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- replaced the procedural backdrop texture with some warped noise texture.
This was done because the backdrop as implemented was the only texture in the entire game that had to be deleted and recreated each frame. However, with Vulkan this would have necessitated quite a bit of synchronization with the render pipeline which wasn't really feasible just for this one single texture. Now the texture manager can assume that once a texture was created it will be immutable and never has to change.
This commit is contained in:
parent
7a692b1557
commit
1294f3df64
6 changed files with 18 additions and 335 deletions
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@ -1120,7 +1120,6 @@ set (PCH_SOURCES
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textures/formats/pngtexture.cpp
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textures/formats/rawpagetexture.cpp
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textures/formats/emptytexture.cpp
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textures/formats/backdroptexture.cpp
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textures/formats/shadertexture.cpp
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textures/formats/tgatexture.cpp
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textures/formats/worldtexture.cpp
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@ -1,320 +0,0 @@
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/*
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** backdroptexture.cpp
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** The player display background for the player setup and class selection screen
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**
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**---------------------------------------------------------------------------
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** Copyright 1999-2010 Randy Heit
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** Copyright 2010 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "doomtype.h"
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#include "doomstat.h"
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#include "d_player.h"
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#include "menu/menu.h"
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#include "w_wad.h"
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//=============================================================================
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//
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// Used by the player display
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//
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//=============================================================================
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class FBackdropTexture : public FWorldTexture
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{
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enum
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{
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COS_SIZE = 256,
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ANGLESHIFT = 24
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};
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static constexpr uint32_t DEGREES(double v)
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{
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return uint32_t((v)*(0x40000000 / 90.0));
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}
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static double TORAD(uint32_t x)
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{
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return x*(M_PI / 0x80000000);
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}
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public:
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FBackdropTexture();
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bool CheckModified(FRenderStyle style) override;
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uint8_t *MakeTexture(FRenderStyle style) override;
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protected:
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uint32_t costab[COS_SIZE];
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uint8_t Pixels[160*144];
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int LastRenderTic;
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uint32_t time1, time2, time3, time4;
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uint32_t t1ang, t2ang, z1ang, z2ang;
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void Render();
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};
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// A 32x32 cloud rendered with Photoshop, plus some other filters
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static uint8_t pattern1[1024] =
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{
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5, 9, 7,10, 9,15, 9, 7, 8,10, 5, 3, 5, 7, 9, 8,14, 8, 4, 7, 8, 9, 5, 7,14, 7, 0, 7,13,13, 9, 6,
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2, 7, 9, 7, 7,10, 8, 8,11,10, 6, 7,10, 7, 5, 6, 6, 4, 7,13,15,16,11,15,11, 8, 0, 4,13,22,17,11,
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5, 9, 9, 7, 9,10, 4, 3, 6, 7, 8, 6, 5, 4, 2, 2, 1, 4, 6,11,15,15,14,13,17, 9, 5, 9,11,12,17,20,
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9,16, 9, 8,12,13, 7, 3, 7, 9, 5, 4, 2, 5, 5, 5, 7,11, 6, 7, 6,13,17,10,10, 9,12,17,14,12,16,15,
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15,13, 5, 3, 9,10, 4,10,12,12, 7, 9, 8, 8, 8,10, 7, 6, 5, 5, 5, 6,11, 9, 3,13,16,18,21,16,23,18,
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23,13, 0, 0, 0, 0, 0,12,18,14,15,16,13, 7, 7, 5, 9, 6, 6, 8, 4, 0, 0, 0, 0,14,19,17,14,20,21,25,
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19,20,14,13, 7, 5,13,19,14,13,17,15,14, 7, 3, 5, 6,11, 7, 7, 8, 8,10, 9, 9,18,17,15,14,15,18,16,
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16,29,24,23,18, 9,17,20,11, 5,12,15,15,12, 6, 3, 4, 6, 7,10,13,18,18,19,16,12,17,19,23,16,14,14,
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9,18,20,26,19, 5,18,18,10, 5,12,15,14,17,11, 6,11, 9,10,13,10,20,24,20,21,20,14,18,15,22,20,19,
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0, 6,16,18, 8, 7,15,18,10,13,17,17,13,11,15,11,19,12,13,10, 4,15,19,21,21,24,14, 9,17,20,24,17,
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18,17, 7, 7,16,21,22,15, 5,14,20,14,13,21,13, 8,12,14, 7, 8,11,15,13,11,16,17, 7, 5,12,17,19,14,
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25,23,17,16,23,18,15, 7, 0, 6,11, 6,11,15,11, 7,12, 7, 4,10,16,13, 7, 7,15,13, 9,15,21,14, 5, 0,
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18,22,21,21,21,22,12, 6,14,20,15, 6,10,19,13, 8, 7, 3, 7,12,14,16, 9,12,22,15,12,18,24,19,17, 9,
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0,15,18,21,17,25,14,13,19,21,21,11, 6,13,16,16,12,10,12,11,13,20,14,13,18,13, 9,15,16,25,31,20,
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5,20,24,16, 7,14,14,11,18,19,19, 6, 0, 5,11,14,17,16,19,14,15,21,19,15,14,14, 8, 0, 7,24,18,16,
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9,17,15, 7, 6,14,12, 7,14,16,11, 4, 7, 6,13,16,15,13,12,20,21,20,21,17,18,26,14, 0,13,23,21,11,
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9,12,18,11,15,21,13, 8,13,13,10, 7,13, 8, 8,19,13, 7, 4,15,19,18,14,12,14,15, 8, 6,16,22,22,15,
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9,17,14,19,15,14,15, 9,11, 9, 6, 8,14,13,13,12, 5, 0, 0, 6,12,13, 7, 7, 9, 7, 0,12,21,16,15,18,
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15,16,18,11, 6, 8,15, 9, 2, 0, 5,10,10,16, 9, 0, 4,12,15, 9,12, 9, 7, 7,12, 7, 0, 6,12, 6, 9,13,
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12,19,15,14,11, 7, 8, 9,12,10, 5, 5, 7,12,12,10,14,16,16,11, 8,12,10,12,10, 8,10,10,14,12,16,16,
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16,17,20,22,12,15,12,14,19,11, 6, 5,10,13,17,17,21,19,15, 9, 6, 9,15,18,10,10,18,14,20,15,16,17,
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11,19,19,18,19,14,17,13,12,12, 7,11,18,17,16,15,19,19,10, 2, 0, 8,15,12, 8,11,12,10,19,20,19,19,
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6,14,18,13,13,16,16,12, 5, 8,10,12,10,13,18,12, 9,10, 7, 6, 5,11, 8, 6, 7,13,16,13,10,15,20,14,
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0, 5,12,12, 4, 0, 9,16, 9,10,12, 8, 0, 9,13, 9, 0, 2, 4, 7,10, 6, 7, 3, 4,11,16,18,10,11,21,21,
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16,13,11,15, 8, 0, 5, 9, 8, 7, 6, 3, 0, 9,17, 9, 0, 0, 0, 3, 5, 4, 3, 5, 7,15,16,16,17,14,22,22,
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24,14,15,12, 9, 0, 5,10, 8, 4, 7,12,10,11,12, 7, 6, 8, 6, 5, 7, 8, 8,11,13,10,15,14,12,18,20,16,
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16,17,17,18,12, 9,12,16,10, 5, 6,20,13,15, 8, 4, 8, 9, 8, 7, 9,11,12,17,16,16,11,10, 9,10, 5, 0,
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0,14,18,18,15,16,14, 9,10, 9, 9,15,14,10, 4, 6,10, 8, 8, 7,10, 9,10,16,18,10, 0, 0, 7,12,10, 8,
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0,14,19,14, 9,11,11, 8, 8,10,15, 9,10, 7, 4,10,13, 9, 7, 5, 5, 7, 7, 7,13,13, 5, 5,14,22,18,16,
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0,10,14,10, 3, 6, 5, 6, 8, 9, 8, 9, 5, 9, 8, 9, 6, 8, 8, 8, 1, 0, 0, 0, 9,17,12,12,17,19,20,13,
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6,11,17,11, 5, 5, 8,10, 6, 5, 6, 6, 3, 7, 9, 7, 6, 8,12,10, 4, 8, 6, 6,11,16,16,15,16,17,17,16,
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11, 9,10,10, 5, 6,12,10, 5, 1, 6,10, 5, 3, 3, 5, 4, 7,15,10, 7,13, 7, 8,15,11,15,15,15, 8,11,15,
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};
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// Just a 32x32 cloud rendered with the standard Photoshop filter
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static uint8_t pattern2[1024] =
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{
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9, 9, 8, 8, 8, 8, 6, 6,13,13,11,21,19,21,23,18,23,24,19,19,24,17,18,12, 9,14, 8,12,12, 5, 8, 6,
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11,10, 6, 7, 8, 8, 9,13,10,11,17,15,23,22,23,22,20,26,27,26,17,21,20,14,12, 8,11, 8,11, 7, 8, 7,
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6, 9,13,13,10, 9,13, 7,12,13,16,19,16,20,22,25,22,25,27,22,21,23,15,10,14,14,15,13,12, 8,12, 6,
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6, 7,12,12,12,16, 9,12,12,15,16,11,21,24,19,24,23,26,28,27,26,21,14,15, 7, 7,10,15,12,11,10, 9,
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7,14,11,16,12,18,16,14,16,14,11,14,15,21,23,17,20,18,26,24,27,18,20,11,11,14,10,17,17,10, 6,10,
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13, 9,14,10,13,11,14,15,18,15,15,12,19,19,20,18,22,20,19,22,19,19,19,20,17,15,15,11,16,14,10, 8,
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13,16,12,16,17,19,17,18,15,19,14,18,15,14,15,17,21,19,23,18,23,22,18,18,17,15,15,16,12,12,15,10,
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10,12,14,10,16,11,18,15,21,20,20,17,18,19,16,19,14,20,19,14,19,25,22,21,22,24,18,12, 9, 9, 8, 6,
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10,10,13, 9,15,13,20,19,22,18,18,17,17,21,21,13,13,12,19,18,16,17,27,26,22,23,20,17,12,11, 8, 9,
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7,13,14,15,11,13,18,22,19,23,23,20,22,24,21,14,12,16,17,19,18,18,22,18,24,23,19,17,16,14, 8, 7,
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12,12, 8, 8,16,20,26,25,28,28,22,29,23,22,21,18,13,16,15,15,20,17,25,24,19,17,17,17,15,10, 8, 9,
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7,12,15,11,17,20,25,25,25,29,30,31,28,26,18,16,17,18,20,21,22,20,23,19,18,19,10,16,16,11,11, 8,
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5, 6, 8,14,14,17,17,21,27,23,27,31,27,22,23,21,19,19,21,19,20,19,17,22,13,17,12,15,10,10,12, 6,
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8, 9, 8,14,15,16,15,18,27,26,23,25,23,22,18,21,20,17,19,20,20,16,20,14,15,13,12, 8, 8, 7,11,13,
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7, 6,11,11,11,13,15,22,25,24,26,22,24,26,23,18,24,24,20,18,20,16,17,12,12,12,10, 8,11, 9, 6, 8,
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9,10, 9, 6, 5,14,16,19,17,21,26,20,23,19,19,17,20,21,26,25,23,21,17,13,12, 5,13,11, 7,12,10,12,
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6, 5, 4,10,11, 9,10,13,17,20,20,18,23,26,27,20,21,24,20,19,24,20,18,10,11, 3, 6,13, 9, 6, 8, 8,
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1, 2, 2,11,13,13,11,16,16,16,19,21,20,23,22,28,21,20,19,18,23,16,18, 7, 5, 9, 7, 6, 5,10, 8, 8,
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0, 0, 6, 9,11,15,12,12,19,18,19,26,22,24,26,30,23,22,22,16,20,19,12,12, 3, 4, 6, 5, 4, 7, 2, 4,
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2, 0, 0, 7,11, 8,14,13,15,21,26,28,25,24,27,26,23,24,22,22,15,17,12, 8,10, 7, 7, 4, 0, 5, 0, 1,
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1, 2, 0, 1, 9,14,13,10,19,24,22,29,30,28,30,30,31,23,24,19,17,14,13, 8, 8, 8, 1, 4, 0, 0, 0, 3,
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5, 2, 4, 2, 9, 8, 8, 8,18,23,20,27,30,27,31,25,28,30,28,24,24,15,11,14,10, 3, 4, 3, 0, 0, 1, 3,
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9, 3, 4, 3, 5, 6, 8,13,14,23,21,27,28,27,28,27,27,29,30,24,22,23,13,15, 8, 6, 2, 0, 4, 3, 4, 1,
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6, 5, 5, 3, 9, 3, 6,14,13,16,23,26,28,23,30,31,28,29,26,27,21,20,15,15,13, 9, 1, 0, 2, 0, 5, 8,
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8, 4, 3, 7, 2, 0,10, 7,10,14,21,21,29,28,25,27,30,28,25,24,27,22,19,13,10, 5, 0, 0, 0, 0, 0, 7,
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7, 6, 7, 0, 2, 2, 5, 6,15,11,19,24,22,29,27,31,30,30,31,28,23,18,14,14, 7, 5, 0, 0, 1, 0, 1, 0,
