- cleanup of 2D code.
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10 changed files with 229 additions and 229 deletions
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@ -45,7 +45,10 @@
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#include "g_levellocals.h"
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#include "vm.h"
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#include "v_palette.h"
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#include "r_utility.h"
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#include "hwrenderer/utility/hw_cvars.h"
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CVAR(Float, underwater_fade_scalar, 1.0f, CVAR_ARCHIVE) // [Nash] user-settable underwater blend intensity
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CVAR( Float, blood_fade_scalar, 1.0f, CVAR_ARCHIVE ) // [SP] Pulled from Skulltag - changed default from 0.5 to 1.0
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CVAR( Float, pickup_fade_scalar, 1.0f, CVAR_ARCHIVE ) // [SP] Uses same logic as blood_fade_scalar except for pickups
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@ -208,3 +211,167 @@ void V_AddPlayerBlend (player_t *CPlayer, float blend[4], float maxinvalpha, int
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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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//==========================================================================
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//
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// Draws a blend over the entire view
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//
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//==========================================================================
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FVector4 V_CalcBlend(sector_t* viewsector, PalEntry* modulateColor)
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{
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float blend[4] = { 0,0,0,0 };
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PalEntry blendv = 0;
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float extra_red;
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float extra_green;
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float extra_blue;
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player_t* player = nullptr;
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bool fullbright = false;
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if (modulateColor) *modulateColor = 0xffffffff;
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if (players[consoleplayer].camera != nullptr)
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{
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player = players[consoleplayer].camera->player;
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if (player)
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fullbright = (player->fixedcolormap != NOFIXEDCOLORMAP || player->extralight == INT_MIN || player->fixedlightlevel != -1);
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}
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// don't draw sector based blends when any fullbright screen effect is active.
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if (!fullbright)
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{
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const auto& vpp = r_viewpoint.Pos;
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if (!viewsector->e->XFloor.ffloors.Size())
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{
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if (viewsector->GetHeightSec())
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{
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auto s = viewsector->heightsec;
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blendv = s->floorplane.PointOnSide(vpp) < 0 ? s->bottommap : s->ceilingplane.PointOnSide(vpp) < 0 ? s->topmap : s->midmap;
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}
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}
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else
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{
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TArray<lightlist_t>& lightlist = viewsector->e->XFloor.lightlist;
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for (unsigned int i = 0; i < lightlist.Size(); i++)
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{
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double lightbottom;
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if (i < lightlist.Size() - 1)
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lightbottom = lightlist[i + 1].plane.ZatPoint(vpp);
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else
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lightbottom = viewsector->floorplane.ZatPoint(vpp);
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if (lightbottom < vpp.Z && (!lightlist[i].caster || !(lightlist[i].caster->flags & FF_FADEWALLS)))
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{
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// 3d floor 'fog' is rendered as a blending value
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blendv = lightlist[i].blend;
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// If this is the same as the sector's it doesn't apply!
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if (blendv == viewsector->Colormap.FadeColor) blendv = 0;
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// a little hack to make this work for Legacy maps.
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if (blendv.a == 0 && blendv != 0) blendv.a = 128;
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break;
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}
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}
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}
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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.
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{
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blendv = R_BlendForColormap(blendv);
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}
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if (blendv.a == 255)
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{
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extra_red = blendv.r / 255.0f;
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extra_green = blendv.g / 255.0f;
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extra_blue = blendv.b / 255.0f;
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// If this is a multiplicative blend do it separately and add the additive ones on top of it.
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// black multiplicative blends are ignored
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if (extra_red || extra_green || extra_blue)
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{
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if (modulateColor) *modulateColor = blendv;
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}
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blendv = 0;
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}
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else if (blendv.a)
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{
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// [Nash] allow user to set blend intensity
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int cnt = blendv.a;
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cnt = (int)(cnt * underwater_fade_scalar);
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V_AddBlend(blendv.r / 255.f, blendv.g / 255.f, blendv.b / 255.f, cnt / 255.0f, blend);
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}
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}
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else if (player && player->fixedlightlevel != -1 && player->fixedcolormap == NOFIXEDCOLORMAP)
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{
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// Draw fixedlightlevel effects as a 2D overlay. The hardware renderer just processes such a scene fullbright without any lighting.
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auto torchtype = PClass::FindActor(NAME_PowerTorch);
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auto litetype = PClass::FindActor(NAME_PowerLightAmp);
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PalEntry color = 0xffffffff;
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for (AActor* in = player->mo->Inventory; in; in = in->Inventory)
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{
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// Need special handling for light amplifiers
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if (in->IsKindOf(torchtype))
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{
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// The software renderer already bakes the torch flickering into its output, so this must be omitted here.
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float r = vid_rendermode < 4 ? 1.f : (0.8f + (7 - player->fixedlightlevel) / 70.0f);
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if (r > 1.0f) r = 1.0f;
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int rr = (int)(r * 255);
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int b = rr;
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if (gl_enhanced_nightvision) b = b * 3 / 4;
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color = PalEntry(255, rr, rr, b);
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}
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else if (in->IsKindOf(litetype))
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{
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if (gl_enhanced_nightvision)
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{
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color = PalEntry(255, 104, 255, 104);
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}
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}
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}
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if (modulateColor)
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{
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*modulateColor = color;
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}
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}
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if (player)
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{
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V_AddPlayerBlend(player, blend, 0.5, 175);
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}
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if (players[consoleplayer].camera != NULL)
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{
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// except for fadeto effects
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player_t* player = (players[consoleplayer].camera->player != NULL) ? players[consoleplayer].camera->player : &players[consoleplayer];
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V_AddBlend(player->BlendR, player->BlendG, player->BlendB, player->BlendA, blend);
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}
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const float br = clamp(blend[0] * 255.f, 0.f, 255.f);
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const float bg = clamp(blend[1] * 255.f, 0.f, 255.f);
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const float bb = clamp(blend[2] * 255.f, 0.f, 255.f);
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return { br, bg, bb, blend[3] };
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}
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//==========================================================================
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//
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// Draws a blend over the entire view
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//
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//==========================================================================
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void V_DrawBlend(sector_t* viewsector)
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{
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auto drawer = twod;
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PalEntry modulateColor;
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auto blend = V_CalcBlend(viewsector, &modulateColor);
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if (modulateColor != 0xffffffff)
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{
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Dim(twod, modulateColor, 1, 0, 0, drawer->GetWidth(), drawer->GetHeight(), &LegacyRenderStyles[STYLE_Multiply]);
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}
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const PalEntry bcolor(255, uint8_t(blend.X), uint8_t(blend.Y), uint8_t(blend.Z));
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Dim(drawer, bcolor, blend.W, 0, 0, drawer->GetWidth(), drawer->GetHeight());
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}
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