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Fix light level issue with walls and FOF planes
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parent
8e7cce8b61
commit
32bbc48be5
3 changed files with 28 additions and 28 deletions
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@ -309,39 +309,39 @@ static FUINT HWR_CalcSlopeLight(FUINT lightnum, angle_t dir, fixed_t delta)
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return (FUINT)finallight;
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}
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static FUINT HWR_SideLightLevel(side_t *side, UINT8 base_lightlevel)
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static UINT8 HWR_SideLightLevel(side_t *side, INT16 base_lightlevel)
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{
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return side->light +
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((side->lightabsolute) ? 0 : base_lightlevel);
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return max(0, min(255, side->light +
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((side->lightabsolute) ? 0 : base_lightlevel)));
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}
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/* TODO: implement per-texture lighting
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static FUINT HWR_TopLightLevel(side_t *side, UINT8 base_lightlevel)
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static UINT8 HWR_TopLightLevel(side_t *side, INT16 base_lightlevel)
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{
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return side->light_top +
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((side->lightabsolute_top) ? 0 : HWR_SideLightLevel(side, base_lightlevel));
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return max(0, min(255, side->light_top +
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((side->lightabsolute_top) ? 0 : HWR_SideLightLevel(side, base_lightlevel))));
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}
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static FUINT HWR_MidLightLevel(side_t *side, UINT8 base_lightlevel)
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static UINT8 HWR_MidLightLevel(side_t *side, INT16 base_lightlevel)
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{
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return side->light_mid +
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((side->lightabsolute_mid) ? 0 : HWR_SideLightLevel(side, base_lightlevel));
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return max(0, min(255, side->light_mid +
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((side->lightabsolute_mid) ? 0 : HWR_SideLightLevel(side, base_lightlevel))));
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}
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static FUINT HWR_BottomLightLevel(side_t *side, UINT8 base_lightlevel)
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static UINT8 HWR_BottomLightLevel(side_t *side, INT16 base_lightlevel)
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{
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return side->light_bottom +
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((side->lightabsolute_bottom) ? 0 : HWR_SideLightLevel(side, base_lightlevel));
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return max(0, min(255, side->light_bottom +
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((side->lightabsolute_bottom) ? 0 : HWR_SideLightLevel(side, base_lightlevel))));
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}
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*/
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static UINT8 HWR_FloorLightLevel(sector_t *sector, UINT8 base_lightlevel)
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static UINT8 HWR_FloorLightLevel(sector_t *sector, INT16 base_lightlevel)
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{
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return max(0, min(255, sector->floorlightlevel +
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((sector->floorlightabsolute) ? 0 : base_lightlevel)));
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}
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static UINT8 HWR_CeilingLightLevel(sector_t *sector, UINT8 base_lightlevel)
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static UINT8 HWR_CeilingLightLevel(sector_t *sector, INT16 base_lightlevel)
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{
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return max(0, min(255, sector->ceilinglightlevel +
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((sector->ceilinglightabsolute) ? 0 : base_lightlevel)));
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@ -230,13 +230,13 @@ static INT32 R_DoorClosed(void)
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&& (backsector->floorheight <= frontsector->floorheight || curline->sidedef->bottomtexture);
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}
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static UINT8 R_FloorLightLevel(sector_t *sector, UINT8 base_lightlevel)
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static UINT8 R_FloorLightLevel(sector_t *sector, INT16 base_lightlevel)
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{
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return max(0, min(255, sector->floorlightlevel +
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((sector->floorlightabsolute) ? 0 : base_lightlevel)));
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}
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static UINT8 R_CeilingLightLevel(sector_t *sector, UINT8 base_lightlevel)
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static UINT8 R_CeilingLightLevel(sector_t *sector, INT16 base_lightlevel)
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{
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return max(0, min(255, sector->ceilinglightlevel +
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((sector->ceilinglightabsolute) ? 0 : base_lightlevel)));
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24
src/r_segs.c
24
src/r_segs.c
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@ -94,29 +94,29 @@ transnum_t R_GetLinedefTransTable(fixed_t alpha)
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return (20*(FRACUNIT - alpha - 1) + FRACUNIT) >> (FRACBITS+1);
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}
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static INT16 R_SideLightLevel(side_t *side, UINT8 base_lightlevel)
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static UINT8 R_SideLightLevel(side_t *side, INT16 base_lightlevel)
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{
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return side->light +
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((side->lightabsolute) ? 0 : base_lightlevel);
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return max(0, min(255, side->light +
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((side->lightabsolute) ? 0 : base_lightlevel)));
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}
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/* TODO: implement per-texture lighting
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static INT16 R_TopLightLevel(side_t *side, UINT8 base_lightlevel)
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static UINT8 R_TopLightLevel(side_t *side, INT16 base_lightlevel)
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{
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return side->light_top +
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((side->lightabsolute_top) ? 0 : R_SideLightLevel(side, base_lightlevel));
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return max(0, min(255, side->light_top +
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((side->lightabsolute_top) ? 0 : R_SideLightLevel(side, base_lightlevel))));
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}
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static INT16 R_MidLightLevel(side_t *side, UINT8 base_lightlevel)
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static UINT8 R_MidLightLevel(side_t *side, INT16 base_lightlevel)
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{
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return side->light_mid +
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((side->lightabsolute_mid) ? 0 : R_SideLightLevel(side, base_lightlevel));
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return max(0, min(255, side->light_mid +
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((side->lightabsolute_mid) ? 0 : R_SideLightLevel(side, base_lightlevel))));
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}
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static INT16 R_BottomLightLevel(side_t *side, UINT8 base_lightlevel)
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static UINT8 R_BottomLightLevel(side_t *side, INT16 base_lightlevel)
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{
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return side->light_bottom +
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((side->lightabsolute_bottom) ? 0 : R_SideLightLevel(side, base_lightlevel));
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return max(0, min(255, side->light_bottom +
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((side->lightabsolute_bottom) ? 0 : R_SideLightLevel(side, base_lightlevel))));
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}
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*/
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