mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-29 23:41:56 +00:00
- Set colormap light info using R_SetColorMapLight and R_SetDSColorMapLight rather than manually calculating it
- Move texture and span management into R_DrawMaskedColumn
This commit is contained in:
parent
14c282da30
commit
1ec06463d9
8 changed files with 104 additions and 91 deletions
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@ -548,6 +548,11 @@ namespace swrenderer
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dc_colormap = base_colormap + (GETPALOOKUP(light, shade) << COLORMAPSHIFT);
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}
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void R_SetColorMapLight(FDynamicColormap *base_colormap, float light, int shade)
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{
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R_SetColorMapLight(base_colormap->Maps, light, shade);
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}
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void R_SetDSColorMapLight(lighttable_t *base_colormap, float light, int shade)
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{
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using namespace drawerargs;
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@ -555,6 +560,11 @@ namespace swrenderer
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ds_colormap = base_colormap + (GETPALOOKUP(light, shade) << COLORMAPSHIFT);
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}
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void R_SetDSColorMapLight(FDynamicColormap *base_colormap, float light, int shade)
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{
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R_SetDSColorMapLight(base_colormap->Maps, light, shade);
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}
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void R_SetTranslationMap(lighttable_t *translation)
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{
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using namespace drawerargs;
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@ -192,7 +192,9 @@ namespace swrenderer
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void R_DrawDoubleSkyCol4(uint32_t solid_top, uint32_t solid_bottom);
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void R_SetColorMapLight(lighttable_t *base_colormap, float light, int shade);
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void R_SetColorMapLight(FDynamicColormap *base_colormap, float light, int shade);
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void R_SetDSColorMapLight(lighttable_t *base_colormap, float light, int shade);
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void R_SetDSColorMapLight(FDynamicColormap *base_colormap, float light, int shade);
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void R_SetTranslationMap(lighttable_t *translation);
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void R_SetupSpanBits(FTexture *tex);
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@ -85,6 +85,9 @@ extern bool r_dontmaplines;
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// Change R_CalcTiltedLighting() when this changes.
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#define GETPALOOKUP(vis,shade) (clamp<int> (((shade)-FLOAT2FIXED(MIN(MAXLIGHTVIS,double(vis))))>>FRACBITS, 0, NUMCOLORMAPS-1))
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// Converts fixedlightlev into a shade value
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#define FIXEDLIGHT2SHADE(lightlev) (((lightlev) >> COLORMAPSHIFT) << FRACBITS)
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extern double GlobVis;
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void R_SetVisibility(double visibility);
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@ -240,8 +240,7 @@ void R_MapPlane (int y, int x1)
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if (plane_shade)
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{
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// Determine lighting based on the span's distance from the viewer.
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ds_colormap = basecolormap->Maps + (GETPALOOKUP (
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GlobVis * fabs(CenterY - y), planeshade) << COLORMAPSHIFT);
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R_SetDSColorMapLight(basecolormap, GlobVis * fabs(CenterY - y), planeshade);
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}
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ds_y = y;
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@ -1043,7 +1042,7 @@ void R_DrawSinglePlane (visplane_t *pl, fixed_t alpha, bool additive, bool maske
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R_SetupSpanBits(tex);
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double xscale = pl->xform.xScale * tex->Scale.X;
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double yscale = pl->xform.yScale * tex->Scale.Y;
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ds_source = tex->GetPixels ();
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R_SetSpanSource(tex);
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basecolormap = pl->colormap;
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planeshade = LIGHT2SHADE(pl->lightlevel);
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@ -1405,12 +1404,13 @@ void R_DrawSkyPlane (visplane_t *pl)
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bool fakefixed = false;
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if (fixedcolormap)
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{
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dc_colormap = fixedcolormap;
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R_SetColorMapLight(fixedcolormap, 0, 0);
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}
