- properly handle passing of the light flags.

Since these can be changed on the placed light actor they have to be read from there, so this is now a pointer in FDynamicLight, just like the other properties that can be user-changed.
Also did some cleanup on the interface so that external code doesn't need to dereference the lightflags pointer but can use utility functions for all flags.

# Conflicts:
#	src/hwrenderer/dynlights/hw_dynlightdata.cpp
#	src/swrenderer/line/r_walldraw.cpp

# Conflicts:
#	src/g_level.cpp
#	src/gl/compatibility/gl_20.cpp
This commit is contained in:
Christoph Oelckers 2019-01-03 09:24:22 +01:00 committed by drfrag
parent 17b13f1a60
commit 8fecfb8f85
14 changed files with 76 additions and 66 deletions

View file

@ -92,14 +92,9 @@ void FLightDefaults::ApplyProperties(FDynamicLight * light) const
light->lighttype = m_type;
light->specialf1 = m_Param;
light->pArgs = m_Args;
light->lightflags &= ~(LF_ADDITIVE | LF_SUBTRACTIVE | LF_DONTLIGHTSELF | LF_SPOT);
if (m_subtractive) light->lightflags |= LF_SUBTRACTIVE;
if (m_additive) light->lightflags |= LF_ADDITIVE;
if (m_dontlightself) light->lightflags |= LF_DONTLIGHTSELF;
if (m_dontlightactors) light->lightflags |= LF_DONTLIGHTACTORS;
if (m_spot)
light->pLightFlags = &m_lightFlags;
if (m_lightFlags & LF_SPOT)
{
light->lightflags |= LF_SPOT;
light->pSpotInnerAngle = &m_spotInnerAngle;
light->pSpotOuterAngle = &m_spotOuterAngle;
if (m_explicitPitch) light->pPitch = &m_pitch;
@ -119,16 +114,19 @@ void FLightDefaults::ApplyProperties(FDynamicLight * light) const
if (light->m_currentRadius <= 0) light->m_currentRadius = 1;
light->swapped = m_swapped;
}
switch (m_attenuate)
{
case 0: light->lightflags &= ~LF_ATTENUATE; break;
case 1: light->lightflags |= LF_ATTENUATE; break;
default: if (level.flags3 & LEVEL3_ATTENUATE) light->lightflags |= LF_ATTENUATE; else light->lightflags &= ~LF_ATTENUATE; break;
}
light->SetOffset(m_Pos); // this must be the last thing to do.
}
void FLightDefaults::SetAttenuationForLevel()
{
for (auto ldef : LightDefaults)
{
if (ldef->m_attenuate == -1)
{
if (level.flags3 & LEVEL3_ATTENUATE) ldef->m_lightFlags |= LF_ATTENUATE; else ldef->m_lightFlags &= ~LF_ATTENUATE;
}
}
}
//==========================================================================
//