gzdoom-gles/src/g_shared/a_dynlight.cpp

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//
//---------------------------------------------------------------------------
//
// Copyright(C) 2004-2016 Christoph Oelckers
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
/*
** a_dynlight.cpp
** Implements actors representing dynamic lights (hardware independent)
**
**
** all functions marked with [TS] are licensed under
**---------------------------------------------------------------------------
** Copyright 2003 Timothy Stump
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "c_dispatch.h"
#include "thingdef.h"
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#include "r_utility.h"
#include "doomstat.h"
#include "serializer.h"
#include "g_levellocals.h"
#include "a_dynlight.h"
#include "actorinlines.h"
CUSTOM_CVAR (Bool, gl_lights, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
{
if (self) AActor::RecreateAllAttachedLights();
else AActor::DeleteAllAttachedLights();
}
CVAR (Bool, gl_attachedlights, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(type, S, DynamicLight)
{
PROP_STRING_PARM(str, 0);
static const char * ltype_names[]={
"Point","Pulse","Flicker","Sector","RandomFlicker", "ColorPulse", "ColorFlicker", "RandomColorFlicker", nullptr};
static const int ltype_values[]={
PointLight, PulseLight, FlickerLight, SectorLight, RandomFlickerLight, ColorPulseLight, ColorFlickerLight, RandomColorFlickerLight };
int style = MatchString(str, ltype_names);
if (style < 0) I_Error("Unknown light type '%s'", str);
defaults->lighttype = ltype_values[style];
}
//==========================================================================
//
// Actor classes
//
// For flexibility all functionality has been packed into a single class
// which is controlled by flags
//
//==========================================================================
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IMPLEMENT_CLASS(ADynamicLight, false, false)
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DEFINE_FIELD(ADynamicLight, SpotInnerAngle)
DEFINE_FIELD(ADynamicLight, SpotOuterAngle)
static FRandom randLight;
//==========================================================================
//
// Base class
//
//==========================================================================
//==========================================================================
//
//
//
//==========================================================================
void ADynamicLight::Serialize(FSerializer &arc)
{
Super::Serialize (arc);
auto def = static_cast<ADynamicLight*>(GetDefault());
arc("lightflags", lightflags, def->lightflags)
("lighttype", lighttype, def->lighttype)
("tickcount", m_tickCount, def->m_tickCount)
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("currentradius", m_currentRadius, def->m_currentRadius)
("spotinnerangle", SpotInnerAngle, def->SpotInnerAngle)
("spotouterangle", SpotOuterAngle, def->SpotOuterAngle);
if (lighttype == PulseLight)
arc("lastupdate", m_lastUpdate, def->m_lastUpdate)
("cycler", m_cycler, def->m_cycler);
// Remap the old flags.
if (SaveVersion < 4552)
{
lightflags = 0;
if (flags4 & MF4_MISSILEEVENMORE) lightflags |= LF_SUBTRACTIVE;
if (flags4 & MF4_MISSILEMORE) lightflags |= LF_ADDITIVE;
if (flags4 & MF4_SEESDAGGERS) lightflags |= LF_DONTLIGHTSELF;
if (flags4 & MF4_INCOMBAT) lightflags |= LF_ATTENUATE;
if (flags4 & MF4_STANDSTILL) lightflags |= LF_NOSHADOWMAP;
if (flags4 & MF4_EXTREMEDEATH) lightflags |= LF_DONTLIGHTACTORS;
flags4 &= ~(MF4_SEESDAGGERS); // this flag is dangerous and must be cleared. The others do not matter.
}
}
void ADynamicLight::PostSerialize()
{
Super::PostSerialize();
// The default constructor which is used for creating objects before deserialization will not set this variable.
// It needs to be true for all placed lights.
visibletoplayer = true;
mShadowmapIndex = 1024;
LinkLight();
}
//==========================================================================
//
// [TS]
//
//==========================================================================
void ADynamicLight::BeginPlay()
{
//Super::BeginPlay();
ChangeStatNum(STAT_DLIGHT);
specialf1 = DAngle(double(SpawnAngle)).Normalized360().Degrees;
visibletoplayer = true;
mShadowmapIndex = 1024;
}
//==========================================================================
//
// [TS]
//
//==========================================================================
void ADynamicLight::PostBeginPlay()
{
Super::PostBeginPlay();
if (!(SpawnFlags & MTF_DORMANT))
{
Activate (nullptr);
}
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subsector = R_PointInSubsector(Pos());
}
//==========================================================================
//
// [TS]
//
//==========================================================================
void ADynamicLight::Activate(AActor *activator)
{
//Super::Activate(activator);
flags2&=~MF2_DORMANT;
m_currentRadius = float(args[LIGHT_INTENSITY]);
m_tickCount = 0;
if (lighttype == PulseLight)
{
float pulseTime = float(specialf1 / TICRATE);
m_lastUpdate = level.maptime;
if (!swapped) m_cycler.SetParams(float(args[LIGHT_SECONDARY_INTENSITY]), float(args[LIGHT_INTENSITY]), pulseTime);
else m_cycler.SetParams(float(args[LIGHT_INTENSITY]), float(args[LIGHT_SECONDARY_INTENSITY]), pulseTime);
m_cycler.ShouldCycle(true);
m_cycler.SetCycleType(CYCLE_Sin);
m_currentRadius = float(m_cycler.GetVal());
}
if (m_currentRadius <= 0) m_currentRadius = 1;
}
//==========================================================================
//
// [TS]
//
//==========================================================================
void ADynamicLight::Deactivate(AActor *activator)
{
//Super::Deactivate(activator);
flags2|=MF2_DORMANT;
}
//==========================================================================
//
// [TS]
//
//==========================================================================
void ADynamicLight::Tick()
{
if (IsOwned())
{
if (!target || !target->state)
{
this->Destroy();
return;
}
if (target->flags & MF_UNMORPHED) return;
visibletoplayer = target->IsVisibleToPlayer(); // cache this value for the renderer to speed up calculations.
}
// Don't bother if the light won't be shown
if (!IsActive()) return;
// I am doing this with a type field so that I can dynamically alter the type of light
// without having to create or maintain multiple objects.
switch(lighttype)
{
case PulseLight:
{
float diff = (level.maptime - m_lastUpdate) / (float)TICRATE;
m_lastUpdate = level.maptime;
m_cycler.Update(diff);
m_currentRadius = float(m_cycler.GetVal());
break;
}
case FlickerLight:
{
int rnd = randLight();
float pct = float(specialf1 / 360.f);
m_currentRadius = float(args[LIGHT_INTENSITY + (rnd >= pct * 255)]);
break;
}
case RandomFlickerLight:
{
int flickerRange = args[LIGHT_SECONDARY_INTENSITY] - args[LIGHT_INTENSITY];
float amt = randLight() / 255.f;
if (m_tickCount > specialf1)
{
m_tickCount = 0;
}
if (m_tickCount++ == 0 || m_currentRadius > args[LIGHT_SECONDARY_INTENSITY])
{
m_currentRadius = float(args[LIGHT_INTENSITY] + (amt * flickerRange));
}
break;
}
#if 0
// These need some more work elsewhere
case ColorFlickerLight:
{
int rnd = randLight();
float pct = specialf1/360.f;
m_currentRadius = m_Radius[rnd >= pct * 255];
break;
}
case RandomColorFlickerLight:
{
int flickerRange = args[LIGHT_SECONDARY_INTENSITY] - args[LIGHT_INTENSITY];
float amt = randLight() / 255.f;
m_tickCount++;
if (m_tickCount > specialf1)
{
m_currentRadius = args[LIGHT_INTENSITY] + (amt * flickerRange);
m_tickCount = 0;
}
break;
}
#endif
case SectorLight:
{
float intensity;
float scale = args[LIGHT_SCALE] / 8.f;
if (scale == 0.f) scale = 1.f;
intensity = Sector->lightlevel * scale;
intensity = clamp<float>(intensity, 0.f, 255.f);
m_currentRadius = intensity;
break;
}
case PointLight:
m_currentRadius = float(args[LIGHT_INTENSITY]);
break;
}
if (m_currentRadius <= 0) m_currentRadius = 1;
UpdateLocation();
}
//==========================================================================
//
//
//
//==========================================================================
void ADynamicLight::UpdateLocation()
{
double oldx= X();
double oldy= Y();
double oldradius= radius;
float intensity;
if (IsActive())
{
if (target)
{
DAngle angle = target->Angles.Yaw;
double s = angle.Sin();
double c = angle.Cos();
DVector3 pos = target->Vec3Offset(m_off.X * c + m_off.Y * s, m_off.X * s - m_off.Y * c, m_off.Z + target->GetBobOffset());
SetXYZ(pos); // attached lights do not need to go into the regular blockmap
Prev = target->Pos();
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subsector = R_PointInSubsector(Prev);
Sector = subsector->sector;
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// Some z-coordinate fudging to prevent the light from getting too close to the floor or ceiling planes. With proper attenuation this would render them invisible.
// A distance of 5 is needed so that the light's effect doesn't become too small.
if (Z() < target->floorz + 5.) SetZ(target->floorz + 5.);
else if (Z() > target->ceilingz - 5.) SetZ(target->ceilingz - 5.);
}
else
{
if (Z() < floorz + 5.) SetZ(floorz + 5.);
else if (Z() > ceilingz - 5.) SetZ(ceilingz - 5.);
}
// The radius being used here is always the maximum possible with the
// current settings. This avoids constant relinking of flickering lights
if (lighttype == FlickerLight || lighttype == RandomFlickerLight || lighttype == PulseLight)
{
intensity = float(MAX(args[LIGHT_INTENSITY], args[LIGHT_SECONDARY_INTENSITY]));
}
else
{
intensity = m_currentRadius;
}
radius = intensity * 2.0f;
if (radius < m_currentRadius * 2) radius = m_currentRadius * 2;
if (X() != oldx || Y() != oldy || radius != oldradius)
{
//Update the light lists
LinkLight();
}
}
}
//==========================================================================
//
//
//
//==========================================================================
void ADynamicLight::SetOrigin(double x, double y, double z, bool moving)
{
Super::SetOrigin(x, y, z, moving);
LinkLight();
}
//==========================================================================
//
//
//
//==========================================================================
void ADynamicLight::SetOffset(const DVector3 &pos)
{
m_off = pos;
UpdateLocation();
}
//==========================================================================
//
// The target pointer in dynamic lights should never be substituted unless
// notOld is nullptr (which indicates that the object was destroyed by force.)
//
//==========================================================================
size_t ADynamicLight::PointerSubstitution (DObject *old, DObject *notOld)
{
AActor *saved_target = target;
size_t ret = Super::PointerSubstitution(old, notOld);
if (notOld != nullptr) target = saved_target;
return ret;
}
//=============================================================================
//
// These have been copied from the secnode code and modified for the light links
//
// P_AddSecnode() searches the current list to see if this sector is
// already there. If not, it adds a sector node at the head of the list of
// sectors this object appears in. This is called when creating a list of
// nodes that will get linked in later. Returns a pointer to the new node.
//
//=============================================================================
FLightNode * AddLightNode(FLightNode ** thread, void * linkto, ADynamicLight * light, FLightNode *& nextnode)
{
FLightNode * node;
node = nextnode;
while (node)
{
if (node->targ==linkto) // Already have a node for this sector?
{
node->lightsource = light; // Yes. Setting m_thing says 'keep it'.
return(nextnode);
}
node = node->nextTarget;
}
// Couldn't find an existing node for this sector. Add one at the head
// of the list.
node = new FLightNode;
node->targ = linkto;
node->lightsource = light;
node->prevTarget = &nextnode;
node->nextTarget = nextnode;
if (nextnode) nextnode->prevTarget = &node->nextTarget;
// Add new node at head of sector thread starting at s->touching_thinglist
node->prevLight = thread;
node->nextLight = *thread;
if (node->nextLight) node->nextLight->prevLight=&node->nextLight;
*thread = node;
return(node);
}
//=============================================================================
//
// P_DelSecnode() deletes a sector node from the list of
// sectors this object appears in. Returns a pointer to the next node
// on the linked list, or nullptr.
//
//=============================================================================
static FLightNode * DeleteLightNode(FLightNode * node)
{
FLightNode * tn; // next node on thing thread
if (node)
{
*node->prevTarget = node->nextTarget;
if (node->nextTarget) node->nextTarget->prevTarget=node->prevTarget;
*node->prevLight = node->nextLight;
if (node->nextLight) node->nextLight->prevLight=node->prevLight;
// Return this node to the freelist
tn=node->nextTarget;
delete node;
return(tn);
}
return(nullptr);
} // phares 3/13/98
//==========================================================================
//
// Gets the light's distance to a line
//
//==========================================================================
double ADynamicLight::DistToSeg(const DVector3 &pos, vertex_t *start, vertex_t *end)
{
double u, px, py;
double seg_dx = end->fX() - start->fX();
double seg_dy = end->fY() - start->fY();
double seg_length_sq = seg_dx * seg_dx + seg_dy * seg_dy;
u = (((pos.X - start->fX()) * seg_dx) + (pos.Y - start->fY()) * seg_dy) / seg_length_sq;
if (u < 0.) u = 0.; // clamp the test point to the line segment
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else if (u > 1.) u = 1.;
px = start->fX() + (u * seg_dx);
py = start->fY() + (u * seg_dy);
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px -= pos.X;
py -= pos.Y;
return (px*px) + (py*py);
}
//==========================================================================
//
// Collect all touched sidedefs and subsectors
// to sidedefs and sector parts.
//
//==========================================================================
struct LightLinkEntry
{
FSection *sect;
DVector3 pos;
};
static TArray<LightLinkEntry> collected_ss;
void ADynamicLight::CollectWithinRadius(const DVector3 &opos, FSection *section, float radius)
{
if (!section) return;
collected_ss.Clear();
collected_ss.Push({ section, opos });
section->validcount = dl_validcount;
bool hitonesidedback = false;
for (unsigned i = 0; i < collected_ss.Size(); i++)
{
auto &pos = collected_ss[i].pos;
section = collected_ss[i].sect;
touching_sector = AddLightNode(&section->lighthead, section, this, touching_sector);
auto processSide = [&](side_t *sidedef, const vertex_t *v1, const vertex_t *v2)
{
auto linedef = sidedef->linedef;
if (linedef && linedef->validcount != ::validcount)
{
// light is in front of the seg
if ((pos.Y - v1->fY()) * (v2->fX() - v1->fX()) + (v1->fX() - pos.X) * (v2->fY() - v1->fY()) <= 0)
{
linedef->validcount = ::validcount;
touching_sides = AddLightNode(&sidedef->lighthead, sidedef, this, touching_sides);
}
else if (linedef->sidedef[0] == sidedef && linedef->sidedef[1] == nullptr)
{
hitonesidedback = true;
}
}
if (linedef)
{
FLinePortal *port = linedef->getPortal();
if (port && port->mType == PORTT_LINKED)
{
line_t *other = port->mDestination;
if (other->validcount != ::validcount)
{
subsector_t *othersub = R_PointInSubsector(other->v1->fPos() + other->Delta() / 2);
FSection *othersect = othersub->section;
if (othersect->validcount != ::validcount)
{
othersect->validcount = ::validcount;
collected_ss.Push({ othersect, PosRelative(other) });
}
}
}
}
};
for (auto &segment : section->segments)
{
// check distance from x/y to seg and if within radius add this seg and, if present the opposing subsector (lather/rinse/repeat)
// If out of range we do not need to bother with this seg.
