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More psprite stuff
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parent
ecebeed296
commit
6e8174d9b4
1 changed files with 130 additions and 2 deletions
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@ -32,6 +32,8 @@
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EXTERN_CVAR(Bool, r_drawplayersprites)
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EXTERN_CVAR(Bool, r_drawplayersprites)
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EXTERN_CVAR(Bool, r_deathcamera)
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EXTERN_CVAR(Bool, r_deathcamera)
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EXTERN_CVAR(Bool, st_scale)
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EXTERN_CVAR(Bool, st_scale)
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EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor)
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EXTERN_CVAR(Bool, r_shadercolormaps)
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void RenderPolyPlayerSprites::Render()
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void RenderPolyPlayerSprites::Render()
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{
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{
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@ -219,7 +221,113 @@ void RenderPolyPlayerSprites::RenderSprite(DPSprite *sprite, AActor *owner, floa
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if (sprite->GetID() < PSP_TARGETCENTER)
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if (sprite->GetID() < PSP_TARGETCENTER)
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{
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{
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// Lots of complicated style and noaccel stuff
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visstyle.Alpha = float(owner->Alpha);
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visstyle.RenderStyle = owner->RenderStyle;
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// The software renderer cannot invert the source without inverting the overlay
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// too. That means if the source is inverted, we need to do the reverse of what
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// the invert overlay flag says to do.
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INTBOOL invertcolormap = (visstyle.RenderStyle.Flags & STYLEF_InvertOverlay);
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if (visstyle.RenderStyle.Flags & STYLEF_InvertSource)
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{
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invertcolormap = !invertcolormap;
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}
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FDynamicColormap *mybasecolormap = basecolormap;
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if (visstyle.RenderStyle.Flags & STYLEF_FadeToBlack)
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{
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if (invertcolormap)
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{ // Fade to white
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mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(255, 255, 255), mybasecolormap->Desaturate);
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invertcolormap = false;
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}
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else
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{ // Fade to black
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mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(0, 0, 0), mybasecolormap->Desaturate);
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}
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}
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/*
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if (swrenderer::realfixedcolormap != nullptr && (!swrenderer::r_swtruecolor || (r_shadercolormaps && screen->Accel2D)))
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{ // fixed color
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visstyle.BaseColormap = swrenderer::realfixedcolormap;
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visstyle.ColormapNum = 0;
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}
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else
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{
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if (invertcolormap)
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{
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mybasecolormap = GetSpecialLights(mybasecolormap->Color, mybasecolormap->Fade.InverseColor(), mybasecolormap->Desaturate);
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}
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if (swrenderer::fixedlightlev >= 0)
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{
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visstyle.BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap;
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visstyle.ColormapNum = swrenderer::fixedlightlev >> COLORMAPSHIFT;
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}
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else if (!foggy && sprite->GetState()->GetFullbright())
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{ // full bright
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visstyle.BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap; // [RH] use basecolormap
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visstyle.ColormapNum = 0;
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}
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else
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{ // local light
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visstyle.BaseColormap = mybasecolormap;
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visstyle.ColormapNum = GETPALOOKUP(0, spriteshade);
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}
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}
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*/
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if (camera->Inventory != nullptr)
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{
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BYTE oldcolormapnum = visstyle.ColormapNum;
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FSWColormap *oldcolormap = visstyle.BaseColormap;
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camera->Inventory->AlterWeaponSprite(&visstyle);
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if (visstyle.BaseColormap != oldcolormap || visstyle.ColormapNum != oldcolormapnum)
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{
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// The colormap has changed. Is it one we can easily identify?
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// If not, then don't bother trying to identify it for
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// hardware accelerated drawing.
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if (visstyle.BaseColormap < &SpecialColormaps[0] ||
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visstyle.BaseColormap > &SpecialColormaps.Last())
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{
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noaccel = true;
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}
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// Has the basecolormap changed? If so, we can't hardware accelerate it,
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// since we don't know what it is anymore.
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else if (visstyle.BaseColormap != mybasecolormap)
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{
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noaccel = true;
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}
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}
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}
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// If we're drawing with a special colormap, but shaders for them are disabled, do
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// not accelerate.
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if (!r_shadercolormaps && (visstyle.BaseColormap >= &SpecialColormaps[0] &&
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visstyle.BaseColormap <= &SpecialColormaps.Last()))
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{
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noaccel = true;
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}
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// If drawing with a BOOM colormap, disable acceleration.
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if (mybasecolormap == &NormalLight && NormalLight.Maps != realcolormaps.Maps)
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{
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noaccel = true;
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}
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// If the main colormap has fixed lights, and this sprite is being drawn with that
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// colormap, disable acceleration so that the lights can remain fixed.
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if (!noaccel && swrenderer::realfixedcolormap == nullptr &&
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NormalLightHasFixedLights && mybasecolormap == &NormalLight &&
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tex->UseBasePalette())
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{
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noaccel = true;
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}
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// [SP] If emulating GZDoom fullbright, disable acceleration
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if (r_fullbrightignoresectorcolor && swrenderer::fixedlightlev >= 0)
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mybasecolormap = &FullNormalLight;
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if (r_fullbrightignoresectorcolor && !foggy && sprite->GetState()->GetFullbright())
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mybasecolormap = &FullNormalLight;
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colormap_to_use = mybasecolormap;
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}
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}
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// Check for hardware-assisted 2D. If it's available, and this sprite is not
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// Check for hardware-assisted 2D. If it's available, and this sprite is not
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@ -245,7 +353,27 @@ void RenderPolyPlayerSprites::RenderSprite(DPSprite *sprite, AActor *owner, floa
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}
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}
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}
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}
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//R_DrawVisSprite(vis);
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// To do: draw sprite same way as R_DrawVisSprite(vis) here
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// Draw the fuzzy weapon:
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FRenderStyle style = visstyle.RenderStyle;
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style.CheckFuzz();
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if (style.BlendOp == STYLEOP_Fuzz)
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{
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visstyle.RenderStyle = LegacyRenderStyles[STYLE_Shadow];
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PolyScreenSprite screenSprite;
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screenSprite.Pic = tex;
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screenSprite.X1 = viewwindowx + x1;
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screenSprite.Y1 = viewwindowy + viewheight / 2 - texturemid * yscale - 0.5;
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screenSprite.Width = tex->GetWidth() * xscale;
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screenSprite.Height = tex->GetHeight() * yscale;
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screenSprite.Translation = TranslationToTable(translation);
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screenSprite.Flip = xiscale < 0;
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screenSprite.visstyle = visstyle;
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screenSprite.Colormap = colormap_to_use;
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ScreenSprites.push_back(screenSprite);
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}
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}
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}
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void PolyScreenSprite::Render()
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void PolyScreenSprite::Render()
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