Fix a few renderflags oversights in OpenGL

This commit is contained in:
Jaime Ita Passos 2021-03-02 02:27:14 -03:00
parent be496e1bc1
commit f6cb1798cc
2 changed files with 23 additions and 28 deletions

View File

@ -3665,7 +3665,7 @@ static void HWR_DrawDropShadow(mobj_t *thing, fixed_t scale)
static void HWR_RotateSpritePolyToAim(gl_vissprite_t *spr, FOutVector *wallVerts, const boolean precip) static void HWR_RotateSpritePolyToAim(gl_vissprite_t *spr, FOutVector *wallVerts, const boolean precip)
{ {
if (cv_glspritebillboarding.value if (cv_glspritebillboarding.value
&& spr && spr->mobj && !(spr->mobj->frame & FF_PAPERSPRITE) && spr && spr->mobj && !R_ThingIsPaperSprite(spr->mobj)
&& wallVerts) && wallVerts)
{ {
float basey = FIXED_TO_FLOAT(spr->mobj->z); float basey = FIXED_TO_FLOAT(spr->mobj->z);
@ -3707,7 +3707,6 @@ static void HWR_SplitSprite(gl_vissprite_t *spr)
FBITFIELD blend = 0; FBITFIELD blend = 0;
FBITFIELD occlusion; FBITFIELD occlusion;
boolean use_linkdraw_hack = false; boolean use_linkdraw_hack = false;
boolean splat = R_ThingIsFloorSprite(spr->mobj);
UINT8 alpha; UINT8 alpha;
INT32 i; INT32 i;
@ -3766,22 +3765,19 @@ static void HWR_SplitSprite(gl_vissprite_t *spr)
baseWallVerts[0].t = baseWallVerts[1].t = ((GLPatch_t *)gpatch->hardware)->max_t; baseWallVerts[0].t = baseWallVerts[1].t = ((GLPatch_t *)gpatch->hardware)->max_t;
} }
if (!splat) // if it has a dispoffset, push it a little towards the camera
{ if (spr->dispoffset) {
// if it has a dispoffset, push it a little towards the camera float co = -gl_viewcos*(0.05f*spr->dispoffset);
if (spr->dispoffset) { float si = -gl_viewsin*(0.05f*spr->dispoffset);
float co = -gl_viewcos*(0.05f*spr->dispoffset); baseWallVerts[0].z = baseWallVerts[3].z = baseWallVerts[0].z+si;
float si = -gl_viewsin*(0.05f*spr->dispoffset); baseWallVerts[1].z = baseWallVerts[2].z = baseWallVerts[1].z+si;
baseWallVerts[0].z = baseWallVerts[3].z = baseWallVerts[0].z+si; baseWallVerts[0].x = baseWallVerts[3].x = baseWallVerts[0].x+co;
baseWallVerts[1].z = baseWallVerts[2].z = baseWallVerts[1].z+si; baseWallVerts[1].x = baseWallVerts[2].x = baseWallVerts[1].x+co;
baseWallVerts[0].x = baseWallVerts[3].x = baseWallVerts[0].x+co;
baseWallVerts[1].x = baseWallVerts[2].x = baseWallVerts[1].x+co;
}
// Let dispoffset work first since this adjust each vertex
HWR_RotateSpritePolyToAim(spr, baseWallVerts, false);
} }
// Let dispoffset work first since this adjust each vertex
HWR_RotateSpritePolyToAim(spr, baseWallVerts, false);
realtop = top = baseWallVerts[3].y; realtop = top = baseWallVerts[3].y;
realbot = bot = baseWallVerts[0].y; realbot = bot = baseWallVerts[0].y;
ttop = baseWallVerts[3].t; ttop = baseWallVerts[3].t;
@ -3914,7 +3910,7 @@ static void HWR_SplitSprite(gl_vissprite_t *spr)
// The x and y only need to be adjusted in the case that it's not a papersprite // The x and y only need to be adjusted in the case that it's not a papersprite
if (cv_glspritebillboarding.value if (cv_glspritebillboarding.value
&& spr->mobj && !(spr->mobj->frame & FF_PAPERSPRITE)) && spr->mobj && !R_ThingIsPaperSprite(spr->mobj))
{ {
// Get the x and z of the vertices so billboarding draws correctly // Get the x and z of the vertices so billboarding draws correctly
realheight = realbot - realtop; realheight = realbot - realtop;
@ -3983,7 +3979,7 @@ static void HWR_SplitSprite(gl_vissprite_t *spr)
static void HWR_DrawSprite(gl_vissprite_t *spr) static void HWR_DrawSprite(gl_vissprite_t *spr)
{ {
FOutVector wallVerts[4]; FOutVector wallVerts[4];
patch_t *gpatch; // sprite patch converted to hardware patch_t *gpatch;
FSurfaceInfo Surf; FSurfaceInfo Surf;
const boolean splat = R_ThingIsFloorSprite(spr->mobj); const boolean splat = R_ThingIsFloorSprite(spr->mobj);
@ -4284,7 +4280,7 @@ static inline void HWR_DrawPrecipitationSprite(gl_vissprite_t *spr)
{ {
FBITFIELD blend = 0; FBITFIELD blend = 0;
FOutVector wallVerts[4]; FOutVector wallVerts[4];
patch_t *gpatch; // sprite patch converted to hardware patch_t *gpatch;
FSurfaceInfo Surf; FSurfaceInfo Surf;
if (!spr->mobj) if (!spr->mobj)
@ -4337,7 +4333,7 @@ static inline void HWR_DrawPrecipitationSprite(gl_vissprite_t *spr)
// Always use the light at the top instead of whatever I was doing before // Always use the light at the top instead of whatever I was doing before
INT32 light = R_GetPlaneLight(sector, spr->mobj->z + spr->mobj->height, false); INT32 light = R_GetPlaneLight(sector, spr->mobj->z + spr->mobj->height, false);
if (!(spr->mobj->frame & FF_FULLBRIGHT)) if (!R_ThingIsFullBright(spr->mobj))
lightlevel = *sector->lightlist[light].lightlevel > 255 ? 255 : *sector->lightlist[light].lightlevel; lightlevel = *sector->lightlist[light].lightlevel > 255 ? 255 : *sector->lightlist[light].lightlevel;
if (*sector->lightlist[light].extra_colormap) if (*sector->lightlist[light].extra_colormap)
@ -4345,7 +4341,7 @@ static inline void HWR_DrawPrecipitationSprite(gl_vissprite_t *spr)
} }
else else
{ {
if (!(spr->mobj->frame & FF_FULLBRIGHT)) if (!R_ThingIsFullBright(spr->mobj))
lightlevel = sector->lightlevel > 255 ? 255 : sector->lightlevel; lightlevel = sector->lightlevel > 255 ? 255 : sector->lightlevel;
if (sector->extra_colormap) if (sector->extra_colormap)
@ -4921,8 +4917,8 @@ static void HWR_ProjectSprite(mobj_t *thing)
angle_t ang; angle_t ang;
INT32 heightsec, phs; INT32 heightsec, phs;
const boolean papersprite = R_ThingIsPaperSprite(thing);
const boolean splat = R_ThingIsFloorSprite(thing); const boolean splat = R_ThingIsFloorSprite(thing);
const boolean papersprite = (R_ThingIsPaperSprite(thing) && !splat);
angle_t mobjangle = (thing->player ? thing->player->drawangle : thing->angle); angle_t mobjangle = (thing->player ? thing->player->drawangle : thing->angle);
float z1, z2; float z1, z2;

View File

@ -1314,7 +1314,7 @@ boolean HWR_DrawModel(gl_vissprite_t *spr)
light = R_GetPlaneLight(sector, spr->mobj->z + spr->mobj->height, false); // Always use the light at the top instead of whatever I was doing before light = R_GetPlaneLight(sector, spr->mobj->z + spr->mobj->height, false); // Always use the light at the top instead of whatever I was doing before
if (!(spr->mobj->frame & FF_FULLBRIGHT)) if (!R_ThingIsFullBright(spr->mobj))
lightlevel = *sector->lightlist[light].lightlevel > 255 ? 255 : *sector->lightlist[light].lightlevel; lightlevel = *sector->lightlist[light].lightlevel > 255 ? 255 : *sector->lightlist[light].lightlevel;
if (*sector->lightlist[light].extra_colormap) if (*sector->lightlist[light].extra_colormap)
@ -1322,7 +1322,7 @@ boolean HWR_DrawModel(gl_vissprite_t *spr)
} }
else else
{ {
if (!(spr->mobj->frame & FF_FULLBRIGHT)) if (!R_ThingIsFullBright(spr->mobj))
lightlevel = sector->lightlevel > 255 ? 255 : sector->lightlevel; lightlevel = sector->lightlevel > 255 ? 255 : sector->lightlevel;
if (sector->extra_colormap) if (sector->extra_colormap)
@ -1340,10 +1340,9 @@ boolean HWR_DrawModel(gl_vissprite_t *spr)
GLPatch_t *hwrPatch = NULL, *hwrBlendPatch = NULL; GLPatch_t *hwrPatch = NULL, *hwrBlendPatch = NULL;
INT32 durs = spr->mobj->state->tics; INT32 durs = spr->mobj->state->tics;
INT32 tics = spr->mobj->tics; INT32 tics = spr->mobj->tics;
//mdlframe_t *next = NULL; const boolean papersprite = (R_ThingIsPaperSprite(spr->mobj) && !R_ThingIsFloorSprite(spr->mobj));
const boolean papersprite = (spr->mobj->frame & FF_PAPERSPRITE); const UINT8 flip = (UINT8)(!(spr->mobj->eflags & MFE_VERTICALFLIP) != !R_ThingVerticallyFlipped(spr->mobj));
const UINT8 flip = (UINT8)(!(spr->mobj->eflags & MFE_VERTICALFLIP) != !(spr->mobj->frame & FF_VERTICALFLIP)); const UINT8 hflip = (UINT8)(!(spr->mobj->mirrored) != !R_ThingHorizontallyFlipped(spr->mobj));
const UINT8 hflip = (UINT8)(!(spr->mobj->mirrored) != !(spr->mobj->frame & FF_HORIZONTALFLIP));
spritedef_t *sprdef; spritedef_t *sprdef;
spriteframe_t *sprframe; spriteframe_t *sprframe;
spriteinfo_t *sprinfo; spriteinfo_t *sprinfo;