Polymer: propagate lights across vertical boundaries.

Check all the bunch siblings if we get a floor/ceiling hit and walk
them if their own planes hit.

git-svn-id: https://svn.eduke32.com/eduke32@1981 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
plagman 2011-08-20 21:05:49 +00:00
parent 8250e5f3e8
commit 0423ff8184

View file

@ -5228,6 +5228,9 @@ static inline void polymer_culllight(int16_t lighti)
int32_t i;
int32_t j;
int32_t zdiff;
int32_t checkror;
int16_t bunchnum;
int16_t ns;
_prsector *s;
_prwall *w;
sectortype *sec;
@ -5244,16 +5247,39 @@ static inline void polymer_culllight(int16_t lighti)
polymer_pokesector(sectorqueue[front]);
checkror = FALSE;
zdiff = light->z - s->floorz;
if (zdiff < 0)
zdiff = -zdiff;
zdiff >>= 4;
if (!light->radius && !(sec->floorstat & 1)) {
if (zdiff < light->range)
if (zdiff < light->range) {
polymer_addplanelight(&s->floor, lighti);
} else if (polymer_planeinlight(&s->floor, light))
checkror = TRUE;
}
} else if (polymer_planeinlight(&s->floor, light)) {
polymer_addplanelight(&s->floor, lighti);
checkror = TRUE;
}
// queue ROR neighbors
if (checkror && (sec->floorstat & 1024) &&
(bunchnum = yax_getbunch(sectorqueue[front], YAX_FLOOR)) >= 0) {
for (SECTORS_OF_BUNCH(bunchnum, YAX_CEILING, ns)) {
if (ns >= 0 && !drawingstate[ns] &&
polymer_planeinlight(&prsectors[ns]->ceil, light)) {
sectorqueue[back++] = ns;
drawingstate[ns] = 1;
}
}
}
checkror = FALSE;
zdiff = light->z - s->ceilingz;
if (zdiff < 0)
@ -5261,10 +5287,29 @@ static inline void polymer_culllight(int16_t lighti)
zdiff >>= 4;
if (!light->radius && !(sec->ceilingstat & 1)) {
if (zdiff < light->range)
if (zdiff < light->range) {
polymer_addplanelight(&s->ceil, lighti);
} else if (polymer_planeinlight(&s->ceil, light))
checkror = TRUE;
}
} else if (polymer_planeinlight(&s->ceil, light)) {
polymer_addplanelight(&s->ceil, lighti);
checkror = TRUE;
}
// queue ROR neighbors
if (checkror && (sec->ceilingstat & 1024) &&
(bunchnum = yax_getbunch(sectorqueue[front], YAX_CEILING)) >= 0) {
for (SECTORS_OF_BUNCH(bunchnum, YAX_FLOOR, ns)) {
if (ns >= 0 && !drawingstate[ns] &&
polymer_planeinlight(&prsectors[ns]->floor, light)) {
sectorqueue[back++] = ns;
drawingstate[ns] = 1;
}
}
}
i = 0;
while (i < sec->wallnum)