Angles.Pitch + deltaangle(iView->Old.Angles.Pitch, iView->New.Angles.Pitch) * ticFrac;
viewPoint.Angles.Yaw = prevYaw + deltaangle(prevYaw, curYaw) * ticFrac;
viewPoint.Angles.Roll = iView->Old.Angles.Roll + deltaangle(iView->Old.Angles.Roll, iView->New.Angles.Roll) * ticFrac;
}
// Now that the base position and angles are set, add offsets.
const DViewPosition* const vPos = iView->ViewActor->ViewPos;
if (vPos != nullptr && !(vPos->Flags & VPSF_ABSOLUTEPOS)
&& (player == nullptr || gamestate == GS_TITLELEVEL || (!(player->cheats & CF_CHASECAM) && (!r_deathcamera || !(iView->ViewActor->flags6 & MF6_KILLED)))))
{
DVector3 vOfs = {};
if (player == nullptr || !(player->cheats & CF_NOVIEWPOSINTERP))
vOfs = iView->Old.ViewPos * inverseTicFrac + iView->New.ViewPos * ticFrac;
else
vOfs = iView->New.ViewPos;
if (vPos->Flags & VPSF_ABSOLUTEOFFSET)
iView->ViewOffset += vOfs;
else
iView->RelativeViewOffset += vOfs;
}
DVector3 posOfs = iView->ViewOffset;
if (!iView->RelativeViewOffset.isZero())
posOfs += DQuaternion::FromAngles(viewPoint.Angles.Yaw, viewPoint.Angles.Pitch, viewPoint.Angles.Roll) * iView->RelativeViewOffset;
// Now that we have the current interpolated position, offset from that directly (for view offset + chase cam).
if (!posOfs.isZero())
{
const double distance = posOfs.Length();
posOfs /= distance;
R_OffsetView(viewPoint, posOfs, distance);
}
viewPoint.Angles += iView->AngleOffsets;
// [MR] Apply the view angles as an offset if ABSVIEWANGLES isn't specified.
if (!(viewPoint.camera->flags8 & MF8_ABSVIEWANGLES))
{
if (player == nullptr || (player->cheats & CF_INTERPVIEWANGLES))
{
viewPoint.Angles.Yaw += iView->Old.ViewAngles.Yaw + deltaangle(iView->Old.ViewAngles.Yaw, iView->New.ViewAngles.Yaw) * ticFrac;
viewPoint.Angles.Pitch += iView->Old.ViewAngles.Pitch + deltaangle(iView->Old.ViewAngles.Pitch, iView->New.ViewAngles.Pitch) * ticFrac;
viewPoint.Angles.Roll += iView->Old.ViewAngles.Roll + deltaangle(iView->Old.ViewAngles.Roll, iView->New.ViewAngles.Roll) * ticFrac;
}
else
{
viewPoint.Angles += iView->New.ViewAngles;
}
}
viewPoint.Angles.Yaw = viewPoint.Angles.Yaw.Normalized180();
viewPoint.Angles.Pitch = viewPoint.Angles.Pitch.Normalized180();
viewPoint.Angles.Roll = viewPoint.Angles.Roll.Normalized180();
}
//==========================================================================
//
// R_ResetViewInterpolation
//
//==========================================================================
void R_ResetViewInterpolation ()
{
InterpolationPath.Clear();
NoInterpolateView = true;
}
//==========================================================================
//
// R_SetViewAngle
// sets all values derived from the view yaw.
//
//==========================================================================
void FRenderViewpoint::SetViewAngle(const FViewWindow& viewWindow)
{
Sin = Angles.Yaw.Sin();
Cos = Angles.Yaw.Cos();
TanSin = viewWindow.FocalTangent * Sin;
TanCos = viewWindow.FocalTangent * Cos;
PitchSin = Angles.Pitch.Sin();
PitchCos = Angles.Pitch.Cos();
floordistfact = MY_SQRT2 + ( fabs(Cos) > fabs(Sin) ? 1.0/fabs(Cos) : 1.0/fabs(Sin) );
cotfloor = ( fabs(Cos) > fabs(Sin) ? fabs(Sin/Cos) : fabs(Cos/Sin) );
const DVector2 v = Angles.Yaw.ToVector();
ViewVector.X = v.X;
ViewVector.Y = v.Y;
HWAngles.Yaw = FAngle::fromDeg(270.0 - Angles.Yaw.Degrees());
if (IsOrtho() && (camera->ViewPos->Offset.XY().Length() > 0.0))
ScreenProj = 1.34396 / camera->ViewPos->Offset.Length(); // [DVR] Estimated. +/-1 should be top/bottom of screen.
