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Add tinted fade support to HWR_FadeScreenMenuBack
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978006bc97
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1 changed files with 43 additions and 13 deletions
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@ -30,6 +30,7 @@
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#include "../st_stuff.h"
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#include "../p_local.h" // stplyr
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#include "../g_game.h" // players
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#include "../f_finale.h" // fade color factors
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#include <fcntl.h>
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#include "../i_video.h" // for rendermode != render_glide
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@ -783,6 +784,7 @@ 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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FBITFIELD poly_flags = PF_NoTexture|PF_Modulated|PF_NoDepthTest;
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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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@ -795,31 +797,59 @@ void HWR_FadeScreenMenuBack(UINT16 color, UINT8 strength)
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v[0].t = v[1].t = 1.0f;
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v[2].t = v[3].t = 0.0f;
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if (color & 0xFF00) // Do COLORMAP fade.
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if (color & 0xFF00) // Special fade options
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{
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if (HWR_ShouldUsePaletteRendering())
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UINT16 option = color & 0x0F00;
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if (option == 0x0A00 || option == 0x0B00) // Tinted fades
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{
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const hwdscreentexture_t scr_tex = HWD_SCREENTEXTURE_GENERIC2;
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INT32 r, g, b;
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int fade = strength * 8;
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Surf.LightTableId = HWR_GetLightTableID(NULL);
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Surf.LightInfo.light_level = strength;
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HWD.pfnMakeScreenTexture(scr_tex);
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HWD.pfnSetShader(HWR_GetShaderFromTarget(SHADER_UI_COLORMAP_FADE));
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HWD.pfnDrawScreenTexture(scr_tex, &Surf, PF_ColorMapped|PF_NoDepthTest);
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HWD.pfnUnSetShader();
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r = FADEREDFACTOR*fade/10;
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g = FADEGREENFACTOR*fade/10;
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b = FADEBLUEFACTOR*fade/10;
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return;
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Surf.PolyColor.s.red = min(r, 255);
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Surf.PolyColor.s.green = min(g, 255);
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Surf.PolyColor.s.blue = min(b, 255);
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Surf.PolyColor.s.alpha = 255;
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if (option == 0x0A00) // Tinted subtractive fade
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poly_flags |= PF_ReverseSubtract;
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else if (option == 0x0B00) // Tinted additive fade
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poly_flags |= PF_Additive;
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}
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else // COLORMAP fade
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{
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if (HWR_ShouldUsePaletteRendering())
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{
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const hwdscreentexture_t scr_tex = HWD_SCREENTEXTURE_GENERIC2;
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Surf.LightTableId = HWR_GetLightTableID(NULL);
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Surf.LightInfo.light_level = strength;
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HWD.pfnMakeScreenTexture(scr_tex);
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HWD.pfnSetShader(HWR_GetShaderFromTarget(SHADER_UI_COLORMAP_FADE));
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HWD.pfnDrawScreenTexture(scr_tex, &Surf, PF_ColorMapped|PF_NoDepthTest);
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HWD.pfnUnSetShader();
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return;
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}
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else
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{
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Surf.PolyColor.rgba = UINT2RGBA(0x01010160);
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Surf.PolyColor.s.alpha = (strength*8);
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poly_flags |= PF_Translucent;
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}
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}
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Surf.PolyColor.rgba = UINT2RGBA(0x01010160);
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Surf.PolyColor.s.alpha = (strength*8);
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}
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else // Do TRANSMAP** fade.
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{
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RGBA_t *palette = HWR_GetTexturePalette();
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Surf.PolyColor.rgba = palette[color&0xFF].rgba;
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Surf.PolyColor.s.alpha = softwaretranstogl[strength];
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poly_flags |= PF_Translucent;
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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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HWD.pfnDrawPolygon(&Surf, v, 4, poly_flags);
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}
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// -----------------+
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