Merge remote-tracking branch 'gzdoom/master' into big_beautiful_merge

This commit is contained in:
Magnus Norddahl 2025-08-08 12:32:34 +02:00
commit 17dacefc9b
41 changed files with 466 additions and 331 deletions

View file

@ -1060,6 +1060,7 @@ set (PCH_SOURCES
common/utility/r_memory.cpp
common/utility/bounds.cpp
common/utility/writezip.cpp
common/utility/vga2ansi.cpp
common/thirdparty/base64.cpp
common/thirdparty/md5.cpp
common/thirdparty/superfasthash.cpp

View file

@ -58,13 +58,16 @@
extern FILE* Logfile;
void ConsoleEndoom();
CCMD (quit)
{
ConsoleEndoom();
throw CExitEvent(0);
}
CCMD (exit)
{
ConsoleEndoom();
throw CExitEvent(0);
}

View file

@ -50,7 +50,7 @@ public:
virtual ~FStartupScreen() = default;
virtual void Progress() {}
virtual void Progress(int advance = 1) {}
virtual void AppendStatusLine(const char* status) {}
virtual void LoadingStatus(const char* message, int colors) {}
@ -77,7 +77,7 @@ public:
FBasicStartupScreen(int max_progress);
~FBasicStartupScreen();
void Progress() override;
void Progress(int advance = 1) override;
void NetInit(const char* message, bool host) override;
void NetMessage(const char* message) override;

View file

@ -84,13 +84,9 @@ FBasicStartupScreen::~FBasicStartupScreen()
}
void FBasicStartupScreen::Progress()
void FBasicStartupScreen::Progress(int advance)
{
if (CurPos < MaxPos)
{
++CurPos;
}
CurPos = min(CurPos + advance, MaxPos);
FConsoleWindow::GetInstance().Progress(CurPos, MaxPos);
}

View file

@ -220,10 +220,15 @@ void CleanProgressBar()
}
static int ProgressBarCurPos, ProgressBarMaxPos;
static bool ProgressBarComplete;
void RedrawProgressBar(int CurPos, int MaxPos)
{
if (!isatty(STDOUT_FILENO)) return;
if (ProgressBarComplete && CurPos >= MaxPos) return;
ProgressBarComplete = CurPos >= MaxPos; // draw once
CleanProgressBar();
struct winsize sizeOfWindow;
ioctl(STDOUT_FILENO, TIOCGWINSZ, &sizeOfWindow);

View file

@ -53,7 +53,7 @@ class FTTYStartupScreen : public FStartupScreen
FTTYStartupScreen(int max_progress);
~FTTYStartupScreen();
void Progress() override;
void Progress(int amount = 1) override;
void NetInit(const char* message, bool host) override;
void NetMessage(const char* message) override;
@ -137,12 +137,9 @@ FTTYStartupScreen::~FTTYStartupScreen()
//
//===========================================================================
void FTTYStartupScreen::Progress()
void FTTYStartupScreen::Progress(int advance)
{
if (CurPos < MaxPos)
{
++CurPos;
}
CurPos = min(CurPos + advance, MaxPos);
RedrawProgressBar(CurPos, MaxPos);
}
@ -240,6 +237,7 @@ void FTTYStartupScreen::NetProgress(int cur, int limit)
void FTTYStartupScreen::NetDone()
{
CurPos = MaxPos;
CleanProgressBar();
// Restore stdin settings
if (DidNetInit)

View file

@ -115,12 +115,9 @@ FBasicStartupScreen::~FBasicStartupScreen()
//
//==========================================================================
void FBasicStartupScreen::Progress()
void FBasicStartupScreen::Progress(int advance)
{
if (CurPos < MaxPos)
{
CurPos++;
}
CurPos = min(CurPos + advance, MaxPos);
}
//==========================================================================

View file

@ -73,6 +73,12 @@ CUSTOM_CVAR(Int, showendoom, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
else if (self > 2) self=2;
}
CVAR(Bool, consoleendoom, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
#ifdef _WIN32
extern bool FancyStdOut;
#endif
// PRIVATE DATA DEFINITIONS ------------------------------------------------
// CODE --------------------------------------------------------------------
@ -192,9 +198,36 @@ int RunEndoom()
return 0;
}
void vga_to_ansi(const uint8_t *buf);
void ConsoleEndoom()
{
#ifdef _WIN32
// old versions of Windows don't get an ansi endoom
if (!FancyStdOut)
return;
#endif
if (!consoleendoom || endoomName.Len() == 0)
return;
uint8_t buffer[4000];
int endoom_lump = fileSystem.CheckNumForFullName (endoomName.GetChars(), true);
if (endoom_lump < 0 || fileSystem.FileLength (endoom_lump) != 4000)
{
return;
}
fileSystem.ReadFile(endoom_lump, buffer);
vga_to_ansi(buffer);
}
[[noreturn]]
void ST_Endoom()
{
ConsoleEndoom();
int code = RunEndoom();
throw CExitEvent(code);
}

View file

@ -765,3 +765,33 @@ void FStartScreen::ValidateTexture()
}
}
void unicode_to_utf8(char* result, uint16_t code_point)
{
if (code_point <= 0x7F)
{
// 1-byte sequence (ASCII)
result[0] = (unsigned char)code_point;
result[1] = 0;
}
else if (code_point <= 0x7FF)
{
// 2-byte sequence
result[0] = (unsigned char)(0xC0 | ((code_point >> 6) & 0x1F));
result[1] = (unsigned char)(0x80 | (code_point & 0x3F));
result[2] = 0;
}
else
{
// 3-byte sequence (up to U+FFFF)
result[0] = (unsigned char)(0xE0 | ((code_point >> 12) & 0x0F));
result[1] = (unsigned char)(0x80 | ((code_point >> 6) & 0x3F));
result[2] = (unsigned char)(0x80 | (code_point & 0x3F));
result[3] = 0;
}
}
void ibm437_to_utf8(char* result, char in)
{
unicode_to_utf8(result, IBM437ToUnicode[(unsigned char)in]);
}

View file

@ -405,7 +405,7 @@ public:
// exact = false returns the closest match, to be used for, ex., insertions, exact = true returns Size() when no match, like Find does
unsigned int SortedFind(const T& item, bool exact = true) const
{
unsigned int index = (std::lower_bound(begin(), end(), item) - begin());
unsigned int index = (unsigned int)(std::lower_bound(begin(), end(), item) - begin());
if(exact)
{
return (index < Count && Array[index] == item) ? index : Count;

View file

@ -0,0 +1,158 @@
// Copyright (c) 2025 Rachael Alexanderson
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice,
// this list of conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
//
// 3. Neither the name of the copyright holder nor the names of its
// contributors may be used to endorse or promote products derived from this
// software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS “AS IS”
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGE.
#include <stdio.h>
#include <stdint.h>
#include <stdbool.h>
#include <stdlib.h>
#ifdef _WIN32
// windows platform code uses special stdout handling, let's make sure to use that
#include <windows.h>
extern HANDLE StdOut;
static void CPrint(const char* in)
{
DWORD bytes_written;
if (!StdOut)
return;
WriteFile(StdOut, in, strlen(in), &bytes_written, NULL);
}
#else
static void CPrint(const char* in)
{
fputs(in, stdout);
}
#endif
static const char *ansi_esc[2] = {"\x1b[", ";"};
static const char *ansi_end[2] = {"", "m"};
// Map DOS color to ANSI escape code
static const char *ansi_fg[16] =
{
"30", "34", "32", "36", "31", "35", "33", "37",
"90", "94", "92", "96", "91", "95", "93", "97"
};
// Only standard backgrounds (no bright backgrounds in classic ANSI)
static const char *ansi_bg[8] =
{
"40", "44", "42", "46",
"41", "45", "43", "47"
};
// ANSI codes for truecolor DOS colors
static const char *ansi_tc_fg[16] =
{
"38;2;0;0;0", "38;2;0;0;170", "38;2;0;170;0", "38;2;0;170;170",
"38;2;170;0;0", "38;2;170;0;170", "38;2;170;85;0", "38;2;170;170;170",
"38;2;85;85;85", "38;2;85;85;255", "38;2;85;255;0", "38;2;85;255;255",
"38;2;255;85;85", "38;2;255;85;255", "38;2;255;255;85", "38;2;255;255;255"
};
static const char *ansi_tc_bg[8] =
{
"48;2;0;0;0", "48;2;0;0;170", "48;2;0;170;0", "48;2;0;170;170",
"48;2;170;0;0", "48;2;170;0;170", "48;2;170;85;0", "48;2;170;170;170"
};
static const char *ansi_flash[2] = { "25", "5" };
inline void ansi_ctrl(bool open)
{
static bool is_ansi_open = false;
if (open)
CPrint(ansi_esc[is_ansi_open]);
else
CPrint(ansi_end[is_ansi_open]);
is_ansi_open = open;
}
void ibm437_to_utf8(char* result, char in);
void vga_to_ansi(const uint8_t *buf)
{
#ifdef _WIN32
bool truecolor = true;
#else
const char *ct = getenv("COLORTERM");
bool truecolor = ct && (strcmp(ct, "truecolor") || strcmp(ct, "24bit"));
#endif
for (int row = 0; row < 25; ++row)
{
int last_fg = -1, last_bg = -1;
bool last_blink = false;
for (int col = 0; col < 80; ++col)
{
int off = (row * 80 + col) * 2;
uint8_t ch = buf[off];
uint8_t attr = buf[off + 1];
int fg = attr & 0x0F;
int bg = (attr >> 4) & 0x07;
bool blink = !!(attr & 0x80);
bool spacer = (ch == 0) || (ch == 32) || (ch == 255);
// Output color if changed
if ((fg != last_fg) && !spacer)
{
ansi_ctrl(1);
if (truecolor)
CPrint(ansi_tc_fg[fg]);
else
CPrint(ansi_fg[fg]);
last_fg = fg;
}
if (bg != last_bg)
{
ansi_ctrl(1);
if (truecolor)
CPrint(ansi_tc_bg[bg]);
else
CPrint(ansi_bg[bg]);
last_bg = bg;
}
if (blink != last_blink)
{
ansi_ctrl(1);
CPrint(ansi_flash[blink]);
last_blink = blink;
}
ansi_ctrl(0);
// Output character, convert CP437 to UTF-8
if (spacer)
CPrint(" ");
else
{
char result[4];
ibm437_to_utf8(result, ch);
CPrint(result);
}
}
CPrint("\x1b[0m\n"); // Reset colors and end the line
}
}

