- moved the screen blending code out of the renderer.

This is better be made part of the 2D interface.
That would have been done long ago if it hadn't been for the totally incompatible way this was handled by the purely paletted software renderer.
Now with that out of the way there is no point keeping this code this deeply embedded in the renderer.
This commit is contained in:
Christoph Oelckers 2018-05-05 11:20:37 +02:00
commit de15b589c0
13 changed files with 140 additions and 175 deletions

View file

@ -44,11 +44,14 @@
#include "gi.h"
#include "g_level.h"
#include "sbar.h"
#include "d_player.h"
#include "i_video.h"
#include "g_levellocals.h"
#include "vm.h"
CVAR(Float, underwater_fade_scalar, 1.0f, CVAR_ARCHIVE) // [Nash] user-settable underwater blend intensity
CUSTOM_CVAR(Int, uiscale, 0, CVAR_ARCHIVE | CVAR_NOINITCALL)
{
if (self < 0)
@ -1313,3 +1316,107 @@ void DFrameBuffer::RefreshViewBorder ()
}
}
//==========================================================================
//
// Draws a blend over the entire view
//
//==========================================================================
void DFrameBuffer::DrawBlend(sector_t * viewsector)
{
float blend[4] = { 0,0,0,0 };
PalEntry blendv = 0;
float extra_red;
float extra_green;
float extra_blue;
player_t *player = nullptr;
bool fullbright = false;
if (players[consoleplayer].camera != nullptr)
{
player = players[consoleplayer].camera->player;
fullbright = (player->fixedcolormap != NOFIXEDCOLORMAP || player->extralight == INT_MIN || player->fixedlightlevel != -1);
}
// don't draw sector based blends when any fullbright screen effect is active.
if (!fullbright)
{
if (!viewsector->e->XFloor.ffloors.Size())
{
if (viewsector->GetHeightSec())
{
auto s = viewsector->heightsec;
blendv = s->floorplane.PointOnSide(r_viewpoint.Pos) < 0 ? s->bottommap : s->ceilingplane.PointOnSide(r_viewpoint.Pos) < 0 ? s->topmap : s->midmap;
}
}
else
{
TArray<lightlist_t> & lightlist = viewsector->e->XFloor.lightlist;
for (unsigned int i = 0; i < lightlist.Size(); i++)
{
double lightbottom;
if (i < lightlist.Size() - 1)
lightbottom = lightlist[i + 1].plane.ZatPoint(r_viewpoint.Pos);
else
lightbottom = viewsector->floorplane.ZatPoint(r_viewpoint.Pos);
if (lightbottom < r_viewpoint.Pos.Z && (!lightlist[i].caster || !(lightlist[i].caster->flags&FF_FADEWALLS)))
{
// 3d floor 'fog' is rendered as a blending value
blendv = lightlist[i].blend;
// If this is the same as the sector's it doesn't apply!
if (blendv == viewsector->Colormap.FadeColor) blendv = 0;
// a little hack to make this work for Legacy maps.
if (blendv.a == 0 && blendv != 0) blendv.a = 128;
break;
}
}
}
if (blendv.a == 0 && V_IsTrueColor()) // The paletted software renderer uses the original colormap as this frame's palette, but in true color that isn't doable.
{
blendv = R_BlendForColormap(blendv);
}
if (blendv.a == 255)
{
extra_red = blendv.r / 255.0f;
extra_green = blendv.g / 255.0f;
extra_blue = blendv.b / 255.0f;
// If this is a multiplicative blend do it separately and add the additive ones on top of it.
// black multiplicative blends are ignored
if (extra_red || extra_green || extra_blue)
{
screen->Dim(blendv, 1, 0, 0, screen->GetWidth(), screen->GetHeight(), &LegacyRenderStyles[STYLE_Multiply]);
}
blendv = 0;
}
else if (blendv.a)
{
// [Nash] allow user to set blend intensity
int cnt = blendv.a;
cnt = (int)(cnt * underwater_fade_scalar);
V_AddBlend(blendv.r / 255.f, blendv.g / 255.f, blendv.b / 255.f, cnt / 255.0f, blend);
}
}
if (player)
{
V_AddPlayerBlend(player, blend, 0.5, 175);
}
if (players[consoleplayer].camera != NULL)
{
// except for fadeto effects
player_t *player = (players[consoleplayer].camera->player != NULL) ? players[consoleplayer].camera->player : &players[consoleplayer];
V_AddBlend(player->BlendR, player->BlendG, player->BlendB, player->BlendA, blend);
}
screen->Dim(PalEntry(255, uint8_t(blend[0] * 255), uint8_t(blend[1] * 255), uint8_t(blend[2] * 255)), blend[3], 0, 0, screen->GetWidth(), screen->GetHeight());
}