gzdoom-gles/src/gl/dynlights/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 "gl/system/gl_system.h"
#include "templates.h"
#include "m_random.h"
#include "p_local.h"
#include "c_dispatch.h"
#include "g_level.h"
#include "scripting/thingdef.h"
#include "i_system.h"
#include "templates.h"
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#include "doomdata.h"
#include "r_utility.h"
#include "p_local.h"
#include "portal.h"
#include "doomstat.h"
#include "serializer.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/data/gl_data.h"
#include "gl/dynlights/gl_dynlight.h"
#include "gl/utility/gl_convert.h"
#include "gl/utility/gl_templates.h"
EXTERN_CVAR(Int, vid_renderer)
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(type, S, DynamicLight)
{
PROP_STRING_PARM(str, 0);
static const char * ltype_names[]={
"Point","Pulse","Flicker","Sector","RandomFlicker", "ColorPulse", "ColorFlicker", "RandomColorFlicker", NULL};
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
//
//==========================================================================
IMPLEMENT_CLASS (ADynamicLight, false, false)
IMPLEMENT_CLASS (AVavoomLight, false, false)
IMPLEMENT_CLASS (AVavoomLightWhite, false, false)
IMPLEMENT_CLASS (AVavoomLightColor, false, false)
void AVavoomLight::BeginPlay ()
{
// This must not call Super::BeginPlay!
ChangeStatNum(STAT_DLIGHT);
if (Sector) AddZ(-Sector->floorplane.ZatPoint(this), false);
lighttype = PointLight;
}
void AVavoomLightWhite::BeginPlay ()
{
m_Radius[0] = args[0] * 4;
args[LIGHT_RED] = 128;
args[LIGHT_GREEN] = 128;
args[LIGHT_BLUE] = 128;
Super::BeginPlay();
}
void AVavoomLightColor::BeginPlay ()
{
int l_args[5];
memcpy(l_args, args, sizeof(l_args));
memset(args, 0, sizeof(args));
m_Radius[0] = l_args[0] * 4;
args[LIGHT_RED] = l_args[1] >> 1;
args[LIGHT_GREEN] = l_args[2] >> 1;
args[LIGHT_BLUE] = l_args[3] >> 1;
Super::BeginPlay();
}
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)
("currentradius", m_currentRadius, def->m_currentRadius)
.Array("lightradius", m_Radius, def->m_Radius, 2);
if (lighttype == PulseLight)
arc("lastupdate", m_lastUpdate, def->m_lastUpdate)
("cycler", m_cycler, def->m_cycler);
}
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;
LinkLight();
}
//==========================================================================
//
// [TS]
//
//==========================================================================
void ADynamicLight::BeginPlay()
{
//Super::BeginPlay();
ChangeStatNum(STAT_DLIGHT);
m_Radius[0] = args[LIGHT_INTENSITY];
m_Radius[1] = args[LIGHT_SECONDARY_INTENSITY];
specialf1 = DAngle(double(SpawnAngle)).Normalized360().Degrees;
visibletoplayer = true;
}
//==========================================================================
//
// [TS]
//
//==========================================================================
void ADynamicLight::PostBeginPlay()
{
Super::PostBeginPlay();
if (!(SpawnFlags & MTF_DORMANT))
{
Activate (NULL);
}
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subsector = R_PointInSubsector(Pos());
}
//==========================================================================
//
// [TS]
//
//==========================================================================
void ADynamicLight::Activate(AActor *activator)
{
//Super::Activate(activator);
flags2&=~MF2_DORMANT;
m_currentRadius = float(m_Radius[0]);
m_tickCount = 0;
if (lighttype == PulseLight)
{
float pulseTime = specialf1 / TICRATE;
m_lastUpdate = level.maptime;
m_cycler.SetParams(float(m_Radius[1]), float(m_Radius[0]), pulseTime);
m_cycler.ShouldCycle(true);
m_cycler.SetCycleType(CYCLE_Sin);
m_currentRadius = (BYTE)m_cycler.GetVal();
}
}
//==========================================================================
//
// [TS]
//
//==========================================================================
void ADynamicLight::Deactivate(AActor *activator)
{
//Super::Deactivate(activator);
flags2|=MF2_DORMANT;
}
//==========================================================================
//
// [TS]
//
//==========================================================================
void ADynamicLight::Tick()
{
if (vid_renderer == 0)
{
return;
}
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 = m_cycler.GetVal();
break;
}
case FlickerLight:
{
BYTE rnd = randLight();
float pct = specialf1 / 360.f;
m_currentRadius = float(m_Radius[rnd >= pct * 255]);
break;
}
case RandomFlickerLight:
{
int flickerRange = m_Radius[1] - m_Radius[0];
float amt = randLight() / 255.f;
if (m_tickCount > specialf1)
{
m_tickCount = 0;
}
if (m_tickCount++ == 0 || m_currentRadius > m_Radius[1])
{
m_currentRadius = float(m_Radius[0] + (amt * flickerRange));
}
break;
}
#if 0
// These need some more work elsewhere
case ColorFlickerLight:
{
BYTE rnd = randLight();
float pct = specialf1/360.f;
m_currentRadius = m_Radius[rnd >= pct * 255];
break;
}
case RandomColorFlickerLight:
{
int flickerRange = m_Radius[1] - m_Radius[0];
float amt = randLight() / 255.f;
m_tickCount++;
if (m_tickCount > specialf1)
{
m_currentRadius = m_Radius[0] + (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(m_Radius[0]);
break;
}
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(m_Radius[0], m_Radius[1]));
}
else
{
intensity = m_currentRadius;
}
radius = intensity * 2.0f;
assert(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 NULL (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 != NULL) 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 NULL.
//
//=============================================================================
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(NULL);
} // phares 3/13/98
//==========================================================================
//
// Gets the light's distance to a line
//
//==========================================================================
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double ADynamicLight::DistToSeg(const DVector3 &pos, seg_t *seg)
{
double u, px, py;
double seg_dx = seg->v2->fX() - seg->v1->fX();
double seg_dy = seg->v2->fY() - seg->v1->fY();
double seg_length_sq = seg_dx * seg_dx + seg_dy * seg_dy;
u = (((pos.X - seg->v1->fX()) * seg_dx) + (pos.Y - seg->v1->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 = seg->v1->fX() + (u * seg_dx);
py = seg->v1->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
{
subsector_t *sub;
DVector3 pos;
};
static TArray<LightLinkEntry> collected_ss;
void ADynamicLight::CollectWithinRadius(const DVector3 &opos, subsector_t *subSec, float radius)
{
if (!subSec) return;
collected_ss.Clear();
collected_ss.Push({ subSec, opos });
subSec->validcount = ::validcount;
for (unsigned i = 0; i < collected_ss.Size(); i++)
{
subSec = collected_ss[i].sub;
auto &pos = collected_ss[i].pos;
touching_subsectors = AddLightNode(&subSec->lighthead, subSec, this, touching_subsectors);
if (subSec->sector->validcount != ::validcount)
{
touching_sector = AddLightNode(&subSec->render_sector->lighthead, subSec->sector, this, touching_sector);
subSec->sector->validcount = ::validcount;
}
for (unsigned int i = 0; i < subSec->numlines; i++)
{
seg_t * seg = subSec->firstline + i;
// 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, seg) <= radius)
{
if (seg->sidedef && seg->linedef && seg->linedef->validcount != ::validcount)
{
// light is in front of the seg
if ((pos.Y - seg->v1->fY()) * (seg->v2->fX() - seg->v1->fX()) + (seg->v1->fX() - pos.X) * (seg->v2->fY() - seg->v1->fY()) <= 0)
{
seg->linedef->validcount = validcount;
touching_sides = AddLightNode(&seg->sidedef->lighthead, seg->sidedef, this, touching_sides);
}
}
if (seg->linedef)
{
FLinePortal *port = seg->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);
if (othersub->validcount != ::validcount)
{
othersub->validcount = ::validcount;
collected_ss.Push({ othersub, PosRelative(other) });
}
}
}
}
seg_t *partner = seg->PartnerSeg;
if (partner)
{
subsector_t *sub = partner->Subsector;
if (sub != NULL && sub->validcount != ::validcount)
{
sub->validcount = ::validcount;
collected_ss.Push({ sub, pos });
}
}
}
}
sector_t *sec = subSec->sector;
if (!sec->PortalBlocksSight(sector_t::ceiling))
{
line_t *other = subSec->firstline->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);
if (othersub->validcount != ::validcount)
{
othersub->validcount = ::validcount;
collected_ss.Push({ othersub, PosRelative(othersub->sector) });
}
}
}
if (!sec->PortalBlocksSight(sector_t::floor))
{
line_t *other = subSec->firstline->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);
if (othersub->validcount != ::validcount)
{
othersub->validcount = ::validcount;
collected_ss.Push({ othersub, PosRelative(othersub->sector) });
}
}
}
}
}
//==========================================================================
//
// Link the light into the world
//
//==========================================================================
void ADynamicLight::LinkLight()
{
// mark the old light nodes
FLightNode * node;
node = touching_sides;
while (node)
{
node->lightsource = NULL;
node = node->nextTarget;
}
node = touching_subsectors;
while (node)
{
node->lightsource = NULL;
node = node->nextTarget;
}
node = touching_sector;
while (node)
{
node->lightsource = NULL;
node = node->nextTarget;
}
if (radius>0)
{
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// passing in radius*radius allows us to do a distance check without any calls to sqrt
subsector_t * subSec = R_PointInSubsector(Pos());
::validcount++;
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CollectWithinRadius(Pos(), subSec, radius*radius);
}
// Now delete any nodes that won't be used. These are the ones where
// m_thing is still NULL.
