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- somehow, this missed a few.
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parent
28abc96aef
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cb8b2de287
2 changed files with 13 additions and 6 deletions
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@ -38,6 +38,7 @@ PolySkyDome::PolySkyDome()
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void PolySkyDome::Render(const TriMatrix &worldToClip)
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{
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FTextureID sky1tex, sky2tex;
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bool foggy = false;
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if ((level.flags & LEVEL_SWAPSKIES) && !(level.flags & LEVEL_DOUBLESKY))
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sky1tex = sky2texture;
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else
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@ -55,7 +56,7 @@ void PolySkyDome::Render(const TriMatrix &worldToClip)
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int rc = mRows + 1;
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PolyDrawArgs args;
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args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->WallGlobVis();
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args.uniforms.globvis = (float)swrenderer::LightVisibility::Instance()->WallGlobVis(foggy);
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args.uniforms.light = 256;
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args.uniforms.flags = 0;
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args.uniforms.subsectorDepth = RenderPolyScene::SkySubsectorDepth;
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@ -20,6 +20,7 @@
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#include "p_setup.h"
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#include "a_sharedglobal.h"
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#include "g_level.h"
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#include "g_levellocals.h"
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#include "p_effect.h"
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#include "doomstat.h"
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#include "r_state.h"
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@ -125,7 +126,8 @@ namespace swrenderer
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{
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lightlist_t *lit = &frontsector->e->XFloor.lightlist[i];
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basecolormap = lit->extra_colormap;
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wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + R_ActualExtraLight(ds->foggy));
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bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
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wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + R_ActualExtraLight(ds->foggy), foggy);
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break;
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}
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}
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@ -701,7 +703,8 @@ namespace swrenderer
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{
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lightlist_t *lit = &backsector->e->XFloor.lightlist[j];
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basecolormap = lit->extra_colormap;
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wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + R_ActualExtraLight(ds->foggy));
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bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
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wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + R_ActualExtraLight(ds->foggy), foggy);
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break;
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}
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}
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@ -714,7 +717,8 @@ namespace swrenderer
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{
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lightlist_t *lit = &frontsector->e->XFloor.lightlist[j];
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basecolormap = lit->extra_colormap;
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wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + R_ActualExtraLight(ds->foggy));
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bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
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wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + R_ActualExtraLight(ds->foggy), foggy);
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break;
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}
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}
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@ -876,7 +880,8 @@ namespace swrenderer
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{
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lightlist_t *lit = &backsector->e->XFloor.lightlist[j];
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basecolormap = lit->extra_colormap;
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wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + R_ActualExtraLight(ds->foggy));
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bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
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wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + R_ActualExtraLight(ds->foggy), foggy);
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break;
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}
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}
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@ -889,7 +894,8 @@ namespace swrenderer
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{
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lightlist_t *lit = &frontsector->e->XFloor.lightlist[j];
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basecolormap = lit->extra_colormap;
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wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + R_ActualExtraLight(ds->foggy));
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bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
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wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + R_ActualExtraLight(ds->foggy), foggy);
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break;
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}
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}
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