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https://github.com/ZDoom/qzdoom.git
synced 2024-11-11 23:32:04 +00:00
Remove dc_light_list
This commit is contained in:
parent
9e940b4287
commit
bd8d2f501f
3 changed files with 31 additions and 34 deletions
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@ -57,7 +57,6 @@ CVAR(Bool, r_dynlights, 1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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namespace swrenderer
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{
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double dc_texturemid;
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FLightNode *dc_light_list;
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int ylookup[MAXHEIGHT];
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uint8_t shadetables[NUMCOLORMAPS * 16 * 256];
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@ -36,7 +36,6 @@ namespace swrenderer
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};
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extern double dc_texturemid;
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extern FLightNode *dc_light_list;
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namespace drawerargs
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{
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@ -197,9 +197,9 @@ namespace swrenderer
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}
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// Draw a column with support for non-power-of-two ranges
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static void Draw1Column(const FWallCoords &WallC, int x, int y1, int y2, WallSampler &sampler, DrawerFunc draw1column)
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static void Draw1Column(const FWallCoords &WallC, int x, int y1, int y2, WallSampler &sampler, FLightNode *light_list, DrawerFunc draw1column)
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{
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if (r_dynlights && dc_light_list)
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if (r_dynlights && light_list)
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{
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// Find column position in view space
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float w1 = 1.0f / WallC.sz1;
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@ -218,7 +218,7 @@ namespace swrenderer
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// Setup lights for column
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dc_num_lights = 0;
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dc_lights = lightbuffer + nextlightindex;
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FLightNode *cur_node = dc_light_list;
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FLightNode *cur_node = light_list;
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while (cur_node && nextlightindex < 64 * 1024)
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{
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if (!(cur_node->lightsource->flags2&MF2_DORMANT))
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@ -338,6 +338,7 @@ namespace swrenderer
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static void ProcessWallWorker(
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const FWallCoords &WallC,
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int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep, FDynamicColormap *basecolormap,
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FLightNode *light_list,
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const BYTE *(*getcol)(FTexture *tex, int x), DrawerFunc drawcolumn)
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{
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if (rw_pic->UseType == FTexture::TEX_Null)
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@ -394,44 +395,44 @@ namespace swrenderer
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if (x + 1 < x2) xmagnitude = fabs(FIXED2DBL(lwal[x + 1]) - FIXED2DBL(lwal[x]));
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WallSampler sampler(y1, swal[x], yrepeat, lwal[x] + xoffset, xmagnitude, rw_pic, getcol);
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Draw1Column(WallC, x, y1, y2, sampler, drawcolumn);
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Draw1Column(WallC, x, y1, y2, sampler, light_list, drawcolumn);
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}
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NetUpdate();
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}
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static void ProcessNormalWall(const FWallCoords &WallC, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep, FDynamicColormap *basecolormap, const BYTE *(*getcol)(FTexture *tex, int x) = R_GetColumn)
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static void ProcessNormalWall(const FWallCoords &WallC, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep, FDynamicColormap *basecolormap, FLightNode *light_list, const BYTE *(*getcol)(FTexture *tex, int x) = R_GetColumn)
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{
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ProcessWallWorker(WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, basecolormap, getcol, &SWPixelFormatDrawers::DrawWallColumn);
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ProcessWallWorker(WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, basecolormap, light_list, getcol, &SWPixelFormatDrawers::DrawWallColumn);
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}
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static void ProcessMaskedWall(const FWallCoords &WallC, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep, FDynamicColormap *basecolormap, const BYTE *(*getcol)(FTexture *tex, int x) = R_GetColumn)
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static void ProcessMaskedWall(const FWallCoords &WallC, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep, FDynamicColormap *basecolormap, FLightNode *light_list, const BYTE *(*getcol)(FTexture *tex, int x) = R_GetColumn)
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{
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if (!rw_pic->bMasked) // Textures that aren't masked can use the faster ProcessNormalWall.
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{
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ProcessNormalWall(WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, basecolormap, getcol);
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ProcessNormalWall(WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, basecolormap, light_list, getcol);
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}
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else
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{
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ProcessWallWorker(WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, basecolormap, getcol, &SWPixelFormatDrawers::DrawWallMaskedColumn);
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ProcessWallWorker(WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, basecolormap, light_list, getcol, &SWPixelFormatDrawers::DrawWallMaskedColumn);
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}
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}
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static void ProcessTranslucentWall(const FWallCoords &WallC, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep, FDynamicColormap *basecolormap, const BYTE *(*getcol)(FTexture *tex, int x) = R_GetColumn)
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static void ProcessTranslucentWall(const FWallCoords &WallC, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep, FDynamicColormap *basecolormap, FLightNode *light_list, const BYTE *(*getcol)(FTexture *tex, int x) = R_GetColumn)
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{
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DrawerFunc drawcol1 = R_GetTransMaskDrawer();
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if (drawcol1 == nullptr)
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{
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// The current translucency is unsupported, so draw with regular ProcessMaskedWall instead.
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ProcessMaskedWall(WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, basecolormap, getcol);
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ProcessMaskedWall(WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, basecolormap, light_list, getcol);
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}
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else
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{
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ProcessWallWorker(WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, basecolormap, getcol, drawcol1);
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ProcessWallWorker(WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, basecolormap, light_list, getcol, drawcol1);
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}
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}
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static void ProcessStripedWall(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep, bool foggy, FDynamicColormap *basecolormap)
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static void ProcessStripedWall(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep, bool foggy, FDynamicColormap *basecolormap, FLightNode *light_list)
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{
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short most1[MAXWIDTH], most2[MAXWIDTH], most3[MAXWIDTH];
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short *up, *down;
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@ -454,7 +455,7 @@ namespace swrenderer
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{
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down[j] = clamp(most3[j], up[j], dwal[j]);
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}
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ProcessNormalWall(WallC, x1, x2, up, down, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, basecolormap);
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ProcessNormalWall(WallC, x1, x2, up, down, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, basecolormap, light_list);
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up = down;
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down = (down == most1) ? most2 : most1;
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}
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@ -464,31 +465,31 @@ namespace swrenderer
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wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource != NULL) + R_ActualExtraLight(foggy));
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}
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ProcessNormalWall(WallC, x1, x2, up, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, basecolormap);
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ProcessNormalWall(WallC, x1, x2, up, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, basecolormap, light_list);
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}
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static void ProcessWall(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep, bool mask, bool foggy, FDynamicColormap *basecolormap)
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static void ProcessWall(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep, bool mask, bool foggy, FDynamicColormap *basecolormap, FLightNode *light_list)
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{
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if (mask)
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{
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if (colfunc == basecolfunc)
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{
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ProcessMaskedWall(WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, basecolormap);
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ProcessMaskedWall(WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, basecolormap, light_list);
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}
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else
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{
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ProcessTranslucentWall(WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, basecolormap);
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ProcessTranslucentWall(WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, basecolormap, light_list);
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}
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}
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else
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{
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if (fixedcolormap != NULL || fixedlightlev >= 0 || !(frontsector->e && frontsector->e->XFloor.lightlist.Size()))
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{
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ProcessNormalWall(WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, basecolormap);
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ProcessNormalWall(WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, basecolormap, light_list);
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}
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else
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{
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ProcessStripedWall(frontsector, curline, WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, foggy, basecolormap);
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ProcessStripedWall(frontsector, curline, WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, foggy, basecolormap, light_list);
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}
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}
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}
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@ -504,7 +505,7 @@ namespace swrenderer
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//
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//=============================================================================
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static void ProcessWallNP2(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, double top, double bot, int wallshade, fixed_t xoffset, float light, float lightstep, bool mask, bool foggy, FDynamicColormap *basecolormap)
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static void ProcessWallNP2(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, double top, double bot, int wallshade, fixed_t xoffset, float light, float lightstep, bool mask, bool foggy, FDynamicColormap *basecolormap, FLightNode *light_list)
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{
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short most1[MAXWIDTH], most2[MAXWIDTH], most3[MAXWIDTH];
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short *up, *down;
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@ -531,14 +532,14 @@ namespace swrenderer
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{
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down[j] = clamp(most3[j], up[j], dwal[j]);
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}
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ProcessWall(frontsector, curline, WallC, x1, x2, up, down, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, mask, foggy, basecolormap);
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ProcessWall(frontsector, curline, WallC, x1, x2, up, down, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, mask, foggy, basecolormap, light_list);
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up = down;
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down = (down == most1) ? most2 : most1;
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}
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partition -= scaledtexheight;
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dc_texturemid -= texheight;
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}
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ProcessWall(frontsector, curline, WallC, x1, x2, up, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, mask, foggy, basecolormap);
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ProcessWall(frontsector, curline, WallC, x1, x2, up, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, mask, foggy, basecolormap, light_list);
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}
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else
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{ // upside down: draw strips from bottom to top
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@ -555,14 +556,14 @@ namespace swrenderer
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{
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up[j] = clamp(most3[j], uwal[j], down[j]);
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}
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ProcessWall(frontsector, curline, WallC, x1, x2, up, down, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, mask, foggy, basecolormap);
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ProcessWall(frontsector, curline, WallC, x1, x2, up, down, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, mask, foggy, basecolormap, light_list);
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down = up;
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up = (up == most1) ? most2 : most1;
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}
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partition -= scaledtexheight;
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dc_texturemid -= texheight;
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}
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ProcessWall(frontsector, curline, WallC, x1, x2, uwal, down, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, mask, foggy, basecolormap);
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ProcessWall(frontsector, curline, WallC, x1, x2, uwal, down, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, mask, foggy, basecolormap, light_list);
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}
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}
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@ -586,11 +587,11 @@ namespace swrenderer
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{
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bot = MAX(bot, clip3d->sclipBottom);
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}
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ProcessWallNP2(frontsector, curline, WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, top, bot, wallshade, xoffset, light, lightstep, true, foggy, basecolormap);
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ProcessWallNP2(frontsector, curline, WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, top, bot, wallshade, xoffset, light, lightstep, true, foggy, basecolormap, nullptr);
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}
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else
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{
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ProcessWall(frontsector, curline, WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, true, foggy, basecolormap);
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ProcessWall(frontsector, curline, WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, true, foggy, basecolormap, nullptr);
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}
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}
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@ -598,22 +599,20 @@ namespace swrenderer
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void R_DrawWallSegment(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, FTexture *pic, int x1, int x2, short *walltop, short *wallbottom, float *swall, fixed_t *lwall, double yscale, double top, double bottom, bool mask, int wallshade, fixed_t xoffset, float light, float lightstep, FLightNode *light_list, bool foggy, FDynamicColormap *basecolormap)
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{
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rw_pic = pic;
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dc_light_list = light_list;
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if (rw_pic->GetHeight() != 1 << rw_pic->HeightBits)
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{
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ProcessWallNP2(frontsector, curline, WallC, x1, x2, walltop, wallbottom, swall, lwall, yscale, top, bottom, wallshade, xoffset, light, lightstep, false, foggy, basecolormap);
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ProcessWallNP2(frontsector, curline, WallC, x1, x2, walltop, wallbottom, swall, lwall, yscale, top, bottom, wallshade, xoffset, light, lightstep, false, foggy, basecolormap, light_list);
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}
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else
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{
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ProcessWall(frontsector, curline, WallC, x1, x2, walltop, wallbottom, swall, lwall, yscale, wallshade, xoffset, light, lightstep, false, foggy, basecolormap);
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ProcessWall(frontsector, curline, WallC, x1, x2, walltop, wallbottom, swall, lwall, yscale, wallshade, xoffset, light, lightstep, false, foggy, basecolormap, light_list);
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}
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dc_light_list = nullptr;
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}
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void R_DrawSkySegment(FTexture *pic, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep, FDynamicColormap *basecolormap, const uint8_t *(*getcol)(FTexture *tex, int x))
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{
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rw_pic = pic;
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FWallCoords wallC; // Not used. To do: don't use r_walldraw to draw the sky!!
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ProcessNormalWall(wallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, basecolormap, getcol);
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ProcessNormalWall(wallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, basecolormap, nullptr, getcol);
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}
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}
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