Merge branch 'master' of https://github.com/ZDoom/gzdoom
This commit is contained in:
commit
a5b08f0fb1
8 changed files with 13 additions and 3 deletions
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@ -256,7 +256,7 @@ void FDynamicLight::Tick()
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if (owned)
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{
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if (!target->state)
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if (!target->state || !target->ShouldRenderLocally())
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{
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Deactivate();
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return;
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@ -501,6 +501,7 @@ enum ActorRenderFlag2
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RF2_FLIPSPRITEOFFSETX = 0x0010,
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RF2_FLIPSPRITEOFFSETY = 0x0020,
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RF2_CAMFOLLOWSPLAYER = 0x0040, // Matches the cam's base position and angles to the main viewpoint.
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RF2_NOMIPMAP = 0x0080, // [Nash] forces no mipmapping on sprites. Useful for tiny sprites that need to remain visually crisp
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};
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// This translucency value produces the closest match to Heretic's TINTTAB.
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@ -132,7 +132,7 @@ void FThinkerCollection::RunThinkers(FLevelLocals *Level)
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if (dolights) ac->SetDynamicLights();
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}
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// This was merged from P_RunEffects to eliminate the costly duplicate ThinkerIterator loop.
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if ((ac->effects || ac->fountaincolor) && !Level->isFrozen())
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if ((ac->effects || ac->fountaincolor) && ac->ShouldRenderLocally() && !Level->isFrozen())
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{
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P_RunEffect(ac, ac->effects);
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}
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@ -69,6 +69,7 @@ enum EParticleFlags
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SPF_FACECAMERA = 1 << 11,
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SPF_NOFACECAMERA = 1 << 12,
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SPF_ROLLCENTER = 1 << 13,
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SPF_NOMIPMAP = 1 << 14,
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};
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class DVisualThinker;
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@ -411,6 +411,7 @@ public:
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TArray<lightlist_t> *lightlist;
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DRotator Angles;
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bool nomipmap; // force the sprite to have no mipmaps (ensures tiny sprites in the distance stay crisp)
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void SplitSprite(HWDrawInfo *di, FRenderState& state, sector_t * frontsector, bool translucent);
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void PerformSpriteClipAdjustment(AActor *thing, const DVector2 &thingpos, float spriteheight);
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@ -224,8 +224,10 @@ void HWSprite::DrawSprite(HWDrawInfo *di, FRenderState &state, bool translucent)
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state.SetFog(0, 0);
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}
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int clampmode = nomipmap ? CLAMP_XY_NOMIP : CLAMP_XY;
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uint32_t spritetype = actor? uint32_t(actor->renderflags & RF_SPRITETYPEMASK) : 0;
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if (texture) state.SetMaterial(texture, UF_Sprite, (spritetype == RF_FACESPRITE) ? CTF_Expand : 0, CLAMP_XY, translation, OverrideShader);
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if (texture) state.SetMaterial(texture, UF_Sprite, (spritetype == RF_FACESPRITE) ? CTF_Expand : 0, clampmode, translation, OverrideShader);
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else if (!modelframe) state.EnableTexture(false);
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//SetColor(lightlevel, rel, Colormap, trans);
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@ -834,6 +836,8 @@ void HWSprite::Process(HWDrawInfo *di, FRenderState& state, AActor* thing, secto
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return;
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}
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nomipmap = (thing->renderflags2 & RF2_NOMIPMAP);
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// check renderrequired vs ~r_rendercaps, if anything matches we don't support that feature,
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// check renderhidden vs r_rendercaps, if anything matches we do support that feature and should hide it.
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if ((!r_debug_disable_vis_filter && !!(thing->RenderRequired & ~r_renderercaps)) ||
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@ -1377,6 +1381,7 @@ void HWSprite::ProcessParticle(HWDrawInfo *di, FRenderState& state, particle_t *
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actor = nullptr;
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this->particle = particle;
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fullbright = particle->flags & SPF_FULLBRIGHT;
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nomipmap = particle->flags & SPF_NOMIPMAP;
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if (di->isFullbrightScene())
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{
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@ -384,6 +384,7 @@ static FFlagDef ActorFlagDefs[]=
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DEFINE_FLAG(RF2, FLIPSPRITEOFFSETX, AActor, renderflags2),
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DEFINE_FLAG(RF2, FLIPSPRITEOFFSETY, AActor, renderflags2),
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DEFINE_FLAG(RF2, CAMFOLLOWSPLAYER, AActor, renderflags2),
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DEFINE_FLAG(RF2, NOMIPMAP, AActor, renderflags2),
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// Bounce flags
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DEFINE_FLAG2(BOUNCE_Walls, BOUNCEONWALLS, AActor, BounceFlags),
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@ -718,6 +718,7 @@ enum EParticleFlags
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SPF_FACECAMERA = 1 << 11,
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SPF_NOFACECAMERA = 1 << 12,
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SPF_ROLLCENTER = 1 << 13,
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SPF_NOMIPMAP = 1 << 14,
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SPF_RELATIVE = SPF_RELPOS|SPF_RELVEL|SPF_RELACCEL|SPF_RELANG
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};
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