- 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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55 changed files with 386 additions and 326 deletions
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@ -1458,7 +1458,6 @@ void P_LoadSectors (MapData *map, FMissingTextureTracker &missingtex)
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mapsector_t *ms;
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sector_t* ss;
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int defSeqType;
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FDynamicColormap *fogMap, *normMap;
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int lumplen = map->Size(ML_SECTORS);
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unsigned numsectors = lumplen / sizeof(mapsector_t);
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@ -1471,8 +1470,6 @@ void P_LoadSectors (MapData *map, FMissingTextureTracker &missingtex)
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else
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defSeqType = -1;
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fogMap = normMap = NULL;
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msp = new char[lumplen];
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map->Read(ML_SECTORS, msp);
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ms = (mapsector_t*)msp;
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@ -1523,17 +1520,14 @@ void P_LoadSectors (MapData *map, FMissingTextureTracker &missingtex)
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// [RH] Sectors default to white light with the default fade.
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// If they are outside (have a sky ceiling), they use the outside fog.
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ss->Colormap.LightColor = PalEntry(255, 255, 255);
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if (level.outsidefog != 0xff000000 && (ss->GetTexture(sector_t::ceiling) == skyflatnum || (ss->special&0xff) == Sector_Outside))
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{
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if (fogMap == NULL)
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fogMap = GetSpecialLights (PalEntry (255,255,255), level.outsidefog, 0);
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ss->ColorMap = fogMap;
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ss->Colormap.FadeColor.SetRGB(level.outsidefog);
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}
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else
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{
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if (normMap == NULL)
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normMap = GetSpecialLights (PalEntry (255,255,255), level.fadeto, NormalLight.Desaturate);
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ss->ColorMap = normMap;
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ss->Colormap.FadeColor.SetRGB(level.fadeto);
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}
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// killough 8/28/98: initialize all sectors to normal friction
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@ -2517,21 +2511,16 @@ void P_ProcessSideTextures(bool checktranmap, side_t *sd, sector_t *sec, intmaps
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if (colorgood | foggood)
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{
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FDynamicColormap *colormap = NULL;
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for (unsigned s = 0; s < level.sectors.Size(); s++)
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{
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if (tagManager.SectorHasTag(s, tag))
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{
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if (!colorgood) color = level.sectors[s].ColorMap->Color;
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if (!foggood) fog = level.sectors[s].ColorMap->Fade;
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if (colormap == NULL ||
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colormap->Color != color ||
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colormap->Fade != fog)
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if (colorgood)
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{
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colormap = GetSpecialLights (color, fog, 0);
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level.sectors[s].Colormap.LightColor.SetRGB(color);
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level.sectors[s].Colormap.BlendFactor = APART(color);
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}
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level.sectors[s].ColorMap = colormap;
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if (foggood) level.sectors[s].Colormap.FadeColor.SetRGB(fog);
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}
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}
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}
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