- refactored FDynamicColormap out of sector_t.
This has increasingly become an obstacle with the hardware renderer, so now the values are being stored as plain data in the sector, with the software renderer getting the actual color tables when needed. While this is a bit slower than storing the pregenerated colormap, in realistic situations the added time is mostly negligible in the microseconds range.
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a2fc2fb707
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9a24771a7d
55 changed files with 386 additions and 326 deletions
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@ -249,8 +249,8 @@ void gl_SetColor(int sectorlightlevel, int rellight, bool fullbright, const FCol
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else
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{
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int hwlightlevel = gl_CalcLightLevel(sectorlightlevel, rellight, weapon);
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PalEntry pe = gl_CalcLightColor(hwlightlevel, cm.LightColor, cm.blendfactor);
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gl_RenderState.SetColorAlpha(pe, alpha, cm.desaturation);
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PalEntry pe = gl_CalcLightColor(hwlightlevel, cm.LightColor, cm.BlendFactor);
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gl_RenderState.SetColorAlpha(pe, alpha, cm.Desaturation);
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gl_RenderState.SetSoftLightLevel(gl_ClampLight(sectorlightlevel + rellight));
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}
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}
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@ -339,7 +339,7 @@ bool gl_CheckFog(sector_t *frontsector, sector_t *backsector)
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// Check for fog boundaries. This needs a few more checks for the sectors
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PalEntry fogcolor = frontsector->ColorMap->Fade;
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PalEntry fogcolor = frontsector->Colormap.FadeColor;
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if ((fogcolor.d & 0xffffff) == 0)
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{
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@ -361,7 +361,7 @@ bool gl_CheckFog(sector_t *frontsector, sector_t *backsector)
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if (frontsector->lightlevel >= 248) return false;
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}
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fogcolor = backsector->ColorMap->Fade;
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fogcolor = backsector->Colormap.FadeColor;
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if ((fogcolor.d & 0xffffff) == 0)
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{
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@ -439,7 +439,7 @@ void gl_SetFog(int lightlevel, int rellight, bool fullbright, const FColormap *c
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else if (cmap != NULL && !fullbright)
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{
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fogcolor = cmap->FadeColor;
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fogdensity = gl_GetFogDensity(lightlevel, fogcolor, cmap->fogdensity);
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fogdensity = gl_GetFogDensity(lightlevel, fogcolor, cmap->FogDensity);
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fogcolor.a=0;
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}
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else
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