Implement Lactozilla's suggestions and add 3D model support

This commit is contained in:
MIDIMan 2024-05-19 22:21:09 -04:00
parent 7c937a5dc0
commit a19f843a3e
4 changed files with 16 additions and 12 deletions

View file

@ -1285,6 +1285,11 @@ boolean HWR_DrawModel(gl_vissprite_t *spr)
// Apparently people don't like jump frames like that, so back it goes // Apparently people don't like jump frames like that, so back it goes
//if (tics > durs) //if (tics > durs)
//durs = tics; //durs = tics;
// Make linkdraw objects use their tracer's alpha value
fixed_t newalpha = spr->mobj->alpha;
if ((spr->mobj->flags2 & MF2_LINKDRAW) && spr->mobj->tracer)
newalpha = spr->mobj->tracer->alpha;
INT32 blendmode; INT32 blendmode;
if (spr->mobj->frame & FF_BLENDMASK) if (spr->mobj->frame & FF_BLENDMASK)
@ -1299,6 +1304,8 @@ boolean HWR_DrawModel(gl_vissprite_t *spr)
Surf.PolyColor.s.alpha = (spr->mobj->flags2 & MF2_SHADOW) ? 0x40 : 0xff; Surf.PolyColor.s.alpha = (spr->mobj->flags2 & MF2_SHADOW) ? 0x40 : 0xff;
Surf.PolyFlags = HWR_GetBlendModeFlag(blendmode); Surf.PolyFlags = HWR_GetBlendModeFlag(blendmode);
} }
Surf.PolyColor.s.alpha = FixedMul(newalpha, Surf.PolyColor.s.alpha);
// don't forget to enable the depth test because we can't do this // don't forget to enable the depth test because we can't do this
// like before: model polygons are not sorted // like before: model polygons are not sorted

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@ -1990,7 +1990,7 @@ static void SaveMobjThinker(const thinker_t *th, const UINT8 type)
diff2 |= MD2_DONTDRAWFORVIEWMOBJ; diff2 |= MD2_DONTDRAWFORVIEWMOBJ;
if (mobj->dispoffset != mobj->info->dispoffset) if (mobj->dispoffset != mobj->info->dispoffset)
diff2 |= MD2_DISPOFFSET; diff2 |= MD2_DISPOFFSET;
if (mobj->alpha < FRACUNIT) if (mobj->alpha != FRACUNIT)
diff2 |= MD2_ALPHA; diff2 |= MD2_ALPHA;
if (diff2 != 0) if (diff2 != 0)

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@ -992,12 +992,10 @@ UINT8 *R_GetTranslationForThing(mobj_t *mobj, skincolornum_t color, UINT16 trans
return NULL; return NULL;
} }
transnum_t R_GetTransmapFromAlpha(fixed_t alpha, transnum_t transmap) // Based off of R_GetLinedefTransTable
transnum_t R_GetThingTransTable(fixed_t alpha, transnum_t transmap)
{ {
INT32 value = 10 - transmap; return (20*(FRACUNIT - ((alpha * (10 - transmap))/10) - 1) + FRACUNIT) >> (FRACBITS+1);
value = 10 - (FixedCeil(alpha * value)>>FRACBITS);
return value;
} }
// //
@ -1505,7 +1503,7 @@ static void R_ProjectDropShadow(mobj_t *thing, vissprite_t *vis, fixed_t scale,
floordiff = abs((isflipped ? interp.height : 0) + interp.z - groundz); floordiff = abs((isflipped ? interp.height : 0) + interp.z - groundz);
trans = floordiff / (100*FRACUNIT) + 3; trans = floordiff / (100*FRACUNIT) + 3;
trans = R_GetTransmapFromAlpha(thing->alpha, trans); trans = R_GetThingTransTable(thing->alpha, trans);
if (trans >= 9) return; if (trans >= 9) return;
scalemul = FixedMul(FRACUNIT - floordiff/640, scale); scalemul = FixedMul(FRACUNIT - floordiff/640, scale);
@ -2194,9 +2192,9 @@ static void R_ProjectSprite(mobj_t *thing)
trans = 0; trans = 0;
if ((oldthing->flags2 & MF2_LINKDRAW) && oldthing->tracer) if ((oldthing->flags2 & MF2_LINKDRAW) && oldthing->tracer)
trans = R_GetTransmapFromAlpha(oldthing->tracer->alpha, trans); trans = R_GetThingTransTable(oldthing->tracer->alpha, trans);
else else
trans = R_GetTransmapFromAlpha(oldthing->alpha, trans); trans = R_GetThingTransTable(oldthing->alpha, trans);
// Check if this sprite needs to be rendered like a shadow // Check if this sprite needs to be rendered like a shadow
shadowdraw = (!!(thing->renderflags & RF_SHADOWDRAW) && !(papersprite || splat)); shadowdraw = (!!(thing->renderflags & RF_SHADOWDRAW) && !(papersprite || splat));
@ -3658,8 +3656,7 @@ boolean R_ThingVisible (mobj_t *thing)
(thing->sprite == SPR_NULL) || // Don't draw null-sprites (thing->sprite == SPR_NULL) || // Don't draw null-sprites
(thing->flags2 & MF2_DONTDRAW) || // Don't draw MF2_LINKDRAW objects (thing->flags2 & MF2_DONTDRAW) || // Don't draw MF2_LINKDRAW objects
(thing->drawonlyforplayer && thing->drawonlyforplayer != viewplayer) || // Don't draw other players' personal objects (thing->drawonlyforplayer && thing->drawonlyforplayer != viewplayer) || // Don't draw other players' personal objects
((rendermode == render_soft && R_GetTransmapFromAlpha(thing->alpha, (thing->frame & FF_TRANSMASK)>>FF_TRANSSHIFT) >= 10) || (!R_BlendLevelVisible(thing->blendmode, R_GetThingTransTable(thing->alpha, 0))) ||
(rendermode == render_opengl && thing->alpha == 0)) ||
(!P_MobjWasRemoved(r_viewmobj) && ( (!P_MobjWasRemoved(r_viewmobj) && (
(r_viewmobj == thing) || // Don't draw first-person players or awayviewmobj objects (r_viewmobj == thing) || // Don't draw first-person players or awayviewmobj objects
(r_viewmobj->player && r_viewmobj->player->followmobj == thing) || // Don't draw first-person players' followmobj (r_viewmobj->player && r_viewmobj->player->followmobj == thing) || // Don't draw first-person players' followmobj

View file

@ -93,7 +93,7 @@ boolean R_ThingIsFullDark (mobj_t *thing);
boolean R_ThingIsFlashing (mobj_t *thing); boolean R_ThingIsFlashing (mobj_t *thing);
UINT8 *R_GetTranslationForThing(mobj_t *mobj, skincolornum_t color, UINT16 translation); UINT8 *R_GetTranslationForThing(mobj_t *mobj, skincolornum_t color, UINT16 translation);
transnum_t R_GetTransmapFromAlpha(fixed_t alpha, transnum_t transmap); transnum_t R_GetThingTransTable(fixed_t alpha, transnum_t transmap);
void R_ThingOffsetOverlay (mobj_t *thing, fixed_t *outx, fixed_t *outy); void R_ThingOffsetOverlay (mobj_t *thing, fixed_t *outx, fixed_t *outy);