Generalized the psprites implementation
This commit is contained in:
parent
bd396ccb7c
commit
1966b61b8f
25 changed files with 744 additions and 478 deletions
271
src/r_things.cpp
271
src/r_things.cpp
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@ -92,6 +92,7 @@ extern double globaluclip, globaldclip;
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extern float MaskedScaleY;
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#define MINZ double((2048*4) / double(1 << 20))
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#define BASEXCENTER (160)
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#define BASEYCENTER (100)
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EXTERN_CVAR (Bool, st_scale)
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@ -111,9 +112,15 @@ double pspriteyscale;
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fixed_t sky1scale; // [RH] Sky 1 scale factor
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fixed_t sky2scale; // [RH] Sky 2 scale factor
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vissprite_t *VisPSprites[NUMPSPRITES];
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int VisPSpritesX1[NUMPSPRITES];
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FDynamicColormap *VisPSpritesBaseColormap[NUMPSPRITES];
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// Used to store a psprite's drawing information if it needs to be drawn later.
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struct vispsp_t
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{
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vissprite_t *vis;
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FDynamicColormap *basecolormap;
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int x1;
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};
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TArray<vispsp_t> vispsprites;
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unsigned int vispspindex;
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static int spriteshade;
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@ -1269,48 +1276,41 @@ void R_AddSprites (sector_t *sec, int lightlevel, int fakeside)
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}
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}
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//
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// R_DrawPSprite
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//
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void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double sy)
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void R_DrawPSprite(DPSprite *pspr, AActor *owner, double ofsx, double ofsy, double ticfrac)
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{
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double tx;
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int x1;
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int x2;
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double sx, sy;
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spritedef_t* sprdef;
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spriteframe_t* sprframe;
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FTextureID picnum;
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WORD flip;
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FTexture* tex;
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vissprite_t* vis;
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static vissprite_t avis[NUMPSPRITES + 1];
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static vissprite_t *avisp[countof(avis)];
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bool noaccel;
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bool noaccel;
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bool isweapon;
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static TArray<vissprite_t> avis;
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assert(pspnum >= 0 && pspnum < NUMPSPRITES);
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if (avisp[0] == NULL)
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{
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for (unsigned i = 0; i < countof(avis); ++i)
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{
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avisp[i] = &avis[i];
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}
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}
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if (avis.Size() < vispspindex + 1)
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avis.Reserve(avis.Size() - vispspindex + 1);
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// decide which patch to use
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if ( (unsigned)psp->sprite >= (unsigned)sprites.Size ())
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if ((unsigned)pspr->GetSprite() >= (unsigned)sprites.Size())
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{
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DPrintf ("R_DrawPSprite: invalid sprite number %i\n", psp->sprite);
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DPrintf("R_DrawPSprite: invalid sprite number %i\n", pspr->GetSprite());
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return;
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}
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sprdef = &sprites[psp->sprite];
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if (psp->frame >= sprdef->numframes)
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sprdef = &sprites[pspr->GetSprite()];
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if (pspr->GetFrame() >= sprdef->numframes)
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{
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DPrintf ("R_DrawPSprite: invalid sprite frame %i : %i\n", psp->sprite, psp->frame);
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DPrintf("R_DrawPSprite: invalid sprite frame %i : %i\n", pspr->GetSprite(), pspr->GetFrame());
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return;
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}
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sprframe = &SpriteFrames[sprdef->spriteframes + psp->frame];
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sprframe = &SpriteFrames[sprdef->spriteframes + pspr->GetFrame()];
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picnum = sprframe->Texture[0];
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flip = sprframe->Flip & 1;
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@ -1319,15 +1319,33 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double
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if (tex->UseType == FTexture::TEX_Null)
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return;
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isweapon = ((pspr->GetID() > 0 && pspr->GetID() < ps_targetcenter) ||
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(pspr->GetID() >= NUMPSPRITES && pspr->GetCaller() && pspr->GetCaller()->IsKindOf(RUNTIME_CLASS(AWeapon))));
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if (pspr->firstTic)
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{ // Can't interpolate the first tic.
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pspr->firstTic = false;
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pspr->oldx = pspr->x;
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pspr->oldy = pspr->y;
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}
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sx = pspr->oldx + (pspr->x - pspr->oldx) * ticfrac;
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sy = pspr->oldy + (pspr->y - pspr->oldy) * ticfrac;
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if (isweapon)
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{ // [RH] Don't bob the targeter/non-weapon layers.
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sx += ofsx;
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sy += ofsy;
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}
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// calculate edges of the shape
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tx = sx - (320 / 2);
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tx = sx - BASEXCENTER;
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tx -= tex->GetScaledLeftOffset();
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x1 = xs_RoundToInt(CenterX + tx * pspritexscale);
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// off the right side
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if (x1 > viewwidth)
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return;
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return;
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tx += tex->GetScaledWidth();
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x2 = xs_RoundToInt(CenterX + tx * pspritexscale);
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@ -1335,9 +1353,9 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double
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// off the left side
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if (x2 <= 0)
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return;
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// store information in a vissprite
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vis = avisp[NUMPSPRITES];
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vis = &avis[vispspindex];
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vis->renderflags = owner->renderflags;
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vis->floorclip = 0;
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@ -1345,14 +1363,14 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double
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if (camera->player && (RenderTarget != screen ||
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viewheight == RenderTarget->GetHeight() ||
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(RenderTarget->GetWidth() > 320 && !st_scale)))
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(RenderTarget->GetWidth() > (BASEXCENTER * 2) && !st_scale)))
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{ // Adjust PSprite for fullscreen views
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AWeapon *weapon = NULL;
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if (camera->player != NULL)
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AWeapon *weapon = nullptr;
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if (camera->player != nullptr)
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{
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weapon = camera->player->ReadyWeapon;
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}
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if (pspnum <= ps_flash && weapon != NULL && weapon->YAdjust != 0)
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if (isweapon && weapon != nullptr && weapon->YAdjust != 0)
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{
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if (RenderTarget != screen || viewheight == RenderTarget->GetHeight())
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{
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@ -1360,11 +1378,11 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double
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}
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else
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{
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vis->texturemid -= StatusBar->GetDisplacement () * weapon->YAdjust;
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vis->texturemid -= StatusBar->GetDisplacement() * weapon->YAdjust;
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}
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}
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}
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if (pspnum <= ps_flash)
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if (isweapon)
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{ // Move the weapon down for 1280x1024.
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vis->texturemid -= BaseRatioSizes[WidescreenRatio][2];
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}
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@ -1388,11 +1406,11 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double
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}
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if (vis->x1 > x1)
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vis->startfrac += vis->xiscale*(vis->x1-x1);
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vis->startfrac += vis->xiscale*(vis->x1 - x1);
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noaccel = false;
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FDynamicColormap *colormap_to_use = NULL;
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if (pspnum <= ps_flash)
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FDynamicColormap *colormap_to_use = nullptr;
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if (isweapon)
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{
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vis->Style.Alpha = float(owner->Alpha);
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vis->Style.RenderStyle = owner->RenderStyle;
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@ -1413,16 +1431,16 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double
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{
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if (invertcolormap)
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{ // Fade to white
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mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(255,255,255), mybasecolormap->Desaturate);
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mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(255, 255, 255), mybasecolormap->Desaturate);
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invertcolormap = false;
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}
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else
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{ // Fade to black
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mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(0,0,0), mybasecolormap->Desaturate);
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mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(0, 0, 0), mybasecolormap->Desaturate);
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}
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}
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if (realfixedcolormap != NULL)
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if (realfixedcolormap != nullptr)
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{ // fixed color
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vis->Style.colormap = realfixedcolormap->Colormap;
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}
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@ -1436,25 +1454,25 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double
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{
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vis->Style.colormap = mybasecolormap->Maps + fixedlightlev;
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}
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else if (!foggy && psp->state->GetFullbright())
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else if (!foggy && pspr->GetState()->GetFullbright())
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{ // full bright
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vis->Style.colormap = mybasecolormap->Maps; // [RH] use basecolormap
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}
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else
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{ // local light
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vis->Style.colormap = mybasecolormap->Maps + (GETPALOOKUP (0, spriteshade) << COLORMAPSHIFT);
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vis->Style.colormap = mybasecolormap->Maps + (GETPALOOKUP(0, spriteshade) << COLORMAPSHIFT);
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}
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}
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if (camera->Inventory != NULL)
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if (camera->Inventory != nullptr)
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{
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lighttable_t *oldcolormap = vis->Style.colormap;
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camera->Inventory->AlterWeaponSprite (&vis->Style);
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camera->Inventory->AlterWeaponSprite(&vis->Style);
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if (vis->Style.colormap != oldcolormap)
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{
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// The colormap has changed. Is it one we can easily identify?
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// If not, then don't bother trying to identify it for
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// hardware accelerated drawing.
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if (vis->Style.colormap < SpecialColormaps[0].Colormap ||
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if (vis->Style.colormap < SpecialColormaps[0].Colormap ||
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vis->Style.colormap > SpecialColormaps.Last().Colormap)
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{
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noaccel = true;
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@ -1462,7 +1480,7 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double
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// Has the basecolormap changed? If so, we can't hardware accelerate it,
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// since we don't know what it is anymore.
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else if (vis->Style.colormap < mybasecolormap->Maps ||
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vis->Style.colormap >= mybasecolormap->Maps + NUMCOLORMAPS*256)
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vis->Style.colormap >= mybasecolormap->Maps + NUMCOLORMAPS * 256)
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{
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noaccel = true;
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}
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@ -1482,7 +1500,7 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double
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}
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// If the main colormap has fixed lights, and this sprite is being drawn with that
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// colormap, disable acceleration so that the lights can remain fixed.
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if (!noaccel && realfixedcolormap == NULL &&
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if (!noaccel && realfixedcolormap == nullptr &&
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NormalLightHasFixedLights && mybasecolormap == &NormalLight &&
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vis->pic->UseBasePalette())
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{
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@ -1505,18 +1523,19 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, double sx, double
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style.CheckFuzz();
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if (style.BlendOp != STYLEOP_Fuzz)
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{
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VisPSpritesX1[pspnum] = x1;
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VisPSpritesBaseColormap[pspnum] = colormap_to_use;
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VisPSprites[pspnum] = vis;
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swapvalues(avisp[pspnum], avisp[NUMPSPRITES]);
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if (vispsprites.Size() < vispspindex + 1)
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vispsprites.Reserve(vispsprites.Size() - vispspindex + 1);
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vispsprites[vispspindex].vis = vis;
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vispsprites[vispspindex].basecolormap = colormap_to_use;
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vispsprites[vispspindex].x1 = x1;
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vispspindex++;
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return;
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}
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}
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R_DrawVisSprite (vis);
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R_DrawVisSprite(vis);
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}
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//==========================================================================
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//
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// R_DrawPlayerSprites
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@ -1527,7 +1546,7 @@ void R_DrawPlayerSprites ()
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{
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int i;
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int lightnum;
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pspdef_t* psp;
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DPSprite* psp;
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sector_t* sec = NULL;
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static sector_t tempsec;
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int floorlight, ceilinglight;
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@ -1540,28 +1559,35 @@ void R_DrawPlayerSprites ()
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(r_deathcamera && camera->health <= 0))
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return;
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if(fixedlightlev < 0 && viewsector->e && viewsector->e->XFloor.lightlist.Size()) {
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for(i = viewsector->e->XFloor.lightlist.Size() - 1; i >= 0; i--)
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if(ViewPos.Z <= viewsector->e->XFloor.lightlist[i].plane.Zat0()) {
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if (fixedlightlev < 0 && viewsector->e && viewsector->e->XFloor.lightlist.Size())
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{
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for (i = viewsector->e->XFloor.lightlist.Size() - 1; i >= 0; i--)
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{
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if (ViewPos.Z <= viewsector->e->XFloor.lightlist[i].plane.Zat0())
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{
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rover = viewsector->e->XFloor.lightlist[i].caster;
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if(rover) {
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if(rover->flags & FF_DOUBLESHADOW && ViewPos.Z <= rover->bottom.plane->Zat0())
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if (rover)
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{
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if (rover->flags & FF_DOUBLESHADOW && ViewPos.Z <= rover->bottom.plane->Zat0())
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break;
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sec = rover->model;
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if(rover->flags & FF_FADEWALLS)
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if (rover->flags & FF_FADEWALLS)
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basecolormap = sec->ColorMap;
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else
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basecolormap = viewsector->e->XFloor.lightlist[i].extra_colormap;
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}
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break;
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}
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if(!sec) {
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}
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if(!sec)
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{
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sec = viewsector;
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basecolormap = sec->ColorMap;
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}
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floorlight = ceilinglight = sec->lightlevel;
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} else {
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// This used to use camera->Sector but due to interpolation that can be incorrect
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}
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else
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{ // This used to use camera->Sector but due to interpolation that can be incorrect
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// when the interpolated viewpoint is in a different sector than the camera.
