- Remove ALightProbe from the engine (light probes are now stored inside a map's LIGHTMAP lump)

- Recognize the new ZDRayInfo UDMF keywords
This commit is contained in:
nashmuhandes 2021-11-11 19:21:45 +08:00
parent fd744028b8
commit 9b853dd275
7 changed files with 4 additions and 74 deletions

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@ -977,7 +977,6 @@ set (PCH_SOURCES
r_data/colormaps.cpp
r_data/gldefs.cpp
r_data/a_dynlightdata.cpp
r_data/a_lightprobe.cpp
r_data/r_translate.cpp
r_data/sprites.cpp
r_data/portalgroups.cpp

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@ -706,6 +706,9 @@ xx(suncolor)
xx(sundirx)
xx(sundiry)
xx(sundirz)
xx(sampledistance)
xx(bounces)
xx(gridsize)
// USDF keywords
xx(Amount)

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@ -1,31 +0,0 @@
/*
** Light Probe Actor
** Copyright (c) 2021 Nash Muhandes, Magnus Norddahl
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
*/
#include "a_dynlight.h"
#include "actor.h"
#include "a_lightprobe.h"
IMPLEMENT_CLASS(ALightProbe, false, false)
void ALightProbe::Tick()
{
Super::Tick();
}

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@ -1,35 +0,0 @@
/*
** Light Probe Actor
** Copyright (c) 2021 Nash Muhandes, Magnus Norddahl
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef __A_LIGHTPROBE_H__
#define __A_LIGHTPROBE_H__
class AActor;
class ALightProbe : public AActor
{
DECLARE_CLASS(ALightProbe, AActor)
public:
void Tick();
};
#endif //__A_LIGHTPROBE_H__

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@ -139,7 +139,7 @@ DoomEdNums
9875 = None // ZDRay light probe
9876 = None // ZDRay static point light
9881 = None // ZDRay static spotlight
9890 = None // ZDRay sun properties
9890 = None // ZDRayInfo
9982 = SecActEyesAboveC
9983 = SecActEyesBelowC
9988 = CustomSprite

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@ -90,7 +90,6 @@ version "4.6"
#include "zscript/actors/shared/fastprojectile.zs"
#include "zscript/actors/shared/randomspawner.zs"
#include "zscript/actors/shared/dynlights.zs"
#include "zscript/actors/shared/staticlights.zs"
#include "zscript/actors/doom/doomplayer.zs"
#include "zscript/actors/doom/possessed.zs"

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@ -1,5 +0,0 @@
// Light probes provide ZDRay points of light to sample lighting data from.
// Will despawn from the world as they serve no purpose at runtime.
// Currently used to light Actor sprites.
class LightProbe : Actor native {}