made the sector's color_* properties work in the software renderer.

With no 3D floors this appears to be ok, but there are so many places where colormaps are being set in the software renderer that I cannot guarantee that I got all of them correct. This will need some testing.
This commit is contained in:
Christoph Oelckers 2017-03-15 23:24:53 +01:00
commit 76d3ae5ba2
14 changed files with 59 additions and 40 deletions

View file

@ -105,7 +105,7 @@ namespace swrenderer
// killough 4/13/98: get correct lightlevel for 2s normal textures
sec = Thread->OpaquePass->FakeFlat(frontsector, &tempsec, nullptr, nullptr, nullptr, 0, 0, 0, 0);
FDynamicColormap *basecolormap = GetColorTable(sec->Colormap); // [RH] Set basecolormap
FDynamicColormap *basecolormap = GetColorTable(sec->Colormap, sec->SpecialColors[sector_t::walltop]); // [RH] Set basecolormap
int wallshade = ds->shade;
rw_lightstep = ds->lightstep;
@ -125,7 +125,7 @@ namespace swrenderer
if (clip3d->sclipTop <= frontsector->e->XFloor.lightlist[i].plane.Zat0())
{
lightlist_t *lit = &frontsector->e->XFloor.lightlist[i];
basecolormap = GetColorTable(lit->extra_colormap);
basecolormap = GetColorTable(lit->extra_colormap, frontsector->SpecialColors[sector_t::walltop]);
bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + LightVisibility::ActualExtraLight(ds->foggy, viewport), foggy);
break;
@ -703,7 +703,7 @@ namespace swrenderer
if (clip3d->sclipTop <= backsector->e->XFloor.lightlist[j].plane.Zat0())
{
lightlist_t *lit = &backsector->e->XFloor.lightlist[j];
basecolormap = GetColorTable(lit->extra_colormap);
basecolormap = GetColorTable(lit->extra_colormap, frontsector->SpecialColors[sector_t::walltop]);
bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + LightVisibility::ActualExtraLight(ds->foggy, Thread->Viewport.get()), foggy);
break;
@ -717,7 +717,7 @@ namespace swrenderer
if (clip3d->sclipTop <= frontsector->e->XFloor.lightlist[j].plane.Zat0())
{
lightlist_t *lit = &frontsector->e->XFloor.lightlist[j];
basecolormap = GetColorTable(lit->extra_colormap);
basecolormap = GetColorTable(lit->extra_colormap, frontsector->SpecialColors[sector_t::walltop]);
bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + LightVisibility::ActualExtraLight(ds->foggy, Thread->Viewport.get()), foggy);
break;
@ -725,7 +725,7 @@ namespace swrenderer
}
}
}
if (basecolormap == nullptr) basecolormap = GetColorTable(frontsector->Colormap);
if (basecolormap == nullptr) basecolormap = GetColorTable(frontsector->Colormap, frontsector->SpecialColors[sector_t::walltop]);
if (rw_pic != DONT_DRAW)
{
@ -882,7 +882,7 @@ namespace swrenderer
if (clip3d->sclipTop <= backsector->e->XFloor.lightlist[j].plane.Zat0())
{
lightlist_t *lit = &backsector->e->XFloor.lightlist[j];
basecolormap = GetColorTable(lit->extra_colormap);
basecolormap = GetColorTable(lit->extra_colormap, frontsector->SpecialColors[sector_t::walltop]);
bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + LightVisibility::ActualExtraLight(ds->foggy, Thread->Viewport.get()), foggy);
break;
@ -896,7 +896,7 @@ namespace swrenderer
if (clip3d->sclipTop <= frontsector->e->XFloor.lightlist[j].plane.Zat0())
{
lightlist_t *lit = &frontsector->e->XFloor.lightlist[j];
basecolormap = GetColorTable(lit->extra_colormap);
basecolormap = GetColorTable(lit->extra_colormap, frontsector->SpecialColors[sector_t::walltop]);
bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + LightVisibility::ActualExtraLight(ds->foggy, Thread->Viewport.get()), foggy);
break;
@ -904,7 +904,7 @@ namespace swrenderer
}
}
}
if (basecolormap == nullptr) basecolormap = GetColorTable(frontsector->Colormap);
if (basecolormap == nullptr) basecolormap = GetColorTable(frontsector->Colormap, frontsector->SpecialColors[sector_t::walltop]);
if (rw_pic != DONT_DRAW)
{