This commit is contained in:
nashmuhandes 2024-08-04 07:21:43 +08:00
commit a5b08f0fb1
8 changed files with 13 additions and 3 deletions

View file

@ -256,7 +256,7 @@ void FDynamicLight::Tick()
if (owned)
{
if (!target->state)
if (!target->state || !target->ShouldRenderLocally())
{
Deactivate();
return;

View file

@ -501,6 +501,7 @@ enum ActorRenderFlag2
RF2_FLIPSPRITEOFFSETX = 0x0010,
RF2_FLIPSPRITEOFFSETY = 0x0020,
RF2_CAMFOLLOWSPLAYER = 0x0040, // Matches the cam's base position and angles to the main viewpoint.
RF2_NOMIPMAP = 0x0080, // [Nash] forces no mipmapping on sprites. Useful for tiny sprites that need to remain visually crisp
};
// This translucency value produces the closest match to Heretic's TINTTAB.

View file

@ -132,7 +132,7 @@ void FThinkerCollection::RunThinkers(FLevelLocals *Level)
if (dolights) ac->SetDynamicLights();
}
// This was merged from P_RunEffects to eliminate the costly duplicate ThinkerIterator loop.
if ((ac->effects || ac->fountaincolor) && !Level->isFrozen())
if ((ac->effects || ac->fountaincolor) && ac->ShouldRenderLocally() && !Level->isFrozen())
{
P_RunEffect(ac, ac->effects);
}

View file

@ -69,6 +69,7 @@ enum EParticleFlags
SPF_FACECAMERA = 1 << 11,
SPF_NOFACECAMERA = 1 << 12,
SPF_ROLLCENTER = 1 << 13,
SPF_NOMIPMAP = 1 << 14,
};
class DVisualThinker;

View file

@ -411,6 +411,7 @@ public:
TArray<lightlist_t> *lightlist;
DRotator Angles;
bool nomipmap; // force the sprite to have no mipmaps (ensures tiny sprites in the distance stay crisp)
void SplitSprite(HWDrawInfo *di, FRenderState& state, sector_t * frontsector, bool translucent);
void PerformSpriteClipAdjustment(AActor *thing, const DVector2 &thingpos, float spriteheight);

View file

@ -224,8 +224,10 @@ void HWSprite::DrawSprite(HWDrawInfo *di, FRenderState &state, bool translucent)
state.SetFog(0, 0);
}
int clampmode = nomipmap ? CLAMP_XY_NOMIP : CLAMP_XY;
uint32_t spritetype = actor? uint32_t(actor->renderflags & RF_SPRITETYPEMASK) : 0;
if (texture) state.SetMaterial(texture, UF_Sprite, (spritetype == RF_FACESPRITE) ? CTF_Expand : 0, CLAMP_XY, translation, OverrideShader);
if (texture) state.SetMaterial(texture, UF_Sprite, (spritetype == RF_FACESPRITE) ? CTF_Expand : 0, clampmode, translation, OverrideShader);
else if (!modelframe) state.EnableTexture(false);
//SetColor(lightlevel, rel, Colormap, trans);
@ -834,6 +836,8 @@ void HWSprite::Process(HWDrawInfo *di, FRenderState& state, AActor* thing, secto
return;
}
nomipmap = (thing->renderflags2 & RF2_NOMIPMAP);
// check renderrequired vs ~r_rendercaps, if anything matches we don't support that feature,
// check renderhidden vs r_rendercaps, if anything matches we do support that feature and should hide it.
if ((!r_debug_disable_vis_filter && !!(thing->RenderRequired & ~r_renderercaps)) ||
@ -1377,6 +1381,7 @@ void HWSprite::ProcessParticle(HWDrawInfo *di, FRenderState& state, particle_t *
actor = nullptr;
this->particle = particle;
fullbright = particle->flags & SPF_FULLBRIGHT;
nomipmap = particle->flags & SPF_NOMIPMAP;
if (di->isFullbrightScene())
{

View file

@ -384,6 +384,7 @@ static FFlagDef ActorFlagDefs[]=
DEFINE_FLAG(RF2, FLIPSPRITEOFFSETX, AActor, renderflags2),
DEFINE_FLAG(RF2, FLIPSPRITEOFFSETY, AActor, renderflags2),
DEFINE_FLAG(RF2, CAMFOLLOWSPLAYER, AActor, renderflags2),
DEFINE_FLAG(RF2, NOMIPMAP, AActor, renderflags2),
// Bounce flags
DEFINE_FLAG2(BOUNCE_Walls, BOUNCEONWALLS, AActor, BounceFlags),

View file

@ -718,6 +718,7 @@ enum EParticleFlags
SPF_FACECAMERA = 1 << 11,
SPF_NOFACECAMERA = 1 << 12,
SPF_ROLLCENTER = 1 << 13,
SPF_NOMIPMAP = 1 << 14,
SPF_RELATIVE = SPF_RELPOS|SPF_RELVEL|SPF_RELACCEL|SPF_RELANG
};