mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-11 23:32:04 +00:00
Merge colormap selection into one function
This commit is contained in:
parent
2848ca53dc
commit
906c944895
7 changed files with 74 additions and 204 deletions
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@ -67,7 +67,6 @@ namespace swrenderer
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double xscale, yscale;
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int x1, x2, y1, y2;
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sector_t* heightsec = NULL;
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FSWColormap* map;
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RenderPortal *renderportal = RenderPortal::Instance();
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@ -135,6 +134,7 @@ namespace swrenderer
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const secplane_t *botplane;
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FTextureID toppic;
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FTextureID botpic;
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FDynamicColormap *map;
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if (heightsec) // only clip things which are in special sectors
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{
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@ -200,27 +200,8 @@ namespace swrenderer
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vis->ColormapNum = 0;
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vis->foggy = foggy;
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if (fixedlightlev >= 0)
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{
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vis->BaseColormap = map;
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vis->ColormapNum = fixedlightlev >> COLORMAPSHIFT;
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}
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else if (fixedcolormap)
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{
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vis->BaseColormap = fixedcolormap;
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vis->ColormapNum = 0;
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}
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else if (particle->bright)
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{
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vis->BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : map;
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vis->ColormapNum = 0;
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}
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else
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{
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// Particles are slightly more visible than regular sprites.
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vis->ColormapNum = GETPALOOKUP(tiz * r_SpriteVisibility * 0.5, shade);
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vis->BaseColormap = map;
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}
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// Particles are slightly more visible than regular sprites.
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vis->SetColormap(tiz * r_SpriteVisibility * 0.5, shade, map, particle->bright != 0, false, false);
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VisibleSpriteList::Instance()->Push(vis);
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}
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@ -440,55 +440,20 @@ namespace swrenderer
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// The software renderer cannot invert the source without inverting the overlay
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// too. That means if the source is inverted, we need to do the reverse of what
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// the invert overlay flag says to do.
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INTBOOL invertcolormap = (vis->RenderStyle.Flags & STYLEF_InvertOverlay);
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bool invertcolormap = (vis->RenderStyle.Flags & STYLEF_InvertOverlay) != 0;
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if (vis->RenderStyle.Flags & STYLEF_InvertSource)
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{
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invertcolormap = !invertcolormap;
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}
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FDynamicColormap *mybasecolormap = basecolormap;
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bool fullbright = !vis->foggy && pspr->GetState()->GetFullbright();
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bool fadeToBlack = (vis->RenderStyle.Flags & STYLEF_FadeToBlack) != 0;
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if (vis->RenderStyle.Flags & STYLEF_FadeToBlack)
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{
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if (invertcolormap)
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{ // Fade to white
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mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(255, 255, 255), mybasecolormap->Desaturate);
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invertcolormap = false;
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}
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else
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{ // Fade to black
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mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(0, 0, 0), mybasecolormap->Desaturate);
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}
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}
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vis->SetColormap(0, spriteshade, basecolormap, fullbright, invertcolormap, fadeToBlack);
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colormap_to_use = (FDynamicColormap*)vis->BaseColormap;
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if (realfixedcolormap != nullptr && (!r_swtruecolor || (r_shadercolormaps && screen->Accel2D)))
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{ // fixed color
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vis->BaseColormap = realfixedcolormap;
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vis->ColormapNum = 0;
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}
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else
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{
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if (invertcolormap)
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{
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mybasecolormap = GetSpecialLights(mybasecolormap->Color, mybasecolormap->Fade.InverseColor(), mybasecolormap->Desaturate);
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}
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if (fixedlightlev >= 0)
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{
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vis->BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap;
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vis->ColormapNum = fixedlightlev >> COLORMAPSHIFT;
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}
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else if (!vis->foggy && pspr->GetState()->GetFullbright())
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{ // full bright
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vis->BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap; // [RH] use basecolormap
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vis->ColormapNum = 0;
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}
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else
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{ // local light
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vis->BaseColormap = mybasecolormap;
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vis->ColormapNum = GETPALOOKUP(0, spriteshade);
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}
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}
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if (camera->Inventory != nullptr)
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{
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visstyle_t visstyle;
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@ -509,10 +474,7 @@ namespace swrenderer
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{
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vis->BaseColormap = &SpecialColormaps[INVERSECOLORMAP];
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vis->ColormapNum = 0;
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if (vis->BaseColormap->Maps < mybasecolormap->Maps || vis->BaseColormap->Maps >= mybasecolormap->Maps + NUMCOLORMAPS * 256)
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{
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noaccel = true;
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}
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noaccel = true;
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}
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}
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// If we're drawing with a special colormap, but shaders for them are disabled, do
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@ -523,24 +485,18 @@ namespace swrenderer
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noaccel = true;
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}
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// If drawing with a BOOM colormap, disable acceleration.
