From 8cfeca655db95a917b8674609ba085fc71fbc9e8 Mon Sep 17 00:00:00 2001 From: Major Cooke Date: Thu, 29 Sep 2016 11:10:15 -0500 Subject: [PATCH] Added priority renderstyles, and added PSPF_FORCE(ALPHA / STYLE). - Renderstyles now override alpha based on which is used. - The new flags will override whatever renderstyle and alpha is currently being utilized. --- src/p_pspr.h | 2 + src/r_things.cpp | 97 +++++++++++++++++++++++++++--- wadsrc/static/actors/constants.txt | 13 ++-- 3 files changed, 98 insertions(+), 14 deletions(-) diff --git a/src/p_pspr.h b/src/p_pspr.h index 86f484a3a4..6a782f8e07 100644 --- a/src/p_pspr.h +++ b/src/p_pspr.h @@ -60,6 +60,8 @@ enum PSPFlags PSPF_ALPHA = 1 << 4, PSPF_RENDERSTYLE = 1 << 5, PSPF_FLIP = 1 << 6, + PSPF_FORCEALPHA = 1 << 7, + PSPF_FORCESTYLE = 1 << 8, }; class DPSprite : public DObject diff --git a/src/r_things.cpp b/src/r_things.cpp index 0c49a2dc2c..c8d0eacdc4 100644 --- a/src/r_things.cpp +++ b/src/r_things.cpp @@ -1424,27 +1424,104 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double FDynamicColormap *colormap_to_use = nullptr; if (pspr->GetID() < PSP_TARGETCENTER) { - // Set the alpha based on if using the overlay's own or not. - vis->Style.Alpha = (pspr->Flags & PSPF_ALPHA) ? float(alpha) : float(owner->Alpha); + // [MC] Set the render style - // Set the render style if (pspr->Flags & PSPF_RENDERSTYLE) { const int rs = clamp(pspr->RenderStyle, 0, STYLE_Count); - - if (rs == STYLE_Normal && vis->Style.Alpha < 1.0) - vis->Style.RenderStyle = LegacyRenderStyles[STYLE_Translucent]; + + if (pspr->Flags & PSPF_FORCESTYLE) + { + if (rs == STYLE_Normal && vis->Style.Alpha < 1.0) + { + vis->Style.RenderStyle = LegacyRenderStyles[STYLE_Translucent]; + } + else + { + vis->Style.RenderStyle = LegacyRenderStyles[rs]; + } + } + else if (owner->RenderStyle == LegacyRenderStyles[STYLE_Fuzzy]) + { + vis->Style.RenderStyle = LegacyRenderStyles[STYLE_Fuzzy]; + } + else if (owner->RenderStyle == LegacyRenderStyles[STYLE_OptFuzzy]) + { + vis->Style.RenderStyle = LegacyRenderStyles[STYLE_OptFuzzy]; + vis->Style.RenderStyle.CheckFuzz(); + } + else if (owner->RenderStyle == LegacyRenderStyles[STYLE_Subtract]) + { + vis->Style.RenderStyle = LegacyRenderStyles[STYLE_Subtract]; + } else + { vis->Style.RenderStyle = LegacyRenderStyles[rs]; + } } else { - if (owner->RenderStyle == LegacyRenderStyles[STYLE_Normal] && vis->Style.Alpha < 1.0) - vis->Style.RenderStyle = LegacyRenderStyles[STYLE_Translucent]; - else - vis->Style.RenderStyle = owner->RenderStyle; + vis->Style.RenderStyle = owner->RenderStyle; } + // Set the alpha based on if using the overlay's own or not. Also adjust + // and override the alpha if not forced. + if (pspr->Flags & PSPF_ALPHA) + { + if (pspr->Flags & PSPF_FORCEALPHA) + { + vis->Style.Alpha = float(alpha); + } + else if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Fuzzy]) + { + vis->Style.Alpha = float(owner->Alpha); + } + else if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_OptFuzzy]) + { + FRenderStyle style = vis->Style.RenderStyle; + style.CheckFuzz(); + switch (style.BlendOp) + { + default: + vis->Style.Alpha = float(alpha * owner->Alpha); + break; + case STYLEOP_Fuzz: + case STYLEOP_Sub: + vis->Style.Alpha = float(owner->Alpha); + break; + } + + } + else if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Subtract]) + { + vis->Style.Alpha = float(owner->Alpha); + } + else if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Add] || + vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Translucent] || + vis->Style.RenderStyle == LegacyRenderStyles[STYLE_TranslucentStencil] || + vis->Style.RenderStyle == LegacyRenderStyles[STYLE_AddStencil] || + vis->Style.RenderStyle == LegacyRenderStyles[STYLE_AddShaded]) + { + vis->Style.Alpha = float(alpha * owner->Alpha); + } + else + { + vis->Style.Alpha = float(owner->Alpha); + } + } + + // Should normal renderstyle come out on top at the end and we desire alpha, + // switch it to translucent. Normal never applies any sort of alpha. + if ((pspr->Flags & PSPF_ALPHA) && + vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Normal] && + vis->Style.Alpha < 1.0) + { + vis->Style.RenderStyle = LegacyRenderStyles[STYLE_Translucent]; + vis->Style.Alpha = (pspr->Flags & PSPF_FORCEALPHA) ? float(alpha) : float(alpha * owner->Alpha); + } + + //----------------------------------------------------------------------------- + // The software renderer cannot invert the source without inverting the overlay // too. That means if the source is inverted, we need to do the reverse of what // the invert overlay flag says to do. diff --git a/wadsrc/static/actors/constants.txt b/wadsrc/static/actors/constants.txt index dce2488c25..35f39a39d8 100644 --- a/wadsrc/static/actors/constants.txt +++ b/wadsrc/static/actors/constants.txt @@ -594,10 +594,15 @@ enum // Flags for psprite layers enum { - PSPF_ADDWEAPON = 1 << 0, - PSPF_ADDBOB = 1 << 1, - PSPF_POWDOUBLE = 1 << 2, - PSPF_CVARFAST = 1 << 3, + PSPF_ADDWEAPON = 1 << 0, + PSPF_ADDBOB = 1 << 1, + PSPF_POWDOUBLE = 1 << 2, + PSPF_CVARFAST = 1 << 3, + PSPF_ALPHA = 1 << 4, + PSPF_RENDERSTYLE = 1 << 5, + PSPF_FLIP = 1 << 6, + PSPF_FORCEALPHA = 1 << 7, + PSPF_FORCESTYLE = 1 << 8, }; // Default psprite layers