Change visstyle_t back to how it was in ZDoom and stop using it internally in the swrenderer

This commit is contained in:
Magnus Norddahl 2017-01-16 16:23:02 +01:00
parent 1c3440e391
commit 6c76c8534b
13 changed files with 231 additions and 220 deletions

View File

@ -791,8 +791,7 @@ int APowerInvisibility::AlterWeaponSprite (visstyle_t *vis)
if ((vis->Alpha < 0.25f && special1 > 0) || (vis->Alpha == 0))
{
vis->Alpha = clamp((1.f - float(Strength/100)), 0.f, 1.f);
vis->BaseColormap = &SpecialColormaps[INVERSECOLORMAP];
vis->ColormapNum = 0;
vis->colormap = SpecialColormaps[INVERSECOLORMAP].Colormap;
}
return -1; // This item is valid so another one shouldn't reset the translucency
}

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@ -213,36 +213,36 @@ void RenderPolyPlayerSprites::RenderSprite(DPSprite *sprite, AActor *owner, floa
FDynamicColormap *basecolormap = viewsector->ColorMap;
FDynamicColormap *colormap_to_use = basecolormap;
visstyle_t visstyle;
visstyle.ColormapNum = 0;
visstyle.BaseColormap = basecolormap;
visstyle.Alpha = 0;
visstyle.RenderStyle = STYLE_Normal;
int ColormapNum = 0;
FSWColormap *BaseColormap = basecolormap;
float Alpha = 0;
FRenderStyle RenderStyle;
RenderStyle = STYLE_Normal;
bool foggy = false;
int actualextralight = foggy ? 0 : extralight << 4;
int spriteshade = LIGHT2SHADE(owner->Sector->lightlevel + actualextralight);
double minz = double((2048 * 4) / double(1 << 20));
visstyle.ColormapNum = GETPALOOKUP(swrenderer::r_SpriteVisibility / minz, spriteshade);
ColormapNum = GETPALOOKUP(swrenderer::r_SpriteVisibility / minz, spriteshade);
if (sprite->GetID() < PSP_TARGETCENTER)
{
visstyle.Alpha = float(owner->Alpha);
visstyle.RenderStyle = owner->RenderStyle;
Alpha = float(owner->Alpha);
RenderStyle = owner->RenderStyle;
// The software renderer cannot invert the source without inverting the overlay
// too. That means if the source is inverted, we need to do the reverse of what
// the invert overlay flag says to do.
INTBOOL invertcolormap = (visstyle.RenderStyle.Flags & STYLEF_InvertOverlay);
INTBOOL invertcolormap = (RenderStyle.Flags & STYLEF_InvertOverlay);
if (visstyle.RenderStyle.Flags & STYLEF_InvertSource)
if (RenderStyle.Flags & STYLEF_InvertSource)
{
invertcolormap = !invertcolormap;
}
FDynamicColormap *mybasecolormap = basecolormap;
if (visstyle.RenderStyle.Flags & STYLEF_FadeToBlack)
if (RenderStyle.Flags & STYLEF_FadeToBlack)
{
if (invertcolormap)
{ // Fade to white
@ -258,8 +258,8 @@ void RenderPolyPlayerSprites::RenderSprite(DPSprite *sprite, AActor *owner, floa
/*
if (swrenderer::realfixedcolormap != nullptr && (!swrenderer::r_swtruecolor || (r_shadercolormaps && screen->Accel2D)))
{ // fixed color
visstyle.BaseColormap = swrenderer::realfixedcolormap;
visstyle.ColormapNum = 0;
BaseColormap = swrenderer::realfixedcolormap;
ColormapNum = 0;
}
else
{
@ -269,49 +269,46 @@ void RenderPolyPlayerSprites::RenderSprite(DPSprite *sprite, AActor *owner, floa
}
if (swrenderer::fixedlightlev >= 0)
{
visstyle.BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap;
visstyle.ColormapNum = swrenderer::fixedlightlev >> COLORMAPSHIFT;
BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap;
ColormapNum = swrenderer::fixedlightlev >> COLORMAPSHIFT;
}
else if (!foggy && sprite->GetState()->GetFullbright())
{ // full bright
visstyle.BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap; // [RH] use basecolormap
visstyle.ColormapNum = 0;
BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap; // [RH] use basecolormap
ColormapNum = 0;
}
else
{ // local light
visstyle.BaseColormap = mybasecolormap;
visstyle.ColormapNum = GETPALOOKUP(0, spriteshade);
BaseColormap = mybasecolormap;
ColormapNum = GETPALOOKUP(0, spriteshade);
}
}
*/
if (camera->Inventory != nullptr)
{
BYTE oldcolormapnum = visstyle.ColormapNum;
FSWColormap *oldcolormap = visstyle.BaseColormap;
visstyle_t visstyle;
visstyle.Alpha = Alpha;
visstyle.RenderStyle = RenderStyle;
visstyle.colormap = nullptr; // Same as the GL render is doing.
camera->Inventory->AlterWeaponSprite(&visstyle);
if (visstyle.BaseColormap != oldcolormap || visstyle.ColormapNum != oldcolormapnum)
RenderStyle = visstyle.RenderStyle;
Alpha = visstyle.Alpha;
// Only bother checking for the one type it changes it to until this has been ZScript'ed..
if (visstyle.colormap == SpecialColormaps[INVERSECOLORMAP].Colormap)
{
// The colormap has changed. Is it one we can easily identify?
// If not, then don't bother trying to identify it for
// hardware accelerated drawing.
if (visstyle.BaseColormap < &SpecialColormaps[0] ||
visstyle.BaseColormap > &SpecialColormaps.Last())
{
noaccel = true;
}
// Has the basecolormap changed? If so, we can't hardware accelerate it,
// since we don't know what it is anymore.
else if (visstyle.BaseColormap != mybasecolormap)
{
noaccel = true;
}
BaseColormap = &SpecialColormaps[INVERSECOLORMAP];
ColormapNum = 0;
}
}
// If we're drawing with a special colormap, but shaders for them are disabled, do
// not accelerate.
if (!r_shadercolormaps && (visstyle.BaseColormap >= &SpecialColormaps[0] &&
visstyle.BaseColormap <= &SpecialColormaps.Last()))
if (!r_shadercolormaps && (BaseColormap >= &SpecialColormaps[0] &&
BaseColormap <= &SpecialColormaps.Last()))
{
noaccel = true;
}
@ -340,7 +337,7 @@ void RenderPolyPlayerSprites::RenderSprite(DPSprite *sprite, AActor *owner, floa
// fuzzy, don't draw it until after the switch to 2D mode.
if (!noaccel && swrenderer::RenderTarget == screen && (DFrameBuffer *)screen->Accel2D)
{
FRenderStyle style = visstyle.RenderStyle;
FRenderStyle style = RenderStyle;
style.CheckFuzz();
if (style.BlendOp != STYLEOP_Fuzz)
{
@ -352,7 +349,10 @@ void RenderPolyPlayerSprites::RenderSprite(DPSprite *sprite, AActor *owner, floa
screenSprite.Height = tex->GetHeight() * yscale;
screenSprite.Translation = TranslationToTable(translation);
screenSprite.Flip = xiscale < 0;
screenSprite.visstyle = visstyle;
screenSprite.Alpha = Alpha;
screenSprite.RenderStyle = RenderStyle;
screenSprite.BaseColormap = BaseColormap;
screenSprite.ColormapNum = ColormapNum;
screenSprite.Colormap = colormap_to_use;
ScreenSprites.push_back(screenSprite);
return;
@ -362,11 +362,11 @@ void RenderPolyPlayerSprites::RenderSprite(DPSprite *sprite, AActor *owner, floa
// To do: draw sprite same way as R_DrawVisSprite(vis) here
// Draw the fuzzy weapon:
FRenderStyle style = visstyle.RenderStyle;
FRenderStyle style = RenderStyle;
style.CheckFuzz();
if (style.BlendOp == STYLEOP_Fuzz)
{
visstyle.RenderStyle = LegacyRenderStyles[STYLE_Shadow];
RenderStyle = LegacyRenderStyles[STYLE_Shadow];
PolyScreenSprite screenSprite;
screenSprite.Pic = tex;
@ -376,7 +376,10 @@ void RenderPolyPlayerSprites::RenderSprite(DPSprite *sprite, AActor *owner, floa
screenSprite.Height = tex->GetHeight() * yscale;
screenSprite.Translation = TranslationToTable(translation);
screenSprite.Flip = xiscale < 0;
screenSprite.visstyle = visstyle;
screenSprite.Alpha = Alpha;
screenSprite.RenderStyle = RenderStyle;
screenSprite.BaseColormap = BaseColormap;
screenSprite.ColormapNum = ColormapNum;
screenSprite.Colormap = colormap_to_use;
ScreenSprites.push_back(screenSprite);
}
@ -388,16 +391,16 @@ void PolyScreenSprite::Render()
FColormapStyle colormapstyle;
PalEntry overlay = 0;
bool usecolormapstyle = false;
if (visstyle.BaseColormap >= &SpecialColormaps[0] &&
visstyle.BaseColormap < &SpecialColormaps[SpecialColormaps.Size()])
if (BaseColormap >= &SpecialColormaps[0] &&
BaseColormap < &SpecialColormaps[SpecialColormaps.Size()])
{
special = static_cast<FSpecialColormap*>(visstyle.BaseColormap);
special = static_cast<FSpecialColormap*>(BaseColormap);
}
else if (Colormap->Color == PalEntry(255, 255, 255) &&
Colormap->Desaturate == 0)
{
overlay = Colormap->Fade;
overlay.a = BYTE(visstyle.ColormapNum * 255 / NUMCOLORMAPS);
overlay.a = BYTE(ColormapNum * 255 / NUMCOLORMAPS);
}
else
{
@ -405,7 +408,7 @@ void PolyScreenSprite::Render()
colormapstyle.Color = Colormap->Color;
colormapstyle.Fade = Colormap->Fade;
colormapstyle.Desaturate = Colormap->Desaturate;
colormapstyle.FadeLevel = visstyle.ColormapNum / float(NUMCOLORMAPS);
colormapstyle.FadeLevel = ColormapNum / float(NUMCOLORMAPS);
}
screen->DrawTexture(Pic,
@ -421,8 +424,8 @@ void PolyScreenSprite::Render()
DTA_ClipTop, viewwindowy,
DTA_ClipRight, viewwindowx + viewwidth,
DTA_ClipBottom, viewwindowy + viewheight,
DTA_AlphaF, visstyle.Alpha,
DTA_RenderStyle, visstyle.RenderStyle,
DTA_AlphaF, Alpha,
DTA_RenderStyle, RenderStyle,
DTA_FillColor, FillColor,
DTA_SpecialColormap, special,
DTA_ColorOverlay, overlay.d,

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@ -22,8 +22,11 @@
#pragma once
#include "r_defs.h"
class PolyScreenSprite;
class DPSprite;
struct FSWColormap;
class RenderPolyPlayerSprites
{
@ -53,7 +56,10 @@ public:
double Height = 0.0;
FRemapTable *Translation = nullptr;
bool Flip = false;
visstyle_t visstyle;
float Alpha = 1;
FRenderStyle RenderStyle;
FSWColormap *BaseColormap = nullptr;
int ColormapNum = 0;
uint32_t FillColor = 0;
FDynamicColormap *Colormap = nullptr;
};

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@ -290,6 +290,7 @@ bool RenderPolySprite::IsThingCulled(AActor *thing)
return false;
}
#if 0
visstyle_t RenderPolySprite::GetSpriteVisStyle(AActor *thing, double z)
{
visstyle_t visstyle;
@ -298,16 +299,17 @@ visstyle_t RenderPolySprite::GetSpriteVisStyle(AActor *thing, double z)
int actualextralight = foggy ? 0 : extralight << 4;
int spriteshade = LIGHT2SHADE(thing->Sector->lightlevel + actualextralight);
visstyle.RenderStyle = thing->RenderStyle;
visstyle.Alpha = float(thing->Alpha);
visstyle.ColormapNum = 0;
FRenderStyle RenderStyle;
RenderStyle = thing->RenderStyle;
float Alpha = float(thing->Alpha);
int ColormapNum = 0;
// The software renderer cannot invert the source without inverting the overlay
// too. That means if the source is inverted, we need to do the reverse of what
// the invert overlay flag says to do.
bool invertcolormap = (visstyle.RenderStyle.Flags & STYLEF_InvertOverlay) != 0;
bool invertcolormap = (RenderStyle.Flags & STYLEF_InvertOverlay) != 0;
if (visstyle.RenderStyle.Flags & STYLEF_InvertSource)
if (RenderStyle.Flags & STYLEF_InvertSource)
{
invertcolormap = !invertcolormap;
}
@ -315,12 +317,12 @@ visstyle_t RenderPolySprite::GetSpriteVisStyle(AActor *thing, double z)
FDynamicColormap *mybasecolormap = thing->Sector->ColorMap;
// Sprites that are added to the scene must fade to black.
if (visstyle.RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0)
if (RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0)
{
mybasecolormap = GetSpecialLights(mybasecolormap->Color, 0, mybasecolormap->Desaturate);
}
if (visstyle.RenderStyle.Flags & STYLEF_FadeToBlack)
if (RenderStyle.Flags & STYLEF_FadeToBlack)
{
if (invertcolormap)
{ // Fade to white
@ -336,8 +338,8 @@ visstyle_t RenderPolySprite::GetSpriteVisStyle(AActor *thing, double z)
// get light level
if (swrenderer::fixedcolormap != nullptr)
{ // fixed map
visstyle.BaseColormap = swrenderer::fixedcolormap;
visstyle.ColormapNum = 0;
BaseColormap = swrenderer::fixedcolormap;
ColormapNum = 0;
}
else
{
@ -347,24 +349,25 @@ visstyle_t RenderPolySprite::GetSpriteVisStyle(AActor *thing, double z)
}
if (swrenderer::fixedlightlev >= 0)
{
visstyle.BaseColormap = mybasecolormap;
visstyle.ColormapNum = swrenderer::fixedlightlev >> COLORMAPSHIFT;
BaseColormap = mybasecolormap;
ColormapNum = swrenderer::fixedlightlev >> COLORMAPSHIFT;
}
else if (!foggy && ((thing->renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT)))
{ // full bright
visstyle.BaseColormap = mybasecolormap;
visstyle.ColormapNum = 0;
BaseColormap = mybasecolormap;
ColormapNum = 0;
}
else
{ // diminished light
double minz = double((2048 * 4) / double(1 << 20));
visstyle.ColormapNum = GETPALOOKUP(swrenderer::r_SpriteVisibility / MAX(z, minz), spriteshade);
visstyle.BaseColormap = mybasecolormap;
ColormapNum = GETPALOOKUP(swrenderer::r_SpriteVisibility / MAX(z, minz), spriteshade);
BaseColormap = mybasecolormap;
}
}
return visstyle;
}
#endif
FTexture *RenderPolySprite::GetSpriteTexture(AActor *thing, /*out*/ bool &flipX)
{

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@ -36,5 +36,5 @@ public:
static FTexture *GetSpriteTexture(AActor *thing, /*out*/ bool &flipX);
private:
visstyle_t GetSpriteVisStyle(AActor *thing, double z);
//visstyle_t GetSpriteVisStyle(AActor *thing, double z);
};

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@ -1484,14 +1484,11 @@ struct FMiniBSP
//
typedef BYTE lighttable_t; // This could be wider for >8 bit display.
struct FSWColormap;
// This encapsulates the fields of vissprite_t that can be altered by AlterWeaponSprite
struct visstyle_t
{
int ColormapNum; // Which colormap is rendered
FSWColormap *BaseColormap; // Base colormap used together with ColormapNum
lighttable_t *colormap; // [SP] Restored from GZDoom - will this work?
lighttable_t *colormap;
float Alpha;
FRenderStyle RenderStyle;
};

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@ -197,29 +197,29 @@ namespace swrenderer
vis->renderflags = (short)(particle->alpha * 255.0f + 0.5f);
vis->FakeFlatStat = fakeside;
vis->floorclip = 0;
vis->Style.ColormapNum = 0;
vis->ColormapNum = 0;
vis->foggy = foggy;
if (fixedlightlev >= 0)
{
vis->Style.BaseColormap = map;
vis->Style.ColormapNum = fixedlightlev >> COLORMAPSHIFT;
vis->BaseColormap = map;
vis->ColormapNum = fixedlightlev >> COLORMAPSHIFT;
}
else if (fixedcolormap)
{
vis->Style.BaseColormap = fixedcolormap;
vis->Style.ColormapNum = 0;
vis->BaseColormap = fixedcolormap;
vis->ColormapNum = 0;
}
else if (particle->bright)
{
vis->Style.BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : map;
vis->Style.ColormapNum = 0;
vis->BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : map;
vis->ColormapNum = 0;
}
else
{
// Particles are slightly more visible than regular sprites.
vis->Style.ColormapNum = GETPALOOKUP(tiz * r_SpriteVisibility * 0.5, shade);
vis->Style.BaseColormap = map;
vis->ColormapNum = GETPALOOKUP(tiz * r_SpriteVisibility * 0.5, shade);
vis->BaseColormap = map;
}
VisibleSpriteList::Instance()->Push(vis);
@ -232,7 +232,7 @@ namespace swrenderer
auto vis = this;
int spacing;
BYTE color = vis->Style.BaseColormap->Maps[vis->startfrac];
BYTE color = vis->BaseColormap->Maps[vis->startfrac];
int yl = vis->y1;
int ycount = vis->y2 - yl + 1;
int x1 = vis->x1;
@ -243,7 +243,7 @@ namespace swrenderer
DrawMaskedSegsBehindParticle();
uint32_t fg = LightBgra::shade_pal_index_simple(color, LightBgra::calc_light_multiplier(LIGHTSCALE(0, vis->Style.ColormapNum << FRACBITS)));
uint32_t fg = LightBgra::shade_pal_index_simple(color, LightBgra::calc_light_multiplier(LIGHTSCALE(0, vis->ColormapNum << FRACBITS)));
// vis->renderflags holds translucency level (0-255)
fixed_t fglevel = ((vis->renderflags + 1) << 8) & ~0x3ff;

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@ -305,7 +305,7 @@ namespace swrenderer
vis->yscale = float(pspriteyscale / tex->Scale.Y);
vis->Translation = 0; // [RH] Use default colors
vis->pic = tex;
vis->Style.ColormapNum = 0;
vis->ColormapNum = 0;
// If flip is used, provided that it's not already flipped (that would just invert itself)
// (It's an XOR...)
@ -335,42 +335,42 @@ namespace swrenderer
if (pspr->Flags & PSPF_FORCESTYLE)
{
vis->Style.RenderStyle = LegacyRenderStyles[rs];
vis->RenderStyle = LegacyRenderStyles[rs];
}
else if (owner->RenderStyle == LegacyRenderStyles[STYLE_Fuzzy])
{
vis->Style.RenderStyle = LegacyRenderStyles[STYLE_Fuzzy];
vis->RenderStyle = LegacyRenderStyles[STYLE_Fuzzy];
}
else if (owner->RenderStyle == LegacyRenderStyles[STYLE_OptFuzzy])
{
vis->Style.RenderStyle = LegacyRenderStyles[STYLE_OptFuzzy];
vis->Style.RenderStyle.CheckFuzz();
vis->RenderStyle = LegacyRenderStyles[STYLE_OptFuzzy];
vis->RenderStyle.CheckFuzz();
}
else if (owner->RenderStyle == LegacyRenderStyles[STYLE_Subtract])
{
vis->Style.RenderStyle = LegacyRenderStyles[STYLE_Subtract];
vis->RenderStyle = LegacyRenderStyles[STYLE_Subtract];
}
else
{
vis->Style.RenderStyle = LegacyRenderStyles[rs];
vis->RenderStyle = LegacyRenderStyles[rs];
}
}
else
{
vis->Style.RenderStyle = owner->RenderStyle;
vis->RenderStyle = owner->RenderStyle;
}
// Set the alpha based on if using the overlay's own or not. Also adjust
// and override the alpha if not forced.
if (pspr->Flags & PSPF_ALPHA)
{
if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Fuzzy])
if (vis->RenderStyle == LegacyRenderStyles[STYLE_Fuzzy])
{
alpha = owner->Alpha;
}
else if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_OptFuzzy])
else if (vis->RenderStyle == LegacyRenderStyles[STYLE_OptFuzzy])
{
FRenderStyle style = vis->Style.RenderStyle;
FRenderStyle style = vis->RenderStyle;
style.CheckFuzz();
switch (style.BlendOp)
{
@ -384,15 +384,15 @@ namespace swrenderer
}
}
else if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Subtract])
else if (vis->RenderStyle == LegacyRenderStyles[STYLE_Subtract])
{
alpha = owner->Alpha;
}
else if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Add] ||
vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Translucent] ||
vis->Style.RenderStyle == LegacyRenderStyles[STYLE_TranslucentStencil] ||
vis->Style.RenderStyle == LegacyRenderStyles[STYLE_AddStencil] ||
vis->Style.RenderStyle == LegacyRenderStyles[STYLE_AddShaded])
else if (vis->RenderStyle == LegacyRenderStyles[STYLE_Add] ||
vis->RenderStyle == LegacyRenderStyles[STYLE_Translucent] ||
vis->RenderStyle == LegacyRenderStyles[STYLE_TranslucentStencil] ||
vis->RenderStyle == LegacyRenderStyles[STYLE_AddStencil] ||
vis->RenderStyle == LegacyRenderStyles[STYLE_AddShaded])
{
alpha = owner->Alpha * pspr->alpha;
}
@ -405,10 +405,10 @@ namespace swrenderer
// Should normal renderstyle come out on top at the end and we desire alpha,
// switch it to translucent. Normal never applies any sort of alpha.
if ((pspr->Flags & PSPF_ALPHA) &&
vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Normal] &&
vis->Style.Alpha < 1.0)
vis->RenderStyle == LegacyRenderStyles[STYLE_Normal] &&
vis->Alpha < 1.0)
{
vis->Style.RenderStyle = LegacyRenderStyles[STYLE_Translucent];
vis->RenderStyle = LegacyRenderStyles[STYLE_Translucent];
alpha = owner->Alpha * pspr->alpha;
}
@ -417,22 +417,22 @@ namespace swrenderer
if (pspr->Flags & PSPF_FORCEALPHA)
{
//Due to lack of != operators...
if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Fuzzy] ||
vis->Style.RenderStyle == LegacyRenderStyles[STYLE_SoulTrans] ||
vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Stencil])
if (vis->RenderStyle == LegacyRenderStyles[STYLE_Fuzzy] ||
vis->RenderStyle == LegacyRenderStyles[STYLE_SoulTrans] ||
vis->RenderStyle == LegacyRenderStyles[STYLE_Stencil])
{
}
else
{
alpha = pspr->alpha;
vis->Style.RenderStyle.Flags |= STYLEF_ForceAlpha;
vis->RenderStyle.Flags |= STYLEF_ForceAlpha;
}
}
vis->Style.Alpha = clamp<float>(float(alpha), 0.f, 1.f);
vis->Alpha = clamp<float>(float(alpha), 0.f, 1.f);
// Due to how some of the effects are handled, going to 0 or less causes some
// weirdness to display. There's no point rendering it anyway if it's 0.
if (vis->Style.Alpha <= 0.)
if (vis->Alpha <= 0.)
return;
//-----------------------------------------------------------------------------
@ -440,16 +440,16 @@ namespace swrenderer
// The software renderer cannot invert the source without inverting the overlay
// too. That means if the source is inverted, we need to do the reverse of what
// the invert overlay flag says to do.
INTBOOL invertcolormap = (vis->Style.RenderStyle.Flags & STYLEF_InvertOverlay);
INTBOOL invertcolormap = (vis->RenderStyle.Flags & STYLEF_InvertOverlay);
if (vis->Style.RenderStyle.Flags & STYLEF_InvertSource)
if (vis->RenderStyle.Flags & STYLEF_InvertSource)
{
invertcolormap = !invertcolormap;
}
FDynamicColormap *mybasecolormap = basecolormap;
if (vis->Style.RenderStyle.Flags & STYLEF_FadeToBlack)
if (vis->RenderStyle.Flags & STYLEF_FadeToBlack)
{
if (invertcolormap)
{ // Fade to white
@ -464,8 +464,8 @@ namespace swrenderer
if (realfixedcolormap != nullptr && (!r_swtruecolor || (r_shadercolormaps && screen->Accel2D)))
{ // fixed color
vis->Style.BaseColormap = realfixedcolormap;
vis->Style.ColormapNum = 0;
vis->BaseColormap = realfixedcolormap;
vis->ColormapNum = 0;
}
else
{
@ -475,47 +475,43 @@ namespace swrenderer
}
if (fixedlightlev >= 0)
{
vis->Style.BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap;
vis->Style.ColormapNum = fixedlightlev >> COLORMAPSHIFT;
vis->BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap;
vis->ColormapNum = fixedlightlev >> COLORMAPSHIFT;
}
else if (!vis->foggy && pspr->GetState()->GetFullbright())
{ // full bright
vis->Style.BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap; // [RH] use basecolormap
vis->Style.ColormapNum = 0;
vis->BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap; // [RH] use basecolormap
vis->ColormapNum = 0;
}
else
{ // local light
vis->Style.BaseColormap = mybasecolormap;
vis->Style.ColormapNum = GETPALOOKUP(0, spriteshade);
vis->BaseColormap = mybasecolormap;
vis->ColormapNum = GETPALOOKUP(0, spriteshade);
}
}
if (camera->Inventory != nullptr)
{
BYTE oldcolormapnum = vis->Style.ColormapNum;
FSWColormap *oldcolormap = vis->Style.BaseColormap;
camera->Inventory->AlterWeaponSprite(&vis->Style);
if (vis->Style.BaseColormap != oldcolormap || vis->Style.ColormapNum != oldcolormapnum)
visstyle_t visstyle;
visstyle.Alpha = vis->Alpha;
visstyle.RenderStyle = vis->RenderStyle;
visstyle.colormap = nullptr; // Same as the GL render is doing.
camera->Inventory->AlterWeaponSprite(&visstyle);
vis->RenderStyle = visstyle.RenderStyle;
vis->Alpha = visstyle.Alpha;
// Only bother checking for the one type it changes it to until this has been ZScript'ed..
if (visstyle.colormap == SpecialColormaps[INVERSECOLORMAP].Colormap)
{
// The colormap has changed. Is it one we can easily identify?
// If not, then don't bother trying to identify it for
// hardware accelerated drawing.
if (vis->Style.BaseColormap < &SpecialColormaps[0] ||
vis->Style.BaseColormap > &SpecialColormaps.Last())
{
noaccel = true;
}
// Has the basecolormap changed? If so, we can't hardware accelerate it,
// since we don't know what it is anymore.
else if (vis->Style.BaseColormap != mybasecolormap)
{
noaccel = true;
}
vis->BaseColormap = &SpecialColormaps[INVERSECOLORMAP];
vis->ColormapNum = 0;
}
}
// If we're drawing with a special colormap, but shaders for them are disabled, do
// not accelerate.
if (!r_shadercolormaps && (vis->Style.BaseColormap >= &SpecialColormaps[0] &&
vis->Style.BaseColormap <= &SpecialColormaps.Last()))
if (!r_shadercolormaps && (vis->BaseColormap >= &SpecialColormaps[0] &&
vis->BaseColormap <= &SpecialColormaps.Last()))
{
noaccel = true;
}
@ -543,15 +539,15 @@ namespace swrenderer
{
colormap_to_use = basecolormap;
vis->Style.BaseColormap = basecolormap;
vis->Style.ColormapNum = 0;
vis->BaseColormap = basecolormap;
vis->ColormapNum = 0;
}
// Check for hardware-assisted 2D. If it's available, and this sprite is not
// fuzzy, don't draw it until after the switch to 2D mode.
if (!noaccel && RenderTarget == screen && (DFrameBuffer *)screen->Accel2D)
{
FRenderStyle style = vis->Style.RenderStyle;
FRenderStyle style = vis->RenderStyle;
style.CheckFuzz();
if (style.BlendOp != STYLEOP_Fuzz)
{
@ -585,16 +581,16 @@ namespace swrenderer
FColormapStyle colormapstyle;
bool usecolormapstyle = false;
if (vis->Style.BaseColormap >= &SpecialColormaps[0] &&
vis->Style.BaseColormap < &SpecialColormaps[SpecialColormaps.Size()])
if (vis->BaseColormap >= &SpecialColormaps[0] &&
vis->BaseColormap < &SpecialColormaps[SpecialColormaps.Size()])
{
special = static_cast<FSpecialColormap*>(vis->Style.BaseColormap);
special = static_cast<FSpecialColormap*>(vis->BaseColormap);
}
else if (colormap->Color == PalEntry(255, 255, 255) &&
colormap->Desaturate == 0)
{
overlay = colormap->Fade;
overlay.a = BYTE(vis->Style.ColormapNum * 255 / NUMCOLORMAPS);
overlay.a = BYTE(vis->ColormapNum * 255 / NUMCOLORMAPS);
}
else
{
@ -602,7 +598,7 @@ namespace swrenderer
colormapstyle.Color = colormap->Color;
colormapstyle.Fade = colormap->Fade;
colormapstyle.Desaturate = colormap->Desaturate;
colormapstyle.FadeLevel = vis->Style.ColormapNum / float(NUMCOLORMAPS);
colormapstyle.FadeLevel = vis->ColormapNum / float(NUMCOLORMAPS);
}
screen->DrawTexture(vis->pic,
viewwindowx + vispsprites[i].x1,
@ -617,8 +613,8 @@ namespace swrenderer
DTA_ClipTop, viewwindowy,
DTA_ClipRight, viewwindowx + viewwidth,
DTA_ClipBottom, viewwindowy + viewheight,
DTA_AlphaF, vis->Style.Alpha,
DTA_RenderStyle, vis->Style.RenderStyle,
DTA_AlphaF, vis->Alpha,
DTA_RenderStyle, vis->RenderStyle,
DTA_FillColor, vis->FillColor,
DTA_SpecialColormap, special,
DTA_ColorOverlay, overlay.d,

View File

@ -194,14 +194,14 @@ namespace swrenderer
vis->renderflags = renderflags;
if (thing->flags5 & MF5_BRIGHT)
vis->renderflags |= RF_FULLBRIGHT; // kg3D
vis->Style.RenderStyle = thing->RenderStyle;
vis->RenderStyle = thing->RenderStyle;
vis->FillColor = thing->fillcolor;
vis->Translation = thing->Translation; // [RH] thing translation table
vis->FakeFlatStat = fakeside;
vis->Style.Alpha = float(thing->Alpha);
vis->Alpha = float(thing->Alpha);
vis->fakefloor = fakefloor;
vis->fakeceiling = fakeceiling;
vis->Style.ColormapNum = 0;
vis->ColormapNum = 0;
//vis->bInMirror = renderportal->MirrorFlags & RF_XFLIP;
//vis->bSplitSprite = false;
@ -212,9 +212,9 @@ namespace swrenderer
// The software renderer cannot invert the source without inverting the overlay
// too. That means if the source is inverted, we need to do the reverse of what
// the invert overlay flag says to do.
INTBOOL invertcolormap = (vis->Style.RenderStyle.Flags & STYLEF_InvertOverlay);
INTBOOL invertcolormap = (vis->RenderStyle.Flags & STYLEF_InvertOverlay);
if (vis->Style.RenderStyle.Flags & STYLEF_InvertSource)
if (vis->RenderStyle.Flags & STYLEF_InvertSource)
{
invertcolormap = !invertcolormap;
}
@ -226,12 +226,12 @@ namespace swrenderer
}
// Sprites that are added to the scene must fade to black.
if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0)
if (vis->RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0)
{
mybasecolormap = GetSpecialLights(mybasecolormap->Color, 0, mybasecolormap->Desaturate);
}
if (vis->Style.RenderStyle.Flags & STYLEF_FadeToBlack)
if (vis->RenderStyle.Flags & STYLEF_FadeToBlack)
{
if (invertcolormap)
{ // Fade to white
@ -247,8 +247,8 @@ namespace swrenderer
// get light level
if (fixedcolormap != nullptr)
{ // fixed map
vis->Style.BaseColormap = fixedcolormap;
vis->Style.ColormapNum = 0;
vis->BaseColormap = fixedcolormap;
vis->ColormapNum = 0;
}
else
{
@ -258,18 +258,18 @@ namespace swrenderer
}
if (fixedlightlev >= 0)
{
vis->Style.BaseColormap = mybasecolormap;
vis->Style.ColormapNum = fixedlightlev >> COLORMAPSHIFT;
vis->BaseColormap = mybasecolormap;
vis->ColormapNum = fixedlightlev >> COLORMAPSHIFT;
}
else if (!vis->foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT)))
{ // full bright
vis->Style.BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap;
vis->Style.ColormapNum = 0;
vis->BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap;
vis->ColormapNum = 0;
}
else
{ // diminished light
vis->Style.ColormapNum = GETPALOOKUP(r_SpriteVisibility / MAX(tz, MINZ), spriteshade);
vis->Style.BaseColormap = mybasecolormap;
vis->ColormapNum = GETPALOOKUP(r_SpriteVisibility / MAX(tz, MINZ), spriteshade);
vis->BaseColormap = mybasecolormap;
}
}
@ -295,17 +295,17 @@ namespace swrenderer
}
fixed_t centeryfrac = FLOAT2FIXED(CenterY);
R_SetColorMapLight(vis->Style.BaseColormap, 0, vis->Style.ColormapNum << FRACBITS);
R_SetColorMapLight(vis->BaseColormap, 0, vis->ColormapNum << FRACBITS);
FDynamicColormap *basecolormap = static_cast<FDynamicColormap*>(vis->Style.BaseColormap);
FDynamicColormap *basecolormap = static_cast<FDynamicColormap*>(vis->BaseColormap);
bool visible = R_SetPatchStyle(vis->Style.RenderStyle, vis->Style.Alpha, vis->Translation, vis->FillColor, basecolormap);
bool visible = R_SetPatchStyle(vis->RenderStyle, vis->Alpha, vis->Translation, vis->FillColor, basecolormap);
if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Shaded])
if (vis->RenderStyle == LegacyRenderStyles[STYLE_Shaded])
{ // For shaded sprites, R_SetPatchStyle sets a dc_colormap to an alpha table, but
// it is the brightest one. We need to get back to the proper light level for
// this sprite.
R_SetColorMapLight(drawerargs::dc_fcolormap, 0, vis->Style.ColormapNum << FRACBITS);
R_SetColorMapLight(drawerargs::dc_fcolormap, 0, vis->ColormapNum << FRACBITS);
}
if (visible)

View File

@ -52,8 +52,8 @@ namespace swrenderer
int r1, r2;
short topclip, botclip;
short *clip1, *clip2;
FSWColormap *colormap = spr->Style.BaseColormap;
int colormapnum = spr->Style.ColormapNum;
FSWColormap *colormap = spr->BaseColormap;
int colormapnum = spr->ColormapNum;
F3DFloor *rover;
FDynamicColormap *mybasecolormap;
@ -120,20 +120,20 @@ namespace swrenderer
// found new values, recalculate
if (sec)
{
INTBOOL invertcolormap = (spr->Style.RenderStyle.Flags & STYLEF_InvertOverlay);
INTBOOL invertcolormap = (spr->RenderStyle.Flags & STYLEF_InvertOverlay);
if (spr->Style.RenderStyle.Flags & STYLEF_InvertSource)
if (spr->RenderStyle.Flags & STYLEF_InvertSource)
{
invertcolormap = !invertcolormap;
}
// Sprites that are added to the scene must fade to black.
if (spr->Style.RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0)
if (spr->RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0)
{
mybasecolormap = GetSpecialLights(mybasecolormap->Color, 0, mybasecolormap->Desaturate);
}
if (spr->Style.RenderStyle.Flags & STYLEF_FadeToBlack)
if (spr->RenderStyle.Flags & STYLEF_FadeToBlack)
{
if (invertcolormap)
{ // Fade to white
@ -153,19 +153,19 @@ namespace swrenderer
}
if (fixedlightlev >= 0)
{
spr->Style.BaseColormap = mybasecolormap;
spr->Style.ColormapNum = fixedlightlev >> COLORMAPSHIFT;
spr->BaseColormap = mybasecolormap;
spr->ColormapNum = fixedlightlev >> COLORMAPSHIFT;
}
else if (!spr->foggy && (spr->renderflags & RF_FULLBRIGHT))
{ // full bright
spr->Style.BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap;
spr->Style.ColormapNum = 0;
spr->BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap;
spr->ColormapNum = 0;
}
else
{ // diminished light
int spriteshade = LIGHT2SHADE(sec->lightlevel + R_ActualExtraLight(spr->foggy));
spr->Style.BaseColormap = mybasecolormap;
spr->Style.ColormapNum = GETPALOOKUP(r_SpriteVisibility / MAX(MINZ, (double)spr->depth), spriteshade);
spr->BaseColormap = mybasecolormap;
spr->ColormapNum = GETPALOOKUP(r_SpriteVisibility / MAX(MINZ, (double)spr->depth), spriteshade);
}
}
}
@ -291,8 +291,8 @@ namespace swrenderer
if (topclip >= botclip)
{
spr->Style.BaseColormap = colormap;
spr->Style.ColormapNum = colormapnum;
spr->BaseColormap = colormap;
spr->ColormapNum = colormapnum;
return;
}
@ -418,8 +418,8 @@ namespace swrenderer
}
if (i == x2)
{
spr->Style.BaseColormap = colormap;
spr->Style.ColormapNum = colormapnum;
spr->BaseColormap = colormap;
spr->ColormapNum = colormapnum;
return;
}
}
@ -437,7 +437,7 @@ namespace swrenderer
int maxvoxely = spr->gzb > hzb ? INT_MAX : xs_RoundToInt((spr->gzt - hzb) / spr->yscale);
spr->Render(cliptop, clipbot, minvoxely, maxvoxely);
}
spr->Style.BaseColormap = colormap;
spr->Style.ColormapNum = colormapnum;
spr->BaseColormap = colormap;
spr->ColormapNum = colormapnum;
}
}

View File

@ -19,11 +19,15 @@
#define MINZ double((2048*4) / double(1 << 20))
struct FSWColormap;
namespace swrenderer
{
class VisibleSprite
{
public:
virtual ~VisibleSprite() { }
void Render();
bool IsCurrentPortalUniq(int portalUniq) const { return CurrentPortalUniq == portalUniq; }
@ -59,7 +63,10 @@ namespace swrenderer
sector_t *sector; // sector this sprite is in
// Light shared calculation?
visstyle_t Style;
int ColormapNum; // Which colormap is rendered
FSWColormap *BaseColormap; // Base colormap used together with ColormapNum
float Alpha;
FRenderStyle RenderStyle;
bool foggy;
short renderflags;

View File

@ -142,14 +142,14 @@ namespace swrenderer
vis->renderflags = renderflags;
if (thing->flags5 & MF5_BRIGHT)
vis->renderflags |= RF_FULLBRIGHT; // kg3D
vis->Style.RenderStyle = thing->RenderStyle;
vis->RenderStyle = thing->RenderStyle;
vis->FillColor = thing->fillcolor;
vis->Translation = thing->Translation; // [RH] thing translation table
vis->FakeFlatStat = fakeside;
vis->Style.Alpha = float(thing->Alpha);
vis->Alpha = float(thing->Alpha);
vis->fakefloor = fakefloor;
vis->fakeceiling = fakeceiling;
vis->Style.ColormapNum = 0;
vis->ColormapNum = 0;
//vis->bInMirror = renderportal->MirrorFlags & RF_XFLIP;
//vis->bSplitSprite = false;
@ -159,9 +159,9 @@ namespace swrenderer
// The software renderer cannot invert the source without inverting the overlay
// too. That means if the source is inverted, we need to do the reverse of what
// the invert overlay flag says to do.
INTBOOL invertcolormap = (vis->Style.RenderStyle.Flags & STYLEF_InvertOverlay);
INTBOOL invertcolormap = (vis->RenderStyle.Flags & STYLEF_InvertOverlay);
if (vis->Style.RenderStyle.Flags & STYLEF_InvertSource)
if (vis->RenderStyle.Flags & STYLEF_InvertSource)
{
invertcolormap = !invertcolormap;
}
@ -173,12 +173,12 @@ namespace swrenderer
}
// Sprites that are added to the scene must fade to black.
if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0)
if (vis->RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0)
{
mybasecolormap = GetSpecialLights(mybasecolormap->Color, 0, mybasecolormap->Desaturate);
}
if (vis->Style.RenderStyle.Flags & STYLEF_FadeToBlack)
if (vis->RenderStyle.Flags & STYLEF_FadeToBlack)
{
if (invertcolormap)
{ // Fade to white
@ -194,8 +194,8 @@ namespace swrenderer
// get light level
if (fixedcolormap != nullptr)
{ // fixed map
vis->Style.BaseColormap = fixedcolormap;
vis->Style.ColormapNum = 0;
vis->BaseColormap = fixedcolormap;
vis->ColormapNum = 0;
}
else
{
@ -206,18 +206,18 @@ namespace swrenderer
if (fixedlightlev >= 0)
{
vis->Style.BaseColormap = mybasecolormap;
vis->Style.ColormapNum = fixedlightlev >> COLORMAPSHIFT;
vis->BaseColormap = mybasecolormap;
vis->ColormapNum = fixedlightlev >> COLORMAPSHIFT;
}
else if (!vis->foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT)))
{ // full bright
vis->Style.BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap;
vis->Style.ColormapNum = 0;
vis->BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap;
vis->ColormapNum = 0;
}
else
{ // diminished light
vis->Style.ColormapNum = GETPALOOKUP(r_SpriteVisibility / MAX(tz, MINZ), spriteshade);
vis->Style.BaseColormap = mybasecolormap;
vis->ColormapNum = GETPALOOKUP(r_SpriteVisibility / MAX(tz, MINZ), spriteshade);
vis->BaseColormap = mybasecolormap;
}
}
@ -229,11 +229,11 @@ namespace swrenderer
{
auto sprite = this;
FDynamicColormap *basecolormap = static_cast<FDynamicColormap*>(sprite->Style.BaseColormap);
FDynamicColormap *basecolormap = static_cast<FDynamicColormap*>(sprite->BaseColormap);
R_SetColorMapLight(sprite->Style.BaseColormap, 0, sprite->Style.ColormapNum << FRACBITS);
R_SetColorMapLight(sprite->BaseColormap, 0, sprite->ColormapNum << FRACBITS);
bool visible = R_SetPatchStyle(sprite->Style.RenderStyle, sprite->Style.Alpha, sprite->Translation, sprite->FillColor, basecolormap);
bool visible = R_SetPatchStyle(sprite->RenderStyle, sprite->Alpha, sprite->Translation, sprite->FillColor, basecolormap);
if (!visible)
return;
@ -620,8 +620,8 @@ namespace swrenderer
int flags = 0;
// Do setup for blending.
R_SetColorMapLight(spr->Style.BaseColormap, 0, spr->Style.ColormapNum << FRACBITS);
bool visible = R_SetPatchStyle(spr->Style.RenderStyle, spr->Style.Alpha, spr->Translation, spr->FillColor);
R_SetColorMapLight(spr->BaseColormap, 0, spr->ColormapNum << FRACBITS);
bool visible = R_SetPatchStyle(spr->RenderStyle, spr->Alpha, spr->Translation, spr->FillColor);
if (!visible)
{
@ -646,7 +646,7 @@ namespace swrenderer
// Render the voxel, either directly to the screen or offscreen.
R_DrawVoxel(spr->pa.vpos, spr->pa.vang, spr->gpos, spr->Angle,
spr->xscale, FLOAT2FIXED(spr->yscale), spr->voxel, spr->Style.BaseColormap, spr->Style.ColormapNum, cliptop, clipbot,
spr->xscale, FLOAT2FIXED(spr->yscale), spr->voxel, spr->BaseColormap, spr->ColormapNum, cliptop, clipbot,
minslabz, maxslabz, flags);
// Blend the voxel, if that's what we need to do.

View File

@ -120,17 +120,17 @@ namespace swrenderer
vis->deltay = float(pos.Y - ViewPos.Y);
vis->renderflags = renderflags;
if (thing->flags5 & MF5_BRIGHT) vis->renderflags |= RF_FULLBRIGHT; // kg3D
vis->Style.RenderStyle = thing->RenderStyle;
vis->RenderStyle = thing->RenderStyle;
vis->FillColor = thing->fillcolor;
vis->Translation = thing->Translation;
vis->FakeFlatStat = WaterFakeSide::Center;
vis->Style.Alpha = float(thing->Alpha);
vis->Alpha = float(thing->Alpha);
vis->fakefloor = NULL;
vis->fakeceiling = NULL;
//vis->bInMirror = renderportal->MirrorFlags & RF_XFLIP;
vis->pic = pic;
vis->Style.ColormapNum = GETPALOOKUP(r_SpriteVisibility / MAX(tz, MINZ), spriteshade);
vis->Style.BaseColormap = basecolormap;
vis->ColormapNum = GETPALOOKUP(r_SpriteVisibility / MAX(tz, MINZ), spriteshade);
vis->BaseColormap = basecolormap;
vis->wallc = wallc;
vis->foggy = foggy;
@ -165,11 +165,11 @@ namespace swrenderer
}
// Prepare lighting
bool calclighting = false;
FSWColormap *usecolormap = spr->Style.BaseColormap;
FSWColormap *usecolormap = spr->BaseColormap;
bool rereadcolormap = true;
// Decals that are added to the scene must fade to black.
if (spr->Style.RenderStyle == LegacyRenderStyles[STYLE_Add] && usecolormap->Fade != 0)
if (spr->RenderStyle == LegacyRenderStyles[STYLE_Add] && usecolormap->Fade != 0)
{
usecolormap = GetSpecialLights(usecolormap->Color, 0, usecolormap->Desaturate);
rereadcolormap = false;
@ -206,14 +206,14 @@ namespace swrenderer
int x = x1;
FDynamicColormap *basecolormap = static_cast<FDynamicColormap*>(spr->Style.BaseColormap);
FDynamicColormap *basecolormap = static_cast<FDynamicColormap*>(spr->BaseColormap);
bool visible = R_SetPatchStyle(spr->Style.RenderStyle, spr->Style.Alpha, spr->Translation, spr->FillColor, basecolormap);
bool visible = R_SetPatchStyle(spr->RenderStyle, spr->Alpha, spr->Translation, spr->FillColor, basecolormap);
// R_SetPatchStyle can modify basecolormap.
if (rereadcolormap)
{
usecolormap = spr->Style.BaseColormap;
usecolormap = spr->BaseColormap;
}
if (!visible)