Added ability to change overlay alphas independently and renderstyles.

- A_OverlayRenderStyle(int layer, int style) - Sets the renderstyle of a layer to one of the STYLE_ types.
- A_OverlayAlpha(int layer, float alphaset) - Sets the alpha of a layer.
- OverlayAlpha(int layer) - Non-action function retrieves the alpha of a layer.

New overlay flags:

- PSPF_ALPHA/STYLE - enables individual alpha and render styles on the layers set with them.
- PSPF_FORCE(ALPHA/STYLE) - Forces the overlay's alpha to be rendered with its own amount instead of multiplying. This does not count towards fuzzy, transsouls, or stencil (use stenciladd, etc. for stencil).
- PSPF_FLIP - Flips the X of the layer over, drawing it in reverse.
This commit is contained in:
Major Cooke 2016-10-10 10:11:32 -05:00
commit b6b122b1e6
7 changed files with 228 additions and 34 deletions

View file

@ -111,14 +111,16 @@ END_POINTERS
//------------------------------------------------------------------------
DPSprite::DPSprite(player_t *owner, AActor *caller, int id)
: x(.0), y(.0),
oldx(.0), oldy(.0),
firstTic(true),
Flags(0),
Caller(caller),
Owner(owner),
ID(id),
processPending(true)
: x(.0), y(.0),
oldx(.0), oldy(.0),
alpha(1.),
firstTic(true),
Flags(0),
Caller(caller),
Owner(owner),
ID(id),
processPending(true),
RenderStyle(STYLE_Normal)
{
DPSprite *prev = nullptr;
DPSprite *next = Owner->psprites;
@ -967,7 +969,7 @@ void A_OverlayOffset(AActor *self, int layer, double wx, double wy, int flags)
player_t *player = self->player;
DPSprite *psp;
if (player && (player->playerstate != PST_DEAD))
if (player)
{
psp = player->FindPSprite(layer);
@ -1101,18 +1103,76 @@ DEFINE_ACTION_FUNCTION(AActor, OverlayY)
// Because non-action functions cannot acquire the ID of the overlay...
//---------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, OverlayID)
DEFINE_ACTION_FUNCTION(AActor, A_OverlayAlpha)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT(layer);
PARAM_FLOAT(alphaset);
if (ACTION_CALL_FROM_PSPRITE())
{
ACTION_RETURN_INT(stateinfo->mPSPIndex);
}
ACTION_RETURN_INT(0);
if (self->player == nullptr)
return 0;
DPSprite *pspr = self->player->FindPSprite(layer);
if (pspr == nullptr)
return 0;
pspr->alpha = clamp<double>(alphaset, 0.0, 1.0);
return 0;
}
// NON-ACTION function to get the overlay alpha of a layer.
DEFINE_ACTION_FUNCTION(AActor, OverlayAlpha)
{
if (numret > 0)
{
assert(ret != nullptr);
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(layer);
if (self->player == nullptr)
return 0;
DPSprite *pspr = self->player->FindPSprite(layer);
if (pspr == nullptr)
{
ret->SetFloat(0.0);
}
else
{
ret->SetFloat(pspr->alpha);
}
return 1;
}
return 0;
}
//---------------------------------------------------------------------------
//
// PROC A_OverlayRenderStyle
//
//---------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_OverlayRenderStyle)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT(layer);
PARAM_INT(style);
if (self->player == nullptr)
return 0;
DPSprite *pspr = self->player->FindPSprite(layer);
if (pspr == nullptr || style >= STYLE_Count)
return 0;
pspr->RenderStyle = style;
return 0;
}
//---------------------------------------------------------------------------
//
@ -1529,7 +1589,8 @@ void DPSprite::Serialize(FSerializer &arc)
("x", x)
("y", y)
("oldx", oldx)
("oldy", oldy);
("oldy", oldy)
("alpha", alpha);
}
//------------------------------------------------------------------------

View file

@ -53,10 +53,15 @@ enum PSPLayers
enum PSPFlags
{
PSPF_ADDWEAPON = 1 << 0,
PSPF_ADDBOB = 1 << 1,
PSPF_POWDOUBLE = 1 << 2,
PSPF_CVARFAST = 1 << 3,
PSPF_ADDWEAPON = 1 << 0,
PSPF_ADDBOB = 1 << 1,
PSPF_POWDOUBLE = 1 << 2,
PSPF_CVARFAST = 1 << 3,
PSPF_ALPHA = 1 << 4,
PSPF_RENDERSTYLE = 1 << 5,
PSPF_FLIP = 1 << 6,
PSPF_FORCEALPHA = 1 << 7,
PSPF_FORCESTYLE = 1 << 8,
};
class DPSprite : public DObject
@ -77,11 +82,12 @@ public:
AActor* GetCaller() { return Caller; }
void SetCaller(AActor *newcaller) { Caller = newcaller; }
double x, y;
double x, y, alpha;
double oldx, oldy;
bool firstTic;
int Tics;
int Flags;
int RenderStyle;
private:
DPSprite () {}

View file

@ -125,6 +125,9 @@ enum ERenderFlags
// Actors only: Ignore sector fade and fade to black. To fade to white,
// combine this with STYLEF_InvertOverlay.
STYLEF_FadeToBlack = 64,
// Force alpha.
STYLEF_ForceAlpha = 128,
};
union FRenderStyle

View file

@ -2373,7 +2373,11 @@ ESPSResult R_SetPatchStyle (FRenderStyle style, fixed_t alpha, int translation,
color = 0;
}
if (style.Flags & STYLEF_TransSoulsAlpha)
if (style.Flags & STYLEF_ForceAlpha)
{
alpha = clamp<fixed_t>(alpha, 0, OPAQUE);
}
else if (style.Flags & STYLEF_TransSoulsAlpha)
{
alpha = fixed_t(transsouls * OPAQUE);
}

View file

@ -1303,6 +1303,7 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
FTexture* tex;
vissprite_t* vis;
bool noaccel;
double alpha = owner->Alpha;
static TArray<vissprite_t> avis;
if (avis.Size() < vispspindex + 1)
@ -1326,7 +1327,7 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
flip = sprframe->Flip & 1;
tex = TexMan(picnum);
if (tex->UseType == FTexture::TEX_Null)
if (tex->UseType == FTexture::TEX_Null || pspr->RenderStyle == STYLE_None)
return;
if (pspr->firstTic)
@ -1363,10 +1364,10 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
tx += tex->GetScaledWidth();
x2 = xs_RoundToInt(CenterX + tx * pspritexscale);
// off the left side
if (x2 <= 0)
return;
return;
// store information in a vissprite
vis = &avis[vispspindex];
@ -1404,7 +1405,9 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
vis->pic = tex;
vis->ColormapNum = 0;
if (flip)
// If flip is used, provided that it's not already flipped (that would just invert itself)
// (It's an XOR...)
if (!(flip) != !(pspr->Flags & PSPF_FLIP))
{
vis->xiscale = -FLOAT2FIXED(pspritexiscale * tex->Scale.X);
vis->startfrac = (tex->GetWidth() << FRACBITS) - 1;
@ -1422,8 +1425,114 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
FDynamicColormap *colormap_to_use = nullptr;
if (pspr->GetID() < PSP_TARGETCENTER)
{
vis->Style.Alpha = float(owner->Alpha);
vis->Style.RenderStyle = owner->RenderStyle;
// [MC] Set the render style
if (pspr->Flags & PSPF_RENDERSTYLE)
{
const int rs = clamp<int>(pspr->RenderStyle, 0, STYLE_Count);
if (pspr->Flags & PSPF_FORCESTYLE)
{
vis->Style.RenderStyle = LegacyRenderStyles[rs];
}
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
{
vis->Style.RenderStyle = LegacyRenderStyles[rs];
}
}
else
{
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 (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Fuzzy])
{
alpha = owner->Alpha;
}
else if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_OptFuzzy])
{
FRenderStyle style = vis->Style.RenderStyle;
style.CheckFuzz();
switch (style.BlendOp)
{
default:
alpha = pspr->alpha * owner->Alpha;
break;
case STYLEOP_Fuzz:
case STYLEOP_Sub:
alpha = owner->Alpha;
break;
}
}
else if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Subtract])
{
alpha = 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])
{
alpha = owner->Alpha * pspr->alpha;
}
else
{
alpha = 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];
alpha = owner->Alpha * pspr->alpha;
}
// ALWAYS take priority if asked for, except fuzz. Fuzz does absolutely nothing
// no matter what way it's changed.
if (pspr->Flags & PSPF_FORCEALPHA)
{
//Due to lack of != operators...
if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Fuzzy] ||
vis->Style.RenderStyle == LegacyRenderStyles[STYLE_SoulTrans] ||
vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Stencil])
{ }
else
{
alpha = pspr->alpha;
vis->Style.RenderStyle.Flags |= STYLEF_ForceAlpha;
}
}
vis->Style.Alpha = clamp<float>(float(alpha), 0.f, 1.f);
// Due to how some of the effects are handled, going to 0 or less causes some
// weirdness to display. There's no point rendering it anyway if it's 0.
if (vis->Style.Alpha <= 0.)
return;
//-----------------------------------------------------------------------------
// 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
@ -1522,7 +1631,6 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
{
colormap_to_use = basecolormap;
vis->Style.colormap = basecolormap->Maps;
vis->Style.RenderStyle = STYLE_Normal;
}
// Check for hardware-assisted 2D. If it's available, and this sprite is not
@ -1543,6 +1651,7 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
return;
}
}
R_DrawVisSprite(vis);
}
@ -1657,6 +1766,7 @@ void R_DrawPlayerSprites ()
// It's possible this psprite's caller is now null but the layer itself hasn't been destroyed
// because it didn't tick yet (if we typed 'take all' while in the console for example).
// In this case let's simply not draw it to avoid crashing.
if ((psp->GetID() != PSP_TARGETCENTER || CrosshairImage == nullptr) && psp->GetCaller() != nullptr)
{
R_DrawPSprite(psp, camera, bobx, boby, wx, wy, r_TicFracF);

View file

@ -61,6 +61,9 @@ ACTOR Actor native //: Thinker
action native float OverlayX(int layer = 0);
action native float OverlayY(int layer = 0);
// Overlay Functions
native float OverlayAlpha(int layer);
// Action functions
// Meh, MBF redundant functions. Only for DeHackEd support.
action native A_Turn(float angle = 0);
@ -342,7 +345,6 @@ ACTOR Actor native //: Thinker
native state A_CheckSightOrRange(float distance, state label, bool two_dimension = false);
native state A_CheckRange(float distance, state label, bool two_dimension = false);
action native bool A_FaceMovementDirection(float offset = 0, float anglelimit = 0, float pitchlimit = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
action native int A_ClearOverlays(int sstart = 0, int sstop = 0, bool safety = true);
action native bool A_CopySpriteFrame(int from, int to, int flags = 0);
action native bool A_SetSpriteAngle(float angle = 0, int ptr = AAPTR_DEFAULT);
action native bool A_SetSpriteRotation(float angle = 0, int ptr = AAPTR_DEFAULT);
@ -354,9 +356,12 @@ ACTOR Actor native //: Thinker
action native A_CopyFriendliness(int ptr_source = AAPTR_MASTER);
action native bool A_Overlay(int layer, state start = "", bool nooverride = false);
action native int A_ClearOverlays(int sstart = 0, int sstop = 0, bool safety = true);
action native A_WeaponOffset(float wx = 0, float wy = 32, int flags = 0);
action native A_OverlayOffset(int layer = PSP_WEAPON, float wx = 0, float wy = 32, int flags = 0);
action native A_OverlayFlags(int layer, int flags, bool set);
action native A_OverlayAlpha(int layer, float alphaset);
action native A_OverlayRenderStyle(int layer, int style);
native int ACS_NamedExecute(name script, int mapnum=0, int arg1=0, int arg2=0, int arg3=0);
native int ACS_NamedSuspend(name script, int mapnum=0);

View file

@ -594,10 +594,15 @@ enum
// Flags for psprite layers
enum
{
PSPF_ADDWEAPON = 1 << 0,
PSPF_ADDBOB = 1 << 1,
PSPF_POWDOUBLE = 1 << 2,
PSPF_CVARFAST = 1 << 3,
PSPF_ADDWEAPON = 1 << 0,
PSPF_ADDBOB = 1 << 1,
PSPF_POWDOUBLE = 1 << 2,
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