- moved gl_fixedcolormap into GLSceneDrawer.

This means that one of the most extensively used global variables is gone.
This commit is contained in:
Christoph Oelckers 2017-03-12 21:57:39 +01:00
commit 4c61048278
24 changed files with 184 additions and 199 deletions

View file

@ -260,9 +260,9 @@ static PalEntry gl_CalcLightColor(int light, PalEntry pe, int blendfactor)
// set current light color
//
//==========================================================================
void gl_SetColor(int sectorlightlevel, int rellight, const FColormap &cm, float alpha, bool weapon)
void gl_SetColor(int sectorlightlevel, int rellight, bool fullbright, const FColormap &cm, float alpha, bool weapon)
{
if (gl_fixedcolormap != CM_DEFAULT)
if (fullbright)
{
gl_RenderState.SetColorAlpha(0xffffff, alpha, 0);
gl_RenderState.SetSoftLightLevel(255);
@ -390,7 +390,6 @@ bool gl_CheckFog(FColormap *cm, int lightlevel)
bool gl_CheckFog(sector_t *frontsector, sector_t *backsector)
{
if (gl_fixedcolormap) return false;
if (frontsector == backsector) return false; // there can't be a boundary if both sides are in the same sector.
// Check for fog boundaries. This needs a few more checks for the sectors
@ -479,7 +478,7 @@ void gl_SetShaderLight(float level, float olight)
//
//==========================================================================
void gl_SetFog(int lightlevel, int rellight, const FColormap *cmap, bool isadditive)
void gl_SetFog(int lightlevel, int rellight, bool fullbright, const FColormap *cmap, bool isadditive)
{
PalEntry fogcolor;
float fogdensity;
@ -489,7 +488,7 @@ void gl_SetFog(int lightlevel, int rellight, const FColormap *cmap, bool isaddit
fogdensity=70;
fogcolor=0x808080;
}
else if (cmap != NULL && gl_fixedcolormap == 0)
else if (cmap != NULL && !fullbright)
{
fogcolor = cmap->FadeColor;
fogdensity = gl_GetFogDensity(lightlevel, fogcolor, cmap->fogdensity);