- Fixed a few corner cases where forcing alpha wouldn't work.

- On the other hand, soultrans, fuzzy and stencil (as is, not including the mixing styles like stenciladd) are no longer accounted for by FORCEALPHA.
This commit is contained in:
Major Cooke 2016-10-03 13:14:48 -05:00
parent 8cfeca655d
commit d597af1494
3 changed files with 43 additions and 24 deletions

View file

@ -125,6 +125,9 @@ enum ERenderFlags
// Actors only: Ignore sector fade and fade to black. To fade to white, // Actors only: Ignore sector fade and fade to black. To fade to white,
// combine this with STYLEF_InvertOverlay. // combine this with STYLEF_InvertOverlay.
STYLEF_FadeToBlack = 64, STYLEF_FadeToBlack = 64,
// Force alpha.
STYLEF_ForceAlpha = 128,
}; };
union FRenderStyle union FRenderStyle

View file

@ -2373,7 +2373,11 @@ ESPSResult R_SetPatchStyle (FRenderStyle style, fixed_t alpha, int translation,
color = 0; color = 0;
} }
if (style.Flags & STYLEF_TransSoulsAlpha) if (style.Flags & STYLEF_ForceAlpha)
{
alpha = clamp<fixed_t>(alpha, 0, OPAQUE);
}
else if (style.Flags & STYLEF_TransSoulsAlpha)
{ {
alpha = fixed_t(transsouls * OPAQUE); alpha = fixed_t(transsouls * OPAQUE);
} }

View file

@ -1290,7 +1290,7 @@ void R_AddSprites (sector_t *sec, int lightlevel, int fakeside)
// //
// R_DrawPSprite // R_DrawPSprite
// //
void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac, double alpha) void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac)
{ {
double tx; double tx;
int x1; int x1;
@ -1303,6 +1303,7 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
FTexture* tex; FTexture* tex;
vissprite_t* vis; vissprite_t* vis;
bool noaccel; bool noaccel;
double alpha = owner->Alpha;
static TArray<vissprite_t> avis; static TArray<vissprite_t> avis;
if (avis.Size() < vispspindex + 1) if (avis.Size() < vispspindex + 1)
@ -1431,16 +1432,9 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
const int rs = clamp<int>(pspr->RenderStyle, 0, STYLE_Count); const int rs = clamp<int>(pspr->RenderStyle, 0, STYLE_Count);
if (pspr->Flags & PSPF_FORCESTYLE) 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]; vis->Style.RenderStyle = LegacyRenderStyles[rs];
} }
}
else if (owner->RenderStyle == LegacyRenderStyles[STYLE_Fuzzy]) else if (owner->RenderStyle == LegacyRenderStyles[STYLE_Fuzzy])
{ {
vis->Style.RenderStyle = LegacyRenderStyles[STYLE_Fuzzy]; vis->Style.RenderStyle = LegacyRenderStyles[STYLE_Fuzzy];
@ -1468,13 +1462,9 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
// and override the alpha if not forced. // and override the alpha if not forced.
if (pspr->Flags & PSPF_ALPHA) if (pspr->Flags & PSPF_ALPHA)
{ {
if (pspr->Flags & PSPF_FORCEALPHA) if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Fuzzy])
{ {
vis->Style.Alpha = float(alpha); alpha = owner->Alpha;
}
else if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Fuzzy])
{
vis->Style.Alpha = float(owner->Alpha);
} }
else if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_OptFuzzy]) else if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_OptFuzzy])
{ {
@ -1483,18 +1473,18 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
switch (style.BlendOp) switch (style.BlendOp)
{ {
default: default:
vis->Style.Alpha = float(alpha * owner->Alpha); alpha = pspr->alpha * owner->Alpha;
break; break;
case STYLEOP_Fuzz: case STYLEOP_Fuzz:
case STYLEOP_Sub: case STYLEOP_Sub:
vis->Style.Alpha = float(owner->Alpha); alpha = owner->Alpha;
break; break;
} }
} }
else if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Subtract]) else if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Subtract])
{ {
vis->Style.Alpha = float(owner->Alpha); alpha = owner->Alpha;
} }
else if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Add] || else if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Add] ||
vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Translucent] || vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Translucent] ||
@ -1502,11 +1492,11 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
vis->Style.RenderStyle == LegacyRenderStyles[STYLE_AddStencil] || vis->Style.RenderStyle == LegacyRenderStyles[STYLE_AddStencil] ||
vis->Style.RenderStyle == LegacyRenderStyles[STYLE_AddShaded]) vis->Style.RenderStyle == LegacyRenderStyles[STYLE_AddShaded])
{ {
vis->Style.Alpha = float(alpha * owner->Alpha); alpha = owner->Alpha * pspr->alpha;
} }
else else
{ {
vis->Style.Alpha = float(owner->Alpha); alpha = owner->Alpha;
} }
} }
@ -1517,9 +1507,31 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
vis->Style.Alpha < 1.0) vis->Style.Alpha < 1.0)
{ {
vis->Style.RenderStyle = LegacyRenderStyles[STYLE_Translucent]; vis->Style.RenderStyle = LegacyRenderStyles[STYLE_Translucent];
vis->Style.Alpha = (pspr->Flags & PSPF_FORCEALPHA) ? float(alpha) : float(alpha * owner->Alpha); 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->Style.RenderStyle == LegacyRenderStyles[STYLE_Fuzzy] ||
vis->Style.RenderStyle == LegacyRenderStyles[STYLE_SoulTrans] ||
vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Stencil])
{ }
else
{
alpha = pspr->alpha;
vis->Style.RenderStyle.Flags |= STYLEF_ForceAlpha;
}
}
vis->Style.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->Style.Alpha <= 0.)
return;
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// The software renderer cannot invert the source without inverting the overlay // The software renderer cannot invert the source without inverting the overlay
@ -1619,7 +1631,6 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
{ {
colormap_to_use = basecolormap; colormap_to_use = basecolormap;
vis->Style.colormap = basecolormap->Maps; vis->Style.colormap = basecolormap->Maps;
vis->Style.RenderStyle = STYLE_Normal;
} }
// Check for hardware-assisted 2D. If it's available, and this sprite is not // Check for hardware-assisted 2D. If it's available, and this sprite is not
@ -1640,6 +1651,7 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
return; return;
} }
} }
R_DrawVisSprite(vis); R_DrawVisSprite(vis);
} }
@ -1757,7 +1769,7 @@ void R_DrawPlayerSprites ()
if ((psp->GetID() != PSP_TARGETCENTER || CrosshairImage == nullptr) && psp->GetCaller() != nullptr) if ((psp->GetID() != PSP_TARGETCENTER || CrosshairImage == nullptr) && psp->GetCaller() != nullptr)
{ {
R_DrawPSprite(psp, camera, bobx, boby, wx, wy, r_TicFracF, psp->alpha); R_DrawPSprite(psp, camera, bobx, boby, wx, wy, r_TicFracF);
} }
psp = psp->GetNext(); psp = psp->GetNext();