- ok, that color_absolute option was pretty much redundant, considering that it is already possible to explicitly set a fog density per sector - it was only necessary to give that priority over standard depth fade calculations for fog-less sectors.

This commit is contained in:
Christoph Oelckers 2017-01-28 21:42:58 +01:00
parent 476aceb5d7
commit 95afc97d48
8 changed files with 8 additions and 15 deletions

View file

@ -229,9 +229,7 @@ Note: All <bool> fields default to false unless mentioned otherwise.
in OpenGL 2.x this will define the entire wall's color) Default is white (0xffffff)
color_wallbottom = <int>; // Material color of bottom of sector's sidedefs (OpenGL 3.x and later only) Default is white (0xffffff)
color_sprites = <int>; // Material color of sprites in sector (OpenGL only.) Default is white (0xffffff)
color_absolute = <bool> // treats the above properties as absolute, i.e. final light level is only defined by the color, the sector's light level is ignored
for calculating the light color. The sector's light level is only used for fog density calculations.)
portal_ceil_blocksound = <bool> // ceiling portal blocks sound.
portal_ceil_disabled = <bool> // ceiling portal disabled.

View file

@ -377,7 +377,7 @@ void GLFlat::Draw(int pass, bool trans) // trans only has meaning for GLPASS_LIG
{
case GLPASS_PLAIN: // Single-pass rendering
case GLPASS_ALL: // Same, but also creates the dynlight data.
gl_SetColor((sector->MoreFlags & SECF_SPECIALCOLORSABSOLUTE) ? 255 : lightlevel, rel, Colormap,1.0f);
gl_SetColor(lightlevel, rel, Colormap,1.0f);
gl_SetFog(lightlevel, rel, &Colormap, false);
gl_RenderState.SetObjectColor(FlatColor | 0xff000000);
if (sector->special != GLSector_Skybox)
@ -404,7 +404,7 @@ void GLFlat::Draw(int pass, bool trans) // trans only has meaning for GLPASS_LIG
case GLPASS_TRANSLUCENT:
if (renderstyle==STYLE_Add) gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE);
gl_SetColor((sector->MoreFlags & SECF_SPECIALCOLORSABSOLUTE) ? 255 : lightlevel, rel, Colormap, alpha);
gl_SetColor(lightlevel, rel, Colormap, alpha);
gl_SetFog(lightlevel, rel, &Colormap, false);
gl_RenderState.SetObjectColor(FlatColor | 0xff000000);
if (!gltexture)

View file

@ -332,7 +332,7 @@ void GLSprite::Draw(int pass)
ThingColor.b * actor->Sector->SpecialColors[sector_t::sprites].b / 255);
gl_RenderState.SetObjectColor(finalcol);
gl_SetColor((actor->Sector->MoreFlags & SECF_SPECIALCOLORSABSOLUTE) ? 255 : lightlevel, rel, Colormap, trans);
gl_SetColor(lightlevel, rel, Colormap, trans);
}
@ -401,7 +401,7 @@ void GLSprite::Draw(int pass)
thiscm.Decolorize();
}
gl_SetColor((actor->Sector->MoreFlags & SECF_SPECIALCOLORSABSOLUTE) ? 255 : thisll, rel, thiscm, trans);
gl_SetColor(thisll, rel, thiscm, trans);
if (!foglayer)
{
gl_SetFog(thislight, rel, &thiscm, additivefog);

View file

@ -347,7 +347,7 @@ void GLWall::RenderTextured(int rflags)
if (lightlist == NULL)
{
if (type != RENDERWALL_M2SNF) gl_SetFog(lightlevel, rel, &Colormap, RenderStyle == STYLE_Add);
gl_SetColor((seg->frontsector->MoreFlags & SECF_SPECIALCOLORSABSOLUTE)? 255 : lightlevel, rel, Colormap, absalpha);
gl_SetColor(lightlevel, rel, Colormap, absalpha);
RenderWall(rflags);
}
else
@ -367,7 +367,7 @@ void GLWall::RenderTextured(int rflags)
FColormap thiscm;
thiscm.FadeColor = Colormap.FadeColor;
thiscm.CopyFrom3DLight(&(*lightlist)[i]);
gl_SetColor((seg->frontsector->MoreFlags & SECF_SPECIALCOLORSABSOLUTE) ? 255 : thisll, rel, thiscm, absalpha);
gl_SetColor(thisll, rel, thiscm, absalpha);
if (type != RENDERWALL_M2SNF) gl_SetFog(thisll, rel, &thiscm, RenderStyle == STYLE_Add);
gl_RenderState.SetSplitPlanes((*lightlist)[i].plane, lowplane);
RenderWall(rflags);

View file

@ -417,7 +417,7 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
{
gl_SetDynSpriteLight(playermo, NULL);
}
gl_SetColor((viewsector->MoreFlags & SECF_SPECIALCOLORSABSOLUTE) ? 255 : ll, 0, cmc, trans, true);
gl_SetColor(ll, 0, cmc, trans, true);
}
if (psp->firstTic)

View file

@ -554,7 +554,6 @@ xx(Color_Ceiling)
xx(Color_Walltop)
xx(Color_Wallbottom)
xx(Color_Sprites)
xx(Color_Absolute)
xx(Desaturation)
xx(SoundSequence)
xx(Silent)

View file

@ -1480,9 +1480,6 @@ public:
sec->SpecialColors[sector_t::sprites] = CheckInt(key) || 0xff000000;
break;
case NAME_Color_Absolute:
Flag(sec->MoreFlags, SECF_SPECIALCOLORSABSOLUTE, key);
case NAME_Desaturation:
desaturation = int(255*CheckFloat(key));
continue;

View file

@ -479,7 +479,6 @@ enum
SECF_UNDERWATERMASK = 32+64,
SECF_DRAWN = 128, // sector has been drawn at least once
SECF_HIDDEN = 256, // Do not draw on textured automap
SECF_SPECIALCOLORSABSOLUTE = 512, // The special colors ignore the light level except for fog density.
};
enum