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- Fixed: Sprites drawn with the shaded render style were always fullbright.
SVN r3480 (trunk)
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parent
45294cd3d3
commit
308f6cab9d
2 changed files with 18 additions and 6 deletions
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@ -327,6 +327,13 @@ void R_DrawVisSprite (vissprite_t *vis)
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mode = R_SetPatchStyle (vis->Style.RenderStyle, vis->Style.alpha, vis->Translation, vis->FillColor);
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if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Shaded])
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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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}
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if (mode != DontDraw)
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{
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if (mode == DoDraw0)
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@ -768,6 +775,7 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
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vis->Style.alpha = thing->alpha;
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vis->fakefloor = fakefloor;
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vis->fakeceiling = fakeceiling;
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vis->ColormapNum = 0;
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if (voxel != NULL)
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{
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@ -832,8 +840,9 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
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}
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else
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{ // diminished light
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vis->Style.colormap = mybasecolormap->Maps + (GETPALOOKUP (
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(fixed_t)DivScale12 (r_SpriteVisibility, MAX(tz, MINZ)), spriteshade) << COLORMAPSHIFT);
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vis->ColormapNum = GETPALOOKUP(
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(fixed_t)DivScale12 (r_SpriteVisibility, MAX(tz, MINZ)), spriteshade);
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vis->Style.colormap = mybasecolormap->Maps + (vis->ColormapNum << COLORMAPSHIFT);
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}
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}
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}
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@ -990,6 +999,7 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, fixed_t sx, fixed_
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vis->yscale = DivScale16(pspriteyscale, tex->yScale);
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vis->Translation = 0; // [RH] Use default colors
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vis->pic = tex;
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vis->ColormapNum = 0;
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if (flip)
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{
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@ -2118,6 +2128,7 @@ void R_ProjectParticle (particle_t *particle, const sector_t *sector, int shade,
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vis->renderflags = particle->trans;
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vis->FakeFlatStat = fakeside;
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vis->floorclip = 0;
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vis->ColormapNum = 0;
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if (fixedlightlev >= 0)
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{
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@ -2131,8 +2142,8 @@ void R_ProjectParticle (particle_t *particle, const sector_t *sector, int shade,
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{
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// Using MulScale15 instead of 16 makes particles slightly more visible
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// than regular sprites.
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vis->Style.colormap = map + (GETPALOOKUP (MulScale15 (tiz, r_SpriteVisibility),
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shade) << COLORMAPSHIFT);
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vis->ColormapNum = GETPALOOKUP(MulScale15 (tiz, r_SpriteVisibility), shade);
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vis->Style.colormap = map + (vis->ColormapNum << COLORMAPSHIFT);
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}
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}
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@ -44,8 +44,8 @@ struct vissprite_t
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DWORD FillColor;
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sector_t *heightsec; // killough 3/27/98: height sector for underwater/fake ceiling
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sector_t *sector; // [RH] sector this sprite is in
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F3DFloor *fakefloor;
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F3DFloor *fakeceiling;
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F3DFloor *fakefloor;
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F3DFloor *fakeceiling;
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fixed_t floorclip;
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union
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{
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@ -55,6 +55,7 @@ struct vissprite_t
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BYTE bIsVoxel:1; // [RH] Use voxel instead of pic
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BYTE bSplitSprite:1; // [RH] Sprite was split by a drawseg
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BYTE FakeFlatStat; // [RH] which side of fake/floor ceiling sprite is on
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BYTE ColormapNum; // Which colormap is rendered (needed for shaded drawer)
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short renderflags;
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DWORD Translation; // [RH] for color translation
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visstyle_t Style;
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