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https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 14:52:01 +00:00
- added extended translucency support and did a bit of code consolidation.
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parent
794cab2d54
commit
1362a7ebc5
5 changed files with 25 additions and 50 deletions
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@ -95,7 +95,7 @@ void HWDrawInfo::AddFlat(HWFlat *flat)
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{
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int list;;
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if (flat->RenderStyle != LegacyRenderStyles[STYLE_Translucent] || flat->alpha < 1.f - FLT_EPSILON) // flat->texture->GetTranslucency() - fixme
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if (flat->RenderStyle != LegacyRenderStyles[STYLE_Translucent] || flat->alpha < 1.f - FLT_EPSILON || checkTranslucentReplacement(flat->texture->GetID(), flat->palette))
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{
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// translucent portals go into the translucent border list.
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list = flat->sprite? GLDL_TRANSLUCENT : GLDL_TRANSLUCENTBORDER;
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@ -375,3 +375,18 @@ inline bool spriteHasTranslucency(const spritetype* tspr)
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return checkTranslucentReplacement(tileGetTexture(tspr->picnum)->GetID(), tspr->pal);
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}
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inline void SetSpriteTranslucency(const spritetype* sprite, float& alpha, FRenderStyle& RenderStyle)
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{
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bool trans = (sprite->cstat & CSTAT_SPRITE_TRANSLUCENT);
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if (trans)
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{
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RenderStyle = GetRenderStyle(0, !!(sprite->cstat & CSTAT_SPRITE_TRANSLUCENT_INVERT));
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alpha = GetAlphaFromBlend((sprite->cstat & CSTAT_SPRITE_TRANSLUCENT_INVERT) ? DAMETH_TRANS2 : DAMETH_TRANS1, 0);
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}
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else
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{
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RenderStyle = LegacyRenderStyles[STYLE_Translucent];
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alpha = 1.f;
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}
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alpha *= 1.f - spriteext[sprite->owner].alpha;
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}
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@ -380,17 +380,8 @@ void HWFlat::ProcessFlatSprite(HWDrawInfo* di, spritetype* sprite, sectortype* s
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palette = sprite->pal;
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fade = lookups.getFade(sector[sprite->sectnum].floorpal); // fog is per sector.
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bool trans = (sprite->cstat & CSTAT_SPRITE_TRANSLUCENT);
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if (trans)
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{
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RenderStyle = GetRenderStyle(0, !!(sprite->cstat & CSTAT_SPRITE_TRANSLUCENT_INVERT));
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alpha = GetAlphaFromBlend((sprite->cstat & CSTAT_SPRITE_TRANSLUCENT_INVERT) ? DAMETH_TRANS2 : DAMETH_TRANS1, 0);
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}
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else
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{
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RenderStyle = LegacyRenderStyles[STYLE_Translucent];
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alpha = 1.f;
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}
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SetSpriteTranslucency(sprite, alpha, RenderStyle);
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PutFlat(di, 0);
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}
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}
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@ -353,17 +353,7 @@ void HWSprite::Process(HWDrawInfo* di, spritetype* spr, sectortype* sector, int
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fade = lookups.getFade(sector->floorpal); // fog is per sector.
