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- added the flat dispatcher for textured lighting.
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3 changed files with 32 additions and 0 deletions
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@ -500,6 +500,33 @@ bool GLWall::PutWallCompat(int passflag)
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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bool GLFlat::PutFlatCompat(bool fog)
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{
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// are lights possible?
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if (gl_fixedcolormap != CM_DEFAULT || !gl_lights || !gltexture || renderstyle != STYLE_Translucent || alpha < 1.f - FLT_EPSILON || sector->lighthead == NULL) return false;
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static int list_indices[2][2] =
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{ { GLLDL_FLATS_PLAIN, GLLDL_FLATS_FOG },{ GLLDL_FLATS_MASKED, GLLDL_FLATS_FOGMASKED } };
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bool masked = gltexture->isMasked() && ((renderflags&SSRF_RENDER3DPLANES) || stack);
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bool foggy = gl_CheckFog(&Colormap, lightlevel) || level.flags&LEVEL_HASFADETABLE;
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int list = list_indices[masked][foggy];
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if (list == GLLDL_FLATS_PLAIN)
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{
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if (gltexture->tex->gl_info.Brightmap && gl.glslversion >= 0.f) list = GLLDL_FLATS_BRIGHT;
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}
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gl_drawinfo->dldrawlists[list].AddFlat(this);
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}
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//==========================================================================
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//
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// Fog boundary without any shader support
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@ -463,6 +463,10 @@ inline void GLFlat::PutFlat(bool fog)
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{
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Colormap.Clear();
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}
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if (gl.lightmethod == LM_SOFTWARE)
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{
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if (PutFlatCompat(fog)) return;
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}
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if (renderstyle!=STYLE_Translucent || alpha < 1.f - FLT_EPSILON || fog || gltexture == NULL)
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{
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// translucent 3D floors go into the regular translucent list, translucent portals go into the translucent border list.
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@ -304,6 +304,7 @@ public:
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void ProcessLights(bool istrans);
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void PutFlat(bool fog = false);
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bool PutFlatCompat(bool fog);
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void Process(sector_t * model, int whichplane, bool notexture);
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void SetFrom3DFloor(F3DFloor *rover, bool top, bool underside);
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void ProcessSector(sector_t * frontsector);
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