Revert "- Fully implemented Graf's level.PreserveSectorColor() changes into the software renderers."

This reverts commit 2f9453bc86.

# Conflicts:
#	src/swrenderer/line/r_line.cpp
#	src/swrenderer/line/r_renderdrawsegment.cpp
#	src/swrenderer/things/r_decal.cpp
#	src/swrenderer/things/r_wallsprite.cpp
This commit is contained in:
Rachael Alexanderson 2017-01-28 17:37:57 -05:00
commit 2fb82aaa9f
13 changed files with 34 additions and 18 deletions

View file

@ -30,11 +30,11 @@
#include "d_player.h"
#include "swrenderer/scene/r_viewport.h"
#include "swrenderer/scene/r_light.h"
#include "g_levellocals.h"
EXTERN_CVAR(Bool, r_drawplayersprites)
EXTERN_CVAR(Bool, r_deathcamera)
EXTERN_CVAR(Bool, st_scale)
EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor)
EXTERN_CVAR(Bool, r_shadercolormaps)
void RenderPolyPlayerSprites::Render()
@ -269,12 +269,12 @@ void RenderPolyPlayerSprites::RenderSprite(DPSprite *sprite, AActor *owner, floa
}
if (swrenderer::fixedlightlev >= 0)
{
BaseColormap = (!level.PreserveSectorColor()) ? &FullNormalLight : mybasecolormap;
BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap;
ColormapNum = swrenderer::fixedlightlev >> COLORMAPSHIFT;
}
else if (!foggy && sprite->GetState()->GetFullbright())
{ // full bright
BaseColormap = (!level.PreserveSectorColor()) ? &FullNormalLight : mybasecolormap; // [RH] use basecolormap
BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap; // [RH] use basecolormap
ColormapNum = 0;
}
else
@ -334,9 +334,9 @@ void RenderPolyPlayerSprites::RenderSprite(DPSprite *sprite, AActor *owner, floa
noaccel = true;
}
// [SP] If emulating GZDoom fullbright, disable acceleration
if (!level.PreserveSectorColor() && cameraLight->fixedlightlev >= 0)
if (r_fullbrightignoresectorcolor && cameraLight->fixedlightlev >= 0)
mybasecolormap = &FullNormalLight;
if (!level.PreserveSectorColor() && !foggy && sprite->GetState()->GetFullbright())
if (r_fullbrightignoresectorcolor && !foggy && sprite->GetState()->GetFullbright())
mybasecolormap = &FullNormalLight;
colormap_to_use = mybasecolormap;
}