From 23b11b43d9736147a5fe4b5e4621efe1ddb70ecc Mon Sep 17 00:00:00 2001 From: divverent Date: Sun, 24 May 2009 19:49:05 +0000 Subject: [PATCH] more improvements, making 0x808080 neutral stain color git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@8987 d7cf8633-e32d-0410-b094-e92efae38249 --- cl_particles.c | 34 ++++++++++++++++++++-------------- 1 file changed, 20 insertions(+), 14 deletions(-) diff --git a/cl_particles.c b/cl_particles.c index e9bc3ca1..d31e9cdb 100644 --- a/cl_particles.c +++ b/cl_particles.c @@ -115,7 +115,7 @@ typedef struct particleeffectinfo_s float lightcolor[3]; qboolean lightshadow; int lightcubemapnum; - unsigned int staincolor[2]; + unsigned int staincolor[2]; // note: 0x808080 = neutral (particle's own color), these are modding factors for the particle's original color! int staintex[2]; } particleeffectinfo_t; @@ -534,13 +534,20 @@ static particle_t *CL_NewParticle(unsigned short ptypeindex, int pcolor1, int pc { l2 = (int)lhrandom(0.5, 256.5); l1 = 256 - l2; - r = (((((staincolor1 >> 16) & 0xFF) * l1 + ((staincolor2 >> 16) & 0xFF) * l2) * part->color[0]) / 0xFF00) & 0xFF; - g = (((((staincolor1 >> 8) & 0xFF) * l1 + ((staincolor2 >> 8) & 0xFF) * l2) * part->color[1]) / 0xFF00) & 0xFF; - b = (((((staincolor1 >> 0) & 0xFF) * l1 + ((staincolor2 >> 0) & 0xFF) * l2) * part->color[1]) / 0xFF00) & 0xFF; - part->staincolor = (255 - r) * 65536 + (255 - g) * 256 + (255 - b); // inverted, as decals draw in inverted color (subtractive)! + r = ((((staincolor1 >> 16) & 0xFF) * l1 + ((staincolor2 >> 16) & 0xFF) * l2) * part->color[0]) / 0x8000; // staincolor 0x808080 keeps color invariant + g = ((((staincolor1 >> 8) & 0xFF) * l1 + ((staincolor2 >> 8) & 0xFF) * l2) * part->color[1]) / 0x8000; + b = ((((staincolor1 >> 0) & 0xFF) * l1 + ((staincolor2 >> 0) & 0xFF) * l2) * part->color[1]) / 0x8000; + if(r > 0xFF) r = 0xFF; + if(g > 0xFF) g = 0xFF; + if(b > 0xFF) b = 0xFF; } else - part->staincolor = -1; + { + r = part->color[0]; // -1 is shorthand for stain = particle color + g = part->color[1]; + b = part->color[2]; + } + part->staincolor = (r * 65536 + g * 256 + b) ^ 0xFFFFFF; // inverted, as decals draw in inverted color (subtractive)! part->texnum = ptex; part->size = psize; part->sizeincrease = psizeincrease; @@ -2445,18 +2452,17 @@ void R_DrawParticles (void) { VectorCopy(trace.endpos, p->org); - if (p->staintexnum >= 0 || p->staincolor >= 0) + if (p->staintexnum >= 0) { // blood - splash on solid if (!(trace.hitq3surfaceflags & Q3SURFACEFLAG_NOMARKS)) { - if(p->staincolor >= 0) - { - R_Stain(p->org, 16, - (p->staincolor >> 16) & 0xFF, (p->staincolor >> 8) & 0xFF, p->staincolor & 0xFF, (int)(p->alpha * p->size * (1.0f / 80.0f)), - (p->staincolor >> 16) & 0xFF, (p->staincolor >> 8) & 0xFF, p->staincolor & 0xFF, (int)(p->alpha * p->size * (1.0f / 80.0f))); - } - if (cl_decals.integer && p->staintexnum >= 0) + R_Stain(p->org, 16, + (p->staincolor >> 16) & 0xFF, (p->staincolor >> 8) & 0xFF, p->staincolor & 0xFF, (int)(p->alpha * p->size * (1.0f / 80.0f)), + (p->staincolor >> 16) & 0xFF, (p->staincolor >> 8) & 0xFF, p->staincolor & 0xFF, (int)(p->alpha * p->size * (1.0f / 80.0f))); + // FIXME does the stain color need to be inverted? + // it currently IS inverted as decals need that, but does R_Stain need it too? + if (cl_decals.integer) { // create a decal for the blood splat CL_SpawnDecalParticleForSurface(hitent, p->org, trace.plane.normal, p->staincolor, p->staincolor, p->staintexnum, p->size * 2, p->alpha); -- 2.39.2