- delay converting wall lightlevels to a shade until we hit the drawer

This commit is contained in:
Magnus Norddahl 2018-12-17 06:47:26 +01:00
parent 946f657a37
commit 66b5e6e2ee
11 changed files with 54 additions and 48 deletions

View file

@ -494,16 +494,16 @@ namespace swrenderer
draw_segment->lightstep = rw_lightstep;
// Masked mMiddlePart.Textures should get the light level from the sector they reference,
// not from the current subsector, which is what the current wallshade value
// not from the current subsector, which is what the current lightlevel value
// comes from. We make an exeption for polyobjects, however, since their "home"
// sector should be whichever one they move into.
if (mLineSegment->sidedef->Flags & WALLF_POLYOBJ)
{
draw_segment->shade = wallshade;
draw_segment->lightlevel = lightlevel;
}
else
{
draw_segment->shade = LightVisibility::LightLevelToShade(mLineSegment->sidedef->GetLightLevel(foggy, mLineSegment->frontsector->lightlevel), foggy, Thread->Viewport.get());
draw_segment->lightlevel = mLineSegment->sidedef->GetLightLevel(foggy, mLineSegment->frontsector->lightlevel);
}
if (draw_segment->bFogBoundary || draw_segment->maskedtexturecol != nullptr)
@ -552,7 +552,7 @@ namespace swrenderer
// [ZZ] Only if not an active mirror
if (!markportal)
{
RenderDecal::RenderDecals(Thread, mLineSegment->sidedef, draw_segment, wallshade, rw_lightleft, rw_lightstep, mLineSegment, WallC, foggy, basecolormap, walltop.ScreenY, wallbottom.ScreenY, false);
RenderDecal::RenderDecals(Thread, mLineSegment->sidedef, draw_segment, lightlevel, rw_lightleft, rw_lightstep, mLineSegment, WallC, foggy, basecolormap, walltop.ScreenY, wallbottom.ScreenY, false);
}
if (markportal)
@ -789,7 +789,7 @@ namespace swrenderer
CameraLight *cameraLight = CameraLight::Instance();
if (cameraLight->FixedColormap() == nullptr && cameraLight->FixedLightLevel() < 0)
{
wallshade = LightVisibility::LightLevelToShade(mLineSegment->sidedef->GetLightLevel(foggy, mFrontSector->lightlevel), foggy, Thread->Viewport.get());
lightlevel = mLineSegment->sidedef->GetLightLevel(foggy, mFrontSector->lightlevel);
rw_lightleft = float(Thread->Light->WallVis(WallC.sz1, foggy));
rw_lightstep = float((Thread->Light->WallVis(WallC.sz2, foggy) - rw_lightleft) / (WallC.sx2 - WallC.sx1));
}
@ -1181,7 +1181,7 @@ namespace swrenderer
light_list = nullptr; // [SP] Don't draw dynlights if invul/lightamp active
RenderWallPart renderWallpart(Thread);
renderWallpart.Render(drawerargs, mFrontSector, mLineSegment, WallC, rw_pic, x1, x2, walltop.ScreenY, wallupper.ScreenY, mTopPart.TextureMid, walltexcoords.VStep, walltexcoords.UPos, yscale, MAX(mFrontCeilingZ1, mFrontCeilingZ2), MIN(mBackCeilingZ1, mBackCeilingZ2), false, wallshade, offset, rw_light, rw_lightstep, light_list, foggy, basecolormap);
renderWallpart.Render(drawerargs, mFrontSector, mLineSegment, WallC, rw_pic, x1, x2, walltop.ScreenY, wallupper.ScreenY, mTopPart.TextureMid, walltexcoords.VStep, walltexcoords.UPos, yscale, MAX(mFrontCeilingZ1, mFrontCeilingZ2), MIN(mBackCeilingZ1, mBackCeilingZ2), false, lightlevel, offset, rw_light, rw_lightstep, light_list, foggy, basecolormap);
}
void SWRenderLine::RenderMiddleTexture(int x1, int x2)
@ -1228,7 +1228,7 @@ namespace swrenderer
light_list = nullptr; // [SP] Don't draw dynlights if invul/lightamp active
RenderWallPart renderWallpart(Thread);
renderWallpart.Render(drawerargs, mFrontSector, mLineSegment, WallC, rw_pic, x1, x2, walltop.ScreenY, wallbottom.ScreenY, mMiddlePart.TextureMid, walltexcoords.VStep, walltexcoords.UPos, yscale, MAX(mFrontCeilingZ1, mFrontCeilingZ2), MIN(mFrontFloorZ1, mFrontFloorZ2), false, wallshade, offset, rw_light, rw_lightstep, light_list, foggy, basecolormap);
renderWallpart.Render(drawerargs, mFrontSector, mLineSegment, WallC, rw_pic, x1, x2, walltop.ScreenY, wallbottom.ScreenY, mMiddlePart.TextureMid, walltexcoords.VStep, walltexcoords.UPos, yscale, MAX(mFrontCeilingZ1, mFrontCeilingZ2), MIN(mFrontFloorZ1, mFrontFloorZ2), false, lightlevel, offset, rw_light, rw_lightstep, light_list, foggy, basecolormap);
}
void SWRenderLine::RenderBottomTexture(int x1, int x2)
@ -1276,7 +1276,7 @@ namespace swrenderer
light_list = nullptr; // [SP] Don't draw dynlights if invul/lightamp active
RenderWallPart renderWallpart(Thread);
renderWallpart.Render(drawerargs, mFrontSector, mLineSegment, WallC, rw_pic, x1, x2, walllower.ScreenY, wallbottom.ScreenY, mBottomPart.TextureMid, walltexcoords.VStep, walltexcoords.UPos, yscale, MAX(mBackFloorZ1, mBackFloorZ2), MIN(mFrontFloorZ1, mFrontFloorZ2), false, wallshade, offset, rw_light, rw_lightstep, light_list, foggy, basecolormap);
renderWallpart.Render(drawerargs, mFrontSector, mLineSegment, WallC, rw_pic, x1, x2, walllower.ScreenY, wallbottom.ScreenY, mBottomPart.TextureMid, walltexcoords.VStep, walltexcoords.UPos, yscale, MAX(mBackFloorZ1, mBackFloorZ2), MIN(mFrontFloorZ1, mFrontFloorZ2), false, lightlevel, offset, rw_light, rw_lightstep, light_list, foggy, basecolormap);
}
////////////////////////////////////////////////////////////////////////////

View file

@ -133,7 +133,7 @@ namespace swrenderer
bool rw_prepped;
int wallshade;
int lightlevel;
float rw_lightstep;
float rw_lightleft;

View file

@ -97,7 +97,7 @@ namespace swrenderer
FDynamicColormap *basecolormap = GetColorTable(sec->Colormap, sec->SpecialColors[sector_t::walltop]); // [RH] Set basecolormap
int wallshade = ds->shade;
int lightlevel = ds->lightlevel;
rw_lightstep = ds->lightstep;
rw_light = ds->light + (x1 - ds->x1) * rw_lightstep;
@ -113,8 +113,8 @@ namespace swrenderer
{
lightlist_t *lit = &frontsector->e->XFloor.lightlist[i];
basecolormap = GetColorTable(lit->extra_colormap, frontsector->SpecialColors[sector_t::walltop]);
bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr), ds->foggy, viewport);
//bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
lightlevel = curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr);
break;
}
}
@ -129,7 +129,7 @@ namespace swrenderer
const short *mceilingclip = ds->sprtopclip - ds->x1;
RenderFogBoundary renderfog;
renderfog.Render(Thread, x1, x2, mceilingclip, mfloorclip, wallshade, rw_light, rw_lightstep, basecolormap);
renderfog.Render(Thread, x1, x2, mceilingclip, mfloorclip, LightVisibility::LightLevelToShade(lightlevel, ds->foggy, Thread->Viewport.get()), rw_light, rw_lightstep, basecolormap);
if (ds->maskedtexturecol == nullptr)
renderwall = false;
@ -140,11 +140,11 @@ namespace swrenderer
}
if (renderwall)
notrelevant = RenderWall(ds, x1, x2, walldrawerargs, columndrawerargs, visible, basecolormap, wallshade);
notrelevant = RenderWall(ds, x1, x2, walldrawerargs, columndrawerargs, visible, basecolormap, lightlevel);
if (ds->Has3DFloorFrontSectorWalls() || ds->Has3DFloorBackSectorWalls())
{
RenderFakeWallRange(ds, x1, x2, wallshade);
RenderFakeWallRange(ds, x1, x2);
}
if (!notrelevant)
{
@ -153,7 +153,7 @@ namespace swrenderer
}
}
bool RenderDrawSegment::RenderWall(DrawSegment *ds, int x1, int x2, WallDrawerArgs &walldrawerargs, SpriteDrawerArgs &columndrawerargs, bool visible, FDynamicColormap *basecolormap, int wallshade)
bool RenderDrawSegment::RenderWall(DrawSegment *ds, int x1, int x2, WallDrawerArgs &walldrawerargs, SpriteDrawerArgs &columndrawerargs, bool visible, FDynamicColormap *basecolormap, int lightlevel)
{
auto renderstyle = DefaultRenderStyle();
auto viewport = Thread->Viewport.get();
@ -336,7 +336,7 @@ namespace swrenderer
{
if (cameraLight->FixedColormap() == nullptr && cameraLight->FixedLightLevel() < 0)
{
columndrawerargs.SetLight(basecolormap, rw_light, wallshade);
columndrawerargs.SetLight(basecolormap, rw_light, lightlevel, ds->foggy, Thread->Viewport.get());
}
fixed_t iscale = xs_Fix<16>::ToFix(MaskedSWall[x] * MaskedScaleY);
@ -413,14 +413,14 @@ namespace swrenderer
GetMaskedWallTopBottom(ds, top, bot);
RenderWallPart renderWallpart(Thread);
renderWallpart.Render(walldrawerargs, frontsector, curline, WallC, rw_pic, x1, x2, mceilingclip, mfloorclip, texturemid, MaskedSWall, maskedtexturecol, ds->yscale, top, bot, true, wallshade, rw_offset, rw_light, rw_lightstep, nullptr, ds->foggy, basecolormap);
renderWallpart.Render(walldrawerargs, frontsector, curline, WallC, rw_pic, x1, x2, mceilingclip, mfloorclip, texturemid, MaskedSWall, maskedtexturecol, ds->yscale, top, bot, true, lightlevel, rw_offset, rw_light, rw_lightstep, nullptr, ds->foggy, basecolormap);
}
return false;
}
// kg3D - render one fake wall
void RenderDrawSegment::RenderFakeWall(DrawSegment *ds, int x1, int x2, F3DFloor *rover, int wallshade, FDynamicColormap *basecolormap, double clipTop, double clipBottom)
void RenderDrawSegment::RenderFakeWall(DrawSegment *ds, int x1, int x2, F3DFloor *rover, int lightlevel, FDynamicColormap *basecolormap, double clipTop, double clipBottom)
{
int i;
double xscale;
@ -524,13 +524,13 @@ namespace swrenderer
GetMaskedWallTopBottom(ds, top, bot);
RenderWallPart renderWallpart(Thread);
renderWallpart.Render(drawerargs, frontsector, curline, WallC, rw_pic, x1, x2, wallupper.ScreenY, walllower.ScreenY, texturemid, MaskedSWall, walltexcoords.UPos, yscale, top, bot, true, wallshade, rw_offset, rw_light, rw_lightstep, nullptr, ds->foggy, basecolormap);
renderWallpart.Render(drawerargs, frontsector, curline, WallC, rw_pic, x1, x2, wallupper.ScreenY, walllower.ScreenY, texturemid, MaskedSWall, walltexcoords.UPos, yscale, top, bot, true, lightlevel, rw_offset, rw_light, rw_lightstep, nullptr, ds->foggy, basecolormap);
RenderDecal::RenderDecals(Thread, curline->sidedef, ds, wallshade, rw_light, rw_lightstep, curline, WallC, ds->foggy, basecolormap, wallupper.ScreenY, walllower.ScreenY, true);
RenderDecal::RenderDecals(Thread, curline->sidedef, ds, lightlevel, rw_light, rw_lightstep, curline, WallC, ds->foggy, basecolormap, wallupper.ScreenY, walllower.ScreenY, true);
}
// kg3D - walls of fake floors
void RenderDrawSegment::RenderFakeWallRange(DrawSegment *ds, int x1, int x2, int wallshade)
void RenderDrawSegment::RenderFakeWallRange(DrawSegment *ds, int x1, int x2)
{
FSoftwareTexture *const DONT_DRAW = ((FSoftwareTexture*)(intptr_t)-1);
int i, j;
@ -719,7 +719,7 @@ namespace swrenderer
}
// correct colors now
FDynamicColormap *basecolormap = nullptr;
wallshade = ds->shade;
int lightlevel = ds->lightlevel;
CameraLight *cameraLight = CameraLight::Instance();
if (cameraLight->FixedLightLevel() < 0)
{
@ -731,8 +731,8 @@ namespace swrenderer
{
lightlist_t *lit = &backsector->e->XFloor.lightlist[j];
basecolormap = GetColorTable(lit->extra_colormap, frontsector->SpecialColors[sector_t::walltop]);
bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr), foggy, Thread->Viewport.get());
//bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
lightlevel = curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr);
break;
}
}
@ -745,8 +745,8 @@ namespace swrenderer
{
lightlist_t *lit = &frontsector->e->XFloor.lightlist[j];
basecolormap = GetColorTable(lit->extra_colormap, frontsector->SpecialColors[sector_t::walltop]);
bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr), foggy, Thread->Viewport.get());
//bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
lightlevel = curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr);
break;
}
}
@ -756,7 +756,7 @@ namespace swrenderer
if (rw_pic != DONT_DRAW)
{
RenderFakeWall(ds, x1, x2, fover ? fover : rover, wallshade, basecolormap, clipTop, clipBottom);
RenderFakeWall(ds, x1, x2, fover ? fover : rover, lightlevel, basecolormap, clipTop, clipBottom);
}
else rw_pic = nullptr;
break;
@ -905,7 +905,7 @@ namespace swrenderer
}
// correct colors now
FDynamicColormap *basecolormap = nullptr;
wallshade = ds->shade;
int lightlevel = ds->lightlevel;
CameraLight *cameraLight = CameraLight::Instance();
if (cameraLight->FixedLightLevel() < 0)
{
@ -918,7 +918,7 @@ namespace swrenderer
lightlist_t *lit = &backsector->e->XFloor.lightlist[j];
basecolormap = GetColorTable(lit->extra_colormap, frontsector->SpecialColors[sector_t::walltop]);
bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr), foggy, Thread->Viewport.get());
lightlevel = curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr);
break;
}
}
@ -932,7 +932,7 @@ namespace swrenderer
lightlist_t *lit = &frontsector->e->XFloor.lightlist[j];
basecolormap = GetColorTable(lit->extra_colormap, frontsector->SpecialColors[sector_t::walltop]);
bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr), foggy, Thread->Viewport.get());
lightlevel = curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr);
break;
}
}
@ -942,7 +942,7 @@ namespace swrenderer
if (rw_pic != DONT_DRAW)
{
RenderFakeWall(ds, x1, x2, fover ? fover : rover, wallshade, basecolormap, clipTop, clipBottom);
RenderFakeWall(ds, x1, x2, fover ? fover : rover, lightlevel, basecolormap, clipTop, clipBottom);
}
else
{

