- Attenuated lights support

This commit is contained in:
Magnus Norddahl 2017-09-23 02:27:39 +02:00
commit 789214200c
5 changed files with 31 additions and 8 deletions

View file

@ -404,7 +404,7 @@ void RenderPolyWall::SetDynLights(PolyRenderThread *thread, PolyDrawArgs &args)
{
if (!(cur_node->lightsource->flags2&MF2_DORMANT))
{
//bool is_point_light = (cur_node->lightsource->lightflags & LF_ATTENUATE) != 0;
bool is_point_light = (cur_node->lightsource->lightflags & LF_ATTENUATE) != 0;
// To do: cull lights not touching wall
@ -418,12 +418,25 @@ void RenderPolyWall::SetDynLights(PolyRenderThread *thread, PolyDrawArgs &args)
light.z = (float)cur_node->lightsource->Z();
light.radius = 256.0f / cur_node->lightsource->GetRadius();
light.color = (red << 16) | (green << 8) | blue;
if (is_point_light)
light.radius = -light.radius;
}
cur_node = cur_node->nextLight;
}
args.SetLights(dc_lights, dc_num_lights);
// Face normal:
float dx = (float)(v2.X - v1.X);
float dy = (float)(v2.Y - v1.Y);
float nx = dy;
float ny = -dx;
float lensqr = nx * nx + ny * ny;
float rcplen = 1.0f / sqrt(lensqr);
nx *= rcplen;
ny *= rcplen;
args.SetNormal({ nx, ny, 0.0f });
}
void RenderPolyWall::DrawStripes(PolyRenderThread *thread, PolyDrawArgs &args, TriVertex *vertices)