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- Fixed: Disable absolute wall lighting when in the shadow of a 3D floor.
SVN r3499 (trunk)
This commit is contained in:
parent
f6f8d74635
commit
d9f7a250ba
3 changed files with 22 additions and 15 deletions
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@ -930,9 +930,9 @@ CUSTOM_CVAR(Int, r_fakecontrast, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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//
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//==========================================================================
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int side_t::GetLightLevel (bool foggy, int baselight, int *pfakecontrast) const
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int side_t::GetLightLevel (bool foggy, int baselight, bool noabsolute, int *pfakecontrast) const
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{
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if (Flags & WALLF_ABSLIGHTING)
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if (!noabsolute && (Flags & WALLF_ABSLIGHTING))
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{
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baselight = Light;
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}
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@ -783,7 +783,7 @@ struct side_t
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BYTE Flags;
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int Index; // needed to access custom UDMF fields which are stored in loading order.
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int GetLightLevel (bool foggy, int baselight, int *fake = NULL) const;
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int GetLightLevel (bool foggy, int baselight, bool noabsolute=false, int *pfakecontrast_usedbygzdoom=NULL) const;
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void SetLight(SWORD l)
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{
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@ -265,8 +265,9 @@ void R_RenderMaskedSegRange (drawseg_t *ds, int x1, int x2)
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}
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if (sclipTop <= frontsector->e->XFloor.lightlist[i].plane.ZatPoint(viewx, viewy))
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{
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basecolormap = frontsector->e->XFloor.lightlist[i].extra_colormap;
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wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *frontsector->e->XFloor.lightlist[i].p_lightlevel) + r_actualextralight);
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lightlist_t *lit = &frontsector->e->XFloor.lightlist[i];
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basecolormap = lit->extra_colormap;
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wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource == NULL) + r_actualextralight);
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break;
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}
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}
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@ -786,8 +787,9 @@ void R_RenderFakeWallRange (drawseg_t *ds, int x1, int x2)
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{
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if (sclipTop <= backsector->e->XFloor.lightlist[j].plane.Zat0())
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{
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basecolormap = backsector->e->XFloor.lightlist[j].extra_colormap;
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wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *backsector->e->XFloor.lightlist[j].p_lightlevel) + r_actualextralight);
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lightlist_t *lit = &backsector->e->XFloor.lightlist[i];
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basecolormap = lit->extra_colormap;
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wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource == NULL) + r_actualextralight);
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break;
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}
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}
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@ -798,8 +800,9 @@ void R_RenderFakeWallRange (drawseg_t *ds, int x1, int x2)
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{
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if (sclipTop <= frontsector->e->XFloor.lightlist[j].plane.Zat0())
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{
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basecolormap = frontsector->e->XFloor.lightlist[j].extra_colormap;
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wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *frontsector->e->XFloor.lightlist[j].p_lightlevel) + r_actualextralight);
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lightlist_t *lit = &frontsector->e->XFloor.lightlist[j];
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basecolormap = lit->extra_colormap;
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wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource == NULL) + r_actualextralight);
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break;
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}
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}
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@ -959,8 +962,9 @@ void R_RenderFakeWallRange (drawseg_t *ds, int x1, int x2)
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{
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if (sclipTop <= backsector->e->XFloor.lightlist[j].plane.Zat0())
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{
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basecolormap = backsector->e->XFloor.lightlist[j].extra_colormap;
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wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *backsector->e->XFloor.lightlist[j].p_lightlevel) + r_actualextralight);
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lightlist_t *lit = &backsector->e->XFloor.lightlist[j];
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basecolormap = lit->extra_colormap;
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wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource != NULL) + r_actualextralight);
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break;
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}
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}
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@ -971,8 +975,9 @@ void R_RenderFakeWallRange (drawseg_t *ds, int x1, int x2)
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{
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if(sclipTop <= frontsector->e->XFloor.lightlist[j].plane.Zat0())
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{
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basecolormap = frontsector->e->XFloor.lightlist[j].extra_colormap;
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wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *frontsector->e->XFloor.lightlist[j].p_lightlevel) + r_actualextralight);
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lightlist_t *lit = &frontsector->e->XFloor.lightlist[j];
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basecolormap = lit->extra_colormap;
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wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource != NULL) + r_actualextralight);
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break;
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}
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}
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@ -1198,9 +1203,11 @@ void wallscan_striped (int x1, int x2, short *uwal, short *dwal, fixed_t *swal,
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up = down;
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down = (down == most1) ? most2 : most1;
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}
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basecolormap = frontsector->e->XFloor.lightlist[i].extra_colormap;
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lightlist_t *lit = &frontsector->e->XFloor.lightlist[i];
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basecolormap = lit->extra_colormap;
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wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(fogginess,
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*frontsector->e->XFloor.lightlist[i].p_lightlevel) + r_actualextralight);
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*lit->p_lightlevel, lit->lightsource != NULL) + r_actualextralight);
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}
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wallscan (x1, x2, up, dwal, swal, lwal, yrepeat);
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