gzdoom-gles/src/g_shared/a_dynlight.h

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#pragma once
#include "c_cvars.h"
#include "actor.h"
#include "cycler.h"
EXTERN_CVAR(Bool, gl_lights)
EXTERN_CVAR(Bool, gl_attachedlights)
class ADynamicLight;
class FSerializer;
class FLightDefaults;
enum
{
LIGHT_RED = 0,
LIGHT_GREEN = 1,
LIGHT_BLUE = 2,
LIGHT_INTENSITY = 3,
LIGHT_SECONDARY_INTENSITY = 4,
LIGHT_SCALE = 3,
};
enum LightFlag
{
LF_SUBTRACTIVE = 1,
LF_ADDITIVE = 2,
LF_DONTLIGHTSELF = 4,
LF_ATTENUATE = 8,
LF_NOSHADOWMAP = 16,
LF_DONTLIGHTACTORS = 32
};
typedef TFlags<LightFlag> LightFlags;
DEFINE_TFLAGS_OPERATORS(LightFlags)
enum ELightType
{
PointLight,
PulseLight,
FlickerLight,
RandomFlickerLight,
SectorLight,
SpotLight,
ColorPulseLight,
ColorFlickerLight,
RandomColorFlickerLight
};
struct FLightNode
{
FLightNode ** prevTarget;
FLightNode * nextTarget;
FLightNode ** prevLight;
FLightNode * nextLight;
ADynamicLight * lightsource;
union
{
side_t * targLine;
subsector_t * targSubsector;
void * targ;
};
};
//
// Base class
//
// [CO] I merged everything together in this one class so that I don't have
// to create and re-create an excessive amount of objects
//
class ADynamicLight : public AActor
{
friend class FLightDefaults;
DECLARE_CLASS(ADynamicLight, AActor)
public:
virtual void Tick();
void Serialize(FSerializer &arc);
void PostSerialize();
uint8_t GetRed() const { return args[LIGHT_RED]; }
uint8_t GetGreen() const { return args[LIGHT_GREEN]; }
uint8_t GetBlue() const { return args[LIGHT_BLUE]; }
float GetRadius() const { return (IsActive() ? m_currentRadius * 2.f : 0.f); }
void LinkLight();
void UnlinkLight();
size_t PointerSubstitution(DObject *old, DObject *notOld);
void BeginPlay();
void SetOrigin(double x, double y, double z, bool moving = false);
void PostBeginPlay();
void OnDestroy() override;
void Activate(AActor *activator);
void Deactivate(AActor *activator);
void SetOffset(const DVector3 &pos);
void UpdateLocation();
bool IsOwned() const { return owned; }
bool IsActive() const { return !(flags2&MF2_DORMANT); }
bool IsSubtractive() { return !!(lightflags & LF_SUBTRACTIVE); }
bool IsAdditive() { return !!(lightflags & LF_ADDITIVE); }
FState *targetState;
FLightNode * touching_sides;
FLightNode * touching_subsectors;
FLightNode * touching_sector;
private:
double DistToSeg(const DVector3 &pos, seg_t *seg);
void CollectWithinRadius(const DVector3 &pos, subsector_t *subSec, float radius);
protected:
DVector3 m_off;
float m_currentRadius;
unsigned int m_lastUpdate;
FCycler m_cycler;
subsector_t * subsector;
public:
int m_tickCount;
uint8_t lighttype;
bool owned;
bool halo;
uint8_t color2[3];
bool visibletoplayer;
bool swapped;
bool shadowmapped;
int bufferindex;
LightFlags lightflags;
};