ref: gl: migrate to new way to get lightstyles and dlights

This commit is contained in:
Alibek Omarov 2024-11-02 22:51:57 +03:00
parent 9ed55776a9
commit bb4e64ea58
6 changed files with 17 additions and 13 deletions

View file

@ -578,7 +578,6 @@ static void R_AliasDynamicLight( cl_entity_t *ent, alight_t *plight )
float add, radius, total;
colorVec light;
uint lnum;
dlight_t *dl;
if( !plight || !ent )
return;
@ -694,7 +693,7 @@ static void R_AliasDynamicLight( cl_entity_t *ent, alight_t *plight )
for( lnum = 0; lnum < MAX_DLIGHTS; lnum++ )
{
dl = gEngfuncs.GetDynamicLight( lnum );
const dlight_t *dl = &tr.dlights[lnum];
if( dl->die < g_alias.time || !r_dynamic->value )
continue;

View file

@ -257,6 +257,9 @@ typedef struct
movevars_t *movevars;
color24 *palette;
cl_entity_t *viewent;
lightstyle_t *lightstyles;
dlight_t *dlights;
dlight_t *elights;
byte *texgammatable;
uint *lightgammatable;
uint *lineargammatable;

View file

@ -1304,6 +1304,9 @@ qboolean R_Init( void )
tr.lightgammatable = (uint *)ENGINE_GET_PARM( PARM_GET_LIGHTGAMMATABLE_PTR );
tr.screengammatable = (uint *)ENGINE_GET_PARM( PARM_GET_SCREENGAMMATABLE_PTR );
tr.lineargammatable = (uint *)ENGINE_GET_PARM( PARM_GET_LINEARGAMMATABLE_PTR );
tr.lightstyles = (lightstyle_t *)ENGINE_GET_PARM( PARM_GET_LIGHTSTYLES_PTR );
tr.dlights = (dlight_t *)ENGINE_GET_PARM( PARM_GET_DLIGHTS_PTR );
tr.elights = (dlight_t *)ENGINE_GET_PARM( PARM_GET_ELIGHTS_PTR );
GL_SetDefaults();
R_CheckVBO();

View file

@ -34,10 +34,8 @@ CL_RunLightStyles
*/
void CL_RunLightStyles( void )
{
int i, k, flight, clight;
float l, lerpfrac, backlerp;
float frametime = (gp_cl->time - gp_cl->oldtime);
lightstyle_t *ls;
int i;
float frametime = (gp_cl->time - gp_cl->oldtime);
if( !WORLDMODEL )
return;
@ -53,7 +51,9 @@ void CL_RunLightStyles( void )
// 'm' is normal light, 'a' is no light, 'z' is double bright
for( i = 0; i < MAX_LIGHTSTYLES; i++ )
{
ls = gEngfuncs.GetLightStyle( i );
int k, flight, clight;
float l, lerpfrac, backlerp;
lightstyle_t *ls = &tr.lightstyles[i];
if( !gp_cl->paused && frametime <= 0.1f )
ls->time += frametime; // evaluate local time
@ -161,7 +161,7 @@ void R_PushDlights( void )
for( i = 0; i < MAX_DLIGHTS; i++ )
{
dlight_t *l = gEngfuncs.GetDynamicLight( i );
dlight_t *l = &tr.dlights[i];
if( l->die < gp_cl->time || !l->radius )
continue;

View file

@ -553,7 +553,7 @@ static void R_AddDynamicLights( const msurface_t *surf )
if( !FBitSet( surf->dlightbits, BIT( lnum )))
continue; // not lit by this light
dl = gEngfuncs.GetDynamicLight( lnum );
dl = &tr.dlights[lnum];
// transform light origin to local bmodel space
if( !tr.modelviewIdentity )
@ -1659,7 +1659,7 @@ void R_DrawBrushModel( cl_entity_t *e )
// calculate dynamic lighting for bmodel
for( k = 0; k < MAX_DLIGHTS; k++ )
{
l = gEngfuncs.GetDynamicLight( k );
l = &tr.dlights[k];
if( l->die < gp_cl->time || !l->radius )
continue;

View file

@ -1450,7 +1450,7 @@ static void R_StudioDynamicLight( cl_entity_t *ent, alight_t *plight )
for( lnum = 0; lnum < MAX_DLIGHTS; lnum++ )
{
dl = gEngfuncs.GetDynamicLight( lnum );
dl = &tr.dlights[lnum];
if( dl->die < g_studio.time || !r_dynamic->value )
continue;
@ -1517,7 +1517,6 @@ static void R_StudioEntityLight( alight_t *lightinfo )
float lstrength[MAX_LOCALLIGHTS];
cl_entity_t *ent = RI.currententity;
vec3_t mid, origin, pos;
dlight_t *el;
g_studio.numlocallights = 0;
@ -1533,7 +1532,7 @@ static void R_StudioEntityLight( alight_t *lightinfo )
for( lnum = 0; lnum < MAX_ELIGHTS; lnum++ )
{
el = gEngfuncs.GetEntityLight( lnum );
dlight_t *el = &tr.elights[lnum];
if( el->die < g_studio.time || el->radius <= 0.0f )
continue;