Create CameraLight class
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4bbf1ba11c
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27 changed files with 133 additions and 96 deletions
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@ -97,7 +97,8 @@ namespace swrenderer
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Clip3DFloors *clip3d = Clip3DFloors::Instance();
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if (fixedlightlev < 0)
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CameraLight *cameraLight = CameraLight::Instance();
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if (cameraLight->fixedlightlev < 0)
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{
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if (!(clip3d->fake3D & FAKE3D_CLIPTOP))
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{
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@ -139,10 +140,10 @@ namespace swrenderer
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spryscale = ds->iscale + ds->iscalestep * (x1 - ds->x1);
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rw_scalestep = ds->iscalestep;
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if (fixedlightlev >= 0)
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R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
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else if (fixedcolormap != nullptr)
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R_SetColorMapLight(fixedcolormap, 0, 0);
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if (cameraLight->fixedlightlev >= 0)
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R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->fixedlightlev));
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else if (cameraLight->fixedcolormap != nullptr)
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R_SetColorMapLight(cameraLight->fixedcolormap, 0, 0);
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// find positioning
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texheight = tex->GetScaledHeightDouble();
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@ -269,7 +270,7 @@ namespace swrenderer
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{
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for (int x = x1; x < x2; ++x)
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{
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if (fixedcolormap == nullptr && fixedlightlev < 0)
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if (cameraLight->fixedcolormap == nullptr && cameraLight->fixedlightlev < 0)
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{
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R_SetColorMapLight(basecolormap, rw_light, wallshade);
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}
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@ -440,10 +441,11 @@ namespace swrenderer
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texturemid += rowoffset;
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}
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if (fixedlightlev >= 0)
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R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
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else if (fixedcolormap != nullptr)
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R_SetColorMapLight(fixedcolormap, 0, 0);
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CameraLight *cameraLight = CameraLight::Instance();
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if (cameraLight->fixedlightlev >= 0)
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R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->fixedlightlev));
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else if (cameraLight->fixedcolormap != nullptr)
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R_SetColorMapLight(cameraLight->fixedcolormap, 0, 0);
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WallC.sz1 = ds->sz1;
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WallC.sz2 = ds->sz2;
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@ -665,7 +667,8 @@ namespace swrenderer
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// correct colors now
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FDynamicColormap *basecolormap = frontsector->ColorMap;
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wallshade = ds->shade;
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if (fixedlightlev < 0)
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CameraLight *cameraLight = CameraLight::Instance();
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if (cameraLight->fixedlightlev < 0)
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{
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if ((ds->bFakeBoundary & 3) == 2)
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{
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@ -839,7 +842,8 @@ namespace swrenderer
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// correct colors now
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FDynamicColormap *basecolormap = frontsector->ColorMap;
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wallshade = ds->shade;
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if (fixedlightlev < 0)
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CameraLight *cameraLight = CameraLight::Instance();
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if (cameraLight->fixedlightlev < 0)
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{
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if ((ds->bFakeBoundary & 3) == 2)
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{
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