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https://github.com/ZDoom/qzdoom.git
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Merge remote-tracking branch 'gzdoom/master' into qzdoom
# Conflicts: # src/swrenderer/scene/r_things.cpp
This commit is contained in:
commit
bf850bb788
10 changed files with 74 additions and 28 deletions
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@ -418,6 +418,7 @@ enum ActorRenderFlag
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RF_FLATSPRITE = 0x2000, // Flat sprite
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RF_VOXELSPRITE = 0x3000, // Voxel object
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RF_INVISIBLE = 0x8000, // Don't bother drawing this actor
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RF_MAYBEINVISIBLE = 0x10000,
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RF_ROLLSPRITE = 0x40000, //[marrub]roll the sprite billboard
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RF_DONTFLIP = 0x80000, // Don't flip it when viewed from behind.
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RF_ROLLCENTER = 0x00100000, // Rotate from the center of sprite instead of offsets
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@ -288,7 +288,9 @@ bool GLPortal::Start(bool usestencil, bool doquery)
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savedAngle = ViewAngle;
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savedviewactor=GLRenderer->mViewActor;
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savedviewarea=in_area;
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savedvisibility = camera ? camera->renderflags & RF_INVISIBLE : ActorRenderFlags::FromInt(0);
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savedviewpath[0] = ViewPath[0];
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savedviewpath[1] = ViewPath[1];
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savedvisibility = camera ? camera->renderflags & RF_MAYBEINVISIBLE : ActorRenderFlags::FromInt(0);
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PrevPortal = GLRenderer->mCurrentPortal;
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@ -350,13 +352,15 @@ void GLPortal::End(bool usestencil)
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if (needdepth) FDrawInfo::EndDrawInfo();
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// Restore the old view
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ViewPath[0] = savedviewpath[0];
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ViewPath[1] = savedviewpath[1];
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ViewPos = savedViewPos;
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r_showviewer = savedshowviewer;
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ViewActorPos = savedViewActorPos;
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ViewAngle = savedAngle;
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GLRenderer->mViewActor=savedviewactor;
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in_area=savedviewarea;
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if (camera != nullptr) camera->renderflags = (camera->renderflags & ~RF_INVISIBLE) | savedvisibility;
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if (camera != nullptr) camera->renderflags = (camera->renderflags & ~RF_MAYBEINVISIBLE) | savedvisibility;
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GLRenderer->SetupView(ViewPos.X, ViewPos.Y, ViewPos.Z, ViewAngle, !!(MirrorFlag & 1), !!(PlaneMirrorFlag & 1));
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{
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@ -1011,6 +1015,23 @@ void GLLineToLinePortal::DrawContents()
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P_TranslatePortalXY(origin, ViewActorPos.X, ViewActorPos.Y);
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P_TranslatePortalAngle(origin, ViewAngle);
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P_TranslatePortalZ(origin, ViewPos.Z);
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P_TranslatePortalXY(origin, ViewPath[0].X, ViewPath[0].Y);
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P_TranslatePortalXY(origin, ViewPath[1].X, ViewPath[1].Y);
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if (!r_showviewer && camera != nullptr && P_PointOnLineSidePrecise(ViewPath[0], glport->lines[0]->mDestination) != P_PointOnLineSidePrecise(ViewPath[1], glport->lines[0]->mDestination))
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{
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double distp = (ViewPath[0] - ViewPath[1]).Length();
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if (distp > EQUAL_EPSILON)
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{
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double dist1 = (ViewPos - ViewPath[0]).Length();
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double dist2 = (ViewPos - ViewPath[1]).Length();
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if (dist1 + dist2 < distp + 1)
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{
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camera->renderflags |= RF_MAYBEINVISIBLE;
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}
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}
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}
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SaveMapSection();
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@ -101,6 +101,7 @@ public:
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private:
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void DrawPortalStencil();
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DVector3 savedviewpath[2];
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DVector3 savedViewPos;
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DVector3 savedViewActorPos;
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DAngle savedAngle;
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@ -677,6 +677,11 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
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if (thruportal == 1) thingorigin += Displacements.getOffset(thing->Sector->PortalGroup, sector->PortalGroup);
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if (fabs(thingorigin.X - ViewActorPos.X) < 2 && fabs(thingorigin.Y - ViewActorPos.Y) < 2) return;
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}
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// Thing is invisible if close to the camera.
