From b4db82336bcb7d8d760c36e9c7841e47049a0ebc Mon Sep 17 00:00:00 2001 From: Sryder13 Date: Mon, 5 Feb 2018 02:11:17 +0000 Subject: [PATCH] Star colour support for MD2s --- src/hardware/hw_md2.c | 123 +++++++++++++++++++++++++++++++----------- 1 file changed, 93 insertions(+), 30 deletions(-) diff --git a/src/hardware/hw_md2.c b/src/hardware/hw_md2.c index d7e2ed66..8bb4c959 100644 --- a/src/hardware/hw_md2.c +++ b/src/hardware/hw_md2.c @@ -39,6 +39,8 @@ #include "../w_wad.h" #include "../z_zone.h" #include "../r_things.h" +#include "../r_draw.h" +#include "../p_tick.h" #include "hw_main.h" #include "../v_video.h" @@ -934,7 +936,7 @@ spritemd2found: fclose(f); } -static void HWR_CreateBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, GLMipmap_t *grmip, skincolors_t color) +static void HWR_CreateBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, GLMipmap_t *grmip, INT32 skinnum, skincolors_t color) { UINT16 w = gpatch->width, h = gpatch->height; UINT32 size = w*h; @@ -1205,45 +1207,83 @@ static void HWR_CreateBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, break; } - while (size--) + // starman support, could theoretically support boss ones too + if (skinnum == TC_STARMAN) { - if (blendimage->s.alpha == 0) + while (size--) { - // Don't bother with blending the pixel if the alpha of the blend pixel is 0 - cur->rgba = image->rgba; + if (image->s.alpha == 0 && blendimage->s.alpha == 0) + { + // Don't bother with blending the pixel if the alpha of the blend pixel is 0 + cur->rgba = image->rgba; + } + else + { + UINT32 tempcolor; + UINT16 imagebright, blendbright, finalbright, colorbright; + imagebright = (image->s.red+image->s.green+image->s.blue)/3; + blendbright = (blendimage->s.red+blendimage->s.green+blendimage->s.blue)/3; + // slightly dumb average between the blend image color and base image colour, usually one or the other will be fully opaque anyway + finalbright = (imagebright*(255-blendimage->s.alpha))/255 + (blendbright*blendimage->s.alpha)/255; + colorbright = (blendcolor.s.red+blendcolor.s.green+blendcolor.s.blue)/3; + + tempcolor = (finalbright*blendcolor.s.red)/colorbright; + tempcolor = min(255, max(0, tempcolor)); + cur->s.red = (UINT8)tempcolor; + tempcolor = (finalbright*blendcolor.s.green)/colorbright; + tempcolor = min(255, max(0, tempcolor)); + cur->s.green = (UINT8)tempcolor; + tempcolor = (finalbright*blendcolor.s.blue)/colorbright; + tempcolor = min(255, max(0, tempcolor)); + cur->s.blue = (UINT8)tempcolor; + cur->s.alpha = image->s.alpha; + } + + cur++; image++; blendimage++; } - else + } + else + { + while (size--) { - INT32 tempcolor; - INT16 tempmult, tempalpha; - tempalpha = -(abs(blendimage->s.red-127)-127)*2; - if (tempalpha > 255) - tempalpha = 255; - else if (tempalpha < 0) - tempalpha = 0; + if (blendimage->s.alpha == 0) + { + // Don't bother with blending the pixel if the alpha of the blend pixel is 0 + cur->rgba = image->rgba; + } + else + { + INT32 tempcolor; + INT16 tempmult, tempalpha; + tempalpha = -(abs(blendimage->s.red-127)-127)*2; + if (tempalpha > 255) + tempalpha = 255; + else if (tempalpha < 0) + tempalpha = 0; - tempmult = (blendimage->s.red-127)*2; - if (tempmult > 255) - tempmult = 255; - else if (tempmult < 0) - tempmult = 0; + tempmult = (blendimage->s.red-127)*2; + if (tempmult > 255) + tempmult = 255; + else if (tempmult < 0) + tempmult = 0; - tempcolor = (image->s.red*(255-blendimage->s.alpha))/255 + ((tempmult + ((tempalpha*blendcolor.s.red)/255)) * blendimage->s.alpha)/255; - cur->s.red = (UINT8)tempcolor; - tempcolor = (image->s.green*(255-blendimage->s.alpha))/255 + ((tempmult + ((tempalpha*blendcolor.s.green)/255)) * blendimage->s.alpha)/255; - cur->s.green = (UINT8)tempcolor; - tempcolor = (image->s.blue*(255-blendimage->s.alpha))/255 + ((tempmult + ((tempalpha*blendcolor.s.blue)/255)) * blendimage->s.alpha)/255; - cur->s.blue = (UINT8)tempcolor; - cur->s.alpha = image->s.alpha; + tempcolor = (image->s.red*(255-blendimage->s.alpha))/255 + ((tempmult + ((tempalpha*blendcolor.s.red)/255)) * blendimage->s.alpha)/255; + cur->s.red = (UINT8)tempcolor; + tempcolor = (image->s.green*(255-blendimage->s.alpha))/255 + ((tempmult + ((tempalpha*blendcolor.s.green)/255)) * blendimage->s.alpha)/255; + cur->s.green = (UINT8)tempcolor; + tempcolor = (image->s.blue*(255-blendimage->s.alpha))/255 + ((tempmult + ((tempalpha*blendcolor.s.blue)/255)) * blendimage->s.alpha)/255; + cur->s.blue = (UINT8)tempcolor; + cur->s.alpha = image->s.alpha; + } + + cur++; image++; blendimage++; } - - cur++; image++; blendimage++; } return; } -static void HWR_GetBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, const UINT8 *colormap, skincolors_t color) +static void HWR_GetBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, INT32 skinnum, const UINT8 *colormap, skincolors_t color) { // mostly copied from HWR_GetMappedPatch, hence the similarities and comment GLMipmap_t *grmip, *newmip; @@ -1284,7 +1324,7 @@ static void HWR_GetBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, con grmip->nextcolormap = newmip; newmip->colormap = colormap; - HWR_CreateBlendedTexture(gpatch, blendgpatch, newmip, color); + HWR_CreateBlendedTexture(gpatch, blendgpatch, newmip, skinnum, color); HWD.pfnSetTexture(newmip); Z_ChangeTag(newmip->grInfo.data, PU_HWRCACHE_UNLOCKED); @@ -1435,7 +1475,30 @@ void HWR_DrawMD2(gr_vissprite_t *spr) md2->blendgrpatch && ((GLPatch_t *)md2->blendgrpatch)->mipmap.grInfo.format && gpatch->width == ((GLPatch_t *)md2->blendgrpatch)->width && gpatch->height == ((GLPatch_t *)md2->blendgrpatch)->height) { - HWR_GetBlendedTexture(gpatch, (GLPatch_t *)md2->blendgrpatch, spr->colormap, (skincolors_t)spr->mobj->color); + INT32 skinnum; + if ((spr->mobj->flags & MF_BOSS) && (spr->mobj->flags2 & MF2_FRET) && (leveltime & 1)) // Bosses "flash" + { + if (spr->mobj->type == MT_CYBRAKDEMON) + skinnum = TC_ALLWHITE; + else if (spr->mobj->type == MT_METALSONIC_BATTLE) + skinnum = TC_METALSONIC; + else + skinnum = TC_BOSS; + } + else if (spr->mobj->color) + { + if (spr->mobj->skin && spr->mobj->sprite == SPR_PLAY) + { + if (spr->mobj->colorized) + skinnum = TC_STARMAN; + else + { + skinnum = (INT32)((skin_t*)spr->mobj->skin-skins); + } + } + else skinnum = TC_DEFAULT; + } + HWR_GetBlendedTexture(gpatch, (GLPatch_t *)md2->blendgrpatch, skinnum, spr->colormap, (skincolors_t)spr->mobj->color); } else {