void V_AddPlayerBlend (player_t *CPlayer, float blend[4], float maxinvalpha, int maxpainblend) { int cnt; // [RH] All powerups can affect the screen blending now for (AInventory *item = CPlayer->mo->Inventory; item != NULL; item = item->Inventory) { PalEntry color = item->GetBlend (); 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; 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 = CPlayer->mo->DamageFade; CPlayer->mo->GetClass()->GetPainFlash(CPlayer->mo->DamageTypeReceived, &painFlash); if (painFlash.a != 0) { cnt = DamageToAlpha[MIN (113, CPlayer->damagecount * painFlash.a / 255)]; 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); }
//========================================================================== // // Draws a blend over the entire view // //========================================================================== void FGLRenderer::DrawBlend(sector_t * viewsector) { float blend[4]={0,0,0,0}; PalEntry blendv=0; float extra_red; float extra_green; float extra_blue; player_t *player = NULL; if (players[consoleplayer].camera != NULL) { player=players[consoleplayer].camera->player; } // don't draw sector based blends when an invulnerability colormap is active if (!gl_fixedcolormap) { if (!viewsector->e->XFloor.ffloors.Size()) { if (viewsector->heightsec && !(viewsector->MoreFlags&SECF_IGNOREHEIGHTSEC)) { switch (in_area) { default: case area_normal: blendv = viewsector->heightsec->midmap; break; case area_above: blendv = viewsector->heightsec->topmap; break; case area_below: blendv = viewsector->heightsec->bottommap; break; } } } 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(ViewPos); else lightbottom = viewsector->floorplane.ZatPoint(ViewPos); if (lightbottom < ViewPos.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->Fade) 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) { blendv = R_BlendForColormap(blendv); if (blendv.a == 255) { // The calculated average is too dark so brighten it according to the palettes's overall brightness int maxcol = MAX<int>(MAX<int>(framebuffer->palette_brightness, blendv.r), MAX<int>(blendv.g, blendv.b)); blendv.r = blendv.r * 255 / maxcol; blendv.g = blendv.g * 255 / maxcol; blendv.b = blendv.b * 255 / maxcol; } } 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. blendv = 0; // black multiplicative blends are ignored if (extra_red || extra_green || extra_blue) { gl_RenderState.BlendFunc(GL_DST_COLOR, GL_ZERO); gl_RenderState.SetColor(extra_red, extra_green, extra_blue, 1.0f); gl_FillScreen(); } } 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); } } // This mostly duplicates the code in shared_sbar.cpp // When I was writing this the original was called too late so that I // couldn't get the blend in time. However, since then I made some changes // here that would get lost if I switched back so I won't do it. 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); } gl_RenderState.SetTextureMode(TM_MODULATE); gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); if (blend[3]>0.0f) { gl_RenderState.SetColor(blend[0], blend[1], blend[2], blend[3]); gl_FillScreen(); } gl_RenderState.ResetColor(); gl_RenderState.EnableTexture(true); }