node = touching_sides;
while (node)
{
if (node->lightsource == NULL)
{
node = DeleteLightNode(node);
}
else
node = node->nextTarget;
}
node = touching_subsectors;
while (node)
{
if (node->lightsource == NULL)
{
node = DeleteLightNode(node);
}
else
node = node->nextTarget;
}
node = touching_sector;
while (node)
{
if (node->lightsource == NULL)
{
node = DeleteLightNode(node);
}
else
node = node->nextTarget;
}
}
//==========================================================================
//
// Deletes the link lists
//
//==========================================================================
void ADynamicLight::UnlinkLight ()
{
if (owned && target != NULL)
{
// Delete reference in owning actor
for(int c=target->dynamiclights.Size()-1; c>=0; c--)
{
if (target->dynamiclights[c] == this)
{
target->dynamiclights.Delete(c);
break;
}
}
}
while (touching_sides) touching_sides = DeleteLightNode(touching_sides);
while (touching_subsectors) touching_subsectors = DeleteLightNode(touching_subsectors);
while (touching_sector) touching_sector = DeleteLightNode(touching_sector);
}
void ADynamicLight::Destroy()
{
UnlinkLight();
Super::Destroy();
}
//==========================================================================
//
// Needed for garbage collection
//
//==========================================================================
size_t AActor::PropagateMark()
{
for (unsigned i=0; i<dynamiclights.Size(); i++)
{
GC::Mark(dynamiclights[i]);
}
return Super::PropagateMark();
}
CCMD(listlights)
{
int walls, sectors, subsecs;
int allwalls=0, allsectors=0, allsubsecs = 0;
int i=0;
ADynamicLight * dl;
TThinkerIterator<ADynamicLight> it;
while ((dl=it.Next()))
{
walls=0;
sectors=0;
subsecs = 0;
Printf("%s at (%f, %f, %f), color = 0x%02x%02x%02x, radius = %f ",
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);
i++;
if (dl->target)
{
FTextureID spr = gl_GetSpriteFrame(dl->target->sprite, dl->target->frame, 0, 0, NULL);
Printf(", frame = %s ", TexMan[spr]->Name.GetChars());
}
FLightNode * node;
node=dl->touching_sides;
while (node)
{
walls++;
allwalls++;
node = node->nextTarget;
}
node=dl->touching_subsectors;
while (node)
{
allsubsecs++;
subsecs++;
node = node->nextTarget;
}
node = dl->touching_sector;
while (node)
{
allsectors++;
sectors++;
node = node->nextTarget;
}
Printf("- %d walls, %d subsectors, %d sectors\n", walls, subsecs, sectors);
}
Printf("%i dynamic lights, %d walls, %d subsectors, %d sectors\n\n\n", i, allwalls, allsubsecs, allsectors);
}
CCMD(listsublights)
{
for(int i=0;i<numsubsectors;i++)
{
subsector_t *sub = &subsectors[i];
int lights = 0;
FLightNode * node = sub->lighthead;
while (node != NULL)
{
lights++;
node = node->nextLight;
}
Printf(PRINT_LOG, "Subsector %d - %d lights\n", i, lights);
}
}