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https://github.com/ZDoom/qzdoom.git
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Add functions to CameraLight
This commit is contained in:
parent
a0a40281b3
commit
892350ac2e
25 changed files with 83 additions and 77 deletions
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@ -1409,7 +1409,7 @@ void OpenGLSWFrameBuffer::Draw3DPart(bool copy3d)
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uint32_t color0, color1;
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if (Accel2D)
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{
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auto &map = swrenderer::CameraLight::Instance()->realfixedcolormap;
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auto map = swrenderer::CameraLight::Instance()->ShaderColormap();
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if (map == nullptr)
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{
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color0 = 0;
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@ -69,10 +69,10 @@ void PolyRenderer::RenderView(player_t *player)
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// Apply special colormap if the target cannot do it
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CameraLight *cameraLight = CameraLight::Instance();
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if (cameraLight->realfixedcolormap && viewport->RenderTarget->IsBgra() && !(r_shadercolormaps && screen->Accel2D))
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if (cameraLight->ShaderColormap() && viewport->RenderTarget->IsBgra() && !(r_shadercolormaps && screen->Accel2D))
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{
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R_BeginDrawerCommands();
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DrawerCommandQueue::QueueCommand<ApplySpecialColormapRGBACommand>(cameraLight->realfixedcolormap, screen);
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DrawerCommandQueue::QueueCommand<ApplySpecialColormapRGBACommand>(cameraLight->ShaderColormap(), screen);
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R_EndDrawerCommands();
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}
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}
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@ -140,7 +140,7 @@ void RenderPolyDecal::Render(const TriMatrix &worldToClip, const Vec4f &clipPlan
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args.SetColormap(front->ColorMap);
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args.SetTexture(tex, decal->Translation, true);
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args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->WallGlobVis();
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if (fullbrightSprite || cameraLight->fixedlightlev >= 0 || cameraLight->fixedcolormap)
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if (fullbrightSprite || cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
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{
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args.uniforms.light = 256;
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args.uniforms.flags |= TriUniforms::fixed_light;
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@ -76,7 +76,7 @@ void RenderPolyParticle::Render(const TriMatrix &worldToClip, const Vec4f &clipP
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args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->ParticleGlobVis();
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if (fullbrightSprite || cameraLight->fixedlightlev >= 0 || cameraLight->fixedcolormap)
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if (fullbrightSprite || cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
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{
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args.uniforms.light = 256;
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args.uniforms.flags = TriUniforms::fixed_light;
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@ -99,7 +99,7 @@ void RenderPolyPlane::Render3DFloor(const TriMatrix &worldToClip, const Vec4f &c
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swrenderer::CameraLight *cameraLight = swrenderer::CameraLight::Instance();
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int lightlevel = 255;
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if (cameraLight->fixedlightlev < 0 && sub->sector->e->XFloor.lightlist.Size())
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if (cameraLight->FixedLightLevel() < 0 && sub->sector->e->XFloor.lightlist.Size())
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{
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lightlist_t *light = P_GetPlaneLight(sub->sector, &sub->sector->ceilingplane, false);
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//basecolormap = light->extra_colormap;
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@ -111,7 +111,7 @@ void RenderPolyPlane::Render3DFloor(const TriMatrix &worldToClip, const Vec4f &c
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PolyDrawArgs args;
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args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->SlopePlaneGlobVis() * 48.0f;
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args.uniforms.light = (uint32_t)(lightlevel / 255.0f * 256.0f);
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if (cameraLight->fixedlightlev >= 0 || cameraLight->fixedcolormap)
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if (cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
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args.uniforms.light = 256;
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args.uniforms.flags = 0;
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args.uniforms.subsectorDepth = subsectorDepth;
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@ -307,7 +307,7 @@ void RenderPolyPlane::Render(const TriMatrix &worldToClip, const Vec4f &clipPlan
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PolyDrawArgs args;
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args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->SlopePlaneGlobVis() * 48.0f;
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args.uniforms.light = (uint32_t)(frontsector->lightlevel / 255.0f * 256.0f);
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if (cameraLight->fixedlightlev >= 0 || cameraLight->fixedcolormap)
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if (cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
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args.uniforms.light = 256;
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args.uniforms.flags = 0;
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args.uniforms.subsectorDepth = isSky ? RenderPolyScene::SkySubsectorDepth : subsectorDepth;
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@ -329,14 +329,14 @@ void RenderPolyPlayerSprites::RenderSprite(DPSprite *sprite, AActor *owner, floa
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// If the main colormap has fixed lights, and this sprite is being drawn with that
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// colormap, disable acceleration so that the lights can remain fixed.
