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Merge branch 'master' into modern
This commit is contained in:
commit
8ac864b007
7 changed files with 23 additions and 7 deletions
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@ -764,7 +764,7 @@ void D_Display ()
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//
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//
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// Check for the presence of dynamic lights at the start of the frame once.
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// Check for the presence of dynamic lights at the start of the frame once.
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if (gl_lights)
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if ((gl_lights && vid_rendermode == 4) || (r_dynlights && vid_rendermode != 4))
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{
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{
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TThinkerIterator<ADynamicLight> it(STAT_DLIGHT);
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TThinkerIterator<ADynamicLight> it(STAT_DLIGHT);
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level.HasDynamicLights = !!it.Next();
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level.HasDynamicLights = !!it.Next();
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@ -3,6 +3,7 @@
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#include "actor.h"
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#include "actor.h"
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#include "cycler.h"
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#include "cycler.h"
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EXTERN_CVAR(Bool, r_dynlights)
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EXTERN_CVAR(Bool, gl_lights)
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EXTERN_CVAR(Bool, gl_lights)
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EXTERN_CVAR(Bool, gl_attachedlights)
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EXTERN_CVAR(Bool, gl_attachedlights)
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@ -151,6 +151,7 @@ public:
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void SightCheck::P_SightOpening(SightOpening &open, const line_t *linedef, double x, double y)
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void SightCheck::P_SightOpening(SightOpening &open, const line_t *linedef, double x, double y)
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{
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{
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open.portalflags = 0;
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open.portalflags = 0;
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open.bottom = open.top = 0;
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sector_t *front = linedef->frontsector;
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sector_t *front = linedef->frontsector;
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sector_t *back = linedef->backsector;
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sector_t *back = linedef->backsector;
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@ -159,8 +160,10 @@ void SightCheck::P_SightOpening(SightOpening &open, const line_t *linedef, doubl
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// single sided line
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// single sided line
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if (linedef->flags & ML_PORTALCONNECT)
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if (linedef->flags & ML_PORTALCONNECT)
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{
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{
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if (!front->PortalBlocksSight(sector_t::ceiling)) open.portalflags |= SO_TOPFRONT;
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if (!front->PortalBlocksSight(sector_t::ceiling)) open.top = LINEOPEN_MAX, open.portalflags |= SO_TOPFRONT;
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if (!front->PortalBlocksSight(sector_t::floor)) open.portalflags |= SO_BOTTOMFRONT;
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if (!front->PortalBlocksSight(sector_t::floor)) open.bottom = LINEOPEN_MIN, open.portalflags |= SO_BOTTOMFRONT;
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if (open.top == 0) open.top = front->floorplane.ZatPoint(x, y);
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if (open.bottom == 0) open.bottom = front->ceilingplane.ZatPoint(x, y);
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}
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}
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open.range = 0;
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open.range = 0;
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@ -224,7 +227,7 @@ bool SightCheck::PTR_SightTraverse (intercept_t *in)
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{
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{
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// This may not skip P_SightOpening, but only reduce the open range to 0.
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// This may not skip P_SightOpening, but only reduce the open range to 0.
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open.range = 0;
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open.range = 0;
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open.bottom = open.top;
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if (open.bottom != LINEOPEN_MIN) open.bottom = open.top;
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}
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}
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FLinePortal *lport = li->getPortal();
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FLinePortal *lport = li->getPortal();
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@ -56,7 +56,7 @@ PolyModelRenderer::PolyModelRenderer(PolyRenderThread *thread, const Mat4f &worl
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void PolyModelRenderer::AddLights(AActor *actor)
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void PolyModelRenderer::AddLights(AActor *actor)
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{
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{
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if (gl_lights && actor)
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if (r_dynlights && actor)
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{
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{
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auto &addedLights = Thread->AddedLightsArray;
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auto &addedLights = Thread->AddedLightsArray;
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@ -269,6 +269,12 @@ void RenderPolyPlane::SetLightLevel(PolyRenderThread *thread, PolyDrawArgs &args
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void RenderPolyPlane::SetDynLights(PolyRenderThread *thread, PolyDrawArgs &args, subsector_t *sub, bool ceiling)
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void RenderPolyPlane::SetDynLights(PolyRenderThread *thread, PolyDrawArgs &args, subsector_t *sub, bool ceiling)
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{
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{
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if (!r_dynlights)
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{
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args.SetLights(nullptr, 0);
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return;
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}
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FLightNode *light_list = sub->lighthead;
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FLightNode *light_list = sub->lighthead;
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auto cameraLight = PolyCameraLight::Instance();
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auto cameraLight = PolyCameraLight::Instance();
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@ -374,6 +374,12 @@ void RenderPolyWall::Render(PolyRenderThread *thread)
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void RenderPolyWall::SetDynLights(PolyRenderThread *thread, PolyDrawArgs &args)
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void RenderPolyWall::SetDynLights(PolyRenderThread *thread, PolyDrawArgs &args)
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{
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{
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if (!r_dynlights)
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{
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args.SetLights(nullptr, 0);
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return;
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}
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FLightNode *light_list = (LineSeg && LineSeg->sidedef) ? LineSeg->sidedef->lighthead : nullptr;
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FLightNode *light_list = (LineSeg && LineSeg->sidedef) ? LineSeg->sidedef->lighthead : nullptr;
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auto cameraLight = PolyCameraLight::Instance();
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auto cameraLight = PolyCameraLight::Instance();
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@ -98,7 +98,7 @@ namespace swrenderer
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void SWModelRenderer::AddLights(AActor *actor)
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void SWModelRenderer::AddLights(AActor *actor)
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{
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{
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if (gl_lights && actor)
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if (r_dynlights && actor)
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{
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{
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auto &addedLights = Thread->AddedLightsArray;
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auto &addedLights = Thread->AddedLightsArray;
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