- Split off the entire translation code from r_draw.cpp into r_translate.cpp.

- Moved the common code of ACS and DECORATE translation generation into the
  FRemapTable class.
- Fixed: The DECORATE translation code was not changed for the new data structures.
- Expanded range of ACS and DECORATE translations to 65535. 
- Fixed: R_CopyTranslation was not altered for the new functionality.
  I removed the function and replaced the one use with a simple assignment.


SVN r644 (trunk)
This commit is contained in:
Christoph Oelckers 2007-12-26 16:06:03 +00:00
parent 6804e66208
commit 0535d15df3
39 changed files with 862 additions and 779 deletions

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@ -1,3 +1,12 @@
December 26, 2007 (Changes by Graf Zahl)
- Split off the entire translation code from r_draw.cpp into r_translate.cpp.
- Moved the common code of ACS and DECORATE translation generation into the
FRemapTable class.
- Fixed: The DECORATE translation code was not changed for the new data structures.
- Expanded range of ACS and DECORATE translations to 65535.
- Fixed: R_CopyTranslation was not altered for the new functionality.
I removed the function and replaced the one use with a simple assignment.
December 25, 2007
- Fixed: The fullscreen console crashed when opened before starting a game.
- Discovered that Shader Model 1.4 clamps my constants, so I can't use

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@ -714,7 +714,7 @@ public:
BYTE FloatBobPhase;
BYTE FriendPlayer; // [RH] Player # + 1 this friendly monster works for (so 0 is no player, 1 is player 0, etc)
WORD Translation;
DWORD Translation;
// [RH] Stuff that used to be part of an Actor Info
WORD SeeSound;

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@ -33,6 +33,7 @@
#include "w_wad.h"
#include "a_sharedglobal.h"
#include "statnums.h"
#include "r_translate.h"
#include "m_cheat.h"
#include "i_system.h"

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@ -66,6 +66,7 @@
#include "thingdef/thingdef.h"
#include "vectors.h"
#include "dobject.h"
#include "r_translate.h"
// [SO] Just the way Randy said to do it :)
// [RH] Made this CVAR_SERVERINFO

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@ -53,6 +53,7 @@
#include "gi.h"
#include "m_random.h"
#include "teaminfo.h"
#include "r_translate.h"
static FRandom pr_pickteam ("PickRandomTeam");

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@ -44,6 +44,7 @@
#include "templates.h"
#include "r_draw.h"
#include "a_sharedglobal.h"
#include "r_translate.h"
FDecalLib DecalLibrary;

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@ -76,7 +76,7 @@ public:
fixed_t ScaleX, ScaleY;
DWORD ShadeColor;
WORD Translation;
DWORD Translation;
BYTE RenderStyle;
WORD PicNum;
WORD RenderFlags;

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@ -45,6 +45,7 @@
#include "a_strifeglobal.h"
#include "templates.h"
#include "c_bind.h"
#include "r_translate.h"
static void FadePic ();
static void GetFinaleText (const char *msgLumpName);

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@ -6,6 +6,7 @@
#include "p_local.h"
#include "a_doomglobal.h"
#include "s_sound.h"
#include "r_translate.h"
#define MARINE_PAIN_CHANCE 160

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@ -13,6 +13,7 @@
#include "a_keys.h"
#include "templates.h"
#include "i_system.h"
#include "r_translate.h"
#define ST_EVILGRINCOUNT (2*TICRATE)

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@ -72,6 +72,7 @@
#include "gi.h"
#include "a_keys.h"
#include "a_artifacts.h"
#include "r_translate.h"
#include <zlib.h>
@ -1399,7 +1400,7 @@ static void G_QueueBody (AActor *body)
if (GetTranslationType(body->Translation) == TRANSLATION_Players ||
GetTranslationType(body->Translation) == TRANSLATION_PlayersExtra)
{
R_CopyTranslation (TRANSLATION(TRANSLATION_PlayerCorpses,modslot), body->Translation);
translationtables[TRANSLATION_PlayerCorpses][modslot] = TranslationToTable(body->Translation);
body->Translation = TRANSLATION(TRANSLATION_PlayerCorpses,modslot);
}

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@ -13,6 +13,7 @@
#include "gstrings.h"
#include "p_enemy.h"
#include "gi.h"
#include "r_translate.h"
static FRandom pr_sap ("StaffAtkPL1");
static FRandom pr_sap2 ("StaffAtkPL2");

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@ -13,6 +13,7 @@
#include "r_draw.h"
#include "templates.h"
#include "a_keys.h"
#include "r_translate.h"
static FRandom pr_chainwiggle;

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@ -14,6 +14,7 @@
#include "templates.h"
#include "a_hexenglobal.h"
#include "a_keys.h"
#include "r_translate.h"
class FManaBar : public FTexture

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@ -73,6 +73,7 @@
#include "statnums.h"
#include "vectors.h"
#include "sbarinfo.h"
#include "r_translate.h"
#include "gi.h"
@ -2688,58 +2689,37 @@ void G_SerializeLevel (FArchive &arc, bool hubLoad)
// Does this level have custom translations?
FRemapTable *trans;
WORD w;
if (arc.IsStoring ())
{
for (unsigned int i = 0; i < translationtables[TRANSLATION_LevelScripted].Size(); ++i)
{
trans = translationtables[TRANSLATION_LevelScripted][i];
int j;
for (j = 0; j < 256; ++j)
if (trans != NULL && !trans->IsIdentity())
{
if (trans->Remap[j] != j)
{
break;
}
}
if (j < 256)
{
t = i;
arc << t;
arc.Write (trans->Remap, 256);
for (j = 0; j < 256; ++j)
{
arc << trans->Palette[j].r
<< trans->Palette[j].g
<< trans->Palette[j].b;
}
w = WORD(i);
arc << w;
trans->Serialize(arc);
}
}
t = 255;
arc << t;
w = 0xffff;
arc << w;
}
else
{
arc << t;
while (t != 255)
while (arc << w, w != 0xffff)
{
if (t >= MAX_ACS_TRANSLATIONS)
if (w >= MAX_ACS_TRANSLATIONS)
{ // hack hack to avoid crashing
t = 0;
w = 0;
}
trans = translationtables[TRANSLATION_LevelScripted].GetVal(t);
trans = translationtables[TRANSLATION_LevelScripted].GetVal(w);
if (trans == NULL)
{
trans = new FRemapTable;
translationtables[TRANSLATION_LevelScripted].SetVal(t, trans);
}
arc.Read (trans->Remap, 256);
for (int j = 0; j < 256; ++j)
{
arc << trans->Palette[j].r
<< trans->Palette[j].g
<< trans->Palette[j].b;
}
arc << t;
trans->Serialize(arc);
}
}

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@ -16,6 +16,7 @@
#include "sbarinfo.h"
#include "sc_man.h"
#include "gi.h"
#include "r_translate.h"
static FRandom pr_chainwiggle; //use the same method of chain wiggling as heretic.

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@ -6,6 +6,7 @@
#include "s_sound.h"
#include "a_strifeglobal.h"
#include "doomdata.h"
#include "r_translate.h"
void A_BeShadowyFoe (AActor *);
void A_AcolyteBits (AActor *);

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@ -42,6 +42,7 @@
#include "templates.h"
#include "p_lnspec.h"
#include "c_console.h"
#include "r_translate.h"
// [RH] Actually handle the cheat. The cheat code in st_stuff.c now just
// writes some bytes to the network data stream, and the network code

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@ -66,6 +66,7 @@
#include "p_tick.h"
#include "st_start.h"
#include "teaminfo.h"
#include "r_translate.h"
// MACROS ------------------------------------------------------------------

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@ -66,6 +66,7 @@
#include "sc_man.h"
#include "c_bind.h"
#include "info.h"
#include "r_translate.h"
extern FILE *Logfile;
@ -4691,31 +4692,10 @@ int DLevelScript::RunScript ()
int end = STACK(3);
int pal1 = STACK(2);
int pal2 = STACK(1);
fixed_t palcol, palstep;
sp -= 4;
if (translation == NULL)
{
break;
}
if (start > end)
{
swap (start, end);
swap (pal1, pal2);
}
else if (start == end)
{
translation->Remap[start] = pal1;
translation->Palette[start] = GPalette.BaseColors[pal1];
break;
}
palcol = pal1 << FRACBITS;
palstep = ((pal2 << FRACBITS) - palcol) / (end - start);
for (int i = start; i <= end; palcol += palstep, ++i)
{
translation->Remap[i] = palcol >> FRACBITS;
translation->Palette[i] = GPalette.BaseColors[palcol >> FRACBITS];
}
if (translation != NULL)
translation->AddIndexRange(start, end, pal1, pal2);
}
break;
@ -4724,58 +4704,16 @@ int DLevelScript::RunScript ()
// (would HSV be a good idea too?)
int start = STACK(8);
int end = STACK(7);
fixed_t r1 = STACK(6) << FRACBITS;
fixed_t g1 = STACK(5) << FRACBITS;
fixed_t b1 = STACK(4) << FRACBITS;
fixed_t r2 = STACK(3) << FRACBITS;
fixed_t g2 = STACK(2) << FRACBITS;
fixed_t b2 = STACK(1) << FRACBITS;
fixed_t r, g, b;
fixed_t rs, gs, bs;
int r1 = STACK(6);
int g1 = STACK(5);
int b1 = STACK(4);
int r2 = STACK(3);
int g2 = STACK(2);
int b2 = STACK(1);
sp -= 8;
if (translation == NULL)
{
break;
}
if (start > end)
{
swap (start, end);
r = r2;
g = g2;
b = b2;
rs = r1 - r2;
gs = g1 - g2;
bs = b1 - b2;
}
else
{
r = r1;
g = g1;
b = b1;
rs = r2 - r1;
gs = g2 - g1;
bs = b2 - b1;
}
if (start == end)
{
translation->Remap[start] = ColorMatcher.Pick
(r >> FRACBITS, g >> FRACBITS, b >> FRACBITS);
translation->Palette[start] = PalEntry(r >> FRACBITS, g >> FRACBITS, b >> FRACBITS);
break;
}
rs /= (end - start);
gs /= (end - start);
bs /= (end - start);
for (int i = start; i <= end; ++i)
{
translation->Remap[i] = ColorMatcher.Pick
(r >> FRACBITS, g >> FRACBITS, b >> FRACBITS);
translation->Palette[i] = PalEntry(r >> FRACBITS, g >> FRACBITS, b >> FRACBITS);
r += rs;
g += gs;
b += bs;
}
if (translation != NULL)
translation->AddColorRange(start, end, r1, g1, b1, r2, g2, b2);
}
break;

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@ -52,6 +52,7 @@
#include "m_random.h"
#include "p_conversation.h"
#include "a_strifeglobal.h"
#include "r_translate.h"
#define FUNC(a) static int a (line_t *ln, AActor *it, bool backSide, \
int arg0, int arg1, int arg2, int arg3, int arg4)
@ -1505,7 +1506,7 @@ FUNC(LS_Thing_SetTranslation)
}
else if (arg1 >= 1 && arg1 < MAX_ACS_TRANSLATIONS)
{
range = (TRANSLATION_LevelScripted<<8)|(arg1-1);
range = TRANSLATION(TRANSLATION_LevelScripted, (arg1-1));
}
else
{

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@ -52,6 +52,7 @@
#include "a_sharedglobal.h"
#include "a_doomglobal.h"
#include "p_conversation.h"
#include "r_translate.h"
#define WATER_SINK_FACTOR 3
#define WATER_SINK_SMALL_FACTOR 4

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@ -55,6 +55,7 @@
#include "thingdef/thingdef.h"
#include "g_game.h"
#include "teaminfo.h"
#include "r_translate.h"
// MACROS ------------------------------------------------------------------

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@ -58,6 +58,7 @@
#include "s_sndseq.h"
#include "sbar.h"
#include "p_setup.h"
#include "r_translate.h"
extern void P_SpawnMapThing (mapthing2_t *mthing, int position);
extern bool P_LoadBuildMap (BYTE *mapdata, size_t len, mapthing2_t **things, int *numthings);

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@ -862,7 +862,7 @@ struct vissprite_t
fixed_t floorclip;
FTexture *pic;
short renderflags;
WORD Translation; // [RH] for color translation
DWORD Translation; // [RH] for color translation
BYTE RenderStyle;
BYTE FakeFlatStat; // [RH] which side of fake/floor ceiling sprite is on
BYTE bSplitSprite; // [RH] Sprite was split by a drawseg

