mirror of
https://github.com/ZDoom/qzdoom.git
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- changed damage screen blending code so that the same version can be used by any renderer.
- added GZDoom's version of blending for Strife's hazard sectors as an option to the paletteflash CVAR. SVN r3613 (trunk)
This commit is contained in:
parent
81b4f782f7
commit
75dc6cb0b2
10 changed files with 234 additions and 125 deletions
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@ -741,6 +741,7 @@ add_executable( zdoom WIN32
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tables.cpp
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teaminfo.cpp
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tempfiles.cpp
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v_blend.cpp
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v_collection.cpp
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v_draw.cpp
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v_font.cpp
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@ -3,13 +3,6 @@
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#include "d_player.h"
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EXTERN_CVAR (Int, paletteflash)
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enum PaletteFlashFlags
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{
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PF_HEXENWEAPONS = 1,
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PF_SPECIALDAMAGE = 2,
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};
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class AHolySpirit : public AActor
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{
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DECLARE_CLASS (AHolySpirit, AActor)
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@ -18,6 +18,7 @@
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#include "m_bbox.h"
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#include "ravenshared.h"
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#include "farchive.h"
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#include "v_palette.h"
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// Include all the Hexen stuff here to reduce compile time
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#include "a_bats.cpp"
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@ -366,8 +366,6 @@ private:
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void DrawMessages (int bottom);
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void DrawConsistancy () const;
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static BYTE DamageToAlpha[114];
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TObjPtr<DHUDMessage> Messages;
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bool ShowLog;
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};
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@ -88,6 +88,9 @@ int BaseBlendR, BaseBlendG, BaseBlendB;
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float BaseBlendA;
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CVAR (Int, paletteflash, 0, CVAR_ARCHIVE)
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CVAR (Flag, pf_hexenweaps, paletteflash, PF_HEXENWEAPONS)
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CVAR (Flag, pf_specialdamage, paletteflash, PF_SPECIALDAMAGE)
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CVAR (Flag, pf_hazard, paletteflash, PF_HAZARD)
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// Stretch status bar to full screen width?
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CUSTOM_CVAR (Bool, st_scale, true, CVAR_ARCHIVE)
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@ -112,20 +115,6 @@ CUSTOM_CVAR(Int, am_showmaplabel, 2, CVAR_ARCHIVE)
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CVAR (Bool, idmypos, false, 0);
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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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BYTE DBaseStatusBar::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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// Format the map name, include the map label if wanted
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@ -1500,27 +1489,6 @@ void DBaseStatusBar::DrawPowerups ()
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}
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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 DBaseStatusBar::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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@ -1529,90 +1497,13 @@ void DBaseStatusBar::AddBlend (float r, float g, float b, float a, float v_blend
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void DBaseStatusBar::BlendView (float blend[4])
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{
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int cnt;
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AddBlend (BaseBlendR / 255.f, BaseBlendG / 255.f, BaseBlendB / 255.f, BaseBlendA, blend);
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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->GetBlend ();
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if (color.a != 0)
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{
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AddBlend (color.r/255.f, color.g/255.f, color.b/255.f, color.a/255.f, blend);
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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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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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PainFlashList * pfl = CPlayer->mo->GetClass()->ActorInfo->PainFlashes;
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PalEntry painFlash = CPlayer->mo->DamageFade;
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if (pfl)
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{
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PalEntry * color = pfl->CheckKey(CPlayer->mo->DamageTypeReceived);
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if (color) painFlash = *color;
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}
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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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if (cnt)
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{
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if (cnt > 228)
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cnt = 228;
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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_SPECIALDAMAGE)
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{
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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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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 > 16*TICRATE || (CPlayer->hazardcount & 8))
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{
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AddBlend (0.f, 1.f, 0.f, 0.125f, blend);
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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_SPECIALDAMAGE)
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{
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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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AddBlend (0.25f, 0.25f, 0.853f, 0.4f, blend);
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}
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}
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V_AddBlend (BaseBlendR / 255.f, BaseBlendG / 255.f, BaseBlendB / 255.f, BaseBlendA, blend);
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V_AddPlayerBlend(CPlayer, blend, 1.0f, 228);
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if (screen->Accel2D || (CPlayer->camera != NULL && menuactive == MENU_Off && ConsoleState == c_up))
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{
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player_t *player = (CPlayer->camera != NULL && CPlayer->camera->player != NULL) ? CPlayer->camera->player : CPlayer;
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AddBlend (player->BlendR, player->BlendG, player->BlendB, player->BlendA, blend);
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V_AddBlend (player->BlendR, player->BlendG, player->BlendB, player->BlendA, blend);
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}
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V_SetBlend ((int)(blend[0] * 255.0f), (int)(blend[1] * 255.0f),
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@ -2247,14 +2247,23 @@ void P_PlayerThink (player_t *player)
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}
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else if (!player->centering)
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{
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fixed_t oldpitch = player->mo->pitch;
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player->mo->pitch -= look;
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if (look > 0)
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{ // look up
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player->mo->pitch = MAX(player->mo->pitch, player->MinPitch);
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if (player->mo->pitch > oldpitch)
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{
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player->mo->pitch = player->MinPitch;
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}
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}
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else
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{ // look down
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player->mo->pitch = MIN(player->mo->pitch, player->MaxPitch);
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if (player->mo->pitch < oldpitch)
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{
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player->mo->pitch = player->MaxPitch;
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}
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}
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}
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}
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197
src/v_blend.cpp
Normal file
197
src/v_blend.cpp
Normal file
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/*
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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 "c_console.h"
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#include "v_video.h"
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#include "m_swap.h"
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#include "w_wad.h"
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#include "v_text.h"
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#include "s_sound.h"
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#include "gi.h"
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#include "doomstat.h"
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#include "g_level.h"
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#include "d_net.h"
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#include "colormatcher.h"
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#include "v_palette.h"
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#include "d_player.h"
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#include "farchive.h"
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#include "a_hexenglobal.h"
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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 BYTE 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->GetBlend ();
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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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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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PainFlashList * pfl = CPlayer->mo->GetClass()->ActorInfo->PainFlashes;
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PalEntry painFlash = CPlayer->mo->DamageFade;
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if (pfl)
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{
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PalEntry * color = pfl->CheckKey(CPlayer->mo->DamageTypeReceived);
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if (color) painFlash = *color;
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}
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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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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_SPECIALDAMAGE)
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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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V_AddBlend (0.f, 1.f, 0.f, 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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V_AddBlend (0.f, 0.2571f, 0.f, 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_SPECIALDAMAGE)
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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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@ -35,6 +35,7 @@
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#define __V_PALETTE_H__
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#include "doomtype.h"
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#include "c_cvars.h"
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#define MAKERGB(r,g,b) DWORD(((r)<<16)|((g)<<8)|(b))
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#define MAKEARGB(a,r,g,b) DWORD(((a)<<24)|((r)<<16)|((g)<<8)|(b))
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@ -91,6 +92,20 @@ void V_SetBlend (int blendr, int blendg, int blendb, int blenda);
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void V_ForceBlend (int blendr, int blendg, int blendb, int blenda);
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EXTERN_CVAR (Int, paletteflash)
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enum PaletteFlashFlags
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{
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PF_HEXENWEAPONS = 1,
|
||||
PF_SPECIALDAMAGE = 2,
|
||||
PF_HAZARD = 4,
|
||||
};
|
||||
|
||||
class player_t;
|
||||
|
||||
void V_AddBlend (float r, float g, float b, float a, float v_blend[4]);
|
||||
void V_AddPlayerBlend (player_t *CPlayer, float blend[4], float maxinvalpha, int maxpainblend);
|
||||
|
||||
|
||||
// Colorspace conversion RGB <-> HSV
|
||||
void RGBtoHSV (float r, float g, float b, float *h, float *s, float *v);
|
||||
void HSVtoRGB (float *r, float *g, float *b, float h, float s, float v);
|
||||
|
|
|
@ -322,7 +322,7 @@ void DCanvas::Dim (PalEntry color)
|
|||
if (color.a != 0)
|
||||
{
|
||||
float dim[4] = { color.r/255.f, color.g/255.f, color.b/255.f, color.a/255.f };
|
||||
DBaseStatusBar::AddBlend (dimmer.r/255.f, dimmer.g/255.f, dimmer.b/255.f, amount, dim);
|
||||
V_AddBlend (dimmer.r/255.f, dimmer.g/255.f, dimmer.b/255.f, amount, dim);
|
||||
dimmer = PalEntry (BYTE(dim[0]*255), BYTE(dim[1]*255), BYTE(dim[2]*255));
|
||||
amount = dim[3];
|
||||
}
|
||||
|
|
|
@ -1032,6 +1032,10 @@
|
|||
RelativePath=".\src\tempfiles.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\v_blend.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\v_collection.cpp"
|
||||
>
|
||||
|
|
Loading…
Reference in a new issue