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- move decal light calculations into RenderDecal::RenderDecals
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parent
a478cf9a96
commit
9f9884d03c
4 changed files with 12 additions and 17 deletions
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@ -443,10 +443,7 @@ namespace swrenderer
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// [ZZ] Only if not an active mirror
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if (!markportal)
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{
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ProjectedWallLight walllight;
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walllight.SetColormap(mFrontSector, mLineSegment);
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walllight.SetLightLeft(Thread, WallC);
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RenderDecal::RenderDecals(Thread, mLineSegment->sidedef, draw_segment, mLineSegment, walllight, walltop.ScreenY, wallbottom.ScreenY, false);
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RenderDecal::RenderDecals(Thread, draw_segment, mLineSegment, mFrontSector, walltop.ScreenY, wallbottom.ScreenY, false);
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}
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if (markportal)
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@ -229,10 +229,7 @@ namespace swrenderer
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RenderWallPart renderWallpart(Thread);
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renderWallpart.Render(lightsector, curline, ds->WallC, rw_pic, x1, x2, wallupper.ScreenY, walllower.ScreenY, walltexcoords, top, bot, true, (rover->flags & FF_ADDITIVETRANS) != 0, Alpha);
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ProjectedWallLight walllight;
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walllight.SetColormap(lightsector, curline);
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walllight.SetLightLeft(Thread, ds->WallC);
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RenderDecal::RenderDecals(Thread, curline->sidedef, ds, curline, walllight, wallupper.ScreenY, walllower.ScreenY, true);
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RenderDecal::RenderDecals(Thread, ds, curline, lightsector, wallupper.ScreenY, walllower.ScreenY, true);
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}
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void RenderDrawSegment::Render3DFloorWallRange(DrawSegment *ds, int x1, int x2)
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@ -53,19 +53,17 @@
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#include "swrenderer/r_memory.h"
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#include "swrenderer/r_renderthread.h"
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EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
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namespace swrenderer
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{
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void RenderDecal::RenderDecals(RenderThread *thread, side_t *sidedef, DrawSegment *draw_segment, seg_t *curline, const ProjectedWallLight &light, const short *walltop, const short *wallbottom, bool drawsegPass)
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void RenderDecal::RenderDecals(RenderThread *thread, DrawSegment *draw_segment, seg_t *curline, const sector_t* lightsector, const short *walltop, const short *wallbottom, bool drawsegPass)
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{
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for (DBaseDecal *decal = sidedef->AttachedDecals; decal != NULL; decal = decal->WallNext)
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for (DBaseDecal *decal = curline->sidedef->AttachedDecals; decal != NULL; decal = decal->WallNext)
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{
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Render(thread, sidedef, decal, draw_segment, curline, light, walltop, wallbottom, drawsegPass);
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Render(thread, decal, draw_segment, curline, lightsector, walltop, wallbottom, drawsegPass);
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}
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}
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void RenderDecal::Render(RenderThread *thread, side_t *wall, DBaseDecal *decal, DrawSegment *clipper, seg_t *curline, const ProjectedWallLight &light, const short *walltop, const short *wallbottom, bool drawsegPass)
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void RenderDecal::Render(RenderThread *thread, DBaseDecal *decal, DrawSegment *clipper, seg_t *curline, const sector_t* lightsector, const short *walltop, const short *wallbottom, bool drawsegPass)
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{
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DVector2 decal_left, decal_right, decal_pos;
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int x1, x2;
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@ -142,7 +140,7 @@ namespace swrenderer
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edge_left *= decal->ScaleX;
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double dcx, dcy;
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decal->GetXY(wall, dcx, dcy);
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decal->GetXY(curline->sidedef, dcx, dcy);
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decal_pos = { dcx, dcy };
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DVector2 angvec = (curline->v2->fPos() - curline->v1->fPos()).Unit();
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@ -231,6 +229,9 @@ namespace swrenderer
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}
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// Prepare lighting
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ProjectedWallLight light;
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light.SetColormap(lightsector, curline);
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light.SetLightLeft(thread, WallC);
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usecolormap = light.GetBaseColormap();
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// Decals that are added to the scene must fade to black.
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@ -12,9 +12,9 @@ namespace swrenderer
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class RenderDecal
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{
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public:
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static void RenderDecals(RenderThread *thread, side_t *wall, DrawSegment *draw_segment, seg_t *curline, const ProjectedWallLight &light, const short *walltop, const short *wallbottom, bool drawsegPass);
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static void RenderDecals(RenderThread *thread, DrawSegment *draw_segment, seg_t *curline, const sector_t* lightsector, const short *walltop, const short *wallbottom, bool drawsegPass);
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private:
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static void Render(RenderThread *thread, side_t *wall, DBaseDecal *first, DrawSegment *clipper, seg_t *curline, const ProjectedWallLight &light, const short *walltop, const short *wallbottom, bool drawsegPass);
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static void Render(RenderThread *thread, DBaseDecal *first, DrawSegment *clipper, seg_t *curline, const sector_t* lightsector, const short *walltop, const short *wallbottom, bool drawsegPass);
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};
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}
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