mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-03 09:23:19 +00:00
654 lines
18 KiB
C++
654 lines
18 KiB
C++
/*
|
|
** gl_light.cpp
|
|
** Light level / fog management / dynamic lights
|
|
**
|
|
**---------------------------------------------------------------------------
|
|
** Copyright 2002-2005 Christoph Oelckers
|
|
** All rights reserved.
|
|
**
|
|
** Redistribution and use in source and binary forms, with or without
|
|
** modification, are permitted provided that the following conditions
|
|
** are met:
|
|
**
|
|
** 1. Redistributions of source code must retain the above copyright
|
|
** notice, this list of conditions and the following disclaimer.
|
|
** 2. Redistributions in binary form must reproduce the above copyright
|
|
** notice, this list of conditions and the following disclaimer in the
|
|
** documentation and/or other materials provided with the distribution.
|
|
** 3. The name of the author may not be used to endorse or promote products
|
|
** derived from this software without specific prior written permission.
|
|
** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
|
|
** covered by the terms of the GNU Lesser General Public License as published
|
|
** by the Free Software Foundation; either version 2.1 of the License, or (at
|
|
** your option) any later version.
|
|
** 5. Full disclosure of the entire project's source code, except for third
|
|
** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
|
|
**
|
|
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
|
|
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
|
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
|
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
|
|
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
|
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
|
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
**---------------------------------------------------------------------------
|
|
**
|
|
*/
|
|
|
|
|
|
#include "gl/system/gl_system.h"
|
|
#include "gl/system/gl_cvars.h"
|
|
#include "gl/data/gl_data.h"
|
|
#include "gl/renderer/gl_colormap.h"
|
|
#include "gl/renderer/gl_lightdata.h"
|
|
#include "gl/renderer/gl_renderstate.h"
|
|
#include "gl/shaders/gl_shader.h"
|
|
#include "gl/scene/gl_portal.h"
|
|
#include "c_dispatch.h"
|
|
#include "p_local.h"
|
|
#include "g_level.h"
|
|
#include "r_sky.h"
|
|
|
|
// externally settable lighting properties
|
|
static float distfogtable[2][256]; // light to fog conversion table for black fog
|
|
static PalEntry outsidefogcolor;
|
|
int fogdensity;
|
|
int outsidefogdensity;
|
|
int skyfog;
|
|
|
|
CUSTOM_CVAR (Int, gl_light_ambient, 20, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
|
{
|
|
// ambient of 0 does not work correctly because light level 0 is special.
|
|
if (self < 1) self = 1;
|
|
}
|
|
|
|
CVAR(Int, gl_weaponlight, 8, CVAR_ARCHIVE);
|
|
CVAR(Bool,gl_enhanced_nightvision,true,CVAR_ARCHIVE)
|
|
CVAR(Bool, gl_brightfog, false, CVAR_ARCHIVE);
|
|
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
bool gl_BrightmapsActive()
|
|
{
|
|
return gl.shadermodel == 4 || (gl.shadermodel == 3 && gl_brightmap_shader);
|
|
}
|
|
|
|
bool gl_GlowActive()
|
|
{
|
|
return gl.shadermodel == 4 || (gl.shadermodel == 3 && gl_glow_shader);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Sets up the fog tables
|
|
//
|
|
//==========================================================================
|
|
|
|
CUSTOM_CVAR (Int, gl_distfog, 70, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
|
{
|
|
for (int i=0;i<256;i++)
|
|
{
|
|
|
|
if (i<164)
|
|
{
|
|
distfogtable[0][i]= (gl_distfog>>1) + (gl_distfog)*(164-i)/164;
|
|
}
|
|
else if (i<230)
|
|
{
|
|
distfogtable[0][i]= (gl_distfog>>1) - (gl_distfog>>1)*(i-164)/(230-164);
|
|
}
|
|
else distfogtable[0][i]=0;
|
|
|
|
if (i<128)
|
|
{
|
|
distfogtable[1][i]= 6.f + (gl_distfog>>1) + (gl_distfog)*(128-i)/48;
|
|
}
|
|
else if (i<216)
|
|
{
|
|
distfogtable[1][i]= (216.f-i) / ((216.f-128.f)) * gl_distfog / 10;
|
|
}
|
|
else distfogtable[1][i]=0;
|
|
}
|
|
}
|
|
|
|
CUSTOM_CVAR(Int,gl_fogmode,1,CVAR_ARCHIVE|CVAR_NOINITCALL)
|
|
{
|
|
if (self>2) self=2;
|
|
if (self<0) self=0;
|
|
if (self == 2 && gl.shadermodel < 4) self = 1;
|
|
}
|
|
|
|
CUSTOM_CVAR(Int, gl_lightmode, 3 ,CVAR_ARCHIVE|CVAR_NOINITCALL)
|
|
{
|
|
int newself = self;
|
|
if (newself > 4) newself=8; // use 8 for software lighting to avoid conflicts with the bit mask
|
|
if (newself < 0) newself=0;
|
|
if ((newself == 2 || newself == 8) && gl.shadermodel < 4) newself = 3;
|
|
if (self != newself) self = newself;
|
|
glset.lightmode = newself;
|
|
}
|
|
|
|
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// Sets render state to draw the given render style
|
|
// includes: Texture mode, blend equation and blend mode
|
|
//
|
|
//==========================================================================
|
|
|
|
void gl_GetRenderStyle(FRenderStyle style, bool drawopaque, bool allowcolorblending,
|
|
int *tm, int *sb, int *db, int *be)
|
|
{
|
|
static int blendstyles[] = { GL_ZERO, GL_ONE, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA };
|
|
static int renderops[] = { 0, GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT, -1, -1, -1, -1,
|
|
-1, -1, -1, -1, -1, -1, -1, -1 };
|
|
|
|
int srcblend = blendstyles[style.SrcAlpha&3];
|
|
int dstblend = blendstyles[style.DestAlpha&3];
|
|
int blendequation = renderops[style.BlendOp&15];
|
|
int texturemode = drawopaque? TM_OPAQUE : TM_MODULATE;
|
|
|
|
if (style.Flags & STYLEF_ColorIsFixed)
|
|
{
|
|
texturemode = TM_MASK;
|
|
}
|
|
else if (style.Flags & STYLEF_InvertSource)
|
|
{
|
|
texturemode = drawopaque? TM_INVERTOPAQUE : TM_INVERT;
|
|
}
|
|
|
|
if (blendequation == -1)
|
|
{
|
|
srcblend = GL_DST_COLOR;
|
|
dstblend = GL_ONE_MINUS_SRC_ALPHA;
|
|
blendequation = GL_FUNC_ADD;
|
|
}
|
|
|
|
if (allowcolorblending && srcblend == GL_SRC_ALPHA && dstblend == GL_ONE && blendequation == GL_FUNC_ADD)
|
|
{
|
|
srcblend = GL_SRC_COLOR;
|
|
}
|
|
|
|
*tm = texturemode;
|
|
*be = blendequation;
|
|
*sb = srcblend;
|
|
*db = dstblend;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// Set fog parameters for the level
|
|
//
|
|
//==========================================================================
|
|
void gl_SetFogParams(int _fogdensity, PalEntry _outsidefogcolor, int _outsidefogdensity, int _skyfog)
|
|
{
|
|
fogdensity=_fogdensity;
|
|
outsidefogcolor=_outsidefogcolor;
|
|
outsidefogdensity=_outsidefogdensity;
|
|
skyfog=_skyfog;
|
|
|
|
outsidefogdensity>>=1;
|
|
fogdensity>>=1;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// Get current light level
|
|
//
|
|
//==========================================================================
|
|
|
|
int gl_CalcLightLevel(int lightlevel, int rellight, bool weapon)
|
|
{
|
|
int light;
|
|
|
|
if (lightlevel == 0) return 0;
|
|
|
|
if ((glset.lightmode & 2) && lightlevel < 192 && !weapon)
|
|
{
|
|
light = xs_CRoundToInt(192.f - (192-lightlevel)* 1.95f);
|
|
}
|
|
else
|
|
{
|
|
light=lightlevel;
|
|
}
|
|
|
|
if (light<gl_light_ambient && glset.lightmode != 8) // ambient clipping only if not using software lighting model.
|
|
{
|
|
light = gl_light_ambient;
|
|
if (rellight<0) rellight>>=1;
|
|
}
|
|
return clamp(light+rellight, 0, 255);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Get current light color
|
|
//
|
|
//==========================================================================
|
|
|
|
PalEntry gl_CalcLightColor(int light, PalEntry pe, int blendfactor, bool force)
|
|
{
|
|
int r,g,b;
|
|
|
|
if (glset.lightmode == 8 && !force)
|
|
{
|
|
return pe;
|
|
}
|
|
else if (blendfactor == 0)
|
|
{
|
|
r = pe.r * light / 255;
|
|
g = pe.g * light / 255;
|
|
b = pe.b * light / 255;
|
|
}
|
|
else
|
|
{
|
|
int mixlight = light * (255 - blendfactor);
|
|
|
|
r = (mixlight + pe.r * blendfactor) / 255;
|
|
g = (mixlight + pe.g * blendfactor) / 255;
|
|
b = (mixlight + pe.b * blendfactor) / 255;
|
|
}
|
|
return PalEntry(BYTE(r), BYTE(g), BYTE(b));
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Get current light color
|
|
//
|
|
//==========================================================================
|
|
void gl_GetLightColor(int lightlevel, int rellight, const FColormap * cm, float * pred, float * pgreen, float * pblue, bool weapon)
|
|
{
|
|
float & r=*pred,& g=*pgreen,& b=*pblue;
|
|
int torch=0;
|
|
|
|
if (gl_fixedcolormap)
|
|
{
|
|
if (gl_fixedcolormap==CM_LITE)
|
|
{
|
|
if (gl_enhanced_nightvision) r=0.375f, g=1.0f, b=0.375f;
|
|
else r=g=b=1.0f;
|
|
}
|
|
else if (gl_fixedcolormap>=CM_TORCH)
|
|
{
|
|
int flicker=gl_fixedcolormap-CM_TORCH;
|
|
r=(0.8f+(7-flicker)/70.0f);
|
|
if (r>1.0f) r=1.0f;
|
|
b=g=r;
|
|
if (gl_enhanced_nightvision) b*=0.75f;
|
|
}
|
|
else r=g=b=1.0f;
|
|
return;
|
|
}
|
|
|
|
PalEntry lightcolor = cm? cm->LightColor : PalEntry(255,255,255);
|
|
int blendfactor = cm? cm->blendfactor : 0;
|
|
|
|
lightlevel = gl_CalcLightLevel(lightlevel, rellight, weapon);
|
|
PalEntry pe = gl_CalcLightColor(lightlevel, lightcolor, blendfactor);
|
|
r = pe.r/255.f;
|
|
g = pe.g/255.f;
|
|
b = pe.b/255.f;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// set current light color
|
|
//
|
|
//==========================================================================
|
|
void gl_SetColor(int light, int rellight, const FColormap * cm, float *red, float *green, float *blue, PalEntry ThingColor, bool weapon)
|
|
{
|
|
float r,g,b;
|
|
gl_GetLightColor(light, rellight, cm, &r, &g, &b, weapon);
|
|
|
|
*red = r * ThingColor.r/255.0f;
|
|
*green = g * ThingColor.g/255.0f;
|
|
*blue = b * ThingColor.b/255.0f;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// set current light color
|
|
//
|
|
//==========================================================================
|
|
void gl_SetColor(int light, int rellight, const FColormap * cm, float alpha, PalEntry ThingColor, bool weapon)
|
|
{
|
|
float r,g,b;
|
|
|
|
gl_GetLightColor(light, rellight, cm, &r, &g, &b, weapon);
|
|
|
|
if (glset.lightmode != 8)
|
|
{
|
|
gl.Color4f(r * ThingColor.r/255.0f, g * ThingColor.g/255.0f, b * ThingColor.b/255.0f, alpha);
|
|
}
|
|
else
|
|
{
|
|
gl.Color4f(r, g, b, alpha);
|
|
|
|
if (gl_fixedcolormap)
|
|
{
|
|
gl.VertexAttrib1f(VATTR_LIGHTLEVEL, 1.0);
|
|
}
|
|
else
|
|
{
|
|
float lightlevel = gl_CalcLightLevel(light, rellight, weapon) / 255.0f;
|
|
gl.VertexAttrib1f(VATTR_LIGHTLEVEL, lightlevel);
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// calculates the current fog density
|
|
//
|
|
// Rules for fog:
|
|
//
|
|
// 1. If bit 4 of gl_lightmode is set always use the level's fog density.
|
|
// This is what Legacy's GL render does.
|
|
// 2. black fog means no fog and always uses the distfogtable based on the level's fog density setting
|
|
// 3. If outside fog is defined and the current fog color is the same as the outside fog
|
|
// the engine always uses the outside fog density to make the fog uniform across the level.
|
|
// If the outside fog's density is undefined it uses the level's fog density and if that is
|
|
// not defined it uses a default of 70.
|
|
// 4. If a global fog density is specified it is being used for all fog on the level
|
|
// 5. If none of the above apply fog density is based on the light level as for the software renderer.
|
|
//
|
|
//==========================================================================
|
|
|
|
float gl_GetFogDensity(int lightlevel, PalEntry fogcolor)
|
|
{
|
|
float density;
|
|
|
|
if (glset.lightmode&4)
|
|
{
|
|
// uses approximations of Legacy's default settings.
|
|
density = fogdensity? fogdensity : 18;
|
|
}
|
|
else if ((fogcolor.d & 0xffffff) == 0)
|
|
{
|
|
// case 1: black fog
|
|
if (glset.lightmode != 8)
|
|
{
|
|
density=distfogtable[glset.lightmode!=0][lightlevel];
|
|
}
|
|
else
|
|
{
|
|
density = 0;
|
|
}
|
|
}
|
|
else if (outsidefogdensity != 0 && outsidefogcolor.a!=0xff && (fogcolor.d & 0xffffff) == (outsidefogcolor.d & 0xffffff))
|
|
{
|
|
// case 2. outsidefogdensity has already been set as needed
|
|
density=outsidefogdensity;
|
|
}
|
|
else if (fogdensity!=0)
|
|
{
|
|
// case 3: level has fog density set
|
|
density=fogdensity;
|
|
}
|
|
else if (lightlevel < 248)
|
|
{
|
|
// case 4: use light level
|
|
density=clamp<int>(255-lightlevel,30,255);
|
|
}
|
|
else
|
|
{
|
|
density = 0.f;
|
|
}
|
|
return density;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// Check fog by current lighting info
|
|
//
|
|
//==========================================================================
|
|
|
|
bool gl_CheckFog(FColormap *cm, int lightlevel)
|
|
{
|
|
// Check for fog boundaries. This needs a few more checks for the sectors
|
|
bool frontfog;
|
|
|
|
PalEntry fogcolor = cm->FadeColor;
|
|
|
|
if ((fogcolor.d & 0xffffff) == 0)
|
|
{
|
|
frontfog = false;
|
|
}
|
|
else if (outsidefogdensity != 0 && outsidefogcolor.a!=0xff && (fogcolor.d & 0xffffff) == (outsidefogcolor.d & 0xffffff))
|
|
{
|
|
frontfog = true;
|
|
}
|
|
else if (fogdensity!=0 || (glset.lightmode & 4))
|
|
{
|
|
// case 3: level has fog density set
|
|
frontfog = true;
|
|
}
|
|
else
|
|
{
|
|
// case 4: use light level
|
|
frontfog = lightlevel < 248;
|
|
}
|
|
return frontfog;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Check if the current linedef is a candidate for a fog boundary
|
|
//
|
|
//==========================================================================
|
|
|
|
bool gl_CheckFog(sector_t *frontsector, sector_t *backsector)
|
|
{
|
|
// Check for fog boundaries. This needs a few more checks for the sectors
|
|
bool frontfog, backfog;
|
|
|
|
PalEntry fogcolor = frontsector->ColorMap->Fade;
|
|
|
|
if ((fogcolor.d & 0xffffff) == 0)
|
|
{
|
|
frontfog = false;
|
|
}
|
|
else if (outsidefogdensity != 0 && outsidefogcolor.a!=0xff && (fogcolor.d & 0xffffff) == (outsidefogcolor.d & 0xffffff))
|
|
{
|
|
frontfog = true;
|
|
}
|
|
else if (fogdensity!=0 || (glset.lightmode & 4))
|
|
{
|
|
// case 3: level has fog density set
|
|
frontfog = true;
|
|
}
|
|
else
|
|
{
|
|
// case 4: use light level
|
|
frontfog = frontsector->lightlevel < 248;
|
|
}
|
|
|
|
if (backsector == NULL) return frontfog;
|
|
|
|
fogcolor = backsector->ColorMap->Fade;
|
|
|
|
if ((fogcolor.d & 0xffffff) == 0)
|
|
{
|
|
backfog = false;
|
|
}
|
|
else if (outsidefogdensity != 0 && outsidefogcolor.a!=0xff && (fogcolor.d & 0xffffff) == (outsidefogcolor.d & 0xffffff))
|
|
{
|
|
backfog = true;
|
|
}
|
|
else if (fogdensity!=0 || (glset.lightmode & 4))
|
|
{
|
|
// case 3: level has fog density set
|
|
backfog = true;
|
|
}
|
|
else
|
|
{
|
|
// case 4: use light level
|
|
backfog = backsector->lightlevel < 248;
|
|
}
|
|
|
|
// in all other cases this might create more problems than it solves.
|
|
return (frontfog && !backfog && !gl_fixedcolormap &&
|
|
(frontsector->GetTexture(sector_t::ceiling)!=skyflatnum ||
|
|
backsector->GetTexture(sector_t::ceiling)!=skyflatnum));
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Lighting stuff
|
|
//
|
|
//==========================================================================
|
|
|
|
void gl_SetShaderLight(float level, float olight)
|
|
{
|
|
#if 1 //ndef _DEBUG
|
|
const float MAXDIST = 256.f;
|
|
const float THRESHOLD = 96.f;
|
|
const float FACTOR = 0.75f;
|
|
#else
|
|
const float MAXDIST = 256.f;
|
|
const float THRESHOLD = 96.f;
|
|
const float FACTOR = 2.75f;
|
|
#endif
|
|
|
|
if (level > 0)
|
|
{
|
|
float lightdist, lightfactor;
|
|
|
|
if (olight < THRESHOLD)
|
|
{
|
|
lightdist = (MAXDIST/2) + (olight * MAXDIST / THRESHOLD / 2);
|
|
olight = THRESHOLD;
|
|
}
|
|
else lightdist = MAXDIST;
|
|
|
|
lightfactor = 1.f + ((olight/level) - 1.f) * FACTOR;
|
|
if (lightfactor == 1.f) lightdist = 0.f; // save some code in the shader
|
|
gl_RenderState.SetLightParms(lightfactor, lightdist);
|
|
}
|
|
else
|
|
{
|
|
gl_RenderState.SetLightParms(1.f, 0.f);
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// Sets the fog for the current polygon
|
|
//
|
|
//==========================================================================
|
|
|
|
void gl_SetFog(int lightlevel, int rellight, const FColormap *cmap, bool isadditive)
|
|
{
|
|
PalEntry fogcolor;
|
|
float fogdensity;
|
|
|
|
if (level.flags&LEVEL_HASFADETABLE)
|
|
{
|
|
fogdensity=70;
|
|
fogcolor=0x808080;
|
|
}
|
|
else if (cmap != NULL && gl_fixedcolormap == 0)
|
|
{
|
|
fogcolor = cmap->FadeColor;
|
|
fogdensity = gl_GetFogDensity(lightlevel, fogcolor);
|
|
fogcolor.a=0;
|
|
}
|
|
else
|
|
{
|
|
fogcolor = 0;
|
|
fogdensity = 0;
|
|
}
|
|
|
|
// Make fog a little denser when inside a skybox
|
|
if (GLPortal::inskybox) fogdensity+=fogdensity/2;
|
|
|
|
|
|
// no fog in enhanced vision modes!
|
|
if (fogdensity==0 || gl_fogmode == 0)
|
|
{
|
|
gl_RenderState.EnableFog(false);
|
|
gl_RenderState.SetFog(0,0);
|
|
}
|
|
else
|
|
{
|
|
if (glset.lightmode == 2 && fogcolor == 0)
|
|
{
|
|
float light = gl_CalcLightLevel(lightlevel, rellight, false);
|
|
gl_SetShaderLight(light, lightlevel);
|
|
}
|
|
else
|
|
{
|
|
gl_RenderState.SetLightParms(1.f, 0.f);
|
|
}
|
|
|
|
// For additive rendering using the regular fog color here would mean applying it twice
|
|
// so always use black
|
|
if (isadditive)
|
|
{
|
|
fogcolor=0;
|
|
}
|
|
// Handle desaturation
|
|
if (cmap->colormap != CM_DEFAULT)
|
|
gl_ModifyColor(fogcolor.r, fogcolor.g, fogcolor.b, cmap->colormap);
|
|
|
|
gl_RenderState.EnableFog(true);
|
|
gl_RenderState.SetFog(fogcolor, fogdensity);
|
|
|
|
// Korshun: fullbright fog like in software renderer.
|
|
if (glset.brightfog && fogdensity != 0 && fogcolor != 0)
|
|
gl.VertexAttrib1f(VATTR_LIGHTLEVEL, 1.0);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Modifies a color according to a specified colormap
|
|
//
|
|
//==========================================================================
|
|
|
|
void gl_ModifyColor(BYTE & red, BYTE & green, BYTE & blue, int cm)
|
|
{
|
|
int gray = (red*77 + green*143 + blue*36)>>8;
|
|
if (cm >= CM_FIRSTSPECIALCOLORMAP && cm < CM_MAXCOLORMAP)
|
|
{
|
|
PalEntry pe = SpecialColormaps[cm - CM_FIRSTSPECIALCOLORMAP].GrayscaleToColor[gray];
|
|
red = pe.r;
|
|
green = pe.g;
|
|
blue = pe.b;
|
|
}
|
|
else if (cm >= CM_DESAT1 && cm <= CM_DESAT31)
|
|
{
|
|
gl_Desaturate(gray, red, green, blue, red, green, blue, cm - CM_DESAT0);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// For testing sky fog sheets
|
|
//
|
|
//==========================================================================
|
|
CCMD(skyfog)
|
|
{
|
|
if (argv.argc()>1)
|
|
{
|
|
skyfog=strtol(argv[1],NULL,0);
|
|
}
|
|
}
|
|
|