Added FDynamicColormap support to true color mode

This commit is contained in:
Magnus Norddahl 2016-06-05 14:08:03 +02:00
commit 0c8c9e0aea
16 changed files with 948 additions and 468 deletions

View file

@ -416,7 +416,7 @@ void R_DrawVisSprite (vissprite_t *vis)
{ // For shaded sprites, R_SetPatchStyle sets a dc_colormap to an alpha table, but
// it is the brightest one. We need to get back to the proper light level for
// this sprite.
R_SetColorMapLight(dc_colormap, 0, vis->Style.ColormapNum << FRACBITS);
R_SetColorMapLight(dc_fcolormap, 0, vis->Style.ColormapNum << FRACBITS);
}
if (mode != DontDraw)
@ -538,11 +538,11 @@ void R_DrawWallSprite(vissprite_t *spr)
rw_lightstep = float((GlobVis / spr->wallc.sz2 - rw_lightleft) / (spr->wallc.sx2 - spr->wallc.sx1));
rw_light = rw_lightleft + (x1 - spr->wallc.sx1) * rw_lightstep;
if (fixedlightlev >= 0)
R_SetColorMapLight(usecolormap->Maps, 0, FIXEDLIGHT2SHADE(fixedlightlev));
R_SetColorMapLight(usecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
else if (fixedcolormap != NULL)
R_SetColorMapLight(fixedcolormap, 0, 0);
else if (!foggy && (spr->renderflags & RF_FULLBRIGHT))
R_SetColorMapLight(usecolormap->Maps, 0, 0);
R_SetColorMapLight(usecolormap, 0, 0);
else
calclighting = true;
@ -593,7 +593,7 @@ void R_DrawWallSprite(vissprite_t *spr)
{
if (calclighting)
{ // calculate lighting
R_SetColorMapLight(usecolormap->Maps, rw_light, shade);
R_SetColorMapLight(usecolormap, rw_light, shade);
}
if (!R_ClipSpriteColumnWithPortals(spr))
R_WallSpriteColumn(R_DrawMaskedColumn);
@ -604,7 +604,7 @@ void R_DrawWallSprite(vissprite_t *spr)
{
if (calclighting)
{ // calculate lighting
R_SetColorMapLight(usecolormap->Maps, rw_light, shade);
R_SetColorMapLight(usecolormap, rw_light, shade);
}
rt_initcols(nullptr);
for (int zz = 4; zz; --zz)
@ -620,7 +620,7 @@ void R_DrawWallSprite(vissprite_t *spr)
{
if (calclighting)
{ // calculate lighting
R_SetColorMapLight(usecolormap->Maps, rw_light, shade);
R_SetColorMapLight(usecolormap, rw_light, shade);
}
if (!R_ClipSpriteColumnWithPortals(spr))
R_WallSpriteColumn(R_DrawMaskedColumn);
@ -680,7 +680,7 @@ void R_DrawVisVoxel(vissprite_t *spr, int minslabz, int maxslabz, short *cliptop
// Render the voxel, either directly to the screen or offscreen.
R_DrawVoxel(spr->pa.vpos, spr->pa.vang, spr->gpos, spr->Angle,
spr->xscale, FLOAT2FIXED(spr->yscale), spr->voxel, spr->Style.BaseColormap + (spr->Style.ColormapNum << COLORMAPSHIFT), cliptop, clipbot,
spr->xscale, FLOAT2FIXED(spr->yscale), spr->voxel, spr->Style.BaseColormap->Maps + (spr->Style.ColormapNum << COLORMAPSHIFT), cliptop, clipbot,
minslabz, maxslabz, flags);
// Blend the voxel, if that's what we need to do.
@ -1121,19 +1121,19 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
}
if (fixedlightlev >= 0)
{
vis->Style.BaseColormap = mybasecolormap->Maps;
vis->Style.BaseColormap = mybasecolormap;
vis->Style.ColormapNum = fixedlightlev >> COLORMAPSHIFT;
}
else if (!foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT)))
{ // full bright
vis->Style.BaseColormap = mybasecolormap->Maps;
vis->Style.BaseColormap = mybasecolormap;
vis->Style.ColormapNum = 0;
}
else
{ // diminished light
vis->Style.ColormapNum = GETPALOOKUP(
r_SpriteVisibility / MAX(tz, MINZ), spriteshade);
vis->Style.BaseColormap = mybasecolormap->Maps;
vis->Style.BaseColormap = mybasecolormap;
}
}
}
@ -1208,7 +1208,7 @@ static void R_ProjectWallSprite(AActor *thing, const DVector3 &pos, FTextureID p
vis->bWallSprite = true;
vis->Style.ColormapNum = GETPALOOKUP(
r_SpriteVisibility / MAX(tz, MINZ), spriteshade);
vis->Style.BaseColormap = basecolormap->Maps;
vis->Style.BaseColormap = basecolormap;
vis->wallc = wallc;
}
@ -1428,7 +1428,7 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double
if (realfixedcolormap != NULL)
{ // fixed color
vis->Style.BaseColormap = realfixedcolormap->Colormap;
vis->Style.BaseColormap = realfixedcolormap;
vis->Style.ColormapNum = 0;
}
else
@ -1439,39 +1439,38 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double
}
if (fixedlightlev >= 0)
{
vis->Style.BaseColormap = mybasecolormap->Maps;
vis->Style.BaseColormap = mybasecolormap;
vis->Style.ColormapNum = fixedlightlev >> COLORMAPSHIFT;
}
else if (!foggy && psp->state->GetFullbright())
{ // full bright
vis->Style.BaseColormap = mybasecolormap->Maps; // [RH] use basecolormap
vis->Style.BaseColormap = mybasecolormap; // [RH] use basecolormap
vis->Style.ColormapNum = 0;
}
else
{ // local light
vis->Style.BaseColormap = mybasecolormap->Maps;
vis->Style.BaseColormap = mybasecolormap;
vis->Style.ColormapNum = GETPALOOKUP(0, spriteshade);
}
}
if (camera->Inventory != NULL)
{
BYTE oldcolormapnum = vis->Style.ColormapNum;
lighttable_t *oldcolormap = vis->Style.BaseColormap;
FColormap *oldcolormap = vis->Style.BaseColormap;
camera->Inventory->AlterWeaponSprite (&vis->Style);
if (vis->Style.BaseColormap != oldcolormap || vis->Style.ColormapNum != oldcolormapnum)
{
// The colormap has changed. Is it one we can easily identify?
// If not, then don't bother trying to identify it for
// hardware accelerated drawing.
if (vis->Style.BaseColormap < SpecialColormaps[0].Colormap ||
vis->Style.BaseColormap > SpecialColormaps.Last().Colormap)
if (vis->Style.BaseColormap < &SpecialColormaps[0] ||
vis->Style.BaseColormap > &SpecialColormaps.Last())
{
noaccel = true;
}
// Has the basecolormap changed? If so, we can't hardware accelerate it,
// since we don't know what it is anymore.
else if (vis->Style.BaseColormap < mybasecolormap->Maps ||
vis->Style.BaseColormap >= mybasecolormap->Maps + NUMCOLORMAPS*256)
else if (vis->Style.BaseColormap != mybasecolormap)
{
noaccel = true;
}
@ -1479,13 +1478,13 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double
}
// If we're drawing with a special colormap, but shaders for them are disabled, do
// not accelerate.
if (!r_shadercolormaps && (vis->Style.BaseColormap >= SpecialColormaps[0].Colormap &&
vis->Style.BaseColormap <= SpecialColormaps.Last().Colormap))
if (!r_shadercolormaps && (vis->Style.BaseColormap >= &SpecialColormaps[0] &&
vis->Style.BaseColormap <= &SpecialColormaps.Last()))
{
noaccel = true;
}
// If drawing with a BOOM colormap, disable acceleration.
if (mybasecolormap == &NormalLight && NormalLight.Maps != realcolormaps)
if (mybasecolormap == &NormalLight && NormalLight.Maps != realcolormaps.Maps)
{
noaccel = true;
}
@ -1502,7 +1501,7 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double
else
{
colormap_to_use = basecolormap;
vis->Style.BaseColormap = basecolormap->Maps;
vis->Style.BaseColormap = basecolormap;
vis->Style.ColormapNum = 0;
vis->Style.RenderStyle = STYLE_Normal;
}
@ -1649,12 +1648,10 @@ void R_DrawRemainingPlayerSprites()
FColormapStyle colormapstyle;
bool usecolormapstyle = false;
if (vis->Style.BaseColormap >= SpecialColormaps[0].Colormap &&
vis->Style.BaseColormap < SpecialColormaps[SpecialColormaps.Size()].Colormap)
if (vis->Style.BaseColormap >= &SpecialColormaps[0] &&
vis->Style.BaseColormap < &SpecialColormaps[SpecialColormaps.Size()])
{
// Yuck! There needs to be a better way to store colormaps in the vissprite... :(
ptrdiff_t specialmap = (vis->Style.BaseColormap - SpecialColormaps[0].Colormap) / sizeof(FSpecialColormap) + vis->Style.ColormapNum;
special = &SpecialColormaps[specialmap];
special = static_cast<FSpecialColormap*>(vis->Style.BaseColormap);
}
else if (colormap->Color == PalEntry(255,255,255) &&
colormap->Desaturate == 0)
@ -1912,7 +1909,7 @@ void R_DrawSprite (vissprite_t *spr)
int r1, r2;
short topclip, botclip;
short *clip1, *clip2;
lighttable_t *colormap = spr->Style.BaseColormap;
FColormap *colormap = spr->Style.BaseColormap;
int colormapnum = spr->Style.ColormapNum;
F3DFloor *rover;
FDynamicColormap *mybasecolormap;
@ -2010,18 +2007,18 @@ void R_DrawSprite (vissprite_t *spr)
}
if (fixedlightlev >= 0)
{
spr->Style.BaseColormap = mybasecolormap->Maps;
spr->Style.BaseColormap = mybasecolormap;
spr->Style.ColormapNum = fixedlightlev >> COLORMAPSHIFT;
}
else if (!foggy && (spr->renderflags & RF_FULLBRIGHT))
{ // full bright
spr->Style.BaseColormap = mybasecolormap->Maps;
spr->Style.BaseColormap = mybasecolormap;
spr->Style.ColormapNum = 0;
}
else
{ // diminished light
spriteshade = LIGHT2SHADE(sec->lightlevel + r_actualextralight);
spr->Style.BaseColormap = mybasecolormap->Maps;
spr->Style.BaseColormap = mybasecolormap;
spr->Style.ColormapNum = GETPALOOKUP(r_SpriteVisibility / MAX(MINZ, (double)spr->depth), spriteshade);
}
}
@ -2438,7 +2435,7 @@ void R_ProjectParticle (particle_t *particle, const sector_t *sector, int shade,
int x1, x2, y1, y2;
vissprite_t* vis;
sector_t* heightsec = NULL;
BYTE* map;
FColormap* map;
// [ZZ] Particle not visible through the portal plane
if (CurrentPortal && !!P_PointOnLineSide(particle->Pos, CurrentPortal->dst))
@ -2511,7 +2508,7 @@ void R_ProjectParticle (particle_t *particle, const sector_t *sector, int shade,
botplane = &heightsec->ceilingplane;
toppic = sector->GetTexture(sector_t::ceiling);
botpic = heightsec->GetTexture(sector_t::ceiling);
map = heightsec->ColorMap->Maps;
map = heightsec->ColorMap;
}
else if (fakeside == FAKED_BelowFloor)
{
@ -2519,7 +2516,7 @@ void R_ProjectParticle (particle_t *particle, const sector_t *sector, int shade,
botplane = &sector->floorplane;
toppic = heightsec->GetTexture(sector_t::floor);
botpic = sector->GetTexture(sector_t::floor);
map = heightsec->ColorMap->Maps;
map = heightsec->ColorMap;
}
else
{
@ -2527,7 +2524,7 @@ void R_ProjectParticle (particle_t *particle, const sector_t *sector, int shade,
botplane = &heightsec->floorplane;
toppic = heightsec->GetTexture(sector_t::ceiling);
botpic = heightsec->GetTexture(sector_t::floor);
map = sector->ColorMap->Maps;
map = sector->ColorMap;
}
}
else
@ -2536,7 +2533,7 @@ void R_ProjectParticle (particle_t *particle, const sector_t *sector, int shade,
botplane = &sector->floorplane;
toppic = sector->GetTexture(sector_t::ceiling);
botpic = sector->GetTexture(sector_t::floor);
map = sector->ColorMap->Maps;
map = sector->ColorMap;
}
if (botpic != skyflatnum && particle->Pos.Z < botplane->ZatPoint (particle->Pos))
@ -2619,7 +2616,7 @@ void R_DrawParticle_C (vissprite_t *vis)
{
int spacing;
BYTE *dest;
BYTE color = vis->Style.BaseColormap[(vis->Style.ColormapNum << COLORMAPSHIFT) + vis->startfrac];
BYTE color = vis->Style.BaseColormap->Maps[(vis->Style.ColormapNum << COLORMAPSHIFT) + vis->startfrac];
int yl = vis->y1;
int ycount = vis->y2 - yl + 1;
int x1 = vis->x1;
@ -2685,7 +2682,7 @@ void R_DrawParticle_RGBA(vissprite_t *vis)
{
int spacing;
uint32_t *dest;
BYTE color = vis->Style.BaseColormap[vis->startfrac];
BYTE color = vis->Style.BaseColormap->Maps[vis->startfrac];
int yl = vis->y1;
int ycount = vis->y2 - yl + 1;
int x1 = vis->x1;
@ -2693,7 +2690,7 @@ void R_DrawParticle_RGBA(vissprite_t *vis)
R_DrawMaskedSegsBehindParticle(vis);
uint32_t fg = shade_pal_index(color, calc_light_multiplier(LIGHTSCALE(0, vis->Style.ColormapNum << FRACBITS)));
uint32_t fg = shade_pal_index_simple(color, calc_light_multiplier(LIGHTSCALE(0, vis->Style.ColormapNum << FRACBITS)));
uint32_t fg_red = (fg >> 16) & 0xff;
uint32_t fg_green = (fg >> 8) & 0xff;
uint32_t fg_blue = fg & 0xff;