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- customized invulnerability colormap does not interfere with Powerup.ColorMap
https://forum.zdoom.org/viewtopic.php?t=66955
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3 changed files with 54 additions and 25 deletions
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@ -2773,7 +2773,7 @@ static int D_DoomMain_Internal (void)
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// enable custom invulnerability map here
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if (cl_customizeinvulmap)
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R_InitColormaps(true);
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R_UpdateInvulnerabilityColormap();
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if (!restart)
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{
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@ -46,17 +46,17 @@
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CUSTOM_CVAR(Bool, cl_customizeinvulmap, false, CVAR_ARCHIVE|CVAR_NOINITCALL)
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{
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R_InitColormaps(true);
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R_UpdateInvulnerabilityColormap();
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}
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CUSTOM_CVAR(Color, cl_custominvulmapcolor1, 0x00001a, CVAR_ARCHIVE|CVAR_NOINITCALL)
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{
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if (cl_customizeinvulmap)
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R_InitColormaps(true);
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R_UpdateInvulnerabilityColormap();
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}
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CUSTOM_CVAR(Color, cl_custominvulmapcolor2, 0xa6a67a, CVAR_ARCHIVE|CVAR_NOINITCALL)
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{
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if (cl_customizeinvulmap)
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R_InitColormaps(true);
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R_UpdateInvulnerabilityColormap();
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}
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@ -99,6 +99,8 @@ static void FreeSpecialLights();
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//
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//==========================================================================
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static void UpdateSpecialColormap(unsigned int index, float r1, float g1, float b1, float r2, float g2, float b2);
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int AddSpecialColormap(float r1, float g1, float b1, float r2, float g2, float b2)
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{
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// Clamp these in range for the hardware shader.
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@ -123,8 +125,15 @@ int AddSpecialColormap(float r1, float g1, float b1, float r2, float g2, float b
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}
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}
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FSpecialColormap *cm = &SpecialColormaps[SpecialColormaps.Reserve(1)];
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UpdateSpecialColormap(SpecialColormaps.Reserve(1), r1, g1, b1, r2, g2, b2);
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return SpecialColormaps.Size() - 1;
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}
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static void UpdateSpecialColormap(unsigned int index, float r1, float g1, float b1, float r2, float g2, float b2)
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{
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assert(index < SpecialColormaps.Size());
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FSpecialColormap *cm = &SpecialColormaps[index];
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cm->ColorizeStart[0] = float(r1);
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cm->ColorizeStart[1] = float(g1);
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cm->ColorizeStart[2] = float(b1);
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@ -159,7 +168,6 @@ int AddSpecialColormap(float r1, float g1, float b1, float r2, float g2, float b
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MIN(255, int(g1 + i*g2)),
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MIN(255, int(b1 + i*b2)));
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}
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return SpecialColormaps.Size() - 1;
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}
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//==========================================================================
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@ -258,25 +266,6 @@ void R_InitColormaps (bool allowCustomColormap)
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}
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}
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// some of us really don't like Doom's idea of an invulnerability sphere colormap
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// this hack will override that
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if (allowCustomColormap && cl_customizeinvulmap)
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{
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uint32_t color1 = cl_custominvulmapcolor1;
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uint32_t color2 = cl_custominvulmapcolor2;
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float r1 = (float)((color1 & 0xff0000) >> 16) / 128.f;
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float g1 = (float)((color1 & 0x00ff00) >> 8) / 128.f;
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float b1 = (float)((color1 & 0x0000ff) >> 0) / 128.f;
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float r2 = (float)((color2 & 0xff0000) >> 16) / 128.f;
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float g2 = (float)((color2 & 0x00ff00) >> 8) / 128.f;
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float b2 = (float)((color2 & 0x0000ff) >> 0) / 128.f;
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SpecialColormapParms[0] = {{r1, g1, b1}, {r2, g2, b2}};
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}
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else
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{
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SpecialColormapParms[0] = {{1.0, 1.0, 1.0}, {0.0, 0.0, 0.0}};
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}
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// build default special maps (e.g. invulnerability)
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for (unsigned i = 0; i < countof(SpecialColormapParms); ++i)
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@ -341,3 +330,41 @@ uint32_t R_BlendForColormap (uint32_t map)
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map < fakecmaps.Size() ? uint32_t(fakecmaps[map].blend) : 0;
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}
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//==========================================================================
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//
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// R_UpdateInvulnerabilityColormap
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//
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//==========================================================================
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void R_UpdateInvulnerabilityColormap()
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{
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float r1, g1, b1, r2, g2, b2;
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// some of us really don't like Doom's idea of an invulnerability sphere colormap
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// this hack will override that
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if (cl_customizeinvulmap)
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{
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uint32_t color1 = cl_custominvulmapcolor1;
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uint32_t color2 = cl_custominvulmapcolor2;
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r1 = (float)((color1 & 0xff0000) >> 16) / 128.f;
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g1 = (float)((color1 & 0x00ff00) >> 8) / 128.f;
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b1 = (float)((color1 & 0x0000ff) >> 0) / 128.f;
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r2 = (float)((color2 & 0xff0000) >> 16) / 128.f;
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g2 = (float)((color2 & 0x00ff00) >> 8) / 128.f;
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b2 = (float)((color2 & 0x0000ff) >> 0) / 128.f;
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}
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else
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{
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FSpecialColormapParameters &defaultColors = SpecialColormapParms[0];
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r1 = defaultColors.Start[0];
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g1 = defaultColors.Start[1];
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b1 = defaultColors.Start[2];
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r2 = defaultColors.End[0];
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g2 = defaultColors.End[1];
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b2 = defaultColors.End[2];
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}
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UpdateSpecialColormap(0, r1, g1, b1, r2, g2, b2);
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}
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@ -8,6 +8,8 @@ struct lightlist_t;
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void R_InitColormaps (bool allowCustomColormap = false);
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void R_DeinitColormaps ();
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void R_UpdateInvulnerabilityColormap ();
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uint32_t R_ColormapNumForName(const char *name); // killough 4/4/98
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void R_SetDefaultColormap (const char *name); // [RH] change normal fadetable
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uint32_t R_BlendForColormap (uint32_t map); // [RH] return calculated blend for a colormap
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