outfit colors

master
Eduardo Bart 13 years ago
parent 8b2bceaef3
commit c6dd25ed99

@ -19,7 +19,6 @@ void Graphics::init()
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glShadeModel(GL_SMOOTH);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
logInfo("GPU ", glGetString(GL_RENDERER));
@ -30,6 +29,7 @@ void Graphics::init()
m_emptyTexture = TexturePtr(new Texture);
bindColor(Color::white);
bindBlendFunc(BLEND_NORMAL);
}
void Graphics::terminate()
@ -285,6 +285,18 @@ void Graphics::bindTexture(const TexturePtr& texture)
glBindTexture(GL_TEXTURE_2D, texture->getId());
}
void Graphics::bindBlendFunc(BlendFuncType blendType)
{
switch(blendType) {
case BLEND_NORMAL:
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
break;
case BLEND_COLORIZING:
glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA);
break;
}
}
void Graphics::startDrawing()
{
assert(!m_drawing);

@ -3,6 +3,11 @@
#include "declarations.h"
enum BlendFuncType {
BLEND_NORMAL,
BLEND_COLORIZING
};
class Graphics
{
public:
@ -29,6 +34,7 @@ public:
void bindColor(const Color& color);
void bindTexture(const TexturePtr& texture);
void bindBlendFunc(BlendFuncType blendType);
// drawing API
void drawTexturedRect(const Rect& screenCoords,

@ -33,4 +33,12 @@ enum Direction {
DIRECTION_WEST
};
enum SpriteMask {
SpriteMaskRed = 0,
SpriteMaskGreen,
SpriteMaskBlue,
SpriteMaskYellow,
SpriteMaskNone = 255
};
#endif

@ -22,28 +22,174 @@ void Creature::draw(int x, int y)
// draw outfit
internalDraw(x, y, 0, m_direction, 0, 0, anim);
// draw addons
//for(int a = 0; a < m_outfit.addons; ++a) {
//internalDraw(x, y, 0, m_direction, m_outfit.addons & (1 << a), 0, anim);
//}
//glPushAttrib(GL_CURRENT_BIT | GL_COLOR_BUFFER_BIT);
// draw outfit colors
glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA);
//glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA);
// TODO: move this shit hahaha
static const Color outfitColors[] = {
Color(255,255,255),
Color(255,212,191),
Color(255,233,191),
Color(255,255,191),
Color(233,255,191),
Color(212,255,191),
Color(191,255,191),
Color(191,255,212),
Color(191,255,233),
Color(191,255,255),
Color(191,233,255),
Color(191,212,255),
Color(191,191,255),
Color(212,191,255),
Color(233,191,255),
Color(255,191,255),
Color(255,191,233),
Color(255,191,212),
Color(255,191,191),
//Color colors[4] = {Color::yellow, Color::red, Color::green, Color::blue};
Color(128,128,128),
Color(191,159,143),
Color(191,175,143),
Color(191,191,143),
Color(175,191,143),
Color(159,191,143),
Color(143,191,143),
Color(143,191,159),
Color(143,191,175),
Color(143,191,191),
Color(143,175,191),
Color(143,159,191),
Color(143,143,191),
Color(159,143,191),
Color(175,143,191),
Color(191,143,191),
Color(191,143,175),
Color(191,143,159),
Color(191,143,143),
//for(int i = 0; i < 4; ++i) {
Color(182,182,182),
Color(191,127,95),
Color(191,159,95),
Color(191,191,95),
Color(159,191,95),
Color(127,191,95),
Color(95,191,95),
Color(95,191,127),
Color(95,191,159),
Color(95,191,191),
Color(95,159,191),
Color(95,127,191),
Color(95,95,191),
Color(127,95,191),
Color(159,95,191),
Color(191,95,191),
Color(191,95,159),
Color(191,95,127),
Color(191,95,95),
Color(145,145,145),
Color(191,106,63),
Color(191,148,63),
Color(191,191,63),
Color(148,191,63),
Color(107,191,63),
Color(63,191,63),
Color(63,191,106),
Color(63,191,148),
Color(63,191,191),
Color(63,148,191),
Color(63,106,191),
Color(63,63,191),
Color(106,63,191),
Color(148,63,191),
Color(191,63,191),
Color(191,63,148),
Color(191,63,106),
Color(191,63,63),
/*g_graphics.bindColor(colors[i]);
internalDraw(creatureAttributes->width*32 - 32, creatureAttributes->height*32 - 32, 1, m_direction, 0, 0, 0);
framebuffer.unbind();
Color(109,109,109),
Color(255,85,0),
Color(255,170,0),
Color(255,255,0),
Color(170,255,0),
Color(84,255,0),
Color(0,255,0),
Color(0,255,84),
Color(0,255,170),
Color(0,255,255),
Color(0,169,255),
Color(0,85,255),
Color(0,0,255),
Color(85,0,255),
Color(169,0,255),
Color(254,0,255),
Color(255,0,170),
Color(255,0,85),
Color(255,0,0),
Color(72,72,72),
Color(191,63,0),
Color(191,127,0),
Color(191,191,0),
Color(127,191,0),
Color(63,191,0),
Color(0,191,0),
Color(0,191,63),
Color(0,191,127),
Color(0,191,191),
Color(0,127,191),
Color(0,63,191),
Color(0,0,191),
Color(63,0,191),
Color(127,0,191),
Color(191,0,191),
Color(191,0,127),
Color(191,0,63),
Color(191,0,0),
g_graphics.bindColor(Color::green);*/
//framebuffer.draw(x, y, creatureAttributes->width*32, creatureAttributes->height*32);
//}
//glPopAttrib();
Color(36,36,36),
Color(127,42,0),
Color(127,85,0),
Color(127,127,0),
Color(85,127,0),
Color(42,127,0),
Color(0,127,0),
Color(0,127,42),
Color(0,127,85),
Color(0,127,127),
Color(0,84,127),
Color(0,42,127),
Color(0,0,127),
Color(42,0,127),
Color(84,0,127),
Color(127,0,127),
Color(191,0,85),
Color(127,0,42),
Color(127,0,0)
};
const ThingAttributes& attributes = getAttributes();
if(attributes.blendframes > 1) {
g_graphics.bindBlendFunc(BLEND_COLORIZING);
for(int mask = 0; mask < 4; ++mask) {
int outfitColorId = 0;
if(mask == SpriteMaskYellow)
outfitColorId = m_outfit.head;
else if(mask == SpriteMaskRed)
outfitColorId = m_outfit.body;
else if(mask == SpriteMaskBlue)
outfitColorId = m_outfit.legs;
else if(mask == SpriteMaskGreen)
outfitColorId = m_outfit.feet;
g_graphics.bindColor(outfitColors[outfitColorId]);
internalDraw(x, y, 1, m_direction, 0, 0, anim);
}
g_graphics.bindBlendFunc(BLEND_NORMAL);
}
}
const ThingAttributes& Creature::getAttributes()

@ -107,3 +107,28 @@ TexturePtr SpriteManager::getSpriteTexture(int id)
return texture;
}
TexturePtr SpriteManager::getSpriteMask(int id, SpriteMask mask)
{
TexturePtr tex = getSpriteTexture(id);
auto pixels = tex->getPixels();
static RGBA maskColors[4] = { Color::red.rgba(), Color::green.rgba(), Color::blue.rgba(), Color::yellow.rgba() };
RGBA maskColor = maskColors[mask];
RGBA whiteColor = Color::white.rgba();
RGBA alphaColor = Color::alpha.rgba();
// convert pixels
// masked color -> white color
// any other color -> alpha color
for(int i=0;i<4096;i+=4) {
RGBA& currentColor = *(RGBA*)&pixels[i];
if(currentColor == maskColor)
currentColor = whiteColor;
else
currentColor = alphaColor;
}
//TODO: cache sprites mask into a texture
return TexturePtr(new Texture(32, 32, 4, &pixels[0]));
}

@ -1,7 +1,7 @@
#ifndef SPRITEMANAGER_H
#define SPRITEMANAGER_H
#include <framework/global.h>
#include "declarations.h"
#include <framework/graphics/texture.h>
class SpriteManager
@ -14,7 +14,9 @@ public:
uint32 getSignature() { return m_signature; }
int getSpritesCount() { return m_spritesCount; }
TexturePtr getSpriteTexture(int id);
TexturePtr getSpriteMask(int id, SpriteMask mask);
private:
TexturePtr loadSprite(int id);

@ -6,7 +6,7 @@ Thing::Thing(ThingType type) : m_id(0), m_type(type)
{
}
void Thing::internalDraw(int x, int y, int blendframes, int xdiv, int ydiv, int zdiv, int anim)
void Thing::internalDraw(int x, int y, int blendframes, int xdiv, int ydiv, int zdiv, int anim, SpriteMask mask)
{
const ThingAttributes& attributes = getAttributes();
@ -24,11 +24,16 @@ void Thing::internalDraw(int x, int y, int blendframes, int xdiv, int ydiv, int
if(!spriteId)
continue;
TexturePtr spriteTex = g_sprites.getSpriteTexture(spriteId);
TexturePtr spriteTex;
if(mask == SpriteMaskNone) {
spriteTex = g_sprites.getSpriteTexture(spriteId);
g_graphics.bindColor(Color::white);
} else
spriteTex = g_sprites.getSpriteMask(spriteId, mask);
Rect drawRect((x - xi*32) - attributes.xOffset,
(y - yi*32) - attributes.xOffset,
32, 32);
g_graphics.drawTexturedRect(drawRect, spriteTex);
}
}

@ -35,7 +35,7 @@ public:
virtual LocalPlayerPtr asLocalPlayer() { return nullptr; }
protected:
void internalDraw(int x, int y, int blendframes, int xdiv, int ydiv, int zdiv, int anim);
void internalDraw(int x, int y, int blendframes, int xdiv, int ydiv, int zdiv, int anim, SpriteMask mask = SpriteMaskNone);
uint32 m_id;
ThingType m_type;

@ -45,6 +45,7 @@ struct ThingAttributes
isHangable, isHorizontal, isVertical, rotable, hasHeight, lookThrough, hasMiniMapColor;
uint8 alwaysOnTopOrder, width, height, blendframes, xdiv, ydiv, zdiv, animcount, xOffset, yOffset;
uint16 speed, subParam07, subParam08, lightLevel, lightColor, miniMapColor;
std::vector<int> sprites;
ThingAttributesGroup group;
};

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