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else
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{
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fakefixed = true;
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fixedcolormap = dc_colormap = NormalLight.Maps;
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fixedcolormap = NormalLight.Maps;
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R_SetColorMapLight(fixedcolormap, 0, 0);
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}
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R_DrawSky (pl);
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@ -1484,12 +1484,21 @@ void R_DrawNormalPlane (visplane_t *pl, double _xscale, double _yscale, fixed_t
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planeheight = fabs(pl->height.Zat0() - ViewPos.Z);
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GlobVis = r_FloorVisibility / planeheight;
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ds_light = 0;
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if (fixedlightlev >= 0)
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ds_colormap = basecolormap->Maps + fixedlightlev, plane_shade = false;
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{
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R_SetDSColorMapLight(basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
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plane_shade = false;
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}
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else if (fixedcolormap)
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ds_colormap = fixedcolormap, plane_shade = false;
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{
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R_SetDSColorMapLight(fixedcolormap, 0, 0);
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plane_shade = false;
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}
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else
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{
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plane_shade = true;
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}
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if (spanfunc != R_FillSpan)
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{
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@ -1645,11 +1654,20 @@ void R_DrawTiltedPlane (visplane_t *pl, double _xscale, double _yscale, fixed_t
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planelightfloat = -planelightfloat;
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if (fixedlightlev >= 0)
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ds_colormap = basecolormap->Maps + fixedlightlev, plane_shade = false;
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{
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R_SetDSColorMapLight(basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
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plane_shade = false;
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}
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else if (fixedcolormap)
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ds_colormap = fixedcolormap, plane_shade = false;
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{
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R_SetDSColorMapLight(fixedcolormap, 0, 0);
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plane_shade = false;
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}
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else
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ds_colormap = basecolormap->Maps, plane_shade = true;
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{
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R_SetDSColorMapLight(basecolormap, 0, 0);
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plane_shade = true;
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}
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// Hack in support for 1 x Z and Z x 1 texture sizes
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if (ds_ybits == 0)
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@ -1766,4 +1784,4 @@ bool R_PlaneInitData ()
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return true;
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}
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}
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}
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@ -44,6 +44,7 @@
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#include "r_plane.h"
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#include "r_segs.h"
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#include "r_3dfloors.h"
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#include "r_draw.h"
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#include "v_palette.h"
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#include "r_data/colormaps.h"
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@ -53,8 +54,9 @@
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CVAR(Bool, r_fogboundary, true, 0)
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CVAR(Bool, r_drawmirrors, true, 0)
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EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
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EXTERN_CVAR(Bool, r_mipmap)
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namespace swrenderer
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namespace swrenderer
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{
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using namespace drawerargs;
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@ -156,7 +158,7 @@ static void BlastMaskedColumn (FTexture *tex, bool useRt)
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// calculate lighting
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if (fixedcolormap == NULL && fixedlightlev < 0)
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{
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dc_colormap = basecolormap->Maps + (GETPALOOKUP (rw_light, wallshade) << COLORMAPSHIFT);
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R_SetColorMapLight(basecolormap, rw_light, wallshade);
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}
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dc_iscale = xs_Fix<16>::ToFix(MaskedSWall[dc_x] * MaskedScaleY);
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@ -174,9 +176,7 @@ static void BlastMaskedColumn (FTexture *tex, bool useRt)
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// when forming multipatched textures (see r_data.c).
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// draw the texture
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const FTexture::Span *spans;
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const BYTE *pixels = tex->GetColumn (maskedtexturecol[dc_x] >> FRACBITS, &spans);
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R_DrawMaskedColumn(pixels, spans, useRt);
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R_DrawMaskedColumn(tex, maskedtexturecol[dc_x], useRt);
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rw_light += rw_lightstep;
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spryscale += rw_scalestep;
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}
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@ -292,9 +292,9 @@ void R_RenderMaskedSegRange (drawseg_t *ds, int x1, int x2)
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rw_scalestep = ds->iscalestep;
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if (fixedlightlev >= 0)
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dc_colormap = (r_fullbrightignoresectorcolor) ? (FullNormalLight.Maps + fixedlightlev) : (basecolormap->Maps + fixedlightlev);
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R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
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else if (fixedcolormap != NULL)
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dc_colormap = fixedcolormap;
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R_SetColorMapLight(fixedcolormap, 0, 0);
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// find positioning
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texheight = tex->GetScaledHeightDouble();
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@ -440,7 +440,7 @@ void R_RenderMaskedSegRange (drawseg_t *ds, int x1, int x2)
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while (dc_x < stop)
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{
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rt_initcols();
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rt_initcols(nullptr);
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BlastMaskedColumn (tex, true); dc_x++;
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BlastMaskedColumn (tex, true); dc_x++;
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BlastMaskedColumn (tex, true); dc_x++;
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@ -609,9 +609,9 @@ void R_RenderFakeWall(drawseg_t *ds, int x1, int x2, F3DFloor *rover)
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}
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if (fixedlightlev >= 0)
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dc_colormap = (r_fullbrightignoresectorcolor) ? (FullNormalLight.Maps + fixedlightlev) : (basecolormap->Maps + fixedlightlev);
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R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
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else if (fixedcolormap != NULL)
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dc_colormap = fixedcolormap;
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R_SetColorMapLight(fixedcolormap, 0, 0);
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WallC.sz1 = ds->sz1;
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WallC.sz2 = ds->sz2;
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@ -1061,9 +1061,9 @@ void R_RenderSegLoop ()
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fixed_t xoffset = rw_offset;
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if (fixedlightlev >= 0)
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dc_colormap = (r_fullbrightignoresectorcolor) ? (FullNormalLight.Maps + fixedlightlev) : (basecolormap->Maps + fixedlightlev);
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R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
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else if (fixedcolormap != NULL)
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dc_colormap = fixedcolormap;
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R_SetColorMapLight(fixedcolormap, 0, 0);
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// clip wall to the floor and ceiling
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for (x = x1; x < x2; ++x)
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@ -2304,11 +2304,11 @@ static void R_RenderDecal (side_t *wall, DBaseDecal *decal, drawseg_t *clipper,
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rw_light = rw_lightleft + (x1 - savecoord.sx1) * rw_lightstep;
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if (fixedlightlev >= 0)
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dc_colormap = (r_fullbrightignoresectorcolor) ? (FullNormalLight.Maps + fixedlightlev) : (usecolormap->Maps + fixedlightlev);
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R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
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else if (fixedcolormap != NULL)
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dc_colormap = fixedcolormap;
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R_SetColorMapLight(fixedcolormap, 0, 0);
