Merge branch 'OverlayAlpha' into OverlayExtension9

# Conflicts:
#	src/p_pspr.cpp
#	src/r_draw.cpp
#	wadsrc/static/actors/actor.txt
#	wadsrc/static/actors/constants.txt
This commit is contained in:
Major Cooke 2016-12-26 14:37:22 -06:00
commit ff3487d389
8 changed files with 216 additions and 17 deletions

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@ -120,6 +120,8 @@ DEFINE_FIELD(DPSprite, oldx)
DEFINE_FIELD(DPSprite, oldy)
DEFINE_FIELD(DPSprite, firstTic)
DEFINE_FIELD(DPSprite, Tics)
DEFINE_FIELD(DPSprite, alpha)
DEFINE_FIELD(DPSprite, RenderStyle)
DEFINE_FIELD_BIT(DPSprite, Flags, bAddWeapon, PSPF_ADDWEAPON)
DEFINE_FIELD_BIT(DPSprite, Flags, bAddBob, PSPF_ADDBOB)
DEFINE_FIELD_BIT(DPSprite, Flags, bPowDouble, PSPF_POWDOUBLE)
@ -141,7 +143,9 @@ DPSprite::DPSprite(player_t *owner, AActor *caller, int id)
Caller(caller),
Owner(owner),
ID(id),
processPending(true)
processPending(true),
alpha(1),
RenderStyle(STYLE_Normal)
{
DPSprite *prev = nullptr;
DPSprite *next = Owner->psprites;
@ -1056,7 +1060,7 @@ 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);
@ -1203,7 +1207,69 @@ DEFINE_ACTION_FUNCTION(AActor, OverlayID)
ACTION_RETURN_INT(0);
}
//---------------------------------------------------------------------------
//
// PROC A_OverlayAlpha
// Sets the alpha of an overlay.
//---------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_OverlayAlpha)
{
PARAM_ACTION_PROLOGUE(AActor);
PARAM_INT(layer);
PARAM_FLOAT(alph);
if (ACTION_CALL_FROM_PSPRITE())
{
DPSprite *pspr = self->player->FindPSprite((layer != 0) ? layer : stateinfo->mPSPIndex);
if (pspr != nullptr)
pspr->alpha = clamp<double>(alph, 0.0, 1.0);
}
return 0;
}
// NON-ACTION function to get the overlay alpha of a layer.
DEFINE_ACTION_FUNCTION(AActor, OverlayAlpha)
{
PARAM_ACTION_PROLOGUE(AActor);
PARAM_INT_DEF(layer);
if (ACTION_CALL_FROM_PSPRITE())
{
DPSprite *pspr = self->player->FindPSprite((layer != 0) ? layer : stateinfo->mPSPIndex);
if (pspr != nullptr)
{
ACTION_RETURN_FLOAT(pspr->alpha);
}
}
ACTION_RETURN_FLOAT(0.0);
}
//---------------------------------------------------------------------------
//
// PROC A_OverlayRenderStyle
//
//---------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_OverlayRenderStyle)
{
PARAM_ACTION_PROLOGUE(AActor);
PARAM_INT(layer);
PARAM_INT(style);
if (ACTION_CALL_FROM_PSPRITE())
{
DPSprite *pspr = self->player->FindPSprite((layer != 0) ? layer : stateinfo->mPSPIndex);
if (pspr == nullptr || style >= STYLE_Count || style < 0)
return 0;
pspr->RenderStyle = style;
}
return 0;
}
//---------------------------------------------------------------------------
//
@ -1577,7 +1643,9 @@ void DPSprite::Serialize(FSerializer &arc)
("x", x)
("y", y)
("oldx", oldx)
("oldy", oldy);
("oldy", oldy)
("alpha", alpha)
("renderstyle", RenderStyle);
}
//------------------------------------------------------------------------

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@ -49,11 +49,15 @@ enum PSPLayers
enum PSPFlags
{
PSPF_ADDWEAPON = 1 << 0,
PSPF_ADDBOB = 1 << 1,
PSPF_POWDOUBLE = 1 << 2,
PSPF_CVARFAST = 1 << 3,
PSPF_FLIP = 1 << 6,
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
@ -75,11 +79,12 @@ public:
void SetCaller(AActor *newcaller) { Caller = newcaller; }
void ResetInterpolation() { oldx = x; oldy = y; }
double x, y;
double x, y, alpha;
double oldx, oldy;
bool firstTic;
int Tics;
int Flags;
int RenderStyle;
private:
DPSprite () {}

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@ -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

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@ -387,7 +387,11 @@ namespace swrenderer
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);
}
@ -1196,7 +1200,7 @@ namespace swrenderer
DrawerCommandQueue::QueueCommand<DrawFogBoundaryLinePalCommand>(y, x1, x2);
}
}
void R_DrawFogBoundary(int x1, int x2, short *uclip, short *dclip)
{
// This is essentially the same as R_MapVisPlane but with an extra step

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@ -1293,6 +1293,7 @@ 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)
@ -1316,7 +1317,7 @@ 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)
@ -1353,10 +1354,10 @@ 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];
@ -1394,6 +1395,8 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
vis->pic = tex;
vis->ColormapNum = 0;
// 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);
@ -1412,8 +1415,114 @@ 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
@ -1517,7 +1626,6 @@ 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
@ -1538,6 +1646,7 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
return;
}
}
R_DrawVisSprite(vis);
}
@ -1652,6 +1761,7 @@ 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);

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@ -452,6 +452,7 @@ class Actor : Thinker native
action native int OverlayID();
action native double OverlayX(int layer = 0);
action native double OverlayY(int layer = 0);
action native double OverlayAlpha(int layer = 0);
// DECORATE setters - it probably makes more sense to set these values directly now...
void A_SetMass(int newmass) { mass = newmass; }
@ -805,6 +806,8 @@ class Actor : Thinker native
native void A_WeaponOffset(double wx = 0, double wy = 32, int flags = 0);
action native void A_OverlayOffset(int layer = PSP_WEAPON, double wx = 0, double wy = 32, int flags = 0);
action native void A_OverlayFlags(int layer, int flags, bool set);
action native void A_OverlayAlpha(int layer, double alph);
action native void A_OverlayRenderStyle(int layer, int style);
int ACS_NamedExecute(name script, int mapnum=0, int arg1=0, int arg2=0, int arg3=0)
{

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@ -714,7 +714,11 @@ enum EPSpriteFlags
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

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@ -133,12 +133,14 @@ class PSprite : Object native
native readonly PlayerInfo Owner;
native SpriteID Sprite;
native int Frame;
native readonly int RenderStyle;
native readonly int ID;
native Bool processPending;
native double x;
native double y;
native double oldx;
native double oldy;
native double alpha;
native Bool firstTic;
native int Tics;
native bool bAddWeapon;