Further cleanup of lighting code.

- remove thing color from lighting calculations.
- implement alpha textures and inverse sprites for infrared as texture modes. This still requires some handling for the alpha texture mode for non-shader rendering because there is no way in the fixed pipeline to do it. The inverted texture effect can be done with a texture combiner.
- fixed: ThingColor for sprites was set in the wrong place. It must be in the Process function, not in the lighting calculation.
- added functions for isolated calculation of sprites' dynlight color.
This commit is contained in:
Christoph Oelckers 2014-05-11 17:56:38 +02:00
commit 7793bbbcc9
11 changed files with 134 additions and 73 deletions

View file

@ -194,8 +194,7 @@ void gl_PrintStartupLog()
void gl_SetTextureMode(int type)
{
static float white[] = {1.f,1.f,1.f,1.f};
gl.needAlphaTexture = false;
if (type == TM_MASK)
{
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
@ -222,7 +221,7 @@ void gl_SetTextureMode(int type)
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
}
else if (type == TM_INVERT)
else if (type == TM_INVERSE)
{
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
@ -237,22 +236,10 @@ void gl_SetTextureMode(int type)
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
}
else if (type == TM_INVERTOPAQUE)
{
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE0);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_ONE_MINUS_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
}
else // if (type == TM_MODULATE)
{
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
gl.needAlphaTexture = (type == TM_REDTOALPHA);
}
}