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5, 5, 5, 0, 0, 4, 5,11, 7,10,13,20,21,21,28,31,28,30,26,28,25,21, 9,12, 3, 3, 0, 2, 2, 2, 0, 1,
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3, 3, 0, 2, 0, 3, 5, 3,11,11,16,19,19,27,26,26,30,27,28,26,23,22,16, 6, 2, 2, 3, 2, 0, 2, 4, 0,
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0, 0, 0, 3, 3, 1, 0, 4, 5, 9,11,16,24,20,28,26,28,24,28,25,22,21,16, 5, 7, 5, 7, 3, 2, 3, 3, 6,
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0, 0, 2, 0, 2, 0, 4, 3, 8,12, 9,17,16,23,23,27,27,22,26,22,21,21,13,14, 5, 3, 7, 3, 2, 4, 6, 1,
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2, 5, 6, 4, 0, 1, 5, 8, 7, 6,15,17,22,20,24,28,23,25,20,21,18,16,13,15,13,10, 8, 5, 5, 9, 3, 7,
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7, 7, 0, 5, 1, 6, 7, 9,12, 9,12,21,22,25,24,22,23,25,24,18,24,22,17,13,10, 9,10, 9, 6,11, 6, 5,
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};
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//=============================================================================
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//
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//
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//
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//=============================================================================
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FBackdropTexture::FBackdropTexture()
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{
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PixelsAreStatic = 3;
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Width = 144;
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Height = 160;
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WidthBits = 8;
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HeightBits = 8;
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WidthMask = 255;
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LastRenderTic = 0;
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for (int i = 0; i < COS_SIZE; ++i)
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{
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costab[i] = uint32_t(cos(i * (M_PI / (COS_SIZE / 2))) * 65536);
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}
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time1 = DEGREES(180);
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time2 = DEGREES(56);
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time3 = DEGREES(99);
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time4 = DEGREES(1);
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t1ang = DEGREES(90);
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t2ang = 0;
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z1ang = 0;
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z2ang = DEGREES(45);
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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bool FBackdropTexture::CheckModified(FRenderStyle)
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{
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return LastRenderTic != gametic;
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}
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//=============================================================================
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//
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// There's no point making this work as a regular texture as it is made to
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// work with special translations. As an alpha texture it should be fine.
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//
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//=============================================================================
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uint8_t *FBackdropTexture::MakeTexture(FRenderStyle style)
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{
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if (LastRenderTic != gametic)
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{
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Render();
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}
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return Pixels;
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}
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//=============================================================================
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//
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// This is one plasma and two rotozoomers. I think it turned out quite awesome.
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//
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//=============================================================================
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void FBackdropTexture::Render()
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{
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uint8_t *from;
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int width, height, pitch;
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width = 160;
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height = 144;
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pitch = width;
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int x, y;
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const uint32_t a1add = DEGREES(0.5);
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const uint32_t a2add = DEGREES(359);
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const uint32_t a3add = DEGREES(5 / 7.f);
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const uint32_t a4add = DEGREES(358.66666);
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const uint32_t t1add = DEGREES(358);
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const uint32_t t2add = DEGREES(357.16666);
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const uint32_t t3add = DEGREES(2.285);
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const uint32_t t4add = DEGREES(359.33333);
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const uint32_t x1add = 5 * 524288;
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const uint32_t x2add = 0u - 13 * 524288;
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const uint32_t z1add = 3 * 524288;
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const uint32_t z2add = 4 * 524288;
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uint32_t a1, a2, a3, a4;
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int32_t c1, c2, c3, c4;
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uint32_t tx, ty, tc, ts;
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uint32_t ux, uy, uc, us;
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uint32_t ltx, lty, lux, luy;
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from = Pixels;
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a3 = time3;
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a4 = time4;
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double z1 = (cos(TORAD(z2ang)) / 4 + 0.5) * (0x8000000);
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double z2 = (cos(TORAD(z1ang)) / 4 + 0.75) * (0x8000000);
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tc = int32_t(cos(TORAD(t1ang)) * z1);
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ts = int32_t(sin(TORAD(t1ang)) * z1);
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||||
uc = int32_t(cos(TORAD(t2ang)) * z2);
|
||||
us = int32_t(sin(TORAD(t2ang)) * z2);
|
||||
|
||||
ltx = -width / 2 * tc;
|
||||
lty = -width / 2 * ts;
|
||||
lux = -width / 2 * uc;
|
||||
luy = -width / 2 * us;
|
||||
|
||||
for (y = 0; y < height; ++y)
|
||||
{
|
||||
a1 = time1;
|
||||
a2 = time2;
|
||||
c3 = int32_t(cos(TORAD(a3)) * 65536.0);
|
||||
c4 = int32_t(cos(TORAD(a4)) * 65536.0);
|
||||
tx = ltx - (y - height / 2)*ts;
|
||||
ty = lty + (y - height / 2)*tc;
|
||||
ux = lux - (y - height / 2)*us;
|
||||
uy = luy + (y - height / 2)*uc;
|
||||
for (x = 0; x < width; ++x)
|
||||
{
|
||||
c1 = costab[a1 >> ANGLESHIFT];
|
||||
c2 = costab[a2 >> ANGLESHIFT];
|
||||
from[x] = ((c1 + c2 + c3 + c4) >> (16 + 3 - 7)) + 128 // plasma
|
||||
+ pattern1[(tx >> 27) + ((ty >> 22) & 992)] // rotozoomer 1
|
||||
+ pattern2[(ux >> 27) + ((uy >> 22) & 992)]; // rotozoomer 2
|
||||
tx += tc;
|
||||
ty += ts;
|
||||
ux += uc;
|
||||
uy += us;
|
||||
a1 += a1add;
|
||||
a2 += a2add;
|
||||
}
|
||||
a3 += a3add;
|
||||
a4 += a4add;
|
||||
from += pitch;
|
||||
}
|
||||
|
||||
time1 += t1add;
|
||||
time2 += t2add;
|
||||
time3 += t3add;
|
||||
time4 += t4add;
|
||||
t1ang += x1add;
|
||||
t2ang += x2add;
|
||||
z1ang += z1add;
|
||||
z2ang += z2add;
|
||||
|
||||
LastRenderTic = gametic;
|
||||
}
|
||||
|
||||
FTexture *GetBackdropTexture()
|
||||
{
|
||||
auto t = new FBackdropTexture;
|
||||
t->Name = "PlayerBackdrop";
|
||||
return t;
|
||||
}
|
|
@ -1010,7 +1010,6 @@ void FTextureManager::Init()
|
|||
// Texture 0 is a dummy texture used to indicate "no texture"
|
||||
AddTexture (new FDummyTexture);
|
||||
// some special textures used in the game.
|
||||
AddTexture(GetBackdropTexture());
|
||||
AddTexture(CreateShaderTexture(false, false));
|
||||
AddTexture(CreateShaderTexture(false, true));
|
||||
AddTexture(CreateShaderTexture(true, false));
|
||||
|
|
|
@ -297,6 +297,7 @@ void F2DDrawer::AddTexture(FTexture *img, DrawParms &parms)
|
|||
dg.mType = DrawTypeTriangles;
|
||||
dg.mVertCount = 4;
|
||||
dg.mTexture = img;
|
||||
if (img->bWarped) dg.mFlags |= DTF_Wrap;
|
||||
|
||||
dg.mTranslation = 0;
|
||||
SetStyle(img, parms, vertexcolor, dg);
|
||||
|
|
|
@ -403,3 +403,5 @@ animateddoor DORALN01
|
|||
pic DORALN06
|
||||
pic DORALN07
|
||||
pic DORALN08
|
||||
|
||||
warp texture b@ckdrop 0.83445
|
||||
|
|
|
@ -53,7 +53,8 @@ class ListMenuItemPlayerDisplay : ListMenuItem
|
|||
int mRandomClass;
|
||||
int mRandomTimer;
|
||||
int mClassNum;
|
||||
int mTranslation;
|
||||
Color mBaseColor;
|
||||
Color mAddColor;
|
||||
|
||||
enum EPDFlags
|
||||
{
|
||||
|
@ -73,18 +74,10 @@ class ListMenuItemPlayerDisplay : ListMenuItem
|
|||
{
|
||||
Super.Init(x, y, command);
|
||||
mOwner = menu;
|
||||
mBaseColor = c1;
|
||||
mAddColor = c2;
|
||||
|
||||
Translation trans;
|
||||
for (int i = 0; i < 256; i++)
|
||||
{
|
||||
int r = c1.r + c2.r * i / 255;
|
||||
int g = c1.g + c2.g * i / 255;
|
||||
int b = c1.b + c2.b * i / 255;
|
||||
trans.colors[i] = Color(255, r, g, b);
|
||||
}
|
||||
mTranslation = trans.AddTranslation();
|
||||
|
||||
mBackdrop = TexMan.CheckForTexture("PlayerBackdrop", TexMan.Type_MiscPatch);
|
||||
mBackdrop = TexMan.CheckForTexture("B@CKDROP", TexMan.Type_MiscPatch); // The weird name is to avoid clashes with mods.
|
||||
mPlayerClass = NULL;
|
||||
mPlayerState = NULL;
|
||||
mNoportrait = np;
|
||||
|
@ -255,10 +248,19 @@ class ListMenuItemPlayerDisplay : ListMenuItem
|
|||
int x = int(mXpos - 160) * CleanXfac + (screen.GetWidth() >> 1);
|
||||
int y = int(mYpos - 100) * CleanYfac + (screen.GetHeight() >> 1);
|
||||
|
||||
int r = mBaseColor.r + mAddColor.r;
|
||||
int g = mBaseColor.g + mAddColor.g;
|
||||
int b = mBaseColor.b + mAddColor.b;
|
||||
int m = max(r, g, b);
|
||||
r = r * 255 / m;
|
||||
g = g * 255 / m;
|
||||
b = b * 255 / m;
|
||||
Color c = Color(255, r, g, b);
|
||||
|
||||
screen.DrawTexture(mBackdrop, false, x, y - 1,
|
||||
DTA_DestWidth, 72 * CleanXfac,
|
||||
DTA_DestHeight, 80 * CleanYfac,
|
||||
DTA_TranslationIndex, mTranslation,
|
||||
DTA_Color, c,
|
||||
DTA_Masked, true);
|
||||
|
||||
Screen.DrawFrame (x, y, 72*CleanXfac, 80*CleanYfac-1);
|
||||
|
|
Loading…
Reference in a new issue