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https://git.do.srb2.org/STJr/SRB2.git
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* Total overhaul of V_DrawFadeScreen(color, strength!
- controllable strengths between 0-31 for COLORMAP lump like before - arbitrary colour indices in the palette via TRANSMAP lumps, with strengths 0-9 - exposed to Lua as v.fadeScreen(color, strength)! * Remove last vestiges of V_STATICPATCH.
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eba0978a00
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c1b48ea79f
7 changed files with 63 additions and 27 deletions
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@ -1125,7 +1125,7 @@ static inline void CL_DrawConnectionStatus(void)
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INT32 ccstime = I_GetTime();
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// Draw background fade
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V_DrawFadeScreen();
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V_DrawFadeScreen(0xFF00, 16);
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// Draw the bottom box.
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M_DrawTextBox(BASEVIDWIDTH/2-128-8, BASEVIDHEIGHT-24-8, 32, 1);
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@ -154,9 +154,7 @@ void HWR_DrawFixedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, fixed_t pscale,
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float pdupx = FIXED_TO_FLOAT(vid.fdupx)*2.0f*FIXED_TO_FLOAT(pscale);
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float pdupy = FIXED_TO_FLOAT(vid.fdupy)*2.0f*FIXED_TO_FLOAT(pscale);
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if (alphalevel == 12)
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alphalevel = 0;
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else if (alphalevel >= 10 && alphalevel < 13)
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if (alphalevel >= 10 && alphalevel < 13)
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return;
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// make patch ready in hardware cache
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@ -283,9 +281,7 @@ void HWR_DrawCroppedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, fixed_t pscal
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float pdupx = FIXED_TO_FLOAT(vid.fdupx)*2.0f*FIXED_TO_FLOAT(pscale);
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float pdupy = FIXED_TO_FLOAT(vid.fdupy)*2.0f*FIXED_TO_FLOAT(pscale);
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if (alphalevel == 12)
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alphalevel = 0;
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else if (alphalevel >= 10 && alphalevel < 13)
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if (alphalevel >= 10 && alphalevel < 13)
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return;
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// make patch ready in hardware cache
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@ -494,18 +490,14 @@ void HWR_DrawFlatFill (INT32 x, INT32 y, INT32 w, INT32 h, lumpnum_t flatlumpnum
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// | /|
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// |/ |
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// 0--1
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void HWR_FadeScreenMenuBack(UINT32 color, INT32 height)
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void HWR_FadeScreenMenuBack(UINT16 color, UINT8 strength)
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{
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FOutVector v[4];
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FSurfaceInfo Surf;
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// setup some neat-o translucency effect
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if (!height) //cool hack 0 height is full height
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height = vid.height;
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v[0].x = v[3].x = -1.0f;
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v[2].x = v[1].x = 1.0f;
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v[0].y = v[1].y = 1.0f-((height<<1)/(float)vid.height);
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v[0].y = v[1].y = -1.0f;
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v[2].y = v[3].y = 1.0f;
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v[0].z = v[1].z = v[2].z = v[3].z = 1.0f;
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@ -514,8 +506,16 @@ void HWR_FadeScreenMenuBack(UINT32 color, INT32 height)
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v[0].tow = v[1].tow = 1.0f;
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v[2].tow = v[3].tow = 0.0f;
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Surf.FlatColor.rgba = UINT2RGBA(color);
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Surf.FlatColor.s.alpha = (UINT8)((0xff/2) * ((float)height / vid.height)); //calum: varies console alpha
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if (color & 0xFF00) // Do COLORMAP fade.
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{
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Surf.FlatColor.rgba = UINT2RGBA(0x01010160);
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Surf.FlatColor.s.alpha = 0xFF - (strength*8);
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}
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else // Do TRANSMAP** fade.
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{
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Surf.FlatColor.rgba = pLocalPalette[color].rgba;
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Surf.FlatColor.s.alpha = (UINT8)((float)(10-strength)*25.5f);
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}
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HWD.pfnDrawPolygon(&Surf, v, 4, PF_NoTexture|PF_Modulated|PF_Translucent|PF_NoDepthTest);
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}
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@ -33,7 +33,7 @@ void HWR_Shutdown(void);
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void HWR_clearAutomap(void);
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void HWR_drawAMline(const fline_t *fl, INT32 color);
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void HWR_FadeScreenMenuBack(UINT32 color, INT32 height);
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void HWR_FadeScreenMenuBack(UINT16 color, UINT8 strength);
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void HWR_DrawConsoleBack(UINT32 color, INT32 height);
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void HWR_RenderSkyboxView(INT32 viewnumber, player_t *player);
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void HWR_RenderPlayerView(INT32 viewnumber, player_t *player);
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@ -679,6 +679,23 @@ static int libd_getColormap(lua_State *L)
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return 1;
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}
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static int libd_fadeScreen(lua_State *L)
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{
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UINT16 color = luaL_checkinteger(L, 1);
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UINT8 strength = luaL_checkinteger(L, 2);
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const UINT8 maxstrength = ((color & 0xFF00) ? 31 : 9);
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HUDONLY
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if (!strength)
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return 0;
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if (strength > maxstrength)
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return luaL_error(L, "%s fade strength %d out of range (0 - %d)", ((color & 0xFF00) ? "COLORMAP" : "TRANSMAP"), strength, maxstrength);
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V_DrawFadeScreen(color, strength);
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return 0;
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}
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static int libd_width(lua_State *L)
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{
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HUDONLY
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@ -733,6 +750,7 @@ static luaL_Reg lib_draw[] = {
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{"drawString", libd_drawString},
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{"stringWidth", libd_stringWidth},
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{"getColormap", libd_getColormap},
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{"fadeScreen", libd_fadeScreen},
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{"width", libd_width},
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{"height", libd_height},
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{"dupx", libd_dupx},
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@ -2583,7 +2583,7 @@ void M_Drawer(void)
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{
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// now that's more readable with a faded background (yeah like Quake...)
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if (!WipeInAction)
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V_DrawFadeScreen();
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V_DrawFadeScreen(0xFF00, 16);
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if (currentMenu->drawroutine)
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currentMenu->drawroutine(); // call current menu Draw routine
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@ -1321,25 +1321,43 @@ void V_DrawPatchFill(patch_t *pat)
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//
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// Fade all the screen buffer, so that the menu is more readable,
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// especially now that we use the small hufont in the menus...
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// If color is 0x00 to 0xFF, draw transtable (strength range 0-10).
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// Else, use COLORMAP lump (strength range 0-31).
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// IF YOU ARE NOT CAREFUL, THIS CAN AND WILL CRASH!
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// I have kept the safety checks out of this function;
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// the v.fadeScreen Lua interface handles those.
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//
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void V_DrawFadeScreen(void)
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void V_DrawFadeScreen(UINT16 color, UINT8 strength)
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{
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const UINT8 *fadetable = (UINT8 *)colormaps + 16*256;
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const UINT8 *deststop = screens[0] + vid.rowbytes * vid.height;
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UINT8 *buf = screens[0];
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if (!strength)
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return;
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if (!(color & 0xFF00) && strength == 10)
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{
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V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, color);
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return;
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}
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#ifdef HWRENDER
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if (rendermode != render_soft && rendermode != render_none)
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{
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HWR_FadeScreenMenuBack(0x01010160, 0); // hack, 0 means full height
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HWR_FadeScreenMenuBack(color, strength);
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return;
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}
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#endif
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// heavily simplified -- we don't need to know x or y
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// position when we're doing a full screen fade
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for (; buf < deststop; ++buf)
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*buf = fadetable[*buf];
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{
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const UINT8 *fadetable = ((color & 0xFF00) // Color is not palette index?
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? ((UINT8 *)colormaps + strength*256) // Do COLORMAP fade.
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: ((UINT8 *)transtables + ((10-strength)<<FF_TRANSSHIFT) + color*256)); // Else, do TRANSMAP** fade.
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const UINT8 *deststop = screens[0] + vid.rowbytes * vid.height;
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UINT8 *buf = screens[0];
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// heavily simplified -- we don't need to know x or y
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// position when we're doing a full screen fade
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for (; buf < deststop; ++buf)
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*buf = fadetable[*buf];
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}
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}
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// Simple translucency with one color, over a set number of lines starting from the top.
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@ -147,7 +147,7 @@ void V_DrawFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 c);
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void V_DrawFlatFill(INT32 x, INT32 y, INT32 w, INT32 h, lumpnum_t flatnum);
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// fade down the screen buffer before drawing the menu over
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void V_DrawFadeScreen(void);
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void V_DrawFadeScreen(UINT16 color, UINT8 strength);
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void V_DrawFadeConsBack(INT32 plines);
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