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- removed the leftover code for running walls through GLPASS_LIGHTSONLY.
Unless in legacy mode, all dynamic light setup is now being done in the preparation pass, for both LM_DEFERRED and LM_DIRECT.
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2 changed files with 0 additions and 16 deletions
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@ -310,11 +310,8 @@ void GLSceneDrawer::RenderScene(int recursion)
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if (gl.lightmethod == LM_DEFERRED && haslights)
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if (gl.lightmethod == LM_DEFERRED && haslights)
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{
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{
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GLRenderer->mLights->Begin();
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GLRenderer->mLights->Begin();
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gl_drawinfo->drawlists[GLDL_PLAINWALLS].DrawWalls(gl_drawinfo, GLPASS_LIGHTSONLY);
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gl_drawinfo->drawlists[GLDL_PLAINFLATS].DrawFlats(gl_drawinfo, GLPASS_LIGHTSONLY);
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gl_drawinfo->drawlists[GLDL_PLAINFLATS].DrawFlats(gl_drawinfo, GLPASS_LIGHTSONLY);
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gl_drawinfo->drawlists[GLDL_MASKEDWALLS].DrawWalls(gl_drawinfo, GLPASS_LIGHTSONLY);
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gl_drawinfo->drawlists[GLDL_MASKEDFLATS].DrawFlats(gl_drawinfo, GLPASS_LIGHTSONLY);
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gl_drawinfo->drawlists[GLDL_MASKEDFLATS].DrawFlats(gl_drawinfo, GLPASS_LIGHTSONLY);
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gl_drawinfo->drawlists[GLDL_MASKEDWALLSOFS].DrawWalls(gl_drawinfo, GLPASS_LIGHTSONLY);
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gl_drawinfo->drawlists[GLDL_TRANSLUCENTBORDER].Draw(gl_drawinfo, GLPASS_LIGHTSONLY);
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gl_drawinfo->drawlists[GLDL_TRANSLUCENTBORDER].Draw(gl_drawinfo, GLPASS_LIGHTSONLY);
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gl_drawinfo->drawlists[GLDL_TRANSLUCENT].Draw(gl_drawinfo, GLPASS_LIGHTSONLY, true);
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gl_drawinfo->drawlists[GLDL_TRANSLUCENT].Draw(gl_drawinfo, GLPASS_LIGHTSONLY, true);
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gl_drawinfo->drawlists[GLDL_MODELS].Draw(gl_drawinfo, GLPASS_LIGHTSONLY);
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gl_drawinfo->drawlists[GLDL_MODELS].Draw(gl_drawinfo, GLPASS_LIGHTSONLY);
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@ -236,11 +236,6 @@ void FDrawInfo::RenderTranslucentWall(GLWall *wall)
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{
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{
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if (wall->gltexture)
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if (wall->gltexture)
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{
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{
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if (mDrawer->FixedColormap == CM_DEFAULT && gl_lights && gl.lightmethod == LM_DIRECT)
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{
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if (wall->SetupLights(lightdata))
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wall->dynlightindex = GLRenderer->mLights->UploadLights(lightdata);
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}
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if (!wall->gltexture->tex->GetTranslucency()) gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold);
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if (!wall->gltexture->tex->GetTranslucency()) gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold);
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else gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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else gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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if (wall->RenderStyle == STYLE_Add) gl_RenderState.BlendFunc(GL_SRC_ALPHA,GL_ONE);
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if (wall->RenderStyle == STYLE_Add) gl_RenderState.BlendFunc(GL_SRC_ALPHA,GL_ONE);
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@ -268,15 +263,7 @@ void FDrawInfo::DrawWall(GLWall *wall, int pass)
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gl_RenderState.SetNormal(wall->glseg.Normal());
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gl_RenderState.SetNormal(wall->glseg.Normal());
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switch (pass)
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switch (pass)
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{
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{
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case GLPASS_LIGHTSONLY:
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if (wall->SetupLights(lightdata))
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wall->dynlightindex = GLRenderer->mLights->UploadLights(lightdata);
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break;
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case GLPASS_ALL:
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case GLPASS_ALL:
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if (wall->SetupLights(lightdata))
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wall->dynlightindex = GLRenderer->mLights->UploadLights(lightdata);
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// fall through
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case GLPASS_PLAIN:
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case GLPASS_PLAIN:
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RenderTexturedWall(wall, GLWall::RWF_TEXTURED);
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RenderTexturedWall(wall, GLWall::RWF_TEXTURED);
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break;
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break;
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