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R_CreateColormap2 and R_MakeColormaps have been made obsolete, it's just R_CreateColormap now, like it used to be!
With that, I moved R_CreateColormap2's exclusive software colormap malloc code to R_CreateColormap, and merged the two software-only blocks of code into one. I also disabled any unneeded variables and fixed a preprocessor-related goofup
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4b5ebef6c2
commit
c0bf79ad8e
3 changed files with 71 additions and 23 deletions
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@ -2673,7 +2673,7 @@ boolean P_SetupLevel(boolean skipprecip)
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P_CreateBlockMap(); // Graue 02-29-2004
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P_LoadSideDefs2(lastloadedmaplumpnum + ML_SIDEDEFS);
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R_MakeColormaps();
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//R_MakeColormaps();
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P_LoadLineDefs2();
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P_LoadSubsectors(lastloadedmaplumpnum + ML_SSECTORS);
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P_LoadNodes(lastloadedmaplumpnum + ML_NODES);
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88
src/r_data.c
88
src/r_data.c
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@ -1038,8 +1038,8 @@ void R_ReInitColormaps(UINT16 num)
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static lumpnum_t foundcolormaps[MAXCOLORMAPS];
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static char colormapFixingArray[MAXCOLORMAPS][3][9];
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static size_t carrayindex;
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//static char colormapFixingArray[MAXCOLORMAPS][3][9];
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//static size_t carrayindex;
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//
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// R_ClearColormaps
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@ -1052,7 +1052,7 @@ void R_ClearColormaps(void)
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num_extra_colormaps = 0;
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carrayindex = 0;
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//carrayindex = 0;
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for (i = 0; i < MAXCOLORMAPS; i++)
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foundcolormaps[i] = LUMPERROR;
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@ -1110,7 +1110,7 @@ static int RoundUp(double number);
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INT32 R_CreateColormap(char *p1, char *p2, char *p3)
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{
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double cmaskr, cmaskg, cmaskb, cdestr, cdestg, cdestb;
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double r, g, b, cbrightness, maskamt = 0, othermask = 0;
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double maskamt = 0, othermask = 0;
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int mask, fog = 0;
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size_t mapnum = num_extra_colormaps;
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size_t i;
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@ -1163,7 +1163,7 @@ INT32 R_CreateColormap(char *p1, char *p2, char *p3)
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fadedist = fadeend - fadestart;
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fog = NUMFROMCHAR(p2[1]);
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}
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#undef getnum
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#undef NUMFROMCHAR
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if (p3[0] == '#')
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{
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@ -1194,14 +1194,35 @@ INT32 R_CreateColormap(char *p1, char *p2, char *p3)
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if (num_extra_colormaps == MAXCOLORMAPS)
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I_Error("R_CreateColormap: Too many colormaps! the limit is %d\n", MAXCOLORMAPS);
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strncpy(colormapFixingArray[num_extra_colormaps][0], p1, 8);
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strncpy(colormapFixingArray[num_extra_colormaps][1], p2, 8);
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strncpy(colormapFixingArray[num_extra_colormaps][2], p3, 8);
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//strncpy(colormapFixingArray[num_extra_colormaps][0], p1, 8);
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//strncpy(colormapFixingArray[num_extra_colormaps][1], p2, 8);
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//strncpy(colormapFixingArray[num_extra_colormaps][2], p3, 8);
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num_extra_colormaps++;
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foundcolormaps[mapnum] = LUMPERROR;
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// aligned on 8 bit for asm code
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extra_colormaps[mapnum].colormap = NULL;
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extra_colormaps[mapnum].maskcolor = (UINT16)maskcolor;
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extra_colormaps[mapnum].fadecolor = (UINT16)fadecolor;
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extra_colormaps[mapnum].maskamt = maskamt;
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extra_colormaps[mapnum].fadestart = (UINT16)fadestart;
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extra_colormaps[mapnum].fadeend = (UINT16)fadeend;
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extra_colormaps[mapnum].fog = fog;
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// This code creates the colormap array used by software renderer
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if (rendermode == render_soft)
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{
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double r, g, b, cbrightness;
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int p;
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char *colormap_p;
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// Initialise the map and delta arrays
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// map[i] stores an RGB color (as double) for index i,
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// which is then converted to SRB2's palette later
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// deltas[i] stores a corresponding fade delta between the RGB color and the final fade color;
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// map[i]'s values are decremented by after each use
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for (i = 0; i < 256; i++)
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{
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r = pLocalPalette[i].s.red;
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@ -1224,22 +1245,48 @@ INT32 R_CreateColormap(char *p1, char *p2, char *p3)
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map[i][2] = 255.0l;
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deltas[i][2] = (map[i][2] - cdestb) / (double)fadedist;
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}
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// Now allocate memory for the actual colormap array itself!
