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- added a sector index to the subsector struct.
This will be used to process dynamic lights for flats in the processing pass, allowing to remove the lights-only pass entirely.
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3 changed files with 6 additions and 27 deletions
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@ -1437,27 +1437,4 @@ void P_SetRenderSector()
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break;
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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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#if 0 // may be useful later so let's keep it here for now
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// now group the subsectors by sector
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subsector_t ** subsectorbuffer = new subsector_t * [numsubsectors];
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for(i=0, ss=subsectors; i<numsubsectors; i++, ss++)
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{
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ss->render_sector->subsectorcount++;
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}
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for (i=0; i<numsectors; i++)
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{
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sectors[i].subsectors = subsectorbuffer;
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subsectorbuffer += sectors[i].subsectorcount;
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sectors[i].subsectorcount = 0;
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}
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for(i=0, ss = subsectors; i<numsubsectors; i++, ss++)
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{
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ss->render_sector->subsectors[ss->render_sector->subsectorcount++]=ss;
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}
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#endif
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}
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}
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@ -248,7 +248,7 @@ static void PrepareSectorData()
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for (auto &sub : level.subsectors)
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for (auto &sub : level.subsectors)
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{
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{
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sub.render_sector->subsectorcount++;
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sub.sectorindex = (uint16_t)sub.render_sector->subsectorcount++;
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}
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}
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for (auto &sec : level.sectors)
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for (auto &sec : level.sectors)
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@ -1431,15 +1431,17 @@ struct subsector_t
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seg_t *firstline;
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seg_t *firstline;
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sector_t *render_sector;
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sector_t *render_sector;
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uint32_t numlines;
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uint32_t numlines;
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int flags;
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uint16_t flags;
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uint16_t sectorindex;
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void BuildPolyBSP();
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int Index() const;
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// subsector related GL data
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// subsector related GL data
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FLightNode * lighthead; // Light nodes (blended and additive)
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FLightNode * lighthead; // Light nodes (blended and additive)
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int validcount;
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int validcount;
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short mapsection;
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short mapsection;
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char hacked; // 1: is part of a render hack
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char hacked; // 1: is part of a render hack
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void BuildPolyBSP();
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int Index() const;
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// 2: has one-sided walls
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// 2: has one-sided walls
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FPortalCoverage portalcoverage[2];
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FPortalCoverage portalcoverage[2];
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};
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};
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