2013-06-23 07:49:34 +00:00
|
|
|
/*
|
|
|
|
** gl_dynlight.cpp
|
|
|
|
** Light definitions for actors.
|
|
|
|
**
|
|
|
|
**---------------------------------------------------------------------------
|
|
|
|
** Copyright 2003 Timothy Stump
|
|
|
|
** Copyright 2005 Christoph Oelckers
|
|
|
|
** 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.
|
|
|
|
** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
|
|
|
|
** covered by the terms of the GNU Lesser General Public License as published
|
|
|
|
** by the Free Software Foundation; either version 2.1 of the License, or (at
|
|
|
|
** your option) any later version.
|
|
|
|
** 5. Full disclosure of the entire project's source code, except for third
|
|
|
|
** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
|
|
|
|
**
|
|
|
|
** 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 <ctype.h>
|
|
|
|
#include "i_system.h"
|
|
|
|
#include "doomtype.h"
|
|
|
|
#include "c_cvars.h"
|
|
|
|
#include "c_dispatch.h"
|
|
|
|
#include "m_random.h"
|
|
|
|
#include "sc_man.h"
|
|
|
|
#include "templates.h"
|
|
|
|
#include "w_wad.h"
|
|
|
|
#include "gi.h"
|
|
|
|
#include "r_state.h"
|
|
|
|
#include "stats.h"
|
|
|
|
#include "zstring.h"
|
|
|
|
#include "d_dehacked.h"
|
|
|
|
|
|
|
|
|
|
|
|
#include "gl/dynlights/gl_dynlight.h"
|
|
|
|
#include "gl/textures/gl_skyboxtexture.h"
|
|
|
|
#include "gl/utility/gl_clock.h"
|
|
|
|
#include "gl/utility/gl_convert.h"
|
|
|
|
|
|
|
|
EXTERN_CVAR (Float, gl_lights_intensity);
|
|
|
|
EXTERN_CVAR (Float, gl_lights_size);
|
|
|
|
int ScriptDepth;
|
|
|
|
void gl_InitGlow(FScanner &sc);
|
|
|
|
void gl_ParseBrightmap(FScanner &sc, int);
|
|
|
|
void gl_DestroyUserShaders();
|
|
|
|
void gl_ParseHardwareShader(FScanner &sc, int deflump);
|
|
|
|
void gl_ParseSkybox(FScanner &sc);
|
|
|
|
void gl_ParseDetailTexture(FScanner &sc);
|
|
|
|
void gl_ParseVavoomSkybox();
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// Dehacked aliasing
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
inline const PClass * GetRealType(const PClass * ti)
|
|
|
|
{
|
|
|
|
FActorInfo *rep = ti->ActorInfo->GetReplacement(false);
|
|
|
|
if (rep != ti->ActorInfo && rep != NULL && rep->Class->IsDescendantOf(RUNTIME_CLASS(ADehackedPickup)))
|
|
|
|
{
|
|
|
|
return rep->Class;
|
|
|
|
}
|
|
|
|
return ti;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// Light associations
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
class FLightAssociation
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
//FLightAssociation();
|
|
|
|
FLightAssociation(FName actorName, const char *frameName, FName lightName)
|
|
|
|
: m_ActorName(actorName), m_AssocLight(lightName)
|
|
|
|
{
|
2014-12-29 15:35:30 +00:00
|
|
|
strncpy(m_FrameName, frameName, 8);
|
2013-06-23 07:49:34 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
FName ActorName() { return m_ActorName; }
|
|
|
|
const char *FrameName() { return m_FrameName; }
|
|
|
|
FName Light() { return m_AssocLight; }
|
|
|
|
void ReplaceLightName(FName newName) { m_AssocLight = newName; }
|
|
|
|
protected:
|
|
|
|
char m_FrameName[8];
|
|
|
|
FName m_ActorName, m_AssocLight;
|
|
|
|
};
|
|
|
|
|
|
|
|
TArray<FLightAssociation> LightAssociations;
|
|
|
|
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// Light definitions
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
class FLightDefaults
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
FLightDefaults(FName name, ELightType type);
|
|
|
|
|
|
|
|
void ApplyProperties(ADynamicLight * light) const;
|
|
|
|
FName GetName() const { return m_Name; }
|
|
|
|
void SetAngle(angle_t angle) { m_Angle = angle; }
|
|
|
|
void SetArg(int arg, BYTE val) { m_Args[arg] = val; }
|
|
|
|
BYTE GetArg(int arg) { return m_Args[arg]; }
|
|
|
|
void SetOffset(float* ft) { m_X = FLOAT2FIXED(ft[0]); m_Y = FLOAT2FIXED(ft[1]); m_Z = FLOAT2FIXED(ft[2]); }
|
|
|
|
void SetSubtractive(bool subtract) { m_subtractive = subtract; }
|
|
|
|
void SetAdditive(bool add) { m_additive = add; }
|
|
|
|
void SetDontLightSelf(bool add) { m_dontlightself = add; }
|
|
|
|
void SetHalo(bool halo) { m_halo = halo; }
|
|
|
|
protected:
|
|
|
|
FName m_Name;
|
|
|
|
