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LightLevelToLum gone
LightLevelToLum unused by everything now, it seemed to be giving wrong values for lightlevels.
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103258e364
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770c7eeade
2 changed files with 30 additions and 30 deletions
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@ -716,28 +716,28 @@ static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, fixed_t fi
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}
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}
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if (psector->extra_colormap)
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Surf.FlatColor.rgba = HWR_Lighting(LightLevelToLum(lightlevel),psector->extra_colormap->rgba,psector->extra_colormap->fadergba, false, true);
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Surf.FlatColor.rgba = HWR_Lighting(lightlevel,psector->extra_colormap->rgba,psector->extra_colormap->fadergba, false, true);
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else
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Surf.FlatColor.rgba = HWR_Lighting(LightLevelToLum(lightlevel),NORMALFOG,FADEFOG, false, true);
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Surf.FlatColor.rgba = HWR_Lighting(lightlevel,NORMALFOG,FADEFOG, false, true);
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}
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else
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Surf.FlatColor.rgba = HWR_Lighting(LightLevelToLum(lightlevel),NORMALFOG,FADEFOG, false, true);
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Surf.FlatColor.rgba = HWR_Lighting(lightlevel,NORMALFOG,FADEFOG, false, true);
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#endif // NOPE
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if (planecolormap)
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{
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if (fogplane)
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Surf.FlatColor.rgba = HWR_Lighting(LightLevelToLum(lightlevel), planecolormap->rgba, planecolormap->fadergba, true, false);
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Surf.FlatColor.rgba = HWR_Lighting(lightlevel, planecolormap->rgba, planecolormap->fadergba, true, false);
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else
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Surf.FlatColor.rgba = HWR_Lighting(LightLevelToLum(lightlevel), planecolormap->rgba, planecolormap->fadergba, false, true);
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Surf.FlatColor.rgba = HWR_Lighting(lightlevel, planecolormap->rgba, planecolormap->fadergba, false, true);
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}
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else
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{
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if (fogplane)
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Surf.FlatColor.rgba = HWR_Lighting(LightLevelToLum(lightlevel), NORMALFOG, FADEFOG, true, false);
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Surf.FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, true, false);
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else
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Surf.FlatColor.rgba = HWR_Lighting(LightLevelToLum(lightlevel), NORMALFOG, FADEFOG, false, true);
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Surf.FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, true);
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}
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if (PolyFlags & PF_Translucent)
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@ -971,11 +971,11 @@ static void HWR_ProjectWall(wallVert3D * wallVerts,
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if (wallcolormap)
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{
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pSurf->FlatColor.rgba = HWR_Lighting(LightLevelToLum(lightlevel), wallcolormap->rgba, wallcolormap->fadergba, false, false);
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pSurf->FlatColor.rgba = HWR_Lighting(lightlevel, wallcolormap->rgba, wallcolormap->fadergba, false, false);
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}
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else
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{
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pSurf->FlatColor.rgba = HWR_Lighting(LightLevelToLum(lightlevel), NORMALFOG, FADEFOG, false, false);
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pSurf->FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, false);
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}
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HWD.pfnDrawPolygon(pSurf, trVerts, 4, blendmode|PF_Modulated|PF_Occlude|PF_Clip);
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@ -3329,7 +3329,7 @@ static void HWR_DrawSprite(gr_vissprite_t *spr)
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if (spr->mobj->frame & FF_TRANSMASK || spr->mobj->flags2 & MF2_SHADOW)
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{
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sector_t *sector = spr->mobj->subsector->sector;
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UINT8 lightlevel = LightLevelToLum(sector->lightlevel);
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UINT8 lightlevel = sector->lightlevel;
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extracolormap_t *colormap = sector->extra_colormap;
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if (sector->numlights)
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@ -3337,16 +3337,16 @@ static void HWR_DrawSprite(gr_vissprite_t *spr)
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INT32 light = R_GetPlaneLight(sector, spr->mobj->floorz, false);
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if (!(spr->mobj->frame & FF_FULLBRIGHT))
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lightlevel = LightLevelToLum(*sector->lightlist[light].lightlevel);
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lightlevel = *sector->lightlist[light].lightlevel;
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else
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lightlevel = LightLevelToLum(255);
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lightlevel = 255;
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if (sector->lightlist[light].extra_colormap)
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colormap = sector->lightlist[light].extra_colormap;
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}
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else
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{
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lightlevel = LightLevelToLum(sector->lightlevel);
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lightlevel = sector->lightlevel;
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if (sector->extra_colormap)
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colormap = sector->extra_colormap;
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@ -3379,7 +3379,7 @@ noshadow:
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// colormap test
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{
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sector_t *sector = spr->mobj->subsector->sector;
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UINT8 lightlevel = LightLevelToLum(sector->lightlevel);
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UINT8 lightlevel = sector->lightlevel;
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extracolormap_t *colormap = sector->extra_colormap;
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if (sector->numlights)
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@ -3389,9 +3389,9 @@ noshadow:
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light = R_GetPlaneLight(sector, spr->mobj->z + spr->mobj->height, false); // Always use the light at the top instead of whatever I was doing before
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if (!(spr->mobj->frame & FF_FULLBRIGHT))
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lightlevel = LightLevelToLum(*sector->lightlist[light].lightlevel);
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lightlevel = *sector->lightlist[light].lightlevel;
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else
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lightlevel = LightLevelToLum(255);
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lightlevel = 255;
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if (sector->lightlist[light].extra_colormap)
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colormap = sector->lightlist[light].extra_colormap;
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@ -3399,16 +3399,16 @@ noshadow:
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else
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{
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if (!(spr->mobj->frame & FF_FULLBRIGHT))
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lightlevel = LightLevelToLum(sector->lightlevel);
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lightlevel = sector->lightlevel;
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else
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lightlevel = LightLevelToLum(255);
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lightlevel = 255;
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if (sector->extra_colormap)
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colormap = sector->extra_colormap;
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}
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if (spr->mobj->frame & FF_FULLBRIGHT)
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lightlevel = LightLevelToLum(255);
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lightlevel = 255;
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if (colormap)
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Surf.FlatColor.rgba = HWR_Lighting(lightlevel, colormap->rgba, colormap->fadergba, false, false);
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@ -3908,7 +3908,7 @@ static void HWR_AddSprites(sector_t *sec)
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sec->validcount = validcount;
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// sprite lighting
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sectorlight = LightLevelToLum(sec->lightlevel & 0xff);
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sectorlight = sec->lightlevel & 0xff;
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// Handle all things in sector.
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// If a limit exists, handle things a tiny bit different.
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@ -5182,16 +5182,16 @@ static void HWR_RenderWall(wallVert3D *wallVerts, FSurfaceInfo *pSurf, FBITFIE
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if (wallcolormap)
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{
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if (fogwall)
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pSurf->FlatColor.rgba = HWR_Lighting(LightLevelToLum(lightlevel), wallcolormap->rgba, wallcolormap->fadergba, true, false);
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pSurf->FlatColor.rgba = HWR_Lighting(lightlevel, wallcolormap->rgba, wallcolormap->fadergba, true, false);
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else
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pSurf->FlatColor.rgba = HWR_Lighting(LightLevelToLum(lightlevel), wallcolormap->rgba, wallcolormap->fadergba, false, false);
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pSurf->FlatColor.rgba = HWR_Lighting(lightlevel, wallcolormap->rgba, wallcolormap->fadergba, false, false);
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}
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else
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{
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if (fogwall)
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pSurf->FlatColor.rgba = HWR_Lighting(LightLevelToLum(lightlevel), NORMALFOG, FADEFOG, true, false);
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pSurf->FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, true, false);
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else
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pSurf->FlatColor.rgba = HWR_Lighting(LightLevelToLum(lightlevel), NORMALFOG, FADEFOG, false, false);
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pSurf->FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, false);
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}
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pSurf->FlatColor.s.alpha = alpha; // put the alpha back after lighting
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@ -1082,7 +1082,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
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// colormap test
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{
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sector_t *sector = spr->mobj->subsector->sector;
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UINT8 lightlevel = LightLevelToLum(sector->lightlevel);
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UINT8 lightlevel = sector->lightlevel;
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extracolormap_t *colormap = sector->extra_colormap;
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if (sector->numlights)
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@ -1092,9 +1092,9 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
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light = R_GetPlaneLight(sector, spr->mobj->z + spr->mobj->height, false); // Always use the light at the top instead of whatever I was doing before
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if (!(spr->mobj->frame & FF_FULLBRIGHT))
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lightlevel = LightLevelToLum(*sector->lightlist[light].lightlevel);
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lightlevel = *sector->lightlist[light].lightlevel;
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else
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lightlevel = LightLevelToLum(255);
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lightlevel = 255;
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if (sector->lightlist[light].extra_colormap)
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colormap = sector->lightlist[light].extra_colormap;
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@ -1102,16 +1102,16 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
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else
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{
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if (!(spr->mobj->frame & FF_FULLBRIGHT))
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lightlevel = LightLevelToLum(sector->lightlevel);
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lightlevel = sector->lightlevel;
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else
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lightlevel = LightLevelToLum(255);
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lightlevel = 255;
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if (sector->extra_colormap)
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colormap = sector->extra_colormap;
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}
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if (spr->mobj->frame & FF_FULLBRIGHT)
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lightlevel = LightLevelToLum(255);
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lightlevel = 255;
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if (colormap)
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Surf.FlatColor.rgba = HWR_Lighting(lightlevel, colormap->rgba, colormap->fadergba, false, false);
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