}
//==========================================================================
//
// R_IsAllowedOoB()
// Checks if camera actor exists, has viewpos,
// and viewpos has VPSF_ALLOWOUTOFBOUNDS flag set.
//
//==========================================================================
bool FRenderViewpoint::IsAllowedOoB()
{
return (camera && camera->ViewPos && (camera->ViewPos->Flags & VPSF_ALLOWOUTOFBOUNDS));
}
//==========================================================================
//
// R_IsOrtho()
// Checks if camera actor exists, has viewpos,
// and viewpos has VPSF_ORTHOGRAPHIC flag set.
//
//==========================================================================
bool FRenderViewpoint::IsOrtho()
{
return (camera && camera->ViewPos && (camera->ViewPos->Flags & VPSF_ORTHOGRAPHIC));
}
//==========================================================================
//
// FindPastViewer
//
//==========================================================================
static InterpolationViewer *FindPastViewer (AActor *actor)
{
for (unsigned int i = 0; i < PastViewers.Size(); ++i)
{
if (PastViewers[i].ViewActor == actor)
{
return &PastViewers[i];
}
}
// Not found, so make a new one
InterpolationViewer iview;
memset(&iview, 0, sizeof(iview));
iview.ViewActor = actor;
iview.prevTic = -1;
InterpolationPath.Clear();
return &PastViewers[PastViewers.Push (iview)];
}
//==========================================================================
//
// R_FreePastViewers
//
//==========================================================================
void R_FreePastViewers ()
{
InterpolationPath.Clear();
PastViewers.Clear ();
}
//==========================================================================
//
// R_ClearPastViewer
//
// If the actor changed in a non-interpolatable way, remove it.
//
//==========================================================================
void R_ClearPastViewer (AActor *actor)
{
InterpolationPath.Clear();
for (unsigned int i = 0; i < PastViewers.Size(); ++i)
{
if (PastViewers[i].ViewActor == actor)
{
// Found it, so remove it.
if (i == PastViewers.Size())
{
PastViewers.Delete (i);
}
else
{
PastViewers.Pop (PastViewers[i]);
}
}
}
}
//==========================================================================
//
// R_RebuildViewInterpolation
//
//==========================================================================
void R_RebuildViewInterpolation(player_t *player)
{
if (player == NULL || player->camera == NULL)
return;
if (!NoInterpolateView)
return;
NoInterpolateView = false;
InterpolationViewer *iview = FindPastViewer(player->camera);
iview->Old = iview->New;
InterpolationPath.Clear();
}
//==========================================================================
//
// R_GetViewInterpolationStatus
//
//==========================================================================
bool R_GetViewInterpolationStatus()
{
return NoInterpolateView;
}
//==========================================================================
//
// R_ClearInterpolationPath
//
//==========================================================================
void R_ClearInterpolationPath()
{
InterpolationPath.Clear();
}
//==========================================================================
//
// R_AddInterpolationPoint
//
//==========================================================================
void R_AddInterpolationPoint(const DVector3a &vec)
{
InterpolationPath.Push(vec);
}
//==========================================================================
//
// QuakePower
//
//==========================================================================
static double QuakePower(double factor, double intensity, double offset)
{
double randumb;
if (intensity == 0)
{
randumb = 0;
}
else
{
randumb = pr_torchflicker.GenRand_Real2() * (intensity * 2) - intensity;
}
return factor * (offset + randumb);
}
//==========================================================================
//
// R_DoActorTickerAngleChanges
//
//==========================================================================
static void R_DoActorTickerAngleChanges(player_t* const player, DRotator& angles, const double scale)
{
for (unsigned i = 0; i < 3; i++)
{
if (fabs(player->angleOffsetTargets[i].Degrees()) >= EQUAL_EPSILON)
angles[i] += player->angleOffsetTargets[i] * scale;
}
}
//==========================================================================
//
// R_SetupFrame
//
//==========================================================================
EXTERN_CVAR(Float, chase_dist)
EXTERN_CVAR(Float, chase_height)
void R_SetupFrame(FRenderViewpoint& viewPoint, const FViewWindow& viewWindow, AActor* const actor)
{
viewPoint.TicFrac = I_GetTimeFrac();
if (cl_capfps || r_NoInterpolate)
viewPoint.TicFrac = 1.0;
const int curTic = I_GetTime();
if (actor == nullptr)
I_Error("Tried to render from a null actor.");
viewPoint.ViewLevel = actor->Level;
player_t* player = actor->player;
if (player != nullptr && player->mo == actor)
{
if (player->camera == nullptr)
player->camera = player->mo;
viewPoint.camera = player->camera; // [RH] Use camera instead of view player.
}
else
{
viewPoint.camera = actor;
}
if (viewPoint.camera == nullptr)
I_Error("You lost your body. Bad dehacked work is likely to blame.");
InterpolationViewer* const iView = FindPastViewer(viewPoint.camera);
// Always reset these back to zero.
iView->ViewOffset.Zero();
iView->RelativeViewOffset.Zero();
iView->AngleOffsets.Zero();
if (iView->prevTic != -1 && curTic > iView->prevTic)
{
iView->prevTic = curTic;
iView->Old = iView->New;
}
const auto& mainView = r_viewpoint;
AActor* const client = players[consoleplayer].mo;
const bool matchPlayer = gamestate != GS_TITLELEVEL && viewPoint.camera->player == nullptr && (viewPoint.camera->renderflags2 & RF2_CAMFOLLOWSPLAYER);
const bool usePawn = matchPlayer ? mainView.camera != client : false;
//==============================================================================================
// Sets up the view position offset.
{
AActor* const mo = viewPoint.camera;
const DViewPosition* const viewOffset = mo->ViewPos;
DVector3 camPos;
if (matchPlayer)
{
if (usePawn)
{
camPos = DVector3(client->Pos().XY(), client->player->viewz);
const DViewPosition* const pawnVP = client->ViewPos;
if (pawnVP != nullptr)
{
// Add these directly to the view position offset (not 100% accurate but close enough).
if (pawnVP->Flags & VPSF_ABSOLUTEPOS)
camPos = pawnVP->Offset;
else if (pawnVP->Flags & VPSF_ABSOLUTEOFFSET)
iView->ViewOffset = pawnVP->Offset;
else
iView->ViewOffset = DQuaternion::FromAngles(client->Angles.Yaw, client->Angles.Pitch, client->Angles.Roll) * pawnVP->Offset;
}
}
else
{
camPos = mainView.Pos;
}
}
else
{
camPos = { mo->Pos().XY(), mo->player != nullptr ? mo->player->viewz : mo->Z() + mo->GetCameraHeight() };
}
viewPoint.showviewer = false;
viewPoint.bForceNoViewer = matchPlayer;
if (player != nullptr && gamestate != GS_TITLELEVEL
&& ((player->cheats & CF_CHASECAM) || (r_deathcamera && (viewPoint.camera->flags6 & MF6_KILLED))))
{
// The cam Actor should probably be visible in third person.
viewPoint.showviewer = true;
camPos.Z = mo->Top() - mo->Floorclip;
iView->ViewOffset.Z = clamp<double>(chase_height, -1000.0, 1000.0);
iView->RelativeViewOffset.X = -clamp<double>(chase_dist, 0.0, 30000.0);
}
if (viewOffset != nullptr)
{
// No chase/death cam, so use the view offset.
if (!viewPoint.bForceNoViewer)
viewPoint.bForceNoViewer = (viewOffset->Flags & VPSF_ABSOLUTEPOS) || !viewOffset->Offset.isZero();
if (viewOffset->Flags & VPSF_ABSOLUTEPOS)
{
iView->New.ViewPos.Zero();
if (!matchPlayer)
camPos = viewOffset->Offset;
}
else
{
iView->New.ViewPos = viewOffset->Offset;
}
}
viewPoint.ActorPos = iView->New.Pos = camPos;
viewPoint.sector = viewPoint.ViewLevel->PointInRenderSubsector(camPos)->sector;
}
if (!paused)
{
FQuakeJiggers jiggers;
if (DEarthquake::StaticGetQuakeIntensities(viewPoint.TicFrac, viewPoint.camera, jiggers) > 0)
{
const double quakeFactor = r_quakeintensity;
if (jiggers.RollIntensity || jiggers.RollWave)
iView->AngleOffsets.Roll = DAngle::fromDeg(QuakePower(quakeFactor, jiggers.RollIntensity, jiggers.RollWave));
if (jiggers.RelIntensity.X || jiggers.RelOffset.X)
iView->RelativeViewOffset.X += QuakePower(quakeFactor, jiggers.RelIntensity.X, jiggers.RelOffset.X);
if (jiggers.RelIntensity.Y || jiggers.RelOffset.Y)
iView->RelativeViewOffset.Y += QuakePower(quakeFactor, jiggers.RelIntensity.Y, jiggers.RelOffset.Y);
if (jiggers.RelIntensity.Z || jiggers.RelOffset.Z)
iView->RelativeViewOffset.Z += QuakePower(quakeFactor, jiggers.RelIntensity.Z, jiggers.RelOffset.Z);
if (jiggers.Intensity.X || jiggers.Offset.X)
iView->ViewOffset.X += QuakePower(quakeFactor, jiggers.Intensity.X, jiggers.Offset.X);
if (jiggers.Intensity.Y || jiggers.Offset.Y)
iView->ViewOffset.Y += QuakePower(quakeFactor, jiggers.Intensity.Y, jiggers.Offset.Y);
if (jiggers.Intensity.Z || jiggers.Offset.Z)
iView->ViewOffset.Z += QuakePower(quakeFactor, jiggers.Intensity.Z, jiggers.Offset.Z);
}
}
// [MR] Apply view angles as the viewpoint angles if asked to do so.
if (matchPlayer)
iView->New.Angles = usePawn ? (client->flags8 & MF8_ABSVIEWANGLES ? client->ViewAngles : client->Angles + client->ViewAngles) : mainView.Angles;
else
iView->New.Angles = !(viewPoint.camera->flags8 & MF8_ABSVIEWANGLES) ? viewPoint.camera->Angles : viewPoint.camera->ViewAngles;
iView->New.ViewAngles = viewPoint.camera->ViewAngles;
// [MR] Process player angle changes if permitted to do so.
if (player != nullptr && (player->cheats & CF_SCALEDNOLERP) && P_NoInterpolation(player, viewPoint.camera))
R_DoActorTickerAngleChanges(player, iView->New.Angles, viewPoint.TicFrac);
// If currently tracking the player's real view, don't do any sort of interpolating.
if (matchPlayer && !usePawn)
viewPoint.camera->renderflags |= RF_NOINTERPOLATEVIEW;
if (viewPoint.camera->player != nullptr)
player = viewPoint.camera->player;
if (iView->prevTic == -1 || r_NoInterpolate || (viewPoint.camera->renderflags & RF_NOINTERPOLATEVIEW))
{
viewPoint.camera->renderflags &= ~RF_NOINTERPOLATEVIEW;
R_ResetViewInterpolation();
iView->prevTic = curTic;
}
R_InterpolateView(viewPoint, player, viewPoint.TicFrac, iView);
viewPoint.SetViewAngle(viewWindow);
// Keep the view within the sector's floor and ceiling
// But allow VPSF_ALLOWOUTOFBOUNDS camera viewpoints to go out of bounds when using hardware renderer
if (viewPoint.sector->PortalBlocksMovement(sector_t::ceiling) && (!viewPoint.IsAllowedOoB() || !V_IsHardwareRenderer()))
{
const double z = viewPoint.sector->ceilingplane.ZatPoint(viewPoint.Pos) - 4.0;
if (viewPoint.Pos.Z > z)
viewPoint.Pos.Z = z;
}
if (viewPoint.sector->PortalBlocksMovement(sector_t::floor) && (!viewPoint.IsAllowedOoB() || !V_IsHardwareRenderer()))
{
const double z = viewPoint.sector->floorplane.ZatPoint(viewPoint.Pos) + 4.0;
if (viewPoint.Pos.Z < z)
viewPoint.Pos.Z = z;
}
viewPoint.extralight = viewPoint.camera->player != nullptr ? viewPoint.camera->player->extralight : 0;
// killough 3/20/98, 4/4/98: select colormap based on player status
// [RH] Can also select a blend
unsigned int newBlend = 0u;
const TArray<lightlist_t>& lightlist = viewPoint.sector->e->XFloor.lightlist;
if (lightlist.Size() > 0)
{
for (size_t i = 0u; i < lightlist.Size(); ++i)
{
const secplane_t& plane = (i < lightlist.Size() - 1u) ? lightlist[i + 1u].plane : viewPoint.sector->floorplane;
int viewSide = plane.PointOnSide(viewPoint.Pos);
// Reverse the direction of the test if the plane was downward facing.
// We want to know if the view is above it, whatever its orientation may be.
if (plane.fC() < 0.0)
viewSide = -viewSide;
if (viewSide > 0)
{
// 3d floor 'fog' is rendered as a blending value.
PalEntry blend = lightlist[i].blend;
// If no alpha is set, use 50%.
if (!blend.a && blend != 0)
blend.a = 128u;
newBlend = blend.d;
break;
}
}
}
else
{
const sector_t* const sec = viewPoint.sector->GetHeightSec();
if (sec != nullptr)
{
newBlend = sec->floorplane.PointOnSide(viewPoint.Pos) < 0
? sec->bottommap
: sec->ceilingplane.PointOnSide(viewPoint.Pos) < 0
? sec->topmap
: sec->midmap;
if (APART(newBlend) == 0u && newBlend >= fakecmaps.Size())
newBlend = 0u;
}
}
// [RH] Don't override testblend unless entering a sector with a
// blend different from the previous sector's. Same goes with
// NormalLight's maps pointer.
if (R_OldBlend != newBlend)
R_OldBlend = newBlend;
++validcount;
if (r_clearbuffer != 0)
{
int color = 0;
int hom = r_clearbuffer;
if (hom == 3)
hom = ((screen->FrameTime / 128) & 1) + 1;
if (hom == 1)
color = GPalette.BlackIndex;
else if (hom == 2)
color = GPalette.WhiteIndex;
else if (hom == 4)
color = (screen->FrameTime / 32) & 255;
else
color = pr_hom();
screen->SetClearColor(color);
SWRenderer->SetClearColor(color);
}
else
{
screen->SetClearColor(GPalette.BlackIndex);
}
// And finally some info that is needed for the hardware renderer
// Scale the pitch to account for the pixel stretching, because the playsim doesn't know about this and treats it as 1:1.
// However, to set up a projection matrix this needs to be adjusted.
const double radPitch = viewPoint.Angles.Pitch.Normalized180().Radians();
const double angx = cos(radPitch);
const double angy = sin(radPitch) * actor->Level->info->pixelstretch;
const double alen = sqrt(angx*angx + angy*angy);
viewPoint.HWAngles.Pitch = FAngle::fromRad((float)asin(angy / alen));
viewPoint.HWAngles.Roll = FAngle::fromDeg(viewPoint.Angles.Roll.Degrees());
// ViewActor only gets set if the camera actor shouldn't be rendered.
viewPoint.ViewActor = viewPoint.showviewer ? nullptr : actor;
}
CUSTOM_CVAR(Float, maxviewpitch, 90.f, CVAR_ARCHIVE | CVAR_SERVERINFO)
{
if (self>90.f) self = 90.f;
else if (self<-90.f) self = -90.f;
if (usergame)
{
// [SP] Update pitch limits to the netgame/gamesim.
players[consoleplayer].SendPitchLimits();
}
}
//==========================================================================
//
// R_ShouldDrawSpriteShadow
//
//==========================================================================
bool R_ShouldDrawSpriteShadow(AActor *thing)
{
int rf = thing->renderflags;
// for wall and flat sprites the shadow math does not work so these must be unconditionally skipped.
if (rf & (RF_FLATSPRITE | RF_WALLSPRITE)) return false;
bool doit = false;
switch (r_actorspriteshadow)
{
case 1:
doit = (rf & RF_CASTSPRITESHADOW);
break;
case 2:
doit = (rf & RF_CASTSPRITESHADOW) || (!(rf & RF_NOSPRITESHADOW) && ((thing->flags3 & MF3_ISMONSTER) || thing->player != nullptr));
break;
default:
break;
}
if (doit)
{
auto rs = thing->RenderStyle;
rs.CheckFuzz();
// For non-standard render styles, draw no shadows. This will always look weird. However, if the sprite forces shadows, render them anyway.
if (!(rf & RF_CASTSPRITESHADOW))
{
if (rs.BlendOp != STYLEOP_Add && rs.BlendOp != STYLEOP_Shadow) return false;
if (rs.DestAlpha != STYLEALPHA_Zero && rs.DestAlpha != STYLEALPHA_InvSrc) return false;
}
}
return doit;
}