unsigned char m_Args[5];
|
|
|
|
angle_t m_Angle;
|
|
|
|
fixed_t m_X, m_Y, m_Z;
|
|
|
|
ELightType m_type;
|
|
|
|
bool m_subtractive, m_additive, m_halo, m_dontlightself;
|
|
|
|
};
|
|
|
|
|
|
|
|
TArray<FLightDefaults *> LightDefaults;
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
|
|
|
FLightDefaults::FLightDefaults(FName name, ELightType type)
|
|
|
|
{
|
|
|
|
m_Name = name;
|
|
|
|
m_type = type;
|
|
|
|
|
|
|
|
m_X = m_Y = m_Z = 0;
|
|
|
|
memset(m_Args, 0, 5);
|
|
|
|
|
|
|
|
m_subtractive = false;
|
|
|
|
m_additive = false;
|
|
|
|
m_halo = false;
|
|
|
|
m_dontlightself = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
void FLightDefaults::ApplyProperties(ADynamicLight * light) const
|
|
|
|
{
|
|
|
|
light->lighttype = m_type;
|
|
|
|
light->angle = m_Angle;
|
|
|
|
light->SetOffset(m_X, m_Y, m_Z);
|
|
|
|
light->halo = m_halo;
|
|
|
|
for (int a = 0; a < 3; a++) light->args[a] = clamp<int>((int)(m_Args[a] * gl_lights_intensity), 0, 255);
|
|
|
|
light->m_intensity[0] = int(m_Args[LIGHT_INTENSITY]);
|
|
|
|
light->m_intensity[1] = int(m_Args[LIGHT_SECONDARY_INTENSITY]);
|
|
|
|
light->flags4&=~(MF4_ADDITIVE|MF4_SUBTRACTIVE|MF4_DONTLIGHTSELF);
|
|
|
|
if (m_subtractive) light->flags4|=MF4_SUBTRACTIVE;
|
|
|
|
if (m_additive) light->flags4|=MF4_ADDITIVE;
|
|
|
|
if (m_dontlightself) light->flags4|=MF4_DONTLIGHTSELF;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// light definition file parser
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
|
|
|
|
static const char *LightTags[]=
|
|
|
|
{
|
|
|
|
"color",
|
|
|
|
"size",
|
|
|
|
"secondarySize",
|
|
|
|
"offset",
|
|
|
|
"chance",
|
|
|
|
"interval",
|
|
|
|
"scale",
|
|
|
|
"frame",
|
|
|
|
"light",
|
|
|
|
"{",
|
|
|
|
"}",
|
|
|
|
"subtractive",
|
|
|
|
"additive",
|
|
|
|
"halo",
|
|
|
|
"dontlightself",
|
|
|
|
NULL
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
enum {
|
|
|
|
LIGHTTAG_COLOR,
|
|
|
|
LIGHTTAG_SIZE,
|
|
|
|
LIGHTTAG_SECSIZE,
|
|
|
|
LIGHTTAG_OFFSET,
|
|
|
|
LIGHTTAG_CHANCE,
|
|
|
|
LIGHTTAG_INTERVAL,
|
|
|
|
LIGHTTAG_SCALE,
|
|
|
|
LIGHTTAG_FRAME,
|
|
|
|
LIGHTTAG_LIGHT,
|
|
|
|
LIGHTTAG_OPENBRACE,
|
|
|
|
LIGHTTAG_CLOSEBRACE,
|
|
|
|
LIGHTTAG_SUBTRACTIVE,
|
|
|
|
LIGHTTAG_ADDITIVE,
|
|
|
|
LIGHTTAG_HALO,
|
|
|
|
LIGHTTAG_DONTLIGHTSELF,
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
extern int ScriptDepth;
|
|
|
|
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
inline float gl_ParseFloat(FScanner &sc)
|
|
|
|
{
|
|
|
|
sc.GetFloat();
|
|
|
|
|
|
|
|
return float(sc.Float);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
inline int gl_ParseInt(FScanner &sc)
|
|
|
|
{
|
|
|
|
sc.GetNumber();
|
|
|
|
|
|
|
|
return sc.Number;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
inline char *gl_ParseString(FScanner &sc)
|
|
|
|
{
|
|
|
|
sc.GetString();
|
|
|
|
|
|
|
|
return sc.String;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void gl_ParseTriple(FScanner &sc, float floatVal[3])
|
|
|
|
{
|
|
|
|
for (int i = 0; i < 3; i++)
|
|
|
|
{
|
|
|
|
floatVal[i] = gl_ParseFloat(sc);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void gl_AddLightDefaults(FLightDefaults *defaults)
|
|
|
|
{
|
|
|
|
FLightDefaults *temp;
|
|
|
|
unsigned int i;
|
|
|
|
|
|
|
|
// remove duplicates
|
|
|
|
for (i = 0; i < LightDefaults.Size(); i++)
|
|
|
|
{
|
|
|
|
temp = LightDefaults[i];
|
|
|
|
if (temp->GetName() == defaults->GetName())
|
|
|
|
{
|
|
|
|
delete temp;
|
|
|
|
LightDefaults.Delete(i);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
LightDefaults.Push(defaults);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
|
|
|
void gl_ParsePointLight(FScanner &sc)
|
|
|
|
{
|
|
|
|
int type;
|
|
|
|
float floatTriple[3];
|
|
|
|
int intVal;
|
|
|
|
FLightDefaults *defaults;
|
|
|
|
|
|
|
|
// get name
|
|
|
|
sc.GetString();
|
|
|
|
FName name = sc.String;
|
|
|
|
|
|
|
|
// check for opening brace
|
|
|
|
sc.GetString();
|
|
|
|
if (sc.Compare("{"))
|
|
|
|
{
|
|
|
|
defaults = new FLightDefaults(name, PointLight);
|
|
|
|
ScriptDepth++;
|
|
|
|
while (ScriptDepth)
|
|
|
|
{
|
|
|
|
sc.GetString();
|
|
|
|
type = sc.MatchString(LightTags);
|
|
|
|
switch (type)
|
|
|
|
{
|
|
|
|
case LIGHTTAG_OPENBRACE:
|
|
|
|
ScriptDepth++;
|
|
|
|
break;
|
|
|
|
case LIGHTTAG_CLOSEBRACE:
|
|
|
|
ScriptDepth--;
|
|
|
|
break;
|
|
|
|
case LIGHTTAG_COLOR:
|
|
|
|
gl_ParseTriple(sc, floatTriple);
|
|
|
|
defaults->SetArg(LIGHT_RED, clamp<int>((int)(floatTriple[0] * 255), 0, 255));
|
|
|
|
defaults->SetArg(LIGHT_GREEN, clamp<int>((int)(floatTriple[1] * 255), 0, 255));
|
|
|
|
defaults->SetArg(LIGHT_BLUE, clamp<int>((int)(floatTriple[2] * 255), 0, 255));
|
|
|
|
break;
|
|
|
|
case LIGHTTAG_OFFSET:
|
|
|
|
gl_ParseTriple(sc, floatTriple);
|
|
|
|
defaults->SetOffset(floatTriple);
|
|
|
|
break;
|
|
|
|
case LIGHTTAG_SIZE:
|
|
|
|
intVal = clamp<int>(gl_ParseInt(sc), 0, 255);
|
|
|
|
defaults->SetArg(LIGHT_INTENSITY, intVal);
|
|
|
|
break;
|
|
|
|
case LIGHTTAG_SUBTRACTIVE:
|
|
|
|
defaults->SetSubtractive(gl_ParseInt(sc) != 0);
|
|
|
|
break;
|
|
|
|
case LIGHTTAG_ADDITIVE:
|
|
|
|
defaults->SetAdditive(gl_ParseInt(sc) != 0);
|
|
|
|
break;
|
|
|
|
case LIGHTTAG_HALO:
|
|
|
|
defaults->SetHalo(gl_ParseInt(sc) != 0);
|
|
|
|
break;
|
|
|
|
case LIGHTTAG_DONTLIGHTSELF:
|
|
|
|
defaults->SetDontLightSelf(gl_ParseInt(sc) != 0);
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
sc.ScriptError("Unknown tag: %s\n", sc.String);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
gl_AddLightDefaults(defaults);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
sc.ScriptError("Expected '{'.\n");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
|
|
|
void gl_ParsePulseLight(FScanner &sc)
|
|
|
|
{
|
|
|
|
int type;
|
|
|
|
float floatVal, floatTriple[3];
|
|
|
|
int intVal;
|
|
|
|
FLightDefaults *defaults;
|
|
|
|
|
|
|
|
// get name
|
|
|
|
sc.GetString();
|
|
|
|
FName name = sc.String;
|
|
|
|
|
|
|
|
// check for opening brace
|
|
|
|
sc.GetString();
|
|
|
|
if (sc.Compare("{"))
|
|
|
|
{
|
|
|
|
defaults = new FLightDefaults(name, PulseLight);
|
|
|
|
ScriptDepth++;
|
|
|
|
while (ScriptDepth)
|
|
|
|
{
|
|
|
|
sc.GetString();
|
|
|
|
type = sc.MatchString(LightTags);
|
|
|
|
switch (type)
|
|
|
|
{
|
|
|
|
case LIGHTTAG_OPENBRACE:
|
|
|
|
ScriptDepth++;
|
|
|
|
break;
|
|
|
|
case LIGHTTAG_CLOSEBRACE:
|
|
|
|
ScriptDepth--;
|
|
|
|
break;
|
|
|
|
case LIGHTTAG_COLOR:
|
|
|
|
gl_ParseTriple(sc, floatTriple);
|
|
|
|
defaults->SetArg(LIGHT_RED, clamp<int>((int)(floatTriple[0] * 255), 0, 255));
|
|
|
|
defaults->SetArg(LIGHT_GREEN, clamp<int>((int)(floatTriple[1] * 255), 0, 255));
|
|
|
|
defaults->SetArg(LIGHT_BLUE, clamp<int>((int)(floatTriple[2] * 255), 0, 255));
|
|
|
|
break;
|
|
|
|
case LIGHTTAG_OFFSET:
|
|
|
|
gl_ParseTriple(sc, floatTriple);
|
|
|
|
defaults->SetOffset(floatTriple);
|
|
|
|
break;
|
|
|
|
case LIGHTTAG_SIZE:
|
|
|
|
intVal = clamp<int>(gl_ParseInt(sc), 0, 255);
|
|
|
|
defaults->SetArg(LIGHT_INTENSITY, intVal);
|
|
|
|
break;
|
|
|
|
case LIGHTTAG_SECSIZE:
|
|
|
|
intVal = clamp<int>(gl_ParseInt(sc), 0, 255);
|
|
|
|
defaults->SetArg(LIGHT_SECONDARY_INTENSITY, intVal);
|
|
|
|
break;
|
|
|
|
case LIGHTTAG_INTERVAL:
|
|
|
|
floatVal = gl_ParseFloat(sc);
|
|
|
|
defaults->SetAngle(FLOAT_TO_ANGLE(floatVal * TICRATE));
|
|
|
|
break;
|
|
|
|
case LIGHTTAG_SUBTRACTIVE:
|
|
|
|
defaults->SetSubtractive(gl_ParseInt(sc) != 0);
|
|
|
|
break;
|
|
|
|
case LIGHTTAG_HALO:
|
|
|
|
defaults->SetHalo(gl_ParseInt(sc) != 0);
|
|
|
|
break;
|
|
|
|
case LIGHTTAG_DONTLIGHTSELF:
|
|
|
|
defaults->SetDontLightSelf(gl_ParseInt(sc) != 0);
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
sc.ScriptError("Unknown tag: %s\n", sc.String);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
gl_AddLightDefaults(defaults);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
sc.ScriptError("Expected '{'.\n");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
|
|
|
void gl_ParseFlickerLight(FScanner &sc)
|
|
|
|
{
|
|
|
|
int type;
|
|
|
|
float floatVal, floatTriple[3];
|
|
|
|
int intVal;
|
|
|
|
FLightDefaults *defaults;
|
|
|
|
|
|
|
|
// get name
|
|
|
|
sc.GetString();
|
|
|
|
FName name = sc.String;
|
|
|
|
|
|
|
|
// check for opening brace
|
|
|
|
sc.GetString();
|
|
|
|
if (sc.Compare("{"))
|
|
|
|
{
|
|
|
|
defaults = new FLightDefaults(name, FlickerLight);
|
|
|
|
ScriptDepth++;
|
|
|
|
while (ScriptDepth)
