- fully implemented "nolightfade" to turn off diminishing lights in the software renderer.
- unfortunately, LIGHT2SHADE had to be transformed into a namespaced function.
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24 changed files with 84 additions and 52 deletions
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@ -26,6 +26,7 @@
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#include "cmdlib.h"
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#include "d_net.h"
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#include "g_level.h"
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#include "g_levellocals.h"
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#include "swrenderer/scene/r_opaque_pass.h"
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#include "r_flatplane.h"
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#include "swrenderer/scene/r_3dfloors.h"
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@ -115,7 +116,11 @@ namespace swrenderer
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planeheight = fabs(pl->height.Zat0() - ViewPos.Z);
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basecolormap = colormap;
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GlobVis = LightVisibility::Instance()->FlatPlaneGlobVis() / planeheight;
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// [RH] set foggy flag
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bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE));
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GlobVis = LightVisibility::Instance()->FlatPlaneGlobVis(foggy) / planeheight;
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CameraLight *cameraLight = CameraLight::Instance();
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if (cameraLight->FixedLightLevel() >= 0)
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@ -131,7 +136,7 @@ namespace swrenderer
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else
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{
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plane_shade = true;
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planeshade = LIGHT2SHADE(pl->lightlevel);
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planeshade = LIGHT2SHADE(pl->lightlevel, foggy);
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}
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drawerargs.SetStyle(masked, additive, alpha);
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