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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.
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3 changed files with 98 additions and 14 deletions
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@ -60,6 +60,8 @@ enum PSPFlags
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PSPF_ALPHA = 1 << 4,
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PSPF_ALPHA = 1 << 4,
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PSPF_RENDERSTYLE = 1 << 5,
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PSPF_RENDERSTYLE = 1 << 5,
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PSPF_FLIP = 1 << 6,
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PSPF_FLIP = 1 << 6,
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PSPF_FORCEALPHA = 1 << 7,
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PSPF_FORCESTYLE = 1 << 8,
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};
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};
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class DPSprite : public DObject
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class DPSprite : public DObject
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@ -1424,27 +1424,104 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
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FDynamicColormap *colormap_to_use = nullptr;
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FDynamicColormap *colormap_to_use = nullptr;
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if (pspr->GetID() < PSP_TARGETCENTER)
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if (pspr->GetID() < PSP_TARGETCENTER)
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{
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{
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// Set the alpha based on if using the overlay's own or not.
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// [MC] Set the render style
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vis->Style.Alpha = (pspr->Flags & PSPF_ALPHA) ? float(alpha) : float(owner->Alpha);
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// Set the render style
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if (pspr->Flags & PSPF_RENDERSTYLE)
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if (pspr->Flags & PSPF_RENDERSTYLE)
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{
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{
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const int rs = clamp<int>(pspr->RenderStyle, 0, STYLE_Count);
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const int rs = clamp<int>(pspr->RenderStyle, 0, STYLE_Count);
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if (rs == STYLE_Normal && vis->Style.Alpha < 1.0)
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if (pspr->Flags & PSPF_FORCESTYLE)
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vis->Style.RenderStyle = LegacyRenderStyles[STYLE_Translucent];
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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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}
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else if (owner->RenderStyle == LegacyRenderStyles[STYLE_OptFuzzy])
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{
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vis->Style.RenderStyle = LegacyRenderStyles[STYLE_OptFuzzy];
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vis->Style.RenderStyle.CheckFuzz();
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}
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else if (owner->RenderStyle == LegacyRenderStyles[STYLE_Subtract])
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{
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vis->Style.RenderStyle = LegacyRenderStyles[STYLE_Subtract];
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}
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else
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else
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{
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vis->Style.RenderStyle = LegacyRenderStyles[rs];
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vis->Style.RenderStyle = LegacyRenderStyles[rs];
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}
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}
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}
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else
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else
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{
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{
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if (owner->RenderStyle == LegacyRenderStyles[STYLE_Normal] && vis->Style.Alpha < 1.0)
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vis->Style.RenderStyle = owner->RenderStyle;
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vis->Style.RenderStyle = LegacyRenderStyles[STYLE_Translucent];
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else
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vis->Style.RenderStyle = owner->RenderStyle;
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}
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}
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// Set the alpha based on if using the overlay's own or not. Also adjust
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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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{
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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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}
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else if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_OptFuzzy])
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{
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FRenderStyle style = vis->Style.RenderStyle;
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style.CheckFuzz();
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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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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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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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}
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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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vis->Style.RenderStyle == LegacyRenderStyles[STYLE_TranslucentStencil] ||
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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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}
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else
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{
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vis->Style.Alpha = float(owner->Alpha);
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}
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}
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// Should normal renderstyle come out on top at the end and we desire alpha,
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// switch it to translucent. Normal never applies any sort of alpha.
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if ((pspr->Flags & PSPF_ALPHA) &&
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vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Normal] &&
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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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}
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//-----------------------------------------------------------------------------
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// The software renderer cannot invert the source without inverting the overlay
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// The software renderer cannot invert the source without inverting the overlay
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// too. That means if the source is inverted, we need to do the reverse of what
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// too. That means if the source is inverted, we need to do the reverse of what
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// the invert overlay flag says to do.
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// the invert overlay flag says to do.
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@ -594,10 +594,15 @@ enum
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// Flags for psprite layers
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// Flags for psprite layers
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enum
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enum
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{
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{
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PSPF_ADDWEAPON = 1 << 0,
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PSPF_ADDWEAPON = 1 << 0,
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PSPF_ADDBOB = 1 << 1,
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PSPF_ADDBOB = 1 << 1,
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PSPF_POWDOUBLE = 1 << 2,
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PSPF_POWDOUBLE = 1 << 2,
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PSPF_CVARFAST = 1 << 3,
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PSPF_CVARFAST = 1 << 3,
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PSPF_ALPHA = 1 << 4,
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PSPF_RENDERSTYLE = 1 << 5,
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PSPF_FLIP = 1 << 6,
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PSPF_FORCEALPHA = 1 << 7,
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PSPF_FORCESTYLE = 1 << 8,
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};
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};
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// Default psprite layers
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// Default psprite layers
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