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)) if ((vis->Alpha < 0.25f && special1 > 0) || (vis->Alpha == 0))
{ {
vis->Alpha = clamp((1.f - float(Strength/100)), 0.f, 1.f); 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 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 // This encapsulates the fields of vissprite_t that can be altered by AlterWeaponSprite
struct visstyle_t struct visstyle_t
{ {
lighttable_t *colormap; int ColormapNum; // Which colormap is rendered
lighttable_t *BaseColormap; // Base colormap used together with ColormapNum
float Alpha; float Alpha;
FRenderStyle RenderStyle; FRenderStyle RenderStyle;
}; };

View file

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