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- fixed radius use in dynamic light traversal for models.
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a5d743cc3b
commit
ac9133eda0
5 changed files with 15 additions and 7 deletions
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@ -1269,6 +1269,11 @@ public:
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return fabs(Z() - checkz) < EQUAL_EPSILON;
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}
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double RenderRadius() const
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{
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return MAX(radius, renderradius);
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}
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DVector3 PosRelative(int grp) const;
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DVector3 PosRelative(const AActor *other) const;
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DVector3 PosRelative(sector_t *sec) const;
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@ -495,7 +495,7 @@ void AActor::LinkToWorld(FLinkContext *ctx, bool spawningmapthing, sector_t *sec
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// at sector_t->touching_thinglist) are broken. When a node is
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// added, new sector links are created.
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touching_sectorlist = P_CreateSecNodeList(this, radius, ctx != nullptr? ctx->sector_list : nullptr, §or_t::touching_thinglist); // Attach to thing
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if (renderradius >= 0) touching_rendersectors = P_CreateSecNodeList(this, MAX(radius, renderradius), ctx != nullptr ? ctx->render_list : nullptr, §or_t::touching_renderthings);
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if (renderradius >= 0) touching_rendersectors = P_CreateSecNodeList(this, RenderRadius(), ctx != nullptr ? ctx->render_list : nullptr, §or_t::touching_renderthings);
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else
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{
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touching_rendersectors = nullptr;
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@ -157,7 +157,8 @@ void hw_GetDynModelLight(AActor *self, FDynLightData &modellightdata)
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float x = (float)self->X();
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float y = (float)self->Y();
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float z = (float)self->Center();
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float radiusSquared = (float)(self->renderradius * self->renderradius);
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float actorradius = (float)self->RenderRadius();
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float radiusSquared = actorradius * actorradius;
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dl_validcount++;
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BSPWalkCircle(self->Level, x, y, radiusSquared, [&](subsector_t *subsector) // Iterate through all subsectors potentially touched by actor
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@ -172,7 +173,7 @@ void hw_GetDynModelLight(AActor *self, FDynLightData &modellightdata)
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{
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int group = subsector->sector->PortalGroup;
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DVector3 pos = light->PosRelative(group);
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float radius = (float)(light->GetRadius() + self->renderradius);
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float radius = (float)(light->GetRadius() + actorradius);
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double dx = pos.X - x;
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double dy = pos.Y - y;
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double dz = pos.Z - z;
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@ -120,7 +120,8 @@ void PolyModelRenderer::AddLights(AActor *actor)
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float x = (float)actor->X();
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float y = (float)actor->Y();
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float z = (float)actor->Center();
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float radiusSquared = (float)(actor->renderradius * actor->renderradius);
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float actorradius = (float)actor->RenderRadius();
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float radiusSquared = actorradius * actorradius;
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BSPWalkCircle(actor->Level, x, y, radiusSquared, [&](subsector_t *subsector) // Iterate through all subsectors potentially touched by actor
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{
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@ -132,7 +133,7 @@ void PolyModelRenderer::AddLights(AActor *actor)
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{
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int group = subsector->sector->PortalGroup;
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DVector3 pos = light->PosRelative(group);
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float radius = (float)(light->GetRadius() + actor->renderradius);
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float radius = (float)(light->GetRadius() + actorradius);
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double dx = pos.X - x;
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double dy = pos.Y - y;
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double dz = pos.Z - z;
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@ -161,7 +161,8 @@ namespace swrenderer
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float x = (float)actor->X();
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float y = (float)actor->Y();
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float z = (float)actor->Center();
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float radiusSquared = (float)(actor->renderradius * actor->renderradius);
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float actorradius = (float)actor->RenderRadius();
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float radiusSquared = actorradius * actorradius;
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BSPWalkCircle(actor->Level, x, y, radiusSquared, [&](subsector_t *subsector) // Iterate through all subsectors potentially touched by actor
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{
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@ -173,7 +174,7 @@ namespace swrenderer
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{
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int group = subsector->sector->PortalGroup;
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DVector3 pos = light->PosRelative(group);
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float radius = (float)(light->GetRadius() + actor->renderradius);
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float radius = (float)(light->GetRadius() + actorradius);
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double dx = pos.X - x;
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double dy = pos.Y - y;
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double dz = pos.Z - z;
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