From 22dfc8233888c6fb43fd0a9df1aaf90208735409 Mon Sep 17 00:00:00 2001 From: Randy Heit Date: Thu, 23 Feb 2012 02:50:36 +0000 Subject: [PATCH] - Use the same darkening amount for default blood and custom blood particles. - Cache particle colors so custom particle colors don't require a full scan of the palette each time they're created. Also fixes a bug with custom blood colors. SVN r3385 (trunk) --- src/p_effect.cpp | 39 +++++++++++++++++++++++++++++---------- 1 file changed, 29 insertions(+), 10 deletions(-) diff --git a/src/p_effect.cpp b/src/p_effect.cpp index 48fb5ffa17..d701460569 100644 --- a/src/p_effect.cpp +++ b/src/p_effect.cpp @@ -208,6 +208,28 @@ void P_FindParticleSubsectors () } } +static TMap ColorSaver; + +static uint32 ParticleColor(int rgb) +{ + int *val; + int stuff; + + val = ColorSaver.CheckKey(rgb); + if (val != NULL) + { + return *val; + } + stuff = rgb | (ColorMatcher.Pick(RPART(rgb), GPART(rgb), BPART(rgb)) << 24); + ColorSaver[rgb] = stuff; + return stuff; +} + +static uint32 ParticleColor(int r, int g, int b) +{ + return ParticleColor(MAKERGB(r, g, b)); +} + void P_InitEffects () { const struct ColorList *color = Colors; @@ -215,15 +237,13 @@ void P_InitEffects () P_InitParticles(); while (color->color) { - *(color->color) = (MAKERGB(color->r, color->g, color->b) - | (ColorMatcher.Pick (color->r, color->g, color->b) << 24)); + *(color->color) = ParticleColor(color->r, color->g, color->b); color++; } int kind = gameinfo.defaultbloodparticlecolor; - int kind3 = MAKERGB(RPART(kind)/3, GPART(kind)/3, BPART(kind)/3); - blood1 = kind | (ColorMatcher.Pick(RPART(kind), GPART(kind), BPART(kind)) << 24); - blood2 = kind3 | (ColorMatcher.Pick(RPART(kind3), GPART(kind3), BPART(kind3)) << 24); + blood1 = ParticleColor(kind); + blood2 = ParticleColor(RPART(kind)/3, GPART(kind)/3, BPART(kind)/3); } @@ -522,9 +542,8 @@ void P_DrawSplash2 (int count, fixed_t x, fixed_t y, fixed_t z, angle_t angle, i color2 = grey1; break; default: // colorized blood - color1 = kind | (ColorMatcher.Pick(RPART(kind), GPART(kind), BPART(kind)) << 24); - color2 = MAKERGB((kind)>>1, GPART(kind)>>1, BPART(kind)>>1) - | (ColorMatcher.Pick(RPART(kind)>>1, GPART(kind)>>1, BPART(kind)>>1) << 24); + color1 = ParticleColor(kind); + color2 = ParticleColor(RPART(kind)/3, GPART(kind)/3, BPART(kind)/3); break; } @@ -649,7 +668,7 @@ void P_DrawRailTrail (AActor *source, const FVector3 &start, const FVector3 &end FVector3 spiral_step = step * r_rail_spiralsparsity; int spiral_steps = steps * r_rail_spiralsparsity; - color1 = color1 == 0 ? -1 : color1 | (ColorMatcher.Pick(RPART(color1), GPART(color1), BPART(color1)) <<24); + color1 = color1 == 0 ? -1 : ParticleColor(color1); pos = start; deg = FAngle(270); for (i = spiral_steps; i; i--) @@ -702,7 +721,7 @@ void P_DrawRailTrail (AActor *source, const FVector3 &start, const FVector3 &end FVector3 trail_step = step * r_rail_trailsparsity; int trail_steps = steps * r_rail_trailsparsity; - color2 = color2 == 0 ? -1 : color2 | (ColorMatcher.Pick(RPART(color2), GPART(color2), BPART(color2)) <<24); + color2 = color2 == 0 ? -1 : ParticleColor(color2); FVector3 diff(0, 0, 0); pos = start;