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- made DTA_SpecialColormap work, both for GL3+ and GL2 render paths.
This will only be used for HUD sprites. At the moment it will ignore sprite translations, though, when running in OpenGL 2 legacy mode.
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832df6d43a
commit
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3 changed files with 18 additions and 9 deletions
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@ -14,6 +14,7 @@ enum EColorManipulation
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CM_INVALID=-1,
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CM_DEFAULT=0, // untranslated
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CM_FIRSTSPECIALCOLORMAP, // first special fixed colormap
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CM_FIRSTSPECIALCOLORMAPFORCED= 0x08000000, // first special fixed colormap, application forced (for 2D overlays)
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CM_FOGLAYER = 0x10000000, // Sprite shaped fog layer
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@ -23,6 +24,7 @@ enum EColorManipulation
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};
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#define CM_MAXCOLORMAP int(CM_FIRSTSPECIALCOLORMAP + SpecialColormaps.Size())
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#define CM_MAXCOLORMAPFORCED int(CM_FIRSTSPECIALCOLORMAPFORCED + SpecialColormaps.Size())
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#endif
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@ -546,7 +546,7 @@ void FGLRenderer::Draw2D(F2DDrawer *drawer)
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if (index < 0 || (unsigned)index >= SpecialColormaps.Size()) index = 0; // if it isn't in the table FBitmap cannot use it. Shouldn't happen anyway.
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if (!gl.legacyMode)
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{
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gl_RenderState.SetFixedColormap(CM_FIRSTSPECIALCOLORMAP + int(index));
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gl_RenderState.SetFixedColormap(CM_FIRSTSPECIALCOLORMAPFORCED + int(index));
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}
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else
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{
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@ -253,9 +253,9 @@ bool FRenderState::ApplyShader()
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{
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activeShader->muFixedColormap.Set(0);
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}
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else if (mColormapState > CM_DEFAULT && mColormapState < CM_MAXCOLORMAP)
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else if ((mColormapState >= CM_FIRSTSPECIALCOLORMAP && mColormapState < CM_MAXCOLORMAPFORCED))
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{
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if (FGLRenderBuffers::IsEnabled())
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if (FGLRenderBuffers::IsEnabled() && mColormapState < CM_FIRSTSPECIALCOLORMAPFORCED)
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{
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// When using postprocessing to apply the colormap, we must render the image fullbright here.
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activeShader->muFixedColormap.Set(2);
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@ -263,13 +263,20 @@ bool FRenderState::ApplyShader()
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}
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else
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{
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FSpecialColormap *scm = &SpecialColormaps[mColormapState - CM_FIRSTSPECIALCOLORMAP];
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float m[] = { scm->ColorizeEnd[0] - scm->ColorizeStart[0],
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scm->ColorizeEnd[1] - scm->ColorizeStart[1], scm->ColorizeEnd[2] - scm->ColorizeStart[2], 0.f };
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if (mColormapState >= CM_FIRSTSPECIALCOLORMAPFORCED)
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{
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auto colormapState = mColormapState + CM_FIRSTSPECIALCOLORMAP - CM_FIRSTSPECIALCOLORMAPFORCED;
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if (colormapState < CM_MAXCOLORMAP)
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{
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FSpecialColormap *scm = &SpecialColormaps[colormapState - CM_FIRSTSPECIALCOLORMAP];
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float m[] = { scm->ColorizeEnd[0] - scm->ColorizeStart[0],
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scm->ColorizeEnd[1] - scm->ColorizeStart[1], scm->ColorizeEnd[2] - scm->ColorizeStart[2], 0.f };
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activeShader->muFixedColormap.Set(1);
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activeShader->muColormapStart.Set(scm->ColorizeStart[0], scm->ColorizeStart[1], scm->ColorizeStart[2], 0.f);
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activeShader->muColormapRange.Set(m);
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activeShader->muFixedColormap.Set(1);
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activeShader->muColormapStart.Set(scm->ColorizeStart[0], scm->ColorizeStart[1], scm->ColorizeStart[2], 0.f);
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activeShader->muColormapRange.Set(m);
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}
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}
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}
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}
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else if (mColormapState == CM_FOGLAYER)
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