- moved the code in gl_data.cpp to better fitting places
* the MAPINFO options now get handled in g_mapinfo.cpp and g_level.cpp, just like the rest of them as members of level_info_t and FLevelLocals. * RecalcVertexHeights has been made a member of vertex_t and been moved to p_sectors.cpp. * the dumpgeometry CCMD has been moved to p_setup.cpp
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parent
0127a71974
commit
65e7b6dfaa
22 changed files with 249 additions and 390 deletions
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@ -315,7 +315,7 @@ void GLSceneDrawer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
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lightlevel = gl_CalcLightLevel(lightlevel, getExtraLight(), true);
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if (glset.lightmode == 8 || lightlevel < 92)
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if (level.lightmode == 8 || lightlevel < 92)
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{
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// Korshun: the way based on max possible light level for sector like in software renderer.
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float min_L = 36.0 / 31.0 - ((lightlevel / 255.0) * (63.0 / 31.0)); // Lightlevel in range 0-63
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@ -335,7 +335,7 @@ void GLSceneDrawer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
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}
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// Korshun: fullbright fog in opengl, render weapon sprites fullbright (but don't cancel out the light color!)
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if (glset.brightfog && ((level.flags&LEVEL_HASFADETABLE) || cm.FadeColor != 0))
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if (level.brightfog && ((level.flags&LEVEL_HASFADETABLE) || cm.FadeColor != 0))
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{
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lightlevel = 255;
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}
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@ -344,8 +344,8 @@ void GLSceneDrawer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
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// hack alert! Rather than changing everything in the underlying lighting code let's just temporarily change
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// light mode here to draw the weapon sprite.
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int oldlightmode = glset.lightmode;
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if (glset.lightmode == 8) glset.lightmode = 2;
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int oldlightmode = level.lightmode;
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if (level.lightmode == 8) level.lightmode = 2;
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for(DPSprite *psp = player->psprites; psp != nullptr && psp->GetID() < PSP_TARGETCENTER; psp = psp->GetNext())
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{
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@ -491,7 +491,7 @@ void GLSceneDrawer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
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gl_RenderState.SetObjectColor(0xffffffff);
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gl_RenderState.SetDynLight(0, 0, 0);
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gl_RenderState.EnableBrightmap(false);
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glset.lightmode = oldlightmode;
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level.lightmode = oldlightmode;
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}
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//==========================================================================
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