Quick hack at EF_ADDITIVE, for reliable overlapping transparencies (especially light sources/rayvolues).

This commit is contained in:
Shpoike 2023-11-02 23:45:50 +00:00
parent 528824e507
commit 32b433a09d
4 changed files with 25 additions and 3 deletions

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@ -9069,6 +9069,7 @@ void PR_DumpPlatform_f(void)
fprintf(f, "const float EF_MUZZLEFLASH = %i;\n", EF_MUZZLEFLASH); fprintf(f, "const float EF_MUZZLEFLASH = %i;\n", EF_MUZZLEFLASH);
fprintf(f, "const float EF_BRIGHTLIGHT = %i;\n", EF_BRIGHTLIGHT); fprintf(f, "const float EF_BRIGHTLIGHT = %i;\n", EF_BRIGHTLIGHT);
fprintf(f, "const float EF_DIMLIGHT = %i;\n", EF_DIMLIGHT); fprintf(f, "const float EF_DIMLIGHT = %i;\n", EF_DIMLIGHT);
fprintf(f, "const float EF_ADDITIVE = %i;\n", EF_ADDITIVE);
fprintf(f, "const float EF_BLUE = %i;\n", EF_BLUE); fprintf(f, "const float EF_BLUE = %i;\n", EF_BLUE);
fprintf(f, "const float EF_RED = %i;\n", EF_RED); fprintf(f, "const float EF_RED = %i;\n", EF_RED);
fprintf(f, "const float EF_FULLBRIGHT = %i;\n", EF_FULLBRIGHT); fprintf(f, "const float EF_FULLBRIGHT = %i;\n", EF_FULLBRIGHT);

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@ -440,7 +440,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#define EF_BRIGHTLIGHT 4 #define EF_BRIGHTLIGHT 4
#define EF_DIMLIGHT 8 #define EF_DIMLIGHT 8
//#define EF_NODRAW 16 //#define EF_NODRAW 16
//#define EF_ADDITIVE 32 #define EF_ADDITIVE 32
#define EF_BLUE 64 #define EF_BLUE 64
#define EF_RED 128 #define EF_RED 128
//#define EFDP_NOGUNBOB (1u<<8) //#define EFDP_NOGUNBOB (1u<<8)

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@ -1185,6 +1185,11 @@ void R_DrawAliasModel (entity_t *e)
} }
else if (alphatest) else if (alphatest)
glEnable (GL_ALPHA_TEST); glEnable (GL_ALPHA_TEST);
if (e->effects & EF_ADDITIVE)
{
glBlendFunc (GL_SRC_ALPHA, GL_ONE);
glEnable(GL_BLEND);
}
// //
// set up lighting // set up lighting
@ -1432,6 +1437,8 @@ cleanup:
glColor3f(1,1,1); glColor3f(1,1,1);
if (e->eflags & EFLAGS_VIEWMODEL) if (e->eflags & EFLAGS_VIEWMODEL)
glDepthRange (0, 1); glDepthRange (0, 1);
if (e->effects & EF_ADDITIVE)
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glPopMatrix (); glPopMatrix ();
} }

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@ -985,11 +985,19 @@ void R_DrawTextureChains_GLSL (qmodel_t *model, entity_t *ent, texchain_t chain)
int lastlightmap; int lastlightmap;
gltexture_t *fullbright = NULL; gltexture_t *fullbright = NULL;
float entalpha; float entalpha;
unsigned int enteffects;
entalpha = (ent != NULL) ? ENTALPHA_DECODE(ent->alpha) : 1.0f; entalpha = (ent != NULL) ? ENTALPHA_DECODE(ent->alpha) : 1.0f;
enteffects = (ent != NULL) ? ent->effects : 0;
// enable blending / disable depth writes // enable blending / disable depth writes
if (entalpha < 1) if (enteffects & EF_ADDITIVE)
{
glDepthMask (GL_FALSE);
glBlendFunc (GL_SRC_ALPHA, GL_ONE);
glEnable (GL_BLEND);
}
else if (entalpha < 1)
{ {
glDepthMask (GL_FALSE); glDepthMask (GL_FALSE);
glEnable (GL_BLEND); glEnable (GL_BLEND);
@ -1078,7 +1086,13 @@ void R_DrawTextureChains_GLSL (qmodel_t *model, entity_t *ent, texchain_t chain)
GL_UseProgramFunc (0); GL_UseProgramFunc (0);
GL_SelectTexture (GL_TEXTURE0); GL_SelectTexture (GL_TEXTURE0);
if (entalpha < 1) if (enteffects & EF_ADDITIVE)
{
glDepthMask (GL_TRUE);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); //our normal alpha setting.
glDisable (GL_BLEND);
}
else if (entalpha < 1)
{ {
glDepthMask (GL_TRUE); glDepthMask (GL_TRUE);
glDisable (GL_BLEND); glDisable (GL_BLEND);