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- make sure that all objects rendered as shadow reset the object color after the draw call.
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4 changed files with 9 additions and 9 deletions
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@ -401,15 +401,12 @@ inline void SetSpriteTranslucency(const spritetype* sprite, float& alpha, FRende
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extern PalEntry GlobalMapFog;
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extern float GlobalFogDensity;
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__forceinline void SetLightAndFog(FRenderState& state, PalEntry fade, int palette, int shade, float visibility, float alpha, bool setcolor = true)
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__forceinline void SetLightAndFog(FRenderState& state, PalEntry fade, int palette, int shade, float visibility, float alpha)
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{
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// Fog must be done before the texture so that the texture selector can override it.
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bool foggy = (GlobalMapFog || (fade & 0xffffff));
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auto ShadeDiv = lookups.tables[palette].ShadeFactor;
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bool shadow = shade >= numshades;
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if (shadow) state.SetObjectColor(0xff000000); // make sure that nothing lights this up again.
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else state.SetObjectColor(0xffffffff);
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if (shade == 127) state.SetObjectColor(0xff000000); // 127 is generally used for shadow objects that must be black, even in foggy areas.
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// Disable brightmaps if non-black fog is used.
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if (ShadeDiv >= 1 / 1000.f && foggy)
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@ -191,7 +191,7 @@ void HWFlat::DrawFlat(HWDrawInfo *di, FRenderState &state, bool translucent)
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if (translucent) state.SetRenderStyle(LegacyRenderStyles[STYLE_Translucent]);
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state.EnableBrightmap(true);
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//state.SetObjectColor(0xffffffff);
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state.SetObjectColor(0xffffffff);
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//state.SetAddColor(0);
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//state.ApplyTextureManipulation(nullptr);
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}
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@ -109,7 +109,10 @@ void HWSprite::DrawSprite(HWDrawInfo* di, FRenderState& state, bool translucent)
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else RenderStyle.BlendOp = STYLEOP_Fuzz; // subtractive with models is not going to work.
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}
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SetLightAndFog(state, fade, palette, shade, visibility, alpha, this->shade <= numshades);
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SetLightAndFog(state, fade, palette, shade, visibility, alpha);
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if (shade >= numshades) state.SetObjectColor(0xff000000); // make sure that nothing lights this up again.
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if (modelframe == 0)
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{
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@ -128,7 +128,7 @@ void HWWall::RenderMirrorSurface(HWDrawInfo *di, FRenderState &state)
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// Use sphere mapping for this
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state.SetEffect(EFF_SPHEREMAP);
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SetLightAndFog(state, fade, palette, shade, visibility, alpha, false);
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SetLightAndFog(state, fade, palette, min<int>(shade, numshades), visibility, alpha);
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state.SetColor(PalEntry(25, globalr >> 1, globalg >> 1, globalb >> 1));
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state.SetRenderStyle(STYLE_Add);
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@ -173,8 +173,8 @@ void HWWall::RenderTexturedWall(HWDrawInfo *di, FRenderState &state, int rflags)
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RenderWall(di, state, rflags);
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state.SetNpotEmulation(0.f, 0.f);
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/* none of these functions is in use.
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state.SetObjectColor(0xffffffff);
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/* none of these functions is in use.
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state.SetObjectColor2(0);
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state.SetAddColor(0);
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state.SetTextureMode(tmode);
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