- Fixed a few corner cases where forcing alpha wouldn't work.

- On the other hand, soultrans, fuzzy and stencil (as is, not including the mixing styles like stenciladd) are no longer accounted for by FORCEALPHA.
This commit is contained in:
Major Cooke 2016-10-03 13:14:48 -05:00
parent 8cfeca655d
commit d597af1494
3 changed files with 43 additions and 24 deletions

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

@ -1290,7 +1290,7 @@ void R_AddSprites (sector_t *sec, int lightlevel, int fakeside)
//
// R_DrawPSprite
//
void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac, double alpha)
void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac)
{
double tx;
int x1;
@ -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)
@ -1432,14 +1433,7 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
if (pspr->Flags & PSPF_FORCESTYLE)
{
if (rs == STYLE_Normal && vis->Style.Alpha < 1.0)
{
vis->Style.RenderStyle = LegacyRenderStyles[STYLE_Translucent];
}
else
{
vis->Style.RenderStyle = LegacyRenderStyles[rs];
}
vis->Style.RenderStyle = LegacyRenderStyles[rs];
}
else if (owner->RenderStyle == LegacyRenderStyles[STYLE_Fuzzy])
{
@ -1468,13 +1462,9 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
// and override the alpha if not forced.
if (pspr->Flags & PSPF_ALPHA)
{
if (pspr->Flags & PSPF_FORCEALPHA)
if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Fuzzy])
{
vis->Style.Alpha = float(alpha);
}
else if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Fuzzy])
{
vis->Style.Alpha = float(owner->Alpha);
alpha = owner->Alpha;
}
else if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_OptFuzzy])
{
@ -1483,18 +1473,18 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
switch (style.BlendOp)
{
default:
vis->Style.Alpha = float(alpha * owner->Alpha);
alpha = pspr->alpha * owner->Alpha;
break;
case STYLEOP_Fuzz:
case STYLEOP_Sub:
vis->Style.Alpha = float(owner->Alpha);
alpha = owner->Alpha;
break;
}
}
else if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Subtract])
{
vis->Style.Alpha = float(owner->Alpha);
alpha = owner->Alpha;
}
else if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Add] ||
vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Translucent] ||
@ -1502,11 +1492,11 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
vis->Style.RenderStyle == LegacyRenderStyles[STYLE_AddStencil] ||
vis->Style.RenderStyle == LegacyRenderStyles[STYLE_AddShaded])
{
vis->Style.Alpha = float(alpha * owner->Alpha);
alpha = owner->Alpha * pspr->alpha;
}
else
{
vis->Style.Alpha = float(owner->Alpha);
alpha = owner->Alpha;
}
}
@ -1517,9 +1507,31 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
vis->Style.Alpha < 1.0)
{
vis->Style.RenderStyle = LegacyRenderStyles[STYLE_Translucent];
vis->Style.Alpha = (pspr->Flags & PSPF_FORCEALPHA) ? float(alpha) : float(alpha * owner->Alpha);
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
@ -1619,7 +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
@ -1640,6 +1651,7 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
return;
}
}
R_DrawVisSprite(vis);
}
@ -1757,7 +1769,7 @@ void R_DrawPlayerSprites ()
if ((psp->GetID() != PSP_TARGETCENTER || CrosshairImage == nullptr) && psp->GetCaller() != nullptr)
{
R_DrawPSprite(psp, camera, bobx, boby, wx, wy, r_TicFracF, psp->alpha);
R_DrawPSprite(psp, camera, bobx, boby, wx, wy, r_TicFracF);
}
psp = psp->GetNext();