mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-29 07:22:05 +00:00
Added priority renderstyles, and added PSPF_FORCE(ALPHA / STYLE).
- Renderstyles now override alpha based on which is used. - The new flags will override whatever renderstyle and alpha is currently being utilized.
This commit is contained in:
parent
4865e7109c
commit
8cfeca655d
3 changed files with 98 additions and 14 deletions
|
@ -60,6 +60,8 @@ enum PSPFlags
|
||||||
PSPF_ALPHA = 1 << 4,
|
PSPF_ALPHA = 1 << 4,
|
||||||
PSPF_RENDERSTYLE = 1 << 5,
|
PSPF_RENDERSTYLE = 1 << 5,
|
||||||
PSPF_FLIP = 1 << 6,
|
PSPF_FLIP = 1 << 6,
|
||||||
|
PSPF_FORCEALPHA = 1 << 7,
|
||||||
|
PSPF_FORCESTYLE = 1 << 8,
|
||||||
};
|
};
|
||||||
|
|
||||||
class DPSprite : public DObject
|
class DPSprite : public DObject
|
||||||
|
|
|
@ -1424,27 +1424,104 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
|
||||||
FDynamicColormap *colormap_to_use = nullptr;
|
FDynamicColormap *colormap_to_use = nullptr;
|
||||||
if (pspr->GetID() < PSP_TARGETCENTER)
|
if (pspr->GetID() < PSP_TARGETCENTER)
|
||||||
{
|
{
|
||||||
// Set the alpha based on if using the overlay's own or not.
|
// [MC] Set the render style
|
||||||
vis->Style.Alpha = (pspr->Flags & PSPF_ALPHA) ? float(alpha) : float(owner->Alpha);
|
|
||||||
|
|
||||||
// Set the render style
|
|
||||||
if (pspr->Flags & PSPF_RENDERSTYLE)
|
if (pspr->Flags & PSPF_RENDERSTYLE)
|
||||||
{
|
{
|
||||||
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 (rs == STYLE_Normal && vis->Style.Alpha < 1.0)
|
if (rs == STYLE_Normal && vis->Style.Alpha < 1.0)
|
||||||
|
{
|
||||||
vis->Style.RenderStyle = LegacyRenderStyles[STYLE_Translucent];
|
vis->Style.RenderStyle = LegacyRenderStyles[STYLE_Translucent];
|
||||||
else
|
|
||||||
vis->Style.RenderStyle = LegacyRenderStyles[rs];
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
if (owner->RenderStyle == LegacyRenderStyles[STYLE_Normal] && vis->Style.Alpha < 1.0)
|
vis->Style.RenderStyle = LegacyRenderStyles[rs];
|
||||||
vis->Style.RenderStyle = LegacyRenderStyles[STYLE_Translucent];
|
}
|
||||||
|
}
|
||||||
|
else if (owner->RenderStyle == LegacyRenderStyles[STYLE_Fuzzy])
|
||||||
|
{
|
||||||
|
vis->Style.RenderStyle = LegacyRenderStyles[STYLE_Fuzzy];
|
||||||
|
}
|
||||||
|
else if (owner->RenderStyle == LegacyRenderStyles[STYLE_OptFuzzy])
|
||||||
|
{
|
||||||
|
vis->Style.RenderStyle = LegacyRenderStyles[STYLE_OptFuzzy];
|
||||||
|
vis->Style.RenderStyle.CheckFuzz();
|
||||||
|
}
|
||||||
|
else if (owner->RenderStyle == LegacyRenderStyles[STYLE_Subtract])
|
||||||
|
{
|
||||||
|
vis->Style.RenderStyle = LegacyRenderStyles[STYLE_Subtract];
|
||||||
|
}
|
||||||
else
|
else
|
||||||
|
{
|
||||||
|
vis->Style.RenderStyle = LegacyRenderStyles[rs];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
vis->Style.RenderStyle = owner->RenderStyle;
|
vis->Style.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 (pspr->Flags & PSPF_FORCEALPHA)
|
||||||
|
{
|
||||||
|
vis->Style.Alpha = float(alpha);
|
||||||
|
}
|
||||||
|
else if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Fuzzy])
|
||||||
|
{
|
||||||
|
vis->Style.Alpha = float(owner->Alpha);
|
||||||
|
}
|
||||||
|
else if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_OptFuzzy])
|
||||||
|
{
|
||||||
|
FRenderStyle style = vis->Style.RenderStyle;
|
||||||
|
style.CheckFuzz();
|
||||||
|
switch (style.BlendOp)
|
||||||
|
{
|
||||||
|
default:
|
||||||
|
vis->Style.Alpha = float(alpha * owner->Alpha);
|
||||||
|
break;
|
||||||
|
case STYLEOP_Fuzz:
|
||||||
|
case STYLEOP_Sub:
|
||||||
|
vis->Style.Alpha = float(owner->Alpha);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
else if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Subtract])
|
||||||
|
{
|
||||||
|
vis->Style.Alpha = float(owner->Alpha);
|
||||||
|
}
|
||||||
|
else if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Add] ||
|
||||||
|
vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Translucent] ||
|
||||||
|
vis->Style.RenderStyle == LegacyRenderStyles[STYLE_TranslucentStencil] ||
|
||||||
|
vis->Style.RenderStyle == LegacyRenderStyles[STYLE_AddStencil] ||
|
||||||
|
vis->Style.RenderStyle == LegacyRenderStyles[STYLE_AddShaded])
|
||||||
|
{
|
||||||
|
vis->Style.Alpha = float(alpha * owner->Alpha);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
vis->Style.Alpha = float(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->Style.RenderStyle == LegacyRenderStyles[STYLE_Normal] &&
|
||||||
|
vis->Style.Alpha < 1.0)
|
||||||
|
{
|
||||||
|
vis->Style.RenderStyle = LegacyRenderStyles[STYLE_Translucent];
|
||||||
|
vis->Style.Alpha = (pspr->Flags & PSPF_FORCEALPHA) ? float(alpha) : float(alpha * owner->Alpha);
|
||||||
|
}
|
||||||
|
|
||||||
|
//-----------------------------------------------------------------------------
|
||||||
|
|
||||||
// The software renderer cannot invert the source without inverting the overlay
|
// 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
|
// too. That means if the source is inverted, we need to do the reverse of what
|
||||||
// the invert overlay flag says to do.
|
// the invert overlay flag says to do.
|
||||||
|
|
|
@ -598,6 +598,11 @@ enum
|
||||||
PSPF_ADDBOB = 1 << 1,
|
PSPF_ADDBOB = 1 << 1,
|
||||||
PSPF_POWDOUBLE = 1 << 2,
|
PSPF_POWDOUBLE = 1 << 2,
|
||||||
PSPF_CVARFAST = 1 << 3,
|
PSPF_CVARFAST = 1 << 3,
|
||||||
|
PSPF_ALPHA = 1 << 4,
|
||||||
|
PSPF_RENDERSTYLE = 1 << 5,
|
||||||
|
PSPF_FLIP = 1 << 6,
|
||||||
|
PSPF_FORCEALPHA = 1 << 7,
|
||||||
|
PSPF_FORCESTYLE = 1 << 8,
|
||||||
};
|
};
|
||||||
|
|
||||||
// Default psprite layers
|
// Default psprite layers
|
||||||
|
|
Loading…
Reference in a new issue