mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 07:12:16 +00:00
- change per-level attenuation of dynamic lights for each viewpoint.
To avoid unnecessary work, the current state is tracked.
This commit is contained in:
parent
6451b7d592
commit
4af5ea25c1
5 changed files with 16 additions and 7 deletions
|
@ -1552,8 +1552,6 @@ void FLevelLocals::Init()
|
|||
brightfog = info->brightfog < 0? gl_brightfog : !!info->brightfog;
|
||||
lightadditivesurfaces = info->lightadditivesurfaces < 0 ? gl_lightadditivesurfaces : !!info->lightadditivesurfaces;
|
||||
notexturefill = info->notexturefill < 0 ? gl_notexturefill : !!info->notexturefill;
|
||||
|
||||
FLightDefaults::SetAttenuationForLevel();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
|
|
@ -76,7 +76,7 @@ public:
|
|||
void SetSpot(bool spot) { if (spot) m_lightFlags |= LF_SPOT; else m_lightFlags &= ~LF_SPOT; }
|
||||
void SetSpotInnerAngle(double angle) { m_spotInnerAngle = angle; }
|
||||
void SetSpotOuterAngle(double angle) { m_spotOuterAngle = angle; }
|
||||
static void SetAttenuationForLevel();
|
||||
static void SetAttenuationForLevel(bool);
|
||||
|
||||
void OrderIntensities()
|
||||
{
|
||||
|
|
|
@ -156,6 +156,10 @@ sector_t * FGLRenderer::RenderViewpoint (FRenderViewpoint &mainvp, AActor * came
|
|||
if (mainview && toscreen)
|
||||
UpdateShadowMap();
|
||||
|
||||
// Update the attenuation flag of all light defaults for each viewpoint.
|
||||
// This function will only do something if the setting differs.
|
||||
FLightDefaults::SetAttenuationForLevel(!!(camera->Level->flags3 & LEVEL3_ATTENUATE));
|
||||
|
||||
// Render (potentially) multiple views for stereo 3d
|
||||
// Fixme. The view offsetting should be done with a static table and not require setup of the entire render state for the mode.
|
||||
auto vrmode = VRMode::GetVRMode(mainview && toscreen);
|
||||
|
|
|
@ -55,6 +55,7 @@ inline PClassActor * GetRealType(PClassActor * ti)
|
|||
}
|
||||
|
||||
TDeletingArray<FLightDefaults *> LightDefaults;
|
||||
int AttenuationIsSet = -1;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
|
@ -101,14 +102,18 @@ void FLightDefaults::ApplyProperties(FDynamicLight * light) const
|
|||
light->SetOffset(m_Pos); // this must be the last thing to do.
|
||||
}
|
||||
|
||||
void FLightDefaults::SetAttenuationForLevel()
|
||||
void FLightDefaults::SetAttenuationForLevel(bool yes)
|
||||
{
|
||||
for (auto ldef : LightDefaults)
|
||||
if (AttenuationIsSet != int(yes))
|
||||
{
|
||||
if (ldef->m_attenuate == -1)
|
||||
for (auto ldef : LightDefaults)
|
||||
{
|
||||
if (level.flags3 & LEVEL3_ATTENUATE) ldef->m_lightFlags |= LF_ATTENUATE; else ldef->m_lightFlags &= ~LF_ATTENUATE;
|
||||
if (ldef->m_attenuate == -1)
|
||||
{
|
||||
if (yes) ldef->m_lightFlags |= LF_ATTENUATE; else ldef->m_lightFlags &= ~LF_ATTENUATE;
|
||||
}
|
||||
}
|
||||
AttenuationIsSet = yes;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -53,6 +53,7 @@ void InitializeActorLights(TArray<FLightAssociation> &LightAssociations);
|
|||
|
||||
TArray<UserShaderDesc> usershaders;
|
||||
extern TDeletingArray<FLightDefaults *> LightDefaults;
|
||||
extern int AttenuationIsSet;
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
@ -1777,6 +1778,7 @@ void ParseGLDefs()
|
|||
const char *defsLump = NULL;
|
||||
|
||||
LightDefaults.DeleteAndClear();
|
||||
AttenuationIsSet = -1;
|
||||
//gl_DestroyUserShaders(); function says 'todo'
|
||||
switch (gameinfo.gametype)
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue