- 2D drawer cleanup.

This commit is contained in:
Christoph Oelckers 2020-04-11 19:46:57 +02:00
commit b18faacab0
36 changed files with 1032 additions and 1147 deletions

View file

@ -106,7 +106,7 @@ void HWDecal::DrawDecal(HWDrawInfo *di, FRenderState &state)
int thisll = lightlist[k].caster != nullptr ? hw_ClampLight(*lightlist[k].p_lightlevel) : lightlevel;
FColormap thiscm;
thiscm.FadeColor = Colormap.FadeColor;
thiscm.CopyFrom3DLight(&lightlist[k]);
CopyFrom3DLight(thiscm, &lightlist[k]);
di->SetColor(state, thisll, rellight, di->isFullbrightScene(), thiscm, alpha);
if (di->Level->flags3 & LEVEL3_NOCOLOREDSPRITELIGHTING) thiscm.Decolorize();
di->SetFog(state, thisll, rellight, di->isFullbrightScene(), &thiscm, false);

View file

@ -455,7 +455,7 @@ void HWFlat::SetFrom3DFloor(F3DFloor *rover, bool top, bool underside)
}
else
{
Colormap.CopyFrom3DLight(light);
CopyFrom3DLight(Colormap, light);
FlatColor = plane.model->SpecialColors[plane.isceiling];
AddColor = plane.model->AdditiveColors[plane.isceiling];
TextureFx = &plane.model->planes[plane.isceiling].TextureFx;
@ -548,7 +548,7 @@ void HWFlat::ProcessSector(HWDrawInfo *di, sector_t * frontsector, int which)
lightlevel = hw_ClampLight(*light->p_lightlevel);
}
Colormap.CopyFrom3DLight(light);
CopyFrom3DLight(Colormap, light);
}
renderstyle = STYLE_Translucent;
Process(di, frontsector, sector_t::floor, false);
@ -604,7 +604,7 @@ void HWFlat::ProcessSector(HWDrawInfo *di, sector_t * frontsector, int which)
{
lightlevel = hw_ClampLight(*light->p_lightlevel);
}
Colormap.CopyFrom3DLight(light);
CopyFrom3DLight(Colormap, light);
}
renderstyle = STYLE_Translucent;
Process(di, frontsector, sector_t::ceiling, false);

View file

@ -225,7 +225,7 @@ void HWSprite::DrawSprite(HWDrawInfo *di, FRenderState &state, bool translucent)
FColormap thiscm;
thiscm.CopyFog(Colormap);
thiscm.CopyFrom3DLight(&(*lightlist)[i]);
CopyFrom3DLight(thiscm, &(*lightlist)[i]);
if (di->Level->flags3 & LEVEL3_NOCOLOREDSPRITELIGHTING)
{
thiscm.Decolorize();

View file

@ -233,7 +233,7 @@ void HWWall::RenderTexturedWall(HWDrawInfo *di, FRenderState &state, int rflags)
FColormap thiscm;
thiscm.FadeColor = Colormap.FadeColor;
thiscm.FogDensity = Colormap.FogDensity;
thiscm.CopyFrom3DLight(&(*lightlist)[i]);
CopyFrom3DLight(thiscm, &(*lightlist)[i]);
di->SetColor(state, thisll, rel, false, thiscm, absalpha);
if (type != RENDERWALL_M2SNF) di->SetFog(state, thisll, rel, false, &thiscm, RenderStyle == STYLE_Add);
state.SetSplitPlanes((*lightlist)[i].plane, lowplane);
@ -619,7 +619,7 @@ void HWWall::Put3DWall(HWDrawInfo *di, lightlist_t * lightlist, bool translucent
}
// relative light won't get changed here. It is constant across the entire wall.
Colormap.CopyFrom3DLight(lightlist);
CopyFrom3DLight(Colormap, lightlist);
PutWall(di, translucent);
}