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colormap_p = Z_MallocAlign((256 * 34) + 10, PU_LEVEL, NULL, 8);
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extra_colormaps[mapnum].colormap = (UINT8 *)colormap_p;
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// Calculate the palette index for each palette index, for each light level
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// (as well as the two unused colormap lines we inherited from Doom)
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for (p = 0; p < 34; p++)
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{
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for (i = 0; i < 256; i++)
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{
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*colormap_p = NearestColor((UINT8)RoundUp(map[i][0]),
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(UINT8)RoundUp(map[i][1]),
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(UINT8)RoundUp(map[i][2]));
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colormap_p++;
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if ((UINT32)p < fadestart)
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continue;
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#define ABS2(x) ((x) < 0 ? -(x) : (x))
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if (ABS2(map[i][0] - cdestr) > ABS2(deltas[i][0]))
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map[i][0] -= deltas[i][0];
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else
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map[i][0] = cdestr;
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if (ABS2(map[i][1] - cdestg) > ABS2(deltas[i][1]))
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map[i][1] -= deltas[i][1];
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else
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map[i][1] = cdestg;
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if (ABS2(map[i][2] - cdestb) > ABS2(deltas[i][1]))
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map[i][2] -= deltas[i][2];
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else
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map[i][2] = cdestb;
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#undef ABS2
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}
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}
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}
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foundcolormaps[mapnum] = LUMPERROR;
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// aligned on 8 bit for asm code
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extra_colormaps[mapnum].colormap = NULL;
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extra_colormaps[mapnum].maskcolor = (UINT16)maskcolor;
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extra_colormaps[mapnum].fadecolor = (UINT16)fadecolor;
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extra_colormaps[mapnum].maskamt = maskamt;
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extra_colormaps[mapnum].fadestart = (UINT16)fadestart;
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extra_colormaps[mapnum].fadeend = (UINT16)fadeend;
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extra_colormaps[mapnum].fog = fog;
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return (INT32)mapnum;
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}
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/*
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void R_MakeColormaps(void)
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{
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size_t i;
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@ -1310,7 +1357,7 @@ void R_CreateColormap2(char *p1, char *p2, char *p3)
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fadedist = fadeend - fadestart;
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fog = NUMFROMCHAR(p2[1]);
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}
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#undef getnum
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#undef NUMFROMCHAR
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if (p3[0] == '#')
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{
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@ -1419,6 +1466,7 @@ void R_CreateColormap2(char *p1, char *p2, char *p3)
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return;
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}
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*/
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// Thanks to quake2 source!
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// utils3/qdata/images.c
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@ -93,8 +93,8 @@ void R_ReInitColormaps(UINT16 num);
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void R_ClearColormaps(void);
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INT32 R_ColormapNumForName(char *name);
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INT32 R_CreateColormap(char *p1, char *p2, char *p3);
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void R_CreateColormap2(char *p1, char *p2, char *p3);
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void R_MakeColormaps(void);
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//void R_CreateColormap2(char *p1, char *p2, char *p3);
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//void R_MakeColormaps(void);
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const char *R_ColormapNameForNum(INT32 num);
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extern INT32 numtextures;
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