- support dynamic lights on translucent and 3d floor walls

This commit is contained in:
Magnus Norddahl 2019-11-15 05:53:55 +01:00
parent 7168466c28
commit a478cf9a96
5 changed files with 21 additions and 22 deletions

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@ -884,7 +884,7 @@ namespace swrenderer
texcoords.ProjectTop(Thread->Viewport.get(), mFrontSector, mBackSector, mLineSegment, WallC.sx1, WallC.sx2, WallT, mTopTexture);
RenderWallPart renderWallpart(Thread);
renderWallpart.Render(mFrontSector, mLineSegment, WallC, mTopTexture, x1, x2, walltop.ScreenY, wallupper.ScreenY, texcoords, MAX(mFrontCeilingZ1, mFrontCeilingZ2), MIN(mBackCeilingZ1, mBackCeilingZ2), false, false, OPAQUE, GetLightList());
renderWallpart.Render(mFrontSector, mLineSegment, WallC, mTopTexture, x1, x2, walltop.ScreenY, wallupper.ScreenY, texcoords, MAX(mFrontCeilingZ1, mFrontCeilingZ2), MIN(mBackCeilingZ1, mBackCeilingZ2), false, false, OPAQUE);
}
void SWRenderLine::RenderMiddleTexture(int x1, int x2)
@ -896,7 +896,7 @@ namespace swrenderer
texcoords.ProjectMid(Thread->Viewport.get(), mFrontSector, mLineSegment, WallC.sx1, WallC.sx2, WallT, mMiddleTexture);
RenderWallPart renderWallpart(Thread);
renderWallpart.Render(mFrontSector, mLineSegment, WallC, mMiddleTexture, x1, x2, walltop.ScreenY, wallbottom.ScreenY, texcoords, MAX(mFrontCeilingZ1, mFrontCeilingZ2), MIN(mFrontFloorZ1, mFrontFloorZ2), false, false, OPAQUE, GetLightList());
renderWallpart.Render(mFrontSector, mLineSegment, WallC, mMiddleTexture, x1, x2, walltop.ScreenY, wallbottom.ScreenY, texcoords, MAX(mFrontCeilingZ1, mFrontCeilingZ2), MIN(mFrontFloorZ1, mFrontFloorZ2), false, false, OPAQUE);
}
void SWRenderLine::RenderBottomTexture(int x1, int x2)
@ -909,18 +909,7 @@ namespace swrenderer
texcoords.ProjectBottom(Thread->Viewport.get(), mFrontSector, mBackSector, mLineSegment, WallC.sx1, WallC.sx2, WallT, mBottomTexture);
RenderWallPart renderWallpart(Thread);
renderWallpart.Render(mFrontSector, mLineSegment, WallC, mBottomTexture, x1, x2, walllower.ScreenY, wallbottom.ScreenY, texcoords, MAX(mBackFloorZ1, mBackFloorZ2), MIN(mFrontFloorZ1, mFrontFloorZ2), false, false, OPAQUE, GetLightList());
}
FLightNode *SWRenderLine::GetLightList()
{
CameraLight *cameraLight = CameraLight::Instance();
if ((cameraLight->FixedLightLevel() >= 0) || cameraLight->FixedColormap())
return nullptr; // [SP] Don't draw dynlights if invul/lightamp active
else if (mLineSegment && mLineSegment->sidedef)
return mLineSegment->sidedef->lighthead;
else
return nullptr;
renderWallpart.Render(mFrontSector, mLineSegment, WallC, mBottomTexture, x1, x2, walllower.ScreenY, wallbottom.ScreenY, texcoords, MAX(mBackFloorZ1, mBackFloorZ2), MIN(mFrontFloorZ1, mFrontFloorZ2), false, false, OPAQUE);
}
////////////////////////////////////////////////////////////////////////////

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@ -74,8 +74,6 @@ namespace swrenderer
void RenderMiddleTexture(int x1, int x2);
void RenderBottomTexture(int x1, int x2);
FLightNode *GetLightList();
bool IsFogBoundary(sector_t *front, sector_t *back) const;
bool SkyboxCompare(sector_t *frontsector, sector_t *backsector) const;

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@ -203,7 +203,7 @@ namespace swrenderer
bool additive = (curline->linedef->flags & ML_ADDTRANS) != 0;
RenderWallPart renderWallpart(Thread);
renderWallpart.Render(lightsector, curline, ds->WallC, tex, x1, x2, mceilingclip, mfloorclip, ds->texcoords, top, bot, true, additive, alpha, nullptr);
renderWallpart.Render(lightsector, curline, ds->WallC, tex, x1, x2, mceilingclip, mfloorclip, ds->texcoords, top, bot, true, additive, alpha);
}
void RenderDrawSegment::Render3DFloorWall(DrawSegment *ds, int x1, int x2, F3DFloor *rover, double clipTop, double clipBottom, FSoftwareTexture *rw_pic)
@ -227,7 +227,7 @@ namespace swrenderer
GetMaskedWallTopBottom(ds, top, bot);
RenderWallPart renderWallpart(Thread);
renderWallpart.Render(lightsector, curline, ds->WallC, rw_pic, x1, x2, wallupper.ScreenY, walllower.ScreenY, walltexcoords, top, bot, true, (rover->flags & FF_ADDITIVETRANS) != 0, Alpha, nullptr);
renderWallpart.Render(lightsector, curline, ds->WallC, rw_pic, x1, x2, wallupper.ScreenY, walllower.ScreenY, walltexcoords, top, bot, true, (rover->flags & FF_ADDITIVETRANS) != 0, Alpha);
ProjectedWallLight walllight;
walllight.SetColormap(lightsector, curline);

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@ -528,19 +528,31 @@ namespace swrenderer
}
}
void RenderWallPart::Render(const sector_t *lightsector, seg_t *curline, const FWallCoords &WallC, FSoftwareTexture *pic, int x1, int x2, const short *walltop, const short *wallbottom, const ProjectedWallTexcoords& texcoords, double top, double bottom, bool mask, bool additive, fixed_t alpha, FLightNode *light_list)
FLightNode* RenderWallPart::GetLightList()
{
CameraLight* cameraLight = CameraLight::Instance();
if ((cameraLight->FixedLightLevel() >= 0) || cameraLight->FixedColormap())
return nullptr; // [SP] Don't draw dynlights if invul/lightamp active
else if (curline && curline->sidedef)
return curline->sidedef->lighthead;
else
return nullptr;
}
void RenderWallPart::Render(const sector_t *lightsector, seg_t *curline, const FWallCoords &WallC, FSoftwareTexture *pic, int x1, int x2, const short *walltop, const short *wallbottom, const ProjectedWallTexcoords& texcoords, double top, double bottom, bool mask, bool additive, fixed_t alpha)
{
this->x1 = x1;
this->x2 = x2;
this->lightsector = lightsector;
this->curline = curline;
this->WallC = WallC;
this->light_list = light_list;
this->rw_pic = pic;
this->mask = mask;
this->additive = additive;
this->alpha = alpha;
light_list = GetLightList();
mLight.SetColormap(lightsector, curline);
mLight.SetLightLeft(Thread, WallC);

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@ -59,8 +59,7 @@ namespace swrenderer
double bottom,
bool mask,
bool additive,
fixed_t alpha,
FLightNode *light_list);
fixed_t alpha);
RenderThread *Thread = nullptr;
@ -70,6 +69,7 @@ namespace swrenderer
void ProcessStripedWall(const short *uwal, const short *dwal, const ProjectedWallTexcoords& texcoords);
void ProcessNormalWall(const short *uwal, const short *dwal, const ProjectedWallTexcoords& texcoords);
void SetLights(WallDrawerArgs &drawerargs, int x, int y1);
FLightNode* GetLightList();
int x1 = 0;
int x2 = 0;