Merge remote-tracking branch 'public-gitlab/colormap-code-cleanup' into colormap-cleanup

This commit is contained in:
mazmazz 2018-09-10 13:24:57 -04:00
commit fef38acc59
3 changed files with 29 additions and 176 deletions

View File

@ -2937,7 +2937,6 @@ boolean P_SetupLevel(boolean skipprecip)
// Important: take care of the ordering of the next functions.
if (!loadedbm)
P_CreateBlockMap(); // Graue 02-29-2004
R_MakeColormaps();
P_LoadLineDefs2();
P_GroupLines();
numdmstarts = numredctfstarts = numbluectfstarts = 0;
@ -2974,7 +2973,6 @@ boolean P_SetupLevel(boolean skipprecip)
// Important: take care of the ordering of the next functions.
if (!loadedbm)
P_CreateBlockMap(); // Graue 02-29-2004
R_MakeColormaps();
P_LoadLineDefs2();
P_GroupLines();
numdmstarts = numredctfstarts = numbluectfstarts = 0;

View File

@ -1313,9 +1313,6 @@ void R_ReInitColormaps(UINT16 num)
static lumpnum_t foundcolormaps[MAXCOLORMAPS];
static char colormapFixingArray[MAXCOLORMAPS][3][9];
static size_t carrayindex;
//
// R_ClearColormaps
//
@ -1327,8 +1324,6 @@ void R_ClearColormaps(void)
num_extra_colormaps = 0;
carrayindex = 0;
for (i = 0; i < MAXCOLORMAPS; i++)
foundcolormaps[i] = LUMPERROR;
@ -1385,7 +1380,7 @@ static int RoundUp(double number);
INT32 R_CreateColormap(char *p1, char *p2, char *p3)
{
double cmaskr, cmaskg, cmaskb, cdestr, cdestg, cdestb;
double r, g, b, cbrightness, maskamt = 0, othermask = 0;
double maskamt = 0, othermask = 0;
int mask, fog = 0;
size_t mapnum = num_extra_colormaps;
size_t i;
@ -1438,7 +1433,7 @@ INT32 R_CreateColormap(char *p1, char *p2, char *p3)
fadedist = fadeend - fadestart;
fog = NUMFROMCHAR(p2[1]);
}
#undef getnum
#undef NUMFROMCHAR
if (p3[0] == '#')
{
@ -1469,14 +1464,31 @@ INT32 R_CreateColormap(char *p1, char *p2, char *p3)
if (num_extra_colormaps == MAXCOLORMAPS)
I_Error("R_CreateColormap: Too many colormaps! the limit is %d\n", MAXCOLORMAPS);
strncpy(colormapFixingArray[num_extra_colormaps][0], p1, 8);
strncpy(colormapFixingArray[num_extra_colormaps][1], p2, 8);
strncpy(colormapFixingArray[num_extra_colormaps][2], p3, 8);
num_extra_colormaps++;
foundcolormaps[mapnum] = LUMPERROR;
// aligned on 8 bit for asm code
extra_colormaps[mapnum].colormap = NULL;
extra_colormaps[mapnum].maskcolor = (UINT16)maskcolor;
extra_colormaps[mapnum].fadecolor = (UINT16)fadecolor;
extra_colormaps[mapnum].maskamt = maskamt;
extra_colormaps[mapnum].fadestart = (UINT16)fadestart;
extra_colormaps[mapnum].fadeend = (UINT16)fadeend;
extra_colormaps[mapnum].fog = fog;
// This code creates the colormap array used by software renderer
if (rendermode == render_soft)
{
double r, g, b, cbrightness;
int p;
char *colormap_p;
// Initialise the map and delta arrays
// map[i] stores an RGB color (as double) for index i,
// which is then converted to SRB2's palette later
// deltas[i] stores a corresponding fade delta between the RGB color and the final fade color;
