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https://github.com/ZDoom/gzdoom-gles.git
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251b096b48
Unlike the other classes, the places where variables from this class were accessed were quite scattered so there isn't much scriptified code. Instead, most of these places are now using the script variable access methods. This was the last remaining subclass of AActor, meaning that class Actor can now be opened for user-side extensions.
217 lines
6.6 KiB
C++
217 lines
6.6 KiB
C++
/*
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** v_blend.cpp
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** Screen blending stuff
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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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 <assert.h>
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#include "templates.h"
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#include "sbar.h"
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#include "c_cvars.h"
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#include "c_dispatch.h"
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#include "c_console.h"
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#include "v_video.h"
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#include "m_swap.h"
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#include "w_wad.h"
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#include "v_text.h"
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#include "s_sound.h"
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#include "gi.h"
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#include "doomstat.h"
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#include "g_level.h"
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#include "d_net.h"
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#include "colormatcher.h"
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#include "v_palette.h"
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#include "d_player.h"
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#include "g_levellocals.h"
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#include "vm.h"
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CVAR( Float, blood_fade_scalar, 1.0f, CVAR_ARCHIVE ) // [SP] Pulled from Skulltag - changed default from 0.5 to 1.0
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CVAR( Float, pickup_fade_scalar, 1.0f, CVAR_ARCHIVE ) // [SP] Uses same logic as blood_fade_scalar except for pickups
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// [RH] Amount of red flash for up to 114 damage points. Calculated by hand
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// using a logarithmic scale and my trusty HP48G.
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static uint8_t DamageToAlpha[114] =
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{
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0, 8, 16, 23, 30, 36, 42, 47, 53, 58, 62, 67, 71, 75, 79,
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83, 87, 90, 94, 97, 100, 103, 107, 109, 112, 115, 118, 120, 123, 125,
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128, 130, 133, 135, 137, 139, 141, 143, 145, 147, 149, 151, 153, 155, 157,
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159, 160, 162, 164, 165, 167, 169, 170, 172, 173, 175, 176, 178, 179, 181,
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182, 183, 185, 186, 187, 189, 190, 191, 192, 194, 195, 196, 197, 198, 200,
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201, 202, 203, 204, 205, 206, 207, 209, 210, 211, 212, 213, 214, 215, 216,
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217, 218, 219, 220, 221, 221, 222, 223, 224, 225, 226, 227, 228, 229, 229,
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230, 231, 232, 233, 234, 235, 235, 236, 237
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};
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/*
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=============
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SV_AddBlend
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[RH] This is from Q2.
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=============
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*/
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void V_AddBlend (float r, float g, float b, float a, float v_blend[4])
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{
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float a2, a3;
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if (a <= 0)
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return;
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a2 = v_blend[3] + (1-v_blend[3])*a; // new total alpha
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a3 = v_blend[3]/a2; // fraction of color from old
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v_blend[0] = v_blend[0]*a3 + r*(1-a3);
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v_blend[1] = v_blend[1]*a3 + g*(1-a3);
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v_blend[2] = v_blend[2]*a3 + b*(1-a3);
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v_blend[3] = a2;
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}
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//---------------------------------------------------------------------------
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//
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// BlendView
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//
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//---------------------------------------------------------------------------
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void V_AddPlayerBlend (player_t *CPlayer, float blend[4], float maxinvalpha, int maxpainblend)
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{
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int cnt;
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// [RH] All powerups can affect the screen blending now
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for (AActor *item = CPlayer->mo->Inventory; item != NULL; item = item->Inventory)
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{
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PalEntry color = 0;
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IFVIRTUALPTRNAME(item, NAME_Inventory, GetBlend)
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{
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VMValue params[1] = { item };
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VMReturn ret((int*)&color.d);
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VMCall(func, params, 1, &ret, 1);
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}
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if (color.a != 0)
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{
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V_AddBlend (color.r/255.f, color.g/255.f, color.b/255.f, color.a/255.f, blend);
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if (color.a/255.f > maxinvalpha) maxinvalpha = color.a/255.f;
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}
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}
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if (CPlayer->bonuscount)
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{
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cnt = CPlayer->bonuscount << 3;
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// [SP] Allow player to tone down intensity of pickup flash.
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cnt = (int)( cnt * pickup_fade_scalar );
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V_AddBlend (RPART(gameinfo.pickupcolor)/255.f, GPART(gameinfo.pickupcolor)/255.f,
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BPART(gameinfo.pickupcolor)/255.f, cnt > 128 ? 0.5f : cnt / 255.f, blend);
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}
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PalEntry painFlash = 0;
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IFVIRTUALPTRNAME(CPlayer->mo, NAME_PlayerPawn, GetPainFlash)
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{
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VMValue param = CPlayer->mo;
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VMReturn ret((int*)&painFlash.d);
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VMCall(func, ¶m, 1, &ret, 1);
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}
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if (painFlash.a != 0)
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{
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cnt = DamageToAlpha[MIN (113, CPlayer->damagecount * painFlash.a / 255)];
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// [BC] Allow users to tone down the intensity of the blood on the screen.
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cnt = (int)( cnt * blood_fade_scalar );
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if (cnt)
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{
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if (cnt > maxpainblend)
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cnt = maxpainblend;
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V_AddBlend (painFlash.r / 255.f, painFlash.g / 255.f, painFlash.b / 255.f, cnt / 255.f, blend);
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}
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}
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// Unlike Doom, I did not have any utility source to look at to find the
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// exact numbers to use here, so I've had to guess by looking at how they
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// affect the white color in Hexen's palette and picking an alpha value
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// that seems reasonable.
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// [Gez] The exact values could be obtained by looking how they affect
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// each color channel in Hexen's palette.
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if (CPlayer->poisoncount)
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{
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cnt = MIN (CPlayer->poisoncount, 64);
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if (paletteflash & PF_POISON)
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{
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V_AddBlend(44/255.f, 92/255.f, 36/255.f, ((cnt + 7) >> 3) * 0.1f, blend);
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}
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else
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{
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V_AddBlend (0.04f, 0.2571f, 0.f, cnt/93.2571428571f, blend);
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}
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}
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if (CPlayer->hazardcount)
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{
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if (paletteflash & PF_HAZARD)
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{
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if (CPlayer->hazardcount > 16*TICRATE || (CPlayer->hazardcount & 8))
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{
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float r = ((level.hazardflash & 0xff0000) >> 16) / 255.f;
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float g = ((level.hazardflash & 0xff00) >> 8) / 255.f;
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float b = ((level.hazardflash & 0xff)) / 255.f;
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V_AddBlend (r, g, b, 0.125f, blend);
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}
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}
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else
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{
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cnt= MIN(CPlayer->hazardcount/8, 64);
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float r = ((level.hazardcolor & 0xff0000) >> 16) / 255.f;
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float g = ((level.hazardcolor & 0xff00) >> 8) / 255.f;
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float b = ((level.hazardcolor & 0xff)) / 255.f;
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V_AddBlend (r, g, b, cnt/93.2571428571f, blend);
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}
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}
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if (CPlayer->mo->DamageType == NAME_Ice)
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{
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if (paletteflash & PF_ICE)
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{
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V_AddBlend(0.f, 0.f, 224/255.f, 0.5f, blend);
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}
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else
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{
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V_AddBlend (0.25f, 0.25f, 0.853f, 0.4f, blend);
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}
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}
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// cap opacity if desired
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if (blend[3] > maxinvalpha) blend[3] = maxinvalpha;
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}
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