- split off the utility functions from gl_weapon.cpp.
Meaning there's only half as much code left to clean up.
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4 changed files with 322 additions and 238 deletions
284
src/hwrenderer/scene/hw_weapon.cpp
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284
src/hwrenderer/scene/hw_weapon.cpp
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//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2000-2016 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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** hw_weapon.cpp
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** Weapon sprite utilities
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**
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*/
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#include "sbar.h"
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#include "r_utility.h"
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#include "v_video.h"
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#include "doomstat.h"
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#include "d_player.h"
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#include "g_levellocals.h"
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#include "hw_weapon.h"
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#include "hw_fakeflat.h"
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#include "hwrenderer/utility/hw_lighting.h"
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#include "hwrenderer/utility/hw_cvars.h"
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EXTERN_CVAR(Float, transsouls)
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EXTERN_CVAR(Int, gl_fuzztype)
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//==========================================================================
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//
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//
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//
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//==========================================================================
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bool isBright(DPSprite *psp)
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{
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if (psp != nullptr && psp->GetState() != nullptr)
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{
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bool disablefullbright = false;
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FTextureID lump = sprites[psp->GetSprite()].GetSpriteFrame(psp->GetFrame(), 0, 0., nullptr);
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if (lump.isValid())
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{
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FTexture * tex = TexMan(lump);
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if (tex) disablefullbright = tex->bDisableFullbright;
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}
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return psp->GetState()->GetFullbright() && !disablefullbright;
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}
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return false;
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}
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//==========================================================================
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//
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// Weapon position
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//
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//==========================================================================
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WeaponPosition GetWeaponPosition(player_t *player)
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{
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WeaponPosition w;
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P_BobWeapon(player, &w.bobx, &w.boby, r_viewpoint.TicFrac);
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// Interpolate the main weapon layer once so as to be able to add it to other layers.
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if ((w.weapon = player->FindPSprite(PSP_WEAPON)) != nullptr)
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{
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if (w.weapon->firstTic)
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{
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w.wx = (float)w.weapon->x;
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w.wy = (float)w.weapon->y;
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}
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else
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{
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w.wx = (float)(w.weapon->oldx + (w.weapon->x - w.weapon->oldx) * r_viewpoint.TicFrac);
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w.wy = (float)(w.weapon->oldy + (w.weapon->y - w.weapon->oldy) * r_viewpoint.TicFrac);
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}
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}
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else
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{
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w.wx = 0;
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w.wy = 0;
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}
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return w;
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}
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//==========================================================================
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//
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// Bobbing
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//
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//==========================================================================
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FVector2 BobWeapon(WeaponPosition &weap, DPSprite *psp)
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{
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if (psp->firstTic)
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{ // Can't interpolate the first tic.
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psp->firstTic = false;
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psp->oldx = psp->x;
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psp->oldy = psp->y;
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}
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float sx = float(psp->oldx + (psp->x - psp->oldx) * r_viewpoint.TicFrac);
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float sy = float(psp->oldy + (psp->y - psp->oldy) * r_viewpoint.TicFrac);
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if (psp->Flags & PSPF_ADDBOB)
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{
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sx += (psp->Flags & PSPF_MIRROR) ? -weap.bobx : weap.bobx;
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sy += weap.boby;
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}
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if (psp->Flags & PSPF_ADDWEAPON && psp->GetID() != PSP_WEAPON)
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{
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sx += weap.wx;
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sy += weap.wy;
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}
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return { sx, sy };
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}
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//==========================================================================
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//
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// Lighting
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//
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//==========================================================================
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WeaponLighting GetWeaponLighting(sector_t *viewsector, const DVector3 &pos, int FixedColormap, area_t in_area, const DVector3 &playerpos )
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{
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WeaponLighting l;
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if (FixedColormap)
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{
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l.lightlevel = 255;
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l.cm.Clear();
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l.isbelow = false;
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}
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else
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{
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sector_t fs;
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auto fakesec = hw_FakeFlat(viewsector, &fs, in_area, false);
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// calculate light level for weapon sprites
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l.lightlevel = hw_ClampLight(fakesec->lightlevel);
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// calculate colormap for weapon sprites
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if (viewsector->e->XFloor.ffloors.Size() && !(level.flags3 & LEVEL3_NOCOLOREDSPRITELIGHTING))
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{
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TArray<lightlist_t> & lightlist = viewsector->e->XFloor.lightlist;
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for (unsigned i = 0; i<lightlist.Size(); i++)
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{
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double lightbottom;
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if (i<lightlist.Size() - 1)
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{
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lightbottom = lightlist[i + 1].plane.ZatPoint(r_viewpoint.Pos);
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}
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else
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{
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lightbottom = viewsector->floorplane.ZatPoint(r_viewpoint.Pos);
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}
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if (lightbottom<r_viewpoint.Pos.Z)
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{
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l.cm = lightlist[i].extra_colormap;
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l.lightlevel = hw_ClampLight(*lightlist[i].p_lightlevel);
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break;
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}
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}
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}
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else
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{
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l.cm = fakesec->Colormap;
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if (level.flags3 & LEVEL3_NOCOLOREDSPRITELIGHTING) l.cm.ClearColor();
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}
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l.lightlevel = hw_CalcLightLevel(l.lightlevel, getExtraLight(), true);
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if (level.lightmode == 8 || l.lightlevel < 92)
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{
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// Korshun: the way based on max possible light level for sector like in software renderer.
