- Added 'canonical transparency' cvar r_canontrans - this simply turns off transparency for Doom objects that were marked as transparent sometime in ZDoom's development cycle

This commit is contained in:
Rachael Alexanderson 2017-06-01 10:41:52 -04:00
commit 813b321c45
19 changed files with 33 additions and 3 deletions

View file

@ -402,6 +402,7 @@ enum ActorFlag8
{
MF8_FRIGHTENING = 0x00000001, // for those moments when halloween just won't do
MF8_INSCROLLSEC = 0x00000002, // actor is partially inside a scrolling sector
MF8_ZDOOMTRANS = 0x00000004, // is not normally transparent in Vanilla Doom
};
// --- mobj.renderflags ---

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@ -75,6 +75,7 @@ CUSTOM_CVAR(Int, gl_fuzztype, 0, CVAR_ARCHIVE)
}
EXTERN_CVAR (Float, transsouls)
EXTERN_CVAR (Bool, r_canontrans)
extern TArray<spritedef_t> sprites;
extern TArray<spriteframe_t> SpriteFrames;
@ -992,6 +993,13 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
{
trans = 1.f;
}
if ((thing->flags8 & MF8_ZDOOMTRANS) && r_canontrans)
{ // [SP] "canonical transparency" - with the flip of a CVar, disable transparency for Doom objects
trans = 1.f;
RenderStyle.BlendOp = STYLEOP_Add;
RenderStyle.SrcAlpha = STYLEALPHA_One;
RenderStyle.DestAlpha = STYLEALPHA_Zero;
}
if (trans >= 1.f - FLT_EPSILON && RenderStyle.BlendOp != STYLEOP_Shadow && (
(RenderStyle.SrcAlpha == STYLEALPHA_One && RenderStyle.DestAlpha == STYLEALPHA_Zero) ||

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@ -31,6 +31,7 @@
EXTERN_CVAR(Float, transsouls)
EXTERN_CVAR(Int, r_drawfuzz)
EXTERN_CVAR (Bool, r_canontrans)
bool RenderPolySprite::GetLine(AActor *thing, DVector2 &left, DVector2 &right)
{
@ -145,7 +146,10 @@ void RenderPolySprite::Render(const TriMatrix &worldToClip, const PolyClipPlane
args.SetStencilTestValue(stencilValue);
args.SetWriteStencil(true, stencilValue);
args.SetClipPlane(clipPlane);
args.SetStyle(thing->RenderStyle, thing->Alpha, thing->fillcolor, thing->Translation, tex, fullbrightSprite);
if ((thing->flags8 & MF8_ZDOOMTRANS) && r_canontrans)
args.SetStyle(LegacyRenderStyles[STYLE_Normal], 1.0f, thing->fillcolor, thing->Translation, tex, fullbrightSprite);
else
args.SetStyle(thing->RenderStyle, thing->Alpha, thing->fillcolor, thing->Translation, tex, fullbrightSprite);
args.SetSubsectorDepthTest(true);
args.SetWriteSubsectorDepth(false);
args.SetWriteStencil(false);

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@ -38,6 +38,7 @@
#include "serializer.h"
CVAR (Bool, r_drawtrans, true, 0)
CVAR (Bool, r_canontrans, false, CVAR_ARCHIVE)
CVAR (Int, r_drawfuzz, 1, CVAR_ARCHIVE)
// Convert legacy render styles to flexible render styles.

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@ -325,6 +325,7 @@ static FFlagDef ActorFlagDefs[]=
DEFINE_FLAG(MF7, SPRITEFLIP, AActor, flags7),
DEFINE_FLAG(MF8, FRIGHTENING, AActor, flags8),
DEFINE_FLAG(MF8, ZDOOMTRANS, AActor, flags8),
// Effect flags
DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),

View file

@ -68,6 +68,7 @@
EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor)
EXTERN_CVAR(Bool, gl_light_sprites)
EXTERN_CVAR (Bool, r_canontrans)
namespace swrenderer
{
@ -212,6 +213,8 @@ namespace swrenderer
if (thing->flags5 & MF5_BRIGHT)
vis->renderflags |= RF_FULLBRIGHT; // kg3D
vis->RenderStyle = thing->RenderStyle;
if ((thing->flags8 & MF8_ZDOOMTRANS) && r_canontrans)
vis->RenderStyle = LegacyRenderStyles[STYLE_Normal];
vis->FillColor = thing->fillcolor;
vis->Translation = thing->Translation; // [RH] thing translation table
vis->FakeFlatStat = fakeside;