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https://github.com/ZDoom/gzdoom.git
synced 2024-11-11 15:21:51 +00:00
allow brightmaps and fullbright objects in fog. The reasons why they were disabled no longer exist.
This commit is contained in:
parent
c47c7421a3
commit
506798f134
4 changed files with 2 additions and 11 deletions
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@ -471,11 +471,9 @@ void GLFlat::Draw(int pass)
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}
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}
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else
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else
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{
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{
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if (foggy) gl_RenderState.EnableBrightmap(false);
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gltexture->Bind();
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gltexture->Bind();
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bool pushed = gl_SetPlaneTextureRotation(&plane, gltexture);
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bool pushed = gl_SetPlaneTextureRotation(&plane, gltexture);
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DrawSubsectors(pass, true);
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DrawSubsectors(pass, true);
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gl_RenderState.EnableBrightmap(true);
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if (pushed)
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if (pushed)
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{
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{
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glPopMatrix();
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glPopMatrix();
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@ -405,7 +405,6 @@ void FGLRenderer::RenderScene(int recursion)
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gl_RenderState.EnableBrightmap(gl_fixedcolormap == CM_DEFAULT);
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gl_RenderState.EnableBrightmap(gl_fixedcolormap == CM_DEFAULT);
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gl_drawinfo->drawlists[GLDL_PLAIN].Sort();
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gl_drawinfo->drawlists[GLDL_PLAIN].Sort();
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gl_drawinfo->drawlists[GLDL_PLAIN].Draw(pass);
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gl_drawinfo->drawlists[GLDL_PLAIN].Draw(pass);
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gl_RenderState.EnableBrightmap(false);
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gl_drawinfo->drawlists[GLDL_FOG].Sort();
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gl_drawinfo->drawlists[GLDL_FOG].Sort();
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gl_drawinfo->drawlists[GLDL_FOG].Draw(pass);
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gl_drawinfo->drawlists[GLDL_FOG].Draw(pass);
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gl_drawinfo->drawlists[GLDL_LIGHTFOG].Sort();
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gl_drawinfo->drawlists[GLDL_LIGHTFOG].Sort();
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@ -422,10 +421,8 @@ void FGLRenderer::RenderScene(int recursion)
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}
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}
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if (pass == GLPASS_BASE) pass = GLPASS_BASE_MASKED;
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if (pass == GLPASS_BASE) pass = GLPASS_BASE_MASKED;
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gl_RenderState.AlphaFunc(GL_GEQUAL,gl_mask_threshold);
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gl_RenderState.AlphaFunc(GL_GEQUAL,gl_mask_threshold);
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gl_RenderState.EnableBrightmap(true);
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gl_drawinfo->drawlists[GLDL_MASKED].Sort();
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gl_drawinfo->drawlists[GLDL_MASKED].Sort();
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gl_drawinfo->drawlists[GLDL_MASKED].Draw(pass);
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gl_drawinfo->drawlists[GLDL_MASKED].Draw(pass);
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gl_RenderState.EnableBrightmap(false);
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gl_drawinfo->drawlists[GLDL_FOGMASKED].Sort();
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gl_drawinfo->drawlists[GLDL_FOGMASKED].Sort();
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gl_drawinfo->drawlists[GLDL_FOGMASKED].Draw(pass);
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gl_drawinfo->drawlists[GLDL_FOGMASKED].Draw(pass);
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gl_drawinfo->drawlists[GLDL_LIGHTFOGMASKED].Sort();
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gl_drawinfo->drawlists[GLDL_LIGHTFOGMASKED].Sort();
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@ -461,7 +461,6 @@ void GLWall::RenderTranslucentWall()
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int extra;
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int extra;
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if (gltexture)
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if (gltexture)
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{
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{
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if (flags&GLWF_FOGGY) gl_RenderState.EnableBrightmap(false);
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gl_RenderState.EnableGlow(!!(flags & GLWF_GLOW));
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gl_RenderState.EnableGlow(!!(flags & GLWF_GLOW));
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gltexture->Bind(flags, 0);
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gltexture->Bind(flags, 0);
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extra = getExtraLight();
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extra = getExtraLight();
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@ -486,7 +485,6 @@ void GLWall::RenderTranslucentWall()
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{
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{
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gl_RenderState.EnableTexture(true);
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gl_RenderState.EnableTexture(true);
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}
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}
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gl_RenderState.EnableBrightmap(true);
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gl_RenderState.EnableGlow(false);
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gl_RenderState.EnableGlow(false);
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}
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}
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@ -393,10 +393,9 @@ FShader *FShaderContainer::Bind(int cm, bool glowing, float Speed, bool lights)
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glUniform3fv(sh->colormaprange_index, 1, m);
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glUniform3fv(sh->colormaprange_index, 1, m);
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}
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}
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}
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}
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/*
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else
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else
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{
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{
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bool desat = cm>=CM_DESAT1 && cm<=CM_DESAT31;
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bool desat = false;// cm >= CM_DESAT1 && cm <= CM_DESAT31;
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sh = shader[glowing + 2*desat + 4*lights + (glset.lightmode & 8)];
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sh = shader[glowing + 2*desat + 4*lights + (glset.lightmode & 8)];
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// [BB] If there was a problem when loading the shader, sh is NULL here.
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// [BB] If there was a problem when loading the shader, sh is NULL here.
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if( sh )
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if( sh )
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@ -404,11 +403,10 @@ FShader *FShaderContainer::Bind(int cm, bool glowing, float Speed, bool lights)
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sh->Bind(Speed);
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sh->Bind(Speed);
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if (desat)
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if (desat)
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{
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{
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glUniform1f(sh->desaturation_index, 1.f-float(cm-CM_DESAT0)/(CM_DESAT31-CM_DESAT0));
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//glUniform1f(sh->desaturation_index, 1.f-float(cm-CM_DESAT0)/(CM_DESAT31-CM_DESAT0));
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}
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}
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}
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}
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}
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}
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*/
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return sh;
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return sh;
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}
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}
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