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if (mybasecolormap == &NormalLight && NormalLight.Maps != realcolormaps.Maps)
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if (vis->BaseColormap == &NormalLight && NormalLight.Maps != realcolormaps.Maps)
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{
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noaccel = true;
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}
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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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if (!noaccel && realfixedcolormap == nullptr &&
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NormalLightHasFixedLights && mybasecolormap == &NormalLight &&
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NormalLightHasFixedLights && vis->BaseColormap == &NormalLight &&
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vis->pic->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 && fixedlightlev >= 0)
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mybasecolormap = &FullNormalLight;
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if (r_fullbrightignoresectorcolor && !vis->foggy && pspr->GetState()->GetFullbright())
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mybasecolormap = &FullNormalLight;
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colormap_to_use = mybasecolormap;
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}
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else
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{
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@ -212,12 +212,9 @@ namespace swrenderer
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// The software renderer cannot invert the source without inverting the overlay
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// too. That means if the source is inverted, we need to do the reverse of what
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// the invert overlay flag says to do.
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INTBOOL invertcolormap = (vis->RenderStyle.Flags & STYLEF_InvertOverlay);
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bool invertcolormap = (vis->RenderStyle.Flags & STYLEF_InvertOverlay) != 0;
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if (vis->RenderStyle.Flags & STYLEF_InvertSource)
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{
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invertcolormap = !invertcolormap;
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}
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FDynamicColormap *mybasecolormap = basecolormap;
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if (current_sector->sectornum != thing->Sector->sectornum) // compare sectornums to account for R_FakeFlat copies.
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@ -225,53 +222,15 @@ namespace swrenderer
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// Todo: The actor is from a different sector so we have to retrieve the proper basecolormap for that sector.
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}
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// Sprites that are added to the scene must fade to black.
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if (vis->RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0)
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{
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mybasecolormap = GetSpecialLights(mybasecolormap->Color, 0, mybasecolormap->Desaturate);
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}
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if (vis->RenderStyle.Flags & STYLEF_FadeToBlack)
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{
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if (invertcolormap)
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{ // Fade to white
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mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(255, 255, 255), mybasecolormap->Desaturate);
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invertcolormap = false;
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}
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else
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{ // Fade to black
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mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(0, 0, 0), mybasecolormap->Desaturate);
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}
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}
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bool fullbright = !vis->foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT));
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bool fadeToBlack = (vis->RenderStyle.Flags & STYLEF_FadeToBlack) != 0;
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// get light level
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if (fixedcolormap != nullptr)
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{ // fixed map
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vis->BaseColormap = fixedcolormap;
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vis->ColormapNum = 0;
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}
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else
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{
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if (invertcolormap)
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{
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mybasecolormap = GetSpecialLights(mybasecolormap->Color, mybasecolormap->Fade.InverseColor(), mybasecolormap->Desaturate);
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}
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if (fixedlightlev >= 0)
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{
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vis->BaseColormap = mybasecolormap;
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vis->ColormapNum = fixedlightlev >> COLORMAPSHIFT;
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}
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else if (!vis->foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT)))
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{ // full bright
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vis->BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap;
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vis->ColormapNum = 0;
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}
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else
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{ // diminished light
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vis->ColormapNum = GETPALOOKUP(r_SpriteVisibility / MAX(tz, MINZ), spriteshade);
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vis->BaseColormap = mybasecolormap;
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}
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}
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vis->SetColormap(r_SpriteVisibility / MAX(tz, MINZ), spriteshade, mybasecolormap, fullbright, invertcolormap, fadeToBlack);
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VisibleSpriteList::Instance()->Push(vis);
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}
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@ -55,7 +55,6 @@ namespace swrenderer
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FSWColormap *colormap = spr->BaseColormap;
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int colormapnum = spr->ColormapNum;
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F3DFloor *rover;
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FDynamicColormap *mybasecolormap;
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Clip3DFloors *clip3d = Clip3DFloors::Instance();
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@ -93,6 +92,7 @@ namespace swrenderer
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clip3d->sclipTop = spr->sector->ceilingplane.ZatPoint(ViewPos);
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}
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sector_t *sec = nullptr;
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FDynamicColormap *mybasecolormap = nullptr;
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for (i = spr->sector->e->XFloor.lightlist.Size() - 1; i >= 0; i--)
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{
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if (clip3d->sclipTop <= spr->sector->e->XFloor.lightlist[i].plane.Zat0())
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@ -120,53 +120,21 @@ namespace swrenderer
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// found new values, recalculate
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if (sec)
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{
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INTBOOL invertcolormap = (spr->RenderStyle.Flags & STYLEF_InvertOverlay);
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bool invertcolormap = (spr->RenderStyle.Flags & STYLEF_InvertOverlay) != 0;
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if (spr->RenderStyle.Flags & STYLEF_InvertSource)
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{
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invertcolormap = !invertcolormap;
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}
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// Sprites that are added to the scene must fade to black.
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if (spr->RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0)
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if (RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0)
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{
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mybasecolormap = GetSpecialLights(mybasecolormap->Color, 0, mybasecolormap->Desaturate);
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}
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if (spr->RenderStyle.Flags & STYLEF_FadeToBlack)
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{
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if (invertcolormap)
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{ // Fade to white
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mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(255, 255, 255), mybasecolormap->Desaturate);
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invertcolormap = false;
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}
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else
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{ // Fade to black
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mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(0, 0, 0), mybasecolormap->Desaturate);
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}
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}
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bool isFullBright = !foggy && (renderflags & RF_FULLBRIGHT);
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bool fadeToBlack = spr->RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0;
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// get light level
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if (invertcolormap)
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{
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mybasecolormap = GetSpecialLights(mybasecolormap->Color, mybasecolormap->Fade.InverseColor(), mybasecolormap->Desaturate);
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}
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if (fixedlightlev >= 0)
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{
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spr->BaseColormap = mybasecolormap;
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spr->ColormapNum = fixedlightlev >> COLORMAPSHIFT;
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}
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else if (!spr->foggy && (spr->renderflags & RF_FULLBRIGHT))
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{ // full bright
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spr->BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap;
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spr->ColormapNum = 0;
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}
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else
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{ // diminished light
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int spriteshade = LIGHT2SHADE(sec->lightlevel + R_ActualExtraLight(spr->foggy));
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spr->BaseColormap = mybasecolormap;
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spr->ColormapNum = GETPALOOKUP(r_SpriteVisibility / MAX(MINZ, (double)spr->depth), spriteshade);
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}
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int spriteshade = LIGHT2SHADE(sec->lightlevel + R_ActualExtraLight(spr->foggy));
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SetColormap(r_SpriteVisibility / MAX(MINZ, (double)spr->depth), spriteshade, mybasecolormap, isFullBright, invertcolormap, fadeToBlack);
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}
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}
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@ -440,4 +408,46 @@ namespace swrenderer
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spr->BaseColormap = colormap;
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spr->ColormapNum = colormapnum;
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}
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void VisibleSprite::SetColormap(double visibility, int shade, FDynamicColormap *basecolormap, bool fullbright, bool invertColormap, bool fadeToBlack)
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{
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if (fadeToBlack)
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{
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if (invertColormap) // Fade to white
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{
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basecolormap = GetSpecialLights(basecolormap->Color, MAKERGB(255, 255, 255), basecolormap->Desaturate);
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invertColormap = false;
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}
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else // Fade to black
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{
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basecolormap = GetSpecialLights(basecolormap->Color, MAKERGB(0, 0, 0), basecolormap->Desaturate);
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}
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}
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if (invertColormap)
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{
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basecolormap = GetSpecialLights(basecolormap->Color, basecolormap->Fade.InverseColor(), basecolormap->Desaturate);
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}
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if (fixedcolormap)
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{
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BaseColormap = fixedcolormap;
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ColormapNum = 0;
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}
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else if (fixedlightlev >= 0)
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{
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BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap;
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ColormapNum = fixedlightlev >> COLORMAPSHIFT;
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}
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else if (fullbright)
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{
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BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap;
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ColormapNum = 0;
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}
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else
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{
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BaseColormap = basecolormap;
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ColormapNum = GETPALOOKUP(visibility, shade);
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}
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}
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}
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@ -37,6 +37,8 @@ namespace swrenderer
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float SortDist() const { return idepth; }
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protected:
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void SetColormap(double visibility, int shade, FDynamicColormap *basecolormap, bool fullbright, bool invertColormap, bool fadeToBlack);
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virtual bool IsParticle() const { return false; }
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virtual bool IsVoxel() const { return false; }
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virtual bool IsWallSprite() const { return false; }
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@ -159,7 +159,7 @@ namespace swrenderer
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// The software renderer cannot invert the source without inverting the overlay
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// too. That means if the source is inverted, we need to do the reverse of what
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// the invert overlay flag says to do.
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INTBOOL invertcolormap = (vis->RenderStyle.Flags & STYLEF_InvertOverlay);
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bool invertcolormap = (vis->RenderStyle.Flags & STYLEF_InvertOverlay) != 0;
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if (vis->RenderStyle.Flags & STYLEF_InvertSource)
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{
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@ -178,48 +178,10 @@ namespace swrenderer
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mybasecolormap = GetSpecialLights(mybasecolormap->Color, 0, mybasecolormap->Desaturate);
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}
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if (vis->RenderStyle.Flags & STYLEF_FadeToBlack)
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{
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if (invertcolormap)
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{ // Fade to white
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mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(255, 255, 255), mybasecolormap->Desaturate);
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invertcolormap = false;
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}
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else
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{ // Fade to black
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mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(0, 0, 0), mybasecolormap->Desaturate);
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}
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}
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bool fullbright = !vis->foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT));
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bool fadeToBlack = (vis->RenderStyle.Flags & STYLEF_FadeToBlack) != 0;
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// get light level
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if (fixedcolormap != nullptr)
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{ // fixed map
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vis->BaseColormap = fixedcolormap;
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vis->ColormapNum = 0;
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}
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else
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{
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if (invertcolormap)
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{
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mybasecolormap = GetSpecialLights(mybasecolormap->Color, mybasecolormap->Fade.InverseColor(), mybasecolormap->Desaturate);
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}
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if (fixedlightlev >= 0)
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{
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vis->BaseColormap = mybasecolormap;
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vis->ColormapNum = fixedlightlev >> COLORMAPSHIFT;
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}
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else if (!vis->foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT)))
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{ // full bright
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vis->BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap;
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vis->ColormapNum = 0;
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}
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else
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{ // diminished light
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vis->ColormapNum = GETPALOOKUP(r_SpriteVisibility / MAX(tz, MINZ), spriteshade);
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vis->BaseColormap = mybasecolormap;
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}
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}
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vis->SetColormap(r_SpriteVisibility / MAX(tz, MINZ), spriteshade, mybasecolormap, fullbright, invertcolormap, fadeToBlack);
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VisibleSpriteList::Instance()->Push(vis);
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RenderTranslucentPass::DrewAVoxel = true;
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||||
|
|
|
@ -129,11 +129,11 @@ namespace swrenderer
|
|||
vis->fakeceiling = NULL;
|
||||
//vis->bInMirror = renderportal->MirrorFlags & RF_XFLIP;
|
||||
vis->pic = pic;
|
||||
vis->ColormapNum = GETPALOOKUP(r_SpriteVisibility / MAX(tz, MINZ), spriteshade);
|
||||
vis->BaseColormap = basecolormap;
|
||||
vis->wallc = wallc;
|
||||
vis->foggy = foggy;
|
||||
|
||||
vis->SetColormap(r_SpriteVisibility / MAX(tz, MINZ), spriteshade, basecolormap, false, false, false);
|
||||
|
||||
VisibleSpriteList::Instance()->Push(vis);
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue