gzdoom/src/v_blend.cpp

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2016-03-01 15:47:10 +00:00
/*
** v_blend.cpp
** Screen blending stuff
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include <assert.h>
#include "templates.h"
#include "sbar.h"
#include "c_cvars.h"
#include "c_dispatch.h"
#include "v_video.h"
#include "s_sound.h"
#include "gi.h"
#include "d_player.h"
#include "g_levellocals.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
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
// using a logarithmic scale and my trusty HP48G.
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static uint8_t DamageToAlpha[114] =
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{
0, 8, 16, 23, 30, 36, 42, 47, 53, 58, 62, 67, 71, 75, 79,
83, 87, 90, 94, 97, 100, 103, 107, 109, 112, 115, 118, 120, 123, 125,
128, 130, 133, 135, 137, 139, 141, 143, 145, 147, 149, 151, 153, 155, 157,
159, 160, 162, 164, 165, 167, 169, 170, 172, 173, 175, 176, 178, 179, 181,
182, 183, 185, 186, 187, 189, 190, 191, 192, 194, 195, 196, 197, 198, 200,
201, 202, 203, 204, 205, 206, 207, 209, 210, 211, 212, 213, 214, 215, 216,
217, 218, 219, 220, 221, 221, 222, 223, 224, 225, 226, 227, 228, 229, 229,
230, 231, 232, 233, 234, 235, 235, 236, 237
};
/*
=============
SV_AddBlend
[RH] This is from Q2.
=============
*/
void V_AddBlend (float r, float g, float b, float a, float v_blend[4])
{
float a2, a3;
if (a <= 0)
return;
a2 = v_blend[3] + (1-v_blend[3])*a; // new total alpha
a3 = v_blend[3]/a2; // fraction of color from old
v_blend[0] = v_blend[0]*a3 + r*(1-a3);
v_blend[1] = v_blend[1]*a3 + g*(1-a3);
v_blend[2] = v_blend[2]*a3 + b*(1-a3);
v_blend[3] = a2;
}
//---------------------------------------------------------------------------
//
// BlendView
//
//---------------------------------------------------------------------------
void V_AddPlayerBlend (player_t *CPlayer, float blend[4], float maxinvalpha, int maxpainblend)
{
int cnt;
// [RH] All powerups can affect the screen blending now
for (AInventory *item = CPlayer->mo->Inventory; item != NULL; item = item->Inventory)
{
PalEntry color = item->CallGetBlend ();
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if (color.a != 0)
{
V_AddBlend (color.r/255.f, color.g/255.f, color.b/255.f, color.a/255.f, blend);
if (color.a/255.f > maxinvalpha) maxinvalpha = color.a/255.f;
}
}
if (CPlayer->bonuscount)
{
cnt = CPlayer->bonuscount << 3;
// [SP] Allow player to tone down intensity of pickup flash.
cnt = (int)( cnt * pickup_fade_scalar );
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V_AddBlend (RPART(gameinfo.pickupcolor)/255.f, GPART(gameinfo.pickupcolor)/255.f,
BPART(gameinfo.pickupcolor)/255.f, cnt > 128 ? 0.5f : cnt / 255.f, blend);
}
PalEntry painFlash = CPlayer->mo->DamageFade;
CPlayer->GetPainFlash(CPlayer->mo->DamageTypeReceived, &painFlash);
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if (painFlash.a != 0)
{
cnt = DamageToAlpha[MIN (113, CPlayer->damagecount * painFlash.a / 255)];
// [BC] Allow users to tone down the intensity of the blood on the screen.
cnt = (int)( cnt * blood_fade_scalar );
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if (cnt)
{
if (cnt > maxpainblend)
cnt = maxpainblend;
V_AddBlend (painFlash.r / 255.f, painFlash.g / 255.f, painFlash.b / 255.f, cnt / 255.f, blend);
}
}
// Unlike Doom, I did not have any utility source to look at to find the
// exact numbers to use here, so I've had to guess by looking at how they
// affect the white color in Hexen's palette and picking an alpha value
// that seems reasonable.
// [Gez] The exact values could be obtained by looking how they affect
// each color channel in Hexen's palette.
if (CPlayer->poisoncount)
{
cnt = MIN (CPlayer->poisoncount, 64);
if (paletteflash & PF_POISON)
{
V_AddBlend(44/255.f, 92/255.f, 36/255.f, ((cnt + 7) >> 3) * 0.1f, blend);
}
else
{
V_AddBlend (0.04f, 0.2571f, 0.f, cnt/93.2571428571f, blend);
}
}
if (CPlayer->hazardcount)
{
if (paletteflash & PF_HAZARD)
{
if (CPlayer->hazardcount > 16*TICRATE || (CPlayer->hazardcount & 8))
{
float r = ((level.hazardflash & 0xff0000) >> 16) / 255.f;
float g = ((level.hazardflash & 0xff00) >> 8) / 255.f;
float b = ((level.hazardflash & 0xff)) / 255.f;
V_AddBlend (r, g, b, 0.125f, blend);
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}
}
else
{
cnt= MIN(CPlayer->hazardcount/8, 64);
float r = ((level.hazardcolor & 0xff0000) >> 16) / 255.f;
float g = ((level.hazardcolor & 0xff00) >> 8) / 255.f;
float b = ((level.hazardcolor & 0xff)) / 255.f;
V_AddBlend (r, g, b, cnt/93.2571428571f, blend);
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}
}
if (CPlayer->mo->DamageType == NAME_Ice)
{
if (paletteflash & PF_ICE)
{
V_AddBlend(0.f, 0.f, 224/255.f, 0.5f, blend);
}
else
{
V_AddBlend (0.25f, 0.25f, 0.853f, 0.4f, blend);
}
}
// cap opacity if desired
if (blend[3] > maxinvalpha) blend[3] = maxinvalpha;
}