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- fixed uninitialized screen flash color for savegame images in the software renderer.
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parent
2fa5a88701
commit
0e4a860c5e
3 changed files with 24 additions and 7 deletions
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@ -1351,12 +1351,13 @@ void DFrameBuffer::DrawBorder (FTextureID picnum, int x1, int y1, int x2, int y2
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}
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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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FVector4 DFrameBuffer::CalcBlend(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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@ -1376,7 +1377,7 @@ void DFrameBuffer::DrawBlend(sector_t * viewsector)
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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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const auto &vpp = r_viewpoint.Pos;
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const auto &vpp = r_viewpoint.Pos;
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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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@ -1452,7 +1453,7 @@ void DFrameBuffer::DrawBlend(sector_t * viewsector)
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if (in->IsKindOf(torchtype))
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{
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// The software renderer already bakes the torch flickering into its output, so this must be omitted here.
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float r = vid_rendermode < 4? 1.f : (0.8f + (7 - player->fixedlightlevel) / 70.0f);
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float r = vid_rendermode < 4 ? 1.f : (0.8f + (7 - player->fixedlightlevel) / 70.0f);
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if (r > 1.0f) r = 1.0f;
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int rr = (int)(r * 255);
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int b = rr;
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@ -1488,8 +1489,20 @@ void DFrameBuffer::DrawBlend(sector_t * viewsector)
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const float br = clamp(blend[0] * 255.f, 0.f, 255.f);
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const float bg = clamp(blend[1] * 255.f, 0.f, 255.f);
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const float bb = clamp(blend[2] * 255.f, 0.f, 255.f);
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const PalEntry bcolor(255, uint8_t(br), uint8_t(bg), uint8_t(bb));
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screen->Dim(bcolor, blend[3], 0, 0, screen->GetWidth(), screen->GetHeight());
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return { br, bg, bb, blend[3] };
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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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auto blend = CalcBlend(viewsector);
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const PalEntry bcolor(255, uint8_t(blend.X), uint8_t(blend.Y), uint8_t(blend.Z));
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screen->Dim(bcolor, blend.W, 0, 0, screen->GetWidth(), screen->GetHeight());
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}
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@ -230,6 +230,9 @@ void FSoftwareRenderer::WriteSavePic (player_t *player, FileWriter *file, int wi
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r_viewpoint = mScene.MainThread()->Viewport->viewpoint;
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r_viewwindow = mScene.MainThread()->Viewport->viewwindow;
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}
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auto blend = screen->CalcBlend(r_viewpoint.sector);
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const PalEntry bcolor(255, uint8_t(blend.X), uint8_t(blend.Y), uint8_t(blend.Z));
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screen->SetFlash(bcolor, int(blend.W * 256));
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screen->GetFlashedPalette (palette);
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M_CreatePNG (file, pic.GetPixels(), palette, SS_PAL, width, height, pic.GetPitch(), Gamma);
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}
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@ -352,7 +352,7 @@ private:
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protected:
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int clipleft = 0, cliptop = 0, clipwidth = -1, clipheight = -1;
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PalEntry Flash; // Only needed to support some cruft in the interface that only makes sense for the software renderer
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PalEntry Flash = 0; // Only needed to support some cruft in the interface that only makes sense for the software renderer
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PalEntry SourcePalette[256]; // This is where unpaletted textures get their palette from
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public:
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@ -502,6 +502,7 @@ public:
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// Dim part of the canvas
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void Dim(PalEntry color, float amount, int x1, int y1, int w, int h, FRenderStyle *style = nullptr);
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void DoDim(PalEntry color, float amount, int x1, int y1, int w, int h, FRenderStyle *style = nullptr);
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FVector4 CalcBlend(sector_t * viewsector);
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void DrawBlend(sector_t * viewsector);
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// Fill an area with a texture
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