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Tints: Add blending modes Screen, Overlay, and Hard Light, as opposed to the default Multiply. This value is encoded in bits 6 and 7 of the "flags" parameter. In other words, calculate your flags besides these modes, then bitwise OR the resulting value with:
0 - Multiply 64 - Screen 128 - Overlay 192 - Hard Light Note: These will likely look terrible when combined with the Colorize flag, because of the nature of the Colorize flag. git-svn-id: https://svn.eduke32.com/eduke32@5146 1a8010ca-5511-0410-912e-c29ae57300e0
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4 changed files with 70 additions and 4 deletions
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@ -90,7 +90,16 @@ enum
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HICTINT_APPLYOVERPALSWAP = 16,
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HICTINT_APPLYOVERALTPAL = 32,
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HICEFFECTMASK = (1|2|4|8|16|32),
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HICTINT_BLEND_MULTIPLY = 0<<6,
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HICTINT_BLEND_SCREEN = 1<<6,
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HICTINT_BLEND_OVERLAY = 2<<6,
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HICTINT_BLEND_HARDLIGHT = 3<<6,
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HICTINT_BLENDMASK = 64|128,
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HICTINT_PRECOMPUTED = HICTINT_COLORIZE | HICTINT_BLENDMASK,
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HICEFFECTMASK = 255, // XXX: Xcalloc() based on this value, why?
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};
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#define GRAYSCALE_COEFF_RED 0.3
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@ -654,6 +654,25 @@ static int32_t daskinloader(int32_t filh, intptr_t *fptr, int32_t *bpl, int32_t
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tcol.r = min((int32_t)(tcol.r)*r/64,255);
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}
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switch (effect & HICTINT_BLENDMASK)
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{
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case HICTINT_BLEND_SCREEN:
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tcol.b = 255 - (((255 - tcol.b) * (255 - b)) >> 8);
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tcol.g = 255 - (((255 - tcol.g) * (255 - g)) >> 8);
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tcol.r = 255 - (((255 - tcol.r) * (255 - r)) >> 8);
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break;
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case HICTINT_BLEND_OVERLAY:
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tcol.b = tcol.b < 128 ? (tcol.b * b) >> 7 : 255 - (((255 - tcol.b) * (255 - b)) >> 7);
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tcol.g = tcol.g < 128 ? (tcol.g * g) >> 7 : 255 - (((255 - tcol.g) * (255 - g)) >> 7);
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tcol.r = tcol.r < 128 ? (tcol.r * r) >> 7 : 255 - (((255 - tcol.r) * (255 - r)) >> 7);
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break;
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case HICTINT_BLEND_HARDLIGHT:
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tcol.b = b < 128 ? (tcol.b * b) >> 7 : 255 - (((255 - tcol.b) * (255 - b)) >> 7);
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tcol.g = g < 128 ? (tcol.g * g) >> 7 : 255 - (((255 - tcol.g) * (255 - g)) >> 7);
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tcol.r = r < 128 ? (tcol.r * r) >> 7 : 255 - (((255 - tcol.r) * (255 - r)) >> 7);
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break;
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}
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rpptr[x].b = tcol.b;
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rpptr[x].g = tcol.g;
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rpptr[x].r = tcol.r;
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@ -2101,7 +2120,7 @@ static int32_t polymost_md3draw(md3model_t *m, const tspritetype *tspr)
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bglEnable(GL_TEXTURE_2D);
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pc[0] = pc[1] = pc[2] = ((float)(numshades-min(max((globalshade * shadescale)+m->shadeoff,0),numshades)))/((float)numshades);
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if (!(hictinting[globalpal].f & HICTINT_COLORIZE))
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if (!(hictinting[globalpal].f & HICTINT_PRECOMPUTED))
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{
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if (!(m->flags&1))
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{
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@ -4188,7 +4188,7 @@ static void polymer_drawmdsprite(tspritetype *tspr)
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// If that palette has a highpalookup, we'll never use tinting. We might use
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// alternate skins if they exist later, though.
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if (!usinghighpal && !(hictinting[tspr->pal].f & HICTINT_COLORIZE))
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if (!usinghighpal && !(hictinting[tspr->pal].f & HICTINT_PRECOMPUTED))
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{
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if (!(m->flags&1))
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hictinting_apply_ub(color, tspr->pal);
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@ -912,6 +912,25 @@ void gloadtile_art(int32_t dapic, int32_t dapal, int32_t tintpalnum, int32_t das
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wpptr->g = min((int32_t)((wpptr->g) * g) >> 6, 255);
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wpptr->r = min((int32_t)((wpptr->r) * r) >> 6, 255);
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}
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switch (effect & HICTINT_BLENDMASK)
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{
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case HICTINT_BLEND_SCREEN:
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wpptr->b = 255 - (((255 - wpptr->b) * (255 - b)) >> 8);
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wpptr->g = 255 - (((255 - wpptr->g) * (255 - g)) >> 8);
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wpptr->r = 255 - (((255 - wpptr->r) * (255 - r)) >> 8);
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break;
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case HICTINT_BLEND_OVERLAY:
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wpptr->b = wpptr->b < 128 ? (wpptr->b * b) >> 7 : 255 - (((255 - wpptr->b) * (255 - b)) >> 7);
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wpptr->g = wpptr->g < 128 ? (wpptr->g * g) >> 7 : 255 - (((255 - wpptr->g) * (255 - g)) >> 7);
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wpptr->r = wpptr->r < 128 ? (wpptr->r * r) >> 7 : 255 - (((255 - wpptr->r) * (255 - r)) >> 7);
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break;
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case HICTINT_BLEND_HARDLIGHT:
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wpptr->b = b < 128 ? (wpptr->b * b) >> 7 : 255 - (((255 - wpptr->b) * (255 - b)) >> 7);
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wpptr->g = g < 128 ? (wpptr->g * g) >> 7 : 255 - (((255 - wpptr->g) * (255 - g)) >> 7);
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wpptr->r = r < 128 ? (wpptr->r * r) >> 7 : 255 - (((255 - wpptr->r) * (255 - r)) >> 7);
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break;
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}
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}
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}
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}
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@ -1136,6 +1155,25 @@ int32_t gloadtile_hi(int32_t dapic,int32_t dapalnum, int32_t facen, hicreplctyp
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tcol.r = min((int32_t)((tcol.r) * b) >> 6, 255);
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}
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switch (effect & HICTINT_BLENDMASK)
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{
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case HICTINT_BLEND_SCREEN:
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tcol.b = 255 - (((255 - tcol.b) * (255 - r)) >> 8);
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tcol.g = 255 - (((255 - tcol.g) * (255 - g)) >> 8);
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tcol.r = 255 - (((255 - tcol.r) * (255 - b)) >> 8);
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break;
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case HICTINT_BLEND_OVERLAY:
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tcol.b = tcol.b < 128 ? (tcol.b * r) >> 7 : 255 - (((255 - tcol.b) * (255 - r)) >> 7);
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tcol.g = tcol.g < 128 ? (tcol.g * g) >> 7 : 255 - (((255 - tcol.g) * (255 - g)) >> 7);
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tcol.r = tcol.r < 128 ? (tcol.r * b) >> 7 : 255 - (((255 - tcol.r) * (255 - b)) >> 7);
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break;
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case HICTINT_BLEND_HARDLIGHT:
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tcol.b = r < 128 ? (tcol.b * r) >> 7 : 255 - (((255 - tcol.b) * (255 - r)) >> 7);
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tcol.g = g < 128 ? (tcol.g * g) >> 7 : 255 - (((255 - tcol.g) * (255 - g)) >> 7);
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tcol.r = b < 128 ? (tcol.r * b) >> 7 : 255 - (((255 - tcol.r) * (255 - b)) >> 7);
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break;
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}
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rpptr[x] = tcol;
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}
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}
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@ -1526,7 +1564,7 @@ static void drawpoly(vec2f_t const * const dpxy, int32_t const n, int32_t method
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// tinting happens only to hightile textures, and only if the texture we're
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// rendering isn't for the same palette as what we asked for
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if (!(hictinting[globalpal].f & HICTINT_COLORIZE))
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if (!(hictinting[globalpal].f & HICTINT_PRECOMPUTED))
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{
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if (pth && (pth->flags & PTH_HIGHTILE))
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{
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