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https://github.com/ZDoom/qzdoom-gpl.git
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Fix vid_hw2d 0 translation bug
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parent
93f43e8751
commit
10b36934c2
4 changed files with 17 additions and 29 deletions
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@ -19,7 +19,6 @@ namespace swrenderer
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void DrawerArgs::SetLight(FSWColormap *base_colormap, float light, int shade)
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{
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mBaseColormap = base_colormap;
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mTranslation = nullptr;
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mLight = light;
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mShade = shade;
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}
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@ -480,11 +480,7 @@ namespace swrenderer
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SetLight(&identitycolormap, 0, 0);
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}
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if (!SpriteDrawerArgs::SetBlendFunc(style.BlendOp, fglevel, bglevel, style.Flags))
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{
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return false;
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}
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return true;
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return SpriteDrawerArgs::SetBlendFunc(style.BlendOp, fglevel, bglevel, style.Flags);
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}
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bool SpriteDrawerArgs::SetStyle(FRenderStyle style, float alpha, int translation, uint32_t color, FDynamicColormap *&basecolormap, fixed_t shadedlightshade)
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@ -492,20 +488,6 @@ namespace swrenderer
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return SetStyle(style, FLOAT2FIXED(alpha), translation, color, basecolormap, shadedlightshade);
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}
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bool SpriteDrawerArgs::SetStyle(FRenderStyle style, float alpha, lighttable_t *translation, uint32_t color)
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{
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SetTranslationMap(translation);
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SetLight(nullptr, 0.0f, 0);
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FDynamicColormap *basecolormap = &identitycolormap;
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if (!SetStyle(style, alpha, -1, color, basecolormap))
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return false;
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if (!Colormap())
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SetTranslationMap(identitymap);
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return true;
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}
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void SpriteDrawerArgs::FillColumn(RenderThread *thread)
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{
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thread->Drawers()->FillColumn(*this);
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@ -18,7 +18,6 @@ namespace swrenderer
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bool SetStyle(FRenderStyle style, fixed_t alpha, int translation, uint32_t color, FDynamicColormap *&basecolormap, fixed_t shadedlightshade = 0);
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bool SetStyle(FRenderStyle style, float alpha, int translation, uint32_t color, FDynamicColormap *&basecolormap, fixed_t shadedlightshade = 0);
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bool SetStyle(FRenderStyle style, float alpha, lighttable_t *translation, uint32_t color);
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void SetDest(int x, int y);
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void SetCount(int count) { dc_count = count; }
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void SetSolidColor(int color) { dc_color = color; }
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@ -192,14 +192,15 @@ void DCanvas::DrawTextureParms(FTexture *img, DrawParms &parms)
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using namespace swrenderer;
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static short bottomclipper[MAXWIDTH], topclipper[MAXWIDTH];
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lighttable_t *translation = NULL;
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auto viewport = RenderViewport::Instance();
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viewport->RenderTarget = screen;
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viewport->RenderTarget->Lock(true);
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lighttable_t *translation = nullptr;
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FDynamicColormap *basecolormap = &identitycolormap;
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int shade = 0;
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if (APART(parms.colorOverlay) != 0)
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{
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// The software renderer cannot invert the source without inverting the overlay
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@ -216,10 +217,15 @@ void DCanvas::DrawTextureParms(FTexture *img, DrawParms &parms)
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parms.colorOverlay = PalEntry(parms.colorOverlay).InverseColor();
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}
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// Note that this overrides the translation in software, but not in hardware.
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if (!viewport->RenderTarget->IsBgra())
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FDynamicColormap *colormap = GetSpecialLights(MAKERGB(255, 255, 255), parms.colorOverlay & MAKEARGB(0, 255, 255, 255), 0);
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if (viewport->RenderTarget->IsBgra())
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{
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basecolormap = colormap;
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shade = (APART(parms.colorOverlay)*NUMCOLORMAPS / 255) << FRACBITS;
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}
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else
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{
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FDynamicColormap *colormap = GetSpecialLights(MAKERGB(255, 255, 255),
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parms.colorOverlay & MAKEARGB(0, 255, 255, 255), 0);
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translation = &colormap->Maps[(APART(parms.colorOverlay)*NUMCOLORMAPS / 255) * 256];
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}
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}
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@ -233,7 +239,9 @@ void DCanvas::DrawTextureParms(FTexture *img, DrawParms &parms)
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SpriteDrawerArgs drawerargs;
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bool visible = drawerargs.SetStyle(parms.style, parms.Alpha, translation, parms.fillcolor);
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drawerargs.SetTranslationMap(translation);
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drawerargs.SetLight(basecolormap, 0.0f, shade);
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bool visible = drawerargs.SetStyle(parms.style, parms.Alpha, -1, parms.fillcolor, basecolormap);
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double x0 = parms.x - parms.left * parms.destwidth / parms.texwidth;
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double y0 = parms.y - parms.top * parms.destheight / parms.texheight;
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