- separated the software-renderer-specific parts of colormap processing from the common parts.

- moved testcolor and test fades into SWRenderer files.

These CCMDs work by hacking the default colormap and were never implemented for hardware rendering because they require many checks throughout the code.
This commit is contained in:
Christoph Oelckers 2017-03-15 22:04:23 +01:00
commit 921bc763fb
27 changed files with 695 additions and 572 deletions

View file

@ -1390,10 +1390,6 @@ void G_InitLevelLocals ()
level_info_t *info;
BaseBlendA = 0.0f; // Remove underwater blend effect, if any
NormalLight.Maps = realcolormaps.Maps;
// [BB] Instead of just setting the color, we also have to reset Desaturate and build the lights.
NormalLight.ChangeColor (PalEntry (255, 255, 255), 0);
level.gravity = sv_gravity * 35/TICRATE;
level.aircontrol = sv_aircontrol;
@ -1415,18 +1411,10 @@ void G_InitLevelLocals ()
level.FromSnapshot = false;
if (level.fadeto == 0)
{
R_SetDefaultColormap (info->FadeTable);
if (strnicmp (info->FadeTable, "COLORMAP", 8) != 0)
{
level.fadeto = 0xff939393; //[SP] Hexen True-color compatibility, just use gray.
level.flags |= LEVEL_HASFADETABLE;
}
/*
}
else
{
NormalLight.ChangeFade (level.fadeto);
*/
}
level.airsupply = info->airsupply*TICRATE;
level.outsidefog = info->outsidefog;
@ -1475,8 +1463,6 @@ void G_InitLevelLocals ()
compatflags.Callback();
compatflags2.Callback();
NormalLight.ChangeFade (level.fadeto);
level.DefaultEnvironment = info->DefaultEnvironment;
}