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- added code to calculate light texture coordinates on walls.
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0b2821d696
commit
51baa7d137
2 changed files with 56 additions and 5 deletions
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@ -379,7 +379,7 @@ void FRenderState::DrawColormapOverlay()
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//==========================================================================
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bool gl_SetupLight(int group, Plane & p, ADynamicLight * light, Vector & nearPt, Vector & up, Vector & right,
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float & scale, int desaturation, bool checkside, bool forceadditive)
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float & scale, int desaturation, bool checkside, bool additive)
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{
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Vector fn, pos;
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@ -416,7 +416,7 @@ bool gl_SetupLight(int group, Plane & p, ADynamicLight * light, Vector & nearPt,
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#endif
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float cs = 1.0f - (dist / radius);
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if (gl_lights_additive || light->flags4&MF4_ADDITIVE || forceadditive) cs *= 0.2f; // otherwise the light gets too strong.
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if (additive) cs *= 0.2f; // otherwise the light gets too strong.
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float r = light->GetRed() / 255.0f * cs * gl_lights_intensity;
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float g = light->GetGreen() / 255.0f * cs * gl_lights_intensity;
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float b = light->GetBlue() / 255.0f * cs * gl_lights_intensity;
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@ -613,7 +613,7 @@ void GLFlat::DrawSubsectorLights(subsector_t * sub, int pass)
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}
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p.Set(plane.plane);
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if (!gl_SetupLight(sub->sector->PortalGroup, p, light, nearPt, up, right, scale, CM_DEFAULT, false, foggy))
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if (!gl_SetupLight(sub->sector->PortalGroup, p, light, nearPt, up, right, scale, CM_DEFAULT, false, pass == GLPASS_LIGHTTEX_ADDITIVE))
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{
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node = node->nextLight;
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continue;
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@ -681,6 +681,58 @@ void GLFlat::DrawLightsCompat(int pass)
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}
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//==========================================================================
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//
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// Sets up the texture coordinates for one light to be rendered
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//
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//==========================================================================
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bool GLWall::PrepareLight(texcoord * tcs, ADynamicLight * light, int pass)
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{
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float vtx[] = { glseg.x1,zbottom[0],glseg.y1, glseg.x1,ztop[0],glseg.y1, glseg.x2,ztop[1],glseg.y2, glseg.x2,zbottom[1],glseg.y2 };
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Plane p;
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Vector nearPt, up, right;
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float scale;
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p.Init(vtx, 4);
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if (!p.ValidNormal())
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{
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return false;
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}
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if (!gl_SetupLight(seg->frontsector->PortalGroup, p, light, nearPt, up, right, scale, CM_DEFAULT, true, pass == GLPASS_LIGHTTEX_ADDITIVE))
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{
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return false;
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}
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if (tcs != NULL)
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{
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Vector t1;
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int outcnt[4] = { 0,0,0,0 };
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for (int i = 0; i<4; i++)
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{
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t1.Set(&vtx[i * 3]);
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Vector nearToVert = t1 - nearPt;
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tcs[i].u = (nearToVert.Dot(right) * scale) + 0.5f;
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tcs[i].v = (nearToVert.Dot(up) * scale) + 0.5f;
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// quick check whether the light touches this polygon
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if (tcs[i].u<0) outcnt[0]++;
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if (tcs[i].u>1) outcnt[1]++;
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if (tcs[i].v<0) outcnt[2]++;
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if (tcs[i].v>1) outcnt[3]++;
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}
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// The light doesn't touch this polygon
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if (outcnt[0] == 4 || outcnt[1] == 4 || outcnt[2] == 4 || outcnt[3] == 4) return false;
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}
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draw_dlight++;
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return true;
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}
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//==========================================================================
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//
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//
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@ -183,7 +183,7 @@ private:
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void SplitWall(sector_t * frontsector, bool translucent);
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void SetupLights();
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bool PrepareLight(texcoord * tcs, ADynamicLight * light);
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bool PrepareLight(texcoord * tcs, ADynamicLight * light, int pass);
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void RenderWall(int textured, unsigned int *store = NULL);
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void RenderTextured(int rflags);
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@ -288,7 +288,6 @@ public:
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GLSectorPlane plane;
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int lightlevel;
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bool stack;
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bool foggy;
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bool ceiling;
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BYTE renderflags;
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int vboindex;
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