diff --git a/src/playsim/actor.h b/src/playsim/actor.h index d0ea86cb627..fa0e23bf232 100644 --- a/src/playsim/actor.h +++ b/src/playsim/actor.h @@ -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. diff --git a/src/playsim/p_effect.h b/src/playsim/p_effect.h index 29f1cb7201e..5eafdcd4bb6 100644 --- a/src/playsim/p_effect.h +++ b/src/playsim/p_effect.h @@ -69,6 +69,7 @@ enum EParticleFlags SPF_FACECAMERA = 1 << 11, SPF_NOFACECAMERA = 1 << 12, SPF_ROLLCENTER = 1 << 13, + SPF_NOMIPMAP = 1 << 14, }; class DVisualThinker; diff --git a/src/rendering/hwrenderer/scene/hw_drawstructs.h b/src/rendering/hwrenderer/scene/hw_drawstructs.h index a025c87c91b..b364128de4b 100644 --- a/src/rendering/hwrenderer/scene/hw_drawstructs.h +++ b/src/rendering/hwrenderer/scene/hw_drawstructs.h @@ -393,6 +393,7 @@ class HWSprite TArray *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); diff --git a/src/rendering/hwrenderer/scene/hw_sprites.cpp b/src/rendering/hwrenderer/scene/hw_sprites.cpp index 9340839b9f7..3f595d177f2 100644 --- a/src/rendering/hwrenderer/scene/hw_sprites.cpp +++ b/src/rendering/hwrenderer/scene/hw_sprites.cpp @@ -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); @@ -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)) || @@ -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()) { diff --git a/src/scripting/thingdef_data.cpp b/src/scripting/thingdef_data.cpp index 997ab78b1a5..570dd2a4ef6 100644 --- a/src/scripting/thingdef_data.cpp +++ b/src/scripting/thingdef_data.cpp @@ -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), diff --git a/wadsrc/static/zscript/constants.zs b/wadsrc/static/zscript/constants.zs index bd92db9b82f..ad77dc8b21b 100644 --- a/wadsrc/static/zscript/constants.zs +++ b/wadsrc/static/zscript/constants.zs @@ -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 };