- made r_fullbrightignoresectorcolor a MAPINFO option, so far only working on the software renderer. GL still needs a few changes to handle it correctly.
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12 changed files with 53 additions and 25 deletions
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@ -47,13 +47,13 @@
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#include "r_draw.h"
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#include "v_palette.h"
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#include "r_data/colormaps.h"
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#include "g_levellocals.h"
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#define WALLYREPEAT 8
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CVAR(Bool, r_fogboundary, true, 0)
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CVAR(Bool, r_drawmirrors, true, 0)
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EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
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namespace swrenderer
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{
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@ -291,7 +291,7 @@ void R_RenderMaskedSegRange (drawseg_t *ds, int x1, int x2)
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rw_scalestep = ds->iscalestep;
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if (fixedlightlev >= 0)
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R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
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R_SetColorMapLight((!level.PreserveSectorColor()) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
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else if (fixedcolormap != NULL)
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R_SetColorMapLight(fixedcolormap, 0, 0);
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@ -608,7 +608,7 @@ void R_RenderFakeWall(drawseg_t *ds, int x1, int x2, F3DFloor *rover)
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}
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if (fixedlightlev >= 0)
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R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
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R_SetColorMapLight((!level.PreserveSectorColor()) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
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else if (fixedcolormap != NULL)
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R_SetColorMapLight(fixedcolormap, 0, 0);
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@ -1060,7 +1060,7 @@ void R_RenderSegLoop ()
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fixed_t xoffset = rw_offset;
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if (fixedlightlev >= 0)
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R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
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R_SetColorMapLight((!level.PreserveSectorColor()) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
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else if (fixedcolormap != NULL)
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R_SetColorMapLight(fixedcolormap, 0, 0);
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@ -2303,11 +2303,11 @@ static void R_RenderDecal (side_t *wall, DBaseDecal *decal, drawseg_t *clipper,
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rw_light = rw_lightleft + (x1 - savecoord.sx1) * rw_lightstep;
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if (fixedlightlev >= 0)
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R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
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R_SetColorMapLight((!level.PreserveSectorColor()) ? &FullNormalLight : usecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
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else if (fixedcolormap != NULL)
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R_SetColorMapLight(fixedcolormap, 0, 0);
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else if (!foggy && (decal->RenderFlags & RF_FULLBRIGHT))
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R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, 0);
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R_SetColorMapLight((!level.PreserveSectorColor()) ? &FullNormalLight : usecolormap, 0, 0);
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else
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calclighting = true;
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