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- removed some leftover code for handling dynamic lights in the render pass.
# Conflicts: # src/gl/scene/gl_flats.cpp
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parent
acb9505606
commit
07649fd31a
2 changed files with 15 additions and 18 deletions
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@ -73,8 +73,8 @@ struct FDrawInfo : public HWDrawInfo
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// Flat drawer
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void DrawFlat(GLFlat *flat, int pass, bool trans) override; // trans only has meaning for GLPASS_LIGHTSONLY
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void DrawSkyboxSector(GLFlat *flat, int pass, bool processlights);
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void DrawSubsectors(GLFlat *flat, int pass, bool processlights, bool istrans);
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void DrawSkyboxSector(GLFlat *flat, int pass);
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void DrawSubsectors(GLFlat *flat, int pass, bool istrans);
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void DrawSubsector(GLFlat *flat, subsector_t * sub);
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// Sprite drawer
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@ -104,7 +104,7 @@ void FDrawInfo::DrawSubsector(GLFlat *flat, subsector_t * sub)
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//
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//==========================================================================
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void FDrawInfo::DrawSubsectors(GLFlat *flat, int pass, bool processlights, bool istrans)
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void FDrawInfo::DrawSubsectors(GLFlat *flat, int pass, bool istrans)
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{
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int dli = flat->dynlightindex;
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auto vcount = flat->sector->ibocount;
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@ -112,15 +112,12 @@ void FDrawInfo::DrawSubsectors(GLFlat *flat, int pass, bool processlights, bool
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gl_RenderState.Apply();
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auto iboindex = flat->iboindex;
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if (processlights)
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{
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if (screen->hwcaps & RFL_BUFFER_STORAGE)
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{
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flat->SetupLights(this, flat->sector->lighthead, lightdata, flat->sector->PortalGroup);
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}
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gl_RenderState.ApplyLightIndex(flat->dynlightindex);
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}
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if (screen->hwcaps & RFL_BUFFER_STORAGE)
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{
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flat->SetupLights(this, flat->sector->lighthead, lightdata, flat->sector->PortalGroup);
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}
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gl_RenderState.ApplyLightIndex(flat->dynlightindex);
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if (iboindex >= 0)
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{
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if (vcount > 0 && !ClipLineShouldBeActive())
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@ -173,7 +170,7 @@ void FDrawInfo::DrawSubsectors(GLFlat *flat, int pass, bool processlights, bool
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while (node)
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{
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if (processlights) gl_RenderState.ApplyLightIndex(node->lightindex);
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gl_RenderState.ApplyLightIndex(node->lightindex);
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DrawSubsector(flat, node->sub);
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node = node->next;
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}
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@ -187,10 +184,11 @@ void FDrawInfo::DrawSubsectors(GLFlat *flat, int pass, bool processlights, bool
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//
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//==========================================================================
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void FDrawInfo::DrawSkyboxSector(GLFlat *flat, int pass, bool processlights)
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void FDrawInfo::DrawSkyboxSector(GLFlat *flat, int pass)
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{
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FQuadDrawer qd;
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flat->CreateSkyboxVertices(qd.Pointer());
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gl_RenderState.ApplyLightIndex(flat->dynlightindex);
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qd.Render(GL_TRIANGLE_FAN);
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flatvertices += 4;
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@ -208,7 +206,6 @@ void FDrawInfo::DrawFlat(GLFlat *flat, int pass, bool trans) // trans only has m
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int rel = getExtraLight();
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auto &plane = flat->plane;
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auto processLights = level.HasDynamicLights && !isFullbrightScene();
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gl_RenderState.SetNormal(plane.plane.Normal().X, plane.plane.Normal().Z, plane.plane.Normal().Y);
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switch (pass)
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@ -222,13 +219,13 @@ void FDrawInfo::DrawFlat(GLFlat *flat, int pass, bool trans) // trans only has m
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{
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gl_RenderState.SetMaterial(flat->gltexture, CLAMP_NONE, 0, -1, false);
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gl_RenderState.SetPlaneTextureRotation(&plane, flat->gltexture);
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DrawSubsectors(flat, pass, processLights, false);
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DrawSubsectors(flat, pass, false);
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gl_RenderState.EnableTextureMatrix(false);
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}
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else
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{
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gl_RenderState.SetMaterial(flat->gltexture, CLAMP_XY, 0, -1, false);
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DrawSkyboxSector(flat, pass, processLights);
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DrawSkyboxSector(flat, pass);
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}
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gl_RenderState.SetObjectColor(0xffffffff);
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break;
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@ -243,7 +240,7 @@ void FDrawInfo::DrawFlat(GLFlat *flat, int pass, bool trans) // trans only has m
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{
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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gl_RenderState.EnableTexture(false);
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DrawSubsectors(flat, pass, false, true);
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DrawSubsectors(flat, pass, true);
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gl_RenderState.EnableTexture(true);
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}
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else
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@ -252,7 +249,7 @@ void FDrawInfo::DrawFlat(GLFlat *flat, int pass, bool trans) // trans only has m
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else gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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gl_RenderState.SetMaterial(flat->gltexture, CLAMP_NONE, 0, -1, false);
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gl_RenderState.SetPlaneTextureRotation(&plane, flat->gltexture);
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DrawSubsectors(flat, pass, processLights && (gl.lightmethod == LM_DIRECT || flat->dynlightindex > -1), true);
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DrawSubsectors(flat, pass, true);
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gl_RenderState.EnableTextureMatrix(false);
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}
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if (flat->renderstyle==STYLE_Add) gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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