Add a color field to vissprites and use that instead of referencing its mobj

This commit is contained in:
lachablock 2021-07-06 18:36:05 +10:00
parent e24fe29114
commit 7ea73bf817
4 changed files with 23 additions and 14 deletions

View file

@ -74,6 +74,8 @@ typedef struct gl_vissprite_s
float spritexscale, spriteyscale;
float spritexoffset, spriteyoffset;
skincolornum_t color;
UINT32 renderflags;
UINT8 rotateflags;

View file

@ -5332,6 +5332,7 @@ static void HWR_ProjectSprite(mobj_t *thing)
vis->gpatch = (patch_t *)W_CachePatchNum(sprframe->lumppat[rot], PU_SPRITE);
vis->mobj = thing;
vis->color = thing->color;
//Hurdler: 25/04/2000: now support colormap in hardware mode
if ((vis->mobj->flags & (MF_ENEMY|MF_BOSS)) && (vis->mobj->flags2 & MF2_FRET) && !(vis->mobj->flags & MF_GRENADEBOUNCE) && (leveltime & 1)) // Bosses "flash"
@ -5341,13 +5342,13 @@ static void HWR_ProjectSprite(mobj_t *thing)
else if (vis->mobj->type == MT_METALSONIC_BATTLE)
vis->colormap = R_GetTranslationColormap(TC_METALSONIC, 0, GTC_CACHE);
else
vis->colormap = R_GetTranslationColormap(TC_BOSS, vis->mobj->color, GTC_CACHE);
vis->colormap = R_GetTranslationColormap(TC_BOSS, vis->color, GTC_CACHE);
}
else if (thing->color)
else if (vis->color)
{
// New colormap stuff for skins Tails 06-07-2002
if (thing->colorized)
vis->colormap = R_GetTranslationColormap(TC_RAINBOW, thing->color, GTC_CACHE);
vis->colormap = R_GetTranslationColormap(TC_RAINBOW, vis->color, GTC_CACHE);
else if (thing->player && thing->player->dashmode >= DASHMODE_THRESHOLD
&& (thing->player->charflags & SF_DASHMODE)
&& ((leveltime/2) & 1))
@ -5355,15 +5356,15 @@ static void HWR_ProjectSprite(mobj_t *thing)
if (thing->player->charflags & SF_MACHINE)
vis->colormap = R_GetTranslationColormap(TC_DASHMODE, 0, GTC_CACHE);
else
vis->colormap = R_GetTranslationColormap(TC_RAINBOW, thing->color, GTC_CACHE);
vis->colormap = R_GetTranslationColormap(TC_RAINBOW, vis->color, GTC_CACHE);
}
else if (thing->skin && thing->sprite == SPR_PLAY) // This thing is a player!
{
size_t skinnum = (skin_t*)thing->skin-skins;
vis->colormap = R_GetTranslationColormap((INT32)skinnum, thing->color, GTC_CACHE);
vis->colormap = R_GetTranslationColormap((INT32)skinnum, vis->color, GTC_CACHE);
}
else
vis->colormap = R_GetTranslationColormap(TC_DEFAULT, vis->mobj->color ? vis->mobj->color : SKINCOLOR_CYAN, GTC_CACHE);
vis->colormap = R_GetTranslationColormap(TC_DEFAULT, vis->color ? vis->color : SKINCOLOR_CYAN, GTC_CACHE);
}
else
vis->colormap = NULL;
@ -5473,6 +5474,7 @@ static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing)
vis->gpatch = (patch_t *)W_CachePatchNum(sprframe->lumppat[rot], PU_SPRITE);
vis->flip = flip;
vis->mobj = (mobj_t *)thing;
vis->color = SKINCOLOR_NONE;
vis->colormap = NULL;

View file

@ -753,13 +753,13 @@ UINT8 *R_GetSpriteTranslation(vissprite_t *vis)
else if (vis->mobj->type == MT_METALSONIC_BATTLE)
return R_GetTranslationColormap(TC_METALSONIC, 0, GTC_CACHE);
else
return R_GetTranslationColormap(TC_BOSS, vis->mobj->color, GTC_CACHE);
return R_GetTranslationColormap(TC_BOSS, vis->color, GTC_CACHE);
}
else if (vis->mobj->color)
else if (vis->color)
{
// New colormap stuff for skins Tails 06-07-2002
if (!(vis->cut & SC_PRECIP) && vis->mobj->colorized)
return R_GetTranslationColormap(TC_RAINBOW, vis->mobj->color, GTC_CACHE);
return R_GetTranslationColormap(TC_RAINBOW, vis->color, GTC_CACHE);
else if (!(vis->cut & SC_PRECIP)
&& vis->mobj->player && vis->mobj->player->dashmode >= DASHMODE_THRESHOLD
&& (vis->mobj->player->charflags & SF_DASHMODE)
@ -768,15 +768,15 @@ UINT8 *R_GetSpriteTranslation(vissprite_t *vis)
if (vis->mobj->player->charflags & SF_MACHINE)
return R_GetTranslationColormap(TC_DASHMODE, 0, GTC_CACHE);
else
return R_GetTranslationColormap(TC_RAINBOW, vis->mobj->color, GTC_CACHE);
return R_GetTranslationColormap(TC_RAINBOW, vis->color, GTC_CACHE);
}
else if (!(vis->cut & SC_PRECIP) && vis->mobj->skin && vis->mobj->sprite == SPR_PLAY) // This thing is a player!
{
size_t skinnum = (skin_t*)vis->mobj->skin-skins;
return R_GetTranslationColormap((INT32)skinnum, vis->mobj->color, GTC_CACHE);
return R_GetTranslationColormap((INT32)skinnum, vis->color, GTC_CACHE);
}
else // Use the defaults
return R_GetTranslationColormap(TC_DEFAULT, vis->mobj->color, GTC_CACHE);
return R_GetTranslationColormap(TC_DEFAULT, vis->color, GTC_CACHE);
}
else if (vis->mobj->sprite == SPR_PLAY) // Looks like a player, but doesn't have a color? Get rid of green sonic syndrome.
return R_GetTranslationColormap(TC_DEFAULT, SKINCOLOR_BLUE, GTC_CACHE);
@ -821,7 +821,7 @@ static void R_DrawVisSprite(vissprite_t *vis)
if (R_SpriteIsFlashing(vis)) // Bosses "flash"
colfunc = colfuncs[COLDRAWFUNC_TRANS]; // translate certain pixels to white
else if (vis->mobj->color && vis->transmap) // Color mapping
else if (vis->color && vis->transmap) // Color mapping
{
colfunc = colfuncs[COLDRAWFUNC_TRANSTRANS];
dc_transmap = vis->transmap;
@ -831,7 +831,7 @@ static void R_DrawVisSprite(vissprite_t *vis)
colfunc = colfuncs[COLDRAWFUNC_FUZZY];
dc_transmap = vis->transmap; //Fab : 29-04-98: translucency table
}
else if (vis->mobj->color) // translate green skin to another color
else if (vis->color) // translate green skin to another color
colfunc = colfuncs[COLDRAWFUNC_TRANS];
else if (vis->mobj->sprite == SPR_PLAY) // Looks like a player, but doesn't have a color? Get rid of green sonic syndrome.
colfunc = colfuncs[COLDRAWFUNC_TRANS];
@ -1326,6 +1326,7 @@ static void R_ProjectDropShadow(mobj_t *thing, vissprite_t *vis, fixed_t scale,
shadow->shear.tan = shadowskew; // repurposed variable
shadow->mobj = thing; // Easy access! Tails 06-07-2002
shadow->color = thing->color;
shadow->x1 = x1 < portalclipstart ? portalclipstart : x1;
shadow->x2 = x2 >= portalclipend ? portalclipend-1 : x2;
@ -1961,6 +1962,7 @@ static void R_ProjectSprite(mobj_t *thing)
vis->shear.offset = 0;
vis->mobj = thing; // Easy access! Tails 06-07-2002
vis->color = oldthing->color;
vis->x1 = x1 < portalclipstart ? portalclipstart : x1;
vis->x2 = x2 >= portalclipend ? portalclipend-1 : x2;
@ -2209,6 +2211,7 @@ static void R_ProjectPrecipitationSprite(precipmobj_t *thing)
vis->cut = SC_PRECIP;
vis->extra_colormap = thing->subsector->sector->extra_colormap;
vis->heightsec = thing->subsector->sector->heightsec;
vis->color = SKINCOLOR_NONE;
// Fullbright
vis->colormap = colormaps;

View file

@ -199,6 +199,8 @@ typedef struct vissprite_s
fixed_t shadowscale;
skincolornum_t color;
INT16 clipbot[MAXVIDWIDTH], cliptop[MAXVIDWIDTH];
INT32 dispoffset; // copy of info->dispoffset, affects ordering but not drawing