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double min_L = 36.0 / 31.0 - ((l.lightlevel / 255.0) * (63.0 / 31.0)); // Lightlevel in range 0-63
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if (min_L < 0)
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min_L = 0;
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else if (min_L > 1.0)
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min_L = 1.0;
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l.lightlevel = int((1.0 - min_L) * 255);
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}
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else
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{
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l.lightlevel = (2 * l.lightlevel + 255) / 3;
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}
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l.lightlevel = viewsector->CheckSpriteGlow(l.lightlevel, playerpos);
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l.isbelow = fakesec != viewsector && in_area == area_below;
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}
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// Korshun: fullbright fog in opengl, render weapon sprites fullbright (but don't cancel out the light color!)
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if (level.brightfog && ((level.flags&LEVEL_HASFADETABLE) || l.cm.FadeColor != 0))
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{
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l.lightlevel = 255;
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}
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return l;
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}
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//==========================================================================
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//
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// Render Style
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//
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//==========================================================================
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WeaponRenderStyle GetWeaponRenderStyle(DPSprite *psp, AActor *playermo)
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{
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WeaponRenderStyle r;
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auto rs = psp->GetRenderStyle(playermo->RenderStyle, playermo->Alpha);
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visstyle_t vis;
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float trans = 0.f;
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vis.RenderStyle = STYLE_Count;
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vis.Alpha = rs.second;
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vis.Invert = false;
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playermo->AlterWeaponSprite(&vis);
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if (!(psp->Flags & PSPF_FORCEALPHA)) trans = vis.Alpha;
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if (vis.RenderStyle != STYLE_Count && !(psp->Flags & PSPF_FORCESTYLE))
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{
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r.RenderStyle = vis.RenderStyle;
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}
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else
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{
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r.RenderStyle = rs.first;
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}
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if (r.RenderStyle.BlendOp == STYLEOP_None) return r;
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if (vis.Invert)
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{
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// this only happens for Strife's inverted weapon sprite
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r.RenderStyle.Flags |= STYLEF_InvertSource;
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}
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// Set the render parameters
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r.OverrideShader = -1;
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if (r.RenderStyle.BlendOp == STYLEOP_Fuzz)
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{
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if (gl_fuzztype != 0)
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{
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// Todo: implement shader selection here
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r.RenderStyle = LegacyRenderStyles[STYLE_Translucent];
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r.OverrideShader = SHADER_NoTexture + gl_fuzztype;
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r.alpha = 0.99f; // trans may not be 1 here
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}
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else
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{
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r.RenderStyle.BlendOp = STYLEOP_Shadow;
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}
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}
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if (r.RenderStyle.Flags & STYLEF_TransSoulsAlpha)
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{
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r.alpha = transsouls;
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}
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else if (r.RenderStyle.Flags & STYLEF_Alpha1)
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{
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r.alpha = 1.f;
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}
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else if (trans == 0.f)
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{
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r.alpha = vis.Alpha;
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}
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return r;
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}
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