From 27058efe85207c27232eebb471af3217b65ec9b8 Mon Sep 17 00:00:00 2001 From: nashmuhandes Date: Mon, 9 Sep 2024 17:06:04 +0800 Subject: [PATCH] Rename "depth fade falloff" to "depth fade threshold" as it makes more sense --- src/common/rendering/hwrenderer/data/hw_renderstate.h | 6 +++--- src/common/rendering/hwrenderer/data/hw_surfaceuniforms.h | 2 +- src/common/rendering/vulkan/shaders/vk_shader.cpp | 2 +- src/common/rendering/vulkan/shaders/vk_shader.h | 2 +- src/common/rendering/vulkan/vk_renderstate.cpp | 2 +- src/playsim/actor.h | 2 +- src/playsim/p_mobj.cpp | 2 +- src/rendering/hwrenderer/scene/hw_sprites.cpp | 4 ++-- src/scripting/vmthunks_actors.cpp | 2 +- wadsrc/static/shaders/scene/binding_rsbuffers.glsl | 2 +- wadsrc/static/shaders/scene/frag_main.glsl | 4 ++-- wadsrc/static/shaders/scene/layout_shared.glsl | 2 +- wadsrc/static/zscript/actors/actor.zs | 6 +++--- 13 files changed, 19 insertions(+), 19 deletions(-) diff --git a/src/common/rendering/hwrenderer/data/hw_renderstate.h b/src/common/rendering/hwrenderer/data/hw_renderstate.h index a6804d0e4..b407bd3e7 100644 --- a/src/common/rendering/hwrenderer/data/hw_renderstate.h +++ b/src/common/rendering/hwrenderer/data/hw_renderstate.h @@ -193,7 +193,7 @@ public: mSurfaceUniforms.uLightFactor = 0.0f; mSurfaceUniforms.uFogDensity = 0.0f; mSurfaceUniforms.uLightLevel = -1.0f; - mSurfaceUniforms.uDepthFadeFalloff = 0.0f; + mSurfaceUniforms.uDepthFadeThreshold = 0.0f; mSpecialEffect = EFF_NONE; mLightIndex = -1; mBoneIndexBase = -1; @@ -264,9 +264,9 @@ public: mSurfaceUniforms.uDesaturationFactor = 0.0f; } - void SetDepthFadeFalloff(float falloff) + void SetDepthFadeThreshold(float falloff) { - mSurfaceUniforms.uDepthFadeFalloff = falloff; + mSurfaceUniforms.uDepthFadeThreshold = falloff; } void SetTextureClamp(bool on) diff --git a/src/common/rendering/hwrenderer/data/hw_surfaceuniforms.h b/src/common/rendering/hwrenderer/data/hw_surfaceuniforms.h index a56f953c6..9524e4f12 100644 --- a/src/common/rendering/hwrenderer/data/hw_surfaceuniforms.h +++ b/src/common/rendering/hwrenderer/data/hw_surfaceuniforms.h @@ -44,6 +44,6 @@ struct SurfaceUniforms float uAlphaThreshold; int uTextureIndex; - float uDepthFadeFalloff; + float uDepthFadeThreshold; float padding3; }; diff --git a/src/common/rendering/vulkan/shaders/vk_shader.cpp b/src/common/rendering/vulkan/shaders/vk_shader.cpp index f7f84f892..0d1e9b730 100644 --- a/src/common/rendering/vulkan/shaders/vk_shader.cpp +++ b/src/common/rendering/vulkan/shaders/vk_shader.cpp @@ -185,7 +185,7 @@ std::unique_ptr VkShaderManager::LoadFragShader(FString shadername if (!key.AlphaTest) definesBlock << "#define NO_ALPHATEST\n"; if (key.GBufferPass) definesBlock << "#define GBUFFER_PASS\n"; - if (key.DepthFadeFalloff) definesBlock << "#define USE_DEPTHFADEFALLOFF\n"; + if (key.DepthFadeThreshold) definesBlock << "#define USE_DEPTHFADETHRESHOLD\n"; if (key.Simple2D) definesBlock << "#define SIMPLE2D\n"; if (key.ClampY) definesBlock << "#define TEXF_ClampY\n"; diff --git a/src/common/rendering/vulkan/shaders/vk_shader.h b/src/common/rendering/vulkan/shaders/vk_shader.h index cd68de891..6048a993d 100644 --- a/src/common/rendering/vulkan/shaders/vk_shader.h +++ b/src/common/rendering/vulkan/shaders/vk_shader.h @@ -79,7 +79,7 @@ public: uint64_t UseLevelMesh : 1; // USE_LEVELMESH uint64_t FogBalls : 1; // FOGBALLS uint64_t NoFragmentShader : 1; - uint64_t DepthFadeFalloff : 1; + uint64_t DepthFadeThreshold : 1; uint64_t Unused : 41; }; uint64_t AsQWORD = 0; diff --git a/src/common/rendering/vulkan/vk_renderstate.cpp b/src/common/rendering/vulkan/vk_renderstate.cpp index 75203782b..fdfc8fe09 100644 --- a/src/common/rendering/vulkan/vk_renderstate.cpp +++ b/src/common/rendering/vulkan/vk_renderstate.cpp @@ -258,7 +258,7 @@ void VkRenderState::ApplyRenderPass(int dt) pipelineKey.ShaderKey.Detailmap = (uTextureMode & TEXF_Detailmap) != 0; pipelineKey.ShaderKey.Glowmap = (uTextureMode & TEXF_Glowmap) != 0; - pipelineKey.ShaderKey.DepthFadeFalloff = mSurfaceUniforms.uDepthFadeFalloff > 0.0f; + pipelineKey.ShaderKey.DepthFadeThreshold = mSurfaceUniforms.uDepthFadeThreshold > 0.0f; // The way GZDoom handles state is just plain insanity! int fogset = 0; diff --git a/src/playsim/actor.h b/src/playsim/actor.h index 840fb39af..b9321f43d 100644 --- a/src/playsim/actor.h +++ b/src/playsim/actor.h @@ -1128,7 +1128,7 @@ public: DVector2 AutomapOffsets; // Offset the actors' sprite view on the automap by these coordinates. float isoscaleY; // Y-scale to compensate for Y-billboarding for isometric sprites float isotheta; // Rotation angle to compensate for Y-billboarding for isometric sprites - double DepthFadeFalloff; // [Nash] "soft particle" fade factor + double DepthFadeThreshold; // [Nash] "soft particle" fade threshold in map units DRotator Angles; DRotator ViewAngles; // Angle offsets for cameras TObjPtr ViewPos; // Position offsets for cameras diff --git a/src/playsim/p_mobj.cpp b/src/playsim/p_mobj.cpp index 3782e9857..40b66192d 100644 --- a/src/playsim/p_mobj.cpp +++ b/src/playsim/p_mobj.cpp @@ -394,7 +394,7 @@ void AActor::Serialize(FSerializer &arc) A("WorldOffset", WorldOffset) ("modelData", modelData) A("LandingSpeed", LandingSpeed) - A("DepthFadeFalloff", DepthFadeFalloff) + A("DepthFadeThreshold", DepthFadeThreshold) ("unmorphtime", UnmorphTime) ("morphflags", MorphFlags) diff --git a/src/rendering/hwrenderer/scene/hw_sprites.cpp b/src/rendering/hwrenderer/scene/hw_sprites.cpp index b01b83bbc..c741e56ad 100644 --- a/src/rendering/hwrenderer/scene/hw_sprites.cpp +++ b/src/rendering/hwrenderer/scene/hw_sprites.cpp @@ -131,7 +131,7 @@ void HWSprite::DrawSprite(HWDrawInfo *di, FRenderState &state, bool translucent) state.SetTextureMode(RenderStyle); if (actor) - state.SetDepthFadeFalloff(actor->DepthFadeFalloff); + state.SetDepthFadeThreshold(actor->DepthFadeThreshold); if (hw_styleflags == STYLEHW_NoAlphaTest) { @@ -328,7 +328,7 @@ void HWSprite::DrawSprite(HWDrawInfo *di, FRenderState &state, bool translucent) state.ClearDepthBias(); } - state.SetDepthFadeFalloff(0.0f); + state.SetDepthFadeThreshold(0.0f); // [Nash] hitbox debug if (actor && r_showhitbox) diff --git a/src/scripting/vmthunks_actors.cpp b/src/scripting/vmthunks_actors.cpp index 6130886ec..225fd8f08 100644 --- a/src/scripting/vmthunks_actors.cpp +++ b/src/scripting/vmthunks_actors.cpp @@ -2130,7 +2130,7 @@ DEFINE_FIELD(AActor, UnmorphTime) DEFINE_FIELD(AActor, MorphFlags) DEFINE_FIELD(AActor, PremorphProperties) DEFINE_FIELD(AActor, MorphExitFlash) -DEFINE_FIELD(AActor, DepthFadeFalloff) +DEFINE_FIELD(AActor, DepthFadeThreshold) DEFINE_FIELD_X(FCheckPosition, FCheckPosition, thing); DEFINE_FIELD_X(FCheckPosition, FCheckPosition, pos); diff --git a/wadsrc/static/shaders/scene/binding_rsbuffers.glsl b/wadsrc/static/shaders/scene/binding_rsbuffers.glsl index bdddc0f4f..304aefc51 100644 --- a/wadsrc/static/shaders/scene/binding_rsbuffers.glsl +++ b/wadsrc/static/shaders/scene/binding_rsbuffers.glsl @@ -70,7 +70,7 @@ struct SurfaceUniforms float uAlphaThreshold; int uTextureIndex; - float uDepthFadeFalloff; + float uDepthFadeThreshold; float padding3; }; diff --git a/wadsrc/static/shaders/scene/frag_main.glsl b/wadsrc/static/shaders/scene/frag_main.glsl index ebaf25c66..8b30d6dbb 100644 --- a/wadsrc/static/shaders/scene/frag_main.glsl +++ b/wadsrc/static/shaders/scene/frag_main.glsl @@ -27,9 +27,9 @@ void main() if (material.Base.a <= uAlphaThreshold) discard; #endif -#ifdef USE_DEPTHFADEFALLOFF +#ifdef USE_DEPTHFADETHRESHOLD float behindFragmentDepth = texelFetch(LinearDepth, uViewOffset + ivec2(gl_FragCoord.xy), 0).r; - material.Base.a *= clamp((behindFragmentDepth - pixelpos.w) / uDepthFadeFalloff, 0.0, 1.0); + material.Base.a *= clamp((behindFragmentDepth - pixelpos.w) / uDepthFadeThreshold, 0.0, 1.0); #endif FragColor = ProcessLightMode(material); diff --git a/wadsrc/static/shaders/scene/layout_shared.glsl b/wadsrc/static/shaders/scene/layout_shared.glsl index 2426f5757..063fdaaf4 100644 --- a/wadsrc/static/shaders/scene/layout_shared.glsl +++ b/wadsrc/static/shaders/scene/layout_shared.glsl @@ -69,7 +69,7 @@ layout(push_constant) uniform PushConstants #define uLightDist data[uDataIndex].uLightDist #define uAlphaThreshold data[uDataIndex].uAlphaThreshold #define uTextureIndex data[uDataIndex].uTextureIndex -#define uDepthFadeFalloff data[uDataIndex].uDepthFadeFalloff +#define uDepthFadeThreshold data[uDataIndex].uDepthFadeThreshold #define VULKAN_COORDINATE_SYSTEM #define HAS_UNIFORM_VERTEX_DATA diff --git a/wadsrc/static/zscript/actors/actor.zs b/wadsrc/static/zscript/actors/actor.zs index 20f719bb5..487d073e3 100644 --- a/wadsrc/static/zscript/actors/actor.zs +++ b/wadsrc/static/zscript/actors/actor.zs @@ -262,7 +262,7 @@ class Actor : Thinker native native uint freezetics; native Vector2 AutomapOffsets; native double LandingSpeed; - native double DepthFadeFalloff; + native double DepthFadeThreshold; meta String Obituary; // Player was killed by this actor meta String HitObituary; // Player was killed by this actor in melee @@ -369,7 +369,7 @@ class Actor : Thinker native property ShadowPenaltyFactor: ShadowPenaltyFactor; property AutomapOffsets : AutomapOffsets; property LandingSpeed: LandingSpeed; - property DepthFadeFalloff: DepthFadeFalloff; + property DepthFadeThreshold: DepthFadeThreshold; // need some definition work first //FRenderStyle RenderStyle; @@ -459,7 +459,7 @@ class Actor : Thinker native RenderRequired 0; FriendlySeeBlocks 10; // 10 (blocks) * 128 (one map unit block) LandingSpeed -8; // landing speed from a jump with normal gravity (squats the player's view) - DepthFadeFalloff 0.0; // [Nash] "soft particle" fade factor + DepthFadeThreshold 0.0; // [Nash] "soft particle" fade factor in map units } // Functions