Merge branch 'ogl-linkdraw' into 'next'

MF2_LINKDRAW support for OpenGL

See merge request STJr/SRB2!1031
This commit is contained in:
James R 2020-07-11 20:52:11 -04:00
commit 6c3663812b
2 changed files with 188 additions and 10 deletions

View File

@ -63,6 +63,7 @@ typedef struct gr_vissprite_s
{
float x1, x2;
float tz, ty;
float tracertz; // for MF2_LINKDRAW sprites, this contains tracer's tz for use in sorting
//lumpnum_t patchlumpnum;
GLPatch_t *gpatch;
boolean flip;

View File

@ -3477,6 +3477,54 @@ static gr_vissprite_t *HWR_NewVisSprite(void)
return HWR_GetVisSprite(gr_visspritecount++);
}
// A hack solution for transparent surfaces appearing on top of linkdraw sprites.
// Keep a list of linkdraw sprites and draw their shapes to the z-buffer after all other
// sprite drawing is done. (effectively the z-buffer drawing of linkdraw sprites is delayed)
// NOTE: This will no longer be necessary once full translucent sorting is implemented, where
// translucent sprites and surfaces are sorted together.
typedef struct
{
FOutVector verts[4];
gr_vissprite_t *spr;
} zbuffersprite_t;
// this list is used to store data about linkdraw sprites
zbuffersprite_t linkdrawlist[MAXVISSPRITES];
UINT32 linkdrawcount = 0;
// add the necessary data to the list for delayed z-buffer drawing
static void HWR_LinkDrawHackAdd(FOutVector *verts, gr_vissprite_t *spr)
{
if (linkdrawcount < MAXVISSPRITES)
{
memcpy(linkdrawlist[linkdrawcount].verts, verts, sizeof(FOutVector) * 4);
linkdrawlist[linkdrawcount].spr = spr;
linkdrawcount++;
}
}
// process and clear the list of sprites for delayed z-buffer drawing
static void HWR_LinkDrawHackFinish(void)
{
UINT32 i;
FSurfaceInfo surf;
surf.PolyColor.rgba = 0xFFFFFFFF;
surf.TintColor.rgba = 0xFFFFFFFF;
surf.FadeColor.rgba = 0xFFFFFFFF;
surf.LightInfo.light_level = 0;
surf.LightInfo.fade_start = 0;
surf.LightInfo.fade_end = 31;
for (i = 0; i < linkdrawcount; i++)
{
// draw sprite shape, only to z-buffer
HWR_GetPatch(linkdrawlist[i].spr->gpatch);
HWR_ProcessPolygon(&surf, linkdrawlist[i].verts, 4, PF_Translucent|PF_Occlude|PF_Invisible|PF_Clip, 0, false);
}
// reset list
linkdrawcount = 0;
}
//
// HWR_DoCulling
// Hardware version of R_DoCulling
@ -3663,6 +3711,8 @@ static void HWR_SplitSprite(gr_vissprite_t *spr)
extracolormap_t *colormap;
FUINT lightlevel;
FBITFIELD blend = 0;
FBITFIELD occlusion;
boolean use_linkdraw_hack = false;
UINT8 alpha;
INT32 i;
@ -3756,10 +3806,18 @@ static void HWR_SplitSprite(gr_vissprite_t *spr)
// co-ordinates
memcpy(wallVerts, baseWallVerts, sizeof(baseWallVerts));
// if sprite has linkdraw, then dont write to z-buffer (by not using PF_Occlude)
// this will result in sprites drawn afterwards to be drawn on top like intended when using linkdraw.
if ((spr->mobj->flags2 & MF2_LINKDRAW) && spr->mobj->tracer)
occlusion = 0;
else
occlusion = PF_Occlude;
if (!cv_translucency.value) // translucency disabled
{
Surf.PolyColor.s.alpha = 0xFF;
blend = PF_Translucent|PF_Occlude;
blend = PF_Translucent|occlusion;
if (!occlusion) use_linkdraw_hack = true;
}
else if (spr->mobj->flags2 & MF2_SHADOW)
{
@ -3775,7 +3833,8 @@ static void HWR_SplitSprite(gr_vissprite_t *spr)
// Hurdler: PF_Environement would be cool, but we need to fix
// the issue with the fog before
Surf.PolyColor.s.alpha = 0xFF;
blend = PF_Translucent|PF_Occlude;
blend = PF_Translucent|occlusion;
if (!occlusion) use_linkdraw_hack = true;
}
alpha = Surf.PolyColor.s.alpha;
@ -3880,6 +3939,9 @@ static void HWR_SplitSprite(gr_vissprite_t *spr)
HWR_ProcessPolygon(&Surf, wallVerts, 4, blend|PF_Modulated|PF_Clip, 3, false); // sprite shader
if (use_linkdraw_hack)
HWR_LinkDrawHackAdd(wallVerts, spr);
top = bot;
endtop = endbot;
}
@ -3905,6 +3967,9 @@ static void HWR_SplitSprite(gr_vissprite_t *spr)
Surf.PolyColor.s.alpha = alpha;
HWR_ProcessPolygon(&Surf, wallVerts, 4, blend|PF_Modulated|PF_Clip, 3, false); // sprite shader
if (use_linkdraw_hack)
HWR_LinkDrawHackAdd(wallVerts, spr);
}
// -----------------+
@ -4027,10 +4092,21 @@ static void HWR_DrawSprite(gr_vissprite_t *spr)
{
FBITFIELD blend = 0;
FBITFIELD occlusion;
boolean use_linkdraw_hack = false;
// if sprite has linkdraw, then dont write to z-buffer (by not using PF_Occlude)
// this will result in sprites drawn afterwards to be drawn on top like intended when using linkdraw.
if ((spr->mobj->flags2 & MF2_LINKDRAW) && spr->mobj->tracer)
occlusion = 0;
else
occlusion = PF_Occlude;
if (!cv_translucency.value) // translucency disabled
{
Surf.PolyColor.s.alpha = 0xFF;
blend = PF_Translucent|PF_Occlude;
blend = PF_Translucent|occlusion;
if (!occlusion) use_linkdraw_hack = true;
}
else if (spr->mobj->flags2 & MF2_SHADOW)
{
@ -4046,10 +4122,14 @@ static void HWR_DrawSprite(gr_vissprite_t *spr)
// Hurdler: PF_Environement would be cool, but we need to fix
// the issue with the fog before
Surf.PolyColor.s.alpha = 0xFF;
blend = PF_Translucent|PF_Occlude;
blend = PF_Translucent|occlusion;
if (!occlusion) use_linkdraw_hack = true;
}
HWR_ProcessPolygon(&Surf, wallVerts, 4, blend|PF_Modulated|PF_Clip, 3, false); // sprite shader
if (use_linkdraw_hack)
HWR_LinkDrawHackAdd(wallVerts, spr);
}
}
@ -4165,6 +4245,7 @@ static int CompareVisSprites(const void *p1, const void *p2)
gr_vissprite_t* spr2 = *(gr_vissprite_t*const*)p2;
int idiff;
float fdiff;
float tz1, tz2;
// Make transparent sprites last. Comment from the previous sort implementation:
// Sryder: Oh boy, while it's nice having ALL the sprites sorted properly, it fails when we bring MD2's into the
@ -4172,12 +4253,52 @@ static int CompareVisSprites(const void *p1, const void *p2)
// everything else, but still ordered of course, the depth buffer can handle the opaque ones plenty fine.
// We just need to move all translucent ones to the end in order
// TODO: Fully sort all sprites and MD2s with walls and floors, this part will be unnecessary after that
int transparency1 = (spr1->mobj->flags2 & MF2_SHADOW) || (spr1->mobj->frame & FF_TRANSMASK);
int transparency2 = (spr2->mobj->flags2 & MF2_SHADOW) || (spr2->mobj->frame & FF_TRANSMASK);
int transparency1;
int transparency2;
int linkdraw1 = (spr1->mobj->flags2 & MF2_LINKDRAW) && spr1->mobj->tracer;
int linkdraw2 = (spr2->mobj->flags2 & MF2_LINKDRAW) && spr2->mobj->tracer;
// ^ is the XOR operation
// if comparing a linkdraw and non-linkdraw sprite or 2 linkdraw sprites with different tracers, then use
// the tracer's properties instead of the main sprite's.
if ((linkdraw1 && linkdraw2 && spr1->mobj->tracer != spr2->mobj->tracer) || (linkdraw1 ^ linkdraw2))
{
if (linkdraw1)
{
tz1 = spr1->tracertz;
transparency1 = (spr1->mobj->tracer->flags2 & MF2_SHADOW) || (spr1->mobj->tracer->frame & FF_TRANSMASK);
}
else
{
tz1 = spr1->tz;
transparency1 = (spr1->mobj->flags2 & MF2_SHADOW) || (spr1->mobj->frame & FF_TRANSMASK);
}
if (linkdraw2)
{
tz2 = spr2->tracertz;
transparency2 = (spr2->mobj->tracer->flags2 & MF2_SHADOW) || (spr2->mobj->tracer->frame & FF_TRANSMASK);
}
else
{
tz2 = spr2->tz;
transparency2 = (spr2->mobj->flags2 & MF2_SHADOW) || (spr2->mobj->frame & FF_TRANSMASK);
}
}
else
{
tz1 = spr1->tz;
transparency1 = (spr1->mobj->flags2 & MF2_SHADOW) || (spr1->mobj->frame & FF_TRANSMASK);
tz2 = spr2->tz;
transparency2 = (spr2->mobj->flags2 & MF2_SHADOW) || (spr2->mobj->frame & FF_TRANSMASK);
}
// first compare transparency flags, then compare tz, then compare dispoffset
idiff = transparency1 - transparency2;
if (idiff != 0) return idiff;
fdiff = spr2->tz - spr1->tz; // this order seems correct when checking with apitrace. Back to front.
fdiff = tz2 - tz1; // this order seems correct when checking with apitrace. Back to front.
if (fabsf(fdiff) < 1.0E-36f)
return spr1->dispoffset - spr2->dispoffset; // smallest dispoffset first if sprites are at (almost) same location.
else if (fdiff > 0)
@ -4501,6 +4622,7 @@ static void HWR_CreateDrawNodes(void)
static void HWR_DrawSprites(void)
{
UINT32 i;
boolean skipshadow = false; // skip shadow if it was drawn already for a linkdraw sprite encountered earlier in the list
HWD.pfnSetSpecialState(HWD_SET_MODEL_LIGHTING, cv_grmodellighting.value);
for (i = 0; i < gr_visspritecount; i++)
{
@ -4511,11 +4633,32 @@ static void HWR_DrawSprites(void)
else
#endif
{
if (spr->mobj && spr->mobj->shadowscale && cv_shadow.value)
if (spr->mobj && spr->mobj->shadowscale && cv_shadow.value && !skipshadow)
{
HWR_DrawDropShadow(spr->mobj, spr->mobj->shadowscale);
}
if ((spr->mobj->flags2 & MF2_LINKDRAW) && spr->mobj->tracer)
{
// If this linkdraw sprite is behind a sprite that has a shadow,
// then that shadow has to be drawn first, otherwise the shadow ends up on top of
// the linkdraw sprite because the linkdraw sprite does not modify the z-buffer.
// The !skipshadow check is there in case there are multiple linkdraw sprites connected
// to the same tracer, so the tracer's shadow only gets drawn once.
if (cv_shadow.value && !skipshadow && spr->dispoffset < 0 && spr->mobj->tracer->shadowscale)
{
HWR_DrawDropShadow(spr->mobj->tracer, spr->mobj->tracer->shadowscale);
skipshadow = true;
// The next sprite in this loop should be either another linkdraw sprite or the tracer.
// When the tracer is inevitably encountered, skipshadow will cause it's shadow
// to get skipped and skipshadow will get set to false by the 'else' clause below.
}
}
else
{
skipshadow = false;
}
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)
@ -4539,6 +4682,16 @@ static void HWR_DrawSprites(void)
}
}
HWD.pfnSetSpecialState(HWD_SET_MODEL_LIGHTING, 0);
// At the end of sprite drawing, draw shapes of linkdraw sprites to z-buffer, so they
// don't get drawn over by transparent surfaces.
HWR_LinkDrawHackFinish();
// Work around a r_opengl.c bug with PF_Invisible by making this SetBlend call
// where PF_Invisible is off and PF_Masked is on.
// (Other states probably don't matter. Here I left them same as in LinkDrawHackFinish)
// Without this workaround the rest of the draw calls in this frame (including UI, screen texture)
// can get drawn using an incorrect glBlendFunc, resulting in a occasional black screen.
HWD.pfnSetBlend(PF_Translucent|PF_Occlude|PF_Clip|PF_Masked);
}
// --------------------------------------------------------------------------
@ -4600,6 +4753,7 @@ static void HWR_ProjectSprite(mobj_t *thing)
gr_vissprite_t *vis;
float tr_x, tr_y;
float tz;
float tracertz = 0.0f;
float x1, x2;
float rightsin, rightcos;
float this_scale;
@ -4614,6 +4768,7 @@ static void HWR_ProjectSprite(mobj_t *thing)
boolean vflip = (!(thing->eflags & MFE_VERTICALFLIP) != !(thing->frame & FF_VERTICALFLIP));
boolean mirrored = thing->mirrored;
boolean hflip = (!(thing->frame & FF_HORIZONTALFLIP) != !mirrored);
INT32 dispoffset;
angle_t ang;
INT32 heightsec, phs;
@ -4631,6 +4786,8 @@ static void HWR_ProjectSprite(mobj_t *thing)
if (!thing)
return;
dispoffset = thing->info->dispoffset;
this_scale = FIXED_TO_FLOAT(thing->scale);
// transform the origin point
@ -4843,9 +5000,28 @@ static void HWR_ProjectSprite(mobj_t *thing)
if ((thing->flags2 & MF2_LINKDRAW) && thing->tracer)
{
// bodge support - not nearly as comprehensive as r_things.c, but better than nothing
if (! R_ThingVisible(thing->tracer))
return;
// calculate tz for tracer, same way it is calculated for this sprite
// transform the origin point
tr_x = FIXED_TO_FLOAT(thing->tracer->x) - gr_viewx;
tr_y = FIXED_TO_FLOAT(thing->tracer->y) - gr_viewy;
// rotation around vertical axis
tracertz = (tr_x * gr_viewcos) + (tr_y * gr_viewsin);
// Software does not render the linkdraw sprite if the tracer is behind the view plane,
// so do the same check here.
// NOTE: This check has the same flaw as the view plane check at the beginning of HWR_ProjectSprite:
// the view aiming angle is not taken into account, leading to sprites disappearing too early when they
// can still be seen when looking down/up at steep angles.
if (tracertz < ZCLIP_PLANE)
return;
// if the sprite is behind the tracer, invert dispoffset, putting the sprite behind the tracer
if (tz > tracertz)
dispoffset *= -1;
}
// store information in a vissprite
@ -4853,7 +5029,8 @@ static void HWR_ProjectSprite(mobj_t *thing)
vis->x1 = x1;
vis->x2 = x2;
vis->tz = tz; // Keep tz for the simple sprite sorting that happens
vis->dispoffset = thing->info->dispoffset; // Monster Iestyn: 23/11/15: HARDWARE SUPPORT AT LAST
vis->tracertz = tracertz;
vis->dispoffset = dispoffset; // Monster Iestyn: 23/11/15: HARDWARE SUPPORT AT LAST
//vis->patchlumpnum = sprframe->lumppat[rot];
#ifdef ROTSPRITE
if (rotsprite)