Moved ColormapNum to visstyle_t and changed colormap to BaseColormap

This commit is contained in:
Magnus Norddahl 2016-06-02 19:26:27 +02:00
parent 41537a50ab
commit 672b80898b
4 changed files with 70 additions and 52 deletions

View file

@ -737,7 +737,8 @@ int APowerInvisibility::AlterWeaponSprite (visstyle_t *vis)
if ((vis->Alpha < 0.25f && special1 > 0) || (vis->Alpha == 0))
{
vis->Alpha = clamp((1.f - float(Strength/100)), 0.f, 1.f);
vis->colormap = SpecialColormaps[INVERSECOLORMAP].Colormap;
vis->BaseColormap = SpecialColormaps[INVERSECOLORMAP].Colormap;
vis->ColormapNum = 0;
}
return -1; // This item is valid so another one shouldn't reset the translucency
}

View file

@ -1401,7 +1401,8 @@ typedef BYTE lighttable_t; // This could be wider for >8 bit display.
// This encapsulates the fields of vissprite_t that can be altered by AlterWeaponSprite
struct visstyle_t
{
lighttable_t *colormap;
int ColormapNum; // Which colormap is rendered
lighttable_t *BaseColormap; // Base colormap used together with ColormapNum
float Alpha;
FRenderStyle RenderStyle;
};

View file

@ -408,7 +408,7 @@ void R_DrawVisSprite (vissprite_t *vis)
}
fixed_t centeryfrac = FLOAT2FIXED(CenterY);
R_SetColorMapLight(vis->Style.colormap, 0, 0);
R_SetColorMapLight(vis->Style.BaseColormap, 0, vis->Style.ColormapNum << FRACBITS);
mode = R_SetPatchStyle (vis->Style.RenderStyle, vis->Style.Alpha, vis->Translation, vis->FillColor);
@ -416,7 +416,7 @@ void R_DrawVisSprite (vissprite_t *vis)
{ // For shaded sprites, R_SetPatchStyle sets a dc_colormap to an alpha table, but
// it is the brightest one. We need to get back to the proper light level for
// this sprite.
R_SetColorMapLight(dc_colormap, 0, vis->ColormapNum << FRACBITS);
R_SetColorMapLight(dc_colormap, 0, vis->Style.ColormapNum << FRACBITS);
}
if (mode != DontDraw)
@ -654,7 +654,7 @@ void R_DrawVisVoxel(vissprite_t *spr, int minslabz, int maxslabz, short *cliptop
int flags = 0;
// Do setup for blending.
R_SetColorMapLight(spr->Style.colormap, 0, 0);
R_SetColorMapLight(spr->Style.BaseColormap, 0, spr->Style.ColormapNum << FRACBITS);
mode = R_SetPatchStyle(spr->Style.RenderStyle, spr->Style.Alpha, spr->Translation, spr->FillColor);
if (mode == DontDraw)
@ -680,7 +680,7 @@ void R_DrawVisVoxel(vissprite_t *spr, int minslabz, int maxslabz, short *cliptop
// Render the voxel, either directly to the screen or offscreen.
R_DrawVoxel(spr->pa.vpos, spr->pa.vang, spr->gpos, spr->Angle,
spr->xscale, FLOAT2FIXED(spr->yscale), spr->voxel, spr->Style.colormap, cliptop, clipbot,
spr->xscale, FLOAT2FIXED(spr->yscale), spr->voxel, spr->Style.BaseColormap + (spr->Style.ColormapNum << COLORMAPSHIFT), cliptop, clipbot,
minslabz, maxslabz, flags);
// Blend the voxel, if that's what we need to do.
@ -1058,7 +1058,7 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
vis->Style.Alpha = float(thing->Alpha);
vis->fakefloor = fakefloor;
vis->fakeceiling = fakeceiling;
vis->ColormapNum = 0;
vis->Style.ColormapNum = 0;
vis->bInMirror = MirrorFlags & RF_XFLIP;
vis->bSplitSprite = false;
@ -1110,7 +1110,8 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
// get light level
if (fixedcolormap != NULL)
{ // fixed map
vis->Style.colormap = fixedcolormap;
vis->Style.BaseColormap = fixedcolormap;
vis->Style.ColormapNum = 0;
}
else
{
@ -1120,17 +1121,19 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
}
if (fixedlightlev >= 0)
{
vis->Style.colormap = mybasecolormap->Maps + fixedlightlev;
vis->Style.BaseColormap = mybasecolormap->Maps;
vis->Style.ColormapNum = fixedlightlev >> COLORMAPSHIFT;
}
else if (!foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT)))
{ // full bright
vis->Style.colormap = mybasecolormap->Maps;
vis->Style.BaseColormap = mybasecolormap->Maps;
vis->Style.ColormapNum = 0;
}
else
{ // diminished light
vis->ColormapNum = GETPALOOKUP(
vis->Style.ColormapNum = GETPALOOKUP(
r_SpriteVisibility / MAX(tz, MINZ), spriteshade);
vis->Style.colormap = mybasecolormap->Maps + (vis->ColormapNum << COLORMAPSHIFT);
vis->Style.BaseColormap = mybasecolormap->Maps;
}
}
}
@ -1199,14 +1202,13 @@ static void R_ProjectWallSprite(AActor *thing, const DVector3 &pos, FTextureID p
vis->Style.Alpha = float(thing->Alpha);
vis->fakefloor = NULL;
vis->fakeceiling = NULL;
vis->ColormapNum = 0;
vis->bInMirror = MirrorFlags & RF_XFLIP;
vis->pic = pic;
vis->bIsVoxel = false;
vis->bWallSprite = true;
vis->ColormapNum = GETPALOOKUP(
vis->Style.ColormapNum = GETPALOOKUP(
r_SpriteVisibility / MAX(tz, MINZ), spriteshade);
vis->Style.colormap = basecolormap->Maps + (vis->ColormapNum << COLORMAPSHIFT);
vis->Style.BaseColormap = basecolormap->Maps;
vis->wallc = wallc;
}
@ -1376,7 +1378,7 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double
vis->yscale = float(pspriteyscale / tex->Scale.Y);
vis->Translation = 0; // [RH] Use default colors
vis->pic = tex;
vis->ColormapNum = 0;
vis->Style.ColormapNum = 0;
if (flip)
{
@ -1426,7 +1428,8 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double
if (realfixedcolormap != NULL)
{ // fixed color
vis->Style.colormap = realfixedcolormap->Colormap;
vis->Style.BaseColormap = realfixedcolormap->Colormap;
vis->Style.ColormapNum = 0;
}
else
{
