diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index 74be53db5..2a5eae9f1 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -41,6 +41,7 @@ #include "../i_system.h" #include "../m_cheat.h" #include "../f_finale.h" +#include "../r_things.h" // R_GetShadowZ #ifdef ESLOPE #include "../p_slopes.h" #endif @@ -4050,39 +4051,6 @@ static gr_vissprite_t *HWR_NewVisSprite(void) return HWR_GetVisSprite(gr_visspritecount++); } -#ifdef GLBADSHADOWS -// Finds a floor through which light does not pass. -static fixed_t HWR_OpaqueFloorAtPos(fixed_t x, fixed_t y, fixed_t z, fixed_t height) -{ - const sector_t *sec = R_PointInSubsector(x, y)->sector; - fixed_t floorz = sec->floorheight; - - if (sec->ffloors) - { - ffloor_t *rover; - fixed_t delta1, delta2; - const fixed_t thingtop = z + height; - - for (rover = sec->ffloors; rover; rover = rover->next) - { - if (!(rover->flags & FF_EXISTS) - || !(rover->flags & FF_RENDERPLANES) - || rover->flags & FF_TRANSLUCENT - || rover->flags & FF_FOG - || rover->flags & FF_INVERTPLANES) - continue; - - delta1 = z - (*rover->bottomheight + ((*rover->topheight - *rover->bottomheight)/2)); - delta2 = thingtop - (*rover->bottomheight + ((*rover->topheight - *rover->bottomheight)/2)); - if (*rover->topheight > floorz && abs(delta1) < abs(delta2)) - floorz = *rover->topheight; - } - } - - return floorz; -} -#endif //#ifdef GLBADSHADOWS - // // HWR_DoCulling // Hardware version of R_DoCulling @@ -4123,180 +4091,123 @@ static boolean HWR_DoCulling(line_t *cullheight, line_t *viewcullheight, float v return false; } -#ifdef GLBADSHADOWS -static void HWR_DrawSpriteShadow(gr_vissprite_t *spr, GLPatch_t *gpatch, float this_scale) +static void HWR_DrawDropShadow(mobj_t *thing, gr_vissprite_t *spr, fixed_t scale) { - FOutVector swallVerts[4]; + GLPatch_t *gpatch; + FOutVector shadowVerts[4]; FSurfaceInfo sSurf; - fixed_t floorheight, mobjfloor; - float offset = 0; + float fscale; float fx; float fy; float offset; + UINT8 lightlevel = 255; + extracolormap_t *colormap = NULL; + UINT8 i; - mobjfloor = HWR_OpaqueFloorAtPos( - spr->mobj->x, spr->mobj->y, - spr->mobj->z, spr->mobj->height); - if (cv_shadowoffs.value) - { - angle_t shadowdir; + INT32 light; + fixed_t scalemul; + UINT16 alpha; + fixed_t floordiff; + fixed_t floorz; + fixed_t slopez; + pslope_t *floorslope; - // Set direction - if (splitscreen && stplyr == &players[secondarydisplayplayer]) - shadowdir = localangle2 + FixedAngle(cv_cam2_rotate.value); - else - shadowdir = localangle + FixedAngle(cv_cam_rotate.value); + floorz = R_GetShadowZ(thing, &floorslope); - // Find floorheight - floorheight = HWR_OpaqueFloorAtPos( - spr->mobj->x + P_ReturnThrustX(spr->mobj, shadowdir, spr->mobj->z - mobjfloor), - spr->mobj->y + P_ReturnThrustY(spr->mobj, shadowdir, spr->mobj->z - mobjfloor), - spr->mobj->z, spr->mobj->height); + //if (abs(floorz - gr_viewz) / tz > 4) return; // Prevent stretchy shadows and possible crashes - // The shadow is falling ABOVE it's mobj? - // Don't draw it, then! - if (spr->mobj->z < floorheight) - return; - else - { - fixed_t floorz; - floorz = HWR_OpaqueFloorAtPos( - spr->mobj->x + P_ReturnThrustX(spr->mobj, shadowdir, spr->mobj->z - floorheight), - spr->mobj->y + P_ReturnThrustY(spr->mobj, shadowdir, spr->mobj->z - floorheight), - spr->mobj->z, spr->mobj->height); - // The shadow would be falling on a wall? Don't draw it, then. - // Would draw midair otherwise. - if (floorz < floorheight) - return; - } + floordiff = abs(thing->z - floorz); - floorheight = FixedInt(spr->mobj->z - floorheight); + alpha = floordiff / (4*FRACUNIT) + 75; + if (alpha >= 255) return; + alpha = 255 - alpha; - offset = floorheight; - } - else - floorheight = FixedInt(spr->mobj->z - mobjfloor); + gpatch = (GLPatch_t *)W_CachePatchName("DSHADOW", PU_CACHE); + if (!(gpatch && gpatch->mipmap->grInfo.format)) return; + HWR_GetPatch(gpatch); + + scalemul = FixedMul(FRACUNIT - floordiff/640, scale); + scalemul = FixedMul(scalemul, (thing->radius*2) / gpatch->height); + + fscale = FIXED_TO_FLOAT(scalemul); + fx = FIXED_TO_FLOAT(thing->x); + fy = FIXED_TO_FLOAT(thing->y); - // create the sprite billboard - // // 3--2 // | /| // |/ | // 0--1 - // x1/x2 were already scaled in HWR_ProjectSprite - // First match the normal sprite - swallVerts[0].x = swallVerts[3].x = spr->x1; - swallVerts[2].x = swallVerts[1].x = spr->x2; - swallVerts[0].z = swallVerts[3].z = spr->z1; - swallVerts[2].z = swallVerts[1].z = spr->z2; + if (thing && fabsf(fscale - 1.0f) > 1.0E-36f) + offset = (gpatch->height/2) * fscale; + else + offset = (float)(gpatch->height/2); - if (spr->mobj && fabsf(this_scale - 1.0f) > 1.0E-36f) + shadowVerts[0].x = shadowVerts[3].x = fx - offset; + shadowVerts[2].x = shadowVerts[1].x = fx + offset; + shadowVerts[0].z = shadowVerts[1].z = fy - offset; + shadowVerts[3].z = shadowVerts[2].z = fy + offset; + + if (floorslope) { - // Always a pixel above the floor, perfectly flat. - swallVerts[0].y = swallVerts[1].y = swallVerts[2].y = swallVerts[3].y = spr->ty - gpatch->topoffset * this_scale - (floorheight+3); - - // Now transform the TOP vertices along the floor in the direction of the camera - swallVerts[3].x = spr->x1 + ((gpatch->height * this_scale) + offset) * gr_viewcos; - swallVerts[2].x = spr->x2 + ((gpatch->height * this_scale) + offset) * gr_viewcos; - swallVerts[3].z = spr->z1 + ((gpatch->height * this_scale) + offset) * gr_viewsin; - swallVerts[2].z = spr->z2 + ((gpatch->height * this_scale) + offset) * gr_viewsin; + for (i = 0; i < 4; i++) + { + slopez = P_GetZAt(floorslope, FLOAT_TO_FIXED(shadowVerts[i].x), FLOAT_TO_FIXED(shadowVerts[i].z)); + shadowVerts[i].y = FIXED_TO_FLOAT(slopez) + 0.05f; + } } else { - // Always a pixel above the floor, perfectly flat. - swallVerts[0].y = swallVerts[1].y = swallVerts[2].y = swallVerts[3].y = spr->ty - gpatch->topoffset - (floorheight+3); - - // Now transform the TOP vertices along the floor in the direction of the camera - swallVerts[3].x = spr->x1 + (gpatch->height + offset) * gr_viewcos; - swallVerts[2].x = spr->x2 + (gpatch->height + offset) * gr_viewcos; - swallVerts[3].z = spr->z1 + (gpatch->height + offset) * gr_viewsin; - swallVerts[2].z = spr->z2 + (gpatch->height + offset) * gr_viewsin; - } - - // We also need to move the bottom ones away when shadowoffs is on - if (cv_shadowoffs.value) - { - swallVerts[0].x = spr->x1 + offset * gr_viewcos; - swallVerts[1].x = spr->x2 + offset * gr_viewcos; - swallVerts[0].z = spr->z1 + offset * gr_viewsin; - swallVerts[1].z = spr->z2 + offset * gr_viewsin; + for (i = 0; i < 4; i++) + shadowVerts[i].y = FIXED_TO_FLOAT(floorz) + 0.05f; } if (spr->flip) { - swallVerts[0].sow = swallVerts[3].sow = gpatch->max_s; - swallVerts[2].sow = swallVerts[1].sow = 0; + shadowVerts[0].sow = shadowVerts[3].sow = gpatch->max_s; + shadowVerts[2].sow = shadowVerts[1].sow = 0; } else { - swallVerts[0].sow = swallVerts[3].sow = 0; - swallVerts[2].sow = swallVerts[1].sow = gpatch->max_s; + shadowVerts[0].sow = shadowVerts[3].sow = 0; + shadowVerts[2].sow = shadowVerts[1].sow = gpatch->max_s; } // flip the texture coords (look familiar?) if (spr->vflip) { - swallVerts[3].tow = swallVerts[2].tow = gpatch->max_t; - swallVerts[0].tow = swallVerts[1].tow = 0; + shadowVerts[3].tow = shadowVerts[2].tow = gpatch->max_t; + shadowVerts[0].tow = shadowVerts[1].tow = 0; } else { - swallVerts[3].tow = swallVerts[2].tow = 0; - swallVerts[0].tow = swallVerts[1].tow = gpatch->max_t; + shadowVerts[3].tow = shadowVerts[2].tow = 0; + shadowVerts[0].tow = shadowVerts[1].tow = gpatch->max_t; } - sSurf.FlatColor.s.red = 0x00; - sSurf.FlatColor.s.blue = 0x00; - sSurf.FlatColor.s.green = 0x00; - - /*if (spr->mobj->frame & FF_TRANSMASK || spr->mobj->flags2 & MF2_SHADOW) + if (thing->subsector->sector->numlights) { - sector_t *sector = spr->mobj->subsector->sector; - UINT8 lightlevel = 255; - extracolormap_t *colormap = sector->extra_colormap; + light = R_GetPlaneLight(thing->subsector->sector, floorz, false); // Always use the light at the top instead of whatever I was doing before - if (sector->numlights) - { - INT32 light = R_GetPlaneLight(sector, spr->mobj->floorz, false); + lightlevel = *thing->subsector->sector->lightlist[light].lightlevel; - if (!(spr->mobj->frame & FF_FULLBRIGHT)) - lightlevel = *sector->lightlist[light].lightlevel; - - if (*sector->lightlist[light].extra_colormap) - colormap = *sector->lightlist[light].extra_colormap; - } - else - { - lightlevel = sector->lightlevel; - - if (sector->extra_colormap) - colormap = sector->extra_colormap; - } - - if (colormap) - sSurf.FlatColor.rgba = HWR_Lighting(lightlevel/2, colormap->rgba, colormap->fadergba, false, true); - else - sSurf.FlatColor.rgba = HWR_Lighting(lightlevel/2, NORMALFOG, FADEFOG, false, true); - }*/ - - // shadow is always half as translucent as the sprite itself - if (!cv_translucency.value) // use default translucency (main sprite won't have any translucency) - sSurf.FlatColor.s.alpha = 0x80; // default - else if (spr->mobj->flags2 & MF2_SHADOW) - sSurf.FlatColor.s.alpha = 0x20; - else if (spr->mobj->frame & FF_TRANSMASK) - { - HWR_TranstableToAlpha((spr->mobj->frame & FF_TRANSMASK)>>FF_TRANSSHIFT, &sSurf); - sSurf.FlatColor.s.alpha /= 2; //cut alpha in half! + if (*thing->subsector->sector->lightlist[light].extra_colormap) + colormap = *thing->subsector->sector->lightlist[light].extra_colormap; } else - sSurf.FlatColor.s.alpha = 0x80; // default - - if (sSurf.FlatColor.s.alpha > floorheight/4) { - sSurf.FlatColor.s.alpha = (UINT8)(sSurf.FlatColor.s.alpha - floorheight/4); - HWD.pfnDrawPolygon(&sSurf, swallVerts, 4, PF_Translucent|PF_Modulated|PF_Clip); + lightlevel = thing->subsector->sector->lightlevel; + + if (thing->subsector->sector->extra_colormap) + colormap = thing->subsector->sector->extra_colormap; } + + if (colormap) + sSurf.FlatColor.rgba = HWR_Lighting(lightlevel, colormap->rgba, colormap->fadergba, false, false); + else + sSurf.FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, false); + + sSurf.FlatColor.s.alpha = alpha; + + HWD.pfnDrawPolygon(&sSurf, shadowVerts, 4, PF_Translucent|PF_Modulated|PF_Clip); } -#endif //#ifdef GLBADSHADOWS // This is expecting a pointer to an array containing 4 wallVerts for a sprite static void HWR_RotateSpritePolyToAim(gr_vissprite_t *spr, FOutVector *wallVerts) @@ -4372,24 +4283,6 @@ static void HWR_SplitSprite(gr_vissprite_t *spr) //Hurdler: 25/04/2000: now support colormap in hardware mode HWR_GetMappedPatch(gpatch, spr->colormap); -#ifdef GLBADSHADOWS - // Draw shadow BEFORE sprite - if (cv_shadow.value // Shadows enabled - && (spr->mobj->flags & (MF_SCENERY|MF_SPAWNCEILING|MF_NOGRAVITY)) != (MF_SCENERY|MF_SPAWNCEILING|MF_NOGRAVITY) // Ceiling scenery have no shadow. - && !(spr->mobj->flags2 & MF2_DEBRIS) // Debris have no corona or shadow. -#ifdef ALAM_LIGHTING - && !(t_lspr[spr->mobj->sprite]->type // Things with dynamic lights have no shadow. - && (!spr->mobj->player || spr->mobj->player->powers[pw_super])) // Except for non-super players. -#endif - && (spr->mobj->z >= spr->mobj->floorz)) // Without this, your shadow shows on the floor, even after you die and fall through the ground. - { - //////////////////// - // SHADOW SPRITE! // - //////////////////// - HWR_DrawSpriteShadow(spr, gpatch, this_scale); - } -#endif //#ifdef GLBADSHADOWS - baseWallVerts[0].x = baseWallVerts[3].x = spr->x1; baseWallVerts[2].x = baseWallVerts[1].x = spr->x2; baseWallVerts[0].z = baseWallVerts[3].z = spr->z1; @@ -4776,24 +4669,6 @@ static void HWR_DrawSprite(gr_vissprite_t *spr) //Hurdler: 25/04/2000: now support colormap in hardware mode HWR_GetMappedPatch(gpatch, spr->colormap); -#ifdef GLBADSHADOWS - // Draw shadow BEFORE sprite - if (cv_shadow.value // Shadows enabled - && (spr->mobj->flags & (MF_SCENERY|MF_SPAWNCEILING|MF_NOGRAVITY)) != (MF_SCENERY|MF_SPAWNCEILING|MF_NOGRAVITY) // Ceiling scenery have no shadow. - && !(spr->mobj->flags2 & MF2_DEBRIS) // Debris have no corona or shadow. -#ifdef ALAM_LIGHTING - && !(t_lspr[spr->mobj->sprite]->type // Things with dynamic lights have no shadow. - && (!spr->mobj->player || spr->mobj->player->powers[pw_super])) // Except for non-super players. -#endif - && (spr->mobj->z >= spr->mobj->floorz)) // Without this, your shadow shows on the floor, even after you die and fall through the ground. - { - //////////////////// - // SHADOW SPRITE! // - //////////////////// - HWR_DrawSpriteShadow(spr, gpatch, this_scale); - } -#endif //#ifdef GLBADSHADOWS - // if it has a dispoffset, push it a little towards the camera if (spr->dispoffset) { float co = -gr_viewcos*(0.05f*spr->dispoffset); @@ -5407,6 +5282,12 @@ static void HWR_DrawSprites(void) HWR_DrawPrecipitationSprite(spr); else #endif + { + if (spr->mobj && spr->mobj->shadowscale && cv_shadow.value) + { + HWR_DrawDropShadow(spr->mobj, spr, spr->mobj->shadowscale); + } + if (spr->mobj && spr->mobj->skin && spr->mobj->sprite == SPR_PLAY) { if (!cv_grmodels.value || md2_playermodels[(skin_t*)spr->mobj->skin-skins].notfound || md2_playermodels[(skin_t*)spr->mobj->skin-skins].scale < 0.0f) @@ -5427,6 +5308,7 @@ static void HWR_DrawSprites(void) HWR_DrawSprite(spr); } } + } } } } diff --git a/src/r_main.c b/src/r_main.c index 4b044c6cc..a93cd6f49 100644 --- a/src/r_main.c +++ b/src/r_main.c @@ -129,9 +129,6 @@ consvar_t cv_flipcam = {"flipcam", "No", CV_SAVE|CV_CALL|CV_NOINIT, CV_YesNo, Fl consvar_t cv_flipcam2 = {"flipcam2", "No", CV_SAVE|CV_CALL|CV_NOINIT, CV_YesNo, FlipCam2_OnChange, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_shadow = {"shadow", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; -#ifdef GLBADSHADOWS -consvar_t cv_shadowoffs = {"offsetshadows", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; -#endif //#ifdef GLBADSHADOWS consvar_t cv_skybox = {"skybox", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_allowmlook = {"allowmlook", "Yes", CV_NETVAR, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_showhud = {"showhud", "Yes", CV_CALL, CV_YesNo, R_SetViewSize, 0, NULL, NULL, 0, 0, NULL}; @@ -1221,10 +1218,8 @@ void R_RegisterEngineStuff(void) CV_RegisterVar(&cv_chasecam); CV_RegisterVar(&cv_chasecam2); + CV_RegisterVar(&cv_shadow); -#ifdef GLBADSHADOWS - CV_RegisterVar(&cv_shadowoffs); -#endif //#ifdef GLBADSHADOWS CV_RegisterVar(&cv_skybox); CV_RegisterVar(&cv_cam_dist); diff --git a/src/r_main.h b/src/r_main.h index 0764c40d2..3e575fbd7 100644 --- a/src/r_main.h +++ b/src/r_main.h @@ -76,10 +76,8 @@ extern consvar_t cv_showhud, cv_translucenthud; extern consvar_t cv_homremoval; extern consvar_t cv_chasecam, cv_chasecam2; extern consvar_t cv_flipcam, cv_flipcam2; + extern consvar_t cv_shadow; -#ifdef GLBADSHADOWS -extern conscar_t cv_shadowoffs; -#endif //#ifdef GLBADSHADOWS extern consvar_t cv_translucency; extern consvar_t cv_drawdist, cv_drawdist_nights, cv_drawdist_precip; extern consvar_t cv_fov;