- ensure that the radius of a dynamic light remains positive to avoid problems with the assumption that a light has an actual size.

- extended the maximum settable light size in GLDEFS to 1024 throughout.
- fixed: A fullbright flat should not be subjected to a sector's material color.
This commit is contained in:
Christoph Oelckers 2017-01-29 12:00:05 +01:00
parent a2a1d214c0
commit 1884c8a98d
3 changed files with 15 additions and 11 deletions

View file

@ -209,7 +209,7 @@ void ADynamicLight::Activate(AActor *activator)
m_cycler.SetCycleType(CYCLE_Sin);
m_currentRadius = m_cycler.GetVal();
}
assert(m_currentRadius > 0);
if (m_currentRadius <= 0) m_currentRadius = 1;
}
@ -334,6 +334,7 @@ void ADynamicLight::Tick()
m_currentRadius = float(args[LIGHT_INTENSITY]);
break;
}
if (m_currentRadius <= 0) m_currentRadius = 1;
UpdateLocation();
}

View file

@ -194,6 +194,7 @@ void FLightDefaults::ApplyProperties(ADynamicLight * light) const
light->m_cycler.ShouldCycle(true);
light->m_cycler.SetCycleType(CYCLE_Sin);
light->m_currentRadius = light->m_cycler.GetVal();
if (light->m_currentRadius <= 0) light->m_currentRadius = 1;
}
switch (m_attenuate)
@ -369,7 +370,7 @@ void gl_ParsePointLight(FScanner &sc)
defaults->SetOffset(floatTriple);
break;
case LIGHTTAG_SIZE:
intVal = clamp<int>(gl_ParseInt(sc), 0, 255);
intVal = clamp<int>(gl_ParseInt(sc), 1, 1024);
defaults->SetArg(LIGHT_INTENSITY, intVal);
break;
case LIGHTTAG_SUBTRACTIVE:
@ -446,11 +447,11 @@ void gl_ParsePulseLight(FScanner &sc)
defaults->SetOffset(floatTriple);
break;
case LIGHTTAG_SIZE:
intVal = clamp<int>(gl_ParseInt(sc), 0, 1024);
intVal = clamp<int>(gl_ParseInt(sc), 1, 1024);
defaults->SetArg(LIGHT_INTENSITY, intVal);
break;
case LIGHTTAG_SECSIZE:
intVal = clamp<int>(gl_ParseInt(sc), 0, 1024);
intVal = clamp<int>(gl_ParseInt(sc), 1, 1024);
defaults->SetArg(LIGHT_SECONDARY_INTENSITY, intVal);
break;
case LIGHTTAG_INTERVAL:
@ -536,11 +537,11 @@ void gl_ParseFlickerLight(FScanner &sc)
defaults->SetOffset(floatTriple);
break;
case LIGHTTAG_SIZE:
intVal = clamp<int>(gl_ParseInt(sc), 0, 255);
intVal = clamp<int>(gl_ParseInt(sc), 1, 1024);
defaults->SetArg(LIGHT_INTENSITY, intVal);
break;
case LIGHTTAG_SECSIZE:
intVal = clamp<int>(gl_ParseInt(sc), 0, 255);
intVal = clamp<int>(gl_ParseInt(sc), 1, 1024);
defaults->SetArg(LIGHT_SECONDARY_INTENSITY, intVal);
break;
case LIGHTTAG_CHANCE:
@ -618,11 +619,11 @@ void gl_ParseFlickerLight2(FScanner &sc)
defaults->SetOffset(floatTriple);
break;
case LIGHTTAG_SIZE:
intVal = clamp<int>(gl_ParseInt(sc), 0, 255);
intVal = clamp<int>(gl_ParseInt(sc), 1, 1024);
defaults->SetArg(LIGHT_INTENSITY, intVal);
break;
case LIGHTTAG_SECSIZE:
intVal = clamp<int>(gl_ParseInt(sc), 0, 255);
intVal = clamp<int>(gl_ParseInt(sc), 1, 1024);
defaults->SetArg(LIGHT_SECONDARY_INTENSITY, intVal);
break;
case LIGHTTAG_INTERVAL:
@ -707,7 +708,7 @@ void gl_ParseSectorLight(FScanner &sc)
break;
case LIGHTTAG_SCALE:
floatVal = gl_ParseFloat(sc);
defaults->SetArg(LIGHT_SCALE, (BYTE)(floatVal * 255));
defaults->SetArg(LIGHT_SCALE, clamp((int)(floatVal * 255), 1, 1024));
break;
case LIGHTTAG_SUBTRACTIVE:
defaults->SetSubtractive(gl_ParseInt(sc) != 0);

View file

@ -379,7 +379,8 @@ void GLFlat::Draw(int pass, bool trans) // trans only has meaning for GLPASS_LIG
case GLPASS_ALL: // Same, but also creates the dynlight data.
gl_SetColor(lightlevel, rel, Colormap,1.0f);
gl_SetFog(lightlevel, rel, &Colormap, false);
gl_RenderState.SetObjectColor(FlatColor | 0xff000000);
if (!gltexture->tex->isFullbright())
gl_RenderState.SetObjectColor(FlatColor | 0xff000000);
if (sector->special != GLSector_Skybox)
{
gl_RenderState.SetMaterial(gltexture, CLAMP_NONE, 0, -1, false);
@ -406,7 +407,8 @@ void GLFlat::Draw(int pass, bool trans) // trans only has meaning for GLPASS_LIG
if (renderstyle==STYLE_Add) gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE);
gl_SetColor(lightlevel, rel, Colormap, alpha);
gl_SetFog(lightlevel, rel, &Colormap, false);
gl_RenderState.SetObjectColor(FlatColor | 0xff000000);
if (!gltexture || !gltexture->tex->isFullbright())
gl_RenderState.SetObjectColor(FlatColor | 0xff000000);
if (!gltexture)
{
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);