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https://github.com/ZDoom/raze-gles.git
synced 2024-12-25 03:00:46 +00:00
Per-frame lights cleanup.
git-svn-id: https://svn.eduke32.com/eduke32@1304 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
parent
80670cac29
commit
567c0bdd86
3 changed files with 147 additions and 139 deletions
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@ -167,6 +167,9 @@ extern int32_t staticlightcount;
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extern _prlight gamelights[PR_MAXLIGHTS];
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extern int32_t gamelightcount;
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extern _prlight framelights[PR_MAXLIGHTS];
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extern int32_t framelightcount;
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// RENDER TARGETS
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typedef struct s_prrt {
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GLenum target;
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@ -271,8 +274,6 @@ void polymer_rotatesprite(int32_t sx, int32_t sy, int32_t z, int1
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void polymer_drawmaskwall(int32_t damaskwallcnt);
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void polymer_drawsprite(int32_t snum);
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void polymer_setanimatesprites(animatespritesptr animatesprites, int32_t x, int32_t y, int32_t a, int32_t smoothratio);
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void polymer_resetlights(void);
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void polymer_addlight(_prlight light);
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# ifdef POLYMER_C
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@ -318,6 +319,8 @@ static int32_t polymer_bindmaterial(_prmaterial material, char* lights, int
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static void polymer_unbindmaterial(int32_t programbits);
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static void polymer_compileprogram(int32_t programbits);
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// LIGHTS
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static void polymer_resetlights(void);
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static void polymer_addlight(_prlight light);
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static int32_t polymer_planeinlight(_prplane* plane, _prlight* light);
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static void polymer_culllight(char lightindex);
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static void polymer_prepareshadows(void);
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@ -137,6 +137,8 @@ int32_t staticlightcount;
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_prlight gamelights[PR_MAXLIGHTS];
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int32_t gamelightcount;
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_prlight framelights[PR_MAXLIGHTS];
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int32_t framelightcount;
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GLfloat shadowBias[] =
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{
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@ -700,6 +702,8 @@ void polymer_drawrooms(int32_t daposx, int32_t daposy, int32_t da
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pos[1] = -(float)(daposz) / 16.0f;
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pos[2] = -daposx;
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polymer_resetlights();
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polymer_dostaticlights();
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i = 0;
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@ -709,6 +713,13 @@ void polymer_drawrooms(int32_t daposx, int32_t daposy, int32_t da
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i++;
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}
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i = 0;
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while (i < framelightcount)
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{
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polymer_addlight(framelights[i]);
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i++;
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}
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depth = 0;
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polymer_prepareshadows();
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@ -1043,95 +1054,6 @@ void polymer_setanimatesprites(animatespritesptr animatesprites,
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asi.smoothratio = smoothratio;
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}
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void polymer_resetlights(void)
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{
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int32_t i;
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_prsector *s;
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_prwall *w;
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i = 0;
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while (i < numsectors)
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{
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s = prsectors[i];
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s->floor.lightcount = 0;
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s->ceil.lightcount = 0;
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i++;
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}
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i = 0;
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while (i < numwalls)
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{
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w = prwalls[i];
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w->wall.lightcount = 0;
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w->over.lightcount = 0;
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w->mask.lightcount = 0;
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i++;
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}
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lightcount = 0;
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}
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void polymer_addlight(_prlight light)
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{
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if (light.sector == -1)
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return;
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if (lightcount < PR_MAXLIGHTS)
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{
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prlights[lightcount] = light;
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if (light.radius) {
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float radius, ang, horizang, lightpos[3];
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// hack to avoid lights beams perpendicular to walls
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if ((light.horiz <= 100) && (light.horiz > 90))
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light.horiz = 90;
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if ((light.horiz > 100) && (light.horiz < 110))
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light.horiz = 110;
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lightpos[0] = light.y;
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lightpos[1] = -light.z / 16.0f;
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lightpos[2] = -light.x;
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// calculate the spot light transformations and matrices
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radius = (float)(light.radius) / (2048.0f / 360.0f);
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ang = (float)(light.angle) / (2048.0f / 360.0f);
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horizang = (float)(-getangle(128, light.horiz-100)) / (2048.0f / 360.0f);
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bglMatrixMode(GL_PROJECTION);
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bglPushMatrix();
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bglLoadIdentity();
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bgluPerspective(radius * 2, 1, 0.1f, light.range / 1000.0f);
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bglGetFloatv(GL_PROJECTION_MATRIX, prlights[lightcount].proj);
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bglPopMatrix();
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bglMatrixMode(GL_MODELVIEW);
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bglPushMatrix();
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bglLoadIdentity();
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bglRotatef(horizang, 1.0f, 0.0f, 0.0f);
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bglRotatef(ang, 0.0f, 1.0f, 0.0f);
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bglScalef(1.0f / 1000.0f, 1.0f / 1000.0f, 1.0f / 1000.0f);
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bglTranslatef(-lightpos[0], -lightpos[1], -lightpos[2]);
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bglGetFloatv(GL_MODELVIEW_MATRIX, prlights[lightcount].transform);
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bglPopMatrix();
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polymer_extractfrustum(prlights[lightcount].transform, prlights[lightcount].proj, prlights[lightcount].frustum);
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prlights[lightcount].rtindex = -1;
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}
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prlights[lightcount].isinview = 0;
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polymer_culllight(lightcount);
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lightcount++;
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}
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}
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// CORE
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static void polymer_displayrooms(int16_t dacursectnum)
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{
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@ -3782,6 +3704,95 @@ static void polymer_compileprogram(int32_t programbits)
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}
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// LIGHTS
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static void polymer_resetlights(void)
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{
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int32_t i;
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_prsector *s;
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_prwall *w;
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i = 0;
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while (i < numsectors)
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{
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s = prsectors[i];
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s->floor.lightcount = 0;
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s->ceil.lightcount = 0;
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i++;
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}
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i = 0;
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while (i < numwalls)
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{
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w = prwalls[i];
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w->wall.lightcount = 0;
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w->over.lightcount = 0;
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w->mask.lightcount = 0;
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i++;
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}
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lightcount = 0;
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}
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static void polymer_addlight(_prlight light)
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{
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if (light.sector == -1)
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return;
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if (lightcount < PR_MAXLIGHTS)
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{
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prlights[lightcount] = light;
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if (light.radius) {
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float radius, ang, horizang, lightpos[3];
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// hack to avoid lights beams perpendicular to walls
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if ((light.horiz <= 100) && (light.horiz > 90))
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light.horiz = 90;
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if ((light.horiz > 100) && (light.horiz < 110))
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light.horiz = 110;
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lightpos[0] = light.y;
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lightpos[1] = -light.z / 16.0f;
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lightpos[2] = -light.x;
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// calculate the spot light transformations and matrices
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radius = (float)(light.radius) / (2048.0f / 360.0f);
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ang = (float)(light.angle) / (2048.0f / 360.0f);
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horizang = (float)(-getangle(128, light.horiz-100)) / (2048.0f / 360.0f);
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bglMatrixMode(GL_PROJECTION);
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bglPushMatrix();
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bglLoadIdentity();
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bgluPerspective(radius * 2, 1, 0.1f, light.range / 1000.0f);
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bglGetFloatv(GL_PROJECTION_MATRIX, prlights[lightcount].proj);
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bglPopMatrix();
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bglMatrixMode(GL_MODELVIEW);
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bglPushMatrix();
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bglLoadIdentity();
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bglRotatef(horizang, 1.0f, 0.0f, 0.0f);
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bglRotatef(ang, 0.0f, 1.0f, 0.0f);
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bglScalef(1.0f / 1000.0f, 1.0f / 1000.0f, 1.0f / 1000.0f);
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bglTranslatef(-lightpos[0], -lightpos[1], -lightpos[2]);
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bglGetFloatv(GL_MODELVIEW_MATRIX, prlights[lightcount].transform);
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bglPopMatrix();
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polymer_extractfrustum(prlights[lightcount].transform, prlights[lightcount].proj, prlights[lightcount].frustum);
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prlights[lightcount].rtindex = -1;
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}
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prlights[lightcount].isinview = 0;
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polymer_culllight(lightcount);
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lightcount++;
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}
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}
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static int32_t polymer_planeinlight(_prplane* plane, _prlight* light)
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{
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float lightpos[3];
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@ -4530,13 +4530,13 @@ void G_DrawRooms(int32_t snum,int32_t smoothratio)
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}
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#ifdef POLYMER
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if (getrendermode() == 4)
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if (getrendermode() == 4) {
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polymer_setanimatesprites(G_DoSpriteAnimations, ud.camerax,ud.cameray,ud.cameraang,smoothratio);
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}
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#endif
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drawrooms(ud.camerax,ud.cameray,ud.cameraz,ud.cameraang,ud.camerahoriz,ud.camerasect);
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#ifdef POLYMER
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if (getrendermode() == 4)
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polymer_resetlights();
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framelightcount = 0;
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#endif
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G_DoSpriteAnimations(ud.camerax,ud.cameray,ud.cameraang,smoothratio);
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drawmasks();
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@ -6646,9 +6646,6 @@ void G_DoSpriteAnimations(int32_t x,int32_t y,int32_t a,int32_t smoothratio)
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intptr_t l, t1,t3,t4;
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spritetype *s,*t;
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int32_t switchpic;
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#ifdef POLYMER
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_prlight light;
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#endif
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if (!spritesortcnt) return;
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@ -7372,37 +7369,36 @@ PALONLY:
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case FLOORFLAME__STATIC:
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#ifdef POLYMER
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light.radius = 0;
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light.sector = t->sectnum;
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framelights[framelightcount].radius = 0;
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framelights[framelightcount].sector = t->sectnum;
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light.x = t->x;
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light.y = t->y;
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light.z = t->z;
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framelights[framelightcount].x = t->x;
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framelights[framelightcount].y = t->y;
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framelights[framelightcount].z = t->z;
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light.range = tilesizx[t->picnum]*tilesizy[t->picnum];
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light.range -= rand()%((light.range>>3)+1);
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framelights[framelightcount].range = tilesizx[t->picnum]*tilesizy[t->picnum];
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framelights[framelightcount].range -= rand()%((framelights[framelightcount].range>>3)+1);
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light.color[0] = 255;
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light.color[1] = 80;
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light.color[2] = 0;
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framelights[framelightcount].color[0] = 255;
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framelights[framelightcount].color[1] = 80;
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framelights[framelightcount].color[2] = 0;
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if ((DynamicTileMap[s->picnum] == ATOMICHEALTH__STATIC) ||
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(DynamicTileMap[s->picnum] == FREEZEBLAST__STATIC))
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{
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light.color[0] = 0;
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light.color[1] = 0;
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light.color[2] = 255;
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framelights[framelightcount].color[0] = 0;
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framelights[framelightcount].color[1] = 0;
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framelights[framelightcount].color[2] = 255;
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}
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if ((DynamicTileMap[s->picnum] == SHRINKSPARK__STATIC) ||
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(DynamicTileMap[s->picnum] == SHRINKEREXPLOSION__STATIC))
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{
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light.color[0] = 0;
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light.color[1] = 255;
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light.color[2] = 0;
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framelights[framelightcount].color[0] = 0;
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framelights[framelightcount].color[1] = 255;
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framelights[framelightcount].color[2] = 0;
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}
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if (getrendermode() >= 4)
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polymer_addlight(light);
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framelightcount++;
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#endif
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if (t->picnum == EXPLOSION2)
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{
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t->z = sector[t->sectnum].floorz;
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t->shade = -127;
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#ifdef POLYMER
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light.radius = 0;
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light.sector = t->sectnum;
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framelights[framelightcount].radius = 0;
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framelights[framelightcount].sector = t->sectnum;
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light.x = t->x;
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light.y = t->y;
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light.z = t->z;
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framelights[framelightcount].x = t->x;
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framelights[framelightcount].y = t->y;
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framelights[framelightcount].z = t->z;
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light.range = tilesizx[t->picnum]*tilesizy[t->picnum];
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light.range -= rand()%((light.range>>3)+1);
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framelights[framelightcount].range = tilesizx[t->picnum]*tilesizy[t->picnum];
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framelights[framelightcount].range -= rand()%((framelights[framelightcount].range>>3)+1);
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light.color[0] = 255;
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light.color[1] = 80;
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light.color[2] = 0;
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framelights[framelightcount].color[0] = 255;
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framelights[framelightcount].color[1] = 80;
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framelights[framelightcount].color[2] = 0;
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if (getrendermode() >= 4)
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polymer_addlight(light);
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framelightcount++;
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#endif
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break;
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case COOLEXPLOSION1__STATIC:
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t->shade = -127;
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t->picnum += (s->shade>>1);
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#ifdef POLYMER
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light.radius = 0;
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light.sector = t->sectnum;
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framelights[framelightcount].radius = 0;
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framelights[framelightcount].sector = t->sectnum;
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light.x = t->x;
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light.y = t->y;
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light.z = t->z;
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framelights[framelightcount].x = t->x;
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framelights[framelightcount].y = t->y;
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framelights[framelightcount].z = t->z;
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light.range = tilesizx[t->picnum]*tilesizy[t->picnum];
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light.range -= rand()%((light.range>>3)+1);
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framelights[framelightcount].range = tilesizx[t->picnum]*tilesizy[t->picnum];
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framelights[framelightcount].range -= rand()%((framelights[framelightcount].range>>3)+1);
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light.color[0] = 128;
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light.color[1] = 0;
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light.color[2] = 255;
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framelights[framelightcount].color[0] = 128;
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framelights[framelightcount].color[1] = 0;
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framelights[framelightcount].color[2] = 255;
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if (getrendermode() >= 4)
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polymer_addlight(light);
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framelightcount++;
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#endif
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break;
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case PLAYERONWATER__STATIC:
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