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@ -37,6 +37,7 @@
#include "a_hexenglobal.h"
#include "g_game.h"
#include "g_level.h"
#include "r_translate.h"
#include "gi.h"
#include "stats.h"
@ -132,7 +133,6 @@ cycle_t DetailDoubleCycles;
int dc_fillcolor;
BYTE *dc_translation;
TAutoGrowArray<FRemapTable *> translationtables[NUM_TRANSLATION_TABLES];
BYTE shadetables[NUMCOLORMAPS*16*256];
/************************************/
@ -1406,502 +1406,7 @@ void tmvline4_addclamp ()
} while (--count);
}
/****************************************************/
/****************************************************/
FRemapTable::FRemapTable(int count)
{
assert(count <= 256);
Alloc(count);
// Note that the tables are left uninitialized. It is assumed that
// the caller will do that next, if only by calling MakeIdentity().
}
FRemapTable::~FRemapTable()
{
Free();
}
void FRemapTable::Alloc(int count)
{
Remap = (BYTE *)M_Malloc(count*sizeof(*Remap) + count*sizeof(*Palette));
assert (Remap != NULL);
Palette = (PalEntry *)(Remap + count*(sizeof(*Remap)));
Native = NULL;
NumEntries = count;
}
void FRemapTable::Free()
{
KillNative();
if (Remap != NULL)
{
free(Remap);
Remap = NULL;
Palette = NULL;
NumEntries = 0;
}
}
FRemapTable::FRemapTable(const FRemapTable &o)
{
Remap = NULL;
Native = NULL;
NumEntries = 0;
operator= (o);
}
FRemapTable &FRemapTable::operator=(const FRemapTable &o)
{
if (&o == this)
{
return *this;
}
if (o.NumEntries != NumEntries)
{
Free();
}
if (Remap == NULL)
{
Alloc(o.NumEntries);
}
memcpy(Remap, o.Remap, NumEntries*sizeof(*Remap) + NumEntries*sizeof(*Palette));
return *this;
}
void FRemapTable::MakeIdentity()
{
int i;
for (i = 0; i < NumEntries; ++i)
{
Remap[i] = i;
}
for (i = 0; i < NumEntries; ++i)
{
Palette[i] = GPalette.BaseColors[i];
}
}
void FRemapTable::KillNative()
{
if (Native != NULL)
{
delete Native;
Native = NULL;
}
}
void FRemapTable::UpdateNative()
{
if (Native != NULL)
{
Native->Update();
}
}
FNativeTexture *FRemapTable::GetNative()
{
if (Native == NULL)
{
Native = screen->CreatePalette(this);
}
return Native;
}
FRemapTable *TranslationToTable(int translation)
{
unsigned int type = (translation & 0xFF00) >> 8;
unsigned int index = (translation & 0x00FF);
TAutoGrowArray<FRemapTable *> *slots;
if (type <= 0 || type >= NUM_TRANSLATION_TABLES)
{
return NULL;
}
slots = &translationtables[type];
if (index >= slots->Size())
{
return NULL;
}
return slots->operator[](index);
}
static void PushIdentityTable(int slot)
{
FRemapTable *table = new FRemapTable;
table->MakeIdentity();
translationtables[slot].Push(table);
}
//
// R_InitTranslationTables
// Creates the translation tables to map the green color ramp to gray,
// brown, red. Assumes a given structure of the PLAYPAL.
//
void R_InitTranslationTables ()
{
int i, j;
// Each player gets two translations. Doom and Strife don't use the
// extra ones, but Heretic and Hexen do. These are set up during
// netgame arbitration and as-needed, so they just get to be identity
// maps until then so they won't be invalid.
for (i = 0; i < MAXPLAYERS; ++i)
{
PushIdentityTable(TRANSLATION_Players);
PushIdentityTable(TRANSLATION_PlayersExtra);
}
// The menu player also gets a separate translation table
PushIdentityTable(TRANSLATION_Players);
// The three standard translations from Doom or Heretic (seven for Strife),
// plus the generic ice translation.
for (i = 0; i < 8; ++i)
{
PushIdentityTable(TRANSLATION_Standard);
}
// Each player corpse has its own translation so they won't change
// color if the player who created them changes theirs.
for (i = 0; i < BODYQUESIZE; ++i)
{
PushIdentityTable(TRANSLATION_PlayerCorpses);
}
// Create the standard translation tables
if (gameinfo.gametype == GAME_Doom)
{
for (i = 0x70; i < 0x80; i++)
{ // map green ramp to gray, brown, red
translationtables[TRANSLATION_Standard][0]->Remap[i] = 0x60 + (i&0xf);
translationtables[TRANSLATION_Standard][1]->Remap[i] = 0x40 + (i&0xf);
translationtables[TRANSLATION_Standard][2]->Remap[i] = 0x20 + (i&0xf);
translationtables[TRANSLATION_Standard][0]->Palette[i] = GPalette.BaseColors[0x60 + (i&0xf)];
translationtables[TRANSLATION_Standard][1]->Palette[i] = GPalette.BaseColors[0x40 + (i&0xf)];
translationtables[TRANSLATION_Standard][2]->Palette[i] = GPalette.BaseColors[0x20 + (i&0xf)];
}
}
else if (gameinfo.gametype == GAME_Heretic)
{
for (i = 225; i <= 240; i++)
{
translationtables[TRANSLATION_Standard][0]->Remap[i] = 114+(i-225); // yellow
translationtables[TRANSLATION_Standard][1]->Remap[i] = 145+(i-225); // red
translationtables[TRANSLATION_Standard][2]->Remap[i] = 190+(i-225); // blue
translationtables[TRANSLATION_Standard][0]->Palette[i] = GPalette.BaseColors[114+(i-225)];
translationtables[TRANSLATION_Standard][1]->Palette[i] = GPalette.BaseColors[145+(i-225)];
translationtables[TRANSLATION_Standard][2]->Palette[i] = GPalette.BaseColors[190+(i-225)];
}
}
else if (gameinfo.gametype == GAME_Strife)
{
for (i = 0x20; i <= 0x3F; ++i)
{
translationtables[TRANSLATION_Standard][0]->Remap[i] = i - 0x20;
translationtables[TRANSLATION_Standard][1]->Remap[i] = i - 0x20;
translationtables[TRANSLATION_Standard][2]->Remap[i] = 0xD0 + (i&0xf);
translationtables[TRANSLATION_Standard][3]->Remap[i] = 0xD0 + (i&0xf);
translationtables[TRANSLATION_Standard][4]->Remap[i] = i - 0x20;
translationtables[TRANSLATION_Standard][5]->Remap[i] = i - 0x20;
translationtables[TRANSLATION_Standard][6]->Remap[i] = i - 0x20;
}
for (i = 0x50; i <= 0x5F; ++i)
{
// Merchant hair
translationtables[TRANSLATION_Standard][4]->Remap[i] = 0x80 + (i&0xf);
translationtables[TRANSLATION_Standard][5]->Remap[i] = 0x10 + (i&0xf);
translationtables[TRANSLATION_Standard][6]->Remap[i] = 0x40 + (i&0xf);
}
for (i = 0x80; i <= 0x8F; ++i)
{
translationtables[TRANSLATION_Standard][0]->Remap[i] = 0x40 + (i&0xf); // red
translationtables[TRANSLATION_Standard][1]->Remap[i] = 0xB0 + (i&0xf); // rust
translationtables[TRANSLATION_Standard][2]->Remap[i] = 0x10 + (i&0xf); // gray
translationtables[TRANSLATION_Standard][3]->Remap[i] = 0x30 + (i&0xf); // dark green
translationtables[TRANSLATION_Standard][4]->Remap[i] = 0x50 + (i&0xf); // gold
translationtables[TRANSLATION_Standard][5]->Remap[i] = 0x60 + (i&0xf); // bright green
translationtables[TRANSLATION_Standard][6]->Remap[i] = 0x90 + (i&0xf); // blue
}
for (i = 0xC0; i <= 0xCF; ++i)
{
translationtables[TRANSLATION_Standard][4]->Remap[i] = 0xA0 + (i&0xf);
translationtables[TRANSLATION_Standard][5]->Remap[i] = 0x20 + (i&0xf);
translationtables[TRANSLATION_Standard][6]->Remap[i] = (i&0xf);
}
translationtables[TRANSLATION_Standard][6]->Remap[0xC0] = 1;
for (i = 0xD0; i <= 0xDF; ++i)
{
translationtables[TRANSLATION_Standard][4]->Remap[i] = 0xB0 + (i&0xf);
translationtables[TRANSLATION_Standard][5]->Remap[i] = 0x30 + (i&0xf);
translationtables[TRANSLATION_Standard][6]->Remap[i] = 0x10 + (i&0xf);
}
for (i = 0xF1; i <= 0xF6; ++i)
{
translationtables[TRANSLATION_Standard][0]->Remap[i] = 0xDF + (i&0xf);
}
for (i = 0xF7; i <= 0xFB; ++i)
{
translationtables[TRANSLATION_Standard][0]->Remap[i] = i - 6;
}
for (i = 0; i < 7; ++i)
{
for (int j = 0x20; j <= 0xFB; ++j)
{
translationtables[TRANSLATION_Standard][i]->Palette[j] =
GPalette.BaseColors[translationtables[TRANSLATION_Standard][i]->Remap[j]];
}
}
}
// Create the ice translation table, based on Hexen's. Alas, the standard
// Doom palette has no good substitutes for these bluish-tinted grays, so
// they will just look gray unless you use a different PLAYPAL with Doom.
static const BYTE IcePalette[16][3] =
{
{ 10, 8, 18 },
{ 15, 15, 26 },
{ 20, 16, 36 },
{ 30, 26, 46 },
{ 40, 36, 57 },
{ 50, 46, 67 },
{ 59, 57, 78 },
{ 69, 67, 88 },
{ 79, 77, 99 },
{ 89, 87,109 },
{ 99, 97,120 },
{ 109,107,130 },
{ 118,118,141 },
{ 128,128,151 },
{ 138,138,162 },
{ 148,148,172 }
};
BYTE IcePaletteRemap[16];
for (i = 0; i < 16; ++i)
{
IcePaletteRemap[i] = ColorMatcher.Pick (IcePalette[i][0], IcePalette[i][1], IcePalette[i][2]);
}
FRemapTable *remap = translationtables[TRANSLATION_Standard][7];
for (i = 0; i < 256; ++i)
{
int r = GPalette.BaseColors[i].r;
int g = GPalette.BaseColors[i].g;
int b = GPalette.BaseColors[i].b;
int v = (r*77 + g*143 + b*37) >> 12;
remap->Remap[i] = IcePaletteRemap[v];
remap->Palette[i] = PalEntry(IcePalette[v][0], IcePalette[v][1], IcePalette[v][2]);
}
// set up shading tables for shaded columns
// 16 colormap sets, progressing from full alpha to minimum visible alpha
BYTE *table = shadetables;
// Full alpha
for (i = 0; i < 16; ++i)
{
for (j = 0; j < NUMCOLORMAPS; ++j)
{
int a = (NUMCOLORMAPS - j) * 256 / NUMCOLORMAPS * (16-i);
for (int k = 0; k < 256; ++k)
{
BYTE v = (((k+2) * a) + 256) >> 14;
table[k] = MIN<BYTE> (v, 64);
}
table += 256;
}
}
}
void R_DeinitTranslationTables()
{
for (int i = 0; i < NUM_TRANSLATION_TABLES; ++i)
{
for (unsigned int j = 0; j < translationtables[i].Size(); ++j)
{
if (translationtables[i][j] != NULL)
{
delete translationtables[i][j];
translationtables[i][j] = NULL;
}
}
}
}
// [RH] Create a player's translation table based on a given mid-range color.
// [GRB] Split to 2 functions (because of player setup menu)
static void SetRemap(FRemapTable *table, int i, float r, float g, float b)
{
int ir = clamp (int(r * 255.f), 0, 255);
int ig = clamp (int(g * 255.f), 0, 255);
int ib = clamp (int(b * 255.f), 0, 255);
table->Remap[i] = ColorMatcher.Pick (ir, ig, ib);
table->Palette[i] = PalEntry(ir, ig, ib);
}
static void R_CreatePlayerTranslation (float h, float s, float v, FPlayerSkin *skin, FRemapTable *table, FRemapTable *alttable)
{
int i;
BYTE start = skin->range0start;
BYTE end = skin->range0end;
float r, g, b;
float bases, basev;
float sdelta, vdelta;
float range;
// Set up the base translation for this skin. If the skin was created
// for the current game, then this is just an identity translation.
// Otherwise, it remaps the colors from the skin's original palette to
// the current one.
if (skin->othergame)
{
memcpy (table->Remap, OtherGameSkinRemap, 256);
memcpy (table->Palette, OtherGameSkinPalette, sizeof(table->Palette));
}
else
{
for (i = 0; i < 256; ++i)
{
table->Remap[i] = i;
}
memcpy(table->Palette, GPalette.BaseColors, sizeof(table->Palette));
}
// [GRB] Don't translate skins with color range 0-0 (APlayerPawn default)
if (start == 0 && end == 0)
{
table->UpdateNative();
return;
}
range = (float)(end-start+1);
bases = s;
basev = v;
if (gameinfo.gametype == GAME_Doom || gameinfo.gametype == GAME_Strife)
{
// Build player sprite translation
s -= 0.23f;
v += 0.1f;
sdelta = 0.23f / range;
vdelta = -0.94112f / range;
for (i = start; i <= end; i++)
{
float uses, usev;
uses = clamp (s, 0.f, 1.f);
usev = clamp (v, 0.f, 1.f);
HSVtoRGB (&r, &g, &b, h, uses, usev);
SetRemap(table, i, r, g, b);
s += sdelta;
v += vdelta;
}
}
else if (gameinfo.gametype == GAME_Heretic)
{
float vdelta = 0.418916f / range;
// Build player sprite translation
for (i = start; i <= end; i++)
{
v = vdelta * (float)(i - start) + basev - 0.2352937f;
v = clamp (v, 0.f, 1.f);
HSVtoRGB (&r, &g, &b, h, s, v);
SetRemap(table, i, r, g, b);
}
// Build rain/lifegem translation
if (alttable)
{
bases = MIN (bases*1.3f, 1.f);
basev = MIN (basev*1.3f, 1.f);
for (i = 145; i <= 168; i++)
{
s = MIN (bases, 0.8965f - 0.0962f*(float)(i - 161));
v = MIN (1.f, (0.2102f + 0.0489f*(float)(i - 144)) * basev);
HSVtoRGB (&r, &g, &b, h, s, v);
SetRemap(alttable, i, r, g, b);
}
alttable->UpdateNative();
}
}
else if (gameinfo.gametype == GAME_Hexen)
{
if (memcmp (sprites[skin->sprite].name, "PLAY", 4) == 0)
{ // The fighter is different! He gets a brown hairy loincloth, but the other
// two have blue capes.
float vs[9] = { .28f, .32f, .38f, .42f, .47f, .5f, .58f, .71f, .83f };
// Build player sprite translation
//h = 45.f;
v = MAX (0.1f, v);
for (i = start; i <= end; i++)
{
HSVtoRGB (&r, &g, &b, h, s, vs[(i-start)*9/(int)range]*basev);
SetRemap(table, i, r, g, b);
}
}
else
{
float ms[18] = { .95f, .96f, .89f, .97f, .97f, 1.f, 1.f, 1.f, .97f, .99f, .87f, .77f, .69f, .62f, .57f, .47f, .43f };
float mv[18] = { .16f, .19f, .22f, .25f, .31f, .35f, .38f, .41f, .47f, .54f, .60f, .65f, .71f, .77f, .83f, .89f, .94f, 1.f };
// Build player sprite translation
v = MAX (0.1f, v);
for (i = start; i <= end; i++)
{
HSVtoRGB (&r, &g, &b, h, ms[(i-start)*18/(int)range]*bases, mv[(i-start)*18/(int)range]*basev);
SetRemap(table, i, r, g, b);
}
}
// Build lifegem translation
if (alttable)
{
for (i = 164; i <= 185; ++i)
{
const PalEntry *base = &GPalette.BaseColors[i];
float dummy;
RGBtoHSV (base->r/255.f, base->g/255.f, base->b/255.f, &dummy, &s, &v);
HSVtoRGB (&r, &g, &b, h, s*bases, v*basev);
SetRemap(alttable, i, r, g, b);
}
alttable->UpdateNative();
}
}
table->UpdateNative();
}
void R_BuildPlayerTranslation (int player)
{
float h, s, v;
D_GetPlayerColor (player, &h, &s, &v);
R_CreatePlayerTranslation (h, s, v,
&skins[players[player].userinfo.skin],
translationtables[TRANSLATION_Players][player],
translationtables[TRANSLATION_PlayersExtra][player]);
}
void R_GetPlayerTranslation (int color, FPlayerSkin *skin, FRemapTable *table)
{
float h, s, v;
RGBtoHSV (RPART(color)/255.f, GPART(color)/255.f, BPART(color)/255.f,
&h, &s, &v);
R_CreatePlayerTranslation (h, s, v, skin, table, NULL);
}
void R_DrawBorder (int x1, int y1, int x2, int y2)
{
@ -1926,7 +1431,6 @@ void R_DrawBorder (int x1, int y1, int x2, int y2)
}
}
/*
==================
=

View File

@ -201,82 +201,13 @@ extern "C" const BYTE* ds_source;
extern "C" int ds_color; // [RH] For flat color (no texturing)
enum
{
TRANSLATION_Invalid,
TRANSLATION_Players,
TRANSLATION_PlayersExtra,
TRANSLATION_Standard,
TRANSLATION_LevelScripted,
TRANSLATION_Decals,
TRANSLATION_PlayerCorpses,
TRANSLATION_Decorate,
TRANSLATION_Blood,
TRANSLATION_Dim,
NUM_TRANSLATION_TABLES
};
struct FRemapTable
{
FRemapTable(int count=256);
FRemapTable(const FRemapTable &o);
~FRemapTable();
FRemapTable &operator= (const FRemapTable &o);
void MakeIdentity();
void KillNative();
void UpdateNative();
FNativeTexture *GetNative();
BYTE *Remap; // For the software renderer
PalEntry *Palette; // The ideal palette this maps to
FNativeTexture *Native; // The Palette stored in a HW texture
int NumEntries; // # of elements in this table (usually 256)
private:
void Free();
void Alloc(int count);
};
extern TAutoGrowArray<FRemapTable *> translationtables[NUM_TRANSLATION_TABLES];
extern BYTE shadetables[NUMCOLORMAPS*16*256];
extern BYTE *dc_translation;
inline WORD TRANSLATION(BYTE a, BYTE b)
{
return (a<<8) | b;
}
inline int GetTranslationType(WORD trans)
{
return trans >> 8;
}
// Retrieve the FRemapTable that an actor's translation value maps to.
FRemapTable *TranslationToTable(int translation);
#define DIM_MAP TRANSLATION(TRANSLATION_Dim, 0)
const int MAX_ACS_TRANSLATIONS = 255;
const int MAX_DECORATE_TRANSLATIONS = 255;
inline void R_CopyTranslation (WORD to, WORD from)
{
memcpy (&translationtables[to>>8][(to&255)*256],
&translationtables[from>>8][(from&255)*256], 256);
}
// [RH] Double view pixels by detail mode
void R_DetailDouble (void);
// Initialize color translation tables, for player rendering etc.
void R_InitTranslationTables (void);
void R_DeinitTranslationTables();
// [RH] Actually create a player's translation table.
void R_BuildPlayerTranslation (int player);
// If the view size is not full screen, draws a border around it.
void R_DrawViewBorder (void);

View File

@ -46,6 +46,7 @@
#include "i_system.h"
#include "vectors.h"
#include "a_sharedglobal.h"
#include "r_translate.h"
// MACROS ------------------------------------------------------------------

670
src/r_translate.cpp Normal file
View File

@ -0,0 +1,670 @@
/*
** r_translate.cpp
** Translatioo table handling
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include <stddef.h>
#include "templates.h"
#include "m_alloc.h"
#include "r_draw.h"
#include "r_translate.h"
#include "v_video.h"
#include "g_game.h"
#include "gi.h"
#include "stats.h"
TAutoGrowArray<FRemapTable *> translationtables[NUM_TRANSLATION_TABLES];
/****************************************************/
/****************************************************/
FRemapTable::FRemapTable(int count)
{
assert(count <= 256);
Alloc(count);
// Note that the tables are left uninitialized. It is assumed that
// the caller will do that next, if only by calling MakeIdentity().
}
FRemapTable::~FRemapTable()
{
Free();
}
void FRemapTable::Alloc(int count)
{
Remap = (BYTE *)M_Malloc(count*sizeof(*Remap) + count*sizeof(*Palette));
assert (Remap != NULL);
Palette = (PalEntry *)(Remap + count*(sizeof(*Remap)));
Native = NULL;
NumEntries = count;
}
void FRemapTable::Free()
{
KillNative();
if (Remap != NULL)
{
free(Remap);
Remap = NULL;
Palette = NULL;
NumEntries = 0;
}
}
FRemapTable::FRemapTable(const FRemapTable &o)
{
Remap = NULL;
Native = NULL;
NumEntries = 0;
operator= (o);
}
FRemapTable &FRemapTable::operator=(const FRemapTable &o)
{
if (&o == this)
{
return *this;
}
if (o.NumEntries != NumEntries)
{
Free();
}
if (Remap == NULL)
{
Alloc(o.NumEntries);
}
memcpy(Remap, o.Remap, NumEntries*sizeof(*Remap) + NumEntries*sizeof(*Palette));
return *this;
}
bool FRemapTable::operator==(const FRemapTable &o)
{
// Two translations are identical when they have the same amount of colors
// and the palette values for both are identical.
if (&o == this) return true;
if (o.NumEntries != NumEntries) return false;
return !memcmp(o.Palette, Palette, NumEntries * sizeof(*Palette));
}
void FRemapTable::Serialize(FArchive &arc)
{
int n = NumEntries;
arc << NumEntries;
if (arc.IsStoring())
{
arc.Write (Remap, NumEntries);
}
else
{
if (n != NumEntries)
{
Free();
Alloc(NumEntries);
}
arc.Read (Remap, NumEntries);
}
for (int j = 0; j < NumEntries; ++j)
{
arc << Palette[j].r
<< Palette[j].g
<< Palette[j].b;
}
}
void FRemapTable::MakeIdentity()
{
int i;
for (i = 0; i < NumEntries; ++i)
{
Remap[i] = i;
}
for (i = 0; i < NumEntries; ++i)
{
Palette[i] = GPalette.BaseColors[i];
}
}
bool FRemapTable::IsIdentity() const
{
for (int j = 0; j < 256; ++j)
{
if (Remap[j] != j)
{
return false;
}
}
return true;
}
void FRemapTable::KillNative()
{
if (Native != NULL)
{
delete Native;
Native = NULL;
}
}
void FRemapTable::UpdateNative()
{
if (Native != NULL)
{
Native->Update();
}
}
FNativeTexture *FRemapTable::GetNative()
{
if (Native == NULL)
{
Native = screen->CreatePalette(this);
}
return Native;
}
void FRemapTable::AddIndexRange(int start, int end, int pal1, int pal2)
{
fixed_t palcol, palstep;
if (start > end)
{
swap (start, end);
swap (pal1, pal2);
}
else if (start == end)
{
Remap[start] = pal1;
Palette[start] = GPalette.BaseColors[pal1];
return;
}
palcol = pal1 << FRACBITS;
palstep = ((pal2 << FRACBITS) - palcol) / (end - start);
for (int i = start; i <= end; palcol += palstep, ++i)
{
Remap[i] = palcol >> FRACBITS;
Palette[i] = GPalette.BaseColors[palcol >> FRACBITS];
}
}
void FRemapTable::AddColorRange(int start, int end, int _r1,int _g1, int _b1, int _r2, int _g2, int _b2)
{
fixed_t r1 = _r1 << FRACBITS;
fixed_t g1 = _g1 << FRACBITS;
fixed_t b1 = _b1 << FRACBITS;
fixed_t r2 = _r2 << FRACBITS;
fixed_t g2 = _g2 << FRACBITS;
fixed_t b2 = _b2 << FRACBITS;
fixed_t r, g, b;
fixed_t rs, gs, bs;
if (start > end)
{
swap (start, end);
r = r2;
g = g2;
b = b2;
rs = r1 - r2;
gs = g1 - g2;
bs = b1 - b2;
}
else
{
r = r1;
g = g1;
b = b1;
rs = r2 - r1;
gs = g2 - g1;
bs = b2 - b1;
}
if (start == end)
{
Remap[start] = ColorMatcher.Pick
(r >> FRACBITS, g >> FRACBITS, b >> FRACBITS);
Palette[start] = PalEntry(r >> FRACBITS, g >> FRACBITS, b >> FRACBITS);
}
else
{
rs /= (end - start);
gs /= (end - start);
bs /= (end - start);
for (int i = start; i <= end; ++i)
{
Remap[i] = ColorMatcher.Pick
(r >> FRACBITS, g >> FRACBITS, b >> FRACBITS);
Palette[i] = PalEntry(r >> FRACBITS, g >> FRACBITS, b >> FRACBITS);
r += rs;
g += gs;
b += bs;
}
}
}
FRemapTable *TranslationToTable(int translation)
{
unsigned int type = GetTranslationType(translation);
unsigned int index = GetTranslationIndex(translation);
TAutoGrowArray<FRemapTable *> *slots;
if (type <= 0 || type >= NUM_TRANSLATION_TABLES)
{
return NULL;
}
slots = &translationtables[type];
if (index >= slots->Size())
{
return NULL;
}
return slots->operator[](index);
}
static void PushIdentityTable(int slot)
{
FRemapTable *table = new FRemapTable;
table->MakeIdentity();
translationtables[slot].Push(table);
}
//
// R_InitTranslationTables
// Creates the translation tables to map the green color ramp to gray,
// brown, red. Assumes a given structure of the PLAYPAL.
//
void R_InitTranslationTables ()
{
int i, j;
// Each player gets two translations. Doom and Strife don't use the
// extra ones, but Heretic and Hexen do. These are set up during
// netgame arbitration and as-needed, so they just get to be identity
// maps until then so they won't be invalid.
for (i = 0; i < MAXPLAYERS; ++i)
{
PushIdentityTable(TRANSLATION_Players);
PushIdentityTable(TRANSLATION_PlayersExtra);
}
// The menu player also gets a separate translation table
PushIdentityTable(TRANSLATION_Players);
// The three standard translations from Doom or Heretic (seven for Strife),
// plus the generic ice translation.
for (i = 0; i < 8; ++i)
{
PushIdentityTable(TRANSLATION_Standard);
}
// Each player corpse has its own translation so they won't change
// color if the player who created them changes theirs.
for (i = 0; i < BODYQUESIZE; ++i)
{
PushIdentityTable(TRANSLATION_PlayerCorpses);
}
// Create the standard translation tables
if (gameinfo.gametype == GAME_Doom)
{
for (i = 0x70; i < 0x80; i++)
{ // map green ramp to gray, brown, red
translationtables[TRANSLATION_Standard][0]->Remap[i] = 0x60 + (i&0xf);
translationtables[TRANSLATION_Standard][1]->Remap[i] = 0x40 + (i&0xf);
translationtables[TRANSLATION_Standard][2]->Remap[i] = 0x20 + (i&0xf);
translationtables[TRANSLATION_Standard][0]->Palette[i] = GPalette.BaseColors[0x60 + (i&0xf)];
translationtables[TRANSLATION_Standard][1]->Palette[i] = GPalette.BaseColors[0x40 + (i&0xf)];
translationtables[TRANSLATION_Standard][2]->Palette[i] = GPalette.BaseColors[0x20 + (i&0xf)];
}
}
else if (gameinfo.gametype == GAME_Heretic)
{
for (i = 225; i <= 240; i++)
{
translationtables[TRANSLATION_Standard][0]->Remap[i] = 114+(i-225); // yellow
translationtables[TRANSLATION_Standard][1]->Remap[i] = 145+(i-225); // red
translationtables[TRANSLATION_Standard][2]->Remap[i] = 190+(i-225); // blue
translationtables[TRANSLATION_Standard][0]->Palette[i] = GPalette.BaseColors[114+(i-225)];
translationtables[TRANSLATION_Standard][1]->Palette[i] = GPalette.BaseColors[145+(i-225)];
translationtables[TRANSLATION_Standard][2]->Palette[i] = GPalette.BaseColors[190+(i-225)];
}
}
else if (gameinfo.gametype == GAME_Strife)
{
for (i = 0x20; i <= 0x3F; ++i)
{
translationtables[TRANSLATION_Standard][0]->Remap[i] = i - 0x20;
translationtables[TRANSLATION_Standard][1]->Remap[i] = i - 0x20;
translationtables[TRANSLATION_Standard][2]->Remap[i] = 0xD0 + (i&0xf);
translationtables[TRANSLATION_Standard][3]->Remap[i] = 0xD0 + (i&0xf);
translationtables[TRANSLATION_Standard][4]->Remap[i] = i - 0x20;
translationtables[TRANSLATION_Standard][5]->Remap[i] = i - 0x20;
translationtables[TRANSLATION_Standard][6]->Remap[i] = i - 0x20;
}
for (i = 0x50; i <= 0x5F; ++i)
{
// Merchant hair
translationtables[TRANSLATION_Standard][4]->Remap[i] = 0x80 + (i&0xf);
translationtables[TRANSLATION_Standard][5]->Remap[i] = 0x10 + (i&0xf);
translationtables[TRANSLATION_Standard][6]->Remap[i] = 0x40 + (i&0xf);
}
for (i = 0x80; i <= 0x8F; ++i)
{
translationtables[TRANSLATION_Standard][0]->Remap[i] = 0x40 + (i&0xf); // red
translationtables[TRANSLATION_Standard][1]->Remap[i] = 0xB0 + (i&0xf); // rust
translationtables[TRANSLATION_Standard][2]->Remap[i] = 0x10 + (i&0xf); // gray
translationtables[TRANSLATION_Standard][3]->Remap[i] = 0x30 + (i&0xf); // dark green
translationtables[TRANSLATION_Standard][4]->Remap[i] = 0x50 + (i&0xf); // gold
translationtables[TRANSLATION_Standard][5]->Remap[i] = 0x60 + (i&0xf); // bright green
translationtables[TRANSLATION_Standard][6]->Remap[i] = 0x90 + (i&0xf); // blue
}
for (i = 0xC0; i <= 0xCF; ++i)
{
translationtables[TRANSLATION_Standard][4]->Remap[i] = 0xA0 + (i&0xf);
translationtables[TRANSLATION_Standard][5]->Remap[i] = 0x20 + (i&0xf);
translationtables[TRANSLATION_Standard][6]->Remap[i] = (i&0xf);
}
translationtables[TRANSLATION_Standard][6]->Remap[0xC0] = 1;
for (i = 0xD0; i <= 0xDF; ++i)
{
translationtables[TRANSLATION_Standard][4]->Remap[i] = 0xB0 + (i&0xf);
translationtables[TRANSLATION_Standard][5]->Remap[i] = 0x30 + (i&0xf);
translationtables[TRANSLATION_Standard][6]->Remap[i] = 0x10 + (i&0xf);
}
for (i = 0xF1; i <= 0xF6; ++i)
{
translationtables[TRANSLATION_Standard][0]->Remap[i] = 0xDF + (i&0xf);
}
for (i = 0xF7; i <= 0xFB; ++i)
{
translationtables[TRANSLATION_Standard][0]->Remap[i] = i - 6;
}
for (i = 0; i < 7; ++i)
{
for (int j = 0x20; j <= 0xFB; ++j)
{
translationtables[TRANSLATION_Standard][i]->Palette[j] =
GPalette.BaseColors[translationtables[TRANSLATION_Standard][i]->Remap[j]];
}
}
}
// Create the ice translation table, based on Hexen's. Alas, the standard
// Doom palette has no good substitutes for these bluish-tinted grays, so
// they will just look gray unless you use a different PLAYPAL with Doom.
static const BYTE IcePalette[16][3] =
{
{ 10, 8, 18 },
{ 15, 15, 26 },
{ 20, 16, 36 },
{ 30, 26, 46 },
{ 40, 36, 57 },
{ 50, 46, 67 },
{ 59, 57, 78 },
{ 69, 67, 88 },
{ 79, 77, 99 },
{ 89, 87,109 },
{ 99, 97,120 },
{ 109,107,130 },
{ 118,118,141 },
{ 128,128,151 },
{ 138,138,162 },
{ 148,148,172 }
};
BYTE IcePaletteRemap[16];
for (i = 0; i < 16; ++i)
{
IcePaletteRemap[i] = ColorMatcher.Pick (IcePalette[i][0], IcePalette[i][1], IcePalette[i][2]);
}
FRemapTable *remap = translationtables[TRANSLATION_Standard][7];
for (i = 0; i < 256; ++i)
{
int r = GPalette.BaseColors[i].r;
int g = GPalette.BaseColors[i].g;
int b = GPalette.BaseColors[i].b;
int v = (r*77 + g*143 + b*37) >> 12;
remap->Remap[i] = IcePaletteRemap[v];
remap->Palette[i] = PalEntry(IcePalette[v][0], IcePalette[v][1], IcePalette[v][2]);
}
// set up shading tables for shaded columns
// 16 colormap sets, progressing from full alpha to minimum visible alpha
BYTE *table = shadetables;
// Full alpha
for (i = 0; i < 16; ++i)
{
for (j = 0; j < NUMCOLORMAPS; ++j)
{
int a = (NUMCOLORMAPS - j) * 256 / NUMCOLORMAPS * (16-i);
for (int k = 0; k < 256; ++k)
{
BYTE v = (((k+2) * a) + 256) >> 14;
table[k] = MIN<BYTE> (v, 64);
}
table += 256;
}
}
}
void R_DeinitTranslationTables()
{
for (int i = 0; i < NUM_TRANSLATION_TABLES; ++i)
{
for (unsigned int j = 0; j < translationtables[i].Size(); ++j)
{
if (translationtables[i][j] != NULL)
{
delete translationtables[i][j];
translationtables[i][j] = NULL;
}
}
}
}
// [RH] Create a player's translation table based on a given mid-range color.
// [GRB] Split to 2 functions (because of player setup menu)
static void SetRemap(FRemapTable *table, int i, float r, float g, float b)
{
int ir = clamp (int(r * 255.f), 0, 255);
int ig = clamp (int(g * 255.f), 0, 255);
int ib = clamp (int(b * 255.f), 0, 255);
table->Remap[i] = ColorMatcher.Pick (ir, ig, ib);
table->Palette[i] = PalEntry(ir, ig, ib);
}
static void R_CreatePlayerTranslation (float h, float s, float v, FPlayerSkin *skin, FRemapTable *table, FRemapTable *alttable)
{
int i;
BYTE start = skin->range0start;
BYTE end = skin->range0end;
float r, g, b;
float bases, basev;
float sdelta, vdelta;
float range;
// Set up the base translation for this skin. If the skin was created
// for the current game, then this is just an identity translation.
// Otherwise, it remaps the colors from the skin's original palette to
// the current one.
if (skin->othergame)
{
memcpy (table->Remap, OtherGameSkinRemap, 256);
memcpy (table->Palette, OtherGameSkinPalette, sizeof(table->Palette));
}
else
{
for (i = 0; i < 256; ++i)
{
table->Remap[i] = i;
}
memcpy(table->Palette, GPalette.BaseColors, sizeof(table->Palette));
}
// [GRB] Don't translate skins with color range 0-0 (APlayerPawn default)
if (start == 0 && end == 0)
{
table->UpdateNative();
return;
}
range = (float)(end-start+1);
bases = s;
basev = v;
if (gameinfo.gametype == GAME_Doom || gameinfo.gametype == GAME_Strife)
{
// Build player sprite translation
s -= 0.23f;
v += 0.1f;
sdelta = 0.23f / range;
vdelta = -0.94112f / range;
for (i = start; i <= end; i++)
{
float uses, usev;
uses = clamp (s, 0.f, 1.f);
usev = clamp (v, 0.f, 1.f);
HSVtoRGB (&r, &g, &b, h, uses, usev);
SetRemap(table, i, r, g, b);
s += sdelta;
v += vdelta;
}
}
else if (gameinfo.gametype == GAME_Heretic)
{
float vdelta = 0.418916f / range;
// Build player sprite translation
for (i = start; i <= end; i++)
{
v = vdelta * (float)(i - start) + basev - 0.2352937f;
v = clamp (v, 0.f, 1.f);
HSVtoRGB (&r, &g, &b, h, s, v);
SetRemap(table, i, r, g, b);
}
// Build rain/lifegem translation
if (alttable)
{
bases = MIN (bases*1.3f, 1.f);
basev = MIN (basev*1.3f, 1.f);
for (i = 145; i <= 168; i++)
{
s = MIN (bases, 0.8965f - 0.0962f*(float)(i - 161));
v = MIN (1.f, (0.2102f + 0.0489f*(float)(i - 144)) * basev);
HSVtoRGB (&r, &g, &b, h, s, v);
SetRemap(alttable, i, r, g, b);
}
alttable->UpdateNative();
}
}
else if (gameinfo.gametype == GAME_Hexen)
{
if (memcmp (sprites[skin->sprite].name, "PLAY", 4) == 0)
{ // The fighter is different! He gets a brown hairy loincloth, but the other
// two have blue capes.
float vs[9] = { .28f, .32f, .38f, .42f, .47f, .5f, .58f, .71f, .83f };
// Build player sprite translation
//h = 45.f;
v = MAX (0.1f, v);
for (i = start; i <= end; i++)
{
HSVtoRGB (&r, &g, &b, h, s, vs[(i-start)*9/(int)range]*basev);
SetRemap(table, i, r, g, b);
}
}
else
{
float ms[18] = { .95f, .96f, .89f, .97f, .97f, 1.f, 1.f, 1.f, .97f, .99f, .87f, .77f, .69f, .62f, .57f, .47f, .43f };
float mv[18] = { .16f, .19f, .22f, .25f, .31f, .35f, .38f, .41f, .47f, .54f, .60f, .65f, .71f, .77f, .83f, .89f, .94f, 1.f };
// Build player sprite translation
v = MAX (0.1f, v);
for (i = start; i <= end; i++)
{
HSVtoRGB (&r, &g, &b, h, ms[(i-start)*18/(int)range]*bases, mv[(i-start)*18/(int)range]*basev);
SetRemap(table, i, r, g, b);
}
}
// Build lifegem translation
if (alttable)
{
for (i = 164; i <= 185; ++i)
{
const PalEntry *base = &GPalette.BaseColors[i];
float dummy;
RGBtoHSV (base->r/255.f, base->g/255.f, base->b/255.f, &dummy, &s, &v);
HSVtoRGB (&r, &g, &b, h, s*bases, v*basev);
SetRemap(alttable, i, r, g, b);
}
alttable->UpdateNative();
}
}
table->UpdateNative();
}
void R_BuildPlayerTranslation (int player)
{
float h, s, v;
D_GetPlayerColor (player, &h, &s, &v);
R_CreatePlayerTranslation (h, s, v,
&skins[players[player].userinfo.skin],
translationtables[TRANSLATION_Players][player],
translationtables[TRANSLATION_PlayersExtra][player]);
}
void R_GetPlayerTranslation (int color, FPlayerSkin *skin, FRemapTable *table)
{
float h, s, v;
RGBtoHSV (RPART(color)/255.f, GPART(color)/255.f, BPART(color)/255.f,
&h, &s, &v);
R_CreatePlayerTranslation (h, s, v, skin, table, NULL);
}

85
src/r_translate.h Normal file
View File

@ -0,0 +1,85 @@
#ifndef __R_TRANSLATE_H
#define __R_TRANSLATE_H
#include "doomtype.h"
#include "tarray.h"
class FNativeTexture;
class FArchive;
enum
{
TRANSLATION_Invalid,
TRANSLATION_Players,
TRANSLATION_PlayersExtra,
TRANSLATION_Standard,
TRANSLATION_LevelScripted,
TRANSLATION_Decals,
TRANSLATION_PlayerCorpses,
TRANSLATION_Decorate,
TRANSLATION_Blood,
NUM_TRANSLATION_TABLES
};
struct FRemapTable
{
FRemapTable(int count=256);
FRemapTable(const FRemapTable &o);
~FRemapTable();
FRemapTable &operator= (const FRemapTable &o);
bool operator==(const FRemapTable &o);
void MakeIdentity();
void KillNative();
void UpdateNative();
FNativeTexture *GetNative();
bool IsIdentity() const;
void Serialize(FArchive &ar);
void AddIndexRange(int start, int end, int pal1, int pal2);
void AddColorRange(int start, int end, int r1,int g1, int b1, int r2, int g2, int b2);
BYTE *Remap; // For the software renderer
PalEntry *Palette; // The ideal palette this maps to
FNativeTexture *Native; // The Palette stored in a HW texture
int NumEntries; // # of elements in this table (usually 256)
private:
void Free();
void Alloc(int count);
};
extern TAutoGrowArray<FRemapTable *> translationtables[NUM_TRANSLATION_TABLES];
#define TRANSLATION_SHIFT 16
#define TRANSLATION_MASK ((1<<TRANSLATION_SHIFT)-1)
#define TRANSLATIONTYPE_MASK (255<<TRANSLATION_SHIFT)
inline DWORD TRANSLATION(BYTE a, DWORD b)
{
return (a<<TRANSLATION_SHIFT) | b;
}
inline int GetTranslationType(DWORD trans)
{
return (trans&TRANSLATIONTYPE_MASK) >> TRANSLATION_SHIFT;
}
inline int GetTranslationIndex(DWORD trans)
{
return (trans&TRANSLATION_MASK);
}
// Retrieve the FRemapTable that an actor's translation value maps to.
FRemapTable *TranslationToTable(int translation);
const int MAX_ACS_TRANSLATIONS = 65535;
const int MAX_DECORATE_TRANSLATIONS = 65535;
// Initialize color translation tables, for player rendering etc.
void R_InitTranslationTables (void);
void R_DeinitTranslationTables();
// [RH] Actually create a player's translation table.
void R_BuildPlayerTranslation (int player);
#endif // __R_TRANSLATE_H

View File

@ -51,6 +51,7 @@
#include "i_system.h"
#include "thingdef.h"
#include "vectors.h"
#include "r_translate.h"
// TYPES -------------------------------------------------------------------

View File

@ -52,7 +52,6 @@ void ParseClass();
void ParseGlobalConst();
void ParseGlobalEnum();
void FinishThingdef();
void InitDecorateTranslations();
void ParseOldDecoration(EDefinitionType def);
// STATIC FUNCTION PROTOTYPES --------------------------------------------
@ -164,7 +163,6 @@ void LoadDecorations ()
{
int lastlump, lump;
InitDecorateTranslations();
lastlump = 0;
while ((lump = Wads.FindLump ("DECORATE", &lastlump)) != -1)
{

View File

@ -68,6 +68,7 @@
#include "v_text.h"
#include "thingdef.h"
#include "a_sharedglobal.h"
#include "r_translate.h"
//==========================================================================
//
@ -506,17 +507,10 @@ void ParseActorFlag (Baggage &bag, int mod)
//
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
static int NumUsedTranslations;
static int NumUsedBloodTranslations;
BYTE decorate_translations[256*256*2];
PalEntry BloodTranslations[256];
FRemapTable CurrentTranslation;
TArray<PalEntry> BloodTranslationColors;
void InitDecorateTranslations()
{
// The translation tables haven't been allocated yet so we may as easily use a static buffer instead!
NumUsedBloodTranslations = NumUsedTranslations = 0;
for(int i=0;i<256*256*2;i++) decorate_translations[i]=i&255;
}
PalEntry BloodTranslations[256];
static bool Check(char *& range, char c, bool error=true)
{
@ -534,7 +528,7 @@ static bool Check(char *& range, char c, bool error=true)
}
static void AddToTranslation(unsigned char * translation, char * range)
static void AddToTranslation(char * range)
{
int start,end;
@ -545,40 +539,17 @@ static void AddToTranslation(unsigned char * translation, char * range)
if (!Check(range, '[', false))
{
int pal1,pal2;
fixed_t palcol, palstep;
pal1=strtol(range, &range, 10);
if (!Check(range, ':')) return;
pal2=strtol(range, &range, 10);
if (start > end)
{
swap (start, end);
swap (pal1, pal2);
}
else if (start == end)
{
translation[start] = pal1;
return;
}
palcol = pal1 << FRACBITS;
palstep = ((pal2 << FRACBITS) - palcol) / (end - start);
for (int i = start; i <= end; palcol += palstep, ++i)
{
translation[i] = palcol >> FRACBITS;
}
CurrentTranslation.AddIndexRange(start, end, pal1, pal2);
}
else
{
// translation using RGB values
int r1;
int g1;
int b1;
int r2;
int g2;
int b2;
int r,g,b;
int rs,gs,bs;
int r1,g1,b1,r2,g2,b2;
r1=strtol(range, &range, 10);
if (!Check(range, ',')) return;
@ -595,98 +566,62 @@ static void AddToTranslation(unsigned char * translation, char * range)
b2=strtol(range, &range, 10);
if (!Check(range, ']')) return;
if (start > end)
{
swap (start, end);
r = r2;
g = g2;
b = b2;
rs = r1 - r2;
gs = g1 - g2;
bs = b1 - b2;
}
else
{
r = r1;
g = g1;
b = b1;
rs = r2 - r1;
gs = g2 - g1;
bs = b2 - b1;
}
r <<= FRACBITS;
g <<= FRACBITS;
b <<= FRACBITS;
rs <<= FRACBITS;
gs <<= FRACBITS;
bs <<= FRACBITS;
if (start == end)
{
translation[start] = ColorMatcher.Pick
(r >> FRACBITS, g >> FRACBITS, b >> FRACBITS);
return;
}
rs /= (end - start);
gs /= (end - start);
bs /= (end - start);
for (int i = start; i <= end; ++i)
{
translation[i] = ColorMatcher.Pick
(r >> FRACBITS, g >> FRACBITS, b >> FRACBITS);
r += rs;
g += gs;
b += bs;
}
CurrentTranslation.AddColorRange(start, end, r1, g1, b1, r2, g2, b2);
}
}
static int StoreTranslation(const unsigned char * translation)
static int StoreTranslation()
{
for (int i = 0; i < NumUsedTranslations; i++)
unsigned int i;
for (i = 0; i < translationtables[TRANSLATION_Decorate].Size(); i++)
{
if (!memcmp(translation, decorate_translations + i*256, 256))
if (CurrentTranslation == *translationtables[TRANSLATION_Decorate][i])
{
// A duplicate of this translation already exists
return TRANSLATION(TRANSLATION_Decorate, i);
}
}
if (NumUsedTranslations>=MAX_DECORATE_TRANSLATIONS)
if (translationtables[TRANSLATION_Decorate].Size() >= MAX_DECORATE_TRANSLATIONS)
{
SC_ScriptError("Too many translations in DECORATE");
}
memcpy(decorate_translations + NumUsedTranslations*256, translation, 256);
NumUsedTranslations++;
return TRANSLATION(TRANSLATION_Decorate, NumUsedTranslations-1);
FRemapTable *newtrans = new FRemapTable;
*newtrans = CurrentTranslation;
i = translationtables[TRANSLATION_Decorate].Push(newtrans);
return TRANSLATION(TRANSLATION_Decorate, i);
}
static int CreateBloodTranslation(PalEntry color)
{
int i;
unsigned int i;
for (i = 0; i < NumUsedBloodTranslations; i++)
for (i = 0; i < BloodTranslationColors.Size(); i++)
{
if (color.r == BloodTranslations[i].r &&
color.g == BloodTranslations[i].g &&
color.b == BloodTranslations[i].b)
if (color.r == BloodTranslationColors[i].r &&
color.g == BloodTranslationColors[i].g &&
color.b == BloodTranslationColors[i].b)
{
// A duplicate of this translation already exists
return i;
}
}
if (NumUsedBloodTranslations>=MAX_DECORATE_TRANSLATIONS)
if (BloodTranslationColors.Size() >= MAX_DECORATE_TRANSLATIONS)
{
SC_ScriptError("Too many blood colors in DECORATE");
}
FRemapTable *trans = new FRemapTable;
for (i = 0; i < 256; i++)
{
int bright = MAX(MAX(GPalette.BaseColors[i].r, GPalette.BaseColors[i].g), GPalette.BaseColors[i].b);
int entry = ColorMatcher.Pick(color.r*bright/255, color.g*bright/255, color.b*bright/255);
PalEntry pe = PalEntry(color.r*bright/255, color.g*bright/255, color.b*bright/255);
int entry = ColorMatcher.Pick(pe.r, pe.g, pe.b);
*(decorate_translations + MAX_DECORATE_TRANSLATIONS*256 + NumUsedBloodTranslations*256 + i)=entry;
trans->Palette[i] = pe;
trans->Remap[i] = entry;
}
BloodTranslations[NumUsedBloodTranslations]=color;
return NumUsedBloodTranslations++;
translationtables[TRANSLATION_Blood].Push(trans);
return BloodTranslationColors.Push(color);
}
//----------------------------------------------------------------------------
@ -1447,15 +1382,14 @@ static void ActorTranslation (AActor *defaults, Baggage &bag)
}
else
{
unsigned char translation[256];
for(int i=0;i<256;i++) translation[i]=i;
CurrentTranslation.MakeIdentity();
do
{
SC_GetString();
AddToTranslation(translation,sc_String);
AddToTranslation(sc_String);
}
while (SC_CheckString(","));
defaults->Translation = StoreTranslation (translation);
defaults->Translation = StoreTranslation ();
}
}

View File

@ -41,6 +41,7 @@
#include "r_defs.h"
#include "r_draw.h"
#include "r_things.h"
#include "r_translate.h"
#include "i_system.h"
#include "i_video.h"

View File

@ -53,6 +53,7 @@
#include "sc_man.h"
#include "hu_stuff.h"
#include "r_draw.h"
#include "r_translate.h"
// MACROS ------------------------------------------------------------------

View File

@ -59,6 +59,7 @@
#include "templates.h"
#include "sbar.h"
#include "hardware.h"
#include "r_translate.h"
IMPLEMENT_ABSTRACT_CLASS (DCanvas)
IMPLEMENT_ABSTRACT_CLASS (DFrameBuffer)

View File

@ -45,6 +45,7 @@
#include "sc_man.h"
#include "v_text.h"
#include "gi.h"
#include "r_translate.h"
// States for the intermission
typedef enum

View File

@ -61,6 +61,7 @@
#include "stats.h"
#include "doomerrors.h"
#include "r_draw.h"
#include "r_translate.h"
#include "win32iface.h"

View File

@ -8962,6 +8962,10 @@
/>
</FileConfiguration>
</File>
<File
RelativePath=".\src\r_translate.cpp"
>
</File>
</Filter>
<Filter
Name="Render Headers"
@ -9018,6 +9022,10 @@
RelativePath=".\src\r_things.h"
>
</File>
<File
RelativePath=".\src\r_translate.h"
>
</File>
</Filter>
<Filter
Name="Textures"