Fix vid_hw2d 0 translation bug

This commit is contained in:
Magnus Norddahl 2017-02-13 16:13:24 +01:00
commit 10b36934c2
4 changed files with 17 additions and 29 deletions

View file

@ -192,14 +192,15 @@ void DCanvas::DrawTextureParms(FTexture *img, DrawParms &parms)
using namespace swrenderer;
static short bottomclipper[MAXWIDTH], topclipper[MAXWIDTH];
lighttable_t *translation = NULL;
auto viewport = RenderViewport::Instance();
viewport->RenderTarget = screen;
viewport->RenderTarget->Lock(true);
lighttable_t *translation = nullptr;
FDynamicColormap *basecolormap = &identitycolormap;
int shade = 0;
if (APART(parms.colorOverlay) != 0)
{
// The software renderer cannot invert the source without inverting the overlay
@ -216,10 +217,15 @@ void DCanvas::DrawTextureParms(FTexture *img, DrawParms &parms)
parms.colorOverlay = PalEntry(parms.colorOverlay).InverseColor();
}
// Note that this overrides the translation in software, but not in hardware.
if (!viewport->RenderTarget->IsBgra())
FDynamicColormap *colormap = GetSpecialLights(MAKERGB(255, 255, 255), parms.colorOverlay & MAKEARGB(0, 255, 255, 255), 0);
if (viewport->RenderTarget->IsBgra())
{
basecolormap = colormap;
shade = (APART(parms.colorOverlay)*NUMCOLORMAPS / 255) << FRACBITS;
}
else
{
FDynamicColormap *colormap = GetSpecialLights(MAKERGB(255, 255, 255),
parms.colorOverlay & MAKEARGB(0, 255, 255, 255), 0);
translation = &colormap->Maps[(APART(parms.colorOverlay)*NUMCOLORMAPS / 255) * 256];
}
}
@ -233,8 +239,10 @@ void DCanvas::DrawTextureParms(FTexture *img, DrawParms &parms)
SpriteDrawerArgs drawerargs;
bool visible = drawerargs.SetStyle(parms.style, parms.Alpha, translation, parms.fillcolor);
drawerargs.SetTranslationMap(translation);
drawerargs.SetLight(basecolormap, 0.0f, shade);
bool visible = drawerargs.SetStyle(parms.style, parms.Alpha, -1, parms.fillcolor, basecolormap);
double x0 = parms.x - parms.left * parms.destwidth / parms.texwidth;
double y0 = parms.y - parms.top * parms.destheight / parms.texheight;