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https://github.com/ZDoom/gzdoom-gles.git
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- fixed: IsVisibleToPlayer needs to be checked for the owner of owned dynamic lights.
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992994239b
commit
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2 changed files with 36 additions and 29 deletions
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@ -183,6 +183,10 @@ bool gl_SetupLight(Plane & p, ADynamicLight * light, Vector & nearPt, Vector & u
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{
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return false;
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}
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if (light->owned && light->target != NULL && !light->target->IsVisibleToPlayer())
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{
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return false;
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}
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scale = 1.0f / ((2.f * radius) - dist);
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@ -79,42 +79,45 @@ bool gl_GetSpriteLight(AActor *self, fixed_t x, fixed_t y, fixed_t z, subsector_
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while (node)
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{
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light=node->lightsource;
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if (!(light->flags2&MF2_DORMANT) &&
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(!(light->flags4&MF4_DONTLIGHTSELF) || light->target != self))
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if (!light->owned || light->target == NULL || light->target->IsVisibleToPlayer())
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{
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float dist = FVector3( FIXED2FLOAT(x - light->x), FIXED2FLOAT(y - light->y), FIXED2FLOAT(z - light->z) ).Length();
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radius = light->GetRadius() * gl_lights_size;
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if (dist < radius)
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if (!(light->flags2&MF2_DORMANT) &&
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(!(light->flags4&MF4_DONTLIGHTSELF) || light->target != self))
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{
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frac = 1.0f - (dist / radius);
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float dist = FVector3(FIXED2FLOAT(x - light->x), FIXED2FLOAT(y - light->y), FIXED2FLOAT(z - light->z)).Length();
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radius = light->GetRadius() * gl_lights_size;
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if (frac > 0)
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if (dist < radius)
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{
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if (line != NULL)
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{
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if (P_PointOnLineSide(light->x, light->y, line) != side)
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{
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node = node->nextLight;
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continue;
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}
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}
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lr = light->GetRed() / 255.0f * gl_lights_intensity;
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lg = light->GetGreen() / 255.0f * gl_lights_intensity;
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lb = light->GetBlue() / 255.0f * gl_lights_intensity;
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if (light->IsSubtractive())
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{
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float bright = FVector3(lr, lg, lb).Length();
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FVector3 lightColor(lr, lg, lb);
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lr = (bright - lr) * -1;
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lg = (bright - lg) * -1;
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lb = (bright - lb) * -1;
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}
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frac = 1.0f - (dist / radius);
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out[0] += lr * frac;
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out[1] += lg * frac;
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out[2] += lb * frac;
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changed = true;
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if (frac > 0)
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{
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if (line != NULL)
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{
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if (P_PointOnLineSide(light->x, light->y, line) != side)
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{
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node = node->nextLight;
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continue;
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}
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}
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lr = light->GetRed() / 255.0f * gl_lights_intensity;
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lg = light->GetGreen() / 255.0f * gl_lights_intensity;
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lb = light->GetBlue() / 255.0f * gl_lights_intensity;
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if (light->IsSubtractive())
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{
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float bright = FVector3(lr, lg, lb).Length();
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FVector3 lightColor(lr, lg, lb);
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lr = (bright - lr) * -1;
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lg = (bright - lg) * -1;
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lb = (bright - lb) * -1;
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}
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out[0] += lr * frac;
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out[1] += lg * frac;
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out[2] += lb * frac;
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changed = true;
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}
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}
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}
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}
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