Remove spriteshade global

This commit is contained in:
Magnus Norddahl 2017-01-09 14:46:57 +01:00
commit 65fa807433
6 changed files with 12 additions and 16 deletions

View file

@ -88,8 +88,6 @@ namespace swrenderer
fixed_t sky1scale; // [RH] Sky 1 scale factor
fixed_t sky2scale; // [RH] Sky 2 scale factor
int spriteshade;
FTexture *WallSpriteTile;
//
@ -198,7 +196,7 @@ bool R_ClipSpriteColumnWithPortals(vissprite_t* spr)
// R_ProjectSprite
// Generates a vissprite for a thing if it might be visible.
//
void R_ProjectSprite (AActor *thing, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector)
void R_ProjectSprite (AActor *thing, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int spriteshade)
{
double tr_x;
double tr_y;
@ -357,7 +355,7 @@ void R_ProjectSprite (AActor *thing, WaterFakeSide fakeside, F3DFloor *fakefloor
if ((renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
{
R_ProjectWallSprite(thing, pos, picnum, spriteScale, renderflags);
R_ProjectWallSprite(thing, pos, picnum, spriteScale, renderflags, spriteshade);
return;
}
@ -648,7 +646,7 @@ void R_AddSprites (sector_t *sec, int lightlevel, WaterFakeSide fakeside)
// Well, now it will be done.
sec->validcount = validcount;
spriteshade = LIGHT2SHADE(lightlevel + r_actualextralight);
int spriteshade = LIGHT2SHADE(lightlevel + r_actualextralight);
// Handle all things in sector.
for(auto p = sec->touching_renderthings; p != nullptr; p = p->m_snext)
@ -685,7 +683,7 @@ void R_AddSprites (sector_t *sec, int lightlevel, WaterFakeSide fakeside)
if(rover->bottom.plane->ZatPoint(0., 0.) >= thing->Top()) fakeceiling = rover;
}
}
R_ProjectSprite (thing, fakeside, fakefloor, fakeceiling, sec);
R_ProjectSprite (thing, fakeside, fakefloor, fakeceiling, sec, spriteshade);
fakeceiling = NULL;
fakefloor = NULL;
}
@ -1018,7 +1016,7 @@ void R_DrawSprite (vissprite_t *spr)
}
else
{ // diminished light
spriteshade = LIGHT2SHADE(sec->lightlevel + r_actualextralight);
int spriteshade = LIGHT2SHADE(sec->lightlevel + r_actualextralight);
spr->Style.BaseColormap = mybasecolormap;
spr->Style.ColormapNum = GETPALOOKUP(r_SpriteVisibility / MAX(MINZ, (double)spr->depth), spriteshade);
}
@ -1349,7 +1347,7 @@ void R_DrawMaskedSingle (bool renew)
void R_DrawHeightPlanes(double height); // kg3D - fake planes
void R_DrawMasked (void)
void R_DrawMasked ()
{
R_CollectPortals();
R_SortVisSprites (DrewAVoxel ? sv_compare2d : sv_compare, firstvissprite - vissprites);