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- changed the light parameter of ShadowTest to a position vector.
This was one of two places where game state leaked into the shadowmap implementation.
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3 changed files with 5 additions and 5 deletions
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@ -98,10 +98,10 @@ CUSTOM_CVAR (Bool, gl_light_shadowmap, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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}
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}
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bool IShadowMap::ShadowTest(FDynamicLight *light, const DVector3 &pos)
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bool IShadowMap::ShadowTest(const DVector3 &lpos, const DVector3 &pos)
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{
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if (light->shadowmapped && light->GetRadius() > 0.0 && IsEnabled() && mAABBTree)
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return mAABBTree->RayTest(light->Pos, pos) >= 1.0f;
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if (mAABBTree)
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return mAABBTree->RayTest(lpos, pos) >= 1.0f;
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else
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return true;
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}
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@ -19,7 +19,7 @@ public:
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void Reset();
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// Test if a world position is in shadow relative to the specified light and returns false if it is
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bool ShadowTest(FDynamicLight *light, const DVector3 &pos);
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bool ShadowTest(const DVector3 &lpos, const DVector3 &pos);
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// Returns true if gl_light_shadowmap is enabled and supported by the hardware
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bool IsEnabled() const;
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@ -106,7 +106,7 @@ void HWDrawInfo::GetDynSpriteLight(AActor *self, float x, float y, float z, FLig
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frac *= (float)smoothstep(light->pSpotOuterAngle->Cos(), light->pSpotInnerAngle->Cos(), cosDir);
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}
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if (frac > 0 && (!light->shadowmapped || screen->mShadowMap.ShadowTest(light, { x, y, z })))
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if (frac > 0 && (!light->shadowmapped || (light->GetRadius() > 0 && screen->mShadowMap.ShadowTest(light->Pos, { x, y, z }))))
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{
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lr = light->GetRed() / 255.0f;
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lg = light->GetGreen() / 255.0f;
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