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Add Textured Particles
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9bbf65df36
commit
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5 changed files with 95 additions and 10 deletions
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@ -1676,6 +1676,72 @@ DEFINE_ACTION_FUNCTION(AActor, A_SpawnParticle)
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_SpawnParticleEx)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_COLOR (color);
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PARAM_INT (i_texid)
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PARAM_INT (style)
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PARAM_INT (flags)
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PARAM_INT (lifetime)
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PARAM_FLOAT (size)
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PARAM_ANGLE (angle)
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PARAM_FLOAT (xoff)
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PARAM_FLOAT (yoff)
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PARAM_FLOAT (zoff)
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PARAM_FLOAT (xvel)
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PARAM_FLOAT (yvel)
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PARAM_FLOAT (zvel)
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PARAM_FLOAT (accelx)
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PARAM_FLOAT (accely)
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PARAM_FLOAT (accelz)
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PARAM_FLOAT (startalpha)
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PARAM_FLOAT (fadestep)
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PARAM_FLOAT (sizestep)
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startalpha = clamp(startalpha, 0., 1.);
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if (fadestep > 0) fadestep = clamp(fadestep, 0., 1.);
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size = fabs(size);
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if (lifetime != 0)
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{
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if (flags & SPF_RELANG) angle += self->Angles.Yaw;
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double s = angle.Sin();
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double c = angle.Cos();
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DVector3 pos(xoff, yoff, zoff + self->GetBobOffset());
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DVector3 vel(xvel, yvel, zvel);
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DVector3 acc(accelx, accely, accelz);
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//[MC] Code ripped right out of A_SpawnItemEx.
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if (flags & SPF_RELPOS)
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{
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// in relative mode negative y values mean 'left' and positive ones mean 'right'
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// This is the inverse orientation of the absolute mode!
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pos.X = xoff * c + yoff * s;
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pos.Y = xoff * s - yoff * c;
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}
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if (flags & SPF_RELVEL)
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{
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vel.X = xvel * c + yvel * s;
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vel.Y = xvel * s - yvel * c;
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}
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if (flags & SPF_RELACCEL)
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{
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acc.X = accelx * c + accely * s;
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acc.Y = accelx * s - accely * c;
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}
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FTextureID texid;
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texid.SetIndex(i_texid);
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if(style < 0 || style >= STYLE_Count)
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{
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style = STYLE_None;
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}
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P_SpawnParticle(self->Level, self->Vec3Offset(pos), vel, acc, color, startalpha, lifetime, size, fadestep, sizestep, flags, texid, ERenderStyle(style));
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}
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return 0;
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}
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//===========================================================================
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//
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// A_CheckSight
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@ -278,7 +278,7 @@ enum PSFlag
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};
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void P_SpawnParticle(FLevelLocals *Level, const DVector3 &pos, const DVector3 &vel, const DVector3 &accel, PalEntry color, double startalpha, int lifetime, double size,
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double fadestep, double sizestep, int flags)
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double fadestep, double sizestep, int flags, FTextureID texture, ERenderStyle style)
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{
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particle_t *particle = NewParticle(Level);
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@ -296,6 +296,8 @@ void P_SpawnParticle(FLevelLocals *Level, const DVector3 &pos, const DVector3 &v
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particle->size = size;
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particle->sizestep = sizestep;
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particle->notimefreeze = !!(flags & PS_NOTIMEFREEZE);
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particle->texture = texture;
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particle->style = style;
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}
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}
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@ -35,6 +35,7 @@
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#include "vectors.h"
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#include "doomdef.h"
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#include "renderstyle.h"
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enum
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{
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@ -65,6 +66,8 @@ struct particle_t
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int color;
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uint16_t tnext;
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uint16_t snext;
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FTextureID texture;
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ERenderStyle style;
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};
