Change visstyle_t back to how it was in ZDoom and stop using it internally in the swrenderer
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1c3440e391
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13 changed files with 231 additions and 220 deletions
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@ -197,29 +197,29 @@ namespace swrenderer
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vis->renderflags = (short)(particle->alpha * 255.0f + 0.5f);
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vis->FakeFlatStat = fakeside;
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vis->floorclip = 0;
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vis->Style.ColormapNum = 0;
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vis->ColormapNum = 0;
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vis->foggy = foggy;
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if (fixedlightlev >= 0)
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{
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vis->Style.BaseColormap = map;
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vis->Style.ColormapNum = fixedlightlev >> COLORMAPSHIFT;
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vis->BaseColormap = map;
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vis->ColormapNum = fixedlightlev >> COLORMAPSHIFT;
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}
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else if (fixedcolormap)
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{
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vis->Style.BaseColormap = fixedcolormap;
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vis->Style.ColormapNum = 0;
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vis->BaseColormap = fixedcolormap;
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vis->ColormapNum = 0;
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}
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else if (particle->bright)
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{
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vis->Style.BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : map;
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vis->Style.ColormapNum = 0;
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vis->BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : map;
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vis->ColormapNum = 0;
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}
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else
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{
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// Particles are slightly more visible than regular sprites.
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vis->Style.ColormapNum = GETPALOOKUP(tiz * r_SpriteVisibility * 0.5, shade);
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vis->Style.BaseColormap = map;
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vis->ColormapNum = GETPALOOKUP(tiz * r_SpriteVisibility * 0.5, shade);
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vis->BaseColormap = map;
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}
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VisibleSpriteList::Instance()->Push(vis);
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@ -232,7 +232,7 @@ namespace swrenderer
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auto vis = this;
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int spacing;
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BYTE color = vis->Style.BaseColormap->Maps[vis->startfrac];
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BYTE color = vis->BaseColormap->Maps[vis->startfrac];
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int yl = vis->y1;
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int ycount = vis->y2 - yl + 1;
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int x1 = vis->x1;
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@ -243,7 +243,7 @@ namespace swrenderer
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DrawMaskedSegsBehindParticle();
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uint32_t fg = LightBgra::shade_pal_index_simple(color, LightBgra::calc_light_multiplier(LIGHTSCALE(0, vis->Style.ColormapNum << FRACBITS)));
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uint32_t fg = LightBgra::shade_pal_index_simple(color, LightBgra::calc_light_multiplier(LIGHTSCALE(0, vis->ColormapNum << FRACBITS)));
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// vis->renderflags holds translucency level (0-255)
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fixed_t fglevel = ((vis->renderflags + 1) << 8) & ~0x3ff;
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