427 lines
14 KiB
C++
427 lines
14 KiB
C++
/*
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** Polygon Doom software renderer
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** Copyright (c) 2016 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#include <stdlib.h>
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#include "templates.h"
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#include "doomdef.h"
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#include "sbar.h"
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#include "r_data/r_translate.h"
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#include "poly_sprite.h"
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#include "polyrenderer/poly_renderer.h"
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#include "polyrenderer/scene/poly_light.h"
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#include "polyrenderer/poly_renderthread.h"
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#include "polyrenderer/scene/poly_model.h"
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#include "r_data/r_vanillatrans.h"
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#include "actorinlines.h"
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EXTERN_CVAR(Float, transsouls)
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EXTERN_CVAR(Int, r_drawfuzz)
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EXTERN_CVAR (Bool, r_debug_disable_vis_filter)
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EXTERN_CVAR(Int, gl_spriteclip)
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EXTERN_CVAR(Float, gl_sclipthreshold)
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EXTERN_CVAR(Float, gl_sclipfactor)
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extern uint32_t r_renderercaps;
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bool RenderPolySprite::GetLine(AActor *thing, DVector2 &left, DVector2 &right)
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{
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if (IsThingCulled(thing))
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return false;
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const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
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DVector3 pos = thing->InterpolatedPosition(viewpoint.TicFrac);
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bool flipTextureX = false;
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FTexture *tex = GetSpriteTexture(thing, flipTextureX);
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if (tex == nullptr)
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return false;
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DVector2 spriteScale = thing->Scale;
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double thingxscalemul = spriteScale.X / tex->Scale.X;
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double thingyscalemul = spriteScale.Y / tex->Scale.Y;
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double spriteWidth = thingxscalemul * tex->GetWidth();
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double spriteHeight = thingyscalemul * tex->GetHeight();
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double offsetX;
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if (flipTextureX)
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offsetX = (tex->GetWidth() - tex->GetLeftOffsetPo()) * thingxscalemul;
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else
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offsetX = tex->GetLeftOffsetPo() * thingxscalemul;
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left = DVector2(pos.X - viewpoint.Sin * offsetX, pos.Y + viewpoint.Cos * offsetX);
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right = DVector2(left.X + viewpoint.Sin * spriteWidth, left.Y - viewpoint.Cos * spriteWidth);
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return true;
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}
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void RenderPolySprite::Render(PolyRenderThread *thread, const PolyClipPlane &clipPlane, AActor *thing, subsector_t *sub, uint32_t stencilValue, float t1, float t2)
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{
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if (r_models)
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{
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int spritenum = thing->sprite;
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bool isPicnumOverride = thing->picnum.isValid();
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FSpriteModelFrame *modelframe = isPicnumOverride ? nullptr : gl_FindModelFrame(thing->GetClass(), spritenum, thing->frame, !!(thing->flags & MF_DROPPED));
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if (modelframe)
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{
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const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
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DVector3 pos = thing->InterpolatedPosition(viewpoint.TicFrac);
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PolyRenderModel(thread, PolyRenderer::Instance()->Scene.CurrentViewpoint->WorldToClip, clipPlane, stencilValue, (float)pos.X, (float)pos.Y, (float)pos.Z, modelframe, thing);
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return;
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}
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}
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DVector2 line[2];
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if (!GetLine(thing, line[0], line[1]))
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return;
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const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
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DVector3 thingpos = thing->InterpolatedPosition(viewpoint.TicFrac);
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double posZ = thingpos.Z;
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uint32_t spritetype = (thing->renderflags & RF_SPRITETYPEMASK);
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if (spritetype == RF_FACESPRITE)
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posZ -= thing->Floorclip;
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if (thing->flags2 & MF2_FLOATBOB)
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posZ += thing->GetBobOffset(viewpoint.TicFrac);
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bool flipTextureX = false;
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FTexture *tex = GetSpriteTexture(thing, flipTextureX);
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if (tex == nullptr || tex->UseType == ETextureType::Null)
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return;
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double thingyscalemul = thing->Scale.Y / tex->Scale.Y;
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double spriteHeight = thingyscalemul * tex->GetHeight();
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posZ -= (tex->GetHeight() - tex->GetTopOffsetPo()) * thingyscalemul;
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posZ = PerformSpriteClipAdjustment(thing, thingpos, spriteHeight, posZ);
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//double depth = 1.0;
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//visstyle_t visstyle = GetSpriteVisStyle(thing, depth);
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// Rumor has it that AlterWeaponSprite needs to be called with visstyle passed in somewhere around here..
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//R_SetColorMapLight(visstyle.BaseColormap, 0, visstyle.ColormapNum << FRACBITS);
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TriVertex *vertices = thread->FrameMemory->AllocMemory<TriVertex>(4);
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bool foggy = false;
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int actualextralight = foggy ? 0 : viewpoint.extralight << 4;
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std::pair<float, float> offsets[4] =
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{
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{ t1, 1.0f },
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{ t2, 1.0f },
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{ t2, 0.0f },
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{ t1, 0.0f },
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};
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DVector2 points[2] =
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{
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line[0] * (1.0 - t1) + line[1] * t1,
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line[0] * (1.0 - t2) + line[1] * t2
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};
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for (int i = 0; i < 4; i++)
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{
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auto &p = (i == 0 || i == 3) ? points[0] : points[1];
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vertices[i].x = (float)p.X;
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vertices[i].y = (float)p.Y;
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vertices[i].z = (float)(posZ + spriteHeight * offsets[i].second);
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vertices[i].w = 1.0f;
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vertices[i].u = (float)(offsets[i].first * tex->Scale.X);
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vertices[i].v = (float)((1.0f - offsets[i].second) * tex->Scale.Y);
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if (flipTextureX)
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vertices[i].u = 1.0f - vertices[i].u;
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}
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bool fullbrightSprite = ((thing->renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT));
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int lightlevel = fullbrightSprite ? 255 : thing->Sector->lightlevel + actualextralight;
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PolyDrawArgs args;
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SetDynlight(thing, args);
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args.SetLight(GetColorTable(sub->sector->Colormap, sub->sector->SpecialColors[sector_t::sprites], true), lightlevel, PolyRenderer::Instance()->Light.SpriteGlobVis(foggy), fullbrightSprite);
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args.SetStencilTestValue(stencilValue);
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args.SetClipPlane(0, clipPlane);
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if ((thing->renderflags & RF_ZDOOMTRANS) && r_UseVanillaTransparency)
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args.SetStyle(LegacyRenderStyles[STYLE_Normal], 1.0f, thing->fillcolor, thing->Translation, tex, fullbrightSprite);
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else
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args.SetStyle(thing->RenderStyle, thing->Alpha, thing->fillcolor, thing->Translation, tex, fullbrightSprite);
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args.SetDepthTest(true);
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args.SetWriteDepth(false);
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args.SetWriteStencil(false);
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args.DrawArray(thread->DrawQueue, vertices, 4, PolyDrawMode::TriangleFan);
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}
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double RenderPolySprite::GetSpriteFloorZ(AActor *thing, const DVector2 &thingpos)
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{
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extsector_t::xfloor &x = thing->Sector->e->XFloor;
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for (unsigned int i = 0; i < x.ffloors.Size(); i++)
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{
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F3DFloor *ff = x.ffloors[i];
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double floorh = ff->top.plane->ZatPoint(thingpos);
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if (floorh == thing->floorz)
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return floorh;
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}
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if (thing->Sector->heightsec && !(thing->Sector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC))
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{
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if (thing->flags2&MF2_ONMOBJ && thing->floorz == thing->Sector->heightsec->floorplane.ZatPoint(thingpos))
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{
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return thing->floorz;
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}
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}
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return thing->Sector->floorplane.ZatPoint(thing) - thing->Floorclip;
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}
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double RenderPolySprite::GetSpriteCeilingZ(AActor *thing, const DVector2 &thingpos)
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{
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extsector_t::xfloor &x = thing->Sector->e->XFloor;
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for (unsigned int i = 0; i < x.ffloors.Size(); i++)
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{
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F3DFloor *ff = x.ffloors[i];
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double ceilingh = ff->bottom.plane->ZatPoint(thingpos);
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if (ceilingh == thing->ceilingz)
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return ceilingh;
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}
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if (thing->Sector->heightsec && !(thing->Sector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC))
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{
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if (thing->flags2&MF2_ONMOBJ && thing->ceilingz == thing->Sector->heightsec->ceilingplane.ZatPoint(thingpos))
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{
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return thing->ceilingz;
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}
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}
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return thing->Sector->ceilingplane.ZatPoint(thingpos);
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}
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double RenderPolySprite::PerformSpriteClipAdjustment(AActor *thing, const DVector2 &thingpos, double spriteheight, double z2)
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{
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int spriteclip = 2; // gl_spriteclip, but use 'always' mode for now
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double z1 = z2 + spriteheight;
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// Tests show that this doesn't look good for many decorations and corpses
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uint32_t spritetype = (thing->renderflags & RF_SPRITETYPEMASK);
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if (!(spriteheight > 0 && spriteclip > 0 && spritetype == RF_FACESPRITE))
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return z2;
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bool clipthing = (thing->player || thing->flags3&MF3_ISMONSTER || thing->IsKindOf(RUNTIME_CLASS(AInventory))) && (thing->flags&MF_ICECORPSE || !(thing->flags&MF_CORPSE));
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bool smarterclip = !clipthing && spriteclip == 3;
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if (clipthing || spriteclip > 1)
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{
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double diffb = MIN(z2 - GetSpriteFloorZ(thing, thingpos), 0.0);
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// Adjust sprites clipping into ceiling and adjust clipping adjustment for tall graphics
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if (smarterclip)
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{
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// Reduce slightly clipping adjustment of corpses
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if (thing->flags & MF_CORPSE || spriteheight > fabs(diffb))
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{
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double ratio = clamp<double>((fabs(diffb) * (double)gl_sclipfactor / (spriteheight + 1)), 0.5, 1.0);
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diffb *= ratio;
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}
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if (!diffb)
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{
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double difft = MAX(z1 - GetSpriteCeilingZ(thing, thingpos), 0.0);
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if (difft >= (double)gl_sclipthreshold)
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{
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// dumb copy of the above.
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if (!(thing->flags3&MF3_ISMONSTER) || (thing->flags&MF_NOGRAVITY) || (thing->flags&MF_CORPSE) || difft > (double)gl_sclipthreshold)
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{
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difft = 0;
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}
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}
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if (spriteheight > fabs(difft))
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{
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double ratio = clamp<double>((fabs(difft) * (double)gl_sclipfactor / (spriteheight + 1)), 0.5, 1.0);
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difft *= ratio;
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}
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z2 -= difft;
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}
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}
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if (diffb <= (0 - (double)gl_sclipthreshold)) // such a large displacement can't be correct!
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{
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// for living monsters standing on the floor allow a little more.
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if (!(thing->flags3&MF3_ISMONSTER) || (thing->flags&MF_NOGRAVITY) || (thing->flags&MF_CORPSE) || diffb < (-1.8*(double)gl_sclipthreshold))
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{
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diffb = 0;
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}
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}
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z2 -= diffb;
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}
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return z2;
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}
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bool RenderPolySprite::IsThingCulled(AActor *thing)
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{
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FIntCVar *cvar = thing->GetInfo()->distancecheck;
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if (cvar != nullptr && *cvar >= 0)
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{
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double dist = (thing->Pos() - PolyRenderer::Instance()->Viewpoint.Pos).LengthSquared();
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double check = (double)**cvar;
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if (dist >= check * check)
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return true;
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}
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// Don't waste time projecting sprites that are definitely not visible.
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if (thing == nullptr ||
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(thing->renderflags & RF_INVISIBLE) ||
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!thing->RenderStyle.IsVisible(thing->Alpha) ||
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!thing->IsVisibleToPlayer())
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{
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return true;
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}
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// check renderrequired vs ~r_rendercaps, if anything matches we don't support that feature,
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// check renderhidden vs r_rendercaps, if anything matches we do support that feature and should hide it.
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if ((!r_debug_disable_vis_filter && !!(thing->RenderRequired & ~r_renderercaps)) ||
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(!!(thing->RenderHidden & r_renderercaps)))
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return true;
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return false;
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}
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FTexture *RenderPolySprite::GetSpriteTexture(AActor *thing, /*out*/ bool &flipX)
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{
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const auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
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flipX = false;
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if (thing->renderflags & RF_FLATSPRITE)
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return nullptr; // do not draw flat sprites.
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if (thing->picnum.isValid())
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{
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FTexture *tex = TexMan(thing->picnum);
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if (tex->UseType == ETextureType::Null)
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{
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return nullptr;
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}
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if (tex->Rotations != 0xFFFF)
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{
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// choose a different rotation based on player view
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spriteframe_t *sprframe = &SpriteFrames[tex->Rotations];
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DVector3 pos = thing->InterpolatedPosition(viewpoint.TicFrac);
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pos.Z += thing->GetBobOffset(viewpoint.TicFrac);
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DAngle ang = (pos - viewpoint.Pos).Angle();
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angle_t rot;
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if (sprframe->Texture[0] == sprframe->Texture[1])
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{
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rot = (ang - thing->Angles.Yaw + 45.0 / 2 * 9).BAMs() >> 28;
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}
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else
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{
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rot = (ang - thing->Angles.Yaw + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
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}
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flipX = (sprframe->Flip & (1 << rot)) != 0;
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tex = TexMan[sprframe->Texture[rot]]; // Do not animate the rotation
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}
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return tex;
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}
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else
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{
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// decide which texture to use for the sprite
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int spritenum = thing->sprite;
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if (spritenum >= (signed)sprites.Size() || spritenum < 0)
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return nullptr;
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spritedef_t *sprdef = &sprites[spritenum];
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if (thing->frame >= sprdef->numframes)
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{
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// If there are no frames at all for this sprite, don't draw it.
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return nullptr;
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}
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else
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{
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//picnum = SpriteFrames[sprdef->spriteframes + thing->frame].Texture[0];
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// choose a different rotation based on player view
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DVector3 pos = thing->InterpolatedPosition(viewpoint.TicFrac);
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pos.Z += thing->GetBobOffset(viewpoint.TicFrac);
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DAngle ang = (pos - viewpoint.Pos).Angle();
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DAngle sprangle = thing->GetSpriteAngle((pos - viewpoint.Pos).Angle(), viewpoint.TicFrac);
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FTextureID tex = sprdef->GetSpriteFrame(thing->frame, -1, sprangle, &flipX);
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if (!tex.isValid()) return nullptr;
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return TexMan[tex];
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}
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}
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}
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void RenderPolySprite::SetDynlight(AActor *thing, PolyDrawArgs &args)
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{
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bool fullbrightSprite = ((thing->renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT));
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if (fullbrightSprite)
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{
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args.SetDynLightColor(0);
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return;
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}
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float lit_red = 0;
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float lit_green = 0;
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float lit_blue = 0;
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auto node = thing->Sector->lighthead;
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while (node != nullptr)
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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 != thing) && !(light->lightflags&LF_DONTLIGHTACTORS))
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{
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float lx = (float)(light->X() - thing->X());
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float ly = (float)(light->Y() - thing->Y());
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float lz = (float)(light->Z() - thing->Center());
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float LdotL = lx * lx + ly * ly + lz * lz;
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float radius = node->lightsource->GetRadius();
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if (radius * radius >= LdotL)
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{
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float distance = sqrt(LdotL);
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float attenuation = 1.0f - distance / radius;
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if (attenuation > 0.0f)
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{
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float red = light->GetRed() * (1.0f / 255.0f);
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float green = light->GetGreen() * (1.0f / 255.0f);
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float blue = light->GetBlue() * (1.0f / 255.0f);
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/*if (light->IsSubtractive())
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{
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float bright = FVector3(lr, lg, lb).Length();
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FVector3 lightColor(lr, lg, lb);
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red = (bright - lr) * -1;
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green = (bright - lg) * -1;
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blue = (bright - lb) * -1;
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}*/
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lit_red += red * attenuation;
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lit_green += green * attenuation;
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lit_blue += blue * attenuation;
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}
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}
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}
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node = node->nextLight;
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}
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lit_red = clamp(lit_red * 255.0f, 0.0f, 255.0f);
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lit_green = clamp(lit_green * 255.0f, 0.0f, 255.0f);
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lit_blue = clamp(lit_blue * 255.0f, 0.0f, 255.0f);
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args.SetDynLightColor((((uint32_t)lit_red) << 16) | (((uint32_t)lit_green) << 8) | ((uint32_t)lit_blue));
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}
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