From 308f6cab9d272f01400d56a60e0f3bdcdf9b00e7 Mon Sep 17 00:00:00 2001 From: Randy Heit Date: Sat, 24 Mar 2012 00:52:15 +0000 Subject: [PATCH] - Fixed: Sprites drawn with the shaded render style were always fullbright. SVN r3480 (trunk) --- src/r_things.cpp | 19 +++++++++++++++---- src/r_things.h | 5 +++-- 2 files changed, 18 insertions(+), 6 deletions(-) diff --git a/src/r_things.cpp b/src/r_things.cpp index a2d257563d..a37d70bec4 100644 --- a/src/r_things.cpp +++ b/src/r_things.cpp @@ -327,6 +327,13 @@ void R_DrawVisSprite (vissprite_t *vis) mode = R_SetPatchStyle (vis->Style.RenderStyle, vis->Style.alpha, vis->Translation, vis->FillColor); + if (vis->Style.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. + dc_colormap += vis->ColormapNum << COLORMAPSHIFT; + } + if (mode != DontDraw) { if (mode == DoDraw0) @@ -768,6 +775,7 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor vis->Style.alpha = thing->alpha; vis->fakefloor = fakefloor; vis->fakeceiling = fakeceiling; + vis->ColormapNum = 0; if (voxel != NULL) { @@ -832,8 +840,9 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor } else { // diminished light - vis->Style.colormap = mybasecolormap->Maps + (GETPALOOKUP ( - (fixed_t)DivScale12 (r_SpriteVisibility, MAX(tz, MINZ)), spriteshade) << COLORMAPSHIFT); + vis->ColormapNum = GETPALOOKUP( + (fixed_t)DivScale12 (r_SpriteVisibility, MAX(tz, MINZ)), spriteshade); + vis->Style.colormap = mybasecolormap->Maps + (vis->ColormapNum << COLORMAPSHIFT); } } } @@ -990,6 +999,7 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, fixed_t sx, fixed_ vis->yscale = DivScale16(pspriteyscale, tex->yScale); vis->Translation = 0; // [RH] Use default colors vis->pic = tex; + vis->ColormapNum = 0; if (flip) { @@ -2118,6 +2128,7 @@ void R_ProjectParticle (particle_t *particle, const sector_t *sector, int shade, vis->renderflags = particle->trans; vis->FakeFlatStat = fakeside; vis->floorclip = 0; + vis->ColormapNum = 0; if (fixedlightlev >= 0) { @@ -2131,8 +2142,8 @@ void R_ProjectParticle (particle_t *particle, const sector_t *sector, int shade, { // Using MulScale15 instead of 16 makes particles slightly more visible // than regular sprites. - vis->Style.colormap = map + (GETPALOOKUP (MulScale15 (tiz, r_SpriteVisibility), - shade) << COLORMAPSHIFT); + vis->ColormapNum = GETPALOOKUP(MulScale15 (tiz, r_SpriteVisibility), shade); + vis->Style.colormap = map + (vis->ColormapNum << COLORMAPSHIFT); } } diff --git a/src/r_things.h b/src/r_things.h index b031eea7e1..92428b639f 100644 --- a/src/r_things.h +++ b/src/r_things.h @@ -44,8 +44,8 @@ struct vissprite_t DWORD FillColor; sector_t *heightsec; // killough 3/27/98: height sector for underwater/fake ceiling sector_t *sector; // [RH] sector this sprite is in - F3DFloor *fakefloor; - F3DFloor *fakeceiling; + F3DFloor *fakefloor; + F3DFloor *fakeceiling; fixed_t floorclip; union { @@ -55,6 +55,7 @@ struct vissprite_t BYTE bIsVoxel:1; // [RH] Use voxel instead of pic BYTE bSplitSprite:1; // [RH] Sprite was split by a drawseg BYTE FakeFlatStat; // [RH] which side of fake/floor ceiling sprite is on + BYTE ColormapNum; // Which colormap is rendered (needed for shaded drawer) short renderflags; DWORD Translation; // [RH] for color translation visstyle_t Style;