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Change all remaining instances (hopefully) of UINT32 to fixed_t for alpha
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parent
5668e02857
commit
509adc3454
3 changed files with 8 additions and 8 deletions
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@ -3000,7 +3000,7 @@ static void HWR_SplitSprite(gl_vissprite_t *spr)
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// co-ordinates
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// co-ordinates
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memcpy(wallVerts, baseWallVerts, sizeof(baseWallVerts));
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memcpy(wallVerts, baseWallVerts, sizeof(baseWallVerts));
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UINT32 newalpha = spr->mobj->alpha;
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fixed_t newalpha = spr->mobj->alpha;
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// if sprite has linkdraw, then dont write to z-buffer (by not using PF_Occlude)
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// if sprite has linkdraw, then dont write to z-buffer (by not using PF_Occlude)
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// this will result in sprites drawn afterwards to be drawn on top like intended when using linkdraw.
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// this will result in sprites drawn afterwards to be drawn on top like intended when using linkdraw.
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@ -3495,7 +3495,7 @@ static void HWR_DrawSprite(gl_vissprite_t *spr)
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FBITFIELD blend = 0;
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FBITFIELD blend = 0;
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FBITFIELD occlusion;
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FBITFIELD occlusion;
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boolean use_linkdraw_hack = false;
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boolean use_linkdraw_hack = false;
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UINT32 newalpha = spr->mobj->alpha;
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fixed_t newalpha = spr->mobj->alpha;
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// if sprite has linkdraw, then dont write to z-buffer (by not using PF_Occlude)
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// if sprite has linkdraw, then dont write to z-buffer (by not using PF_Occlude)
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// this will result in sprites drawn afterwards to be drawn on top like intended when using linkdraw.
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// this will result in sprites drawn afterwards to be drawn on top like intended when using linkdraw.
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@ -763,7 +763,7 @@ UINT8 *R_GetTranslationForThing(mobj_t *mobj, skincolornum_t color, UINT16 trans
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return NULL;
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return NULL;
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}
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}
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transnum_t R_GetTransmapFromAlpha(UINT32 alpha, transnum_t transmap)
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transnum_t R_GetTransmapFromAlpha(fixed_t alpha, transnum_t transmap)
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{
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{
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INT32 value = 10 - transmap;
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INT32 value = 10 - transmap;
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value = 10 - (FixedCeil(alpha * value)>>FRACBITS);
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value = 10 - (FixedCeil(alpha * value)>>FRACBITS);
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@ -1276,7 +1276,7 @@ static void R_ProjectDropShadow(mobj_t *thing, vissprite_t *vis, fixed_t scale,
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floordiff = abs((isflipped ? interp.height : 0) + interp.z - groundz);
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floordiff = abs((isflipped ? interp.height : 0) + interp.z - groundz);
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trans = floordiff / (100*FRACUNIT) + 3;
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trans = floordiff / (100*FRACUNIT) + 3;
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trans = R_GetTransmapFromAlpha((UINT32)thing->alpha, trans);
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trans = R_GetTransmapFromAlpha(thing->alpha, trans);
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if (trans >= 9) return;
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if (trans >= 9) return;
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scalemul = FixedMul(FRACUNIT - floordiff/640, scale);
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scalemul = FixedMul(FRACUNIT - floordiff/640, scale);
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@ -1963,9 +1963,9 @@ static void R_ProjectSprite(mobj_t *thing)
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trans = 0;
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trans = 0;
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if ((oldthing->flags2 & MF2_LINKDRAW) && oldthing->tracer)
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if ((oldthing->flags2 & MF2_LINKDRAW) && oldthing->tracer)
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trans = R_GetTransmapFromAlpha((UINT32)oldthing->tracer->alpha, trans);
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trans = R_GetTransmapFromAlpha(oldthing->tracer->alpha, trans);
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else
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else
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trans = R_GetTransmapFromAlpha((UINT32)oldthing->alpha, trans);
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trans = R_GetTransmapFromAlpha(oldthing->alpha, trans);
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// Check if this sprite needs to be rendered like a shadow
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// Check if this sprite needs to be rendered like a shadow
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shadowdraw = (!!(thing->renderflags & RF_SHADOWDRAW) && !(papersprite || splat));
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shadowdraw = (!!(thing->renderflags & RF_SHADOWDRAW) && !(papersprite || splat));
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@ -3428,7 +3428,7 @@ boolean R_ThingVisible (mobj_t *thing)
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(thing->sprite == SPR_NULL) || // Don't draw null-sprites
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(thing->sprite == SPR_NULL) || // Don't draw null-sprites
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(thing->flags2 & MF2_DONTDRAW) || // Don't draw MF2_LINKDRAW objects
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(thing->flags2 & MF2_DONTDRAW) || // Don't draw MF2_LINKDRAW objects
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(thing->drawonlyforplayer && thing->drawonlyforplayer != viewplayer) || // Don't draw other players' personal objects
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(thing->drawonlyforplayer && thing->drawonlyforplayer != viewplayer) || // Don't draw other players' personal objects
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((rendermode == render_soft && R_GetTransmapFromAlpha((UINT32)thing->alpha, (thing->frame & FF_TRANSMASK)>>FF_TRANSSHIFT) >= 10) ||
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((rendermode == render_soft && R_GetTransmapFromAlpha(thing->alpha, (thing->frame & FF_TRANSMASK)>>FF_TRANSSHIFT) >= 10) ||
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(rendermode == render_opengl && thing->alpha == 0)) ||
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(rendermode == render_opengl && thing->alpha == 0)) ||
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(!P_MobjWasRemoved(r_viewmobj) && (
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(!P_MobjWasRemoved(r_viewmobj) && (
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(r_viewmobj == thing) || // Don't draw first-person players or awayviewmobj objects
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(r_viewmobj == thing) || // Don't draw first-person players or awayviewmobj objects
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@ -90,7 +90,7 @@ boolean R_ThingIsFullDark (mobj_t *thing);
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boolean R_ThingIsFlashing (mobj_t *thing);
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boolean R_ThingIsFlashing (mobj_t *thing);
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UINT8 *R_GetTranslationForThing(mobj_t *mobj, skincolornum_t color, UINT16 translation);
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UINT8 *R_GetTranslationForThing(mobj_t *mobj, skincolornum_t color, UINT16 translation);
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transnum_t R_GetTransmapFromAlpha(UINT32 alpha, transnum_t transmap);
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transnum_t R_GetTransmapFromAlpha(fixed_t alpha, transnum_t transmap);
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void R_ThingOffsetOverlay (mobj_t *thing, fixed_t *outx, fixed_t *outy);
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void R_ThingOffsetOverlay (mobj_t *thing, fixed_t *outx, fixed_t *outy);
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