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Implement Lactozilla's suggestions and add 3D model support
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4 changed files with 16 additions and 12 deletions
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@ -1285,6 +1285,11 @@ boolean HWR_DrawModel(gl_vissprite_t *spr)
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// Apparently people don't like jump frames like that, so back it goes
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//if (tics > durs)
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//durs = tics;
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// Make linkdraw objects use their tracer's alpha value
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fixed_t newalpha = spr->mobj->alpha;
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if ((spr->mobj->flags2 & MF2_LINKDRAW) && spr->mobj->tracer)
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newalpha = spr->mobj->tracer->alpha;
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INT32 blendmode;
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if (spr->mobj->frame & FF_BLENDMASK)
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@ -1299,6 +1304,8 @@ boolean HWR_DrawModel(gl_vissprite_t *spr)
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Surf.PolyColor.s.alpha = (spr->mobj->flags2 & MF2_SHADOW) ? 0x40 : 0xff;
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Surf.PolyFlags = HWR_GetBlendModeFlag(blendmode);
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}
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Surf.PolyColor.s.alpha = FixedMul(newalpha, Surf.PolyColor.s.alpha);
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// don't forget to enable the depth test because we can't do this
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// 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)
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diff2 |= MD2_DONTDRAWFORVIEWMOBJ;
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if (mobj->dispoffset != mobj->info->dispoffset)
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diff2 |= MD2_DISPOFFSET;
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if (mobj->alpha < FRACUNIT)
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if (mobj->alpha != FRACUNIT)
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diff2 |= MD2_ALPHA;
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if (diff2 != 0)
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@ -992,12 +992,10 @@ UINT8 *R_GetTranslationForThing(mobj_t *mobj, skincolornum_t color, UINT16 trans
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return NULL;
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}
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transnum_t R_GetTransmapFromAlpha(fixed_t alpha, transnum_t transmap)
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// Based off of R_GetLinedefTransTable
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transnum_t R_GetThingTransTable(fixed_t alpha, transnum_t transmap)
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{
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INT32 value = 10 - transmap;
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value = 10 - (FixedCeil(alpha * value)>>FRACBITS);
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return value;
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return (20*(FRACUNIT - ((alpha * (10 - transmap))/10) - 1) + FRACUNIT) >> (FRACBITS+1);
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}
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//
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@ -1505,7 +1503,7 @@ 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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trans = floordiff / (100*FRACUNIT) + 3;
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trans = R_GetTransmapFromAlpha(thing->alpha, trans);
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trans = R_GetThingTransTable(thing->alpha, trans);
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if (trans >= 9) return;
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scalemul = FixedMul(FRACUNIT - floordiff/640, scale);
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@ -2194,9 +2192,9 @@ static void R_ProjectSprite(mobj_t *thing)
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trans = 0;
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if ((oldthing->flags2 & MF2_LINKDRAW) && oldthing->tracer)
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trans = R_GetTransmapFromAlpha(oldthing->tracer->alpha, trans);
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trans = R_GetThingTransTable(oldthing->tracer->alpha, trans);
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else
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trans = R_GetTransmapFromAlpha(oldthing->alpha, trans);
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trans = R_GetThingTransTable(oldthing->alpha, trans);
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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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@ -3658,8 +3656,7 @@ boolean R_ThingVisible (mobj_t *thing)
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(thing->sprite == SPR_NULL) || // Don't draw null-sprites
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(thing->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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((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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(!R_BlendLevelVisible(thing->blendmode, R_GetThingTransTable(thing->alpha, 0))) ||
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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->player && r_viewmobj->player->followmobj == thing) || // Don't draw first-person players' followmobj
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@ -93,7 +93,7 @@ boolean R_ThingIsFullDark (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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transnum_t R_GetTransmapFromAlpha(fixed_t alpha, transnum_t transmap);
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transnum_t R_GetThingTransTable(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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