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- improved underwater lighting for sprites.
- fixed: The translation addition broke parsing of palette index based translations. - fixed: Fullbright application for weapons did not clear the light color. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@553 b0f79afe-0144-0410-b225-9a4edf0717df
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parent
07cdcec5d8
commit
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7 changed files with 32 additions and 14 deletions
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@ -6502,13 +6502,6 @@
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<File
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RelativePath=".\src\gl\shaders\gl_texshader.cpp"
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>
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<FileConfiguration
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Name="Release|Win32"
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>
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<Tool
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Name="VCCLCompilerTool"
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/>
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</FileConfiguration>
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</File>
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<File
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RelativePath=".\src\gl\shaders\gl_texshader.h"
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@ -641,6 +641,12 @@ void GLSprite::Process(AActor* thing,sector_t * sector)
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Colormap.LightColor.g=
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Colormap.LightColor.b=0xff;
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}
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else
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{
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Colormap.LightColor.r = (3*Colormap.LightColor.r + 0xff)/4;
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Colormap.LightColor.g = (3*Colormap.LightColor.g + 0xff)/4;
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Colormap.LightColor.b = (3*Colormap.LightColor.b + 0xff)/4;
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}
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}
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else if (glset.nocoloredspritelighting)
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{
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@ -178,6 +178,7 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
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lightlevel=255;
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cm.GetFixedColormap();
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statebright[0] = statebright[1] = true;
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fakesec = viewsector;
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}
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else
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{
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@ -262,9 +263,26 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
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{
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if (psp->state)
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{
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FColormap cmc = cm;
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if (statebright[i])
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{
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if (fakesec == viewsector || in_area != area_below)
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// under water areas keep most of their color for fullbright objects
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{
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cmc.LightColor.r=
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cmc.LightColor.g=
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cmc.LightColor.b=0xff;
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}
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else
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{
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cmc.LightColor.r = (3*cmc.LightColor.r + 0xff)/4;
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cmc.LightColor.g = (3*cmc.LightColor.g + 0xff)/4;
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cmc.LightColor.b = (3*cmc.LightColor.b + 0xff)/4;
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}
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}
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// set the lighting parameters (only calls glColor and glAlphaFunc)
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gl_SetSpriteLighting(vis.RenderStyle, playermo, statebright[i]? 255 : lightlevel,
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0, &cm, 0xffffff, trans, statebright[i], true);
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0, &cmc, 0xffffff, trans, statebright[i], true);
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DrawPSprite (player,psp,psp->sx+ofsx, psp->sy+ofsy, cm.colormap, hudModelStep);
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}
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}
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@ -193,6 +193,7 @@ bool OpenGLFrameBuffer::WipeDo(int ticks)
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gl_RenderState.EnableTexture(true);
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gl_RenderState.EnableFog(false);
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gl.Disable(GL_DEPTH_TEST);
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bool done = ScreenWipe->Run(ticks, this);
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//DrawLetterbox();
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@ -463,7 +463,7 @@ void FRemapTable::AddToTranslation(const char * range)
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{
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int pal1,pal2;
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sc.MustGetToken(TK_IntConst);
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sc.TokenMustBe(TK_IntConst);
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pal1 = sc.Number;
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sc.MustGetToken(':');
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sc.MustGetToken(TK_IntConst);
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@ -3,5 +3,5 @@
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// This file was automatically generated by the
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// updaterevision tool. Do not edit by hand.
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#define ZD_SVN_REVISION_STRING "1921"
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#define ZD_SVN_REVISION_NUMBER 1921
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#define ZD_SVN_REVISION_STRING "1925"
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#define ZD_SVN_REVISION_NUMBER 1925
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@ -41,15 +41,15 @@
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/** Lots of different version numbers **/
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#define DOTVERSIONSTR_NOREV "1.3.0 beta"
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#define DOTVERSIONSTR_NOREV "1.3.1 beta"
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#define ZDVER_STRING "2.3.1"
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// The version string the user actually sees.
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#define DOTVERSIONSTR DOTVERSIONSTR_NOREV " (r" SVN_REVISION_STRING ") / ZDoom" ZDVER_STRING " (r" ZD_SVN_REVISION_STRING ")"
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// The version as seen in the Windows resource
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#define RC_FILEVERSION 1,3,0,SVN_REVISION_NUMBER
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#define RC_PRODUCTVERSION 1,3,0,0
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#define RC_FILEVERSION 1,3,1,SVN_REVISION_NUMBER
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#define RC_PRODUCTVERSION 1,3,1,0
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#define RC_FILEVERSION2 DOTVERSIONSTR
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#define RC_PRODUCTVERSION2 "1.3"
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