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https://github.com/ENSL/NS.git
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8ab1a69972
- add GLSL postprocessing shader to world view and have it replicate the old gamma ramp - clear framebuffer between frames to fix visual bugs outside map - remove old gamma ramp code (was disabled) and remove gamma adjustments to hud elements as they're now unaffected by the shader - additional visual preset config updates
162 lines
4.8 KiB
C++
162 lines
4.8 KiB
C++
#include "ScoreboardIcon.h"
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#include "game_shared/vgui_loadtga.h"
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#include "util/STLUtil.h"
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#include <algorithm> //max
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void loadImages( const int icon_number, std::vector<vgui::BitmapTGA*>& images );
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vgui::Color uncompressColor( const int icon_color );
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vgui::Color gammaAdjustColor( vgui::Color& color, const float gamma_slope );
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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ScoreboardIcon::ScoreboardIcon( const int icon_number_, const int icon_color_ ) : icon_number( icon_number_ ), icon_color( icon_color_ )
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{
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this->base_color = uncompressColor( this->icon_color );
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this->color = gammaAdjustColor( this->base_color, 1.0 );
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loadImages( this->icon_number, this->images );
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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ScoreboardIcon::~ScoreboardIcon(void)
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{
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//free memory taken by images
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std::vector<vgui::BitmapTGA*>::iterator current, end = this->images.end();
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for( current = this->images.begin(); current != end; ++current )
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{
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delete *current;
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}
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this->images.clear();
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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vgui::Color ScoreboardIcon::getColor(void) const
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{
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return base_color;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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int ScoreboardIcon::getIconColor(void) const
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{
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return icon_color;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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int ScoreboardIcon::getIconNumber(void) const
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{
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return icon_number;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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vgui::BitmapTGA* ScoreboardIcon::getImage( const int frame_number ) const
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{
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if( this->images.empty() ) //images not found at load time
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{ return NULL; }
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int image_number = frame_number % (int)this->images.size();
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vgui::BitmapTGA* image = const_cast<vgui::BitmapTGA*>(this->images[image_number]);
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image->setColor( this->color );
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return image;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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bool ScoreboardIcon::updateColor( const int icon_color, const float gamma_slope )
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{
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this->icon_color = icon_color;
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this->base_color = uncompressColor( this->icon_color );
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this->color = gammaAdjustColor( this->base_color, gamma_slope );
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return true;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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bool ScoreboardIcon::updateColor( const float gamma_slope )
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{
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this->color = gammaAdjustColor( this->base_color, gamma_slope );
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return true;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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vgui::Color uncompressColor( const int icon_color )
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{
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int components[4] = {0,0,0,0}; //Alpha = 0
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components[0] = ((icon_color >> 6) & 0x03) * 64; //Red
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components[1] = ((icon_color >> 6) & 0x03) * 64; //Green
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components[2] = ((icon_color >> 6) & 0x03) * 64; //Blue
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int brightness_shift = (icon_color & 0x03) * 16; //shift value
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float max = std::max(components[0], std::max(components[1], components[2]));
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if( max != 0 )
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{
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components[0] += ((int)(components[0]/max))*brightness_shift;
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components[1] += ((int)(components[1]/max))*brightness_shift;
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components[2] += ((int)(components[2]/max))*brightness_shift;
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}
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else
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{
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components[0] += brightness_shift;
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components[1] += brightness_shift;
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components[2] += brightness_shift;
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}
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return vgui::Color( components[0], components[1], components[2], components[3] );
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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vgui::Color gammaAdjustColor( vgui::Color& color, const float gamma_slope )
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{
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int components[4];
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color.getColor( components[0], components[1], components[2], components[3] );
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////2024 - replace gamma ramp with shader
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//ASSERT( gamma_slope != 0 );
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//vgui::Color returnVal = vgui::Color( components[0]/gamma_slope, components[1]/gamma_slope, components[2]/gamma_slope, 0 );
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vgui::Color returnVal = vgui::Color(components[0], components[1], components[2], 0);
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return returnVal;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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void loadImages( const int icon_number, std::vector<vgui::BitmapTGA*>& images )
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{
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if( icon_number == 0 ) //special case, no icon
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{ return; }
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if( icon_number > 0xFFFF ) //bogus icon number
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{ return; }
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std::string directory = "gfx/vgui/icons/";
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std::string extension = ".tga";
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std::string icon_name;
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unsigned char icon_bytes[2] = {
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static_cast<unsigned char>(
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(icon_number >> 8) & 0xFF
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),
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static_cast<unsigned char>(
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icon_number & 0xFF
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)
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};
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MakeHexPairsFromBytes(icon_bytes,icon_name,2);
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icon_name = "0x" + icon_name;
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std::string image_name = directory + icon_name + extension;
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vgui::BitmapTGA* image = vgui_LoadTGA( image_name.c_str() );
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int frame_number = 1;
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while( image != NULL )
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{
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images.push_back( image );
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if( image == NULL )
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{ break; }
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frame_number++;
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image_name = directory + icon_name + "-" + MakeStringFromInt(frame_number) + extension;
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image = vgui_LoadTGA( image_name.c_str() );
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}
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}
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