mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-29 07:22:07 +00:00
Merge colormap selection into one function
This commit is contained in:
parent
2848ca53dc
commit
906c944895
7 changed files with 74 additions and 204 deletions
|
@ -67,7 +67,6 @@ namespace swrenderer
|
||||||
double xscale, yscale;
|
double xscale, yscale;
|
||||||
int x1, x2, y1, y2;
|
int x1, x2, y1, y2;
|
||||||
sector_t* heightsec = NULL;
|
sector_t* heightsec = NULL;
|
||||||
FSWColormap* map;
|
|
||||||
|
|
||||||
RenderPortal *renderportal = RenderPortal::Instance();
|
RenderPortal *renderportal = RenderPortal::Instance();
|
||||||
|
|
||||||
|
@ -135,6 +134,7 @@ namespace swrenderer
|
||||||
const secplane_t *botplane;
|
const secplane_t *botplane;
|
||||||
FTextureID toppic;
|
FTextureID toppic;
|
||||||
FTextureID botpic;
|
FTextureID botpic;
|
||||||
|
FDynamicColormap *map;
|
||||||
|
|
||||||
if (heightsec) // only clip things which are in special sectors
|
if (heightsec) // only clip things which are in special sectors
|
||||||
{
|
{
|
||||||
|
@ -200,27 +200,8 @@ namespace swrenderer
|
||||||
vis->ColormapNum = 0;
|
vis->ColormapNum = 0;
|
||||||
vis->foggy = foggy;
|
vis->foggy = foggy;
|
||||||
|
|
||||||
if (fixedlightlev >= 0)
|
|
||||||
{
|
|
||||||
vis->BaseColormap = map;
|
|
||||||
vis->ColormapNum = fixedlightlev >> COLORMAPSHIFT;
|
|
||||||
}
|
|
||||||
else if (fixedcolormap)
|
|
||||||
{
|
|
||||||
vis->BaseColormap = fixedcolormap;
|
|
||||||
vis->ColormapNum = 0;
|
|
||||||
}
|
|
||||||
else if (particle->bright)
|
|
||||||
{
|
|
||||||
vis->BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : map;
|
|
||||||
vis->ColormapNum = 0;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// Particles are slightly more visible than regular sprites.
|
// Particles are slightly more visible than regular sprites.
|
||||||
vis->ColormapNum = GETPALOOKUP(tiz * r_SpriteVisibility * 0.5, shade);
|
vis->SetColormap(tiz * r_SpriteVisibility * 0.5, shade, map, particle->bright != 0, false, false);
|
||||||
vis->BaseColormap = map;
|
|
||||||
}
|
|
||||||
|
|
||||||
VisibleSpriteList::Instance()->Push(vis);
|
VisibleSpriteList::Instance()->Push(vis);
|
||||||
}
|
}
|
||||||
|
|
|
@ -440,55 +440,20 @@ namespace swrenderer
|
||||||
// The software renderer cannot invert the source without inverting the overlay
|
// 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
|
// too. That means if the source is inverted, we need to do the reverse of what
|
||||||
// the invert overlay flag says to do.
|
// the invert overlay flag says to do.
|
||||||
INTBOOL invertcolormap = (vis->RenderStyle.Flags & STYLEF_InvertOverlay);
|
bool invertcolormap = (vis->RenderStyle.Flags & STYLEF_InvertOverlay) != 0;
|
||||||
|
|
||||||
if (vis->RenderStyle.Flags & STYLEF_InvertSource)
|
if (vis->RenderStyle.Flags & STYLEF_InvertSource)
|
||||||
{
|
{
|
||||||
invertcolormap = !invertcolormap;
|
invertcolormap = !invertcolormap;
|
||||||
}
|
}
|
||||||
|
|
||||||
FDynamicColormap *mybasecolormap = basecolormap;
|
bool fullbright = !vis->foggy && pspr->GetState()->GetFullbright();
|
||||||
|
bool fadeToBlack = (vis->RenderStyle.Flags & STYLEF_FadeToBlack) != 0;
|
||||||
|
|
||||||
if (vis->RenderStyle.Flags & STYLEF_FadeToBlack)
|
vis->SetColormap(0, spriteshade, basecolormap, fullbright, invertcolormap, fadeToBlack);
|
||||||
{
|
|
||||||
if (invertcolormap)
|
colormap_to_use = (FDynamicColormap*)vis->BaseColormap;
|
||||||
{ // Fade to white
|
|
||||||
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(255, 255, 255), mybasecolormap->Desaturate);
|
|
||||||
invertcolormap = false;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{ // Fade to black
|
|
||||||
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(0, 0, 0), mybasecolormap->Desaturate);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (realfixedcolormap != nullptr && (!r_swtruecolor || (r_shadercolormaps && screen->Accel2D)))
|
|
||||||
{ // fixed color
|
|
||||||
vis->BaseColormap = realfixedcolormap;
|
|
||||||
vis->ColormapNum = 0;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
if (invertcolormap)
|
|
||||||
{
|
|
||||||
mybasecolormap = GetSpecialLights(mybasecolormap->Color, mybasecolormap->Fade.InverseColor(), mybasecolormap->Desaturate);
|
|
||||||
}
|
|
||||||
if (fixedlightlev >= 0)
|
|
||||||
{
|
|
||||||
vis->BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap;
|
|
||||||
vis->ColormapNum = fixedlightlev >> COLORMAPSHIFT;
|
|
||||||
}
|
|
||||||
else if (!vis->foggy && pspr->GetState()->GetFullbright())
|
|
||||||
{ // full bright
|
|
||||||
vis->BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap; // [RH] use basecolormap
|
|
||||||
vis->ColormapNum = 0;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{ // local light
|
|
||||||
vis->BaseColormap = mybasecolormap;
|
|
||||||
vis->ColormapNum = GETPALOOKUP(0, spriteshade);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if (camera->Inventory != nullptr)
|
if (camera->Inventory != nullptr)
|
||||||
{
|
{
|
||||||
visstyle_t visstyle;
|
visstyle_t visstyle;
|
||||||
|
@ -509,12 +474,9 @@ namespace swrenderer
|
||||||
{
|
{
|
||||||
vis->BaseColormap = &SpecialColormaps[INVERSECOLORMAP];
|
vis->BaseColormap = &SpecialColormaps[INVERSECOLORMAP];
|
||||||
vis->ColormapNum = 0;
|
vis->ColormapNum = 0;
|
||||||
if (vis->BaseColormap->Maps < mybasecolormap->Maps || vis->BaseColormap->Maps >= mybasecolormap->Maps + NUMCOLORMAPS * 256)
|
|
||||||
{
|
|
||||||
noaccel = true;
|
noaccel = true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
// If we're drawing with a special colormap, but shaders for them are disabled, do
|
// If we're drawing with a special colormap, but shaders for them are disabled, do
|
||||||
// not accelerate.
|
// not accelerate.
|
||||||
if (!r_shadercolormaps && (vis->BaseColormap >= &SpecialColormaps[0] &&
|
if (!r_shadercolormaps && (vis->BaseColormap >= &SpecialColormaps[0] &&
|
||||||
|
@ -523,24 +485,18 @@ namespace swrenderer
|
||||||
noaccel = true;
|
noaccel = true;
|
||||||
}
|
}
|
||||||
// If drawing with a BOOM colormap, disable acceleration.
|
// If drawing with a BOOM colormap, disable acceleration.
|
||||||
if (mybasecolormap == &NormalLight && NormalLight.Maps != realcolormaps.Maps)
|
if (vis->BaseColormap == &NormalLight && NormalLight.Maps != realcolormaps.Maps)
|
||||||
{
|
{
|
||||||
noaccel = true;
|
noaccel = true;
|
||||||
}
|
}
|
||||||
// If the main colormap has fixed lights, and this sprite is being drawn with that
|
// If the main colormap has fixed lights, and this sprite is being drawn with that
|
||||||
// colormap, disable acceleration so that the lights can remain fixed.
|
// colormap, disable acceleration so that the lights can remain fixed.
