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Add SPF_NOMIPMAP to force actor sprites or particles to have no mipma…
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…ps. This makes tiny sprites/particles look more crisp and legible in the distance. Mipmapping causes the sprites/particles to have an inconsistent look where they'd sometimes be clearly visible and sometimes less visible depending on camera distance and movement.
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nashmuhandes authored and RicardoLuis0 committed Aug 3, 2024
1 parent 3d3cd88 commit 593e1c0
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Showing 6 changed files with 11 additions and 1 deletion.
1 change: 1 addition & 0 deletions src/playsim/actor.h
Original file line number Diff line number Diff line change
Expand Up @@ -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.
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1 change: 1 addition & 0 deletions src/playsim/p_effect.h
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Expand Up @@ -69,6 +69,7 @@ enum EParticleFlags
SPF_FACECAMERA = 1 << 11,
SPF_NOFACECAMERA = 1 << 12,
SPF_ROLLCENTER = 1 << 13,
SPF_NOMIPMAP = 1 << 14,
};

class DVisualThinker;
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1 change: 1 addition & 0 deletions src/rendering/hwrenderer/scene/hw_drawstructs.h
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Expand Up @@ -393,6 +393,7 @@ class HWSprite
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, sector_t * frontsector, bool translucent);
void PerformSpriteClipAdjustment(AActor *thing, const DVector2 &thingpos, float spriteheight);
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7 changes: 6 additions & 1 deletion src/rendering/hwrenderer/scene/hw_sprites.cpp
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Expand Up @@ -221,8 +221,10 @@ 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);
Expand Down Expand Up @@ -771,6 +773,8 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
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)) ||
Expand Down Expand Up @@ -1325,6 +1329,7 @@ void HWSprite::ProcessParticle(HWDrawInfo *di, particle_t *particle, sector_t *s
actor = nullptr;
this->particle = particle;
fullbright = particle->flags & SPF_FULLBRIGHT;
nomipmap = particle->flags & SPF_NOMIPMAP;

if (di->isFullbrightScene())
{
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1 change: 1 addition & 0 deletions src/scripting/thingdef_data.cpp
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Expand Up @@ -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),
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1 change: 1 addition & 0 deletions wadsrc/static/zscript/constants.zs
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Expand Up @@ -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
};
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