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- pass shade values to sky renderer
This commit is contained in:
parent
6354c1889d
commit
380864d6fb
4 changed files with 21 additions and 14 deletions
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@ -455,7 +455,7 @@ void FSkyVertexBuffer::RenderRow(FRenderState& state, EDrawType prim, int row, T
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//
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//-----------------------------------------------------------------------------
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void FSkyVertexBuffer::RenderDome(FRenderState& state, FGameTexture* tex, int mode, bool which)
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void FSkyVertexBuffer::RenderDome(FRenderState& state, FGameTexture* tex, int mode, bool which, PalEntry color)
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{
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auto& primStart = which ? mPrimStartBuild : mPrimStartDoom;
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if (tex && tex->isValid())
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@ -471,6 +471,13 @@ void FSkyVertexBuffer::RenderDome(FRenderState& state, FGameTexture* tex, int mo
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if (mode == FSkyVertexBuffer::SKYMODE_MAINLAYER && tex != nullptr)
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{
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auto& col = R_GetSkyCapColor(tex);
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col.first.r = col.first.r * color.r / 255;
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col.first.g = col.first.g * color.g / 255;
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col.first.b = col.first.b * color.b / 255;
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col.second.r = col.second.r * color.r / 255;
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col.second.g = col.second.g * color.g / 255;
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col.second.b = col.second.b * color.b / 255;
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state.SetObjectColor(col.first);
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state.EnableTexture(false);
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RenderRow(state, DT_TriangleFan, 0, primStart);
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@ -497,13 +504,13 @@ void FSkyVertexBuffer::RenderDome(FRenderState& state, FGameTexture* tex, int mo
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//
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//-----------------------------------------------------------------------------
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void FSkyVertexBuffer::RenderDome(FRenderState& state, FGameTexture* tex, float x_offset, float y_offset, bool mirror, int mode, bool tiled, float xscale, float yscale)
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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)
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{
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if (tex)
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{
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SetupMatrices(tex, x_offset, y_offset, mirror, mode, state.mModelMatrix, state.mTextureMatrix, tiled, xscale, yscale);
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}
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RenderDome(state, tex, mode, false);
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RenderDome(state, tex, mode, false, color);
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}
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@ -513,10 +520,11 @@ void FSkyVertexBuffer::RenderDome(FRenderState& state, FGameTexture* tex, float
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//
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//-----------------------------------------------------------------------------
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void FSkyVertexBuffer::RenderBox(FRenderState& state, FSkyBox* tex, float x_offset, bool sky2, float stretch, const FVector3& skyrotatevector, const FVector3& skyrotatevector2)
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void FSkyVertexBuffer::RenderBox(FRenderState& state, FSkyBox* tex, float x_offset, bool sky2, float stretch, const FVector3& skyrotatevector, const FVector3& skyrotatevector2, PalEntry color)
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{
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int faces;
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state.SetObjectColor(color);
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state.EnableModelMatrix(true);
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state.mModelMatrix.loadIdentity();
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state.mModelMatrix.scale(1, 1 / stretch, 1); // Undo the map's vertical scaling as skyboxes are true cubes.
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@ -90,8 +90,8 @@ public:
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}
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void RenderRow(FRenderState& state, EDrawType prim, int row, TArray<unsigned int>& mPrimStart, bool apply = true);
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void RenderDome(FRenderState& state, FGameTexture* tex, int mode, bool which);
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void RenderDome(FRenderState& state, FGameTexture* tex, float x_offset, float y_offset, bool mirror, int mode, bool tiled, float xscale = 0, float yscale = 0);
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void RenderBox(FRenderState& state, FSkyBox* tex, float x_offset, bool sky2, float stretch, const FVector3& skyrotatevector, const FVector3& skyrotatevector2);
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void RenderDome(FRenderState& state, FGameTexture* tex, int mode, bool which, PalEntry color = 0xffffffff);
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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);
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void RenderBox(FRenderState& state, FSkyBox* tex, float x_offset, bool sky2, float stretch, const FVector3& skyrotatevector, const FVector3& skyrotatevector2, PalEntry color = 0xffffffff);
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};
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@ -88,7 +88,7 @@ void initSkyInfo(HWDrawInfo *di, HWSkyInfo* sky, sectortype* sector, int plane)
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pe.a = 230;
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sky->fadecolor = pe;
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sky->shade = 0;// clamp(plane == plane_ceiling ? sector->ceilingshade : sector->floorshade, 0, numshades - 1);
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sky->shade = clamp<int>(plane == plane_ceiling ? sector->ceilingshade : sector->floorshade, 0, numshades - 1);
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sky->texture = skytex;
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}
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@ -119,12 +119,10 @@ void HWWall::SkyPlane(HWDrawInfo *di, sectortype *sector, int plane, bool allowr
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}
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else
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{
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ptype = PORTALTYPE_SKY;
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HWSkyInfo skyinfo;
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initSkyInfo(di, &skyinfo, sector, plane);
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ptype = PORTALTYPE_SKY;
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sky = &skyinfo;
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PutPortal(di, ptype, plane);
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PutPortal(di, PORTALTYPE_SKY, plane);
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}
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}
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@ -45,6 +45,7 @@ void HWSkyPortal::DrawContents(HWDrawInfo *di, FRenderState &state)
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state.AlphaFunc(Alpha_GEqual, 0.f);
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state.SetRenderStyle(STYLE_Translucent);
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bool oldClamp = state.SetDepthClamp(true);
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auto color = shadeToLight(origin->shade);
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di->SetupView(state, 0, 0, 0, !!(mState->MirrorFlag & 1), !!(mState->PlaneMirrorFlag & 1));
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@ -53,7 +54,7 @@ void HWSkyPortal::DrawContents(HWDrawInfo *di, FRenderState &state)
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auto skybox = origin->texture ? dynamic_cast<FSkyBox*>(origin->texture->GetTexture()) : nullptr;
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if (skybox)
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{
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vertexBuffer->RenderBox(state, skybox, origin->x_offset, false, /*di->Level->info->pixelstretch*/1, { 0, 0, 1 }, { 0, 0, 1 });
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vertexBuffer->RenderBox(state, skybox, origin->x_offset, false, /*di->Level->info->pixelstretch*/1, { 0, 0, 1 }, { 0, 0, 1 }, color);
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}
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else if (!origin->cloudy)
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{
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@ -77,12 +78,12 @@ void HWSkyPortal::DrawContents(HWDrawInfo *di, FRenderState &state)
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textureMatrix.loadIdentity();
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state.EnableTextureMatrix(true);
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textureMatrix.scale(1.f, repeat_fac, 1.f);
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vertexBuffer->RenderDome(state, origin->texture, FSkyVertexBuffer::SKYMODE_MAINLAYER, true);
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vertexBuffer->RenderDome(state, origin->texture, FSkyVertexBuffer::SKYMODE_MAINLAYER, true, 0, 0, color);
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state.EnableTextureMatrix(false);
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}
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else
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{
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vertexBuffer->RenderDome(state, origin->texture, -origin->x_offset, origin->y_offset, false, FSkyVertexBuffer::SKYMODE_MAINLAYER, true);
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vertexBuffer->RenderDome(state, origin->texture, -origin->x_offset, origin->y_offset, false, FSkyVertexBuffer::SKYMODE_MAINLAYER, true, 0, 0, color);
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}
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state.SetTextureMode(TM_NORMAL);
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if (origin->fadecolor & 0xffffff)
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