- use a dedicated flag word for the dynamic light flags instead of piggybacking on some flags4 bits.

This commit is contained in:
Christoph Oelckers 2017-06-18 10:15:31 +02:00
parent cf1d94c9bb
commit 3b024c347b
11 changed files with 72 additions and 53 deletions

View file

@ -139,6 +139,19 @@ void ADynamicLight::Serialize(FSerializer &arc)
if (lighttype == PulseLight)
arc("lastupdate", m_lastUpdate, def->m_lastUpdate)
("cycler", m_cycler, def->m_cycler);
// Remap the old flags.
if (SaveVersion < 4552)
{
lightflags = 0;
if (flags4 & MF4_MISSILEEVENMORE) lightflags |= LF_SUBTRACTIVE;
if (flags4 & MF4_MISSILEMORE) lightflags |= LF_ADDITIVE;
if (flags4 & MF4_SEESDAGGERS) lightflags |= LF_DONTLIGHTSELF;
if (flags4 & MF4_INCOMBAT) lightflags |= LF_ATTENUATE;
if (flags4 & MF4_STANDSTILL) lightflags |= LF_NOSHADOWMAP;
if (flags4 & MF4_EXTREMEDEATH) lightflags |= LF_DONTLIGHTACTORS;
flags4 &= ~(MF4_SEESDAGGERS); // this flag is dangerous and must be cleared. The others do not matter.
}
}
@ -164,7 +177,7 @@ void ADynamicLight::BeginPlay()
specialf1 = DAngle(double(SpawnAngle)).Normalized360().Degrees;
visibletoplayer = true;
if (currentrenderer == 1 && gl.legacyMode && (flags4 & MF4_ATTENUATE))
if (currentrenderer == 1 && gl.legacyMode && (lightflags & LF_ATTENUATE))
{
args[LIGHT_INTENSITY] = args[LIGHT_INTENSITY] * 2 / 3;
args[LIGHT_SECONDARY_INTENSITY] = args[LIGHT_SECONDARY_INTENSITY] * 2 / 3;
@ -663,7 +676,7 @@ void ADynamicLight::CollectWithinRadius(const DVector3 &opos, subsector_t *subSe
}
}
}
shadowmapped = hitonesidedback && !(flags4 & MF4_NOSHADOWMAP);
shadowmapped = hitonesidedback && !(lightflags & LF_NOSHADOWMAP);
}
//==========================================================================
@ -791,7 +804,7 @@ CCMD(listlights)
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->shadowmapped? "shadowmapped" : "");
dl->args[LIGHT_GREEN], dl->args[LIGHT_BLUE], dl->radius, (dl->lightflags & LF_ATTENUATE)? "attenuated" : "", dl->shadowmapped? "shadowmapped" : "");
i++;
shadowcount += dl->shadowmapped;

View file

@ -21,13 +21,19 @@ enum
LIGHT_SCALE = 3,
};
// 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
#define MF4_DONTLIGHTACTORS MF4_EXTREMEDEATH
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
{
@ -92,8 +98,8 @@ public:
void UpdateLocation();
bool IsOwned() const { return owned; }
bool IsActive() const { return !(flags2&MF2_DORMANT); }
bool IsSubtractive() { return !!(flags4&MF4_SUBTRACTIVE); }
bool IsAdditive() { return !!(flags4&MF4_ADDITIVE); }
bool IsSubtractive() { return !!(lightflags & LF_SUBTRACTIVE); }
bool IsAdditive() { return !!(lightflags & LF_ADDITIVE); }
FState *targetState;
FLightNode * touching_sides;
FLightNode * touching_subsectors;
@ -112,7 +118,6 @@ protected:
public:
int m_tickCount;
uint8_t lightflags;
uint8_t lighttype;
bool owned;
bool halo;
@ -121,6 +126,7 @@ public:
bool swapped;
bool shadowmapped;
int bufferindex;
LightFlags lightflags;
};

View file

@ -178,11 +178,11 @@ void FLightDefaults::ApplyProperties(ADynamicLight * light) const
for (int a = 0; a < 3; a++) light->args[a] = clamp<int>((int)(m_Args[a]), 0, 255);
light->args[LIGHT_INTENSITY] = m_Args[LIGHT_INTENSITY];
light->args[LIGHT_SECONDARY_INTENSITY] = 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;
if (m_dontlightactors) light->flags4 |= MF4_DONTLIGHTACTORS;
light->lightflags &= ~(LF_ADDITIVE | LF_SUBTRACTIVE | LF_DONTLIGHTSELF);
if (m_subtractive) light->lightflags |= LF_SUBTRACTIVE;
if (m_additive) light->lightflags |= LF_ADDITIVE;
if (m_dontlightself) light->lightflags |= LF_DONTLIGHTSELF;
if (m_dontlightactors) light->lightflags |= LF_DONTLIGHTACTORS;
light->m_tickCount = 0;
if (m_type == PulseLight)
{
@ -200,9 +200,9 @@ void FLightDefaults::ApplyProperties(ADynamicLight * light) const
switch (m_attenuate)
{
case 0: light->flags4 &= ~MF4_ATTENUATE; break;
case 1: light->flags4 |= MF4_ATTENUATE; break;
default: if (level.flags3 & LEVEL3_ATTENUATE) light->flags4 |= MF4_ATTENUATE; else light->flags4 &= ~MF4_ATTENUATE; break;
case 0: light->lightflags &= ~LF_ATTENUATE; break;
case 1: light->lightflags |= LF_ATTENUATE; break;
default: if (level.flags3 & LEVEL3_ATTENUATE) light->lightflags |= LF_ATTENUATE; else light->lightflags &= ~LF_ATTENUATE; break;
}
}
@ -1103,7 +1103,7 @@ void AActor::AttachLight(unsigned int count, const FLightDefaults *lightdef)
light->target = this;
light->owned = true;
light->ObjectFlags |= OF_Transient;
//light->flags4 |= MF4_ATTENUATE;
//light->lightflags |= LF_ATTENUATE;
AttachedLights.Push(light);
}
light->flags2&=~MF2_DORMANT;

View file

@ -110,7 +110,7 @@ bool gl_GetLight(int group, Plane & p, ADynamicLight * light, bool checkside, FD
float shadowIndex = GLRenderer->mShadowMap.ShadowMapIndex(light) + 1.0f;
bool attenuate;
if (gl_attenuate == -1) attenuate = !!(light->flags4 & MF4_ATTENUATE);
if (gl_attenuate == -1) attenuate = !!(light->lightflags & LF_ATTENUATE);
else attenuate = !!gl_attenuate;
if (attenuate) shadowIndex = -shadowIndex;

View file

@ -62,7 +62,7 @@ void gl_SetDynSpriteLight(AActor *self, float x, float y, float z, subsector_t *
while (node)
{
light=node->lightsource;
if (light->visibletoplayer && !(light->flags2&MF2_DORMANT) && (!(light->flags4&MF4_DONTLIGHTSELF) || light->target != self) && !(light->flags4&MF4_DONTLIGHTACTORS))
if (light->visibletoplayer && !(light->flags2&MF2_DORMANT) && (!(light->lightflags&LF_DONTLIGHTSELF) || light->target != self) && !(light->lightflags&LF_DONTLIGHTACTORS))
{
float dist;

View file

@ -488,12 +488,12 @@ static FFlagDef PlayerPawnFlagDefs[] =
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),
DEFINE_FLAG(MF4, DONTLIGHTACTORS, ADynamicLight, flags4),
DEFINE_FLAG(LF, SUBTRACTIVE, ADynamicLight, lightflags),
DEFINE_FLAG(LF, ADDITIVE, ADynamicLight, lightflags),
DEFINE_FLAG(LF, DONTLIGHTSELF, ADynamicLight, lightflags),
DEFINE_FLAG(LF, ATTENUATE, ADynamicLight, lightflags),
DEFINE_FLAG(LF, NOSHADOWMAP, ADynamicLight, lightflags),
DEFINE_FLAG(LF, DONTLIGHTACTORS, ADynamicLight, lightflags),
};
static FFlagDef PowerSpeedFlagDefs[] =

View file

@ -220,7 +220,7 @@ namespace swrenderer
float lz = (float)lightZ;
// Precalculate the constant part of the dot here so the drawer doesn't have to.
bool is_point_light = (cur_node->lightsource->flags4 & MF4_ATTENUATE) != 0;
bool is_point_light = (cur_node->lightsource->lightflags & LF_ATTENUATE) != 0;
float lconstant = lx * lx + ly * ly;
float nlconstant = is_point_light ? lx * drawerargs.dc_normal.X + ly * drawerargs.dc_normal.Y : 0.0f;

View file

@ -249,7 +249,7 @@ namespace swrenderer
float lz = (float)lightZ - drawerargs.dc_viewpos.Z;
// Precalculate the constant part of the dot here so the drawer doesn't have to.
bool is_point_light = (cur_node->lightsource->flags4 & MF4_ATTENUATE) != 0;
bool is_point_light = (cur_node->lightsource->lightflags & LF_ATTENUATE) != 0;
float lconstant = ly * ly + lz * lz;
float nlconstant = is_point_light ? lz * drawerargs.dc_normal.Z : 0.0f;

View file

@ -255,7 +255,7 @@ namespace swrenderer
while (node != nullptr)
{
ADynamicLight *light = node->lightsource;
if (light->visibletoplayer && !(light->flags2&MF2_DORMANT) && (!(light->flags4&MF4_DONTLIGHTSELF) || light->target != thing) && !(light->flags4&MF4_DONTLIGHTACTORS))
if (light->visibletoplayer && !(light->flags2&MF2_DORMANT) && (!(light->lightflags&LF_DONTLIGHTSELF) || light->target != thing) && !(light->lightflags&LF_DONTLIGHTACTORS))
{
float lx = (float)(light->X() - thing->X());
float ly = (float)(light->Y() - thing->Y());

View file

@ -91,7 +91,7 @@ const char *GetVersionString();
// Use 4500 as the base git save version, since it's higher than the
// SVN revision ever got.
#define SAVEVER 4551
#define SAVEVER 4552
// This is so that derivates can use the same savegame versions without worrying about engine compatibility
#define GAMESIG "GZDOOM"

View file

@ -77,13 +77,13 @@ class PointLightFlickerRandom : PointLight
}
}
// MISSILEMORE and MISSILEEVENMORE are used by the lights for additive and subtractive lights
// DYNAMICLIGHT.ADDITIVE and DYNAMICLIGHT.SUBTRACTIVE are used by the lights for additive and subtractive lights
class PointLightAdditive : PointLight
{
Default
{
+MISSILEMORE
+DYNAMICLIGHT.ADDITIVE
}
}
@ -91,7 +91,7 @@ class PointLightPulseAdditive : PointLightPulse
{
Default
{
+MISSILEMORE
+DYNAMICLIGHT.ADDITIVE
}
}
@ -99,7 +99,7 @@ class PointLightFlickerAdditive : PointLightFlicker
{
Default
{
+MISSILEMORE
+DYNAMICLIGHT.ADDITIVE
}
}
@ -107,7 +107,7 @@ class SectorPointLightAdditive : SectorPointLight
{
Default
{
+MISSILEMORE
+DYNAMICLIGHT.ADDITIVE
}
}
@ -115,7 +115,7 @@ class PointLightFlickerRandomAdditive :PointLightFlickerRandom
{
Default
{
+MISSILEMORE
+DYNAMICLIGHT.ADDITIVE
}
}
@ -123,7 +123,7 @@ class PointLightSubtractive : PointLight
{
Default
{
+MISSILEEVENMORE
+DYNAMICLIGHT.SUBTRACTIVE
}
}
@ -131,7 +131,7 @@ class PointLightPulseSubtractive : PointLightPulse
{
Default
{
+MISSILEEVENMORE
+DYNAMICLIGHT.SUBTRACTIVE
}
}
@ -139,7 +139,7 @@ class PointLightFlickerSubtractive : PointLightFlicker
{
Default
{
+MISSILEEVENMORE
+DYNAMICLIGHT.SUBTRACTIVE
}
}
@ -147,7 +147,7 @@ class SectorPointLightSubtractive : SectorPointLight
{
Default
{
+MISSILEEVENMORE
+DYNAMICLIGHT.SUBTRACTIVE
}
}
@ -155,7 +155,7 @@ class PointLightFlickerRandomSubtractive : PointLightFlickerRandom
{
Default
{
+MISSILEEVENMORE
+DYNAMICLIGHT.SUBTRACTIVE
}
}
@ -163,7 +163,7 @@ class PointLightAttenuated : PointLight
{
Default
{
+INCOMBAT
+DYNAMICLIGHT.ATTENUATE
}
}
@ -171,7 +171,7 @@ class PointLightPulseAttenuated : PointLightPulse
{
Default
{
+INCOMBAT
+DYNAMICLIGHT.ATTENUATE
}
}
@ -179,7 +179,7 @@ class PointLightFlickerAttenuated : PointLightFlicker
{
Default
{
+INCOMBAT
+DYNAMICLIGHT.ATTENUATE
}
}
@ -187,7 +187,7 @@ class SectorPointLightAttenuated : SectorPointLight
{
Default
{
+INCOMBAT
+DYNAMICLIGHT.ATTENUATE
}
}
@ -195,7 +195,7 @@ class PointLightFlickerRandomAttenuated :PointLightFlickerRandom
{
Default
{
+INCOMBAT
+DYNAMICLIGHT.ATTENUATE
}
}