- route all glColor calls through render state.
- add sector links to dynamic lights.
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978ace241c
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c47c7421a3
19 changed files with 160 additions and 175 deletions
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@ -72,22 +72,6 @@ CVAR(Bool, gl_brightfog, false, CVAR_ARCHIVE);
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//==========================================================================
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//
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//
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//
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//==========================================================================
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bool gl_BrightmapsActive()
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{
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return gl.hasGLSL();
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}
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bool gl_GlowActive()
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{
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return gl.hasGLSL();
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}
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//==========================================================================
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//
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// Sets up the fog tables
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@ -337,7 +321,7 @@ void gl_SetColor(int light, int rellight, const FColormap * cm, float alpha, boo
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gl_GetLightColor(light, rellight, cm, &r, &g, &b, weapon);
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gl_RenderState.SetColor(r, g, b, alpha);
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gl_RenderState.SetColor(r, g, b, alpha, cm->desaturation);
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if (glset.lightmode == 8)
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{
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if (gl_fixedcolormap)
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@ -518,15 +502,9 @@ bool gl_CheckFog(sector_t *frontsector, sector_t *backsector)
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void gl_SetShaderLight(float level, float olight)
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{
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#if 1 //ndef _DEBUG
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const float MAXDIST = 256.f;
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const float THRESHOLD = 96.f;
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const float FACTOR = 0.75f;
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#else
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const float MAXDIST = 256.f;
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const float THRESHOLD = 96.f;
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const float FACTOR = 2.75f;
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#endif
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if (level > 0)
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{
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@ -606,9 +584,6 @@ void gl_SetFog(int lightlevel, int rellight, const FColormap *cmap, bool isaddit
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{
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fogcolor=0;
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}
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// Handle desaturation
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if (cmap->colormap != CM_DEFAULT)
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gl_ModifyColor(fogcolor.r, fogcolor.g, fogcolor.b, cmap->colormap);
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gl_RenderState.EnableFog(true);
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gl_RenderState.SetFog(fogcolor, fogdensity);
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@ -619,29 +594,6 @@ void gl_SetFog(int lightlevel, int rellight, const FColormap *cmap, bool isaddit
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}
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}
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//==========================================================================
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//
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// Modifies a color according to a specified colormap
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//
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//==========================================================================
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void gl_ModifyColor(BYTE & red, BYTE & green, BYTE & blue, int cm)
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{
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int gray = (red*77 + green*143 + blue*36)>>8;
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if (cm >= CM_FIRSTSPECIALCOLORMAP && cm < CM_MAXCOLORMAP)
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{
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PalEntry pe = SpecialColormaps[cm - CM_FIRSTSPECIALCOLORMAP].GrayscaleToColor[gray];
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red = pe.r;
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green = pe.g;
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blue = pe.b;
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}
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else if (cm >= CM_DESAT1 && cm <= CM_DESAT31)
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{
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gl_Desaturate(gray, red, green, blue, red, green, blue, cm - CM_DESAT0);
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}
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}
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//==========================================================================
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//
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