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- 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:
parent
8cfeca655d
commit
d597af1494
3 changed files with 43 additions and 24 deletions
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@ -125,6 +125,9 @@ enum ERenderFlags
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// Actors only: Ignore sector fade and fade to black. To fade to white,
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// combine this with STYLEF_InvertOverlay.
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STYLEF_FadeToBlack = 64,
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// Force alpha.
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STYLEF_ForceAlpha = 128,
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};
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union FRenderStyle
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@ -2373,7 +2373,11 @@ ESPSResult R_SetPatchStyle (FRenderStyle style, fixed_t alpha, int translation,
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color = 0;
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}
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if (style.Flags & STYLEF_TransSoulsAlpha)
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if (style.Flags & STYLEF_ForceAlpha)
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{
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alpha = clamp<fixed_t>(alpha, 0, OPAQUE);
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}
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else if (style.Flags & STYLEF_TransSoulsAlpha)
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{
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alpha = fixed_t(transsouls * OPAQUE);
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}
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@ -1290,7 +1290,7 @@ void R_AddSprites (sector_t *sec, int lightlevel, int fakeside)
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//
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// R_DrawPSprite
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//
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void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac, double alpha)
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void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac)
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{
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double tx;
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int x1;
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@ -1303,6 +1303,7 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
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FTexture* tex;
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vissprite_t* vis;
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bool noaccel;
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double alpha = owner->Alpha;
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static TArray<vissprite_t> avis;
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if (avis.Size() < vispspindex + 1)
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@ -1431,16 +1432,9 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
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const int rs = clamp<int>(pspr->RenderStyle, 0, STYLE_Count);
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if (pspr->Flags & PSPF_FORCESTYLE)
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{
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if (rs == STYLE_Normal && vis->Style.Alpha < 1.0)
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{
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vis->Style.RenderStyle = LegacyRenderStyles[STYLE_Translucent];
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}
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else
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{
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vis->Style.RenderStyle = LegacyRenderStyles[rs];
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}
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}
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else if (owner->RenderStyle == LegacyRenderStyles[STYLE_Fuzzy])
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{
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vis->Style.RenderStyle = LegacyRenderStyles[STYLE_Fuzzy];
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@ -1468,13 +1462,9 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
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// and override the alpha if not forced.
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if (pspr->Flags & PSPF_ALPHA)
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{
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if (pspr->Flags & PSPF_FORCEALPHA)
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if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Fuzzy])
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{
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vis->Style.Alpha = float(alpha);
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}
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else if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Fuzzy])
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{
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vis->Style.Alpha = float(owner->Alpha);
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alpha = owner->Alpha;
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}
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else if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_OptFuzzy])
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{
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@ -1483,18 +1473,18 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
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switch (style.BlendOp)
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{
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default:
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vis->Style.Alpha = float(alpha * owner->Alpha);
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alpha = pspr->alpha * owner->Alpha;
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break;
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case STYLEOP_Fuzz:
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case STYLEOP_Sub:
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vis->Style.Alpha = float(owner->Alpha);
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alpha = owner->Alpha;
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break;
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}
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}
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else if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Subtract])
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{
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vis->Style.Alpha = float(owner->Alpha);
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alpha = owner->Alpha;
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}
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else if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Add] ||
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vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Translucent] ||
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@ -1502,11 +1492,11 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
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vis->Style.RenderStyle == LegacyRenderStyles[STYLE_AddStencil] ||
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vis->Style.RenderStyle == LegacyRenderStyles[STYLE_AddShaded])
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{
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vis->Style.Alpha = float(alpha * owner->Alpha);
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alpha = owner->Alpha * pspr->alpha;
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}
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else
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{
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vis->Style.Alpha = float(owner->Alpha);
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alpha = owner->Alpha;
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}
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}
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@ -1517,9 +1507,31 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
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vis->Style.Alpha < 1.0)
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{
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vis->Style.RenderStyle = LegacyRenderStyles[STYLE_Translucent];
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vis->Style.Alpha = (pspr->Flags & PSPF_FORCEALPHA) ? float(alpha) : float(alpha * owner->Alpha);
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alpha = owner->Alpha * pspr->alpha;
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}
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// ALWAYS take priority if asked for, except fuzz. Fuzz does absolutely nothing
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// no matter what way it's changed.
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if (pspr->Flags & PSPF_FORCEALPHA)
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{
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//Due to lack of != operators...
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if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Fuzzy] ||
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vis->Style.RenderStyle == LegacyRenderStyles[STYLE_SoulTrans] ||
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vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Stencil])
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{ }
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else
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{
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alpha = pspr->alpha;
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vis->Style.RenderStyle.Flags |= STYLEF_ForceAlpha;
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}
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}
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vis->Style.Alpha = clamp<float>(float(alpha), 0.f, 1.f);
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// Due to how some of the effects are handled, going to 0 or less causes some
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// weirdness to display. There's no point rendering it anyway if it's 0.
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if (vis->Style.Alpha <= 0.)
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return;
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//-----------------------------------------------------------------------------
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// The software renderer cannot invert the source without inverting the overlay
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@ -1619,7 +1631,6 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
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{
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colormap_to_use = basecolormap;
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vis->Style.colormap = basecolormap->Maps;
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vis->Style.RenderStyle = STYLE_Normal;
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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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@ -1640,6 +1651,7 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
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return;
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}
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}
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R_DrawVisSprite(vis);
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}
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@ -1757,7 +1769,7 @@ void R_DrawPlayerSprites ()
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if ((psp->GetID() != PSP_TARGETCENTER || CrosshairImage == nullptr) && psp->GetCaller() != nullptr)
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{
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R_DrawPSprite(psp, camera, bobx, boby, wx, wy, r_TicFracF, psp->alpha);
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R_DrawPSprite(psp, camera, bobx, boby, wx, wy, r_TicFracF);
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}
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psp = psp->GetNext();
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