mirror of
https://git.do.srb2.org/STJr/SRB2.git
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Colour Changing MD2s
I don't know how I can move my old branch over so I've just created a new one.
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2dc9a4b34a
commit
31deecc51c
2 changed files with 312 additions and 3 deletions
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@ -41,6 +41,7 @@
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#include "../r_things.h"
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#include "hw_main.h"
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#include "../v_video.h"
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#ifdef HAVE_PNG
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#ifndef _MSC_VER
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@ -881,6 +882,59 @@ static void md2_loadTexture(md2_t *model)
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HWR_UnlockCachedPatch(grpatch);
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}
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// -----------------+
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// md2_loadBlendTexture : Download a pcx or png texture for blending MD2 models
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// -----------------+
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static void md2_loadBlendTexture(md2_t *model)
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{
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GLPatch_t *grpatch;
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char *filename = Z_Malloc(strlen(model->filename)+7, PU_STATIC, NULL);
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strcpy(filename, model->filename);
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FIL_ForceExtension(filename, "_blend.png");
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if (model->blendgrpatch)
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{
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grpatch = model->blendgrpatch;
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Z_Free(grpatch->mipmap.grInfo.data);
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}
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else
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grpatch = Z_Calloc(sizeof *grpatch, PU_HWRPATCHINFO,
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&(model->blendgrpatch));
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if (!grpatch->mipmap.downloaded && !grpatch->mipmap.grInfo.data)
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{
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int w = 0, h = 0;
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#ifdef HAVE_PNG
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grpatch->mipmap.grInfo.format = PNG_Load(filename, &w, &h, grpatch);
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if (grpatch->mipmap.grInfo.format == 0)
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#endif
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grpatch->mipmap.grInfo.format = PCX_Load(filename, &w, &h, grpatch);
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if (grpatch->mipmap.grInfo.format == 0)
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{
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Z_Free(filename);
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return;
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}
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grpatch->mipmap.downloaded = 0;
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grpatch->mipmap.flags = 0;
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grpatch->width = (INT16)w;
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grpatch->height = (INT16)h;
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grpatch->mipmap.width = (UINT16)w;
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grpatch->mipmap.height = (UINT16)h;
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// not correct!
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grpatch->mipmap.grInfo.smallLodLog2 = GR_LOD_LOG2_256;
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grpatch->mipmap.grInfo.largeLodLog2 = GR_LOD_LOG2_256;
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grpatch->mipmap.grInfo.aspectRatioLog2 = GR_ASPECT_LOG2_1x1;
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}
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HWD.pfnSetTexture(&grpatch->mipmap); // We do need to do this so that it can be cleared and knows to recreate it when necessary
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HWR_UnlockCachedPatch(grpatch);
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Z_Free(filename);
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}
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// Don't spam the console, or the OS with fopen requests!
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static boolean nomd2s = false;
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@ -1050,6 +1104,248 @@ spritemd2found:
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fclose(f);
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}
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static void HWR_CreateBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, GLMipmap_t *grmip, skincolors_t color)
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{
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UINT16 w = gpatch->width, h = gpatch->height;
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UINT32 size = w*h;
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RGBA_t *image, *blendimage, *cur, blendcolor;
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if (grmip->width == 0)
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{
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grmip->width = gpatch->width;
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grmip->height = gpatch->height;
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// no wrap around, no chroma key
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grmip->flags = 0;
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// setup the texture info
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grmip->grInfo.format = GR_RGBA;
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}
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Z_Free(grmip->grInfo.data);
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grmip->grInfo.data = NULL;
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cur = Z_Malloc(size*4, PU_HWRCACHE, &grmip->grInfo.data);
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memset(cur, 0x00, size*4);
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image = gpatch->mipmap.grInfo.data;
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blendimage = blendgpatch->mipmap.grInfo.data;
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switch (color)
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{
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case SKINCOLOR_WHITE:
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blendcolor = V_GetColor(3);
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break;
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case SKINCOLOR_SILVER:
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blendcolor = V_GetColor(11);
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break;
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case SKINCOLOR_GREY:
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blendcolor = V_GetColor(23);
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break;
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case SKINCOLOR_BLACK:
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blendcolor = V_GetColor(27);
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break;
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case SKINCOLOR_CYAN:
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blendcolor = V_GetColor(216);
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break;
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case SKINCOLOR_TEAL:
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blendcolor = V_GetColor(220);
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break;
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case SKINCOLOR_STEELBLUE:
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blendcolor = V_GetColor(204);
