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2ae8d39441
Automatically optimized by CLion IDE with manual corrections
193 lines
6.2 KiB
C++
193 lines
6.2 KiB
C++
/*
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** v_blend.cpp
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** Screen blending stuff
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include <assert.h>
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#include "templates.h"
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#include "sbar.h"
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#include "c_cvars.h"
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#include "c_dispatch.h"
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#include "v_video.h"
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#include "s_sound.h"
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#include "gi.h"
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#include "d_player.h"
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#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
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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
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// using a logarithmic scale and my trusty HP48G.
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static uint8_t DamageToAlpha[114] =
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{
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0, 8, 16, 23, 30, 36, 42, 47, 53, 58, 62, 67, 71, 75, 79,
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83, 87, 90, 94, 97, 100, 103, 107, 109, 112, 115, 118, 120, 123, 125,
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128, 130, 133, 135, 137, 139, 141, 143, 145, 147, 149, 151, 153, 155, 157,
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159, 160, 162, 164, 165, 167, 169, 170, 172, 173, 175, 176, 178, 179, 181,
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182, 183, 185, 186, 187, 189, 190, 191, 192, 194, 195, 196, 197, 198, 200,
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201, 202, 203, 204, 205, 206, 207, 209, 210, 211, 212, 213, 214, 215, 216,
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217, 218, 219, 220, 221, 221, 222, 223, 224, 225, 226, 227, 228, 229, 229,
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230, 231, 232, 233, 234, 235, 235, 236, 237
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};
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/*
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=============
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SV_AddBlend
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[RH] This is from Q2.
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=============
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*/
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void V_AddBlend (float r, float g, float b, float a, float v_blend[4])
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{
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float a2, a3;
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if (a <= 0)
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return;
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a2 = v_blend[3] + (1-v_blend[3])*a; // new total alpha
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a3 = v_blend[3]/a2; // fraction of color from old
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v_blend[0] = v_blend[0]*a3 + r*(1-a3);
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v_blend[1] = v_blend[1]*a3 + g*(1-a3);
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v_blend[2] = v_blend[2]*a3 + b*(1-a3);
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v_blend[3] = a2;
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}
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//---------------------------------------------------------------------------
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//
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// BlendView
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//
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//---------------------------------------------------------------------------
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void V_AddPlayerBlend (player_t *CPlayer, float blend[4], float maxinvalpha, int maxpainblend)
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{
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int cnt;
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// [RH] All powerups can affect the screen blending now
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for (AInventory *item = CPlayer->mo->Inventory; item != NULL; item = item->Inventory)
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{
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PalEntry color = item->CallGetBlend ();
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if (color.a != 0)
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{
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V_AddBlend (color.r/255.f, color.g/255.f, color.b/255.f, color.a/255.f, blend);
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if (color.a/255.f > maxinvalpha) maxinvalpha = color.a/255.f;
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}
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}
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if (CPlayer->bonuscount)
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{
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cnt = CPlayer->bonuscount << 3;
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// [SP] Allow player to tone down intensity of pickup flash.
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cnt = (int)( cnt * pickup_fade_scalar );
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V_AddBlend (RPART(gameinfo.pickupcolor)/255.f, GPART(gameinfo.pickupcolor)/255.f,
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BPART(gameinfo.pickupcolor)/255.f, cnt > 128 ? 0.5f : cnt / 255.f, blend);
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}
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PalEntry painFlash = CPlayer->mo->DamageFade;
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CPlayer->GetPainFlash(CPlayer->mo->DamageTypeReceived, &painFlash);
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if (painFlash.a != 0)
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{
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cnt = DamageToAlpha[MIN (113, CPlayer->damagecount * painFlash.a / 255)];
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// [BC] Allow users to tone down the intensity of the blood on the screen.
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cnt = (int)( cnt * blood_fade_scalar );
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if (cnt)
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{
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if (cnt > maxpainblend)
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cnt = maxpainblend;
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V_AddBlend (painFlash.r / 255.f, painFlash.g / 255.f, painFlash.b / 255.f, cnt / 255.f, blend);
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}
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}
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// Unlike Doom, I did not have any utility source to look at to find the
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// exact numbers to use here, so I've had to guess by looking at how they
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// affect the white color in Hexen's palette and picking an alpha value
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// that seems reasonable.
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// [Gez] The exact values could be obtained by looking how they affect
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// each color channel in Hexen's palette.
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if (CPlayer->poisoncount)
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{
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cnt = MIN (CPlayer->poisoncount, 64);
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if (paletteflash & PF_POISON)
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{
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V_AddBlend(44/255.f, 92/255.f, 36/255.f, ((cnt + 7) >> 3) * 0.1f, blend);
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}
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else
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{
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V_AddBlend (0.04f, 0.2571f, 0.f, cnt/93.2571428571f, blend);
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}
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}
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if (CPlayer->hazardcount)
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{
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if (paletteflash & PF_HAZARD)
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{
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if (CPlayer->hazardcount > 16*TICRATE || (CPlayer->hazardcount & 8))
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{
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float r = ((level.hazardflash & 0xff0000) >> 16) / 255.f;
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float g = ((level.hazardflash & 0xff00) >> 8) / 255.f;
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float b = ((level.hazardflash & 0xff)) / 255.f;
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V_AddBlend (r, g, b, 0.125f, blend);
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}
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}
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else
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{
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cnt= MIN(CPlayer->hazardcount/8, 64);
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float r = ((level.hazardcolor & 0xff0000) >> 16) / 255.f;
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float g = ((level.hazardcolor & 0xff00) >> 8) / 255.f;
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float b = ((level.hazardcolor & 0xff)) / 255.f;
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V_AddBlend (r, g, b, cnt/93.2571428571f, blend);
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}
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}
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if (CPlayer->mo->DamageType == NAME_Ice)
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{
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if (paletteflash & PF_ICE)
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{
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V_AddBlend(0.f, 0.f, 224/255.f, 0.5f, blend);
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}
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else
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{
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V_AddBlend (0.25f, 0.25f, 0.853f, 0.4f, blend);
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}
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}
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// cap opacity if desired
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if (blend[3] > maxinvalpha) blend[3] = maxinvalpha;
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}
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