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else if (!foggy && (decal->RenderFlags & RF_FULLBRIGHT))
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dc_colormap = (r_fullbrightignoresectorcolor) ? FullNormalLight.Maps : usecolormap->Maps;
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R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, 0);
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else
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calclighting = true;
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@ -2359,7 +2359,7 @@ static void R_RenderDecal (side_t *wall, DBaseDecal *decal, drawseg_t *clipper,
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{
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if (calclighting)
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{ // calculate lighting
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dc_colormap = usecolormap->Maps + (GETPALOOKUP (rw_light, wallshade) << COLORMAPSHIFT);
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R_SetColorMapLight(usecolormap, rw_light, wallshade);
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}
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R_WallSpriteColumn (false);
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dc_x++;
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@ -2369,9 +2369,9 @@ static void R_RenderDecal (side_t *wall, DBaseDecal *decal, drawseg_t *clipper,
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{
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if (calclighting)
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{ // calculate lighting
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dc_colormap = usecolormap->Maps + (GETPALOOKUP (rw_light, wallshade) << COLORMAPSHIFT);
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R_SetColorMapLight(usecolormap, rw_light, wallshade);
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}
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rt_initcols();
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rt_initcols(nullptr);
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for (int zz = 4; zz; --zz)
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{
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R_WallSpriteColumn (true);
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@ -2384,7 +2384,7 @@ static void R_RenderDecal (side_t *wall, DBaseDecal *decal, drawseg_t *clipper,
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{
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if (calclighting)
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{ // calculate lighting
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dc_colormap = usecolormap->Maps + (GETPALOOKUP (rw_light, wallshade) << COLORMAPSHIFT);
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R_SetColorMapLight(usecolormap, rw_light, wallshade);
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}
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R_WallSpriteColumn (false);
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dc_x++;
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@ -2408,4 +2408,4 @@ done:
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WallC = savecoord;
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}
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}
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}
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@ -256,8 +256,23 @@ double sprtopscreen;
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bool sprflipvert;
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void R_DrawMaskedColumn (const BYTE *column, const FTexture::Span *span, bool useRt)
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void R_DrawMaskedColumn (FTexture *tex, fixed_t col, bool useRt, bool unmasked)
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{
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const FTexture::Span *span;
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const BYTE *column;
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column = tex->GetColumn(col >> FRACBITS, &span);
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FTexture::Span unmaskedSpan[2];
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if (unmasked)
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{
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span = unmaskedSpan;
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unmaskedSpan[0].TopOffset = 0;
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unmaskedSpan[0].Length = tex->GetHeight();
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unmaskedSpan[1].TopOffset = 0;
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unmaskedSpan[1].Length = 0;
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}
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while (span->Length != 0)
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{
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const int length = span->Length;
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@ -377,8 +392,6 @@ static inline bool R_ClipSpriteColumnWithPortals(vissprite_t* spr)
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//
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void R_DrawVisSprite (vissprite_t *vis)
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{
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const BYTE *pixels;
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const FTexture::Span *spans;
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fixed_t frac;
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FTexture *tex;
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int x2, stop4;
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@ -392,7 +405,7 @@ void R_DrawVisSprite (vissprite_t *vis)
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}
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fixed_t centeryfrac = FLOAT2FIXED(CenterY);
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dc_colormap = vis->Style.colormap;
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R_SetColorMapLight(vis->Style.colormap, 0.0f, 0);
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mode = R_SetPatchStyle (vis->Style.RenderStyle, vis->Style.Alpha, vis->Translation, vis->FillColor);
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{ // For shaded sprites, R_SetPatchStyle sets a dc_colormap to an alpha table, but
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// it is the brightest one. We need to get back to the proper light level for
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// this sprite.
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dc_colormap += vis->ColormapNum << COLORMAPSHIFT;
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R_SetColorMapLight(dc_colormap, 0, vis->ColormapNum << FRACBITS);
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}
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if (mode != DontDraw)
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{
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while ((dc_x < stop4) && (dc_x & 3))
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{
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pixels = tex->GetColumn (frac >> FRACBITS, &spans);
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if (ispsprite || !R_ClipSpriteColumnWithPortals(vis))
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R_DrawMaskedColumn (pixels, spans, false);
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R_DrawMaskedColumn (tex, frac, false);
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dc_x++;
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frac += xiscale;
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}
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while (dc_x < stop4)
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{
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rt_initcols();
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rt_initcols(nullptr);
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for (int zz = 4; zz; --zz)
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{
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pixels = tex->GetColumn (frac >> FRACBITS, &spans);
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if (ispsprite || !R_ClipSpriteColumnWithPortals(vis))
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R_DrawMaskedColumn (pixels, spans, true);
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R_DrawMaskedColumn (tex, frac, true);
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dc_x++;
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frac += xiscale;
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}
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@ -468,9 +479,8 @@ void R_DrawVisSprite (vissprite_t *vis)
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while (dc_x < x2)
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{
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pixels = tex->GetColumn (frac >> FRACBITS, &spans);
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if (ispsprite || !R_ClipSpriteColumnWithPortals(vis))
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R_DrawMaskedColumn (pixels, spans, false);
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R_DrawMaskedColumn (tex, frac, false);
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dc_x++;
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frac += xiscale;
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}
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@ -522,11 +532,11 @@ void R_DrawWallSprite(vissprite_t *spr)
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rw_lightstep = float((GlobVis / spr->wallc.sz2 - rw_lightleft) / (spr->wallc.sx2 - spr->wallc.sx1));
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rw_light = rw_lightleft + (x1 - spr->wallc.sx1) * rw_lightstep;
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if (fixedlightlev >= 0)
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dc_colormap = usecolormap->Maps + fixedlightlev;
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R_SetColorMapLight(usecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
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else if (fixedcolormap != NULL)
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dc_colormap = fixedcolormap;
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R_SetColorMapLight(fixedcolormap, 0, 0);
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else if (!foggy && (spr->renderflags & RF_FULLBRIGHT))
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dc_colormap = (r_fullbrightignoresectorcolor) ? FullNormalLight.Maps : usecolormap->Maps;
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R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, 0);
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else
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calclighting = true;
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@ -577,7 +587,7 @@ void R_DrawWallSprite(vissprite_t *spr)
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{
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if (calclighting)
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{ // calculate lighting
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dc_colormap = usecolormap->Maps + (GETPALOOKUP (rw_light, shade) << COLORMAPSHIFT);
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R_SetColorMapLight(usecolormap, rw_light, shade);
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}
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if (!R_ClipSpriteColumnWithPortals(spr))
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R_WallSpriteColumn(false);
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@ -588,9 +598,9 @@ void R_DrawWallSprite(vissprite_t *spr)
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{
