mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-28 15:02:01 +00:00
allow brightmaps and fullbright objects in fog. The reasons why they were disabled no longer exist.
This commit is contained in:
parent
c47c7421a3
commit
506798f134
4 changed files with 2 additions and 11 deletions
|
@ -471,11 +471,9 @@ void GLFlat::Draw(int pass)
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
if (foggy) gl_RenderState.EnableBrightmap(false);
|
|
||||||
gltexture->Bind();
|
gltexture->Bind();
|
||||||
bool pushed = gl_SetPlaneTextureRotation(&plane, gltexture);
|
bool pushed = gl_SetPlaneTextureRotation(&plane, gltexture);
|
||||||
DrawSubsectors(pass, true);
|
DrawSubsectors(pass, true);
|
||||||
gl_RenderState.EnableBrightmap(true);
|
|
||||||
if (pushed)
|
if (pushed)
|
||||||
{
|
{
|
||||||
glPopMatrix();
|
glPopMatrix();
|
||||||
|
|
|
@ -405,7 +405,6 @@ void FGLRenderer::RenderScene(int recursion)
|
||||||
gl_RenderState.EnableBrightmap(gl_fixedcolormap == CM_DEFAULT);
|
gl_RenderState.EnableBrightmap(gl_fixedcolormap == CM_DEFAULT);
|
||||||
gl_drawinfo->drawlists[GLDL_PLAIN].Sort();
|
gl_drawinfo->drawlists[GLDL_PLAIN].Sort();
|
||||||
gl_drawinfo->drawlists[GLDL_PLAIN].Draw(pass);
|
gl_drawinfo->drawlists[GLDL_PLAIN].Draw(pass);
|
||||||
gl_RenderState.EnableBrightmap(false);
|
|
||||||
gl_drawinfo->drawlists[GLDL_FOG].Sort();
|
gl_drawinfo->drawlists[GLDL_FOG].Sort();
|
||||||
gl_drawinfo->drawlists[GLDL_FOG].Draw(pass);
|
gl_drawinfo->drawlists[GLDL_FOG].Draw(pass);
|
||||||
gl_drawinfo->drawlists[GLDL_LIGHTFOG].Sort();
|
gl_drawinfo->drawlists[GLDL_LIGHTFOG].Sort();
|
||||||
|
@ -422,10 +421,8 @@ void FGLRenderer::RenderScene(int recursion)
|
||||||
}
|
}
|
||||||
if (pass == GLPASS_BASE) pass = GLPASS_BASE_MASKED;
|
if (pass == GLPASS_BASE) pass = GLPASS_BASE_MASKED;
|
||||||
gl_RenderState.AlphaFunc(GL_GEQUAL,gl_mask_threshold);
|
gl_RenderState.AlphaFunc(GL_GEQUAL,gl_mask_threshold);
|
||||||
gl_RenderState.EnableBrightmap(true);
|
|
||||||
gl_drawinfo->drawlists[GLDL_MASKED].Sort();
|
gl_drawinfo->drawlists[GLDL_MASKED].Sort();
|
||||||
gl_drawinfo->drawlists[GLDL_MASKED].Draw(pass);
|
gl_drawinfo->drawlists[GLDL_MASKED].Draw(pass);
|
||||||
gl_RenderState.EnableBrightmap(false);
|
|
||||||
gl_drawinfo->drawlists[GLDL_FOGMASKED].Sort();
|
gl_drawinfo->drawlists[GLDL_FOGMASKED].Sort();
|
||||||
gl_drawinfo->drawlists[GLDL_FOGMASKED].Draw(pass);
|
gl_drawinfo->drawlists[GLDL_FOGMASKED].Draw(pass);
|
||||||
gl_drawinfo->drawlists[GLDL_LIGHTFOGMASKED].Sort();
|
gl_drawinfo->drawlists[GLDL_LIGHTFOGMASKED].Sort();
|
||||||
|
|
|
@ -461,7 +461,6 @@ void GLWall::RenderTranslucentWall()
|
||||||
int extra;
|
int extra;
|
||||||
if (gltexture)
|
if (gltexture)
|
||||||
{
|
{
|
||||||
if (flags&GLWF_FOGGY) gl_RenderState.EnableBrightmap(false);
|
|
||||||
gl_RenderState.EnableGlow(!!(flags & GLWF_GLOW));
|
gl_RenderState.EnableGlow(!!(flags & GLWF_GLOW));
|
||||||
gltexture->Bind(flags, 0);
|
gltexture->Bind(flags, 0);
|
||||||
extra = getExtraLight();
|
extra = getExtraLight();
|
||||||
|
@ -486,7 +485,6 @@ void GLWall::RenderTranslucentWall()
|
||||||
{
|
{
|
||||||
gl_RenderState.EnableTexture(true);
|
gl_RenderState.EnableTexture(true);
|
||||||
}
|
}
|
||||||
gl_RenderState.EnableBrightmap(true);
|
|
||||||
gl_RenderState.EnableGlow(false);
|
gl_RenderState.EnableGlow(false);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -393,10 +393,9 @@ FShader *FShaderContainer::Bind(int cm, bool glowing, float Speed, bool lights)
|
||||||
glUniform3fv(sh->colormaprange_index, 1, m);
|
glUniform3fv(sh->colormaprange_index, 1, m);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
/*
|
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
bool desat = cm>=CM_DESAT1 && cm<=CM_DESAT31;
|
bool desat = false;// cm >= CM_DESAT1 && cm <= CM_DESAT31;
|
||||||
sh = shader[glowing + 2*desat + 4*lights + (glset.lightmode & 8)];
|
sh = shader[glowing + 2*desat + 4*lights + (glset.lightmode & 8)];
|
||||||
// [BB] If there was a problem when loading the shader, sh is NULL here.
|
// [BB] If there was a problem when loading the shader, sh is NULL here.
|
||||||
if( sh )
|
if( sh )
|
||||||
|
@ -404,11 +403,10 @@ FShader *FShaderContainer::Bind(int cm, bool glowing, float Speed, bool lights)
|
||||||
sh->Bind(Speed);
|
sh->Bind(Speed);
|
||||||
if (desat)
|
if (desat)
|
||||||
{
|
{
|
||||||
glUniform1f(sh->desaturation_index, 1.f-float(cm-CM_DESAT0)/(CM_DESAT31-CM_DESAT0));
|
//glUniform1f(sh->desaturation_index, 1.f-float(cm-CM_DESAT0)/(CM_DESAT31-CM_DESAT0));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
*/
|
|
||||||
return sh;
|
return sh;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue