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https://github.com/ZDoom/gzdoom-gles.git
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Implement additive colour on walls and sprites
Also, don't modify the alpha channel when adding the additive colour.
This commit is contained in:
parent
80bcac48ef
commit
33723e8904
4 changed files with 7 additions and 1 deletions
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@ -159,6 +159,7 @@ void GLSprite::DrawSprite(HWDrawInfo *di, FRenderState &state, bool translucent)
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: ThingColor.Modulate(cursec->SpecialColors[sector_t::sprites]);
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: ThingColor.Modulate(cursec->SpecialColors[sector_t::sprites]);
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state.SetObjectColor(finalcol);
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state.SetObjectColor(finalcol);
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state.SetAddColor(cursec->SpecialColors[sector_t::add]);
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}
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}
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state.SetColor(lightlevel, rel, di->isFullbrightScene(), Colormap, trans);
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state.SetColor(lightlevel, rel, di->isFullbrightScene(), Colormap, trans);
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}
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}
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@ -295,6 +296,7 @@ void GLSprite::DrawSprite(HWDrawInfo *di, FRenderState &state, bool translucent)
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}
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}
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state.SetObjectColor(0xffffffff);
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state.SetObjectColor(0xffffffff);
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state.SetAddColor(0);
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state.EnableTexture(true);
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state.EnableTexture(true);
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state.SetDynLight(0, 0, 0);
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state.SetDynLight(0, 0, 0);
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}
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}
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@ -174,6 +174,7 @@ void GLWall::RenderTexturedWall(HWDrawInfo *di, FRenderState &state, int rflags)
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PalEntry color2 = side->GetSpecialColor(tierndx, side_t::wallbottom, frontsector);
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PalEntry color2 = side->GetSpecialColor(tierndx, side_t::wallbottom, frontsector);
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state.SetObjectColor(color1);
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state.SetObjectColor(color1);
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state.SetObjectColor2(color2);
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state.SetObjectColor2(color2);
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state.SetAddColor(seg->frontsector->SpecialColors[sector_t::add]);
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if (color1 != color2)
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if (color1 != color2)
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{
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{
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// Do gradient setup only if there actually is a gradient.
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// Do gradient setup only if there actually is a gradient.
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@ -238,6 +239,7 @@ void GLWall::RenderTexturedWall(HWDrawInfo *di, FRenderState &state, int rflags)
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}
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}
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state.SetObjectColor(0xffffffff);
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state.SetObjectColor(0xffffffff);
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state.SetObjectColor2(0);
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state.SetObjectColor2(0);
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state.SetAddColor(0);
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state.SetTextureMode(tmode);
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state.SetTextureMode(tmode);
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state.EnableGlow(false);
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state.EnableGlow(false);
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state.EnableGradient(false);
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state.EnableGradient(false);
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@ -72,6 +72,7 @@ void HWDrawInfo::DrawPSprite(HUDSprite *huds, FRenderState &state)
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state.SetRenderStyle(huds->RenderStyle);
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state.SetRenderStyle(huds->RenderStyle);
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state.SetTextureMode(huds->RenderStyle);
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state.SetTextureMode(huds->RenderStyle);
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state.SetObjectColor(huds->ObjectColor);
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state.SetObjectColor(huds->ObjectColor);
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// state.SetAddColor(0);
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state.SetDynLight(huds->dynrgb[0], huds->dynrgb[1], huds->dynrgb[2]);
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state.SetDynLight(huds->dynrgb[0], huds->dynrgb[1], huds->dynrgb[2]);
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state.EnableBrightmap(!(huds->RenderStyle.Flags & STYLEF_ColorIsFixed));
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state.EnableBrightmap(!(huds->RenderStyle.Flags & STYLEF_ColorIsFixed));
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@ -94,6 +95,7 @@ void HWDrawInfo::DrawPSprite(HUDSprite *huds, FRenderState &state)
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state.SetTextureMode(TM_NORMAL);
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state.SetTextureMode(TM_NORMAL);
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state.AlphaFunc(Alpha_GEqual, gl_mask_sprite_threshold);
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state.AlphaFunc(Alpha_GEqual, gl_mask_sprite_threshold);
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state.SetObjectColor(0xffffffff);
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state.SetObjectColor(0xffffffff);
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state.SetAddColor(0);
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state.SetDynLight(0, 0, 0);
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state.SetDynLight(0, 0, 0);
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state.EnableBrightmap(false);
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state.EnableBrightmap(false);
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}
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}
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@ -114,7 +114,7 @@ vec4 getTexel(vec2 st)
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if (uObjectColor2.a == 0.0) texel *= uObjectColor;
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if (uObjectColor2.a == 0.0) texel *= uObjectColor;
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else texel *= mix(uObjectColor, uObjectColor2, gradientdist.z);
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else texel *= mix(uObjectColor, uObjectColor2, gradientdist.z);
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texel += uAddColor;
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texel.rgb += uAddColor.rgb;
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return desaturate(texel);
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return desaturate(texel);
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}
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}
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