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if (calclighting)
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{ // calculate lighting
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dc_colormap = usecolormap->Maps + (GETPALOOKUP (rw_light, shade) << COLORMAPSHIFT);
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||||
R_SetColorMapLight(usecolormap, rw_light, shade);
|
||||
}
|
||||
rt_initcols();
|
||||
rt_initcols(nullptr);
|
||||
for (int zz = 4; zz; --zz)
|
||||
{
|
||||
if (!R_ClipSpriteColumnWithPortals(spr))
|
||||
|
@ -604,7 +614,7 @@ void R_DrawWallSprite(vissprite_t *spr)
|
|||
{
|
||||
if (calclighting)
|
||||
{ // calculate lighting
|
||||
dc_colormap = usecolormap->Maps + (GETPALOOKUP (rw_light, shade) << COLORMAPSHIFT);
|
||||
R_SetColorMapLight(usecolormap, rw_light, shade);
|
||||
}
|
||||
if (!R_ClipSpriteColumnWithPortals(spr))
|
||||
R_WallSpriteColumn(false);
|
||||
|
@ -624,11 +634,8 @@ void R_WallSpriteColumn (bool useRt)
|
|||
else
|
||||
sprtopscreen = CenterY - dc_texturemid * spryscale;
|
||||
|
||||
const BYTE *column;
|
||||
const FTexture::Span *spans;
|
||||
column = WallSpriteTile->GetColumn (lwall[dc_x] >> FRACBITS, &spans);
|
||||
dc_texturefrac = 0;
|
||||
R_DrawMaskedColumn(column, spans, useRt);
|
||||
R_DrawMaskedColumn(WallSpriteTile, lwall[dc_x], useRt);
|
||||
rw_light += rw_lightstep;
|
||||
}
|
||||
|
||||
|
@ -638,7 +645,7 @@ void R_DrawVisVoxel(vissprite_t *spr, int minslabz, int maxslabz, short *cliptop
|
|||
int flags = 0;
|
||||
|
||||
// Do setup for blending.
|
||||
dc_colormap = spr->Style.colormap;
|
||||
R_SetColorMapLight(spr->Style.colormap, 0.0f, 0);
|
||||
mode = R_SetPatchStyle(spr->Style.RenderStyle, spr->Style.Alpha, spr->Translation, spr->FillColor);
|
||||
|
||||
if (mode == DontDraw)
|
||||
|
@ -689,10 +696,7 @@ void R_DrawVisVoxel(vissprite_t *spr, int minslabz, int maxslabz, short *cliptop
|
|||
}
|
||||
else
|
||||
{
|
||||
unsigned int **tspan = &dc_ctspan[x & 3];
|
||||
(*tspan)[0] = span->Start;
|
||||
(*tspan)[1] = span->Stop - 1;
|
||||
*tspan += 2;
|
||||
rt_span_coverage(x, span->Start, span->Stop - 1);
|
||||
}
|
||||
}
|
||||
if (!(flags & DVF_SPANSONLY) && (x & 3) == 3)
|
||||
|
@ -2044,7 +2048,7 @@ void R_DrawSprite (vissprite_t *spr)
|
|||
else
|
||||
{ // diminished light
|
||||
spriteshade = LIGHT2SHADE(sec->lightlevel + r_actualextralight);
|
||||
spr->Style.colormap = mybasecolormap->Maps + (GETPALOOKUP (
|
||||
spr->Style.colormap = mybasecolormap->Maps + (GETPALOOKUP(
|
||||
r_SpriteVisibility / MAX(MINZ, (double)spr->depth), spriteshade) << COLORMAPSHIFT);
|
||||
}
|
||||
}
|
||||
|
@ -3237,16 +3241,16 @@ void R_CheckOffscreenBuffer(int width, int height, bool spansonly)
|
|||
{
|
||||
if (OffscreenColorBuffer == NULL)
|
||||
{
|
||||
OffscreenColorBuffer = new BYTE[width * height];
|
||||
OffscreenColorBuffer = new BYTE[width * height * 4];
|
||||
}
|
||||
else if (OffscreenBufferWidth != width || OffscreenBufferHeight != height)
|
||||
{
|
||||
delete[] OffscreenColorBuffer;
|
||||
OffscreenColorBuffer = new BYTE[width * height];
|
||||
OffscreenColorBuffer = new BYTE[width * height * 4];
|
||||
}
|
||||
}
|
||||
OffscreenBufferWidth = width;
|
||||
OffscreenBufferHeight = height;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
@ -128,7 +128,7 @@ extern double pspriteyscale;
|
|||
extern FTexture *WallSpriteTile;
|
||||
|
||||
|
||||
void R_DrawMaskedColumn (const BYTE *column, const FTexture::Span *spans, bool useRt);
|
||||
void R_DrawMaskedColumn (FTexture *texture, fixed_t column, bool useRt, bool unmasked = false);
|
||||
void R_WallSpriteColumn (bool useRt);
|
||||
|
||||
void R_CacheSprite (spritedef_t *sprite);
|
||||
|
|
|
@ -135,20 +135,9 @@ void DCanvas::DrawTextureParms(FTexture *img, DrawParms &parms)
|
|||
using namespace swrenderer;
|
||||
using namespace drawerargs;
|
||||
|
||||
FTexture::Span unmaskedSpan[2];
|
||||
const FTexture::Span **spanptr, *spans;
|
||||
static short bottomclipper[MAXWIDTH], topclipper[MAXWIDTH];
|
||||
const BYTE *translation = NULL;
|
||||
|
||||
if (parms.masked)
|
||||
{
|
||||
spanptr = &spans;
|
||||
}
|
||||
else
|
||||
{
|
||||
spanptr = NULL;
|
||||
}
|
||||
|
||||
if (APART(parms.colorOverlay) != 0)
|
||||
{
|
||||
// The software renderer cannot invert the source without inverting the overlay
|
||||
|
@ -198,18 +187,8 @@ void DCanvas::DrawTextureParms(FTexture *img, DrawParms &parms)
|
|||
|
||||
if (mode != DontDraw)
|
||||
{
|
||||
const BYTE *pixels;
|
||||
int stop4;
|
||||
|
||||
if (spanptr == NULL)
|
||||
{ // Create a single span for forced unmasked images
|
||||
spans = unmaskedSpan;
|
||||
unmaskedSpan[0].TopOffset = 0;
|
||||
unmaskedSpan[0].Length = img->GetHeight();
|
||||
unmaskedSpan[1].TopOffset = 0;
|
||||
unmaskedSpan[1].Length = 0;
|
||||
}
|
||||
|
||||
double centeryback = CenterY;
|
||||
CenterY = 0;
|
||||
|
||||
|
@ -301,8 +280,7 @@ void DCanvas::DrawTextureParms(FTexture *img, DrawParms &parms)
|
|||
{
|
||||
while ((dc_x < stop4) && (dc_x & 3))
|
||||
{
|
||||
pixels = img->GetColumn(frac >> FRACBITS, spanptr);
|
||||
R_DrawMaskedColumn(pixels, spans, false);
|
||||
R_DrawMaskedColumn(img, frac, false, !parms.masked);
|
||||
dc_x++;
|
||||
frac += xiscale_i;
|
||||
}
|
||||
|
@ -312,8 +290,7 @@ void DCanvas::DrawTextureParms(FTexture *img, DrawParms &parms)
|
|||
rt_initcols();
|
||||
for (int zz = 4; zz; --zz)
|
||||
{
|
||||
pixels = img->GetColumn(frac >> FRACBITS, spanptr);
|
||||
R_DrawMaskedColumn(pixels, spans, true);
|
||||
R_DrawMaskedColumn(img, frac, true, !parms.masked);
|
||||
dc_x++;
|
||||
frac += xiscale_i;
|
||||
}
|
||||
|
@ -322,8 +299,7 @@ void DCanvas::DrawTextureParms(FTexture *img, DrawParms &parms)
|
|||
|
||||
while (dc_x < x2_i)
|
||||
{
|
||||
pixels = img->GetColumn(frac >> FRACBITS, spanptr);
|
||||
R_DrawMaskedColumn(pixels, spans, false);
|
||||
R_DrawMaskedColumn(img, frac, false, !parms.masked);
|
||||
dc_x++;
|
||||
frac += xiscale_i;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue