- Updated lempar.c to v1.31.

- Added .txt files to the list of types (wad, zip, and pk3) that can be
  loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
  support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
  with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
  on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
  scope than before. The skipped entry is assumed to always be at 248, and
  it is assumed that all Shader Model 1.4 cards suffer from this. That's
  because all SM1.4 cards are based on variants of the ATI R200 core, and the
  RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
  other flavors of the R200 are any different. (Interesting note: With the
  Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
  debug Direct3D 9 runtime, but it works perfectly fine with the retail
  Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
  math inside pixel shaders. That would explain perfectly why I can't use
  constants greater than 1 with PS1.4 and why it can't do an exact mapping to
  every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
  "color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
  completely setup, meaning that Shader Model 1.4 cards could not change
  resolution.
- I have decided to let remap palettes specify variable alpha values for
  their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
  reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
  when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
  (Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
  gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
  unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
  being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
  accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
  multiple script scanner states can be stored without being forced to do so
  recursively. I think I might be taking advantage of that in the near
  future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
  * Fixed: When using even length values in drawnumber it would cap to a 98
    value instead of a 99 as intended.
  * The SBarInfo parser can now accept negatives for coordinates. This
    doesn't allow much right now, but later I plan to add better fullscreen
    hud support in which the negatives will be more useful. This also cleans
    up the source a bit since all calls for (x, y) coordinates are with the
    function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
  software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
  space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
  STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
  gets blended with the background, since that seems like a good idea for
  reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
  Since the ERenderStyle enumeration was getting rather unwieldy, I converted
  it into a new FRenderStyle structure that lets each parameter of the
  blending equation be set separately. This simplified the set up for the
  blend quite a bit, and it means a number of new combinations are available
  by setting the parameters properly.


SVN r710 (trunk)
This commit is contained in:
Randy Heit 2008-01-25 23:57:44 +00:00
commit e5572a1c4e
111 changed files with 10435 additions and 7770 deletions

View file

@ -111,6 +111,7 @@ fixed_t dc_iscale;
fixed_t dc_texturemid;
