379 lines
12 KiB
C++
379 lines
12 KiB
C++
/*
|
|
** v_blend.cpp
|
|
** Screen blending stuff
|
|
**
|
|
**---------------------------------------------------------------------------
|
|
** Copyright 1998-2006 Randy Heit
|
|
** All rights reserved.
|
|
**
|
|
** Redistribution and use in source and binary forms, with or without
|
|
** modification, are permitted provided that the following conditions
|
|
** are met:
|
|
**
|
|
** 1. Redistributions of source code must retain the above copyright
|
|
** notice, this list of conditions and the following disclaimer.
|
|
** 2. Redistributions in binary form must reproduce the above copyright
|
|
** notice, this list of conditions and the following disclaimer in the
|
|
** documentation and/or other materials provided with the distribution.
|
|
** 3. The name of the author may not be used to endorse or promote products
|
|
** derived from this software without specific prior written permission.
|
|
**
|
|
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
|
|
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
|
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
|
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
|
|
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
|
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
|
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
**---------------------------------------------------------------------------
|
|
**
|
|
*/
|
|
|
|
#include <assert.h>
|
|
|
|
#include "templates.h"
|
|
#include "sbar.h"
|
|
#include "c_cvars.h"
|
|
#include "c_dispatch.h"
|
|
#include "v_video.h"
|
|
#include "s_sound.h"
|
|
#include "gi.h"
|
|
#include "d_player.h"
|
|
#include "g_levellocals.h"
|
|
#include "vm.h"
|
|
#include "v_palette.h"
|
|
#include "r_utility.h"
|
|
#include "hw_cvars.h"
|
|
#include "d_main.h"
|
|
#include "v_draw.h"
|
|
|
|
CVAR(Float, underwater_fade_scalar, 1.0f, CVAR_ARCHIVE) // [Nash] user-settable underwater blend intensity
|
|
CVAR( Float, blood_fade_scalar, 1.0f, CVAR_ARCHIVE ) // [SP] Pulled from Skulltag - changed default from 0.5 to 1.0
|
|
CVAR( Float, pickup_fade_scalar, 1.0f, CVAR_ARCHIVE ) // [SP] Uses same logic as blood_fade_scalar except for pickups
|
|
|
|
// [RH] Amount of red flash for up to 114 damage points. Calculated by hand
|
|
// using a logarithmic scale and my trusty HP48G.
|
|
static uint8_t 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
|
|
};
|
|
|
|
|
|
/*
|
|
=============
|
|
SV_AddBlend
|
|
[RH] This is from Q2.
|
|
=============
|
|
*/
|
|
void V_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
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void V_AddPlayerBlend (player_t *CPlayer, float blend[4], float maxinvalpha, int maxpainblend)
|
|
{
|
|
int cnt;
|
|
auto Level = CPlayer->mo->Level;
|
|
|
|
// [RH] All powerups can affect the screen blending now
|
|
for (AActor *item = CPlayer->mo->Inventory; item != NULL; item = item->Inventory)
|
|
{
|
|
PalEntry color = 0;
|
|
|
|
IFVIRTUALPTRNAME(item, NAME_Inventory, GetBlend)
|
|
{
|
|
VMValue params[1] = { item };
|
|
VMReturn ret((int*)&color.d);
|
|
VMCall(func, params, 1, &ret, 1);
|
|
}
|
|
|
|
|
|
if (color.a != 0)
|
|
{
|
|
V_AddBlend (color.r/255.f, color.g/255.f, color.b/255.f, color.a/255.f, blend);
|
|
if (color.a/255.f > maxinvalpha) maxinvalpha = color.a/255.f;
|
|
}
|
|
}
|
|
if (CPlayer->bonuscount)
|
|
{
|
|
cnt = CPlayer->bonuscount << 3;
|
|
|
|
// [SP] Allow player to tone down intensity of pickup flash.
|
|
cnt = (int)( cnt * pickup_fade_scalar );
|
|
|
|
V_AddBlend (RPART(gameinfo.pickupcolor)/255.f, GPART(gameinfo.pickupcolor)/255.f,
|
|
BPART(gameinfo.pickupcolor)/255.f, cnt > 128 ? 0.5f : cnt / 255.f, blend);
|
|
}
|
|
|
|
PalEntry painFlash = 0;
|
|
IFVIRTUALPTRNAME(CPlayer->mo, NAME_PlayerPawn, GetPainFlash)
|
|
{
|
|
VMValue param = CPlayer->mo;
|
|
VMReturn ret((int*)&painFlash.d);
|
|
VMCall(func, ¶m, 1, &ret, 1);
|
|
}
|
|
|
|
if (painFlash.a != 0)
|
|
{
|
|
cnt = DamageToAlpha[MIN (113, CPlayer->damagecount * painFlash.a / 255)];
|
|
|
|
// [BC] Allow users to tone down the intensity of the blood on the screen.
|
|
cnt = (int)( cnt * blood_fade_scalar );
|
|
|
|
if (cnt)
|
|
{
|
|
if (cnt > maxpainblend)
|
|
cnt = maxpainblend;
|
|
|
|
V_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_POISON)
|
|
{
|
|
V_AddBlend(44/255.f, 92/255.f, 36/255.f, ((cnt + 7) >> 3) * 0.1f, blend);
|
|
}
|
|
else
|
|
{
|
|
V_AddBlend (0.04f, 0.2571f, 0.f, cnt/93.2571428571f, blend);
|
|
}
|
|
|
|
}
|
|
|
|
if (CPlayer->hazardcount)
|
|
{
|
|
if (paletteflash & PF_HAZARD)
|
|
{
|
|
if (CPlayer->hazardcount > 16*TICRATE || (CPlayer->hazardcount & 8))
|
|
{
|
|
float r = ((Level->hazardflash & 0xff0000) >> 16) / 255.f;
|
|
float g = ((Level->hazardflash & 0xff00) >> 8) / 255.f;
|
|
float b = ((Level->hazardflash & 0xff)) / 255.f;
|
|
V_AddBlend (r, g, b, 0.125f, blend);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
cnt= MIN(CPlayer->hazardcount/8, 64);
|
|
float r = ((Level->hazardcolor & 0xff0000) >> 16) / 255.f;
|
|
float g = ((Level->hazardcolor & 0xff00) >> 8) / 255.f;
|
|
float b = ((Level->hazardcolor & 0xff)) / 255.f;
|
|
V_AddBlend (r, g, b, cnt/93.2571428571f, blend);
|
|
}
|
|
}
|
|
|
|
if (CPlayer->mo->DamageType == NAME_Ice)
|
|
{
|
|
if (paletteflash & PF_ICE)
|
|
{
|
|
V_AddBlend(0.f, 0.f, 224/255.f, 0.5f, blend);
|
|
}
|
|
else
|
|
{
|
|
V_AddBlend (0.25f, 0.25f, 0.853f, 0.4f, blend);
|
|
}
|
|
}
|
|
|
|
// cap opacity if desired
|
|
if (blend[3] > maxinvalpha) blend[3] = maxinvalpha;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Draws a blend over the entire view
|
|
//
|
|
//==========================================================================
|
|
|
|
FVector4 V_CalcBlend(sector_t* viewsector, PalEntry* modulateColor)
|
|
{
|
|
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 (modulateColor) *modulateColor = 0xffffffff;
|
|
|
|
if (players[consoleplayer].camera != nullptr)
|
|
{
|
|
player = players[consoleplayer].camera->player;
|
|
if (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)
|
|
{
|
|
const auto& vpp = r_viewpoint.Pos;
|
|
if (!viewsector->e->XFloor.ffloors.Size())
|
|
{
|
|
if (viewsector->GetHeightSec())
|
|
{
|
|
auto s = viewsector->heightsec;
|
|
blendv = s->floorplane.PointOnSide(vpp) < 0 ? s->bottommap : s->ceilingplane.PointOnSide(vpp) < 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(vpp);
|
|
else
|
|
lightbottom = viewsector->floorplane.ZatPoint(vpp);
|
|
|
|
if (lightbottom < vpp.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)
|
|
{
|
|
if (modulateColor) *modulateColor = blendv;
|
|
}
|
|
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);
|
|
}
|
|
}
|
|
else if (player && player->fixedlightlevel != -1 && player->fixedcolormap == NOFIXEDCOLORMAP)
|
|
{
|
|
// Draw fixedlightlevel effects as a 2D overlay. The hardware renderer just processes such a scene fullbright without any lighting.
|
|
auto torchtype = PClass::FindActor(NAME_PowerTorch);
|
|
auto litetype = PClass::FindActor(NAME_PowerLightAmp);
|
|
PalEntry color = 0xffffffff;
|
|
for (AActor* in = player->mo->Inventory; in; in = in->Inventory)
|
|
{
|
|
// Need special handling for light amplifiers
|
|
if (in->IsKindOf(torchtype))
|
|
{
|
|
// The software renderer already bakes the torch flickering into its output, so this must be omitted here.
|
|
float r = vid_rendermode < 4 ? 1.f : (0.8f + (7 - player->fixedlightlevel) / 70.0f);
|
|
if (r > 1.0f) r = 1.0f;
|
|
int rr = (int)(r * 255);
|
|
int b = rr;
|
|
if (gl_enhanced_nightvision) b = b * 3 / 4;
|
|
color = PalEntry(255, rr, rr, b);
|
|
}
|
|
else if (in->IsKindOf(litetype))
|
|
{
|
|
if (gl_enhanced_nightvision)
|
|
{
|
|
color = PalEntry(255, 104, 255, 104);
|
|
}
|
|
}
|
|
}
|
|
if (modulateColor)
|
|
{
|
|
*modulateColor = color;
|
|
}
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
const float br = clamp(blend[0] * 255.f, 0.f, 255.f);
|
|
const float bg = clamp(blend[1] * 255.f, 0.f, 255.f);
|
|
const float bb = clamp(blend[2] * 255.f, 0.f, 255.f);
|
|
return { br, bg, bb, blend[3] };
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Draws a blend over the entire view
|
|
//
|
|
//==========================================================================
|
|
|
|
void V_DrawBlend(sector_t* viewsector)
|
|
{
|
|
auto drawer = twod;
|
|
PalEntry modulateColor;
|
|
auto blend = V_CalcBlend(viewsector, &modulateColor);
|
|
if (modulateColor != 0xffffffff)
|
|
{
|
|
Dim(twod, modulateColor, 1, 0, 0, drawer->GetWidth(), drawer->GetHeight(), &LegacyRenderStyles[STYLE_Multiply]);
|
|
}
|
|
|
|
const PalEntry bcolor(255, uint8_t(blend.X), uint8_t(blend.Y), uint8_t(blend.Z));
|
|
Dim(drawer, bcolor, blend.W, 0, 0, drawer->GetWidth(), drawer->GetHeight());
|
|
}
|
|
|