- only draw visible 3D-lights.

This commit is contained in:
Christoph Oelckers 2016-02-01 16:13:07 +01:00
parent bddad29acb
commit 1ad310e69b

View file

@ -344,14 +344,23 @@ void GLWall::RenderTextured(int rflags)
for (unsigned i = 0; i < lightlist->Size(); i++)
{
int thisll = (*lightlist)[i].caster != NULL? gl_ClampLight(*(*lightlist)[i].p_lightlevel) : lightlevel;
FColormap thiscm;
thiscm.FadeColor = Colormap.FadeColor;
thiscm.CopyFrom3DLight(&(*lightlist)[i]);
gl_SetColor(thisll, rel, thiscm, absalpha);
if (type != RENDERWALL_M2SNF) gl_SetFog(thisll, rel, &thiscm, RenderStyle == STYLE_Add);
gl_RenderState.SetSplitPlanes((*lightlist)[i].plane, i == (*lightlist).Size() - 1 ? bottomplane : (*lightlist)[i + 1].plane);
RenderWall(rflags);
secplane_t &lowplane = i == (*lightlist).Size() - 1 ? bottomplane : (*lightlist)[i + 1].plane;
// this must use the exact same calculation method as GLWall::Process etc.
float low1 = FIXED2FLOAT(lowplane.ZatPoint(vertexes[0]));
float low2 = FIXED2FLOAT(lowplane.ZatPoint(vertexes[1]));
if (low1 < ztop[0] && low2 < ztop[1])
{
int thisll = (*lightlist)[i].caster != NULL ? gl_ClampLight(*(*lightlist)[i].p_lightlevel) : lightlevel;
FColormap thiscm;
thiscm.FadeColor = Colormap.FadeColor;
thiscm.CopyFrom3DLight(&(*lightlist)[i]);
gl_SetColor(thisll, rel, thiscm, absalpha);
if (type != RENDERWALL_M2SNF) gl_SetFog(thisll, rel, &thiscm, RenderStyle == STYLE_Add);
gl_RenderState.SetSplitPlanes((*lightlist)[i].plane, lowplane);
RenderWall(rflags);
}
if (low1 <= zbottom[0] && low2 <= zbottom[1]) break;
}
glDisable(GL_CLIP_DISTANCE3);