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Fix translation issue
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parent
a2edca6032
commit
69787fac72
3 changed files with 18 additions and 16 deletions
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@ -492,6 +492,20 @@ namespace swrenderer
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return SetStyle(style, FLOAT2FIXED(alpha), translation, color, basecolormap, shadedlightshade);
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}
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bool SpriteDrawerArgs::SetStyle(FRenderStyle style, float alpha, lighttable_t *translation, uint32_t color)
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{
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SetTranslationMap(translation);
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SetLight(nullptr, 0.0f, 0);
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FDynamicColormap *basecolormap = &identitycolormap;
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if (!SetStyle(style, alpha, -1, color, basecolormap))
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return false;
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if (!Colormap())
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SetTranslationMap(identitymap);
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return true;
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}
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void SpriteDrawerArgs::FillColumn(RenderThread *thread)
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{
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thread->Drawers()->FillColumn(*this);
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@ -18,6 +18,7 @@ namespace swrenderer
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bool SetStyle(FRenderStyle style, fixed_t alpha, int translation, uint32_t color, FDynamicColormap *&basecolormap, fixed_t shadedlightshade = 0);
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bool SetStyle(FRenderStyle style, float alpha, int translation, uint32_t color, FDynamicColormap *&basecolormap, fixed_t shadedlightshade = 0);
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bool SetStyle(FRenderStyle style, float alpha, lighttable_t *translation, uint32_t color);
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void SetDest(int x, int y);
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void SetCount(int count) { dc_count = count; }
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void SetSolidColor(int color) { dc_color = color; }
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@ -192,7 +192,7 @@ void DCanvas::DrawTextureParms(FTexture *img, DrawParms &parms)
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using namespace swrenderer;
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static short bottomclipper[MAXWIDTH], topclipper[MAXWIDTH];
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const BYTE *translation = NULL;
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lighttable_t *translation = NULL;
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auto viewport = RenderViewport::Instance();
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@ -224,27 +224,14 @@ void DCanvas::DrawTextureParms(FTexture *img, DrawParms &parms)
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else if (parms.remap != NULL)
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{
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if (viewport->RenderTarget->IsBgra())
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translation = (const BYTE*)parms.remap->Palette;
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translation = (lighttable_t *)parms.remap->Palette;
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else
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translation = parms.remap->Remap;
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}
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SpriteDrawerArgs drawerargs;
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if (translation != NULL)
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{
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drawerargs.SetTranslationMap((lighttable_t *)translation);
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}
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else
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{
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if (viewport->RenderTarget->IsBgra())
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drawerargs.SetTranslationMap(nullptr);
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else
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drawerargs.SetTranslationMap(identitymap);
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}
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FDynamicColormap *basecolormap = nullptr;
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bool visible = drawerargs.SetStyle(parms.style, parms.Alpha, -1, parms.fillcolor, basecolormap);
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bool visible = drawerargs.SetStyle(parms.style, parms.Alpha, translation, parms.fillcolor);
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double x0 = parms.x - parms.left * parms.destwidth / parms.texwidth;
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double y0 = parms.y - parms.top * parms.destheight / parms.texheight;
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