mirror of
https://github.com/AxioDL/PrimeWorldEditor.git
synced 2025-12-17 00:47:05 +00:00
Making CColor use floats instead of u8s
This commit is contained in:
@@ -41,16 +41,16 @@ void CModelNode::Draw(ERenderOptions Options, int ComponentIndex, const SViewInf
|
||||
{
|
||||
CGraphics::SetDefaultLighting();
|
||||
CGraphics::UpdateLightBlock();
|
||||
CGraphics::sVertexBlock.COLOR0_Amb = CGraphics::skDefaultAmbientColor.ToVector4f();
|
||||
CGraphics::sVertexBlock.COLOR0_Amb = CGraphics::skDefaultAmbientColor;
|
||||
}
|
||||
else
|
||||
{
|
||||
CGraphics::sNumLights = 0;
|
||||
CGraphics::sVertexBlock.COLOR0_Amb = CColor::skBlack.ToVector4f();
|
||||
CGraphics::sVertexBlock.COLOR0_Amb = CColor::skBlack;
|
||||
}
|
||||
|
||||
CGraphics::sPixelBlock.TevColor = CVector4f(1,1,1,1);
|
||||
CGraphics::sPixelBlock.TintColor = TintColor(ViewInfo).ToVector4f();
|
||||
CGraphics::sPixelBlock.TevColor = CColor::skWhite;
|
||||
CGraphics::sPixelBlock.TintColor = TintColor(ViewInfo);
|
||||
LoadModelMatrix();
|
||||
|
||||
if (ComponentIndex < 0)
|
||||
|
||||
@@ -182,27 +182,28 @@ void CSceneNode::BuildLightList(CGameArea *pArea)
|
||||
void CSceneNode::LoadLights(const SViewInfo& ViewInfo)
|
||||
{
|
||||
CGraphics::sNumLights = 0;
|
||||
CGraphics::ELightingMode Mode = (ViewInfo.GameMode ? CGraphics::eWorldLighting : CGraphics::sLightMode);
|
||||
|
||||
if (CGraphics::sLightMode == CGraphics::eWorldLighting || ViewInfo.GameMode)
|
||||
switch (Mode)
|
||||
{
|
||||
case CGraphics::eNoLighting:
|
||||
// No lighting: default ambient color, no dynamic lights
|
||||
CGraphics::sVertexBlock.COLOR0_Amb = CGraphics::skDefaultAmbientColor;
|
||||
break;
|
||||
|
||||
case CGraphics::eBasicLighting:
|
||||
// Basic lighting: default ambient color, default dynamic lights
|
||||
CGraphics::SetDefaultLighting();
|
||||
CGraphics::sVertexBlock.COLOR0_Amb = CGraphics::skDefaultAmbientColor;
|
||||
break;
|
||||
|
||||
case CGraphics::eWorldLighting:
|
||||
// World lighting: world ambient color, node dynamic lights
|
||||
CGraphics::sVertexBlock.COLOR0_Amb = mAmbientColor.ToVector4f();
|
||||
CGraphics::sVertexBlock.COLOR0_Amb = mAmbientColor;
|
||||
|
||||
for (u32 iLight = 0; iLight < mLightCount; iLight++)
|
||||
mLights[iLight]->Load();
|
||||
}
|
||||
|
||||
else if (CGraphics::sLightMode == CGraphics::eBasicLighting)
|
||||
{
|
||||
// Basic lighting: default ambient color, default dynamic lights
|
||||
CGraphics::SetDefaultLighting();
|
||||
CGraphics::sVertexBlock.COLOR0_Amb = CGraphics::skDefaultAmbientColor.ToVector4f();
|
||||
}
|
||||
|
||||
else if (CGraphics::sLightMode == CGraphics::eNoLighting)
|
||||
{
|
||||
// No lighting: default ambient color, no dynamic lights
|
||||
CGraphics::sVertexBlock.COLOR0_Amb = CGraphics::skDefaultAmbientColor.ToVector4f();
|
||||
break;
|
||||
}
|
||||
|
||||
CGraphics::UpdateLightBlock();
|
||||
|
||||
@@ -163,9 +163,9 @@ void CScriptNode::Draw(ERenderOptions Options, int ComponentIndex, const SViewIn
|
||||
// Draw model if possible!
|
||||
if (mpActiveModel)
|
||||
{
|
||||
if (mpExtra) CGraphics::sPixelBlock.TevColor = mpExtra->TevColor().ToVector4f();
|
||||
else CGraphics::sPixelBlock.TevColor = CColor::skWhite.ToVector4f();
|
||||
CGraphics::sPixelBlock.TintColor = TintColor(ViewInfo).ToVector4f();
|
||||
if (mpExtra) CGraphics::sPixelBlock.TevColor = mpExtra->TevColor();
|
||||
else CGraphics::sPixelBlock.TevColor = CColor::skWhite;
|
||||
CGraphics::sPixelBlock.TintColor = TintColor(ViewInfo);
|
||||
CGraphics::UpdatePixelBlock();
|
||||
|
||||
if (ComponentIndex < 0)
|
||||
@@ -447,7 +447,7 @@ void CScriptNode::GeneratePosition()
|
||||
|
||||
CColor CScriptNode::WireframeColor() const
|
||||
{
|
||||
return CColor((u8) 12, 135, 194, 255);
|
||||
return CColor::Integral(12, 135, 194);
|
||||
}
|
||||
|
||||
CScriptObject* CScriptNode::Object() const
|
||||
|
||||
@@ -48,10 +48,10 @@ void CStaticNode::Draw(ERenderOptions Options, int ComponentIndex, const SViewIn
|
||||
{
|
||||
if (!mpModel) return;
|
||||
|
||||
CGraphics::sVertexBlock.COLOR0_Amb = CVector4f(0, 0, 0, 1);
|
||||
float Multiplier = CGraphics::sWorldLightMultiplier;
|
||||
CGraphics::sPixelBlock.TevColor = CVector4f(Multiplier,Multiplier,Multiplier,1);
|
||||
CGraphics::sPixelBlock.TintColor = TintColor(ViewInfo).ToVector4f();
|
||||
CGraphics::sVertexBlock.COLOR0_Amb = CColor::skBlack;
|
||||
float Mul = CGraphics::sWorldLightMultiplier;
|
||||
CGraphics::sPixelBlock.TevColor = CColor(Mul,Mul,Mul);
|
||||
CGraphics::sPixelBlock.TintColor = TintColor(ViewInfo);
|
||||
CGraphics::sNumLights = 0;
|
||||
CGraphics::UpdateLightBlock();
|
||||
LoadModelMatrix();
|
||||
|
||||
Reference in New Issue
Block a user