mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-01 00:21:35 +00:00
- changed dynamic light traversal to use sections instead of the subsectors.
This is mostly complete, except for handling intra-section sidedefs.
This commit is contained in:
parent
9ddca3c3a9
commit
ba66c0c889
20 changed files with 119 additions and 125 deletions
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@ -80,7 +80,7 @@ DEFINE_CLASS_PROPERTY(type, S, DynamicLight)
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{
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PROP_STRING_PARM(str, 0);
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static const char * ltype_names[]={
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"Point","Pulse","Flicker","Sector","RandomFlicker", "ColorPulse", "ColorFlicker", "RandomColorFlicker", NULL};
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"Point","Pulse","Flicker","Sector","RandomFlicker", "ColorPulse", "ColorFlicker", "RandomColorFlicker", nullptr};
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static const int ltype_values[]={
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PointLight, PulseLight, FlickerLight, SectorLight, RandomFlickerLight, ColorPulseLight, ColorFlickerLight, RandomColorFlickerLight };
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@ -182,7 +182,7 @@ void ADynamicLight::PostBeginPlay()
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if (!(SpawnFlags & MTF_DORMANT))
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{
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Activate (NULL);
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Activate (nullptr);
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}
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subsector = R_PointInSubsector(Pos());
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@ -430,14 +430,14 @@ void ADynamicLight::SetOffset(const DVector3 &pos)
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//==========================================================================
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//
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// The target pointer in dynamic lights should never be substituted unless
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// notOld is NULL (which indicates that the object was destroyed by force.)
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// notOld is nullptr (which indicates that the object was destroyed by force.)
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//
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//==========================================================================
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size_t ADynamicLight::PointerSubstitution (DObject *old, DObject *notOld)
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{
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AActor *saved_target = target;
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size_t ret = Super::PointerSubstitution(old, notOld);
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if (notOld != NULL) target = saved_target;
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if (notOld != nullptr) target = saved_target;
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return ret;
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}
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@ -494,7 +494,7 @@ FLightNode * AddLightNode(FLightNode ** thread, void * linkto, ADynamicLight * l
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//
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// P_DelSecnode() deletes a sector node from the list of
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// sectors this object appears in. Returns a pointer to the next node
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// on the linked list, or NULL.
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// on the linked list, or nullptr.
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//
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//=============================================================================
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@ -516,7 +516,7 @@ static FLightNode * DeleteLightNode(FLightNode * node)
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delete node;
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return(tn);
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}
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return(NULL);
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return(nullptr);
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} // phares 3/13/98
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@ -527,20 +527,20 @@ static FLightNode * DeleteLightNode(FLightNode * node)
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//
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//==========================================================================
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double ADynamicLight::DistToSeg(const DVector3 &pos, seg_t *seg)
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double ADynamicLight::DistToSeg(const DVector3 &pos, FSectionLine *segment)
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{
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double u, px, py;
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double seg_dx = seg->v2->fX() - seg->v1->fX();
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double seg_dy = seg->v2->fY() - seg->v1->fY();
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double seg_dx = segment->end->fX() - segment->start->fX();
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double seg_dy = segment->end->fY() - segment->start->fY();
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double seg_length_sq = seg_dx * seg_dx + seg_dy * seg_dy;
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u = (((pos.X - seg->v1->fX()) * seg_dx) + (pos.Y - seg->v1->fY()) * seg_dy) / seg_length_sq;
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u = (((pos.X - segment->start->fX()) * seg_dx) + (pos.Y - segment->start->fY()) * seg_dy) / seg_length_sq;
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if (u < 0.) u = 0.; // clamp the test point to the line segment
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else if (u > 1.) u = 1.;
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px = seg->v1->fX() + (u * seg_dx);
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py = seg->v1->fY() + (u * seg_dy);
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px = segment->start->fX() + (u * seg_dx);
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py = segment->start->fY() + (u * seg_dy);
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px -= pos.X;
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py -= pos.Y;
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@ -557,108 +557,110 @@ double ADynamicLight::DistToSeg(const DVector3 &pos, seg_t *seg)
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//==========================================================================
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struct LightLinkEntry
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{
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subsector_t *sub;
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FSection *sect;
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DVector3 pos;
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};
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static TArray<LightLinkEntry> collected_ss;
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void ADynamicLight::CollectWithinRadius(const DVector3 &opos, subsector_t *subSec, float radius)
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void ADynamicLight::CollectWithinRadius(const DVector3 &opos, FSection *section, float radius)
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{
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if (!subSec) return;
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if (!section) return;
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collected_ss.Clear();
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collected_ss.Push({ subSec, opos });
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subSec->validcount = ::validcount;
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collected_ss.Push({ section, opos });
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section->validcount = dl_validcount;
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bool hitonesidedback = false;
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for (unsigned i = 0; i < collected_ss.Size(); i++)
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{
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subSec = collected_ss[i].sub;
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section = collected_ss[i].sect;
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//touching_subsectors = AddLightNode(&subSec->lighthead, subSec, this, touching_subsectors);
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if (subSec->sector->validcount != ::validcount)
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{
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touching_sector = AddLightNode(&subSec->render_sector->lighthead, subSec->sector, this, touching_sector);
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subSec->sector->validcount = ::validcount;
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}
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touching_sector = AddLightNode(§ion->lighthead, section, this, touching_sector);
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for (unsigned int j = 0; j < subSec->numlines; ++j)
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for (auto &segment : section->segments)
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{
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auto &pos = collected_ss[i].pos;
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seg_t *seg = subSec->firstline + j;
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// check distance from x/y to seg and if within radius add this seg and, if present the opposing subsector (lather/rinse/repeat)
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// If out of range we do not need to bother with this seg.
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if (DistToSeg(pos, seg) <= radius)
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if (DistToSeg(pos, &segment) <= radius)
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{
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if (seg->sidedef && seg->linedef && seg->linedef->validcount != ::validcount)
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if (segment.sidedef)
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{
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auto sidedef = segment.sidedef;
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auto linedef = sidedef->linedef;
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if (linedef && linedef->validcount != ::validcount)
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{
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// light is in front of the seg
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if ((pos.Y - seg->v1->fY()) * (seg->v2->fX() - seg->v1->fX()) + (seg->v1->fX() - pos.X) * (seg->v2->fY() - seg->v1->fY()) <= 0)
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if ((pos.Y - segment.start->fY()) * (segment.end->fX() - segment.start->fX()) + (segment.start->fX() - pos.X) * (segment.end->fY() - segment.start->fY()) <= 0)
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{
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seg->linedef->validcount = validcount;
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touching_sides = AddLightNode(&seg->sidedef->lighthead, seg->sidedef, this, touching_sides);
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linedef->validcount = ::validcount;
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touching_sides = AddLightNode(&sidedef->lighthead, sidedef, this, touching_sides);
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}
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else if (seg->linedef->sidedef[0] == seg->sidedef && seg->linedef->sidedef[1] == nullptr)
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else if (linedef->sidedef[0] == sidedef && linedef->sidedef[1] == nullptr)
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{
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hitonesidedback = true;
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}
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}
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if (seg->linedef)
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if (linedef)
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{
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FLinePortal *port = seg->linedef->getPortal();
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FLinePortal *port = linedef->getPortal();
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if (port && port->mType == PORTT_LINKED)
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{
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line_t *other = port->mDestination;
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if (other->validcount != ::validcount)
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{
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subsector_t *othersub = R_PointInSubsector(other->v1->fPos() + other->Delta() / 2);
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if (othersub->validcount != ::validcount)
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FSection *othersect = othersub->section;
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if (othersect->validcount != ::validcount)
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{
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othersub->validcount = ::validcount;
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collected_ss.Push({ othersub, PosRelative(other) });
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othersect->validcount = ::validcount;
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collected_ss.Push({ othersect, PosRelative(other) });
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}
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}
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}
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}
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}
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seg_t *partner = seg->PartnerSeg;
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auto partner = segment.partner;
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if (partner)
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{
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subsector_t *sub = partner->Subsector;
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if (sub != NULL && sub->validcount != ::validcount)
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FSection *sect = partner->section;
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if (sect != nullptr && sect->validcount != dl_validcount)
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{
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sub->validcount = ::validcount;
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collected_ss.Push({ sub, pos });
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sect->validcount = dl_validcount;
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collected_ss.Push({ sect, pos });
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}
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}
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}
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}
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sector_t *sec = subSec->sector;
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sector_t *sec = section->sector;
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if (!sec->PortalBlocksSight(sector_t::ceiling))
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{
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line_t *other = subSec->firstline->linedef;
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line_t *other = section->segments[0].sidedef->linedef;
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if (sec->GetPortalPlaneZ(sector_t::ceiling) < Z() + radius)
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{
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DVector2 refpos = other->v1->fPos() + other->Delta() / 2 + sec->GetPortalDisplacement(sector_t::ceiling);
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subsector_t *othersub = R_PointInSubsector(refpos);
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if (othersub->validcount != ::validcount)
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FSection *othersect = othersub->section;
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if (othersect->validcount != dl_validcount)
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{
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othersub->validcount = ::validcount;
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collected_ss.Push({ othersub, PosRelative(othersub->sector) });
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othersect->validcount = dl_validcount;
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collected_ss.Push({ othersect, PosRelative(othersub->sector) });
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}
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}
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}
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if (!sec->PortalBlocksSight(sector_t::floor))
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{
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line_t *other = subSec->firstline->linedef;
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line_t *other = section->segments[0].sidedef->linedef;
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if (sec->GetPortalPlaneZ(sector_t::floor) > Z() - radius)
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{
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DVector2 refpos = other->v1->fPos() + other->Delta() / 2 + sec->GetPortalDisplacement(sector_t::floor);
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subsector_t *othersub = R_PointInSubsector(refpos);
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if (othersub->validcount != ::validcount)
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FSection *othersect = othersub->section;
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if (othersect->validcount != dl_validcount)
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{
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othersub->validcount = ::validcount;
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collected_ss.Push({ othersub, PosRelative(othersub->sector) });
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othersect->validcount = dl_validcount;
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collected_ss.Push({ othersect, PosRelative(othersub->sector) });
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}
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}
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}
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@ -680,32 +682,33 @@ void ADynamicLight::LinkLight()
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node = touching_sides;
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while (node)
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{
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node->lightsource = NULL;
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node->lightsource = nullptr;
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node = node->nextTarget;
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}
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node = touching_sector;
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while (node)
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{
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node->lightsource = NULL;
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node->lightsource = nullptr;
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node = node->nextTarget;
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}
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if (radius>0)
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{
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// passing in radius*radius allows us to do a distance check without any calls to sqrt
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subsector_t * subSec = R_PointInSubsector(Pos());
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::validcount++;
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CollectWithinRadius(Pos(), subSec, float(radius*radius));
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FSection *sect = R_PointInSubsector(Pos())->section;
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dl_validcount++;
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CollectWithinRadius(Pos(), sect, float(radius*radius));
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}
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// Now delete any nodes that won't be used. These are the ones where
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// m_thing is still NULL.
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// m_thing is still nullptr.
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node = touching_sides;
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while (node)
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{
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if (node->lightsource == NULL)
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if (node->lightsource == nullptr)
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{
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node = DeleteLightNode(node);
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}
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@ -716,7 +719,7 @@ void ADynamicLight::LinkLight()
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node = touching_sector;
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while (node)
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{
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if (node->lightsource == NULL)
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if (node->lightsource == nullptr)
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{
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node = DeleteLightNode(node);
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}
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@ -733,7 +736,7 @@ void ADynamicLight::LinkLight()
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//==========================================================================
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void ADynamicLight::UnlinkLight ()
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{
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if (owned && target != NULL)
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if (owned && target != nullptr)
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{
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// Delete reference in owning actor
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for(int c=target->AttachedLights.Size()-1; c>=0; c--)
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@ -770,7 +773,7 @@ void AActor::AttachLight(unsigned int count, const FLightDefaults *lightdef)
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if (count < AttachedLights.Size())
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{
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light = barrier_cast<ADynamicLight*>(AttachedLights[count]);
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assert(light != NULL);
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assert(light != nullptr);
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}
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else
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{
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@ -797,13 +800,13 @@ void AActor::SetDynamicLights()
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TArray<FInternalLightAssociation *> & LightAssociations = GetInfo()->LightAssociations;
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unsigned int count = 0;
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if (state == NULL) return;
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if (state == nullptr) return;
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if (LightAssociations.Size() > 0)
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{
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ADynamicLight *lights, *tmpLight;
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unsigned int i;
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lights = tmpLight = NULL;
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lights = tmpLight = nullptr;
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for (i = 0; i < LightAssociations.Size(); i++)
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{
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@ -816,7 +819,7 @@ void AActor::SetDynamicLights()
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}
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if (count == 0 && state->Light > 0)
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{
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for(int i= state->Light; StateLights[i] != NULL; i++)
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for(int i= state->Light; StateLights[i] != nullptr; i++)
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{
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if (StateLights[i] != (FLightDefaults*)-1)
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{
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@ -12,6 +12,7 @@ struct seg_t;
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class ADynamicLight;
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class FSerializer;
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struct FSectionLine;
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enum ELightType
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{
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@ -209,8 +210,8 @@ public:
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FLightNode * touching_sector;
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private:
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double DistToSeg(const DVector3 &pos, seg_t *seg);
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void CollectWithinRadius(const DVector3 &pos, subsector_t *subSec, float radius);
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double DistToSeg(const DVector3 &pos, FSectionLine *seg);
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void CollectWithinRadius(const DVector3 &pos, FSection *section, float radius);
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protected:
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DVector3 m_off;
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@ -633,11 +633,9 @@ public:
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{
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output.allSections.Resize(groups.Size());
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output.allIndices.Resize(level.subsectors.Size() + level.sides.Size() + 2*level.sectors.Size());
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output.sectionForSubsectorPtr = &output.allIndices[0];
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output.sectionForSidedefPtr = &output.allIndices[level.subsectors.Size()];
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output.firstSectionForSectorPtr = &output.allIndices[level.subsectors.Size() + level.sides.Size()];
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output.numberOfSectionForSectorPtr = &output.allIndices[level.subsectors.Size() + level.sides.Size() + level.sectors.Size()];
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memset(output.sectionForSubsectorPtr, -1, sizeof(int) * level.subsectors.Size());
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output.sectionForSidedefPtr = &output.allIndices[0];
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output.firstSectionForSectorPtr = &output.allIndices[level.sides.Size()];
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output.numberOfSectionForSectorPtr = &output.allIndices[level.sides.Size() + level.sectors.Size()];
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memset(output.firstSectionForSectorPtr, -1, sizeof(int) * level.sectors.Size());
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memset(output.numberOfSectionForSectorPtr, 0, sizeof(int) * level.sectors.Size());
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@ -704,6 +702,7 @@ public:
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fseg.end = segment->end;
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fseg.partner = segment->partner == nullptr ? nullptr : &output.allLines[segment->partner->tempindex];
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fseg.sidedef = segment->sidedef;
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fseg.section = &dest;
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dest.bounds.addVertex(fseg.start->fX(), fseg.start->fY());
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dest.bounds.addVertex(fseg.end->fX(), fseg.end->fY());
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}
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@ -717,7 +716,7 @@ public:
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for (auto ssi : group.subsectors)
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{
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output.allSubsectors[numsubsectors++] = &level.subsectors[ssi];
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output.sectionForSubsectorPtr[ssi] = curgroup;
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level.subsectors[ssi].section = &output.allSections[curgroup];
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}
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curgroup++;
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}
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@ -73,6 +73,7 @@ struct FSectionLine
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vertex_t *start;
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vertex_t *end;
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FSectionLine *partner;
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FSection *section;
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side_t *sidedef;
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};
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@ -101,27 +102,10 @@ public:
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TArray<subsector_t *> allSubsectors;
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TArray<int> allIndices;
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int *sectionForSubsectorPtr; // stored inside allIndices
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int *sectionForSidedefPtr; // also stored inside allIndices;
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int *firstSectionForSectorPtr; // ditto.
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int *numberOfSectionForSectorPtr; // ditto.
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FSection *SectionForSubsector(subsector_t *sub)
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{
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return SectionForSubsector(sub->Index());
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}
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FSection *SectionForSubsector(int ssindex)
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{
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return ssindex < 0 ? nullptr : &allSections[sectionForSubsectorPtr[ssindex]];
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}
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int SectionNumForSubsector(subsector_t *sub)
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{
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return SectionNumForSubsector(sub->Index());
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}
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int SectionNumForSubsector(int ssindex)
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{
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return ssindex < 0 ? -1 : sectionForSubsectorPtr[ssindex];
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}
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FSection *SectionForSidedef(side_t *side)
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{
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return SectionForSidedef(side->Index());
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@ -155,7 +155,7 @@ void HWDrawInfo::WorkerThread()
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{
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GLFlat flat;
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SetupFlat.Clock();
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flat.section = level.sections.SectionForSubsector(job->sub);
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flat.section = job->sub->section;
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front = hw_FakeFlat(job->sub->render_sector, &fakefront, in_area, false);
|
||||
flat.ProcessSector(this, front);
|
||||
SetupFlat.Unclock();
|
||||
|
@ -680,8 +680,7 @@ void HWDrawInfo::DoSubsector(subsector_t * sub)
|
|||
fakesector = hw_FakeFlat(sector, &fake, in_area, false);
|
||||
}
|
||||
|
||||
auto secnum = level.sections.SectionNumForSubsector(sub);
|
||||
uint8_t &srf = section_renderflags[secnum];
|
||||
uint8_t &srf = section_renderflags[level.sections.SectionIndex(sub->section)];
|
||||
if (!(srf & SSRF_PROCESSED))
|
||||
{
|
||||
srf |= SSRF_PROCESSED;
|
||||
|
@ -693,7 +692,7 @@ void HWDrawInfo::DoSubsector(subsector_t * sub)
|
|||
else
|
||||
{
|
||||
GLFlat flat;
|
||||
flat.section = level.sections.SectionForSubsector(sub);
|
||||
flat.section = sub->section;
|
||||
SetupFlat.Clock();
|
||||
flat.ProcessSector(this, fakesector);
|
||||
SetupFlat.Unclock();
|
||||
|
|
|
@ -184,7 +184,7 @@ void GLFlat::DrawSubsectors(HWDrawInfo *di, FRenderState &state)
|
|||
{
|
||||
if (level.HasDynamicLights && screen->BuffersArePersistent())
|
||||
{
|
||||
SetupLights(di, sector->lighthead, lightdata, sector->PortalGroup);
|
||||
SetupLights(di, section->lighthead, lightdata, sector->PortalGroup);
|
||||
}
|
||||
state.SetLightIndex(dynlightindex);
|
||||
|
||||
|
@ -346,7 +346,7 @@ inline void GLFlat::PutFlat(HWDrawInfo *di, bool fog)
|
|||
{
|
||||
if (level.HasDynamicLights && gltexture != nullptr)
|
||||
{
|
||||
SetupLights(di, sector->lighthead, lightdata, sector->PortalGroup);
|
||||
SetupLights(di, section->lighthead, lightdata, sector->PortalGroup);
|
||||
}
|
||||
}
|
||||
di->AddFlat(this, fog);
|
||||
|
|
|
@ -54,7 +54,8 @@ int HWDrawInfo::SetupLightsForOtherPlane(subsector_t * sub, FDynLightData &light
|
|||
if (level.HasDynamicLights && !isFullbrightScene())
|
||||
{
|
||||
Plane p;
|
||||
FLightNode * node = sub->sector->lighthead;
|
||||
|
||||
FLightNode * node = sub->section->lighthead;
|
||||
|
||||
lightdata.Clear();
|
||||
while (node)
|
||||
|
|
|
@ -131,11 +131,11 @@ void HWDrawInfo::GetDynSpriteLight(AActor *thing, particle_t *particle, float *o
|
|||
{
|
||||
if (thing != NULL)
|
||||
{
|
||||
GetDynSpriteLight(thing, (float)thing->X(), (float)thing->Y(), (float)thing->Center(), thing->Sector->lighthead, thing->Sector->PortalGroup, out);
|
||||
GetDynSpriteLight(thing, (float)thing->X(), (float)thing->Y(), (float)thing->Center(), thing->section->lighthead, thing->Sector->PortalGroup, out);
|
||||
}
|
||||
else if (particle != NULL)
|
||||
{
|
||||
GetDynSpriteLight(NULL, (float)particle->Pos.X, (float)particle->Pos.Y, (float)particle->Pos.Z, particle->subsector->sector->lighthead, particle->subsector->sector->PortalGroup, out);
|
||||
GetDynSpriteLight(NULL, (float)particle->Pos.X, (float)particle->Pos.Y, (float)particle->Pos.Z, particle->subsector->section->lighthead, particle->subsector->sector->PortalGroup, out);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -157,10 +157,13 @@ void hw_GetDynModelLight(AActor *self, FDynLightData &modellightdata)
|
|||
float y = (float)self->Y();
|
||||
float z = (float)self->Center();
|
||||
float radiusSquared = (float)(self->renderradius * self->renderradius);
|
||||
dl_validcount++;
|
||||
|
||||
BSPWalkCircle(x, y, radiusSquared, [&](subsector_t *subsector) // Iterate through all subsectors potentially touched by actor
|
||||
{
|
||||
FLightNode * node = subsector->sector->lighthead;
|
||||
auto section = subsector->section;
|
||||
if (section->validcount == dl_validcount) return; // already done from a previous subsector.
|
||||
FLightNode * node = section->lighthead;
|
||||
while (node) // check all lights touching a subsector
|
||||
{
|
||||
ADynamicLight *light = node->lightsource;
|
||||
|
|
|
@ -302,7 +302,7 @@ void GLWall::SetupLights(HWDrawInfo *di, FDynLightData &lightdata)
|
|||
else if (sub)
|
||||
{
|
||||
// Polobject segs cannot be checked per sidedef so use the subsector instead.
|
||||
node = sub->sector->lighthead;
|
||||
node = sub->section->lighthead;
|
||||
}
|
||||
else node = NULL;
|
||||
|
||||
|
|
|
@ -470,7 +470,7 @@ void AActor::LinkToWorld(FLinkContext *ctx, bool spawningmapthing, sector_t *sec
|
|||
|
||||
Sector = sector;
|
||||
subsector = R_PointInSubsector(Pos()); // this is from the rendering nodes, not the gameplay nodes!
|
||||
section = level.sections.SectionForSubsector(subsector->Index());
|
||||
section = subsector->section;
|
||||
|
||||
if (!(flags & MF_NOSECTOR))
|
||||
{
|
||||
|
|
|
@ -70,7 +70,7 @@ void PolyModelRenderer::AddLights(AActor *actor)
|
|||
|
||||
BSPWalkCircle(x, y, radiusSquared, [&](subsector_t *subsector) // Iterate through all subsectors potentially touched by actor
|
||||
{
|
||||
FLightNode * node = subsector->sector->lighthead;
|
||||
FLightNode * node = subsector->section->lighthead;
|
||||
while (node) // check all lights touching a subsector
|
||||
{
|
||||
ADynamicLight *light = node->lightsource;
|
||||
|
|
|
@ -275,7 +275,7 @@ void RenderPolyPlane::SetDynLights(PolyRenderThread *thread, PolyDrawArgs &args,
|
|||
return;
|
||||
}
|
||||
|
||||
FLightNode *light_list = sub->sector->lighthead;
|
||||
FLightNode *light_list = sub->section->lighthead;
|
||||
|
||||
auto cameraLight = PolyCameraLight::Instance();
|
||||
if ((cameraLight->FixedLightLevel() >= 0) || (cameraLight->FixedColormap() != nullptr))
|
||||
|
|
|
@ -381,7 +381,7 @@ void RenderPolySprite::SetDynlight(AActor *thing, PolyDrawArgs &args)
|
|||
float lit_red = 0;
|
||||
float lit_green = 0;
|
||||
float lit_blue = 0;
|
||||
auto node = thing->Sector->lighthead;
|
||||
auto node = thing->section->lighthead;
|
||||
while (node != nullptr)
|
||||
{
|
||||
ADynamicLight *light = node->lightsource;
|
||||
|
|
|
@ -51,6 +51,7 @@ struct FLinePortal;
|
|||
struct seg_t;
|
||||
struct sector_t;
|
||||
class AActor;
|
||||
struct FSection;
|
||||
|
||||
#define MAXWIDTH 12000
|
||||
#define MAXHEIGHT 5000
|
||||
|
@ -1028,7 +1029,6 @@ public:
|
|||
|
||||
// killough 3/7/98: support flat heights drawn at another sector's heights
|
||||
sector_t *heightsec; // other sector, or NULL if no other sector
|
||||
FLightNode * lighthead;
|
||||
|
||||
uint32_t bottommap, midmap, topmap; // killough 4/4/98: dynamic colormaps
|
||||
// [RH] these can also be blend values if
|
||||
|
@ -1455,13 +1455,13 @@ struct subsector_t
|
|||
FMiniBSP *BSP;
|
||||
seg_t *firstline;
|
||||
sector_t *render_sector;
|
||||
FSection *section;
|
||||
uint32_t numlines;
|
||||
uint16_t flags;
|
||||
uint16_t sectorindex;
|
||||
short mapsection;
|
||||
|
||||
// subsector related GL data
|
||||
int validcount;
|
||||
short mapsection;
|
||||
char hacked; // 1: is part of a render hack
|
||||
|
||||
void BuildPolyBSP();
|
||||
|
|
|
@ -142,6 +142,7 @@ bool setsizeneeded;
|
|||
|
||||
unsigned int R_OldBlend = ~0;
|
||||
int validcount = 1; // increment every time a check is made
|
||||
int dl_validcount = 1; // increment every time a check is made
|
||||
FCanvasTextureInfo *FCanvasTextureInfo::List;
|
||||
|
||||
DVector3a view;
|
||||
|
|
|
@ -66,6 +66,7 @@ extern FViewWindow r_viewwindow;
|
|||
extern int setblocks;
|
||||
extern bool r_NoInterpolate;
|
||||
extern int validcount;
|
||||
extern int dl_validcount; // For use with FSection. validcount is in use by the renderer and any quick section exclusion needs another variable.
|
||||
|
||||
extern angle_t LocalViewAngle; // [RH] Added to consoleplayer's angle
|
||||
extern int LocalViewPitch; // [RH] Used directly instead of consoleplayer's pitch
|
||||
|
|
|
@ -558,7 +558,7 @@ namespace swrenderer
|
|||
Fake3DOpaque::Normal,
|
||||
0);
|
||||
|
||||
ceilingplane->AddLights(Thread, frontsector->lighthead);
|
||||
ceilingplane->AddLights(Thread, sub->section->lighthead);
|
||||
}
|
||||
|
||||
int adjusted_floorlightlevel = floorlightlevel;
|
||||
|
@ -598,7 +598,7 @@ namespace swrenderer
|
|||
Fake3DOpaque::Normal,
|
||||
0);
|
||||
|
||||
floorplane->AddLights(Thread, frontsector->lighthead);
|
||||
floorplane->AddLights(Thread, sub->section->lighthead);
|
||||
}
|
||||
|
||||
Add3DFloorPlanes(sub, frontsector, basecolormap, foggy, adjusted_ceilinglightlevel, adjusted_floorlightlevel);
|
||||
|
@ -742,7 +742,7 @@ namespace swrenderer
|
|||
Fake3DOpaque::FakeFloor,
|
||||
fakeAlpha);
|
||||
|
||||
floorplane3d->AddLights(Thread, tempsec.lighthead);
|
||||
floorplane3d->AddLights(Thread, sub->section->lighthead);
|
||||
|
||||
FakeDrawLoop(sub, &tempsec, floorplane3d, nullptr, foggy, basecolormap, Fake3DOpaque::FakeFloor);
|
||||
}
|
||||
|
@ -810,7 +810,7 @@ namespace swrenderer
|
|||
Fake3DOpaque::FakeCeiling,
|
||||
fakeAlpha);
|
||||
|
||||
ceilingplane3d->AddLights(Thread, tempsec.lighthead);
|
||||
ceilingplane3d->AddLights(Thread, sub->section->lighthead);
|
||||
|
||||
FakeDrawLoop(sub, &tempsec, nullptr, ceilingplane3d, foggy, basecolormap, Fake3DOpaque::FakeCeiling);
|
||||
}
|
||||
|
|
|
@ -111,7 +111,7 @@ namespace swrenderer
|
|||
|
||||
BSPWalkCircle(x, y, radiusSquared, [&](subsector_t *subsector) // Iterate through all subsectors potentially touched by actor
|
||||
{
|
||||
FLightNode * node = subsector->sector->lighthead;
|
||||
FLightNode * node = subsector->section->lighthead;
|
||||
while (node) // check all lights touching a subsector
|
||||
{
|
||||
ADynamicLight *light = node->lightsource;
|
||||
|
|
|
@ -202,6 +202,7 @@ namespace swrenderer
|
|||
// killough 3/27/98: save sector for special clipping later
|
||||
vis->heightsec = heightsec;
|
||||
vis->sector = thing->Sector;
|
||||
vis->section = thing->section;
|
||||
|
||||
vis->depth = (float)tz;
|
||||
vis->gpos = { (float)pos.X, (float)pos.Y, (float)pos.Z };
|
||||
|
@ -251,7 +252,7 @@ namespace swrenderer
|
|||
float lit_red = 0;
|
||||
float lit_green = 0;
|
||||
float lit_blue = 0;
|
||||
auto node = vis->sector->lighthead;
|
||||
auto node = vis->section->lighthead;
|
||||
while (node != nullptr)
|
||||
{
|
||||
ADynamicLight *light = node->lightsource;
|
||||
|
|
|
@ -73,6 +73,7 @@ namespace swrenderer
|
|||
|
||||
FVector3 gpos = { 0.0f, 0.0f, 0.0f }; // origin in world coordinates
|
||||
sector_t *sector = nullptr; // sector this sprite is in
|
||||
FSection *section;
|
||||
|
||||
ColormapLight Light;
|
||||
float Alpha = 0.0f;
|
||||
|
|
Loading…
Reference in a new issue