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

@ -74,6 +74,7 @@ EXTERN_CVAR(Bool, r_deathcamera);
EXTERN_CVAR(Bool, r_drawplayersprites)
EXTERN_CVAR(Bool, r_drawvoxels)
CVAR(Bool, r_fullbrightignoresectorcolor, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
//CVAR(Bool, r_splitsprites, true, CVAR_ARCHIVE)
namespace swrenderer
@ -536,7 +537,7 @@ void R_DrawWallSprite(vissprite_t *spr)
else if (fixedcolormap != NULL)
R_SetColorMapLight(fixedcolormap, 0, 0);
else if (!foggy && (spr->renderflags & RF_FULLBRIGHT))
R_SetColorMapLight((!level.PreserveSectorColor()) ? &FullNormalLight : usecolormap, 0, 0);
R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, 0);
else
calclighting = true;
@ -1127,7 +1128,7 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
}
else if (!foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT)))
{ // full bright
vis->colormap = (!level.PreserveSectorColor()) ? FullNormalLight.Maps : mybasecolormap->Maps;
vis->colormap = (r_fullbrightignoresectorcolor) ? FullNormalLight.Maps : mybasecolormap->Maps;
}
else
{ // diminished light
@ -1454,11 +1455,11 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
}
if (fixedlightlev >= 0)
{
vis->colormap = (!level.PreserveSectorColor()) ? (FullNormalLight.Maps + fixedlightlev) : (mybasecolormap->Maps + fixedlightlev);
vis->colormap = (r_fullbrightignoresectorcolor) ? (FullNormalLight.Maps + fixedlightlev) : (mybasecolormap->Maps + fixedlightlev);
}
else if (!foggy && pspr->GetState()->GetFullbright())
{ // full bright
vis->colormap = (!level.PreserveSectorColor()) ? FullNormalLight.Maps : mybasecolormap->Maps; // [RH] use basecolormap
vis->colormap = (r_fullbrightignoresectorcolor) ? FullNormalLight.Maps : mybasecolormap->Maps; // [RH] use basecolormap
}
else
{ // local light
@ -1505,9 +1506,9 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
noaccel = true;
}
// [SP] If emulating GZDoom fullbright, disable acceleration
if (!level.PreserveSectorColor() && fixedlightlev >= 0)
if (r_fullbrightignoresectorcolor && fixedlightlev >= 0)
mybasecolormap = &FullNormalLight;
if (!level.PreserveSectorColor() && !foggy && pspr->GetState()->GetFullbright())
if (r_fullbrightignoresectorcolor && !foggy && pspr->GetState()->GetFullbright())
mybasecolormap = &FullNormalLight;
colormap_to_use = mybasecolormap;
}
@ -2048,7 +2049,7 @@ void R_DrawSprite (vissprite_t *spr)
}
else if (!foggy && (spr->renderflags & RF_FULLBRIGHT))
{ // full bright
spr->colormap = (!level.PreserveSectorColor()) ? FullNormalLight.Maps : mybasecolormap->Maps;
spr->colormap = (r_fullbrightignoresectorcolor) ? FullNormalLight.Maps : mybasecolormap->Maps;
}
else
{ // diminished light
@ -2606,7 +2607,7 @@ void R_ProjectParticle (particle_t *particle, const sector_t *sector, int shade,
}
else if (particle->bright)
{
vis->colormap = (!level.PreserveSectorColor()) ? FullNormalLight.Maps : map;
vis->colormap = (r_fullbrightignoresectorcolor) ? FullNormalLight.Maps : map;
}
else
{