- use the new ZDoom code for retrieving a sky's cap color to avoid redundancies.
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3 changed files with 1 additions and 41 deletions
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@ -167,7 +167,7 @@ void gl_GenerateGlobalBrightmapFromColormap()
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// component becomes one.
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//
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//===========================================================================
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PalEntry averageColor(const DWORD *data, int size, int maxout)
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static PalEntry averageColor(const DWORD *data, int size, int maxout)
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{
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int i;
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unsigned int r, g, b;
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@ -216,10 +216,7 @@ FTexture::MiscGLInfo::MiscGLInfo() throw()
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GlowColor = 0;
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GlowHeight = 128;
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bSkybox = false;
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FloorSkyColor = 0;
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CeilingSkyColor = 0;
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bFullbright = false;
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bSkyColorDone = false;
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bBrightmapChecked = false;
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bDisableFullbright = false;
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bNoFilter = false;
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@ -326,38 +323,6 @@ void FTexture::GetGlowColor(float *data)
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data[2]=gl_info.GlowColor.b/255.0f;
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}
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//===========================================================================
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//
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// Gets the average color of a texture for use as a sky cap color
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//
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//===========================================================================
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PalEntry FTexture::GetSkyCapColor(bool bottom)
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{
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PalEntry col;
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int w;
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int h;
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if (!gl_info.bSkyColorDone)
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{
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gl_info.bSkyColorDone = true;
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unsigned char *buffer = GLRenderer->GetTextureBuffer(this, w, h);
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if (buffer)
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{
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gl_info.CeilingSkyColor = averageColor((DWORD *) buffer, w * MIN(30, h), 0);
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if (h>30)
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{
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gl_info.FloorSkyColor = averageColor(((DWORD *) buffer)+(h-30)*w, w * 30, 0);
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}
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else gl_info.FloorSkyColor = gl_info.CeilingSkyColor;
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delete[] buffer;
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}
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}
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return bottom? gl_info.FloorSkyColor : gl_info.CeilingSkyColor;
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}
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//===========================================================================
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//
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// Finds gaps in the texture which can be skipped by the renderer
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