- 2D drawer implementation complete for hardware renderer.

This also replaces DTA_ColormapStyle with proper implementations of its components. As implemented it was a very awkward mixture of various effects that already existed in a separate form. As a result of its implementation it required additional but completely redundant shader support which could be removed now. As a side effect of this change a new DTA_Desaturate option was added.
This commit is contained in:
Christoph Oelckers 2018-03-29 16:21:21 +02:00
commit a40e085a46
16 changed files with 79 additions and 97 deletions

View file

@ -475,7 +475,7 @@ bool DFrameBuffer::ParseDrawTextureTags(FTexture *img, double x, double y, uint3
parms->masked = true;
parms->bilinear = false;
parms->specialcolormap = NULL;
parms->colormapstyle = NULL;
parms->desaturate = 0;
parms->cleanmode = DTA_Base;
parms->scalex = parms->scaley = 1;
parms->cellx = parms->celly = 0;
@ -817,8 +817,8 @@ bool DFrameBuffer::ParseDrawTextureTags(FTexture *img, double x, double y, uint3
parms->specialcolormap = ListGetSpecialColormap(tags);
break;
case DTA_ColormapStyle:
parms->colormapstyle = ListGetColormapStyle(tags);
case DTA_Desaturate:
parms->desaturate = ListGetInt(tags);
break;
case DTA_TextLen: