mirror of
https://github.com/ZDoom/gzdoom.git
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Merge branch 'master' of https://github.com/coelckers/gzdoom
This commit is contained in:
commit
bb04eea996
4 changed files with 543 additions and 282 deletions
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@ -28,7 +28,6 @@
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#include "poly_playersprite.h"
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#include "polyrenderer/poly_renderer.h"
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#include "d_player.h"
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#include "swrenderer/viewport/r_viewport.h"
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#include "polyrenderer/scene/poly_light.h"
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EXTERN_CVAR(Bool, r_drawplayersprites)
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@ -44,6 +43,14 @@ void RenderPolyPlayerSprites::Render()
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const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
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int i;
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int lightnum;
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DPSprite* psp;
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DPSprite* weapon;
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sector_t* sec = nullptr;
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int floorlight, ceilinglight;
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F3DFloor *rover;
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if (!r_drawplayersprites ||
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!viewpoint.camera ||
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!viewpoint.camera->player ||
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@ -51,282 +58,427 @@ void RenderPolyPlayerSprites::Render()
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(r_deathcamera && viewpoint.camera->health <= 0))
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return;
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float bobx, boby;
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P_BobWeapon(viewpoint.camera->player, &bobx, &boby, viewpoint.TicFrac);
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// Interpolate the main weapon layer once so as to be able to add it to other layers.
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double wx, wy;
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DPSprite *weapon = viewpoint.camera->player->FindPSprite(PSP_WEAPON);
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if (weapon)
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FDynamicColormap *basecolormap;
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PolyCameraLight *cameraLight = PolyCameraLight::Instance();
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if (cameraLight->FixedLightLevel() < 0 && viewpoint.sector->e && viewpoint.sector->e->XFloor.lightlist.Size())
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{
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if (weapon->firstTic)
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for (i = viewpoint.sector->e->XFloor.lightlist.Size() - 1; i >= 0; i--)
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{
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wx = weapon->x;
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wy = weapon->y;
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if (viewpoint.Pos.Z <= viewpoint.sector->e->XFloor.lightlist[i].plane.Zat0())
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{
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rover = viewpoint.sector->e->XFloor.lightlist[i].caster;
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if (rover)
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{
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if (rover->flags & FF_DOUBLESHADOW && viewpoint.Pos.Z <= rover->bottom.plane->Zat0())
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break;
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sec = rover->model;
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if (rover->flags & FF_FADEWALLS)
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basecolormap = GetColorTable(sec->Colormap, sec->SpecialColors[sector_t::sprites], true);
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else
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basecolormap = GetColorTable(viewpoint.sector->e->XFloor.lightlist[i].extra_colormap, sec->SpecialColors[sector_t::sprites], true);
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}
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break;
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}
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}
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if (!sec)
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{
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sec = viewpoint.sector;
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basecolormap = GetColorTable(sec->Colormap, sec->SpecialColors[sector_t::sprites], true);
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}
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floorlight = ceilinglight = sec->lightlevel;
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}
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else
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{ // This used to use camera->Sector but due to interpolation that can be incorrect
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// when the interpolated viewpoint is in a different sector than the camera.
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//sec = FakeFlat(viewpoint.sector, &tempsec, &floorlight, &ceilinglight, nullptr, 0, 0, 0, 0);
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// Softpoly has no FakeFlat (its FAKE! Everything is FAKE in Doom. Sigh. Might as well call it FooFlat!)
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sec = viewpoint.camera->Sector;
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floorlight = ceilinglight = sec->lightlevel;
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// [RH] set basecolormap
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basecolormap = GetColorTable(sec->Colormap, sec->SpecialColors[sector_t::sprites], true);
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}
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// [RH] set foggy flag
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bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE));
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// get light level
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lightnum = ((floorlight + ceilinglight) >> 1) + (foggy ? 0 : viewpoint.extralight << 4);
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int spriteshade = LightLevelToShade(lightnum, foggy) - 24 * FRACUNIT;
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if (viewpoint.camera->player != nullptr)
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{
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double wx, wy;
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float bobx, boby;
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P_BobWeapon(viewpoint.camera->player, &bobx, &boby, viewpoint.TicFrac);
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// Interpolate the main weapon layer once so as to be able to add it to other layers.
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if ((weapon = viewpoint.camera->player->FindPSprite(PSP_WEAPON)) != nullptr)
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{
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if (weapon->firstTic)
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{
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wx = weapon->x;
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wy = weapon->y;
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}
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else
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{
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wx = weapon->oldx + (weapon->x - weapon->oldx) * viewpoint.TicFrac;
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wy = weapon->oldy + (weapon->y - weapon->oldy) * viewpoint.TicFrac;
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}
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}
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else
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{
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wx = weapon->oldx + (weapon->x - weapon->oldx) * viewpoint.TicFrac;
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wy = weapon->oldy + (weapon->y - weapon->oldy) * viewpoint.TicFrac;
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wx = 0;
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wy = 0;
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}
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}
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else
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{
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wx = 0;
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wy = 0;
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}
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for (DPSprite *sprite = viewpoint.camera->player->psprites; sprite != nullptr; sprite = sprite->GetNext())
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{
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// [RH] Don't draw the targeter's crosshair if the player already has a crosshair set.
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// It's possible this psprite's caller is now null but the layer itself hasn't been destroyed
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// because it didn't tick yet (if we typed 'take all' while in the console for example).
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// In this case let's simply not draw it to avoid crashing.
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if ((sprite->GetID() != PSP_TARGETCENTER || CrosshairImage == nullptr) && sprite->GetCaller() != nullptr)
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// add all active psprites
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psp = viewpoint.camera->player->psprites;
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while (psp)
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{
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RenderSprite(sprite, viewpoint.camera, bobx, boby, wx, wy, viewpoint.TicFrac);
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// [RH] Don't draw the targeter's crosshair if the player already has a crosshair set.
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// It's possible this psprite's caller is now null but the layer itself hasn't been destroyed
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// because it didn't tick yet (if we typed 'take all' while in the console for example).
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// In this case let's simply not draw it to avoid crashing.
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if ((psp->GetID() != PSP_TARGETCENTER || CrosshairImage == nullptr) && psp->GetCaller() != nullptr)
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{
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RenderSprite(psp, viewpoint.camera, bobx, boby, wx, wy, viewpoint.TicFrac, spriteshade, basecolormap, foggy);
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}
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psp = psp->GetNext();
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}
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}
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}
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void RenderPolyPlayerSprites::RenderRemainingSprites()
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{
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for (auto &sprite : ScreenSprites)
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sprite.Render();
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ScreenSprites.clear();
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for (const PolyHWAccelPlayerSprite &sprite : AcceleratedSprites)
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{
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screen->DrawTexture(sprite.pic,
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viewwindowx + sprite.x1,
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viewwindowy + viewheight / 2 - sprite.texturemid * sprite.yscale - 0.5,
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DTA_DestWidthF, FIXED2DBL(sprite.pic->GetWidth() * sprite.xscale),
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DTA_DestHeightF, sprite.pic->GetHeight() * sprite.yscale,
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DTA_TranslationIndex, sprite.Translation,
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DTA_FlipX, sprite.flip,
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DTA_TopOffset, 0,
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DTA_LeftOffset, 0,
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DTA_ClipLeft, viewwindowx,
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DTA_ClipTop, viewwindowy,
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DTA_ClipRight, viewwindowx + viewwidth,
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DTA_ClipBottom, viewwindowy + viewheight,
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DTA_Alpha, sprite.Alpha,
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DTA_RenderStyle, sprite.RenderStyle,
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DTA_FillColor, sprite.FillColor,
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DTA_SpecialColormap, sprite.special,
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DTA_ColorOverlay, sprite.overlay.d,
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DTA_ColormapStyle, sprite.usecolormapstyle ? &sprite.colormapstyle : nullptr,
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TAG_DONE);
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}
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AcceleratedSprites.Clear();
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}
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void RenderPolyPlayerSprites::RenderSprite(DPSprite *sprite, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac)
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void RenderPolyPlayerSprites::RenderSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac, int spriteshade, FDynamicColormap *basecolormap, bool foggy)
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{
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double tx;
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int x1;
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int x2;
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double sx, sy;
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spritedef_t* sprdef;
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spriteframe_t* sprframe;
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FTextureID picnum;
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uint16_t flip;
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FTexture* tex;
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bool noaccel;
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double alpha = owner->Alpha;
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// decide which patch to use
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if ((unsigned)sprite->GetSprite() >= (unsigned)sprites.Size())
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if ((unsigned)pspr->GetSprite() >= (unsigned)sprites.Size())
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{
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DPrintf(DMSG_ERROR, "RenderPlayerSprite: invalid sprite number %i\n", sprite->GetSprite());
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DPrintf(DMSG_ERROR, "R_DrawPSprite: invalid sprite number %i\n", pspr->GetSprite());
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return;
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}
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sprdef = &sprites[pspr->GetSprite()];
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if (pspr->GetFrame() >= sprdef->numframes)
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{
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DPrintf(DMSG_ERROR, "R_DrawPSprite: invalid sprite frame %i : %i\n", pspr->GetSprite(), pspr->GetFrame());
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return;
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}
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spritedef_t *def = &sprites[sprite->GetSprite()];
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if (sprite->GetFrame() >= def->numframes)
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{
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DPrintf(DMSG_ERROR, "RenderPlayerSprite: invalid sprite frame %i : %i\n", sprite->GetSprite(), sprite->GetFrame());
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return;
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}
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const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
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const auto &viewwindow = PolyRenderer::Instance()->Viewwindow;
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DCanvas *renderTarget = PolyRenderer::Instance()->RenderTarget;
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spriteframe_t *frame = &SpriteFrames[def->spriteframes + sprite->GetFrame()];
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FTextureID picnum = frame->Texture[0];
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bool flip = (frame->Flip & 1) != 0;
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sprframe = &SpriteFrames[sprdef->spriteframes + pspr->GetFrame()];
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FTexture *tex = TexMan(picnum);
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if (tex->UseType == FTexture::TEX_Null)
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picnum = sprframe->Texture[0];
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flip = sprframe->Flip & 1;
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tex = TexMan(picnum);
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if (tex->UseType == FTexture::TEX_Null || pspr->RenderStyle == STYLE_None)
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return;
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// Can't interpolate the first tic.
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if (sprite->firstTic)
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{
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sprite->firstTic = false;
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sprite->oldx = sprite->x;
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sprite->oldy = sprite->y;
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if (pspr->firstTic)
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{ // Can't interpolate the first tic.
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pspr->firstTic = false;
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pspr->oldx = pspr->x;
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pspr->oldy = pspr->y;
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}
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double sx = sprite->oldx + (sprite->x - sprite->oldx) * ticfrac;
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double sy = sprite->oldy + (sprite->y - sprite->oldy) * ticfrac;
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sx = pspr->oldx + (pspr->x - pspr->oldx) * ticfrac;
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sy = pspr->oldy + (pspr->y - pspr->oldy) * ticfrac + WEAPON_FUDGE_Y;
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if (sprite->Flags & PSPF_ADDBOB)
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if (pspr->Flags & PSPF_ADDBOB)
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{
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sx += bobx;
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sy += boby;
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}
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if (sprite->Flags & PSPF_ADDWEAPON && sprite->GetID() != PSP_WEAPON)
|
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if (pspr->Flags & PSPF_ADDWEAPON && pspr->GetID() != PSP_WEAPON)
|
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{
|
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sx += wx;
|
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sy += wy;
|
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}
|
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|
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const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
|
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auto renderTarget = PolyRenderer::Instance()->RenderTarget;
|
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double YaspectMul = 1.2f;
|
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|
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double pspritexscale = PolyRenderer::Instance()->Viewwindow.centerxwide / 160.0;
|
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double pspriteyscale = pspritexscale * YaspectMul;
|
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double yaspectMul = 1.2;// 320.0 * SCREENHEIGHT / (r_Yaspect * SCREENWIDTH);
|
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|
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double pspritexscale = viewwindow.centerxwide / 160.0;
|
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double pspriteyscale = pspritexscale * yaspectMul;
|
||||
double pspritexiscale = 1 / pspritexscale;
|
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|
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// calculate edges of the shape
|
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double tx = sx - BaseXCenter;
|
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tx = sx - BASEXCENTER;
|
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|
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tx -= tex->GetScaledLeftOffset();
|
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int x1 = xs_RoundToInt(renderTarget->GetWidth() * 0.5 + tx * pspritexscale);
|
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x1 = xs_RoundToInt(viewwindow.centerx + tx * pspritexscale);
|
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|
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// off the right side
|
||||
if (x1 > viewwidth)
|
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return;
|
||||
|
||||
tx += tex->GetScaledWidth();
|
||||
int x2 = xs_RoundToInt(renderTarget->GetWidth() * 0.5 + tx * pspritexscale);
|
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x2 = xs_RoundToInt(viewwindow.centerx + tx * pspritexscale);
|
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|
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// off the left side
|
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if (x2 <= 0)
|
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return;
|
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|
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double texturemid = (BaseYCenter - sy) * tex->Scale.Y + tex->TopOffset;
|
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// store information in a vissprite
|
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PolyNoAccelPlayerSprite vis;
|
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|
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// Adjust PSprite for fullscreen views
|
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if (viewpoint.camera->player && (renderTarget != screen || viewheight == renderTarget->GetHeight() || (renderTarget->GetWidth() > (BaseXCenter * 2) && !st_scale)))
|
||||
{
|
||||
AWeapon *weapon = dyn_cast<AWeapon>(sprite->GetCaller());
|
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vis.renderflags = owner->renderflags;
|
||||
|
||||
vis.texturemid = (BASEYCENTER - sy) * tex->Scale.Y + tex->TopOffset;
|
||||
|
||||
if (viewpoint.camera->player && (renderTarget != screen ||
|
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viewheight == renderTarget->GetHeight() ||
|
||||
(renderTarget->GetWidth() > (BASEXCENTER * 2) && !st_scale)))
|
||||
{ // Adjust PSprite for fullscreen views
|
||||
AWeapon *weapon = dyn_cast<AWeapon>(pspr->GetCaller());
|
||||
if (weapon != nullptr && weapon->YAdjust != 0)
|
||||
{
|
||||
if (renderTarget != screen || viewheight == renderTarget->GetHeight())
|
||||
{
|
||||
texturemid -= weapon->YAdjust;
|
||||
vis.texturemid -= weapon->YAdjust;
|
||||
}
|
||||
else
|
||||
{
|
||||
texturemid -= StatusBar->GetDisplacement() * weapon->YAdjust;
|
||||
vis.texturemid -= StatusBar->GetDisplacement() * weapon->YAdjust;
|
||||
}
|
||||
}
|
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}
|
||||
|
||||
// Move the weapon down for 1280x1024.
|
||||
if (sprite->GetID() < PSP_TARGETCENTER)
|
||||
{
|
||||
texturemid -= AspectPspriteOffset(PolyRenderer::Instance()->Viewwindow.WidescreenRatio);
|
||||
if (pspr->GetID() < PSP_TARGETCENTER)
|
||||
{ // Move the weapon down for 1280x1024.
|
||||
vis.texturemid -= AspectPspriteOffset(viewwindow.WidescreenRatio);
|
||||
}
|
||||
vis.x1 = x1 < 0 ? 0 : x1;
|
||||
vis.x2 = x2 >= viewwidth ? viewwidth : x2;
|
||||
vis.xscale = FLOAT2FIXED(pspritexscale / tex->Scale.X);
|
||||
vis.yscale = float(pspriteyscale / tex->Scale.Y);
|
||||
vis.pic = tex;
|
||||
|
||||
int clipped_x1 = MAX(x1, 0);
|
||||
int clipped_x2 = MIN(x2, viewwidth);
|
||||
double xscale = pspritexscale / tex->Scale.X;
|
||||
double yscale = pspriteyscale / tex->Scale.Y;
|
||||
uint32_t translation = 0; // [RH] Use default colors
|
||||
|
||||
double xiscale, startfrac;
|
||||
if (flip)
|
||||
// If flip is used, provided that it's not already flipped (that would just invert itself)
|
||||
// (It's an XOR...)
|
||||
if (!(flip) != !(pspr->Flags & PSPF_FLIP))
|
||||
{
|
||||
xiscale = -pspritexiscale * tex->Scale.X;
|
||||
startfrac = 1;
|
||||
vis.xiscale = -FLOAT2FIXED(pspritexiscale * tex->Scale.X);
|
||||
vis.startfrac = (tex->GetWidth() << FRACBITS) - 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
xiscale = pspritexiscale * tex->Scale.X;
|
||||
startfrac = 0;
|
||||
vis.xiscale = FLOAT2FIXED(pspritexiscale * tex->Scale.X);
|
||||
vis.startfrac = 0;
|
||||
}
|
||||
|
||||
if (clipped_x1 > x1)
|
||||
startfrac += xiscale * (clipped_x1 - x1);
|
||||
if (vis.x1 > x1)
|
||||
vis.startfrac += vis.xiscale*(vis.x1 - x1);
|
||||
|
||||
bool noaccel = false;
|
||||
|
||||
FDynamicColormap *basecolormap = GetColorTable(viewpoint.sector->Colormap, viewpoint.sector->SpecialColors[sector_t::sprites], true);
|
||||
FDynamicColormap *colormap_to_use = basecolormap;
|
||||
|
||||
int ColormapNum = 0;
|
||||
FSWColormap *BaseColormap = basecolormap;
|
||||
float Alpha = 0;
|
||||
FRenderStyle RenderStyle;
|
||||
RenderStyle = STYLE_Normal;
|
||||
|
||||
bool foggy = false;
|
||||
int actualextralight = foggy ? 0 : viewpoint.extralight << 4;
|
||||
int spriteshade = PolyLightVisibility::LightLevelToShade(owner->Sector->lightlevel + actualextralight, foggy);
|
||||
double minz = double((2048 * 4) / double(1 << 20));
|
||||
ColormapNum = GETPALOOKUP(PolyRenderer::Instance()->Light.SpriteGlobVis(foggy) / minz, spriteshade);
|
||||
|
||||
if (sprite->GetID() < PSP_TARGETCENTER)
|
||||
noaccel = false;
|
||||
FDynamicColormap *colormap_to_use = nullptr;
|
||||
if (pspr->GetID() < PSP_TARGETCENTER)
|
||||
{
|
||||
Alpha = float(owner->Alpha);
|
||||
RenderStyle = owner->RenderStyle;
|
||||
// [MC] Set the render style
|
||||
|
||||
if (pspr->Flags & PSPF_RENDERSTYLE)
|
||||
{
|
||||
const int rs = clamp<int>(pspr->RenderStyle, 0, STYLE_Count);
|
||||
|
||||
if (pspr->Flags & PSPF_FORCESTYLE)
|
||||
{
|
||||
vis.RenderStyle = LegacyRenderStyles[rs];
|
||||
}
|
||||
else if (owner->RenderStyle == LegacyRenderStyles[STYLE_Fuzzy])
|
||||
{
|
||||
vis.RenderStyle = LegacyRenderStyles[STYLE_Fuzzy];
|
||||
}
|
||||
else if (owner->RenderStyle == LegacyRenderStyles[STYLE_OptFuzzy])
|
||||
{
|
||||
vis.RenderStyle = LegacyRenderStyles[STYLE_OptFuzzy];
|
||||
vis.RenderStyle.CheckFuzz();
|
||||
}
|
||||
else if (owner->RenderStyle == LegacyRenderStyles[STYLE_Subtract])
|
||||
{
|
||||
vis.RenderStyle = LegacyRenderStyles[STYLE_Subtract];
|
||||
}
|
||||
else
|
||||
{
|
||||
vis.RenderStyle = LegacyRenderStyles[rs];
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
vis.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 (vis.RenderStyle == LegacyRenderStyles[STYLE_Fuzzy])
|
||||
{
|
||||
alpha = owner->Alpha;
|
||||
}
|
||||
else if (vis.RenderStyle == LegacyRenderStyles[STYLE_OptFuzzy])
|
||||
{
|
||||
FRenderStyle style = vis.RenderStyle;
|
||||
style.CheckFuzz();
|
||||
switch (style.BlendOp)
|
||||
{
|
||||
default:
|
||||
alpha = pspr->alpha * owner->Alpha;
|
||||
break;
|
||||
case STYLEOP_Fuzz:
|
||||
case STYLEOP_Sub:
|
||||
alpha = owner->Alpha;
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
else if (vis.RenderStyle == LegacyRenderStyles[STYLE_Subtract])
|
||||
{
|
||||
alpha = owner->Alpha;
|
||||
}
|
||||
else if (vis.RenderStyle == LegacyRenderStyles[STYLE_Add] ||
|
||||
vis.RenderStyle == LegacyRenderStyles[STYLE_Translucent] ||
|
||||
vis.RenderStyle == LegacyRenderStyles[STYLE_TranslucentStencil] ||
|
||||
vis.RenderStyle == LegacyRenderStyles[STYLE_AddStencil] ||
|
||||
vis.RenderStyle == LegacyRenderStyles[STYLE_AddShaded])
|
||||
{
|
||||
alpha = owner->Alpha * pspr->alpha;
|
||||
}
|
||||
else
|
||||
{
|
||||
alpha = 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.RenderStyle == LegacyRenderStyles[STYLE_Normal] &&
|
||||
vis.Alpha < 1.0)
|
||||
{
|
||||
vis.RenderStyle = LegacyRenderStyles[STYLE_Translucent];
|
||||
alpha = owner->Alpha * pspr->alpha;
|
||||
}
|
||||
|
||||
// ALWAYS take priority if asked for, except fuzz. Fuzz does absolutely nothing
|
||||
// no matter what way it's changed.
|
||||
if (pspr->Flags & PSPF_FORCEALPHA)
|
||||
{
|
||||
//Due to lack of != operators...
|
||||
if (vis.RenderStyle == LegacyRenderStyles[STYLE_Fuzzy] ||
|
||||
vis.RenderStyle == LegacyRenderStyles[STYLE_SoulTrans] ||
|
||||
vis.RenderStyle == LegacyRenderStyles[STYLE_Stencil])
|
||||
{
|
||||
}
|
||||
else
|
||||
{
|
||||
alpha = pspr->alpha;
|
||||
vis.RenderStyle.Flags |= STYLEF_ForceAlpha;
|
||||
}
|
||||
}
|
||||
vis.Alpha = clamp<float>(float(alpha), 0.f, 1.f);
|
||||
|
||||
// Due to how some of the effects are handled, going to 0 or less causes some
|
||||
// weirdness to display. There's no point rendering it anyway if it's 0.
|
||||
if (vis.Alpha <= 0.)
|
||||
return;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// 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.
|
||||
INTBOOL invertcolormap = (RenderStyle.Flags & STYLEF_InvertOverlay);
|
||||
bool invertcolormap = (vis.RenderStyle.Flags & STYLEF_InvertOverlay) != 0;
|
||||
|
||||
if (RenderStyle.Flags & STYLEF_InvertSource)
|
||||
if (vis.RenderStyle.Flags & STYLEF_InvertSource)
|
||||
{
|
||||
invertcolormap = !invertcolormap;
|
||||
}
|
||||
|
||||
FDynamicColormap *mybasecolormap = basecolormap;
|
||||
bool fullbright = !foggy && pspr->GetState()->GetFullbright();
|
||||
bool fadeToBlack = (vis.RenderStyle.Flags & STYLEF_FadeToBlack) != 0;
|
||||
|
||||
if (RenderStyle.Flags & STYLEF_FadeToBlack)
|
||||
{
|
||||
if (invertcolormap)
|
||||
{ // Fade to white
|
||||
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(255, 255, 255), mybasecolormap->Desaturate);
|
||||
invertcolormap = false;
|
||||
}
|
||||
else
|
||||
{ // Fade to black
|
||||
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(0, 0, 0), mybasecolormap->Desaturate);
|
||||
}
|
||||
}
|
||||
vis.Light.SetColormap(0, spriteshade, basecolormap, fullbright, invertcolormap, fadeToBlack);
|
||||
|
||||
/*
|
||||
if (realfixedcolormap != nullptr && (!r_swtruecolor || (r_shadercolormaps && screen->Accel2D)))
|
||||
{ // fixed color
|
||||
BaseColormap = realfixedcolormap;
|
||||
ColormapNum = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (invertcolormap)
|
||||
{
|
||||
mybasecolormap = GetSpecialLights(mybasecolormap->Color, mybasecolormap->Fade.InverseColor(), mybasecolormap->Desaturate);
|
||||
}
|
||||
if (fixedlightlev >= 0)
|
||||
{
|
||||
BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap;
|
||||
ColormapNum = fixedlightlev >> COLORMAPSHIFT;
|
||||
}
|
||||
else if (!foggy && sprite->GetState()->GetFullbright())
|
||||
{ // full bright
|
||||
BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap; // [RH] use basecolormap
|
||||
ColormapNum = 0;
|
||||
}
|
||||
else
|
||||
{ // local light
|
||||
BaseColormap = mybasecolormap;
|
||||
ColormapNum = GETPALOOKUP(0, spriteshade);
|
||||
}
|
||||
}
|
||||
*/
|
||||
colormap_to_use = (FDynamicColormap*)vis.Light.BaseColormap;
|
||||
|
||||
if (viewpoint.camera->Inventory != nullptr)
|
||||
{
|
||||
visstyle_t visstyle;
|
||||
visstyle.Alpha = Alpha;
|
||||
visstyle.Alpha = vis.Alpha;
|
||||
visstyle.RenderStyle = STYLE_Count;
|
||||
visstyle.Invert = false;
|
||||
|
||||
viewpoint.camera->Inventory->AlterWeaponSprite(&visstyle);
|
||||
|
||||
Alpha = visstyle.Alpha;
|
||||
vis.Alpha = visstyle.Alpha;
|
||||
|
||||
if (visstyle.RenderStyle != STYLE_Count)
|
||||
{
|
||||
RenderStyle = visstyle.RenderStyle;
|
||||
vis.RenderStyle = visstyle.RenderStyle;
|
||||
}
|
||||
|
||||
if (visstyle.Invert)
|
||||
{
|
||||
BaseColormap = &SpecialSWColormaps[INVERSECOLORMAP];
|
||||
ColormapNum = 0;
|
||||
if (BaseColormap->Maps < mybasecolormap->Maps || BaseColormap->Maps >= mybasecolormap->Maps + NUMCOLORMAPS * 256)
|
||||
{
|
||||
noaccel = true;
|
||||
}
|
||||
vis.Light.BaseColormap = &SpecialSWColormaps[INVERSECOLORMAP];
|
||||
vis.Light.ColormapNum = 0;
|
||||
noaccel = true;
|
||||
}
|
||||
}
|
||||
|
||||
// If we're drawing with a special colormap, but shaders for them are disabled, do
|
||||
// not accelerate.
|
||||
if (!r_shadercolormaps && (BaseColormap >= &SpecialSWColormaps[0] &&
|
||||
BaseColormap <= &SpecialSWColormaps.Last()))
|
||||
if (!r_shadercolormaps && (vis.Light.BaseColormap >= &SpecialSWColormaps[0] &&
|
||||
vis.Light.BaseColormap <= &SpecialSWColormaps.Last()))
|
||||
{
|
||||
noaccel = true;
|
||||
}
|
||||
// If drawing with a BOOM colormap, disable acceleration.
|
||||
if (mybasecolormap == &NormalLight && NormalLight.Maps != realcolormaps.Maps)
|
||||
if (vis.Light.BaseColormap == &NormalLight && NormalLight.Maps != realcolormaps.Maps)
|
||||
{
|
||||
noaccel = true;
|
||||
}
|
||||
|
@ -334,116 +486,185 @@ void RenderPolyPlayerSprites::RenderSprite(DPSprite *sprite, AActor *owner, floa
|
|||
// colormap, disable acceleration so that the lights can remain fixed.
|
||||
PolyCameraLight *cameraLight = PolyCameraLight::Instance();
|
||||
if (!noaccel && cameraLight->ShaderColormap() == nullptr &&
|
||||
NormalLightHasFixedLights && mybasecolormap == &NormalLight &&
|
||||
tex->UseBasePalette())
|
||||
NormalLightHasFixedLights && vis.Light.BaseColormap == &NormalLight &&
|
||||
vis.pic->UseBasePalette())
|
||||
{
|
||||
noaccel = true;
|
||||
}
|
||||
// [SP] If emulating GZDoom fullbright, disable acceleration
|
||||
if (r_fullbrightignoresectorcolor && cameraLight->FixedLightLevel() >= 0)
|
||||
mybasecolormap = &FullNormalLight;
|
||||
if (r_fullbrightignoresectorcolor && !foggy && sprite->GetState()->GetFullbright())
|
||||
mybasecolormap = &FullNormalLight;
|
||||
colormap_to_use = mybasecolormap;
|
||||
}
|
||||
else
|
||||
{
|
||||
colormap_to_use = basecolormap;
|
||||
|
||||
vis.Light.BaseColormap = basecolormap;
|
||||
vis.Light.ColormapNum = 0;
|
||||
}
|
||||
|
||||
// Check for hardware-assisted 2D. If it's available, and this sprite is not
|
||||
// fuzzy, don't draw it until after the switch to 2D mode.
|
||||
if (!noaccel && renderTarget == screen && (DFrameBuffer *)screen->Accel2D)
|
||||
{
|
||||
FRenderStyle style = RenderStyle;
|
||||
FRenderStyle style = vis.RenderStyle;
|
||||
style.CheckFuzz();
|
||||
if (style.BlendOp != STYLEOP_Fuzz)
|
||||
{
|
||||
PolyScreenSprite screenSprite;
|
||||
screenSprite.Pic = tex;
|
||||
screenSprite.X1 = viewwindowx + x1;
|
||||
screenSprite.Y1 = viewwindowy + viewheight / 2 - texturemid * yscale - 0.5;
|
||||
screenSprite.Width = tex->GetWidth() * xscale;
|
||||
screenSprite.Height = tex->GetHeight() * yscale;
|
||||
screenSprite.Translation = TranslationToTable(translation);
|
||||
//screenSprite.Translation = translation;
|
||||
screenSprite.Flip = xiscale < 0;
|
||||
screenSprite.Alpha = Alpha;
|
||||
screenSprite.RenderStyle = RenderStyle;
|
||||
screenSprite.BaseColormap = BaseColormap;
|
||||
screenSprite.ColormapNum = ColormapNum;
|
||||
screenSprite.Colormap = colormap_to_use;
|
||||
ScreenSprites.push_back(screenSprite);
|
||||
PolyHWAccelPlayerSprite accelSprite;
|
||||
|
||||
accelSprite.pic = vis.pic;
|
||||
accelSprite.texturemid = vis.texturemid;
|
||||
accelSprite.yscale = vis.yscale;
|
||||
accelSprite.xscale = vis.xscale;
|
||||
|
||||
accelSprite.Alpha = vis.Alpha;
|
||||
accelSprite.RenderStyle = vis.RenderStyle;
|
||||
accelSprite.Translation = vis.Translation;
|
||||
accelSprite.FillColor = vis.FillColor;
|
||||
|
||||
accelSprite.basecolormap = colormap_to_use;
|
||||
accelSprite.x1 = x1;
|
||||
accelSprite.flip = vis.xiscale < 0;
|
||||
|
||||
if (vis.Light.BaseColormap >= &SpecialSWColormaps[0] &&
|
||||
vis.Light.BaseColormap < &SpecialSWColormaps[SpecialColormaps.Size()])
|
||||
{
|
||||
accelSprite.special = &SpecialColormaps[vis.Light.BaseColormap - &SpecialSWColormaps[0]];
|
||||
}
|
||||
else if (PolyCameraLight::Instance()->ShaderColormap())
|
||||
{
|
||||
accelSprite.special = PolyCameraLight::Instance()->ShaderColormap();
|
||||
}
|
||||
else if (colormap_to_use->Color == PalEntry(255, 255, 255) &&
|
||||
colormap_to_use->Desaturate == 0)
|
||||
{
|
||||
accelSprite.overlay = colormap_to_use->Fade;
|
||||
accelSprite.overlay.a = uint8_t(vis.Light.ColormapNum * 255 / NUMCOLORMAPS);
|
||||
}
|
||||
else
|
||||
{
|
||||
accelSprite.usecolormapstyle = true;
|
||||
accelSprite.colormapstyle.Color = colormap_to_use->Color;
|
||||
accelSprite.colormapstyle.Fade = colormap_to_use->Fade;
|
||||
accelSprite.colormapstyle.Desaturate = colormap_to_use->Desaturate;
|
||||
accelSprite.colormapstyle.FadeLevel = vis.Light.ColormapNum / float(NUMCOLORMAPS);
|
||||
}
|
||||
|
||||
AcceleratedSprites.Push(accelSprite);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// To do: draw sprite same way as R_DrawVisSprite(vis) here
|
||||
|
||||
// Draw the fuzzy weapon:
|
||||
FRenderStyle style = RenderStyle;
|
||||
style.CheckFuzz();
|
||||
if (style.BlendOp == STYLEOP_Fuzz)
|
||||
{
|
||||
RenderStyle = LegacyRenderStyles[STYLE_Shadow];
|
||||
|
||||
PolyScreenSprite screenSprite;
|
||||
screenSprite.Pic = tex;
|
||||
screenSprite.X1 = viewwindowx + x1;
|
||||
screenSprite.Y1 = viewwindowy + viewheight / 2 - texturemid * yscale - 0.5;
|
||||
screenSprite.Width = tex->GetWidth() * xscale;
|
||||
screenSprite.Height = tex->GetHeight() * yscale;
|
||||
screenSprite.Translation = TranslationToTable(translation);
|
||||
screenSprite.Flip = xiscale < 0;
|
||||
screenSprite.Alpha = Alpha;
|
||||
screenSprite.RenderStyle = RenderStyle;
|
||||
screenSprite.BaseColormap = BaseColormap;
|
||||
screenSprite.ColormapNum = ColormapNum;
|
||||
screenSprite.Colormap = colormap_to_use;
|
||||
ScreenSprites.push_back(screenSprite);
|
||||
}
|
||||
vis.Render();
|
||||
}
|
||||
|
||||
void PolyScreenSprite::Render()
|
||||
fixed_t RenderPolyPlayerSprites::LightLevelToShade(int lightlevel, bool foggy)
|
||||
{
|
||||
FSpecialColormap *special = nullptr;
|
||||
FColormapStyle colormapstyle;
|
||||
PalEntry overlay = 0;
|
||||
bool usecolormapstyle = false;
|
||||
if (BaseColormap >= &SpecialSWColormaps[0] &&
|
||||
BaseColormap < &SpecialSWColormaps[SpecialColormaps.Size()])
|
||||
bool nolightfade = !foggy && ((level.flags3 & LEVEL3_NOLIGHTFADE));
|
||||
if (nolightfade)
|
||||
{
|
||||
special = &SpecialColormaps[BaseColormap - &SpecialSWColormaps[0]];
|
||||
}
|
||||
else if (Colormap->Color == PalEntry(255, 255, 255) &&
|
||||
Colormap->Desaturate == 0)
|
||||
{
|
||||
overlay = Colormap->Fade;
|
||||
overlay.a = uint8_t(ColormapNum * 255 / NUMCOLORMAPS);
|
||||
return (MAX(255 - lightlevel, 0) * NUMCOLORMAPS) << (FRACBITS - 8);
|
||||
}
|
||||
else
|
||||
{
|
||||
usecolormapstyle = true;
|
||||
colormapstyle.Color = Colormap->Color;
|
||||
colormapstyle.Fade = Colormap->Fade;
|
||||
colormapstyle.Desaturate = Colormap->Desaturate;
|
||||
colormapstyle.FadeLevel = ColormapNum / float(NUMCOLORMAPS);
|
||||
// Convert a light level into an unbounded colormap index (shade). Result is
|
||||
// fixed point. Why the +12? I wish I knew, but experimentation indicates it
|
||||
// is necessary in order to best reproduce Doom's original lighting.
