Fix span dynamic light rendering glitch

This commit is contained in:
Magnus Norddahl 2017-03-10 16:23:16 +01:00 committed by Rachael Alexanderson
parent 1e7ea1c7ff
commit d75e09f545
1 changed files with 15 additions and 11 deletions

View File

@ -209,19 +209,27 @@ namespace swrenderer
drawerargs.dc_viewpos.Z = (float)((viewport->CenterY - y - 0.5) / viewport->InvZtoScale * zspan);
drawerargs.dc_viewpos_step.X = (float)(zspan / viewport->CenterX);
static DrawerLight lightbuffer[64 * 1024];
static int nextlightindex = 0;
// Plane normal
drawerargs.dc_normal.X = 0.0f;
drawerargs.dc_normal.Y = 0.0f;
drawerargs.dc_normal.Z = (y >= viewport->CenterY) ? 1.0f : -1.0f;
// Setup lights for row
drawerargs.dc_num_lights = 0;
drawerargs.dc_lights = lightbuffer + nextlightindex;
// Calculate max lights that can touch the row so we can allocate memory for the list
int max_lights = 0;
VisiblePlaneLight *cur_node = light_list;
while (cur_node && nextlightindex < 64 * 1024)
while (cur_node)
{
if (!(cur_node->lightsource->flags2&MF2_DORMANT))
max_lights++;
cur_node = cur_node->next;
}
drawerargs.dc_num_lights = 0;
drawerargs.dc_lights = Thread->FrameMemory->AllocMemory<DrawerLight>(max_lights);
// Setup lights for row
cur_node = light_list;
while (cur_node)
{
double lightX = cur_node->lightsource->X() - ViewPos.X;
double lightY = cur_node->lightsource->Y() - ViewPos.Y;
@ -244,7 +252,6 @@ namespace swrenderer
uint32_t green = cur_node->lightsource->GetGreen();
uint32_t blue = cur_node->lightsource->GetBlue();
nextlightindex++;
auto &light = drawerargs.dc_lights[drawerargs.dc_num_lights++];
light.x = lx;
light.y = lconstant;
@ -255,9 +262,6 @@ namespace swrenderer
cur_node = cur_node->next;
}
if (nextlightindex == 64 * 1024)
nextlightindex = 0;
}
else
{