- added some checks to exclude dynamic lights from being subjected to shadowmapping if they do not touch any one-sided lines from the back side. This condition is a requirement for a 1D shadowmap to even have an effect.

This commit is contained in:
Christoph Oelckers 2017-03-20 00:34:19 +01:00
parent 0721aef218
commit 1031481167
4 changed files with 50 additions and 21 deletions

View file

@ -568,6 +568,7 @@ void ADynamicLight::CollectWithinRadius(const DVector3 &opos, subsector_t *subSe
collected_ss.Push({ subSec, opos });
subSec->validcount = ::validcount;
bool hitonesidedback = false;
for (unsigned i = 0; i < collected_ss.Size(); i++)
{
subSec = collected_ss[i].sub;
@ -596,6 +597,10 @@ void ADynamicLight::CollectWithinRadius(const DVector3 &opos, subsector_t *subSe
seg->linedef->validcount = validcount;
touching_sides = AddLightNode(&seg->sidedef->lighthead, seg->sidedef, this, touching_sides);
}
else if (seg->linedef->sidedef[0] == seg->sidedef && seg->linedef->sidedef[1] == nullptr)
{
hitonesidedback = true;
}
}
if (seg->linedef)
{
@ -657,6 +662,7 @@ void ADynamicLight::CollectWithinRadius(const DVector3 &opos, subsector_t *subSe
}
}
}
shadowmapped = hitonesidedback && !(flags4 & MF4_NOSHADOWMAP);
}
//==========================================================================
@ -758,6 +764,7 @@ void ADynamicLight::UnlinkLight ()
while (touching_sides) touching_sides = DeleteLightNode(touching_sides);
while (touching_subsectors) touching_subsectors = DeleteLightNode(touching_subsectors);
while (touching_sector) touching_sector = DeleteLightNode(touching_sector);
shadowmapped = false;
}
void ADynamicLight::OnDestroy()
@ -771,7 +778,7 @@ CCMD(listlights)
{
int walls, sectors, subsecs;
int allwalls=0, allsectors=0, allsubsecs = 0;
int i=0;
int i=0, shadowcount = 0;
ADynamicLight * dl;
TThinkerIterator<ADynamicLight> it;
@ -780,11 +787,12 @@ CCMD(listlights)
walls=0;
sectors=0;
subsecs = 0;
Printf("%s at (%f, %f, %f), color = 0x%02x%02x%02x, radius = %f %s",
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->flags4 & MF4_ATTENUATE)? "attenuated" : "");
dl->args[LIGHT_GREEN], dl->args[LIGHT_BLUE], dl->radius, (dl->flags4 & MF4_ATTENUATE)? "attenuated" : "", dl->shadowmapped? "shadowmapped" : "");
i++;
shadowcount += dl->shadowmapped;
if (dl->target)
{
@ -824,7 +832,7 @@ CCMD(listlights)
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);
Printf("%i dynamic lights, %d shadowmapped, %d walls, %d subsectors, %d sectors\n\n\n", i, shadowcount, allwalls, allsubsecs, allsectors);
}
CCMD(listsublights)

View file

@ -21,11 +21,12 @@ enum
LIGHT_SCALE = 3,
};
// This is as good as something new - and it can be set directly in the ActorInfo!
// This is as good as something new
#define MF4_SUBTRACTIVE MF4_MISSILEEVENMORE
#define MF4_ADDITIVE MF4_MISSILEMORE
#define MF4_DONTLIGHTSELF MF4_SEESDAGGERS
#define MF4_ATTENUATE MF4_INCOMBAT
#define MF4_NOSHADOWMAP MF4_STANDSTILL
enum ELightType
{
@ -117,6 +118,7 @@ public:
uint8_t color2[3];
bool visibletoplayer;
bool swapped;
bool shadowmapped;
int bufferindex;

View file

@ -116,35 +116,43 @@ bool FShadowMap::IsEnabled() const
int FShadowMap::ShadowMapIndex(ADynamicLight *light)
{
if (IsEnabled())
return mLightToShadowmap[light];
else
return 1024;
{
auto val = mLightToShadowmap.CheckKey(light);
if (val != nullptr) return *val;
}
return 1024;
}
void FShadowMap::UploadLights()
{
mLights.Clear();
if (mLights.Size() != 1024 * 4) mLights.Resize(1024 * 4);
int lightindex = 0;
mLightToShadowmap.Clear(mLightToShadowmap.CountUsed() * 2); // To do: allow clearing a TMap while building up a reserve
// Todo: this should go through the blockmap in a spiral pattern around the player so that closer lights are preferred.
TThinkerIterator<ADynamicLight> it(STAT_DLIGHT);
while (true)
while (auto light = it.Next())
{
ADynamicLight *light = it.Next();
if (!light) break;
if (light->shadowmapped)
{
mLightToShadowmap[light] = lightindex >> 2;
mLightToShadowmap[light] = mLights.Size() / 4;
mLights[lightindex] = light->X();
mLights[lightindex+1] = light->Y();
mLights[lightindex+2] = light->Z();
mLights[lightindex+3] = light->GetRadius();
lightindex += 4;
mLights.Push(light->X());
mLights.Push(light->Y());
mLights.Push(light->Z());
mLights.Push(light->GetRadius());
if (lightindex == 1024*4) // Only 1024 lights for now
break;
}
if (mLights.Size() == 1024) // Only 1024 lights for now
break;
}
while (mLights.Size() < 1024 * 4)
mLights.Push(0.0f);
for (; lightindex < 1024 * 4; lightindex++)
{
mLights[lightindex] = 0;
}
if (mLightList == 0)
glGenBuffers(1, (GLuint*)&mLightList);

View file

@ -60,6 +60,7 @@
#include "r_data/sprites.h"
#include "serializer.h"
#include "wi_stuff.h"
#include "a_dynlight.h"
static TArray<FPropertyInfo*> properties;
static TArray<AFuncDesc> AFTable;
@ -479,6 +480,16 @@ static FFlagDef PlayerPawnFlagDefs[] =
DEFINE_FLAG(PPF, CROUCHABLEMORPH, APlayerPawn, PlayerFlags),
};
static FFlagDef DynLightFlagDefs[] =
{
// PlayerPawn flags
DEFINE_FLAG(MF4, SUBTRACTIVE, ADynamicLight, flags4),
DEFINE_FLAG(MF4, ADDITIVE, ADynamicLight, flags4),
DEFINE_FLAG(MF4, DONTLIGHTSELF, ADynamicLight, flags4),
DEFINE_FLAG(MF4, ATTENUATE, ADynamicLight, flags4),
DEFINE_FLAG(MF4, NOSHADOWMAP, ADynamicLight, flags4),
};
static FFlagDef PowerSpeedFlagDefs[] =
{
// PowerSpeed flags