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https://github.com/DrBeef/Raze.git
synced 2024-11-15 00:41:55 +00:00
- pass the shade through the 2D drawer, so that palette emulation can still use it.
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b6d204a88b
commit
4c6abe1bb9
7 changed files with 32 additions and 18 deletions
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@ -3075,8 +3075,19 @@ void twod_rotatesprite(int32_t sx, int32_t sy, int32_t z, int16_t a, int16_t pic
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auto ptr = &twod->mVertices[dg.mVertIndex];
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float drawpoly_alpha = daalpha * (1.0f / 255.0f);
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float alpha = GetAlphaFromBlend(method, dablend) * (1.f - drawpoly_alpha); // Hmmm...
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PalEntry p;
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if (!hw_useindexedcolortextures)
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{
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int light = clamp(scale((numshades - dashade), 255, numshades), 0, 255);
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auto p = PalEntry((uint8_t)(alpha * 255), light, light, light);
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p = PalEntry((uint8_t)(alpha * 255), light, light, light);
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}
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else
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{
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p = PalEntry((uint8_t)(alpha * 255), 255, 255, 255);
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dg.mLightLevel = clamp(dashade, 0, numshades);
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}
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vec2_t const siz = { (int)dg.mTexture->GetDisplayWidth(), (int)dg.mTexture->GetDisplayHeight() };
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vec2_16_t ofs = { 0, 0 };
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@ -408,7 +408,7 @@ void F2DDrawer::AddTexture(FGameTexture* img, DrawParms& parms)
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double u1, v1, u2, v2;
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PalEntry vertexcolor;
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RenderCommand dg;
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RenderCommand dg = {};
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dg.mType = DrawTypeTriangles;
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dg.mVertCount = 4;
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@ -487,7 +487,7 @@ void F2DDrawer::AddShape(FGameTexture* img, DShape2D* shape, DrawParms& parms)
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PalEntry vertexcolor;
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RenderCommand dg;
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RenderCommand dg = {};
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dg.mType = DrawTypeTriangles;
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dg.mVertCount = shape->mVertices.Size();
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@ -560,7 +560,7 @@ void F2DDrawer::AddPoly(FGameTexture *texture, FVector2 *points, int npoints,
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DAngle rotation, const FColormap &colormap, PalEntry flatcolor, double fadelevel,
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uint32_t *indices, size_t indexcount)
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{
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RenderCommand poly;
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RenderCommand poly = {};
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poly.mType = DrawTypeTriangles;
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poly.mTexture = texture;
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@ -698,7 +698,7 @@ void F2DDrawer::AddFlatFill(int left, int top, int right, int bottom, FGameTextu
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{
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float fU1, fU2, fV1, fV2;
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RenderCommand dg;
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RenderCommand dg = {};
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dg.mType = DrawTypeTriangles;
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dg.mRenderStyle = DefaultRenderStyle();
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@ -817,7 +817,7 @@ void F2DDrawer::AddFlatFill(int left, int top, int right, int bottom, FGameTextu
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void F2DDrawer::AddColorOnlyQuad(int x1, int y1, int w, int h, PalEntry color, FRenderStyle *style, bool prepend)
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{
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RenderCommand dg;
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RenderCommand dg = {};
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dg.mType = DrawTypeTriangles;
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dg.mVertCount = 4;
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@ -856,7 +856,7 @@ void F2DDrawer::AddLine(double x1, double y1, double x2, double y2, int clipx1,
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PalEntry p = (PalEntry)color;
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p.a = alpha;
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RenderCommand dg;
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RenderCommand dg = {};
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if (clipx1 > 0 || clipy1 > 0 || clipx2 < GetWidth()- 1 || clipy2 < GetHeight() - 1)
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{
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@ -900,7 +900,7 @@ void F2DDrawer::AddThickLine(int x1, int y1, int x2, int y2, double thickness, u
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DVector2 corner2 = point1 + perp;
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DVector2 corner3 = point1 - perp;
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RenderCommand dg;
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RenderCommand dg = {};
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dg.mType = DrawTypeTriangles;
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dg.mVertCount = 4;
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@ -928,7 +928,7 @@ void F2DDrawer::AddPixel(int x1, int y1, uint32_t color)
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PalEntry p = (PalEntry)color;
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p.a = 255;
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RenderCommand dg;
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RenderCommand dg = {};
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dg.mType = DrawTypePoints;
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dg.mRenderStyle = LegacyRenderStyles[STYLE_Translucent];
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@ -132,6 +132,7 @@ public:
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FRenderStyle mRenderStyle;
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PalEntry mColor1; // Overlay color
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ETexMode mDrawMode;
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uint8_t mLightLevel;
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uint8_t mFlags;
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RenderCommand()
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@ -152,6 +153,7 @@ public:
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mRenderStyle == other.mRenderStyle &&
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mDrawMode == other.mDrawMode &&
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mFlags == other.mFlags &&
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mLightLevel == other.mLightLevel &&
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mColor1.d == other.mColor1.d;
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}
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@ -73,7 +73,7 @@ int HWViewpointBuffer::Bind(FRenderState &di, unsigned int index)
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return index;
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}
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void HWViewpointBuffer::Set2D(FRenderState &di, int width, int height)
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void HWViewpointBuffer::Set2D(FRenderState &di, int width, int height, int pll)
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{
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if (width != m2DWidth || height != m2DHeight)
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{
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@ -83,7 +83,7 @@ void HWViewpointBuffer::Set2D(FRenderState &di, int width, int height)
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matrices.mNormalViewMatrix.loadIdentity();
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matrices.mViewHeight = 0;
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matrices.mGlobVis = 1.f;
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matrices.mPalLightLevels = 0;
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matrices.mPalLightLevels = pll;
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matrices.mClipLine.X = -10000000.0f;
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matrices.mShadowmapFilter = gl_shadowmap_filter;
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@ -28,7 +28,7 @@ public:
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~HWViewpointBuffer();
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void Clear();
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int Bind(FRenderState &di, unsigned int index);
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void Set2D(FRenderState &di, int width, int height);
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void Set2D(FRenderState &di, int width, int height, int pll = 0);
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int SetViewpoint(FRenderState &di, HWViewpointUniforms *vp);
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unsigned int GetBlockSize() const { return mBlockSize; }
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};
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@ -105,7 +105,7 @@ void polymost_dorotatesprite(int32_t sx, int32_t sy, int32_t z, int16_t a, int16
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void GLInstance::Draw2D(F2DDrawer *drawer)
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{
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VSMatrix mat(0);
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screen->mViewpoints->Set2D(OpenGLRenderer::gl_RenderState, xdim, ydim);
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screen->mViewpoints->Set2D(OpenGLRenderer::gl_RenderState, xdim, ydim, numshades);
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SetViewport(0, 0, xdim, ydim);
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EnableDepthTest(false);
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EnableMultisampling(false);
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@ -167,8 +167,8 @@ void GLInstance::Draw2D(F2DDrawer *drawer)
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{
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auto tex = cmd.mTexture;
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SetFadeDisable(true);
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SetShade(0, numshades);
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SetFadeDisable(cmd.mLightLevel == 0);
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SetShade(cmd.mLightLevel, numshades);
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SetTexture(TileFiles.GetTileIndex(tex), tex, cmd.mTranslationId, cmd.mFlags & F2DDrawer::DTF_Wrap ? CLAMP_NONE : CLAMP_XY);
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EnableBlend(!(cmd.mRenderStyle.Flags & STYLEF_Alpha1));
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@ -197,7 +197,8 @@ void main()
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}
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palettedColor.a = color.r == 0.0? 0.0 : 1.0;// 1.0-floor(color.r);
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color = palettedColor;
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color.rgb = palettedColor.rgb * v_color.rgb;
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color.a = palettedColor.a;
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}
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else
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{
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