- fixed: The dynamic light setup for walls did not portal-translate the light's coordinate.

- changed ADynamicLight::CollectWithinRadius to work iteratively to avoid the high stack overhead of 64 bit code.
This commit is contained in:
Christoph Oelckers 2016-12-08 12:49:40 +01:00
parent 3aac058022
commit 3558b2234c
2 changed files with 85 additions and 58 deletions

View file

@ -582,81 +582,107 @@ double ADynamicLight::DistToSeg(const DVector3 &pos, seg_t *seg)
// to sidedefs and sector parts.
//
//==========================================================================
struct LightLinkEntry
{
subsector_t *sub;
DVector3 pos;
};
static TArray<LightLinkEntry> collected_ss;
void ADynamicLight::CollectWithinRadius(const DVector3 &pos, subsector_t *subSec, float radius)
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;
touching_subsectors = AddLightNode(&subSec->lighthead, subSec, this, touching_subsectors);
if (subSec->sector->validcount != ::validcount)
for (unsigned i = 0; i < collected_ss.Size(); i++)
{
touching_sector = AddLightNode(&subSec->render_sector->lighthead, subSec->sector, this, touching_sector);
subSec->sector->validcount = ::validcount;
}
subSec = collected_ss[i].sub;
auto &pos = collected_ss[i].pos;
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)
touching_subsectors = AddLightNode(&subSec->lighthead, subSec, this, touching_subsectors);
if (subSec->sector->validcount != ::validcount)
{
if (seg->sidedef && seg->linedef && seg->linedef->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)
{
// 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)
if (seg->sidedef && seg->linedef && seg->linedef->validcount != ::validcount)
{
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)
// 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)
{
subsector_t *othersub = R_PointInSubsector(other->v1->fPos() + other->Delta() / 2);
if (othersub->validcount != ::validcount) CollectWithinRadius(PosRelative(other), othersub, radius);
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 });
}
}
}
seg_t *partner = seg->PartnerSeg;
if (partner)
}
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)
{
subsector_t *sub = partner->Subsector;
if (sub != NULL && sub->validcount != ::validcount)
DVector2 refpos = other->v1->fPos() + other->Delta() / 2 + sec->GetPortalDisplacement(sector_t::ceiling);
subsector_t *othersub = R_PointInSubsector(refpos);
if (othersub->validcount != ::validcount)
{
CollectWithinRadius(pos, sub, radius);
othersub->validcount = ::validcount;
collected_ss.Push({ othersub, PosRelative(othersub->sector) });
}
}
}
}
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)
if (!sec->PortalBlocksSight(sector_t::floor))
{
DVector2 refpos = other->v1->fPos() + other->Delta() / 2 + sec->GetPortalDisplacement(sector_t::ceiling);
subsector_t *othersub = R_PointInSubsector(refpos);
if (othersub->validcount != ::validcount) CollectWithinRadius(PosRelative(othersub->sector), othersub, radius);
}
}
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) CollectWithinRadius(PosRelative(othersub->sector), othersub, radius);
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) });
}
}
}
}
}

View file

@ -102,9 +102,10 @@ void GLWall::SetupLights()
Vector fn, pos;
float x = node->lightsource->X();
float y = node->lightsource->Y();
float z = node->lightsource->Z();
DVector3 posrel = node->lightsource->PosRelative(seg->frontsector);
float x = posrel.X;
float y = posrel.Y;
float z = posrel.Z;
float dist = fabsf(p.DistToPoint(x, z, y));
float radius = node->lightsource->GetRadius();
float scale = 1.0f / ((2.f * radius) - dist);