Revert "- made r_fullbrightignoresectorcolor a MAPINFO option, so far only working on the software renderer. GL still needs a few changes to handle it correctly."

This reverts commit dd03bb1fcb.

Turns out that making this work in GL will create a complete mess so better remove the option as it would only cause problems.
This commit is contained in:
Christoph Oelckers 2017-01-28 18:26:52 +01:00
parent dd03bb1fcb
commit 1d2ae53ecb
12 changed files with 25 additions and 53 deletions

View File

@ -101,7 +101,6 @@ EXTERN_CVAR (Float, sv_gravity)
EXTERN_CVAR (Float, sv_aircontrol)
EXTERN_CVAR (Int, disableautosave)
EXTERN_CVAR (String, playerclass)
EXTERN_CVAR(Int, r_preservesectorcolor)
#define SNAP_ID MAKE_ID('s','n','A','p')
#define DSNP_ID MAKE_ID('d','s','N','p')
@ -1488,20 +1487,6 @@ bool FLevelLocals::IsFreelookAllowed() const
//
//==========================================================================
bool FLevelLocals::PreserveSectorColor() const
{
if (r_preservesectorcolor == 0)
return false;
if (r_preservesectorcolor == 1)
return true;
return !!(level.flags3 & LEVEL3_PRESERVESECTORCOLOR);
}
//==========================================================================
//
//
//==========================================================================
FString CalcMapName (int episode, int level)
{
FString lumpname;

View File

@ -223,7 +223,6 @@ enum ELevelFlags : unsigned int
// More flags!
LEVEL3_FORCEFAKECONTRAST = 0x00000001, // forces fake contrast even with fog enabled
LEVEL3_PRESERVESECTORCOLOR = 0x00000002,
};

View File

@ -79,7 +79,6 @@ struct FLevelLocals
bool IsJumpingAllowed() const;
bool IsCrouchingAllowed() const;
bool IsFreelookAllowed() const;
bool PreserveSectorColor() const;
};
extern FLevelLocals level;

View File

@ -1282,8 +1282,6 @@ MapFlagHandlers[] =
{ "unfreezesingleplayerconversations",MITYPE_SETFLAG2, LEVEL2_CONV_SINGLE_UNFREEZE, 0 },
{ "spawnwithweaponraised", MITYPE_SETFLAG2, LEVEL2_PRERAISEWEAPON, 0 },
{ "forcefakecontrast", MITYPE_SETFLAG3, LEVEL3_FORCEFAKECONTRAST, 0 },
{ "preservesectorcolor", MITYPE_SETFLAG3, LEVEL3_PRESERVESECTORCOLOR, 0 },
{ "nopreservesectorcolor", MITYPE_CLRFLAG3, LEVEL3_PRESERVESECTORCOLOR, 0 },
{ "nobotnodes", MITYPE_IGNORE, 0, 0 }, // Skulltag option: nobotnodes
{ "compat_shorttex", MITYPE_COMPATFLAG, COMPATF_SHORTTEX, 0 },
{ "compat_stairs", MITYPE_COMPATFLAG, COMPATF_STAIRINDEX, 0 },

View File

@ -141,10 +141,9 @@ bool FRenderState::ApplyShader()
fogset = -gl_fogmode;
}
}
glVertexAttrib4fv(VATTR_NORMAL, mNormal.vec);
glVertexAttrib4fv(VATTR_COLOR, mColor.vec);
activeShader->muObjectColor.Set(mObjectColor);
glVertexAttrib4fv(VATTR_NORMAL, mNormal.vec);
activeShader->muDesaturation.Set(mDesaturation / 255.f);
activeShader->muFogEnabled.Set(fogset);
@ -153,6 +152,7 @@ bool FRenderState::ApplyShader()
activeShader->muCameraPos.Set(mCameraPos.vec);
activeShader->muLightParms.Set(mLightParms);
activeShader->muFogColor.Set(mFogColor);
activeShader->muObjectColor.Set(mObjectColor);
activeShader->muDynLightColor.Set(mDynColor.vec);
activeShader->muInterpolationFactor.Set(mInterpolationFactor);
activeShader->muClipHeight.Set(mClipHeight);

View File

@ -54,6 +54,7 @@
#include "g_levellocals.h"
CVAR (Bool, r_drawflat, false, 0) // [RH] Don't texture segs?
EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
namespace swrenderer
{
@ -1108,7 +1109,7 @@ void R_Subsector (subsector_t *sub)
}
else
{
basecolormap = (!level.PreserveSectorColor() && fixedlightlev >= 0) ? &FullNormalLight : frontsector->ColorMap;
basecolormap = (r_fullbrightignoresectorcolor && fixedlightlev >= 0) ? &FullNormalLight : frontsector->ColorMap;
}
portal = frontsector->ValidatePortal(sector_t::ceiling);
@ -1142,7 +1143,7 @@ void R_Subsector (subsector_t *sub)
}
else
{
basecolormap = (!level.PreserveSectorColor() && fixedlightlev >= 0) ? &FullNormalLight : frontsector->ColorMap;
basecolormap = (r_fullbrightignoresectorcolor && fixedlightlev >= 0) ? &FullNormalLight : frontsector->ColorMap;
}
// killough 3/7/98: Add (x,y) offsets to flats, add deep water check

