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- added handling for intra-sector lines to lighting code.
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parent
ba66c0c889
commit
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3 changed files with 56 additions and 45 deletions
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@ -527,20 +527,20 @@ static FLightNode * DeleteLightNode(FLightNode * node)
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//
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//==========================================================================
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double ADynamicLight::DistToSeg(const DVector3 &pos, FSectionLine *segment)
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double ADynamicLight::DistToSeg(const DVector3 &pos, vertex_t *start, vertex_t *end)
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{
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double u, px, py;
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double seg_dx = segment->end->fX() - segment->start->fX();
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double seg_dy = segment->end->fY() - segment->start->fY();
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double seg_dx = end->fX() - start->fX();
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double seg_dy = end->fY() - start->fY();
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double seg_length_sq = seg_dx * seg_dx + seg_dy * seg_dy;
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u = (((pos.X - segment->start->fX()) * seg_dx) + (pos.Y - segment->start->fY()) * seg_dy) / seg_length_sq;
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u = (((pos.X - start->fX()) * seg_dx) + (pos.Y - start->fY()) * seg_dy) / seg_length_sq;
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if (u < 0.) u = 0.; // clamp the test point to the line segment
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else if (u > 1.) u = 1.;
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px = segment->start->fX() + (u * seg_dx);
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py = segment->start->fY() + (u * seg_dy);
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px = start->fX() + (u * seg_dx);
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py = start->fY() + (u * seg_dy);
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px -= pos.X;
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py -= pos.Y;
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@ -572,26 +572,19 @@ void ADynamicLight::CollectWithinRadius(const DVector3 &opos, FSection *section,
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bool hitonesidedback = false;
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for (unsigned i = 0; i < collected_ss.Size(); i++)
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{
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auto &pos = collected_ss[i].pos;
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section = collected_ss[i].sect;
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touching_sector = AddLightNode(§ion->lighthead, section, this, touching_sector);
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for (auto &segment : section->segments)
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{
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auto &pos = collected_ss[i].pos;
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// check distance from x/y to seg and if within radius add this seg and, if present the opposing subsector (lather/rinse/repeat)
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// If out of range we do not need to bother with this seg.
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if (DistToSeg(pos, &segment) <= radius)
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auto processSide = [&](side_t *sidedef, vertex_t *v1, vertex_t *v2)
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{
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if (segment.sidedef)
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{
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auto sidedef = segment.sidedef;
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auto linedef = sidedef->linedef;
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if (linedef && linedef->validcount != ::validcount)
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{
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// light is in front of the seg
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if ((pos.Y - segment.start->fY()) * (segment.end->fX() - segment.start->fX()) + (segment.start->fX() - pos.X) * (segment.end->fY() - segment.start->fY()) <= 0)
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if ((pos.Y - v1->fY()) * (v2->fX() - v1->fX()) + (v1->fX() - pos.X) * (v2->fY() - v1->fY()) <= 0)
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{
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linedef->validcount = ::validcount;
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touching_sides = AddLightNode(&sidedef->lighthead, sidedef, this, touching_sides);
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@ -619,6 +612,18 @@ void ADynamicLight::CollectWithinRadius(const DVector3 &opos, FSection *section,
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}
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}
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}
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};
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for (auto &segment : section->segments)
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{
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// check distance from x/y to seg and if within radius add this seg and, if present the opposing subsector (lather/rinse/repeat)
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// If out of range we do not need to bother with this seg.
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if (DistToSeg(pos, segment.start, segment.end) <= radius)
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{
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auto sidedef = segment.sidedef;
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if (sidedef)
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{
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processSide(sidedef, segment.start, segment.end);
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}
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auto partner = segment.partner;
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@ -633,6 +638,10 @@ void ADynamicLight::CollectWithinRadius(const DVector3 &opos, FSection *section,
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}
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}
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}
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for (auto side : section->sides)
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{
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processSide(side, side->V1(), side->V2());
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}
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sector_t *sec = section->sector;
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if (!sec->PortalBlocksSight(sector_t::ceiling))
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{
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@ -210,7 +210,7 @@ public:
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FLightNode * touching_sector;
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private:
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double DistToSeg(const DVector3 &pos, FSectionLine *seg);
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double DistToSeg(const DVector3 &pos, vertex_t *start, vertex_t *end);
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void CollectWithinRadius(const DVector3 &pos, FSection *section, float radius);
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protected:
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@ -658,6 +658,8 @@ public:
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}
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for (auto side : section.originalSides)
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{
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// This is only used for attaching lights to those sidedefs which are not part of the outline.
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if (side->linedef && side->linedef->sidedef[1] && side->linedef->sidedef[0]->sector == side->linedef->sidedef[1]->sector)
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group.sideMap[side->Index()] = true;
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}
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}
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