mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-11 15:21:51 +00:00
- moved the screen blending code out of the renderer.
This is better be made part of the 2D interface. That would have been done long ago if it hadn't been for the totally incompatible way this was handled by the purely paletted software renderer. Now with that out of the way there is no point keeping this code this deeply embedded in the renderer.
This commit is contained in:
parent
52d73eabbf
commit
de15b589c0
13 changed files with 140 additions and 175 deletions
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@ -652,6 +652,7 @@ CVAR(Bool, vid_activeinbackground, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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void D_Display ()
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{
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bool wipe;
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sector_t *viewsec;
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if (nodrawers || screen == NULL)
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return; // for comparative timing / profiling
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@ -787,8 +788,9 @@ void D_Display ()
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}
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else level.HasDynamicLights = false; // lights are off so effectively we have none.
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screen->RenderView(&players[consoleplayer]);
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viewsec = screen->RenderView(&players[consoleplayer]);
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screen->Begin2D(false);
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screen->DrawBlend(viewsec);
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// returns with 2S mode set.
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if (automapactive)
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{
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@ -130,7 +130,6 @@ CUSTOM_CVAR(Int, am_showmaplabel, 2, CVAR_ARCHIVE)
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}
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CVAR (Bool, idmypos, false, 0);
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CVAR(Float, underwater_fade_scalar, 1.0f, CVAR_ARCHIVE) // [Nash] user-settable underwater blend intensity
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//---------------------------------------------------------------------------
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//
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@ -353,7 +353,14 @@ void FRenderState::ApplyFixedFunction()
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//
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//==========================================================================
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void gl_FillScreen();
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void gl_FillScreen()
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{
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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gl_RenderState.EnableTexture(false);
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gl_RenderState.Apply();
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// The fullscreen quad is stored at index 4 in the main vertex buffer.
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GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, FFlatVertexBuffer::FULLSCREEN_INDEX, 4);
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}
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void FRenderState::DrawColormapOverlay()
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{
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@ -66,7 +66,6 @@
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EXTERN_CVAR(Int, screenblocks)
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EXTERN_CVAR(Bool, cl_capfps)
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EXTERN_CVAR(Float, underwater_fade_scalar)
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CVAR(Bool, gl_scale_viewport, true, CVAR_ARCHIVE);
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extern bool NoInterpolateView;
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@ -401,15 +400,16 @@ void FGLRenderer::EndOffscreen()
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::RenderView(player_t* player)
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sector_t *FGLRenderer::RenderView(player_t* player)
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{
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gl_RenderState.SetVertexBuffer(mVBO);
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mVBO->Reset();
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sector_t *retsec;
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if (!V_IsHardwareRenderer())
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{
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if (swdrawer == nullptr) swdrawer = new SWSceneDrawer;
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swdrawer->RenderView(player);
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retsec = swdrawer->RenderView(player);
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}
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else
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{
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@ -451,10 +451,10 @@ void FGLRenderer::RenderView(player_t* player)
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drawer.SetFixedColormap(player);
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mShadowMap.Update();
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sector_t * viewsector = drawer.RenderViewpoint(player->camera, NULL, r_viewpoint.FieldOfView.Degrees, ratio, fovratio, true, true);
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retsec = drawer.RenderViewpoint(player->camera, NULL, r_viewpoint.FieldOfView.Degrees, ratio, fovratio, true, true);
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}
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All.Unclock();
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return retsec;
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}
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//===========================================================================
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@ -519,143 +519,6 @@ void FGLRenderer::BeginFrame()
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buffersActive = GLRenderer->mBuffers->Setup(GLRenderer->mScreenViewport.width, GLRenderer->mScreenViewport.height, GLRenderer->mSceneViewport.width, GLRenderer->mSceneViewport.height);
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}
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void gl_FillScreen()
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{
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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gl_RenderState.EnableTexture(false);
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gl_RenderState.Apply();
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// The fullscreen quad is stored at index 4 in the main vertex buffer.
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GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, FFlatVertexBuffer::FULLSCREEN_INDEX, 4);
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}
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//==========================================================================
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//
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// Draws a blend over the entire view
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//
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//==========================================================================
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void FGLRenderer::DrawBlend(sector_t * viewsector, bool FixedColormap, bool docolormap, bool in2d)
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{
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float blend[4] = { 0,0,0,0 };
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PalEntry blendv = 0;
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float extra_red;
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float extra_green;
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float extra_blue;
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player_t *player = NULL;
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if (players[consoleplayer].camera != NULL)
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{
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player = players[consoleplayer].camera->player;
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}
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// don't draw sector based blends when an invulnerability colormap is active
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if (!FixedColormap)
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{
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if (!viewsector->e->XFloor.ffloors.Size())
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{
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if (viewsector->GetHeightSec())
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{
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auto s = viewsector->heightsec;
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blendv = s->floorplane.PointOnSide(r_viewpoint.Pos) < 0? s->bottommap : s->ceilingplane.PointOnSide(r_viewpoint.Pos) < 0 ? s->topmap : s->midmap;
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}
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}
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else
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{
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TArray<lightlist_t> & lightlist = viewsector->e->XFloor.lightlist;
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for (unsigned int i = 0; i < lightlist.Size(); i++)
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{
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double lightbottom;
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if (i < lightlist.Size() - 1)
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lightbottom = lightlist[i + 1].plane.ZatPoint(r_viewpoint.Pos);
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else
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lightbottom = viewsector->floorplane.ZatPoint(r_viewpoint.Pos);
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if (lightbottom < r_viewpoint.Pos.Z && (!lightlist[i].caster || !(lightlist[i].caster->flags&FF_FADEWALLS)))
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{
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// 3d floor 'fog' is rendered as a blending value
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blendv = lightlist[i].blend;
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// If this is the same as the sector's it doesn't apply!
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if (blendv == viewsector->Colormap.FadeColor) blendv = 0;
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// a little hack to make this work for Legacy maps.
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if (blendv.a == 0 && blendv != 0) blendv.a = 128;
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break;
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}
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}
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}
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if (blendv.a == 0 && docolormap)
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{
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blendv = R_BlendForColormap(blendv);
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}
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if (blendv.a == 255)
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{
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extra_red = blendv.r / 255.0f;
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extra_green = blendv.g / 255.0f;
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extra_blue = blendv.b / 255.0f;
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// If this is a multiplicative blend do it separately and add the additive ones on top of it.
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// black multiplicative blends are ignored
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if (extra_red || extra_green || extra_blue)
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{
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if (!in2d)
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{
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gl_RenderState.BlendFunc(GL_DST_COLOR, GL_ZERO);
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gl_RenderState.SetColor(extra_red, extra_green, extra_blue, 1.0f);
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gl_FillScreen();
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}
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else
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{
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screen->Dim(blendv, 1, 0, 0, screen->GetWidth(), screen->GetHeight(), &LegacyRenderStyles[STYLE_Multiply]);
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}
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}
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blendv = 0;
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}
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else if (blendv.a)
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{
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// [Nash] allow user to set blend intensity
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int cnt = blendv.a;
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cnt = (int)(cnt * underwater_fade_scalar);
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V_AddBlend(blendv.r / 255.f, blendv.g / 255.f, blendv.b / 255.f, cnt / 255.0f, blend);
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}
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}
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if (player)
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{
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V_AddPlayerBlend(player, blend, 0.5, 175);
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}
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if (players[consoleplayer].camera != NULL)
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{
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// except for fadeto effects
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player_t *player = (players[consoleplayer].camera->player != NULL) ? players[consoleplayer].camera->player : &players[consoleplayer];
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V_AddBlend(player->BlendR, player->BlendG, player->BlendB, player->BlendA, blend);
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}
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if (!in2d)
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{
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gl_RenderState.SetTextureMode(TM_MODULATE);
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gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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if (blend[3] > 0.0f)
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{
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gl_RenderState.SetColor(blend[0], blend[1], blend[2], blend[3]);
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gl_FillScreen();
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}
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gl_RenderState.ResetColor();
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gl_RenderState.EnableTexture(true);
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}
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else
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{
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screen->Dim(PalEntry(255, blend[0] * 255, blend[1] * 255, blend[2] * 255), blend[3], 0, 0, screen->GetWidth(), screen->GetHeight());
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}
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}
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//===========================================================================
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//
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// Vertex buffer for 2D drawer
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@ -190,8 +190,7 @@ public:
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void Draw2D(F2DDrawer *data);
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void RenderTextureView(FCanvasTexture *tex, AActor *Viewpoint, double FOV);
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void WriteSavePic(player_t *player, FileWriter *file, int width, int height);
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void RenderView(player_t *player);
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void DrawBlend(sector_t * viewsector, bool FixedColormap, bool docolormap, bool in2d = false);
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sector_t *RenderView(player_t *player);
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void BeginFrame();
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bool StartOffscreen();
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@ -558,10 +558,6 @@ void GLSceneDrawer::DrawEndScene2D(sector_t * viewsector)
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gl_RenderState.SetFixedColormap(CM_DEFAULT);
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gl_RenderState.SetSoftLightLevel(-1);
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if (!FGLRenderBuffers::IsEnabled())
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{
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DrawBlend(viewsector);
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}
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// Restore standard rendering state
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gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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@ -635,17 +631,6 @@ void GLSceneDrawer::SetFixedColormap (player_t *player)
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gl_RenderState.SetFixedColormap(FixedColormap);
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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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void GLSceneDrawer::DrawBlend(sector_t *viewsector)
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{
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GLRenderer->DrawBlend(viewsector, !!FixedColormap, true);
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}
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//-----------------------------------------------------------------------------
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//
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// Renders one viewpoint in a scene
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@ -727,8 +712,6 @@ sector_t * GLSceneDrawer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, f
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gl_RenderState.mProjectionMatrix.ortho(GLRenderer->mScreenViewport.left, GLRenderer->mScreenViewport.width, GLRenderer->mScreenViewport.height, GLRenderer->mScreenViewport.top, -1.0f, 1.0f);
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gl_RenderState.ApplyMatrices();
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}
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DrawBlend(lviewsector);
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}
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FDrawInfo::EndDrawInfo();
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GLRenderer->mDrawingScene2D = false;
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@ -770,7 +753,9 @@ void GLSceneDrawer::WriteSavePic (player_t *player, FileWriter *file, int width,
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gl_RenderState.SetSoftLightLevel(-1);
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if (!FGLRenderBuffers::IsEnabled())
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{
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DrawBlend(viewsector);
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// Since this doesn't do any of the 2D rendering it needs to draw the screen blend itself before extracting the image.
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screen->DrawBlend(viewsector);
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screen->Draw2D();
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}
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GLRenderer->CopyToBackbuffer(&bounds, false);
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glFlush();
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@ -60,12 +60,11 @@ public:
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void SetFixedColormap(player_t *player);
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void DrawScene(int drawmode);
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void ProcessScene(bool toscreen = false);
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void DrawBlend(sector_t * viewsector);
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void EndDrawScene(sector_t * viewsector);
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void DrawEndScene2D(sector_t * viewsector);
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sector_t *RenderViewpoint(AActor * camera, GL_IRECT * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen);
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void RenderView(player_t *player);
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sector_t *RenderView(player_t *player);
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void WriteSavePic(player_t *player, FileWriter *file, int width, int height);
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void InitClipper(angle_t a1, angle_t a2)
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@ -97,7 +97,7 @@ SWSceneDrawer::~SWSceneDrawer()
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if (FBTexture != nullptr) delete FBTexture;
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}
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void SWSceneDrawer::RenderView(player_t *player)
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sector_t *SWSceneDrawer::RenderView(player_t *player)
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{
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DCanvas buffer(screen->GetWidth(), screen->GetHeight(), V_IsTrueColor());
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if (FBTexture == nullptr || FBTexture->SystemTexture[0] == nullptr ||
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@ -121,5 +121,5 @@ void SWSceneDrawer::RenderView(player_t *player)
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auto map = swrenderer::CameraLight::Instance()->ShaderColormap();
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screen->DrawTexture(FBTexture, 0, 0, DTA_SpecialColormap, map, TAG_DONE);
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SWRenderer->DrawRemainingPlayerSprites();
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GLRenderer->DrawBlend(r_viewpoint.sector, !!map, V_IsTrueColor(), true);
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return r_viewpoint.sector;
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}
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@ -19,6 +19,6 @@ public:
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SWSceneDrawer();
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~SWSceneDrawer();
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void RenderView(player_t *player);
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sector_t *RenderView(player_t *player);
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};
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@ -210,10 +210,11 @@ void OpenGLFrameBuffer::WriteSavePic(player_t *player, FileWriter *file, int wid
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//
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//===========================================================================
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void OpenGLFrameBuffer::RenderView(player_t *player)
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sector_t *OpenGLFrameBuffer::RenderView(player_t *player)
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{
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if (GLRenderer != nullptr)
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GLRenderer->RenderView(player);
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return GLRenderer->RenderView(player);
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return nullptr;
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}
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@ -37,7 +37,7 @@ public:
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uint32_t GetCaps() override;
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void RenderTextureView(FCanvasTexture *tex, AActor *Viewpoint, double FOV) override;
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void WriteSavePic(player_t *player, FileWriter *file, int width, int height) override;
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void RenderView(player_t *player) override;
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sector_t *RenderView(player_t *player) override;
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void SetTextureFilterMode() override;
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IHardwareTexture *CreateHardwareTexture(FTexture *tex) override;
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FModelRenderer *CreateModelRenderer(int mli) override;
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107
src/v_draw.cpp
107
src/v_draw.cpp
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#include "gi.h"
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#include "g_level.h"
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#include "sbar.h"
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#include "d_player.h"
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#include "i_video.h"
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#include "g_levellocals.h"
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#include "vm.h"
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CVAR(Float, underwater_fade_scalar, 1.0f, CVAR_ARCHIVE) // [Nash] user-settable underwater blend intensity
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CUSTOM_CVAR(Int, uiscale, 0, CVAR_ARCHIVE | CVAR_NOINITCALL)
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{
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if (self < 0)
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@ -1313,3 +1316,107 @@ void DFrameBuffer::RefreshViewBorder ()
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}
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}
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//==========================================================================
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//
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// Draws a blend over the entire view
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//
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//==========================================================================
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void DFrameBuffer::DrawBlend(sector_t * viewsector)
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{
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float blend[4] = { 0,0,0,0 };
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PalEntry blendv = 0;
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float extra_red;
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float extra_green;
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float extra_blue;
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player_t *player = nullptr;
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bool fullbright = false;
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if (players[consoleplayer].camera != nullptr)
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{
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player = players[consoleplayer].camera->player;
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fullbright = (player->fixedcolormap != NOFIXEDCOLORMAP || player->extralight == INT_MIN || player->fixedlightlevel != -1);
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}
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// don't draw sector based blends when any fullbright screen effect is active.
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if (!fullbright)
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{
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if (!viewsector->e->XFloor.ffloors.Size())
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{
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if (viewsector->GetHeightSec())
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{
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auto s = viewsector->heightsec;
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blendv = s->floorplane.PointOnSide(r_viewpoint.Pos) < 0 ? s->bottommap : s->ceilingplane.PointOnSide(r_viewpoint.Pos) < 0 ? s->topmap : s->midmap;
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}
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}
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else
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{
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TArray<lightlist_t> & lightlist = viewsector->e->XFloor.lightlist;
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for (unsigned int i = 0; i < lightlist.Size(); i++)
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{
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double lightbottom;
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if (i < lightlist.Size() - 1)
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lightbottom = lightlist[i + 1].plane.ZatPoint(r_viewpoint.Pos);
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else
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lightbottom = viewsector->floorplane.ZatPoint(r_viewpoint.Pos);
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if (lightbottom < r_viewpoint.Pos.Z && (!lightlist[i].caster || !(lightlist[i].caster->flags&FF_FADEWALLS)))
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{
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// 3d floor 'fog' is rendered as a blending value
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blendv = lightlist[i].blend;
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// If this is the same as the sector's it doesn't apply!
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if (blendv == viewsector->Colormap.FadeColor) blendv = 0;
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// a little hack to make this work for Legacy maps.
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if (blendv.a == 0 && blendv != 0) blendv.a = 128;
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break;
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}
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}
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}
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if (blendv.a == 0 && V_IsTrueColor()) // The paletted software renderer uses the original colormap as this frame's palette, but in true color that isn't doable.
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{
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blendv = R_BlendForColormap(blendv);
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}
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if (blendv.a == 255)
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{
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extra_red = blendv.r / 255.0f;
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extra_green = blendv.g / 255.0f;
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extra_blue = blendv.b / 255.0f;
|
||||
|
||||
// If this is a multiplicative blend do it separately and add the additive ones on top of it.
|
||||
|
||||
// black multiplicative blends are ignored
|
||||
if (extra_red || extra_green || extra_blue)
|
||||
{
|
||||
screen->Dim(blendv, 1, 0, 0, screen->GetWidth(), screen->GetHeight(), &LegacyRenderStyles[STYLE_Multiply]);
|
||||
}
|
||||
blendv = 0;
|
||||
}
|
||||
else if (blendv.a)
|
||||
{
|
||||
// [Nash] allow user to set blend intensity
|
||||
int cnt = blendv.a;
|
||||
cnt = (int)(cnt * underwater_fade_scalar);
|
||||
|
||||
V_AddBlend(blendv.r / 255.f, blendv.g / 255.f, blendv.b / 255.f, cnt / 255.0f, blend);
|
||||
}
|
||||
}
|
||||
|
||||
if (player)
|
||||
{
|
||||
V_AddPlayerBlend(player, blend, 0.5, 175);
|
||||
}
|
||||
|
||||
if (players[consoleplayer].camera != NULL)
|
||||
{
|
||||
// except for fadeto effects
|
||||
player_t *player = (players[consoleplayer].camera->player != NULL) ? players[consoleplayer].camera->player : &players[consoleplayer];
|
||||
V_AddBlend(player->BlendR, player->BlendG, player->BlendB, player->BlendA, blend);
|
||||
}
|
||||
|
||||
screen->Dim(PalEntry(255, uint8_t(blend[0] * 255), uint8_t(blend[1] * 255), uint8_t(blend[2] * 255)), blend[3], 0, 0, screen->GetWidth(), screen->GetHeight());
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -44,6 +44,8 @@
|
|||
#include "v_colortables.h"
|
||||
#include "v_2ddrawer.h"
|
||||
|
||||
struct sector_t;
|
||||
|
||||
enum EHWCaps
|
||||
{
|
||||
// [BB] Added texture compression flags.
|
||||
|
@ -91,7 +93,7 @@ inline bool V_IsPolyRenderer()
|
|||
|
||||
inline bool V_IsTrueColor()
|
||||
{
|
||||
return vid_rendermode == 1 || vid_rendermode == 3;
|
||||
return vid_rendermode == 1 || vid_rendermode == 3 || vid_rendermode == 4;
|
||||
}
|
||||
|
||||
|
||||
|
@ -399,7 +401,7 @@ public:
|
|||
virtual uint32_t GetCaps();
|
||||
virtual void RenderTextureView(FCanvasTexture *tex, AActor *Viewpoint, double FOV);
|
||||
virtual void WriteSavePic(player_t *player, FileWriter *file, int width, int height);
|
||||
virtual void RenderView(player_t *player) {}
|
||||
virtual sector_t *RenderView(player_t *player) { return nullptr; }
|
||||
|
||||
// Screen wiping
|
||||
virtual bool WipeStartScreen(int type);
|
||||
|
@ -422,6 +424,7 @@ public:
|
|||
// Dim part of the canvas
|
||||
void Dim(PalEntry color, float amount, int x1, int y1, int w, int h, FRenderStyle *style = nullptr);
|
||||
void DoDim(PalEntry color, float amount, int x1, int y1, int w, int h, FRenderStyle *style = nullptr);
|
||||
void DrawBlend(sector_t * viewsector);
|
||||
|
||||
// Fill an area with a texture
|
||||
void FlatFill(int left, int top, int right, int bottom, FTexture *src, bool local_origin = false);
|
||||
|
|
Loading…
Reference in a new issue