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const uint16_t NO_PARTICLE = 0xffff;
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@ -80,7 +83,7 @@ particle_t *JitterParticle (FLevelLocals *Level, int ttl);
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particle_t *JitterParticle (FLevelLocals *Level, int ttl, double drift);
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void P_ThinkParticles (FLevelLocals *Level);
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void P_SpawnParticle(FLevelLocals *Level, const DVector3 &pos, const DVector3 &vel, const DVector3 &accel, PalEntry color, double startalpha, int lifetime, double size, double fadestep, double sizestep, int flags = 0);
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void P_SpawnParticle(FLevelLocals *Level, const DVector3 &pos, const DVector3 &vel, const DVector3 &accel, PalEntry color, double startalpha, int lifetime, double size, double fadestep, double sizestep, int flags = 0, FTextureID texture = FNullTextureID(), ERenderStyle style = STYLE_None);
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void P_InitEffects (void);
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void P_RunEffect (AActor *actor, int effects);
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@ -1277,7 +1277,16 @@ void HWSprite::ProcessParticle (HWDrawInfo *di, particle_t *particle, sector_t *
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}
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trans=particle->alpha;
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if(particle->style != STYLE_None)
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{
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RenderStyle = particle->style;
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}
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else
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{
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RenderStyle = STYLE_Translucent;
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}
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OverrideShader = 0;
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ThingColor = particle->color;
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@ -1289,17 +1298,21 @@ void HWSprite::ProcessParticle (HWDrawInfo *di, particle_t *particle, sector_t *
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bottomclip = -LARGE_VALUE;
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index = 0;
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bool has_texture = !particle->texture.isNull();
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int particle_style = has_texture ? 2 : gl_particles_style; // Treat custom texture the same as smooth particles
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// [BB] Load the texture for round or smooth particles
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if (gl_particles_style)
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if (particle_style)
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{
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FTextureID lump;
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if (gl_particles_style == 1)
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if (particle_style == 1)
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{
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lump = TexMan.glPart2;
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}
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else if (gl_particles_style == 2)
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else if (particle_style == 2)
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{
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lump = TexMan.glPart;
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lump = has_texture ? particle -> texture : TexMan.glPart;
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}
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else lump.SetNull();
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@ -1329,8 +1342,8 @@ void HWSprite::ProcessParticle (HWDrawInfo *di, particle_t *particle, sector_t *
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z = float(particle->Pos.Z) + zvf;
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float factor;
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if (gl_particles_style == 1) factor = 1.3f / 7.f;
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else if (gl_particles_style == 2) factor = 2.5f / 7.f;
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if (particle_style == 1) factor = 1.3f / 7.f;
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else if (particle_style == 2) factor = 2.5f / 7.f;
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else factor = 1 / 7.f;
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float scalefac=particle->size * factor;
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@ -1351,7 +1364,7 @@ void HWSprite::ProcessParticle (HWDrawInfo *di, particle_t *particle, sector_t *
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fullbright = !!particle->bright;
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// [BB] Translucent particles have to be rendered without the alpha test.
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if (gl_particles_style != 2 && trans>=1.0f-FLT_EPSILON) hw_styleflags = STYLEHW_Solid;
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if (particle_style != 2 && trans>=1.0f-FLT_EPSILON) hw_styleflags = STYLEHW_Solid;
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else hw_styleflags = STYLEHW_NoAlphaTest;
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if (sector->e->XFloor.lightlist.Size() != 0 && !di->isFullbrightScene() && !fullbright)
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@ -1128,6 +1128,7 @@ class Actor : Thinker native
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native void A_FadeTo(double target, double amount = 0.1, int flags = 0);
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native void A_SpawnDebris(class<Actor> spawntype, bool transfer_translation = false, double mult_h = 1, double mult_v = 1);
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native void A_SpawnParticle(color color1, int flags = 0, int lifetime = TICRATE, double size = 1, double angle = 0, double xoff = 0, double yoff = 0, double zoff = 0, double velx = 0, double vely = 0, double velz = 0, double accelx = 0, double accely = 0, double accelz = 0, double startalphaf = 1, double fadestepf = -1, double sizestep = 0);
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native void A_SpawnParticleEx(color color1, TextureID texture, int style = STYLE_None, int flags = 0, int lifetime = TICRATE, double size = 1, double angle = 0, double xoff = 0, double yoff = 0, double zoff = 0, double velx = 0, double vely = 0, double velz = 0, double accelx = 0, double accely = 0, double accelz = 0, double startalphaf = 1, double fadestepf = -1, double sizestep = 0);
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native void A_ExtChase(bool usemelee, bool usemissile, bool playactive = true, bool nightmarefast = false);
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native void A_DropInventory(class<Inventory> itemtype, int amount = -1);
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native void A_SetBlend(color color1, double alpha, int tics, color color2 = 0, double alpha2 = 0.);
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