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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 23:11:58 +00:00
Fix broken fixed camera light for walls
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parent
1f011cda7f
commit
3b336a1476
5 changed files with 37 additions and 27 deletions
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@ -232,8 +232,6 @@ namespace swrenderer
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WallColumnDrawerArgs& drawerargs = *thread->columndrawer.get();
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drawerargs.wallargs = &wallargs;
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bool fixed = wallargs.fixedlight;
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bool haslights = r_dynlights && wallargs.lightlist;
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if (haslights)
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{
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@ -249,7 +247,13 @@ namespace swrenderer
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float curlight = wallargs.lightpos;
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float lightstep = wallargs.lightstep;
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int shade = wallargs.mShade;
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int shade = wallargs.Shade();
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if (wallargs.fixedlight)
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{
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curlight = wallargs.FixedLight();
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lightstep = 0;
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}
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float upos = wallargs.texcoords.upos, ustepX = wallargs.texcoords.ustepX, ustepY = wallargs.texcoords.ustepY;
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float vpos = wallargs.texcoords.vpos, vstepX = wallargs.texcoords.vstepX, vstepY = wallargs.texcoords.vstepY;
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@ -274,7 +278,7 @@ namespace swrenderer
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int y2 = dwal[x];
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if (y2 > y1)
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{
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if (!fixed) drawerargs.SetLight(curlight, shade);
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drawerargs.SetLight(curlight, shade);
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if (haslights)
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SetLights(drawerargs, x, y1);
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else
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@ -52,6 +52,8 @@
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#include "swrenderer/r_renderthread.h"
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#include "swrenderer/r_memory.h"
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EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor)
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namespace swrenderer
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{
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RenderWallPart::RenderWallPart(RenderThread* thread)
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@ -130,11 +132,30 @@ namespace swrenderer
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// Textures that aren't masked can use the faster opaque drawer
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if (!pic->GetTexture()->isMasked() && mask && alpha >= OPAQUE && !additive)
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{
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drawerargs.SetStyle(true, false, OPAQUE, mLight.GetBaseColormap(), light_list);
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drawerargs.SetStyle(true, false, OPAQUE, light_list);
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}
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else
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{
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drawerargs.SetStyle(mask, additive, alpha, mLight.GetBaseColormap(), light_list);
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drawerargs.SetStyle(mask, additive, alpha, light_list);
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}
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if (cameraLight->FixedLightLevel() >= 0)
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{
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drawerargs.SetBaseColormap((r_fullbrightignoresectorcolor) ? &FullNormalLight : mLight.GetBaseColormap());
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drawerargs.SetLight(0.0f, cameraLight->FixedLightLevelShade());
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drawerargs.fixedlight = true;
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}
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else if (cameraLight->FixedColormap())
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{
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drawerargs.SetBaseColormap(cameraLight->FixedColormap());
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drawerargs.SetLight(0.0f, 0);
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drawerargs.fixedlight = true;
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}
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else
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{
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drawerargs.SetBaseColormap(mLight.GetBaseColormap());
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drawerargs.SetLight(0.0f, mLight.GetLightLevel(), mLight.GetFoggy(), viewport);
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drawerargs.fixedlight = false;
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}
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int count = x2 - x1;
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@ -151,7 +172,7 @@ namespace swrenderer
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drawerargs.lightpos = mLight.GetLightPos(x1);
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drawerargs.lightstep = mLight.GetLightStep();
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drawerargs.mShade = LightVisibility::LightLevelToShade(mLight.GetLightLevel(), mLight.GetFoggy(), viewport);
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drawerargs.lightlist = light_list;
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drawerargs.texwidth = pic->GetPhysicalWidth();
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@ -183,7 +204,6 @@ namespace swrenderer
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drawerargs.TanCos = Thread->Viewport->viewpoint.TanCos;
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drawerargs.TanSin = Thread->Viewport->viewpoint.TanSin;
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drawerargs.PortalMirrorFlags = Thread->Portal->MirrorFlags;
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drawerargs.fixedlight = (cameraLight->FixedColormap() || cameraLight->FixedLightLevel() >= 0);
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drawerargs.DrawWall(Thread);
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}
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@ -43,6 +43,9 @@ namespace swrenderer
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ShadeConstants ColormapConstants() const;
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fixed_t Light() const { return LIGHTSCALE(mLight, mShade); }
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float FixedLight() const { return mLight; }
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int Shade() const { return mShade; }
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protected:
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void SetLight(const ColormapLight &light);
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@ -35,7 +35,7 @@ namespace swrenderer
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(thread->Drawers(dc_viewport)->*wallfunc)(*this);
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}
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void WallDrawerArgs::SetStyle(bool masked, bool additive, fixed_t alpha, FDynamicColormap *basecolormap, bool dynlights)
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void WallDrawerArgs::SetStyle(bool masked, bool additive, fixed_t alpha, bool dynlights)
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{
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if (alpha < OPAQUE || additive)
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{
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@ -72,21 +72,5 @@ namespace swrenderer
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{
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wallfunc = &SWPixelFormatDrawers::DrawWall;
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}
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CameraLight *cameraLight = CameraLight::Instance();
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if (cameraLight->FixedLightLevel() >= 0)
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{
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SetBaseColormap((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap);
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SetLight(0.0f, cameraLight->FixedLightLevelShade());
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}
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else if (cameraLight->FixedColormap() != nullptr)
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{
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SetBaseColormap(cameraLight->FixedColormap());
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SetLight(0.0f, 0);
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}
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else
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{
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SetBaseColormap(basecolormap);
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}
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}
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}
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@ -15,7 +15,7 @@ namespace swrenderer
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class WallDrawerArgs : public DrawerArgs
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{
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public:
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void SetStyle(bool masked, bool additive, fixed_t alpha, FDynamicColormap *basecolormap, bool dynlights);
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void SetStyle(bool masked, bool additive, fixed_t alpha, bool dynlights);
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void SetDest(RenderViewport *viewport);
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void DrawWall(RenderThread *thread);
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@ -35,7 +35,6 @@ namespace swrenderer
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float lightpos;
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float lightstep;
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int mShade;
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int texwidth;
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int texheight;
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