mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-17 10:00:54 +00:00
- fixed handling of FF_FADEWALLS on 3D floors. The problems with the old method became quite obvious in the demo map after the light list bug got fixed.
This commit is contained in:
parent
d0b194563a
commit
d037493ffe
10 changed files with 25 additions and 49 deletions
|
@ -7,6 +7,7 @@
|
|||
|
||||
extern DWORD gl_fixedcolormap;
|
||||
|
||||
struct lightlist_t;
|
||||
|
||||
enum EColorManipulation
|
||||
{
|
||||
|
@ -64,6 +65,8 @@ struct FColormap
|
|||
blendfactor = from->Color.a;
|
||||
}
|
||||
|
||||
void CopyFrom3DLight(lightlist_t *light);
|
||||
|
||||
void Decolorize() // this for 'nocoloredspritelighting' and not the same as desaturation. The normal formula results in a value that's too dark.
|
||||
{
|
||||
int v = (LightColor.r + LightColor.g + LightColor.b) / 3;
|
||||
|
|
|
@ -2,6 +2,7 @@
|
|||
#define __GL_LIGHTDATA
|
||||
|
||||
#include "v_palette.h"
|
||||
#include "p_3dfloors.h"
|
||||
#include "r_data/renderstyle.h"
|
||||
#include "gl/renderer/gl_colormap.h"
|
||||
|
||||
|
@ -49,4 +50,15 @@ extern int outsidefogdensity;
|
|||
extern int skyfog;
|
||||
|
||||
|
||||
inline void FColormap::CopyFrom3DLight(lightlist_t *light)
|
||||
{
|
||||
LightColor = light->extra_colormap->Color;
|
||||
desaturation = light->extra_colormap->Desaturate;
|
||||
blendfactor = light->extra_colormap->Color.a;
|
||||
if (light->caster && (light->caster->flags&FF_FADEWALLS) && (light->extra_colormap->Fade & 0xffffff) != 0)
|
||||
FadeColor = light->extra_colormap->Fade;
|
||||
}
|
||||
|
||||
|
||||
|
||||
#endif
|
|
@ -466,7 +466,8 @@ void GLFlat::SetFrom3DFloor(F3DFloor *rover, bool top, bool underside)
|
|||
lightlevel = *light->p_lightlevel;
|
||||
|
||||
if (rover->flags & FF_FOG) Colormap.LightColor = (light->extra_colormap)->Fade;
|
||||
else Colormap.CopyLightColor(light->extra_colormap);
|
||||
else Colormap.CopyFrom3DLight(light);
|
||||
|
||||
|
||||
alpha = rover->alpha/255.0f;
|
||||
renderstyle = rover->flags&FF_ADDITIVETRANS? STYLE_Add : STYLE_Translucent;
|
||||
|
@ -546,13 +547,13 @@ void GLFlat::ProcessSector(sector_t * frontsector)
|
|||
if (x.ffloors.Size())
|
||||
{
|
||||
light = P_GetPlaneLight(sector, &frontsector->floorplane, false);
|
||||
if ((!(sector->GetFlags(sector_t::floor)&PLANEF_ABSLIGHTING) || !light->fromsector)
|
||||
if ((!(sector->GetFlags(sector_t::floor)&PLANEF_ABSLIGHTING) || light->lightsource == NULL)
|
||||
&& (light->p_lightlevel != &frontsector->lightlevel))
|
||||
{
|
||||
lightlevel = *light->p_lightlevel;
|
||||
}
|
||||
|
||||
Colormap.CopyLightColor(light->extra_colormap);
|
||||
Colormap.CopyFrom3DLight(light);
|
||||
}
|
||||
renderstyle = STYLE_Translucent;
|
||||
if (alpha!=0.0f) Process(frontsector, false, false);
|
||||
|
@ -604,7 +605,7 @@ void GLFlat::ProcessSector(sector_t * frontsector)
|
|||
{
|
||||
lightlevel = *light->p_lightlevel;
|
||||
}
|
||||
Colormap.CopyLightColor(light->extra_colormap);
|
||||
Colormap.CopyFrom3DLight(light);
|
||||
}
|
||||
renderstyle = STYLE_Translucent;
|
||||
if (alpha!=0.0f) Process(frontsector, true, false);
|
||||
|
|
|
@ -349,8 +349,8 @@ void GLSprite::SplitSprite(sector_t * frontsector, bool translucent)
|
|||
{
|
||||
copySprite=*this;
|
||||
copySprite.lightlevel = gl_ClampLight(*lightlist[i].p_lightlevel);
|
||||
copySprite.Colormap.CopyLightColor(lightlist[i].extra_colormap);
|
||||
|
||||
copySprite.Colormap.CopyFrom3DLight(&lightlist[i]);
|
||||
|
||||
if (glset.nocoloredspritelighting)
|
||||
{
|
||||
int v = (copySprite.Colormap.LightColor.r + copySprite.Colormap.LightColor.g + copySprite.Colormap.LightColor.b )/3;
|
||||
|
@ -389,7 +389,7 @@ void GLSprite::SetSpriteColor(sector_t *sector, fixed_t center_y)
|
|||
if (maplightbottom<center_y)
|
||||
{
|
||||
lightlevel=*lightlist[i].p_lightlevel;
|
||||
Colormap.CopyLightColor(lightlist[i].extra_colormap);
|
||||
Colormap.CopyFrom3DLight(&lightlist[i]);
|
||||
|
||||
if (glset.nocoloredspritelighting)
|
||||
{
|
||||
|
|
|
@ -41,7 +41,6 @@ enum WallTypes
|
|||
RENDERWALL_M2SNF,
|
||||
RENDERWALL_COLOR,
|
||||
RENDERWALL_FFBLOCK,
|
||||
RENDERWALL_COLORLAYER,
|
||||
// Insert new types at the end!
|
||||
};
|
||||
|
||||
|
|
|
@ -118,7 +118,6 @@ void GLWall::PutWall(bool translucent)
|
|||
2, //RENDERWALL_M2SNF, // depends on render and texture settings, no fog, used on mid texture lines with a fog boundary.
|
||||
3, //RENDERWALL_COLOR, // translucent
|
||||
2, //RENDERWALL_FFBLOCK // depends on render and texture settings
|
||||
4, //RENDERWALL_COLORLAYER // color layer needs special handling
|
||||
};
|
||||
|
||||
if (gltexture && gltexture->GetTransparent() && passflag[type] == 2)
|
||||
|
@ -162,10 +161,6 @@ void GLWall::PutWall(bool translucent)
|
|||
}
|
||||
else switch (type)
|
||||
{
|
||||
case RENDERWALL_COLORLAYER:
|
||||
gl_drawinfo->drawlists[GLDL_TRANSLUCENTBORDER].AddWall(this);
|
||||
break;
|
||||
|
||||
// portals don't go into the draw list.
|
||||
// Instead they are added to the portal manager
|
||||
case RENDERWALL_HORIZON:
|
||||
|
@ -230,9 +225,6 @@ void GLWall::PutWall(bool translucent)
|
|||
|
||||
void GLWall::Put3DWall(lightlist_t * lightlist, bool translucent)
|
||||
{
|
||||
bool fadewall = (!translucent && lightlist->caster && (lightlist->caster->flags&FF_FADEWALLS) &&
|
||||
!gl_isBlack((lightlist->extra_colormap)->Fade)) && gl_isBlack(Colormap.FadeColor);
|
||||
|
||||
// only modify the light level if it doesn't originate from the seg's frontsector. This is to account for light transferring effects
|
||||
if (lightlist->p_lightlevel != &seg->sidedef->sector->lightlevel)
|
||||
{
|
||||
|
@ -240,23 +232,8 @@ void GLWall::Put3DWall(lightlist_t * lightlist, bool translucent)
|
|||
}
|
||||
// relative light won't get changed here. It is constant across the entire wall.
|
||||
|
||||
Colormap.CopyLightColor(lightlist->extra_colormap);
|
||||
if (fadewall) lightlevel=255;
|
||||
Colormap.CopyFrom3DLight(lightlist);
|
||||
PutWall(translucent);
|
||||
|
||||
if (fadewall)
|
||||
{
|
||||
FMaterial *tex = gltexture;
|
||||
type = RENDERWALL_COLORLAYER;
|
||||
gltexture = NULL;
|
||||
Colormap.LightColor = (lightlist->extra_colormap)->Fade;
|
||||
alpha = (255-(*lightlist->p_lightlevel))/255.f*1.f;
|
||||
if (alpha>0.f) PutWall(true);
|
||||
|
||||
type = RENDERWALL_FFBLOCK;
|
||||
alpha = 1.0;
|
||||
gltexture = tex;
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -410,8 +387,7 @@ void GLWall::SplitWall(sector_t * frontsector, bool translucent)
|
|||
int ll=lightlevel;
|
||||
FColormap lc=Colormap;
|
||||
|
||||
if (i > 0) Put3DWall(&lightlist[i], translucent);
|
||||
else PutWall(translucent); // uppermost section does not alter light at all.
|
||||
Put3DWall(&lightlist[i], translucent);
|
||||
|
||||
lightlevel=ll;
|
||||
Colormap=lc;
|
||||
|
|
|
@ -79,7 +79,6 @@ void GLWall::SetupLights()
|
|||
case RENDERWALL_FOGBOUNDARY:
|
||||
case RENDERWALL_MIRRORSURFACE:
|
||||
case RENDERWALL_COLOR:
|
||||
case RENDERWALL_COLORLAYER:
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -429,13 +428,6 @@ void GLWall::Draw(int pass)
|
|||
RenderFogBoundary();
|
||||
break;
|
||||
|
||||
case RENDERWALL_COLORLAYER:
|
||||
glEnable(GL_POLYGON_OFFSET_FILL);
|
||||
glPolygonOffset(-1.0f, -128.0f);
|
||||
RenderTranslucentWall();
|
||||
glDisable(GL_POLYGON_OFFSET_FILL);
|
||||
glPolygonOffset(0, 0);
|
||||
|
||||
default:
|
||||
RenderTranslucentWall();
|
||||
break;
|
||||
|
|
|
@ -39,7 +39,6 @@
|
|||
|
||||
#include "v_palette.h"
|
||||
#include "templates.h"
|
||||
#include "gl/renderer/gl_lightdata.h"
|
||||
#include "gl/textures/gl_translate.h"
|
||||
#include "gl/textures/gl_bitmap.h"
|
||||
#include "gl/system/gl_interface.h"
|
||||
|
|
|
@ -593,8 +593,6 @@ void P_Recalculate3DFloors(sector_t * sector)
|
|||
lightlist[0].extra_colormap = sector->ColorMap;
|
||||
lightlist[0].blend = 0;
|
||||
lightlist[0].flags = 0;
|
||||
lightlist[0].fromsector = true;
|
||||
|
||||
|
||||
resetlight = lightlist[0];
|
||||
|
||||
|
@ -618,7 +616,6 @@ void P_Recalculate3DFloors(sector_t * sector)
|
|||
newlight.extra_colormap = rover->GetColormap();
|
||||
newlight.blend = rover->GetBlend();
|
||||
newlight.flags = rover->flags;
|
||||
newlight.fromsector = false;
|
||||
lightlist.Push(newlight);
|
||||
}
|
||||
else
|
||||
|
@ -633,7 +630,6 @@ void P_Recalculate3DFloors(sector_t * sector)
|
|||
lightlist[0].extra_colormap = rover->GetColormap();
|
||||
lightlist[0].blend = rover->GetBlend();
|
||||
lightlist[0].flags = rover->flags;
|
||||
lightlist[0].fromsector = false;
|
||||
}
|
||||
}
|
||||
if (!(rover->flags & (FF_DOUBLESHADOW | FF_RESET)))
|
||||
|
@ -660,7 +656,6 @@ void P_Recalculate3DFloors(sector_t * sector)
|
|||
newlight.extra_colormap = resetlight.extra_colormap;
|
||||
newlight.blend = resetlight.blend;
|
||||
newlight.flags = rover->flags;
|
||||
newlight.fromsector = false;
|
||||
lightlist.Push(newlight);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -120,7 +120,6 @@ struct lightlist_t
|
|||
int flags;
|
||||
F3DFloor* lightsource;
|
||||
F3DFloor* caster;
|
||||
bool fromsector;
|
||||
};
|
||||
|
||||
|
||||
|
|
Loading…
Reference in a new issue