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- added dynamic light rendering with textures on flats
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parent
c9d4c68039
commit
0b2821d696
3 changed files with 56 additions and 33 deletions
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@ -582,20 +582,12 @@ void GLWall::RenderFogBoundaryCompat()
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// Flats
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// Flats
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//
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//
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//==========================================================================
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//==========================================================================
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enum
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{
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LIGHTPASS_MULT,
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LIGHTPASS_ADD,
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LIGHTPASS_FOG
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};
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void GLFlat::DrawSubsectorLights(subsector_t * sub, int pass)
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void GLFlat::DrawSubsectorLights(subsector_t * sub, int pass)
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{
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{
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Plane p;
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Plane p;
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Vector nearPt, up, right, t1;
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Vector nearPt, up, right, t1;
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float scale;
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float scale;
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unsigned int k;
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seg_t *v;
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FLightNode * node = sub->lighthead;
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FLightNode * node = sub->lighthead;
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gl_RenderState.Apply();
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gl_RenderState.Apply();
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@ -603,33 +595,13 @@ void GLFlat::DrawSubsectorLights(subsector_t * sub, int pass)
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{
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{
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ADynamicLight * light = node->lightsource;
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ADynamicLight * light = node->lightsource;
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if (light->flags2&MF2_DORMANT)
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if (light->flags2&MF2_DORMANT ||
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(pass == GLPASS_LIGHTTEX && light->IsAdditive()) ||
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(pass == GLPASS_LIGHTTEX_ADDITIVE && !light->IsAdditive()))
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{
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{
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node = node->nextLight;
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node = node->nextLight;
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continue;
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continue;
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}
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}
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switch (pass)
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{
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case LIGHTPASS_MULT:
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if (light->IsAdditive())
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{
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node = node->nextLight;
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continue;
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}
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break;
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case LIGHTPASS_ADD:
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if (!light->IsAdditive())
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{
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node = node->nextLight;
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continue;
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}
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break;
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default:
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break;
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}
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// we must do the side check here because gl_SetupLight needs the correct plane orientation
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// we must do the side check here because gl_SetupLight needs the correct plane orientation
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// which we don't have for Legacy-style 3D-floors
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// which we don't have for Legacy-style 3D-floors
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@ -666,6 +638,49 @@ void GLFlat::DrawSubsectorLights(subsector_t * sub, int pass)
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}
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}
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void GLFlat::DrawLightsCompat(int pass)
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{
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gl_RenderState.Apply();
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if (sub)
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{
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// This represents a single subsector
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DrawSubsectorLights(sub, pass);
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}
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else
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{
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// Draw the subsectors belonging to this sector
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for (int i = 0; i<sector->subsectorcount; i++)
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{
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subsector_t * sub = sector->subsectors[i];
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if (gl_drawinfo->ss_renderflags[sub - subsectors] & renderflags)
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{
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DrawSubsectorLights(sub, pass);
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}
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}
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// Draw the subsectors assigned to it due to missing textures
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if (!(renderflags&SSRF_RENDER3DPLANES))
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{
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gl_subsectorrendernode * node = (renderflags&SSRF_RENDERFLOOR) ?
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gl_drawinfo->GetOtherFloorPlanes(sector->sectornum) :
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gl_drawinfo->GetOtherCeilingPlanes(sector->sectornum);
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while (node)
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{
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DrawSubsectorLights(sub, pass);
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node = node->next;
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}
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}
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}
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}
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//==========================================================================
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//==========================================================================
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//
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//
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//
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//
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@ -443,6 +443,11 @@ void GLFlat::Draw(int pass, bool trans) // trans only has meaning for GLPASS_LIG
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}
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}
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if (renderstyle==STYLE_Add) gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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if (renderstyle==STYLE_Add) gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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break;
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break;
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case GLPASS_LIGHTTEX:
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case GLPASS_LIGHTTEX_ADDITIVE:
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DrawLightsCompat(pass);
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break;
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}
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}
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}
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}
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@ -296,15 +296,18 @@ public:
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int dynlightindex;
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int dynlightindex;
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// compatibility fallback stuff.
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void DrawSubsectorLights(subsector_t * sub, int pass);
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void DrawLightsCompat(int pass);
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bool PutFlatCompat(bool fog);
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void SetupSubsectorLights(int pass, subsector_t * sub, int *dli = NULL);
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void SetupSubsectorLights(int pass, subsector_t * sub, int *dli = NULL);
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void DrawSubsector(subsector_t * sub);
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void DrawSubsector(subsector_t * sub);
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void DrawSubsectorLights(subsector_t * sub, int pass);
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void DrawSkyboxSector(int pass, bool processlights);
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void DrawSkyboxSector(int pass, bool processlights);
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void DrawSubsectors(int pass, bool processlights, bool istrans);
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void DrawSubsectors(int pass, bool processlights, bool istrans);
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void ProcessLights(bool istrans);
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void ProcessLights(bool istrans);
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void PutFlat(bool fog = false);
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void PutFlat(bool fog = false);
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bool PutFlatCompat(bool fog);
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void Process(sector_t * model, int whichplane, bool notexture);
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void Process(sector_t * model, int whichplane, bool notexture);
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void SetFrom3DFloor(F3DFloor *rover, bool top, bool underside);
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void SetFrom3DFloor(F3DFloor *rover, bool top, bool underside);
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void ProcessSector(sector_t * frontsector);
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void ProcessSector(sector_t * frontsector);
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