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dontencoreremap flag + colormaps
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parent
3bd62175f6
commit
aab87012df
3 changed files with 56 additions and 13 deletions
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@ -5762,7 +5762,7 @@ static void HWR_ProjectSprite(mobj_t *thing)
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{
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vis->colormap = colormaps;
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#ifdef GLENCORE
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if (encoremap && (thing->flags & (MF_SCENERY|MF_NOTHINK)))
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if (encoremap && (thing->flags & (MF_SCENERY|MF_NOTHINK)) && !(thing->flags & MF_DONTENCOREMAP))
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vis->colormap += (256*32);
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#endif
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}
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@ -5880,7 +5880,7 @@ static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing)
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vis->colormap = colormaps;
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#ifdef GLENCORE
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if (encoremap)
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if (encoremap && !(thing->flags & MF_DONTENCOREMAP))
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vis->colormap += (256*32);
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#endif
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@ -1407,11 +1407,12 @@ static inline void P_LoadSideDefs(lumpnum_t lumpnum)
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P_LoadRawSideDefs(W_LumpLength(lumpnum));
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}
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static void P_LoadRawSideDefs2(void *data)
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{
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UINT16 i;
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INT32 num;
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size_t j;
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UINT32 cr, cg, cb;
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for (i = 0; i < numsides; i++)
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{
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@ -1490,16 +1491,43 @@ static void P_LoadRawSideDefs2(void *data)
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{
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col = msd->toptexture;
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sec->extra_colormap->rgba =
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(HEX2INT(col[1]) << 4) + (HEX2INT(col[2]) << 0) +
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(HEX2INT(col[3]) << 12) + (HEX2INT(col[4]) << 8) +
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(HEX2INT(col[5]) << 20) + (HEX2INT(col[6]) << 16);
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// encore mode colormaps!
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// do it like software by aproximating a color to a palette index, and then convert it to its encore variant and then back to a color code.
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// do this for both the start and fade colormaps.
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cr = (HEX2INT(col[1]) << 4) + (HEX2INT(col[2]) << 0);
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cg = (HEX2INT(col[3]) << 12) + (HEX2INT(col[4]) << 8);
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cb = (HEX2INT(col[5]) << 20) + (HEX2INT(col[6]) << 16);
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#ifdef GLENCORE
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if (encoremap)
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{
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j = encoremap[NearestColor((UINT8)cr, (UINT8)cg, (UINT8)cb)];
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//CONS_Printf("R_CreateColormap: encoremap[%d] = %d\n", j, encoremap[j]); -- moved encoremap upwards for optimisation
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cr = pLocalPalette[j].s.red;
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cg = pLocalPalette[j].s.green;
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cb = pLocalPalette[j].s.blue;
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}
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#endif
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sec->extra_colormap->rgba = cr + cg + cb;
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// alpha
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if (msd->toptexture[7])
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sec->extra_colormap->rgba += (ALPHA2INT(col[7]) << 24);
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else
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sec->extra_colormap->rgba += (25 << 24);
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/*nearest = NearestColor(
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(HEX2INT(col[1]) << 4) + (HEX2INT(col[2]) << 0),
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(HEX2INT(col[3]) << 4) + (HEX2INT(col[4]) << 0),
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(HEX2INT(col[5]) << 4) + (HEX2INT(col[6]) << 0)
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);
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sec->extra_colormap->rgba =
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pLocalPalette[nearest].s.red +
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(pLocalPalette[nearest].s.green << 8) +
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(pLocalPalette[nearest].s.blue << 16);*/
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}
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else
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sec->extra_colormap->rgba = 0;
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@ -1508,10 +1536,24 @@ static void P_LoadRawSideDefs2(void *data)
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{
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col = msd->bottomtexture;
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sec->extra_colormap->fadergba =
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(HEX2INT(col[1]) << 4) + (HEX2INT(col[2]) << 0) +
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(HEX2INT(col[3]) << 12) + (HEX2INT(col[4]) << 8) +
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(HEX2INT(col[5]) << 20) + (HEX2INT(col[6]) << 16);
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// do the exact same thing as above here.
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cr = (HEX2INT(col[1]) << 4) + (HEX2INT(col[2]) << 0);
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cg = (HEX2INT(col[3]) << 12) + (HEX2INT(col[4]) << 8);
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cb = (HEX2INT(col[5]) << 20) + (HEX2INT(col[6]) << 16);
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#ifdef GLENCORE
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if (encoremap)
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{
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j = encoremap[NearestColor((UINT8)cr, (UINT8)cg, (UINT8)cb)];
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//CONS_Printf("R_CreateColormap: encoremap[%d] = %d\n", j, encoremap[j]); -- moved encoremap upwards for optimisation
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cr = pLocalPalette[j].s.red;
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cg = pLocalPalette[j].s.green;
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cb = pLocalPalette[j].s.blue;
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}
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#endif
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sec->extra_colormap->fadergba = cr + cg + cb;
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// alpha
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if (msd->bottomtexture[7])
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@ -1658,6 +1700,7 @@ static void P_LoadRawSideDefs2(void *data)
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R_ClearTextureNumCache(true);
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}
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// Delay loading texture names until after loaded linedefs.
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static void P_LoadSideDefs2(lumpnum_t lumpnum)
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{
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@ -1177,7 +1177,7 @@ void R_ClearColormaps(void)
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//
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static double deltas[256][3], map[256][3];
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static UINT8 NearestColor(UINT8 r, UINT8 g, UINT8 b);
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UINT8 NearestColor(UINT8 r, UINT8 g, UINT8 b);
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static int RoundUp(double number);
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#ifdef HASINVERT
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@ -1403,7 +1403,7 @@ INT32 R_CreateColormap(char *p1, char *p2, char *p3)
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// Thanks to quake2 source!
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// utils3/qdata/images.c
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static UINT8 NearestColor(UINT8 r, UINT8 g, UINT8 b)
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UINT8 NearestColor(UINT8 r, UINT8 g, UINT8 b)
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{
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int dr, dg, db;
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int distortion, bestdistortion = 256 * 256 * 4, bestcolor = 0, i;
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