Revert "- made r_fullbrightignoresectorcolor a MAPINFO option, so far only working on the software renderer. GL still needs a few changes to handle it correctly."

This reverts commit dd03bb1fcb.

Turns out that making this work in GL will create a complete mess so better remove the option as it would only cause problems.
This commit is contained in:
Christoph Oelckers 2017-01-28 18:26:52 +01:00
commit 1d2ae53ecb
12 changed files with 25 additions and 53 deletions

View file

@ -47,13 +47,13 @@
#include "r_draw.h"
#include "v_palette.h"
#include "r_data/colormaps.h"
#include "g_levellocals.h"
#define WALLYREPEAT 8
CVAR(Bool, r_fogboundary, true, 0)
CVAR(Bool, r_drawmirrors, true, 0)
EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
namespace swrenderer
{
@ -291,7 +291,7 @@ void R_RenderMaskedSegRange (drawseg_t *ds, int x1, int x2)
rw_scalestep = ds->iscalestep;
if (fixedlightlev >= 0)
R_SetColorMapLight((!level.PreserveSectorColor()) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
else if (fixedcolormap != NULL)
R_SetColorMapLight(fixedcolormap, 0, 0);
@ -608,7 +608,7 @@ void R_RenderFakeWall(drawseg_t *ds, int x1, int x2, F3DFloor *rover)
}
if (fixedlightlev >= 0)
R_SetColorMapLight((!level.PreserveSectorColor()) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
else if (fixedcolormap != NULL)
R_SetColorMapLight(fixedcolormap, 0, 0);
@ -1060,7 +1060,7 @@ void R_RenderSegLoop ()
fixed_t xoffset = rw_offset;
if (fixedlightlev >= 0)
R_SetColorMapLight((!level.PreserveSectorColor()) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
else if (fixedcolormap != NULL)
R_SetColorMapLight(fixedcolormap, 0, 0);
@ -2303,11 +2303,11 @@ static void R_RenderDecal (side_t *wall, DBaseDecal *decal, drawseg_t *clipper,
rw_light = rw_lightleft + (x1 - savecoord.sx1) * rw_lightstep;
if (fixedlightlev >= 0)
R_SetColorMapLight((!level.PreserveSectorColor()) ? &FullNormalLight : usecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
else if (fixedcolormap != NULL)
R_SetColorMapLight(fixedcolormap, 0, 0);
else if (!foggy && (decal->RenderFlags & RF_FULLBRIGHT))
R_SetColorMapLight((!level.PreserveSectorColor()) ? &FullNormalLight : usecolormap, 0, 0);
R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, 0);
else
calclighting = true;