encore colormaps, fixups + flat align

This commit is contained in:
Latapostrophe 2019-06-13 10:14:07 +02:00
parent a0ff5c6b25
commit bf13726c1e
3 changed files with 59 additions and 23 deletions

View file

@ -346,10 +346,10 @@ static void HWR_GenerateTexture(INT32 texnum, GLTexture_t *grtex)
grtex->mipmap.height = (UINT16)blockheight; grtex->mipmap.height = (UINT16)blockheight;
grtex->mipmap.grInfo.format = textureformat; grtex->mipmap.grInfo.format = textureformat;
#ifdef GLENCORE
grtex->mipmap.colormap = colormaps; grtex->mipmap.colormap = colormaps;
if (encoremode) #ifdef GLENCORE
if (encoremap)
grtex->mipmap.colormap += (256*32); grtex->mipmap.colormap += (256*32);
#endif #endif
@ -635,10 +635,10 @@ void HWR_GetFlat(lumpnum_t flatlumpnum)
grmip = &HWR_GetCachedGLPatch(flatlumpnum)->mipmap; grmip = &HWR_GetCachedGLPatch(flatlumpnum)->mipmap;
#ifdef GLENCORE
grmip->colormap = colormaps; grmip->colormap = colormaps;
if (encoremode) #ifdef GLENCORE
if (encoremap)
grmip->colormap += (256*32); grmip->colormap += (256*32);
#endif #endif

View file

@ -387,13 +387,13 @@ void HWR_RenderPlane(extrasubsector_t *xsub, boolean isceiling, fixed_t fixedhei
{ {
scrollx = FIXED_TO_FLOAT(FOFsector->floor_xoffs)/fflatsize; scrollx = FIXED_TO_FLOAT(FOFsector->floor_xoffs)/fflatsize;
scrolly = FIXED_TO_FLOAT(FOFsector->floor_yoffs)/fflatsize; scrolly = FIXED_TO_FLOAT(FOFsector->floor_yoffs)/fflatsize;
angle = FOFsector->floorpic_angle>>ANGLETOFINESHIFT; angle = FOFsector->floorpic_angle;
} }
else // it's a ceiling else // it's a ceiling
{ {
scrollx = FIXED_TO_FLOAT(FOFsector->ceiling_xoffs)/fflatsize; scrollx = FIXED_TO_FLOAT(FOFsector->ceiling_xoffs)/fflatsize;
scrolly = FIXED_TO_FLOAT(FOFsector->ceiling_yoffs)/fflatsize; scrolly = FIXED_TO_FLOAT(FOFsector->ceiling_yoffs)/fflatsize;
angle = FOFsector->ceilingpic_angle>>ANGLETOFINESHIFT; angle = FOFsector->ceilingpic_angle;
} }
} }
else if (gr_frontsector) else if (gr_frontsector)
@ -402,24 +402,27 @@ void HWR_RenderPlane(extrasubsector_t *xsub, boolean isceiling, fixed_t fixedhei
{ {
scrollx = FIXED_TO_FLOAT(gr_frontsector->floor_xoffs)/fflatsize; scrollx = FIXED_TO_FLOAT(gr_frontsector->floor_xoffs)/fflatsize;
scrolly = FIXED_TO_FLOAT(gr_frontsector->floor_yoffs)/fflatsize; scrolly = FIXED_TO_FLOAT(gr_frontsector->floor_yoffs)/fflatsize;
angle = gr_frontsector->floorpic_angle>>ANGLETOFINESHIFT; angle = gr_frontsector->floorpic_angle;
} }
else // it's a ceiling else // it's a ceiling
{ {
scrollx = FIXED_TO_FLOAT(gr_frontsector->ceiling_xoffs)/fflatsize; scrollx = FIXED_TO_FLOAT(gr_frontsector->ceiling_xoffs)/fflatsize;
scrolly = FIXED_TO_FLOAT(gr_frontsector->ceiling_yoffs)/fflatsize; scrolly = FIXED_TO_FLOAT(gr_frontsector->ceiling_yoffs)/fflatsize;
angle = gr_frontsector->ceilingpic_angle>>ANGLETOFINESHIFT; angle = gr_frontsector->ceilingpic_angle;
} }
} }
if (angle) // Only needs to be done if there's an altered angle if (angle) // Only needs to be done if there's an altered angle
{ {
angle = InvAngle(angle)>>ANGLETOFINESHIFT;
// This needs to be done so that it scrolls in a different direction after rotation like software // This needs to be done so that it scrolls in a different direction after rotation like software
tempxsow = FLOAT_TO_FIXED(scrollx); /*tempxsow = FLOAT_TO_FIXED(scrollx);
tempytow = FLOAT_TO_FIXED(scrolly); tempytow = FLOAT_TO_FIXED(scrolly);
scrollx = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINECOSINE(angle)) - FixedMul(tempytow, FINESINE(angle)))); scrollx = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINECOSINE(angle)) - FixedMul(tempytow, FINESINE(angle))));
scrolly = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINESINE(angle)) + FixedMul(tempytow, FINECOSINE(angle)))); scrolly = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINESINE(angle)) + FixedMul(tempytow, FINECOSINE(angle))));*/
// This needs to be done so everything aligns after rotation // This needs to be done so everything aligns after rotation
// It would be done so that rotation is done, THEN the translation, but I couldn't get it to rotate AND scroll like software does // It would be done so that rotation is done, THEN the translation, but I couldn't get it to rotate AND scroll like software does
@ -429,6 +432,7 @@ void HWR_RenderPlane(extrasubsector_t *xsub, boolean isceiling, fixed_t fixedhei
flatyref = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINESINE(angle)) + FixedMul(tempytow, FINECOSINE(angle)))); flatyref = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINESINE(angle)) + FixedMul(tempytow, FINECOSINE(angle))));
} }
for (i = 0; i < nrPlaneVerts; i++,v3d++,pv++) for (i = 0; i < nrPlaneVerts; i++,v3d++,pv++)
{ {
// Hurdler: add scrolling texture on floor/ceiling // Hurdler: add scrolling texture on floor/ceiling
@ -4381,7 +4385,7 @@ void HWR_ProjectSprite(mobj_t *thing)
{ {
vis->colormap = colormaps; vis->colormap = colormaps;
#ifdef GLENCORE #ifdef GLENCORE
if (encoremap && (thing->flags & (MF_SCENERY|MF_NOTHINK))) if (encoremap && (thing->flags & (MF_SCENERY|MF_NOTHINK)) && !(thing->flags & MF_DONTENCOREMAP))
vis->colormap += (256*32); vis->colormap += (256*32);
#endif #endif
} }
@ -4499,7 +4503,7 @@ void HWR_ProjectPrecipitationSprite(precipmobj_t *thing)
vis->colormap = colormaps; vis->colormap = colormaps;
#ifdef GLENCORE #ifdef GLENCORE
if (encoremap) if (encoremap && !(thing->flags & MF_DONTENCOREMAP))
vis->colormap += (256*32); vis->colormap += (256*32);
#endif #endif

