- Add per-pixel model light to the OpenGL 3.3 render path
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parent
6652df40c1
commit
48e534bf19
6 changed files with 84 additions and 10 deletions
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@ -82,6 +82,7 @@ EXTERN_CVAR (Bool, r_debug_disable_vis_filter)
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extern TArray<spritedef_t> sprites;
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extern TArray<spriteframe_t> SpriteFrames;
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extern uint32_t r_renderercaps;
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extern int modellightindex;
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enum HWRenderStyle
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{
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@ -263,7 +264,25 @@ void GLSprite::CalculateVertices(FVector3 *v)
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void GLSprite::Draw(int pass)
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{
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if (pass == GLPASS_DECALS || pass == GLPASS_LIGHTSONLY) return;
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if (pass == GLPASS_DECALS) return;
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if (pass == GLPASS_LIGHTSONLY)
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{
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if (modelframe)
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{
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if (RenderStyle.BlendOp != STYLEOP_Shadow)
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{
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if (gl_lights && GLRenderer->mLightCount && mDrawer->FixedColormap == CM_DEFAULT && !fullbright)
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{
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if (!particle)
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{
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dynlightindex = gl_SetDynModelLight(gl_light_sprites ? actor : nullptr, -1);
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}
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}
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}
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}
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return;
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}
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bool additivefog = false;
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bool foglayer = false;
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@ -336,7 +355,7 @@ void GLSprite::Draw(int pass)
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if (gl_lights && GLRenderer->mLightCount && mDrawer->FixedColormap == CM_DEFAULT && !fullbright)
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{
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if (modelframe && !particle)
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gl_SetDynModelLight(gl_light_sprites ? actor : NULL);
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gl_SetDynModelLight(gl_light_sprites ? actor : NULL, dynlightindex);
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else
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gl_SetDynSpriteLight(gl_light_sprites ? actor : NULL, gl_light_particles ? particle : NULL);
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}
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