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if (thing->renderflags & RF_MAYBEINVISIBLE)
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{
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if (fabs(thingpos.X - ViewPos.X) < 32 && fabs(thingpos.Y - ViewPos.Y) < 32) return;
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}
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// Too close to the camera. This doesn't look good if it is a sprite.
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if (fabs(thingpos.X - ViewPos.X) < 2 && fabs(thingpos.Y - ViewPos.Y) < 2)
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@ -693,6 +698,10 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
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}
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}
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}
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if (thing == camera)
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{
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int a = 0;
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}
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// don't draw first frame of a player missile
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if (thing->flags&MF_MISSILE)
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@ -1051,7 +1060,7 @@ void GLSprite::ProcessParticle (particle_t *particle, sector_t *sector)//, int s
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player_t *player=&players[consoleplayer];
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if (particle->trans==0) return;
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if (particle->alpha==0) return;
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lightlevel = gl_ClampLight(sector->GetTexture(sector_t::ceiling) == skyflatnum ?
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sector->GetCeilingLight() : sector->GetFloorLight());
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@ -1091,7 +1100,7 @@ void GLSprite::ProcessParticle (particle_t *particle, sector_t *sector)//, int s
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Colormap.ClearColor();
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}
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trans=particle->trans/255.0f;
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trans=particle->alpha;
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RenderStyle = STYLE_Translucent;
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OverrideShader = 0;
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@ -1203,6 +1212,14 @@ void gl_RenderActorsInPortal(FGLLinePortal *glport)
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DVector3 newpos = savedpos;
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sector_t fakesector;
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if (!r_showviewer && th == camera)
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{
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if (fabs(savedpos.X - ViewActorPos.X) < 2 && fabs(savedpos.Y - ViewActorPos.Y) < 2)
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{
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continue;
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}
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}
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P_TranslatePortalXY(line, newpos.X, newpos.Y);
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P_TranslatePortalZ(line, newpos.Z);
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P_TranslatePortalAngle(line, th->Angles.Yaw);
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@ -2500,6 +2500,12 @@ DEFINE_ACTION_FUNCTION(AActor, A_SetInventory)
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ACTION_RETURN_BOOL(false);
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}
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// 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.
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if (mobj->player != nullptr)
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{
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mobj = mobj->player->mo;
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}
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AInventory *item = mobj->FindInventory(itemtype);
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if (item != nullptr)
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@ -62,7 +62,7 @@ CVAR (Bool, r_particles, true, 0);
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FRandom pr_railtrail("RailTrail");
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#define FADEFROMTTL(a) (255/(a))
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#define FADEFROMTTL(a) (1.f/(a))
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// [RH] particle globals
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WORD NumParticles;
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@ -269,11 +269,10 @@ void P_ThinkParticles ()
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continue;
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}
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BYTE oldtrans;
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oldtrans = particle->trans;
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particle->trans -= particle->fade;
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auto oldtrans = particle->alpha;
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particle->alpha -= particle->fadestep;
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particle->size += particle->sizestep;
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if (oldtrans < particle->trans || --particle->ttl <= 0 || (particle->size <= 0))
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if (oldtrans < particle->alpha || --particle->ttl <= 0 || (particle->size <= 0))
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{ // The particle has expired, so free it
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memset (particle, 0, sizeof(particle_t));
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if (prev)
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@ -331,9 +330,9 @@ void P_SpawnParticle(const DVector3 &pos, const DVector3 &vel, const DVector3 &a
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particle->Vel = vel;
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particle->Acc = accel;
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particle->color = ParticleColor(color);
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particle->trans = BYTE(startalpha*255);
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if (fadestep < 0) particle->fade = FADEFROMTTL(lifetime);
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else particle->fade = int(fadestep * 255);
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particle->alpha = float(startalpha);
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if (fadestep < 0) particle->fadestep = FADEFROMTTL(lifetime);
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else particle->fadestep = float(fadestep);
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particle->ttl = lifetime;
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particle->bright = !!(flags & PS_FULLBRIGHT);
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particle->size = size;
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@ -392,9 +391,9 @@ particle_t *JitterParticle (int ttl, double drift)
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for (i = 3; i; i--)
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particle->Acc[i] = ((1./16384) * (M_Random () - 128) * drift);
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particle->trans = 255; // fully opaque
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particle->alpha = 1.f; // fully opaque
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particle->ttl = ttl;
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particle->fade = FADEFROMTTL(ttl);
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particle->fadestep = FADEFROMTTL(ttl);
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}
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return particle;
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}
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@ -622,8 +621,8 @@ void P_DrawSplash2 (int count, const DVector3 &pos, DAngle angle, int updown, in
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break;
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p->ttl = 12;
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p->fade = FADEFROMTTL(12);
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p->trans = 255;
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p->fadestep = FADEFROMTTL(12);
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p->alpha = 1.f;
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p->size = 4;
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p->color = M_Random() & 0x80 ? color1 : color2;
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p->Vel.Z = M_Random() * zvel;
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@ -763,9 +762,9 @@ void P_DrawRailTrail(AActor *source, TArray<SPortalHit> &portalhits, int color1,
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int spiralduration = (duration == 0) ? 35 : duration;
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p->trans = 255;
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p->alpha = 1.f;
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p->ttl = duration;
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p->fade = FADEFROMTTL(spiralduration);
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p->fadestep = FADEFROMTTL(spiralduration);
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p->size = 3;
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p->bright = fullbright;
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@ -59,17 +59,17 @@ struct particle_t
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DVector3 Pos;
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DVector3 Vel;
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DVector3 Acc;
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BYTE ttl;
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BYTE trans;
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double size;
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double sizestep;
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subsector_t * subsector;
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short ttl;
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BYTE bright;
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BYTE fade;
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bool notimefreeze;
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float fadestep;
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float alpha;
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int color;
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WORD tnext;
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WORD snext;
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subsector_t * subsector;
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bool notimefreeze;
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};
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extern particle_t *Particles;
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@ -84,16 +84,17 @@ void RenderPolyParticle::Render(const TriMatrix &worldToClip, const Vec4f &clipP
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}
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args.uniforms.subsectorDepth = subsectorDepth;
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uint32_t alpha = (uint32_t)clamp(particle->alpha * 255.0f + 0.5f, 0.0f, 255.0f);
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if (swrenderer::r_swtruecolor)
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{
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uint32_t alpha = particle->trans;
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args.uniforms.color = (alpha << 24) | (particle->color & 0xffffff);
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}
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else
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{
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args.uniforms.color = ((uint32_t)particle->color) >> 24;
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args.uniforms.srcalpha = particle->trans;
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args.uniforms.destalpha = 255 - particle->trans;
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args.uniforms.srcalpha = alpha;
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args.uniforms.destalpha = 255 - alpha;
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}
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args.objectToClip = &worldToClip;
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@ -10154,7 +10154,7 @@ ExpEmit FxLocalVariableDeclaration::Emit(VMFunctionBuilder *build)
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}
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emitval.Free(build);
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}
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else if (Init->ExprType != EFX_LocalVariable)
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else if (!emitval.Fixed)
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{
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// take over the register that got allocated while emitting the Init expression.
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RegNum = emitval.RegNum;
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@ -193,7 +193,7 @@ namespace swrenderer
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vis->startfrac = 255 & (particle->color >> 24);
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vis->pic = NULL;
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vis->bIsVoxel = false;
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vis->renderflags = particle->trans;
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vis->renderflags = (short)(particle->alpha * 255.0f + 0.5f);
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vis->FakeFlatStat = fakeside;
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vis->floorclip = 0;
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vis->Style.ColormapNum = 0;
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