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polymer: add a prlight flag to make shadow-less spotlights
And hook it up to SE cstat 64 ('1' in mapster32). This disables both lightmaps and shadow maps for the spotlight; please let me know if you have a usecase where you want lightmaps but no shadow maps for specific lights. git-svn-id: https://svn.eduke32.com/eduke32@3091 1a8010ca-5511-0410-912e-c29ae57300e0
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4 changed files with 30 additions and 13 deletions
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@ -18,6 +18,9 @@ typedef struct s_prlight {
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uint8_t color[3], priority;
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int8_t minshade, maxshade;
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int16_t tilenum;
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struct {
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int32_t emitshadow : 1;
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} publicflags;
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// internal members
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float proj[16];
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float transform[16];
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@ -1479,7 +1479,7 @@ int16_t polymer_addlight(_prlight* light)
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Bmemcpy(&prlights[lighti], light, sizeof(_prlight));
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if (light->radius) {
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if (light->radius && light->publicflags.emitshadow) {
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polymer_processspotlight(&prlights[lighti]);
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// get the texture handle for the lightmap
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@ -4600,15 +4600,18 @@ static int32_t polymer_bindmaterial(_prmaterial material, int16_t* lights,
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// PR_BIT_SPOT_LIGHT
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if (prlights[lights[curlight]].radius) {
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programbits |= prprogrambits[PR_BIT_SPOT_LIGHT].bit;
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// PR_BIT_SHADOW_MAP
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if (prlights[lights[curlight]].rtindex != -1) {
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programbits |= prprogrambits[PR_BIT_SHADOW_MAP].bit;
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programbits |= prprogrambits[PR_BIT_PROJECTION_MAP].bit;
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}
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// PR_BIT_LIGHT_MAP
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if (prlights[lights[curlight]].lightmap) {
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programbits |= prprogrambits[PR_BIT_LIGHT_MAP].bit;
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programbits |= prprogrambits[PR_BIT_PROJECTION_MAP].bit;
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if (prlights[lights[curlight]].publicflags.emitshadow) {
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// PR_BIT_SHADOW_MAP
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if (prlights[lights[curlight]].rtindex != -1) {
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programbits |= prprogrambits[PR_BIT_SHADOW_MAP].bit;
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programbits |= prprogrambits[PR_BIT_PROJECTION_MAP].bit;
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}
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// PR_BIT_LIGHT_MAP
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if (prlights[lights[curlight]].lightmap) {
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programbits |= prprogrambits[PR_BIT_LIGHT_MAP].bit;
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programbits |= prprogrambits[PR_BIT_PROJECTION_MAP].bit;
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}
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}
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}
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}
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@ -5144,7 +5147,7 @@ static void polymer_updatelights(void)
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// highly suboptimal
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polymer_removelight(i);
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if (light->radius)
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if (light->radius && light->publicflags.emitshadow)
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polymer_processspotlight(light);
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polymer_culllight(i);
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@ -5328,7 +5331,7 @@ static void polymer_processspotlight(_prlight* light)
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lightpos[1] = -(float)light->z / 16.0f;
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lightpos[2] = -(float)light->x;
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// calculate the spot light transformations and matrices
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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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@ -5536,7 +5539,8 @@ static void polymer_prepareshadows(void)
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while (!prlights[i].flags.active)
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i++;
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if (prlights[i].radius && prlights[i].flags.isinview)
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if (prlights[i].radius && prlights[i].publicflags.emitshadow &&
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prlights[i].flags.isinview)
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{
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prlights[i].flags.isinview = 0;
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prlights[i].rtindex = j + 1;
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@ -7751,6 +7751,7 @@ static void G_DoEffectorLights(void) // STATNUM 14
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mylight.minshade = sprite[i].xoffset;
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mylight.maxshade = sprite[i].yoffset;
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mylight.tilenum = 0;
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mylight.publicflags.emitshadow = 0;
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if (CS & 2)
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{
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@ -7814,6 +7815,7 @@ static void G_DoEffectorLights(void) // STATNUM 14
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mylight.minshade = sprite[i].xoffset;
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mylight.maxshade = sprite[i].yoffset;
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mylight.tilenum = actor[i].picnum;
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mylight.publicflags.emitshadow = !(CS & 64);
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if (CS & 2)
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{
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@ -7872,6 +7874,9 @@ static void G_DoEffectorLights(void) // STATNUM 14
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actor[i].lightptr->horiz = SH;
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actor[i].lightptr->flags.invalidate = 1;
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}
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if (!(CS & 64) != actor[i].lightptr->publicflags.emitshadow) {
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actor[i].lightptr->publicflags.emitshadow = !(CS & 64);
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}
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actor[i].lightptr->tilenum = actor[i].picnum;
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}
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@ -10712,6 +10712,7 @@ void ExtPreCheckKeys(void) // just before drawrooms
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mylight.radius = (256-(SS+128))<<1;
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mylight.faderadius = (int16_t)(mylight.radius * 0.75f);
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mylight.tilenum = OW;
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mylight.publicflags.emitshadow = !(CS & 64);
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addprlight_common1(&mylight, i);
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}
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@ -10746,6 +10747,10 @@ void ExtPreCheckKeys(void) // just before drawrooms
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spritelightptr[i]->horiz = SH;
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spritelightptr[i]->flags.invalidate = 1;
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}
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if (!(CS & 64) != spritelightptr[i]->publicflags.emitshadow)
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{
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spritelightptr[i]->publicflags.emitshadow = !(CS & 64);
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}
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spritelightptr[i]->tilenum = OW;
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}
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}
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