View file

@ -37,10 +37,10 @@ namespace swrenderer
RenderThread *Thread = nullptr;
private:
bool RenderWall(DrawSegment *ds, int x1, int x2, WallDrawerArgs &walldrawerargs, SpriteDrawerArgs &columndrawerargs, bool visible, FDynamicColormap *basecolormap, int wallshade);
bool RenderWall(DrawSegment *ds, int x1, int x2, WallDrawerArgs &walldrawerargs, SpriteDrawerArgs &columndrawerargs, bool visible, FDynamicColormap *basecolormap, int lightlevel);
void ClipMidtex(int x1, int x2);
void RenderFakeWall(DrawSegment *ds, int x1, int x2, F3DFloor *rover, int wallshade, FDynamicColormap *basecolormap, double clipTop, double clipBottom);
void RenderFakeWallRange(DrawSegment *ds, int x1, int x2, int wallshade);
void RenderFakeWall(DrawSegment *ds, int x1, int x2, F3DFloor *rover, int lightlevel, FDynamicColormap *basecolormap, double clipTop, double clipBottom);
void RenderFakeWallRange(DrawSegment *ds, int x1, int x2);
void GetMaskedWallTopBottom(DrawSegment *ds, double &top, double &bot);
sector_t *frontsector = nullptr;

View file

@ -374,7 +374,7 @@ namespace swrenderer
continue;
if (!fixed)
drawerargs.SetLight(basecolormap, curlight, wallshade);
drawerargs.SetLight(basecolormap, curlight, lightlevel, foggy, Thread->Viewport.get());
if (x + 1 < x2) xmagnitude = fabs(FIXED2DBL(lwal[x + 1]) - FIXED2DBL(lwal[x]));
@ -422,7 +422,7 @@ namespace swrenderer
lightlist_t *lit = &frontsector->e->XFloor.lightlist[i];
basecolormap = GetColorTable(lit->extra_colormap, frontsector->SpecialColors[sector_t::walltop]);
wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource != NULL), foggy, Thread->Viewport.get());
lightlevel = curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource != NULL);
}
ProcessNormalWall(up, dwal, texturemid, swal, lwal);
@ -519,7 +519,7 @@ namespace swrenderer
}
}
void RenderWallPart::Render(const WallDrawerArgs &drawerargs, sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, FSoftwareTexture *pic, int x1, int x2, const short *walltop, const short *wallbottom, double texturemid, float *swall, fixed_t *lwall, double yscale, double top, double bottom, bool mask, int wallshade, fixed_t xoffset, float light, float lightstep, FLightNode *light_list, bool foggy, FDynamicColormap *basecolormap)
void RenderWallPart::Render(const WallDrawerArgs &drawerargs, sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, FSoftwareTexture *pic, int x1, int x2, const short *walltop, const short *wallbottom, double texturemid, float *swall, fixed_t *lwall, double yscale, double top, double bottom, bool mask, int lightlevel, fixed_t xoffset, float light, float lightstep, FLightNode *light_list, bool foggy, FDynamicColormap *basecolormap)
{
this->drawerargs = drawerargs;
this->x1 = x1;
@ -528,7 +528,7 @@ namespace swrenderer
this->curline = curline;
this->WallC = WallC;
this->yrepeat = yscale;
this->wallshade = wallshade;
this->lightlevel = lightlevel;
this->xoffset = xoffset;
this->light = light;
this->lightstep = lightstep;

View file

@ -62,7 +62,7 @@ namespace swrenderer
double top,
double bottom,
bool mask,
int wallshade,
int lightlevel,
fixed_t xoffset,
float light,
float lightstep,
@ -88,7 +88,7 @@ namespace swrenderer
FWallCoords WallC;
double yrepeat = 0.0;
int wallshade = 0;
int lightlevel = 0;
fixed_t xoffset = 0;
float light = 0.0f;
float lightstep = 0.0f;

View file

@ -38,7 +38,7 @@ namespace swrenderer
float yscale;
uint8_t silhouette = 0; // 0=none, 1=bottom, 2=top, 3=both
bool bFogBoundary = false;
int shade = 0;
int lightlevel = 0;
bool foggy = false;
// Pointers to lists for sprite clipping, all three adjusted so [x1] is first value.

View file

@ -57,15 +57,15 @@ EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
namespace swrenderer
{
void RenderDecal::RenderDecals(RenderThread *thread, side_t *sidedef, DrawSegment *draw_segment, int wallshade, float lightleft, float lightstep, seg_t *curline, const FWallCoords &wallC, bool foggy, FDynamicColormap *basecolormap, const short *walltop, const short *wallbottom, bool drawsegPass)
void RenderDecal::RenderDecals(RenderThread *thread, side_t *sidedef, DrawSegment *draw_segment, int lightlevel, float lightleft, float lightstep, seg_t *curline, const FWallCoords &wallC, bool foggy, FDynamicColormap *basecolormap, const short *walltop, const short *wallbottom, bool drawsegPass)
{
for (DBaseDecal *decal = sidedef->AttachedDecals; decal != NULL; decal = decal->WallNext)
{
Render(thread, sidedef, decal, draw_segment, wallshade, lightleft, lightstep, curline, wallC, foggy, basecolormap, walltop, wallbottom, drawsegPass);
Render(thread, sidedef, decal, draw_segment, lightlevel, lightleft, lightstep, curline, wallC, foggy, basecolormap, walltop, wallbottom, drawsegPass);
}
}
void RenderDecal::Render(RenderThread *thread, side_t *wall, DBaseDecal *decal, DrawSegment *clipper, int wallshade, float lightleft, float lightstep, seg_t *curline, const FWallCoords &savecoord, bool foggy, FDynamicColormap *basecolormap, const short *walltop, const short *wallbottom, bool drawsegPass)
void RenderDecal::Render(RenderThread *thread, side_t *wall, DBaseDecal *decal, DrawSegment *clipper, int lightlevel, float lightleft, float lightstep, seg_t *curline, const FWallCoords &savecoord, bool foggy, FDynamicColormap *basecolormap, const short *walltop, const short *wallbottom, bool drawsegPass)
{
DVector2 decal_left, decal_right, decal_pos;
int x1, x2;
@ -318,7 +318,7 @@ namespace swrenderer
{
if (calclighting)
{ // calculate lighting
drawerargs.SetLight(usecolormap, light, wallshade);
drawerargs.SetLight(usecolormap, light, lightlevel, foggy, thread->Viewport.get());
}
DrawColumn(thread, drawerargs, x, WallSpriteTile, walltexcoords, texturemid, maskedScaleY, sprflipvert, mfloorclip, mceilingclip, decal->RenderStyle);
light += lightstep;

View file

@ -12,10 +12,10 @@ namespace swrenderer
class RenderDecal
{
public:
static void RenderDecals(RenderThread *thread, side_t *wall, DrawSegment *draw_segment, int wallshade, float lightleft, float lightstep, seg_t *curline, const FWallCoords &wallC, bool foggy, FDynamicColormap *basecolormap, const short *walltop, const short *wallbottom, bool drawsegPass);
static void RenderDecals(RenderThread *thread, side_t *wall, DrawSegment *draw_segment, int lightlevel, float lightleft, float lightstep, seg_t *curline, const FWallCoords &wallC, bool foggy, FDynamicColormap *basecolormap, const short *walltop, const short *wallbottom, bool drawsegPass);
private:
static void Render(RenderThread *thread, side_t *wall, DBaseDecal *first, DrawSegment *clipper, int wallshade, float lightleft, float lightstep, seg_t *curline, const FWallCoords &wallC, bool foggy, FDynamicColormap *basecolormap, const short *walltop, const short *wallbottom, bool drawsegPass);
static void Render(RenderThread *thread, side_t *wall, DBaseDecal *first, DrawSegment *clipper, int lightlevel, float lightleft, float lightstep, seg_t *curline, const FWallCoords &wallC, bool foggy, FDynamicColormap *basecolormap, const short *walltop, const short *wallbottom, bool drawsegPass);
static void DrawColumn(RenderThread *thread, SpriteDrawerArgs &drawerargs, int x, FSoftwareTexture *WallSpriteTile, const ProjectedWallTexcoords &walltexcoords, double texturemid, float maskedScaleY, bool sprflipvert, const short *mfloorclip, const short *mceilingclip, FRenderStyle style);
};
}

View file

@ -24,6 +24,11 @@
namespace swrenderer
{
void DrawerArgs::SetLight(FSWColormap *base_colormap, float light, int lightlevel, bool foggy, RenderViewport *viewport)
{
SetLight(base_colormap, light, LightVisibility::LightLevelToShade(lightlevel, foggy, viewport));
}
void DrawerArgs::SetLight(FSWColormap *base_colormap, float light, int shade)
{
mBaseColormap = base_colormap;

View file

@ -31,6 +31,7 @@ namespace swrenderer
{
public:
void SetLight(FSWColormap *base_colormap, float light, int shade);
void SetLight(FSWColormap *base_colormap, float light, int lightlevel, bool foggy, RenderViewport *viewport);
void SetTranslationMap(lighttable_t *translation);
uint8_t *Colormap(RenderViewport *viewport) const;