if (DistToSeg(pos, segment.start, segment.end) <= radius)
{
auto sidedef = segment.sidedef;
if (sidedef)
{
processSide(sidedef, segment.start, segment.end);
}
auto partner = segment.partner;
if (partner)
{
FSection *sect = partner->section;
if (sect != nullptr && sect->validcount != dl_validcount)
{
sect->validcount = dl_validcount;
collected_ss.Push({ sect, pos });
}
}
}
}
for (auto side : section->sides)
{
auto v1 = side->V1(), v2 = side->V2();
if (DistToSeg(pos, v1, v2) <= radius)
{
processSide(side, v1, v2);
}
}
sector_t *sec = section->sector;
if (!sec->PortalBlocksSight(sector_t::ceiling))
{
line_t *other = section->segments[0].sidedef->linedef;
if (sec->GetPortalPlaneZ(sector_t::ceiling) < Z() + radius)
{
DVector2 refpos = other->v1->fPos() + other->Delta() / 2 + sec->GetPortalDisplacement(sector_t::ceiling);
subsector_t *othersub = R_PointInSubsector(refpos);
FSection *othersect = othersub->section;
if (othersect->validcount != dl_validcount)
{
othersect->validcount = dl_validcount;
collected_ss.Push({ othersect, PosRelative(othersub->sector) });
}
}
}
if (!sec->PortalBlocksSight(sector_t::floor))
{
line_t *other = section->segments[0].sidedef->linedef;
if (sec->GetPortalPlaneZ(sector_t::floor) > Z() - radius)
{
DVector2 refpos = other->v1->fPos() + other->Delta() / 2 + sec->GetPortalDisplacement(sector_t::floor);
subsector_t *othersub = R_PointInSubsector(refpos);
FSection *othersect = othersub->section;
if (othersect->validcount != dl_validcount)
{
othersect->validcount = dl_validcount;
collected_ss.Push({ othersect, PosRelative(othersub->sector) });
}
}
}
}
shadowmapped = hitonesidedback && !(lightflags & LF_NOSHADOWMAP);
}
//==========================================================================
//
// Link the light into the world
//
//==========================================================================
void ADynamicLight::LinkLight()
{
// mark the old light nodes
FLightNode * node;
node = touching_sides;
while (node)
{
node->lightsource = nullptr;
node = node->nextTarget;
}
node = touching_sector;
while (node)
{
node->lightsource = nullptr;
node = node->nextTarget;
}
if (radius>0)
{
2016-03-30 18:01:44 +00:00
// passing in radius*radius allows us to do a distance check without any calls to sqrt
FSection *sect = R_PointInSubsector(Pos())->section;
dl_validcount++;
::validcount++;
CollectWithinRadius(Pos(), sect, float(radius*radius));
}
// Now delete any nodes that won't be used. These are the ones where
// m_thing is still nullptr.
node = touching_sides;
while (node)
{
if (node->lightsource == nullptr)
{
node = DeleteLightNode(node);
}
else
node = node->nextTarget;
}
node = touching_sector;
while (node)
{
if (node->lightsource == nullptr)
{
node = DeleteLightNode(node);
}
else
node = node->nextTarget;
}
}
//==========================================================================
//
// Deletes the link lists
//
//==========================================================================
void ADynamicLight::UnlinkLight ()
{
if (owned && target != nullptr)
{
// Delete reference in owning actor
for(int c=target->AttachedLights.Size()-1; c>=0; c--)
{
if (target->AttachedLights[c] == this)
{
target->AttachedLights.Delete(c);
break;
}
}
}
while (touching_sides) touching_sides = DeleteLightNode(touching_sides);
while (touching_sector) touching_sector = DeleteLightNode(touching_sector);
shadowmapped = false;
}
void ADynamicLight::OnDestroy()
{
UnlinkLight();
Super::OnDestroy();
}
//==========================================================================
//
//
//
//==========================================================================
void AActor::AttachLight(unsigned int count, const FLightDefaults *lightdef)
{
ADynamicLight *light;
if (count < AttachedLights.Size())
{
light = barrier_cast<ADynamicLight*>(AttachedLights[count]);
assert(light != nullptr);
}
else
{
light = Spawn<ADynamicLight>(Pos(), NO_REPLACE);
light->target = this;
light->owned = true;
light->ObjectFlags |= OF_Transient;
//light->lightflags |= LF_ATTENUATE;
AttachedLights.Push(light);
}
light->flags2&=~MF2_DORMANT;
lightdef->ApplyProperties(light);
}
//==========================================================================
//
// per-state light adjustment
//
//==========================================================================
extern TArray<FLightDefaults *> StateLights;
void AActor::SetDynamicLights()
{
TArray<FInternalLightAssociation *> & LightAssociations = GetInfo()->LightAssociations;
unsigned int count = 0;
if (state == nullptr) return;
if (LightAssociations.Size() > 0)
{
ADynamicLight *lights, *tmpLight;
unsigned int i;
lights = tmpLight = nullptr;
for (i = 0; i < LightAssociations.Size(); i++)
{
if (LightAssociations[i]->Sprite() == sprite &&
(LightAssociations[i]->Frame()==frame || LightAssociations[i]->Frame()==-1))
{
AttachLight(count++, LightAssociations[i]->Light());
}
}
}
if (count == 0 && state->Light > 0)
{
for(int i= state->Light; StateLights[i] != nullptr; i++)
{
if (StateLights[i] != (FLightDefaults*)-1)
{
AttachLight(count++, StateLights[i]);
}
}
}
for(;count<AttachedLights.Size();count++)
{
AttachedLights[count]->flags2 |= MF2_DORMANT;
memset(AttachedLights[count]->args, 0, 3*sizeof(args[0]));
}
}
//==========================================================================
//
// Needed for garbage collection
//
//==========================================================================
size_t AActor::PropagateMark()
{
for (unsigned i = 0; i<AttachedLights.Size(); i++)
{
GC::Mark(AttachedLights[i]);
}
return Super::PropagateMark();
}
//==========================================================================
//
// This is called before saving the game
//
//==========================================================================
void AActor::DeleteAllAttachedLights()
{
TThinkerIterator<AActor> it;
AActor * a;
ADynamicLight * l;
while ((a=it.Next()))
{
a->AttachedLights.Clear();
}
TThinkerIterator<ADynamicLight> it2;
l=it2.Next();
while (l)
{
ADynamicLight * ll = it2.Next();
if (l->owned) l->Destroy();
l=ll;
}
}
//==========================================================================
//
//
//
//==========================================================================
void AActor::RecreateAllAttachedLights()
{
TThinkerIterator<AActor> it;
AActor * a;
while ((a=it.Next()))
{
a->SetDynamicLights();
}
}
//==========================================================================
//
// CCMDs
//
//==========================================================================
CCMD(listlights)
{
int walls, sectors;
int allwalls=0, allsectors=0, allsubsecs = 0;
int i=0, shadowcount = 0;
ADynamicLight * dl;
TThinkerIterator<ADynamicLight> it;
while ((dl=it.Next()))
{
walls=0;
sectors=0;
Printf("%s at (%f, %f, %f), color = 0x%02x%02x%02x, radius = %f %s %s",
dl->target? dl->target->GetClass()->TypeName.GetChars() : dl->GetClass()->TypeName.GetChars(),
dl->X(), dl->Y(), dl->Z(), dl->args[LIGHT_RED],
dl->args[LIGHT_GREEN], dl->args[LIGHT_BLUE], dl->radius, (dl->lightflags & LF_ATTENUATE)? "attenuated" : "", dl->shadowmapped? "shadowmapped" : "");
i++;
shadowcount += dl->shadowmapped;
if (dl->target)
{
FTextureID spr = sprites[dl->target->sprite].GetSpriteFrame(dl->target->frame, 0, 0., nullptr);
Printf(", frame = %s ", TexMan[spr]->GetName().GetChars());
}
FLightNode * node;
node=dl->touching_sides;
while (node)
{
walls++;
allwalls++;
node = node->nextTarget;
}
node = dl->touching_sector;
while (node)
{
allsectors++;
sectors++;
node = node->nextTarget;
}
Printf("- %d walls, %d sectors\n", walls, sectors);
}
Printf("%i dynamic lights, %d shadowmapped, %d walls, %d sectors\n\n\n", i, shadowcount, allwalls, allsectors);
}