@ -1436,35 +1439,39 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double
}
if (fixedlightlev >= 0)
{
vis->Style.colormap = mybasecolormap->Maps + fixedlightlev;
vis->Style.BaseColormap = mybasecolormap->Maps;
vis->Style.ColormapNum = fixedlightlev >> COLORMAPSHIFT;
}
else if (!foggy && psp->state->GetFullbright())
{ // full bright
vis->Style.colormap = mybasecolormap->Maps; // [RH] use basecolormap
vis->Style.BaseColormap = mybasecolormap->Maps; // [RH] use basecolormap
vis->Style.ColormapNum = 0;
}
else
{ // local light
vis->Style.colormap = mybasecolormap->Maps + (GETPALOOKUP (0, spriteshade) << COLORMAPSHIFT);
vis->Style.BaseColormap = mybasecolormap->Maps;
vis->Style.ColormapNum = GETPALOOKUP(0, spriteshade);
}
}
if (camera->Inventory != NULL)
{
lighttable_t *oldcolormap = vis->Style.colormap;
BYTE oldcolormapnum = vis->Style.ColormapNum;
lighttable_t *oldcolormap = vis->Style.BaseColormap;
camera->Inventory->AlterWeaponSprite (&vis->Style);
if (vis->Style.colormap != oldcolormap)
if (vis->Style.BaseColormap != oldcolormap || vis->Style.ColormapNum != oldcolormapnum)
{
// The colormap has changed. Is it one we can easily identify?
// If not, then don't bother trying to identify it for
// hardware accelerated drawing.
if (vis->Style.colormap < SpecialColormaps[0].Colormap ||
vis->Style.colormap > SpecialColormaps.Last().Colormap)
if (vis->Style.BaseColormap < SpecialColormaps[0].Colormap ||
vis->Style.BaseColormap > SpecialColormaps.Last().Colormap)
{
noaccel = true;
}
// Has the basecolormap changed? If so, we can't hardware accelerate it,
// since we don't know what it is anymore.
else if (vis->Style.colormap < mybasecolormap->Maps ||
vis->Style.colormap >= mybasecolormap->Maps + NUMCOLORMAPS*256)
else if (vis->Style.BaseColormap < mybasecolormap->Maps ||
vis->Style.BaseColormap >= mybasecolormap->Maps + NUMCOLORMAPS*256)
{
noaccel = true;
}
@ -1472,8 +1479,8 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double
}
// If we're drawing with a special colormap, but shaders for them are disabled, do
// not accelerate.
if (!r_shadercolormaps && (vis->Style.colormap >= SpecialColormaps[0].Colormap &&
vis->Style.colormap <= SpecialColormaps.Last().Colormap))
if (!r_shadercolormaps && (vis->Style.BaseColormap >= SpecialColormaps[0].Colormap &&
vis->Style.BaseColormap <= SpecialColormaps.Last().Colormap))
{
noaccel = true;
}
@ -1495,7 +1502,8 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double
else
{
colormap_to_use = basecolormap;
vis->Style.colormap = basecolormap->Maps;
vis->Style.BaseColormap = basecolormap->Maps;
vis->Style.ColormapNum = 0;
vis->Style.RenderStyle = STYLE_Normal;
}
@ -1641,18 +1649,18 @@ void R_DrawRemainingPlayerSprites()
FColormapStyle colormapstyle;
bool usecolormapstyle = false;
if (vis->Style.colormap >= SpecialColormaps[0].Colormap &&
vis->Style.colormap < SpecialColormaps[SpecialColormaps.Size()].Colormap)
if (vis->Style.BaseColormap >= SpecialColormaps[0].Colormap &&
vis->Style.BaseColormap < SpecialColormaps[SpecialColormaps.Size()].Colormap)
{
// Yuck! There needs to be a better way to store colormaps in the vissprite... :(
ptrdiff_t specialmap = (vis->Style.colormap - SpecialColormaps[0].Colormap) / sizeof(FSpecialColormap);
ptrdiff_t specialmap = (vis->Style.BaseColormap - SpecialColormaps[0].Colormap) / sizeof(FSpecialColormap) + vis->Style.ColormapNum;
special = &SpecialColormaps[specialmap];
}
else if (colormap->Color == PalEntry(255,255,255) &&
colormap->Desaturate == 0)
{
overlay = colormap->Fade;
overlay.a = BYTE(((vis->Style.colormap - colormap->Maps) >> 8) * 255 / NUMCOLORMAPS);
overlay.a = BYTE(vis->Style.ColormapNum * 255 / NUMCOLORMAPS);
}
else
{
@ -1660,7 +1668,7 @@ void R_DrawRemainingPlayerSprites()
colormapstyle.Color = colormap->Color;
colormapstyle.Fade = colormap->Fade;
colormapstyle.Desaturate = colormap->Desaturate;
colormapstyle.FadeLevel = ((vis->Style.colormap - colormap->Maps) >> 8) / float(NUMCOLORMAPS);
colormapstyle.FadeLevel = vis->Style.ColormapNum / float(NUMCOLORMAPS);
}
screen->DrawTexture(vis->pic,
viewwindowx + VisPSpritesX1[i],
@ -1904,7 +1912,8 @@ void R_DrawSprite (vissprite_t *spr)
int r1, r2;
short topclip, botclip;
short *clip1, *clip2;
lighttable_t *colormap = spr->Style.colormap;
lighttable_t *colormap = spr->Style.BaseColormap;
int colormapnum = spr->Style.ColormapNum;
F3DFloor *rover;
FDynamicColormap *mybasecolormap;
@ -2001,17 +2010,19 @@ void R_DrawSprite (vissprite_t *spr)
}
if (fixedlightlev >= 0)
{
spr->Style.colormap = mybasecolormap->Maps + fixedlightlev;
spr->Style.BaseColormap = mybasecolormap->Maps;
spr->Style.ColormapNum = fixedlightlev >> COLORMAPSHIFT;
}
else if (!foggy && (spr->renderflags & RF_FULLBRIGHT))
{ // full bright
spr->Style.colormap = mybasecolormap->Maps;
spr->Style.BaseColormap = mybasecolormap->Maps;
spr->Style.ColormapNum = 0;
}
else
{ // diminished light
spriteshade = LIGHT2SHADE(sec->lightlevel + r_actualextralight);
spr->Style.colormap = mybasecolormap->Maps + (GETPALOOKUP (
r_SpriteVisibility / MAX(MINZ, (double)spr->depth), spriteshade) << COLORMAPSHIFT);
spr->Style.BaseColormap = mybasecolormap->Maps;
spr->Style.ColormapNum = GETPALOOKUP(r_SpriteVisibility / MAX(MINZ, (double)spr->depth), spriteshade);
}
}
}
@ -2159,7 +2170,8 @@ void R_DrawSprite (vissprite_t *spr)
if (topclip >= botclip)
{
spr->Style.colormap = colormap;
spr->Style.BaseColormap = colormap;
spr->Style.ColormapNum = colormapnum;
return;
}
@ -2289,7 +2301,8 @@ void R_DrawSprite (vissprite_t *spr)
}
if (i == x2)
{
spr->Style.colormap = colormap;
spr->Style.BaseColormap = colormap;
spr->Style.ColormapNum = colormapnum;
return;
}
}
@ -2307,7 +2320,8 @@ void R_DrawSprite (vissprite_t *spr)
int maxvoxely = spr->gzb > hzb ? INT_MAX : xs_RoundToInt((spr->gzt - hzb) / spr->yscale);
R_DrawVisVoxel(spr, minvoxely, maxvoxely, cliptop, clipbot);
}
spr->Style.colormap = colormap;
spr->Style.BaseColormap = colormap;
spr->Style.ColormapNum = colormapnum;
}
// kg3D:
@ -2551,25 +2565,28 @@ void R_ProjectParticle (particle_t *particle, const sector_t *sector, int shade,
vis->renderflags = particle->trans;
vis->FakeFlatStat = fakeside;
vis->floorclip = 0;
vis->ColormapNum = 0;
vis->Style.ColormapNum = 0;
if (fixedlightlev >= 0)
{
vis->Style.colormap = map + fixedlightlev;
vis->Style.BaseColormap = map;
vis->Style.ColormapNum = fixedlightlev >> COLORMAPSHIFT;
}
else if (fixedcolormap)
{
vis->Style.colormap = fixedcolormap;
vis->Style.BaseColormap = fixedcolormap;
vis->Style.ColormapNum = 0;
}
else if (particle->bright)
{
vis->Style.colormap = map;
vis->Style.BaseColormap = map;
vis->Style.ColormapNum = 0;
}
else
{
// Particles are slightly more visible than regular sprites.
vis->ColormapNum = GETPALOOKUP(tiz * r_SpriteVisibility * 0.5, shade);
vis->Style.colormap = map + (vis->ColormapNum << COLORMAPSHIFT);
vis->Style.ColormapNum = GETPALOOKUP(tiz * r_SpriteVisibility * 0.5, shade);
vis->Style.BaseColormap = map;
}
}
@ -2602,7 +2619,7 @@ void R_DrawParticle_C (vissprite_t *vis)
{
int spacing;
BYTE *dest;
BYTE color = vis->Style.colormap[vis->startfrac];
BYTE color = vis->Style.BaseColormap[(vis->Style.ColormapNum << COLORMAPSHIFT) + vis->startfrac];
int yl = vis->y1;
int ycount = vis->y2 - yl + 1;
int x1 = vis->x1;
@ -2668,7 +2685,7 @@ void R_DrawParticle_RGBA(vissprite_t *vis)
{
int spacing;
uint32_t *dest;
BYTE color = vis->Style.colormap[vis->startfrac];
BYTE color = vis->Style.BaseColormap[vis->startfrac];
int yl = vis->y1;
int ycount = vis->y2 - yl + 1;
int x1 = vis->x1;
@ -2676,7 +2693,7 @@ void R_DrawParticle_RGBA(vissprite_t *vis)
R_DrawMaskedSegsBehindParticle(vis);
uint32_t fg = shade_pal_index(color, calc_light_multiplier(0));
uint32_t fg = shade_pal_index(color, calc_light_multiplier(LIGHTSCALE(0, vis->Style.ColormapNum << FRACBITS)));
uint32_t fg_red = (fg >> 16) & 0xff;
uint32_t fg_green = (fg >> 8) & 0xff;
uint32_t fg_blue = fg & 0xff;

View file

@ -86,7 +86,6 @@ struct vissprite_t
BYTE bSplitSprite:1; // [RH] Sprite was split by a drawseg
BYTE bInMirror:1; // [RH] Sprite is "inside" a mirror
BYTE FakeFlatStat; // [RH] which side of fake/floor ceiling sprite is on
BYTE ColormapNum; // Which colormap is rendered (needed for shaded drawer)
short renderflags;
DWORD Translation; // [RH] for color translation
visstyle_t Style;