- removed all code that mixes together the different lighting methods. Now everything goes through the 3 different light parameters in the render state.
- removed cm parameter from many functions.
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887d35d559
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978ace241c
31 changed files with 154 additions and 507 deletions
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@ -333,13 +333,13 @@ void FGLRenderer::DrawTexture(FTexture *img, DCanvas::DrawParms &parms)
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GLTranslationPalette * pal = static_cast<GLTranslationPalette*>(parms.remap->GetNative());
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if (pal) translation = -pal->GetIndex();
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}
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gltex->BindPatch(CM_DEFAULT, translation);
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gltex->BindPatch(translation);
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}
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else
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{
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// This is an alpha texture
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gl_RenderState.SetTextureMode(TM_REDTOALPHA);
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gltex->BindPatch(CM_SHADE, 0);
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gltex->BindPatch(0);
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}
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u1 = gltex->GetUL();
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@ -349,7 +349,7 @@ void FGLRenderer::DrawTexture(FTexture *img, DCanvas::DrawParms &parms)
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}
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else
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{
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gltex->Bind(CM_DEFAULT, 0, 0);
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gltex->Bind(0, 0);
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u2=1.f;
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v2=-1.f;
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u1 = v1 = 0.f;
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@ -519,7 +519,7 @@ void FGLRenderer::FlatFill (int left, int top, int right, int bottom, FTexture *
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if (!gltexture) return;
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gltexture->Bind(CM_DEFAULT, 0, 0);
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gltexture->Bind(0, 0);
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// scaling is not used here.
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if (!local_origin)
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@ -613,7 +613,7 @@ void FGLRenderer::FillSimplePoly(FTexture *texture, FVector2 *points, int npoint
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PalEntry pe = gl_CalcLightColor(lightlevel, cm.LightColor, cm.blendfactor, true);
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glColor3ub(pe.r, pe.g, pe.b);
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gltexture->Bind(cm.colormap);
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gltexture->Bind();
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int i;
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float rot = float(rotation * M_PI / float(1u << 31));
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