Calculate all light in RenderWallPart

This commit is contained in:
Magnus Norddahl 2019-11-15 05:45:52 +01:00
commit 7168466c28
4 changed files with 23 additions and 76 deletions

View file

@ -194,21 +194,7 @@ namespace swrenderer
}
sector_t tempsec;
const sector_t* sec = Thread->OpaquePass->FakeFlat(frontsector, &tempsec, nullptr, nullptr, nullptr, 0, 0, 0, 0);
ProjectedWallLight walllight;
walllight.SetColormap(sec, curline);
walllight.SetLightLeft(Thread, ds->WallC);
double clipTop = m3DFloor.clipTop ? m3DFloor.sclipTop : sec->ceilingplane.ZatPoint(Thread->Viewport->viewpoint.Pos);
for (int i = frontsector->e->XFloor.lightlist.Size() - 1; i >= 0; i--)
{
if (clipTop <= frontsector->e->XFloor.lightlist[i].plane.Zat0())
{
walllight.SetColormap(frontsector, curline, &frontsector->e->XFloor.lightlist[i]);
break;
}
}
const sector_t* lightsector = Thread->OpaquePass->FakeFlat(frontsector, &tempsec, nullptr, nullptr, nullptr, 0, 0, 0, 0);
double top, bot;
GetMaskedWallTopBottom(ds, top, bot);
@ -217,7 +203,7 @@ namespace swrenderer
bool additive = (curline->linedef->flags & ML_ADDTRANS) != 0;
RenderWallPart renderWallpart(Thread);
renderWallpart.Render(frontsector, curline, ds->WallC, tex, x1, x2, mceilingclip, mfloorclip, ds->texcoords, top, bot, true, additive, alpha, walllight, nullptr);
renderWallpart.Render(lightsector, curline, ds->WallC, tex, x1, x2, mceilingclip, mfloorclip, ds->texcoords, top, bot, true, additive, alpha, nullptr);
}
void RenderDrawSegment::Render3DFloorWall(DrawSegment *ds, int x1, int x2, F3DFloor *rover, double clipTop, double clipBottom, FSoftwareTexture *rw_pic)
@ -226,37 +212,7 @@ namespace swrenderer
if (Alpha <= 0)
return;
lightlist_t* lit = nullptr;
CameraLight* cameraLight = CameraLight::Instance();
if (cameraLight->FixedLightLevel() < 0)
{
if (ds->Has3DFloorFrontSectorWalls() && !ds->Has3DFloorBackSectorWalls())
{
for (int j = backsector->e->XFloor.lightlist.Size() - 1; j >= 0; j--)
{
if (clipTop <= backsector->e->XFloor.lightlist[j].plane.Zat0())
{
lit = &backsector->e->XFloor.lightlist[j];
break;
}
}
}
else
{
for (int j = frontsector->e->XFloor.lightlist.Size() - 1; j >= 0; j--)
{
if (clipTop <= frontsector->e->XFloor.lightlist[j].plane.Zat0())
{
lit = &frontsector->e->XFloor.lightlist[j];
break;
}
}
}
}
ProjectedWallLight walllight;
walllight.SetColormap(frontsector, curline, lit);
walllight.SetLightLeft(Thread, ds->WallC);
sector_t* lightsector = (ds->Has3DFloorFrontSectorWalls() && !ds->Has3DFloorBackSectorWalls()) ? backsector : frontsector;
wallupper.Project(Thread->Viewport.get(), clipTop - Thread->Viewport->viewpoint.Pos.Z, &ds->WallC);
walllower.Project(Thread->Viewport.get(), clipBottom - Thread->Viewport->viewpoint.Pos.Z, &ds->WallC);
@ -271,8 +227,11 @@ namespace swrenderer
GetMaskedWallTopBottom(ds, top, bot);
RenderWallPart renderWallpart(Thread);
renderWallpart.Render(frontsector, curline, ds->WallC, rw_pic, x1, x2, wallupper.ScreenY, walllower.ScreenY, walltexcoords, top, bot, true, (rover->flags & FF_ADDITIVETRANS) != 0, Alpha, walllight, nullptr);
renderWallpart.Render(lightsector, curline, ds->WallC, rw_pic, x1, x2, wallupper.ScreenY, walllower.ScreenY, walltexcoords, top, bot, true, (rover->flags & FF_ADDITIVETRANS) != 0, Alpha, nullptr);
ProjectedWallLight walllight;
walllight.SetColormap(lightsector, curline);
walllight.SetLightLeft(Thread, ds->WallC);
RenderDecal::RenderDecals(Thread, curline->sidedef, ds, curline, walllight, wallupper.ScreenY, walllower.ScreenY, true);
}
@ -640,10 +599,10 @@ namespace swrenderer
}
sector_t tempsec;
const sector_t* sec = Thread->OpaquePass->FakeFlat(frontsector, &tempsec, nullptr, nullptr, nullptr, 0, 0, 0, 0);
const sector_t* lightsector = Thread->OpaquePass->FakeFlat(frontsector, &tempsec, nullptr, nullptr, nullptr, 0, 0, 0, 0);
ProjectedWallLight walllight;
walllight.SetColormap(sec, curline);
walllight.SetColormap(lightsector, curline);
walllight.SetLightLeft(Thread, ds->WallC);
RenderFogBoundary renderfog;