|
||||
return (NUMCOLORMAPS * 2 * FRACUNIT) - ((lightlevel + 12) * (FRACUNIT*NUMCOLORMAPS / 128));
|
||||
}
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
|
||||
void PolyNoAccelPlayerSprite::Render()
|
||||
{
|
||||
#if 0
|
||||
if (xscale == 0 || fabs(yscale) < (1.0f / 32000.0f))
|
||||
{ // scaled to 0; can't see
|
||||
return;
|
||||
}
|
||||
|
||||
screen->DrawTexture(Pic,
|
||||
X1,
|
||||
Y1,
|
||||
DTA_DestWidthF, Width,
|
||||
DTA_DestHeightF, Height,
|
||||
DTA_TranslationIndex, Translation,
|
||||
DTA_FlipX, Flip,
|
||||
DTA_TopOffset, 0,
|
||||
DTA_LeftOffset, 0,
|
||||
DTA_ClipLeft, viewwindowx,
|
||||
DTA_ClipTop, viewwindowy,
|
||||
DTA_ClipRight, viewwindowx + viewwidth,
|
||||
DTA_ClipBottom, viewwindowy + viewheight,
|
||||
DTA_Alpha, Alpha,
|
||||
DTA_RenderStyle, RenderStyle,
|
||||
DTA_FillColor, FillColor,
|
||||
DTA_SpecialColormap, special,
|
||||
DTA_ColorOverlay, overlay.d,
|
||||
DTA_ColormapStyle, usecolormapstyle ? &colormapstyle : nullptr,
|
||||
TAG_DONE);
|
||||
SpriteDrawerArgs drawerargs;
|
||||
drawerargs.SetLight(Light.BaseColormap, 0, Light.ColormapNum << FRACBITS);
|
||||
|
||||
FDynamicColormap *basecolormap = static_cast<FDynamicColormap*>(Light.BaseColormap);
|
||||
|
||||
bool visible = drawerargs.SetStyle(RenderStyle, Alpha, Translation, FillColor, basecolormap, Light.ColormapNum << FRACBITS);
|
||||
if (!visible)
|
||||
return;
|
||||
|
||||
double spryscale = yscale;
|
||||
bool sprflipvert = false;
|
||||
fixed_t iscale = FLOAT2FIXED(1 / yscale);
|
||||
|
||||
double centerY = viewheight / 2;
|
||||
|
||||
double sprtopscreen;
|
||||
if (renderflags & RF_YFLIP)
|
||||
{
|
||||
sprflipvert = true;
|
||||
spryscale = -spryscale;
|
||||
iscale = -iscale;
|
||||
sprtopscreen = centerY + (texturemid - pic->GetHeight()) * spryscale;
|
||||
}
|
||||
else
|
||||
{
|
||||
sprflipvert = false;
|
||||
sprtopscreen = centerY - texturemid * spryscale;
|
||||
}
|
||||
|
||||
// clip to screen bounds
|
||||
short *mfloorclip = screenheightarray;
|
||||
short *mceilingclip = zeroarray;
|
||||
|
||||
fixed_t frac = startfrac;
|
||||
for (int x = x1; x < x2; x++)
|
||||
{
|
||||
drawerargs.DrawMaskedColumn(x, iscale, pic, frac, spryscale, sprtopscreen, sprflipvert, mfloorclip, mceilingclip, false);
|
||||
frac += xiscale;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
void PolyColormapLight::SetColormap(double visibility, int shade, FDynamicColormap *basecolormap, bool fullbright, bool invertColormap, bool fadeToBlack)
|
||||
{
|
||||
if (fadeToBlack)
|
||||
{
|
||||
if (invertColormap) // Fade to white
|
||||
{
|
||||
basecolormap = GetSpecialLights(basecolormap->Color, MAKERGB(255, 255, 255), basecolormap->Desaturate);
|
||||
invertColormap = false;
|
||||
}
|
||||
else // Fade to black
|
||||
{
|
||||
basecolormap = GetSpecialLights(basecolormap->Color, MAKERGB(0, 0, 0), basecolormap->Desaturate);
|
||||
}
|
||||
}
|
||||
|
||||
if (invertColormap)
|
||||
{
|
||||
basecolormap = GetSpecialLights(basecolormap->Color, basecolormap->Fade.InverseColor(), basecolormap->Desaturate);
|
||||
}
|
||||
|
||||
PolyCameraLight *cameraLight = PolyCameraLight::Instance();
|
||||
if (cameraLight->FixedColormap())
|
||||
{
|
||||
BaseColormap = cameraLight->FixedColormap();
|
||||
ColormapNum = 0;
|
||||
}
|
||||
else if (cameraLight->FixedLightLevel() >= 0)
|
||||
{
|
||||
BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap;
|
||||
ColormapNum = cameraLight->FixedLightLevel() >> COLORMAPSHIFT;
|
||||
}
|
||||
else if (fullbright)
|
||||
{
|
||||
BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap;
|
||||
ColormapNum = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
BaseColormap = basecolormap;
|
||||
