- Add per-pixel model light to the OpenGL 3.3 render path

This commit is contained in:
Magnus Norddahl 2018-03-01 01:27:12 +01:00
commit 48e534bf19
6 changed files with 84 additions and 10 deletions

View file

@ -82,6 +82,7 @@ EXTERN_CVAR (Bool, r_debug_disable_vis_filter)
extern TArray<spritedef_t> sprites;
extern TArray<spriteframe_t> SpriteFrames;
extern uint32_t r_renderercaps;
extern int modellightindex;
enum HWRenderStyle
{
@ -263,7 +264,25 @@ void GLSprite::CalculateVertices(FVector3 *v)
void GLSprite::Draw(int pass)
{
if (pass == GLPASS_DECALS || pass == GLPASS_LIGHTSONLY) return;
if (pass == GLPASS_DECALS) return;
if (pass == GLPASS_LIGHTSONLY)
{
if (modelframe)
{
if (RenderStyle.BlendOp != STYLEOP_Shadow)
{
if (gl_lights && GLRenderer->mLightCount && mDrawer->FixedColormap == CM_DEFAULT && !fullbright)
{
if (!particle)
{
dynlightindex = gl_SetDynModelLight(gl_light_sprites ? actor : nullptr, -1);
}
}
}
}
return;
}
bool additivefog = false;
bool foglayer = false;
@ -336,7 +355,7 @@ void GLSprite::Draw(int pass)
if (gl_lights && GLRenderer->mLightCount && mDrawer->FixedColormap == CM_DEFAULT && !fullbright)
{
if (modelframe && !particle)
gl_SetDynModelLight(gl_light_sprites ? actor : NULL);
gl_SetDynModelLight(gl_light_sprites ? actor : NULL, dynlightindex);
else
gl_SetDynSpriteLight(gl_light_sprites ? actor : NULL, gl_light_particles ? particle : NULL);
}