- simplify colormap selection to a single function
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c0a4ba5e82
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4d3d4ea746
13 changed files with 139 additions and 143 deletions
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@ -256,7 +256,7 @@ namespace swrenderer
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}
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// Prepare lighting
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usecolormap = light.basecolormap;
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usecolormap = light.GetBaseColormap();
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// Decals that are added to the scene must fade to black.
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if (decal->RenderStyle == LegacyRenderStyles[STYLE_Add] && usecolormap->Fade != 0)
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@ -287,7 +287,7 @@ namespace swrenderer
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int x = x1;
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ColormapLight cmlight;
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cmlight.SetColormap(thread, MINZ, light.lightlevel, light.foggy, usecolormap, decal->RenderFlags & RF_FULLBRIGHT, false, false, false, false);
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cmlight.SetColormap(thread, MINZ, light.GetLightLevel(), light.GetFoggy(), usecolormap, decal->RenderFlags & RF_FULLBRIGHT, false, false, false, false);
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SpriteDrawerArgs drawerargs;
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bool visible = drawerargs.SetStyle(thread->Viewport.get(), decal->RenderStyle, (float)decal->Alpha, decal->Translation, decal->AlphaColor, cmlight);
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@ -300,7 +300,7 @@ namespace swrenderer
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{
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if (calclighting)
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{ // calculate lighting
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drawerargs.SetLight(lightpos, light.lightlevel, light.foggy, thread->Viewport.get());
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drawerargs.SetLight(lightpos, light.GetLightLevel(), light.GetFoggy(), thread->Viewport.get());
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}
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DrawColumn(thread, drawerargs, x, WallSpriteTile, walltexcoords, texturemid, maskedScaleY, sprflipvert, mfloorclip, mceilingclip, decal->RenderStyle);
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lightpos += light.GetLightStep();
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