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swrenderer::CameraLight *cameraLight = swrenderer::CameraLight::Instance();
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if (!noaccel && cameraLight->realfixedcolormap == nullptr &&
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if (!noaccel && cameraLight->ShaderColormap() == nullptr &&
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NormalLightHasFixedLights && mybasecolormap == &NormalLight &&
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tex->UseBasePalette())
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{
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noaccel = true;
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}
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// [SP] If emulating GZDoom fullbright, disable acceleration
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if (r_fullbrightignoresectorcolor && cameraLight->fixedlightlev >= 0)
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if (r_fullbrightignoresectorcolor && cameraLight->FixedLightLevel() >= 0)
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mybasecolormap = &FullNormalLight;
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if (r_fullbrightignoresectorcolor && !foggy && sprite->GetState()->GetFullbright())
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mybasecolormap = &FullNormalLight;
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@ -141,7 +141,7 @@ void RenderPolySprite::Render(const TriMatrix &worldToClip, const Vec4f &clipPla
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PolyDrawArgs args;
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args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->SpriteGlobVis();
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args.uniforms.flags = 0;
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if (fullbrightSprite || cameraLight->fixedlightlev >= 0 || cameraLight->fixedcolormap)
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if (fullbrightSprite || cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
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{
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args.uniforms.light = 256;
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args.uniforms.flags |= TriUniforms::fixed_light;
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@ -353,7 +353,7 @@ FTexture *RenderPolyWall::GetTexture()
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int RenderPolyWall::GetLightLevel()
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{
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swrenderer::CameraLight *cameraLight = swrenderer::CameraLight::Instance();
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if (cameraLight->fixedlightlev >= 0 || cameraLight->fixedcolormap)
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if (cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
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{
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return 255;
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}
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@ -102,7 +102,7 @@ void RenderPolyWallSprite::Render(const TriMatrix &worldToClip, const Vec4f &cli
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PolyDrawArgs args;
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args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->WallGlobVis();
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if (fullbrightSprite || cameraLight->fixedlightlev >= 0 || cameraLight->fixedcolormap)
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if (fullbrightSprite || cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
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{
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args.uniforms.light = 256;
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args.uniforms.flags = TriUniforms::fixed_light;
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@ -899,7 +899,7 @@ namespace swrenderer
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walltexcoords.Project(sidedef->TexelLength * lwallscale, WallC.sx1, WallC.sx2, WallT);
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CameraLight *cameraLight = CameraLight::Instance();
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if (cameraLight->fixedcolormap == nullptr && cameraLight->fixedlightlev < 0)
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if (cameraLight->FixedColormap() == nullptr && cameraLight->FixedLightLevel() < 0)
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{
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wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, frontsector->lightlevel) + R_ActualExtraLight(foggy));
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double GlobVis = LightVisibility::Instance()->WallGlobVis();
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@ -916,7 +916,7 @@ namespace swrenderer
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bool SWRenderLine::IsFogBoundary(sector_t *front, sector_t *back) const
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{
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return r_fogboundary && CameraLight::Instance()->fixedcolormap == nullptr && front->ColorMap->Fade &&
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return r_fogboundary && CameraLight::Instance()->FixedColormap() == nullptr && front->ColorMap->Fade &&
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front->ColorMap->Fade != back->ColorMap->Fade &&
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(front->GetTexture(sector_t::ceiling) != skyflatnum || back->GetTexture(sector_t::ceiling) != skyflatnum);
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}
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@ -935,10 +935,10 @@ namespace swrenderer
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drawerargs.SetStyle(false, false, OPAQUE);
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CameraLight *cameraLight = CameraLight::Instance();
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if (cameraLight->fixedlightlev >= 0)
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drawerargs.SetLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->fixedlightlev));
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else if (cameraLight->fixedcolormap != nullptr)
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drawerargs.SetLight(cameraLight->fixedcolormap, 0, 0);
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if (cameraLight->FixedLightLevel() >= 0)
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drawerargs.SetLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->FixedLightLevel()));
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else if (cameraLight->FixedColormap() != nullptr)
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drawerargs.SetLight(cameraLight->FixedColormap(), 0, 0);
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// clip wall to the floor and ceiling
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auto ceilingclip = RenderOpaquePass::Instance()->ceilingclip;
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@ -106,7 +106,7 @@ namespace swrenderer
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Clip3DFloors *clip3d = Clip3DFloors::Instance();
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CameraLight *cameraLight = CameraLight::Instance();
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if (cameraLight->fixedlightlev < 0)
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if (cameraLight->FixedLightLevel() < 0)
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{
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if (!(clip3d->fake3D & FAKE3D_CLIPTOP))
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{
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@ -148,15 +148,15 @@ namespace swrenderer
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spryscale = ds->iscale + ds->iscalestep * (x1 - ds->x1);
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rw_scalestep = ds->iscalestep;
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if (cameraLight->fixedlightlev >= 0)
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if (cameraLight->FixedLightLevel() >= 0)
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{
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walldrawerargs.SetLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->fixedlightlev));
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columndrawerargs.SetLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->fixedlightlev));
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walldrawerargs.SetLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->FixedLightLevel()));
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columndrawerargs.SetLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->FixedLightLevel()));
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}
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else if (cameraLight->fixedcolormap != nullptr)
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else if (cameraLight->FixedColormap() != nullptr)
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{
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walldrawerargs.SetLight(cameraLight->fixedcolormap, 0, 0);
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columndrawerargs.SetLight(cameraLight->fixedcolormap, 0, 0);
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walldrawerargs.SetLight(cameraLight->FixedColormap(), 0, 0);
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columndrawerargs.SetLight(cameraLight->FixedColormap(), 0, 0);
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}
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// find positioning
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@ -284,7 +284,7 @@ namespace swrenderer
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{
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for (int x = x1; x < x2; ++x)
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{
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if (cameraLight->fixedcolormap == nullptr && cameraLight->fixedlightlev < 0)
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if (cameraLight->FixedColormap() == nullptr && cameraLight->FixedLightLevel() < 0)
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{
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columndrawerargs.SetLight(basecolormap, rw_light, wallshade);
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}
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@ -456,10 +456,10 @@ namespace swrenderer
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}
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CameraLight *cameraLight = CameraLight::Instance();
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if (cameraLight->fixedlightlev >= 0)
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drawerargs.SetLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->fixedlightlev));
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else if (cameraLight->fixedcolormap != nullptr)
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drawerargs.SetLight(cameraLight->fixedcolormap, 0, 0);
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if (cameraLight->FixedLightLevel() >= 0)
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drawerargs.SetLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->FixedLightLevel()));
