Alpha blending fixes

This commit is contained in:
Ian 2023-10-24 10:11:52 -04:00
parent 785aec8ee0
commit bc8b61e34f
2 changed files with 166 additions and 8 deletions

View file

@ -649,10 +649,9 @@ void Draw_ColorPic (int x, int y, qpic_t *pic, float r, float g , float b, float
Scrap_Upload (); Scrap_Upload ();
gl = (glpic_t *)pic->data; gl = (glpic_t *)pic->data;
// naievil -- this was breaking blood hud glDisable(GL_ALPHA_TEST);
//glEnable(GL_ALPHA_TEST);
glEnable(GL_BLEND); glEnable(GL_BLEND);
glColor4f(r/255.0,g/255.0,b/255.0,a/255.0); glColor4f(r/255.0f,g/255.0f,b/255.0f,a/255.0f);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
GL_Bind (gl->texnum); GL_Bind (gl->texnum);
@ -669,6 +668,7 @@ void Draw_ColorPic (int x, int y, qpic_t *pic, float r, float g , float b, float
glEnd (); glEnd ();
glDisable(GL_BLEND); glDisable(GL_BLEND);
//glDisable(GL_ALPHA_TEST);
glColor4f(1,1,1,1); glColor4f(1,1,1,1);
} }

View file

@ -287,7 +287,10 @@ void R_DrawSpriteModel (entity_t *e)
Fog_DisableGFog (); Fog_DisableGFog ();
glEnable (GL_ALPHA_TEST); glDisable (GL_ALPHA_TEST);
glEnable (GL_BLEND);
glDepthMask(GL_FALSE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBegin (GL_QUADS); glBegin (GL_QUADS);
glTexCoord2f (0, 1); glTexCoord2f (0, 1);
@ -311,8 +314,8 @@ void R_DrawSpriteModel (entity_t *e)
glVertex3fv (point); glVertex3fv (point);
glEnd (); glEnd ();
glDepthMask(GL_TRUE);
glDisable (GL_ALPHA_TEST); glDisable(GL_BLEND);
Fog_EnableGFog (); Fog_EnableGFog ();
} }
@ -718,6 +721,147 @@ void R_DrawZombieLimb (entity_t *e, int which)
glPopMatrix (); glPopMatrix ();
} }
/*
=================
R_DrawTransparentAliasModel
=================
*/
void R_DrawTransparentAliasModel (entity_t *e)
{
int i, j;
int lnum;
vec3_t dist;
float add;
model_t *clmodel;
vec3_t mins, maxs;
aliashdr_t *paliashdr;
trivertx_t *verts, *v;
int index;
float s, t, an;
int anim;
lerpdata_t lerpdata;
clmodel = currententity->model;
VectorAdd (currententity->origin, clmodel->mins, mins);
VectorAdd (currententity->origin, clmodel->maxs, maxs);
// naievil -- fixme: on psp this is == 2 ?
if (R_CullBox (mins, maxs))
return;
VectorCopy (currententity->origin, r_entorigin);
VectorSubtract (r_origin, r_entorigin, modelorg);
// for(int g = 0; g < 3; g++)
// {
// if(lightcolor[g] < 8)
// lightcolor[g] = 8;
// if(lightcolor[g] > 125)
// lightcolor[g] = 125;
// }
// //
// // get lighting information
// //
// ambientlight = shadelight = R_LightPoint (currententity->origin);
// for (lnum=0 ; lnum<MAX_DLIGHTS ; lnum++)
// {
// if (cl_dlights[lnum].die >= cl.time)
// {
// VectorSubtract (currententity->origin,
// cl_dlights[lnum].origin,
// dist);
// add = cl_dlights[lnum].radius - Length(dist);
// if (add > 0) {
// ambientlight += add;
// //ZOID models should be affected by dlights as well
// shadelight += add;
// }
// }
// }
// // clamp lighting so it doesn't overbright as much
// if (ambientlight > 128)
// ambientlight = 128;
// if (ambientlight + shadelight > 192)
// shadelight = 192 - ambientlight;
// shadedots = r_avertexnormal_dots[((int)(e->angles[1] * (SHADEDOT_QUANT / 360.0))) & (SHADEDOT_QUANT - 1)];
// shadelight = shadelight / 200.0;
// an = e->angles[1]/180*M_PI;
// shadevector[0] = cos(-an);
// shadevector[1] = sin(-an);
// shadevector[2] = 1;
// VectorNormalize (shadevector);
//
// locate the proper data
//
paliashdr = (aliashdr_t *)Mod_Extradata (e->model);
c_alias_polys += paliashdr->numtris;
//
// draw all the triangles
//
GL_DisableMultitexture();
lightcolor[0] = lightcolor[1] = lightcolor[2] = 256.0f;
glPushMatrix ();
R_RotateForEntity (e);
glTranslatef (paliashdr->scale_origin[0], paliashdr->scale_origin[1], paliashdr->scale_origin[2]);
glScalef (paliashdr->scale[0], paliashdr->scale[1], paliashdr->scale[2]);
anim = (int)(cl.time*10) & 3;
GL_Bind(paliashdr->gl_texturenum[e->skinnum][anim]);
if (gl_smoothmodels.value)
glShadeModel (GL_SMOOTH);
glEnable(GL_BLEND);
glDisable (GL_ALPHA_TEST);
glDepthMask(GL_FALSE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
if (gl_affinemodels.value)
glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
R_SetupAliasFrame (paliashdr, e->frame, &lerpdata);
R_SetupEntityTransform (e, &lerpdata);
GL_DrawAliasFrame(paliashdr, lerpdata);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
glShadeModel (GL_FLAT);
if (gl_affinemodels.value)
glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glPopMatrix ();
if (r_shadows.value)
{
glPushMatrix ();
R_RotateForEntity (e);
glDisable (GL_TEXTURE_2D);
glEnable (GL_BLEND);
glColor4f (0,0,0,0.5);
GL_DrawAliasShadow (paliashdr, lastposenum);
glEnable (GL_TEXTURE_2D);
glDisable (GL_BLEND);
glColor4f (1,1,1,1);
glPopMatrix ();
}
}
/* /*
================= =================
R_DrawAliasModel R_DrawAliasModel
@ -1008,10 +1152,10 @@ void R_DrawEntitiesOnList (void)
switch (currententity->model->type) switch (currententity->model->type)
{ {
case mod_alias: case mod_alias:
/*if(specChar == '$')//This is for smooth alpha, draw in the following loop, not this one if(specChar == '$')//This is for smooth alpha, draw in the following loop, not this one
{ {
continue; continue;
}*/ }
R_DrawAliasModel (currententity); R_DrawAliasModel (currententity);
break; break;
@ -1029,11 +1173,25 @@ void R_DrawEntitiesOnList (void)
{ {
currententity = cl_visedicts[i]; currententity = cl_visedicts[i];
if(!(currententity->model))
{
continue;
}
specChar = currententity->model->name[strlen(currententity->model->name)-5];
switch (currententity->model->type) switch (currententity->model->type)
{ {
case mod_sprite: case mod_sprite:
R_DrawSpriteModel (currententity); R_DrawSpriteModel (currententity);
break; break;
case mod_alias:
if(specChar == '$')//mdl model with blended alpha
{
R_DrawTransparentAliasModel(currententity);
}
break;
default: break;
} }
} }
} }