|
|
|
|
{
|
|
|
|
sc.GetString();
|
|
|
|
type = sc.MatchString(LightTags);
|
|
|
|
switch (type)
|
|
|
|
{
|
|
|
|
case LIGHTTAG_OPENBRACE:
|
|
|
|
ScriptDepth++;
|
|
|
|
break;
|
|
|
|
case LIGHTTAG_CLOSEBRACE:
|
|
|
|
ScriptDepth--;
|
|
|
|
break;
|
|
|
|
case LIGHTTAG_COLOR:
|
|
|
|
gl_ParseTriple(sc, floatTriple);
|
|
|
|
defaults->SetArg(LIGHT_RED, clamp<int>((int)(floatTriple[0] * 255), 0, 255));
|
|
|
|
defaults->SetArg(LIGHT_GREEN, clamp<int>((int)(floatTriple[1] * 255), 0, 255));
|
|
|
|
defaults->SetArg(LIGHT_BLUE, clamp<int>((int)(floatTriple[2] * 255), 0, 255));
|
|
|
|
break;
|
|
|
|
case LIGHTTAG_OFFSET:
|
|
|
|
gl_ParseTriple(sc, floatTriple);
|
|
|
|
defaults->SetOffset(floatTriple);
|
|
|
|
break;
|
|
|
|
case LIGHTTAG_SIZE:
|
|
|
|
intVal = clamp<int>(gl_ParseInt(sc), 0, 255);
|
|
|
|
defaults->SetArg(LIGHT_INTENSITY, intVal);
|
|
|
|
break;
|
|
|
|
case LIGHTTAG_SECSIZE:
|
|
|
|
intVal = clamp<int>(gl_ParseInt(sc), 0, 255);
|
|
|
|
defaults->SetArg(LIGHT_SECONDARY_INTENSITY, intVal);
|
|
|
|
break;
|
|
|
|
case LIGHTTAG_CHANCE:
|
|
|
|
floatVal = gl_ParseFloat(sc);
|
|
|
|
defaults->SetAngle((angle_t)(floatVal * ANGLE_MAX));
|
|
|
|
break;
|
|
|
|
case LIGHTTAG_SUBTRACTIVE:
|
|
|
|
defaults->SetSubtractive(gl_ParseInt(sc) != 0);
|
|
|
|
break;
|
|
|
|
case LIGHTTAG_HALO:
|
|
|
|
defaults->SetHalo(gl_ParseInt(sc) != 0);
|
|
|
|
break;
|
|
|
|
case LIGHTTAG_DONTLIGHTSELF:
|
|
|
|
defaults->SetDontLightSelf(gl_ParseInt(sc) != 0);
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
sc.ScriptError("Unknown tag: %s\n", sc.String);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
gl_AddLightDefaults(defaults);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
sc.ScriptError("Expected '{'.\n");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
|
|
|
void gl_ParseFlickerLight2(FScanner &sc)
|
|
|
|
{
|
|
|
|
int type;
|
|
|
|
float floatVal, floatTriple[3];
|
|
|
|
int intVal;
|
|
|
|
FLightDefaults *defaults;
|
|
|
|
|
|
|
|
// get name
|
|
|
|
sc.GetString();
|
|
|
|
FName name = sc.String;
|
|
|
|
|
|
|
|
// check for opening brace
|
|
|
|
sc.GetString();
|
|
|
|
if (sc.Compare("{"))
|
|
|
|
{
|
|
|
|
defaults = new FLightDefaults(name, RandomFlickerLight);
|
|
|
|
ScriptDepth++;
|
|
|
|
while (ScriptDepth)
|
|
|
|
{
|
|
|
|
sc.GetString();
|
|
|
|
type = sc.MatchString(LightTags);
|
|
|
|
switch (type)
|
|
|
|
{
|
|
|
|
case LIGHTTAG_OPENBRACE:
|
|
|
|
ScriptDepth++;
|
|
|
|
break;
|
|
|
|
case LIGHTTAG_CLOSEBRACE:
|
|
|
|
ScriptDepth--;
|
|
|
|
break;
|
|
|
|
case LIGHTTAG_COLOR:
|
|
|
|
gl_ParseTriple(sc, floatTriple);
|
|
|
|
defaults->SetArg(LIGHT_RED, clamp<int>((int)(floatTriple[0] * 255), 0, 255));
|
|
|
|
defaults->SetArg(LIGHT_GREEN, clamp<int>((int)(floatTriple[1] * 255), 0, 255));
|
|
|
|
defaults->SetArg(LIGHT_BLUE, clamp<int>((int)(floatTriple[2] * 255), 0, 255));
|
|
|
|
break;
|
|
|
|
case LIGHTTAG_OFFSET:
|
|
|
|
gl_ParseTriple(sc, floatTriple);
|
|
|
|
defaults->SetOffset(floatTriple);
|
|
|
|
break;
|
|
|
|
case LIGHTTAG_SIZE:
|
|
|
|
intVal = clamp<int>(gl_ParseInt(sc), 0, 255);
|
|
|
|
defaults->SetArg(LIGHT_INTENSITY, intVal);
|
|
|
|
break;
|
|
|
|
case LIGHTTAG_SECSIZE:
|
|
|
|
intVal = clamp<int>(gl_ParseInt(sc), 0, 255);
|
|
|
|
defaults->SetArg(LIGHT_SECONDARY_INTENSITY, intVal);
|
|
|
|
break;
|
|
|
|
case LIGHTTAG_INTERVAL:
|
|
|
|
floatVal = gl_ParseFloat(sc);
|
|
|
|
defaults->SetAngle((angle_t)(floatVal * ANGLE_MAX));
|
|
|
|
break;
|
|
|
|
case LIGHTTAG_SUBTRACTIVE:
|
|
|
|
defaults->SetSubtractive(gl_ParseInt(sc) != 0);
|
|
|
|
break;
|
|
|
|
case LIGHTTAG_HALO:
|
|
|
|
defaults->SetHalo(gl_ParseInt(sc) != 0);
|
|
|
|
break;
|
|
|
|
case LIGHTTAG_DONTLIGHTSELF:
|
|
|
|
defaults->SetDontLightSelf(gl_ParseInt(sc) != 0);
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
sc.ScriptError("Unknown tag: %s\n", sc.String);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (defaults->GetArg(LIGHT_SECONDARY_INTENSITY) < defaults->GetArg(LIGHT_INTENSITY))
|
|
|
|
{
|
|
|
|
BYTE v = defaults->GetArg(LIGHT_SECONDARY_INTENSITY);
|
|
|
|
defaults->SetArg(LIGHT_SECONDARY_INTENSITY, defaults->GetArg(LIGHT_INTENSITY));
|
|
|
|
defaults->SetArg(LIGHT_INTENSITY, v);
|
|
|
|
}
|
|
|
|
gl_AddLightDefaults(defaults);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
sc.ScriptError("Expected '{'.\n");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
|
|
|
void gl_ParseSectorLight(FScanner &sc)
|
|
|
|
{
|
|
|
|
int type;
|
|
|
|
float floatVal;
|
|
|
|
float floatTriple[3];
|
|
|
|
FLightDefaults *defaults;
|
|
|
|
|
|
|
|
// get name
|
|
|
|
sc.GetString();
|
|
|
|
FName name = sc.String;
|
|
|
|
|
|
|
|
// check for opening brace
|
|
|
|
sc.GetString();
|
|
|
|
if (sc.Compare("{"))
|
|
|
|
{
|
|
|
|
defaults = new FLightDefaults(name, SectorLight);
|
|
|
|
ScriptDepth++;
|
|
|
|
while (ScriptDepth)
|
|
|
|
{
|
|
|
|
sc.GetString();
|
|
|
|
type = sc.MatchString(LightTags);
|
|
|
|
switch (type)
|
|
|
|
{
|
|
|
|
case LIGHTTAG_OPENBRACE:
|
|
|
|
ScriptDepth++;
|
|
|
|
break;
|
|
|
|
case LIGHTTAG_CLOSEBRACE:
|
|
|
|
ScriptDepth--;
|
|
|
|
break;
|
|
|
|
case LIGHTTAG_COLOR:
|
|
|
|
gl_ParseTriple(sc, floatTriple);
|
|
|
|
defaults->SetArg(LIGHT_RED, clamp<int>((int)(floatTriple[0] * 255), 0, 255));
|
|
|
|
defaults->SetArg(LIGHT_GREEN, clamp<int>((int)(floatTriple[1] * 255), 0, 255));
|
|
|
|
defaults->SetArg(LIGHT_BLUE, clamp<int>((int)(floatTriple[2] * 255), 0, 255));
|
|
|
|
break;
|
|
|
|
case LIGHTTAG_OFFSET:
|
|
|
|
gl_ParseTriple(sc, floatTriple);
|
|
|
|
defaults->SetOffset(floatTriple);
|
|
|
|
break;
|
|
|
|
case LIGHTTAG_SCALE:
|
|
|
|
floatVal = gl_ParseFloat(sc);
|
|
|
|
defaults->SetArg(LIGHT_SCALE, (BYTE)(floatVal * 255));
|
|
|
|
break;
|
|
|
|
case LIGHTTAG_SUBTRACTIVE:
|
|
|
|
defaults->SetSubtractive(gl_ParseInt(sc) != 0);
|
|
|
|
break;
|
|
|
|
case LIGHTTAG_HALO:
|
|
|
|
defaults->SetHalo(gl_ParseInt(sc) != 0);
|
|
|
|
break;
|
|
|
|
case LIGHTTAG_DONTLIGHTSELF:
|
|
|
|
defaults->SetDontLightSelf(gl_ParseInt(sc) != 0);
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
sc.ScriptError("Unknown tag: %s\n", sc.String);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
gl_AddLightDefaults(defaults);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
sc.ScriptError("Expected '{'.\n");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
|
|
|
void gl_AddLightAssociation(const char *actor, const char *frame, const char *light)
|
|
|
|
{
|
|
|
|
FLightAssociation *temp;
|
|
|
|
unsigned int i;
|
|
|
|
FLightAssociation assoc(actor, frame, light);
|
|
|
|
|
|
|
|
for (i = 0; i < LightAssociations.Size(); i++)
|
|
|
|
{
|
|
|
|
temp = &LightAssociations[i];
|
|
|
|
if (temp->ActorName() == assoc.ActorName())
|
|
|
|
{
|
|
|
|
if (strcmp(temp->FrameName(), assoc.FrameName()) == 0)
|
|
|
|
{
|
|
|
|
temp->ReplaceLightName(assoc.Light());
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
LightAssociations.Push(assoc);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
|
|
|
void gl_ParseFrame(FScanner &sc, FString name)
|
|
|
|
{
|
|
|
|
int type, startDepth;
|
|
|
|
FString frameName;
|
|
|
|
|
|
|
|
// get name
|
|
|
|
sc.GetString();
|
|
|
|
if (strlen(sc.String) > 8)
|
|
|
|
{
|
|
|
|
sc.ScriptError("Name longer than 8 characters: %s\n", sc.String);
|
|
|
|
}
|
|
|
|
frameName = sc.String;
|
|
|
|
|
|
|
|
startDepth = ScriptDepth;
|
|
|
|
|
|
|
|
// check for opening brace
|
|
|
|
sc.GetString();
|
|
|
|
if (sc.Compare("{"))
|
|
|
|
{
|
|
|
|
ScriptDepth++;
|
|
|
|
while (ScriptDepth > startDepth)
|
|
|
|
{
|
|
|
|
sc.GetString();
|
|
|
|
type = sc.MatchString(LightTags);
|
|
|
|
switch (type)
|
|
|
|
{
|
|
|
|
case LIGHTTAG_OPENBRACE:
|
|
|
|
ScriptDepth++;
|
|
|
|
break;
|
|
|
|
case LIGHTTAG_CLOSEBRACE:
|
|
|
|
ScriptDepth--;
|
|
|
|
break;
|
|
|
|
case LIGHTTAG_LIGHT:
|
|
|
|
gl_ParseString(sc);
|
|
|
|
gl_AddLightAssociation(name, frameName, sc.String);
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
sc.ScriptError("Unknown tag: %s\n", sc.String);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
sc.ScriptError("Expected '{'.\n");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
|
|
|
void gl_ParseObject(FScanner &sc)
|
|
|
|
{
|
|
|
|
int type;
|
|
|
|
FString name;
|
|
|
|
|
|
|
|
// get name
|
|
|
|
sc.GetString();
|
|
|
|
name = sc.String;
|
|
|
|
if (!PClass::FindClass(name))
|
|
|
|
sc.ScriptMessage("Warning: dynamic lights attached to non-existent actor %s\n", name.GetChars());
|
|
|
|
|
|
|
|
// check for opening brace
|
|
|
|
sc.GetString();
|
|
|
|
if (sc.Compare("{"))
|
|
|
|
{
|
|
|
|
ScriptDepth++;
|
|
|
|
while (ScriptDepth)
|
|
|
|
{
|
|
|
|
sc.GetString();
|
|
|
|
type = sc.MatchString(LightTags);
|
|
|
|
switch (type)
|
|
|
|
{
|
|
|
|
case LIGHTTAG_OPENBRACE:
|
|
|
|
ScriptDepth++;
|
|
|
|
break;
|
|
|
|
case LIGHTTAG_CLOSEBRACE:
|
|
|
|
ScriptDepth--;
|
|
|
|
break;
|
|
|
|
case LIGHTTAG_FRAME:
|
|
|
|
gl_ParseFrame(sc, name);
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
sc.ScriptError("Unknown tag: %s\n", sc.String);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
sc.ScriptError("Expected '{'.\n");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
|
|
|
void gl_ReleaseLights()
|
|
|
|
{
|
|
|
|
unsigned int i;
|
|
|
|
|
|
|
|
for (i = 0; i < LightDefaults.Size(); i++)
|
|
|
|
{
|
|
|
|
delete LightDefaults[i];
|
|
|
|
}
|
|
|
|
|
|
|
|
LightAssociations.Clear();
|
|
|
|
LightDefaults.Clear();
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
// these are the core types available in the *DEFS lump
|
|
|
|
static const char *CoreKeywords[]=
|
|
|
|
{
|
|
|
|
"pointlight",
|
|
|
|
"pulselight",
|
|
|
|
"flickerlight",
|
|
|
|
"flickerlight2",
|
|
|
|
"sectorlight",
|
|
|
|
"object",
|
|
|
|
"clearlights",
|
|
|
|
"shader",
|
|
|
|
"clearshaders",
|
|
|
|
"skybox",
|
|
|
|
"glow",
|
|
|
|
"brightmap",
|
|
|
|
"disable_fullbright",
|
|
|
|
"hardwareshader",
|
|
|
|
"detail",
|
|
|
|
"#include",
|
|
|
|
NULL
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
enum
|
|
|
|
{
|
|
|
|
LIGHT_POINT,
|
|
|
|
LIGHT_PULSE,
|
|
|
|
LIGHT_FLICKER,
|
|
|
|
LIGHT_FLICKER2,
|
|
|
|
LIGHT_SECTOR,
|
|
|
|
LIGHT_OBJECT,
|
|
|
|
LIGHT_CLEAR,
|
|
|
|
TAG_SHADER,
|
|
|
|
TAG_CLEARSHADERS,
|
|
|
|
TAG_SKYBOX,
|
|
|
|
TAG_GLOW,
|
|
|
|
TAG_BRIGHTMAP,
|
|
|
|
TAG_DISABLE_FB,
|
|
|
|
TAG_HARDWARESHADER,
|
|
|
|
TAG_DETAIL,
|
|
|
|
TAG_INCLUDE,
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// This is only here so any shader definition for ZDoomGL can be skipped
|
|
|
|
// There is no functionality for this stuff!
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
bool gl_ParseShader(FScanner &sc)
|
|
|
|
{
|
|
|
|
int ShaderDepth = 0;
|
|
|
|
|
|
|
|
if (sc.GetString())
|
|
|
|
{
|
|
|
|
char *tmp;
|
|
|
|
|
|
|
|
tmp = strstr(sc.String, "{");
|
|
|
|
while (tmp)
|
|
|
|
{
|
|
|
|
ShaderDepth++;
|
|
|
|
tmp++;
|
|
|
|
tmp = strstr(tmp, "{");
|
|
|
|
}
|
|
|
|
|
|
|
|
tmp = strstr(sc.String, "}");
|
|
|
|
while (tmp)
|
|
|
|
{
|
|
|
|
ShaderDepth--;
|
|
|
|
tmp++;
|
|
|
|
tmp = strstr(tmp, "}");
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ShaderDepth == 0) return true;
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// Light associations per actor class
|
|
|
|
//
|
|
|
|
// Turn this inefficient mess into something that can be used at run time.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
class FInternalLightAssociation
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
FInternalLightAssociation(FLightAssociation * asso);
|
|
|
|
int Sprite() const { return m_sprite; }
|
|
|
|
int Frame() const { return m_frame; }
|
|
|
|
const FLightDefaults *Light() const { return m_AssocLight; }
|
|
|
|
protected:
|
|
|
|
int m_sprite;
|
|
|
|
int m_frame;
|
|
|
|
FLightDefaults * m_AssocLight;
|
|
|
|
};
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
FInternalLightAssociation::FInternalLightAssociation(FLightAssociation * asso)
|
|
|
|
{
|
|
|
|
|
|
|
|
m_AssocLight=NULL;
|
|
|
|
for(unsigned int i=0;i<LightDefaults.Size();i++)
|
|
|
|
{
|
|
|
|
if (LightDefaults[i]->GetName() == asso->Light())
|
|
|
|
{
|
|
|
|
m_AssocLight = LightDefaults[i];
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
m_sprite=-1;
|
|
|
|
m_frame = -1;
|
|
|
|
for (unsigned i = 0; i < sprites.Size (); ++i)
|
|
|
|
{
|
|
|
|
if (strncmp (sprites[i].name, asso->FrameName(), 4) == 0)
|
|
|
|
{
|
|
|
|
m_sprite = (int)i;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Only handle lights for full frames.
|
|
|
|
// I won't bother with special lights for single rotations
|
|
|
|
// because there is no decent use for them!
|
|
|
|
if (strlen(asso->FrameName())==5 || asso->FrameName()[5]=='0')
|
|
|
|
{
|
|
|
|
m_frame = toupper(asso->FrameName()[4])-'A';
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
inline TDeletingArray<FInternalLightAssociation *> * gl_GetActorLights(AActor * actor)
|
|
|
|
{
|
|
|
|
return (TDeletingArray<FInternalLightAssociation *>*)actor->lightassociations;
|
|
|
|
}
|
|
|
|
|
|
|
|
TDeletingArray< TDeletingArray<FInternalLightAssociation *> * > AssoDeleter;
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// State lights
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
TArray<FName> ParsedStateLights;
|
|
|
|
TArray<FLightDefaults *> StateLights;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void gl_InitializeActorLights()
|
|
|
|
{
|
|
|
|
for(unsigned int i=0;i<LightAssociations.Size();i++)
|
|
|
|
{
|
|
|
|
const PClass * ti = PClass::FindClass(LightAssociations[i].ActorName());
|
|
|
|
if (ti)
|
|
|
|
{
|
|
|
|
ti = GetRealType(ti);
|
|
|
|
AActor * defaults = GetDefaultByType(ti);
|
|
|
|
if (defaults)
|
|
|
|
{
|
|
|
|
FInternalLightAssociation * iasso = new FInternalLightAssociation(&LightAssociations[i]);
|
|
|
|
|
|
|
|
if (!defaults->lightassociations)
|
|
|
|
{
|
|
|
|
TDeletingArray<FInternalLightAssociation*> *p =new TDeletingArray<FInternalLightAssociation*>;
|
|
|
|
defaults->lightassociations = p;
|
|
|
|
AssoDeleter.Push(p);
|
|
|
|
}
|
|
|
|
TDeletingArray<FInternalLightAssociation *> * lights = gl_GetActorLights(defaults);
|
|
|
|
if (iasso->Light()==NULL)
|
|
|
|
{
|
|
|
|
// The definition was not valid.
|
|
|
|
delete iasso;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
lights->Push(iasso);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// we don't need the parser data for the light associations anymore
|
|
|
|
LightAssociations.Clear();
|
|
|
|
LightAssociations.ShrinkToFit();
|
|
|
|
|
|
|
|
StateLights.Resize(ParsedStateLights.Size()+1);
|
|
|
|
for(unsigned i=0; i<ParsedStateLights.Size();i++)
|
|
|
|
{
|
|
|
|
if (ParsedStateLights[i] != NAME_None)
|
|
|
|
{
|
|
|
|
StateLights[i] = (FLightDefaults*)-1; // something invalid that's not NULL.
|
|
|
|
for(unsigned int j=0;j<LightDefaults.Size();j++)
|
|
|
|
{
|
|
|
|
if (LightDefaults[j]->GetName() == ParsedStateLights[i])
|
|
|
|
{
|
|
|
|
StateLights[i] = LightDefaults[j];
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else StateLights[i] = NULL;
|
|
|
|
}
|
|
|
|
StateLights[StateLights.Size()-1] = NULL; // terminator
|
|
|
|
ParsedStateLights.Clear();
|
|
|
|
ParsedStateLights.ShrinkToFit();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void gl_AttachLight(AActor *actor, unsigned int count, const FLightDefaults *lightdef)
|
|
|
|
{
|
|
|
|
ADynamicLight *light;
|
|
|
|
|
|
|
|
// I'm skipping the single rotations because that really doesn't make sense!
|
|
|
|
if (count < actor->dynamiclights.Size())
|
|
|
|
{
|
|
|
|
light = barrier_cast<ADynamicLight*>(actor->dynamiclights[count]);
|
|
|
|
assert(light != NULL);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
light = Spawn<ADynamicLight>(actor->x, actor->y, actor->z, NO_REPLACE);
|
|
|
|
light->target = actor;
|
|
|
|
light->owned = true;
|
|
|
|
actor->dynamiclights.Push(light);
|
|
|
|
}
|
|
|
|
light->flags2&=~MF2_DORMANT;
|
|
|
|
lightdef->ApplyProperties(light);
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// per-state light adjustment
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void gl_SetActorLights(AActor *actor)
|
|
|
|
{
|
|
|
|
TArray<FInternalLightAssociation *> * l = gl_GetActorLights(actor);
|
|
|
|
unsigned int count = 0;
|
|
|
|
|
|
|
|
All.Clock();
|
|
|
|
if (actor->state == NULL) return;
|
|
|
|
if (l)
|
|
|
|
{
|
|
|
|
TArray<FInternalLightAssociation *> & LightAssociations=*l;
|
|
|
|
ADynamicLight *lights, *tmpLight;
|
|
|
|
unsigned int i;
|
|
|
|
|
|
|
|
int sprite = actor->state->sprite;
|
|
|
|
int frame = actor->state->GetFrame();
|
|
|
|
|
|
|
|
lights = tmpLight = NULL;
|
|
|
|
|
|
|
|
|
|
|
|
for (i = 0; i < LightAssociations.Size(); i++)
|
|
|
|
{
|
|
|
|
if (LightAssociations[i]->Sprite() == sprite &&
|
|
|
|
(LightAssociations[i]->Frame()==frame || LightAssociations[i]->Frame()==-1))
|
|
|
|
{
|
|
|
|
gl_AttachLight(actor, count++, LightAssociations[i]->Light());
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (count == 0 && actor->state->Light > 0)
|
|
|
|
{
|
|
|
|
for(int i= actor->state->Light; StateLights[i] != NULL; i++)
|
|
|
|
{
|
|
|
|
if (StateLights[i] != (FLightDefaults*)-1)
|
|
|
|
{
|
|
|
|
gl_AttachLight(actor, count++, StateLights[i]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
for(;count<actor->dynamiclights.Size();count++)
|
|
|
|
{
|
|
|
|
actor->dynamiclights[count]->flags2|=MF2_DORMANT;
|
|
|
|
memset(actor->dynamiclights[count]->args, 0, sizeof(actor->args));
|
|
|
|
}
|
|
|
|
All.Unclock();
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// This is called before saving the game
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void gl_DeleteAllAttachedLights()
|
|
|
|
{
|
|
|
|
TThinkerIterator<AActor> it;
|
|
|
|
AActor * a;
|
|
|
|
ADynamicLight * l;
|
|
|
|
|
|
|
|
while ((a=it.Next()))
|
|
|
|
{
|
|
|
|
a->dynamiclights.Clear();
|
|
|
|
}
|
|
|
|
|
|
|
|
TThinkerIterator<ADynamicLight> it2;
|
|
|
|
|
|
|
|
l=it2.Next();
|
|
|
|
while (l)
|
|
|
|
{
|
|
|
|
ADynamicLight * ll = it2.Next();
|
|
|
|
if (l->owned) l->Destroy();
|
|
|
|
l=ll;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void gl_RecreateAllAttachedLights()
|
|
|
|
{
|
|
|
|
TThinkerIterator<AActor> it;
|
|
|
|
AActor * a;
|
|
|
|
|
|
|
|
while ((a=it.Next()))
|
|
|
|
{
|
|
|
|
gl_SetActorLights(a);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
// The actual light def parsing code is there.
