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https://github.com/ZDoom/gzdoom.git
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551 lines
17 KiB
C++
551 lines
17 KiB
C++
/*
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** Polygon Doom software renderer
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** Copyright (c) 2016 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#include <stdlib.h>
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#include "templates.h"
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#include "doomdef.h"
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#include "sbar.h"
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#include "r_data/r_translate.h"
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#include "poly_playersprite.h"
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#include "polyrenderer/poly_renderer.h"
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#include "d_player.h"
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#include "polyrenderer/scene/poly_light.h"
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#include "polyrenderer/scene/poly_model.h"
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EXTERN_CVAR(Bool, r_drawplayersprites)
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EXTERN_CVAR(Bool, r_deathcamera)
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EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor)
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EXTERN_CVAR(Bool, r_models)
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void RenderPolyPlayerSprites::Render(PolyRenderThread *thread)
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{
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// This code cannot be moved directly to RenderRemainingSprites because the engine
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// draws the canvas textures between this call and the final call to RenderRemainingSprites..
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//
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// We also can't move it because the model render code relies on it
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const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
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int i;
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int lightnum;
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DPSprite* psp;
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DPSprite* weapon;
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sector_t* sec = nullptr;
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int floorlight, ceilinglight;
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F3DFloor *rover;
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if (!r_drawplayersprites ||
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!viewpoint.camera ||
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!viewpoint.camera->player ||
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(players[consoleplayer].cheats & CF_CHASECAM) ||
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(r_deathcamera && viewpoint.camera->health <= 0))
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return;
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renderHUDModel = r_models && IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player);
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PolyTransferHeights fakeflat(viewpoint.camera->subsector);
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FDynamicColormap *basecolormap;
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PolyCameraLight *cameraLight = PolyCameraLight::Instance();
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if (cameraLight->FixedLightLevel() < 0 && viewpoint.sector->e && viewpoint.sector->e->XFloor.lightlist.Size())
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{
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for (i = viewpoint.sector->e->XFloor.lightlist.Size() - 1; i >= 0; i--)
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{
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if (viewpoint.Pos.Z <= viewpoint.sector->e->XFloor.lightlist[i].plane.Zat0())
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{
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rover = viewpoint.sector->e->XFloor.lightlist[i].caster;
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if (rover)
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{
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if (rover->flags & FF_DOUBLESHADOW && viewpoint.Pos.Z <= rover->bottom.plane->Zat0())
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break;
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sec = rover->model;
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if (rover->flags & FF_FADEWALLS)
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basecolormap = GetColorTable(sec->Colormap, sec->SpecialColors[sector_t::sprites], true);
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else
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basecolormap = GetColorTable(viewpoint.sector->e->XFloor.lightlist[i].extra_colormap, sec->SpecialColors[sector_t::sprites], true);
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}
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break;
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}
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}
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if (!sec)
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{
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sec = viewpoint.sector;
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basecolormap = GetColorTable(sec->Colormap, sec->SpecialColors[sector_t::sprites], true);
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}
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floorlight = ceilinglight = sec->lightlevel;
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}
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else
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{ // This used to use camera->Sector but due to interpolation that can be incorrect
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// when the interpolated viewpoint is in a different sector than the camera.
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sec = fakeflat.FrontSector;
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floorlight = fakeflat.FloorLightLevel;
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ceilinglight = fakeflat.CeilingLightLevel;
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// [RH] set basecolormap
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basecolormap = GetColorTable(sec->Colormap, sec->SpecialColors[sector_t::sprites], true);
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}
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// [RH] set foggy flag
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bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE));
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// get light level
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lightnum = ((floorlight + ceilinglight) >> 1) + (foggy ? 0 : viewpoint.extralight << 4);
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int spriteshade = LightLevelToShade(lightnum, foggy) - 24 * FRACUNIT;
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if (viewpoint.camera->player != nullptr)
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{
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double wx, wy;
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float bobx, boby;
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P_BobWeapon(viewpoint.camera->player, &bobx, &boby, viewpoint.TicFrac);
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// Interpolate the main weapon layer once so as to be able to add it to other layers.
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if ((weapon = viewpoint.camera->player->FindPSprite(PSP_WEAPON)) != nullptr)
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{
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if (weapon->firstTic)
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{
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wx = weapon->x;
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wy = weapon->y;
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}
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else
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{
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wx = weapon->oldx + (weapon->x - weapon->oldx) * viewpoint.TicFrac;
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wy = weapon->oldy + (weapon->y - weapon->oldy) * viewpoint.TicFrac;
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}
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}
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else
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{
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wx = 0;
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wy = 0;
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}
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// add all active psprites
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psp = viewpoint.camera->player->psprites;
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while (psp)
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{
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// [RH] Don't draw the targeter's crosshair if the player already has a crosshair set.
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// It's possible this psprite's caller is now null but the layer itself hasn't been destroyed
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// because it didn't tick yet (if we typed 'take all' while in the console for example).
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// In this case let's simply not draw it to avoid crashing.
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if ((psp->GetID() != PSP_TARGETCENTER || CrosshairImage == nullptr) && psp->GetCaller() != nullptr)
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{
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RenderSprite(thread, psp, viewpoint.camera, bobx, boby, wx, wy, viewpoint.TicFrac, spriteshade, basecolormap, foggy);
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}
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psp = psp->GetNext();
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}
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}
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}
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void RenderPolyPlayerSprites::RenderRemainingSprites()
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{
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for (const PolyHWAccelPlayerSprite &sprite : AcceleratedSprites)
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{
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screen->DrawTexture(sprite.pic,
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viewwindowx + sprite.x1,
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viewwindowy + viewheight / 2 - sprite.texturemid * sprite.yscale - 0.5,
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DTA_DestWidthF, FIXED2DBL(sprite.pic->GetWidth() * sprite.xscale),
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DTA_DestHeightF, sprite.pic->GetHeight() * sprite.yscale,
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DTA_TranslationIndex, sprite.Translation,
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DTA_FlipX, sprite.flip,
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DTA_TopOffset, 0,
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DTA_LeftOffset, 0,
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DTA_ClipLeft, viewwindowx,
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DTA_ClipTop, viewwindowy,
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DTA_ClipRight, viewwindowx + viewwidth,
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DTA_ClipBottom, viewwindowy + viewheight,
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DTA_Alpha, sprite.Alpha,
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DTA_RenderStyle, sprite.RenderStyle,
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DTA_FillColor, sprite.FillColor,
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DTA_SpecialColormap, sprite.special,
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DTA_ColorOverlay, sprite.overlay.d,
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DTA_Color, sprite.LightColor | 0xff000000, // the color here does not have a valid alpha component.
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DTA_Desaturate, sprite.Desaturate,
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TAG_DONE);
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}
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AcceleratedSprites.Clear();
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}
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void RenderPolyPlayerSprites::RenderSprite(PolyRenderThread *thread, DPSprite *pspr, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac, int spriteshade, FDynamicColormap *basecolormap, bool foggy)
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{
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double tx;
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int x1;
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int x2;
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double sx, sy;
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spritedef_t* sprdef;
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spriteframe_t* sprframe;
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FTextureID picnum;
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uint16_t flip;
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FTexture* tex;
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bool noaccel;
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double alpha = owner->Alpha;
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// decide which patch to use
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if ((unsigned)pspr->GetSprite() >= (unsigned)sprites.Size())
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{
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DPrintf(DMSG_ERROR, "R_DrawPSprite: invalid sprite number %i\n", pspr->GetSprite());
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return;
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}
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sprdef = &sprites[pspr->GetSprite()];
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if (pspr->GetFrame() >= sprdef->numframes)
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{
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DPrintf(DMSG_ERROR, "R_DrawPSprite: invalid sprite frame %i : %i\n", pspr->GetSprite(), pspr->GetFrame());
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return;
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}
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const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
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const auto &viewwindow = PolyRenderer::Instance()->Viewwindow;
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DCanvas *renderTarget = PolyRenderer::Instance()->RenderTarget;
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// Force it to use software rendering when drawing to a canvas texture.
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bool renderToCanvas = PolyRenderer::Instance()->RenderToCanvas;
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sprframe = &SpriteFrames[sprdef->spriteframes + pspr->GetFrame()];
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picnum = sprframe->Texture[0];
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flip = sprframe->Flip & 1;
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tex = TexMan(picnum);
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if (tex->UseType == ETextureType::Null)
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return;
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if (pspr->firstTic)
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{ // Can't interpolate the first tic.
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pspr->firstTic = false;
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pspr->oldx = pspr->x;
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pspr->oldy = pspr->y;
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}
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sx = pspr->oldx + (pspr->x - pspr->oldx) * ticfrac;
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sy = pspr->oldy + (pspr->y - pspr->oldy) * ticfrac + WEAPON_FUDGE_Y;
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if (pspr->Flags & PSPF_ADDBOB)
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{
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sx += (pspr->Flags & PSPF_MIRROR) ? -bobx : bobx;
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sy += boby;
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}
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if (pspr->Flags & PSPF_ADDWEAPON && pspr->GetID() != PSP_WEAPON)
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{
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sx += wx;
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sy += wy;
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}
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if (renderHUDModel)
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{
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PolyRenderHUDModel(thread, PolyRenderer::Instance()->Scene.CurrentViewpoint->WorldToClip, 1, pspr, (float)sx, (float)sy);
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return;
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}
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double yaspectMul = 1.2 * ((double)SCREENHEIGHT / SCREENWIDTH) * r_viewwindow.WidescreenRatio;
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double pspritexscale = viewwindow.centerxwide / 160.0;
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double pspriteyscale = pspritexscale * yaspectMul;
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double pspritexiscale = 1 / pspritexscale;
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int tleft = tex->GetScaledLeftOffsetPo();
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int twidth = tex->GetScaledWidth();
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// calculate edges of the shape
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//tx = sx - BASEXCENTER;
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tx = (pspr->Flags & PSPF_MIRROR) ? ((BASEXCENTER - twidth) - (sx - tleft)) : ((sx - BASEXCENTER) - tleft);
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x1 = xs_RoundToInt(viewwindow.centerx + tx * pspritexscale);
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// off the right side
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if (x1 > viewwidth)
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return;
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tx += twidth;
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x2 = xs_RoundToInt(viewwindow.centerx + tx * pspritexscale);
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// off the left side
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if (x2 <= 0)
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return;
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// store information in a vissprite
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PolyNoAccelPlayerSprite vis;
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vis.renderflags = owner->renderflags;
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vis.texturemid = (BASEYCENTER - sy) * tex->Scale.Y + tex->GetTopOffsetPo();
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if (viewpoint.camera->player && (renderToCanvas ||
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viewheight == renderTarget->GetHeight() ||
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(renderTarget->GetWidth() > (BASEXCENTER * 2))))
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{ // Adjust PSprite for fullscreen views
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AWeapon *weapon = dyn_cast<AWeapon>(pspr->GetCaller());
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if (weapon != nullptr && weapon->YAdjust != 0)
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{
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if (renderToCanvas || viewheight == renderTarget->GetHeight())
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{
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vis.texturemid -= weapon->YAdjust;
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}
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else
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{
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vis.texturemid -= StatusBar->GetDisplacement() * weapon->YAdjust;
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}
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}
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}
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if (pspr->GetID() < PSP_TARGETCENTER)
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{ // Move the weapon down for 1280x1024.
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vis.texturemid -= AspectPspriteOffset(viewwindow.WidescreenRatio);
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}
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vis.x1 = x1 < 0 ? 0 : x1;
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vis.x2 = x2 >= viewwidth ? viewwidth : x2;
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vis.xscale = FLOAT2FIXED(pspritexscale / tex->Scale.X);
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vis.yscale = float(pspriteyscale / tex->Scale.Y);
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vis.pic = tex;
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// If flip is used, provided that it's not already flipped (that would just invert itself)
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// (It's an XOR...)
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if (!(flip) != !(pspr->Flags & PSPF_FLIP))
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{
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vis.xiscale = -FLOAT2FIXED(pspritexiscale * tex->Scale.X);
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vis.startfrac = (tex->GetWidth() << FRACBITS) - 1;
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}
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else
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{
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vis.xiscale = FLOAT2FIXED(pspritexiscale * tex->Scale.X);
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vis.startfrac = 0;
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}
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if (vis.x1 > x1)
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vis.startfrac += vis.xiscale*(vis.x1 - x1);
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noaccel = false;
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FDynamicColormap *colormap_to_use = nullptr;
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if (pspr->GetID() < PSP_TARGETCENTER)
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{
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auto rs = pspr->GetRenderStyle(owner->RenderStyle, owner->Alpha);
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vis.RenderStyle = rs.first;
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vis.Alpha = rs.second;
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if (!vis.RenderStyle.IsVisible(vis.Alpha))
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return;
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//-----------------------------------------------------------------------------
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// The software renderer cannot invert the source without inverting the overlay
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// too. That means if the source is inverted, we need to do the reverse of what
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// the invert overlay flag says to do.
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bool invertcolormap = (vis.RenderStyle.Flags & STYLEF_InvertOverlay) != 0;
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if (vis.RenderStyle.Flags & STYLEF_InvertSource)
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{
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invertcolormap = !invertcolormap;
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}
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const FState* const psprState = pspr->GetState();
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bool fullbright = !foggy && (psprState == nullptr ? false : psprState->GetFullbright());
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bool fadeToBlack = (vis.RenderStyle.Flags & STYLEF_FadeToBlack) != 0;
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vis.Light.SetColormap(0, spriteshade, basecolormap, fullbright, invertcolormap, fadeToBlack);
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colormap_to_use = (FDynamicColormap*)vis.Light.BaseColormap;
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if (viewpoint.camera->Inventory != nullptr)
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{
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visstyle_t visstyle;
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visstyle.Alpha = vis.Alpha;
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visstyle.RenderStyle = STYLE_Count;
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visstyle.Invert = false;
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viewpoint.camera->Inventory->AlterWeaponSprite(&visstyle);
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if (!(pspr->Flags & PSPF_FORCEALPHA)) vis.Alpha = visstyle.Alpha;
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if (visstyle.RenderStyle != STYLE_Count && !(pspr->Flags & PSPF_FORCESTYLE))
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{
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vis.RenderStyle = visstyle.RenderStyle;
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}
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if (visstyle.Invert)
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{
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vis.Light.BaseColormap = &SpecialSWColormaps[INVERSECOLORMAP];
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vis.Light.ColormapNum = 0;
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noaccel = true;
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}
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}
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// If drawing with a BOOM colormap, disable acceleration.
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if (vis.Light.BaseColormap == &NormalLight && NormalLight.Maps != realcolormaps.Maps)
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{
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noaccel = true;
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}
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// If the main colormap has fixed lights, and this sprite is being drawn with that
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// colormap, disable acceleration so that the lights can remain fixed.
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PolyCameraLight *cameraLight = PolyCameraLight::Instance();
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if (!noaccel && cameraLight->ShaderColormap() == nullptr &&
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NormalLightHasFixedLights && vis.Light.BaseColormap == &NormalLight &&
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vis.pic->UseBasePalette())
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{
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noaccel = true;
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}
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}
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else
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{
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colormap_to_use = basecolormap;
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vis.Light.BaseColormap = basecolormap;
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vis.Light.ColormapNum = 0;
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}
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// Check for hardware-assisted 2D. If it's available, and this sprite is not
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// fuzzy, don't draw it until after the switch to 2D mode.
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if (!noaccel && !renderToCanvas)
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{
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FRenderStyle style = vis.RenderStyle;
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style.CheckFuzz();
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if (style.BlendOp != STYLEOP_Fuzz)
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{
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PolyHWAccelPlayerSprite accelSprite;
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accelSprite.pic = vis.pic;
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accelSprite.texturemid = vis.texturemid;
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accelSprite.yscale = vis.yscale;
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accelSprite.xscale = vis.xscale;
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accelSprite.Alpha = vis.Alpha;
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accelSprite.RenderStyle = vis.RenderStyle;
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accelSprite.Translation = vis.Translation;
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accelSprite.FillColor = vis.FillColor;
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accelSprite.basecolormap = colormap_to_use;
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accelSprite.x1 = x1;
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accelSprite.flip = vis.xiscale < 0;
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if (vis.Light.BaseColormap >= &SpecialSWColormaps[0] &&
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vis.Light.BaseColormap < &SpecialSWColormaps[SpecialColormaps.Size()])
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{
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accelSprite.special = &SpecialColormaps[vis.Light.BaseColormap - &SpecialSWColormaps[0]];
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}
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else if (PolyCameraLight::Instance()->ShaderColormap())
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{
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accelSprite.special = PolyCameraLight::Instance()->ShaderColormap();
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}
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else
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{
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accelSprite.overlay = colormap_to_use->Fade;
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accelSprite.overlay.a = uint8_t(vis.Light.ColormapNum * 255 / NUMCOLORMAPS);
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accelSprite.LightColor = colormap_to_use->Color;
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accelSprite.Desaturate = (uint8_t)clamp(colormap_to_use->Desaturate, 0, 255);
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}
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AcceleratedSprites.Push(accelSprite);
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return;
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}
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}
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vis.Render(thread);
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}
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fixed_t RenderPolyPlayerSprites::LightLevelToShade(int lightlevel, bool foggy)
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{
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bool nolightfade = !foggy && ((level.flags3 & LEVEL3_NOLIGHTFADE));
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if (nolightfade)
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{
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return (MAX(255 - lightlevel, 0) * NUMCOLORMAPS) << (FRACBITS - 8);
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}
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else
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{
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// Convert a light level into an unbounded colormap index (shade). Result is
|
|
// fixed point. Why the +12? I wish I knew, but experimentation indicates it
|
|
// is necessary in order to best reproduce Doom's original lighting.
|
|
return (NUMCOLORMAPS * 2 * FRACUNIT) - ((lightlevel + 12) * (FRACUNIT*NUMCOLORMAPS / 128));
|
|
}
|
|
}
|
|
|
|
/////////////////////////////////////////////////////////////////////////
|
|
|
|
void PolyNoAccelPlayerSprite::Render(PolyRenderThread *thread)
|
|
{
|
|
if (xscale == 0 || fabs(yscale) < (1.0f / 32000.0f))
|
|
{ // scaled to 0; can't see
|
|
return;
|
|
}
|
|
|
|
RectDrawArgs args;
|
|
args.SetStyle(RenderStyle, Alpha, FillColor, Translation, pic, false);
|
|
args.SetLight(Light.BaseColormap, 255 - (Light.ColormapNum << 3));
|
|
|
|
double centerY = viewheight / 2;
|
|
double y1, y2;
|
|
if (renderflags & RF_YFLIP)
|
|
{
|
|
y1 = centerY + (texturemid - pic->GetHeight()) * (-yscale);
|
|
y2 = y1 + pic->GetHeight() * (-yscale);
|
|
}
|
|
else
|
|
{
|
|
y1 = centerY - texturemid * yscale;
|
|
y2 = y1 + pic->GetHeight() * yscale;
|
|
}
|
|
args.Draw(thread, viewwindowx + x1, viewwindowx + x2, viewwindowy + y1, viewwindowy + y2, 0.0f, 1.0f, 0.0f, 1.0f);
|
|
}
|
|
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
|
|
void PolyColormapLight::SetColormap(double visibility, int shade, FDynamicColormap *basecolormap, bool fullbright, bool invertColormap, bool fadeToBlack)
|
|
{
|
|
if (fadeToBlack)
|
|
{
|
|
if (invertColormap) // Fade to white
|
|
{
|
|
basecolormap = GetSpecialLights(basecolormap->Color, MAKERGB(255, 255, 255), basecolormap->Desaturate);
|
|
invertColormap = false;
|
|
}
|
|
else // Fade to black
|
|
{
|
|
basecolormap = GetSpecialLights(basecolormap->Color, MAKERGB(0, 0, 0), basecolormap->Desaturate);
|
|
}
|
|
}
|
|
|
|
if (invertColormap)
|
|
{
|
|
basecolormap = GetSpecialLights(basecolormap->Color, basecolormap->Fade.InverseColor(), basecolormap->Desaturate);
|
|
}
|
|
|
|
PolyCameraLight *cameraLight = PolyCameraLight::Instance();
|
|
if (cameraLight->FixedColormap())
|
|
{
|
|
BaseColormap = cameraLight->FixedColormap();
|
|
ColormapNum = 0;
|
|
}
|
|
else if (cameraLight->FixedLightLevel() >= 0)
|
|
{
|
|
BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap;
|
|
ColormapNum = cameraLight->FixedLightLevel() >> COLORMAPSHIFT;
|
|
}
|
|
else if (fullbright)
|
|
{
|
|
BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap;
|
|
ColormapNum = 0;
|
|
}
|
|
else
|
|
{
|
|
BaseColormap = basecolormap;
|
|
ColormapNum = GETPALOOKUP(visibility, shade);
|
|
}
|
|
}
|