mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-24 21:11:39 +00:00
- route all glColor calls through render state.
- add sector links to dynamic lights.
This commit is contained in:
parent
978ace241c
commit
c47c7421a3
19 changed files with 160 additions and 175 deletions
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@ -33,7 +33,7 @@ EXTERN_CVAR(Int, gl_weaponlight);
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inline int getExtraLight()
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{
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return extralight * gl_weaponlight; // ((glset.lightmode == 8)? 16:8);
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return extralight * gl_weaponlight;
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}
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void gl_RecalcVertexHeights(vertex_t * v);
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@ -58,4 +58,6 @@ extern TArray<BYTE> currentmapsection;
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void gl_InitPortals();
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void gl_BuildPortalCoverage(FPortalCoverage *coverage, subsector_t *subsector, FPortal *portal);
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extern long gl_frameMS;
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#endif
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@ -526,6 +526,11 @@ void ADynamicLight::CollectWithinRadius(subsector_t *subSec, float radius)
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subSec->validcount = ::validcount;
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touching_subsectors = AddLightNode(&subSec->lighthead[additive], subSec, this, touching_subsectors);
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if (subSec->sector->validcount != ::validcount)
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{
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touching_sector = AddLightNode(&subSec->sector->lighthead[additive], subSec->sector, this, touching_sector);
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subSec->sector->validcount = ::validcount;
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}
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for (unsigned int i = 0; i < subSec->numlines; i++)
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{
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@ -537,8 +542,7 @@ void ADynamicLight::CollectWithinRadius(subsector_t *subSec, float radius)
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if (DMulScale32 (y-seg->v1->y, seg->v2->x-seg->v1->x, seg->v1->x-x, seg->v2->y-seg->v1->y) <=0)
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{
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seg->linedef->validcount=validcount;
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touching_sides = AddLightNode(&seg->sidedef->lighthead[additive],
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seg->sidedef, this, touching_sides);
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touching_sides = AddLightNode(&seg->sidedef->lighthead[additive], seg->sidedef, this, touching_sides);
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}
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}
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@ -581,15 +585,21 @@ void ADynamicLight::LinkLight()
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node->lightsource = NULL;
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node = node->nextTarget;
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}
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node = touching_sector;
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while (node)
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{
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node->lightsource = NULL;
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node = node->nextTarget;
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}
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if (radius>0)
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{
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// passing in radius*radius allows us to do a distance check without any calls to sqrtf
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::validcount++;
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subsector_t * subSec = R_PointInSubsector(x, y);
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if (subSec)
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{
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float fradius = FIXED2FLOAT(radius);
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::validcount++;
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CollectWithinRadius(subSec, fradius*fradius);
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}
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}
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@ -618,6 +628,17 @@ void ADynamicLight::LinkLight()
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else
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node = node->nextTarget;
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}
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node = touching_sector;
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while (node)
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{
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if (node->lightsource == NULL)
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{
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node = DeleteLightNode(node);
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}
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else
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node = node->nextTarget;
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}
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}
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@ -670,8 +691,8 @@ size_t AActor::PropagateMark()
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CCMD(listlights)
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{
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int walls, sectors;
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int allwalls=0, allsectors=0;
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int walls, sectors, subsecs;
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int allwalls=0, allsectors=0, allsubsecs = 0;
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int i=0;
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ADynamicLight * dl;
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TThinkerIterator<ADynamicLight> it;
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@ -680,6 +701,7 @@ CCMD(listlights)
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{
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walls=0;
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sectors=0;
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subsecs = 0;
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Printf("%s at (%f, %f, %f), color = 0x%02x%02x%02x, radius = %f ",
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dl->target? dl->target->GetClass()->TypeName.GetChars() : dl->GetClass()->TypeName.GetChars(),
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FIXED2FLOAT(dl->x), FIXED2FLOAT(dl->y), FIXED2FLOAT(dl->z), dl->args[LIGHT_RED],
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@ -706,17 +728,25 @@ CCMD(listlights)
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node=dl->touching_subsectors;
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while (node)
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{
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allsubsecs++;
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subsecs++;
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node = node->nextTarget;
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}
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node = dl->touching_sector;
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while (node)
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{
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allsectors++;
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sectors++;
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node = node->nextTarget;
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}
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Printf("- %d walls, %d subsectors\n", walls, sectors);
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Printf("- %d walls, %d subsectors, %d sectors\n", walls, subsecs, sectors);
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}
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Printf("%i dynamic lights, %d walls, %d subsectors\n\n\n", i, allwalls, allsectors);
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Printf("%i dynamic lights, %d walls, %d subsectors, %d sectors\n\n\n", i, allwalls, allsubsecs, allsectors);
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}
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CCMD(listsublights)
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@ -95,6 +95,7 @@ public:
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FState *targetState;
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FLightNode * touching_sides;
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FLightNode * touching_subsectors;
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FLightNode * touching_sector;
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private:
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float DistToSeg(seg_t *seg);
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@ -183,8 +184,9 @@ struct FDynLightData
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bool gl_GetLight(Plane & p, ADynamicLight * light, bool checkside, bool forceadditive, FDynLightData &data);
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bool gl_SetupLight(Plane & p, ADynamicLight * light, Vector & nearPt, Vector & up, Vector & right, float & scale, bool checkside=true, bool forceadditive=true);
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bool gl_SetupLight(Plane & p, ADynamicLight * light, Vector & nearPt, Vector & up, Vector & right, float & scale, int desaturation, bool checkside=true, bool forceadditive=true);
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bool gl_SetupLightTexture();
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void gl_UploadLights(FDynLightData &data);
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#endif
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@ -159,15 +159,13 @@ bool gl_GetLight(Plane & p, ADynamicLight * light, bool checkside, bool forceadd
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}
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//==========================================================================
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//
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// Sets up the parameters to render one dynamic light onto one plane
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//
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//==========================================================================
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bool gl_SetupLight(Plane & p, ADynamicLight * light, Vector & nearPt, Vector & up, Vector & right,
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float & scale, bool checkside, bool forceadditive)
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float & scale, int desaturation, bool checkside, bool forceadditive)
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{
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Vector fn, pos;
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@ -225,11 +223,45 @@ bool gl_SetupLight(Plane & p, ADynamicLight * light, Vector & nearPt, Vector & u
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{
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gl_RenderState.BlendEquation(GL_FUNC_ADD);
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}
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glColor3f(r,g,b);
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gl_RenderState.SetColor(r, g, b, 1.f, desaturation);
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return true;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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#if 0
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void gl_UploadLights(FDynLightData &data)
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{
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ParameterBufferElement *pptr;
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int size0 = data.arrays[0].Size()/4;
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int size1 = data.arrays[1].Size()/4;
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int size2 = data.arrays[2].Size()/4;
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if (size0 + size1 + size2 > 0)
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{
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int sizetotal = size0 + size1 + size2 + 1;
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int index = GLRenderer->mParmBuffer->Reserve(sizetotal, &pptr);
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float parmcnt[] = { index + 1, index + 1 + size0, index + 1 + size0 + size1, index + 1 + size0 + size1 + size2 };
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memcpy(&pptr[0], parmcnt, 4 * sizeof(float));
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memcpy(&pptr[1], &data.arrays[0][0], 4 * size0*sizeof(float));
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memcpy(&pptr[1 + size0], &data.arrays[1][0], 4 * size1*sizeof(float));
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memcpy(&pptr[1 + size0 + size1], &data.arrays[2][0], 4 * size2*sizeof(float));
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gl_RenderState.SetDynLightIndex(index);
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}
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else
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{
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gl_RenderState.SetDynLightIndex(-1);
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}
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}
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#endif
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//==========================================================================
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//
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//
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@ -13,9 +13,6 @@ enum EColorManipulation
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CM_INVALID=-1,
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CM_DEFAULT=0, // untranslated
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CM_DESAT0=CM_DEFAULT,
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CM_DESAT1, // minimum desaturation
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CM_DESAT31=CM_DESAT1+30, // maximum desaturation = grayscale
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CM_FIRSTSPECIALCOLORMAP, // first special fixed colormap
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// special internal values for texture creation
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@ -34,14 +31,14 @@ struct FColormap
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{
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PalEntry LightColor; // a is saturation (0 full, 31=b/w, other=custom colormap)
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PalEntry FadeColor; // a is fadedensity>>1
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int colormap;
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int desaturation;
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int blendfactor;
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void Clear()
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{
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LightColor=0xffffff;
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FadeColor=0;
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colormap = CM_DEFAULT;
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desaturation = 0;
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blendfactor=0;
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}
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@ -49,19 +46,14 @@ struct FColormap
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{
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LightColor.r=LightColor.g=LightColor.b=0xff;
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blendfactor=0;
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desaturation = 0;
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}
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void GetFixedColormap()
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{
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Clear();
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colormap = gl_fixedcolormap >= (int)CM_LITE? (int)CM_DEFAULT : gl_fixedcolormap;
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}
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FColormap & operator=(FDynamicColormap * from)
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{
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LightColor = from->Color;
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colormap = from->Desaturate>>3;
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desaturation = from->Desaturate;
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FadeColor = from->Fade;
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blendfactor = from->Color.a;
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return * this;
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@ -70,9 +62,15 @@ struct FColormap
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void CopyLightColor(FDynamicColormap * from)
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{
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LightColor = from->Color;
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colormap = from->Desaturate>>3;
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desaturation = from->Desaturate;
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blendfactor = from->Color.a;
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}
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void Decolorize() // this for 'nocoloredspritelighting' and not the same as desaturation. The normal formula results in a value that's too dark.
