Merge remote-tracking branch 'gzdoom/master' into qzdoom

# Conflicts:
#	src/swrenderer/scene/r_things.cpp
This commit is contained in:
Magnus Norddahl 2017-01-07 17:44:15 +01:00
commit bf850bb788
10 changed files with 74 additions and 28 deletions

View file

@ -418,6 +418,7 @@ enum ActorRenderFlag
RF_FLATSPRITE = 0x2000, // Flat sprite RF_FLATSPRITE = 0x2000, // Flat sprite
RF_VOXELSPRITE = 0x3000, // Voxel object RF_VOXELSPRITE = 0x3000, // Voxel object
RF_INVISIBLE = 0x8000, // Don't bother drawing this actor RF_INVISIBLE = 0x8000, // Don't bother drawing this actor
RF_MAYBEINVISIBLE = 0x10000,
RF_ROLLSPRITE = 0x40000, //[marrub]roll the sprite billboard RF_ROLLSPRITE = 0x40000, //[marrub]roll the sprite billboard
RF_DONTFLIP = 0x80000, // Don't flip it when viewed from behind. RF_DONTFLIP = 0x80000, // Don't flip it when viewed from behind.
RF_ROLLCENTER = 0x00100000, // Rotate from the center of sprite instead of offsets RF_ROLLCENTER = 0x00100000, // Rotate from the center of sprite instead of offsets

View file

@ -288,7 +288,9 @@ bool GLPortal::Start(bool usestencil, bool doquery)
savedAngle = ViewAngle; savedAngle = ViewAngle;
savedviewactor=GLRenderer->mViewActor; savedviewactor=GLRenderer->mViewActor;
savedviewarea=in_area; savedviewarea=in_area;
savedvisibility = camera ? camera->renderflags & RF_INVISIBLE : ActorRenderFlags::FromInt(0); savedviewpath[0] = ViewPath[0];
savedviewpath[1] = ViewPath[1];
savedvisibility = camera ? camera->renderflags & RF_MAYBEINVISIBLE : ActorRenderFlags::FromInt(0);
PrevPortal = GLRenderer->mCurrentPortal; PrevPortal = GLRenderer->mCurrentPortal;
@ -350,13 +352,15 @@ void GLPortal::End(bool usestencil)
if (needdepth) FDrawInfo::EndDrawInfo(); if (needdepth) FDrawInfo::EndDrawInfo();
// Restore the old view // Restore the old view
ViewPath[0] = savedviewpath[0];
ViewPath[1] = savedviewpath[1];
ViewPos = savedViewPos; ViewPos = savedViewPos;
r_showviewer = savedshowviewer; r_showviewer = savedshowviewer;
ViewActorPos = savedViewActorPos; ViewActorPos = savedViewActorPos;
ViewAngle = savedAngle; ViewAngle = savedAngle;
GLRenderer->mViewActor=savedviewactor; GLRenderer->mViewActor=savedviewactor;
in_area=savedviewarea; in_area=savedviewarea;
if (camera != nullptr) camera->renderflags = (camera->renderflags & ~RF_INVISIBLE) | savedvisibility; if (camera != nullptr) camera->renderflags = (camera->renderflags & ~RF_MAYBEINVISIBLE) | savedvisibility;
GLRenderer->SetupView(ViewPos.X, ViewPos.Y, ViewPos.Z, ViewAngle, !!(MirrorFlag & 1), !!(PlaneMirrorFlag & 1)); GLRenderer->SetupView(ViewPos.X, ViewPos.Y, ViewPos.Z, ViewAngle, !!(MirrorFlag & 1), !!(PlaneMirrorFlag & 1));
{ {
@ -1011,6 +1015,23 @@ void GLLineToLinePortal::DrawContents()
P_TranslatePortalXY(origin, ViewActorPos.X, ViewActorPos.Y); P_TranslatePortalXY(origin, ViewActorPos.X, ViewActorPos.Y);
P_TranslatePortalAngle(origin, ViewAngle); P_TranslatePortalAngle(origin, ViewAngle);
P_TranslatePortalZ(origin, ViewPos.Z); P_TranslatePortalZ(origin, ViewPos.Z);
P_TranslatePortalXY(origin, ViewPath[0].X, ViewPath[0].Y);
P_TranslatePortalXY(origin, ViewPath[1].X, ViewPath[1].Y);
if (!r_showviewer && camera != nullptr && P_PointOnLineSidePrecise(ViewPath[0], glport->lines[0]->mDestination) != P_PointOnLineSidePrecise(ViewPath[1], glport->lines[0]->mDestination))
{
double distp = (ViewPath[0] - ViewPath[1]).Length();
if (distp > EQUAL_EPSILON)
{
double dist1 = (ViewPos - ViewPath[0]).Length();
double dist2 = (ViewPos - ViewPath[1]).Length();
if (dist1 + dist2 < distp + 1)
{
camera->renderflags |= RF_MAYBEINVISIBLE;
}
}
}
SaveMapSection(); SaveMapSection();