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visibility = sectorVisibility(sector);
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bool trans = (spr->cstat & CSTAT_SPRITE_TRANSLUCENT);
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if (trans)
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{
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RenderStyle = GetRenderStyle(0, !!(spr->cstat & CSTAT_SPRITE_TRANSLUCENT_INVERT));
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alpha = GetAlphaFromBlend((spr->cstat & CSTAT_SPRITE_TRANSLUCENT_INVERT) ? DAMETH_TRANS2 : DAMETH_TRANS1, 0);
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}
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else
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{
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RenderStyle = LegacyRenderStyles[STYLE_Translucent];
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alpha = 1.f;
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}
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SetSpriteTranslucency(spr, alpha, RenderStyle);
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x = spr->x * (1 / 16.f);
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z = spr->z * (1 / -256.f);
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@ -466,7 +456,7 @@ void HWSprite::Process(HWDrawInfo* di, spritetype* spr, sectortype* sector, int
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}
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#endif
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PutSprite(di, alpha < 1.f-FLT_EPSILON || modelframe == 0);
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PutSprite(di, true);
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rendered_sprites++;
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}
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@ -500,17 +490,7 @@ bool HWSprite::ProcessVoxel(HWDrawInfo* di, voxmodel_t* vox, spritetype* spr, se
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if (!vox || (spr->cstat & CSTAT_SPRITE_ALIGNMENT) == CSTAT_SPRITE_ALIGNMENT_FLOOR) return false;
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bool trans = (spr->cstat & CSTAT_SPRITE_TRANSLUCENT);
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if (trans)
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{
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RenderStyle = GetRenderStyle(0, !!(spr->cstat & CSTAT_SPRITE_TRANSLUCENT_INVERT));
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alpha = GetAlphaFromBlend((spr->cstat & CSTAT_SPRITE_TRANSLUCENT_INVERT) ? DAMETH_TRANS2 : DAMETH_TRANS1, 0);
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}
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else
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{
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RenderStyle = LegacyRenderStyles[STYLE_Translucent];
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alpha = 1.f;
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}
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SetSpriteTranslucency(spr, alpha, RenderStyle);
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auto sprext = &spriteext[spr->owner];
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@ -575,7 +555,7 @@ bool HWSprite::ProcessVoxel(HWDrawInfo* di, voxmodel_t* vox, spritetype* spr, se
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auto vp = di->Viewpoint;
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depth = (float)((x - vp.Pos.X) * vp.TanCos + (y - vp.Pos.Y) * vp.TanSin);
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PutSprite(di, alpha < 1.f - FLT_EPSILON);
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PutSprite(di, spriteHasTranslucency(sprite));
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rendered_sprites++;
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return true;
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}
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@ -749,7 +749,7 @@ void HWWall::DoTexture(HWDrawInfo* di, walltype* wal, walltype* refwall, float r
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tcs[UPRGT].v = setv(topleft, topright, glseg.fracright);
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tcs[LORGT].v = setv(bottomleft, bottomright, glseg.fracright);
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if (th == pow2size) CheckTexturePosition(); // for NPOT textures this adjustment can break things.
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bool trans = type == RENDERWALL_M2S && (wal->cstat & CSTAT_WALL_TRANSLUCENT);
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bool trans = type == RENDERWALL_M2S && maskWallHasTranslucency(wal);
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if (trans)
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{
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RenderStyle = GetRenderStyle(0, !!(wal->cstat & CSTAT_WALL_TRANS_FLIP));
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@ -1086,18 +1086,7 @@ void HWWall::ProcessWallSprite(HWDrawInfo* di, spritetype* spr, sectortype* sect
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fade = lookups.getFade(sector->floorpal); // fog is per sector.
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visibility = sectorVisibility(sector);
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bool trans = (sprite->cstat & CSTAT_SPRITE_TRANSLUCENT);
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if (trans)
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{
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RenderStyle = GetRenderStyle(0, !!(sprite->cstat & CSTAT_SPRITE_TRANSLUCENT_INVERT));
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alpha = GetAlphaFromBlend((sprite->cstat & CSTAT_SPRITE_TRANSLUCENT_INVERT) ? DAMETH_TRANS2 : DAMETH_TRANS1, 0);
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}
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else
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{
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RenderStyle = LegacyRenderStyles[STYLE_Translucent];
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alpha = 1.f;
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}
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SetSpriteTranslucency(sprite, alpha, RenderStyle);
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int height, topofs;
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if (hw_hightile && TileFiles.tiledata[spr->picnum].hiofs.xsize)
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@ -1156,5 +1145,5 @@ void HWWall::ProcessWallSprite(HWDrawInfo* di, spritetype* spr, sectortype* sect
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zbottom[0] = zbottom[1] = floorz;
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}
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}
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PutWall(di, trans);
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PutWall(di, spriteHasTranslucency(sprite));
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}
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