View File

@ -59,7 +59,6 @@
#include "r_data/colormaps.h"
#include "p_maputl.h"
#include "r_thread.h"
#include "g_levellocals.h"
CVAR (String, r_viewsize, "", CVAR_NOSET)
CVAR (Bool, r_shadercolormaps, true, CVAR_ARCHIVE)
@ -79,6 +78,8 @@ CUSTOM_CVAR (Int, r_columnmethod, 1, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR(Int, r_portal_recursions, 4, CVAR_ARCHIVE)
CVAR(Bool, r_highlight_portals, false, CVAR_ARCHIVE)
EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor)
extern cycle_t WallCycles, PlaneCycles, MaskedCycles, WallScanCycles;
extern cycle_t FrameCycles;
@ -487,7 +488,7 @@ void R_SetupColormap(player_t *player)
{
fixedlightlev = player->fixedlightlevel * 256;
// [SP] Emulate GZDoom's light-amp goggles.
if (!level.PreserveSectorColor() && fixedlightlev >= 0)
if (r_fullbrightignoresectorcolor && fixedlightlev >= 0)
{
fixedcolormap = FullNormalLight.Maps;
}

View File

@ -47,13 +47,13 @@
#include "r_draw.h"
#include "v_palette.h"
#include "r_data/colormaps.h"
#include "g_levellocals.h"
#define WALLYREPEAT 8
CVAR(Bool, r_fogboundary, true, 0)
CVAR(Bool, r_drawmirrors, true, 0)
EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
namespace swrenderer
{
@ -291,7 +291,7 @@ void R_RenderMaskedSegRange (drawseg_t *ds, int x1, int x2)
rw_scalestep = ds->iscalestep;
if (fixedlightlev >= 0)
R_SetColorMapLight((!level.PreserveSectorColor()) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
else if (fixedcolormap != NULL)
R_SetColorMapLight(fixedcolormap, 0, 0);
@ -608,7 +608,7 @@ void R_RenderFakeWall(drawseg_t *ds, int x1, int x2, F3DFloor *rover)
}
if (fixedlightlev >= 0)
R_SetColorMapLight((!level.PreserveSectorColor()) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
else if (fixedcolormap != NULL)
R_SetColorMapLight(fixedcolormap, 0, 0);
@ -1060,7 +1060,7 @@ void R_RenderSegLoop ()
fixed_t xoffset = rw_offset;
if (fixedlightlev >= 0)
R_SetColorMapLight((!level.PreserveSectorColor()) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
else if (fixedcolormap != NULL)
R_SetColorMapLight(fixedcolormap, 0, 0);
@ -2303,11 +2303,11 @@ static void R_RenderDecal (side_t *wall, DBaseDecal *decal, drawseg_t *clipper,
rw_light = rw_lightleft + (x1 - savecoord.sx1) * rw_lightstep;
if (fixedlightlev >= 0)
R_SetColorMapLight((!level.PreserveSectorColor()) ? &FullNormalLight : usecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
else if (fixedcolormap != NULL)
R_SetColorMapLight(fixedcolormap, 0, 0);
else if (!foggy && (decal->RenderFlags & RF_FULLBRIGHT))
R_SetColorMapLight((!level.PreserveSectorColor()) ? &FullNormalLight : usecolormap, 0, 0);
R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, 0);
else
calclighting = true;

View File

@ -74,6 +74,7 @@ EXTERN_CVAR(Bool, r_deathcamera);
EXTERN_CVAR(Bool, r_drawplayersprites)
EXTERN_CVAR(Bool, r_drawvoxels)
CVAR(Bool, r_fullbrightignoresectorcolor, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
//CVAR(Bool, r_splitsprites, true, CVAR_ARCHIVE)
namespace swrenderer
@ -536,7 +537,7 @@ void R_DrawWallSprite(vissprite_t *spr)
else if (fixedcolormap != NULL)
R_SetColorMapLight(fixedcolormap, 0, 0);
else if (!foggy && (spr->renderflags & RF_FULLBRIGHT))
R_SetColorMapLight((!level.PreserveSectorColor()) ? &FullNormalLight : usecolormap, 0, 0);
R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, 0);
else
calclighting = true;
@ -1127,7 +1128,7 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
}
else if (!foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT)))
{ // full bright
vis->colormap = (!level.PreserveSectorColor()) ? FullNormalLight.Maps : mybasecolormap->Maps;
vis->colormap = (r_fullbrightignoresectorcolor) ? FullNormalLight.Maps : mybasecolormap->Maps;
}
else
{ // diminished light
@ -1454,11 +1455,11 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
}
if (fixedlightlev >= 0)
{
vis->colormap = (!level.PreserveSectorColor()) ? (FullNormalLight.Maps + fixedlightlev) : (mybasecolormap->Maps + fixedlightlev);
vis->colormap = (r_fullbrightignoresectorcolor) ? (FullNormalLight.Maps + fixedlightlev) : (mybasecolormap->Maps + fixedlightlev);
}
else if (!foggy && pspr->GetState()->GetFullbright())
{ // full bright
vis->colormap = (!level.PreserveSectorColor()) ? FullNormalLight.Maps : mybasecolormap->Maps; // [RH] use basecolormap
vis->colormap = (r_fullbrightignoresectorcolor) ? FullNormalLight.Maps : mybasecolormap->Maps; // [RH] use basecolormap
}
else
{ // local light
@ -1505,9 +1506,9 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
noaccel = true;
}
// [SP] If emulating GZDoom fullbright, disable acceleration
if (!level.PreserveSectorColor() && fixedlightlev >= 0)
if (r_fullbrightignoresectorcolor && fixedlightlev >= 0)
mybasecolormap = &FullNormalLight;
if (!level.PreserveSectorColor() && !foggy && pspr->GetState()->GetFullbright())
if (r_fullbrightignoresectorcolor && !foggy && pspr->GetState()->GetFullbright())
mybasecolormap = &FullNormalLight;
colormap_to_use = mybasecolormap;
}
@ -2048,7 +2049,7 @@ void R_DrawSprite (vissprite_t *spr)
}
else if (!foggy && (spr->renderflags & RF_FULLBRIGHT))
{ // full bright
spr->colormap = (!level.PreserveSectorColor()) ? FullNormalLight.Maps : mybasecolormap->Maps;
spr->colormap = (r_fullbrightignoresectorcolor) ? FullNormalLight.Maps : mybasecolormap->Maps;
}
else
{ // diminished light
@ -2606,7 +2607,7 @@ void R_ProjectParticle (particle_t *particle, const sector_t *sector, int shade,
}
else if (particle->bright)
{
vis->colormap = (!level.PreserveSectorColor()) ? FullNormalLight.Maps : map;
vis->colormap = (r_fullbrightignoresectorcolor) ? FullNormalLight.Maps : map;
}
else
{

View File

@ -91,11 +91,6 @@ static TArray<DVector3a> InterpolationPath;
// PUBLIC DATA DEFINITIONS -------------------------------------------------
CUSTOM_CVAR(Int, r_preservesectorcolor, -1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
{
if (self < -1 || self > 1) self = -1;
}
CVAR (Bool, r_deathcamera, false, CVAR_ARCHIVE)
CVAR (Int, r_clearbuffer, 0, 0)
CVAR (Bool, r_drawvoxels, true, 0)

View File

@ -1787,7 +1787,7 @@ DSPLYMNU_WATERFADE = "Underwater Blend Intensity";
DSPLYMNU_PALLETEHACK = "DirectDraw palette hack"; // Not used
DSPLYMNU_ATTACHEDSURFACES = "Use attached surfaces"; // Not used
DSPLYMNU_SKYMODE = "Sky render mode";
DSPLYMNU_GZDFULLBRIGHT = "Fullbright preserves sector color";
DSPLYMNU_GZDFULLBRIGHT = "Fullbright overrides sector color";
DSPLYMNU_DRAWFUZZ = "Use fuzz effect";
DSPLYMNU_TRANSSOUL = "Lost Soul translucency";
DSPLYMNU_FAKECONTRAST = "Use fake contrast";

View File

@ -651,13 +651,6 @@ OptionValue Fuzziness
2.0, "$OPTVAL_SHADOW"
}
OptionValue SectorColor
{
-1.0, "$OPTVAL_MAPSETTING"
0.0, "$OPTVAL_OFF"
1.0, "$OPTVAL_ON"
}
OptionMenu "OpenGLOptions"
{
Title "$GLMNU_TITLE"
@ -697,7 +690,7 @@ OptionMenu "VideoOptions"
}
Option "$DSPLYMNU_SKYMODE", "r_skymode", "SkyModes"
Option "$DSPLYMNU_GZDFULLBRIGHT", "r_preservesectorcolor", "SectorColor"
Option "$DSPLYMNU_GZDFULLBRIGHT", "r_fullbrightignoresectorcolor", "OnOff"
Option "$DSPLYMNU_DRAWFUZZ", "r_drawfuzz", "Fuzziness"
Slider "$DSPLYMNU_TRANSSOUL", "transsouls", 0.25, 1.0, 0.05, 2
Option "$DSPLYMNU_FAKECONTRAST", "r_fakecontrast", "Contrast"