Fixed some color types in renderers
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eecfb74dfd
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d6014532c0
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@ -1517,8 +1517,8 @@ void RB_CheckOverflow( int verts, int indexes );
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void RB_StageIteratorGeneric( void );
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void RB_StageIteratorSky( void );
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void RB_AddQuadStamp( const vec3_t origin, const vec3_t left, const vec3_t up, const byte *color );
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void RB_AddQuadStampExt( const vec3_t origin, const vec3_t left, const vec3_t up, const byte *color, float s1, float t1, float s2, float t2 );
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void RB_AddQuadStamp( const vec3_t origin, const vec3_t left, const vec3_t up, color4ub_t color );
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void RB_AddQuadStampExt( const vec3_t origin, const vec3_t left, const vec3_t up, color4ub_t color, float s1, float t1, float s2, float t2 );
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void RB_AddQuadStamp2( float x, float y, float w, float h, float s1, float t1, float s2, float t2, color4ub_t color );
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void RB_ShowImages( void );
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@ -267,7 +267,7 @@ void DeformText( const char *text ) {
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vec3_t origin, width, height;
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int len;
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int ch;
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byte color[4];
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color4ub_t color;
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float bottom, top;
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vec3_t mid;
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@ -306,7 +306,7 @@ void DeformText( const char *text ) {
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tess.numIndexes = 0;
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tess.numVertexes = 0;
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color[0] = color[1] = color[2] = color[3] = 255;
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color.u32 = 0xFFFFFFFF;
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// draw each character
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for ( i = 0 ; i < len ; i++ ) {
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@ -410,7 +410,7 @@ static void AutospriteDeform( void ) {
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VectorScale(up, axisLength, up);
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}
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RB_AddQuadStamp( mid, left, up, tess.vertexColors[i].rgba );
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RB_AddQuadStamp( mid, left, up, tess.vertexColors[i] );
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}
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}
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@ -764,11 +764,13 @@ void RB_DrawSun( float scale, shader_t *shader ) {
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float size;
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float dist;
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vec3_t origin, vec1, vec2;
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byte sunColor[4] = { 255, 255, 255, 255 };
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color4ub_t sunColor;
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if ( !backEnd.skyRenderedThisView )
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return;
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sunColor.u32 = 0xFFFFFFFF;
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qglLoadMatrixf( backEnd.viewParms.world.modelMatrix );
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dist = backEnd.viewParms.zFar / 1.75; // div sqrt(3)
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@ -70,7 +70,7 @@ void RB_CheckOverflow( int verts, int indexes ) {
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RB_AddQuadStampExt
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==============
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*/
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void RB_AddQuadStampExt( const vec3_t origin, const vec3_t left, const vec3_t up, const byte *color, float s1, float t1, float s2, float t2 ) {
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void RB_AddQuadStampExt( const vec3_t origin, const vec3_t left, const vec3_t up, color4ub_t color, float s1, float t1, float s2, float t2 ) {
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vec3_t normal;
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int ndx;
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@ -83,7 +83,7 @@ void RB_AddQuadStampExt( const vec3_t origin, const vec3_t left, const vec3_t up
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ndx = tess.numVertexes;
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// triangle indexes for a simple quad
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tess.indexes[ tess.numIndexes ] = ndx;
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tess.indexes[ tess.numIndexes + 0 ] = ndx + 0;
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tess.indexes[ tess.numIndexes + 1 ] = ndx + 1;
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tess.indexes[ tess.numIndexes + 2 ] = ndx + 3;
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@ -107,7 +107,6 @@ void RB_AddQuadStampExt( const vec3_t origin, const vec3_t left, const vec3_t up
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tess.xyz[ndx+3][1] = origin[1] + left[1] - up[1];
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tess.xyz[ndx+3][2] = origin[2] + left[2] - up[2];
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// constant normal all the way around
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VectorSubtract( vec3_origin, backEnd.viewParms.or.axis[0], normal );
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@ -130,11 +129,10 @@ void RB_AddQuadStampExt( const vec3_t origin, const vec3_t left, const vec3_t up
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// constant color all the way around
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// should this be identity and let the shader specify from entity?
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tess.vertexColors[ndx+0].u32 =
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tess.vertexColors[ndx+1].u32 =
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tess.vertexColors[ndx+2].u32 =
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tess.vertexColors[ndx+3].u32 =
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* ( uint32_t * )color;
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tess.vertexColors[ndx + 0].u32 =
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tess.vertexColors[ndx + 1].u32 =
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tess.vertexColors[ndx + 2].u32 =
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tess.vertexColors[ndx + 3].u32 = color.u32;
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tess.numVertexes += 4;
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tess.numIndexes += 6;
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@ -201,7 +199,7 @@ void RB_AddQuadStamp2( float x, float y, float w, float h, float s1, float t1, f
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RB_AddQuadStamp
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==============
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*/
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void RB_AddQuadStamp( const vec3_t origin, const vec3_t left, const vec3_t up, const byte *color ) {
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void RB_AddQuadStamp( const vec3_t origin, const vec3_t left, const vec3_t up, color4ub_t color ) {
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RB_AddQuadStampExt( origin, left, up, color, 0, 0, 1, 1 );
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}
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@ -239,7 +237,7 @@ static void RB_SurfaceSprite( void ) {
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VectorSubtract( vec3_origin, left, left );
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}
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RB_AddQuadStamp( backEnd.currentEntity->e.origin, left, up, backEnd.currentEntity->e.shader.rgba );
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RB_AddQuadStamp( backEnd.currentEntity->e.origin, left, up, backEnd.currentEntity->e.shader );
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}
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@ -1612,8 +1612,8 @@ void RB_CheckOverflow( int verts, int indexes );
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void RB_StageIteratorGeneric( void );
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void RB_StageIteratorSky( void );
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void RB_AddQuadStamp( const vec3_t origin, const vec3_t left, const vec3_t up, const byte *color );
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void RB_AddQuadStampExt( const vec3_t origin, const vec3_t left, const vec3_t up, const byte *color, float s1, float t1, float s2, float t2 );
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void RB_AddQuadStamp( const vec3_t origin, const vec3_t left, const vec3_t up, color4ub_t color );
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void RB_AddQuadStampExt( const vec3_t origin, const vec3_t left, const vec3_t up, color4ub_t color, float s1, float t1, float s2, float t2 );
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void RB_AddQuadStamp2( float x, float y, float w, float h, float s1, float t1, float s2, float t2, color4ub_t color );
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void RB_ShowImages( void );
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@ -267,7 +267,7 @@ void DeformText( const char *text ) {
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vec3_t origin, width, height;
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int len;
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int ch;
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byte color[4];
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color4ub_t color;
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float bottom, top;
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vec3_t mid;
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@ -306,7 +306,7 @@ void DeformText( const char *text ) {
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tess.numIndexes = 0;
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tess.numVertexes = 0;
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color[0] = color[1] = color[2] = color[3] = 255;
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color.u32 = 0xFFFFFFFF;
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// draw each character
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for ( i = 0 ; i < len ; i++ ) {
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@ -410,7 +410,7 @@ static void AutospriteDeform( void ) {
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VectorScale(up, axisLength, up);
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}
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RB_AddQuadStamp( mid, left, up, tess.vertexColors[i].rgba );
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RB_AddQuadStamp( mid, left, up, tess.vertexColors[i] );
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}
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}
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@ -771,11 +771,13 @@ void RB_DrawSun( float scale, shader_t *shader ) {
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float size;
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float dist;
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vec3_t origin, vec1, vec2;
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byte sunColor[4] = { 255, 255, 255, 255 };
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color4ub_t sunColor;
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if ( !backEnd.skyRenderedThisView )
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return;
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sunColor.u32 = 0xFFFFFFFF;
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#ifdef USE_VULKAN
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vk_update_mvp( NULL );
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#else
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@ -70,7 +70,7 @@ void RB_CheckOverflow( int verts, int indexes ) {
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RB_AddQuadStampExt
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==============
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*/
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void RB_AddQuadStampExt( const vec3_t origin, const vec3_t left, const vec3_t up, const byte *color, float s1, float t1, float s2, float t2 ) {
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void RB_AddQuadStampExt( const vec3_t origin, const vec3_t left, const vec3_t up, color4ub_t color, float s1, float t1, float s2, float t2 ) {
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vec3_t normal;
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int ndx;
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@ -87,7 +87,7 @@ void RB_AddQuadStampExt( const vec3_t origin, const vec3_t left, const vec3_t up
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ndx = tess.numVertexes;
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// triangle indexes for a simple quad
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tess.indexes[ tess.numIndexes ] = ndx;
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tess.indexes[ tess.numIndexes + 0 ] = ndx + 0;
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tess.indexes[ tess.numIndexes + 1 ] = ndx + 1;
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tess.indexes[ tess.numIndexes + 2 ] = ndx + 3;
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@ -111,7 +111,6 @@ void RB_AddQuadStampExt( const vec3_t origin, const vec3_t left, const vec3_t up
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tess.xyz[ndx+3][1] = origin[1] + left[1] - up[1];
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tess.xyz[ndx+3][2] = origin[2] + left[2] - up[2];
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// constant normal all the way around
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VectorSubtract( vec3_origin, backEnd.viewParms.or.axis[0], normal );
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@ -134,11 +133,10 @@ void RB_AddQuadStampExt( const vec3_t origin, const vec3_t left, const vec3_t up
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// constant color all the way around
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// should this be identity and let the shader specify from entity?
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tess.vertexColors[ndx+0].u32 =
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tess.vertexColors[ndx+1].u32 =
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tess.vertexColors[ndx+2].u32 =
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tess.vertexColors[ndx+3].u32 =
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* ( uint32_t * )color;
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tess.vertexColors[ndx + 0].u32 =
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tess.vertexColors[ndx + 1].u32 =
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tess.vertexColors[ndx + 2].u32 =
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tess.vertexColors[ndx + 3].u32 = color.u32;
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tess.numVertexes += 4;
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tess.numIndexes += 6;
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@ -209,7 +207,7 @@ void RB_AddQuadStamp2( float x, float y, float w, float h, float s1, float t1, f
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RB_AddQuadStamp
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==============
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*/
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void RB_AddQuadStamp( const vec3_t origin, const vec3_t left, const vec3_t up, const byte *color ) {
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void RB_AddQuadStamp( const vec3_t origin, const vec3_t left, const vec3_t up, color4ub_t color ) {
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RB_AddQuadStampExt( origin, left, up, color, 0, 0, 1, 1 );
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}
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@ -247,7 +245,7 @@ static void RB_SurfaceSprite( void ) {
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VectorSubtract( vec3_origin, left, left );
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}
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RB_AddQuadStamp( backEnd.currentEntity->e.origin, left, up, backEnd.currentEntity->e.shader.rgba );
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RB_AddQuadStamp( backEnd.currentEntity->e.origin, left, up, backEnd.currentEntity->e.shader );
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}
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