Make LightVisibility thread local

This commit is contained in:
Magnus Norddahl 2017-03-12 20:40:00 +01:00
parent 438b983ab1
commit 00f6ed45a2
28 changed files with 45 additions and 48 deletions

View File

@ -66,7 +66,7 @@ void PolyRenderer::RenderView(player_t *player)
int stHeight = gST_Y;
float trueratio;
ActiveRatio(width, height, &trueratio);
viewport->SetViewport(width, height, trueratio);
viewport->SetViewport(&Thread, width, height, trueratio);
RenderActorView(player->mo, false);
@ -89,7 +89,7 @@ void PolyRenderer::RenderViewToCanvas(AActor *actor, DCanvas *canvas, int x, int
viewwidth = width;
viewport->RenderTarget = canvas;
R_SetWindow(viewport->viewpoint, viewport->viewwindow, 12, width, height, height, true);
viewport->SetViewport(width, height, viewport->viewwindow.WidescreenRatio);
viewport->SetViewport(&Thread, width, height, viewport->viewwindow.WidescreenRatio);
viewwindowx = x;
viewwindowy = y;
viewactive = true;
@ -105,7 +105,7 @@ void PolyRenderer::RenderViewToCanvas(AActor *actor, DCanvas *canvas, int x, int
R_ExecuteSetViewSize(viewport->viewpoint, viewport->viewwindow);
float trueratio;
ActiveRatio(width, height, &trueratio);
viewport->SetViewport(width, height, viewport->viewwindow.WidescreenRatio);
viewport->SetViewport(&Thread, width, height, viewport->viewwindow.WidescreenRatio);
viewactive = savedviewactive;
}

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@ -139,7 +139,7 @@ void RenderPolyDecal::Render(const TriMatrix &worldToClip, const Vec4f &clipPlan
args.uniforms.flags = 0;
args.SetColormap(front->ColorMap);
args.SetTexture(tex, decal->Translation, true);
args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->WallGlobVis(foggy);
args.uniforms.globvis = (float)PolyRenderer::Instance()->Thread.Light->WallGlobVis(foggy);
if (fullbrightSprite || cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
{
args.uniforms.light = 256;

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@ -76,7 +76,7 @@ void RenderPolyParticle::Render(const TriMatrix &worldToClip, const Vec4f &clipP
PolyDrawArgs args;
args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->ParticleGlobVis(foggy);
args.uniforms.globvis = (float)PolyRenderer::Instance()->Thread.Light->ParticleGlobVis(foggy);
if (fullbrightSprite || cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
{

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@ -112,7 +112,7 @@ void RenderPolyPlane::Render3DFloor(const TriMatrix &worldToClip, const Vec4f &c
UVTransform xform(ceiling ? fakeFloor->top.model->planes[sector_t::ceiling].xform : fakeFloor->top.model->planes[sector_t::floor].xform, tex);
PolyDrawArgs args;
args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->SlopePlaneGlobVis(foggy) * 48.0f;
args.uniforms.globvis = (float)PolyRenderer::Instance()->Thread.Light->SlopePlaneGlobVis(foggy) * 48.0f;
args.uniforms.light = (uint32_t)(lightlevel / 255.0f * 256.0f);
if (cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
args.uniforms.light = 256;
@ -310,7 +310,7 @@ void RenderPolyPlane::Render(const TriMatrix &worldToClip, const Vec4f &clipPlan
swrenderer::CameraLight *cameraLight = swrenderer::CameraLight::Instance();
PolyDrawArgs args;
args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->SlopePlaneGlobVis(foggy) * 48.0f;
args.uniforms.globvis = (float)PolyRenderer::Instance()->Thread.Light->SlopePlaneGlobVis(foggy) * 48.0f;
args.uniforms.light = (uint32_t)(frontsector->lightlevel / 255.0f * 256.0f);
if (cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
args.uniforms.light = 256;

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@ -228,7 +228,7 @@ void RenderPolyPlayerSprites::RenderSprite(DPSprite *sprite, AActor *owner, floa
int actualextralight = foggy ? 0 : viewpoint.extralight << 4;
int spriteshade = swrenderer::LightVisibility::LightLevelToShade(owner->Sector->lightlevel + actualextralight, foggy);
double minz = double((2048 * 4) / double(1 << 20));
ColormapNum = GETPALOOKUP(swrenderer::LightVisibility::Instance()->SpriteGlobVis(foggy) / minz, spriteshade);
ColormapNum = GETPALOOKUP(PolyRenderer::Instance()->Thread.Light->SpriteGlobVis(foggy) / minz, spriteshade);
if (sprite->GetID() < PSP_TARGETCENTER)
{

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@ -93,7 +93,7 @@ void PolyDrawSectorPortal::SaveGlobals()
savedextralight = viewpoint.extralight;
savedpos = viewpoint.Pos;
savedangles = viewpoint.Angles;
savedvisibility = swrenderer::LightVisibility::Instance()->GetVisibility();
savedvisibility = PolyRenderer::Instance()->Thread.Light->GetVisibility();
savedcamera = viewpoint.camera;
savedsector = viewpoint.sector;
@ -102,7 +102,7 @@ void PolyDrawSectorPortal::SaveGlobals()
// Don't let gun flashes brighten the sky box
AActor *sky = Portal->mSkybox;
viewpoint.extralight = 0;
swrenderer::LightVisibility::Instance()->SetVisibility(PolyRenderer::Instance()->Thread.Viewport.get(), sky->args[0] * 0.25f);
PolyRenderer::Instance()->Thread.Light->SetVisibility(PolyRenderer::Instance()->Thread.Viewport.get(), sky->args[0] * 0.25f);
viewpoint.Pos = sky->InterpolatedPosition(viewpoint.TicFrac);
viewpoint.Angles.Yaw = savedangles.Yaw + (sky->PrevAngles.Yaw + deltaangle(sky->PrevAngles.Yaw, sky->Angles.Yaw) * viewpoint.TicFrac);
}
@ -133,7 +133,7 @@ void PolyDrawSectorPortal::RestoreGlobals()
viewpoint.camera = savedcamera;
viewpoint.sector = savedsector;
viewpoint.Pos = savedpos;
swrenderer::LightVisibility::Instance()->SetVisibility(PolyRenderer::Instance()->Thread.Viewport.get(), savedvisibility);
PolyRenderer::Instance()->Thread.Light->SetVisibility(PolyRenderer::Instance()->Thread.Viewport.get(), savedvisibility);
viewpoint.extralight = savedextralight;
viewpoint.Angles = savedangles;
R_SetViewAngle(viewpoint, viewwindow);

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@ -244,7 +244,7 @@ void RenderPolyScene::RenderPortals(int portalDepth)
PolyDrawArgs args;
args.objectToClip = &WorldToClip;
args.mode = TriangleDrawMode::Fan;
args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->WallGlobVis(foggy);
args.uniforms.globvis = (float)PolyRenderer::Instance()->Thread.Light->WallGlobVis(foggy);
args.uniforms.color = 0;
args.uniforms.light = 256;
args.uniforms.flags = TriUniforms::fixed_light;

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@ -57,7 +57,7 @@ void PolySkyDome::Render(const TriMatrix &worldToClip)
int rc = mRows + 1;
PolyDrawArgs args;
args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->WallGlobVis(foggy);
args.uniforms.globvis = (float)PolyRenderer::Instance()->Thread.Light->WallGlobVis(foggy);
args.uniforms.light = 256;
args.uniforms.flags = 0;
args.uniforms.subsectorDepth = RenderPolyScene::SkySubsectorDepth;

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@ -141,7 +141,7 @@ void RenderPolySprite::Render(const TriMatrix &worldToClip, const Vec4f &clipPla
swrenderer::CameraLight *cameraLight = swrenderer::CameraLight::Instance();
PolyDrawArgs args;
args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->SpriteGlobVis(foggy);
args.uniforms.globvis = (float)PolyRenderer::Instance()->Thread.Light->SpriteGlobVis(foggy);
args.uniforms.flags = 0;
if (fullbrightSprite || cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
{

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@ -249,7 +249,7 @@ void RenderPolyWall::Render(const TriMatrix &worldToClip, const Vec4f &clipPlane
}
PolyDrawArgs args;
args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->WallGlobVis(foggy);
args.uniforms.globvis = (float)PolyRenderer::Instance()->Thread.Light->WallGlobVis(foggy);
args.uniforms.light = (uint32_t)(GetLightLevel() / 255.0f * 256.0f);
args.uniforms.flags = 0;
args.uniforms.subsectorDepth = SubsectorDepth;

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@ -102,7 +102,7 @@ void RenderPolyWallSprite::Render(const TriMatrix &worldToClip, const Vec4f &cli
swrenderer::CameraLight *cameraLight = swrenderer::CameraLight::Instance();
PolyDrawArgs args;
args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->WallGlobVis(foggy);
args.uniforms.globvis = (float)PolyRenderer::Instance()->Thread.Light->WallGlobVis(foggy);
if (fullbrightSprite || cameraLight->FixedLightLevel() >= 0 || cameraLight->FixedColormap())
{
args.uniforms.light = 256;

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@ -782,7 +782,7 @@ namespace swrenderer
if (cameraLight->FixedColormap() == nullptr && cameraLight->FixedLightLevel() < 0)
{
wallshade = LightVisibility::LightLevelToShade(mLineSegment->sidedef->GetLightLevel(foggy, mFrontSector->lightlevel) + LightVisibility::ActualExtraLight(foggy, Thread->Viewport.get()), foggy);
double GlobVis = LightVisibility::Instance()->WallGlobVis(foggy);
double GlobVis = Thread->Light->WallGlobVis(foggy);
rw_lightleft = float(GlobVis / WallC.sz1);
rw_lightstep = float((GlobVis / WallC.sz2 - rw_lightleft) / (WallC.sx2 - WallC.sx1));
}

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@ -120,7 +120,7 @@ namespace swrenderer
// [RH] set foggy flag
bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE));
GlobVis = LightVisibility::Instance()->FlatPlaneGlobVis(foggy) / planeheight;
GlobVis = Thread->Light->FlatPlaneGlobVis(foggy) / planeheight;
CameraLight *cameraLight = CameraLight::Instance();
if (cameraLight->FixedLightLevel() >= 0)

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@ -157,7 +157,7 @@ namespace swrenderer
basecolormap = colormap;
bool foggy = level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE);;
planelightfloat = (LightVisibility::Instance()->SlopePlaneGlobVis(foggy) * lxscale * lyscale) / (fabs(pl->height.ZatPoint(Thread->Viewport->viewpoint.Pos) - Thread->Viewport->viewpoint.Pos.Z)) / 65536.f;
planelightfloat = (Thread->Light->SlopePlaneGlobVis(foggy) * lxscale * lyscale) / (fabs(pl->height.ZatPoint(Thread->Viewport->viewpoint.Pos) - Thread->Viewport->viewpoint.Pos.Z)) / 65536.f;
if (pl->height.fC() > 0)
planelightfloat = -planelightfloat;

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@ -62,6 +62,7 @@ namespace swrenderer
MainThread = mainThread;
FrameMemory = std::make_unique<RenderMemory>();
Viewport = std::make_unique<RenderViewport>();
Light = std::make_unique<LightVisibility>();
DrawQueue = std::make_shared<DrawerCommandQueue>(this);
OpaquePass = std::make_unique<RenderOpaquePass>(this);
TranslucentPass = std::make_unique<RenderTranslucentPass>(this);

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@ -43,6 +43,7 @@ namespace swrenderer
class RenderClipSegment;
class RenderMemory;
class RenderViewport;
class LightVisibility;
class SWPixelFormatDrawers;
class SWTruecolorDrawers;
class SWPalDrawers;
@ -69,6 +70,7 @@ namespace swrenderer
std::unique_ptr<DrawSegmentList> DrawSegments;
std::unique_ptr<RenderClipSegment> ClipSegments;
std::unique_ptr<RenderViewport> Viewport;
std::unique_ptr<LightVisibility> Light;
DrawerCommandQueuePtr DrawQueue;
std::thread thread;

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@ -370,10 +370,10 @@ void FSoftwareRenderer::CleanLevelData()
double FSoftwareRenderer::GetVisibility()
{
return LightVisibility::Instance()->GetVisibility();
return mScene.MainThread()->Light->GetVisibility();
}
void FSoftwareRenderer::SetVisibility(double vis)
{
LightVisibility::Instance()->SetVisibility(mScene.MainThread()->Viewport.get(), vis);
mScene.MainThread()->Light->SetVisibility(mScene.MainThread()->Viewport.get(), vis);
}

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@ -93,12 +93,6 @@ namespace swrenderer
/////////////////////////////////////////////////////////////////////////
LightVisibility *LightVisibility::Instance()
{
static LightVisibility instance;
return &instance;
}
// Changes how rapidly things get dark with distance
void LightVisibility::SetVisibility(RenderViewport *viewport, double vis)
{

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@ -69,8 +69,6 @@ namespace swrenderer
class LightVisibility
{
public:
static LightVisibility *Instance();
void SetVisibility(RenderViewport *viewport, double visibility);
double GetVisibility() const { return CurrentVisibility; }

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@ -104,7 +104,7 @@ namespace swrenderer
int savedextralight = Thread->Viewport->viewpoint.extralight;
DVector3 savedpos = Thread->Viewport->viewpoint.Pos;
DRotator savedangles = Thread->Viewport->viewpoint.Angles;
double savedvisibility = LightVisibility::Instance()->GetVisibility();
double savedvisibility = Thread->Light->GetVisibility();
AActor *savedcamera = Thread->Viewport->viewpoint.camera;
sector_t *savedsector = Thread->Viewport->viewpoint.sector;
@ -126,7 +126,7 @@ namespace swrenderer
// Don't let gun flashes brighten the sky box
AActor *sky = port->mSkybox;
Thread->Viewport->viewpoint.extralight = 0;
LightVisibility::Instance()->SetVisibility(Thread->Viewport.get(), sky->args[0] * 0.25f);
Thread->Light->SetVisibility(Thread->Viewport.get(), sky->args[0] * 0.25f);
Thread->Viewport->viewpoint.Pos = sky->InterpolatedPosition(Thread->Viewport->viewpoint.TicFrac);
Thread->Viewport->viewpoint.Angles.Yaw = savedangles.Yaw + (sky->PrevAngles.Yaw + deltaangle(sky->PrevAngles.Yaw, sky->Angles.Yaw) * Thread->Viewport->viewpoint.TicFrac);
@ -139,7 +139,7 @@ namespace swrenderer
case PORTS_PORTAL:
case PORTS_LINKEDPORTAL:
Thread->Viewport->viewpoint.extralight = pl->extralight;
LightVisibility::Instance()->SetVisibility(Thread->Viewport.get(), pl->visibility);
Thread->Light->SetVisibility(Thread->Viewport.get(), pl->visibility);
Thread->Viewport->viewpoint.Pos.X = pl->viewpos.X + port->mDisplacement.X;
Thread->Viewport->viewpoint.Pos.Y = pl->viewpos.Y + port->mDisplacement.Y;
Thread->Viewport->viewpoint.Pos.Z = pl->viewpos.Z;
@ -245,7 +245,7 @@ namespace swrenderer
Thread->Viewport->viewpoint.camera = savedcamera;
Thread->Viewport->viewpoint.sector = savedsector;
Thread->Viewport->viewpoint.Pos = savedpos;
LightVisibility::Instance()->SetVisibility(Thread->Viewport.get(), savedvisibility);
Thread->Light->SetVisibility(Thread->Viewport.get(), savedvisibility);
Thread->Viewport->viewpoint.extralight = savedextralight;
Thread->Viewport->viewpoint.Angles = savedangles;
R_SetViewAngle(Thread->Viewport->viewpoint, Thread->Viewport->viewwindow);
@ -517,7 +517,7 @@ namespace swrenderer
stacked_viewpos = Thread->Viewport->viewpoint.Pos;
stacked_angle = Thread->Viewport->viewpoint.Angles;
stacked_extralight = Thread->Viewport->viewpoint.extralight;
stacked_visibility = LightVisibility::Instance()->GetVisibility();
stacked_visibility = Thread->Light->GetVisibility();
}
void RenderPortal::SetMainPortal()

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@ -83,7 +83,7 @@ namespace swrenderer
int height = SCREENHEIGHT;
float trueratio;
ActiveRatio(width, height, &trueratio);
viewport->SetViewport(width, height, trueratio);
viewport->SetViewport(MainThread(), width, height, trueratio);
if (r_clearbuffer != 0)
{
@ -185,6 +185,7 @@ namespace swrenderer
for (int i = 0; i < numThreads; i++)
{
*Threads[i]->Viewport = *MainThread()->Viewport;
*Threads[i]->Light = *MainThread()->Light;
Threads[i]->X1 = viewwidth * i / numThreads;
Threads[i]->X2 = viewwidth * (i + 1) / numThreads;
}
@ -333,7 +334,7 @@ namespace swrenderer
viewwindowx = x;
viewwindowy = y;
viewactive = true;
viewport->SetViewport(width, height, MainThread()->Viewport->viewwindow.WidescreenRatio);
viewport->SetViewport(MainThread(), width, height, MainThread()->Viewport->viewwindow.WidescreenRatio);
RenderActorView(actor, dontmaplines);
@ -343,7 +344,7 @@ namespace swrenderer
float trueratio;
ActiveRatio(width, height, &trueratio);
screen->Lock(true);
viewport->SetViewport(width, height, trueratio);
viewport->SetViewport(MainThread(), width, height, trueratio);
screen->Unlock();
viewactive = savedviewactive;
@ -358,7 +359,7 @@ namespace swrenderer
float trueratio;
ActiveRatio(width, height, &trueratio);
screen->Lock(true);
viewport->SetViewport(SCREENWIDTH, SCREENHEIGHT, trueratio);
viewport->SetViewport(MainThread(), SCREENWIDTH, SCREENHEIGHT, trueratio);
screen->Unlock();
}

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@ -204,7 +204,7 @@ namespace swrenderer
vis->floorclip = 0;
vis->foggy = foggy;
vis->Light.SetColormap(tiz * LightVisibility::Instance()->ParticleGlobVis(foggy), shade, map, particle->bright != 0, false, false);
vis->Light.SetColormap(tiz * thread->Light->ParticleGlobVis(foggy), shade, map, particle->bright != 0, false, false);
thread->SpriteList->Push(vis);
}

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@ -280,7 +280,7 @@ namespace swrenderer
vis->dynlightcolor = 0;
}
vis->Light.SetColormap(LightVisibility::Instance()->SpriteGlobVis(foggy) / MAX(tz, MINZ), spriteshade, basecolormap, fullbright, invertcolormap, fadeToBlack);
vis->Light.SetColormap(thread->Light->SpriteGlobVis(foggy) / MAX(tz, MINZ), spriteshade, basecolormap, fullbright, invertcolormap, fadeToBlack);
thread->SpriteList->Push(vis);
}

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@ -140,7 +140,7 @@ namespace swrenderer
int spriteshade = LightVisibility::LightLevelToShade(sec->lightlevel + LightVisibility::ActualExtraLight(spr->foggy, thread->Viewport.get()), foggy);
Light.SetColormap(LightVisibility::Instance()->SpriteGlobVis(foggy) / MAX(MINZ, (double)spr->depth), spriteshade, mybasecolormap, isFullBright, invertcolormap, fadeToBlack);
Light.SetColormap(thread->Light->SpriteGlobVis(foggy) / MAX(MINZ, (double)spr->depth), spriteshade, mybasecolormap, isFullBright, invertcolormap, fadeToBlack);
}
}

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@ -170,7 +170,7 @@ namespace swrenderer
bool fullbright = !vis->foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT));
bool fadeToBlack = (vis->RenderStyle.Flags & STYLEF_FadeToBlack) != 0;
vis->Light.SetColormap(LightVisibility::Instance()->SpriteGlobVis(foggy) / MAX(tz, MINZ), spriteshade, basecolormap, fullbright, invertcolormap, fadeToBlack);
vis->Light.SetColormap(thread->Light->SpriteGlobVis(foggy) / MAX(tz, MINZ), spriteshade, basecolormap, fullbright, invertcolormap, fadeToBlack);
thread->SpriteList->Push(vis, true);
}

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@ -133,7 +133,7 @@ namespace swrenderer
vis->wallc = wallc;
vis->foggy = foggy;
vis->Light.SetColormap(LightVisibility::Instance()->SpriteGlobVis(foggy) / MAX(tz, MINZ), spriteshade, basecolormap, false, false, false);
vis->Light.SetColormap(thread->Light->SpriteGlobVis(foggy) / MAX(tz, MINZ), spriteshade, basecolormap, false, false, false);
thread->SpriteList->Push(vis);
}
@ -183,7 +183,7 @@ namespace swrenderer
SpriteDrawerArgs drawerargs;
int shade = LightVisibility::LightLevelToShade(spr->sector->lightlevel + LightVisibility::ActualExtraLight(spr->foggy, thread->Viewport.get()), spr->foggy);
double GlobVis = LightVisibility::Instance()->WallGlobVis(foggy);
double GlobVis = thread->Light->WallGlobVis(foggy);
float lightleft = float(GlobVis / spr->wallc.sz1);
float lightstep = float((GlobVis / spr->wallc.sz2 - lightleft) / (spr->wallc.sx2 - spr->wallc.sx1));
float light = lightleft + (x1 - spr->wallc.sx1) * lightstep;

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@ -48,7 +48,7 @@ namespace swrenderer
{
}
void RenderViewport::SetViewport(int fullWidth, int fullHeight, float trueratio)
void RenderViewport::SetViewport(RenderThread *thread, int fullWidth, int fullHeight, float trueratio)
{
int virtheight, virtwidth, virtwidth2, virtheight2;
@ -101,8 +101,7 @@ namespace swrenderer
InitTextureMapping();
// Reset r_*Visibility vars
LightVisibility *visibility = LightVisibility::Instance();
visibility->SetVisibility(this, visibility->GetVisibility());
thread->Light->SetVisibility(this, thread->Light->GetVisibility());
SetupBuffer();
}

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@ -19,13 +19,15 @@
namespace swrenderer
{
class RenderThread;
class RenderViewport
{
public:
RenderViewport();
~RenderViewport();
void SetViewport(int width, int height, float trueratio);
void SetViewport(RenderThread *thread, int width, int height, float trueratio);
void SetupFreelook();
DCanvas *RenderTarget = nullptr;