|
|
|
|
// DoParseDefs is no longer called directly by ParseDefs, now it's called
|
|
|
|
// by LoadDynLightDefs, which wasn't simply integrated into ParseDefs
|
|
|
|
// because of the way the code needs to load two out of five lumps.
|
|
|
|
//==========================================================================
|
|
|
|
void gl_DoParseDefs(FScanner &sc, int workingLump)
|
|
|
|
{
|
|
|
|
int recursion=0;
|
|
|
|
int lump, type;
|
|
|
|
|
|
|
|
// Get actor class name.
|
|
|
|
while (true)
|
|
|
|
{
|
|
|
|
sc.SavePos();
|
|
|
|
if (!sc.GetToken ())
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
type = sc.MatchString(CoreKeywords);
|
|
|
|
switch (type)
|
|
|
|
{
|
|
|
|
case TAG_INCLUDE:
|
|
|
|
{
|
|
|
|
sc.MustGetString();
|
|
|
|
// This is not using sc.Open because it can print a more useful error message when done here
|
|
|
|
lump = Wads.CheckNumForFullName(sc.String, true);
|
|
|
|
if (lump==-1)
|
|
|
|
sc.ScriptError("Lump '%s' not found", sc.String);
|
|
|
|
|
|
|
|
FScanner newscanner(lump);
|
|
|
|
gl_DoParseDefs(newscanner, lump);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
case LIGHT_POINT:
|
|
|
|
gl_ParsePointLight(sc);
|
|
|
|
break;
|
|
|
|
case LIGHT_PULSE:
|
|
|
|
gl_ParsePulseLight(sc);
|
|
|
|
break;
|
|
|
|
case LIGHT_FLICKER:
|
|
|
|
gl_ParseFlickerLight(sc);
|
|
|
|
break;
|
|
|
|
case LIGHT_FLICKER2:
|
|
|
|
gl_ParseFlickerLight2(sc);
|
|
|
|
break;
|
|
|
|
case LIGHT_SECTOR:
|
|
|
|
gl_ParseSectorLight(sc);
|
|
|
|
break;
|
|
|
|
case LIGHT_OBJECT:
|
|
|
|
gl_ParseObject(sc);
|
|
|
|
break;
|
|
|
|
case LIGHT_CLEAR:
|
|
|
|
gl_ReleaseLights();
|
|
|
|
break;
|
|
|
|
case TAG_SHADER:
|
|
|
|
gl_ParseShader(sc);
|
|
|
|
break;
|
|
|
|
case TAG_CLEARSHADERS:
|
|
|
|
break;
|
|
|
|
case TAG_SKYBOX:
|
|
|
|
gl_ParseSkybox(sc);
|
|
|
|
break;
|
|
|
|
case TAG_GLOW:
|
|
|
|
gl_InitGlow(sc);
|
|
|
|
break;
|
|
|
|
case TAG_BRIGHTMAP:
|
|
|
|
gl_ParseBrightmap(sc, workingLump);
|
|
|
|
break;
|
|
|
|
case TAG_HARDWARESHADER:
|
|
|
|
gl_ParseHardwareShader(sc, workingLump);
|
|
|
|
break;
|
|
|
|
case TAG_DETAIL:
|
|
|
|
gl_ParseDetailTexture(sc);
|
|
|
|
break;
|
|
|
|
case TAG_DISABLE_FB:
|
|
|
|
{
|
|
|
|
/* not implemented.
|
|
|
|
sc.MustGetString();
|
|
|
|
const PClass *cls = PClass::FindClass(sc.String);
|
|
|
|
if (cls) GetDefaultByType(cls)->renderflags |= RF_NEVERFULLBRIGHT;
|
|
|
|
*/
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
sc.ScriptError("Error parsing defs. Unknown tag: %s.\n", sc.String);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void gl_LoadGLDefs(const char * defsLump)
|
|
|
|
{
|
|
|
|
int workingLump, lastLump;
|
|
|
|
|
|
|
|
lastLump = 0;
|
|
|
|
while ((workingLump = Wads.FindLump(defsLump, &lastLump)) != -1)
|
|
|
|
{
|
|
|
|
FScanner sc(workingLump);
|
|
|
|
gl_DoParseDefs(sc, workingLump);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void gl_ParseDefs()
|
|
|
|
{
|
|
|
|
const char *defsLump = NULL;
|
|
|
|
|
|
|
|
atterm( gl_ReleaseLights );
|
|
|
|
gl_ReleaseLights();
|
|
|
|
gl_DestroyUserShaders();
|
|
|
|
switch (gameinfo.gametype)
|
|
|
|
{
|
|
|
|
case GAME_Heretic:
|
|
|
|
defsLump = "HTICDEFS";
|
|
|
|
break;
|
|
|
|
case GAME_Hexen:
|
|
|
|
defsLump = "HEXNDEFS";
|
|
|
|
break;
|
|
|
|
case GAME_Strife:
|
|
|
|
defsLump = "STRFDEFS";
|
|
|
|
break;
|
|
|
|
case GAME_Doom:
|
|
|
|
defsLump = "DOOMDEFS";
|
|
|
|
break;
|
|
|
|
case GAME_Chex:
|
|
|
|
defsLump = "CHEXDEFS";
|
|
|
|
break;
|
|
|
|
default: // silence GCC
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
gl_ParseVavoomSkybox();
|
|
|
|
if (defsLump != NULL) gl_LoadGLDefs(defsLump);
|
|
|
|
gl_LoadGLDefs("GLDEFS");
|
|
|
|
gl_InitializeActorLights();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void AddStateLight(FState *State, const char *lname)
|
|
|
|
{
|
|
|
|
if (State->Light == 0)
|
|
|
|
{
|
|
|
|
ParsedStateLights.Push(NAME_None);
|
|
|
|
State->Light = ParsedStateLights.Push(FName(lname));
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ParsedStateLights.Push(FName(lname));
|
|
|
|
}
|
|
|
|
}
|