fixed_t dc_texturefrac;
int dc_color; // [RH] Color for column filler
DWORD dc_srccolor;
DWORD *dc_srcblend; // [RH] Source and destination
DWORD *dc_destblend; // blending lookups
@ -134,6 +135,23 @@ cycle_t DetailDoubleCycles;
int dc_fillcolor;
BYTE *dc_translation;
BYTE shadetables[NUMCOLORMAPS*16*256];
FDynamicColormap ShadeFakeColormap[16];
BYTE identitymap[256];
// Convert legacy render styles to flexible render styles.
const FRenderStyle LegacyRenderStyles[STYLE_Count] =
{
/* STYLE_None */ {{ STYLEOP_None, }},
/* STYLE_Normal */ {{ STYLEOP_Add, STYLEALPHA_Src, STYLEALPHA_InvSrc, 0 }},
/* STYLE_Fuzzy */ {{ STYLEOP_Fuzz, STYLEALPHA_Src, STYLEALPHA_InvSrc, STYLEF_Alpha1 }},
/* STYLE_SoulTrans */ {{ STYLEOP_Add, STYLEALPHA_Src, STYLEALPHA_InvSrc, STYLEF_TransSoulsAlpha }},
/* STYLE_OptFuzzy */ {{ STYLEOP_FuzzOrAdd, STYLEALPHA_Src, STYLEALPHA_InvSrc, 0 }},
/* STYLE_Stencil */ {{ STYLEOP_Add, STYLEALPHA_Src, STYLEALPHA_InvSrc, STYLEF_Alpha1 | STYLEF_ColorIsFixed }},
/* STYLE_Translucent */ {{ STYLEOP_Add, STYLEALPHA_Src, STYLEALPHA_InvSrc, 0 }},
/* STYLE_Add */ {{ STYLEOP_Add, STYLEALPHA_Src, STYLEALPHA_One, 0 }},
/* STYLE_Shaded */ {{ STYLEOP_Add, STYLEALPHA_Src, STYLEALPHA_InvSrc, STYLEF_RedIsAlpha | STYLEF_ColorIsFixed }},
/* STYLE_TranslucentStencil */{{ STYLEOP_Add, STYLEALPHA_Src, STYLEALPHA_InvSrc, STYLEF_ColorIsFixed }},
};
/************************************/
/* */
@ -233,7 +251,7 @@ void R_FillAddColumn (void)
DWORD fg;
bg2rgb = dc_destblend;
fg = dc_srcblend[dc_color];
fg = dc_srccolor;
int pitch = dc_pitch;
do
@ -246,6 +264,103 @@ void R_FillAddColumn (void)
}
void R_FillAddClampColumn (void)
{
int count;
BYTE *dest;
count = dc_count;
if (count <= 0)
return;
dest = dc_dest;
DWORD *bg2rgb;
DWORD fg;
bg2rgb = dc_destblend;
fg = dc_srccolor;
int pitch = dc_pitch;
do
{
DWORD a = fg + bg2rgb[*dest];
DWORD b = a;
a |= 0x01f07c1f;
b &= 0x40100400;
a &= 0x3fffffff;
b = b - (b >> 5);
a |= b;
*dest = RGB32k[0][0][a & (a>>15)];
dest += pitch;
} while (--count);
}
void R_FillSubClampColumn (void)
{
int count;
BYTE *dest;
count = dc_count;
if (count <= 0)
return;
dest = dc_dest;
DWORD *bg2rgb;
DWORD fg;
bg2rgb = dc_destblend;
fg = dc_srccolor | 0x40100400;
int pitch = dc_pitch;
do
{
DWORD a = fg - bg2rgb[*dest];
DWORD b = a;
b &= 0x40100400;
b = b - (b >> 5);
a &= b;
a |= 0x01f07c1f;
*dest = RGB32k[0][0][a & (a>>15)];
dest += pitch;
} while (--count);
}
void R_FillRevSubClampColumn (void)
{
int count;
BYTE *dest;
count = dc_count;
if (count <= 0)
return;
dest = dc_dest;
DWORD *bg2rgb;
DWORD fg;
bg2rgb = dc_destblend;
fg = dc_srccolor;
int pitch = dc_pitch;
do
{
DWORD a = (bg2rgb[*dest] | 0x40100400) - fg;
DWORD b = a;
b &= 0x40100400;
b = b - (b >> 5);
a &= b;
a |= 0x01f07c1f;
*dest = RGB32k[0][0][a & (a>>15)];
dest += pitch;
} while (--count);
}
//
// Spectre/Invisibility.
//
@ -593,8 +708,7 @@ void R_DrawAddClampColumnP_C ()
do
{
DWORD a = fg2rgb[colormap[source[frac>>FRACBITS]]]
+ bg2rgb[*dest];
DWORD a = fg2rgb[colormap[source[frac>>FRACBITS]]] + bg2rgb[*dest];
DWORD b = a;
a |= 0x01f07c1f;
@ -609,7 +723,7 @@ void R_DrawAddClampColumnP_C ()
}
}
// Add source to destination, clamping it to white
// Add translated source to destination, clamping it to white
void R_DrawAddClampTranslatedColumnP_C ()
{
int count;
@ -636,8 +750,7 @@ void R_DrawAddClampTranslatedColumnP_C ()
do
{
DWORD a = fg2rgb[colormap[translation[source[frac>>FRACBITS]]]]
+ bg2rgb[*dest];
DWORD a = fg2rgb[colormap[translation[source[frac>>FRACBITS]]]] + bg2rgb[*dest];
DWORD b = a;
a |= 0x01f07c1f;
@ -652,6 +765,168 @@ void R_DrawAddClampTranslatedColumnP_C ()
}
}
// Subtract destination from source, clamping it to black
void R_DrawSubClampColumnP_C ()
{
int count;
BYTE *dest;
fixed_t frac;
fixed_t fracstep;
count = dc_count;
if (count <= 0)
return;
dest = dc_dest;
fracstep = dc_iscale;
frac = dc_texturefrac;
{
BYTE *colormap = dc_colormap;
const BYTE *source = dc_source;
int pitch = dc_pitch;
DWORD *fg2rgb = dc_srcblend;
DWORD *bg2rgb = dc_destblend;
do
{
DWORD a = (fg2rgb[colormap[source[frac>>FRACBITS]]] | 0x40100400) - bg2rgb[*dest];
DWORD b = a;
b &= 0x40100400;
b = b - (b >> 5);
a &= b;
a |= 0x01f07c1f;
*dest = RGB32k[0][0][a & (a>>15)];
dest += pitch;
frac += fracstep;
} while (--count);
}
}
// Subtract destination from source, clamping it to black
void R_DrawSubClampTranslatedColumnP_C ()
{
int count;
BYTE *dest;
fixed_t frac;
fixed_t fracstep;
count = dc_count;
if (count <= 0)
return;
dest = dc_dest;
fracstep = dc_iscale;
frac = dc_texturefrac;
{
BYTE *translation = dc_translation;
BYTE *colormap = dc_colormap;
const BYTE *source = dc_source;
int pitch = dc_pitch;
DWORD *fg2rgb = dc_srcblend;
DWORD *bg2rgb = dc_destblend;
do
{
DWORD a = (fg2rgb[colormap[translation[source[frac>>FRACBITS]]]] | 0x40100400) - bg2rgb[*dest];
DWORD b = a;
b &= 0x40100400;
b = b - (b >> 5);
a &= b;
a |= 0x01f07c1f;
*dest = RGB32k[0][0][(a>>15) & a];
dest += pitch;
frac += fracstep;
} while (--count);
}
}
// Subtract source from destination, clamping it to black
void R_DrawRevSubClampColumnP_C ()
{
int count;
BYTE *dest;
fixed_t frac;
fixed_t fracstep;
count = dc_count;
if (count <= 0)
return;
dest = dc_dest;
fracstep = dc_iscale;
frac = dc_texturefrac;
{
BYTE *colormap = dc_colormap;
const BYTE *source = dc_source;
int pitch = dc_pitch;
DWORD *fg2rgb = dc_srcblend;
DWORD *bg2rgb = dc_destblend;
do
{
DWORD a = (bg2rgb[*dest] | 0x40100400) - fg2rgb[colormap[source[frac>>FRACBITS]]];
DWORD b = a;
b &= 0x40100400;
b = b - (b >> 5);
a &= b;
a |= 0x01f07c1f;
*dest = RGB32k[0][0][a & (a>>15)];
dest += pitch;
frac += fracstep;
} while (--count);
}
}
// Subtract source from destination, clamping it to black
void R_DrawRevSubClampTranslatedColumnP_C ()
{
int count;
BYTE *dest;
fixed_t frac;
fixed_t fracstep;
count = dc_count;
if (count <= 0)
return;
dest = dc_dest;
fracstep = dc_iscale;
frac = dc_texturefrac;
{
BYTE *translation = dc_translation;
BYTE *colormap = dc_colormap;
const BYTE *source = dc_source;
int pitch = dc_pitch;
DWORD *fg2rgb = dc_srcblend;
DWORD *bg2rgb = dc_destblend;
do
{
DWORD a = (bg2rgb[*dest] | 0x40100400) - fg2rgb[colormap[translation[source[frac>>FRACBITS]]]];
DWORD b = a;
b &= 0x40100400;
b = b - (b >> 5);
a &= b;
a |= 0x01f07c1f;
*dest = RGB32k[0][0][(a>>15) & a];
dest += pitch;
frac += fracstep;
} while (--count);
}
}
//
@ -1198,13 +1473,14 @@ void R_DrawFogBoundary (int x1, int x2, short *uclip, short *dclip)
int b2 = dclip[x];
int rcolormap = GETPALOOKUP (light, wallshade);
int lcolormap;
BYTE *basecolormapdata = basecolormap->Maps;
if (b2 > t2)
{
clearbufshort (spanend+t2, b2-t2, x);
}
dc_colormap = basecolormap + (rcolormap << COLORMAPSHIFT);
dc_colormap = basecolormapdata + (rcolormap << COLORMAPSHIFT);
for (--x; x >= x1; --x)
{
