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https://github.com/ZDoom/gzdoom-gles.git
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Merge branch 'dynlightmodels'
This commit is contained in:
commit
c3562fead2
11 changed files with 163 additions and 9 deletions
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@ -59,6 +59,7 @@ struct FDynLightData
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bool gl_GetLight(int group, Plane & p, ADynamicLight * light, bool checkside, FDynLightData &data);
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void gl_AddLightToList(int group, ADynamicLight * light, FDynLightData &ldata, bool hudmodel);
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void gl_UploadLights(FDynLightData &data);
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@ -65,12 +65,10 @@ CVAR(Int, gl_attenuate, -1, 0); // This is mainly a debug option.
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//==========================================================================
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bool gl_GetLight(int group, Plane & p, ADynamicLight * light, bool checkside, FDynLightData &ldata)
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{
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int i = 0;
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DVector3 pos = light->PosRelative(group);
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float radius = (light->GetRadius());
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float dist = fabsf(p.DistToPoint(pos.X, pos.Z, pos.Y));
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float radius = (light->GetRadius());
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if (radius <= 0.f) return false;
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if (dist > radius) return false;
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@ -79,6 +77,46 @@ bool gl_GetLight(int group, Plane & p, ADynamicLight * light, bool checkside, FD
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return false;
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}
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gl_AddLightToList(group, light, ldata, false);
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return true;
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}
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//==========================================================================
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//
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// Add one dynamic light to the light data list
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//
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//==========================================================================
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void gl_AddLightToList(int group, ADynamicLight * light, FDynLightData &ldata, bool hudmodel)
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{
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int i = 0;
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DVector3 pos = light->PosRelative(group);
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float radius = light->GetRadius();
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if (hudmodel)
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{
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// HUD model is already translated and rotated. We must rotate the lights into that view space.
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DVector3 rotation;
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DVector3 localpos = pos - r_viewpoint.Pos;
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rotation.X = localpos.X * r_viewpoint.Angles.Yaw.Sin() - localpos.Y * r_viewpoint.Angles.Yaw.Cos();
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rotation.Y = localpos.X * r_viewpoint.Angles.Yaw.Cos() + localpos.Y * r_viewpoint.Angles.Yaw.Sin();
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rotation.Z = localpos.Z;
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localpos = rotation;
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rotation.X = localpos.X;
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rotation.Y = localpos.Y * r_viewpoint.Angles.Pitch.Sin() - localpos.Z * r_viewpoint.Angles.Pitch.Cos();
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rotation.Z = localpos.Y * r_viewpoint.Angles.Pitch.Cos() + localpos.Z * r_viewpoint.Angles.Pitch.Sin();
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localpos = rotation;
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rotation.Y = localpos.Y;
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rotation.Z = localpos.Z * r_viewpoint.Angles.Roll.Sin() - localpos.X * r_viewpoint.Angles.Roll.Cos();
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rotation.X = localpos.Z * r_viewpoint.Angles.Roll.Cos() + localpos.X * r_viewpoint.Angles.Roll.Sin();
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localpos = rotation;
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pos = localpos;
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}
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float cs;
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if (light->IsAdditive())
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@ -124,6 +162,5 @@ bool gl_GetLight(int group, Plane & p, ADynamicLight * light, bool checkside, FD
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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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return true;
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}
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@ -1099,6 +1099,9 @@ void gl_RenderHUDModel(DPSprite *psp, float ofsX, float ofsY)
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// so we have to reset the view matrix.
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gl_RenderState.mViewMatrix.loadIdentity();
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// Need to reset the normal matrix too
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gl_RenderState.mNormalViewMatrix.loadIdentity();
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// Scaling model (y scale for a sprite means height, i.e. z in the world!).
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gl_RenderState.mViewMatrix.scale(smf->xscale, smf->zscale, smf->yscale);
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@ -40,6 +40,8 @@
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#include "gl/shaders/gl_shader.h"
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#include "gl/data/gl_vertexbuffer.h"
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extern int modellightindex;
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static float avertexnormals[NUMVERTEXNORMALS][3] = {
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#include "tab_anorms.h"
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};
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@ -379,6 +381,7 @@ void FDMDModel::RenderFrame(FTexture * skin, int frameno, int frameno2, double i
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gl_RenderState.SetInterpolationFactor((float)inter);
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gl_RenderState.Apply();
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if (modellightindex != -1) gl_RenderState.ApplyLightIndex(modellightindex);
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mVBuf->SetupFrame(frames[frameno].vindex, frames[frameno2].vindex, lodInfo[0].numTriangles * 3);
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glDrawArrays(GL_TRIANGLES, 0, lodInfo[0].numTriangles * 3);
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gl_RenderState.SetInterpolationFactor(0.f);
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@ -35,6 +35,8 @@
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#define MAX_QPATH 64
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extern int modellightindex;
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//===========================================================================
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//
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// decode the lat/lng normal to a 3 float normal
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@ -372,6 +374,7 @@ void FMD3Model::RenderFrame(FTexture * skin, int frameno, int frameno2, double i
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gl_RenderState.SetMaterial(tex, CLAMP_NONE, translation, -1, false);
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gl_RenderState.Apply();
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if (modellightindex != -1) gl_RenderState.ApplyLightIndex(modellightindex);
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mVBuf->SetupFrame(surf->vindex + frameno * surf->numVertices, surf->vindex + frameno2 * surf->numVertices, surf->numVertices);
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glDrawElements(GL_TRIANGLES, surf->numTriangles * 3, GL_UNSIGNED_INT, (void*)(intptr_t)(surf->iindex * sizeof(unsigned int)));
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}
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@ -50,6 +50,7 @@
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#include "gl/utility/gl_convert.h"
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#include "gl/renderer/gl_renderstate.h"
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extern int modellightindex;
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//===========================================================================
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//
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@ -445,6 +446,7 @@ void FVoxelModel::RenderFrame(FTexture * skin, int frame, int frame2, double int
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gl_RenderState.SetMaterial(tex, CLAMP_NOFILTER, translation, -1, false);
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gl_RenderState.Apply();
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if (modellightindex != -1) gl_RenderState.ApplyLightIndex(modellightindex);
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mVBuf->SetupFrame(0, 0, 0);
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glDrawElements(GL_TRIANGLES, mNumIndices, GL_UNSIGNED_INT, (void*)(intptr_t)0);
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}
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@ -328,6 +328,9 @@ void GLSprite::Draw(int pass)
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{
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if (gl_lights && GLRenderer->mLightCount && mDrawer->FixedColormap == CM_DEFAULT && !fullbright)
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{
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if (modelframe && !particle)
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gl_SetDynModelLight(gl_light_sprites ? actor : NULL, false);
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else
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gl_SetDynSpriteLight(gl_light_sprites ? actor : NULL, gl_light_particles ? particle : NULL);
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}
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sector_t *cursec = actor ? actor->Sector : particle ? particle->subsector->sector : nullptr;
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@ -32,6 +32,8 @@
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#include "vectors.h"
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#include "gl/gl_functions.h"
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#include "g_level.h"
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#include "g_levellocals.h"
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#include "actorinlines.h"
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#include "gl/system/gl_cvars.h"
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#include "gl/renderer/gl_renderer.h"
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@ -42,7 +44,10 @@
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#include "gl/scene/gl_portal.h"
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#include "gl/shaders/gl_shader.h"
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#include "gl/textures/gl_material.h"
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#include "gl/dynlights/gl_lightbuffer.h"
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FDynLightData modellightdata;
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int modellightindex = -1;
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//==========================================================================
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//
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@ -114,6 +119,7 @@ void gl_SetDynSpriteLight(AActor *self, float x, float y, float z, subsector_t *
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node = node->nextLight;
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}
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gl_RenderState.SetDynLight(out[0], out[1], out[2]);
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modellightindex = -1;
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}
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void gl_SetDynSpriteLight(AActor *thing, particle_t *particle)
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@ -127,3 +133,94 @@ void gl_SetDynSpriteLight(AActor *thing, particle_t *particle)
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gl_SetDynSpriteLight(NULL, particle->Pos.X, particle->Pos.Y, particle->Pos.Z, particle->subsector);
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}
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}
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// Check if circle potentially intersects with node AABB
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static bool CheckBBoxCircle(float *bbox, float x, float y, float radiusSquared)
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{
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float centerX = (bbox[BOXRIGHT] + bbox[BOXLEFT]) * 0.5f;
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float centerY = (bbox[BOXBOTTOM] + bbox[BOXTOP]) * 0.5f;
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float extentX = (bbox[BOXRIGHT] - bbox[BOXLEFT]) * 0.5f;
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float extentY = (bbox[BOXBOTTOM] - bbox[BOXTOP]) * 0.5f;
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float aabbRadiusSquared = extentX * extentX + extentY * extentY;
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x -= centerX;
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y -= centerY;
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float dist = x * x + y * y;
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return dist <= radiusSquared + aabbRadiusSquared;
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}
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template<typename Callback>
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void BSPNodeWalkCircle(void *node, float x, float y, float radiusSquared, const Callback &callback)
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{
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while (!((size_t)node & 1))
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{
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node_t *bsp = (node_t *)node;
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if (CheckBBoxCircle(bsp->bbox[0], x, y, radiusSquared))
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BSPNodeWalkCircle(bsp->children[0], x, y, radiusSquared, callback);
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if (!CheckBBoxCircle(bsp->bbox[1], x, y, radiusSquared))
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return;
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node = bsp->children[1];
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}
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subsector_t *sub = (subsector_t *)((uint8_t *)node - 1);
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callback(sub);
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}
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template<typename Callback>
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void BSPWalkCircle(float x, float y, float radiusSquared, const Callback &callback)
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{
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if (level.nodes.Size() == 0)
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callback(&level.subsectors[0]);
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else
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BSPNodeWalkCircle(level.HeadNode(), x, y, radiusSquared, callback);
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}
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void gl_SetDynModelLight(AActor *self, bool hudmodel)
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{
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modellightdata.Clear();
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if (self)
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{
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static std::vector<ADynamicLight*> addedLights; // static so that we build up a reserve (memory allocations stop)
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addedLights.clear();
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float x = self->X();
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float y = self->Y();
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float z = self->Center();
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float radiusSquared = self->renderradius * self->renderradius;
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BSPWalkCircle(x, y, radiusSquared, [&](subsector_t *subsector) // Iterate through all subsectors potentially touched by actor
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{
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FLightNode * node = subsector->lighthead;
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while (node) // check all lights touching a subsector
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{
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ADynamicLight *light = node->lightsource;
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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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int group = subsector->sector->PortalGroup;
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DVector3 pos = light->PosRelative(group);
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float radius = light->GetRadius();
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double dx = pos.X - x;
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double dy = pos.Y - y;
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double dz = pos.Z - z;
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double distSquared = dx * dx + dy * dy + dz * dz;
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if (distSquared < radiusSquared + radius * radius) // Light and actor touches
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{
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if (std::find(addedLights.begin(), addedLights.end(), light) == addedLights.end()) // Check if we already added this light from a different subsector
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{
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gl_AddLightToList(group, light, modellightdata, hudmodel);
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addedLights.push_back(light);
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}
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}
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}
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node = node->nextLight;
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}
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});
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}
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gl_RenderState.SetDynLight(0, 0, 0);
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modellightindex = GLRenderer->mLights->UploadLights(modellightdata);
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}
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@ -422,5 +422,6 @@ inline float Dist2(float x1,float y1,float x2,float y2)
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void gl_SetDynSpriteLight(AActor *self, float x, float y, float z, subsector_t *subsec);
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void gl_SetDynSpriteLight(AActor *actor, particle_t *particle);
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void gl_SetDynModelLight(AActor *self, bool hudmodel);
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#endif
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@ -420,6 +420,10 @@ void GLSceneDrawer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
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{
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if (gl_lights && GLRenderer->mLightCount && FixedColormap == CM_DEFAULT && gl_light_sprites)
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{
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FSpriteModelFrame *smf = playermo->player->ReadyWeapon ? gl_FindModelFrame(playermo->player->ReadyWeapon->GetClass(), psp->GetState()->sprite, psp->GetState()->GetFrame(), false) : nullptr;
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if (smf)
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gl_SetDynModelLight(playermo, true);
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else
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gl_SetDynSpriteLight(playermo, NULL);
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}
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SetColor(ll, 0, cmc, trans, true);
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@ -62,7 +62,7 @@ void main()
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gl_ClipDistance[4] = worldcoord.y + ((uSplitBottomPlane.w + uSplitBottomPlane.x * worldcoord.x + uSplitBottomPlane.y * worldcoord.z) * uSplitBottomPlane.z);
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}
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vWorldNormal = NormalModelMatrix * normalize(aNormal);
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vWorldNormal = NormalModelMatrix * vec4(normalize(aNormal.xyz), 1.0);
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vEyeNormal = NormalViewMatrix * vWorldNormal;
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#endif
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