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Merged https://github.com/ZDoom/gzdoom/pull/1394 (CVars to fade sprite shadows)
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2 changed files with 22 additions and 2 deletions
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@ -67,7 +67,8 @@ const float LARGE_VALUE = 1e19f;
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EXTERN_CVAR(Bool, r_debug_disable_vis_filter)
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EXTERN_CVAR(Float, transsouls)
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EXTERN_CVAR(Float, r_actorspriteshadowalpha)
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EXTERN_CVAR(Float, r_actorspriteshadowfadeheight)
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//==========================================================================
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//
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@ -1174,7 +1175,12 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
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{
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RenderStyle = STYLE_Stencil;
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ThingColor = MAKEARGB(255, 0, 0, 0);
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trans *= 0.5f;
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// fade shadow progressively as the thing moves higher away from the floor
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if (r_actorspriteshadowfadeheight > 0.0) {
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trans *= clamp(0.0f, float(r_actorspriteshadowalpha - (thingpos.Z - thing->floorz) * (1.0 / r_actorspriteshadowfadeheight)), float(r_actorspriteshadowalpha));
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} else {
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trans *= r_actorspriteshadowalpha;
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}
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hw_styleflags = STYLEHW_NoAlphaTest;
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}
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@ -121,6 +121,20 @@ CUSTOM_CVARD(Float, r_actorspriteshadowdist, 1500.0, CVAR_ARCHIVE | CVAR_GLOBALC
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else if (self > 8192.f)
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self = 8192.f;
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}
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CUSTOM_CVARD(Float, r_actorspriteshadowalpha, 0.5, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "maximum sprite shadow opacity, only effective with hardware renderers (0.0 = fully transparent, 1.0 = opaque)")
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{
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if (self < 0.f)
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self = 0.f;
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else if (self > 1.f)
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self = 1.f;
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}
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CUSTOM_CVARD(Float, r_actorspriteshadowfadeheight, 0.0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "distance over which sprite shadows should fade, only effective with hardware renderers (0 = infinite)")
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{
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if (self < 0.f)
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self = 0.f;
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else if (self > 8192.f)
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self = 8192.f;
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}
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int viewwindowx;
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int viewwindowy;
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