mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-14 08:31:23 +00:00
- removed old RenderStyle management.
This commit is contained in:
parent
8ffeb7812f
commit
a3aaa5cc8b
12 changed files with 22 additions and 157 deletions
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@ -1049,7 +1049,6 @@ set (PCH_SOURCES
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gl/renderer/gl_renderer.cpp
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gl/renderer/gl_renderer.cpp
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gl/renderer/gl_renderstate.cpp
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gl/renderer/gl_renderstate.cpp
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gl/renderer/gl_renderbuffers.cpp
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gl/renderer/gl_renderbuffers.cpp
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gl/renderer/gl_lightdata.cpp
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gl/renderer/gl_postprocess.cpp
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gl/renderer/gl_postprocess.cpp
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gl/renderer/gl_postprocessstate.cpp
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gl/renderer/gl_postprocessstate.cpp
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gl/renderer/gl_stereo3d.cpp
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gl/renderer/gl_stereo3d.cpp
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@ -1,91 +0,0 @@
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//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2002-2016 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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** gl_light.cpp
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** Light level / fog management / dynamic lights
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**
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**/
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#include "gl_load/gl_system.h"
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#include "gl_load/gl_interface.h"
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#include "hwrenderer/utility/hw_cvars.h"
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#include "gl/renderer/gl_lightdata.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/shaders/gl_shader.h"
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#include "gl/scene/gl_portal.h"
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#include "p_local.h"
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#include "r_sky.h"
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//==========================================================================
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//
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// Sets render state to draw the given render style
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// includes: Texture mode, blend equation and blend mode
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//
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//==========================================================================
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void gl_GetRenderStyle(FRenderStyle style, bool drawopaque, bool allowcolorblending,
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int *tm, int *sb, int *db, int *be)
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{
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static int blendstyles[] = { GL_ZERO, GL_ONE, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR, };
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static int renderops[] = { 0, GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT, -1, -1, -1, -1,
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-1, -1, -1, -1, -1, -1, -1, -1 };
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int srcblend = blendstyles[style.SrcAlpha%STYLEALPHA_MAX];
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int dstblend = blendstyles[style.DestAlpha%STYLEALPHA_MAX];
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int blendequation = renderops[style.BlendOp&15];
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int texturemode = drawopaque? TM_OPAQUE : TM_NORMAL;
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if (style.Flags & STYLEF_RedIsAlpha)
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{
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texturemode = TM_ALPHATEXTURE;
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}
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else if (style.Flags & STYLEF_ColorIsFixed)
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{
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texturemode = TM_STENCIL;
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}
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else if (style.Flags & STYLEF_InvertSource)
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{
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texturemode = TM_INVERSE;
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}
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if (blendequation == -1)
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{
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srcblend = GL_DST_COLOR;
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dstblend = GL_ONE_MINUS_SRC_ALPHA;
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blendequation = GL_FUNC_ADD;
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}
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if (allowcolorblending && srcblend == GL_SRC_ALPHA && dstblend == GL_ONE && blendequation == GL_FUNC_ADD)
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{
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srcblend = GL_SRC_COLOR;
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}
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*tm = texturemode;
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*be = blendequation;
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*sb = srcblend;
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*db = dstblend;
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}
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@ -1,14 +0,0 @@
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#ifndef __GL_LIGHTDATA
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#define __GL_LIGHTDATA
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#include "v_palette.h"
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#include "r_defs.h"
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#include "r_data/renderstyle.h"
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#include "hwrenderer/utility/hw_lighting.h"
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#include "r_data/colormaps.h"
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void gl_GetRenderStyle(FRenderStyle style, bool drawopaque, bool allowcolorblending,
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int *tm, int *sb, int *db, int *be);
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#endif
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@ -33,7 +33,6 @@
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#include "gl/system/gl_framebuffer.h"
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#include "gl/system/gl_framebuffer.h"
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#include "hwrenderer/utility/hw_cvars.h"
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#include "hwrenderer/utility/hw_cvars.h"
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#include "gl/system/gl_debug.h"
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#include "gl/system/gl_debug.h"
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#include "gl/renderer/gl_lightdata.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/renderer/gl_renderbuffers.h"
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#include "gl/renderer/gl_renderbuffers.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_renderer.h"
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@ -45,7 +45,6 @@
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#include "gl/scene/gl_portal.h"
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#include "gl/scene/gl_portal.h"
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#include "gl/system/gl_debug.h"
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#include "gl/system/gl_debug.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_lightdata.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/renderer/gl_renderbuffers.h"
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#include "gl/renderer/gl_renderbuffers.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "gl/data/gl_vertexbuffer.h"
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@ -457,13 +456,7 @@ void FGLRenderer::Draw2D(F2DDrawer *drawer)
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{
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{
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int gltrans = -1;
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int gltrans = -1;
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int tm, sb, db, be;
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gl_RenderState.SetRenderStyle(cmd.mRenderStyle);
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// The texture mode being returned here cannot be used, because the higher level code
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// already manipulated the data so that some cases will not be handled correctly.
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// Since we already get a proper mode from the calling code this doesn't really matter.
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gl_GetRenderStyle(cmd.mRenderStyle, false, false, &tm, &sb, &db, &be);
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gl_RenderState.BlendEquation(be);
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gl_RenderState.BlendFunc(sb, db);
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gl_RenderState.EnableBrightmap(!(cmd.mRenderStyle.Flags & STYLEF_ColorIsFixed));
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gl_RenderState.EnableBrightmap(!(cmd.mRenderStyle.Flags & STYLEF_ColorIsFixed));
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gl_RenderState.EnableFog(2); // Special 2D mode 'fog'.
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gl_RenderState.EnableFog(2); // Special 2D mode 'fog'.
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@ -1,7 +1,6 @@
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#ifndef __GL_DRAWINFO_H
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#ifndef __GL_DRAWINFO_H
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#define __GL_DRAWINFO_H
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#define __GL_DRAWINFO_H
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#include "gl/renderer/gl_lightdata.h"
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#include "hwrenderer/scene/hw_drawlist.h"
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#include "hwrenderer/scene/hw_drawlist.h"
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#include "hwrenderer/scene/hw_weapon.h"
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#include "hwrenderer/scene/hw_weapon.h"
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#include "hwrenderer/scene/hw_viewpointuniforms.h"
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#include "hwrenderer/scene/hw_viewpointuniforms.h"
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@ -36,13 +36,13 @@
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#include "g_levellocals.h"
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#include "g_levellocals.h"
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#include "gl_load/gl_interface.h"
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#include "gl_load/gl_interface.h"
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#include "gl/renderer/gl_lightdata.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "hwrenderer/scene/hw_clipper.h"
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#include "hwrenderer/scene/hw_clipper.h"
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#include "gl/scene/gl_portal.h"
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#include "gl/scene/gl_portal.h"
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#include "gl/data/gl_viewpointbuffer.h"
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#include "gl/data/gl_viewpointbuffer.h"
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#include "hwrenderer/utility/hw_lighting.h"
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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#include "gl/system/gl_framebuffer.h"
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#include "gl/system/gl_framebuffer.h"
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#include "gl/system/gl_debug.h"
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#include "gl/system/gl_debug.h"
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#include "hwrenderer/utility/hw_cvars.h"
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#include "hwrenderer/utility/hw_cvars.h"
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#include "gl/renderer/gl_lightdata.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/renderer/gl_renderbuffers.h"
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#include "gl/renderer/gl_renderbuffers.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "gl/data/gl_vertexbuffer.h"
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// Part 2: masked geometry. This is set up so that only pixels with alpha>gl_mask_threshold will show
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// Part 2: masked geometry. This is set up so that only pixels with alpha>gl_mask_threshold will show
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if (!gl_texture)
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{
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gl_RenderState.EnableTexture(true);
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gl_RenderState.SetTextureMode(TM_STENCIL);
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}
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gl_RenderState.AlphaFunc(Alpha_GEqual, gl_mask_threshold);
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gl_RenderState.AlphaFunc(Alpha_GEqual, gl_mask_threshold);
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drawlists[GLDL_MASKEDWALLS].DrawWalls(this, gl_RenderState, false);
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drawlists[GLDL_MASKEDWALLS].DrawWalls(this, gl_RenderState, false);
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drawlists[GLDL_MASKEDFLATS].DrawFlats(this, gl_RenderState, false);
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drawlists[GLDL_MASKEDFLATS].DrawFlats(this, gl_RenderState, false);
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#include "gl_load/gl_interface.h"
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#include "gl_load/gl_interface.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "gl/renderer/gl_lightdata.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/scene/gl_drawinfo.h"
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#include "gl/scene/gl_drawinfo.h"
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#include "gl_load/gl_interface.h"
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#include "gl_load/gl_interface.h"
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#include "hwrenderer/utility/hw_cvars.h"
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#include "hwrenderer/utility/hw_cvars.h"
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#include "hwrenderer/scene/hw_drawstructs.h"
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#include "hwrenderer/scene/hw_drawstructs.h"
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#include "gl/renderer/gl_lightdata.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/scene/gl_drawinfo.h"
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#include "gl/scene/gl_drawinfo.h"
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#include "gl/models/gl_models.h"
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#include "gl/models/gl_models.h"
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#include "gl/dynlights/gl_lightbuffer.h"
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#include "gl/dynlights/gl_lightbuffer.h"
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#include "hwrenderer/utility/hw_lighting.h"
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extern uint32_t r_renderercaps;
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extern uint32_t r_renderercaps;
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void gl_SetRenderStyle(FRenderStyle style, bool drawopaque, bool allowcolorblending)
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{
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int tm, sb, db, be;
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gl_GetRenderStyle(style, drawopaque, allowcolorblending, &tm, &sb, &db, &be);
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gl_RenderState.BlendEquation(be);
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gl_RenderState.BlendFunc(sb, db);
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gl_RenderState.SetTextureMode(tm);
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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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gl_RenderState.EnableBrightmap(false);
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gl_RenderState.EnableBrightmap(false);
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}
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}
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gl_SetRenderStyle(RenderStyle, false,
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// Optionally use STYLE_ColorBlend in place of STYLE_Add for fullbright items.
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// The rest of the needed checks are done inside gl_SetRenderStyle
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if (RenderStyle == LegacyRenderStyles[STYLE_Add] && sprite->trans > 1.f - FLT_EPSILON &&
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sprite->trans > 1.f - FLT_EPSILON && gl_usecolorblending && !isFullbrightScene() && sprite->actor &&
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gl_usecolorblending && !isFullbrightScene() && sprite->actor &&
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sprite->fullbright && sprite->gltexture && !sprite->gltexture->tex->GetTranslucency());
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sprite->fullbright && sprite->gltexture && !sprite->gltexture->tex->GetTranslucency())
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{
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RenderStyle = LegacyRenderStyles[STYLE_ColorBlend];
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}
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gl_RenderState.SetRenderStyle(RenderStyle);
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gl_RenderState.SetTextureMode(RenderStyle);
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if (sprite->hw_styleflags == STYLEHW_NoAlphaTest)
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if (sprite->hw_styleflags == STYLEHW_NoAlphaTest)
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{
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{
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}
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}
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else if (sprite->modelframe == nullptr)
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else if (sprite->modelframe == nullptr)
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{
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{
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int tm, sb, db, be;
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// This still needs to set the texture mode. As blend mode it will always use GL_ONE/GL_ZERO
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// This still needs to set the texture mode. As blend mode it will always use GL_ONE/GL_ZERO
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gl_GetRenderStyle(RenderStyle, false, false, &tm, &sb, &db, &be);
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gl_RenderState.SetTextureMode(RenderStyle);
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gl_RenderState.SetTextureMode(tm);
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gl_RenderState.SetDepthBias(-1, -128);
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glEnable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(-1.0f, -128.0f);
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}
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}
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if (RenderStyle.BlendOp != STYLEOP_Shadow)
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if (RenderStyle.BlendOp != STYLEOP_Shadow)
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{
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{
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}
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}
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if (sprite->polyoffset)
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if (sprite->polyoffset)
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{
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{
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glEnable(GL_POLYGON_OFFSET_FILL);
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gl_RenderState.SetDepthBias(-1, -128);
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glPolygonOffset(-1.0f, -128.0f);
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}
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}
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glDrawArrays(GL_TRIANGLE_STRIP, sprite->vertexindex, 4);
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glDrawArrays(GL_TRIANGLE_STRIP, sprite->vertexindex, 4);
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if (pass==GLPASS_TRANSLUCENT)
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if (pass==GLPASS_TRANSLUCENT)
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{
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{
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gl_RenderState.EnableBrightmap(true);
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gl_RenderState.EnableBrightmap(true);
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gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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gl_RenderState.SetRenderStyle(STYLE_Translucent);
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gl_RenderState.BlendEquation(GL_FUNC_ADD);
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gl_RenderState.SetTextureMode(TM_NORMAL);
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gl_RenderState.SetTextureMode(TM_NORMAL);
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if (sprite->actor != nullptr && (sprite->actor->renderflags & RF_SPRITETYPEMASK) == RF_FLATSPRITE)
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if (sprite->actor != nullptr && (sprite->actor->renderflags & RF_SPRITETYPEMASK) == RF_FLATSPRITE)
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{
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{
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glPolygonOffset(0.0f, 0.0f);
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gl_RenderState.ClearDepthBias();
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glDisable(GL_POLYGON_OFFSET_FILL);
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}
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}
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}
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}
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else if (sprite->modelframe == nullptr)
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else if (sprite->modelframe == nullptr)
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{
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{
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glPolygonOffset(0.0f, 0.0f);
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gl_RenderState.ClearDepthBias();
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glDisable(GL_POLYGON_OFFSET_FILL);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
gl_RenderState.SetObjectColor(0xffffffff);
|
gl_RenderState.SetObjectColor(0xffffffff);
|
||||||
|
|
|
@ -30,7 +30,6 @@
|
||||||
|
|
||||||
#include "gl_load/gl_interface.h"
|
#include "gl_load/gl_interface.h"
|
||||||
#include "hwrenderer/utility/hw_cvars.h"
|
#include "hwrenderer/utility/hw_cvars.h"
|
||||||
#include "gl/renderer/gl_lightdata.h"
|
|
||||||
#include "gl/renderer/gl_renderstate.h"
|
#include "gl/renderer/gl_renderstate.h"
|
||||||
#include "gl/renderer/gl_renderer.h"
|
#include "gl/renderer/gl_renderer.h"
|
||||||
#include "gl/data/gl_vertexbuffer.h"
|
#include "gl/data/gl_vertexbuffer.h"
|
||||||
|
|
|
@ -33,7 +33,6 @@
|
||||||
#include "hwrenderer/utility/hw_cvars.h"
|
#include "hwrenderer/utility/hw_cvars.h"
|
||||||
#include "hwrenderer/scene/hw_weapon.h"
|
#include "hwrenderer/scene/hw_weapon.h"
|
||||||
#include "gl/renderer/gl_renderer.h"
|
#include "gl/renderer/gl_renderer.h"
|
||||||
#include "gl/renderer/gl_lightdata.h"
|
|
||||||
#include "gl/renderer/gl_renderstate.h"
|
#include "gl/renderer/gl_renderstate.h"
|
||||||
#include "gl/data/gl_vertexbuffer.h"
|
#include "gl/data/gl_vertexbuffer.h"
|
||||||
#include "gl/scene/gl_drawinfo.h"
|
#include "gl/scene/gl_drawinfo.h"
|
||||||
|
@ -56,7 +55,8 @@ void FDrawInfo::DrawPSprite (HUDSprite *huds)
|
||||||
{
|
{
|
||||||
SetColor(huds->lightlevel, 0, huds->cm, huds->alpha, true);
|
SetColor(huds->lightlevel, 0, huds->cm, huds->alpha, true);
|
||||||
}
|
}
|
||||||
gl_SetRenderStyle(huds->RenderStyle, false, false);
|
gl_RenderState.SetRenderStyle(huds->RenderStyle);
|
||||||
|
gl_RenderState.SetTextureMode(huds->RenderStyle);
|
||||||
gl_RenderState.SetObjectColor(huds->ObjectColor);
|
gl_RenderState.SetObjectColor(huds->ObjectColor);
|
||||||
gl_RenderState.SetDynLight(huds->dynrgb[0], huds->dynrgb[1], huds->dynrgb[2]);
|
gl_RenderState.SetDynLight(huds->dynrgb[0], huds->dynrgb[1], huds->dynrgb[2]);
|
||||||
gl_RenderState.EnableBrightmap(!(huds->RenderStyle.Flags & STYLEF_ColorIsFixed));
|
gl_RenderState.EnableBrightmap(!(huds->RenderStyle.Flags & STYLEF_ColorIsFixed));
|
||||||
|
@ -76,6 +76,7 @@ void FDrawInfo::DrawPSprite (HUDSprite *huds)
|
||||||
GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, huds->mx, 4);
|
GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, huds->mx, 4);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
gl_RenderState.SetTextureMode(TM_NORMAL);
|
||||||
gl_RenderState.AlphaFunc(Alpha_GEqual, gl_mask_sprite_threshold);
|
gl_RenderState.AlphaFunc(Alpha_GEqual, gl_mask_sprite_threshold);
|
||||||
gl_RenderState.SetObjectColor(0xffffffff);
|
gl_RenderState.SetObjectColor(0xffffffff);
|
||||||
gl_RenderState.SetDynLight(0, 0, 0);
|
gl_RenderState.SetDynLight(0, 0, 0);
|
||||||
|
|
Loading…
Reference in a new issue