@ -1229,11 +1505,11 @@ void R_DrawFogBoundary (int x1, int x2, short *uclip, short *dclip)
clearbufshort (spanend+t2, b2-t2, x);
}
rcolormap = lcolormap;
dc_colormap = basecolormap + (lcolormap << COLORMAPSHIFT);
dc_colormap = basecolormapdata + (lcolormap << COLORMAPSHIFT);
}
else
{
if (dc_colormap != basecolormap)
if (dc_colormap != basecolormapdata)
{
stop = MIN (t1, b2);
while (t2 < stop)
@ -1406,6 +1682,137 @@ void tmvline4_addclamp ()
} while (--count);
}
fixed_t tmvline1_subclamp ()
{
DWORD fracstep = dc_iscale;
DWORD frac = dc_texturefrac;
BYTE *colormap = dc_colormap;
int count = dc_count;
const BYTE *source = dc_source;
BYTE *dest = dc_dest;
int bits = tmvlinebits;
int pitch = dc_pitch;
DWORD *fg2rgb = dc_srcblend;
DWORD *bg2rgb = dc_destblend;
do
{
BYTE pix = source[frac>>bits];
if (pix != 0)
{
DWORD a = (fg2rgb[colormap[pix]] | 0x40100400) - bg2rgb[*dest];
DWORD b = a;
b &= 0x40100400;
b = b - (b >> 5);
a &= b;
a |= 0x01f07c1f;
*dest = RGB32k[0][0][a & (a>>15)];
}
frac += fracstep;
dest += pitch;
} while (--count);
return frac;
}
void tmvline4_subclamp ()
{
BYTE *dest = dc_dest;
int count = dc_count;
int bits = tmvlinebits;
DWORD *fg2rgb = dc_srcblend;
DWORD *bg2rgb = dc_destblend;
do
{
for (int i = 0; i < 4; ++i)
{
BYTE pix = bufplce[i][vplce[i] >> bits];
if (pix != 0)
{
DWORD a = (fg2rgb[palookupoffse[i][pix]] | 0x40100400) - bg2rgb[dest[i]];
DWORD b = a;
b &= 0x40100400;
b = b - (b >> 5);
a &= b;
a |= 0x01f07c1f;
dest[i] = RGB32k[0][0][a & (a>>15)];
}
vplce[i] += vince[i];
}
dest += dc_pitch;
} while (--count);
}
fixed_t tmvline1_revsubclamp ()
{
DWORD fracstep = dc_iscale;
DWORD frac = dc_texturefrac;
BYTE *colormap = dc_colormap;
int count = dc_count;
const BYTE *source = dc_source;
BYTE *dest = dc_dest;
int bits = tmvlinebits;
int pitch = dc_pitch;
DWORD *fg2rgb = dc_srcblend;
DWORD *bg2rgb = dc_destblend;
do
{
BYTE pix = source[frac>>bits];
if (pix != 0)
{
DWORD a = (bg2rgb[*dest] | 0x40100400) - fg2rgb[colormap[pix]];
DWORD b = a;
b &= 0x40100400;
b = b - (b >> 5);
a &= b;
a |= 0x01f07c1f;
*dest = RGB32k[0][0][a & (a>>15)];
}
frac += fracstep;
dest += pitch;
} while (--count);
return frac;
}
void tmvline4_revsubclamp ()
{
BYTE *dest = dc_dest;
int count = dc_count;
int bits = tmvlinebits;
DWORD *fg2rgb = dc_srcblend;
DWORD *bg2rgb = dc_destblend;
do
{
for (int i = 0; i < 4; ++i)
{
BYTE pix = bufplce[i][vplce[i] >> bits];
if (pix != 0)
{
DWORD a = (bg2rgb[dest[i]] | 0x40100400) - fg2rgb[palookupoffse[i][pix]];
DWORD b = a;
b &= 0x40100400;
b = b - (b >> 5);
a &= b;
a |= 0x01f07c1f;
dest[i] = RGB32k[0][0][a & (a>>15)];
}
vplce[i] += vince[i];
}
dest += dc_pitch;
} while (--count);
}
void R_DrawBorder (int x1, int y1, int x2, int y2)
@ -1655,21 +2062,15 @@ EXTERN_CVAR (Bool, r_drawfuzz)
EXTERN_CVAR (Float, transsouls)
CVAR (Bool, r_drawtrans, true, 0)
static BYTE *basecolormapsave;
static FDynamicColormap *basecolormapsave;
// Convenience macros, to make the following look more like OpenGL/Direct3D
#define BL_ONE FRACUNIT
#define BL_ZERO 0
#define BL_SRC_ALPHA alpha
#define BL_INV_SRC_ALPHA (BL_ONE-alpha)
static bool stencilling;
static bool R_SetBlendFunc (fixed_t fglevel, fixed_t bglevel)
static bool R_SetBlendFunc (int op, fixed_t fglevel, fixed_t bglevel, int flags)
{
if (!r_drawtrans || (fglevel == BL_ONE && bglevel == BL_ZERO))
// r_drawtrans is a seriously bad thing to turn off. I wonder if I should
// just remove it completely.
if (!r_drawtrans || (op == STYLEOP_Add && fglevel == FRACUNIT && bglevel == 0 && !(flags & STYLEF_InvertSource)))
{
if (stencilling)
if (flags & STYLEF_ColorIsFixed)
{
colfunc = R_FillColumnP;
hcolfunc_post1 = rt_copy1col;
@ -1689,68 +2090,164 @@ static bool R_SetBlendFunc (fixed_t fglevel, fixed_t bglevel)
}
return true;
}
if (fglevel == BL_ZERO && bglevel == BL_ONE)
if (flags & STYLEF_InvertSource)
{
return false;
dc_srcblend = Col2RGB8_Inverse[fglevel>>10];
dc_destblend = Col2RGB8_LessPrecision[bglevel>>10];
}
if (fglevel + bglevel <= BL_ONE)
{ // Colors won't overflow when added
else if (op == STYLEOP_Add && fglevel + bglevel <= FRACUNIT)
{
dc_srcblend = Col2RGB8[fglevel>>10];
dc_destblend = Col2RGB8[bglevel>>10];
if (stencilling)
}
else
{
dc_srcblend = Col2RGB8_LessPrecision[fglevel>>10];
dc_destblend = Col2RGB8_LessPrecision[bglevel>>10];
}
switch (op)
{
case STYLEOP_Add:
if (fglevel == 0 && bglevel == FRACUNIT)
{
colfunc = R_FillAddColumn;
hcolfunc_post1 = rt_add1col;
hcolfunc_post4 = rt_add4cols;
return false;
}
if (fglevel + bglevel <= FRACUNIT)
{ // Colors won't overflow when added
if (flags & STYLEF_ColorIsFixed)
{
colfunc = R_FillAddColumn;
hcolfunc_post1 = rt_add1col;
hcolfunc_post4 = rt_add4cols;
}
else if (dc_translation == NULL)
{
colfunc = R_DrawAddColumnP_C;
hcolfunc_post1 = rt_add1col;
hcolfunc_post4 = rt_add4cols;
}
else
{
colfunc = R_DrawTlatedAddColumnP_C;
hcolfunc_post1 = rt_tlateadd1col;
hcolfunc_post4 = rt_tlateadd4cols;
}
}
else
{ // Colors might overflow when added
if (flags & STYLEF_ColorIsFixed)
{
colfunc = R_FillAddClampColumn;
hcolfunc_post1 = rt_addclamp1col;
hcolfunc_post4 = rt_addclamp4cols;
}
else if (dc_translation == NULL)
{
colfunc = R_DrawAddClampColumnP_C;
hcolfunc_post1 = rt_addclamp1col;
hcolfunc_post4 = rt_addclamp4cols;
}
else
{
colfunc = R_DrawAddClampTranslatedColumnP_C;
hcolfunc_post1 = rt_tlateaddclamp1col;
hcolfunc_post4 = rt_tlateaddclamp4cols;
}
}
return true;
case STYLEOP_Sub:
if (flags & STYLEF_ColorIsFixed)
{
colfunc = R_FillSubClampColumn;
hcolfunc_post1 = rt_subclamp1col;
hcolfunc_post4 = rt_subclamp4cols;
}
else if (dc_translation == NULL)
{
colfunc = R_DrawAddColumnP_C;
hcolfunc_post1 = rt_add1col;
hcolfunc_post4 = rt_add4cols;
colfunc = R_DrawSubClampColumnP_C;
hcolfunc_post1 = rt_subclamp1col;
hcolfunc_post4 = rt_subclamp4cols;
}
else
{
colfunc = R_DrawTlatedAddColumnP_C;
hcolfunc_post1 = rt_tlateadd1col;
hcolfunc_post4 = rt_tlateadd4cols;
colfunc = R_DrawSubClampTranslatedColumnP_C;
hcolfunc_post1 = rt_tlatesubclamp1col;
hcolfunc_post4 = rt_tlatesubclamp4cols;
}
}
else
{ // Colors might overflow when added
dc_srcblend = Col2RGB8_LessPrecision[fglevel>>10];
dc_destblend = Col2RGB8_LessPrecision[bglevel>>10];
if (dc_translation == NULL)
return true;
case STYLEOP_RevSub:
if (fglevel == 0 && bglevel == FRACUNIT)
{
colfunc = R_DrawAddClampColumnP_C;
hcolfunc_post1 = rt_addclamp1col;
hcolfunc_post4 = rt_addclamp4cols;
return false;
}
if (flags & STYLEF_ColorIsFixed)
{
colfunc = R_FillRevSubClampColumn;
hcolfunc_post1 = rt_subclamp1col;
hcolfunc_post4 = rt_subclamp4cols;
}
else if (dc_translation == NULL)
{
colfunc = R_DrawRevSubClampColumnP_C;
hcolfunc_post1 = rt_revsubclamp1col;
hcolfunc_post4 = rt_revsubclamp4cols;
}
else
{
colfunc = R_DrawAddClampTranslatedColumnP_C;
hcolfunc_post1 = rt_tlateaddclamp1col;
hcolfunc_post4 = rt_tlateaddclamp4cols;
colfunc = R_DrawRevSubClampTranslatedColumnP_C;
hcolfunc_post1 = rt_tlaterevsubclamp1col;
hcolfunc_post4 = rt_tlaterevsubclamp4cols;
}
return true;
default:
return false;
}
return true;
}
ESPSResult R_SetPatchStyle (int style, fixed_t alpha, int translation, DWORD color)
static fixed_t GetAlpha(int type, fixed_t alpha)
{
switch (type)
{
case STYLEALPHA_Zero: return 0;
case STYLEALPHA_One: return FRACUNIT;
case STYLEALPHA_Src: return alpha;
case STYLEALPHA_InvSrc: return FRACUNIT - alpha;
default: return 0;
}
}
ESPSResult R_SetPatchStyle (FRenderStyle style, fixed_t alpha, int translation, DWORD color)
{
fixed_t fglevel, bglevel;
if (style == STYLE_OptFuzzy)
if (style.BlendOp == STYLEOP_FuzzOrAdd)
{
style = (r_drawfuzz || !r_drawtrans) ? STYLE_Fuzzy : STYLE_Translucent;
style.BlendOp = (r_drawfuzz || !r_drawtrans) ? STYLEOP_Fuzz : STYLEOP_Add;
}
else if (style == STYLE_SoulTrans)
else if (style.BlendOp == STYLEOP_FuzzOrSub)
{
style = STYLE_Translucent;
alpha = (fixed_t)(FRACUNIT * transsouls);
style.BlendOp = (r_drawfuzz || !r_drawtrans) ? STYLEOP_Fuzz : STYLEOP_Sub;
}
else if (style.BlendOp == STYLEOP_FuzzOrRevSub)
{
style.BlendOp = (r_drawfuzz || !r_drawtrans) ? STYLEOP_Fuzz : STYLEOP_RevSub;
}
alpha = clamp<fixed_t> (alpha, 0, FRACUNIT);
if (style.Flags & STYLEF_TransSoulsAlpha)
{
alpha = fixed_t(transsouls * FRACUNIT);
}
else if (style.Flags & STYLEF_Alpha1)
{
alpha = FRACUNIT;
}
else
{
alpha = clamp<fixed_t> (alpha, 0, FRACUNIT);
}
dc_translation = NULL;
if (translation != 0)
@ -1762,63 +2259,56 @@ ESPSResult R_SetPatchStyle (int style, fixed_t alpha, int translation, DWORD col
}
}
basecolormapsave = basecolormap;
stencilling = false;
hcolfunc_pre = R_DrawColumnHoriz;
switch (style)
// Check for special modes
if (style.BlendOp == STYLEOP_Fuzz)
{
// Special modes
case STYLE_Fuzzy:
colfunc = fuzzcolfunc;
return DoDraw0;
case STYLE_Shaded:
}
else if (style == LegacyRenderStyles[STYLE_Shaded])
{
// Shaded drawer only gets 16 levels because it saves memory.
if ((alpha >>= 12) == 0)
return DontDraw;
colfunc = R_DrawShadedColumn;
hcolfunc_post1 = rt_shaded1col;
hcolfunc_post4 = rt_shaded4cols;
dc_color = fixedcolormap ? fixedcolormap[APART(color)] : basecolormap[APART(color)];
dc_colormap = basecolormap = &shadetables[((16-alpha)*NUMCOLORMAPS)*256];
if (fixedlightlev)
dc_color = fixedcolormap ? fixedcolormap[APART(color)] : basecolormap->Maps[APART(color)];
dc_colormap = (basecolormap = &ShadeFakeColormap[16-alpha])->Maps;
if (fixedlightlev && !fixedcolormap)
{
dc_colormap += fixedlightlev;
}
return r_columnmethod ? DoDraw1 : DoDraw0;
// Standard modes
case STYLE_Stencil:
dc_color = APART(color);
stencilling = true;
case STYLE_Normal:
fglevel = BL_ONE;
bglevel = BL_ZERO;
break;
case STYLE_TranslucentStencil:
dc_color = APART(color);
stencilling = true;
case STYLE_Translucent:
fglevel = BL_SRC_ALPHA;
bglevel = BL_INV_SRC_ALPHA;
break;
case STYLE_Add:
fglevel = BL_SRC_ALPHA;
bglevel = BL_ONE;
break;
default:
return DontDraw;
}
if (stencilling)
fglevel = GetAlpha(style.SrcAlpha, alpha);
bglevel = GetAlpha(style.DestAlpha, alpha);
if (style.Flags & STYLEF_ColorIsFixed)
{
int x = fglevel >> 10;
int r = RPART(color);
int g = GPART(color);
int b = BPART(color);
// dc_color is used by the rt_* routines. It is indexed into dc_srcblend.
dc_color = RGB32k[r>>3][g>>3][b>>3];
if (style.Flags & STYLEF_InvertSource)
{
r = 255 - r;
g = 255 - g;
b = 255 - b;
}
// dc_srccolor is used by the R_Fill* routines. It is premultiplied
// with the alpha.
dc_srccolor = ((((r*x)>>4)<<20) | ((g*x)>>4) | ((((b)*x)>>4)<<10)) & 0x3feffbff;
hcolfunc_pre = R_FillColumnHorizP;
dc_colormap = identitymap;
}
return R_SetBlendFunc (fglevel, bglevel) ?
return R_SetBlendFunc (style.BlendOp, fglevel, bglevel, style.Flags) ?
(r_columnmethod ? DoDraw1 : DoDraw0) : DontDraw;
}
@ -1841,5 +2331,48 @@ bool R_GetTransMaskDrawers (fixed_t (**tmvline1)(), void (**tmvline4)())
*tmvline4 = tmvline4_addclamp;
return true;
}
if (colfunc == R_DrawSubClampColumnP_C)
{
*tmvline1 = tmvline1_subclamp;
*tmvline4 = tmvline4_subclamp;
return true;
}
if (colfunc == R_DrawRevSubClampColumnP_C)
{
*tmvline1 = tmvline1_revsubclamp;
*tmvline4 = tmvline4_revsubclamp;
return true;
}
return false;
}
//==========================================================================
//
// FRenderStyle :: IsVisible
//
// Coupled with the given alpha, will this render style produce something
// visible on-screen?
//
//==========================================================================
bool FRenderStyle::IsVisible(fixed_t alpha) const
{
if (BlendOp == STYLEOP_None)
{
return false;
}
if (BlendOp == STYLEOP_Add || BlendOp == STYLEOP_RevSub)
{
if (Flags & STYLEF_Alpha1)
{
alpha = FRACUNIT;
}
else
{
alpha = clamp(alpha, 0, FRACUNIT);
}
return GetAlpha(SrcAlpha, alpha) != 0 || GetAlpha(DestAlpha, alpha) != FRACUNIT;
}
// Treat anything else as visible.
return true;
}