Remove foggy global

This commit is contained in:
Magnus Norddahl 2017-01-12 20:13:21 +01:00
commit 929e07697d
24 changed files with 81 additions and 71 deletions

View file

@ -60,7 +60,7 @@ EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor)
namespace swrenderer
{
void RenderSprite::Project(AActor *thing, const DVector3 &pos, FTexture *tex, const DVector2 &spriteScale, int renderflags, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int spriteshade)
void RenderSprite::Project(AActor *thing, const DVector3 &pos, FTexture *tex, const DVector2 &spriteScale, int renderflags, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int spriteshade, bool foggy)
{
// transform the origin point
double tr_x = pos.X - ViewPos.X;
@ -209,6 +209,8 @@ namespace swrenderer
vis->bIsVoxel = false;
vis->bWallSprite = false;
vis->foggy = foggy;
// The software renderer cannot invert the source without inverting the overlay
// too. That means if the source is inverted, we need to do the reverse of what
// the invert overlay flag says to do.
@ -261,7 +263,7 @@ namespace swrenderer
vis->Style.BaseColormap = mybasecolormap;
vis->Style.ColormapNum = fixedlightlev >> COLORMAPSHIFT;
}
else if (!foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT)))
else if (!vis->foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT)))
{ // full bright
vis->Style.BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap;
vis->Style.ColormapNum = 0;