Remove basecolormap global

This commit is contained in:
Magnus Norddahl 2017-01-12 21:29:19 +01:00
parent 929e07697d
commit 9e940b4287
37 changed files with 140 additions and 142 deletions

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@ -100,7 +100,7 @@ void RenderPolyPlane::Render3DFloor(const TriMatrix &worldToClip, const Vec4f &c
if (swrenderer::fixedlightlev < 0 && sub->sector->e->XFloor.lightlist.Size())
{
lightlist_t *light = P_GetPlaneLight(sub->sector, &sub->sector->ceilingplane, false);
swrenderer::basecolormap = light->extra_colormap;
//basecolormap = light->extra_colormap;
lightlevel = *light->p_lightlevel;
}

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@ -375,11 +375,9 @@ namespace swrenderer
default: return 0;
}
}
FDynamicColormap *basecolormapsave;
}
bool R_SetPatchStyle(FRenderStyle style, fixed_t alpha, int translation, uint32_t color)
bool R_SetPatchStyle(FRenderStyle style, fixed_t alpha, int translation, uint32_t color, FDynamicColormap *&basecolormap)
{
using namespace drawerargs;
@ -428,7 +426,6 @@ namespace swrenderer
}
}
}
basecolormapsave = basecolormap;
// Check for special modes
if (style.BlendOp == STYLEOP_Fuzz)
@ -488,14 +485,9 @@ namespace swrenderer
return true;
}
bool R_SetPatchStyle(FRenderStyle style, float alpha, int translation, uint32_t color)
bool R_SetPatchStyle(FRenderStyle style, float alpha, int translation, uint32_t color, FDynamicColormap *&basecolormap)
{
return R_SetPatchStyle(style, FLOAT2FIXED(alpha), translation, color);
}
void R_FinishSetPatchStyle()
{
basecolormap = basecolormapsave;
return R_SetPatchStyle(style, FLOAT2FIXED(alpha), translation, color, basecolormap);
}
DrawerFunc R_GetTransMaskDrawer()

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@ -162,7 +162,7 @@ namespace swrenderer
virtual void DrawSpanAddClamp() = 0;
virtual void DrawSpanMaskedAddClamp() = 0;
virtual void FillSpan() = 0;
virtual void DrawTiltedSpan(int y, int x1, int x2, const FVector3 &plane_sz, const FVector3 &plane_su, const FVector3 &plane_sv, bool plane_shade, int planeshade, float planelightfloat, fixed_t pviewx, fixed_t pviewy) = 0;
virtual void DrawTiltedSpan(int y, int x1, int x2, const FVector3 &plane_sz, const FVector3 &plane_su, const FVector3 &plane_sv, bool plane_shade, int planeshade, float planelightfloat, fixed_t pviewx, fixed_t pviewy, FDynamicColormap *basecolormap) = 0;
virtual void DrawColoredSpan(int y, int x1, int x2) = 0;
virtual void DrawFogBoundaryLine(int y, int x1, int x2) = 0;
};
@ -175,9 +175,8 @@ namespace swrenderer
void R_InitShadeMaps();
void R_InitFuzzTable(int fuzzoff);
bool R_SetPatchStyle(FRenderStyle style, fixed_t alpha, int translation, uint32_t color);
bool R_SetPatchStyle(FRenderStyle style, float alpha, int translation, uint32_t color);
void R_FinishSetPatchStyle(); // Call this after finished drawing the current thing, in case its style was STYLE_Shade
bool R_SetPatchStyle(FRenderStyle style, fixed_t alpha, int translation, uint32_t color, FDynamicColormap *&basecolormap);
bool R_SetPatchStyle(FRenderStyle style, float alpha, int translation, uint32_t color, FDynamicColormap *&basecolormap);
DrawerFunc R_GetTransMaskDrawer();
void R_UpdateFuzzPos();

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@ -2480,7 +2480,7 @@ namespace swrenderer
/////////////////////////////////////////////////////////////////////////
DrawTiltedSpanPalCommand::DrawTiltedSpanPalCommand(int y, int x1, int x2, const FVector3 &plane_sz, const FVector3 &plane_su, const FVector3 &plane_sv, bool plane_shade, int planeshade, float planelightfloat, fixed_t pviewx, fixed_t pviewy)
DrawTiltedSpanPalCommand::DrawTiltedSpanPalCommand(int y, int x1, int x2, const FVector3 &plane_sz, const FVector3 &plane_su, const FVector3 &plane_sv, bool plane_shade, int planeshade, float planelightfloat, fixed_t pviewx, fixed_t pviewy, FDynamicColormap *basecolormap)
: y(y), x1(x1), x2(x2), plane_sz(plane_sz), plane_su(plane_su), plane_sv(plane_sv), plane_shade(plane_shade), planeshade(planeshade), planelightfloat(planelightfloat), pviewx(pviewx), pviewy(pviewy)
{
using namespace drawerargs;

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@ -162,7 +162,7 @@ namespace swrenderer
class DrawTiltedSpanPalCommand : public DrawerCommand
{
public:
DrawTiltedSpanPalCommand(int y, int x1, int x2, const FVector3 &plane_sz, const FVector3 &plane_su, const FVector3 &plane_sv, bool plane_shade, int planeshade, float planelightfloat, fixed_t pviewx, fixed_t pviewy);
DrawTiltedSpanPalCommand(int y, int x1, int x2, const FVector3 &plane_sz, const FVector3 &plane_su, const FVector3 &plane_sv, bool plane_shade, int planeshade, float planelightfloat, fixed_t pviewx, fixed_t pviewy, FDynamicColormap *basecolormap);
void Execute(DrawerThread *thread) override;
FString DebugInfo() override { return "DrawTiltedSpanPalCommand"; }
@ -276,9 +276,9 @@ namespace swrenderer
void DrawSpanMaskedAddClamp() override { DrawerCommandQueue::QueueCommand<DrawSpanMaskedAddClampPalCommand>(); }
void FillSpan() override { DrawerCommandQueue::QueueCommand<FillSpanPalCommand>(); }
void DrawTiltedSpan(int y, int x1, int x2, const FVector3 &plane_sz, const FVector3 &plane_su, const FVector3 &plane_sv, bool plane_shade, int planeshade, float planelightfloat, fixed_t pviewx, fixed_t pviewy) override
void DrawTiltedSpan(int y, int x1, int x2, const FVector3 &plane_sz, const FVector3 &plane_su, const FVector3 &plane_sv, bool plane_shade, int planeshade, float planelightfloat, fixed_t pviewx, fixed_t pviewy, FDynamicColormap *basecolormap) override
{
DrawerCommandQueue::QueueCommand<DrawTiltedSpanPalCommand>(y, x1, x2, plane_sz, plane_su, plane_sv, plane_shade, planeshade, planelightfloat, pviewx, pviewy);
DrawerCommandQueue::QueueCommand<DrawTiltedSpanPalCommand>(y, x1, x2, plane_sz, plane_su, plane_sv, plane_shade, planeshade, planelightfloat, pviewx, pviewy, basecolormap);
}
void DrawColoredSpan(int y, int x1, int x2) override { DrawerCommandQueue::QueueCommand<DrawColoredSpanPalCommand>(y, x1, x2); }

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@ -380,7 +380,7 @@ namespace swrenderer
void DrawSpanMaskedAddClamp() override { DrawerCommandQueue::QueueCommand<DrawSpanMaskedAddClampLLVMCommand>(); }
void FillSpan() override { DrawerCommandQueue::QueueCommand<FillSpanRGBACommand>(); }
void DrawTiltedSpan(int y, int x1, int x2, const FVector3 &plane_sz, const FVector3 &plane_su, const FVector3 &plane_sv, bool plane_shade, int planeshade, float planelightfloat, fixed_t pviewx, fixed_t pviewy) override
void DrawTiltedSpan(int y, int x1, int x2, const FVector3 &plane_sz, const FVector3 &plane_su, const FVector3 &plane_sv, bool plane_shade, int planeshade, float planelightfloat, fixed_t pviewx, fixed_t pviewy, FDynamicColormap *basecolormap) override
{
DrawerCommandQueue::QueueCommand<DrawTiltedSpanRGBACommand>(y, x1, x2, plane_sz, plane_su, plane_sv, plane_shade, planeshade, planelightfloat, pviewx, pviewy);
}

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@ -45,7 +45,7 @@
namespace swrenderer
{
void RenderFogBoundary::Render(int x1, int x2, short *uclip, short *dclip, int wallshade, float lightleft, float lightstep)
void RenderFogBoundary::Render(int x1, int x2, short *uclip, short *dclip, int wallshade, float lightleft, float lightstep, FDynamicColormap *basecolormap)
{
// This is essentially the same as R_MapVisPlane but with an extra step
// to create new horizontal spans whenever the light changes enough that

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@ -18,7 +18,7 @@ namespace swrenderer
class RenderFogBoundary
{
public:
static void Render(int x1, int x2, short *uclip, short *dclip, int wallshade, float lightleft, float lightstep);
static void Render(int x1, int x2, short *uclip, short *dclip, int wallshade, float lightleft, float lightstep, FDynamicColormap *basecolormap);
private:
static void RenderSection(int y, int y2, int x1);

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@ -55,7 +55,7 @@ EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
namespace swrenderer
{
void SWRenderLine::Render(seg_t *line, subsector_t *subsector, sector_t *sector, sector_t *fakebacksector, visplane_t *linefloorplane, visplane_t *lineceilingplane, bool infog)
void SWRenderLine::Render(seg_t *line, subsector_t *subsector, sector_t *sector, sector_t *fakebacksector, visplane_t *linefloorplane, visplane_t *lineceilingplane, bool infog, FDynamicColormap *colormap)
{
static sector_t tempsec; // killough 3/8/98: ceiling/water hack
bool solid;
@ -67,6 +67,7 @@ namespace swrenderer
floorplane = linefloorplane;
ceilingplane = lineceilingplane;
foggy = infog;
basecolormap = colormap;
curline = line;
@ -591,7 +592,7 @@ namespace swrenderer
// [ZZ] Only if not an active mirror
if (!rw_markportal)
{
RenderDecal::RenderDecals(curline->sidedef, draw_segment, wallshade, rw_lightleft, rw_lightstep, curline, WallC, foggy);
RenderDecal::RenderDecals(curline->sidedef, draw_segment, wallshade, rw_lightleft, rw_lightstep, curline, WallC, foggy, basecolormap);
}
if (rw_markportal)
@ -1079,7 +1080,7 @@ namespace swrenderer
{
rw_offset = -rw_offset;
}
R_DrawWallSegment(frontsector, curline, WallC, rw_pic, x1, x2, walltop, wallbottom, swall, lwall, yscale, MAX(rw_frontcz1, rw_frontcz2), MIN(rw_frontfz1, rw_frontfz2), false, wallshade, rw_offset, rw_light, rw_lightstep, light_list, foggy);
R_DrawWallSegment(frontsector, curline, WallC, rw_pic, x1, x2, walltop, wallbottom, swall, lwall, yscale, MAX(rw_frontcz1, rw_frontcz2), MIN(rw_frontfz1, rw_frontfz2), false, wallshade, rw_offset, rw_light, rw_lightstep, light_list, foggy, basecolormap);
}
fillshort(ceilingclip + x1, x2 - x1, viewheight);
fillshort(floorclip + x1, x2 - x1, 0xffff);
@ -1115,7 +1116,7 @@ namespace swrenderer
{
rw_offset = -rw_offset;
}
R_DrawWallSegment(frontsector, curline, WallC, rw_pic, x1, x2, walltop, wallupper, swall, lwall, yscale, MAX(rw_frontcz1, rw_frontcz2), MIN(rw_backcz1, rw_backcz2), false, wallshade, rw_offset, rw_light, rw_lightstep, light_list, foggy);
R_DrawWallSegment(frontsector, curline, WallC, rw_pic, x1, x2, walltop, wallupper, swall, lwall, yscale, MAX(rw_frontcz1, rw_frontcz2), MIN(rw_backcz1, rw_backcz2), false, wallshade, rw_offset, rw_light, rw_lightstep, light_list, foggy, basecolormap);
}
memcpy(ceilingclip + x1, wallupper + x1, (x2 - x1) * sizeof(short));
}
@ -1154,7 +1155,7 @@ namespace swrenderer
{
rw_offset = -rw_offset;
}
R_DrawWallSegment(frontsector, curline, WallC, rw_pic, x1, x2, walllower, wallbottom, swall, lwall, yscale, MAX(rw_backfz1, rw_backfz2), MIN(rw_frontfz1, rw_frontfz2), false, wallshade, rw_offset, rw_light, rw_lightstep, light_list, foggy);
R_DrawWallSegment(frontsector, curline, WallC, rw_pic, x1, x2, walllower, wallbottom, swall, lwall, yscale, MAX(rw_backfz1, rw_backfz2), MIN(rw_frontfz1, rw_frontfz2), false, wallshade, rw_offset, rw_light, rw_lightstep, light_list, foggy, basecolormap);
}
memcpy(floorclip + x1, walllower + x1, (x2 - x1) * sizeof(short));
}

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@ -20,6 +20,7 @@ struct subsector_t;
struct sector_t;
struct side_t;
struct line_t;
struct FDynamicColormap;
namespace swrenderer
{
@ -48,7 +49,7 @@ namespace swrenderer
class SWRenderLine
{
public:
void Render(seg_t *line, subsector_t *subsector, sector_t *sector, sector_t *fakebacksector, visplane_t *floorplane, visplane_t *ceilingplane, bool foggy);
void Render(seg_t *line, subsector_t *subsector, sector_t *sector, sector_t *fakebacksector, visplane_t *floorplane, visplane_t *ceilingplane, bool foggy, FDynamicColormap *basecolormap);
private:
bool RenderWallSegment(int x1, int x2);
@ -118,5 +119,6 @@ namespace swrenderer
FTexture *midtexture;
bool foggy;
FDynamicColormap *basecolormap;
};
}

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@ -337,7 +337,7 @@ namespace swrenderer
static void ProcessWallWorker(
const FWallCoords &WallC,
int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep,
int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep, FDynamicColormap *basecolormap,
const BYTE *(*getcol)(FTexture *tex, int x), DrawerFunc drawcolumn)
{
if (rw_pic->UseType == FTexture::TEX_Null)
@ -400,41 +400,39 @@ namespace swrenderer
NetUpdate();
}
static void ProcessNormalWall(const FWallCoords &WallC, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep, const BYTE *(*getcol)(FTexture *tex, int x) = R_GetColumn)
static void ProcessNormalWall(const FWallCoords &WallC, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep, FDynamicColormap *basecolormap, const BYTE *(*getcol)(FTexture *tex, int x) = R_GetColumn)
{
ProcessWallWorker(WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, getcol, &SWPixelFormatDrawers::DrawWallColumn);
ProcessWallWorker(WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, basecolormap, getcol, &SWPixelFormatDrawers::DrawWallColumn);
}
static void ProcessMaskedWall(const FWallCoords &WallC, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep, const BYTE *(*getcol)(FTexture *tex, int x) = R_GetColumn)
static void ProcessMaskedWall(const FWallCoords &WallC, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep, FDynamicColormap *basecolormap, const BYTE *(*getcol)(FTexture *tex, int x) = R_GetColumn)
{
if (!rw_pic->bMasked) // Textures that aren't masked can use the faster ProcessNormalWall.
{
ProcessNormalWall(WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, getcol);
ProcessNormalWall(WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, basecolormap, getcol);
}
else
{
ProcessWallWorker(WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, getcol, &SWPixelFormatDrawers::DrawWallMaskedColumn);
ProcessWallWorker(WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, basecolormap, getcol, &SWPixelFormatDrawers::DrawWallMaskedColumn);
}
}
static void ProcessTranslucentWall(const FWallCoords &WallC, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep, const BYTE *(*getcol)(FTexture *tex, int x) = R_GetColumn)
static void ProcessTranslucentWall(const FWallCoords &WallC, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep, FDynamicColormap *basecolormap, const BYTE *(*getcol)(FTexture *tex, int x) = R_GetColumn)
{
DrawerFunc drawcol1 = R_GetTransMaskDrawer();
if (drawcol1 == nullptr)
{
// The current translucency is unsupported, so draw with regular ProcessMaskedWall instead.
ProcessMaskedWall(WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, getcol);
ProcessMaskedWall(WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, basecolormap, getcol);
}
else
{
ProcessWallWorker(WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, getcol, drawcol1);
ProcessWallWorker(WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, basecolormap, getcol, drawcol1);
}
}
static void ProcessStripedWall(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep, bool foggy)
static void ProcessStripedWall(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep, bool foggy, FDynamicColormap *basecolormap)
{
FDynamicColormap *startcolormap = basecolormap;
short most1[MAXWIDTH], most2[MAXWIDTH], most3[MAXWIDTH];
short *up, *down;
@ -456,7 +454,7 @@ namespace swrenderer
{
down[j] = clamp(most3[j], up[j], dwal[j]);
}
ProcessNormalWall(WallC, x1, x2, up, down, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep);
ProcessNormalWall(WallC, x1, x2, up, down, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, basecolormap);
up = down;
down = (down == most1) ? most2 : most1;
}
@ -466,32 +464,31 @@ namespace swrenderer
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource != NULL) + R_ActualExtraLight(foggy));
}
ProcessNormalWall(WallC, x1, x2, up, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep);
basecolormap = startcolormap;
ProcessNormalWall(WallC, x1, x2, up, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, basecolormap);
}
static void ProcessWall(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep, bool mask, bool foggy)
static void ProcessWall(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep, bool mask, bool foggy, FDynamicColormap *basecolormap)
{
if (mask)
{
if (colfunc == basecolfunc)
{
ProcessMaskedWall(WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep);
ProcessMaskedWall(WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, basecolormap);
}
else
{
ProcessTranslucentWall(WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep);
ProcessTranslucentWall(WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, basecolormap);
}
}
else
{
if (fixedcolormap != NULL || fixedlightlev >= 0 || !(frontsector->e && frontsector->e->XFloor.lightlist.Size()))
{
ProcessNormalWall(WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep);
ProcessNormalWall(WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, basecolormap);
}
else
{
ProcessStripedWall(frontsector, curline, WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, foggy);
ProcessStripedWall(frontsector, curline, WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, foggy, basecolormap);
}
}
}
@ -507,7 +504,7 @@ namespace swrenderer
//
//=============================================================================
static void ProcessWallNP2(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, double top, double bot, int wallshade, fixed_t xoffset, float light, float lightstep, bool mask, bool foggy)
static void ProcessWallNP2(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, double top, double bot, int wallshade, fixed_t xoffset, float light, float lightstep, bool mask, bool foggy, FDynamicColormap *basecolormap)
{
short most1[MAXWIDTH], most2[MAXWIDTH], most3[MAXWIDTH];
short *up, *down;
@ -534,14 +531,14 @@ namespace swrenderer
{
down[j] = clamp(most3[j], up[j], dwal[j]);
}
ProcessWall(frontsector, curline, WallC, x1, x2, up, down, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, mask, foggy);
ProcessWall(frontsector, curline, WallC, x1, x2, up, down, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, mask, foggy, basecolormap);
up = down;
down = (down == most1) ? most2 : most1;
}
partition -= scaledtexheight;
dc_texturemid -= texheight;
}
ProcessWall(frontsector, curline, WallC, x1, x2, up, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, mask, foggy);
ProcessWall(frontsector, curline, WallC, x1, x2, up, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, mask, foggy, basecolormap);
}
else
{ // upside down: draw strips from bottom to top
@ -558,18 +555,18 @@ namespace swrenderer
{
up[j] = clamp(most3[j], uwal[j], down[j]);
}
ProcessWall(frontsector, curline, WallC, x1, x2, up, down, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, mask, foggy);
ProcessWall(frontsector, curline, WallC, x1, x2, up, down, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, mask, foggy, basecolormap);
down = up;
up = (up == most1) ? most2 : most1;
}
partition -= scaledtexheight;
dc_texturemid -= texheight;
}
ProcessWall(frontsector, curline, WallC, x1, x2, uwal, down, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, mask, foggy);
ProcessWall(frontsector, curline, WallC, x1, x2, uwal, down, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, mask, foggy, basecolormap);
}
}
void R_DrawDrawSeg(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, FTexture *pic, drawseg_t *ds, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep, bool foggy)
void R_DrawDrawSeg(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, FTexture *pic, drawseg_t *ds, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep, bool foggy, FDynamicColormap *basecolormap)
{
rw_pic = pic;
if (rw_pic->GetHeight() != 1 << rw_pic->HeightBits)
@ -589,34 +586,34 @@ namespace swrenderer
{
bot = MAX(bot, clip3d->sclipBottom);
}
ProcessWallNP2(frontsector, curline, WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, top, bot, wallshade, xoffset, light, lightstep, true, foggy);
ProcessWallNP2(frontsector, curline, WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, top, bot, wallshade, xoffset, light, lightstep, true, foggy, basecolormap);
}
else
{
ProcessWall(frontsector, curline, WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, true, foggy);
ProcessWall(frontsector, curline, WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, true, foggy, basecolormap);
}
}
void R_DrawWallSegment(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, FTexture *pic, int x1, int x2, short *walltop, short *wallbottom, float *swall, fixed_t *lwall, double yscale, double top, double bottom, bool mask, int wallshade, fixed_t xoffset, float light, float lightstep, FLightNode *light_list, bool foggy)
void R_DrawWallSegment(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, FTexture *pic, int x1, int x2, short *walltop, short *wallbottom, float *swall, fixed_t *lwall, double yscale, double top, double bottom, bool mask, int wallshade, fixed_t xoffset, float light, float lightstep, FLightNode *light_list, bool foggy, FDynamicColormap *basecolormap)
{
rw_pic = pic;
dc_light_list = light_list;
if (rw_pic->GetHeight() != 1 << rw_pic->HeightBits)
{
ProcessWallNP2(frontsector, curline, WallC, x1, x2, walltop, wallbottom, swall, lwall, yscale, top, bottom, wallshade, xoffset, light, lightstep, false, foggy);
ProcessWallNP2(frontsector, curline, WallC, x1, x2, walltop, wallbottom, swall, lwall, yscale, top, bottom, wallshade, xoffset, light, lightstep, false, foggy, basecolormap);
}
else
{
ProcessWall(frontsector, curline, WallC, x1, x2, walltop, wallbottom, swall, lwall, yscale, wallshade, xoffset, light, lightstep, false, foggy);
ProcessWall(frontsector, curline, WallC, x1, x2, walltop, wallbottom, swall, lwall, yscale, wallshade, xoffset, light, lightstep, false, foggy, basecolormap);
}
dc_light_list = nullptr;
}
void R_DrawSkySegment(FTexture *pic, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep, const uint8_t *(*getcol)(FTexture *tex, int x))
void R_DrawSkySegment(FTexture *pic, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep, FDynamicColormap *basecolormap, const uint8_t *(*getcol)(FTexture *tex, int x))
{
rw_pic = pic;
FWallCoords wallC; // Not used. To do: don't use r_walldraw to draw the sky!!
ProcessNormalWall(wallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, getcol);
ProcessNormalWall(wallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, basecolormap, getcol);
}
}

View File

@ -37,7 +37,7 @@ namespace swrenderer
uint32_t height;
};
void R_DrawWallSegment(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, FTexture *rw_pic, int x1, int x2, short *walltop, short *wallbottom, float *swall, fixed_t *lwall, double yscale, double top, double bottom, bool mask, int wallshade, fixed_t xoffset, float light, float lightstep, FLightNode *light_list, bool foggy);
void R_DrawSkySegment(FTexture *rw_pic, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep, const uint8_t *(*getcol)(FTexture *tex, int col));
void R_DrawDrawSeg(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, FTexture *rw_pic, drawseg_t *ds, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep, bool foggy);
void R_DrawWallSegment(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, FTexture *rw_pic, int x1, int x2, short *walltop, short *wallbottom, float *swall, fixed_t *lwall, double yscale, double top, double bottom, bool mask, int wallshade, fixed_t xoffset, float light, float lightstep, FLightNode *light_list, bool foggy, FDynamicColormap *basecolormap);
void R_DrawSkySegment(FTexture *rw_pic, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep, FDynamicColormap *basecolormap, const uint8_t *(*getcol)(FTexture *tex, int col));
void R_DrawDrawSeg(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, FTexture *rw_pic, drawseg_t *ds, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep, bool foggy, FDynamicColormap *basecolormap);
}

View File

@ -44,7 +44,7 @@
namespace swrenderer
{
void RenderFlatPlane::Render(visplane_t *pl, double _xscale, double _yscale, fixed_t alpha, bool additive, bool masked)
void RenderFlatPlane::Render(visplane_t *pl, double _xscale, double _yscale, fixed_t alpha, bool additive, bool masked, FDynamicColormap *colormap)
{
using namespace drawerargs;
@ -105,6 +105,7 @@ namespace swrenderer
planeheight = fabs(pl->height.Zat0() - ViewPos.Z);
basecolormap = colormap;
GlobVis = r_FloorVisibility / planeheight;
ds_light = 0;
if (fixedlightlev >= 0)

View File

@ -22,7 +22,7 @@ namespace swrenderer
class RenderFlatPlane : PlaneRenderer
{
public:
void Render(visplane_t *pl, double _xscale, double _yscale, fixed_t alpha, bool additive, bool masked);
void Render(visplane_t *pl, double _xscale, double _yscale, fixed_t alpha, bool additive, bool masked, FDynamicColormap *basecolormap);
static void SetupSlope();
@ -34,6 +34,7 @@ namespace swrenderer
bool plane_shade;
int planeshade;
double GlobVis;
FDynamicColormap *basecolormap;
fixed_t pviewx, pviewy;
fixed_t xscale, yscale;
double xstepscale, ystepscale;

View File

@ -446,7 +446,7 @@ namespace swrenderer
lastskycol_bgra[x] = 0xffffffff;
}
R_DrawSkySegment(frontskytex, pl->left, pl->right, (short *)pl->top, (short *)pl->bottom, swall, lwall,
frontyScale, 0, 0, 0.0f, 0.0f, backskytex == NULL ? RenderSkyPlane::GetOneSkyColumn : RenderSkyPlane::GetTwoSkyColumns);
frontyScale, 0, 0, 0.0f, 0.0f, nullptr, backskytex == nullptr ? RenderSkyPlane::GetOneSkyColumn : RenderSkyPlane::GetTwoSkyColumns);
}
else
{ // The texture does not tile nicely
@ -483,7 +483,7 @@ namespace swrenderer
lastskycol[x] = 0xffffffff;
lastskycol_bgra[x] = 0xffffffff;
}
R_DrawSkySegment(frontskytex, pl->left, pl->right, top, bot, swall, lwall, frontskytex->Scale.Y, 0, 0, 0.0f, 0.0f, backskytex == NULL ? RenderSkyPlane::GetOneSkyColumn : RenderSkyPlane::GetTwoSkyColumns);
R_DrawSkySegment(frontskytex, pl->left, pl->right, top, bot, swall, lwall, frontskytex->Scale.Y, 0, 0, 0.0f, 0.0f, nullptr, backskytex == nullptr ? RenderSkyPlane::GetOneSkyColumn : RenderSkyPlane::GetTwoSkyColumns);
yl = yh;
yh += drawheight;
dc_texturemid = iscale * (centery - yl - 1);

View File

@ -48,7 +48,7 @@
namespace swrenderer
{
void RenderSlopePlane::Render(visplane_t *pl, double _xscale, double _yscale, fixed_t alpha, bool additive, bool masked)
void RenderSlopePlane::Render(visplane_t *pl, double _xscale, double _yscale, fixed_t alpha, bool additive, bool masked, FDynamicColormap *colormap)
{
using namespace drawerargs;
@ -148,6 +148,8 @@ namespace swrenderer
if (pl->height.fC() > 0)
planelightfloat = -planelightfloat;
basecolormap = colormap;
if (fixedlightlev >= 0)
{
R_SetDSColorMapLight(basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
@ -180,6 +182,6 @@ namespace swrenderer
void RenderSlopePlane::RenderLine(int y, int x1, int x2)
{
R_Drawers()->DrawTiltedSpan(y, x1, x2, plane_sz, plane_su, plane_sv, plane_shade, planeshade, planelightfloat, pviewx, pviewy);
R_Drawers()->DrawTiltedSpan(y, x1, x2, plane_sz, plane_su, plane_sv, plane_shade, planeshade, planelightfloat, pviewx, pviewy, basecolormap);
}
}

View File

@ -20,7 +20,7 @@ namespace swrenderer
class RenderSlopePlane : PlaneRenderer
{
public:
void Render(visplane_t *pl, double _xscale, double _yscale, fixed_t alpha, bool additive, bool masked);
void Render(visplane_t *pl, double _xscale, double _yscale, fixed_t alpha, bool additive, bool masked, FDynamicColormap *basecolormap);
private:
void RenderLine(int y, int x1, int x2) override;
@ -31,5 +31,6 @@ namespace swrenderer
int planeshade;
fixed_t pviewx, pviewy;
fixed_t xscale, yscale;
FDynamicColormap *basecolormap;
};
}

View File

@ -108,17 +108,15 @@ namespace swrenderer
double xscale = xform.xScale * tex->Scale.X;
double yscale = xform.yScale * tex->Scale.Y;
basecolormap = colormap;
if (!height.isSlope() && !tilt)
{
RenderFlatPlane renderer;
renderer.Render(this, xscale, yscale, alpha, additive, masked);
renderer.Render(this, xscale, yscale, alpha, additive, masked, colormap);
}
else
{
RenderSlopePlane renderer;
renderer.Render(this, xscale, yscale, alpha, additive, masked);
renderer.Render(this, xscale, yscale, alpha, additive, masked, colormap);
}
}
NetUpdate();

View File

@ -165,7 +165,7 @@ namespace swrenderer
}
}
visplane_t *VisiblePlaneList::FindPlane(const secplane_t &height, FTextureID picnum, int lightlevel, double Alpha, bool additive, const FTransform &xxform, int sky, FSectorPortal *portal)
visplane_t *VisiblePlaneList::FindPlane(const secplane_t &height, FTextureID picnum, int lightlevel, double Alpha, bool additive, const FTransform &xxform, int sky, FSectorPortal *portal, FDynamicColormap *basecolormap)
{
secplane_t plane;
visplane_t *check;

View File

@ -31,7 +31,7 @@ namespace swrenderer
void Deinit();
void Clear(bool fullclear);
visplane_t *FindPlane(const secplane_t &height, FTextureID picnum, int lightlevel, double Alpha, bool additive, const FTransform &xxform, int sky, FSectorPortal *portal);
visplane_t *FindPlane(const secplane_t &height, FTextureID picnum, int lightlevel, double Alpha, bool additive, const FTransform &xxform, int sky, FSectorPortal *portal, FDynamicColormap *basecolormap);
visplane_t *GetRange(visplane_t *pl, int start, int stop);
int Render();

View File

@ -45,7 +45,6 @@ namespace swrenderer
double r_SpriteVisibility;
double r_ParticleVisibility;
FDynamicColormap *basecolormap; // [RH] colormap currently drawing with
int fixedlightlev;
FSWColormap *fixedcolormap;
FSpecialColormap *realfixedcolormap;

View File

@ -60,7 +60,6 @@ namespace swrenderer
extern int fixedlightlev;
extern FSWColormap *fixedcolormap;
extern FSpecialColormap *realfixedcolormap;
extern FDynamicColormap *basecolormap; // [RH] Colormap for sector currently being drawn
inline int R_ActualExtraLight(bool fog) { return fog ? 0 : extralight << 4; }

View File

@ -398,7 +398,7 @@ namespace swrenderer
}
// kg3D - add fake segs, never rendered
void RenderOpaquePass::FakeDrawLoop(subsector_t *sub, visplane_t *floorplane, visplane_t *ceilingplane, bool foggy)
void RenderOpaquePass::FakeDrawLoop(subsector_t *sub, visplane_t *floorplane, visplane_t *ceilingplane, bool foggy, FDynamicColormap *basecolormap)
{
int count;
seg_t* line;
@ -410,7 +410,7 @@ namespace swrenderer
{
if ((line->sidedef) && !(line->sidedef->Flags & WALLF_POLYOBJ))
{
renderline.Render(line, InSubsector, frontsector, nullptr, floorplane, ceilingplane, foggy);
renderline.Render(line, InSubsector, frontsector, nullptr, floorplane, ceilingplane, foggy, basecolormap);
}
line++;
}
@ -479,6 +479,7 @@ namespace swrenderer
bool foggy = level.fadeto || frontsector->ColorMap->Fade || (level.flags & LEVEL_HASFADETABLE);
// kg3D - fake lights
FDynamicColormap *basecolormap;
if (fixedlightlev < 0 && frontsector->e && frontsector->e->XFloor.lightlist.Size())
{
light = P_GetPlaneLight(frontsector, &frontsector->ceilingplane, false);
@ -510,7 +511,8 @@ namespace swrenderer
!!(frontsector->GetFlags(sector_t::ceiling) & PLANEF_ADDITIVE),
frontsector->planes[sector_t::ceiling].xform,
frontsector->sky,
portal
portal,
basecolormap
) : nullptr;
if (ceilingplane)
@ -550,7 +552,8 @@ namespace swrenderer
!!(frontsector->GetFlags(sector_t::floor) & PLANEF_ADDITIVE),
frontsector->planes[sector_t::floor].xform,
frontsector->sky,
portal
portal,
basecolormap
) : nullptr;
if (floorplane)
@ -615,12 +618,13 @@ namespace swrenderer
!!(clip3d->fakeFloor->flags & FF_ADDITIVETRANS),
frontsector->planes[position].xform,
frontsector->sky,
nullptr);
nullptr,
basecolormap);
if (floorplane)
floorplane->AddLights(frontsector->lighthead);
FakeDrawLoop(sub, floorplane, ceilingplane, foggy);
FakeDrawLoop(sub, floorplane, ceilingplane, foggy, basecolormap);
clip3d->fake3D = 0;
frontsector = sub->sector;
}
@ -680,12 +684,13 @@ namespace swrenderer
!!(clip3d->fakeFloor->flags & FF_ADDITIVETRANS),
frontsector->planes[position].xform,
frontsector->sky,
nullptr);
nullptr,
basecolormap);
if (ceilingplane)
ceilingplane->AddLights(frontsector->lighthead);
FakeDrawLoop(sub, floorplane, ceilingplane, foggy);
FakeDrawLoop(sub, floorplane, ceilingplane, foggy, basecolormap);
clip3d->fake3D = 0;
frontsector = sub->sector;
}
@ -704,7 +709,7 @@ namespace swrenderer
// lightlevels on floor & ceiling lightlevels in the surrounding area.
// [RH] Handle sprite lighting like Duke 3D: If the ceiling is a sky, sprites are lit by
// it, otherwise they are lit by the floor.
AddSprites(sub->sector, frontsector->GetTexture(sector_t::ceiling) == skyflatnum ? ceilinglightlevel : floorlightlevel, FakeSide, foggy);
AddSprites(sub->sector, frontsector->GetTexture(sector_t::ceiling) == skyflatnum ? ceilinglightlevel : floorlightlevel, FakeSide, foggy, basecolormap);
// [RH] Add particles
if ((unsigned int)(sub - subsectors) < (unsigned int)numsubsectors)
@ -746,14 +751,14 @@ namespace swrenderer
clip3d->fakeFloor->validcount = validcount;
clip3d->NewClip();
}
renderline.Render(line, InSubsector, frontsector, &tempsec, floorplane, ceilingplane, foggy); // fake
renderline.Render(line, InSubsector, frontsector, &tempsec, floorplane, ceilingplane, foggy, basecolormap); // fake
}
clip3d->fakeFloor = nullptr;
clip3d->fake3D = 0;
floorplane = backupfp;
ceilingplane = backupcp;
}
renderline.Render(line, InSubsector, frontsector, nullptr, floorplane, ceilingplane, foggy); // now real
renderline.Render(line, InSubsector, frontsector, nullptr, floorplane, ceilingplane, foggy, basecolormap); // now real
}
line++;
}
@ -809,7 +814,7 @@ namespace swrenderer
fillshort(ceilingclip, viewwidth, !screen->Accel2D && ConBottom > viewwindowy && !bRenderingToCanvas ? (ConBottom - viewwindowy) : 0);
}
void RenderOpaquePass::AddSprites(sector_t *sec, int lightlevel, WaterFakeSide fakeside, bool foggy)
void RenderOpaquePass::AddSprites(sector_t *sec, int lightlevel, WaterFakeSide fakeside, bool foggy, FDynamicColormap *basecolormap)
{
F3DFloor *fakeceiling = nullptr;
F3DFloor *fakefloor = nullptr;
@ -869,15 +874,15 @@ namespace swrenderer
{
if ((sprite.renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
{
RenderWallSprite::Project(thing, sprite.pos, sprite.picnum, sprite.spriteScale, sprite.renderflags, spriteshade, foggy);
RenderWallSprite::Project(thing, sprite.pos, sprite.picnum, sprite.spriteScale, sprite.renderflags, spriteshade, foggy, basecolormap);
}
else if (sprite.voxel)
{
RenderVoxel::Project(thing, sprite.pos, sprite.voxel, sprite.spriteScale, sprite.renderflags, fakeside, fakefloor, fakeceiling, sec, spriteshade, foggy);
RenderVoxel::Project(thing, sprite.pos, sprite.voxel, sprite.spriteScale, sprite.renderflags, fakeside, fakefloor, fakeceiling, sec, spriteshade, foggy, basecolormap);
}
else
{
RenderSprite::Project(thing, sprite.pos, sprite.tex, sprite.spriteScale, sprite.renderflags, fakeside, fakefloor, fakeceiling, sec, spriteshade, foggy);
RenderSprite::Project(thing, sprite.pos, sprite.tex, sprite.spriteScale, sprite.renderflags, fakeside, fakefloor, fakeceiling, sec, spriteshade, foggy, basecolormap);
}
}
}

View File

@ -68,9 +68,9 @@ namespace swrenderer
bool CheckBBox(float *bspcoord);
void AddPolyobjs(subsector_t *sub);
void FakeDrawLoop(subsector_t *sub, visplane_t *floorplane, visplane_t *ceilingplane, bool foggy);
void FakeDrawLoop(subsector_t *sub, visplane_t *floorplane, visplane_t *ceilingplane, bool foggy, FDynamicColormap *basecolormap);
void AddSprites(sector_t *sec, int lightlevel, WaterFakeSide fakeside, bool foggy);
void AddSprites(sector_t *sec, int lightlevel, WaterFakeSide fakeside, bool foggy, FDynamicColormap *basecolormap);
static bool IsPotentiallyVisible(AActor *thing);
static bool GetThingSprite(AActor *thing, ThingSprite &sprite);

View File

@ -147,8 +147,9 @@ namespace swrenderer
curline = ds->curline;
FDynamicColormap *patchstylecolormap = nullptr;
bool visible = R_SetPatchStyle(LegacyRenderStyles[curline->linedef->flags & ML_ADDTRANS ? STYLE_Add : STYLE_Translucent],
(float)MIN(curline->linedef->alpha, 1.), 0, 0);
(float)MIN(curline->linedef->alpha, 1.), 0, 0, patchstylecolormap);
if (!visible && !ds->bFogBoundary && !ds->bFakeBoundary)
{
@ -169,7 +170,7 @@ namespace swrenderer
// killough 4/13/98: get correct lightlevel for 2s normal textures
sec = RenderOpaquePass::Instance()->FakeFlat(frontsector, &tempsec, nullptr, nullptr, nullptr, 0, 0, 0, 0);
basecolormap = sec->ColorMap; // [RH] Set basecolormap
FDynamicColormap *basecolormap = sec->ColorMap; // [RH] Set basecolormap
int wallshade = ds->shade;
rw_lightstep = ds->lightstep;
@ -202,7 +203,7 @@ namespace swrenderer
// [RH] Draw fog partition
if (ds->bFogBoundary)
{
RenderFogBoundary::Render(x1, x2, mceilingclip, mfloorclip, wallshade, rw_light, rw_lightstep);
RenderFogBoundary::Render(x1, x2, mceilingclip, mfloorclip, wallshade, rw_light, rw_lightstep, basecolormap);
if (ds->maskedtexturecol == -1)
{
goto clearfog;
@ -420,11 +421,10 @@ namespace swrenderer
rw_offset = 0;
rw_pic = tex;
R_DrawDrawSeg(frontsector, curline, WallC, rw_pic, ds, x1, x2, mceilingclip, mfloorclip, MaskedSWall, maskedtexturecol, ds->yscale, wallshade, rw_offset, rw_light, rw_lightstep, ds->foggy);
R_DrawDrawSeg(frontsector, curline, WallC, rw_pic, ds, x1, x2, mceilingclip, mfloorclip, MaskedSWall, maskedtexturecol, ds->yscale, wallshade, rw_offset, rw_light, rw_lightstep, ds->foggy, basecolormap);
}
clearfog:
R_FinishSetPatchStyle();
if (ds->bFakeBoundary & 3)
{
R_RenderFakeWallRange(ds, x1, x2, wallshade);
@ -448,7 +448,7 @@ namespace swrenderer
}
// kg3D - render one fake wall
void R_RenderFakeWall(drawseg_t *ds, int x1, int x2, F3DFloor *rover, int wallshade)
void R_RenderFakeWall(drawseg_t *ds, int x1, int x2, F3DFloor *rover, int wallshade, FDynamicColormap *basecolormap)
{
int i;
double xscale;
@ -456,12 +456,10 @@ namespace swrenderer
fixed_t Alpha = Scale(rover->alpha, OPAQUE, 255);
bool visible = R_SetPatchStyle(LegacyRenderStyles[rover->flags & FF_ADDITIVETRANS ? STYLE_Add : STYLE_Translucent],
Alpha, 0, 0);
Alpha, 0, 0, basecolormap);
if (!visible) {
R_FinishSetPatchStyle();
if (!visible)
return;
}
rw_lightstep = ds->lightstep;
rw_light = ds->light + (x1 - ds->x1) * rw_lightstep;
@ -547,8 +545,7 @@ namespace swrenderer
}
PrepLWall(lwall, curline->sidedef->TexelLength*xscale, ds->sx1, ds->sx2, WallT);
R_DrawDrawSeg(frontsector, curline, WallC, rw_pic, ds, x1, x2, wallupper, walllower, MaskedSWall, lwall, yscale, wallshade, rw_offset, rw_light, rw_lightstep, ds->foggy);
R_FinishSetPatchStyle();
R_DrawDrawSeg(frontsector, curline, WallC, rw_pic, ds, x1, x2, wallupper, walllower, MaskedSWall, lwall, yscale, wallshade, rw_offset, rw_light, rw_lightstep, ds->foggy, basecolormap);
}
// kg3D - walls of fake floors
@ -734,7 +731,7 @@ namespace swrenderer
}
}
// correct colors now
basecolormap = frontsector->ColorMap;
FDynamicColormap *basecolormap = frontsector->ColorMap;
wallshade = ds->shade;
if (fixedlightlev < 0)
{
@ -767,7 +764,7 @@ namespace swrenderer
}
if (rw_pic != DONT_DRAW)
{
R_RenderFakeWall(ds, x1, x2, fover ? fover : rover, wallshade);
R_RenderFakeWall(ds, x1, x2, fover ? fover : rover, wallshade, basecolormap);
}
else rw_pic = nullptr;
break;
@ -908,7 +905,7 @@ namespace swrenderer
}
}
// correct colors now
basecolormap = frontsector->ColorMap;
FDynamicColormap *basecolormap = frontsector->ColorMap;
wallshade = ds->shade;
if (fixedlightlev < 0)
{
@ -942,7 +939,7 @@ namespace swrenderer
if (rw_pic != DONT_DRAW)
{
R_RenderFakeWall(ds, x1, x2, fover ? fover : rover, wallshade);
R_RenderFakeWall(ds, x1, x2, fover ? fover : rover, wallshade, basecolormap);
}
else
{

View File

@ -60,6 +60,6 @@ namespace swrenderer
drawseg_t *R_AddDrawSegment();
void ClipMidtex(int x1, int x2);
void R_RenderMaskedSegRange(drawseg_t *ds, int x1, int x2);
void R_RenderFakeWall(drawseg_t *ds, int x1, int x2, F3DFloor *rover, int wallshade);
void R_RenderFakeWall(drawseg_t *ds, int x1, int x2, F3DFloor *rover, int wallshade, FDynamicColormap *basecolormap);
void R_RenderFakeWallRange(drawseg_t *ds, int x1, int x2, int wallshade);
}

View File

@ -47,11 +47,11 @@ EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
namespace swrenderer
{
void RenderDecal::RenderDecals(side_t *sidedef, drawseg_t *draw_segment, int wallshade, float lightleft, float lightstep, seg_t *curline, const FWallCoords &wallC, bool foggy)
void RenderDecal::RenderDecals(side_t *sidedef, drawseg_t *draw_segment, int wallshade, float lightleft, float lightstep, seg_t *curline, const FWallCoords &wallC, bool foggy, FDynamicColormap *basecolormap)
{
for (DBaseDecal *decal = sidedef->AttachedDecals; decal != NULL; decal = decal->WallNext)
{
Render(sidedef, decal, draw_segment, wallshade, lightleft, lightstep, curline, wallC, foggy, 0);
Render(sidedef, decal, draw_segment, wallshade, lightleft, lightstep, curline, wallC, foggy, basecolormap, 0);
}
}
@ -59,7 +59,7 @@ namespace swrenderer
// = 1: drawing masked textures (including sprites)
// Currently, only pass = 0 is done or used
void RenderDecal::Render(side_t *wall, DBaseDecal *decal, drawseg_t *clipper, int wallshade, float lightleft, float lightstep, seg_t *curline, FWallCoords WallC, bool foggy, int pass)
void RenderDecal::Render(side_t *wall, DBaseDecal *decal, drawseg_t *clipper, int wallshade, float lightleft, float lightstep, seg_t *curline, FWallCoords WallC, bool foggy, FDynamicColormap *basecolormap, int pass)
{
DVector2 decal_left, decal_right, decal_pos;
int x1, x2;
@ -277,7 +277,7 @@ namespace swrenderer
{
int x = x1;
bool visible = R_SetPatchStyle(decal->RenderStyle, (float)decal->Alpha, decal->Translation, decal->AlphaColor);
bool visible = R_SetPatchStyle(decal->RenderStyle, (float)decal->Alpha, decal->Translation, decal->AlphaColor, basecolormap);
// R_SetPatchStyle can modify basecolormap.
if (rereadcolormap)
@ -304,12 +304,10 @@ namespace swrenderer
// needrepeat will be 0, and the while will fail.
mceilingclip = RenderOpaquePass::Instance()->floorclip;
mfloorclip = wallbottom;
R_FinishSetPatchStyle();
} while (needrepeat--);
colfunc = basecolfunc;
R_FinishSetPatchStyle();
done:
WallC = savecoord;
}

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@ -23,10 +23,10 @@ namespace swrenderer
class RenderDecal
{
public:
static void RenderDecals(side_t *wall, drawseg_t *draw_segment, int wallshade, float lightleft, float lightstep, seg_t *curline, const FWallCoords &wallC, bool foggy);
static void RenderDecals(side_t *wall, drawseg_t *draw_segment, int wallshade, float lightleft, float lightstep, seg_t *curline, const FWallCoords &wallC, bool foggy, FDynamicColormap *basecolormap);
private:
static void Render(side_t *wall, DBaseDecal *first, drawseg_t *clipper, int wallshade, float lightleft, float lightstep, seg_t *curline, FWallCoords wallC, bool foggy, int pass);
static void Render(side_t *wall, DBaseDecal *first, drawseg_t *clipper, int wallshade, float lightleft, float lightstep, seg_t *curline, FWallCoords wallC, bool foggy, FDynamicColormap *basecolormap, int pass);
static void DrawColumn(int x, FTexture *WallSpriteTile, float maskedScaleY, bool sprflipvert, const short *mfloorclip, const short *mceilingclip);
};
}

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@ -99,6 +99,7 @@ namespace swrenderer
(r_deathcamera && camera->health <= 0))
return;
FDynamicColormap *basecolormap;
if (fixedlightlev < 0 && viewsector->e && viewsector->e->XFloor.lightlist.Size())
{
for (i = viewsector->e->XFloor.lightlist.Size() - 1; i >= 0; i--)
@ -183,7 +184,7 @@ namespace swrenderer
if ((psp->GetID() != PSP_TARGETCENTER || CrosshairImage == nullptr) && psp->GetCaller() != nullptr)
{
Render(psp, camera, bobx, boby, wx, wy, r_TicFracF, spriteshade);
Render(psp, camera, bobx, boby, wx, wy, r_TicFracF, spriteshade, basecolormap);
}
psp = psp->GetNext();
@ -193,7 +194,7 @@ namespace swrenderer
}
}
void RenderPlayerSprite::Render(DPSprite *pspr, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac, int spriteshade)
void RenderPlayerSprite::Render(DPSprite *pspr, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac, int spriteshade, FDynamicColormap *basecolormap)
{
double tx;
int x1;

View File

@ -28,7 +28,7 @@ namespace swrenderer
static void RenderRemainingPlayerSprites();
private:
static void Render(DPSprite *pspr, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac, int spriteshade);
static void Render(DPSprite *pspr, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac, int spriteshade, FDynamicColormap *basecolormap);
enum { BASEXCENTER = 160 };
enum { BASEYCENTER = 100 };

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@ -60,7 +60,7 @@ EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor)
namespace swrenderer
{
void RenderSprite::Project(AActor *thing, const DVector3 &pos, FTexture *tex, const DVector2 &spriteScale, int renderflags, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int spriteshade, bool foggy)
void RenderSprite::Project(AActor *thing, const DVector3 &pos, FTexture *tex, const DVector2 &spriteScale, int renderflags, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int spriteshade, bool foggy, FDynamicColormap *basecolormap)
{
// transform the origin point
double tr_x = pos.X - ViewPos.X;
@ -295,7 +295,9 @@ namespace swrenderer
fixed_t centeryfrac = FLOAT2FIXED(CenterY);
R_SetColorMapLight(vis->Style.BaseColormap, 0, vis->Style.ColormapNum << FRACBITS);
bool visible = R_SetPatchStyle(vis->Style.RenderStyle, vis->Style.Alpha, vis->Translation, vis->FillColor);
FDynamicColormap *basecolormap = static_cast<FDynamicColormap*>(vis->Style.BaseColormap);
bool visible = R_SetPatchStyle(vis->Style.RenderStyle, vis->Style.Alpha, vis->Translation, vis->FillColor, basecolormap);
if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Shaded])
{ // For shaded sprites, R_SetPatchStyle sets a dc_colormap to an alpha table, but
@ -343,8 +345,6 @@ namespace swrenderer
}
}
R_FinishSetPatchStyle();
NetUpdate();
}
}

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@ -20,7 +20,7 @@ namespace swrenderer
class RenderSprite
{
public:
static void Project(AActor *thing, const DVector3 &pos, FTexture *tex, const DVector2 &spriteScale, int renderflags, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int spriteshade, bool foggy);
static void Project(AActor *thing, const DVector3 &pos, FTexture *tex, const DVector2 &spriteScale, int renderflags, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int spriteshade, bool foggy, FDynamicColormap *basecolormap);
static void Render(vissprite_t *vis, const short *mfloorclip, const short *mceilingclip);
};
}

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@ -46,7 +46,7 @@ EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor)
namespace swrenderer
{
void RenderVoxel::Project(AActor *thing, DVector3 pos, FVoxelDef *voxel, const DVector2 &spriteScale, int renderflags, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int spriteshade, bool foggy)
void RenderVoxel::Project(AActor *thing, DVector3 pos, FVoxelDef *voxel, const DVector2 &spriteScale, int renderflags, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int spriteshade, bool foggy, FDynamicColormap *basecolormap)
{
// transform the origin point
double tr_x = pos.X - ViewPos.X;
@ -206,6 +206,7 @@ namespace swrenderer
{
mybasecolormap = GetSpecialLights(mybasecolormap->Color, mybasecolormap->Fade.InverseColor(), mybasecolormap->Desaturate);
}
if (fixedlightlev >= 0)
{
vis->Style.BaseColormap = mybasecolormap;
@ -226,8 +227,11 @@ namespace swrenderer
void RenderVoxel::Render(vissprite_t *sprite, int minZ, int maxZ, short *cliptop, short *clipbottom)
{
FDynamicColormap *basecolormap = static_cast<FDynamicColormap*>(sprite->Style.BaseColormap);
R_SetColorMapLight(sprite->Style.BaseColormap, 0, sprite->Style.ColormapNum << FRACBITS);
bool visible = R_SetPatchStyle(sprite->Style.RenderStyle, sprite->Style.Alpha, sprite->Translation, sprite->FillColor);
bool visible = R_SetPatchStyle(sprite->Style.RenderStyle, sprite->Style.Alpha, sprite->Translation, sprite->FillColor, basecolormap);
if (!visible)
return;

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@ -55,7 +55,7 @@ namespace swrenderer
class RenderVoxel
{
public:
static void Project(AActor *thing, DVector3 pos, FVoxelDef *voxel, const DVector2 &spriteScale, int renderflags, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int spriteshade, bool foggy);
static void Project(AActor *thing, DVector3 pos, FVoxelDef *voxel, const DVector2 &spriteScale, int renderflags, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int spriteshade, bool foggy, FDynamicColormap *basecolormap);
static void Render(vissprite_t *sprite, int minZ, int maxZ, short *cliptop, short *clipbottom);
static void Deinit();

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@ -62,7 +62,7 @@ EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
namespace swrenderer
{
void RenderWallSprite::Project(AActor *thing, const DVector3 &pos, FTextureID picnum, const DVector2 &scale, int renderflags, int spriteshade, bool foggy)
void RenderWallSprite::Project(AActor *thing, const DVector3 &pos, FTextureID picnum, const DVector2 &scale, int renderflags, int spriteshade, bool foggy, FDynamicColormap *basecolormap)
{
FWallCoords wallc;
double x1, x2;
@ -165,7 +165,7 @@ namespace swrenderer
}
// Prepare lighting
bool calclighting = false;
FDynamicColormap *usecolormap = basecolormap;
FSWColormap *usecolormap = spr->Style.BaseColormap;
bool rereadcolormap = true;
// Decals that are added to the scene must fade to black.
@ -206,12 +206,14 @@ namespace swrenderer
int x = x1;
bool visible = R_SetPatchStyle(spr->Style.RenderStyle, spr->Style.Alpha, spr->Translation, spr->FillColor);
FDynamicColormap *basecolormap = static_cast<FDynamicColormap*>(spr->Style.BaseColormap);
bool visible = R_SetPatchStyle(spr->Style.RenderStyle, spr->Style.Alpha, spr->Translation, spr->FillColor, basecolormap);
// R_SetPatchStyle can modify basecolormap.
if (rereadcolormap)
{
usecolormap = basecolormap;
usecolormap = spr->Style.BaseColormap;
}
if (!visible)
@ -232,7 +234,6 @@ namespace swrenderer
x++;
}
}
R_FinishSetPatchStyle();
}
void RenderWallSprite::DrawColumn(int x, FTexture *WallSpriteTile, float maskedScaleY, bool sprflipvert, const short *mfloorclip, const short *mceilingclip)

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@ -20,7 +20,7 @@ namespace swrenderer
class RenderWallSprite
{
public:
static void Project(AActor *thing, const DVector3 &pos, FTextureID picnum, const DVector2 &scale, int renderflags, int spriteshade, bool foggy);
static void Project(AActor *thing, const DVector3 &pos, FTextureID picnum, const DVector2 &scale, int renderflags, int spriteshade, bool foggy, FDynamicColormap *basecolormap);
static void Render(vissprite_t *spr, const short *mfloorclip, const short *mceilingclip);
private:

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@ -189,10 +189,11 @@ void DCanvas::DrawTextureParms(FTexture *img, DrawParms &parms)
fixedcolormap = dc_fcolormap;
bool visible;
FDynamicColormap *basecolormap = nullptr;
if (r_swtruecolor)
visible = R_SetPatchStyle(parms.style, parms.Alpha, -1, parms.fillcolor);
visible = R_SetPatchStyle(parms.style, parms.Alpha, -1, parms.fillcolor, basecolormap);
else
visible = R_SetPatchStyle(parms.style, parms.Alpha, 0, parms.fillcolor);
visible = R_SetPatchStyle(parms.style, parms.Alpha, 0, parms.fillcolor, basecolormap);
BYTE *destorgsave = dc_destorg;
int destheightsave = dc_destheight;
@ -287,7 +288,6 @@ void DCanvas::DrawTextureParms(FTexture *img, DrawParms &parms)
CenterY = centeryback;
}
R_FinishSetPatchStyle ();
dc_destorg = destorgsave;
dc_destheight = destheightsave;