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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 14:51:46 +00:00
- Changed MF7_SPRITEFLIP, MF8_ZDOOMTRANS to RenderFlags
- Added RF_ZDOOMADD - renamed r_canontrans to r_vanillatrans - this developer's insanity level has increased by 231%.
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8 changed files with 46 additions and 23 deletions
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@ -396,13 +396,11 @@ enum ActorFlag7
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MF7_FORCEZERORADIUSDMG = 0x10000000, // passes zero radius damage on to P_DamageMobj, this is necessary in some cases where DoSpecialDamage gets overrideen.
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MF7_NOINFIGHTSPECIES = 0x20000000, // don't start infights with one's own species.
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MF7_FORCEINFIGHTING = 0x40000000, // overrides a map setting of 'no infighting'.
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MF7_SPRITEFLIP = 0x80000000, // sprite flipped on x-axis
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};
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enum ActorFlag8
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{
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MF8_FRIGHTENING = 0x00000001, // for those moments when halloween just won't do
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MF8_INSCROLLSEC = 0x00000002, // actor is partially inside a scrolling sector
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MF8_ZDOOMTRANS = 0x00000004, // is not normally transparent in Vanilla Doom
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};
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// --- mobj.renderflags ---
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@ -444,6 +442,10 @@ enum ActorRenderFlag
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RF_INTERPOLATEANGLES = 0x01000000, // [MC] Allow interpolation of the actor's angle, pitch and roll.
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RF_MAYBEINVISIBLE = 0x02000000,
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RF_DONTINTERPOLATE = 0x04000000, // no render interpolation ever!
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RF_SPRITEFLIP = 0x08000000, // sprite flipped on x-axis
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RF_ZDOOMTRANS = 0x10000000, // is not normally transparent in Vanilla Doom
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RF_ZDOOMADD = 0x20000000, // is not normally additive in Vanilla Hexen/Heretic/Strife
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};
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// This translucency value produces the closest match to Heretic's TINTTAB.
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@ -75,7 +75,7 @@ CUSTOM_CVAR(Int, gl_fuzztype, 0, CVAR_ARCHIVE)
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}
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EXTERN_CVAR (Float, transsouls)
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EXTERN_CVAR (Bool, r_canontrans)
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EXTERN_CVAR (Bool, r_vanillatrans)
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extern TArray<spritedef_t> sprites;
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extern TArray<spriteframe_t> SpriteFrames;
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@ -801,7 +801,7 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
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sprangle = 0.;
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rot = 0;
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}
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patch = sprites[spritenum].GetSpriteFrame(thing->frame, rot, sprangle, &mirror, !!(thing->flags7 & MF7_SPRITEFLIP));
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patch = sprites[spritenum].GetSpriteFrame(thing->frame, rot, sprangle, &mirror, !!(thing->renderflags & RF_SPRITEFLIP));
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}
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if (!patch.isValid()) return;
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@ -817,7 +817,7 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
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gltexture->GetSpriteRect(&r);
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// [SP] SpriteFlip
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if (thing->flags7 & MF7_SPRITEFLIP)
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if (thing->renderflags & RF_SPRITEFLIP)
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thing->renderflags ^= RF_XFLIP;
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if (mirror ^ !!(thing->renderflags & RF_XFLIP))
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@ -832,7 +832,7 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
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ur = gltexture->GetSpriteUL();
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}
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if (thing->flags7 & MF7_SPRITEFLIP) // [SP] Flip back
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if (thing->renderflags & RF_SPRITEFLIP) // [SP] Flip back
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thing->renderflags ^= RF_XFLIP;
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r.Scale(sprscale.X, sprscale.Y);
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@ -993,14 +993,25 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
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{
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trans = 1.f;
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}
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if ((thing->flags8 & MF8_ZDOOMTRANS) && r_canontrans)
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{ // [SP] "canonical transparency" - with the flip of a CVar, disable transparency for Doom objects
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trans = 1.f;
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RenderStyle.BlendOp = STYLEOP_Add;
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RenderStyle.SrcAlpha = STYLEALPHA_One;
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RenderStyle.DestAlpha = STYLEALPHA_Zero;
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}
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if (r_vanillatrans)
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{
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// [SP] "canonical transparency" - with the flip of a CVar, disable transparency for Doom objects,
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// and disable 'additive' translucency for certain objects from other games.
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if (thing->renderflags & RF_ZDOOMTRANS)
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{
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trans = 1.f;
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RenderStyle.BlendOp = STYLEOP_Add;
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RenderStyle.SrcAlpha = STYLEALPHA_One;
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RenderStyle.DestAlpha = STYLEALPHA_Zero;
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}
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if (thing->renderflags & RF_ZDOOMADD)
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{
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RenderStyle.BlendOp = STYLEOP_Add;
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RenderStyle.SrcAlpha = STYLEALPHA_Src;
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RenderStyle.DestAlpha = STYLEALPHA_InvSrc;
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}
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}
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if (trans >= 1.f - FLT_EPSILON && RenderStyle.BlendOp != STYLEOP_Shadow && (
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(RenderStyle.SrcAlpha == STYLEALPHA_One && RenderStyle.DestAlpha == STYLEALPHA_Zero) ||
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(RenderStyle.SrcAlpha == STYLEALPHA_Src && RenderStyle.DestAlpha == STYLEALPHA_InvSrc)
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@ -31,7 +31,7 @@
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EXTERN_CVAR(Float, transsouls)
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EXTERN_CVAR(Int, r_drawfuzz)
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EXTERN_CVAR (Bool, r_canontrans)
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EXTERN_CVAR (Bool, r_vanillatrans)
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bool RenderPolySprite::GetLine(AActor *thing, DVector2 &left, DVector2 &right)
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{
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@ -146,8 +146,10 @@ void RenderPolySprite::Render(const TriMatrix &worldToClip, const PolyClipPlane
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args.SetStencilTestValue(stencilValue);
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args.SetWriteStencil(true, stencilValue);
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args.SetClipPlane(clipPlane);
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if ((thing->flags8 & MF8_ZDOOMTRANS) && r_canontrans)
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if ((thing->renderflags & RF_ZDOOMTRANS) && r_vanillatrans)
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args.SetStyle(LegacyRenderStyles[STYLE_Normal], 1.0f, thing->fillcolor, thing->Translation, tex, fullbrightSprite);
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else if ((thing->renderflags & RF_ZDOOMADD) && r_vanillatrans)
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args.SetStyle(LegacyRenderStyles[STYLE_Translucent], thing->Alpha, thing->fillcolor, thing->Translation, tex, fullbrightSprite);
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else
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args.SetStyle(thing->RenderStyle, thing->Alpha, thing->fillcolor, thing->Translation, tex, fullbrightSprite);
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args.SetSubsectorDepthTest(true);
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@ -38,7 +38,7 @@
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#include "serializer.h"
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CVAR (Bool, r_drawtrans, true, 0)
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CVAR (Bool, r_canontrans, false, CVAR_ARCHIVE)
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CVAR (Bool, r_vanillatrans, false, CVAR_ARCHIVE)
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CVAR (Int, r_drawfuzz, 1, CVAR_ARCHIVE)
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// Convert legacy render styles to flexible render styles.
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@ -322,10 +322,8 @@ static FFlagDef ActorFlagDefs[]=
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DEFINE_FLAG(MF7, FORCEZERORADIUSDMG, AActor, flags7),
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DEFINE_FLAG(MF7, NOINFIGHTSPECIES, AActor, flags7),
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DEFINE_FLAG(MF7, FORCEINFIGHTING, AActor, flags7),
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DEFINE_FLAG(MF7, SPRITEFLIP, AActor, flags7),
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DEFINE_FLAG(MF8, FRIGHTENING, AActor, flags8),
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DEFINE_FLAG(MF8, ZDOOMTRANS, AActor, flags8),
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// Effect flags
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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@ -347,6 +345,9 @@ static FFlagDef ActorFlagDefs[]=
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DEFINE_FLAG(RF, YFLIP, AActor, renderflags),
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DEFINE_FLAG(RF, INTERPOLATEANGLES, AActor, renderflags),
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DEFINE_FLAG(RF, DONTINTERPOLATE, AActor, renderflags),
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DEFINE_FLAG(RF, SPRITEFLIP, AActor, renderflags),
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DEFINE_FLAG(RF, ZDOOMTRANS, AActor, renderflags),
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DEFINE_FLAG(RF, ZDOOMADD, AActor, renderflags),
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// Bounce flags
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DEFINE_FLAG2(BOUNCE_Walls, BOUNCEONWALLS, AActor, BounceFlags),
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@ -1007,7 +1007,7 @@ namespace swrenderer
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DAngle sprangle = thing->GetSpriteAngle((sprite.pos - viewpoint.Pos).Angle(), viewpoint.TicFrac);
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bool flipX;
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FTextureID tex = sprdef->GetSpriteFrame(thing->frame, -1, sprangle, &flipX, !!(thing->flags7 & MF7_SPRITEFLIP));
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FTextureID tex = sprdef->GetSpriteFrame(thing->frame, -1, sprangle, &flipX, !!(thing->renderflags & RF_SPRITEFLIP));
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if (tex.isValid())
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{
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if (flipX)
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@ -68,7 +68,7 @@
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EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor)
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EXTERN_CVAR(Bool, gl_light_sprites)
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EXTERN_CVAR (Bool, r_canontrans)
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EXTERN_CVAR (Bool, r_vanillatrans)
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namespace swrenderer
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{
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@ -147,7 +147,7 @@ namespace swrenderer
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renderflags ^= renderportal->MirrorFlags & RF_XFLIP;
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// [SP] SpriteFlip
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if (thing->flags7 & MF7_SPRITEFLIP)
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if (thing->renderflags & RF_SPRITEFLIP)
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renderflags ^= RF_XFLIP;
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// calculate edges of the shape
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@ -213,8 +213,13 @@ namespace swrenderer
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if (thing->flags5 & MF5_BRIGHT)
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vis->renderflags |= RF_FULLBRIGHT; // kg3D
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vis->RenderStyle = thing->RenderStyle;
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if ((thing->flags8 & MF8_ZDOOMTRANS) && r_canontrans)
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vis->RenderStyle = LegacyRenderStyles[STYLE_Normal];
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if (r_vanillatrans)
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{
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if (thing->renderflags & RF_ZDOOMTRANS)
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vis->RenderStyle = LegacyRenderStyles[STYLE_Normal];
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if (thing->renderflags & RF_ZDOOMADD)
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vis->RenderStyle = LegacyRenderStyles[STYLE_Translucent];
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}
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vis->FillColor = thing->fillcolor;
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vis->Translation = thing->Translation; // [RH] thing translation table
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vis->FakeFlatStat = fakeside;
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@ -75,6 +75,7 @@ class BeastBall : Actor
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-NOBLOCKMAP
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+WINDTHRUST
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+SPAWNSOUNDSOURCE
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+ZDOOMADD
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RenderStyle "Add";
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SeeSound "beast/attack";
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}
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@ -104,6 +105,7 @@ class Puffy : Actor
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+MISSILE
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+NOTELEPORT
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+DONTSPLASH
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+ZDOOMADD
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RenderStyle "Add";
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}
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States
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