From 1fc1f467a0ad5268a8dab33e2b80cb9ea4d572a8 Mon Sep 17 00:00:00 2001 From: nashmuhandes Date: Thu, 14 Nov 2024 23:29:36 +0800 Subject: [PATCH] Show hitboxes even for invisible things (not sure if this is the most elegant solution; will revert this commit if I could come up with a better way) --- src/rendering/hwrenderer/scene/hw_sprites.cpp | 41 +++++++++++-------- 1 file changed, 24 insertions(+), 17 deletions(-) diff --git a/src/rendering/hwrenderer/scene/hw_sprites.cpp b/src/rendering/hwrenderer/scene/hw_sprites.cpp index d1bc36289..2c5328647 100644 --- a/src/rendering/hwrenderer/scene/hw_sprites.cpp +++ b/src/rendering/hwrenderer/scene/hw_sprites.cpp @@ -823,7 +823,7 @@ void HWSprite::Process(HWDrawInfo *di, FRenderState& state, AActor* thing, secto bool isFogball = thing->IsKindOf(NAME_Fogball); // Don't waste time projecting sprites that are definitely not visible. - if ((thing->sprite == 0 && !isPicnumOverride && !isFogball) || !thing->IsVisibleToPlayer() || ((thing->renderflags & RF_MASKROTATION) && !thing->IsInsideVisibleAngles())) + if ((thing->sprite == 0 && !isPicnumOverride && !isFogball && !r_showhitbox) || !thing->IsVisibleToPlayer() || ((thing->renderflags & RF_MASKROTATION) && !thing->IsInsideVisibleAngles())) { return; } @@ -848,10 +848,13 @@ void HWSprite::Process(HWDrawInfo *di, FRenderState& state, AActor* thing, secto const auto &vp = di->Viewpoint; AActor *camera = vp.camera; - if (thing->renderflags & RF_INVISIBLE || !thing->RenderStyle.IsVisible(thing->Alpha)) + if (!r_showhitbox) { - if (!(thing->flags & MF_STEALTH) || !di->isStealthVision() || thing == camera) - return; + if (thing->renderflags & RF_INVISIBLE || !thing->RenderStyle.IsVisible(thing->Alpha)) + { + if (!(thing->flags & MF_STEALTH) || !di->isStealthVision() || thing == camera) + return; + } } // check renderrequired vs ~r_rendercaps, if anything matches we don't support that feature, @@ -878,15 +881,19 @@ void HWSprite::Process(HWDrawInfo *di, FRenderState& state, AActor* thing, secto } // [Nash] filter visibility in mirrors - bool isInMirror = di->mCurrentPortal && (di->mCurrentPortal->mState->MirrorFlag > 0 || di->mCurrentPortal->mState->PlaneMirrorFlag > 0); - if (thing->renderflags2 & RF2_INVISIBLEINMIRRORS && isInMirror) + if (!r_showhitbox) { - return; - } - else if (thing->renderflags2 & RF2_ONLYVISIBLEINMIRRORS && !isInMirror) - { - return; + bool isInMirror = di->mCurrentPortal && (di->mCurrentPortal->mState->MirrorFlag > 0 || di->mCurrentPortal->mState->PlaneMirrorFlag > 0); + if (thing->renderflags2 & RF2_INVISIBLEINMIRRORS && isInMirror) + { + return; + } + else if (thing->renderflags2 & RF2_ONLYVISIBLEINMIRRORS && !isInMirror) + { + return; + } } + // Some added checks if the camera actor is not supposed to be seen. It can happen that some portal setup has this actor in view in which case it may not be skipped here if (viewmaster == camera && !vp.showviewer) { @@ -933,7 +940,7 @@ void HWSprite::Process(HWDrawInfo *di, FRenderState& state, AActor* thing, secto if (speed >= thing->target->radius / 2) { double clipdist = clamp(thing->Speed, thing->target->radius, thing->target->radius * 2); - if ((thingpos - vp.Pos).LengthSquared() < clipdist * clipdist) return; + if ((thingpos - vp.Pos).LengthSquared() < clipdist * clipdist && !r_showhitbox) return; } } thing->flags7 |= MF7_FLYCHEAT; // do this only once for the very first frame, but not if it gets into range again. @@ -997,7 +1004,7 @@ void HWSprite::Process(HWDrawInfo *di, FRenderState& state, AActor* thing, secto { // Animate picnum overrides. auto tex = TexMan.GetGameTexture(thing->picnum, true); - if (tex == nullptr) return; + if (tex == nullptr && !r_showhitbox) return; if (tex->GetRotations() != 0xFFFF) { @@ -1046,10 +1053,10 @@ void HWSprite::Process(HWDrawInfo *di, FRenderState& state, AActor* thing, secto patch = sprites[spritenum].GetSpriteFrame(thing->frame, rot, sprangle, &mirror, !!(thing->renderflags & RF_SPRITEFLIP)); } - if (!patch.isValid()) return; + if (!patch.isValid() && !r_showhitbox) return; int type = thing->renderflags & RF_SPRITETYPEMASK; auto tex = TexMan.GetGameTexture(patch, false); - if (!tex || !tex->isValid()) return; + if ((!tex || !tex->isValid()) && !r_showhitbox) return; auto& spi = tex->GetSpritePositioning(type == RF_FACESPRITE); offx = (float)thing->GetSpriteOffset(false); @@ -1078,7 +1085,7 @@ void HWSprite::Process(HWDrawInfo *di, FRenderState& state, AActor* thing, secto } texture = tex; - if (!texture || !texture->isValid()) + if ((!texture || !texture->isValid()) && !r_showhitbox) return; if (thing->renderflags & RF_SPRITEFLIP) // [SP] Flip back @@ -1406,7 +1413,7 @@ void HWSprite::Process(HWDrawInfo *di, FRenderState& state, AActor* thing, secto hw_styleflags = STYLEHW_NoAlphaTest; } - if (trans == 0.0f) return; + if (trans == 0.0f && !r_showhitbox) return; // end of light calculation