- pass shade values to sky renderer

This commit is contained in:
Christoph Oelckers 2022-04-19 14:44:10 +02:00
parent 6354c1889d
commit 380864d6fb
4 changed files with 21 additions and 14 deletions

View file

@ -455,7 +455,7 @@ void FSkyVertexBuffer::RenderRow(FRenderState& state, EDrawType prim, int row, T
//
//-----------------------------------------------------------------------------
void FSkyVertexBuffer::RenderDome(FRenderState& state, FGameTexture* tex, int mode, bool which)
void FSkyVertexBuffer::RenderDome(FRenderState& state, FGameTexture* tex, int mode, bool which, PalEntry color)
{
auto& primStart = which ? mPrimStartBuild : mPrimStartDoom;
if (tex && tex->isValid())
@ -471,6 +471,13 @@ void FSkyVertexBuffer::RenderDome(FRenderState& state, FGameTexture* tex, int mo
if (mode == FSkyVertexBuffer::SKYMODE_MAINLAYER && tex != nullptr)
{
auto& col = R_GetSkyCapColor(tex);
col.first.r = col.first.r * color.r / 255;
col.first.g = col.first.g * color.g / 255;
col.first.b = col.first.b * color.b / 255;
col.second.r = col.second.r * color.r / 255;
col.second.g = col.second.g * color.g / 255;
col.second.b = col.second.b * color.b / 255;
state.SetObjectColor(col.first);
state.EnableTexture(false);
RenderRow(state, DT_TriangleFan, 0, primStart);
@ -497,13 +504,13 @@ void FSkyVertexBuffer::RenderDome(FRenderState& state, FGameTexture* tex, int mo
//
//-----------------------------------------------------------------------------
void FSkyVertexBuffer::RenderDome(FRenderState& state, FGameTexture* tex, float x_offset, float y_offset, bool mirror, int mode, bool tiled, float xscale, float yscale)
void FSkyVertexBuffer::RenderDome(FRenderState& state, FGameTexture* tex, float x_offset, float y_offset, bool mirror, int mode, bool tiled, float xscale, float yscale, PalEntry color)
{
if (tex)
{
SetupMatrices(tex, x_offset, y_offset, mirror, mode, state.mModelMatrix, state.mTextureMatrix, tiled, xscale, yscale);
}
RenderDome(state, tex, mode, false);
RenderDome(state, tex, mode, false, color);
}
@ -513,10 +520,11 @@ void FSkyVertexBuffer::RenderDome(FRenderState& state, FGameTexture* tex, float
//
//-----------------------------------------------------------------------------
void FSkyVertexBuffer::RenderBox(FRenderState& state, FSkyBox* tex, float x_offset, bool sky2, float stretch, const FVector3& skyrotatevector, const FVector3& skyrotatevector2)
void FSkyVertexBuffer::RenderBox(FRenderState& state, FSkyBox* tex, float x_offset, bool sky2, float stretch, const FVector3& skyrotatevector, const FVector3& skyrotatevector2, PalEntry color)
{
int faces;
state.SetObjectColor(color);
state.EnableModelMatrix(true);
state.mModelMatrix.loadIdentity();
state.mModelMatrix.scale(1, 1 / stretch, 1); // Undo the map's vertical scaling as skyboxes are true cubes.

View file

@ -90,8 +90,8 @@ public:
}
void RenderRow(FRenderState& state, EDrawType prim, int row, TArray<unsigned int>& mPrimStart, bool apply = true);
void RenderDome(FRenderState& state, FGameTexture* tex, int mode, bool which);
void RenderDome(FRenderState& state, FGameTexture* tex, float x_offset, float y_offset, bool mirror, int mode, bool tiled, float xscale = 0, float yscale = 0);
void RenderBox(FRenderState& state, FSkyBox* tex, float x_offset, bool sky2, float stretch, const FVector3& skyrotatevector, const FVector3& skyrotatevector2);
void RenderDome(FRenderState& state, FGameTexture* tex, int mode, bool which, PalEntry color = 0xffffffff);
void RenderDome(FRenderState& state, FGameTexture* tex, float x_offset, float y_offset, bool mirror, int mode, bool tiled, float xscale = 0, float yscale = 0, PalEntry color = 0xffffffff);
void RenderBox(FRenderState& state, FSkyBox* tex, float x_offset, bool sky2, float stretch, const FVector3& skyrotatevector, const FVector3& skyrotatevector2, PalEntry color = 0xffffffff);
};

View file

@ -88,7 +88,7 @@ void initSkyInfo(HWDrawInfo *di, HWSkyInfo* sky, sectortype* sector, int plane)
pe.a = 230;
sky->fadecolor = pe;
sky->shade = 0;// clamp(plane == plane_ceiling ? sector->ceilingshade : sector->floorshade, 0, numshades - 1);
sky->shade = clamp<int>(plane == plane_ceiling ? sector->ceilingshade : sector->floorshade, 0, numshades - 1);
sky->texture = skytex;
}
@ -119,12 +119,10 @@ void HWWall::SkyPlane(HWDrawInfo *di, sectortype *sector, int plane, bool allowr
}
else
{
ptype = PORTALTYPE_SKY;
HWSkyInfo skyinfo;
initSkyInfo(di, &skyinfo, sector, plane);
ptype = PORTALTYPE_SKY;
sky = &skyinfo;
PutPortal(di, ptype, plane);
PutPortal(di, PORTALTYPE_SKY, plane);
}
}

View file

@ -45,6 +45,7 @@ void HWSkyPortal::DrawContents(HWDrawInfo *di, FRenderState &state)
state.AlphaFunc(Alpha_GEqual, 0.f);
state.SetRenderStyle(STYLE_Translucent);
bool oldClamp = state.SetDepthClamp(true);
auto color = shadeToLight(origin->shade);
di->SetupView(state, 0, 0, 0, !!(mState->MirrorFlag & 1), !!(mState->PlaneMirrorFlag & 1));
@ -53,7 +54,7 @@ void HWSkyPortal::DrawContents(HWDrawInfo *di, FRenderState &state)
auto skybox = origin->texture ? dynamic_cast<FSkyBox*>(origin->texture->GetTexture()) : nullptr;
if (skybox)
{
vertexBuffer->RenderBox(state, skybox, origin->x_offset, false, /*di->Level->info->pixelstretch*/1, { 0, 0, 1 }, { 0, 0, 1 });
vertexBuffer->RenderBox(state, skybox, origin->x_offset, false, /*di->Level->info->pixelstretch*/1, { 0, 0, 1 }, { 0, 0, 1 }, color);
}
else if (!origin->cloudy)
{
@ -77,12 +78,12 @@ void HWSkyPortal::DrawContents(HWDrawInfo *di, FRenderState &state)
textureMatrix.loadIdentity();
state.EnableTextureMatrix(true);
textureMatrix.scale(1.f, repeat_fac, 1.f);
vertexBuffer->RenderDome(state, origin->texture, FSkyVertexBuffer::SKYMODE_MAINLAYER, true);
vertexBuffer->RenderDome(state, origin->texture, FSkyVertexBuffer::SKYMODE_MAINLAYER, true, 0, 0, color);
state.EnableTextureMatrix(false);
}
else
{
vertexBuffer->RenderDome(state, origin->texture, -origin->x_offset, origin->y_offset, false, FSkyVertexBuffer::SKYMODE_MAINLAYER, true);
vertexBuffer->RenderDome(state, origin->texture, -origin->x_offset, origin->y_offset, false, FSkyVertexBuffer::SKYMODE_MAINLAYER, true, 0, 0, color);
}
state.SetTextureMode(TM_NORMAL);
if (origin->fadecolor & 0xffffff)