From 839ee0ab852c0ccfe8b974b93dccbb0a38fdba6d Mon Sep 17 00:00:00 2001 From: Sryder Date: Thu, 22 Mar 2018 00:52:14 +0000 Subject: [PATCH] OpenGL Sprite Splitting --- src/hardware/hw_main.c | 309 ++++++++++++++++++++++++++++++++++++++--- 1 file changed, 289 insertions(+), 20 deletions(-) diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index 7b9628b3d..b17ead955 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -1219,7 +1219,9 @@ static void HWR_SplitWall(sector_t *sector, wallVert3D *wallVerts, INT32 texnum, } #endif +#ifdef ESLOPE if (endbheight >= endtop) +#endif if (bheight >= top) continue; @@ -4099,6 +4101,285 @@ static void HWR_DrawSpriteShadow(gr_vissprite_t *spr, GLPatch_t *gpatch, float t } } +static void HWR_SplitSprite(gr_vissprite_t *spr) +{ + float this_scale = 1.0f; + FOutVector wallVerts[4]; + GLPatch_t *gpatch; + FSurfaceInfo Surf; + const boolean hires = (spr->mobj && spr->mobj->skin && ((skin_t *)spr->mobj->skin)->flags & SF_HIRES); + extracolormap_t *colormap; + FUINT lightlevel; + FBITFIELD blend = 0; + UINT8 alpha; + + INT32 i; + float realtop, realbot, top, bot; + float towtop, towbot, towmult; + float bheight; + const sector_t *sector = spr->mobj->subsector->sector; + const lightlist_t *list = sector->lightlist; +#ifdef ESLOPE + float endrealtop, endrealbot, endtop, endbot; + float endbheight; + fixed_t temp; + fixed_t v1x, v1y, v2x, v2y; +#endif + + this_scale = FIXED_TO_FLOAT(spr->mobj->scale); + + if (hires) + this_scale = this_scale * FIXED_TO_FLOAT(((skin_t *)spr->mobj->skin)->highresscale); + + gpatch = W_CachePatchNum(spr->patchlumpnum, PU_CACHE); + + // 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); + } + + wallVerts[0].x = wallVerts[3].x = spr->x1; + wallVerts[2].x = wallVerts[1].x = spr->x2; + wallVerts[0].z = wallVerts[3].z = spr->z1; + wallVerts[1].z = wallVerts[2].z = spr->z2; + + 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; + + v1x = FLOAT_TO_FIXED(spr->x1); + v1y = FLOAT_TO_FIXED(spr->z1); + v2x = FLOAT_TO_FIXED(spr->x2); + v2y = FLOAT_TO_FIXED(spr->z2); + + 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; + } + + realtop = top = wallVerts[3].y; + realbot = bot = wallVerts[0].y; + towtop = wallVerts[3].tow; + towbot = wallVerts[0].tow; + towmult = (towbot - towtop) / (top - bot); + +#ifdef ESLOPE + endrealtop = endtop = wallVerts[2].y; + endrealbot = endbot = wallVerts[1].y; +#endif + + 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; + } + else if (spr->mobj->frame & FF_TRANSMASK) + blend = HWR_TranstableToAlpha((spr->mobj->frame & FF_TRANSMASK)>>FF_TRANSSHIFT, &Surf); + else + { + // BP: i agree that is little better in environement but it don't + // work properly under glide nor with fogcolor to ffffff :( + // Hurdler: PF_Environement would be cool, but we need to fix + // the issue with the fog before + Surf.FlatColor.s.alpha = 0xFF; + blend = PF_Translucent|PF_Occlude; + } + + alpha = Surf.FlatColor.s.alpha; + + // Start with the lightlevel and colormap from the top of the sprite + lightlevel = *list[sector->numlights - 1].lightlevel; + colormap = list[sector->numlights - 1].extra_colormap; + i = 0; + temp = FLOAT_TO_FIXED(realtop); + +#ifdef ESLOPE + for (i = 1; i < sector->numlights; i++) + { + fixed_t h = sector->lightlist[i].slope ? P_GetZAt(sector->lightlist[i].slope, spr->mobj->x, spr->mobj->y) + : sector->lightlist[i].height; + if (h <= temp) + { + lightlevel = *list[i-1].lightlevel; + colormap = list[i-1].extra_colormap; + break; + } + } +#else + i = R_GetPlaneLight(sector, temp, false); + lightlevel = *list[i].lightlevel; + colormap = list[i].extra_colormap; +#endif + + for (i = 0; i < sector->numlights; i++) + { +#ifdef ESLOPE + if (endtop < endrealbot) +#endif + if (top < realbot) + return; + + // even if we aren't changing colormap or lightlevel, we still need to continue drawing down the sprite + if (!(list[i].flags & FF_NOSHADE) && (list[i].flags & FF_CUTSPRITES)) + { + lightlevel = *list[i].lightlevel; + colormap = list[i].extra_colormap; + } + +#ifdef ESLOPE + if (i + 1 < sector->numlights) + { + if (list[i+1].slope) + { + temp = P_GetZAt(list[i+1].slope, v1x, v1y); + bheight = FIXED_TO_FLOAT(temp); + temp = P_GetZAt(list[i+1].slope, v2x, v2y); + endbheight = FIXED_TO_FLOAT(temp); + } + else + bheight = endbheight = FIXED_TO_FLOAT(list[i+1].height); + } + else + { + bheight = realbot; + endbheight = endrealbot; + } +#else + if (i + 1 < sector->numlights) + { + bheight = FIXED_TO_FLOAT(list[i+1].height); + } + else + { + bheight = realbot; + } +#endif + +#ifdef ESLOPE + if (endbheight >= endtop) +#endif + if (bheight >= top) + continue; + + bot = bheight; + + if (bot < realbot) + bot = realbot; + +#ifdef ESLOPE + endbot = endbheight; + + if (endbot < endrealbot) + endbot = endrealbot; +#endif + +#ifdef ESLOPE + wallVerts[3].tow = towtop + ((realtop - top) * towmult); + wallVerts[2].tow = towtop + ((endrealtop - endtop) * towmult); + wallVerts[0].tow = towtop + ((realtop - bot) * towmult); + wallVerts[1].tow = towtop + ((endrealtop - endbot) * towmult); + + wallVerts[3].y = top; + wallVerts[2].y = endtop; + wallVerts[0].y = bot; + wallVerts[1].y = endbot; +#else + wallVerts[3].tow = wallVerts[2].tow = towtop + ((realtop - top) * towmult); + wallVerts[0].tow = wallVerts[1].tow = towtop + ((realtop - bot) * towmult); + + wallVerts[2].y = wallVerts[3].y = top; + wallVerts[0].y = wallVerts[1].y = bot; +#endif + + if (colormap) + Surf.FlatColor.rgba = HWR_Lighting(lightlevel, colormap->rgba, colormap->fadergba, false, false); + else + Surf.FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, false); + + Surf.FlatColor.s.alpha = alpha; + + HWD.pfnDrawPolygon(&Surf, wallVerts, 4, blend|PF_Modulated|PF_Clip); + + top = bot; +#ifdef ESLOPE + endtop = endbot; +#endif + } + + bot = realbot; +#ifdef ESLOPE + endbot = endrealbot; + if (endtop <= endrealbot) +#endif + if (top <= realbot) + return; + + // If we're ever down here, somehow the above loop hasn't draw all the light levels of sprite +#ifdef ESLOPE + wallVerts[3].tow = towtop + ((realtop - top) * towmult); + wallVerts[2].tow = towtop + ((endrealtop - endtop) * towmult); + wallVerts[0].tow = towtop + ((realtop - bot) * towmult); + wallVerts[1].tow = towtop + ((endrealtop - endbot) * towmult); + + wallVerts[3].y = top; + wallVerts[2].y = endtop; + wallVerts[0].y = bot; + wallVerts[1].y = endbot; +#else + wallVerts[3].tow = wallVerts[2].tow = towtop + ((realtop - top) * towmult); + wallVerts[0].tow = wallVerts[1].tow = towtop + ((realtop - bot) * towmult); + + wallVerts[2].y = wallVerts[3].y = top; + wallVerts[0].y = wallVerts[1].y = bot; +#endif + + if (colormap) + Surf.FlatColor.rgba = HWR_Lighting(lightlevel, colormap->rgba, colormap->fadergba, false, false); + else + Surf.FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, false); + + Surf.FlatColor.s.alpha = alpha; + + HWD.pfnDrawPolygon(&Surf, wallVerts, 4, blend|PF_Modulated|PF_Clip); +} + // -----------------+ // HWR_DrawSprite : Draw flat sprites // : (monsters, bonuses, weapons, lights, ...) @@ -4122,6 +4403,12 @@ static void HWR_DrawSprite(gr_vissprite_t *spr) if (!spr->mobj->subsector) return; + if (spr->mobj->subsector->sector->numlights) + { + HWR_SplitSprite(spr); + return; + } + // cache sprite graphics //12/12/99: Hurdler: // OK, I don't change anything for MD2 support because I want to be @@ -4207,26 +4494,8 @@ static void HWR_DrawSprite(gr_vissprite_t *spr) UINT8 lightlevel = 255; extracolormap_t *colormap = sector->extra_colormap; - if (sector->numlights) - { - INT32 light; - - light = R_GetPlaneLight(sector, spr->mobj->z + spr->mobj->height, false); // Always use the light at the top instead of whatever I was doing before - - if (!(spr->mobj->frame & FF_FULLBRIGHT)) - lightlevel = *sector->lightlist[light].lightlevel; - - if (sector->lightlist[light].extra_colormap) - colormap = sector->lightlist[light].extra_colormap; - } - else - { - if (!(spr->mobj->frame & FF_FULLBRIGHT)) - lightlevel = sector->lightlevel; - - if (sector->extra_colormap) - colormap = sector->extra_colormap; - } + if (!(spr->mobj->frame & FF_FULLBRIGHT)) + lightlevel = sector->lightlevel; if (colormap) Surf.FlatColor.rgba = HWR_Lighting(lightlevel, colormap->rgba, colormap->fadergba, false, false);