ColormapNum = GETPALOOKUP(visibility, shade);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -24,9 +24,68 @@
|
|||
|
||||
#include "r_defs.h"
|
||||
|
||||
class PolyScreenSprite;
|
||||
class DPSprite;
|
||||
struct FSWColormap;
|
||||
struct FDynamicColormap;
|
||||
|
||||
class PolyColormapLight
|
||||
{
|
||||
public:
|
||||
int ColormapNum = 0;
|
||||
FSWColormap *BaseColormap = nullptr;
|
||||
|
||||
void SetColormap(double visibility, int shade, FDynamicColormap *basecolormap, bool fullbright, bool invertColormap, bool fadeToBlack);
|
||||
};
|
||||
|
||||
class PolyNoAccelPlayerSprite
|
||||
{
|
||||
public:
|
||||
short x1 = 0;
|
||||
short x2 = 0;
|
||||
|
||||
double texturemid = 0.0;
|
||||
|
||||
fixed_t xscale = 0;
|
||||
float yscale = 0.0f;
|
||||
|
||||
FTexture *pic = nullptr;
|
||||
|
||||
fixed_t xiscale = 0;
|
||||
fixed_t startfrac = 0;
|
||||
|
||||
float Alpha = 0.0f;
|
||||
FRenderStyle RenderStyle;
|
||||
uint32_t Translation = 0;
|
||||
uint32_t FillColor = 0;
|
||||
|
||||
PolyColormapLight Light;
|
||||
|
||||
short renderflags = 0;
|
||||
|
||||
void Render();
|
||||
};
|
||||
|
||||
class PolyHWAccelPlayerSprite
|
||||
{
|
||||
public:
|
||||
FTexture *pic = nullptr;
|
||||
double texturemid = 0.0;
|
||||
float yscale = 0.0f;
|
||||
fixed_t xscale = 0;
|
||||
|
||||
float Alpha = 0.0f;
|
||||
FRenderStyle RenderStyle;
|
||||
uint32_t Translation = 0;
|
||||
uint32_t FillColor = 0;
|
||||
|
||||
FDynamicColormap *basecolormap = nullptr;
|
||||
int x1 = 0;
|
||||
|
||||
bool flip = false;
|
||||
FSpecialColormap *special = nullptr;
|
||||
PalEntry overlay = 0;
|
||||
FColormapStyle colormapstyle;
|
||||
bool usecolormapstyle = false;
|
||||
};
|
||||
|
||||
class RenderPolyPlayerSprites
|
||||
{
|
||||
|
@ -35,31 +94,12 @@ public:
|
|||
void RenderRemainingSprites();
|
||||
|
||||
private:
|
||||
void RenderSprite(DPSprite *sprite, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac);
|
||||
void RenderSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac, int spriteshade, FDynamicColormap *basecolormap, bool foggy);
|
||||
static fixed_t LightLevelToShade(int lightlevel, bool foggy);
|
||||
|
||||
const int BaseXCenter = 160;
|
||||
const int BaseYCenter = 100;
|
||||
enum { BASEXCENTER = 160 };
|
||||
enum { BASEYCENTER = 100 };
|
||||
|
||||
std::vector<PolyScreenSprite> ScreenSprites;
|
||||
};
|
||||
|
||||
// DScreen accelerated sprite to be rendered
|
||||
class PolyScreenSprite
|
||||
{
|
||||
public:
|
||||
void Render();
|
||||
|
||||
FTexture *Pic = nullptr;
|
||||
double X1 = 0.0;
|
||||
double Y1 = 0.0;
|
||||
double Width = 0.0;
|
||||
double Height = 0.0;
|
||||
FRemapTable *Translation = nullptr;
|
||||
bool Flip = false;
|
||||
float Alpha = 1;
|
||||
FRenderStyle RenderStyle;
|
||||
FSWColormap *BaseColormap = nullptr;
|
||||
int ColormapNum = 0;
|
||||
uint32_t FillColor = 0;
|
||||
FDynamicColormap *Colormap = nullptr;
|
||||
TArray<PolyHWAccelPlayerSprite> AcceleratedSprites;
|
||||
sector_t tempsec;
|
||||
};
|
||||
|
|
|
@ -99,7 +99,7 @@ namespace swrenderer
|
|||
v = v - floor(v);
|
||||
double v_step = uv_stepd / texture->GetHeight();
|
||||
|
||||
if (std::isnan(v) || std::isnan(v_step)) // this should never happen, but it apparently does..
|
||||
if (isnan(v) || isnan(v_step)) // this should never happen, but it apparently does..
|
||||
{
|
||||
uv_stepd = 0.0;
|
||||
v = 0.0;
|
||||
|
|
|
@ -500,7 +500,7 @@ bool DCanvas::ParseDrawTextureTags(FTexture *img, double x, double y, uint32_t t
|
|||
|
||||
case DTA_FillColor:
|
||||
parms->fillcolor = ListGetInt(tags);
|
||||
if (parms->fillcolor != -1)
|
||||
if (parms->fillcolor != ~0u)
|
||||
{
|
||||
fillcolorset = true;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue