- 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:
Christoph Oelckers 2012-05-01 11:27:54 +00:00
commit 75dc6cb0b2
10 changed files with 234 additions and 125 deletions

View file

@ -88,6 +88,9 @@ int BaseBlendR, BaseBlendG, BaseBlendB;
float BaseBlendA;
CVAR (Int, paletteflash, 0, CVAR_ARCHIVE)
CVAR (Flag, pf_hexenweaps, paletteflash, PF_HEXENWEAPONS)
CVAR (Flag, pf_specialdamage, paletteflash, PF_SPECIALDAMAGE)
CVAR (Flag, pf_hazard, paletteflash, PF_HAZARD)
// Stretch status bar to full screen width?
CUSTOM_CVAR (Bool, st_scale, true, CVAR_ARCHIVE)
@ -112,20 +115,6 @@ CUSTOM_CVAR(Int, am_showmaplabel, 2, CVAR_ARCHIVE)
CVAR (Bool, idmypos, false, 0);
// [RH] Amount of red flash for up to 114 damage points. Calculated by hand
// using a logarithmic scale and my trusty HP48G.
BYTE DBaseStatusBar::DamageToAlpha[114] =
{
0, 8, 16, 23, 30, 36, 42, 47, 53, 58, 62, 67, 71, 75, 79,
83, 87, 90, 94, 97, 100, 103, 107, 109, 112, 115, 118, 120, 123, 125,
128, 130, 133, 135, 137, 139, 141, 143, 145, 147, 149, 151, 153, 155, 157,
159, 160, 162, 164, 165, 167, 169, 170, 172, 173, 175, 176, 178, 179, 181,
182, 183, 185, 186, 187, 189, 190, 191, 192, 194, 195, 196, 197, 198, 200,
201, 202, 203, 204, 205, 206, 207, 209, 210, 211, 212, 213, 214, 215, 216,
217, 218, 219, 220, 221, 221, 222, 223, 224, 225, 226, 227, 228, 229, 229,
230, 231, 232, 233, 234, 235, 235, 236, 237
};
//---------------------------------------------------------------------------
//
// Format the map name, include the map label if wanted
@ -1500,27 +1489,6 @@ void DBaseStatusBar::DrawPowerups ()
}
}
/*
=============
SV_AddBlend
[RH] This is from Q2.
=============
*/
void DBaseStatusBar::AddBlend (float r, float g, float b, float a, float v_blend[4])
{
float a2, a3;
if (a <= 0)
return;
a2 = v_blend[3] + (1-v_blend[3])*a; // new total alpha
a3 = v_blend[3]/a2; // fraction of color from old
v_blend[0] = v_blend[0]*a3 + r*(1-a3);
v_blend[1] = v_blend[1]*a3 + g*(1-a3);
v_blend[2] = v_blend[2]*a3 + b*(1-a3);
v_blend[3] = a2;
}
//---------------------------------------------------------------------------
//
// BlendView
@ -1529,90 +1497,13 @@ void DBaseStatusBar::AddBlend (float r, float g, float b, float a, float v_blend
void DBaseStatusBar::BlendView (float blend[4])
{
int cnt;
AddBlend (BaseBlendR / 255.f, BaseBlendG / 255.f, BaseBlendB / 255.f, BaseBlendA, blend);
// [RH] All powerups can affect the screen blending now
for (AInventory *item = CPlayer->mo->Inventory; item != NULL; item = item->Inventory)
{
PalEntry color = item->GetBlend ();
if (color.a != 0)
{
AddBlend (color.r/255.f, color.g/255.f, color.b/255.f, color.a/255.f, blend);
}
}
if (CPlayer->bonuscount)
{
cnt = CPlayer->bonuscount << 3;
AddBlend (RPART(gameinfo.pickupcolor)/255.f, GPART(gameinfo.pickupcolor)/255.f,
BPART(gameinfo.pickupcolor)/255.f, cnt > 128 ? 0.5f : cnt / 255.f, blend);
}
PainFlashList * pfl = CPlayer->mo->GetClass()->ActorInfo->PainFlashes;
PalEntry painFlash = CPlayer->mo->DamageFade;
if (pfl)
{
PalEntry * color = pfl->CheckKey(CPlayer->mo->DamageTypeReceived);
if (color) painFlash = *color;
}
if (painFlash.a != 0)
{
cnt = DamageToAlpha[MIN (113, CPlayer->damagecount * painFlash.a / 255)];
if (cnt)
{
if (cnt > 228)
cnt = 228;
AddBlend (painFlash.r / 255.f, painFlash.g / 255.f, painFlash.b / 255.f, cnt / 255.f, blend);
}
}
// Unlike Doom, I did not have any utility source to look at to find the
// exact numbers to use here, so I've had to guess by looking at how they
// affect the white color in Hexen's palette and picking an alpha value
// that seems reasonable.
// [Gez] The exact values could be obtained by looking how they affect
// each color channel in Hexen's palette.
if (CPlayer->poisoncount)
{
cnt = MIN (CPlayer->poisoncount, 64);
if (paletteflash & PF_SPECIALDAMAGE)
{
AddBlend(44/255.f, 92/255.f, 36/255.f, ((cnt + 7) >> 3) * 0.1f, blend);
}
else
{
AddBlend (0.04f, 0.2571f, 0.f, cnt/93.2571428571f, blend);
}
}
if (CPlayer->hazardcount > 16*TICRATE || (CPlayer->hazardcount & 8))
{
AddBlend (0.f, 1.f, 0.f, 0.125f, blend);
}
if (CPlayer->mo->DamageType == NAME_Ice)
{
if (paletteflash & PF_SPECIALDAMAGE)
{
AddBlend(0.f, 0.f, 224/255.f, 0.5f, blend);
}
else
{
AddBlend (0.25f, 0.25f, 0.853f, 0.4f, blend);
}
}
V_AddBlend (BaseBlendR / 255.f, BaseBlendG / 255.f, BaseBlendB / 255.f, BaseBlendA, blend);
V_AddPlayerBlend(CPlayer, blend, 1.0f, 228);
if (screen->Accel2D || (CPlayer->camera != NULL && menuactive == MENU_Off && ConsoleState == c_up))
{
player_t *player = (CPlayer->camera != NULL && CPlayer->camera->player != NULL) ? CPlayer->camera->player : CPlayer;
AddBlend (player->BlendR, player->BlendG, player->BlendB, player->BlendA, blend);
V_AddBlend (player->BlendR, player->BlendG, player->BlendB, player->BlendA, blend);
}
V_SetBlend ((int)(blend[0] * 255.0f), (int)(blend[1] * 255.0f),