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- basic groundwork for render feature visibility flags. I haven't gotten very far with it yet, but since I am taking a break I am going to commit what I have and continue it later.
todo: * call a render class function in D_Main that enumerates the capabilities of the current renderer into a global variable to be accessed later * add a debug-specific cvar to always show all actors, regardless of these filters * put in checks in the renderer themselves that check both flagsets and reject rendering of any sprite/model that does not fit the definition's criteria
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2 changed files with 43 additions and 1 deletions
23
src/actor.h
23
src/actor.h
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@ -516,6 +516,25 @@ enum ActorBounceFlag
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};
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// this is a special flag set that is exposed directly to DECORATE/ZScript
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// these flags are for filtering actor visibility based on certain conditions of the renderer's feature support.
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// currently, no renderer supports every single one of these features.
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enum ActorRenderFeatureFlag
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{
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RFF_FLATSPRITES = 1<<0, // flat sprites
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RFF_MODELS = 1<<1, // 3d models
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RFF_SLOPE3DFLOORS = 1<<2, // sloped 3d floor support
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RFF_TILTPITCH = 1<<3, // full free-look
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RFF_ROLLSPRITES = 1<<4, // roll sprites
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RFF_UNCLIPPEDTEX = 1<<5, // midtex and sprite can render "into" flats and walls
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RFF_FRAGMENTSHADER = 1<<6, // fragment (material) shaders
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RFF_POSTSHADER = 1<<7, // post-process shaders (renderbuffers)
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RFF_BRIGHTMAP = 1<<8, // brightmaps
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RFF_COLORMAP = 1<<9, // custom colormaps (incl. ability to fullbright certain ranges, ala Strife)
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RFF_POLYGONAL = 1<<10, // uses polygons instead of wallscans/visplanes (i.e. softpoly and hardware opengl)
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RFF_TRUECOLOR = 1<<11, // renderer is currently truecolor
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};
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// [TP] Flagset definitions
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typedef TFlags<ActorFlag> ActorFlags;
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typedef TFlags<ActorFlag2> ActorFlags2;
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@ -527,6 +546,7 @@ typedef TFlags<ActorFlag7> ActorFlags7;
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typedef TFlags<ActorFlag8> ActorFlags8;
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typedef TFlags<ActorRenderFlag> ActorRenderFlags;
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typedef TFlags<ActorBounceFlag, uint16_t> ActorBounceFlags;
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typedef TFlags<ActorRenderFeatureFlag> ActorRenderFeatureFlags;
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DEFINE_TFLAGS_OPERATORS (ActorFlags)
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DEFINE_TFLAGS_OPERATORS (ActorFlags2)
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DEFINE_TFLAGS_OPERATORS (ActorFlags3)
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@ -537,6 +557,7 @@ DEFINE_TFLAGS_OPERATORS (ActorFlags7)
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DEFINE_TFLAGS_OPERATORS (ActorFlags8)
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DEFINE_TFLAGS_OPERATORS (ActorRenderFlags)
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DEFINE_TFLAGS_OPERATORS (ActorBounceFlags)
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DEFINE_TFLAGS_OPERATORS (ActorRenderFeatureFlags)
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// Used to affect the logic for thing activation through death, USESPECIAL and BUMPSPECIAL
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// "thing" refers to what has the flag and the special, "trigger" refers to what used or bumped it
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@ -1024,6 +1045,8 @@ public:
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uint32_t Translation;
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ActorRenderFlags renderflags; // Different rendering flags
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ActorRenderFeatureFlags renderrequired; // current renderer must have this feature set
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ActorRenderFeatureFlags renderhidden; // current renderer must *not* have any of these features
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ActorFlags flags;
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ActorFlags2 flags2; // Heretic flags
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ActorFlags3 flags3; // [RH] Hexen/Heretic actor-dependant behavior made flaggable
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@ -1172,3 +1172,22 @@ enum EWeaponState
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WF_USER3OK = 1 << 10,
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WF_USER4OK = 1 << 11,
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};
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// these flags are for filtering actor visibility based on certain conditions of the renderer's feature support.
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// currently, no renderer supports every single one of these features.
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enum ActorRenderFeatureFlag
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{
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RFF_FLATSPRITES = 1<<0, // flat sprites
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RFF_MODELS = 1<<1, // 3d models
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RFF_SLOPE3DFLOORS = 1<<2, // sloped 3d floor support
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RFF_TILTPITCH = 1<<3, // full free-look
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RFF_ROLLSPRITES = 1<<4, // roll sprites
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RFF_UNCLIPPEDTEX = 1<<5, // midtex and sprite can render "into" flats and walls
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RFF_FRAGMENTSHADER = 1<<6, // fragment (material) shaders
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RFF_POSTSHADER = 1<<7, // post-process shaders (renderbuffers)
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RFF_BRIGHTMAP = 1<<8, // brightmaps
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RFF_COLORMAP = 1<<9, // custom colormaps (incl. ability to fullbright certain ranges, ala Strife)
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RFF_POLYGONAL = 1<<10, // uses polygons instead of wallscans/visplanes (i.e. softpoly and hardware opengl)
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RFF_TRUECOLOR = 1<<11, // renderer is currently truecolor
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};
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