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{
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int v = (LightColor.r + LightColor.g + LightColor.b) / 3;
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LightColor.r = LightColor.g = LightColor.b = (255 + v + v) / 3;
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}
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};
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@ -72,22 +72,6 @@ CVAR(Bool, gl_brightfog, false, CVAR_ARCHIVE);
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//==========================================================================
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//
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//
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//
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//==========================================================================
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bool gl_BrightmapsActive()
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{
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return gl.hasGLSL();
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}
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bool gl_GlowActive()
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{
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return gl.hasGLSL();
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}
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//==========================================================================
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//
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// Sets up the fog tables
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@ -337,7 +321,7 @@ void gl_SetColor(int light, int rellight, const FColormap * cm, float alpha, boo
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gl_GetLightColor(light, rellight, cm, &r, &g, &b, weapon);
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gl_RenderState.SetColor(r, g, b, alpha);
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gl_RenderState.SetColor(r, g, b, alpha, cm->desaturation);
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if (glset.lightmode == 8)
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{
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if (gl_fixedcolormap)
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@ -518,15 +502,9 @@ bool gl_CheckFog(sector_t *frontsector, sector_t *backsector)
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void gl_SetShaderLight(float level, float olight)
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{
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#if 1 //ndef _DEBUG
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const float MAXDIST = 256.f;
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const float THRESHOLD = 96.f;
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const float FACTOR = 0.75f;
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#else
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const float MAXDIST = 256.f;
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const float THRESHOLD = 96.f;
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const float FACTOR = 2.75f;
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#endif
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if (level > 0)
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{
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@ -606,9 +584,6 @@ void gl_SetFog(int lightlevel, int rellight, const FColormap *cmap, bool isaddit
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{
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fogcolor=0;
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}
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// Handle desaturation
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if (cmap->colormap != CM_DEFAULT)
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gl_ModifyColor(fogcolor.r, fogcolor.g, fogcolor.b, cmap->colormap);
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gl_RenderState.EnableFog(true);
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gl_RenderState.SetFog(fogcolor, fogdensity);
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@ -619,29 +594,6 @@ void gl_SetFog(int lightlevel, int rellight, const FColormap *cmap, bool isaddit
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}
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}
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//==========================================================================
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//
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// Modifies a color according to a specified colormap
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//
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//==========================================================================
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void gl_ModifyColor(BYTE & red, BYTE & green, BYTE & blue, int cm)
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{
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int gray = (red*77 + green*143 + blue*36)>>8;
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if (cm >= CM_FIRSTSPECIALCOLORMAP && cm < CM_MAXCOLORMAP)
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{
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PalEntry pe = SpecialColormaps[cm - CM_FIRSTSPECIALCOLORMAP].GrayscaleToColor[gray];
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red = pe.r;
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green = pe.g;
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blue = pe.b;
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}
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else if (cm >= CM_DESAT1 && cm <= CM_DESAT31)
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{
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gl_Desaturate(gray, red, green, blue, red, green, blue, cm - CM_DESAT0);
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}
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}
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//==========================================================================
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//
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@ -5,9 +5,6 @@
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#include "r_data/renderstyle.h"
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#include "gl/renderer/gl_colormap.h"
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bool gl_BrightmapsActive();
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bool gl_GlowActive();
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inline int gl_ClampLight(int lightlevel)
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{
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return clamp(lightlevel, 0, 255);
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@ -46,14 +43,6 @@ inline bool gl_isFullbright(PalEntry color, int lightlevel)
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return gl_fixedcolormap || (gl_isWhite(color) && lightlevel==255);
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}
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__forceinline void gl_Desaturate(int gray, int ired, int igreen, int iblue, BYTE & red, BYTE & green, BYTE & blue, int fac)
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{
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red = (ired*(31-fac) + gray*fac)/31;
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green = (igreen*(31-fac) + gray*fac)/31;
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blue = (iblue*(31-fac) + gray*fac)/31;
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}
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void gl_ModifyColor(BYTE & red, BYTE & green, BYTE & blue, int cm);
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void gl_DeleteAllAttachedLights();
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void gl_RecreateAllAttachedLights();
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@ -273,10 +273,10 @@ void FGLRenderer::ClearBorders()
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glLoadIdentity();
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glOrtho(0.0, width * 1.0, 0.0, trueHeight, -1.0, 1.0);
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glMatrixMode(GL_MODELVIEW);
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glColor3f(0.f, 0.f, 0.f);
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gl_RenderState.SetColor(0.f ,0.f ,0.f ,1.f);
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gl_RenderState.Set2DMode(true);
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gl_RenderState.EnableTexture(false);
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gl_RenderState.Apply(true);
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gl_RenderState.Apply();
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glBegin(GL_QUADS);
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// upper quad
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@ -311,36 +311,35 @@ void FGLRenderer::DrawTexture(FTexture *img, DCanvas::DrawParms &parms)
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double y = parms.y - parms.top * yscale;
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double w = parms.destwidth;
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double h = parms.destheight;
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float u1, v1, u2, v2, r, g, b;
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float light = 1.f;
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float u1, v1, u2, v2;
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int light = 255;
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FMaterial * gltex = FMaterial::ValidateTexture(img);
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if (parms.colorOverlay && (parms.colorOverlay & 0xffffff) == 0)
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{
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// Right now there's only black. Should be implemented properly later
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light = 1.f - APART(parms.colorOverlay)/255.f;
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light = 255 - APART(parms.colorOverlay);
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parms.colorOverlay = 0;
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}
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if (!img->bHasCanvas)
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{
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if (!parms.alphaChannel)
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int translation = 0;
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if (!parms.alphaChannel)
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{
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int translation = 0;
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if (parms.remap != NULL && !parms.remap->Inactive)
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{
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GLTranslationPalette * pal = static_cast<GLTranslationPalette*>(parms.remap->GetNative());
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if (pal) translation = -pal->GetIndex();
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}
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gltex->BindPatch(translation);
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}
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else
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{
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// This is an alpha texture
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gl_RenderState.SetTextureMode(TM_REDTOALPHA);
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gltex->BindPatch(0);
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}
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gltex->BindPatch(translation);
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u1 = gltex->GetUL();
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v1 = gltex->GetVT();
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@ -373,17 +372,17 @@ void FGLRenderer::DrawTexture(FTexture *img, DCanvas::DrawParms &parms)
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u2 = float(u2 - (parms.texwidth - parms.windowright) / parms.texwidth);
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}
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PalEntry color;
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if (parms.style.Flags & STYLEF_ColorIsFixed)
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{
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r = RPART(parms.fillcolor)/255.0f;
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g = GPART(parms.fillcolor)/255.0f;
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b = BPART(parms.fillcolor)/255.0f;
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color = parms.fillcolor;
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}
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else
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||||
{
|
||||
r = g = b = light;
|
||||
color = PalEntry(light, light, light);
|
||||
}
|
||||
|
||||
color.a = Scale(parms.alpha, 255, FRACUNIT);
|
||||
|
||||
// scissor test doesn't use the current viewport for the coordinates, so use real screen coordinates
|
||||
int btm = (SCREENHEIGHT - screen->GetHeight()) / 2;
|
||||
btm = SCREENHEIGHT - btm;
|
||||
|
@ -398,8 +397,7 @@ void FGLRenderer::DrawTexture(FTexture *img, DCanvas::DrawParms &parms)
|
|||
gl_RenderState.SetTextureMode(TM_OPAQUE);
|
||||
}
|
||||
|
||||
glColor4f(r, g, b, FIXED2FLOAT(parms.alpha));
|
||||
|
||||
gl_RenderState.SetColor(color);
|
||||
gl_RenderState.EnableAlphaTest(false);
|
||||
gl_RenderState.Apply();
|
||||
glBegin(GL_TRIANGLE_STRIP);
|
||||
|
@ -418,8 +416,9 @@ void FGLRenderer::DrawTexture(FTexture *img, DCanvas::DrawParms &parms)
|
|||
gl_RenderState.SetTextureMode(TM_MASK);
|
||||
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
gl_RenderState.BlendEquation(GL_FUNC_ADD);
|
||||
gl_RenderState.SetColor(PalEntry(parms.colorOverlay));
|
||||
gl_RenderState.Apply();
|
||||
glColor4ub(RPART(parms.colorOverlay),GPART(parms.colorOverlay),BPART(parms.colorOverlay),APART(parms.colorOverlay));
|
||||
|
||||
glBegin(GL_TRIANGLE_STRIP);
|
||||
glTexCoord2f(u1, v1);
|
||||
glVertex2d(x, y);
|
||||
|
@ -450,8 +449,8 @@ void FGLRenderer::DrawLine(int x1, int y1, int x2, int y2, int palcolor, uint32
|
|||
{
|
||||
PalEntry p = color? (PalEntry)color : GPalette.BaseColors[palcolor];
|
||||
gl_RenderState.EnableTexture(false);
|
||||
gl_RenderState.Apply(true);
|
||||
glColor3ub(p.r, p.g, p.b);
|
||||
gl_RenderState.SetColorAlpha(p, 1.f);
|
||||
gl_RenderState.Apply();
|
||||
glBegin(GL_LINES);
|
||||
glVertex2i(x1, y1);
|
||||
glVertex2i(x2, y2);
|
||||
|
@ -468,8 +467,8 @@ void FGLRenderer::DrawPixel(int x1, int y1, int palcolor, uint32 color)
|
|||
{
|
||||
PalEntry p = color? (PalEntry)color : GPalette.BaseColors[palcolor];
|
||||
gl_RenderState.EnableTexture(false);
|
||||
gl_RenderState.Apply(true);
|
||||
glColor3ub(p.r, p.g, p.b);
|
||||
gl_RenderState.SetColorAlpha(p, 1.f);
|
||||
gl_RenderState.Apply();
|
||||
glBegin(GL_POINTS);
|
||||
glVertex2i(x1, y1);
|
||||
glEnd();
|
||||
|
@ -484,19 +483,13 @@ void FGLRenderer::DrawPixel(int x1, int y1, int palcolor, uint32 color)
|
|||
|
||||
void FGLRenderer::Dim(PalEntry color, float damount, int x1, int y1, int w, int h)
|
||||
{
|
||||
float r, g, b;
|
||||
|
||||
gl_RenderState.EnableTexture(false);
|
||||
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
gl_RenderState.AlphaFunc(GL_GREATER,0);
|
||||
gl_RenderState.Apply(true);
|
||||
|
||||
r = color.r/255.0f;
|
||||
g = color.g/255.0f;
|
||||
b = color.b/255.0f;
|
||||
gl_RenderState.SetColorAlpha(color, damount);
|
||||
gl_RenderState.Apply();
|
||||
|
||||
glBegin(GL_TRIANGLE_FAN);
|
||||
glColor4f(r, g, b, damount);
|
||||
glVertex2i(x1, y1);
|
||||
glVertex2i(x1, y1 + h);
|
||||
glVertex2i(x1 + w, y1 + h);
|
||||
|
@ -536,9 +529,9 @@ void FGLRenderer::FlatFill (int left, int top, int right, int bottom, FTexture *
|
|||
fU2 = float(right-left) / src->GetWidth();
|
||||
fV2 = float(bottom-top) / src->GetHeight();
|
||||
}
|
||||
gl_RenderState.ResetColor();
|
||||
gl_RenderState.Apply();
|
||||
glBegin(GL_TRIANGLE_STRIP);
|
||||
glColor4f(1, 1, 1, 1);
|
||||
glTexCoord2f(fU1, fV1); glVertex2f(left, top);
|
||||
glTexCoord2f(fU1, fV2); glVertex2f(left, bottom);
|
||||
glTexCoord2f(fU2, fV1); glVertex2f(right, top);
|
||||
|
@ -609,9 +602,7 @@ void FGLRenderer::FillSimplePoly(FTexture *texture, FVector2 *points, int npoint
|
|||
FColormap cm;
|
||||
cm = colormap;
|
||||
|
||||
lightlevel = gl_CalcLightLevel(lightlevel, 0, true);
|
||||
PalEntry pe = gl_CalcLightColor(lightlevel, cm.LightColor, cm.blendfactor, true);
|
||||
glColor3ub(pe.r, pe.g, pe.b);
|
||||
gl_SetColor(lightlevel, 0, &cm, 1.f);
|
||||
|
||||
gltexture->Bind();
|
||||
|
||||
|
|
|
@ -183,8 +183,7 @@ void GLWall::DrawDecal(DBaseDecal *decal)
|
|||
|
||||
if (glset.nocoloredspritelighting)
|
||||
{
|
||||
int v = (Colormap.LightColor.r * 77 + Colormap.LightColor.g*143 + Colormap.LightColor.b*35)/255;
|
||||
p.LightColor = PalEntry(p.colormap, v, v, v);
|
||||
p.Decolorize();
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -985,7 +985,7 @@ void FDrawInfo::SetupFloodStencil(wallseg * ws)
|
|||
glStencilOp(GL_KEEP,GL_KEEP,GL_INCR); // increment stencil of valid pixels
|
||||
glColorMask(0,0,0,0); // don't write to the graphics buffer
|
||||
gl_RenderState.EnableTexture(false);
|
||||
glColor3f(1,1,1);
|
||||
gl_RenderState.ResetColor();
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthMask(true);
|
||||
|
||||
|
@ -1013,7 +1013,7 @@ void FDrawInfo::ClearFloodStencil(wallseg * ws)
|
|||
glStencilOp(GL_KEEP,GL_KEEP,GL_DECR);
|
||||
gl_RenderState.EnableTexture(false);
|
||||
glColorMask(0,0,0,0); // don't write to the graphics buffer
|
||||
glColor3f(1,1,1);
|
||||
gl_RenderState.ResetColor();
|
||||
|
||||
gl_RenderState.Apply();
|
||||
glBegin(GL_TRIANGLE_FAN);
|
||||
|
@ -1051,7 +1051,7 @@ void FDrawInfo::DrawFloodedPlane(wallseg * ws, float planez, sector_t * sec, boo
|
|||
|
||||
if (gl_fixedcolormap)
|
||||
{
|
||||
Colormap.GetFixedColormap();
|
||||
Colormap.Clear();
|
||||
lightlevel=255;
|
||||
}
|
||||
else
|
||||
|
|
|
@ -143,12 +143,13 @@ void GLFlat::DrawSubsectorLights(subsector_t * sub, int pass)
|
|||
}
|
||||
|
||||
p.Set(plane.plane);
|
||||
if (!gl_SetupLight(p, light, nearPt, up, right, scale, false, foggy))
|
||||
if (!gl_SetupLight(p, light, nearPt, up, right, scale, Colormap.desaturation, false, foggy))
|
||||
{
|
||||
node=node->nextLight;
|
||||
continue;
|
||||
}
|
||||
draw_dlightf++;
|
||||
gl_RenderState.Apply();
|
||||
|
||||
// Render the light
|
||||
glBegin(GL_TRIANGLE_FAN);
|
||||
|
@ -501,7 +502,7 @@ inline void GLFlat::PutFlat(bool fog)
|
|||
|
||||
if (gl_fixedcolormap)
|
||||
{
|
||||
Colormap.GetFixedColormap();
|
||||
Colormap.Clear();
|
||||
}
|
||||
if (renderstyle!=STYLE_Translucent || alpha < 1.f - FLT_EPSILON || fog)
|
||||
{
|
||||
|
@ -533,7 +534,7 @@ inline void GLFlat::PutFlat(bool fog)
|
|||
else foggy = false;
|
||||
|
||||
list = list_indices[light][masked][foggy];
|
||||
if (list == GLDL_LIGHT && gltexture->tex->gl_info.Brightmap && gl_BrightmapsActive()) list = GLDL_LIGHTBRIGHT;
|
||||
if (list == GLDL_LIGHT && gltexture->tex->gl_info.Brightmap && gl.hasGLSL()) list = GLDL_LIGHTBRIGHT;
|
||||
|
||||
gl_drawinfo->drawlists[list].AddFlat (this);
|
||||
}
|
||||
|
|
|
@ -474,7 +474,7 @@ void FGLRenderer::RenderScene(int recursion)
|
|||
}
|
||||
|
||||
// third pass: modulated texture
|
||||
glColor3f(1.0f, 1.0f, 1.0f);
|
||||
gl_RenderState.ResetColor();
|
||||
gl_RenderState.BlendFunc(GL_DST_COLOR, GL_ZERO);
|
||||
gl_RenderState.EnableFog(false);
|
||||
glDepthFunc(GL_LEQUAL);
|
||||
|
@ -619,7 +619,7 @@ static void FillScreen()
|
|||
{
|
||||
gl_RenderState.EnableAlphaTest(false);
|
||||
gl_RenderState.EnableTexture(false);
|
||||
gl_RenderState.Apply(true);
|
||||
gl_RenderState.Apply();
|
||||
glBegin(GL_TRIANGLE_STRIP);
|
||||
glVertex2f(0.0f, 0.0f);
|
||||
glVertex2f(0.0f, (float)SCREENHEIGHT);
|
||||
|
@ -715,7 +715,7 @@ void FGLRenderer::DrawBlend(sector_t * viewsector)
|
|||
if (extra_red || extra_green || extra_blue)
|
||||
{
|
||||
gl_RenderState.BlendFunc(GL_DST_COLOR, GL_ZERO);
|
||||
glColor4f(extra_red, extra_green, extra_blue, 1.0f);
|
||||
gl_RenderState.SetColor(extra_red, extra_green, extra_blue, 1.0f);
|
||||
FillScreen();
|
||||
}
|
||||
}
|
||||
|
@ -773,14 +773,14 @@ void FGLRenderer::DrawBlend(sector_t * viewsector)
|
|||
if (inverse)
|
||||
{
|
||||
gl_RenderState.BlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
|
||||
glColor4f(1.f, 1.f, 1.f, 1.f);
|
||||
gl_RenderState.ResetColor();
|
||||
FillScreen();
|
||||
}
|
||||
|
||||
if (r < WHITE_THRESH || g < WHITE_THRESH || b < WHITE_THRESH)
|
||||
{
|
||||
gl_RenderState.BlendFunc(GL_DST_COLOR, GL_ZERO);
|
||||
glColor4f(r, g, b, 1.0f);
|
||||
gl_RenderState.SetColor(r, g, b, 1.0f);
|
||||
FillScreen();
|
||||
}
|
||||
}
|
||||
|
@ -806,7 +806,7 @@ void FGLRenderer::DrawBlend(sector_t * viewsector)
|
|||
if (blend[3]>0.0f)
|
||||
{
|
||||
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glColor4fv(blend);
|
||||
gl_RenderState.SetColor(blend[0], blend[1], blend[2], blend[3]);
|
||||
FillScreen();
|
||||
}
|
||||
}
|
||||
|
@ -850,7 +850,7 @@ void FGLRenderer::EndDrawScene(sector_t * viewsector)
|
|||
|
||||
// Restore standard rendering state
|
||||
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glColor3f(1.0f,1.0f,1.0f);
|
||||
gl_RenderState.ResetColor();
|
||||
gl_RenderState.EnableTexture(true);
|
||||
gl_RenderState.EnableAlphaTest(true);
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
|
|
|
@ -109,7 +109,7 @@ static void SkyVertex(int r, int c)
|
|||
|
||||
if (!foglayer)
|
||||
{
|
||||
// this cannot use the renderstate because it's inside a primitive.
|
||||
// this must not use the renderstate because it's inside a primitive.
|
||||
glColor4f(1.f, 1.f, 1.f, r==0? 0.0f : 1.0f);
|
||||
|
||||
// And the texture coordinates.
|
||||
|
@ -244,7 +244,7 @@ static void RenderDome(FTextureID texno, FMaterial * tex, float x_offset, float
|
|||
int texh = 0;
|
||||
bool texscale = false;
|
||||
|
||||
// 57 worls units roughly represent one sky texel for the glTranslate call.
|
||||
// 57 world units roughly represent one sky texel for the glTranslate call.
|
||||
const float skyoffsetfactor = 57;
|
||||
|
||||
if (tex)
|
||||
|
@ -511,7 +511,7 @@ void GLSkyPortal::DrawContents()
|
|||
FadeColor = origin->fadecolor;
|
||||
}
|
||||
|
||||
gl_RenderState.SetColor(0xffffffff);
|
||||
gl_RenderState.ResetColor();
|
||||
gl_RenderState.EnableFog(false);
|
||||
gl_RenderState.EnableAlphaTest(false);
|
||||
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
|
|
@ -112,10 +112,6 @@ void GLSprite::Draw(int pass)
|
|||
{
|
||||
if (pass!=GLPASS_PLAIN && pass != GLPASS_ALL && pass!=GLPASS_TRANSLUCENT) return;
|
||||
|
||||
// Hack to enable bright sprites in faded maps
|
||||
uint32 backupfade = Colormap.FadeColor.d;
|
||||
if (gl_spritebrightfog && fullbright)
|
||||
Colormap.FadeColor = 0;
|
||||
|
||||
|
||||
bool additivefog = false;
|
||||
|
@ -126,16 +122,15 @@ void GLSprite::Draw(int pass)
|
|||
{
|
||||
// The translucent pass requires special setup for the various modes.
|
||||
|
||||
// Brightmaps will only be used when doing regular drawing ops and having no fog
|
||||
if (!gl_spritebrightfog && (!gl_isBlack(Colormap.FadeColor) || level.flags&LEVEL_HASFADETABLE ||
|
||||
RenderStyle.BlendOp != STYLEOP_Add))
|
||||
// for special render styles brightmaps would not look good - especially for subtractive.
|
||||
if (RenderStyle.BlendOp != STYLEOP_Add)
|
||||
{
|
||||
gl_RenderState.EnableBrightmap(false);
|
||||
}
|
||||
|
||||
gl_SetRenderStyle(RenderStyle, false,
|
||||
// The rest of the needed checks are done inside gl_SetRenderStyle
|
||||
trans > 1.f - FLT_EPSILON && gl_usecolorblending && gl_fixedcolormap < CM_FIRSTSPECIALCOLORMAP && actor &&
|
||||
trans > 1.f - FLT_EPSILON && gl_usecolorblending && gl_fixedcolormap == CM_DEFAULT && actor &&
|
||||
fullbright && gltexture && !gltexture->GetTransparent());
|
||||
|
||||
if (hw_styleflags == STYLEHW_NoAlphaTest)
|
||||
|
@ -169,7 +164,7 @@ void GLSprite::Draw(int pass)
|
|||
}
|
||||
|
||||
gl_RenderState.AlphaFunc(GL_GEQUAL,minalpha*gl_mask_sprite_threshold);
|
||||
gl_RenderState.SetColor(0.2f,0.2f,0.2f,fuzzalpha);
|
||||
gl_RenderState.SetColor(0.2f,0.2f,0.2f,fuzzalpha, Colormap.desaturation);
|
||||
additivefog = true;
|
||||
}
|
||||
else if (RenderStyle.BlendOp == STYLEOP_Add && RenderStyle.DestAlpha == STYLEALPHA_One)
|
||||
|
@ -339,12 +334,8 @@ void GLSprite::Draw(int pass)
|
|||
}
|
||||
}
|
||||
|
||||
// End of gl_sprite_brightfog hack: restore FadeColor to normalcy
|
||||
if (backupfade != Colormap.FadeColor.d)
|
||||
Colormap.FadeColor = backupfade;
|
||||
|
||||
gl_RenderState.EnableTexture(true);
|
||||
gl_RenderState.SetObjectColor(0xffffffff);
|
||||
gl_RenderState.EnableTexture(true);
|
||||
gl_RenderState.SetDynLight(0,0,0);
|
||||
}
|
||||
|
||||
|
@ -696,7 +687,7 @@ void GLSprite::Process(AActor* thing,sector_t * sector)
|
|||
// allow disabling of the fullbright flag by a brightmap definition
|
||||
// (e.g. to do the gun flashes of Doom's zombies correctly.
|
||||
fullbright = (thing->flags5 & MF5_BRIGHT) ||
|
||||
((thing->renderflags & RF_FULLBRIGHT) && (!gl_BrightmapsActive() || !gltexture || !gltexture->tex->gl_info.bBrightmapDisablesFullbright));
|
||||
((thing->renderflags & RF_FULLBRIGHT) && (!gl.hasGLSL() || !gltexture || !gltexture->tex->gl_info.bBrightmapDisablesFullbright));
|
||||
|
||||
lightlevel=fullbright? 255 :
|
||||
gl_ClampLight(rendersector->GetTexture(sector_t::ceiling) == skyflatnum ?
|
||||
|
@ -717,7 +708,7 @@ void GLSprite::Process(AActor* thing,sector_t * sector)
|
|||
|| (gl_enhanced_nv_stealth == 3)) // Any fixed colormap
|
||||
enhancedvision=true;
|
||||
|
||||
Colormap.GetFixedColormap();
|
||||
Colormap.Clear();
|
||||
|
||||
if (gl_fixedcolormap==CM_LITE)
|
||||
{
|
||||
|
@ -750,10 +741,7 @@ void GLSprite::Process(AActor* thing,sector_t * sector)
|
|||
}
|
||||
else if (glset.nocoloredspritelighting)
|
||||
{
|
||||
int v = (Colormap.LightColor.r /* * 77 */ + Colormap.LightColor.g /**143 */ + Colormap.LightColor.b /**35*/)/3;//255;
|
||||
Colormap.LightColor.r=
|
||||
Colormap.LightColor.g=
|
||||
Colormap.LightColor.b=(255+v+v)/3;
|
||||
Colormap.Decolorize();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -894,7 +882,7 @@ void GLSprite::ProcessParticle (particle_t *particle, sector_t *sector)//, int s
|
|||
|
||||
if (gl_fixedcolormap)
|
||||
{
|
||||
Colormap.GetFixedColormap();
|
||||
Colormap.Clear();
|
||||
}
|
||||
else if (!particle->bright)
|
||||
{
|
||||
|
|
|
@ -71,7 +71,7 @@
|
|||
void GLWall::CheckGlowing()
|
||||
{
|
||||
bottomglowcolor[3] = topglowcolor[3] = 0;
|
||||
if (!gl_isFullbright(Colormap.LightColor, lightlevel) && gl_GlowActive())
|
||||
if (!gl_isFullbright(Colormap.LightColor, lightlevel) && gl.hasGLSL())
|
||||
{
|
||||
FTexture *tex = TexMan[topflat];
|
||||
if (tex != NULL && tex->isGlowing())
|
||||
|
@ -133,7 +133,7 @@ void GLWall::PutWall(bool translucent)
|
|||
// light planes don't get drawn with fullbright rendering
|
||||
if (!gltexture && passflag[type]!=4) return;
|
||||
|
||||
Colormap.GetFixedColormap();
|
||||
Colormap.Clear();
|
||||
}
|
||||
|
||||
CheckGlowing();
|
||||
|
@ -184,7 +184,7 @@ void GLWall::PutWall(bool translucent)
|
|||
list = list_indices[light][masked][!!(flags&GLWF_FOGGY)];
|
||||
if (list == GLDL_LIGHT)
|
||||
{
|
||||
if (gltexture->tex->gl_info.Brightmap && gl_BrightmapsActive()) list = GLDL_LIGHTBRIGHT;
|
||||
if (gltexture->tex->gl_info.Brightmap && gl.hasGLSL()) list = GLDL_LIGHTBRIGHT;
|
||||
if (flags & GLWF_GLOW) list = GLDL_LIGHTBRIGHT;
|
||||
}
|
||||
gl_drawinfo->drawlists[list].AddWall(this);
|
||||
|
@ -525,7 +525,7 @@ bool GLWall::DoHorizon(seg_t * seg,sector_t * fs, vertex_t * v1,vertex_t * v2)
|
|||
hi.colormap.LightColor = (light->extra_colormap)->Color;
|
||||
}
|
||||
|
||||
if (gl_fixedcolormap) hi.colormap.GetFixedColormap();
|
||||
if (gl_fixedcolormap) hi.colormap.Clear();
|
||||
horizon = &hi;
|
||||
PutWall(0);
|
||||
}
|
||||
|
@ -554,8 +554,8 @@ bool GLWall::DoHorizon(seg_t * seg,sector_t * fs, vertex_t * v1,vertex_t * v2)
|
|||
hi.colormap.LightColor = (light->extra_colormap)->Color;
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}
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||||
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||||
if (gl_fixedcolormap) hi.colormap.GetFixedColormap();
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||||
horizon=&hi;
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if (gl_fixedcolormap) hi.colormap.Clear();
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horizon = &hi;
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||||
PutWall(0);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -81,7 +81,7 @@ bool GLWall::PrepareLight(texcoord * tcs, ADynamicLight * light)
|
|||
return false;
|
||||
}
|
||||
|
||||
if (!gl_SetupLight(p, light, nearPt, up, right, scale, true, !!(flags&GLWF_FOGGY)))
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||||
if (!gl_SetupLight(p, light, nearPt, up, right, scale, Colormap.desaturation, true, !!(flags&GLWF_FOGGY)))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
@ -267,7 +267,7 @@ void GLWall::RenderWall(int textured, float * color2, ADynamicLight * light)
|
|||
|
||||
if (split && !(flags & GLWF_NOSPLITUPPER)) SplitUpperEdge(tcs);
|
||||
|
||||
// color for right side
|
||||
// color for right side (do not set in render state!)
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||||
if (color2) glColor4fv(color2);
|
||||
|
||||
// upper right corner
|
||||
|
@ -365,15 +365,13 @@ void GLWall::RenderFogBoundary()
|
|||
float fogd1=(0.95f-exp(-fogdensity*dist1/62500.f)) * 1.05f;
|
||||
float fogd2=(0.95f-exp(-fogdensity*dist2/62500.f)) * 1.05f;
|
||||
|
||||
gl_ModifyColor(Colormap.FadeColor.r, Colormap.FadeColor.g, Colormap.FadeColor.b, Colormap.colormap);
|
||||
float fc[4]={Colormap.FadeColor.r/255.0f,Colormap.FadeColor.g/255.0f,Colormap.FadeColor.b/255.0f,fogd2};
|
||||
|
||||
gl_RenderState.EnableTexture(false);
|
||||
gl_RenderState.EnableFog(false);
|
||||
gl_RenderState.AlphaFunc(GL_GREATER,0);
|
||||
glDepthFunc(GL_LEQUAL);
|
||||
glColor4f(fc[0],fc[1],fc[2], fogd1);
|
||||
gl_RenderState.SetColor(-1, 0, 0, 0); // we do not want the render state to control the color.
|
||||
gl_RenderState.SetColor(fc[0], fc[1], fc[2], fogd1, Colormap.desaturation);
|
||||
if (glset.lightmode == 8) glVertexAttrib1f(VATTR_LIGHTLEVEL, 1.0); // Korshun.
|
||||
|
||||
flags &= ~GLWF_GLOW;
|
||||
|
@ -406,10 +404,10 @@ void GLWall::RenderMirrorSurface()
|
|||
gl_RenderState.SetEffect(EFF_SPHEREMAP);
|
||||
|
||||
gl_SetColor(lightlevel, 0, &Colormap ,0.1f);
|
||||
gl_SetFog(lightlevel, 0, &Colormap, true);
|
||||
gl_RenderState.BlendFunc(GL_SRC_ALPHA,GL_ONE);
|
||||
gl_RenderState.AlphaFunc(GL_GREATER,0);
|
||||
glDepthFunc(GL_LEQUAL);
|
||||
gl_SetFog(lightlevel, getExtraLight(), &Colormap, true);
|
||||
|
||||
FMaterial * pat=FMaterial::ValidateTexture(GLRenderer->mirrortexture);
|
||||
pat->BindPatch(0);
|
||||
|
|
|
@ -203,7 +203,7 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
|
|||
{
|
||||
bool disablefullbright = false;
|
||||
FTextureID lump = gl_GetSpriteFrame(psp->sprite, psp->frame, 0, 0, NULL);
|
||||
if (lump.isValid() && gl_BrightmapsActive())
|
||||
if (lump.isValid() && gl.hasGLSL())
|
||||
{
|
||||
FMaterial * tex=FMaterial::ValidateTexture(lump, false);
|
||||
if (tex)
|
||||
|
@ -217,7 +217,7 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
|
|||
if (gl_fixedcolormap)
|
||||
{
|
||||
lightlevel=255;
|
||||
cm.GetFixedColormap();
|
||||
cm.Clear();
|
||||
statebright[0] = statebright[1] = true;
|
||||
fakesec = viewsector;
|
||||
}
|
||||
|
@ -294,7 +294,7 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
|
|||
playermo->Inventory->AlterWeaponSprite(&vis);
|
||||
if (vis.colormap >= SpecialColormaps[0].Colormap &&
|
||||
vis.colormap < SpecialColormaps[SpecialColormaps.Size()].Colormap &&
|
||||
cm.colormap == CM_DEFAULT)
|
||||
gl_fixedcolormap == CM_DEFAULT)
|
||||
{
|
||||
// this only happens for Strife's inverted weapon sprite
|
||||
vis.RenderStyle.Flags |= STYLEF_InvertSource;
|
||||
|
@ -379,7 +379,7 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
|
|||
// set the lighting parameters
|
||||
if (vis.RenderStyle.BlendOp == STYLEOP_Shadow)
|
||||
{
|
||||
gl_RenderState.SetColor(0.2f, 0.2f, 0.2f, 0.33f);// 0x55333333, cmc.desaturation);
|
||||
gl_RenderState.SetColor(0.2f, 0.2f, 0.2f, 0.33f, cmc.desaturation);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -393,6 +393,7 @@ FShader *FShaderContainer::Bind(int cm, bool glowing, float Speed, bool lights)
|
|||
glUniform3fv(sh->colormaprange_index, 1, m);
|
||||
}
|
||||
}
|
||||
/*
|
||||
else
|
||||
{
|
||||
bool desat = cm>=CM_DESAT1 && cm<=CM_DESAT31;
|
||||
|
@ -407,6 +408,7 @@ FShader *FShaderContainer::Bind(int cm, bool glowing, float Speed, bool lights)
|
|||
}
|
||||
}
|
||||
}
|
||||
*/
|
||||
return sh;
|
||||
}
|
||||
|
||||
|
|
|
@ -771,6 +771,7 @@ struct sector_t
|
|||
int subsectorcount; // list of subsectors
|
||||
subsector_t ** subsectors;
|
||||
FPortal * portals[2]; // floor and ceiling portals
|
||||
FLightNode * lighthead[2];
|
||||
|
||||
enum
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue