From 95afc97d48f320dae8bbe0dd150918af251574ac Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sat, 28 Jan 2017 21:42:58 +0100 Subject: [PATCH] - ok, that color_absolute option was pretty much redundant, considering that it is already possible to explicitly set a fog density per sector - it was only necessary to give that priority over standard depth fade calculations for fog-less sectors. --- specs/udmf_zdoom.txt | 4 +--- src/gl/scene/gl_flats.cpp | 4 ++-- src/gl/scene/gl_sprite.cpp | 4 ++-- src/gl/scene/gl_walls_draw.cpp | 4 ++-- src/gl/scene/gl_weapon.cpp | 2 +- src/namedef.h | 1 - src/p_udmf.cpp | 3 --- src/r_defs.h | 1 - 8 files changed, 8 insertions(+), 15 deletions(-) diff --git a/specs/udmf_zdoom.txt b/specs/udmf_zdoom.txt index 379f1aefa2..797d092efa 100644 --- a/specs/udmf_zdoom.txt +++ b/specs/udmf_zdoom.txt @@ -229,9 +229,7 @@ Note: All fields default to false unless mentioned otherwise. in OpenGL 2.x this will define the entire wall's color) Default is white (0xffffff) color_wallbottom = ; // Material color of bottom of sector's sidedefs (OpenGL 3.x and later only) Default is white (0xffffff) color_sprites = ; // Material color of sprites in sector (OpenGL only.) Default is white (0xffffff) - color_absolute = // treats the above properties as absolute, i.e. final light level is only defined by the color, the sector's light level is ignored - for calculating the light color. The sector's light level is only used for fog density calculations.) - + portal_ceil_blocksound = // ceiling portal blocks sound. portal_ceil_disabled = // ceiling portal disabled. diff --git a/src/gl/scene/gl_flats.cpp b/src/gl/scene/gl_flats.cpp index a1f5f989ce..1ed0fecfab 100644 --- a/src/gl/scene/gl_flats.cpp +++ b/src/gl/scene/gl_flats.cpp @@ -377,7 +377,7 @@ void GLFlat::Draw(int pass, bool trans) // trans only has meaning for GLPASS_LIG { case GLPASS_PLAIN: // Single-pass rendering case GLPASS_ALL: // Same, but also creates the dynlight data. - gl_SetColor((sector->MoreFlags & SECF_SPECIALCOLORSABSOLUTE) ? 255 : lightlevel, rel, Colormap,1.0f); + gl_SetColor(lightlevel, rel, Colormap,1.0f); gl_SetFog(lightlevel, rel, &Colormap, false); gl_RenderState.SetObjectColor(FlatColor | 0xff000000); if (sector->special != GLSector_Skybox) @@ -404,7 +404,7 @@ void GLFlat::Draw(int pass, bool trans) // trans only has meaning for GLPASS_LIG case GLPASS_TRANSLUCENT: if (renderstyle==STYLE_Add) gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE); - gl_SetColor((sector->MoreFlags & SECF_SPECIALCOLORSABSOLUTE) ? 255 : lightlevel, rel, Colormap, alpha); + gl_SetColor(lightlevel, rel, Colormap, alpha); gl_SetFog(lightlevel, rel, &Colormap, false); gl_RenderState.SetObjectColor(FlatColor | 0xff000000); if (!gltexture) diff --git a/src/gl/scene/gl_sprite.cpp b/src/gl/scene/gl_sprite.cpp index 5ddaab7e59..1a69ca8acb 100644 --- a/src/gl/scene/gl_sprite.cpp +++ b/src/gl/scene/gl_sprite.cpp @@ -332,7 +332,7 @@ void GLSprite::Draw(int pass) ThingColor.b * actor->Sector->SpecialColors[sector_t::sprites].b / 255); gl_RenderState.SetObjectColor(finalcol); - gl_SetColor((actor->Sector->MoreFlags & SECF_SPECIALCOLORSABSOLUTE) ? 255 : lightlevel, rel, Colormap, trans); + gl_SetColor(lightlevel, rel, Colormap, trans); } @@ -401,7 +401,7 @@ void GLSprite::Draw(int pass) thiscm.Decolorize(); } - gl_SetColor((actor->Sector->MoreFlags & SECF_SPECIALCOLORSABSOLUTE) ? 255 : thisll, rel, thiscm, trans); + gl_SetColor(thisll, rel, thiscm, trans); if (!foglayer) { gl_SetFog(thislight, rel, &thiscm, additivefog); diff --git a/src/gl/scene/gl_walls_draw.cpp b/src/gl/scene/gl_walls_draw.cpp index 05461fd552..34a4cc2825 100644 --- a/src/gl/scene/gl_walls_draw.cpp +++ b/src/gl/scene/gl_walls_draw.cpp @@ -347,7 +347,7 @@ void GLWall::RenderTextured(int rflags) if (lightlist == NULL) { if (type != RENDERWALL_M2SNF) gl_SetFog(lightlevel, rel, &Colormap, RenderStyle == STYLE_Add); - gl_SetColor((seg->frontsector->MoreFlags & SECF_SPECIALCOLORSABSOLUTE)? 255 : lightlevel, rel, Colormap, absalpha); + gl_SetColor(lightlevel, rel, Colormap, absalpha); RenderWall(rflags); } else @@ -367,7 +367,7 @@ void GLWall::RenderTextured(int rflags) FColormap thiscm; thiscm.FadeColor = Colormap.FadeColor; thiscm.CopyFrom3DLight(&(*lightlist)[i]); - gl_SetColor((seg->frontsector->MoreFlags & SECF_SPECIALCOLORSABSOLUTE) ? 255 : thisll, rel, thiscm, absalpha); + gl_SetColor(thisll, rel, thiscm, absalpha); if (type != RENDERWALL_M2SNF) gl_SetFog(thisll, rel, &thiscm, RenderStyle == STYLE_Add); gl_RenderState.SetSplitPlanes((*lightlist)[i].plane, lowplane); RenderWall(rflags); diff --git a/src/gl/scene/gl_weapon.cpp b/src/gl/scene/gl_weapon.cpp index 6260627ba0..62a051e582 100644 --- a/src/gl/scene/gl_weapon.cpp +++ b/src/gl/scene/gl_weapon.cpp @@ -417,7 +417,7 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep) { gl_SetDynSpriteLight(playermo, NULL); } - gl_SetColor((viewsector->MoreFlags & SECF_SPECIALCOLORSABSOLUTE) ? 255 : ll, 0, cmc, trans, true); + gl_SetColor(ll, 0, cmc, trans, true); } if (psp->firstTic) diff --git a/src/namedef.h b/src/namedef.h index 65719d1754..ef7f1c58da 100644 --- a/src/namedef.h +++ b/src/namedef.h @@ -554,7 +554,6 @@ xx(Color_Ceiling) xx(Color_Walltop) xx(Color_Wallbottom) xx(Color_Sprites) -xx(Color_Absolute) xx(Desaturation) xx(SoundSequence) xx(Silent) diff --git a/src/p_udmf.cpp b/src/p_udmf.cpp index 0998f5204e..6c732d67fb 100644 --- a/src/p_udmf.cpp +++ b/src/p_udmf.cpp @@ -1480,9 +1480,6 @@ public: sec->SpecialColors[sector_t::sprites] = CheckInt(key) || 0xff000000; break; - case NAME_Color_Absolute: - Flag(sec->MoreFlags, SECF_SPECIALCOLORSABSOLUTE, key); - case NAME_Desaturation: desaturation = int(255*CheckFloat(key)); continue; diff --git a/src/r_defs.h b/src/r_defs.h index ff5cdd6909..b888864b4c 100644 --- a/src/r_defs.h +++ b/src/r_defs.h @@ -479,7 +479,6 @@ enum SECF_UNDERWATERMASK = 32+64, SECF_DRAWN = 128, // sector has been drawn at least once SECF_HIDDEN = 256, // Do not draw on textured automap - SECF_SPECIALCOLORSABSOLUTE = 512, // The special colors ignore the light level except for fog density. }; enum