|
||||||
if (!noaccel && realfixedcolormap == nullptr &&
|
if (!noaccel && realfixedcolormap == nullptr &&
|
||||||
NormalLightHasFixedLights && mybasecolormap == &NormalLight &&
|
NormalLightHasFixedLights && vis->BaseColormap == &NormalLight &&
|
||||||
vis->pic->UseBasePalette())
|
vis->pic->UseBasePalette())
|
||||||
{
|
{
|
||||||
noaccel = true;
|
noaccel = true;
|
||||||
}
|
}
|
||||||
// [SP] If emulating GZDoom fullbright, disable acceleration
|
|
||||||
if (r_fullbrightignoresectorcolor && fixedlightlev >= 0)
|
|
||||||
mybasecolormap = &FullNormalLight;
|
|
||||||
if (r_fullbrightignoresectorcolor && !vis->foggy && pspr->GetState()->GetFullbright())
|
|
||||||
mybasecolormap = &FullNormalLight;
|
|
||||||
colormap_to_use = mybasecolormap;
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
|
|
@ -212,12 +212,9 @@ namespace swrenderer
|
||||||
// The software renderer cannot invert the source without inverting the overlay
|
// 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
|
// too. That means if the source is inverted, we need to do the reverse of what
|
||||||
// the invert overlay flag says to do.
|
// the invert overlay flag says to do.
|
||||||
INTBOOL invertcolormap = (vis->RenderStyle.Flags & STYLEF_InvertOverlay);
|
bool invertcolormap = (vis->RenderStyle.Flags & STYLEF_InvertOverlay) != 0;
|
||||||
|
|
||||||
if (vis->RenderStyle.Flags & STYLEF_InvertSource)
|
if (vis->RenderStyle.Flags & STYLEF_InvertSource)
|
||||||
{
|
|
||||||
invertcolormap = !invertcolormap;
|
invertcolormap = !invertcolormap;
|
||||||
}
|
|
||||||
|
|
||||||
FDynamicColormap *mybasecolormap = basecolormap;
|
FDynamicColormap *mybasecolormap = basecolormap;
|
||||||
if (current_sector->sectornum != thing->Sector->sectornum) // compare sectornums to account for R_FakeFlat copies.
|
if (current_sector->sectornum != thing->Sector->sectornum) // compare sectornums to account for R_FakeFlat copies.
|
||||||
|
@ -225,53 +222,15 @@ namespace swrenderer
|
||||||
// Todo: The actor is from a different sector so we have to retrieve the proper basecolormap for that sector.
|
// Todo: The actor is from a different sector so we have to retrieve the proper basecolormap for that sector.
|
||||||
}
|
}
|
||||||
|
|
||||||
// Sprites that are added to the scene must fade to black.
|
|
||||||
if (vis->RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0)
|
if (vis->RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0)
|
||||||
{
|
{
|
||||||
mybasecolormap = GetSpecialLights(mybasecolormap->Color, 0, mybasecolormap->Desaturate);
|
mybasecolormap = GetSpecialLights(mybasecolormap->Color, 0, mybasecolormap->Desaturate);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (vis->RenderStyle.Flags & STYLEF_FadeToBlack)
|
bool fullbright = !vis->foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT));
|
||||||
{
|
bool fadeToBlack = (vis->RenderStyle.Flags & STYLEF_FadeToBlack) != 0;
|
||||||
if (invertcolormap)
|
|
||||||
{ // Fade to white
|
|
||||||
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(255, 255, 255), mybasecolormap->Desaturate);
|
|
||||||
invertcolormap = false;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{ // Fade to black
|
|
||||||
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(0, 0, 0), mybasecolormap->Desaturate);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// get light level
|
vis->SetColormap(r_SpriteVisibility / MAX(tz, MINZ), spriteshade, mybasecolormap, fullbright, invertcolormap, fadeToBlack);
|
||||||
if (fixedcolormap != nullptr)
|
|
||||||
{ // fixed map
|
|
||||||
vis->BaseColormap = fixedcolormap;
|
|
||||||
vis->ColormapNum = 0;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
if (invertcolormap)
|
|
||||||
{
|
|
||||||
mybasecolormap = GetSpecialLights(mybasecolormap->Color, mybasecolormap->Fade.InverseColor(), mybasecolormap->Desaturate);
|
|
||||||
}
|
|
||||||
if (fixedlightlev >= 0)
|
|
||||||
{
|
|
||||||
vis->BaseColormap = mybasecolormap;
|
|
||||||
vis->ColormapNum = fixedlightlev >> COLORMAPSHIFT;
|
|
||||||
}
|
|
||||||
else if (!vis->foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT)))
|
|
||||||
{ // full bright
|
|
||||||
vis->BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap;
|
|
||||||
vis->ColormapNum = 0;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{ // diminished light
|
|
||||||
vis->ColormapNum = GETPALOOKUP(r_SpriteVisibility / MAX(tz, MINZ), spriteshade);
|
|
||||||
vis->BaseColormap = mybasecolormap;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
VisibleSpriteList::Instance()->Push(vis);
|
VisibleSpriteList::Instance()->Push(vis);
|
||||||
}
|
}
|
||||||
|
|
|
@ -55,7 +55,6 @@ namespace swrenderer
|
||||||
FSWColormap *colormap = spr->BaseColormap;
|
FSWColormap *colormap = spr->BaseColormap;
|
||||||
int colormapnum = spr->ColormapNum;
|
int colormapnum = spr->ColormapNum;
|
||||||
F3DFloor *rover;
|
F3DFloor *rover;
|
||||||
FDynamicColormap *mybasecolormap;
|
|
||||||
|
|
||||||
Clip3DFloors *clip3d = Clip3DFloors::Instance();
|
Clip3DFloors *clip3d = Clip3DFloors::Instance();
|
||||||
|
|
||||||
|
@ -93,6 +92,7 @@ namespace swrenderer
|
||||||
clip3d->sclipTop = spr->sector->ceilingplane.ZatPoint(ViewPos);
|
clip3d->sclipTop = spr->sector->ceilingplane.ZatPoint(ViewPos);
|
||||||
}
|
}
|
||||||
sector_t *sec = nullptr;
|
sector_t *sec = nullptr;
|
||||||
|
FDynamicColormap *mybasecolormap = nullptr;
|
||||||
for (i = spr->sector->e->XFloor.lightlist.Size() - 1; i >= 0; i--)
|
for (i = spr->sector->e->XFloor.lightlist.Size() - 1; i >= 0; i--)
|
||||||
{
|
{
|
||||||
if (clip3d->sclipTop <= spr->sector->e->XFloor.lightlist[i].plane.Zat0())
|
if (clip3d->sclipTop <= spr->sector->e->XFloor.lightlist[i].plane.Zat0())
|
||||||
|
@ -120,53 +120,21 @@ namespace swrenderer
|
||||||
// found new values, recalculate
|
// found new values, recalculate
|
||||||
if (sec)
|
if (sec)
|
||||||
{
|
{
|
||||||
INTBOOL invertcolormap = (spr->RenderStyle.Flags & STYLEF_InvertOverlay);
|
bool invertcolormap = (spr->RenderStyle.Flags & STYLEF_InvertOverlay) != 0;
|
||||||
|
|
||||||
if (spr->RenderStyle.Flags & STYLEF_InvertSource)
|
if (spr->RenderStyle.Flags & STYLEF_InvertSource)
|
||||||
{
|
|
||||||
invertcolormap = !invertcolormap;
|
invertcolormap = !invertcolormap;
|
||||||
}
|
|
||||||
|
|
||||||
// Sprites that are added to the scene must fade to black.
|
if (RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0)
|
||||||
if (spr->RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0)
|
|
||||||
{
|
{
|
||||||
mybasecolormap = GetSpecialLights(mybasecolormap->Color, 0, mybasecolormap->Desaturate);
|
mybasecolormap = GetSpecialLights(mybasecolormap->Color, 0, mybasecolormap->Desaturate);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (spr->RenderStyle.Flags & STYLEF_FadeToBlack)
|
bool isFullBright = !foggy && (renderflags & RF_FULLBRIGHT);
|
||||||
{
|
bool fadeToBlack = spr->RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0;
|
||||||
if (invertcolormap)
|
|
||||||
{ // Fade to white
|
|
||||||
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(255, 255, 255), mybasecolormap->Desaturate);
|
|
||||||
invertcolormap = false;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{ // Fade to black
|
|
||||||
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(0, 0, 0), mybasecolormap->Desaturate);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// get light level
|
|
||||||
if (invertcolormap)
|
|
||||||
{
|
|
||||||
mybasecolormap = GetSpecialLights(mybasecolormap->Color, mybasecolormap->Fade.InverseColor(), mybasecolormap->Desaturate);
|
|
||||||
}
|
|
||||||
if (fixedlightlev >= 0)
|
|
||||||
{
|
|
||||||
spr->BaseColormap = mybasecolormap;
|
|
||||||
spr->ColormapNum = fixedlightlev >> COLORMAPSHIFT;
|
|
||||||
}
|
|
||||||
else if (!spr->foggy && (spr->renderflags & RF_FULLBRIGHT))
|
|
||||||
{ // full bright
|
|
||||||
spr->BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap;
|
|
||||||
spr->ColormapNum = 0;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{ // diminished light
|
|
||||||
int spriteshade = LIGHT2SHADE(sec->lightlevel + R_ActualExtraLight(spr->foggy));
|
int spriteshade = LIGHT2SHADE(sec->lightlevel + R_ActualExtraLight(spr->foggy));
|
||||||
spr->BaseColormap = mybasecolormap;
|
|
||||||
spr->ColormapNum = GETPALOOKUP(r_SpriteVisibility / MAX(MINZ, (double)spr->depth), spriteshade);
|
SetColormap(r_SpriteVisibility / MAX(MINZ, (double)spr->depth), spriteshade, mybasecolormap, isFullBright, invertcolormap, fadeToBlack);
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -440,4 +408,46 @@ namespace swrenderer
|
||||||
spr->BaseColormap = colormap;
|
spr->BaseColormap = colormap;
|
||||||
spr->ColormapNum = colormapnum;
|
spr->ColormapNum = colormapnum;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void VisibleSprite::SetColormap(double visibility, int shade, FDynamicColormap *basecolormap, bool fullbright, bool invertColormap, bool fadeToBlack)
|
||||||
|
{
|
||||||
|
if (fadeToBlack)
|
||||||
|
{
|
||||||
|
if (invertColormap) // Fade to white
|
||||||
|
{
|
||||||
|
basecolormap = GetSpecialLights(basecolormap->Color, MAKERGB(255, 255, 255), basecolormap->Desaturate);
|
||||||
|
invertColormap = false;
|
||||||
|
}
|
||||||
|
else // Fade to black
|
||||||
|
{
|
||||||
|
basecolormap = GetSpecialLights(basecolormap->Color, MAKERGB(0, 0, 0), basecolormap->Desaturate);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (invertColormap)
|
||||||
|
{
|
||||||
|
basecolormap = GetSpecialLights(basecolormap->Color, basecolormap->Fade.InverseColor(), basecolormap->Desaturate);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (fixedcolormap)
|
||||||
|
{
|
||||||
|
BaseColormap = fixedcolormap;
|
||||||
|
ColormapNum = 0;
|
||||||
|
}
|
||||||
|
else if (fixedlightlev >= 0)
|
||||||
|
{
|
||||||
|
BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap;
|
||||||
|
ColormapNum = fixedlightlev >> COLORMAPSHIFT;
|
||||||
|
}
|
||||||
|
else if (fullbright)
|
||||||
|
{
|
||||||
|
BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap;
|
||||||
|
ColormapNum = 0;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
BaseColormap = basecolormap;
|
||||||
|
ColormapNum = GETPALOOKUP(visibility, shade);
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -37,6 +37,8 @@ namespace swrenderer
|
||||||
float SortDist() const { return idepth; }
|
float SortDist() const { return idepth; }
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
|
void SetColormap(double visibility, int shade, FDynamicColormap *basecolormap, bool fullbright, bool invertColormap, bool fadeToBlack);
|
||||||
|
|
||||||
virtual bool IsParticle() const { return false; }
|
virtual bool IsParticle() const { return false; }
|
||||||
virtual bool IsVoxel() const { return false; }
|
virtual bool IsVoxel() const { return false; }
|
||||||
virtual bool IsWallSprite() const { return false; }
|
virtual bool IsWallSprite() const { return false; }
|
||||||
|
|
|
@ -159,7 +159,7 @@ namespace swrenderer
|
||||||
// The software renderer cannot invert the source without inverting the overlay
|
// 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
|
// too. That means if the source is inverted, we need to do the reverse of what
|
||||||
// the invert overlay flag says to do.
|
// the invert overlay flag says to do.
|
||||||
INTBOOL invertcolormap = (vis->RenderStyle.Flags & STYLEF_InvertOverlay);
|
bool invertcolormap = (vis->RenderStyle.Flags & STYLEF_InvertOverlay) != 0;
|
||||||
|
|
||||||
if (vis->RenderStyle.Flags & STYLEF_InvertSource)
|
if (vis->RenderStyle.Flags & STYLEF_InvertSource)
|
||||||
{
|
{
|
||||||
|
@ -178,48 +178,10 @@ namespace swrenderer
|
||||||
mybasecolormap = GetSpecialLights(mybasecolormap->Color, 0, mybasecolormap->Desaturate);
|
mybasecolormap = GetSpecialLights(mybasecolormap->Color, 0, mybasecolormap->Desaturate);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (vis->RenderStyle.Flags & STYLEF_FadeToBlack)
|
bool fullbright = !vis->foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT));
|
||||||
{
|
bool fadeToBlack = (vis->RenderStyle.Flags & STYLEF_FadeToBlack) != 0;
|
||||||
if (invertcolormap)
|
|
||||||
{ // Fade to white
|
|
||||||
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(255, 255, 255), mybasecolormap->Desaturate);
|
|
||||||
invertcolormap = false;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{ // Fade to black
|
|
||||||
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(0, 0, 0), mybasecolormap->Desaturate);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// get light level
|
vis->SetColormap(r_SpriteVisibility / MAX(tz, MINZ), spriteshade, mybasecolormap, fullbright, invertcolormap, fadeToBlack);
|
||||||
if (fixedcolormap != nullptr)
|
|
||||||
{ // fixed map
|
|
||||||
vis->BaseColormap = fixedcolormap;
|
|
||||||
vis->ColormapNum = 0;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
if (invertcolormap)
|
|
||||||
{
|
|
||||||
mybasecolormap = GetSpecialLights(mybasecolormap->Color, mybasecolormap->Fade.InverseColor(), mybasecolormap->Desaturate);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (fixedlightlev >= 0)
|
|
||||||
{
|
|
||||||
vis->BaseColormap = mybasecolormap;
|
|
||||||
vis->ColormapNum = fixedlightlev >> COLORMAPSHIFT;
|
|
||||||
}
|
|
||||||
else if (!vis->foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT)))
|
|
||||||
{ // full bright
|
|
||||||
vis->BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap;
|
|
||||||
vis->ColormapNum = 0;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{ // diminished light
|
|
||||||
vis->ColormapNum = GETPALOOKUP(r_SpriteVisibility / MAX(tz, MINZ), spriteshade);
|
|
||||||
vis->BaseColormap = mybasecolormap;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
VisibleSpriteList::Instance()->Push(vis);
|
VisibleSpriteList::Instance()->Push(vis);
|
||||||
RenderTranslucentPass::DrewAVoxel = true;
|
RenderTranslucentPass::DrewAVoxel = true;
|
||||||
|
|
|
@ -129,11 +129,11 @@ namespace swrenderer
|
||||||
vis->fakeceiling = NULL;
|
vis->fakeceiling = NULL;
|
||||||
//vis->bInMirror = renderportal->MirrorFlags & RF_XFLIP;
|
//vis->bInMirror = renderportal->MirrorFlags & RF_XFLIP;
|
||||||
vis->pic = pic;
|
vis->pic = pic;
|
||||||
vis->ColormapNum = GETPALOOKUP(r_SpriteVisibility / MAX(tz, MINZ), spriteshade);
|
|
||||||
vis->BaseColormap = basecolormap;
|
|
||||||
vis->wallc = wallc;
|
vis->wallc = wallc;
|
||||||
vis->foggy = foggy;
|
vis->foggy = foggy;
|
||||||
|
|
||||||
|
vis->SetColormap(r_SpriteVisibility / MAX(tz, MINZ), spriteshade, basecolormap, false, false, false);
|
||||||
|
|
||||||
VisibleSpriteList::Instance()->Push(vis);
|
VisibleSpriteList::Instance()->Push(vis);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue