Try TMap
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11 changed files with 101 additions and 75 deletions
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@ -159,13 +159,15 @@ void HWFlat::SetupLights(HWDrawInfo *di, FDynLightData &lightdata, int portalgro
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return; // no lights on additively blended surfaces.
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}
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auto flatLightList = di->Level->lightlists.flat_dlist.find(section);
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auto flatLightList = di->Level->lightlists.flat_dlist.CheckKey(section);
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if (flatLightList != di->Level->lightlists.flat_dlist.end())
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if (flatLightList)
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{
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for (auto nodeIterator = flatLightList->second.begin(); nodeIterator != flatLightList->second.end(); nodeIterator++)
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TMap<FDynamicLight *, FLightNode *>::Iterator it(*flatLightList);
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TMap<FDynamicLight *, FLightNode *>::Pair *pair;
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while (it.NextPair(pair))
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{
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auto node = nodeIterator->second;
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auto node = pair->Value;
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if (!node) continue;
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FDynamicLight * light = node->lightsource;
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@ -117,13 +117,15 @@ int HWDrawInfo::SetupLightsForOtherPlane(subsector_t * sub, FDynLightData &light
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lightdata.Clear();
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auto flatLightList = Level->lightlists.flat_dlist.find(sub->section);
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auto flatLightList = Level->lightlists.flat_dlist.CheckKey(sub->section);
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if (flatLightList != Level->lightlists.flat_dlist.end())
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if (flatLightList)
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{
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for (auto nodeIterator = flatLightList->second.begin(); nodeIterator != flatLightList->second.end(); nodeIterator++)
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TMap<FDynamicLight *, FLightNode *>::Iterator it(*flatLightList);
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TMap<FDynamicLight *, FLightNode *>::Pair *pair;
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while (it.NextPair(pair))
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{
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auto node = nodeIterator->second;
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auto node = pair->Value;
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if (!node) continue;
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FDynamicLight * light = node->lightsource;
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@ -124,13 +124,15 @@ void HWDrawInfo::GetDynSpriteLight(AActor *self, float x, float y, float z, FSec
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}
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// Go through both light lists
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auto flatLightList = Level->lightlists.flat_dlist.find(sec);
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auto flatLightList = Level->lightlists.flat_dlist.CheckKey(sec);
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if (flatLightList != Level->lightlists.flat_dlist.end())
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if (flatLightList)
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{
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for (auto nodeIterator = flatLightList->second.begin(); nodeIterator != flatLightList->second.end(); nodeIterator++)
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TMap<FDynamicLight *, FLightNode *>::Iterator it(*flatLightList);
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TMap<FDynamicLight *, FLightNode *>::Pair *pair;
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while (it.NextPair(pair))
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{
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auto node = nodeIterator->second;
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auto node = pair->Value;
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if (!node) continue;
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light=node->lightsource;
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@ -248,12 +250,14 @@ void hw_GetDynModelLight(AActor *self, FDynLightData &modellightdata)
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{
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auto section = subsector->section;
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if (section->validcount == dl_validcount) return; // already done from a previous subsector.
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auto flatLightList = self->Level->lightlists.flat_dlist.find(subsector->section);
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if (flatLightList != self->Level->lightlists.flat_dlist.end())
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auto flatLightList = self->Level->lightlists.flat_dlist.CheckKey(subsector->section);
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if (flatLightList)
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{
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for (auto nodeIterator = flatLightList->second.begin(); nodeIterator != flatLightList->second.end(); nodeIterator++)
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TMap<FDynamicLight *, FLightNode *>::Iterator it(*flatLightList);
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TMap<FDynamicLight *, FLightNode *>::Pair *pair;
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while (it.NextPair(pair))
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{ // check all lights touching a subsector
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auto node = nodeIterator->second;
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auto node = pair->Value;
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if (!node) continue;
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FDynamicLight *light = node->lightsource;
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if (light->ShouldLightActor(self))
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@ -427,13 +427,15 @@ void HWWall::SetupLights(HWDrawInfo*di, FDynLightData &lightdata)
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if ((seg->sidedef->Flags & WALLF_POLYOBJ) && sub)
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{
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// Polobject segs cannot be checked per sidedef so use the subsector instead.
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auto flatLightList = di->Level->lightlists.flat_dlist.find(sub->section);
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auto flatLightList = di->Level->lightlists.flat_dlist.CheckKey(sub->section);
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if (flatLightList != di->Level->lightlists.flat_dlist.end())
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if (flatLightList)
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{
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for (auto nodeIterator = flatLightList->second.begin(); nodeIterator != flatLightList->second.end(); nodeIterator++)
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TMap<FDynamicLight *, FLightNode *>::Iterator it(*flatLightList);
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TMap<FDynamicLight *, FLightNode *>::Pair *pair;
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while (it.NextPair(pair))
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{
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auto node = nodeIterator->second;
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auto node = pair->Value;
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if (!node) continue;
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if (node->lightsource->IsActive() && !node->lightsource->DontLightMap())
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@ -490,13 +492,15 @@ void HWWall::SetupLights(HWDrawInfo*di, FDynLightData &lightdata)
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}
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else
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{
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auto wallLightList = di->Level->lightlists.wall_dlist.find(seg->sidedef);
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auto wallLightList = di->Level->lightlists.wall_dlist.CheckKey(seg->sidedef);
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if (wallLightList != di->Level->lightlists.wall_dlist.end())
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if (wallLightList)
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{
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for (auto nodeIterator = wallLightList->second.begin(); nodeIterator != wallLightList->second.end(); nodeIterator++)
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TMap<FDynamicLight *, FLightNode *>::Iterator it(*wallLightList);
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TMap<FDynamicLight *, FLightNode *>::Pair *pair;
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while (it.NextPair(pair))
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{
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auto node = nodeIterator->second;
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auto node = pair->Value;
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if (!node) continue;
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if (node->lightsource->IsActive() && !node->lightsource->DontLightMap())
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@ -224,12 +224,14 @@ namespace swrenderer
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else if (curline && curline->sidedef)
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{
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auto Level = curline->Subsector->sector->Level;
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auto wallLightList = Level->lightlists.wall_dlist.find(curline->sidedef);
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if (wallLightList != Level->lightlists.wall_dlist.end())
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auto wallLightList = Level->lightlists.wall_dlist.CheckKey(curline->sidedef);
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if (wallLightList)
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{
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for (auto nodeIterator = wallLightList->second.begin(); nodeIterator != wallLightList->second.end(); nodeIterator++)
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TMap<FDynamicLight *, FLightNode *>::Iterator it(*wallLightList);
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TMap<FDynamicLight *, FLightNode *>::Pair *pair;
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while (it.NextPair(pair))
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{
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auto node = nodeIterator->second;
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auto node = pair->Value;
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if (!node) continue;
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if (node->lightsource->IsActive())
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@ -76,12 +76,14 @@ namespace swrenderer
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return; // [SP] no dynlights if invul or lightamp
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auto Level = sec->sector->Level;
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auto flatLightList = Level->lightlists.flat_dlist.find(sec);
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if (flatLightList != Level->lightlists.flat_dlist.end())
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auto flatLightList = Level->lightlists.flat_dlist.CheckKey(sec);
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if (flatLightList)
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{
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for (auto nodeIterator = flatLightList->second.begin(); nodeIterator != flatLightList->second.end(); nodeIterator++)
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TMap<FDynamicLight *, FLightNode *>::Iterator it(*flatLightList);
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TMap<FDynamicLight *, FLightNode *>::Pair *pair;
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while (it.NextPair(pair))
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{
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auto node = nodeIterator->second;
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auto node = pair->Value;
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if (!node) continue;
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if (node->lightsource->IsActive() && (height.PointOnSide(node->lightsource->Pos) > 0))
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@ -209,12 +209,14 @@ namespace swrenderer
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float lit_green = 0;
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float lit_blue = 0;
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auto Level = vis->sector->Level;
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auto flatLightList = Level->lightlists.flat_dlist.find(vis->section);
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if (flatLightList != Level->lightlists.flat_dlist.end())
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auto flatLightList = Level->lightlists.flat_dlist.CheckKey(vis->section);
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if (flatLightList)
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{
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for (auto nodeIterator = flatLightList->second.begin(); nodeIterator != flatLightList->second.end(); nodeIterator++)
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TMap<FDynamicLight *, FLightNode *>::Iterator it(*flatLightList);
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TMap<FDynamicLight *, FLightNode *>::Pair *pair;
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while (it.NextPair(pair))
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{
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auto node = nodeIterator->second;
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auto node = pair->Value;
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if (!node) continue;
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FDynamicLight *light = node->lightsource;
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