gzdoom/src/r_blend.h
Randy Heit b8eb530a0d - Fixed: Wall drawing handled fixed light levels improperly (but did not
completely ignore them, either).
- Separated light level fixing out of player_t's fixedcolormap parameter.
  Using a fixed light level (e.g. PowerTorch) will no longer wipe out
  colored lighting.
- Moved the blending rectangle drawing into a separate discrete stage, since
  doing it while copying the 3D view window to the display now blends
  underneath the weapon instead of on top of it.
- Consolidated the special colormaps into a single 2D table.
- Tweaked the special colormaps slightly to make the true color results more
  closely match the paletted approximations.
- fb_d3d9_shaders.h was getting unwieldy, so I moved the shaders out of the
  executable and into zdoom.pk3. Shaders are still precompiled so I don't need
  to pull in a dependancy on D3DX.
- Added a few more shaders to accomodate drawing weapons with all the in-game
  lighting models. These are accessed with the new DrawTexture tags
  DTA_SpecialColormap and DTA_ColormapStyle.
- Player weapon sprites are now drawn using Direct3D and receive all the
  benefits thereof.


SVN r1858 (trunk)
2009-09-20 03:50:05 +00:00

148 lines
5.3 KiB
C++

#ifndef __R_BLEND_H
#define __R_BLEND_H
/*
** r_blend.h
** Constants and types for specifying texture blending.
**
**---------------------------------------------------------------------------
** Copyright 2008 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
// Legacy render styles
enum ERenderStyle
{
STYLE_None, // Do not draw
STYLE_Normal, // Normal; just copy the image to the screen
STYLE_Fuzzy, // Draw silhouette using "fuzz" effect
STYLE_SoulTrans, // Draw translucent with amount in r_transsouls
STYLE_OptFuzzy, // Draw as fuzzy or translucent, based on user preference
STYLE_Stencil, // Fill image interior with alphacolor
STYLE_Translucent, // Draw translucent
STYLE_Add, // Draw additive
STYLE_Shaded, // Treat patch data as alpha values for alphacolor
STYLE_TranslucentStencil,
STYLE_Count
};
// Flexible render styles (most possible combinations are supported in software)
enum ERenderOp
{
STYLEOP_None, // Do not draw
STYLEOP_Add, // Add source to destination
STYLEOP_Sub, // Subtract source from destination
STYLEOP_RevSub, // Subtract destination from source
STYLEOP_Fuzz, // Draw fuzzy on top of destination - ignores alpha and color
STYLEOP_FuzzOrAdd, // Draw fuzzy or add, based on user preference
STYLEOP_FuzzOrSub, // Draw fuzzy or subtract, based on user preference
STYLEOP_FuzzOrRevSub, // Draw fuzzy or reverse subtract, based on user preference
};
enum ERenderAlpha
{
STYLEALPHA_Zero, // Blend factor is 0.0
STYLEALPHA_One, // Blend factor is 1.0
STYLEALPHA_Src, // Blend factor is alpha
STYLEALPHA_InvSrc, // Blend factor is 1.0 - alpha
};
enum ERenderFlags
{
// Use value of transsouls as alpha.
STYLEF_TransSoulsAlpha = 1,
// Force alpha to 1. Not the same as STYLEALPHA_One, since that also
// ignores alpha from the texture.
STYLEF_Alpha1 = 2,
// Use red component from grayscale/RGB texture as alpha. If the texture
// is paletted, the palette is ignored and it is treated as grayscale.
// This should generally be combined with STYLEF_ColorIsFixed, since that's
// all the software renderer supports, but hardware acceleration can do
// them separately should you want to do that for some reason.
STYLEF_RedIsAlpha = 4,
// Ignore texture for RGB output. Color comes from fillcolor for actors
// or DTA_FillColor for DrawTexture().
STYLEF_ColorIsFixed = 8,
// Invert source color, either the texture color or the fixed color.
STYLEF_InvertSource = 16,
// Invert overlay color. This is the fade for actors and DTA_ColorOverlay
// for DrawTexture().
STYLEF_InvertOverlay = 32,
// Actors only: Ignore sector fade and fade to black. To fade to white,
// combine this with STYLEF_InvertOverlay.
STYLEF_FadeToBlack = 64,
};
union FRenderStyle
{
struct
{
BYTE BlendOp; // Of ERenderOp type
BYTE SrcAlpha; // Of ERenderAlpha type
BYTE DestAlpha; // Of ERenderAlpha type
BYTE Flags;
};
uint32 AsDWORD;
inline FRenderStyle &operator= (ERenderStyle legacy);
operator uint32() const { return AsDWORD; }
bool operator==(const FRenderStyle &o) const { return AsDWORD == o.AsDWORD; }
void CheckFuzz();
bool IsVisible(fixed_t alpha) const throw();
private:
// Code that compares an actor's render style with a legacy render
// style value should be updated. Making these conversion operators
// private will catch those cases.
operator ERenderStyle() const { return STYLE_Normal; }
operator int() const { return STYLE_Normal; }
};
extern FRenderStyle LegacyRenderStyles[STYLE_Count];
inline FRenderStyle &FRenderStyle::operator= (ERenderStyle legacy)
{
if (legacy < STYLE_None || legacy >= STYLE_Count)
{
legacy = STYLE_None;
}
*this = LegacyRenderStyles[legacy];
return *this;
}
class FArchive;
FArchive &operator<< (FArchive &arc, FRenderStyle &style);
#endif