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- Add dynamic spot lights
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4b044e30d7
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7 changed files with 134 additions and 13 deletions
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@ -114,6 +114,9 @@ DEFINE_CLASS_PROPERTY(type, S, DynamicLight)
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//==========================================================================
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IMPLEMENT_CLASS(ADynamicLight, false, false)
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DEFINE_FIELD(ADynamicLight, SpotInnerAngle)
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DEFINE_FIELD(ADynamicLight, SpotOuterAngle)
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static FRandom randLight;
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//==========================================================================
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@ -134,7 +137,9 @@ void ADynamicLight::Serialize(FSerializer &arc)
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arc("lightflags", lightflags, def->lightflags)
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("lighttype", lighttype, def->lighttype)
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("tickcount", m_tickCount, def->m_tickCount)
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("currentradius", m_currentRadius, def->m_currentRadius);
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("currentradius", m_currentRadius, def->m_currentRadius)
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("spotinnerangle", SpotInnerAngle, def->SpotInnerAngle)
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("spotouterangle", SpotOuterAngle, def->SpotOuterAngle);
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if (lighttype == PulseLight)
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arc("lastupdate", m_lastUpdate, def->m_lastUpdate)
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@ -28,7 +28,8 @@ enum LightFlag
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LF_DONTLIGHTSELF = 4,
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LF_ATTENUATE = 8,
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LF_NOSHADOWMAP = 16,
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LF_DONTLIGHTACTORS = 32
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LF_DONTLIGHTACTORS = 32,
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LF_SPOT = 64
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};
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typedef TFlags<LightFlag> LightFlags;
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@ -42,7 +43,7 @@ enum ELightType
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FlickerLight,
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RandomFlickerLight,
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SectorLight,
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SpotLight,
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DummyLight,
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ColorPulseLight,
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ColorFlickerLight,
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RandomColorFlickerLight
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@ -100,6 +101,7 @@ public:
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bool IsActive() const { return !(flags2&MF2_DORMANT); }
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bool IsSubtractive() { return !!(lightflags & LF_SUBTRACTIVE); }
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bool IsAdditive() { return !!(lightflags & LF_ADDITIVE); }
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bool IsSpot() { return !!(lightflags & LF_SPOT); }
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FState *targetState;
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FLightNode * touching_sides;
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FLightNode * touching_subsectors;
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@ -127,6 +129,7 @@ public:
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bool shadowmapped;
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int bufferindex;
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LightFlags lightflags;
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DAngle SpotInnerAngle = 10.0;
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DAngle SpotOuterAngle = 25.0;
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};
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@ -128,6 +128,9 @@ public:
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void SetAttenuate(bool on) { m_attenuate = on; }
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void SetHalo(bool halo) { m_halo = halo; }
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void SetDontLightActors(bool on) { m_dontlightactors = on; }
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void SetSpot(bool spot) { m_spot = spot; }
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void SetSpotInnerAngle(double angle) { m_spotInnerAngle = angle; }
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void SetSpotOuterAngle(double angle) { m_spotOuterAngle = angle; }
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void OrderIntensities()
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{
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@ -151,6 +154,9 @@ protected:
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bool m_dontlightself = false;
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bool m_dontlightactors = false;
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bool m_swapped = false;
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bool m_spot = false;
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double m_spotInnerAngle = 10.0;
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double m_spotOuterAngle = 25.0;
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};
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TDeletingArray<FLightDefaults *> LightDefaults;
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@ -183,6 +189,10 @@ void FLightDefaults::ApplyProperties(ADynamicLight * light) const
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if (m_additive) light->lightflags |= LF_ADDITIVE;
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if (m_dontlightself) light->lightflags |= LF_DONTLIGHTSELF;
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if (m_dontlightactors) light->lightflags |= LF_DONTLIGHTACTORS;
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if (m_spot)
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light->lightflags |= LF_SPOT;
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light->SpotInnerAngle = m_spotInnerAngle;
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light->SpotOuterAngle = m_spotOuterAngle;
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light->m_tickCount = 0;
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if (m_type == PulseLight)
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{
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@ -233,7 +243,8 @@ static const char *LightTags[]=
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"dontlightself",
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"attenuate",
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"dontlightactors",
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NULL
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"spot",
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nullptr
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};
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@ -255,6 +266,7 @@ enum {
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LIGHTTAG_DONTLIGHTSELF,
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LIGHTTAG_ATTENUATE,
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LIGHTTAG_DONTLIGHTACTORS,
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LIGHTTAG_SPOT
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};
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@ -395,6 +407,15 @@ static void ParsePointLight(FScanner &sc)
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case LIGHTTAG_DONTLIGHTACTORS:
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defaults->SetDontLightActors(ParseInt(sc) != 0);
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break;
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case LIGHTTAG_SPOT:
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{
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float innerAngle = ParseFloat(sc);
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float outerAngle = ParseFloat(sc);
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defaults->SetSpot(true);
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defaults->SetSpotInnerAngle(innerAngle);
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defaults->SetSpotOuterAngle(outerAngle);
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}
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break;
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default:
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sc.ScriptError("Unknown tag: %s\n", sc.String);
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}
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@ -480,6 +501,15 @@ static void ParsePulseLight(FScanner &sc)
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case LIGHTTAG_DONTLIGHTACTORS:
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defaults->SetDontLightActors(ParseInt(sc) != 0);
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break;
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case LIGHTTAG_SPOT:
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{
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float innerAngle = ParseFloat(sc);
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float outerAngle = ParseFloat(sc);
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defaults->SetSpot(true);
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defaults->SetSpotInnerAngle(innerAngle);
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defaults->SetSpotOuterAngle(outerAngle);
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}
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break;
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default:
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sc.ScriptError("Unknown tag: %s\n", sc.String);
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}
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@ -567,6 +597,15 @@ void ParseFlickerLight(FScanner &sc)
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case LIGHTTAG_DONTLIGHTACTORS:
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defaults->SetDontLightActors(ParseInt(sc) != 0);
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break;
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case LIGHTTAG_SPOT:
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{
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float innerAngle = ParseFloat(sc);
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float outerAngle = ParseFloat(sc);
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defaults->SetSpot(true);
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defaults->SetSpotInnerAngle(innerAngle);
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defaults->SetSpotOuterAngle(outerAngle);
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}
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break;
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default:
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sc.ScriptError("Unknown tag: %s\n", sc.String);
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}
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@ -653,6 +692,15 @@ void ParseFlickerLight2(FScanner &sc)
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case LIGHTTAG_DONTLIGHTACTORS:
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defaults->SetDontLightActors(ParseInt(sc) != 0);
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break;
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case LIGHTTAG_SPOT:
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{
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float innerAngle = ParseFloat(sc);
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float outerAngle = ParseFloat(sc);
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defaults->SetSpot(true);
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defaults->SetSpotInnerAngle(innerAngle);
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defaults->SetSpotOuterAngle(outerAngle);
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}
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break;
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default:
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sc.ScriptError("Unknown tag: %s\n", sc.String);
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}
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@ -736,6 +784,15 @@ static void ParseSectorLight(FScanner &sc)
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case LIGHTTAG_DONTLIGHTACTORS:
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defaults->SetDontLightActors(ParseInt(sc) != 0);
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break;
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case LIGHTTAG_SPOT:
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{
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float innerAngle = ParseFloat(sc);
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float outerAngle = ParseFloat(sc);
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defaults->SetSpot(true);
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defaults->SetSpotInnerAngle(innerAngle);
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defaults->SetSpotOuterAngle(outerAngle);
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}
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break;
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default:
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sc.ScriptError("Unknown tag: %s\n", sc.String);
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}
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@ -128,7 +128,26 @@ void gl_AddLightToList(int group, ADynamicLight * light, FDynLightData &ldata)
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if (attenuate) shadowIndex = -shadowIndex;
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float *data = &ldata.arrays[i][ldata.arrays[i].Reserve(8)];
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float lightType = 0.0f;
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float spotInnerAngle = 0.0f;
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float spotOuterAngle = 0.0f;
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float spotDirX = 0.0f;
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float spotDirY = 0.0f;
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float spotDirZ = 0.0f;
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if (light->IsSpot())
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{
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lightType = 1.0f;
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spotInnerAngle = light->SpotInnerAngle.Cos();
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spotOuterAngle = light->SpotOuterAngle.Cos();
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DAngle negPitch = -light->Angles.Pitch;
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float xyLen = negPitch.Cos();
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spotDirX = light->Angles.Yaw.Cos() * xyLen;
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spotDirY = light->Angles.Yaw.Sin() * xyLen;
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spotDirZ = negPitch.Sin();
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}
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float *data = &ldata.arrays[i][ldata.arrays[i].Reserve(16)];
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data[0] = pos.X;
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data[1] = pos.Z;
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data[2] = pos.Y;
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@ -137,5 +156,13 @@ void gl_AddLightToList(int group, ADynamicLight * light, FDynLightData &ldata)
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data[5] = g;
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data[6] = b;
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data[7] = shadowIndex;
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data[8] = spotDirX;
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data[9] = spotDirY;
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data[10] = spotDirZ;
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data[11] = lightType;
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data[12] = spotInnerAngle;
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data[13] = spotOuterAngle;
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data[14] = 0.0f; // unused
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data[15] = 0.0f; // unused
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}
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@ -494,6 +494,7 @@ static FFlagDef DynLightFlagDefs[] =
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DEFINE_FLAG(LF, ATTENUATE, ADynamicLight, lightflags),
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DEFINE_FLAG(LF, NOSHADOWMAP, ADynamicLight, lightflags),
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DEFINE_FLAG(LF, DONTLIGHTACTORS, ADynamicLight, lightflags),
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DEFINE_FLAG(LF, SPOT, ADynamicLight, lightflags),
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};
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static FFlagDef PowerSpeedFlagDefs[] =
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@ -278,6 +278,13 @@ float pointLightAttenuation(vec4 lightpos, float lightcolorA)
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}
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}
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float spotLightAttenuation(vec4 lightpos, vec3 spotdir, float lightCosInnerAngle, float lightCosOuterAngle)
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{
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vec3 lightDirection = normalize(lightpos.xyz - pixelpos.xyz);
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float cosDir = dot(lightDirection, spotdir);
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return smoothstep(lightCosOuterAngle, lightCosInnerAngle, cosDir);
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}
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//===========================================================================
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//
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// Calculate light
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@ -348,23 +355,33 @@ vec4 getLightColor(float fogdist, float fogfactor)
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//
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// modulated lights
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//
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for(int i=lightRange.x; i<lightRange.y; i+=2)
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for(int i=lightRange.x; i<lightRange.y; i+=4)
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{
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vec4 lightpos = lights[i];
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vec4 lightcolor = lights[i+1];
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vec4 lightspot1 = lights[i+2];
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vec4 lightspot2 = lights[i+3];
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lightcolor.rgb *= pointLightAttenuation(lightpos, lightcolor.a);
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float attenuation = pointLightAttenuation(lightpos, lightcolor.a);
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if (lightspot1.w == 1.0)
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attenuation *= spotLightAttenuation(lightpos, lightspot1.xyz, lightspot2.x, lightspot2.y);
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lightcolor.rgb *= attenuation;
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dynlight.rgb += lightcolor.rgb;
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}
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//
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// subtractive lights
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//
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for(int i=lightRange.y; i<lightRange.z; i+=2)
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for(int i=lightRange.y; i<lightRange.z; i+=4)
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{
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vec4 lightpos = lights[i];
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vec4 lightcolor = lights[i+1];
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vec4 lightspot1 = lights[i+2];
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vec4 lightspot2 = lights[i+3];
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lightcolor.rgb *= pointLightAttenuation(lightpos, lightcolor.a);
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float attenuation = pointLightAttenuation(lightpos, lightcolor.a);
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if (lightspot1.w == 1.0)
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attenuation *= spotLightAttenuation(lightpos, lightspot1.xyz, lightspot2.x, lightspot2.y);
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lightcolor.rgb *= attenuation;
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dynlight.rgb -= lightcolor.rgb;
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}
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}
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@ -467,12 +484,17 @@ void main()
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//
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// additive lights - these can be done after the alpha test.
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//
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for(int i=lightRange.z; i<lightRange.w; i+=2)
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for(int i=lightRange.z; i<lightRange.w; i+=4)
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{
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vec4 lightpos = lights[i];
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vec4 lightcolor = lights[i+1];
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vec4 lightspot1 = lights[i+2];
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vec4 lightspot2 = lights[i+3];
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lightcolor.rgb *= pointLightAttenuation(lightpos, lightcolor.a);
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float attenuation = pointLightAttenuation(lightpos, lightcolor.a);
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if (lightspot1.w == 1.0)
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attenuation *= spotLightAttenuation(lightpos, lightspot1.xyz, lightspot2.x, lightspot2.y);
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lightcolor.rgb *= attenuation;
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addlight.rgb += lightcolor.rgb;
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}
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frag.rgb = clamp(frag.rgb + desaturate(addlight).rgb, 0.0, 1.0);
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@ -1,5 +1,11 @@
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class DynamicLight : Actor native
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{
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native double SpotInnerAngle;
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native double SpotOuterAngle;
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property SpotInnerAngle: SpotInnerAngle;
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property SpotOuterAngle: SpotOuterAngle;
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enum EArgs
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{
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LIGHT_RED = 0,
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@ -17,7 +23,7 @@ class DynamicLight : Actor native
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FlickerLight,
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RandomFlickerLight,
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SectorLight,
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SpotLight,
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DummyLight,
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ColorPulseLight,
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ColorFlickerLight,
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RandomColorFlickerLight
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