- rewrote dynamic lights to not use actors for the internal representation and made DynamicLight a purely scripted class.
This should be less of a drag on the playsim than having each light a separate actor. A quick check with ZDCMP2 showed that the light processing time was reduced to 1/3rd from 0.5 ms to 0.17 ms per tic. It's also one native actor class less.
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34 changed files with 438 additions and 412 deletions
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@ -168,8 +168,8 @@ namespace swrenderer
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FLightNode * node = subsector->section->lighthead;
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while (node) // check all lights touching a subsector
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{
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ADynamicLight *light = node->lightsource;
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if (light->visibletoplayer && !(light->flags2&MF2_DORMANT) && (!(light->lightflags&LF_DONTLIGHTSELF) || light->target != actor) && !(light->lightflags&LF_DONTLIGHTACTORS))
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FDynamicLight *light = node->lightsource;
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if (light->ShouldLightActor(actor))
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{
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int group = subsector->sector->PortalGroup;
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DVector3 pos = light->PosRelative(group);
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@ -194,7 +194,7 @@ namespace swrenderer
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Lights = Thread->FrameMemory->AllocMemory<PolyLight>(NumLights);
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for (int i = 0; i < NumLights; i++)
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{
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ADynamicLight *lightsource = addedLights[i];
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FDynamicLight *lightsource = addedLights[i];
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bool is_point_light = (lightsource->lightflags & LF_ATTENUATE) != 0;
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