Fix drawing dormant lights

This commit is contained in:
Magnus Norddahl 2016-12-21 18:38:01 +01:00
parent 4e56c9a41a
commit 62716c3d91
1 changed files with 18 additions and 15 deletions

View File

@ -561,24 +561,27 @@ static void Draw1Column(int x, int y1, int y2, WallSampler &sampler, void(*draw1
FLightNode *cur_node = dc_light_list; FLightNode *cur_node = dc_light_list;
while (cur_node && nextlightindex < 64 * 1024) while (cur_node && nextlightindex < 64 * 1024)
{ {
uint32_t red = cur_node->lightsource->GetRed(); if (!(cur_node->lightsource->flags2&MF2_DORMANT))
uint32_t green = cur_node->lightsource->GetGreen(); {
uint32_t blue = cur_node->lightsource->GetBlue(); uint32_t red = cur_node->lightsource->GetRed();
uint32_t green = cur_node->lightsource->GetGreen();
uint32_t blue = cur_node->lightsource->GetBlue();
double lightX = cur_node->lightsource->X() - ViewPos.X; double lightX = cur_node->lightsource->X() - ViewPos.X;
double lightY = cur_node->lightsource->Y() - ViewPos.Y; double lightY = cur_node->lightsource->Y() - ViewPos.Y;
double lightZ = cur_node->lightsource->Z() - ViewPos.Z; double lightZ = cur_node->lightsource->Z() - ViewPos.Z;
nextlightindex++; nextlightindex++;
auto &light = dc_lights[dc_num_lights++]; auto &light = dc_lights[dc_num_lights++];
light.x = (float)(lightX * ViewSin - lightY * ViewCos) - dc_viewpos.X; light.x = (float)(lightX * ViewSin - lightY * ViewCos) - dc_viewpos.X;
light.y = (float)(lightX * ViewTanCos + lightY * ViewTanSin) - dc_viewpos.Y; light.y = (float)(lightX * ViewTanCos + lightY * ViewTanSin) - dc_viewpos.Y;
light.z = (float)lightZ; light.z = (float)lightZ;
light.radius = 256.0f / cur_node->lightsource->GetRadius(); light.radius = 256.0f / cur_node->lightsource->GetRadius();
light.color = 0xff000000 | (red << 16) | (green << 8) | blue; light.color = 0xff000000 | (red << 16) | (green << 8) | blue;
// Precalculate the constant part of the dot here so the drawer doesn't have to. // Precalculate the constant part of the dot here so the drawer doesn't have to.
light.x = light.x * light.x + light.y * light.y; light.x = light.x * light.x + light.y * light.y;
}
cur_node = cur_node->nextLight; cur_node = cur_node->nextLight;
} }