[gl] OpenGL_Alpha_factor -> gpu_Alpha_factor

This commit is contained in:
Edu García 2024-05-08 17:31:16 +01:00
parent 8aa7a88b9f
commit a595fabd03

View File

@ -138,7 +138,8 @@ static int Last_texel_unit_set = -1;
static int OpenGL_last_frame_polys_drawn = 0;
static int OpenGL_last_frame_verts_processed = 0;
static int OpenGL_last_uploaded = 0;
static float OpenGL_Alpha_factor = 1.0f;
static float gpu_Alpha_factor = 1.0f;
#if defined(_USE_OGL_ACTIVE_TEXTURES)
PFNGLACTIVETEXTUREARBPROC oglActiveTextureARB = NULL;
@ -1515,7 +1516,7 @@ void opengl_DrawMultitexturePolygon3D(int handle, g3Point **p, int nv, int map_t
fb = GR_COLOR_BLUE(OpenGL_state.cur_color);
}
alpha = Alpha_multiplier * OpenGL_Alpha_factor;
alpha = Alpha_multiplier * gpu_Alpha_factor;
vertp = &GL_verts[0];
texp = &GL_tex_coords[0];
@ -1528,7 +1529,7 @@ void opengl_DrawMultitexturePolygon3D(int handle, g3Point **p, int nv, int map_t
ASSERT(pnt->p3_flags & PF_ORIGPOINT);
if (OpenGL_state.cur_alpha_type & ATF_VERTEX)
alpha = pnt->p3_a * Alpha_multiplier * OpenGL_Alpha_factor;
alpha = pnt->p3_a * Alpha_multiplier * gpu_Alpha_factor;
// If we have a lighting model, apply the correct lighting!
if (OpenGL_state.cur_light_state != LS_NONE) {
@ -1611,7 +1612,7 @@ void opengl_DrawFlatPolygon3D(g3Point **p, int nv) {
opengl_SetMultitextureBlendMode(false);
}
float alpha = Alpha_multiplier * OpenGL_Alpha_factor;
float alpha = Alpha_multiplier * gpu_Alpha_factor;
fr = GR_COLOR_RED(OpenGL_state.cur_color);
fg = GR_COLOR_GREEN(OpenGL_state.cur_color);
@ -1627,7 +1628,7 @@ void opengl_DrawFlatPolygon3D(g3Point **p, int nv) {
ASSERT(pnt->p3_flags & PF_ORIGPOINT);
if (OpenGL_state.cur_alpha_type & ATF_VERTEX)
alpha = pnt->p3_a * Alpha_multiplier * OpenGL_Alpha_factor;
alpha = pnt->p3_a * Alpha_multiplier * gpu_Alpha_factor;
// If we have a lighting model, apply the correct lighting!
if (OpenGL_state.cur_light_state != LS_NONE) {
@ -1908,7 +1909,7 @@ void rend_DrawPolygon3D(int handle, g3Point **p, int nv, int map_type) {
opengl_MakeWrapTypeCurrent(handle, map_type, 0);
opengl_MakeFilterTypeCurrent(handle, map_type, 0);
alpha = Alpha_multiplier * OpenGL_Alpha_factor;
alpha = Alpha_multiplier * gpu_Alpha_factor;
vertp = &GL_verts[0];
texp = &GL_tex_coords[0];
@ -1955,7 +1956,7 @@ void rend_DrawPolygon3D(int handle, g3Point **p, int nv, int map_type) {
////////////////////////////////////////////
if (OpenGL_state.cur_alpha_type & ATF_VERTEX) {
alpha = pnt->p3_a * Alpha_multiplier * OpenGL_Alpha_factor;
alpha = pnt->p3_a * Alpha_multiplier * gpu_Alpha_factor;
}
// If we have a lighting model, apply the correct lighting!
@ -2070,7 +2071,7 @@ void rend_DrawPolygon2D(int handle, g3Point **p, int nv) {
opengl_MakeWrapTypeCurrent(handle, MAP_TYPE_BITMAP, 0);
opengl_MakeFilterTypeCurrent(handle, MAP_TYPE_BITMAP, 0);
float alpha = Alpha_multiplier * OpenGL_Alpha_factor;
float alpha = Alpha_multiplier * gpu_Alpha_factor;
vector *vertp = &GL_verts[0];
tex_array *texp = &GL_tex_coords[0];
@ -2083,7 +2084,7 @@ void rend_DrawPolygon2D(int handle, g3Point **p, int nv) {
if (OpenGL_state.cur_alpha_type & ATF_VERTEX) {
// the alpha should come from the vertex
alpha = pnt->p3_a * Alpha_multiplier * OpenGL_Alpha_factor;
alpha = pnt->p3_a * Alpha_multiplier * gpu_Alpha_factor;
}
// If we have a lighting model, apply the correct lighting!
@ -2730,11 +2731,11 @@ void rend_SetAlphaFactor(float val) {
val = 0.0f;
if (val > 1.0f)
val = 1.0f;
OpenGL_Alpha_factor = val;
gpu_Alpha_factor = val;
}
// Returns the current Alpha factor
float rend_GetAlphaFactor(void) { return OpenGL_Alpha_factor; }
float rend_GetAlphaFactor(void) { return gpu_Alpha_factor; }
// Sets the texture wrapping type
void rend_SetWrapType(wrap_type val) { OpenGL_state.cur_wrap_type = val; }
@ -2756,7 +2757,7 @@ void rend_DrawSpecialLine(g3Point *p0, g3Point *p1) {
fg /= 255.0f;
fb /= 255.0f;
alpha = Alpha_multiplier * OpenGL_Alpha_factor;
alpha = Alpha_multiplier * gpu_Alpha_factor;
// And draw!
dglBegin(GL_LINES);
@ -2767,7 +2768,7 @@ void rend_DrawSpecialLine(g3Point *p0, g3Point *p1) {
pnt = p1;
if (OpenGL_state.cur_alpha_type & ATF_VERTEX)
alpha = pnt->p3_a * Alpha_multiplier * OpenGL_Alpha_factor;
alpha = pnt->p3_a * Alpha_multiplier * gpu_Alpha_factor;
// If we have a lighting model, apply the correct lighting!
if (OpenGL_state.cur_light_state != LS_NONE) {