View file

@ -101,6 +101,7 @@ public:
private: private:
void DrawPortalStencil(); void DrawPortalStencil();
DVector3 savedviewpath[2];
DVector3 savedViewPos; DVector3 savedViewPos;
DVector3 savedViewActorPos; DVector3 savedViewActorPos;
DAngle savedAngle; DAngle savedAngle;

View file

@ -677,6 +677,11 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
if (thruportal == 1) thingorigin += Displacements.getOffset(thing->Sector->PortalGroup, sector->PortalGroup); if (thruportal == 1) thingorigin += Displacements.getOffset(thing->Sector->PortalGroup, sector->PortalGroup);
if (fabs(thingorigin.X - ViewActorPos.X) < 2 && fabs(thingorigin.Y - ViewActorPos.Y) < 2) return; if (fabs(thingorigin.X - ViewActorPos.X) < 2 && fabs(thingorigin.Y - ViewActorPos.Y) < 2) return;
} }
// Thing is invisible if close to the camera.
if (thing->renderflags & RF_MAYBEINVISIBLE)
{
if (fabs(thingpos.X - ViewPos.X) < 32 && fabs(thingpos.Y - ViewPos.Y) < 32) return;
}
// Too close to the camera. This doesn't look good if it is a sprite. // Too close to the camera. This doesn't look good if it is a sprite.
if (fabs(thingpos.X - ViewPos.X) < 2 && fabs(thingpos.Y - ViewPos.Y) < 2) if (fabs(thingpos.X - ViewPos.X) < 2 && fabs(thingpos.Y - ViewPos.Y) < 2)
@ -693,6 +698,10 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
} }
} }
} }
if (thing == camera)
{
int a = 0;
}
// don't draw first frame of a player missile // don't draw first frame of a player missile
if (thing->flags&MF_MISSILE) if (thing->flags&MF_MISSILE)
@ -1051,7 +1060,7 @@ void GLSprite::ProcessParticle (particle_t *particle, sector_t *sector)//, int s
player_t *player=&players[consoleplayer]; player_t *player=&players[consoleplayer];
if (particle->trans==0) return; if (particle->alpha==0) return;
lightlevel = gl_ClampLight(sector->GetTexture(sector_t::ceiling) == skyflatnum ? lightlevel = gl_ClampLight(sector->GetTexture(sector_t::ceiling) == skyflatnum ?
sector->GetCeilingLight() : sector->GetFloorLight()); sector->GetCeilingLight() : sector->GetFloorLight());
@ -1091,7 +1100,7 @@ void GLSprite::ProcessParticle (particle_t *particle, sector_t *sector)//, int s
Colormap.ClearColor(); Colormap.ClearColor();
} }
trans=particle->trans/255.0f; trans=particle->alpha;
RenderStyle = STYLE_Translucent; RenderStyle = STYLE_Translucent;
OverrideShader = 0; OverrideShader = 0;
@ -1203,6 +1212,14 @@ void gl_RenderActorsInPortal(FGLLinePortal *glport)
DVector3 newpos = savedpos; DVector3 newpos = savedpos;
sector_t fakesector; sector_t fakesector;
if (!r_showviewer && th == camera)
{
if (fabs(savedpos.X - ViewActorPos.X) < 2 && fabs(savedpos.Y - ViewActorPos.Y) < 2)
{
continue;
}
}
P_TranslatePortalXY(line, newpos.X, newpos.Y); P_TranslatePortalXY(line, newpos.X, newpos.Y);
P_TranslatePortalZ(line, newpos.Z); P_TranslatePortalZ(line, newpos.Z);
P_TranslatePortalAngle(line, th->Angles.Yaw); P_TranslatePortalAngle(line, th->Angles.Yaw);

View file

@ -2500,6 +2500,12 @@ DEFINE_ACTION_FUNCTION(AActor, A_SetInventory)
ACTION_RETURN_BOOL(false); ACTION_RETURN_BOOL(false);
} }
// Do not run this function on voodoo dolls because the way they transfer the inventory to the player will not work with the code below.
if (mobj->player != nullptr)
{
mobj = mobj->player->mo;
}
AInventory *item = mobj->FindInventory(itemtype); AInventory *item = mobj->FindInventory(itemtype);
if (item != nullptr) if (item != nullptr)

View file

@ -62,7 +62,7 @@ CVAR (Bool, r_particles, true, 0);
FRandom pr_railtrail("RailTrail"); FRandom pr_railtrail("RailTrail");
#define FADEFROMTTL(a) (255/(a)) #define FADEFROMTTL(a) (1.f/(a))
// [RH] particle globals // [RH] particle globals
WORD NumParticles; WORD NumParticles;
@ -269,11 +269,10 @@ void P_ThinkParticles ()
continue; continue;
} }
BYTE oldtrans; auto oldtrans = particle->alpha;
oldtrans = particle->trans; particle->alpha -= particle->fadestep;
particle->trans -= particle->fade;
particle->size += particle->sizestep; particle->size += particle->sizestep;
if (oldtrans < particle->trans || --particle->ttl <= 0 || (particle->size <= 0)) if (oldtrans < particle->alpha || --particle->ttl <= 0 || (particle->size <= 0))
{ // The particle has expired, so free it { // The particle has expired, so free it
memset (particle, 0, sizeof(particle_t)); memset (particle, 0, sizeof(particle_t));
if (prev) if (prev)
@ -331,9 +330,9 @@ void P_SpawnParticle(const DVector3 &pos, const DVector3 &vel, const DVector3 &a
particle->Vel = vel; particle->Vel = vel;
particle->Acc = accel; particle->Acc = accel;
particle->color = ParticleColor(color); particle->color = ParticleColor(color);
particle->trans = BYTE(startalpha*255); particle->alpha = float(startalpha);
if (fadestep < 0) particle->fade = FADEFROMTTL(lifetime); if (fadestep < 0) particle->fadestep = FADEFROMTTL(lifetime);
else particle->fade = int(fadestep * 255); else particle->fadestep = float(fadestep);
particle->ttl = lifetime; particle->ttl = lifetime;
particle->bright = !!(flags & PS_FULLBRIGHT); particle->bright = !!(flags & PS_FULLBRIGHT);
particle->size = size; particle->size = size;
@ -392,9 +391,9 @@ particle_t *JitterParticle (int ttl, double drift)
for (i = 3; i; i--) for (i = 3; i; i--)
particle->Acc[i] = ((1./16384) * (M_Random () - 128) * drift); particle->Acc[i] = ((1./16384) * (M_Random () - 128) * drift);
particle->trans = 255; // fully opaque particle->alpha = 1.f; // fully opaque
particle->ttl = ttl; particle->ttl = ttl;
particle->fade = FADEFROMTTL(ttl); particle->fadestep = FADEFROMTTL(ttl);
} }
return particle; return particle;
} }
@ -622,8 +621,8 @@ void P_DrawSplash2 (int count, const DVector3 &pos, DAngle angle, int updown, in
break; break;
p->ttl = 12; p->ttl = 12;
p->fade = FADEFROMTTL(12); p->fadestep = FADEFROMTTL(12);
p->trans = 255; p->alpha = 1.f;
p->size = 4; p->size = 4;
p->color = M_Random() & 0x80 ? color1 : color2; p->color = M_Random() & 0x80 ? color1 : color2;
p->Vel.Z = M_Random() * zvel; p->Vel.Z = M_Random() * zvel;
@ -763,9 +762,9 @@ void P_DrawRailTrail(AActor *source, TArray<SPortalHit> &portalhits, int color1,
int spiralduration = (duration == 0) ? 35 : duration; int spiralduration = (duration == 0) ? 35 : duration;
p->trans = 255; p->alpha = 1.f;
p->ttl = duration; p->ttl = duration;
p->fade = FADEFROMTTL(spiralduration); p->fadestep = FADEFROMTTL(spiralduration);
p->size = 3; p->size = 3;
p->bright = fullbright; p->bright = fullbright;

View file

@ -59,17 +59,17 @@ struct particle_t
DVector3 Pos; DVector3 Pos;
DVector3 Vel; DVector3 Vel;
DVector3 Acc; DVector3 Acc;
BYTE ttl;
BYTE trans;
double size; double size;
double sizestep; double sizestep;
subsector_t * subsector;
short ttl;
BYTE bright; BYTE bright;
BYTE fade; bool notimefreeze;
float fadestep;
float alpha;
int color; int color;
WORD tnext; WORD tnext;
WORD snext; WORD snext;
subsector_t * subsector;
bool notimefreeze;
}; };
extern particle_t *Particles; extern particle_t *Particles;

View file

@ -84,16 +84,17 @@ void RenderPolyParticle::Render(const TriMatrix &worldToClip, const Vec4f &clipP
} }
args.uniforms.subsectorDepth = subsectorDepth; args.uniforms.subsectorDepth = subsectorDepth;
uint32_t alpha = (uint32_t)clamp(particle->alpha * 255.0f + 0.5f, 0.0f, 255.0f);
if (swrenderer::r_swtruecolor) if (swrenderer::r_swtruecolor)
{ {
uint32_t alpha = particle->trans;
args.uniforms.color = (alpha << 24) | (particle->color & 0xffffff); args.uniforms.color = (alpha << 24) | (particle->color & 0xffffff);
} }
else else
{ {
args.uniforms.color = ((uint32_t)particle->color) >> 24; args.uniforms.color = ((uint32_t)particle->color) >> 24;
args.uniforms.srcalpha = particle->trans; args.uniforms.srcalpha = alpha;
args.uniforms.destalpha = 255 - particle->trans; args.uniforms.destalpha = 255 - alpha;
} }
args.objectToClip = &worldToClip; args.objectToClip = &worldToClip;

View file

@ -10154,7 +10154,7 @@ ExpEmit FxLocalVariableDeclaration::Emit(VMFunctionBuilder *build)
} }
emitval.Free(build); emitval.Free(build);
} }
else if (Init->ExprType != EFX_LocalVariable) else if (!emitval.Fixed)
{ {
// take over the register that got allocated while emitting the Init expression. // take over the register that got allocated while emitting the Init expression.
RegNum = emitval.RegNum; RegNum = emitval.RegNum;

View file

@ -193,7 +193,7 @@ namespace swrenderer
vis->startfrac = 255 & (particle->color >> 24); vis->startfrac = 255 & (particle->color >> 24);
vis->pic = NULL; vis->pic = NULL;
vis->bIsVoxel = false; vis->bIsVoxel = false;
vis->renderflags = particle->trans; vis->renderflags = (short)(particle->alpha * 255.0f + 0.5f);
vis->FakeFlatStat = fakeside; vis->FakeFlatStat = fakeside;
vis->floorclip = 0; vis->floorclip = 0;
vis->Style.ColormapNum = 0; vis->Style.ColormapNum = 0;