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Remove spriteshade global
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parent
3b5dc96f4a
commit
65fa807433
6 changed files with 12 additions and 16 deletions
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@ -88,8 +88,6 @@ namespace swrenderer
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fixed_t sky1scale; // [RH] Sky 1 scale factor
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fixed_t sky2scale; // [RH] Sky 2 scale factor
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int spriteshade;
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FTexture *WallSpriteTile;
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//
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@ -198,7 +196,7 @@ bool R_ClipSpriteColumnWithPortals(vissprite_t* spr)
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// R_ProjectSprite
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// Generates a vissprite for a thing if it might be visible.
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//
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void R_ProjectSprite (AActor *thing, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector)
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void R_ProjectSprite (AActor *thing, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int spriteshade)
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{
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double tr_x;
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double tr_y;
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@ -357,7 +355,7 @@ void R_ProjectSprite (AActor *thing, WaterFakeSide fakeside, F3DFloor *fakefloor
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if ((renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
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{
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R_ProjectWallSprite(thing, pos, picnum, spriteScale, renderflags);
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R_ProjectWallSprite(thing, pos, picnum, spriteScale, renderflags, spriteshade);
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return;
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}
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@ -648,7 +646,7 @@ void R_AddSprites (sector_t *sec, int lightlevel, WaterFakeSide fakeside)
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// Well, now it will be done.
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sec->validcount = validcount;
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spriteshade = LIGHT2SHADE(lightlevel + r_actualextralight);
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int spriteshade = LIGHT2SHADE(lightlevel + r_actualextralight);
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// Handle all things in sector.
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for(auto p = sec->touching_renderthings; p != nullptr; p = p->m_snext)
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@ -685,7 +683,7 @@ void R_AddSprites (sector_t *sec, int lightlevel, WaterFakeSide fakeside)
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if(rover->bottom.plane->ZatPoint(0., 0.) >= thing->Top()) fakeceiling = rover;
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}
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}
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R_ProjectSprite (thing, fakeside, fakefloor, fakeceiling, sec);
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R_ProjectSprite (thing, fakeside, fakefloor, fakeceiling, sec, spriteshade);
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fakeceiling = NULL;
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fakefloor = NULL;
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}
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@ -1018,7 +1016,7 @@ void R_DrawSprite (vissprite_t *spr)
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}
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else
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{ // diminished light
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spriteshade = LIGHT2SHADE(sec->lightlevel + r_actualextralight);
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int spriteshade = LIGHT2SHADE(sec->lightlevel + r_actualextralight);
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spr->Style.BaseColormap = mybasecolormap;
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spr->Style.ColormapNum = GETPALOOKUP(r_SpriteVisibility / MAX(MINZ, (double)spr->depth), spriteshade);
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}
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@ -1349,7 +1347,7 @@ void R_DrawMaskedSingle (bool renew)
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void R_DrawHeightPlanes(double height); // kg3D - fake planes
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void R_DrawMasked (void)
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void R_DrawMasked ()
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{
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R_CollectPortals();
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R_SortVisSprites (DrewAVoxel ? sv_compare2d : sv_compare, firstvissprite - vissprites);
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@ -40,8 +40,6 @@ namespace swrenderer
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extern FTexture *WallSpriteTile;
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extern int spriteshade;
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bool R_ClipSpriteColumnWithPortals(vissprite_t* spr);
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@ -147,7 +147,7 @@ namespace swrenderer
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// get light level
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lightnum = ((floorlight + ceilinglight) >> 1) + r_actualextralight;
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spriteshade = LIGHT2SHADE(lightnum) - 24 * FRACUNIT;
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int spriteshade = LIGHT2SHADE(lightnum) - 24 * FRACUNIT;
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if (camera->player != NULL)
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{
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@ -190,7 +190,7 @@ namespace swrenderer
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if ((psp->GetID() != PSP_TARGETCENTER || CrosshairImage == nullptr) && psp->GetCaller() != nullptr)
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{
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R_DrawPSprite(psp, camera, bobx, boby, wx, wy, r_TicFracF);
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R_DrawPSprite(psp, camera, bobx, boby, wx, wy, r_TicFracF, spriteshade);
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}
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psp = psp->GetNext();
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@ -200,7 +200,7 @@ namespace swrenderer
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}
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}
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void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac)
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void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac, int spriteshade)
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{
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double tx;
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int x1;
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@ -20,6 +20,6 @@ namespace swrenderer
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void R_SetupPlayerSpriteScale();
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void R_DrawPlayerSprites();
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void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac);
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void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac, int spriteshade);
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void R_DrawRemainingPlayerSprites();
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}
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@ -58,7 +58,7 @@
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namespace swrenderer
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{
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void R_ProjectWallSprite(AActor *thing, const DVector3 &pos, FTextureID picnum, const DVector2 &scale, int renderflags)
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void R_ProjectWallSprite(AActor *thing, const DVector3 &pos, FTextureID picnum, const DVector2 &scale, int renderflags, int spriteshade)
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{
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FWallCoords wallc;
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double x1, x2;
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@ -17,7 +17,7 @@
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namespace swrenderer
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{
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void R_ProjectWallSprite(AActor *thing, const DVector3 &pos, FTextureID picnum, const DVector2 &scale, int renderflags);
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void R_ProjectWallSprite(AActor *thing, const DVector3 &pos, FTextureID picnum, const DVector2 &scale, int renderflags, int spriteshade);
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void R_DrawWallSprite(vissprite_t *spr, const short *mfloorclip, const short *mceilingclip);
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void R_WallSpriteColumn(int x, float maskedScaleY, bool sprflipvert, const short *mfloorclip, const short *mceilingclip);
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}
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