Add per-tier sidedef light levels to UDMF maps
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parent
a9eaae074f
commit
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13 changed files with 150 additions and 69 deletions
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@ -157,6 +157,8 @@ namespace swrenderer
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if (x1 >= clipper->x2 || x2 <= clipper->x1)
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return;
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int tier = side_t::mid;
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if (drawsegPass)
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{
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uint32_t clipMode = decal->RenderFlags & RF_CLIPMASK;
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@ -203,6 +205,7 @@ namespace swrenderer
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break;
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case RF_CLIPUPPER:
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tier = side_t::top;
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mceilingclip = walltop;
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mfloorclip = thread->OpaquePass->ceilingclip;
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break;
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@ -211,6 +214,7 @@ namespace swrenderer
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return;
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case RF_CLIPLOWER:
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tier = side_t::bottom;
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mceilingclip = thread->OpaquePass->floorclip;
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mfloorclip = wallbottom;
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break;
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@ -219,7 +223,7 @@ namespace swrenderer
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// Prepare lighting
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ProjectedWallLight light;
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light.SetColormap(lightsector, curline);
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light.SetColormap(lightsector, curline, tier);
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light.SetLightLeft(thread, WallC);
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usecolormap = light.GetBaseColormap();
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