- Fix plane light levels used when a sector has a lightlist

This commit is contained in:
Magnus Norddahl 2017-08-29 01:22:10 +02:00
parent 293f62fcd2
commit 27dfebdb7d

View file

@ -153,7 +153,6 @@ void RenderPolyPlane::Render3DFloor(const TriMatrix &worldToClip, const PolyClip
void RenderPolyPlane::Render(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, PolyCull &cull, subsector_t *sub, uint32_t stencilValue, bool ceiling, double skyHeight, std::vector<std::unique_ptr<PolyDrawSectorPortal>> &sectorPortals)
{
const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
bool foggy = false;
sector_t *fakesector = sub->sector->heightsec;
if (fakesector && (fakesector == sub->sector || (fakesector->MoreFlags & SECF_IGNOREHEIGHTSEC) == SECF_IGNOREHEIGHTSEC))
@ -308,12 +307,26 @@ void RenderPolyPlane::Render(const TriMatrix &worldToClip, const PolyClipPlane &
}
}
bool foggy = level.fadeto || frontsector->Colormap.FadeColor || (level.flags & LEVEL_HASFADETABLE);
int lightlevel = ceiling ? frontsector->GetCeilingLight() : frontsector->GetFloorLight();
int actualextralight = foggy ? 0 : PolyRenderer::Instance()->Viewpoint.extralight << 4;
lightlevel = clamp(lightlevel + actualextralight, 0, 255);
PolyCameraLight *cameraLight = PolyCameraLight::Instance();
FDynamicColormap *basecolormap = GetColorTable(frontsector->Colormap, frontsector->SpecialColors[ceiling ? sector_t::ceiling : sector_t::floor]);
if (cameraLight->FixedLightLevel() < 0 && frontsector->e && frontsector->e->XFloor.lightlist.Size())
{
lightlist_t *light = P_GetPlaneLight(frontsector, ceiling ? &frontsector->ceilingplane : &frontsector->floorplane, false);
basecolormap = GetColorTable(light->extra_colormap, frontsector->SpecialColors[ceiling ? sector_t::ceiling : sector_t::floor]);
if (light->p_lightlevel != &frontsector->lightlevel) // If this is the real ceiling, don't discard plane lighting R_FakeFlat() accounted for.
{
lightlevel = *light->p_lightlevel;
}
}
PolyDrawArgs args;
args.SetLight(GetColorTable(frontsector->Colormap, frontsector->SpecialColors[ceiling ? sector_t::ceiling : sector_t::floor]), lightlevel, PolyRenderer::Instance()->Light.WallGlobVis(foggy), false);
args.SetLight(basecolormap, lightlevel, PolyRenderer::Instance()->Light.WallGlobVis(foggy), false);
//args.SetSubsectorDepth(isSky ? RenderPolyScene::SkySubsectorDepth : subsectorDepth);
args.SetTransform(&worldToClip);
args.SetFaceCullCCW(ccw);