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break;
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case SKINCOLOR_BLUE:
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blendcolor = V_GetColor(234);
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break;
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case SKINCOLOR_PEACH:
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blendcolor = V_GetColor(73);
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break;
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case SKINCOLOR_TAN:
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blendcolor = V_GetColor(49);
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break;
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case SKINCOLOR_PINK:
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blendcolor = V_GetColor(146);
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break;
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case SKINCOLOR_LAVENDER:
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blendcolor = V_GetColor(252);
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break;
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case SKINCOLOR_PURPLE:
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blendcolor = V_GetColor(195);
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break;
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case SKINCOLOR_ORANGE:
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blendcolor = V_GetColor(87);
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break;
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case SKINCOLOR_ROSEWOOD:
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blendcolor = V_GetColor(94);
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break;
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case SKINCOLOR_BEIGE:
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blendcolor = V_GetColor(40);
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break;
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case SKINCOLOR_BROWN:
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blendcolor = V_GetColor(57);
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break;
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case SKINCOLOR_RED:
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blendcolor = V_GetColor(130);
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break;
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case SKINCOLOR_DARKRED:
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blendcolor = V_GetColor(139);
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break;
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case SKINCOLOR_NEONGREEN:
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blendcolor = V_GetColor(184);
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break;
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case SKINCOLOR_GREEN:
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blendcolor = V_GetColor(170);
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break;
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case SKINCOLOR_ZIM:
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blendcolor = V_GetColor(180);
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break;
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case SKINCOLOR_OLIVE:
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blendcolor = V_GetColor(108);
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break;
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case SKINCOLOR_YELLOW:
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blendcolor = V_GetColor(104);
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break;
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case SKINCOLOR_GOLD:
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blendcolor = V_GetColor(115);
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break;
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case SKINCOLOR_SUPER1:
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blendcolor = V_GetColor(101);
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break;
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case SKINCOLOR_SUPER2:
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blendcolor = V_GetColor(113);
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break;
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case SKINCOLOR_SUPER3:
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blendcolor = V_GetColor(114);
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break;
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case SKINCOLOR_SUPER4:
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blendcolor = V_GetColor(116);
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break;
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case SKINCOLOR_SUPER5:
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blendcolor = V_GetColor(119);
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break;
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case SKINCOLOR_TSUPER1:
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blendcolor = V_GetColor(80);
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break;
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case SKINCOLOR_TSUPER2:
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blendcolor = V_GetColor(82);
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break;
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case SKINCOLOR_TSUPER3:
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blendcolor = V_GetColor(84);
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break;
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case SKINCOLOR_TSUPER4:
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blendcolor = V_GetColor(85);
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break;
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case SKINCOLOR_TSUPER5:
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blendcolor = V_GetColor(87);
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break;
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case SKINCOLOR_KSUPER1:
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blendcolor = V_GetColor(122);
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break;
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case SKINCOLOR_KSUPER2:
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blendcolor = V_GetColor(123);
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break;
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case SKINCOLOR_KSUPER3:
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blendcolor = V_GetColor(124);
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break;
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case SKINCOLOR_KSUPER4:
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blendcolor = V_GetColor(125);
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break;
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case SKINCOLOR_KSUPER5:
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blendcolor = V_GetColor(126);
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break;
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default:
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blendcolor = V_GetColor(247);
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break;
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}
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while (size--)
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{
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if (blendimage->s.alpha == 0)
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{
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// Don't bother with blending the pixel if the alpha of the blend pixel is 0
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cur->rgba = image->rgba;
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}
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else
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{
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INT32 tempcolor;
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INT16 tempmult, tempalpha;
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tempalpha = -(abs(blendimage->s.red-127)-127)*2;
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if (tempalpha > 255)
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tempalpha = 255;