View file

@ -3420,7 +3420,7 @@ static int D_InitGame(const FIWADInfo* iwad_info, std::vector<std::string>& allw
if (!batchrun && !RunningAsTool) Printf ("ST_Init: Init startup screen.\n");
if (!restart)
{
StartWindow = FStartupScreen::CreateInstance (TexMan.GuesstimateNumTextures() + 5);
StartWindow = FStartupScreen::CreateInstance(max_progress);
}
else
{
@ -3635,10 +3635,12 @@ static int D_InitGame(const FIWADInfo* iwad_info, std::vector<std::string>& allw
}
S_Sound (CHAN_BODY, 0, "misc/startupdone", 1, ATTN_NONE);
if (!batchrun) Printf ("Init complete.\n");
if (RunningAsTool)
return 0;
StartWindow->Progress(max_progress);
if (StartScreen)
{
StartScreen->Progress(max_progress); // advance progress bar to the end.
@ -3916,7 +3918,7 @@ int D_DoomMain_Game()
// Now that we have the IWADINFO, initialize the autoload ini sections.
GameConfig->DoAutoloadSetup(iwad_man);
bool should_debug = vm_debug.get();
bool should_debug = vm_debug;
const char * debug_port_arg = Args->CheckValue("-debug");
if (debug_port_arg) {
should_debug = true;

View file

@ -76,31 +76,12 @@ CCMD(listlights)
if (dl->target)
{
FTextureID spr = sprites[dl->target->sprite].GetSpriteFrame(dl->target->frame, 0, nullAngle, nullptr);
Printf(", frame = %s ", TexMan.GetGameTexture(spr)->GetName().GetChars());
Printf(", frame = %s\n", TexMan.GetGameTexture(spr)->GetName().GetChars());
}
FLightNode * node;
node=dl->touching_sides;
while (node)
{
walls++;
allwalls++;
node = node->nextTarget;
}
node = dl->touching_sector;
while (node)
{
allsectors++;
sectors++;
node = node->nextTarget;
}
/*
Printf("- %d walls, %d sectors\n", walls, sectors);
*/
}
Printf("%i dynamic lights, %d shadowmapped, %d walls, %d sectors\n\n\n", i, shadowcount, allwalls, allsectors);

View file

@ -583,6 +583,9 @@ void G_InitNew (const char *mapname, bool bTitleLevel)
bool wantFast;
unsigned int i;
primaryLevel->lightlists.wall_dlist.Clear();
primaryLevel->lightlists.flat_dlist.Clear();
// did we have any level before?
if (primaryLevel->info != nullptr)
staticEventManager.WorldUnloaded(FString()); // [MK] don't pass the new map, as it's not a level transition
@ -647,9 +650,6 @@ void G_InitNew (const char *mapname, bool bTitleLevel)
primaryLevel->totaltime = 0;
primaryLevel->spawnindex = 0;
primaryLevel->lightlists.wall_dlist.Clear();
primaryLevel->lightlists.flat_dlist.Clear();
if (!multiplayer || !deathmatch)
{
InitPlayerClasses ();

View file

@ -61,8 +61,9 @@
struct FGlobalDLightLists
{
TMap<FSection*, TMap<FDynamicLight*, std::unique_ptr<FLightNode>>> flat_dlist;
TMap<side_t*, TMap<FDynamicLight*, std::unique_ptr<FLightNode>>> wall_dlist;
//TODO add TSet and switch from TMap to TSet
TArray<TMap<FDynamicLight*, std::unique_ptr<FLightNode>>> flat_dlist;
TArray<TMap<FDynamicLight*, std::unique_ptr<FLightNode>>> wall_dlist;
};
#include "common/rendering/hwrenderer/data/hw_lightprobe.h"

View file

@ -3517,12 +3517,6 @@ void MapLoader::LoadLevel(MapData *map, const char *lumpname, int position)
SpawnThings(position);
// Load and link lightmaps - must be done after P_Spawn3DFloors (and SpawnThings? Potentially for baking static model actors?)
if (!ForceNodeBuild)
{
LoadLightmap(map);
}
for (unsigned int i = 0; i < MAXPLAYERS; ++i)
{
if (Level->PlayerInGame(i) && Level->Players[i]->mo != nullptr)

View file

@ -74,20 +74,22 @@ static FCRandom randLight;
extern TArray<FLightDefaults *> StateLights;
static void MarkTilesForUpdate(FLevelLocals * Level, FLightNode * touching_sides, FLightNode * touching_sector)
void FDynamicLight::MarkTilesForUpdate()
{
if(Level->levelMesh)
{
while(touching_sides)
for (int i = 0; i < touchlists.wall_tlist.SSize(); i++)
{
LevelMeshUpdater->SideLightListChanged(touching_sides->targLine);
touching_sides = touching_sides->nextTarget;
auto sidedef = touchlists.wall_tlist[i];
if (sidedef)
LevelMeshUpdater->SideLightListChanged(sidedef);
}
while(touching_sector)
for (int i = 0; i < touchlists.flat_tlist.SSize(); i++)
{
LevelMeshUpdater->SectorLightListChanged(touching_sector->targSection->sector);
touching_sector = touching_sector->nextTarget;
auto sec = touchlists.flat_tlist[i];
if (sec)
LevelMeshUpdater->SectorLightListChanged(sec->sector);
}
}
}
@ -315,7 +317,7 @@ void FDynamicLight::Tick()
{
if(markTiles && m_active != wasactive)
{
MarkTilesForUpdate(Level, touching_sides, touching_sector);
MarkTilesForUpdate();
}
wasactive = m_active;
return;
@ -418,7 +420,7 @@ void FDynamicLight::Tick()
{
if(markTiles)
{
MarkTilesForUpdate(Level, touching_sides, touching_sector);
MarkTilesForUpdate();
}
updated = true;
@ -521,69 +523,48 @@ bool FDynamicLight::UpdateLocation()
//
//=============================================================================
int FSection::Index() const
{
return int(this - &sector->Level->sections.allSections[0]);
}
void FDynamicLight::AddLightNode(FSection *section, side_t *sidedef)
{
auto updateFlatTList = [&](FSection *sec)
{
touchlists.flat_tlist.TryEmplace(sec, sec);
};
auto updateWallTList = [&](side_t *sidedef)
{
touchlists.wall_tlist.TryEmplace(sidedef, sidedef);
};
if (section)
{
auto flatLightList = Level->lightlists.flat_dlist.CheckKey(section);
if (flatLightList)
if(Level->lightlists.flat_dlist.SSize() <= section->Index())
{
if (!flatLightList->CheckKey(this))
{
FLightNode * node = new FLightNode;
node->lightsource = this;
node->targ = section;
flatLightList->TryEmplace(this, node);
updateFlatTList(section);
}
Level->lightlists.flat_dlist.Resize(section->Index() + 1);
}
else
auto &flatLightList = Level->lightlists.flat_dlist[section->Index()];
if (!flatLightList.CheckKey(this))
{
FLightNode * node = new FLightNode;
node->lightsource = this;
node->targ = section;
TMap<FDynamicLight *, std::unique_ptr<FLightNode>> u;
u.TryEmplace(this, node);
Level->lightlists.flat_dlist.TryEmplace(section, std::move(u));
updateFlatTList(section);
flatLightList.TryEmplace(this, node);
touchlists.flat_tlist.SortedAddUnique(section);
}
}
else if (sidedef)
{
auto wallLightList = Level->lightlists.wall_dlist.CheckKey(sidedef);
if (wallLightList)
if(Level->lightlists.wall_dlist.SSize() <= sidedef->Index())
{
if (!wallLightList->CheckKey(this))
{
FLightNode * node = new FLightNode;
node->lightsource = this;
node->targ = sidedef;
wallLightList->TryEmplace(this, node);
updateWallTList(sidedef);
}
Level->lightlists.wall_dlist.Resize(sidedef->Index() + 1);
}
else
auto &wallLightList = Level->lightlists.wall_dlist[sidedef->Index()];
if (!wallLightList.CheckKey(this))
{
FLightNode * node = new FLightNode;
node->lightsource = this;
node->targ = sidedef;
TMap<FDynamicLight *, std::unique_ptr<FLightNode>> u;
u.TryEmplace(this, node);
Level->lightlists.wall_dlist.TryEmplace(sidedef, std::move(u));
updateWallTList(sidedef);
wallLightList.TryEmplace(this, node);
touchlists.wall_tlist.SortedAddUnique(sidedef);
}
}
}
@ -768,7 +749,6 @@ void FDynamicLight::CollectWithinRadius(const DVector3 &opos, FSection *section,
void FDynamicLight::LinkLight()
{
UnlinkLight();
if (radius>0)
{
// passing in radius*radius allows us to do a distance check without any calls to sqrt
@ -786,35 +766,29 @@ void FDynamicLight::LinkLight()
// Deletes the link lists
//
//==========================================================================
void FDynamicLight::UnlinkLight ()
void FDynamicLight::UnlinkLight()
{
TMap<side_t *, side_t *>::Iterator wit(touchlists.wall_tlist);
TMap<side_t *, side_t *>::Pair *wpair;
while (wit.NextPair(wpair))
for(int i = 0; i < touchlists.wall_tlist.SSize(); i++)
{
auto sidedef = wpair->Value;
auto sidedef = touchlists.wall_tlist[i];
if (!sidedef) continue;
auto wallLightList = Level->lightlists.wall_dlist.CheckKey(sidedef);
if (wallLightList)
if(Level->lightlists.wall_dlist.SSize() > sidedef->Index())
{
LevelMeshUpdater->SideLightListChanged(sidedef);
wallLightList->Remove(this);
Level->lightlists.wall_dlist[sidedef->Index()].Remove(this);
}
}
TMap<FSection *, FSection *>::Iterator fit(touchlists.flat_tlist);
TMap<FSection *, FSection *>::Pair *fpair;
while (fit.NextPair(fpair))
for(int i = 0; i < touchlists.flat_tlist.SSize(); i++)
{
auto sec = fpair->Value;
auto sec = touchlists.flat_tlist[i];
if (!sec) continue;
auto flatLightList = Level->lightlists.flat_dlist.CheckKey(sec);
if (flatLightList)
if(Level->lightlists.flat_dlist.SSize() > sec->Index())
{
LevelMeshUpdater->SectorLightListChanged(sec->sector);
flatLightList->Remove(this);
Level->lightlists.flat_dlist[sec->Index()].Remove(this);
}
}

View file

@ -196,23 +196,13 @@ protected:
struct FLightNode
{
FLightNode ** prevTarget;
FLightNode * nextTarget;
FLightNode ** prevLight;
FLightNode * nextLight;
FDynamicLight * lightsource;
union
{
side_t * targLine;
FSection* targSection;
void * targ;
};
};
struct FDynamicLightTouchLists
{
TMap<FSection*, FSection*> flat_tlist;
TMap<side_t*, side_t*> wall_tlist;
TArray<FSection*> flat_tlist;
TArray<side_t*> wall_tlist;
};
struct FDynamicLight
@ -279,6 +269,7 @@ struct FDynamicLight
private:
double DistToSeg(const DVector3 &pos, vertex_t *start, vertex_t *end);
void CollectWithinRadius(const DVector3 &pos, FSection *section, float radius);
void MarkTilesForUpdate();
public:
FCycler m_cycler;
@ -301,8 +292,7 @@ public:
sector_t *Sector;
FLevelLocals *Level;
TObjPtr<AActor *> target;
FLightNode * touching_sides;
FLightNode * touching_sector;
float radius; // The maximum size the light can be with its current settings.
float m_currentRadius; // The current light size.
int m_tickCount;

View file

@ -120,6 +120,8 @@ struct FSection
short mapsection;
char hacked; // 1: is part of a render hack
char flags;
int Index() const;
};
class FSectionContainer

View file

@ -1046,7 +1046,7 @@ void DoomLevelMesh::UpdateLightShadows(sector_t* sector)
{
for (FSection& section : level.sections.SectionsForSector(sector))
{
auto flatLightList = level.lightlists.flat_dlist.CheckKey(&section);
auto flatLightList = level.lightlists.flat_dlist.SSize() > section.Index() ? &level.lightlists.flat_dlist[section.Index()] : nullptr;
if (flatLightList)
{
TMap<FDynamicLight*, std::unique_ptr<FLightNode>>::Iterator it(*flatLightList);
@ -1066,18 +1066,18 @@ void DoomLevelMesh::UpdateLightShadows(sector_t* sector)
void DoomLevelMesh::UpdateLightShadows(FDynamicLight* light)
{
auto touching_sector = light->touching_sector;
while (touching_sector)
for (int i = 0; i < light->touchlists.flat_tlist.SSize(); i++)
{
UpdateFlat(touching_sector->targSection->sector->Index(), SurfaceUpdateType::LightList);
touching_sector = touching_sector->nextTarget;
auto sec = light->touchlists.flat_tlist[i];
if (sec)
UpdateFlat(sec->sector->Index(), SurfaceUpdateType::LightList);
}
auto touching_sides = light->touching_sides;
while (touching_sides)
for (int i = 0; i < light->touchlists.wall_tlist.SSize(); i++)
{
UpdateSide(touching_sides->targLine->Index(), SurfaceUpdateType::LightList);
touching_sides = touching_sides->nextTarget;
auto sidedef = light->touchlists.wall_tlist[i];
if (sidedef)
UpdateSide(sidedef->Index(), SurfaceUpdateType::LightList);
}
}
@ -1315,9 +1315,13 @@ void DoomLevelMesh::UpdateFlat(unsigned int sectorIndex, SurfaceUpdateType updat
LightListAllocInfo DoomLevelMesh::CreateLightList(FSection* section, side_t* side, int portalgroup)
{
int lightcount = 0;
TMap<FDynamicLight*, std::unique_ptr<FLightNode>>* srcLightList = nullptr;
if (section && level.lightlists.flat_dlist.SSize() > section->Index())
srcLightList = &level.lightlists.flat_dlist[section->Index()];
else if (side && level.lightlists.wall_dlist.SSize() > side->Index())
srcLightList = &level.lightlists.wall_dlist[side->Index()];
auto srcLightList = section ? level.lightlists.flat_dlist.CheckKey(section) : level.lightlists.wall_dlist.CheckKey(side);
int lightcount = 0;
if (srcLightList)
{
TMap<FDynamicLight*, std::unique_ptr<FLightNode>>::Iterator it(*srcLightList);

View file

@ -270,6 +270,8 @@ void HWDrawInfo::UnclipSubsector(subsector_t *sub)
void HWDrawInfo::AddLine (seg_t *seg, bool portalclip, FRenderState& state)
{
const bool doOob = Viewpoint.bDoOob;
#ifdef _DEBUG
if (seg->linedef && seg->linedef->Index() == 38)
{
@ -293,7 +295,7 @@ void HWDrawInfo::AddLine (seg_t *seg, bool portalclip, FRenderState& state)
angle_t endAngleR = 0;
angle_t paddingR = 0x00200000; // Make radar clipping more aggressive (reveal less)
if(Viewpoint.IsAllowedOoB() && r_radarclipper && !(Level->flags3 & LEVEL3_NOFOGOFWAR))
if(doOob && r_radarclipper && !(Level->flags3 & LEVEL3_NOFOGOFWAR))
{
startAngleR = clipperr.PointToPseudoAngle(seg->v2->fX(), seg->v2->fY());
endAngleR = clipperr.PointToPseudoAngle(seg->v1->fX(), seg->v1->fY());
@ -321,11 +323,11 @@ void HWDrawInfo::AddLine (seg_t *seg, bool portalclip, FRenderState& state)
{
if (!(currentsubsector->flags & SSECMF_DRAWN))
{
if (clipper.SafeCheckRange(startAngle, endAngle) && !Viewpoint.IsAllowedOoB())
if (clipper.SafeCheckRange(startAngle, endAngle) && !doOob)
{
currentsubsector->flags |= SSECMF_DRAWN;
}
if (Viewpoint.IsAllowedOoB() && (r_radarclipper && !(Level->flags3 & LEVEL3_NOFOGOFWAR)) && clipperr.SafeCheckRange(startAngleR, endAngleR))
if (doOob && (r_radarclipper && !(Level->flags3 & LEVEL3_NOFOGOFWAR)) && clipperr.SafeCheckRange(startAngleR, endAngleR))
{
currentsubsector->flags |= SSECMF_DRAWN;
}
@ -338,14 +340,14 @@ void HWDrawInfo::AddLine (seg_t *seg, bool portalclip, FRenderState& state)
return;
}
if (!Viewpoint.IsAllowedOoB() || (!r_radarclipper || (Level->flags3 & LEVEL3_NOFOGOFWAR) || clipperr.SafeCheckRange(startAngleR, endAngleR)))
if (!doOob || (!r_radarclipper || (Level->flags3 & LEVEL3_NOFOGOFWAR) || clipperr.SafeCheckRange(startAngleR, endAngleR)))
currentsubsector->flags |= SSECMF_DRAWN;
uint8_t ispoly = uint8_t(seg->sidedef->Flags & WALLF_POLYOBJ);
if (!seg->backsector)
{
if(!Viewpoint.IsAllowedOoB())
if(!doOob)
if (!(seg->sidedef->Flags & WALLF_DITHERTRANS_MID)) clipper.SafeAddClipRange(startAngle, endAngle);
}
else if (!ispoly) // Two-sided polyobjects never obstruct the view
@ -373,7 +375,7 @@ void HWDrawInfo::AddLine (seg_t *seg, bool portalclip, FRenderState& state)
if (hw_CheckClip(seg->sidedef, currentsector, backsector, !outer ? &ClipFrustum : nullptr))
{
if(!Viewpoint.IsAllowedOoB() && !(seg->sidedef->Flags & WALLF_DITHERTRANS_MID))
if(!doOob && !(seg->sidedef->Flags & WALLF_DITHERTRANS_MID))
clipper.SafeAddClipRange(startAngle, endAngle);
}
}
@ -590,7 +592,7 @@ void HWDrawInfo::RenderThings(subsector_t * sub, sector_t * sector, FRenderState
if (thing->validcount == validcount) continue;
thing->validcount = validcount;
if(Viewpoint.IsAllowedOoB() && thing->Sector->isSecret() && thing->Sector->wasSecret() && !r_radarclipper) continue; // This covers things that are touching non-secret sectors
if(Viewpoint.bDoOob && thing->Sector->isSecret() && thing->Sector->wasSecret() && !r_radarclipper) continue; // This covers things that are touching non-secret sectors
FIntCVar *cvar = thing->GetInfo()->distancecheck;
if (cvar != nullptr && *cvar >= 0)
{
@ -695,6 +697,7 @@ void HWDrawInfo::RenderParticles(subsector_t *sub, sector_t *front, FRenderState
void HWDrawInfo::DoSubsector(subsector_t * sub, FRenderState& state)
{
const bool doOob = Viewpoint.bDoOob;
sector_t * sector;
sector_t * fakesector;
@ -723,10 +726,10 @@ void HWDrawInfo::DoSubsector(subsector_t * sub, FRenderState& state)
fakesector=hw_FakeFlat(drawctx, sector, in_area, false);
if(Viewpoint.IsAllowedOoB() && sector->isSecret() && sector->wasSecret() && !r_radarclipper) return;
if(doOob && sector->isSecret() && sector->wasSecret() && !r_radarclipper) return;
// cull everything if subsector outside all relevant clippers
if (Viewpoint.IsAllowedOoB() && (sub->polys == nullptr))
if (doOob && (sub->polys == nullptr))
{
auto &clipper = *mClipper;
auto &clipperv = *vClipper;
@ -734,11 +737,10 @@ void HWDrawInfo::DoSubsector(subsector_t * sub, FRenderState& state)
int count = sub->numlines;
seg_t * seg = sub->firstline;
bool anglevisible = false;
bool pitchvisible = !(Viewpoint.IsAllowedOoB()); // No vertical clipping if viewpoint is not allowed out of bounds
bool radarvisible = !(Viewpoint.IsAllowedOoB()) || !r_radarclipper || (Level->flags3 & LEVEL3_NOFOGOFWAR) || ((sub->flags & SSECMF_DRAWN) && !deathmatch);
bool ceilreflect = (mCurrentPortal && strcmp(mCurrentPortal->GetName(), "Planemirror ceiling"));
bool floorreflect = (mCurrentPortal && strcmp(mCurrentPortal->GetName(), "Planemirror floor"));
double planez = (ceilreflect ? sector->ceilingplane.ZatPoint(Viewpoint.Pos) : sector->floorplane.ZatPoint(Viewpoint.Pos));
bool pitchvisible = false;
bool radarvisible = !r_radarclipper || (Level->flags3 & LEVEL3_NOFOGOFWAR) || ((sub->flags & SSECMF_DRAWN) && !deathmatch);
const int reflect = mCurrentPortal ? mCurrentPortal->GetMirrorSide() : 0; // -1 = ceiling, 1 = floor, 0 = none
const double planez = (reflect < 0 ? sector->ceilingplane.ZatPoint(Viewpoint.Pos) : sector->floorplane.ZatPoint(Viewpoint.Pos));
angle_t pitchtemp;
angle_t pitchmin = ANGLE_90;
angle_t pitchmax = 0;
@ -763,11 +765,11 @@ void HWDrawInfo::DoSubsector(subsector_t * sub, FRenderState& state)
if (!pitchvisible)
{
pitchmin = clipperv.PointToPseudoPitch(seg->v1->fX(), seg->v1->fY(),
(ceilreflect || floorreflect) ?
(reflect != 0) ?
2 * planez - sector->floorplane.ZatPoint(seg->v1) :
sector->floorplane.ZatPoint(seg->v1));
pitchmax = clipperv.PointToPseudoPitch(seg->v1->fX(), seg->v1->fY(),
(ceilreflect || floorreflect) ?
(reflect != 0) ?
2 * planez - sector->ceilingplane.ZatPoint(seg->v1) :
sector->ceilingplane.ZatPoint(seg->v1));
pitchvisible |= clipperv.SafeCheckRange(pitchmin, pitchmax);
@ -776,12 +778,12 @@ void HWDrawInfo::DoSubsector(subsector_t * sub, FRenderState& state)
if (!pitchvisible)
{
pitchtemp = clipperv.PointToPseudoPitch(seg->v2->fX(), seg->v2->fY(),
(ceilreflect || floorreflect) ?
(reflect != 0) ?
2 * planez - sector->floorplane.ZatPoint(seg->v2) :
sector->floorplane.ZatPoint(seg->v2));
if (int(pitchmin) > int(pitchtemp)) pitchmin = pitchtemp;
pitchtemp = clipperv.PointToPseudoPitch(seg->v2->fX(), seg->v2->fY(),
(ceilreflect || floorreflect) ?
(reflect != 0) ?
2 * planez - sector->ceilingplane.ZatPoint(seg->v2) :
sector->ceilingplane.ZatPoint(seg->v2));
if (int(pitchmax) < int(pitchtemp)) pitchmax = pitchtemp;
@ -852,7 +854,7 @@ void HWDrawInfo::DoSubsector(subsector_t * sub, FRenderState& state)
SetupSprite.Unclock();
}
}
if (r_dithertransparency && Viewpoint.IsAllowedOoB() && (RTnum < MAXDITHERACTORS) && mCurrentPortal == nullptr)
if (r_dithertransparency && doOob && (RTnum < MAXDITHERACTORS) && mCurrentPortal == nullptr)
{
// [DVR] Not parallelizable due to variables RTnum and RenderedTargets[]
for (auto p = sector->touching_renderthings; p != nullptr; p = p->m_snext)
@ -999,7 +1001,7 @@ void HWDrawInfo::RenderBSPNode (void *node, FRenderState& state)
if (!(no_renderflags[bsp->Index()] & SSRF_SEEN))
return;
}
if (Viewpoint.IsOrtho())
if (Viewpoint.bDoOrtho)
{
if (!vClipper->CheckBoxOrthoPitch(bsp->bbox[side]))
{
@ -1016,7 +1018,7 @@ void HWDrawInfo::RenderBSPNode (void *node, FRenderState& state)
// No need for clipping inside frustum if no fog of war (How is this faster!)
void HWDrawInfo::RenderOrthoNoFog(FRenderState& state)
{
if (Viewpoint.IsOrtho() && ((Level->flags3 & LEVEL3_NOFOGOFWAR) || !r_radarclipper))
if (Viewpoint.bDoOrtho && ((Level->flags3 & LEVEL3_NOFOGOFWAR) || !r_radarclipper))
{
double vxdbl = Viewpoint.OffPos.X;
double vydbl = Viewpoint.OffPos.Y;
@ -1042,7 +1044,7 @@ void HWDrawInfo::RenderBSP(void *node, bool drawpsprites, FRenderState& state)
// Give the DrawInfo the viewpoint in fixed point because that's what the nodes are.
viewx = FLOAT2FIXED(Viewpoint.Pos.X);
viewy = FLOAT2FIXED(Viewpoint.Pos.Y);
if (r_radarclipper && !(Level->flags3 & LEVEL3_NOFOGOFWAR) && Viewpoint.IsAllowedOoB())
if (r_radarclipper && !(Level->flags3 & LEVEL3_NOFOGOFWAR) && Viewpoint.bDoOob)
{
viewx = FLOAT2FIXED(Viewpoint.OffPos.X);
viewy = FLOAT2FIXED(Viewpoint.OffPos.Y);
@ -1068,7 +1070,7 @@ void HWDrawInfo::RenderBSP(void *node, bool drawpsprites, FRenderState& state)
auto future = renderPool.push([&](int id) {
WorkerThread();
});
if (Viewpoint.IsOrtho() && ((Level->flags3 & LEVEL3_NOFOGOFWAR) || !r_radarclipper)) RenderOrthoNoFog(state);
if (Viewpoint.bDoOrtho && ((Level->flags3 & LEVEL3_NOFOGOFWAR) || !r_radarclipper)) RenderOrthoNoFog(state);
else RenderBSPNode(node, state);
jobQueue.AddJob(RenderJob::TerminateJob, nullptr, nullptr);
@ -1079,7 +1081,7 @@ void HWDrawInfo::RenderBSP(void *node, bool drawpsprites, FRenderState& state)
}
else
{
if (Viewpoint.IsOrtho() && ((Level->flags3 & LEVEL3_NOFOGOFWAR) || !r_radarclipper)) RenderOrthoNoFog(state);
if (Viewpoint.bDoOrtho && ((Level->flags3 & LEVEL3_NOFOGOFWAR) || !r_radarclipper)) RenderOrthoNoFog(state);
else RenderBSPNode(node, state);
Bsp.Unclock();
}

View file

@ -397,7 +397,7 @@ angle_t Clipper::PointToPseudoAngle(double x, double y)
{
return 0;
}
else if (!amRadar && viewpoint->IsOrtho())
else if (!amRadar && viewpoint->bDoOrtho)
{
return PointToPseudoOrthoAngle(x, y);
}
@ -424,7 +424,7 @@ angle_t Clipper::PointToPseudoPitch(double x, double y, double z)
{
return 0;
}
else if (viewpoint->IsOrtho())
else if (viewpoint->bDoOrtho)
{
return PointToPseudoOrthoPitch(x, y, z);
}
@ -538,7 +538,7 @@ bool Clipper::CheckBox(const float *bspcoord)
angle1 = PointToPseudoAngle (bspcoord[check[0]], bspcoord[check[1]]);
angle2 = PointToPseudoAngle (bspcoord[check[2]], bspcoord[check[3]]);
if (vp->IsOrtho())
if (vp->bDoOrtho)
{
if (angle2 != angle1) return true;
switch (boxpos) // Check if the closer corner is poking into the view area
@ -563,7 +563,7 @@ bool Clipper::CheckBoxOrthoPitch(const float *bspcoord)
{
angle_t pitchmin, pitchmax;
auto &vp = viewpoint;
if (!vp->IsOrtho()) return true;
if (!vp->bDoOrtho) return true;
angle_t pitchtemp;
double padding = 1.0/viewpoint->ScreenProj/viewpoint->PitchCos;