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else if (cameraLight->FixedColormap() != nullptr)
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drawerargs.SetLight(cameraLight->FixedColormap(), 0, 0);
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WallC.sz1 = ds->sz1;
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WallC.sz2 = ds->sz2;
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@ -682,7 +682,7 @@ namespace swrenderer
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FDynamicColormap *basecolormap = frontsector->ColorMap;
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wallshade = ds->shade;
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CameraLight *cameraLight = CameraLight::Instance();
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if (cameraLight->fixedlightlev < 0)
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if (cameraLight->FixedLightLevel() < 0)
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{
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if ((ds->bFakeBoundary & 3) == 2)
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{
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@ -857,7 +857,7 @@ namespace swrenderer
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FDynamicColormap *basecolormap = frontsector->ColorMap;
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wallshade = ds->shade;
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CameraLight *cameraLight = CameraLight::Instance();
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if (cameraLight->fixedlightlev < 0)
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if (cameraLight->FixedLightLevel() < 0)
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{
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if ((ds->bFakeBoundary & 3) == 2)
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{
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@ -323,10 +323,10 @@ namespace swrenderer
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drawerargs.SetTextureFracBits(RenderViewport::Instance()->RenderTarget->IsBgra() ? FRACBITS : fracbits);
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CameraLight *cameraLight = CameraLight::Instance();
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bool fixed = (cameraLight->fixedcolormap != NULL || cameraLight->fixedlightlev >= 0);
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bool fixed = (cameraLight->FixedColormap() != NULL || cameraLight->FixedLightLevel() >= 0);
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if (cameraLight->fixedcolormap)
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drawerargs.SetLight(cameraLight->fixedcolormap, 0, 0);
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if (cameraLight->FixedColormap())
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drawerargs.SetLight(cameraLight->FixedColormap(), 0, 0);
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else
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drawerargs.SetLight(basecolormap, 0, 0);
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@ -410,7 +410,7 @@ namespace swrenderer
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}
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CameraLight *cameraLight = CameraLight::Instance();
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if (cameraLight->fixedcolormap != NULL || cameraLight->fixedlightlev >= 0 || !(frontsector->e && frontsector->e->XFloor.lightlist.Size()))
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if (cameraLight->FixedColormap() != NULL || cameraLight->FixedLightLevel() >= 0 || !(frontsector->e && frontsector->e->XFloor.lightlist.Size()))
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{
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ProcessNormalWall(uwal, dwal, texturemid, swal, lwal);
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}
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@ -112,14 +112,14 @@ namespace swrenderer
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GlobVis = LightVisibility::Instance()->FlatPlaneGlobVis() / planeheight;
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CameraLight *cameraLight = CameraLight::Instance();
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if (cameraLight->fixedlightlev >= 0)
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if (cameraLight->FixedLightLevel() >= 0)
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{
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drawerargs.SetLight(basecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->fixedlightlev));
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drawerargs.SetLight(basecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->FixedLightLevel()));
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plane_shade = false;
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}
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else if (cameraLight->fixedcolormap)
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else if (cameraLight->FixedColormap())
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{
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drawerargs.SetLight(cameraLight->fixedcolormap, 0, 0);
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drawerargs.SetLight(cameraLight->FixedColormap(), 0, 0);
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plane_shade = false;
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}
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else
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@ -148,9 +148,9 @@ namespace swrenderer
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}
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CameraLight *cameraLight = CameraLight::Instance();
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if (cameraLight->fixedcolormap)
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if (cameraLight->FixedColormap())
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{
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drawerargs.SetLight(cameraLight->fixedcolormap, 0, 0);
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drawerargs.SetLight(cameraLight->FixedColormap(), 0, 0);
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}
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else
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{
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@ -154,14 +154,14 @@ namespace swrenderer
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basecolormap = colormap;
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CameraLight *cameraLight = CameraLight::Instance();
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if (cameraLight->fixedlightlev >= 0)
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if (cameraLight->FixedLightLevel() >= 0)
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{
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drawerargs.SetLight(basecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->fixedlightlev));
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drawerargs.SetLight(basecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->FixedLightLevel()));
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plane_shade = false;
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}
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else if (cameraLight->fixedcolormap)
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else if (cameraLight->FixedColormap())
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{
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drawerargs.SetLight(cameraLight->fixedcolormap, 0, 0);
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drawerargs.SetLight(cameraLight->FixedColormap(), 0, 0);
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plane_shade = false;
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}
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else
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@ -189,15 +189,15 @@ namespace swrenderer
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}
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CameraLight *cameraLight = CameraLight::Instance();
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if (cameraLight->fixedcolormap)
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if (cameraLight->FixedColormap())
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{
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BaseColormap = cameraLight->fixedcolormap;
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BaseColormap = cameraLight->FixedColormap();
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ColormapNum = 0;
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}
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else if (cameraLight->fixedlightlev >= 0)
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else if (cameraLight->FixedLightLevel() >= 0)
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{
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BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap;
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ColormapNum = cameraLight->fixedlightlev >> COLORMAPSHIFT;
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ColormapNum = cameraLight->FixedLightLevel() >> COLORMAPSHIFT;
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}
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else if (fullbright)
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{
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@ -59,11 +59,17 @@ namespace swrenderer
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public:
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static CameraLight *Instance();
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int FixedLightLevel() const { return fixedlightlev; }
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FSWColormap *FixedColormap() const { return fixedcolormap; }
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FSpecialColormap *ShaderColormap() const { return realfixedcolormap; }
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void SetCamera(AActor *actor);
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void ClearShaderColormap() { realfixedcolormap = nullptr; }
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private:
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int fixedlightlev = 0;
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FSWColormap *fixedcolormap = nullptr;
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FSpecialColormap *realfixedcolormap = nullptr;
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void SetCamera(AActor *actor);
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};
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class LightVisibility
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@ -483,7 +483,7 @@ namespace swrenderer
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// kg3D - fake lights
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CameraLight *cameraLight = CameraLight::Instance();
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FDynamicColormap *basecolormap;
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if (cameraLight->fixedlightlev < 0 && frontsector->e && frontsector->e->XFloor.lightlist.Size())
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if (cameraLight->FixedLightLevel() < 0 && frontsector->e && frontsector->e->XFloor.lightlist.Size())
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{
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light = P_GetPlaneLight(frontsector, &frontsector->ceilingplane, false);
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basecolormap = light->extra_colormap;
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@ -496,7 +496,7 @@ namespace swrenderer
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}
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else
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{
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basecolormap = (r_fullbrightignoresectorcolor && cameraLight->fixedlightlev >= 0) ? &FullNormalLight : frontsector->ColorMap;
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basecolormap = (r_fullbrightignoresectorcolor && cameraLight->FixedLightLevel() >= 0) ? &FullNormalLight : frontsector->ColorMap;
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}
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portal = frontsector->ValidatePortal(sector_t::ceiling);
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@ -521,7 +521,7 @@ namespace swrenderer
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if (ceilingplane)
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ceilingplane->AddLights(frontsector->lighthead);
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if (cameraLight->fixedlightlev < 0 && frontsector->e && frontsector->e->XFloor.lightlist.Size())
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if (cameraLight->FixedLightLevel() < 0 && frontsector->e && frontsector->e->XFloor.lightlist.Size())
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{
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light = P_GetPlaneLight(frontsector, &frontsector->floorplane, false);
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basecolormap = light->extra_colormap;
|
||||
|
@ -534,7 +534,7 @@ namespace swrenderer
|
|||
}
|
||||
else
|
||||
{
|
||||
basecolormap = (r_fullbrightignoresectorcolor && cameraLight->fixedlightlev >= 0) ? &FullNormalLight : frontsector->ColorMap;
|
||||
basecolormap = (r_fullbrightignoresectorcolor && cameraLight->FixedLightLevel() >= 0) ? &FullNormalLight : frontsector->ColorMap;
|
||||
}
|
||||
|
||||
// killough 3/7/98: Add (x,y) offsets to flats, add deep water check
|
||||
|
@ -606,7 +606,7 @@ namespace swrenderer
|
|||
else position = sector_t::floor;
|
||||
frontsector = &tempsec;
|
||||
|
||||
if (cameraLight->fixedlightlev < 0 && sub->sector->e->XFloor.lightlist.Size())
|
||||
if (cameraLight->FixedLightLevel() < 0 && sub->sector->e->XFloor.lightlist.Size())
|
||||
{
|
||||
light = P_GetPlaneLight(sub->sector, &frontsector->floorplane, false);
|
||||
basecolormap = light->extra_colormap;
|
||||
|
@ -671,7 +671,7 @@ namespace swrenderer
|
|||
frontsector = &tempsec;
|
||||
|
||||
tempsec.ceilingplane.ChangeHeight(-1 / 65536.);
|
||||
if (cameraLight->fixedlightlev < 0 && sub->sector->e->XFloor.lightlist.Size())
|
||||
if (cameraLight->FixedLightLevel() < 0 && sub->sector->e->XFloor.lightlist.Size())
|
||||
{
|
||||
light = P_GetPlaneLight(sub->sector, &frontsector->ceilingplane, false);
|
||||
basecolormap = light->extra_colormap;
|
||||
|
|
|
@ -98,9 +98,9 @@ namespace swrenderer
|
|||
RenderActorView(player->mo);
|
||||
|
||||
// Apply special colormap if the target cannot do it
|
||||
if (CameraLight::Instance()->realfixedcolormap && viewport->RenderTarget->IsBgra() && !(r_shadercolormaps && screen->Accel2D))
|
||||
if (CameraLight::Instance()->ShaderColormap() && viewport->RenderTarget->IsBgra() && !(r_shadercolormaps && screen->Accel2D))
|
||||
{
|
||||
DrawerCommandQueue::QueueCommand<ApplySpecialColormapRGBACommand>(CameraLight::Instance()->realfixedcolormap, screen);
|
||||
DrawerCommandQueue::QueueCommand<ApplySpecialColormapRGBACommand>(CameraLight::Instance()->ShaderColormap(), screen);
|
||||
}
|
||||
|
||||
R_EndDrawerCommands();
|
||||
|
@ -185,7 +185,7 @@ namespace swrenderer
|
|||
// copy to the screen does not use a special colormap shader.
|
||||
if (!r_shadercolormaps && !RenderViewport::Instance()->RenderTarget->IsBgra())
|
||||
{
|
||||
CameraLight::Instance()->realfixedcolormap = NULL;
|
||||
CameraLight::Instance()->ClearShaderColormap();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -277,10 +277,10 @@ namespace swrenderer
|
|||
|
||||
SpriteDrawerArgs drawerargs;
|
||||
|
||||
if (cameraLight->fixedlightlev >= 0)
|
||||
drawerargs.SetLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->fixedlightlev));
|
||||
else if (cameraLight->fixedcolormap != NULL)
|
||||
drawerargs.SetLight(cameraLight->fixedcolormap, 0, 0);
|
||||
if (cameraLight->FixedLightLevel() >= 0)
|
||||
drawerargs.SetLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->FixedLightLevel()));
|
||||
else if (cameraLight->FixedColormap() != NULL)
|
||||
drawerargs.SetLight(cameraLight->FixedColormap(), 0, 0);
|
||||
else if (!foggy && (decal->RenderFlags & RF_FULLBRIGHT))
|
||||
drawerargs.SetLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, 0);
|
||||
else
|
||||
|
|
|
@ -91,7 +91,7 @@ namespace swrenderer
|
|||
|
||||
FDynamicColormap *basecolormap;
|
||||
CameraLight *cameraLight = CameraLight::Instance();
|
||||
if (cameraLight->fixedlightlev < 0 && viewsector->e && viewsector->e->XFloor.lightlist.Size())
|
||||
if (cameraLight->FixedLightLevel() < 0 && viewsector->e && viewsector->e->XFloor.lightlist.Size())
|
||||
{
|
||||
for (i = viewsector->e->XFloor.lightlist.Size() - 1; i >= 0; i--)
|
||||
{
|
||||
|
@ -486,7 +486,7 @@ namespace swrenderer
|
|||
// If the main colormap has fixed lights, and this sprite is being drawn with that
|
||||
// colormap, disable acceleration so that the lights can remain fixed.
|
||||
CameraLight *cameraLight = CameraLight::Instance();
|
||||
if (!noaccel && cameraLight->realfixedcolormap == nullptr &&
|
||||
if (!noaccel && cameraLight->ShaderColormap() == nullptr &&
|
||||
NormalLightHasFixedLights && vis.Light.BaseColormap == &NormalLight &&
|
||||
vis.pic->UseBasePalette())
|
||||
{
|
||||
|
|
|
@ -87,7 +87,7 @@ namespace swrenderer
|
|||
|
||||
// kg3D - correct colors now
|
||||
CameraLight *cameraLight = CameraLight::Instance();
|
||||
if (!cameraLight->fixedcolormap && cameraLight->fixedlightlev < 0 && spr->sector->e && spr->sector->e->XFloor.lightlist.Size())
|
||||
if (!cameraLight->FixedColormap() && cameraLight->FixedLightLevel() < 0 && spr->sector->e && spr->sector->e->XFloor.lightlist.Size())
|
||||
{
|
||||
if (!(clip3d->fake3D & FAKE3D_CLIPTOP))
|
||||
{
|
||||
|
|
|
@ -187,10 +187,10 @@ namespace swrenderer
|
|||
float lightstep = float((GlobVis / spr->wallc.sz2 - lightleft) / (spr->wallc.sx2 - spr->wallc.sx1));
|
||||
float light = lightleft + (x1 - spr->wallc.sx1) * lightstep;
|
||||
CameraLight *cameraLight = CameraLight::Instance();
|
||||
if (cameraLight->fixedlightlev >= 0)
|
||||
drawerargs.SetLight(usecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->fixedlightlev));
|
||||
else if (cameraLight->fixedcolormap != NULL)
|
||||
drawerargs.SetLight(cameraLight->fixedcolormap, 0, 0);
|
||||
if (cameraLight->FixedLightLevel() >= 0)
|
||||
drawerargs.SetLight(usecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->FixedLightLevel()));
|
||||
else if (cameraLight->FixedColormap() != NULL)
|
||||
drawerargs.SetLight(cameraLight->FixedColormap(), 0, 0);
|
||||
else if (!spr->foggy && (spr->renderflags & RF_FULLBRIGHT))
|
||||
drawerargs.SetLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, 0);
|
||||
else
|
||||
|
|
|
@ -436,12 +436,12 @@ namespace swrenderer
|
|||
colfunc = &SWPixelFormatDrawers::DrawShadedColumn;
|
||||
drawer_needs_pal_input = true;
|
||||
CameraLight *cameraLight = CameraLight::Instance();
|
||||
dc_color = cameraLight->fixedcolormap ? cameraLight->fixedcolormap->Maps[APART(color)] : basecolormap->Maps[APART(color)];
|
||||
dc_color = cameraLight->FixedColormap() ? cameraLight->FixedColormap()->Maps[APART(color)] : basecolormap->Maps[APART(color)];
|
||||
basecolormap = &ShadeFakeColormap[16 - alpha];
|
||||
if (cameraLight->fixedlightlev >= 0 && cameraLight->fixedcolormap == NULL)
|
||||
if (cameraLight->FixedLightLevel() >= 0 && !cameraLight->FixedColormap())
|
||||
{
|
||||
fixed_t shade = shadedlightshade;
|
||||
if (shade == 0) FIXEDLIGHT2SHADE(cameraLight->fixedlightlev);
|
||||
if (shade == 0) FIXEDLIGHT2SHADE(cameraLight->FixedLightLevel());
|
||||
SetLight(basecolormap, 0, shade);
|
||||
}
|
||||
else
|
||||
|
|
|
@ -1405,7 +1405,7 @@ void D3DFB::Draw3DPart(bool copy3d)
|
|||
D3DCOLOR color0, color1;
|
||||
if (Accel2D)
|
||||
{
|
||||
auto &map = swrenderer::CameraLight::Instance()->realfixedcolormap;
|
||||
auto map = swrenderer::CameraLight::Instance()->ShaderColormap();
|
||||
if (map == NULL)
|
||||
{
|
||||
color0 = 0;
|
||||
|
|
Loading…
Reference in a new issue