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https://github.com/ZDoom/gzdoom-gles.git
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- linked new properties with the renderer.
Support for the softpoly renderer still missing.
This commit is contained in:
parent
3a249cb06f
commit
03537e90ff
8 changed files with 41 additions and 10 deletions
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@ -2057,10 +2057,10 @@ void DAutomap::drawSubsectors()
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if (roverz < cmpz)
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{
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maptex = *(rover->top.texture);
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flatcolor = *(rover->top.flatcolor);
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floorplane = rover->top.plane;
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sector_t *model = rover->top.model;
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int selector = (rover->flags & FF_INVERTPLANES) ? sector_t::floor : sector_t::ceiling;
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flatcolor = model->SpecialColors[selector];
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rotation = -model->GetAngle(selector);
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scalex = model->GetXScale(selector);
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scaley = model->GetYScale(selector);
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@ -1106,6 +1106,7 @@ void MapLoader::LoadSectors (MapData *map, FMissingTextureTracker &missingtex)
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ss->prevsec = -1; // stair retriggering until build completes
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memset(ss->SpecialColors, -1, sizeof(ss->SpecialColors));
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memset(ss->AdditiveColors, 0, sizeof(ss->AdditiveColors));
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ss->ColorScaleFactor[0] = ss->ColorScaleFactor[1] = ss->ColorScaleFactor[2] = 1.f;
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ss->SetAlpha(sector_t::floor, 1.);
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ss->SetAlpha(sector_t::ceiling, 1.);
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@ -1503,6 +1503,7 @@ public:
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sec->SetYScale(sector_t::ceiling, 1.);
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sec->SetAlpha(sector_t::floor, 1.);
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sec->SetAlpha(sector_t::ceiling, 1.);
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sec->ColorScaleFactor[0] = sec->ColorScaleFactor[1] = sec->ColorScaleFactor[2] = 1.f;
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sec->thinglist = nullptr;
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sec->touching_thinglist = nullptr; // phares 3/14/98
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sec->sectorportal_thinglist = nullptr;
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@ -126,14 +126,12 @@ void P_Add3DFloor(sector_t* sec, sector_t* sec2, line_t* master, int flags, int
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{
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ffloor->bottom.plane = &sec2->floorplane;
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ffloor->bottom.texture = &sec2->planes[sector_t::floor].Texture;
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ffloor->bottom.flatcolor = &sec2->SpecialColors[sector_t::floor];
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ffloor->bottom.isceiling = sector_t::floor;
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}
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else
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{
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ffloor->bottom.plane = &sec2->ceilingplane;
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ffloor->bottom.texture = &sec2->planes[sector_t::ceiling].Texture;
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ffloor->bottom.flatcolor = &sec2->SpecialColors[sector_t::ceiling];
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ffloor->bottom.isceiling = sector_t::ceiling;
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}
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@ -141,7 +139,6 @@ void P_Add3DFloor(sector_t* sec, sector_t* sec2, line_t* master, int flags, int
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{
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ffloor->top.plane = &sec2->ceilingplane;
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ffloor->top.texture = &sec2->planes[sector_t::ceiling].Texture;
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ffloor->top.flatcolor = &sec2->SpecialColors[sector_t::ceiling];
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ffloor->toplightlevel = &sec2->lightlevel;
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ffloor->top.isceiling = sector_t::ceiling;
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}
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@ -149,7 +146,6 @@ void P_Add3DFloor(sector_t* sec, sector_t* sec2, line_t* master, int flags, int
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{
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ffloor->top.plane = &sec->floorplane;
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ffloor->top.texture = &sec2->planes[sector_t::floor].Texture;
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ffloor->top.flatcolor = &sec2->SpecialColors[sector_t::floor];
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ffloor->toplightlevel = &sec->lightlevel;
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ffloor->top.isceiling = sector_t::floor;
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ffloor->top.model = sec;
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@ -68,7 +68,6 @@ struct F3DFloor
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secplane_t * plane;
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const FTextureID * texture;
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sector_t * model;
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PalEntry * flatcolor;
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int isceiling;
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int vindex;
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bool copied;
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@ -301,6 +301,10 @@ public:
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FColormap Colormap; // light and fog
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PalEntry FlatColor;
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PalEntry AddColor;
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PalEntry BlendColor;
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float DesaturationFactor, ColorFactor;
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int BlendMode;
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bool Invert;
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ERenderStyle renderstyle;
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float alpha;
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@ -308,6 +308,12 @@ void HWFlat::DrawFlat(HWDrawInfo *di, FRenderState &state, bool translucent)
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di->SetFog(state, lightlevel, rel, di->isFullbrightScene(), &Colormap, false);
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state.SetObjectColor(FlatColor | 0xff000000);
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state.SetAddColor(AddColor | 0xff000000);
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state.SetBlendColor(BlendColor);
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state.SetObjectBlendMode(BlendMode);
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state.SetColorizeFactor(ColorFactor);
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state.SetObjectDesaturateFactor(DesaturationFactor);
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state.SetObjectInvert(Invert);
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if (hacktype & SSRF_PLANEHACK)
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{
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@ -334,7 +340,6 @@ void HWFlat::DrawFlat(HWDrawInfo *di, FRenderState &state, bool translucent)
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flatvertices += 4;
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flatprimitives++;
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}
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state.SetObjectColor(0xffffffff);
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}
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else
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{
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@ -356,8 +361,8 @@ void HWFlat::DrawFlat(HWDrawInfo *di, FRenderState &state, bool translucent)
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state.EnableTextureMatrix(false);
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}
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state.SetRenderStyle(DefaultRenderStyle());
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state.SetObjectColor(0xffffffff);
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}
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state.SetObjectColor(0xffffffff);
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state.SetAddColor(0);
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state.SetBlendColor(0);
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state.SetObjectDesaturateFactor(0);
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@ -454,12 +459,22 @@ void HWFlat::SetFrom3DFloor(F3DFloor *rover, bool top, bool underside)
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Colormap.LightColor = light->extra_colormap.FadeColor;
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FlatColor = 0xffffffff;
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AddColor = 0;
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BlendColor = 0;
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BlendMode = 0;
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ColorFactor = 1.f;
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DesaturationFactor = 0.f;
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Invert = false;
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}
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else
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{
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Colormap.CopyFrom3DLight(light);
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FlatColor = *plane.flatcolor;
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// AddColor = sector->SpecialColors[sector_t::add];
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FlatColor = plane.model->SpecialColors[plane.isceiling];
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AddColor = plane.model->AdditiveColors[plane.isceiling];
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BlendColor = plane.model->BlendColors[plane.isceiling];
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BlendMode = plane.model->BlendModes[plane.isceiling];
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ColorFactor = plane.model->ColorScaleFactor[plane.isceiling];
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DesaturationFactor = plane.model->MaterialDesaturationFactor[plane.isceiling];
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Invert = plane.model->InvertMode(plane.isceiling);
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}
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@ -515,6 +530,12 @@ void HWFlat::ProcessSector(HWDrawInfo *di, sector_t * frontsector, int which)
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Colormap = frontsector->Colormap;
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FlatColor = frontsector->SpecialColors[sector_t::floor];
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AddColor = frontsector->AdditiveColors[sector_t::floor];
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BlendColor = frontsector->BlendColors[sector_t::floor];
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BlendMode = frontsector->BlendModes[sector_t::floor];
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DesaturationFactor = frontsector->MaterialDesaturationFactor[sector_t::floor];
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ColorFactor = frontsector->ColorScaleFactor[sector_t::floor];
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Invert = frontsector->InvertMode(sector_t::floor);
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port = frontsector->ValidatePortal(sector_t::floor);
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if ((stack = (port != NULL)))
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{
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@ -571,6 +592,11 @@ void HWFlat::ProcessSector(HWDrawInfo *di, sector_t * frontsector, int which)
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Colormap = frontsector->Colormap;
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FlatColor = frontsector->SpecialColors[sector_t::ceiling];
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AddColor = frontsector->AdditiveColors[sector_t::ceiling];
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BlendColor = frontsector->BlendColors[sector_t::ceiling];
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BlendMode = frontsector->BlendModes[sector_t::ceiling];
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DesaturationFactor = frontsector->MaterialDesaturationFactor[sector_t::ceiling];
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ColorFactor = frontsector->ColorScaleFactor[sector_t::ceiling];
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Invert = frontsector->InvertMode(sector_t::ceiling);
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port = frontsector->ValidatePortal(sector_t::ceiling);
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if ((stack = (port != NULL)))
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{
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@ -175,6 +175,10 @@ void HWWall::RenderTexturedWall(HWDrawInfo *di, FRenderState &state, int rflags)
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state.SetObjectColor(color1);
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state.SetObjectColor2((color1 != color2) ? color2 : PalEntry(0));
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state.SetAddColor(side->GetAdditiveColor(tierndx, frontsector));
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state.SetBlendColor(side->GetBlendColor(tierndx, frontsector));
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state.SetObjectBlendMode(side->GetBlendMode(tierndx, frontsector));
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state.SetObjectDesaturateFactor(side->GetDesaturationFactor(tierndx, frontsector));
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state.SetObjectInvert(side->GetInvertMode(tierndx, frontsector));
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if (color1 != color2)
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{
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