Fix opengl semibright

Adds back 3d models semibright.
This commit is contained in:
James R 2022-01-20 03:42:27 -08:00
parent 484ab4b5dc
commit ff70bd0d83
3 changed files with 29 additions and 20 deletions

View file

@ -181,6 +181,18 @@ boolean gl_shadersavailable = true;
// Lighting
// ==========================================================================
boolean HWR_OverrideObjectLightLevel(mobj_t *thing, INT32 *lightlevel)
{
if (R_ThingIsFullBright(thing))
*lightlevel = 255;
else if (R_ThingIsFullDark(thing))
*lightlevel = 0;
else
return false;
return true;
}
void HWR_Lighting(FSurfaceInfo *Surface, INT32 light_level, extracolormap_t *colormap)
{
RGBA_t poly_color, tint_color, fade_color;
@ -3795,7 +3807,7 @@ static void HWR_SplitSprite(gl_vissprite_t *spr)
patch_t *gpatch;
FSurfaceInfo Surf;
extracolormap_t *colormap = NULL;
FUINT lightlevel;
INT32 lightlevel;
boolean lightset = true;
FBITFIELD blend = 0;
FBITFIELD occlusion;
@ -3931,12 +3943,7 @@ static void HWR_SplitSprite(gl_vissprite_t *spr)
i = 0;
temp = FLOAT_TO_FIXED(realtop);
if (R_ThingIsFullBright(spr->mobj))
lightlevel = 255;
else if (R_ThingIsFullDark(spr->mobj))
lightlevel = 0;
else
lightset = false;
lightset = HWR_OverrideObjectLightLevel(spr->mobj, &lightlevel);
for (i = 1; i < sector->numlights; i++)
{
@ -3963,7 +3970,13 @@ static void HWR_SplitSprite(gl_vissprite_t *spr)
if (!(list[i].flags & FF_NOSHADE) && (list[i].flags & FF_CUTSPRITES))
{
if (!lightset)
{
lightlevel = *list[i].lightlevel > 255 ? 255 : *list[i].lightlevel;
if (R_ThingIsSemiBright(spr->mobj))
lightlevel = 128 + (lightlevel>>1);
}
if (!(spr->mobj->renderflags & RF_NOCOLORMAPS))
colormap = *list[i].extra_colormap;
}
@ -4279,17 +4292,10 @@ static void HWR_DrawSprite(gl_vissprite_t *spr)
// colormap test
{
sector_t *sector = spr->mobj->subsector->sector;
UINT8 lightlevel = 0;
boolean lightset = true;
INT32 lightlevel = 0;
boolean lightset = HWR_OverrideObjectLightLevel(spr->mobj, &lightlevel);
extracolormap_t *colormap = NULL;
if (R_ThingIsFullBright(spr->mobj))
lightlevel = 255;
else if (R_ThingIsFullDark(spr->mobj))
lightlevel = 0;
else
lightset = false;
if (!(spr->mobj->renderflags & RF_NOCOLORMAPS))
colormap = sector->extra_colormap;

View file

@ -67,6 +67,7 @@ void HWR_MakeScreenFinalTexture(void);
void HWR_DrawScreenFinalTexture(int width, int height);
// This stuff is put here so models can use them
boolean HWR_OverrideObjectLightLevel(mobj_t *thing, INT32 *lightlevel);
void HWR_Lighting(FSurfaceInfo *Surface, INT32 light_level, extracolormap_t *colormap);
UINT8 HWR_FogBlockAlpha(INT32 light, extracolormap_t *colormap); // Let's see if this can work

View file

@ -1324,7 +1324,8 @@ boolean HWR_DrawModel(gl_vissprite_t *spr)
if (spr->mobj->subsector)
{
sector_t *sector = spr->mobj->subsector->sector;
UINT8 lightlevel = 255;
INT32 lightlevel = 255;
boolean lightset = HWR_OverrideObjectLightLevel(spr->mobj, &lightlevel);
extracolormap_t *colormap = NULL;
if (sector->numlights)
@ -1333,7 +1334,7 @@ boolean HWR_DrawModel(gl_vissprite_t *spr)
light = R_GetPlaneLight(sector, spr->mobj->z + spr->mobj->height, false); // Always use the light at the top instead of whatever I was doing before
if (!R_ThingIsFullBright(spr->mobj))
if (!lightset)
lightlevel = *sector->lightlist[light].lightlevel > 255 ? 255 : *sector->lightlist[light].lightlevel;
if (*sector->lightlist[light].extra_colormap)
@ -1341,14 +1342,15 @@ boolean HWR_DrawModel(gl_vissprite_t *spr)
}
else
{
if (!R_ThingIsFullBright(spr->mobj))
if (!lightset)
lightlevel = sector->lightlevel > 255 ? 255 : sector->lightlevel;
if (sector->extra_colormap)
colormap = sector->extra_colormap;
}
//lightlevel = 128 + (lightlevel>>1);
if (R_ThingIsSemiBright(spr->mobj))
lightlevel = 128 + (lightlevel>>1);
HWR_Lighting(&Surf, lightlevel, colormap);
}