Add functions to CameraLight
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25 changed files with 83 additions and 77 deletions
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@ -329,14 +329,14 @@ void RenderPolyPlayerSprites::RenderSprite(DPSprite *sprite, AActor *owner, floa
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// If the main colormap has fixed lights, and this sprite is being drawn with that
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// colormap, disable acceleration so that the lights can remain fixed.
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swrenderer::CameraLight *cameraLight = swrenderer::CameraLight::Instance();
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if (!noaccel && cameraLight->realfixedcolormap == nullptr &&
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if (!noaccel && cameraLight->ShaderColormap() == nullptr &&
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NormalLightHasFixedLights && mybasecolormap == &NormalLight &&
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tex->UseBasePalette())
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{
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noaccel = true;
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}
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// [SP] If emulating GZDoom fullbright, disable acceleration
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if (r_fullbrightignoresectorcolor && cameraLight->fixedlightlev >= 0)
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if (r_fullbrightignoresectorcolor && cameraLight->FixedLightLevel() >= 0)
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mybasecolormap = &FullNormalLight;
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if (r_fullbrightignoresectorcolor && !foggy && sprite->GetState()->GetFullbright())
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mybasecolormap = &FullNormalLight;
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