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sec = R_FakeFlat (viewsector, &tempsec, &floorlight,
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&ceilinglight, false);
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@ -1589,23 +1615,19 @@ void R_DrawPlayerSprites ()
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CenterY = viewheight / 2;
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P_BobWeapon (camera->player, &camera->player->psprites[ps_weapon], &ofsx, &ofsy, r_TicFracF);
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P_BobWeapon (camera->player, &ofsx, &ofsy, r_TicFracF);
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// add all active psprites
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for (i = 0, psp = camera->player->psprites;
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i < NUMPSPRITES;
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i++, psp++)
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psp = camera->player->psprites;
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while (psp)
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{
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// [RH] Don't draw the targeter's crosshair if the player already has a crosshair set.
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if (psp->state && (i != ps_targetcenter || CrosshairImage == NULL))
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if (psp->GetID() != ps_targetcenter || CrosshairImage == nullptr)
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{
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R_DrawPSprite (psp, i, camera, psp->sx + ofsx, psp->sy + ofsy);
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}
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// [RH] Don't bob the targeter.
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if (i == ps_flash)
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{
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ofsx = ofsy = 0;
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R_DrawPSprite(psp, camera, ofsx, ofsy, r_TicFracF);
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}
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psp = psp->GetNext();
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}
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CenterY = centerhack;
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@ -1623,65 +1645,62 @@ void R_DrawPlayerSprites ()
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void R_DrawRemainingPlayerSprites()
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{
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for (int i = 0; i < NUMPSPRITES; ++i)
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for (unsigned int i = 0; i < vispspindex; i++)
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{
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vissprite_t *vis;
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vis = VisPSprites[i];
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VisPSprites[i] = NULL;
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vis = vispsprites[i].vis;
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FDynamicColormap *colormap = vispsprites[i].basecolormap;
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bool flip = vis->xiscale < 0;
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FSpecialColormap *special = NULL;
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PalEntry overlay = 0;
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FColormapStyle colormapstyle;
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bool usecolormapstyle = false;
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if (vis != NULL)
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if (vis->Style.colormap >= SpecialColormaps[0].Colormap &&
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vis->Style.colormap < SpecialColormaps[SpecialColormaps.Size()].Colormap)
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{
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FDynamicColormap *colormap = VisPSpritesBaseColormap[i];
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bool flip = vis->xiscale < 0;
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FSpecialColormap *special = NULL;
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PalEntry overlay = 0;
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FColormapStyle colormapstyle;
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bool usecolormapstyle = false;
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if (vis->Style.colormap >= SpecialColormaps[0].Colormap &&
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vis->Style.colormap < SpecialColormaps[SpecialColormaps.Size()].Colormap)
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{
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// Yuck! There needs to be a better way to store colormaps in the vissprite... :(
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ptrdiff_t specialmap = (vis->Style.colormap - SpecialColormaps[0].Colormap) / sizeof(FSpecialColormap);
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special = &SpecialColormaps[specialmap];
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}
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else if (colormap->Color == PalEntry(255,255,255) &&
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colormap->Desaturate == 0)
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{
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overlay = colormap->Fade;
|
||||
overlay.a = BYTE(((vis->Style.colormap - colormap->Maps) >> 8) * 255 / NUMCOLORMAPS);
|
||||
}
|
||||
else
|
||||
{
|
||||
usecolormapstyle = true;
|
||||
colormapstyle.Color = colormap->Color;
|
||||
colormapstyle.Fade = colormap->Fade;
|
||||
colormapstyle.Desaturate = colormap->Desaturate;
|
||||
colormapstyle.FadeLevel = ((vis->Style.colormap - colormap->Maps) >> 8) / float(NUMCOLORMAPS);
|
||||
}
|
||||
screen->DrawTexture(vis->pic,
|
||||
viewwindowx + VisPSpritesX1[i],
|
||||
viewwindowy + viewheight/2 - vis->texturemid * vis->yscale - 0.5,
|
||||
DTA_DestWidthF, FIXED2DBL(vis->pic->GetWidth() * vis->xscale),
|
||||
DTA_DestHeightF, vis->pic->GetHeight() * vis->yscale,
|
||||
DTA_Translation, TranslationToTable(vis->Translation),
|
||||
DTA_FlipX, flip,
|
||||
DTA_TopOffset, 0,
|
||||
DTA_LeftOffset, 0,
|
||||
DTA_ClipLeft, viewwindowx,
|
||||
DTA_ClipTop, viewwindowy,
|
||||
DTA_ClipRight, viewwindowx + viewwidth,
|
||||
DTA_ClipBottom, viewwindowy + viewheight,
|
||||
DTA_AlphaF, vis->Style.Alpha,
|
||||
DTA_RenderStyle, vis->Style.RenderStyle,
|
||||
DTA_FillColor, vis->FillColor,
|
||||
DTA_SpecialColormap, special,
|
||||
DTA_ColorOverlay, overlay.d,
|
||||
DTA_ColormapStyle, usecolormapstyle ? &colormapstyle : NULL,
|
||||
TAG_DONE);
|
||||
// Yuck! There needs to be a better way to store colormaps in the vissprite... :(
|
||||
ptrdiff_t specialmap = (vis->Style.colormap - SpecialColormaps[0].Colormap) / sizeof(FSpecialColormap);
|
||||
special = &SpecialColormaps[specialmap];
|
||||
}
|
||||
else if (colormap->Color == PalEntry(255,255,255) &&
|
||||
colormap->Desaturate == 0)
|
||||
{
|
||||
overlay = colormap->Fade;
|
||||
overlay.a = BYTE(((vis->Style.colormap - colormap->Maps) >> 8) * 255 / NUMCOLORMAPS);
|
||||
}
|
||||
else
|
||||
{
|
||||
usecolormapstyle = true;
|
||||
colormapstyle.Color = colormap->Color;
|
||||
colormapstyle.Fade = colormap->Fade;
|
||||
colormapstyle.Desaturate = colormap->Desaturate;
|
||||
colormapstyle.FadeLevel = ((vis->Style.colormap - colormap->Maps) >> 8) / float(NUMCOLORMAPS);
|
||||
}
|
||||
screen->DrawTexture(vis->pic,
|
||||
viewwindowx + vispsprites[i].x1,
|
||||
viewwindowy + viewheight/2 - vis->texturemid * vis->yscale - 0.5,
|
||||
DTA_DestWidthF, FIXED2DBL(vis->pic->GetWidth() * vis->xscale),
|
||||
DTA_DestHeightF, vis->pic->GetHeight() * vis->yscale,
|
||||
DTA_Translation, TranslationToTable(vis->Translation),
|
||||
DTA_FlipX, flip,
|
||||
DTA_TopOffset, 0,
|
||||
DTA_LeftOffset, 0,
|
||||
DTA_ClipLeft, viewwindowx,
|
||||
DTA_ClipTop, viewwindowy,
|
||||
DTA_ClipRight, viewwindowx + viewwidth,
|
||||
DTA_ClipBottom, viewwindowy + viewheight,
|
||||
DTA_AlphaF, vis->Style.Alpha,
|
||||
DTA_RenderStyle, vis->Style.RenderStyle,
|
||||
DTA_FillColor, vis->FillColor,
|
||||
DTA_SpecialColormap, special,
|
||||
DTA_ColorOverlay, overlay.d,
|
||||
DTA_ColormapStyle, usecolormapstyle ? &colormapstyle : NULL,
|
||||
TAG_DONE);
|
||||
}
|
||||
|
||||
vispspindex = 0;
|
||||
}
|
||||
|
||||
//
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue