LightLevelToLum gone

LightLevelToLum unused by everything now, it seemed to be giving wrong
values for lightlevels.
This commit is contained in:
Sryder13 2014-03-24 16:11:25 +00:00
parent 103258e364
commit 770c7eeade
2 changed files with 30 additions and 30 deletions

View File

@ -716,28 +716,28 @@ static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, fixed_t fi
}
}
if (psector->extra_colormap)
Surf.FlatColor.rgba = HWR_Lighting(LightLevelToLum(lightlevel),psector->extra_colormap->rgba,psector->extra_colormap->fadergba, false, true);
Surf.FlatColor.rgba = HWR_Lighting(lightlevel,psector->extra_colormap->rgba,psector->extra_colormap->fadergba, false, true);
else
Surf.FlatColor.rgba = HWR_Lighting(LightLevelToLum(lightlevel),NORMALFOG,FADEFOG, false, true);
Surf.FlatColor.rgba = HWR_Lighting(lightlevel,NORMALFOG,FADEFOG, false, true);
}
else
Surf.FlatColor.rgba = HWR_Lighting(LightLevelToLum(lightlevel),NORMALFOG,FADEFOG, false, true);
Surf.FlatColor.rgba = HWR_Lighting(lightlevel,NORMALFOG,FADEFOG, false, true);
#endif // NOPE
if (planecolormap)
{
if (fogplane)
Surf.FlatColor.rgba = HWR_Lighting(LightLevelToLum(lightlevel), planecolormap->rgba, planecolormap->fadergba, true, false);
Surf.FlatColor.rgba = HWR_Lighting(lightlevel, planecolormap->rgba, planecolormap->fadergba, true, false);
else
Surf.FlatColor.rgba = HWR_Lighting(LightLevelToLum(lightlevel), planecolormap->rgba, planecolormap->fadergba, false, true);
Surf.FlatColor.rgba = HWR_Lighting(lightlevel, planecolormap->rgba, planecolormap->fadergba, false, true);
}
else
{
if (fogplane)
Surf.FlatColor.rgba = HWR_Lighting(LightLevelToLum(lightlevel), NORMALFOG, FADEFOG, true, false);
Surf.FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, true, false);
else
Surf.FlatColor.rgba = HWR_Lighting(LightLevelToLum(lightlevel), NORMALFOG, FADEFOG, false, true);
Surf.FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, true);
}
if (PolyFlags & PF_Translucent)
@ -971,11 +971,11 @@ static void HWR_ProjectWall(wallVert3D * wallVerts,
if (wallcolormap)
{
pSurf->FlatColor.rgba = HWR_Lighting(LightLevelToLum(lightlevel), wallcolormap->rgba, wallcolormap->fadergba, false, false);
pSurf->FlatColor.rgba = HWR_Lighting(lightlevel, wallcolormap->rgba, wallcolormap->fadergba, false, false);
}
else
{
pSurf->FlatColor.rgba = HWR_Lighting(LightLevelToLum(lightlevel), NORMALFOG, FADEFOG, false, false);
pSurf->FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, false);
}
HWD.pfnDrawPolygon(pSurf, trVerts, 4, blendmode|PF_Modulated|PF_Occlude|PF_Clip);
@ -3329,7 +3329,7 @@ static void HWR_DrawSprite(gr_vissprite_t *spr)
if (spr->mobj->frame & FF_TRANSMASK || spr->mobj->flags2 & MF2_SHADOW)
{
sector_t *sector = spr->mobj->subsector->sector;
UINT8 lightlevel = LightLevelToLum(sector->lightlevel);
UINT8 lightlevel = sector->lightlevel;
extracolormap_t *colormap = sector->extra_colormap;
if (sector->numlights)
@ -3337,16 +3337,16 @@ static void HWR_DrawSprite(gr_vissprite_t *spr)
INT32 light = R_GetPlaneLight(sector, spr->mobj->floorz, false);
if (!(spr->mobj->frame & FF_FULLBRIGHT))
lightlevel = LightLevelToLum(*sector->lightlist[light].lightlevel);
lightlevel = *sector->lightlist[light].lightlevel;
else
lightlevel = LightLevelToLum(255);
lightlevel = 255;
if (sector->lightlist[light].extra_colormap)
colormap = sector->lightlist[light].extra_colormap;
}
else
{
lightlevel = LightLevelToLum(sector->lightlevel);
lightlevel = sector->lightlevel;
if (sector->extra_colormap)
colormap = sector->extra_colormap;
@ -3379,7 +3379,7 @@ noshadow:
// colormap test
{
sector_t *sector = spr->mobj->subsector->sector;
UINT8 lightlevel = LightLevelToLum(sector->lightlevel);
UINT8 lightlevel = sector->lightlevel;
extracolormap_t *colormap = sector->extra_colormap;
if (sector->numlights)
@ -3389,9 +3389,9 @@ noshadow:
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 (!(spr->mobj->frame & FF_FULLBRIGHT))
lightlevel = LightLevelToLum(*sector->lightlist[light].lightlevel);
lightlevel = *sector->lightlist[light].lightlevel;
else
lightlevel = LightLevelToLum(255);
lightlevel = 255;
if (sector->lightlist[light].extra_colormap)
colormap = sector->lightlist[light].extra_colormap;
@ -3399,16 +3399,16 @@ noshadow:
else
{
if (!(spr->mobj->frame & FF_FULLBRIGHT))
lightlevel = LightLevelToLum(sector->lightlevel);
lightlevel = sector->lightlevel;
else
lightlevel = LightLevelToLum(255);
lightlevel = 255;
if (sector->extra_colormap)
colormap = sector->extra_colormap;
}
if (spr->mobj->frame & FF_FULLBRIGHT)
lightlevel = LightLevelToLum(255);
lightlevel = 255;
if (colormap)
Surf.FlatColor.rgba = HWR_Lighting(lightlevel, colormap->rgba, colormap->fadergba, false, false);
@ -3908,7 +3908,7 @@ static void HWR_AddSprites(sector_t *sec)
sec->validcount = validcount;
// sprite lighting
sectorlight = LightLevelToLum(sec->lightlevel & 0xff);
sectorlight = sec->lightlevel & 0xff;
// Handle all things in sector.
// If a limit exists, handle things a tiny bit different.
@ -5182,16 +5182,16 @@ static void HWR_RenderWall(wallVert3D *wallVerts, FSurfaceInfo *pSurf, FBITFIE
if (wallcolormap)
{
if (fogwall)
pSurf->FlatColor.rgba = HWR_Lighting(LightLevelToLum(lightlevel), wallcolormap->rgba, wallcolormap->fadergba, true, false);
pSurf->FlatColor.rgba = HWR_Lighting(lightlevel, wallcolormap->rgba, wallcolormap->fadergba, true, false);
else
pSurf->FlatColor.rgba = HWR_Lighting(LightLevelToLum(lightlevel), wallcolormap->rgba, wallcolormap->fadergba, false, false);
pSurf->FlatColor.rgba = HWR_Lighting(lightlevel, wallcolormap->rgba, wallcolormap->fadergba, false, false);
}
else
{
if (fogwall)
pSurf->FlatColor.rgba = HWR_Lighting(LightLevelToLum(lightlevel), NORMALFOG, FADEFOG, true, false);
pSurf->FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, true, false);
else
pSurf->FlatColor.rgba = HWR_Lighting(LightLevelToLum(lightlevel), NORMALFOG, FADEFOG, false, false);
pSurf->FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, false);
}
pSurf->FlatColor.s.alpha = alpha; // put the alpha back after lighting

View File

@ -1082,7 +1082,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
// colormap test
{
sector_t *sector = spr->mobj->subsector->sector;
UINT8 lightlevel = LightLevelToLum(sector->lightlevel);
UINT8 lightlevel = sector->lightlevel;
extracolormap_t *colormap = sector->extra_colormap;
if (sector->numlights)
@ -1092,9 +1092,9 @@ void HWR_DrawMD2(gr_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 (!(spr->mobj->frame & FF_FULLBRIGHT))
lightlevel = LightLevelToLum(*sector->lightlist[light].lightlevel);
lightlevel = *sector->lightlist[light].lightlevel;
else
lightlevel = LightLevelToLum(255);
lightlevel = 255;
if (sector->lightlist[light].extra_colormap)
colormap = sector->lightlist[light].extra_colormap;
@ -1102,16 +1102,16 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
else
{
if (!(spr->mobj->frame & FF_FULLBRIGHT))
lightlevel = LightLevelToLum(sector->lightlevel);
lightlevel = sector->lightlevel;
else
lightlevel = LightLevelToLum(255);
lightlevel = 255;
if (sector->extra_colormap)
colormap = sector->extra_colormap;
}
if (spr->mobj->frame & FF_FULLBRIGHT)
lightlevel = LightLevelToLum(255);
lightlevel = 255;
if (colormap)
Surf.FlatColor.rgba = HWR_Lighting(lightlevel, colormap->rgba, colormap->fadergba, false, false);