vkdoom_m/src/polyrenderer/scene/poly_sprite.cpp
Christoph Oelckers e4d2380775 - moved all remaining fields from PClassActor to FActorInfo.
- added a few access functions for FActorInfo variables.

With PClassActor now empty the class descriptors can finally be converted back to static data outside the class hierarchy, like they were before the scripting merge, and untangle the game data from VM internals.
2017-04-12 00:07:41 +02:00

243 lines
7.8 KiB
C++

/*
** Handling drawing a sprite
** 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"
EXTERN_CVAR(Float, transsouls)
EXTERN_CVAR(Int, r_drawfuzz)
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;
if (flipTextureX)
pos.X -= (tex->GetWidth() - tex->LeftOffset) * thingxscalemul;
else
pos.X -= tex->LeftOffset * thingxscalemul;
double spriteHalfWidth = thingxscalemul * tex->GetWidth() * 0.5;
double spriteHeight = thingyscalemul * tex->GetHeight();
pos.X += spriteHalfWidth;
left = DVector2(pos.X - viewpoint.Sin * spriteHalfWidth, pos.Y + viewpoint.Cos * spriteHalfWidth);
right = DVector2(pos.X + viewpoint.Sin * spriteHalfWidth, pos.Y - viewpoint.Cos * spriteHalfWidth);
return true;
}
void RenderPolySprite::Render(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, AActor *thing, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue, float t1, float t2)
{
DVector2 line[2];
if (!GetLine(thing, line[0], line[1]))
return;
const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
DVector3 pos = thing->InterpolatedPosition(viewpoint.TicFrac);
pos.Z += thing->GetBobOffset(viewpoint.TicFrac);
bool flipTextureX = false;
FTexture *tex = GetSpriteTexture(thing, flipTextureX);
if (tex == nullptr || tex->UseType == FTexture::TEX_Null)
return;
DVector2 spriteScale = thing->Scale;
double thingxscalemul = spriteScale.X / tex->Scale.X;
double thingyscalemul = spriteScale.Y / tex->Scale.Y;
if (flipTextureX)
pos.X -= (tex->GetWidth() - tex->LeftOffset) * thingxscalemul;
else
pos.X -= tex->LeftOffset * thingxscalemul;
//pos.Z -= tex->TopOffset * thingyscalemul;
pos.Z -= (tex->GetHeight() - tex->TopOffset) * thingyscalemul + thing->Floorclip;
double spriteHalfWidth = thingxscalemul * tex->GetWidth() * 0.5;
double spriteHeight = thingyscalemul * tex->GetHeight();
pos.X += spriteHalfWidth;
//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 = PolyRenderer::Instance()->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)(pos.Z + 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;
args.SetLight(GetColorTable(sub->sector->Colormap, sub->sector->SpecialColors[sector_t::sprites], true), lightlevel, PolyRenderer::Instance()->Light.SpriteGlobVis(foggy), fullbrightSprite);
args.SetSubsectorDepth(subsectorDepth);
args.SetTransform(&worldToClip);
args.SetFaceCullCCW(true);
args.SetStencilTestValue(stencilValue);
args.SetWriteStencil(true, stencilValue);
args.SetClipPlane(clipPlane);
args.SetStyle(thing->RenderStyle, thing->Alpha, thing->fillcolor, thing->Translation, tex, fullbrightSprite);
args.SetSubsectorDepthTest(true);
args.SetWriteSubsectorDepth(false);
args.SetWriteStencil(false);
args.DrawArray(vertices, 4, PolyDrawMode::TriangleFan);
}
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;
}
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 == FTexture::TEX_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];
}
}
}