- fixed a few things in the weapon drawer.

This commit is contained in:
Christoph Oelckers 2018-04-30 21:42:36 +02:00
parent 2b5019ea6e
commit fbbf2f8346
2 changed files with 34 additions and 48 deletions

View file

@ -551,6 +551,9 @@ void GLSceneDrawer::DrawEndScene2D(sector_t * viewsector)
gl_RenderState.mViewMatrix.loadIdentity();
gl_RenderState.mProjectionMatrix.ortho(0, screen->GetWidth(), screen->GetHeight(), 0, -1.0f, 1.0f);
gl_RenderState.ApplyMatrices();
glDisable(GL_DEPTH_TEST);
glDisable(GL_MULTISAMPLE);
// [BB] Only draw the sprites if we didn't render a HUD model before.
if (renderHUDModel == false)

View file

@ -73,7 +73,7 @@ void GLSceneDrawer::DrawPSprite (player_t * player,DPSprite *psp, float sx, floa
qd.Set(2, rc.x2, rc.y1, 0, rc.u2, rc.v1);
qd.Set(3, rc.x2, rc.y2, 0, rc.u2, rc.v2);
qd.Render(GL_TRIANGLE_STRIP);
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.5f);
gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_sprite_threshold);
}
//==========================================================================
@ -151,6 +151,7 @@ void GLSceneDrawer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
for(DPSprite *psp = player->psprites; psp != nullptr && psp->GetID() < PSP_TARGETCENTER; psp = psp->GetNext())
{
if (!psp->GetState()) continue;
WeaponRenderStyle rs = GetWeaponRenderStyle(psp, camera);
if (rs.RenderStyle.BlendOp == STYLEOP_None) continue;
@ -164,34 +165,16 @@ void GLSceneDrawer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
gl_RenderState.EnableBrightmap(!(rs.RenderStyle.Flags & STYLEF_ColorIsFixed));
const bool bright = isBright(psp);
const PalEntry finalcol = bright
? ThingColor
: ThingColor.Modulate(viewsector->SpecialColors[sector_t::sprites]);
const PalEntry finalcol = bright? ThingColor : ThingColor.Modulate(viewsector->SpecialColors[sector_t::sprites]);
gl_RenderState.SetObjectColor(finalcol);
if (psp->GetState() != nullptr)
{
FColormap cmc = light.cm;
int ll = light.lightlevel;
if (bright)
{
if (light.isbelow)
{
cmc.MakeWhite();
}
else
{
// under water areas keep most of their color for fullbright objects
cmc.LightColor.r = (3 * cmc.LightColor.r + 0xff) / 4;
cmc.LightColor.g = (3*cmc.LightColor.g + 0xff)/4;
cmc.LightColor.b = (3*cmc.LightColor.b + 0xff)/4;
}
ll = 255;
}
auto ll = light;
if (bright) ll.SetBright();
// set the lighting parameters
if (rs.RenderStyle.BlendOp == STYLEOP_Shadow)
{
gl_RenderState.SetColor(0.2f, 0.2f, 0.2f, 0.33f, cmc.Desaturation);
gl_RenderState.SetColor(0.2f, 0.2f, 0.2f, 0.33f, ll.cm.Desaturation);
}
else
{
@ -209,7 +192,7 @@ void GLSceneDrawer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
gl_RenderState.SetDynLight(out[0], out[1], out[2]);
}
}
SetColor(ll, 0, cmc, rs.alpha, true);
SetColor(ll.lightlevel, 0, ll.cm, rs.alpha, true);
}
FVector2 spos = BobWeapon(weap, psp);
@ -217,6 +200,7 @@ void GLSceneDrawer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
// [BB] In the HUD model step we just render the model and break out.
if (hudModelStep)
{
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
gl_RenderHUDModel(psp, spos.X, spos.Y, weapondynlightindex[psp]);
}
else
@ -224,7 +208,6 @@ void GLSceneDrawer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
DrawPSprite(player, psp, spos.X, spos.Y, rs.OverrideShader, !!(rs.RenderStyle.Flags & STYLEF_RedIsAlpha));
}
}
}
gl_RenderState.SetObjectColor(0xffffffff);
gl_RenderState.SetDynLight(0, 0, 0);
gl_RenderState.EnableBrightmap(false);