View file

@ -1408,6 +1408,8 @@ static void P_LoadRawSideDefs2(void *data)
{ {
UINT16 i; UINT16 i;
INT32 num; INT32 num;
size_t j;
UINT32 cr, cg, cb;
for (i = 0; i < numsides; i++) for (i = 0; i < numsides; i++)
{ {
@ -1486,10 +1488,26 @@ static void P_LoadRawSideDefs2(void *data)
{ {
col = msd->toptexture; col = msd->toptexture;
sec->extra_colormap->rgba = // encore mode colormaps!
(HEX2INT(col[1]) << 4) + (HEX2INT(col[2]) << 0) + // 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.
(HEX2INT(col[3]) << 12) + (HEX2INT(col[4]) << 8) + // do this for both the start and fade colormaps.
(HEX2INT(col[5]) << 20) + (HEX2INT(col[6]) << 16);
cr = (HEX2INT(col[1]) << 4) + (HEX2INT(col[2]) << 0);
cg = (HEX2INT(col[3]) << 12) + (HEX2INT(col[4]) << 8);
cb = (HEX2INT(col[5]) << 20) + (HEX2INT(col[6]) << 16);
#ifdef GLENCORE
if (encoremap)
{
j = encoremap[NearestColor((UINT8)cr, (UINT8)cg, (UINT8)cb)];
//CONS_Printf("R_CreateColormap: encoremap[%d] = %d\n", j, encoremap[j]); -- moved encoremap upwards for optimisation
cr = pLocalPalette[j].s.red;
cg = pLocalPalette[j].s.green;
cb = pLocalPalette[j].s.blue;
}
#endif
sec->extra_colormap->rgba = cr + cg + cb;
// alpha // alpha
if (msd->toptexture[7]) if (msd->toptexture[7])
@ -1515,10 +1533,24 @@ static void P_LoadRawSideDefs2(void *data)
{ {
col = msd->bottomtexture; col = msd->bottomtexture;
sec->extra_colormap->fadergba = // do the exact same thing as above here.
(HEX2INT(col[1]) << 4) + (HEX2INT(col[2]) << 0) +
(HEX2INT(col[3]) << 12) + (HEX2INT(col[4]) << 8) + cr = (HEX2INT(col[1]) << 4) + (HEX2INT(col[2]) << 0);
(HEX2INT(col[5]) << 20) + (HEX2INT(col[6]) << 16); cg = (HEX2INT(col[3]) << 12) + (HEX2INT(col[4]) << 8);
cb = (HEX2INT(col[5]) << 20) + (HEX2INT(col[6]) << 16);
#ifdef GLENCORE
if (encoremap)
{
j = encoremap[NearestColor((UINT8)cr, (UINT8)cg, (UINT8)cb)];
//CONS_Printf("R_CreateColormap: encoremap[%d] = %d\n", j, encoremap[j]); -- moved encoremap upwards for optimisation
cr = pLocalPalette[j].s.red;
cg = pLocalPalette[j].s.green;
cb = pLocalPalette[j].s.blue;
}
#endif
sec->extra_colormap->fadergba = cr + cg + cb;
// alpha // alpha
if (msd->bottomtexture[7]) if (msd->bottomtexture[7])