mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 15:22:15 +00:00
- Fully implemented Graf's level.PreserveSectorColor() changes into the software renderers.
This commit is contained in:
parent
d27a152d9b
commit
2f9453bc86
13 changed files with 20 additions and 36 deletions
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@ -30,11 +30,11 @@
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#include "d_player.h"
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#include "swrenderer/scene/r_viewport.h"
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#include "swrenderer/scene/r_light.h"
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#include "g_levellocals.h"
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EXTERN_CVAR(Bool, r_drawplayersprites)
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EXTERN_CVAR(Bool, r_deathcamera)
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EXTERN_CVAR(Bool, st_scale)
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EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor)
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EXTERN_CVAR(Bool, r_shadercolormaps)
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void RenderPolyPlayerSprites::Render()
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@ -269,12 +269,12 @@ void RenderPolyPlayerSprites::RenderSprite(DPSprite *sprite, AActor *owner, floa
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}
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if (swrenderer::fixedlightlev >= 0)
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{
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BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap;
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BaseColormap = (!level.PreserveSectorColor()) ? &FullNormalLight : mybasecolormap;
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ColormapNum = swrenderer::fixedlightlev >> COLORMAPSHIFT;
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}
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else if (!foggy && sprite->GetState()->GetFullbright())
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{ // full bright
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BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap; // [RH] use basecolormap
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BaseColormap = (!level.PreserveSectorColor()) ? &FullNormalLight : mybasecolormap; // [RH] use basecolormap
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ColormapNum = 0;
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}
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else
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@ -334,9 +334,9 @@ void RenderPolyPlayerSprites::RenderSprite(DPSprite *sprite, AActor *owner, floa
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noaccel = true;
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}
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// [SP] If emulating GZDoom fullbright, disable acceleration
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if (r_fullbrightignoresectorcolor && cameraLight->fixedlightlev >= 0)
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if (!level.PreserveSectorColor() && cameraLight->fixedlightlev >= 0)
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mybasecolormap = &FullNormalLight;
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if (r_fullbrightignoresectorcolor && !foggy && sprite->GetState()->GetFullbright())
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if (!level.PreserveSectorColor() && !foggy && sprite->GetState()->GetFullbright())
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mybasecolormap = &FullNormalLight;
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colormap_to_use = mybasecolormap;
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}
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@ -52,7 +52,6 @@
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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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namespace swrenderer
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{
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@ -935,7 +934,7 @@ namespace swrenderer
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CameraLight *cameraLight = CameraLight::Instance();
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if (cameraLight->fixedlightlev >= 0)
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R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->fixedlightlev));
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R_SetColorMapLight((!level.PreserveSectorColor()) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->fixedlightlev));
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else if (cameraLight->fixedcolormap != nullptr)
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R_SetColorMapLight(cameraLight->fixedcolormap, 0, 0);
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@ -41,8 +41,7 @@
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#include "swrenderer/things/r_visiblesprite.h"
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#include "swrenderer/scene/r_light.h"
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#include "swrenderer/scene/r_viewport.h"
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EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
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#include "g_levellocals.h"
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namespace swrenderer
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{
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@ -142,7 +141,7 @@ namespace swrenderer
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rw_scalestep = ds->iscalestep;
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if (cameraLight->fixedlightlev >= 0)
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R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->fixedlightlev));
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R_SetColorMapLight((!level.PreserveSectorColor()) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->fixedlightlev));
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else if (cameraLight->fixedcolormap != nullptr)
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R_SetColorMapLight(cameraLight->fixedcolormap, 0, 0);
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@ -445,7 +444,7 @@ namespace swrenderer
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CameraLight *cameraLight = CameraLight::Instance();
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if (cameraLight->fixedlightlev >= 0)
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R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->fixedlightlev));
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R_SetColorMapLight((!level.PreserveSectorColor()) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->fixedlightlev));
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else if (cameraLight->fixedcolormap != nullptr)
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R_SetColorMapLight(cameraLight->fixedcolormap, 0, 0);
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@ -32,9 +32,9 @@
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#include "d_player.h"
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#include "swrenderer/scene/r_light.h"
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#include "swrenderer/scene/r_viewport.h"
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#include "g_levellocals.h"
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CVAR(Bool, r_shadercolormaps, true, CVAR_ARCHIVE)
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EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor)
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namespace swrenderer
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{
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@ -75,7 +75,7 @@ namespace swrenderer
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{
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fixedlightlev = player->fixedlightlevel * 256;
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// [SP] Emulate GZDoom's light-amp goggles.
