mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-24 13:11:33 +00:00
- hooked up the colorization feature.
It can now be used from UDMF and ZScript. To avoid clutter it doesn't allow setting the values individually but requires definition of a data record in TEXTURES. colorization { DesaturationFactor <float> Invert AddColor <color> ModulateColor <color> BlendColor <color>, <mode> [, <alpha>] } Mode for BlendColor can be Alpha (normal translucent blending), as well as 3 special values taken from Build engine games: Screen, Overlay and HardLight.
This commit is contained in:
parent
f9d2dc51d0
commit
9b9fd35107
10 changed files with 265 additions and 79 deletions
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@ -210,6 +210,9 @@ Note: All <bool> fields default to false unless mentioned otherwise.
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coloradd_top = <int>; // Additive material color to apply to top section of sidedef. Default is black (0x000000)
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coloradd_mid = <int>; // Additive material color to apply to middle section of sidedef. Default is black (0x000000)
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coloradd_bottom = <int>; // Additive material color to apply to bottom section of sidedef. Default is black (0x000000)
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colorization_top = <int>; // Sets a colorization record for the upper texture. Colorization records must be defined in TEXTURES.
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colorization_mid = <int>; // Sets a colorization record for the middle texture. Colorization records must be defined in TEXTURES.
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colorization_bottom = <int>; // Sets a colorization record for the lower texture. Colorization records must be defined in TEXTURES.
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}
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sector
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@ -288,6 +291,9 @@ Note: All <bool> fields default to false unless mentioned otherwise.
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coloradd_sprites = <int>; // Additive material color applied to sprites within the sector. Default is black (0x000000)
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coloradd_walls = <int>; // Additive material color applied to walls within the sector. Default is black (0x000000)
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colorization_floor = <int>; // Sets a colorization record for the floor texture. Colorization records must be defined in TEXTURES.
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colorization_ceiling = <int>; // Sets a colorization record for the ceiling texture. Colorization records must be defined in TEXTURES.
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portal_ceil_blocksound = <bool>; // ceiling portal blocks sound.
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portal_ceil_disabled = <bool>; // ceiling portal disabled.
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portal_ceil_nopass = <bool>; // ceiling portal blocks movement if true.
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@ -495,6 +501,9 @@ arg0str in dynamic lights.
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Added automapstyle and revealed linedef properties.
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Replaced tabs with spaces.
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1.31 22.12.2019
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Coloriation options added
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===============================================================================
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EOF
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===============================================================================
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@ -34,6 +34,7 @@
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#include "templates.h"
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#include "m_bbox.h"
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#include "dobjgc.h"
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#include "r_data/r_translate.h"
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// Some more or less basic data types
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// we depend on.
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@ -601,76 +602,6 @@ FSerializer &Serialize(FSerializer &arc, const char *key, secspecial_t &spec, se
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enum class EMoveResult { ok, crushed, pastdest };
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struct TextureManipulation
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{
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enum
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{
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BlendNone = 0,
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BlendAlpha = 1,
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BlendScreen = 2,
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BlendOverlay = 3,
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BlendHardLight = 4,
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BlendMask = 7,
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InvertBit = 8,
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ActiveBit = 16, // Must be set for the shader to do something
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};
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PalEntry AddColor; // Alpha contains the blend flags
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PalEntry ModulateColor; // Alpha may contain a multiplier to get higher values than 1.0 without promoting this to 4 full floats.
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PalEntry BlendColor;
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float DesaturationFactor;
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bool CheckIfEnabled() // check if this manipulation is doing something. NoOps do not need to be preserved, unless they override older setttings.
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{
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if (AddColor != 0 || // this includes a check for the blend mode without which BlendColor is not active
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ModulateColor != 0x01ffffff || // 1 in alpha must be the default for a no-op.
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DesaturationFactor != 0)
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{
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AddColor.a |= ActiveBit; // mark as active for the shader's benefit.
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return true;
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}
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return false;
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}
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void SetTextureModulateColor(int slot, PalEntry rgb)
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{
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rgb.a = ModulateColor.a;
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ModulateColor = rgb;
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}
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void SetTextureModulateScaleFactor(int slot, int fac)
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{
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ModulateColor.a = (uint8_t)fac;
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}
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void SetTextureAdditiveColor(int slot, PalEntry rgb)
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{
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rgb.a = AddColor.a;
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AddColor = rgb;
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}
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void SetTextureBlendColor(int slot, PalEntry rgb)
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{
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BlendColor = rgb;
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}
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void SetTextureDesaturationFactor(int slot, double fac)
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{
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DesaturationFactor = (float)fac;
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}
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void SetTextureBlendMode(int slot, int mode)
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{
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AddColor.a = (AddColor.a & ~TextureManipulation::BlendMask) | (mode & TextureManipulation::BlendMask);
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}
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void SetTextureInvert(bool on)
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{
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AddColor.a |= TextureManipulation::InvertBit;
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AddColor.a &= ~TextureManipulation::InvertBit;
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}
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};
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struct sector_t
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{
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@ -1129,9 +1060,10 @@ public:
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// TextureFX parameters
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void SetTextureFx(int slot, const TextureManipulation &tm)
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void SetTextureFx(int slot, const TextureManipulation *tm)
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{
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planes[slot].TextureFx = tm; // this is for getting the data from a texture.
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if (tm) planes[slot].TextureFx = *tm; // this is for getting the data from a texture.
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else planes[slot].TextureFx = {};
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}
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@ -1429,10 +1361,17 @@ struct side_t
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textures[which].AdditiveColor = rgb;
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}
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void SetTextureFx(int slot, const TextureManipulation& tm)
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void SetTextureFx(int slot, const TextureManipulation* tm)
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{
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textures[slot].TextureFx = tm; // this is for getting the data from a texture.
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if (tm.AddColor.a) Flags |= WALLF_EXTCOLOR;
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if (tm)
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{
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textures[slot].TextureFx = *tm; // this is for getting the data from a texture.
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if (tm->AddColor.a) Flags |= WALLF_EXTCOLOR;
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}
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else
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{
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textures[slot].TextureFx = {};
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}
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}
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PalEntry GetAdditiveColor(int which, sector_t *frontsector) const
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@ -141,6 +141,7 @@ void FTextureManager::DeleteAll()
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}
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mAnimatedDoors.Clear();
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BuildTileData.Clear();
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tmanips.Clear();
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}
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//==========================================================================
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@ -688,6 +689,69 @@ void FTextureManager::AddHiresTextures (int wadnum)
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//
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//==========================================================================
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void FTextureManager::ParseColorization(FScanner& sc)
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{
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TextureManipulation tm = {};
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sc.MustGetString();
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FName cname = sc.String;
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sc.MustGetToken('{');
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while (!sc.CheckToken('}'))
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{
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if (sc.Compare("desaturation"))
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{
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sc.MustGetFloat();
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tm.DesaturationFactor = sc.Float;
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}
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else if (sc.Compare("AddColor"))
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{
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sc.MustGetString();
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tm.AddColor = (tm.AddColor & 0xff000000) | (V_GetColor(NULL, sc) & 0xffffff);
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}
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else if (sc.Compare("ModulateColor"))
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{
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sc.MustGetString();
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tm.ModulateColor = V_GetColor(NULL, sc) & 0xffffff;
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if (sc.CheckToken(','))
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{
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sc.MustGetNumber();
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tm.ModulateColor.a = sc.Number;
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}
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}
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else if (sc.Compare("BlendColor"))
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{
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sc.MustGetString();
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tm.BlendColor = V_GetColor(NULL, sc) & 0xffffff;
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sc.MustGetToken(',');
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sc.MustGetString();
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static const char* opts[] = {"none", "alpha", "screen", "overlay", "hardlight", nullptr};
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tm.AddColor.a = (tm.AddColor.a & ~TextureManipulation::BlendMask) | sc.MustMatchString(opts);
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if (sc.CheckToken(','))
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{
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sc.MustGetFloat();
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tm.BlendColor.a = clamp(sc.Float, 0., 1.) * 255;
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}
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}
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else if (sc.Compare("invert"))
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{
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tm.AddColor.a |= TextureManipulation::InvertBit;
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}
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}
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if (tm.CheckIfEnabled())
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{
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tmanips.Insert(cname, tm);
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}
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else
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{
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tmanips.Remove(cname);
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}
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}
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//==========================================================================
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//
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// Loads the HIRESTEX lumps
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//
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//==========================================================================
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void FTextureManager::LoadTextureDefs(int wadnum, const char *lumpname, FMultipatchTextureBuilder &build)
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{
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int remapLump, lastLump;
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@ -824,19 +888,23 @@ void FTextureManager::ParseTextureDef(int lump, FMultipatchTextureBuilder &build
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}
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else if (sc.Compare("sprite"))
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{
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build.ParseTexture(sc, ETextureType::Sprite);
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build.ParseTexture(sc, ETextureType::Sprite);
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}
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else if (sc.Compare("walltexture"))
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{
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build.ParseTexture(sc, ETextureType::Wall);
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build.ParseTexture(sc, ETextureType::Wall);
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}
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else if (sc.Compare("flat"))
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{
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build.ParseTexture(sc, ETextureType::Flat);
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build.ParseTexture(sc, ETextureType::Flat);
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}
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else if (sc.Compare("graphic"))
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{
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build.ParseTexture(sc, ETextureType::MiscPatch);
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build.ParseTexture(sc, ETextureType::MiscPatch);
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}
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else if (sc.Compare("colorization"))
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{
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ParseColorization(sc);
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}
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else if (sc.Compare("#include"))
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{
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@ -601,6 +601,7 @@ public:
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void AddPatches (int lumpnum);
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void AddHiresTextures (int wadnum);
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void LoadTextureDefs(int wadnum, const char *lumpname, FMultipatchTextureBuilder &build);
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void ParseColorization(FScanner& sc);
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void ParseTextureDef(int remapLump, FMultipatchTextureBuilder &build);
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void SortTexturesByType(int start, int end);
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bool AreTexturesCompatible (FTextureID picnum1, FTextureID picnum2);
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FSwitchDef *FindSwitch (FTextureID texture);
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FDoorAnimation *FindAnimatedDoor (FTextureID picnum);
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TextureManipulation* GetTextureManipulation(FName name)
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{
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return tmanips.CheckKey(name);
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}
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private:
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// texture counting
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TArray<FSwitchDef *> mSwitchDefs;
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TArray<FDoorAnimation> mAnimatedDoors;
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TMap<FName, TextureManipulation> tmanips;
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public:
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TArray<FAnimDef *> mAnimations;
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@ -1295,6 +1295,18 @@ public:
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Flag(sd->Flags, WALLF_NOAUTODECALS, key);
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continue;
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case NAME_colorization_top:
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sd->SetTextureFx(side_t::top, TexMan.GetTextureManipulation(CheckString(key)));
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break;
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case NAME_colorization_mid:
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sd->SetTextureFx(side_t::mid, TexMan.GetTextureManipulation(CheckString(key)));
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break;
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case NAME_colorization_bottom:
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sd->SetTextureFx(side_t::bottom, TexMan.GetTextureManipulation(CheckString(key)));
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break;
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case NAME_nogradient_top:
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Flag(sd->textures[side_t::top].flags, side_t::part::NoGradient, key);
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break;
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sec->AdditiveColors[sector_t::sprites] = CheckInt(key) | 0xff000000;
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break;
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case NAME_colorization_floor:
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sec->SetTextureFx(sector_t::floor, TexMan.GetTextureManipulation(CheckString(key)));
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break;
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case NAME_colorization_ceiling:
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sec->SetTextureFx(sector_t::ceiling, TexMan.GetTextureManipulation(CheckString(key)));
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break;
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case NAME_Desaturation:
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desaturation = int(255*CheckFloat(key) + FLT_EPSILON); // FLT_EPSILON to avoid rounding errors with numbers slightly below a full integer.
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continue;
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@ -89,6 +89,31 @@ FSerializer &Serialize(FSerializer &arc, const char *key, line_t &line, line_t *
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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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FSerializer& Serialize(FSerializer& arc, const char* key, TextureManipulation& part, TextureManipulation *def)
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{
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if (arc.canSkip() && def != nullptr && !memcmp(&part, def, sizeof(part)))
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{
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return arc;
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}
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if (arc.BeginObject(key))
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{
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arc("addcolor", part.AddColor, def->AddColor)
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("yoffset", part.ModulateColor, def->ModulateColor)
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("xscale", part.BlendColor, def->BlendColor)
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("yscale", part.DesaturationFactor, def->DesaturationFactor)
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.EndObject();
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}
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return arc;
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}
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//==========================================================================
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//
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//
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@ -114,6 +139,7 @@ FSerializer &Serialize(FSerializer &arc, const char *key, side_t::part &part, si
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("color1", part.SpecialColors[0], def->SpecialColors[0])
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("color2", part.SpecialColors[1], def->SpecialColors[1])
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("addcolor", part.AdditiveColor, def->AdditiveColor)
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("texturefx", part.TextureFx, def->TextureFx)
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.EndObject();
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}
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return arc;
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@ -212,6 +238,7 @@ FSerializer &Serialize(FSerializer &arc, const char *key, sector_t::splane &p, s
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("alpha", p.alpha, def->alpha)
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("glowcolor", p.GlowColor, def->GlowColor)
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("glowheight", p.GlowHeight, def->GlowHeight)
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("texturefx", p.TextureFx, def->TextureFx)
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.EndObject();
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}
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return arc;
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@ -147,6 +147,77 @@ int CreateBloodTranslation(PalEntry color);
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int R_FindCustomTranslation(FName name);
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void R_ParseTrnslate();
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struct TextureManipulation
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{
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enum
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{
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BlendNone = 0,
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BlendAlpha = 1,
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BlendScreen = 2,
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BlendOverlay = 3,
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BlendHardLight = 4,
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BlendMask = 7,
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InvertBit = 8,
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ActiveBit = 16, // Must be set for the shader to do something
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};
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PalEntry AddColor; // Alpha contains the blend flags
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PalEntry ModulateColor; // Alpha may contain a multiplier to get higher values than 1.0 without promoting this to 4 full floats.
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PalEntry BlendColor;
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float DesaturationFactor;
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bool CheckIfEnabled() // check if this manipulation is doing something. NoOps do not need to be preserved, unless they override older setttings.
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{
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if (AddColor != 0 || // this includes a check for the blend mode without which BlendColor is not active
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ModulateColor != 0x01ffffff || // 1 in alpha must be the default for a no-op.
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DesaturationFactor != 0)
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{
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AddColor.a |= ActiveBit; // mark as active for the shader's benefit.
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return true;
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}
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return false;
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}
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void SetTextureModulateColor(int slot, PalEntry rgb)
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{
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rgb.a = ModulateColor.a;
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ModulateColor = rgb;
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}
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void SetTextureModulateScaleFactor(int slot, int fac)
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{
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ModulateColor.a = (uint8_t)fac;
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}
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void SetTextureAdditiveColor(int slot, PalEntry rgb)
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{
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rgb.a = AddColor.a;
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AddColor = rgb;
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}
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void SetTextureBlendColor(int slot, PalEntry rgb)
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{
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BlendColor = rgb;
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}
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void SetTextureDesaturationFactor(int slot, double fac)
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{
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DesaturationFactor = (float)fac;
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}
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void SetTextureBlendMode(int slot, int mode)
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{
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AddColor.a = (AddColor.a & ~TextureManipulation::BlendMask) | (mode & TextureManipulation::BlendMask);
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}
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void SetTextureInvert(bool on)
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{
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AddColor.a |= TextureManipulation::InvertBit;
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AddColor.a &= ~TextureManipulation::InvertBit;
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}
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};
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#endif // __R_TRANSLATE_H
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@ -652,6 +652,24 @@ DEFINE_ACTION_FUNCTION_NATIVE(_Sector, SetAdditiveColor, SetAdditiveColor)
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return 0;
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}
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static void SetColorization(sector_t* self, int pos, int cname)
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{
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if (pos >= 0 && pos < 2)
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{
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self->SetTextureFx(pos, TexMan.GetTextureManipulation(ENamedName(cname)));
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}
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}
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DEFINE_ACTION_FUNCTION_NATIVE(_Sector, SetColorization, SetColorization)
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{
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PARAM_SELF_STRUCT_PROLOGUE(sector_t);
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PARAM_INT(pos);
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PARAM_INT(color);
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SetColorization(self, pos, color);
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return 0;
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}
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static void SetFogDensity(sector_t *self, int dens)
|
||||
{
|
||||
self->Colormap.FogDensity = dens;
|
||||
|
@ -1749,6 +1767,25 @@ DEFINE_ACTION_FUNCTION_NATIVE(_Sector, SetXOffset, SetXOffset)
|
|||
return 0;
|
||||
}
|
||||
|
||||
static void SetWallColorization(side_t* self, int pos, int cname)
|
||||
{
|
||||
if (pos >= 0 && pos < 2)
|
||||
{
|
||||
self->SetTextureFx(pos, TexMan.GetTextureManipulation(ENamedName(cname)));
|
||||
}
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(_Side, SetColorization, SetWallColorization)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(side_t);
|
||||
PARAM_INT(pos);
|
||||
PARAM_INT(color);
|
||||
SetWallColorization(self, pos, color);
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
|
||||
static int SideIndex(side_t *self)
|
||||
{
|
||||
return self->Index();
|
||||
|
|
|
@ -671,6 +671,11 @@ xx(useowncoloradd_mid)
|
|||
xx(coloradd_mid)
|
||||
xx(useowncoloradd_bottom)
|
||||
xx(coloradd_bottom)
|
||||
xx(colorization_top)
|
||||
xx(colorization_mid)
|
||||
xx(colorization_bottom)
|
||||
xx(colorization_floor)
|
||||
xx(colorization_ceiling)
|
||||
|
||||
xx(Renderstyle)
|
||||
|
||||
|
|
|
@ -87,6 +87,7 @@ struct Side native play
|
|||
native Color GetAdditiveColor(int tier);
|
||||
native void SetAdditiveColor(int tier, Color color);
|
||||
native void EnableAdditiveColor(int tier, bool enable);
|
||||
native void SetColorization(int tier, Name cname);
|
||||
//native DInterpolation *SetInterpolation(int position);
|
||||
//native void StopInterpolation(int position);
|
||||
|
||||
|
@ -469,6 +470,7 @@ struct Sector native play
|
|||
native void SetGlowColor(int pos, color color);
|
||||
native void SetSpecialColor(int pos, color color);
|
||||
native void SetAdditiveColor(int pos, Color color);
|
||||
native void SetColorization(int tier, Name cname);
|
||||
|
||||
native TextureID GetTexture(int pos);
|
||||
native void SetTexture(int pos, TextureID tex, bool floorclip = true);
|
||||
|
|
Loading…
Reference in a new issue