* Total overhaul of V_DrawFadeScreen(color, strength!

- controllable strengths between 0-31 for COLORMAP lump like before
   - arbitrary colour indices in the palette via TRANSMAP lumps, with strengths 0-9
   - exposed to Lua as v.fadeScreen(color, strength)!
* Remove last vestiges of V_STATICPATCH.
This commit is contained in:
toasterbabe 2018-02-12 17:47:31 +00:00
parent eba0978a00
commit c1b48ea79f
7 changed files with 63 additions and 27 deletions

View file

@ -1125,7 +1125,7 @@ static inline void CL_DrawConnectionStatus(void)
INT32 ccstime = I_GetTime();
// Draw background fade
V_DrawFadeScreen();
V_DrawFadeScreen(0xFF00, 16);
// Draw the bottom box.
M_DrawTextBox(BASEVIDWIDTH/2-128-8, BASEVIDHEIGHT-24-8, 32, 1);

View file

@ -154,9 +154,7 @@ void HWR_DrawFixedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, fixed_t pscale,
float pdupx = FIXED_TO_FLOAT(vid.fdupx)*2.0f*FIXED_TO_FLOAT(pscale);
float pdupy = FIXED_TO_FLOAT(vid.fdupy)*2.0f*FIXED_TO_FLOAT(pscale);
if (alphalevel == 12)
alphalevel = 0;
else if (alphalevel >= 10 && alphalevel < 13)
if (alphalevel >= 10 && alphalevel < 13)
return;
// make patch ready in hardware cache
@ -283,9 +281,7 @@ void HWR_DrawCroppedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, fixed_t pscal
float pdupx = FIXED_TO_FLOAT(vid.fdupx)*2.0f*FIXED_TO_FLOAT(pscale);
float pdupy = FIXED_TO_FLOAT(vid.fdupy)*2.0f*FIXED_TO_FLOAT(pscale);
if (alphalevel == 12)
alphalevel = 0;
else if (alphalevel >= 10 && alphalevel < 13)
if (alphalevel >= 10 && alphalevel < 13)
return;
// make patch ready in hardware cache
@ -494,18 +490,14 @@ void HWR_DrawFlatFill (INT32 x, INT32 y, INT32 w, INT32 h, lumpnum_t flatlumpnum
// | /|
// |/ |
// 0--1
void HWR_FadeScreenMenuBack(UINT32 color, INT32 height)
void HWR_FadeScreenMenuBack(UINT16 color, UINT8 strength)
{
FOutVector v[4];
FSurfaceInfo Surf;
// setup some neat-o translucency effect
if (!height) //cool hack 0 height is full height
height = vid.height;
v[0].x = v[3].x = -1.0f;
v[2].x = v[1].x = 1.0f;
v[0].y = v[1].y = 1.0f-((height<<1)/(float)vid.height);
v[0].y = v[1].y = -1.0f;
v[2].y = v[3].y = 1.0f;
v[0].z = v[1].z = v[2].z = v[3].z = 1.0f;
@ -514,8 +506,16 @@ void HWR_FadeScreenMenuBack(UINT32 color, INT32 height)
v[0].tow = v[1].tow = 1.0f;
v[2].tow = v[3].tow = 0.0f;
Surf.FlatColor.rgba = UINT2RGBA(color);
Surf.FlatColor.s.alpha = (UINT8)((0xff/2) * ((float)height / vid.height)); //calum: varies console alpha
if (color & 0xFF00) // Do COLORMAP fade.
{
Surf.FlatColor.rgba = UINT2RGBA(0x01010160);
Surf.FlatColor.s.alpha = 0xFF - (strength*8);
}
else // Do TRANSMAP** fade.
{
Surf.FlatColor.rgba = pLocalPalette[color].rgba;
Surf.FlatColor.s.alpha = (UINT8)((float)(10-strength)*25.5f);
}
HWD.pfnDrawPolygon(&Surf, v, 4, PF_NoTexture|PF_Modulated|PF_Translucent|PF_NoDepthTest);
}

View file

@ -33,7 +33,7 @@ void HWR_Shutdown(void);
void HWR_clearAutomap(void);
void HWR_drawAMline(const fline_t *fl, INT32 color);
void HWR_FadeScreenMenuBack(UINT32 color, INT32 height);
void HWR_FadeScreenMenuBack(UINT16 color, UINT8 strength);
void HWR_DrawConsoleBack(UINT32 color, INT32 height);
void HWR_RenderSkyboxView(INT32 viewnumber, player_t *player);
void HWR_RenderPlayerView(INT32 viewnumber, player_t *player);

View file

@ -679,6 +679,23 @@ static int libd_getColormap(lua_State *L)
return 1;
}
static int libd_fadeScreen(lua_State *L)
{
UINT16 color = luaL_checkinteger(L, 1);
UINT8 strength = luaL_checkinteger(L, 2);
const UINT8 maxstrength = ((color & 0xFF00) ? 31 : 9);
HUDONLY
if (!strength)
return 0;
if (strength > maxstrength)
return luaL_error(L, "%s fade strength %d out of range (0 - %d)", ((color & 0xFF00) ? "COLORMAP" : "TRANSMAP"), strength, maxstrength);
V_DrawFadeScreen(color, strength);
return 0;
}
static int libd_width(lua_State *L)
{
HUDONLY
@ -733,6 +750,7 @@ static luaL_Reg lib_draw[] = {
{"drawString", libd_drawString},
{"stringWidth", libd_stringWidth},
{"getColormap", libd_getColormap},
{"fadeScreen", libd_fadeScreen},
{"width", libd_width},
{"height", libd_height},
{"dupx", libd_dupx},

View file

@ -2583,7 +2583,7 @@ void M_Drawer(void)
{
// now that's more readable with a faded background (yeah like Quake...)
if (!WipeInAction)
V_DrawFadeScreen();
V_DrawFadeScreen(0xFF00, 16);
if (currentMenu->drawroutine)
currentMenu->drawroutine(); // call current menu Draw routine

View file

@ -1321,25 +1321,43 @@ void V_DrawPatchFill(patch_t *pat)
//
// Fade all the screen buffer, so that the menu is more readable,
// especially now that we use the small hufont in the menus...
// If color is 0x00 to 0xFF, draw transtable (strength range 0-10).
// Else, use COLORMAP lump (strength range 0-31).
// IF YOU ARE NOT CAREFUL, THIS CAN AND WILL CRASH!
// I have kept the safety checks out of this function;
// the v.fadeScreen Lua interface handles those.
//
void V_DrawFadeScreen(void)
void V_DrawFadeScreen(UINT16 color, UINT8 strength)
{
const UINT8 *fadetable = (UINT8 *)colormaps + 16*256;
const UINT8 *deststop = screens[0] + vid.rowbytes * vid.height;
UINT8 *buf = screens[0];
if (!strength)
return;
if (!(color & 0xFF00) && strength == 10)
{
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, color);
return;
}
#ifdef HWRENDER
if (rendermode != render_soft && rendermode != render_none)
{
HWR_FadeScreenMenuBack(0x01010160, 0); // hack, 0 means full height
HWR_FadeScreenMenuBack(color, strength);
return;
}
#endif
// heavily simplified -- we don't need to know x or y
// position when we're doing a full screen fade
for (; buf < deststop; ++buf)
*buf = fadetable[*buf];
{
const UINT8 *fadetable = ((color & 0xFF00) // Color is not palette index?
? ((UINT8 *)colormaps + strength*256) // Do COLORMAP fade.
: ((UINT8 *)transtables + ((10-strength)<<FF_TRANSSHIFT) + color*256)); // Else, do TRANSMAP** fade.
const UINT8 *deststop = screens[0] + vid.rowbytes * vid.height;
UINT8 *buf = screens[0];
// heavily simplified -- we don't need to know x or y
// position when we're doing a full screen fade
for (; buf < deststop; ++buf)
*buf = fadetable[*buf];
}
}
// Simple translucency with one color, over a set number of lines starting from the top.

View file

@ -147,7 +147,7 @@ void V_DrawFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 c);
void V_DrawFlatFill(INT32 x, INT32 y, INT32 w, INT32 h, lumpnum_t flatnum);
// fade down the screen buffer before drawing the menu over
void V_DrawFadeScreen(void);
void V_DrawFadeScreen(UINT16 color, UINT8 strength);
void V_DrawFadeConsBack(INT32 plines);