Add sprite shadows for the software renderer
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a172513535
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5446a1a355
7 changed files with 77 additions and 3 deletions
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@ -105,6 +105,21 @@ CUSTOM_CVAR(Float, r_quakeintensity, 1.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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else if (self > 1.f) self = 1.f;
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}
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CUSTOM_CVARD(Int, r_actorspriteshadow, 1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "render actor sprite shadows. 0 = off, 1 = default, 2 = always on")
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{
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if (self < 0)
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self = 0;
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else if (self > 2)
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self = 2;
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}
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CUSTOM_CVARD(Float, r_actorspriteshadowdist, 1500.0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "how far sprite shadows should be rendered")
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{
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if (self < 0.f)
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self = 0.f;
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else if (self > 8192.f)
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self = 8192.f;
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}
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int viewwindowx;
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int viewwindowy;
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int viewwidth;
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@ -1051,3 +1066,29 @@ CUSTOM_CVAR(Float, maxviewpitch, 90.f, CVAR_ARCHIVE | CVAR_SERVERINFO)
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players[consoleplayer].SendPitchLimits();
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}
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}
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//==========================================================================
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//
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// R_ShouldDrawSpriteShadow
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//
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//==========================================================================
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bool R_ShouldDrawSpriteShadow(AActor *thing)
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{
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switch (r_actorspriteshadow)
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{
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case 1:
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return (thing->renderflags & RF_CASTSPRITESHADOW);
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case 2:
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if (thing->renderflags & RF_CASTSPRITESHADOW)
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{
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return true;
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}
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return (thing->renderflags & RF_CASTSPRITESHADOW) || (!(thing->renderflags & RF_NOSPRITESHADOW) && ((thing->flags3 & MF3_ISMONSTER) || thing->player != nullptr));
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default:
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case 0:
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return false;
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}
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}
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