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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 14:51:46 +00:00
- made r_fullbrightignoresectorcolor a MAPINFO option, so far only working on the software renderer. GL still needs a few changes to handle it correctly.
This commit is contained in:
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c923f8c5e1
commit
dd03bb1fcb
12 changed files with 53 additions and 25 deletions
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@ -101,6 +101,7 @@ EXTERN_CVAR (Float, sv_gravity)
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EXTERN_CVAR (Float, sv_aircontrol)
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EXTERN_CVAR (Int, disableautosave)
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EXTERN_CVAR (String, playerclass)
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EXTERN_CVAR(Int, r_preservesectorcolor)
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#define SNAP_ID MAKE_ID('s','n','A','p')
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#define DSNP_ID MAKE_ID('d','s','N','p')
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@ -1487,6 +1488,20 @@ bool FLevelLocals::IsFreelookAllowed() const
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//
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//==========================================================================
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bool FLevelLocals::PreserveSectorColor() const
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{
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if (r_preservesectorcolor == 0)
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return false;
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if (r_preservesectorcolor == 1)
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return true;
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return !!(level.flags3 & LEVEL3_PRESERVESECTORCOLOR);
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}
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//==========================================================================
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//
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//
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//==========================================================================
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FString CalcMapName (int episode, int level)
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{
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FString lumpname;
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@ -223,6 +223,7 @@ enum ELevelFlags : unsigned int
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// More flags!
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LEVEL3_FORCEFAKECONTRAST = 0x00000001, // forces fake contrast even with fog enabled
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LEVEL3_PRESERVESECTORCOLOR = 0x00000002,
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};
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@ -79,6 +79,7 @@ struct FLevelLocals
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bool IsJumpingAllowed() const;
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bool IsCrouchingAllowed() const;
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bool IsFreelookAllowed() const;
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bool PreserveSectorColor() const;
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};
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extern FLevelLocals level;
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@ -1282,6 +1282,8 @@ MapFlagHandlers[] =
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{ "unfreezesingleplayerconversations",MITYPE_SETFLAG2, LEVEL2_CONV_SINGLE_UNFREEZE, 0 },
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{ "spawnwithweaponraised", MITYPE_SETFLAG2, LEVEL2_PRERAISEWEAPON, 0 },
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{ "forcefakecontrast", MITYPE_SETFLAG3, LEVEL3_FORCEFAKECONTRAST, 0 },
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{ "preservesectorcolor", MITYPE_SETFLAG3, LEVEL3_PRESERVESECTORCOLOR, 0 },
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{ "nopreservesectorcolor", MITYPE_CLRFLAG3, LEVEL3_PRESERVESECTORCOLOR, 0 },
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{ "nobotnodes", MITYPE_IGNORE, 0, 0 }, // Skulltag option: nobotnodes
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{ "compat_shorttex", MITYPE_COMPATFLAG, COMPATF_SHORTTEX, 0 },
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{ "compat_stairs", MITYPE_COMPATFLAG, COMPATF_STAIRINDEX, 0 },
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@ -141,9 +141,10 @@ bool FRenderState::ApplyShader()
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fogset = -gl_fogmode;
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}
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}
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glVertexAttrib4fv(VATTR_NORMAL, mNormal.vec);
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glVertexAttrib4fv(VATTR_COLOR, mColor.vec);
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glVertexAttrib4fv(VATTR_NORMAL, mNormal.vec);
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activeShader->muObjectColor.Set(mObjectColor);
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activeShader->muDesaturation.Set(mDesaturation / 255.f);
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activeShader->muFogEnabled.Set(fogset);
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@ -152,7 +153,6 @@ bool FRenderState::ApplyShader()
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activeShader->muCameraPos.Set(mCameraPos.vec);
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activeShader->muLightParms.Set(mLightParms);
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activeShader->muFogColor.Set(mFogColor);
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activeShader->muObjectColor.Set(mObjectColor);
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activeShader->muDynLightColor.Set(mDynColor.vec);
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activeShader->muInterpolationFactor.Set(mInterpolationFactor);
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activeShader->muClipHeight.Set(mClipHeight);
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@ -54,7 +54,6 @@
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#include "g_levellocals.h"
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CVAR (Bool, r_drawflat, false, 0) // [RH] Don't texture segs?
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EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
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namespace swrenderer
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{
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@ -1109,7 +1108,7 @@ void R_Subsector (subsector_t *sub)
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}
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else
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{
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basecolormap = (r_fullbrightignoresectorcolor && fixedlightlev >= 0) ? &FullNormalLight : frontsector->ColorMap;
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basecolormap = (!level.PreserveSectorColor() && fixedlightlev >= 0) ? &FullNormalLight : frontsector->ColorMap;
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}
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portal = frontsector->ValidatePortal(sector_t::ceiling);
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@ -1143,7 +1142,7 @@ void R_Subsector (subsector_t *sub)
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}
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else
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{
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basecolormap = (r_fullbrightignoresectorcolor && fixedlightlev >= 0) ? &FullNormalLight : frontsector->ColorMap;
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basecolormap = (!level.PreserveSectorColor() && fixedlightlev >= 0) ? &FullNormalLight : frontsector->ColorMap;
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}
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// killough 3/7/98: Add (x,y) offsets to flats, add deep water check
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@ -59,6 +59,7 @@
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#include "r_data/colormaps.h"
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#include "p_maputl.h"
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#include "r_thread.h"
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#include "g_levellocals.h"
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CVAR (String, r_viewsize, "", CVAR_NOSET)
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CVAR (Bool, r_shadercolormaps, true, CVAR_ARCHIVE)
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@ -78,8 +79,6 @@ CUSTOM_CVAR (Int, r_columnmethod, 1, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR(Int, r_portal_recursions, 4, CVAR_ARCHIVE)
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CVAR(Bool, r_highlight_portals, false, CVAR_ARCHIVE)
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EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor)
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extern cycle_t WallCycles, PlaneCycles, MaskedCycles, WallScanCycles;
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extern cycle_t FrameCycles;
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@ -488,7 +487,7 @@ void R_SetupColormap(player_t *player)
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{
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fixedlightlev = player->fixedlightlevel * 256;
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// [SP] Emulate GZDoom's light-amp goggles.
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if (r_fullbrightignoresectorcolor && fixedlightlev >= 0)
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if (!level.PreserveSectorColor() && fixedlightlev >= 0)
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{
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fixedcolormap = FullNormalLight.Maps;
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}
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@ -47,13 +47,13 @@
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#include "r_draw.h"
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#include "v_palette.h"
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#include "r_data/colormaps.h"
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#include "g_levellocals.h"
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#define WALLYREPEAT 8
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CVAR(Bool, r_fogboundary, true, 0)
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CVAR(Bool, r_drawmirrors, true, 0)
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EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
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namespace swrenderer
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{
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@ -291,7 +291,7 @@ void R_RenderMaskedSegRange (drawseg_t *ds, int x1, int x2)
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rw_scalestep = ds->iscalestep;
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if (fixedlightlev >= 0)
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R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
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R_SetColorMapLight((!level.PreserveSectorColor()) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
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else if (fixedcolormap != NULL)
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R_SetColorMapLight(fixedcolormap, 0, 0);
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@ -608,7 +608,7 @@ void R_RenderFakeWall(drawseg_t *ds, int x1, int x2, F3DFloor *rover)
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}
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if (fixedlightlev >= 0)
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R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
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R_SetColorMapLight((!level.PreserveSectorColor()) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
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else if (fixedcolormap != NULL)
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R_SetColorMapLight(fixedcolormap, 0, 0);
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@ -1060,7 +1060,7 @@ void R_RenderSegLoop ()
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fixed_t xoffset = rw_offset;
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if (fixedlightlev >= 0)
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R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
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R_SetColorMapLight((!level.PreserveSectorColor()) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
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else if (fixedcolormap != NULL)
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R_SetColorMapLight(fixedcolormap, 0, 0);
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@ -2303,11 +2303,11 @@ static void R_RenderDecal (side_t *wall, DBaseDecal *decal, drawseg_t *clipper,
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rw_light = rw_lightleft + (x1 - savecoord.sx1) * rw_lightstep;
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if (fixedlightlev >= 0)
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R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
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R_SetColorMapLight((!level.PreserveSectorColor()) ? &FullNormalLight : usecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
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else if (fixedcolormap != NULL)
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R_SetColorMapLight(fixedcolormap, 0, 0);
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else if (!foggy && (decal->RenderFlags & RF_FULLBRIGHT))
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R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, 0);
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R_SetColorMapLight((!level.PreserveSectorColor()) ? &FullNormalLight : usecolormap, 0, 0);
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else
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calclighting = true;
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@ -74,7 +74,6 @@ EXTERN_CVAR(Bool, r_deathcamera);
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EXTERN_CVAR(Bool, r_drawplayersprites)
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EXTERN_CVAR(Bool, r_drawvoxels)
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CVAR(Bool, r_fullbrightignoresectorcolor, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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//CVAR(Bool, r_splitsprites, true, CVAR_ARCHIVE)
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namespace swrenderer
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@ -537,7 +536,7 @@ void R_DrawWallSprite(vissprite_t *spr)
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else if (fixedcolormap != NULL)
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R_SetColorMapLight(fixedcolormap, 0, 0);
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else if (!foggy && (spr->renderflags & RF_FULLBRIGHT))
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R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, 0);
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R_SetColorMapLight((!level.PreserveSectorColor()) ? &FullNormalLight : usecolormap, 0, 0);
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else
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calclighting = true;
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@ -1128,7 +1127,7 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
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}
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else if (!foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT)))
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{ // full bright
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vis->colormap = (r_fullbrightignoresectorcolor) ? FullNormalLight.Maps : mybasecolormap->Maps;
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vis->colormap = (!level.PreserveSectorColor()) ? FullNormalLight.Maps : mybasecolormap->Maps;
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}
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else
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{ // diminished light
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@ -1455,11 +1454,11 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
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}
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if (fixedlightlev >= 0)
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{
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vis->colormap = (r_fullbrightignoresectorcolor) ? (FullNormalLight.Maps + fixedlightlev) : (mybasecolormap->Maps + fixedlightlev);
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vis->colormap = (!level.PreserveSectorColor()) ? (FullNormalLight.Maps + fixedlightlev) : (mybasecolormap->Maps + fixedlightlev);
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}
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else if (!foggy && pspr->GetState()->GetFullbright())
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{ // full bright
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vis->colormap = (r_fullbrightignoresectorcolor) ? FullNormalLight.Maps : mybasecolormap->Maps; // [RH] use basecolormap
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vis->colormap = (!level.PreserveSectorColor()) ? FullNormalLight.Maps : mybasecolormap->Maps; // [RH] use basecolormap
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}
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else
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{ // local light
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@ -1506,9 +1505,9 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
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noaccel = true;
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}
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// [SP] If emulating GZDoom fullbright, disable acceleration
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if (r_fullbrightignoresectorcolor && fixedlightlev >= 0)
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if (!level.PreserveSectorColor() && fixedlightlev >= 0)
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mybasecolormap = &FullNormalLight;
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if (r_fullbrightignoresectorcolor && !foggy && pspr->GetState()->GetFullbright())
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if (!level.PreserveSectorColor() && !foggy && pspr->GetState()->GetFullbright())
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mybasecolormap = &FullNormalLight;
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colormap_to_use = mybasecolormap;
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}
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@ -2049,7 +2048,7 @@ void R_DrawSprite (vissprite_t *spr)
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}
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else if (!foggy && (spr->renderflags & RF_FULLBRIGHT))
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{ // full bright
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spr->colormap = (r_fullbrightignoresectorcolor) ? FullNormalLight.Maps : mybasecolormap->Maps;
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spr->colormap = (!level.PreserveSectorColor()) ? FullNormalLight.Maps : mybasecolormap->Maps;
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}
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else
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{ // diminished light
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@ -2607,7 +2606,7 @@ void R_ProjectParticle (particle_t *particle, const sector_t *sector, int shade,
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}
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else if (particle->bright)
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{
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vis->colormap = (r_fullbrightignoresectorcolor) ? FullNormalLight.Maps : map;
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vis->colormap = (!level.PreserveSectorColor()) ? FullNormalLight.Maps : map;
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}
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else
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{
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@ -91,6 +91,11 @@ static TArray<DVector3a> InterpolationPath;
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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CUSTOM_CVAR(Int, r_preservesectorcolor, -1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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if (self < -1 || self > 1) self = -1;
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}
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CVAR (Bool, r_deathcamera, false, CVAR_ARCHIVE)
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CVAR (Int, r_clearbuffer, 0, 0)
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CVAR (Bool, r_drawvoxels, true, 0)
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@ -1787,7 +1787,7 @@ DSPLYMNU_WATERFADE = "Underwater Blend Intensity";
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DSPLYMNU_PALLETEHACK = "DirectDraw palette hack"; // Not used
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DSPLYMNU_ATTACHEDSURFACES = "Use attached surfaces"; // Not used
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DSPLYMNU_SKYMODE = "Sky render mode";
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DSPLYMNU_GZDFULLBRIGHT = "Fullbright overrides sector color";
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DSPLYMNU_GZDFULLBRIGHT = "Fullbright preserves sector color";
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DSPLYMNU_DRAWFUZZ = "Use fuzz effect";
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DSPLYMNU_TRANSSOUL = "Lost Soul translucency";
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DSPLYMNU_FAKECONTRAST = "Use fake contrast";
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@ -651,6 +651,13 @@ OptionValue Fuzziness
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2.0, "$OPTVAL_SHADOW"
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}
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OptionValue SectorColor
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{
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-1.0, "$OPTVAL_MAPSETTING"
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0.0, "$OPTVAL_OFF"
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1.0, "$OPTVAL_ON"
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}
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OptionMenu "OpenGLOptions"
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{
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Title "$GLMNU_TITLE"
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}
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Option "$DSPLYMNU_SKYMODE", "r_skymode", "SkyModes"
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Option "$DSPLYMNU_GZDFULLBRIGHT", "r_fullbrightignoresectorcolor", "OnOff"
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Option "$DSPLYMNU_GZDFULLBRIGHT", "r_preservesectorcolor", "SectorColor"
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Option "$DSPLYMNU_DRAWFUZZ", "r_drawfuzz", "Fuzziness"
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Slider "$DSPLYMNU_TRANSSOUL", "transsouls", 0.25, 1.0, 0.05, 2
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Option "$DSPLYMNU_FAKECONTRAST", "r_fakecontrast", "Contrast"
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