View file

@ -762,7 +762,7 @@ int HWDecalCreateInfo::SetupLights(HWDrawInfo* di, FRenderState& state, FDynLigh
p.Set(normal, -normal.X * glseg.x1 - normal.Z * glseg.y1);
// Iterate through all dynamic lights which touch this wall and render them
auto wallLightList = di->Level->lightlists.wall_dlist.CheckKey(side);
auto wallLightList = di->Level->lightlists.flat_dlist.SSize() > side->Index() ? &di->Level->lightlists.wall_dlist[side->Index()] : nullptr;
if (wallLightList)
{

View file

@ -242,7 +242,7 @@ void HWDrawInfo::ClearBuffers()
void HWDrawInfo::UpdateCurrentMapSection()
{
int mapsection = Level->PointInRenderSubsector(Viewpoint.Pos)->mapsection;
if (Viewpoint.IsAllowedOoB() || Viewpoint.IsOrtho())
if (Viewpoint.bDoOob || Viewpoint.bDoOrtho)
mapsection = Level->PointInRenderSubsector(Viewpoint.OffPos)->mapsection;
CurrentMapSections.Set(mapsection);
}
@ -259,8 +259,8 @@ void HWDrawInfo::SetViewArea()
auto &vp = Viewpoint;
// The render_sector is better suited to represent the current position in GL
vp.sector = Level->PointInRenderSubsector(vp.Pos)->render_sector;
if (Viewpoint.IsAllowedOoB())
vp.sector = Level->PointInRenderSubsector(vp.camera->Pos())->render_sector;
if (Viewpoint.bDoOob)
vp.sector = Level->PointInRenderSubsector(vp.camera->Pos())->render_sector;
// Get the heightsec state from the render sector, not the current one!
if (vp.sector->GetHeightSec())
@ -359,7 +359,7 @@ angle_t OoBFrustumAngle(FRenderViewpoint* Viewpoint)
angle_t HWDrawInfo::FrustumAngle()
{
if (Viewpoint.IsAllowedOoB())
if (Viewpoint.bDoOob)
{
return OoBFrustumAngle(&Viewpoint);
}
@ -610,7 +610,7 @@ void HWDrawInfo::CreateScene(bool drawpsprites, FRenderState& state)
angle_t a1 = FrustumAngle();
mClipper->SafeAddClipRangeRealAngles(vp.Angles.Yaw.BAMs() + a1, vp.Angles.Yaw.BAMs() - a1);
Viewpoint.FrustAngle = a1;
if (Viewpoint.IsAllowedOoB()) // No need for vertical clipper if viewpoint not allowed out of bounds
if (Viewpoint.bDoOob) // No need for vertical clipper if viewpoint not allowed out of bounds
{
double a2 = 20.0 + 0.5*Viewpoint.FieldOfView.Degrees(); // FrustumPitch for vertical clipping
if (a2 > 179.0) a2 = 179.0;
@ -1253,7 +1253,7 @@ void HWDrawInfo::SetDitherTransFlags(AActor* actor)
double horiy = Viewpoint.Cos * actor->radius;
DVector3 actorpos = actor->Pos();
DVector3 vvec = actorpos - Viewpoint.Pos;
if (Viewpoint.IsOrtho())
if (Viewpoint.bDoOrtho)
{
vvec = 5.0 * Viewpoint.camera->ViewPos->Offset.Length() * Viewpoint.ViewVector3D; // Should be 4.0? (since zNear is behind screen by 3*dist in VREyeInfo::GetProjection())
}
@ -1448,7 +1448,7 @@ void HWDrawInfo::DrawScene(int drawmode, FRenderState& state)
{
ssao_portals_available = gl_ssao_portals;
applySSAO = true;
if (r_dithertransparency && vp.IsAllowedOoB())
if (r_dithertransparency && vp.bDoOob)
{
if (vp.camera->tracer)
SetDitherTransFlags(vp.camera->tracer);
@ -1526,7 +1526,7 @@ void HWDrawInfo::ProcessScene(bool toscreen, FRenderState& state)
drawctx->portalState.BeginScene();
int mapsection = Level->PointInRenderSubsector(Viewpoint.Pos)->mapsection;
if (Viewpoint.IsAllowedOoB() || Viewpoint.IsOrtho())
if (Viewpoint.bDoOob || Viewpoint.bDoOrtho)
mapsection = Level->PointInRenderSubsector(Viewpoint.OffPos)->mapsection;
CurrentMapSections.Set(mapsection);
DrawScene(toscreen ? DM_MAINVIEW : DM_OFFSCREEN, state);

View file

@ -176,11 +176,9 @@ void HWFlat::SetupLights(HWFlatDispatcher *di, FRenderState& state, FDynLightDat
return; // no lights on additively blended surfaces.
}
auto flatLightList = di->Level->lightlists.flat_dlist.CheckKey(section);
if (flatLightList)
if (di->Level->lightlists.flat_dlist.SSize() > section->Index())
{
TMap<FDynamicLight *, std::unique_ptr<FLightNode>>::Iterator it(*flatLightList);
TMap<FDynamicLight *, std::unique_ptr<FLightNode>>::Iterator it(di->Level->lightlists.flat_dlist[section->Index()]);
TMap<FDynamicLight *, std::unique_ptr<FLightNode>>::Pair *pair;
while (it.NextPair(pair))
{
@ -579,7 +577,7 @@ void HWFlat::ProcessSector(HWFlatDispatcher *di, FRenderState& state, sector_t *
//
//
//
if ((which & SSRF_RENDERFLOOR) && ((di->di && vp->IsOrtho()) ? vp->ViewVector3D.dot(frontsector->floorplane.Normal()) < 0.0 : (!di->di || (frontsector->floorplane.ZatPoint(vp->Pos) <= vp->Pos.Z))) && (!section || !(section->flags & FSection::DONTRENDERFLOOR)))
if ((which & SSRF_RENDERFLOOR) && (vp && vp->bDoOrtho ? vp->ViewVector3D.dot(frontsector->floorplane.Normal()) < 0.0 : (!vp || frontsector->floorplane.ZatPoint(vp->Pos) <= vp->Pos.Z)) && (!section || !(section->flags & FSection::DONTRENDERFLOOR)))
{
// process the original floor first.
@ -637,7 +635,7 @@ void HWFlat::ProcessSector(HWFlatDispatcher *di, FRenderState& state, sector_t *
//
//
//
if ((which & SSRF_RENDERCEILING) && ((di->di && vp->IsOrtho()) ? vp->ViewVector3D.dot(frontsector->ceilingplane.Normal()) < 0.0 : (!di->di || (frontsector->ceilingplane.ZatPoint(vp->Pos) >= vp->Pos.Z))) && (!section || !(section->flags & FSection::DONTRENDERCEILING)))
if ((which & SSRF_RENDERCEILING) && (vp && vp->bDoOrtho ? vp->ViewVector3D.dot(frontsector->ceilingplane.Normal()) < 0.0 : !vp || frontsector->ceilingplane.ZatPoint(vp->Pos) >= vp->Pos.Z) && (!section || !(section->flags & FSection::DONTRENDERCEILING)))
{
// process the original ceiling first.
@ -722,7 +720,7 @@ void HWFlat::ProcessSector(HWFlatDispatcher *di, FRenderState& state, sector_t *
double ff_top = rover->top.plane->ZatPoint(sector->centerspot);
if (ff_top < lastceilingheight)
{
if (!di->di || (vp->IsOrtho() ? vp->ViewVector3D.dot(rover->top.plane->Normal()) > 0.0 : vp->Pos.Z <= rover->top.plane->ZatPoint(vp->Pos)))
if (!vp || ((vp->bDoOrtho ? vp->ViewVector3D.dot(rover->top.plane->Normal()) > 0.0 : vp->Pos.Z <= rover->top.plane->ZatPoint(vp->Pos))))
{
SetFrom3DFloor(rover, true, !!(rover->flags&FF_FOG));
Colormap.FadeColor = frontsector->Colormap.FadeColor;
@ -736,7 +734,7 @@ void HWFlat::ProcessSector(HWFlatDispatcher *di, FRenderState& state, sector_t *
double ff_bottom = rover->bottom.plane->ZatPoint(sector->centerspot);
if (ff_bottom < lastceilingheight)
{
if (!di->di || (vp->IsOrtho() ? vp->ViewVector3D.dot(rover->bottom.plane->Normal()) > 0.0 : vp->Pos.Z <= rover->bottom.plane->ZatPoint(vp->Pos)))
if (!vp || (vp->bDoOrtho ? vp->ViewVector3D.dot(rover->bottom.plane->Normal()) > 0.0 : vp->Pos.Z <= rover->bottom.plane->ZatPoint(vp->Pos)))
{
SetFrom3DFloor(rover, false, !(rover->flags&FF_FOG));
Colormap.FadeColor = frontsector->Colormap.FadeColor;
@ -762,7 +760,7 @@ void HWFlat::ProcessSector(HWFlatDispatcher *di, FRenderState& state, sector_t *
double ff_bottom = rover->bottom.plane->ZatPoint(sector->centerspot);
if (ff_bottom > lastfloorheight || (rover->flags&FF_FIX))
{
if (!di->di || (vp->IsOrtho() ? vp->ViewVector3D.dot(rover->bottom.plane->Normal()) > 0.0 : vp->Pos.Z >= rover->bottom.plane->ZatPoint(vp->Pos)))
if (!vp || (vp->bDoOrtho ? vp->ViewVector3D.dot(rover->bottom.plane->Normal()) > 0.0 : vp->Pos.Z >= rover->bottom.plane->ZatPoint(vp->Pos)))
{
SetFrom3DFloor(rover, false, !(rover->flags&FF_FOG));
Colormap.FadeColor = frontsector->Colormap.FadeColor;
@ -783,7 +781,7 @@ void HWFlat::ProcessSector(HWFlatDispatcher *di, FRenderState& state, sector_t *
double ff_top = rover->top.plane->ZatPoint(sector->centerspot);
if (ff_top > lastfloorheight)
{
if (!di->di || (vp->IsOrtho() ? vp->ViewVector3D.dot(rover->top.plane->Normal()) > 0.0 : vp->Pos.Z >= rover->top.plane->ZatPoint(vp->Pos)))
if (!vp || (vp->bDoOrtho ? vp->ViewVector3D.dot(rover->top.plane->Normal()) > 0.0 : vp->Pos.Z >= rover->top.plane->ZatPoint(vp->Pos)))
{
SetFrom3DFloor(rover, true, !!(rover->flags&FF_FOG));
Colormap.FadeColor = frontsector->Colormap.FadeColor;

View file

@ -125,7 +125,7 @@ bool FPortalSceneState::RenderFirstSkyPortal(int recursion, HWDrawInfo *outer_di
{
HWPortal * best = nullptr;
unsigned bestindex = 0;
bool usestencil = outer_di->Viewpoint.IsAllowedOoB();
bool usestencil = outer_di->Viewpoint.bDoOob;
// Find the one with the highest amount of lines.
// Normally this is also the one that saves the largest amount
@ -504,7 +504,7 @@ bool HWMirrorPortal::Setup(HWDrawInfo *di, FRenderState &rstate, Clipper *clippe
}
auto &vp = di->Viewpoint;
state->vpIsAllowedOoB = vp.IsAllowedOoB();
state->vpIsAllowedOoB = vp.bDoOob;
di->UpdateCurrentMapSection();
di->mClipPortal = this;
@ -573,7 +573,7 @@ bool HWMirrorPortal::Setup(HWDrawInfo *di, FRenderState &rstate, Clipper *clippe
angle_t af = di->FrustumAngle();
if (af < ANGLE_180) clipper->SafeAddClipRangeRealAngles(vp.Angles.Yaw.BAMs() + af, vp.Angles.Yaw.BAMs() - af);
if (!di->Viewpoint.IsAllowedOoB())
if(!di->Viewpoint.bDoOob)
clipper->SafeAddClipRange(linedef->v1, linedef->v2);
return true;
}
@ -609,7 +609,7 @@ bool HWLineToLinePortal::Setup(HWDrawInfo *di, FRenderState &rstate, Clipper *cl
return false;
}
auto &vp = di->Viewpoint;
state->vpIsAllowedOoB = vp.IsAllowedOoB();
state->vpIsAllowedOoB = vp.bDoOob;
di->mClipPortal = this;
line_t *origin = glport->lines[0]->mOrigin;
@ -689,7 +689,7 @@ bool HWSkyboxPortal::Setup(HWDrawInfo *di, FRenderState &rstate, Clipper *clippe
return false;
}
auto &vp = di->Viewpoint;
state->vpIsAllowedOoB = vp.IsAllowedOoB();
state->vpIsAllowedOoB = vp.bDoOob;
state->skyboxrecursion++;
state->PlaneMirrorMode = 0;
@ -801,7 +801,7 @@ bool HWSectorStackPortal::Setup(HWDrawInfo *di, FRenderState &rstate, Clipper *c
FSectorPortalGroup *portal = origin;
auto &vp = di->Viewpoint;
state->vpIsAllowedOoB = vp.IsAllowedOoB();
state->vpIsAllowedOoB = vp.bDoOob;
vp.Pos += origin->mDisplacement;
vp.ActorPos += origin->mDisplacement;
@ -810,7 +810,7 @@ bool HWSectorStackPortal::Setup(HWDrawInfo *di, FRenderState &rstate, Clipper *c
// avoid recursions!
if (origin->plane != -1) screen->instack[origin->plane]++;
if (vp.IsAllowedOoB() && lines.Size() > 0)
if (vp.bDoOob && lines.Size() > 0)
{
flat.plane.GetFromSector(lines[0].sub->sector, origin->plane);
di->SetClipHeight(flat.plane.plane.ZatPoint(vp.Pos),
@ -823,7 +823,7 @@ bool HWSectorStackPortal::Setup(HWDrawInfo *di, FRenderState &rstate, Clipper *c
// If the viewpoint is not within the portal, we need to invalidate the entire clip area.
// The portal will re-validate the necessary parts when its subsectors get traversed.
subsector_t *sub = di->Level->PointInRenderSubsector(vp.Pos);
if (vp.IsAllowedOoB()) sub = di->Level->PointInRenderSubsector(vp.OffPos);
if (vp.bDoOob) sub = di->Level->PointInRenderSubsector(vp.OffPos);
if (!(di->ss_renderflags[sub->Index()] & SSRF_SEEN))
{
clipper->SafeAddClipRange(0, ANGLE_MAX);
@ -891,7 +891,7 @@ bool HWPlaneMirrorPortal::Setup(HWDrawInfo *di, FRenderState &rstate, Clipper *c
std::swap(screen->instack[sector_t::floor], screen->instack[sector_t::ceiling]);
auto &vp = di->Viewpoint;
state->vpIsAllowedOoB = vp.IsAllowedOoB();
state->vpIsAllowedOoB = vp.bDoOob;
old_pm = state->PlaneMirrorMode;
// the player is always visible in a mirror.
@ -947,6 +947,8 @@ void HWPlaneMirrorPortal::Shutdown(HWDrawInfo *di, FRenderState &rstate)
const char *HWPlaneMirrorPortal::GetName() { return origin->fC() < 0? "Planemirror ceiling" : "Planemirror floor"; }
int HWPlaneMirrorPortal::GetMirrorSide() const { return origin->fC() < 0 ? -1 : 1; };
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------

View file

@ -71,6 +71,7 @@ public:
{
}
virtual ~HWPortal() {}
virtual int GetMirrorSide() const { return 0; };
virtual int ClipSeg(seg_t *seg, const DVector3 &viewpos) { return PClip_Inside; }
virtual int ClipSubsector(subsector_t *sub) { return PClip_Inside; }
virtual int ClipPoint(const DVector2 &pos) { return PClip_Inside; }
@ -148,7 +149,7 @@ public:
virtual bool NeedDepthBuffer() { return true; }
virtual void DrawContents(HWDrawInfo *di, FRenderState &state)
{
if (Setup(di, state, (di->Viewpoint.IsAllowedOoB() ? di->rClipper : di->mClipper)))
if (Setup(di, state, (di->Viewpoint.bDoOob ? di->rClipper : di->mClipper)))
{
di->DrawScene(DM_PORTAL, state);
Shutdown(di, state);
@ -304,6 +305,8 @@ protected:
public:
int GetMirrorSide() const override;
HWPlaneMirrorPortal(FPortalSceneState *state, secplane_t * pt) : HWScenePortalBase(state)
{
origin = pt;

View file

@ -121,11 +121,9 @@ int HWDrawInfo::SetupLightsForOtherPlane(subsector_t * sub, FDynLightData &light
lightdata.Clear();
auto flatLightList = Level->lightlists.flat_dlist.CheckKey(sub->section);
if (flatLightList)
if (Level->lightlists.flat_dlist.SSize() > sub->section->Index())
{
TMap<FDynamicLight *, std::unique_ptr<FLightNode>>::Iterator it(*flatLightList);
TMap<FDynamicLight *, std::unique_ptr<FLightNode>>::Iterator it(Level->lightlists.flat_dlist[sub->section->Index()]);
TMap<FDynamicLight *, std::unique_ptr<FLightNode>>::Pair *pair;
while (it.NextPair(pair))
{

View file

@ -157,10 +157,10 @@ void HWWall::SkyPlane(HWWallDispatcher *di, FRenderState& state, sector_t *secto
case PORTS_PORTAL:
case PORTS_LINKEDPORTAL:
{
if (di->di && di->di->Viewpoint.IsAllowedOoB())
if (di->di && di->di->Viewpoint.bDoOob)
{
secplane_t myplane = plane ? sector->ceilingplane : sector->floorplane;
if (di->di->Viewpoint.IsOrtho() && di->di->Viewpoint.ViewVector3D.dot(myplane.Normal()) > 0.0) return;
if (di->di->Viewpoint.bDoOrtho && di->di->Viewpoint.ViewVector3D.dot(myplane.Normal()) > 0.0) return;
else if (plane==1 && di->di->Viewpoint.Pos.Z >= myplane.ZatPoint(di->di->Viewpoint.Pos)) return;
else if (plane==0 && di->di->Viewpoint.Pos.Z <= myplane.ZatPoint(di->di->Viewpoint.Pos)) return;
}
@ -323,7 +323,7 @@ void HWWall::SkyTop(HWWallDispatcher *di, FRenderState& state, seg_t * seg,secto
// if (backreflect > 0 && bs->ceilingplane.fD() == fs->ceilingplane.fD() && !bs->isClosed())
// {
// Don't add intra-portal line to the portal.
// if (!(di->di && di->di->Viewpoint.IsAllowedOoB()))
// if (!(di->di && di->di->Viewpoint.bDoOob))
// {
// return;
// }
@ -406,7 +406,7 @@ void HWWall::SkyBottom(HWWallDispatcher *di, FRenderState& state, seg_t * seg,se
// if (backreflect > 0 && bs->floorplane.fD() == fs->floorplane.fD() && !bs->isClosed())
// {
// // Don't add intra-portal line to the portal.
// if (!(di->di && di->di->Viewpoint.IsAllowedOoB()))
// if (!(di->di && di->di->Viewpoint.bDoOob))
// {
// return;
// }

View file

@ -158,12 +158,10 @@ void HWDrawInfo::GetDynSpriteLight(AActor* self, sun_trace_cache_t* traceCache,
}
// Go through both light lists
auto flatLightList = Level->lightlists.flat_dlist.CheckKey(sec);
if (flatLightList)
if (Level->lightlists.flat_dlist.SSize() > sec->Index())
{
TMap<FDynamicLight*, std::unique_ptr<FLightNode>>::Iterator it(*flatLightList);
TMap<FDynamicLight*, std::unique_ptr<FLightNode>>::Pair* pair;
TMap<FDynamicLight *, std::unique_ptr<FLightNode>>::Iterator it(Level->lightlists.flat_dlist[sec->Index()]);
TMap<FDynamicLight *, std::unique_ptr<FLightNode>>::Pair *pair;
while (it.NextPair(pair))
{
auto node = pair->Value.get();
@ -312,11 +310,10 @@ void HWDrawInfo::GetDynSpriteLightList(AActor *self, double x, double y, double
auto section = subsector->section;
if (section->validcount == dl_validcount) return; // already done from a previous subsector.
auto flatLightList = level.lightlists.flat_dlist.CheckKey(subsector->section);
if (flatLightList)
if (level.lightlists.flat_dlist.SSize() > subsector->section->Index())
{
TMap<FDynamicLight*, std::unique_ptr<FLightNode>>::Iterator it(*flatLightList);
TMap<FDynamicLight*, std::unique_ptr<FLightNode>>::Pair* pair;
TMap<FDynamicLight *, std::unique_ptr<FLightNode>>::Iterator it(level.lightlists.flat_dlist[subsector->section->Index()]);
TMap<FDynamicLight *, std::unique_ptr<FLightNode>>::Pair *pair;
while (it.NextPair(pair))
{ // check all lights touching a subsector
auto node = pair->Value.get();

View file

@ -651,7 +651,7 @@ bool HWSprite::CalculateVertices(HWDrawInfo* di, FVector3* v, DVector3* vp)
mat.Translate(-center.X, -center.Z, -center.Y);
}
if (actor && (actor->renderflags2 & RF2_ISOMETRICSPRITES) && di->Viewpoint.IsOrtho())
if (actor && (actor->renderflags2 & RF2_ISOMETRICSPRITES) && di->Viewpoint.bDoOrtho)
{
float angleRad = (FAngle::fromDeg(270.) - HWAngles.Yaw).Radians();
mat.Translate(center.X, center.Z, center.Y);
@ -1063,7 +1063,7 @@ void HWSprite::Process(HWDrawInfo *di, FRenderState& state, AActor* thing, secto
bool mirror = false;
bool backfaced = false;
DAngle ang = (thingpos - vp.Pos).Angle();
if (di->Viewpoint.IsOrtho()) ang = vp.Angles.Yaw;
if (di->Viewpoint.bDoOrtho) ang = vp.Angles.Yaw;
else if (actor && thing->renderflags2 & RF2_ANGLEDROLL)
{
Matrix3x4 rolltilt;

View file

@ -430,11 +430,9 @@ void HWWall::SetupLights(HWDrawInfo*di, FRenderState& state, FDynLightData &ligh
if ((seg->sidedef->Flags & WALLF_POLYOBJ) && sub)
{
// Polobject segs cannot be checked per sidedef so use the subsector instead.
auto flatLightList = di->Level->lightlists.flat_dlist.CheckKey(sub->section);
if (flatLightList)
if (di->Level->lightlists.flat_dlist.SSize() > sub->section->Index())
{
TMap<FDynamicLight *, std::unique_ptr<FLightNode>>::Iterator it(*flatLightList);
TMap<FDynamicLight *, std::unique_ptr<FLightNode>>::Iterator it(di->Level->lightlists.flat_dlist[sub->section->Index()]);
TMap<FDynamicLight *, std::unique_ptr<FLightNode>>::Pair *pair;
while (it.NextPair(pair))
{
@ -495,11 +493,9 @@ void HWWall::SetupLights(HWDrawInfo*di, FRenderState& state, FDynLightData &ligh
}
else
{
auto wallLightList = di->Level->lightlists.wall_dlist.CheckKey(seg->sidedef);
if (wallLightList)
if (di->Level->lightlists.wall_dlist.SSize() > seg->sidedef->Index())
{
TMap<FDynamicLight *, std::unique_ptr<FLightNode>>::Iterator it(*wallLightList);
TMap<FDynamicLight *, std::unique_ptr<FLightNode>>::Iterator it(di->Level->lightlists.wall_dlist[seg->sidedef->Index()]);
TMap<FDynamicLight *, std::unique_ptr<FLightNode>>::Pair *pair;
while (it.NextPair(pair))
{
@ -694,7 +690,7 @@ void HWWall::PutPortal(HWWallDispatcher *di, FRenderState& state, int ptype, int
break;
case PORTALTYPE_PLANEMIRROR:
if (ddi->Viewpoint.IsOrtho() ? (ddi->Viewpoint.ViewVector3D.dot(planemirror->Normal()) < 0)
if (ddi->Viewpoint.bDoOrtho ? (ddi->Viewpoint.ViewVector3D.dot(planemirror->Normal()) < 0)
: (ddi->drawctx->portalState.PlaneMirrorMode * planemirror->fC() <= 0))
{
planemirror = ddi->drawctx->portalState.UniquePlaneMirrors.Get(planemirror);

View file

@ -550,7 +550,7 @@ void R_InterpolateView(FRenderViewpoint& viewPoint, const player_t* const player
const int prevPortalGroup = viewLvl->PointInRenderSubsector(iView->Old.Pos)->sector->PortalGroup;
const int curPortalGroup = viewLvl->PointInRenderSubsector(iView->New.Pos)->sector->PortalGroup;
if (viewPoint.IsAllowedOoB() && prevPortalGroup != curPortalGroup) viewPoint.Pos = iView->New.Pos;
if (viewPoint.bDoOob && prevPortalGroup != curPortalGroup) viewPoint.Pos = iView->New.Pos;
else
{
const DVector2 portalOffset = viewLvl->Displacements.getOffset(prevPortalGroup, curPortalGroup);
@ -567,7 +567,7 @@ void R_InterpolateView(FRenderViewpoint& viewPoint, const player_t* const player
// Due to interpolation this is not necessarily the same as the sector the camera is in.
viewPoint.sector = viewLvl->PointInRenderSubsector(viewPoint.Pos)->sector;
if (!viewPoint.IsAllowedOoB() || !V_IsHardwareRenderer())
if (!viewPoint.bDoOob || !V_IsHardwareRenderer())
{
bool moved = false;
while (!viewPoint.sector->PortalBlocksMovement(sector_t::ceiling))
@ -712,7 +712,7 @@ void FRenderViewpoint::SetViewAngle(const FViewWindow& viewWindow)
ViewVector3D.Y = v.Y * PitchCos;
ViewVector3D.Z = -PitchSin;
if (IsOrtho() || IsAllowedOoB()) // These auto-ensure that camera and camera->ViewPos exist
if (bDoOrtho || bDoOob) // These auto-ensure that camera and camera->ViewPos exist
{
if (camera->tracer != NULL)
{
@ -724,7 +724,7 @@ void FRenderViewpoint::SetViewAngle(const FViewWindow& viewWindow)
}
}
if (IsOrtho() && (camera->ViewPos->Offset.XY().Length() > 0.0))
if (bDoOrtho && (camera->ViewPos->Offset.XY().Length() > 0.0))
{
ScreenProj = 1.34396 / camera->ViewPos->Offset.Length() / tan (FieldOfView.Radians()*0.5); // [DVR] Estimated. +/-1 should be top/bottom of screen.
ScreenProjX = ScreenProj * 0.5 / viewWindow.WidescreenRatio;
@ -953,6 +953,9 @@ void R_SetupFrame(FRenderViewpoint& viewPoint, const FViewWindow& viewWindow, AA
if (viewPoint.camera == nullptr)
I_Error("You lost your body. Bad dehacked work is likely to blame.");
viewPoint.bDoOob = viewPoint.IsAllowedOoB();
viewPoint.bDoOrtho = viewPoint.IsOrtho();
InterpolationViewer* const iView = FindPastViewer(viewPoint.camera);
// Always reset these back to zero.
iView->ViewOffset.Zero();
@ -1136,14 +1139,14 @@ void R_SetupFrame(FRenderViewpoint& viewPoint, const FViewWindow& viewWindow, AA
// Keep the view within the sector's floor and ceiling
// But allow VPSF_ALLOWOUTOFBOUNDS camera viewpoints to go out of bounds when using hardware renderer
if (viewPoint.sector->PortalBlocksMovement(sector_t::ceiling) && (!viewPoint.IsAllowedOoB() || !V_IsHardwareRenderer()))
if (viewPoint.sector->PortalBlocksMovement(sector_t::ceiling) && (!viewPoint.bDoOob || !V_IsHardwareRenderer()))
{
const double z = viewPoint.sector->ceilingplane.ZatPoint(viewPoint.Pos) - 4.0;
if (viewPoint.Pos.Z > z)
viewPoint.Pos.Z = z;
}
if (viewPoint.sector->PortalBlocksMovement(sector_t::floor) && (!viewPoint.IsAllowedOoB() || !V_IsHardwareRenderer()))
if (viewPoint.sector->PortalBlocksMovement(sector_t::floor) && (!viewPoint.bDoOob || !V_IsHardwareRenderer()))
{
const double z = viewPoint.sector->floorplane.ZatPoint(viewPoint.Pos) + 4.0;
if (viewPoint.Pos.Z < z)

View file

@ -53,6 +53,8 @@ struct FRenderViewpoint
int extralight; // extralight to be added to this viewpoint
bool showviewer; // show the camera actor?
bool bForceNoViewer; // Never show the camera Actor.
bool bDoOob;
bool bDoOrtho;
void SetViewAngle(const FViewWindow& viewWindow);
bool IsAllowedOoB(); // Checks if camera actor exists, has viewpos, and viewpos has VPSF_ALLOWOUTOFBOUNDS flag set
bool IsOrtho(); // Checks if camera actor exists, has viewpos, and viewpos has VPSF_ORTHOGRAPHIC flag set

View file

@ -241,46 +241,48 @@ namespace swrenderer
drawerargs.dc_num_lights = 0;
// Setup lights for column
FLightNode* cur_node = drawerargs.LightList();
while (cur_node)
if(drawerargs.LightList())
{
if (cur_node->lightsource->IsActive())
TMap<FDynamicLight *, std::unique_ptr<FLightNode>>::Iterator it(*drawerargs.LightList());
TMap<FDynamicLight *, std::unique_ptr<FLightNode>>::Pair *pair;
while (it.NextPair(pair))
{
double lightX = cur_node->lightsource->X() - wallargs.ViewpointPos.X;
double lightY = cur_node->lightsource->Y() - wallargs.ViewpointPos.Y;
double lightZ = cur_node->lightsource->Z() - wallargs.ViewpointPos.Z;
float lx = (float)(lightX * wallargs.Sin - lightY * wallargs.Cos) - drawerargs.dc_viewpos.X;
float ly = (float)(lightX * wallargs.TanCos + lightY * wallargs.TanSin) - drawerargs.dc_viewpos.Y;
float lz = (float)lightZ;
// Precalculate the constant part of the dot here so the drawer doesn't have to.
bool is_point_light = cur_node->lightsource->IsAttenuated();
float lconstant = lx * lx + ly * ly;
float nlconstant = is_point_light ? lx * drawerargs.dc_normal.X + ly * drawerargs.dc_normal.Y : 0.0f;
// Include light only if it touches this column
float radius = cur_node->lightsource->GetRadius();
if (radius * radius >= lconstant && nlconstant >= 0.0f)
auto cur_node = pair->Value.get();
if (cur_node->lightsource->IsActive())
{
uint32_t red = cur_node->lightsource->GetRed();
uint32_t green = cur_node->lightsource->GetGreen();
uint32_t blue = cur_node->lightsource->GetBlue();
double lightX = cur_node->lightsource->X() - wallargs.ViewpointPos.X;
double lightY = cur_node->lightsource->Y() - wallargs.ViewpointPos.Y;
double lightZ = cur_node->lightsource->Z() - wallargs.ViewpointPos.Z;
auto& light = drawerargs.dc_lights[drawerargs.dc_num_lights++];
light.x = lconstant;
light.y = nlconstant;
light.z = lz;
light.radius = 256.0f / cur_node->lightsource->GetRadius();
light.color = (red << 16) | (green << 8) | blue;
float lx = (float)(lightX * wallargs.Sin - lightY * wallargs.Cos) - drawerargs.dc_viewpos.X;
float ly = (float)(lightX * wallargs.TanCos + lightY * wallargs.TanSin) - drawerargs.dc_viewpos.Y;
float lz = (float)lightZ;
if (drawerargs.dc_num_lights == WallColumnDrawerArgs::MAX_DRAWER_LIGHTS)
break;
// Precalculate the constant part of the dot here so the drawer doesn't have to.
bool is_point_light = cur_node->lightsource->IsAttenuated();
float lconstant = lx * lx + ly * ly;
float nlconstant = is_point_light ? lx * drawerargs.dc_normal.X + ly * drawerargs.dc_normal.Y : 0.0f;
// Include light only if it touches this column
float radius = cur_node->lightsource->GetRadius();
if (radius * radius >= lconstant && nlconstant >= 0.0f)
{
uint32_t red = cur_node->lightsource->GetRed();
uint32_t green = cur_node->lightsource->GetGreen();
uint32_t blue = cur_node->lightsource->GetBlue();
auto& light = drawerargs.dc_lights[drawerargs.dc_num_lights++];
light.x = lconstant;
light.y = nlconstant;
light.z = lz;
light.radius = 256.0f / cur_node->lightsource->GetRadius();
light.color = (red << 16) | (green << 8) | blue;
if (drawerargs.dc_num_lights == WallColumnDrawerArgs::MAX_DRAWER_LIGHTS)
break;
}
}
}
cur_node = cur_node->nextLight;
}
}

View file

@ -86,7 +86,7 @@ namespace swrenderer
ShadeConstants ColormapConstants() const { return wallargs->ColormapConstants(); }
fixed_t Light() const { return LIGHTSCALE(mLight, mShade); }
FLightNode* LightList() const { return wallargs->lightlist; }
TMap<FDynamicLight*, std::unique_ptr<FLightNode>>* LightList() const { return wallargs->lightlist; }
const WallDrawerArgs* wallargs;

View file

@ -207,60 +207,23 @@ namespace swrenderer
drawerargs.DrawWall(Thread);
}
FLightNode* RenderWallPart::GetLightList()
TMap<FDynamicLight*, std::unique_ptr<FLightNode>>* RenderWallPart::GetLightList()
{
while (light_list)
{
// Clear out the wall part light list
FLightNode *next = nullptr;
if (light_list->nextLight) next = light_list->nextLight;
delete light_list;
if (next) light_list = next;
}
CameraLight* cameraLight = CameraLight::Instance();
if ((cameraLight->FixedLightLevel() >= 0) || cameraLight->FixedColormap())
{
return nullptr; // [SP] Don't draw dynlights if invul/lightamp active
}
else if (curline && curline->sidedef)
{
auto Level = curline->Subsector->sector->Level;
auto wallLightList = Level->lightlists.wall_dlist.CheckKey(curline->sidedef);
if (wallLightList)
if (Level->lightlists.wall_dlist.SSize() > curline->sidedef->Index())
{
TMap<FDynamicLight *, std::unique_ptr<FLightNode>>::Iterator it(*wallLightList);
TMap<FDynamicLight *, std::unique_ptr<FLightNode>>::Pair *pair;
while (it.NextPair(pair))
{
auto node = pair->Value.get();
if (!node) continue;
if (node->lightsource->IsActive())
{
bool found = false;
FLightNode *light_node = light_list;
while (light_node)
{
if (light_node->lightsource == node->lightsource)
{
found = true;
break;
}
light_node = light_node->nextLight;
}
if (!found)
{
FLightNode *newlight = new FLightNode;
newlight->nextLight = light_list;
newlight->lightsource = node->lightsource;
light_list = newlight;
}
}
}
return &Level->lightlists.wall_dlist[curline->sidedef->Index()];
}
return light_list;
}
else
return nullptr;
return nullptr;
}
}

View file

@ -62,7 +62,7 @@ namespace swrenderer
private:
void ProcessStripedWall(const short *uwal, const short *dwal, const ProjectedWallTexcoords& texcoords);
void ProcessNormalWall(const short *uwal, const short *dwal, const ProjectedWallTexcoords& texcoords);
FLightNode* GetLightList();
TMap<FDynamicLight*, std::unique_ptr<FLightNode>>* GetLightList();
RenderThread* Thread = nullptr;
@ -76,7 +76,7 @@ namespace swrenderer
ProjectedWallLight mLight;
FLightNode *light_list = nullptr;
TMap<FDynamicLight*, std::unique_ptr<FLightNode>> *light_list = nullptr;
bool mask = false;
bool additive = false;
fixed_t alpha = 0;

View file

@ -76,10 +76,10 @@ namespace swrenderer
return; // [SP] no dynlights if invul or lightamp
auto Level = sec->sector->Level;
auto flatLightList = Level->lightlists.flat_dlist.CheckKey(sec);
if (flatLightList)
if (Level->lightlists.flat_dlist.SSize() > sec->Index())
{
TMap<FDynamicLight *, std::unique_ptr<FLightNode>>::Iterator it(*flatLightList);
TMap<FDynamicLight *, std::unique_ptr<FLightNode>>::Iterator it(Level->lightlists.flat_dlist[sec->Index()]);
TMap<FDynamicLight *, std::unique_ptr<FLightNode>>::Pair *pair;
while (it.NextPair(pair))
{

View file

@ -209,10 +209,10 @@ namespace swrenderer
float lit_green = 0;
float lit_blue = 0;
auto Level = vis->sector->Level;
auto flatLightList = Level->lightlists.flat_dlist.CheckKey(vis->section);
if (flatLightList)
if (Level->lightlists.flat_dlist.SSize() > vis->section->Index())
{
TMap<FDynamicLight *, std::unique_ptr<FLightNode>>::Iterator it(*flatLightList);
TMap<FDynamicLight *, std::unique_ptr<FLightNode>>::Iterator it(Level->lightlists.flat_dlist[vis->section->Index()]);
TMap<FDynamicLight *, std::unique_ptr<FLightNode>>::Pair *pair;
while (it.NextPair(pair))
{

View file

@ -31,7 +31,7 @@ namespace swrenderer
short* dwal;
FWallCoords WallC;
ProjectedWallTexcoords texcoords;
FLightNode* lightlist = nullptr;
TMap<FDynamicLight*, std::unique_ptr<FLightNode>>* lightlist = nullptr;
float lightpos;
float lightstep;