// map[i]'s values are decremented by after each use
for (i = 0; i < 256; i++)
{
r = pMasterPalette[i].s.red;
@ -1499,168 +1511,13 @@ INT32 R_CreateColormap(char *p1, char *p2, char *p3)
map[i][2] = 255.0l;
deltas[i][2] = (map[i][2] - cdestb) / (double)fadedist;
}
}
foundcolormaps[mapnum] = LUMPERROR;
// aligned on 8 bit for asm code
extra_colormaps[mapnum].colormap = NULL;
extra_colormaps[mapnum].maskcolor = (UINT16)maskcolor;
extra_colormaps[mapnum].fadecolor = (UINT16)fadecolor;
extra_colormaps[mapnum].maskamt = maskamt;
extra_colormaps[mapnum].fadestart = (UINT16)fadestart;
extra_colormaps[mapnum].fadeend = (UINT16)fadeend;
extra_colormaps[mapnum].fog = fog;
return (INT32)mapnum;
}
void R_MakeColormaps(void)
{
size_t i;
carrayindex = num_extra_colormaps;
num_extra_colormaps = 0;
for (i = 0; i < carrayindex; i++)
R_CreateColormap2(colormapFixingArray[i][0], colormapFixingArray[i][1],
colormapFixingArray[i][2]);
}
void R_CreateColormap2(char *p1, char *p2, char *p3)
{
double cmaskr, cmaskg, cmaskb, cdestr, cdestg, cdestb;
double r, g, b, cbrightness;
double maskamt = 0, othermask = 0;
int mask, p, fog = 0;
size_t mapnum = num_extra_colormaps;
size_t i;
char *colormap_p;
UINT32 cr, cg, cb, maskcolor, fadecolor;
UINT32 fadestart = 0, fadeend = 31, fadedist = 31;
#define HEX2INT(x) (UINT32)(x >= '0' && x <= '9' ? x - '0' : x >= 'a' && x <= 'f' ? x - 'a' + 10 : x >= 'A' && x <= 'F' ? x - 'A' + 10 : 0)
if (p1[0] == '#')
{
cr = ((HEX2INT(p1[1]) * 16) + HEX2INT(p1[2]));
cmaskr = cr;
cg = ((HEX2INT(p1[3]) * 16) + HEX2INT(p1[4]));
cmaskg = cg;
cb = ((HEX2INT(p1[5]) * 16) + HEX2INT(p1[6]));
cmaskb = cb;
// Create a rough approximation of the color (a 16 bit color)
maskcolor = ((cb) >> 3) + (((cg) >> 2) << 5) + (((cr) >> 3) << 11);
if (p1[7] >= 'a' && p1[7] <= 'z')
mask = (p1[7] - 'a');
else if (p1[7] >= 'A' && p1[7] <= 'Z')
mask = (p1[7] - 'A');
else
mask = 24;
maskamt = (double)(mask/24.0l);
othermask = 1 - maskamt;
maskamt /= 0xff;
cmaskr *= maskamt;
cmaskg *= maskamt;
cmaskb *= maskamt;
}
else
{
cmaskr = cmaskg = cmaskb = 0xff;
maskamt = 0;
maskcolor = ((0xff) >> 3) + (((0xff) >> 2) << 5) + (((0xff) >> 3) << 11);
}
#define NUMFROMCHAR(c) (c >= '0' && c <= '9' ? c - '0' : 0)
if (p2[0] == '#')
{
// Get parameters like fadestart, fadeend, and the fogflag
fadestart = NUMFROMCHAR(p2[3]) + (NUMFROMCHAR(p2[2]) * 10);
fadeend = NUMFROMCHAR(p2[5]) + (NUMFROMCHAR(p2[4]) * 10);
if (fadestart > 30)
fadestart = 0;
if (fadeend > 31 || fadeend < 1)
fadeend = 31;
fadedist = fadeend - fadestart;
fog = NUMFROMCHAR(p2[1]);
}
#undef getnum
if (p3[0] == '#')
{
cdestr = cr = ((HEX2INT(p3[1]) * 16) + HEX2INT(p3[2]));
cdestg = cg = ((HEX2INT(p3[3]) * 16) + HEX2INT(p3[4]));
cdestb = cb = ((HEX2INT(p3[5]) * 16) + HEX2INT(p3[6]));
fadecolor = (((cb) >> 3) + (((cg) >> 2) << 5) + (((cr) >> 3) << 11));
}
else
cdestr = cdestg = cdestb = fadecolor = 0;
#undef HEX2INT
for (i = 0; i < num_extra_colormaps; i++)
{
if (foundcolormaps[i] != LUMPERROR)
continue;
if (maskcolor == extra_colormaps[i].maskcolor
&& fadecolor == extra_colormaps[i].fadecolor
&& (float)maskamt == (float)extra_colormaps[i].maskamt
&& fadestart == extra_colormaps[i].fadestart
&& fadeend == extra_colormaps[i].fadeend
&& fog == extra_colormaps[i].fog)
{
return;
}
}
if (num_extra_colormaps == MAXCOLORMAPS)
I_Error("R_CreateColormap: Too many colormaps! the limit is %d\n", MAXCOLORMAPS);
num_extra_colormaps++;
if (rendermode == render_soft)
{
for (i = 0; i < 256; i++)
{
r = pMasterPalette[i].s.red;
g = pMasterPalette[i].s.green;
b = pMasterPalette[i].s.blue;
cbrightness = sqrt((r*r) + (g*g) + (b*b));
map[i][0] = (cbrightness * cmaskr) + (r * othermask);
if (map[i][0] > 255.0l)
map[i][0] = 255.0l;
deltas[i][0] = (map[i][0] - cdestr) / (double)fadedist;
map[i][1] = (cbrightness * cmaskg) + (g * othermask);
if (map[i][1] > 255.0l)
map[i][1] = 255.0l;
deltas[i][1] = (map[i][1] - cdestg) / (double)fadedist;
map[i][2] = (cbrightness * cmaskb) + (b * othermask);
if (map[i][2] > 255.0l)
map[i][2] = 255.0l;
deltas[i][2] = (map[i][2] - cdestb) / (double)fadedist;
}
}
foundcolormaps[mapnum] = LUMPERROR;
// aligned on 8 bit for asm code
extra_colormaps[mapnum].colormap = NULL;
extra_colormaps[mapnum].maskcolor = (UINT16)maskcolor;
extra_colormaps[mapnum].fadecolor = (UINT16)fadecolor;
extra_colormaps[mapnum].maskamt = maskamt;
extra_colormaps[mapnum].fadestart = (UINT16)fadestart;
extra_colormaps[mapnum].fadeend = (UINT16)fadeend;
extra_colormaps[mapnum].fog = fog;
#define ABS2(x) ((x) < 0 ? -(x) : (x))
if (rendermode == render_soft)
{
// Now allocate memory for the actual colormap array itself!
colormap_p = Z_MallocAlign((256 * 34) + 10, PU_LEVEL, NULL, 8);
extra_colormaps[mapnum].colormap = (UINT8 *)colormap_p;
// Calculate the palette index for each palette index, for each light level
// (as well as the two unused colormap lines we inherited from Doom)
for (p = 0; p < 34; p++)
{
for (i = 0; i < 256; i++)
@ -1672,7 +1529,7 @@ void R_CreateColormap2(char *p1, char *p2, char *p3)
if ((UINT32)p < fadestart)
continue;
#define ABS2(x) ((x) < 0 ? -(x) : (x))
if (ABS2(map[i][0] - cdestr) > ABS2(deltas[i][0]))
map[i][0] -= deltas[i][0];
else
@ -1687,12 +1544,12 @@ void R_CreateColormap2(char *p1, char *p2, char *p3)
map[i][2] -= deltas[i][2];
else
map[i][2] = cdestb;
#undef ABS2
}
}
}
#undef ABS2
return;
return (INT32)mapnum;
}
// Thanks to quake2 source!

View File

@ -100,8 +100,6 @@ void R_ReInitColormaps(UINT16 num);
void R_ClearColormaps(void);
INT32 R_ColormapNumForName(char *name);
INT32 R_CreateColormap(char *p1, char *p2, char *p3);
void R_CreateColormap2(char *p1, char *p2, char *p3);
void R_MakeColormaps(void);
const char *R_ColormapNameForNum(INT32 num);
extern INT32 numtextures;