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Moved ColormapNum to visstyle_t and changed colormap to BaseColormap
This commit is contained in:
parent
41537a50ab
commit
672b80898b
4 changed files with 70 additions and 52 deletions
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@ -737,7 +737,8 @@ int APowerInvisibility::AlterWeaponSprite (visstyle_t *vis)
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if ((vis->Alpha < 0.25f && special1 > 0) || (vis->Alpha == 0))
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{
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vis->Alpha = clamp((1.f - float(Strength/100)), 0.f, 1.f);
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vis->colormap = SpecialColormaps[INVERSECOLORMAP].Colormap;
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vis->BaseColormap = SpecialColormaps[INVERSECOLORMAP].Colormap;
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vis->ColormapNum = 0;
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}
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return -1; // This item is valid so another one shouldn't reset the translucency
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}
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@ -1401,7 +1401,8 @@ typedef BYTE lighttable_t; // This could be wider for >8 bit display.
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// This encapsulates the fields of vissprite_t that can be altered by AlterWeaponSprite
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struct visstyle_t
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{
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lighttable_t *colormap;
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int ColormapNum; // Which colormap is rendered
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lighttable_t *BaseColormap; // Base colormap used together with ColormapNum
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float Alpha;
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FRenderStyle RenderStyle;
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};
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115
src/r_things.cpp
115
src/r_things.cpp
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@ -408,7 +408,7 @@ void R_DrawVisSprite (vissprite_t *vis)
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}
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fixed_t centeryfrac = FLOAT2FIXED(CenterY);
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R_SetColorMapLight(vis->Style.colormap, 0, 0);
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R_SetColorMapLight(vis->Style.BaseColormap, 0, vis->Style.ColormapNum << FRACBITS);
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mode = R_SetPatchStyle (vis->Style.RenderStyle, vis->Style.Alpha, vis->Translation, vis->FillColor);
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@ -416,7 +416,7 @@ void R_DrawVisSprite (vissprite_t *vis)
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{ // For shaded sprites, R_SetPatchStyle sets a dc_colormap to an alpha table, but
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// it is the brightest one. We need to get back to the proper light level for
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// this sprite.
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R_SetColorMapLight(dc_colormap, 0, vis->ColormapNum << FRACBITS);
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R_SetColorMapLight(dc_colormap, 0, vis->Style.ColormapNum << FRACBITS);
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}
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if (mode != DontDraw)
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@ -654,7 +654,7 @@ void R_DrawVisVoxel(vissprite_t *spr, int minslabz, int maxslabz, short *cliptop
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int flags = 0;
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// Do setup for blending.
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R_SetColorMapLight(spr->Style.colormap, 0, 0);
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R_SetColorMapLight(spr->Style.BaseColormap, 0, spr->Style.ColormapNum << FRACBITS);
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mode = R_SetPatchStyle(spr->Style.RenderStyle, spr->Style.Alpha, spr->Translation, spr->FillColor);
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if (mode == DontDraw)
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@ -680,7 +680,7 @@ void R_DrawVisVoxel(vissprite_t *spr, int minslabz, int maxslabz, short *cliptop
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// Render the voxel, either directly to the screen or offscreen.
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R_DrawVoxel(spr->pa.vpos, spr->pa.vang, spr->gpos, spr->Angle,
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spr->xscale, FLOAT2FIXED(spr->yscale), spr->voxel, spr->Style.colormap, cliptop, clipbot,
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spr->xscale, FLOAT2FIXED(spr->yscale), spr->voxel, spr->Style.BaseColormap + (spr->Style.ColormapNum << COLORMAPSHIFT), cliptop, clipbot,
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minslabz, maxslabz, flags);
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// Blend the voxel, if that's what we need to do.
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@ -1058,7 +1058,7 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
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vis->Style.Alpha = float(thing->Alpha);
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vis->fakefloor = fakefloor;
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vis->fakeceiling = fakeceiling;
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vis->ColormapNum = 0;
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vis->Style.ColormapNum = 0;
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vis->bInMirror = MirrorFlags & RF_XFLIP;
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vis->bSplitSprite = false;
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@ -1110,7 +1110,8 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
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// get light level
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if (fixedcolormap != NULL)
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{ // fixed map
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vis->Style.colormap = fixedcolormap;
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vis->Style.BaseColormap = fixedcolormap;
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vis->Style.ColormapNum = 0;
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}
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else
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{
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@ -1120,17 +1121,19 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
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}
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if (fixedlightlev >= 0)
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{
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vis->Style.colormap = mybasecolormap->Maps + fixedlightlev;
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vis->Style.BaseColormap = mybasecolormap->Maps;
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vis->Style.ColormapNum = fixedlightlev >> COLORMAPSHIFT;
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}
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else if (!foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT)))
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{ // full bright
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vis->Style.colormap = mybasecolormap->Maps;
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vis->Style.BaseColormap = mybasecolormap->Maps;
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vis->Style.ColormapNum = 0;
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}
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else
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{ // diminished light
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vis->ColormapNum = GETPALOOKUP(
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vis->Style.ColormapNum = GETPALOOKUP(
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r_SpriteVisibility / MAX(tz, MINZ), spriteshade);
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vis->Style.colormap = mybasecolormap->Maps + (vis->ColormapNum << COLORMAPSHIFT);
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vis->Style.BaseColormap = mybasecolormap->Maps;
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}
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}
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}
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@ -1199,14 +1202,13 @@ static void R_ProjectWallSprite(AActor *thing, const DVector3 &pos, FTextureID p
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vis->Style.Alpha = float(thing->Alpha);
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vis->fakefloor = NULL;
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vis->fakeceiling = NULL;
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vis->ColormapNum = 0;
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vis->bInMirror = MirrorFlags & RF_XFLIP;
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vis->pic = pic;
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vis->bIsVoxel = false;
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vis->bWallSprite = true;
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vis->ColormapNum = GETPALOOKUP(
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vis->Style.ColormapNum = GETPALOOKUP(
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r_SpriteVisibility / MAX(tz, MINZ), spriteshade);
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vis->Style.colormap = basecolormap->Maps + (vis->ColormapNum << COLORMAPSHIFT);
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vis->Style.BaseColormap = basecolormap->Maps;
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vis->wallc = wallc;
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}
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@ -1376,7 +1378,7 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double
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vis->yscale = float(pspriteyscale / tex->Scale.Y);
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vis->Translation = 0; // [RH] Use default colors
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vis->pic = tex;
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vis->ColormapNum = 0;
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vis->Style.ColormapNum = 0;
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if (flip)
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{
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@ -1426,7 +1428,8 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double
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if (realfixedcolormap != NULL)
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{ // fixed color
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vis->Style.colormap = realfixedcolormap->Colormap;
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vis->Style.BaseColormap = realfixedcolormap->Colormap;
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vis->Style.ColormapNum = 0;
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}
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else
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{
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@ -1436,35 +1439,39 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double
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}
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if (fixedlightlev >= 0)
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{
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vis->Style.colormap = mybasecolormap->Maps + fixedlightlev;
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vis->Style.BaseColormap = mybasecolormap->Maps;
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vis->Style.ColormapNum = fixedlightlev >> COLORMAPSHIFT;
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}
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else if (!foggy && psp->state->GetFullbright())
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{ // full bright
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vis->Style.colormap = mybasecolormap->Maps; // [RH] use basecolormap
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vis->Style.BaseColormap = mybasecolormap->Maps; // [RH] use basecolormap
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vis->Style.ColormapNum = 0;
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}
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else
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{ // local light
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vis->Style.colormap = mybasecolormap->Maps + (GETPALOOKUP (0, spriteshade) << COLORMAPSHIFT);
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vis->Style.BaseColormap = mybasecolormap->Maps;
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vis->Style.ColormapNum = GETPALOOKUP(0, spriteshade);
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}
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}
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if (camera->Inventory != NULL)
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{
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lighttable_t *oldcolormap = vis->Style.colormap;
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BYTE oldcolormapnum = vis->Style.ColormapNum;
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lighttable_t *oldcolormap = vis->Style.BaseColormap;
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camera->Inventory->AlterWeaponSprite (&vis->Style);
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if (vis->Style.colormap != oldcolormap)
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if (vis->Style.BaseColormap != oldcolormap || vis->Style.ColormapNum != oldcolormapnum)
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{
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// The colormap has changed. Is it one we can easily identify?
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// If not, then don't bother trying to identify it for
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// hardware accelerated drawing.
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if (vis->Style.colormap < SpecialColormaps[0].Colormap ||
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vis->Style.colormap > SpecialColormaps.Last().Colormap)
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if (vis->Style.BaseColormap < SpecialColormaps[0].Colormap ||
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vis->Style.BaseColormap > SpecialColormaps.Last().Colormap)
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{
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noaccel = true;
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}
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// Has the basecolormap changed? If so, we can't hardware accelerate it,
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// since we don't know what it is anymore.
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else if (vis->Style.colormap < mybasecolormap->Maps ||
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vis->Style.colormap >= mybasecolormap->Maps + NUMCOLORMAPS*256)
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else if (vis->Style.BaseColormap < mybasecolormap->Maps ||
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vis->Style.BaseColormap >= mybasecolormap->Maps + NUMCOLORMAPS*256)
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{
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noaccel = true;
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}
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@ -1472,8 +1479,8 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double
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}
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// If we're drawing with a special colormap, but shaders for them are disabled, do
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// not accelerate.
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if (!r_shadercolormaps && (vis->Style.colormap >= SpecialColormaps[0].Colormap &&
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vis->Style.colormap <= SpecialColormaps.Last().Colormap))
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if (!r_shadercolormaps && (vis->Style.BaseColormap >= SpecialColormaps[0].Colormap &&
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vis->Style.BaseColormap <= SpecialColormaps.Last().Colormap))
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{
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noaccel = true;
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}
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@ -1495,7 +1502,8 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double
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else
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{
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colormap_to_use = basecolormap;
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vis->Style.colormap = basecolormap->Maps;
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vis->Style.BaseColormap = basecolormap->Maps;
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vis->Style.ColormapNum = 0;
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vis->Style.RenderStyle = STYLE_Normal;
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}
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@ -1641,18 +1649,18 @@ void R_DrawRemainingPlayerSprites()
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FColormapStyle colormapstyle;
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bool usecolormapstyle = false;
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if (vis->Style.colormap >= SpecialColormaps[0].Colormap &&
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vis->Style.colormap < SpecialColormaps[SpecialColormaps.Size()].Colormap)
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if (vis->Style.BaseColormap >= SpecialColormaps[0].Colormap &&
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vis->Style.BaseColormap < SpecialColormaps[SpecialColormaps.Size()].Colormap)
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{
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// Yuck! There needs to be a better way to store colormaps in the vissprite... :(
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ptrdiff_t specialmap = (vis->Style.colormap - SpecialColormaps[0].Colormap) / sizeof(FSpecialColormap);
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ptrdiff_t specialmap = (vis->Style.BaseColormap - SpecialColormaps[0].Colormap) / sizeof(FSpecialColormap) + vis->Style.ColormapNum;
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special = &SpecialColormaps[specialmap];
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}
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else if (colormap->Color == PalEntry(255,255,255) &&
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colormap->Desaturate == 0)
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{
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overlay = colormap->Fade;
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overlay.a = BYTE(((vis->Style.colormap - colormap->Maps) >> 8) * 255 / NUMCOLORMAPS);
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overlay.a = BYTE(vis->Style.ColormapNum * 255 / NUMCOLORMAPS);
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}
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else
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{
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@ -1660,7 +1668,7 @@ void R_DrawRemainingPlayerSprites()
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colormapstyle.Color = colormap->Color;
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colormapstyle.Fade = colormap->Fade;
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colormapstyle.Desaturate = colormap->Desaturate;
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colormapstyle.FadeLevel = ((vis->Style.colormap - colormap->Maps) >> 8) / float(NUMCOLORMAPS);
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colormapstyle.FadeLevel = vis->Style.ColormapNum / float(NUMCOLORMAPS);
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}
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screen->DrawTexture(vis->pic,
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viewwindowx + VisPSpritesX1[i],
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@ -1904,7 +1912,8 @@ void R_DrawSprite (vissprite_t *spr)
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int r1, r2;
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short topclip, botclip;
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short *clip1, *clip2;
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lighttable_t *colormap = spr->Style.colormap;
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lighttable_t *colormap = spr->Style.BaseColormap;
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int colormapnum = spr->Style.ColormapNum;
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F3DFloor *rover;
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FDynamicColormap *mybasecolormap;
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@ -2001,17 +2010,19 @@ void R_DrawSprite (vissprite_t *spr)
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}
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if (fixedlightlev >= 0)
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{
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spr->Style.colormap = mybasecolormap->Maps + fixedlightlev;
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spr->Style.BaseColormap = mybasecolormap->Maps;
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spr->Style.ColormapNum = fixedlightlev >> COLORMAPSHIFT;
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}
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else if (!foggy && (spr->renderflags & RF_FULLBRIGHT))
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{ // full bright
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spr->Style.colormap = mybasecolormap->Maps;
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spr->Style.BaseColormap = mybasecolormap->Maps;
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spr->Style.ColormapNum = 0;
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}
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else
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{ // diminished light
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spriteshade = LIGHT2SHADE(sec->lightlevel + r_actualextralight);
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spr->Style.colormap = mybasecolormap->Maps + (GETPALOOKUP (
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r_SpriteVisibility / MAX(MINZ, (double)spr->depth), spriteshade) << COLORMAPSHIFT);
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spr->Style.BaseColormap = mybasecolormap->Maps;
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spr->Style.ColormapNum = GETPALOOKUP(r_SpriteVisibility / MAX(MINZ, (double)spr->depth), spriteshade);
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}
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}
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}
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@ -2159,7 +2170,8 @@ void R_DrawSprite (vissprite_t *spr)
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if (topclip >= botclip)
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{
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spr->Style.colormap = colormap;
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spr->Style.BaseColormap = colormap;
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spr->Style.ColormapNum = colormapnum;
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return;
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}
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@ -2289,7 +2301,8 @@ void R_DrawSprite (vissprite_t *spr)
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}
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if (i == x2)
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{
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spr->Style.colormap = colormap;
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spr->Style.BaseColormap = colormap;
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spr->Style.ColormapNum = colormapnum;
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return;
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}
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}
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@ -2307,7 +2320,8 @@ void R_DrawSprite (vissprite_t *spr)
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int maxvoxely = spr->gzb > hzb ? INT_MAX : xs_RoundToInt((spr->gzt - hzb) / spr->yscale);
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R_DrawVisVoxel(spr, minvoxely, maxvoxely, cliptop, clipbot);
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}
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spr->Style.colormap = colormap;
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spr->Style.BaseColormap = colormap;
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spr->Style.ColormapNum = colormapnum;
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}
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// kg3D:
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@ -2551,25 +2565,28 @@ void R_ProjectParticle (particle_t *particle, const sector_t *sector, int shade,
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vis->renderflags = particle->trans;
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vis->FakeFlatStat = fakeside;
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vis->floorclip = 0;
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vis->ColormapNum = 0;
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vis->Style.ColormapNum = 0;
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if (fixedlightlev >= 0)
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{
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vis->Style.colormap = map + fixedlightlev;
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vis->Style.BaseColormap = map;
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vis->Style.ColormapNum = fixedlightlev >> COLORMAPSHIFT;
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}
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else if (fixedcolormap)
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{
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vis->Style.colormap = fixedcolormap;
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vis->Style.BaseColormap = fixedcolormap;
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vis->Style.ColormapNum = 0;
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}
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else if (particle->bright)
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{
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vis->Style.colormap = map;
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vis->Style.BaseColormap = map;
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vis->Style.ColormapNum = 0;
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}
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else
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{
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// Particles are slightly more visible than regular sprites.
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vis->ColormapNum = GETPALOOKUP(tiz * r_SpriteVisibility * 0.5, shade);
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vis->Style.colormap = map + (vis->ColormapNum << COLORMAPSHIFT);
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vis->Style.ColormapNum = GETPALOOKUP(tiz * r_SpriteVisibility * 0.5, shade);
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vis->Style.BaseColormap = map;
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}
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}
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@ -2602,7 +2619,7 @@ void R_DrawParticle_C (vissprite_t *vis)
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{
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int spacing;
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BYTE *dest;
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BYTE color = vis->Style.colormap[vis->startfrac];
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BYTE color = vis->Style.BaseColormap[(vis->Style.ColormapNum << COLORMAPSHIFT) + vis->startfrac];
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int yl = vis->y1;
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int ycount = vis->y2 - yl + 1;
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int x1 = vis->x1;
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@ -2668,7 +2685,7 @@ void R_DrawParticle_RGBA(vissprite_t *vis)
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{
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int spacing;
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uint32_t *dest;
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BYTE color = vis->Style.colormap[vis->startfrac];
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BYTE color = vis->Style.BaseColormap[vis->startfrac];
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int yl = vis->y1;
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int ycount = vis->y2 - yl + 1;
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int x1 = vis->x1;
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@ -2676,7 +2693,7 @@ void R_DrawParticle_RGBA(vissprite_t *vis)
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R_DrawMaskedSegsBehindParticle(vis);
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uint32_t fg = shade_pal_index(color, calc_light_multiplier(0));
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uint32_t fg = shade_pal_index(color, calc_light_multiplier(LIGHTSCALE(0, vis->Style.ColormapNum << FRACBITS)));
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uint32_t fg_red = (fg >> 16) & 0xff;
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uint32_t fg_green = (fg >> 8) & 0xff;
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uint32_t fg_blue = fg & 0xff;
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@ -86,7 +86,6 @@ struct vissprite_t
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BYTE bSplitSprite:1; // [RH] Sprite was split by a drawseg
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BYTE bInMirror:1; // [RH] Sprite is "inside" a mirror
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BYTE FakeFlatStat; // [RH] which side of fake/floor ceiling sprite is on
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BYTE ColormapNum; // Which colormap is rendered (needed for shaded drawer)
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short renderflags;
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DWORD Translation; // [RH] for color translation
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visstyle_t Style;
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||||
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Reference in a new issue