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else if (tempalpha < 0)
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tempalpha = 0;
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tempmult = (blendimage->s.red-127)*2;
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if (tempmult > 255)
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tempmult = 255;
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else if (tempmult < 0)
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tempmult = 0;
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tempcolor = (image->s.red*(255-blendimage->s.alpha))/255 + ((tempmult + ((tempalpha*blendcolor.s.red)/255)) * blendimage->s.alpha)/255;
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cur->s.red = (UINT8)tempcolor;
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tempcolor = (image->s.green*(255-blendimage->s.alpha))/255 + ((tempmult + ((tempalpha*blendcolor.s.green)/255)) * blendimage->s.alpha)/255;
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cur->s.green = (UINT8)tempcolor;
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tempcolor = (image->s.blue*(255-blendimage->s.alpha))/255 + ((tempmult + ((tempalpha*blendcolor.s.blue)/255)) * blendimage->s.alpha)/255;
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cur->s.blue = (UINT8)tempcolor;
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cur->s.alpha = image->s.alpha;
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}
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cur++; image++; blendimage++;
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}
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return;
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}
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static void HWR_GetBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, const UINT8 *colormap, skincolors_t color)
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{
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// mostly copied from HWR_GetMappedPatch, hence the similarities and comment
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GLMipmap_t *grmip, *newmip;
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if (colormap == colormaps || colormap == NULL)
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{
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// Don't do any blending
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HWD.pfnSetTexture(&gpatch->mipmap);
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return;
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}
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// search for the mimmap
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// skip the first (no colormap translated)
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for (grmip = &gpatch->mipmap; grmip->nextcolormap; )
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{
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grmip = grmip->nextcolormap;
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if (grmip->colormap == colormap)
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{
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if (grmip->downloaded && grmip->grInfo.data)
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{
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HWD.pfnSetTexture(grmip); // found the colormap, set it to the correct texture
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Z_ChangeTag(grmip->grInfo.data, PU_HWRCACHE_UNLOCKED);
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return;
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}
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}
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}
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// If here, the blended texture has not been created
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// So we create it
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//BP: WARNING: don't free it manually without clearing the cache of harware renderer
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// (it have a liste of mipmap)
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// this malloc is cleared in HWR_FreeTextureCache
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// (...) unfortunately z_malloc fragment alot the memory :(so malloc is better
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newmip = calloc(1, sizeof (*newmip));
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if (newmip == NULL)
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I_Error("%s: Out of memory", "HWR_GetMappedPatch");
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grmip->nextcolormap = newmip;
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newmip->colormap = colormap;
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HWR_CreateBlendedTexture(gpatch, blendgpatch, newmip, color);
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HWD.pfnSetTexture(newmip);
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Z_ChangeTag(newmip->grInfo.data, PU_HWRCACHE_UNLOCKED);
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}
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// -----------------+
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// HWR_DrawMD2 : Draw MD2
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@ -1180,14 +1476,26 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
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gpatch = md2->grpatch;
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if (!gpatch || !gpatch->mipmap.grInfo.format || !gpatch->mipmap.downloaded)
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md2_loadTexture(md2);
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gpatch = md2->grpatch; // Load it again, because it isn't being loaded into gpatch after md2_loadtexture...
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if ((gpatch && gpatch->mipmap.grInfo.format) // don't load the blend texture if the base texture isn't available
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&& (!md2->blendgrpatch || !((GLPatch_t *)md2->blendgrpatch)->mipmap.grInfo.format || !((GLPatch_t *)md2->blendgrpatch)->mipmap.downloaded))
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md2_loadBlendTexture(md2);
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if (gpatch && gpatch->mipmap.grInfo.format) // else if meant that if a texture couldn't be loaded, it would just end up using something else's texture
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{
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if ((skincolors_t)spr->mobj->color != SKINCOLOR_NONE &&
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md2->blendgrpatch && ((GLPatch_t *)md2->blendgrpatch)->mipmap.grInfo.format
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&& gpatch->width == ((GLPatch_t *)md2->blendgrpatch)->width && gpatch->height == ((GLPatch_t *)md2->blendgrpatch)->height)
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{
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HWR_GetBlendedTexture(gpatch, (GLPatch_t *)md2->blendgrpatch, spr->colormap, (skincolors_t)spr->mobj->color);
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}
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else
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{
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// This is safe, since we know the texture has been downloaded
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HWD.pfnSetTexture(&gpatch->mipmap);
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}
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}
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else
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{
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// Sprite
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@ -120,6 +120,7 @@ typedef struct
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float offset;
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md2_model_t *model;
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void *grpatch;
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void *blendgrpatch;
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boolean notfound;
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INT32 skin;
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} md2_t;
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