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if (r_fullbrightignoresectorcolor && fixedlightlev >= 0)
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if (!level.PreserveSectorColor() && fixedlightlev >= 0)
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{
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fixedcolormap = &FullNormalLight;
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}
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@ -194,12 +194,12 @@ namespace swrenderer
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}
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else if (cameraLight->fixedlightlev >= 0)
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{
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BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap;
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BaseColormap = (!level.PreserveSectorColor()) ? &FullNormalLight : basecolormap;
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ColormapNum = cameraLight->fixedlightlev >> COLORMAPSHIFT;
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}
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else if (fullbright)
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{
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BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap;
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BaseColormap = (!level.PreserveSectorColor()) ? &FullNormalLight : basecolormap;
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ColormapNum = 0;
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}
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else
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@ -62,7 +62,6 @@
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#include "r_data/colormaps.h"
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#include "g_levellocals.h"
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EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
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EXTERN_CVAR(Bool, r_drawvoxels);
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namespace swrenderer
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@ -494,7 +493,7 @@ namespace swrenderer
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}
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else
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{
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basecolormap = (r_fullbrightignoresectorcolor && cameraLight->fixedlightlev >= 0) ? &FullNormalLight : frontsector->ColorMap;
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basecolormap = (!level.PreserveSectorColor() && cameraLight->fixedlightlev >= 0) ? &FullNormalLight : frontsector->ColorMap;
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}
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portal = frontsector->ValidatePortal(sector_t::ceiling);
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@ -532,7 +531,7 @@ namespace swrenderer
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}
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else
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{
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basecolormap = (r_fullbrightignoresectorcolor && cameraLight->fixedlightlev >= 0) ? &FullNormalLight : frontsector->ColorMap;
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basecolormap = (!level.PreserveSectorColor() && cameraLight->fixedlightlev >= 0) ? &FullNormalLight : frontsector->ColorMap;
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}
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// killough 3/7/98: Add (x,y) offsets to flats, add deep water check
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@ -43,8 +43,6 @@ EXTERN_CVAR(Int, r_drawfuzz)
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EXTERN_CVAR(Bool, r_drawvoxels)
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EXTERN_CVAR(Bool, r_blendmethod)
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CVAR(Bool, r_fullbrightignoresectorcolor, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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namespace swrenderer
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{
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RenderTranslucentPass *RenderTranslucentPass::Instance()
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@ -42,8 +42,7 @@
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#include "swrenderer/scene/r_light.h"
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#include "swrenderer/things/r_wallsprite.h"
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#include "swrenderer/r_memory.h"
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EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
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#include "g_levellocals.h"
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namespace swrenderer
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{
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@ -255,11 +254,11 @@ namespace swrenderer
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light = lightleft + (x1 - savecoord.sx1) * lightstep;
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cameraLight = CameraLight::Instance();
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if (cameraLight->fixedlightlev >= 0)
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R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->fixedlightlev));
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R_SetColorMapLight((!level.PreserveSectorColor()) ? &FullNormalLight : usecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->fixedlightlev));
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else if (cameraLight->fixedcolormap != NULL)
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R_SetColorMapLight(cameraLight->fixedcolormap, 0, 0);
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else if (!foggy && (decal->RenderFlags & RF_FULLBRIGHT))
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R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, 0);
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R_SetColorMapLight((!level.PreserveSectorColor()) ? &FullNormalLight : usecolormap, 0, 0);
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else
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calclighting = true;
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@ -56,8 +56,6 @@
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#include "swrenderer/drawers/r_draw_pal.h"
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#include "swrenderer/r_memory.h"
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EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
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namespace swrenderer
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{
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void RenderParticle::Project(particle_t *particle, const sector_t *sector, int shade, WaterFakeSide fakeside, bool foggy)
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@ -61,7 +61,6 @@ EXTERN_CVAR(Bool, st_scale)
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EXTERN_CVAR(Bool, r_drawplayersprites)
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EXTERN_CVAR(Bool, r_deathcamera)
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EXTERN_CVAR(Bool, r_shadercolormaps)
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EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor)
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namespace swrenderer
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{
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@ -56,8 +56,6 @@
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#include "swrenderer/things/r_sprite.h"
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#include "swrenderer/r_memory.h"
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EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor)
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namespace swrenderer
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{
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void RenderSprite::Project(AActor *thing, const DVector3 &pos, FTexture *tex, const DVector2 &spriteScale, int renderflags, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int spriteshade, bool foggy, FDynamicColormap *basecolormap)
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@ -36,8 +36,6 @@
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#include "swrenderer/scene/r_viewport.h"
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#include "swrenderer/r_memory.h"
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EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
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namespace swrenderer
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{
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void VisibleSprite::Render()
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@ -43,8 +43,6 @@
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#include "swrenderer/scene/r_light.h"
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#include "swrenderer/r_memory.h"
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EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor)
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namespace swrenderer
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{
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void RenderVoxel::Project(AActor *thing, DVector3 pos, FVoxelDef *voxel, const DVector2 &spriteScale, int renderflags, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int spriteshade, bool foggy, FDynamicColormap *basecolormap)
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@ -57,8 +57,7 @@
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#include "swrenderer/line/r_wallsetup.h"
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#include "swrenderer/line/r_walldraw.h"
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#include "swrenderer/r_memory.h"
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EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
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#include "g_levellocals.h"
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namespace swrenderer
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{
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@ -190,7 +189,7 @@ namespace swrenderer
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else if (cameraLight->fixedcolormap != NULL)
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R_SetColorMapLight(cameraLight->fixedcolormap, 0, 0);
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else if (!spr->foggy && (spr->renderflags & RF_FULLBRIGHT))
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R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, 0);
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R_SetColorMapLight((!level.PreserveSectorColor()) ? &FullNormalLight : usecolormap, 0, 0);
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else
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calclighting = true;
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