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- Added spot light support to gl_SetDynSpriteLight
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2 changed files with 26 additions and 6 deletions
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@ -141,10 +141,10 @@ void gl_AddLightToList(int group, ADynamicLight * light, FDynLightData &ldata)
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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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double xzLen = negPitch.Cos();
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spotDirX = -light->Angles.Yaw.Cos() * xzLen;
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spotDirY = -negPitch.Sin();
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spotDirZ = -light->Angles.Yaw.Sin() * xzLen;
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}
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float *data = &ldata.arrays[i][ldata.arrays[i].Reserve(16)];
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@ -49,6 +49,13 @@
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FDynLightData modellightdata;
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int modellightindex = -1;
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template<class T>
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T smoothstep(const T edge0, const T edge1, const T x)
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{
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auto t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);
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return t * t * (3.0 - 2.0 * t);
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}
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//==========================================================================
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//
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// Sets a single light value from all dynamic lights affecting the specified location
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@ -70,6 +77,7 @@ void gl_SetDynSpriteLight(AActor *self, float x, float y, float z, subsector_t *
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if (light->visibletoplayer && !(light->flags2&MF2_DORMANT) && (!(light->lightflags&LF_DONTLIGHTSELF) || light->target != self) && !(light->lightflags&LF_DONTLIGHTACTORS))
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{
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float dist;
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FVector3 L;
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// This is a performance critical section of code where we cannot afford to let the compiler decide whether to inline the function or not.
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// This will do the calculations explicitly rather than calling one of AActor's utility functions.
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@ -80,14 +88,15 @@ void gl_SetDynSpriteLight(AActor *self, float x, float y, float z, subsector_t *
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if (fromgroup == togroup || fromgroup == 0 || togroup == 0) goto direct;
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DVector2 offset = Displacements.getOffset(fromgroup, togroup);
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dist = FVector3(x - light->X() - offset.X, y - light->Y() - offset.Y, z - light->Z()).LengthSquared();
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L = FVector3(x - light->X() - offset.X, y - light->Y() - offset.Y, z - light->Z());
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}
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else
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{
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direct:
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dist = FVector3(x - light->X(), y - light->Y(), z - light->Z()).LengthSquared();
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L = FVector3(x - light->X(), y - light->Y(), z - light->Z());
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}
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dist = L.LengthSquared();
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radius = light->GetRadius();
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if (dist < radius * radius)
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@ -96,6 +105,17 @@ void gl_SetDynSpriteLight(AActor *self, float x, float y, float z, subsector_t *
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frac = 1.0f - (dist / radius);
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if (light->IsSpot())
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{
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DAngle negPitch = -light->Angles.Pitch;
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double xzLen = negPitch.Cos();
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double spotDirX = -light->Angles.Yaw.Cos() * xzLen;
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double spotDirY = -negPitch.Sin();
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double spotDirZ = -light->Angles.Yaw.Sin() * xzLen;
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double cosDir = L.X * spotDirX + L.Y * spotDirY + L.Z * spotDirZ;
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frac *= (float)smoothstep(light->SpotOuterAngle.Cos(), light->SpotInnerAngle.Cos(), cosDir);
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}
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if (frac > 0 && GLRenderer->mShadowMap.ShadowTest(light, { x, y, z }))
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{
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lr = light->GetRed() / 255.0f;
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