*Fixed OpenGL's handling of cv_translucency effects (should not remove shadows if off, but perhaps make them use default alpha?), someone was a bit hasty! *De-stupified the MD2 status checks regarding drawing of sprites - if they're already checked before calling HWR_DrawSprite, there's no point doing them WITHIN the function as well *Split off sprite shadow code into HWR_DrawSpriteShadow for convenience

git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8983 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
This commit is contained in:
MonsterIestyn 2015-01-02 15:14:22 +00:00 committed by Ronald Kinard
parent 2609745b51
commit 5d1ef1ff31

View file

@ -3527,119 +3527,11 @@ static boolean HWR_DoCulling(line_t *cullheight, line_t *viewcullheight, float v
return false;
}
// -----------------+
// HWR_DrawSprite : Draw flat sprites
// : (monsters, bonuses, weapons, lights, ...)
// Returns :
// -----------------+
static void HWR_DrawSprite(gr_vissprite_t *spr)
static void HWR_DrawSpriteShadow(gr_vissprite_t *spr, GLPatch_t *gpatch, float this_scale)
{
UINT8 i;
float tr_x, tr_y, this_scale = 1.0f;
FOutVector wallVerts[4];
float tr_x, tr_y;
FOutVector *wv;
GLPatch_t *gpatch; // sprite patch converted to hardware
FSurfaceInfo Surf;
const boolean hires = (spr->mobj && spr->mobj->skin && ((skin_t *)spr->mobj->skin)->flags & SF_HIRES);
if (spr->mobj)
this_scale = FIXED_TO_FLOAT(spr->mobj->scale);
if (hires)
this_scale = this_scale * FIXED_TO_FLOAT(((skin_t *)spr->mobj->skin)->highresscale);
if (!spr->mobj)
return;
if (!spr->mobj->subsector)
return;
// cache sprite graphics
//12/12/99: Hurdler:
// OK, I don't change anything for MD2 support because I want to be
// sure to do it the right way. So actually, we keep normal sprite
// in memory and we add the md2 model if it exists for that sprite
gpatch = W_CachePatchNum(spr->patchlumpnum, PU_CACHE);
#ifdef ALAM_LIGHTING
if (!(spr->mobj->flags2 & MF2_DEBRIS) && (spr->mobj->sprite != SPR_PLAY ||
(spr->mobj->player && spr->mobj->player->powers[pw_super])))
HWR_DL_AddLight(spr, gpatch);
#endif
// create the sprite billboard
//
// 3--2
// | /|
// |/ |
// 0--1
// these were already scaled in HWR_ProjectSprite
wallVerts[0].x = wallVerts[3].x = spr->x1;
wallVerts[2].x = wallVerts[1].x = spr->x2;
wallVerts[2].y = wallVerts[3].y = spr->ty;
if (spr->mobj && this_scale != 1.0f)
wallVerts[0].y = wallVerts[1].y = spr->ty - gpatch->height * this_scale;
else
wallVerts[0].y = wallVerts[1].y = spr->ty - gpatch->height;
// make a wall polygon (with 2 triangles), using the floor/ceiling heights,
// and the 2d map coords of start/end vertices
wallVerts[0].z = wallVerts[1].z = wallVerts[2].z = wallVerts[3].z = spr->tz;
// transform
wv = wallVerts;
for (i = 0; i < 4; i++,wv++)
{
//look up/down ----TOTAL SUCKS!!!--- do the 2 in one!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
tr_x = wv->z;
tr_y = wv->y;
wv->y = (tr_x * gr_viewludcos) + (tr_y * gr_viewludsin);
wv->z = (tr_x * gr_viewludsin) - (tr_y * gr_viewludcos);
// ---------------------- mega lame test ----------------------------------
//scale y before frustum so that frustum can be scaled to screen height
wv->y *= ORIGINAL_ASPECT * gr_fovlud;
wv->x *= gr_fovlud;
}
if (spr->flip)
{
wallVerts[0].sow = wallVerts[3].sow = gpatch->max_s;
wallVerts[2].sow = wallVerts[1].sow = 0;
}else{
wallVerts[0].sow = wallVerts[3].sow = 0;
wallVerts[2].sow = wallVerts[1].sow = gpatch->max_s;
}
// flip the texture coords (look familiar?)
if (spr->vflip)
{
wallVerts[3].tow = wallVerts[2].tow = gpatch->max_t;
wallVerts[0].tow = wallVerts[1].tow = 0;
}else{
wallVerts[3].tow = wallVerts[2].tow = 0;
wallVerts[0].tow = wallVerts[1].tow = gpatch->max_t;
}
// cache the patch in the graphics card memory
//12/12/99: Hurdler: same comment as above (for md2)
//Hurdler: 25/04/2000: now support colormap in hardware mode
HWR_GetMappedPatch(gpatch, spr->colormap);
// Draw shadow BEFORE sprite
if (cv_shadow.value // Shadows enabled
&& !(spr->mobj->flags & MF_SCENERY && spr->mobj->flags & MF_SPAWNCEILING && spr->mobj->flags & 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! //
////////////////////
FOutVector swallVerts[4];
FSurfaceInfo sSurf;
fixed_t floorheight, mobjfloor;
@ -3666,7 +3558,7 @@ static void HWR_DrawSprite(gr_vissprite_t *spr)
// The shadow is falling ABOVE it's mobj?
// Don't draw it, then!
if (spr->mobj->z < floorheight)
goto noshadow;
return;
else
{
fixed_t floorz;
@ -3677,7 +3569,7 @@ static void HWR_DrawSprite(gr_vissprite_t *spr)
// The shadow would be falling on a wall? Don't draw it, then.
// Would draw midair otherwise.
if (floorz < floorheight)
goto noshadow;
return;
}
floorheight = FixedInt(spr->mobj->z - floorheight);
@ -3796,8 +3688,8 @@ static void HWR_DrawSprite(gr_vissprite_t *spr)
}*/
// shadow is always half as translucent as the sprite itself
if (!cv_translucency.value)
; // translucency disabled
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)
@ -3808,18 +3700,128 @@ static void HWR_DrawSprite(gr_vissprite_t *spr)
else
sSurf.FlatColor.s.alpha = 0x80; // default
/// \todo do the test earlier
if (!cv_grmd2.value || (md2_models[spr->mobj->sprite].scale < 0.0f) || (md2_models[spr->mobj->sprite].notfound = true) || (md2_playermodels[(skin_t*)spr->mobj->skin-skins].scale < 0.0f) || (md2_playermodels[(skin_t*)spr->mobj->skin-skins].notfound = true))
{
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);
}
}
// -----------------+
// HWR_DrawSprite : Draw flat sprites
// : (monsters, bonuses, weapons, lights, ...)
// Returns :
// -----------------+
static void HWR_DrawSprite(gr_vissprite_t *spr)
{
UINT8 i;
float tr_x, tr_y, this_scale = 1.0f;
FOutVector wallVerts[4];
FOutVector *wv;
GLPatch_t *gpatch; // sprite patch converted to hardware
FSurfaceInfo Surf;
const boolean hires = (spr->mobj && spr->mobj->skin && ((skin_t *)spr->mobj->skin)->flags & SF_HIRES);
if (spr->mobj)
this_scale = FIXED_TO_FLOAT(spr->mobj->scale);
if (hires)
this_scale = this_scale * FIXED_TO_FLOAT(((skin_t *)spr->mobj->skin)->highresscale);
if (!spr->mobj)
return;
if (!spr->mobj->subsector)
return;
// cache sprite graphics
//12/12/99: Hurdler:
// OK, I don't change anything for MD2 support because I want to be
// sure to do it the right way. So actually, we keep normal sprite
// in memory and we add the md2 model if it exists for that sprite
gpatch = W_CachePatchNum(spr->patchlumpnum, PU_CACHE);
#ifdef ALAM_LIGHTING
if (!(spr->mobj->flags2 & MF2_DEBRIS) && (spr->mobj->sprite != SPR_PLAY ||
(spr->mobj->player && spr->mobj->player->powers[pw_super])))
HWR_DL_AddLight(spr, gpatch);
#endif
// create the sprite billboard
//
// 3--2
// | /|
// |/ |
// 0--1
// these were already scaled in HWR_ProjectSprite
wallVerts[0].x = wallVerts[3].x = spr->x1;
wallVerts[2].x = wallVerts[1].x = spr->x2;
wallVerts[2].y = wallVerts[3].y = spr->ty;
if (spr->mobj && this_scale != 1.0f)
wallVerts[0].y = wallVerts[1].y = spr->ty - gpatch->height * this_scale;
else
wallVerts[0].y = wallVerts[1].y = spr->ty - gpatch->height;
// make a wall polygon (with 2 triangles), using the floor/ceiling heights,
// and the 2d map coords of start/end vertices
wallVerts[0].z = wallVerts[1].z = wallVerts[2].z = wallVerts[3].z = spr->tz;
// transform
wv = wallVerts;
for (i = 0; i < 4; i++,wv++)
{
//look up/down ----TOTAL SUCKS!!!--- do the 2 in one!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
tr_x = wv->z;
tr_y = wv->y;
wv->y = (tr_x * gr_viewludcos) + (tr_y * gr_viewludsin);
wv->z = (tr_x * gr_viewludsin) - (tr_y * gr_viewludcos);
// ---------------------- mega lame test ----------------------------------
//scale y before frustum so that frustum can be scaled to screen height
wv->y *= ORIGINAL_ASPECT * gr_fovlud;
wv->x *= gr_fovlud;
}
noshadow:
if (spr->flip)
{
wallVerts[0].sow = wallVerts[3].sow = gpatch->max_s;
wallVerts[2].sow = wallVerts[1].sow = 0;
}else{
wallVerts[0].sow = wallVerts[3].sow = 0;
wallVerts[2].sow = wallVerts[1].sow = gpatch->max_s;
}
// flip the texture coords (look familiar?)
if (spr->vflip)
{
wallVerts[3].tow = wallVerts[2].tow = gpatch->max_t;
wallVerts[0].tow = wallVerts[1].tow = 0;
}else{
wallVerts[3].tow = wallVerts[2].tow = 0;
wallVerts[0].tow = wallVerts[1].tow = gpatch->max_t;
}
// cache the patch in the graphics card memory
//12/12/99: Hurdler: same comment as above (for md2)
//Hurdler: 25/04/2000: now support colormap in hardware mode
HWR_GetMappedPatch(gpatch, spr->colormap);
// 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);
}
// This needs to be AFTER the shadows so that the regular sprites aren't drawn completely black.
// sprite lighting by modulating the RGB components
@ -3865,11 +3867,14 @@ noshadow:
Surf.FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, false);
}
/// \todo do the test earlier
if (!cv_grmd2.value || (md2_models[spr->mobj->sprite].scale < 0.0f))
{
FBITFIELD blend = 0;
if (spr->mobj->flags2 & MF2_SHADOW)
if (!cv_translucency.value) // translucency disabled
{
Surf.FlatColor.s.alpha = 0xFF;
blend = PF_Translucent|PF_Occlude;
}
else if (spr->mobj->flags2 & MF2_SHADOW)
{
Surf.FlatColor.s.alpha = 0x40;
blend = PF_Translucent;
@ -4390,10 +4395,10 @@ static void HWR_DrawSprites(void)
#endif
if (spr->mobj && spr->mobj->skin && spr->mobj->sprite == SPR_PLAY)
{
if (!cv_grmd2.value || (cv_grmd2.value && md2_playermodels[(skin_t*)spr->mobj->skin-skins].notfound == true))
if (!cv_grmd2.value || md2_playermodels[(skin_t*)spr->mobj->skin-skins].notfound || md2_playermodels[(skin_t*)spr->mobj->skin-skins].scale < 0.0f)
HWR_DrawSprite(spr);
}
else if (!cv_grmd2.value || (cv_grmd2.value && md2_models[spr->mobj->sprite].notfound == true))
else if (!cv_grmd2.value || md2_models[spr->mobj->sprite].notfound || md2_models[spr->mobj->sprite].scale < 0.0f)
HWR_DrawSprite(spr);
}
}
@ -4419,7 +4424,7 @@ static void HWR_DrawMD2S(void)
#endif
if (spr->mobj && spr->mobj->skin && spr->mobj->sprite == SPR_PLAY)
{
if ((md2_playermodels[(skin_t*)spr->mobj->skin-skins].notfound == false) && (md2_playermodels[(skin_t*)spr->mobj->skin-skins].scale > 0.0f))
if (md2_playermodels[(skin_t*)spr->mobj->skin-skins].notfound == false && md2_playermodels[(skin_t*)spr->mobj->skin-skins].scale > 0.0f)
HWR_DrawMD2(spr);
}
else if (md2_models[spr->mobj->sprite].notfound == false && md2_models[spr->mobj->sprite].scale > 0.0f)