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https://git.do.srb2.org/STJr/SRB2.git
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Add alpha support for mobjs
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2c0622cd4d
commit
de8464cd2f
8 changed files with 60 additions and 2 deletions
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@ -2825,7 +2825,7 @@ static void HWR_DrawDropShadow(mobj_t *thing, fixed_t scale)
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}
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HWR_Lighting(&sSurf, 0, colormap);
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sSurf.PolyColor.s.alpha = alpha;
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sSurf.PolyColor.s.alpha = FixedMul(thing->alpha, alpha);
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if (HWR_UseShader())
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{
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@ -2999,11 +2999,16 @@ static void HWR_SplitSprite(gl_vissprite_t *spr)
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// baseWallVerts is used to know the final shape to easily get the vertex
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// co-ordinates
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memcpy(wallVerts, baseWallVerts, sizeof(baseWallVerts));
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UINT32 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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// this will result in sprites drawn afterwards to be drawn on top like intended when using linkdraw.
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if ((spr->mobj->flags2 & MF2_LINKDRAW) && spr->mobj->tracer)
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{
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newalpha = spr->mobj->tracer->alpha;
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occlusion = 0;
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}
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else
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occlusion = PF_Occlude;
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@ -3039,6 +3044,8 @@ static void HWR_SplitSprite(gl_vissprite_t *spr)
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blend = HWR_GetBlendModeFlag(blendmode)|occlusion;
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if (!occlusion) use_linkdraw_hack = true;
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}
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Surf.PolyColor.s.alpha = FixedMul(newalpha, Surf.PolyColor.s.alpha);
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if (HWR_UseShader())
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{
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@ -3488,11 +3495,15 @@ static void HWR_DrawSprite(gl_vissprite_t *spr)
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FBITFIELD blend = 0;
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FBITFIELD occlusion;
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boolean use_linkdraw_hack = false;
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UINT32 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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// this will result in sprites drawn afterwards to be drawn on top like intended when using linkdraw.
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if ((spr->mobj->flags2 & MF2_LINKDRAW) && spr->mobj->tracer)
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{
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occlusion = 0;
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newalpha = spr->mobj->tracer->alpha;
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}
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else
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occlusion = PF_Occlude;
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@ -3528,6 +3539,8 @@ static void HWR_DrawSprite(gl_vissprite_t *spr)
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blend = HWR_GetBlendModeFlag(blendmode)|occlusion;
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if (!occlusion) use_linkdraw_hack = true;
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}
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Surf.PolyColor.s.alpha = FixedMul(newalpha, Surf.PolyColor.s.alpha);
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if (spr->renderflags & RF_SHADOWEFFECTS)
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{
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@ -69,6 +69,7 @@ enum mobj_e {
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mobj_color,
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mobj_translation,
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mobj_blendmode,
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mobj_alpha,
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mobj_bnext,
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mobj_bprev,
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mobj_hnext,
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@ -150,6 +151,7 @@ static const char *const mobj_opt[] = {
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"color",
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"translation",
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"blendmode",
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"alpha",
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"bnext",
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"bprev",
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"hnext",
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@ -354,6 +356,9 @@ static int mobj_get(lua_State *L)
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case mobj_blendmode:
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lua_pushinteger(L, mo->blendmode);
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break;
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case mobj_alpha:
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lua_pushinteger(L, mo->alpha);
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break;
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case mobj_bnext:
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if (mo->blocknode && mo->blocknode->bnext) {
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LUA_PushUserdata(L, mo->blocknode->bnext->mobj, META_MOBJ);
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@ -733,6 +738,14 @@ static int mobj_set(lua_State *L)
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mo->blendmode = blendmode;
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break;
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}
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case mobj_alpha:
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INT32 alpha = (INT32)luaL_checkinteger(L, 3);
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if (alpha < 0)
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alpha = 0;
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else if (alpha > FRACUNIT)
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alpha = FRACUNIT;
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mo->alpha = alpha;
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break;
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case mobj_bnext:
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return NOSETPOS;
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case mobj_bprev:
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@ -10503,6 +10503,9 @@ void P_MobjThinker(mobj_t *mobj)
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mobj->frame &= ~FF_TRANSMASK;
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mobj->frame |= value << FF_TRANSSHIFT;
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// TODO: Consider replacing the above with the commented-out line of code below
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//mobj->alpha = FixedDiv(mobj->fuse, mobj->info->damage);
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}
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break;
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default:
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@ -10838,6 +10841,7 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type, ...)
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// Sprite rendering
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mobj->blendmode = AST_TRANSLUCENT;
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mobj->alpha = FRACUNIT;
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mobj->spritexscale = mobj->spriteyscale = mobj->scale;
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mobj->spritexoffset = mobj->spriteyoffset = 0;
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mobj->floorspriteslope = NULL;
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@ -313,6 +313,7 @@ typedef struct mobj_s
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UINT32 renderflags; // render flags
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INT32 blendmode; // blend mode
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UINT32 alpha; // alpha
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fixed_t spritexscale, spriteyscale;
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fixed_t spritexoffset, spriteyoffset;
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fixed_t old_spritexscale, old_spriteyscale;
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@ -1742,7 +1742,8 @@ typedef enum
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MD2_DISPOFFSET = 1<<23,
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MD2_DRAWONLYFORPLAYER = 1<<24,
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MD2_DONTDRAWFORVIEWMOBJ = 1<<25,
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MD2_TRANSLATION = 1<<26
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MD2_TRANSLATION = 1<<26,
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MD2_ALPHA = 1<<27
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} mobj_diff2_t;
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typedef enum
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@ -1985,6 +1986,8 @@ 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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diff2 |= MD2_ALPHA;
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if (diff2 != 0)
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diff |= MD_MORE;
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@ -2168,6 +2171,8 @@ static void SaveMobjThinker(const thinker_t *th, const UINT8 type)
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WRITEINT32(save_p, mobj->dispoffset);
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if (diff2 & MD2_TRANSLATION)
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WRITEUINT16(save_p, mobj->translation);
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if (diff2 & MD2_ALPHA)
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WRITEUINT32(save_p, mobj->alpha);
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WRITEUINT32(save_p, mobj->mobjnum);
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}
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@ -3234,6 +3239,8 @@ static thinker_t* LoadMobjThinker(actionf_p1 thinker)
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mobj->dispoffset = mobj->info->dispoffset;
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if (diff2 & MD2_TRANSLATION)
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mobj->translation = READUINT16(save_p);
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if (diff2 & MD2_ALPHA)
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mobj->alpha = READUINT32(save_p);
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if (diff & MD_REDFLAG)
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{
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@ -2065,6 +2065,7 @@ mobj_t *P_SpawnGhostMobj(mobj_t *mobj)
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ghost->renderflags = mobj->renderflags;
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ghost->blendmode = mobj->blendmode;
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ghost->alpha = mobj->alpha;
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ghost->spritexscale = mobj->spritexscale;
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ghost->spriteyscale = mobj->spriteyscale;
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@ -763,6 +763,14 @@ 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(UINT32 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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}
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//
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// R_DrawVisSprite
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// mfloorclip and mceilingclip should also be set.
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@ -1268,6 +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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trans = floordiff / (100*FRACUNIT) + 3;
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trans = R_GetTransmapFromAlpha(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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@ -1952,6 +1961,11 @@ static void R_ProjectSprite(mobj_t *thing)
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}
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else
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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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else
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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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shadowdraw = (!!(thing->renderflags & RF_SHADOWDRAW) && !(papersprite || splat));
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@ -3414,6 +3428,10 @@ 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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//(thing->alpha == 0) || // Don't draw objects with an alpha of 0
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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)) || // TODO: Maybe rethink this
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//(rendermode == render_soft && R_GetTransmapFromAlpha(thing->alpha, (thing->frame & FF_TRANSMASK)>>FF_TRANSSHIFT) >= 10) ||
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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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@ -90,6 +90,7 @@ 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(UINT32 alpha, transnum_t transmap);
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void R_ThingOffsetOverlay (mobj_t *thing, fixed_t *outx, fixed_t *outy);
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