Add functions to CameraLight
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a0a40281b3
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25 changed files with 83 additions and 77 deletions
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@ -899,7 +899,7 @@ namespace swrenderer
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walltexcoords.Project(sidedef->TexelLength * lwallscale, WallC.sx1, WallC.sx2, WallT);
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CameraLight *cameraLight = CameraLight::Instance();
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if (cameraLight->fixedcolormap == nullptr && cameraLight->fixedlightlev < 0)
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if (cameraLight->FixedColormap() == nullptr && cameraLight->FixedLightLevel() < 0)
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{
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wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, frontsector->lightlevel) + R_ActualExtraLight(foggy));
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double GlobVis = LightVisibility::Instance()->WallGlobVis();
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@ -916,7 +916,7 @@ namespace swrenderer
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bool SWRenderLine::IsFogBoundary(sector_t *front, sector_t *back) const
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{
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return r_fogboundary && CameraLight::Instance()->fixedcolormap == nullptr && front->ColorMap->Fade &&
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return r_fogboundary && CameraLight::Instance()->FixedColormap() == nullptr && front->ColorMap->Fade &&
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front->ColorMap->Fade != back->ColorMap->Fade &&
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(front->GetTexture(sector_t::ceiling) != skyflatnum || back->GetTexture(sector_t::ceiling) != skyflatnum);
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}
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@ -935,10 +935,10 @@ namespace swrenderer
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drawerargs.SetStyle(false, false, OPAQUE);
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CameraLight *cameraLight = CameraLight::Instance();
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if (cameraLight->fixedlightlev >= 0)
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drawerargs.SetLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->fixedlightlev));
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else if (cameraLight->fixedcolormap != nullptr)
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drawerargs.SetLight(cameraLight->fixedcolormap, 0, 0);
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if (cameraLight->FixedLightLevel() >= 0)
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drawerargs.SetLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->FixedLightLevel()));
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else if (cameraLight->FixedColormap() != nullptr)
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drawerargs.SetLight(cameraLight->FixedColormap(), 0, 0);
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// clip wall to the floor and ceiling
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auto ceilingclip = RenderOpaquePass::Instance()->ceilingclip;
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