mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 23:11:58 +00:00
Merge commit '67e3106254e987f5acb9534e725d4f5c3eaa82b2'
# Conflicts: # src/doomdata.h # src/namedef.h # src/p_udmf.cpp
This commit is contained in:
commit
dbf0a68b02
13 changed files with 358 additions and 15 deletions
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@ -372,6 +372,8 @@ struct FMapThing
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uint32_t RenderStyle;
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uint32_t RenderStyle;
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int FloatbobPhase;
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int FloatbobPhase;
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int friendlyseeblocks;
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int friendlyseeblocks;
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double SpotInnerAngle = 10;
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double SpotOuterAngle = 25;
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};
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};
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@ -114,6 +114,9 @@ DEFINE_CLASS_PROPERTY(type, S, DynamicLight)
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//==========================================================================
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//==========================================================================
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IMPLEMENT_CLASS(ADynamicLight, false, false)
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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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static FRandom randLight;
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//==========================================================================
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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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arc("lightflags", lightflags, def->lightflags)
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("lighttype", lighttype, def->lighttype)
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("lighttype", lighttype, def->lighttype)
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("tickcount", m_tickCount, def->m_tickCount)
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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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if (lighttype == PulseLight)
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arc("lastupdate", m_lastUpdate, def->m_lastUpdate)
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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_DONTLIGHTSELF = 4,
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LF_ATTENUATE = 8,
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LF_ATTENUATE = 8,
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LF_NOSHADOWMAP = 16,
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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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};
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typedef TFlags<LightFlag> LightFlags;
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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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FlickerLight,
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RandomFlickerLight,
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RandomFlickerLight,
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SectorLight,
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SectorLight,
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SpotLight,
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DummyLight,
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ColorPulseLight,
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ColorPulseLight,
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ColorFlickerLight,
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ColorFlickerLight,
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RandomColorFlickerLight
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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 IsActive() const { return !(flags2&MF2_DORMANT); }
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bool IsSubtractive() { return !!(lightflags & LF_SUBTRACTIVE); }
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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 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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FState *targetState;
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FLightNode * touching_sides;
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FLightNode * touching_sides;
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FLightNode * touching_subsectors;
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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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bool shadowmapped;
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int bufferindex;
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int bufferindex;
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LightFlags lightflags;
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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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};
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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 SetAttenuate(bool on) { m_attenuate = on; }
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void SetHalo(bool halo) { m_halo = halo; }
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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 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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void OrderIntensities()
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{
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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_dontlightself = false;
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bool m_dontlightactors = false;
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bool m_dontlightactors = false;
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bool m_swapped = 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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};
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TDeletingArray<FLightDefaults *> LightDefaults;
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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_additive) light->lightflags |= LF_ADDITIVE;
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if (m_dontlightself) light->lightflags |= LF_DONTLIGHTSELF;
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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_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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light->m_tickCount = 0;
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if (m_type == PulseLight)
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if (m_type == PulseLight)
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{
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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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"dontlightself",
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"attenuate",
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"attenuate",
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"dontlightactors",
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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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};
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@ -255,6 +266,7 @@ enum {
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LIGHTTAG_DONTLIGHTSELF,
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LIGHTTAG_DONTLIGHTSELF,
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LIGHTTAG_ATTENUATE,
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LIGHTTAG_ATTENUATE,
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LIGHTTAG_DONTLIGHTACTORS,
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LIGHTTAG_DONTLIGHTACTORS,
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LIGHTTAG_SPOT
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};
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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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case LIGHTTAG_DONTLIGHTACTORS:
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defaults->SetDontLightActors(ParseInt(sc) != 0);
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defaults->SetDontLightActors(ParseInt(sc) != 0);
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break;
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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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default:
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sc.ScriptError("Unknown tag: %s\n", sc.String);
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sc.ScriptError("Unknown tag: %s\n", sc.String);
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}
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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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case LIGHTTAG_DONTLIGHTACTORS:
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defaults->SetDontLightActors(ParseInt(sc) != 0);
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defaults->SetDontLightActors(ParseInt(sc) != 0);
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break;
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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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default:
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sc.ScriptError("Unknown tag: %s\n", sc.String);
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sc.ScriptError("Unknown tag: %s\n", sc.String);
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}
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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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case LIGHTTAG_DONTLIGHTACTORS:
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defaults->SetDontLightActors(ParseInt(sc) != 0);
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defaults->SetDontLightActors(ParseInt(sc) != 0);
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break;
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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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default:
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sc.ScriptError("Unknown tag: %s\n", sc.String);
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sc.ScriptError("Unknown tag: %s\n", sc.String);
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}
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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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case LIGHTTAG_DONTLIGHTACTORS:
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defaults->SetDontLightActors(ParseInt(sc) != 0);
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defaults->SetDontLightActors(ParseInt(sc) != 0);
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break;
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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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default:
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sc.ScriptError("Unknown tag: %s\n", sc.String);
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sc.ScriptError("Unknown tag: %s\n", sc.String);
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}
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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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case LIGHTTAG_DONTLIGHTACTORS:
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defaults->SetDontLightActors(ParseInt(sc) != 0);
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defaults->SetDontLightActors(ParseInt(sc) != 0);
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break;
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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:
|
default:
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sc.ScriptError("Unknown tag: %s\n", sc.String);
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sc.ScriptError("Unknown tag: %s\n", sc.String);
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}
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}
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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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|
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if (attenuate) shadowIndex = -shadowIndex;
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if (attenuate) shadowIndex = -shadowIndex;
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||||||
|
|
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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();
|
||||||
|
|
||||||
|
DAngle negPitch = -light->Angles.Pitch;
|
||||||
|
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;
|
||||||
|
}
|
||||||
|
|
||||||
|
float *data = &ldata.arrays[i][ldata.arrays[i].Reserve(16)];
|
||||||
data[0] = pos.X;
|
data[0] = pos.X;
|
||||||
data[1] = pos.Z;
|
data[1] = pos.Z;
|
||||||
data[2] = pos.Y;
|
data[2] = pos.Y;
|
||||||
|
@ -137,5 +156,13 @@ void gl_AddLightToList(int group, ADynamicLight * light, FDynLightData &ldata)
|
||||||
data[5] = g;
|
data[5] = g;
|
||||||
data[6] = b;
|
data[6] = b;
|
||||||
data[7] = shadowIndex;
|
data[7] = shadowIndex;
|
||||||
|
data[8] = spotDirX;
|
||||||
|
data[9] = spotDirY;
|
||||||
|
data[10] = spotDirZ;
|
||||||
|
data[11] = lightType;
|
||||||
|
data[12] = spotInnerAngle;
|
||||||
|
data[13] = spotOuterAngle;
|
||||||
|
data[14] = 0.0f; // unused
|
||||||
|
data[15] = 0.0f; // unused
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -49,6 +49,13 @@
|
||||||
FDynLightData modellightdata;
|
FDynLightData modellightdata;
|
||||||
int modellightindex = -1;
|
int modellightindex = -1;
|
||||||
|
|
||||||
|
template<class T>
|
||||||
|
T smoothstep(const T edge0, const T edge1, const T x)
|
||||||
|
{
|
||||||
|
auto t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);
|
||||||
|
return t * t * (3.0 - 2.0 * t);
|
||||||
|
}
|
||||||
|
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
//
|
//
|
||||||
// Sets a single light value from all dynamic lights affecting the specified location
|
// Sets a single light value from all dynamic lights affecting the specified location
|
||||||
|
@ -70,6 +77,7 @@ void gl_SetDynSpriteLight(AActor *self, float x, float y, float z, subsector_t *
|
||||||
if (light->visibletoplayer && !(light->flags2&MF2_DORMANT) && (!(light->lightflags&LF_DONTLIGHTSELF) || light->target != self) && !(light->lightflags&LF_DONTLIGHTACTORS))
|
if (light->visibletoplayer && !(light->flags2&MF2_DORMANT) && (!(light->lightflags&LF_DONTLIGHTSELF) || light->target != self) && !(light->lightflags&LF_DONTLIGHTACTORS))
|
||||||
{
|
{
|
||||||
float dist;
|
float dist;
|
||||||
|
FVector3 L;
|
||||||
|
|
||||||
// This is a performance critical section of code where we cannot afford to let the compiler decide whether to inline the function or not.
|
// This is a performance critical section of code where we cannot afford to let the compiler decide whether to inline the function or not.
|
||||||
// This will do the calculations explicitly rather than calling one of AActor's utility functions.
|
// This will do the calculations explicitly rather than calling one of AActor's utility functions.
|
||||||
|
@ -80,14 +88,15 @@ void gl_SetDynSpriteLight(AActor *self, float x, float y, float z, subsector_t *
|
||||||
if (fromgroup == togroup || fromgroup == 0 || togroup == 0) goto direct;
|
if (fromgroup == togroup || fromgroup == 0 || togroup == 0) goto direct;
|
||||||
|
|
||||||
DVector2 offset = Displacements.getOffset(fromgroup, togroup);
|
DVector2 offset = Displacements.getOffset(fromgroup, togroup);
|
||||||
dist = FVector3(x - light->X() - offset.X, y - light->Y() - offset.Y, z - light->Z()).LengthSquared();
|
L = FVector3(x - light->X() - offset.X, y - light->Y() - offset.Y, z - light->Z());
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
direct:
|
direct:
|
||||||
dist = FVector3(x - light->X(), y - light->Y(), z - light->Z()).LengthSquared();
|
L = FVector3(x - light->X(), y - light->Y(), z - light->Z());
|
||||||
}
|
}
|
||||||
|
|
||||||
|
dist = L.LengthSquared();
|
||||||
radius = light->GetRadius();
|
radius = light->GetRadius();
|
||||||
|
|
||||||
if (dist < radius * radius)
|
if (dist < radius * radius)
|
||||||
|
@ -96,6 +105,18 @@ void gl_SetDynSpriteLight(AActor *self, float x, float y, float z, subsector_t *
|
||||||
|
|
||||||
frac = 1.0f - (dist / radius);
|
frac = 1.0f - (dist / radius);
|
||||||
|
|
||||||
|
if (light->IsSpot())
|
||||||
|
{
|
||||||
|
L *= -1.0f / dist;
|
||||||
|
DAngle negPitch = -light->Angles.Pitch;
|
||||||
|
double xyLen = negPitch.Cos();
|
||||||
|
double spotDirX = -light->Angles.Yaw.Cos() * xyLen;
|
||||||
|
double spotDirY = -light->Angles.Yaw.Sin() * xyLen;
|
||||||
|
double spotDirZ = -negPitch.Sin();
|
||||||
|
double cosDir = L.X * spotDirX + L.Y * spotDirY + L.Z * spotDirZ;
|
||||||
|
frac *= (float)smoothstep(light->SpotOuterAngle.Cos(), light->SpotInnerAngle.Cos(), cosDir);
|
||||||
|
}
|
||||||
|
|
||||||
if (frac > 0 && GLRenderer->mShadowMap.ShadowTest(light, { x, y, z }))
|
if (frac > 0 && GLRenderer->mShadowMap.ShadowTest(light, { x, y, z }))
|
||||||
{
|
{
|
||||||
lr = light->GetRed() / 255.0f;
|
lr = light->GetRed() / 255.0f;
|
||||||
|
|
|
@ -503,6 +503,8 @@ xx(Scale)
|
||||||
xx(ScaleX)
|
xx(ScaleX)
|
||||||
xx(ScaleY)
|
xx(ScaleY)
|
||||||
xx(FriendlySeeBlocks)
|
xx(FriendlySeeBlocks)
|
||||||
|
xx(SpotInnerAngle)
|
||||||
|
xx(SpotOuterAngle)
|
||||||
xx(Floatbobphase)
|
xx(Floatbobphase)
|
||||||
xx(Floatbobstrength)
|
xx(Floatbobstrength)
|
||||||
xx(Target)
|
xx(Target)
|
||||||
|
|
|
@ -108,6 +108,7 @@
|
||||||
#include "a_morph.h"
|
#include "a_morph.h"
|
||||||
#include "events.h"
|
#include "events.h"
|
||||||
#include "actorinlines.h"
|
#include "actorinlines.h"
|
||||||
|
#include "a_dynlight.h"
|
||||||
|
|
||||||
// MACROS ------------------------------------------------------------------
|
// MACROS ------------------------------------------------------------------
|
||||||
|
|
||||||
|
@ -6003,6 +6004,8 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
// spawn it
|
// spawn it
|
||||||
double sz;
|
double sz;
|
||||||
|
|
||||||
|
@ -6091,6 +6094,12 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
|
||||||
mobj->fillcolor = (mthing->fillcolor & 0xffffff) | (ColorMatcher.Pick((mthing->fillcolor & 0xff0000) >> 16,
|
mobj->fillcolor = (mthing->fillcolor & 0xffffff) | (ColorMatcher.Pick((mthing->fillcolor & 0xff0000) >> 16,
|
||||||
(mthing->fillcolor & 0xff00) >> 8, (mthing->fillcolor & 0xff)) << 24);
|
(mthing->fillcolor & 0xff00) >> 8, (mthing->fillcolor & 0xff)) << 24);
|
||||||
|
|
||||||
|
if (i->IsDescendantOf(RUNTIME_CLASS(ADynamicLight)))
|
||||||
|
{
|
||||||
|
((ADynamicLight*)mobj)->SpotInnerAngle = mthing->SpotInnerAngle;
|
||||||
|
((ADynamicLight*)mobj)->SpotOuterAngle = mthing->SpotOuterAngle;
|
||||||
|
}
|
||||||
|
|
||||||
mobj->CallBeginPlay ();
|
mobj->CallBeginPlay ();
|
||||||
if (!(mobj->ObjectFlags & OF_EuthanizeMe))
|
if (!(mobj->ObjectFlags & OF_EuthanizeMe))
|
||||||
{
|
{
|
||||||
|
|
|
@ -799,6 +799,14 @@ public:
|
||||||
th->Scale.X = th->Scale.Y = CheckFloat(key);
|
th->Scale.X = th->Scale.Y = CheckFloat(key);
|
||||||
break;
|
break;
|
||||||
|
|
||||||
|
case NAME_SpotInnerAngle:
|
||||||
|
th->SpotInnerAngle = CheckFloat(key);
|
||||||
|
break;
|
||||||
|
|
||||||
|
case NAME_SpotOuterAngle:
|
||||||
|
th->SpotOuterAngle = CheckFloat(key);
|
||||||
|
break;
|
||||||
|
|
||||||
case NAME_FriendlySeeBlocks:
|
case NAME_FriendlySeeBlocks:
|
||||||
CHECK_N(Zd | Zdt)
|
CHECK_N(Zd | Zdt)
|
||||||
th->friendlyseeblocks = CheckInt(key);
|
th->friendlyseeblocks = CheckInt(key);
|
||||||
|
|
|
@ -494,6 +494,7 @@ static FFlagDef DynLightFlagDefs[] =
|
||||||
DEFINE_FLAG(LF, ATTENUATE, ADynamicLight, lightflags),
|
DEFINE_FLAG(LF, ATTENUATE, ADynamicLight, lightflags),
|
||||||
DEFINE_FLAG(LF, NOSHADOWMAP, ADynamicLight, lightflags),
|
DEFINE_FLAG(LF, NOSHADOWMAP, ADynamicLight, lightflags),
|
||||||
DEFINE_FLAG(LF, DONTLIGHTACTORS, ADynamicLight, lightflags),
|
DEFINE_FLAG(LF, DONTLIGHTACTORS, ADynamicLight, lightflags),
|
||||||
|
DEFINE_FLAG(LF, SPOT, ADynamicLight, lightflags),
|
||||||
};
|
};
|
||||||
|
|
||||||
static FFlagDef PowerSpeedFlagDefs[] =
|
static FFlagDef PowerSpeedFlagDefs[] =
|
||||||
|
|
|
@ -109,6 +109,26 @@ DoomEdNums
|
||||||
9832 = PointLightFlickerAttenuated
|
9832 = PointLightFlickerAttenuated
|
||||||
9833 = SectorPointLightAttenuated
|
9833 = SectorPointLightAttenuated
|
||||||
9834 = PointLightFlickerRandomAttenuated
|
9834 = PointLightFlickerRandomAttenuated
|
||||||
|
9840 = SpotLight
|
||||||
|
9841 = SpotLightPulse
|
||||||
|
9842 = SpotLightFlicker
|
||||||
|
9843 = SectorSpotLight
|
||||||
|
9844 = SpotLightFlickerRandom
|
||||||
|
9850 = SpotLightAdditive
|
||||||
|
9851 = SpotLightPulseAdditive
|
||||||
|
9852 = SpotLightFlickerAdditive
|
||||||
|
9853 = SectorSpotLightAdditive
|
||||||
|
9854 = SpotLightFlickerRandomSubtractive
|
||||||
|
9860 = SpotLightSubtractive
|
||||||
|
9861 = SpotLightPulseSubtractive
|
||||||
|
9862 = SpotLightFlickerSubtractive
|
||||||
|
9863 = SectorSpotLightSubtractive
|
||||||
|
9864 = SpotLightFlickerRandomSubtractive
|
||||||
|
9870 = SpotLightAttenuated
|
||||||
|
9871 = SpotLightPulseAttenuated
|
||||||
|
9872 = SpotLightFlickerAttenuated
|
||||||
|
9873 = SectorSpotLightAttenuated
|
||||||
|
9874 = SpotLightFlickerRandomAttenuated
|
||||||
9982 = SecActEyesAboveC
|
9982 = SecActEyesAboveC
|
||||||
9983 = SecActEyesBelowC
|
9983 = SecActEyesBelowC
|
||||||
9988 = CustomSprite
|
9988 = CustomSprite
|
||||||
|
|
|
@ -278,6 +278,13 @@ float pointLightAttenuation(vec4 lightpos, float lightcolorA)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
float spotLightAttenuation(vec4 lightpos, vec3 spotdir, float lightCosInnerAngle, float lightCosOuterAngle)
|
||||||
|
{
|
||||||
|
vec3 lightDirection = normalize(lightpos.xyz - pixelpos.xyz);
|
||||||
|
float cosDir = dot(lightDirection, spotdir);
|
||||||
|
return smoothstep(lightCosOuterAngle, lightCosInnerAngle, cosDir);
|
||||||
|
}
|
||||||
|
|
||||||
//===========================================================================
|
//===========================================================================
|
||||||
//
|
//
|
||||||
// Calculate light
|
// Calculate light
|
||||||
|
@ -348,23 +355,33 @@ vec4 getLightColor(float fogdist, float fogfactor)
|
||||||
//
|
//
|
||||||
// modulated lights
|
// modulated lights
|
||||||
//
|
//
|
||||||
for(int i=lightRange.x; i<lightRange.y; i+=2)
|
for(int i=lightRange.x; i<lightRange.y; i+=4)
|
||||||
{
|
{
|
||||||
vec4 lightpos = lights[i];
|
vec4 lightpos = lights[i];
|
||||||
vec4 lightcolor = lights[i+1];
|
vec4 lightcolor = lights[i+1];
|
||||||
|
vec4 lightspot1 = lights[i+2];
|
||||||
|
vec4 lightspot2 = lights[i+3];
|
||||||
|
|
||||||
lightcolor.rgb *= pointLightAttenuation(lightpos, lightcolor.a);
|
float attenuation = pointLightAttenuation(lightpos, lightcolor.a);
|
||||||
|
if (lightspot1.w == 1.0)
|
||||||
|
attenuation *= spotLightAttenuation(lightpos, lightspot1.xyz, lightspot2.x, lightspot2.y);
|
||||||
|
lightcolor.rgb *= attenuation;
|
||||||
dynlight.rgb += lightcolor.rgb;
|
dynlight.rgb += lightcolor.rgb;
|
||||||
}
|
}
|
||||||
//
|
//
|
||||||
// subtractive lights
|
// subtractive lights
|
||||||
//
|
//
|
||||||
for(int i=lightRange.y; i<lightRange.z; i+=2)
|
for(int i=lightRange.y; i<lightRange.z; i+=4)
|
||||||
{
|
{
|
||||||
vec4 lightpos = lights[i];
|
vec4 lightpos = lights[i];
|
||||||
vec4 lightcolor = lights[i+1];
|
vec4 lightcolor = lights[i+1];
|
||||||
|
vec4 lightspot1 = lights[i+2];
|
||||||
|
vec4 lightspot2 = lights[i+3];
|
||||||
|
|
||||||
lightcolor.rgb *= pointLightAttenuation(lightpos, lightcolor.a);
|
float attenuation = pointLightAttenuation(lightpos, lightcolor.a);
|
||||||
|
if (lightspot1.w == 1.0)
|
||||||
|
attenuation *= spotLightAttenuation(lightpos, lightspot1.xyz, lightspot2.x, lightspot2.y);
|
||||||
|
lightcolor.rgb *= attenuation;
|
||||||
dynlight.rgb -= lightcolor.rgb;
|
dynlight.rgb -= lightcolor.rgb;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -467,12 +484,17 @@ void main()
|
||||||
//
|
//
|
||||||
// additive lights - these can be done after the alpha test.
|
// additive lights - these can be done after the alpha test.
|
||||||
//
|
//
|
||||||
for(int i=lightRange.z; i<lightRange.w; i+=2)
|
for(int i=lightRange.z; i<lightRange.w; i+=4)
|
||||||
{
|
{
|
||||||
vec4 lightpos = lights[i];
|
vec4 lightpos = lights[i];
|
||||||
vec4 lightcolor = lights[i+1];
|
vec4 lightcolor = lights[i+1];
|
||||||
|
vec4 lightspot1 = lights[i+2];
|
||||||
|
vec4 lightspot2 = lights[i+3];
|
||||||
|
|
||||||
lightcolor.rgb *= pointLightAttenuation(lightpos, lightcolor.a);
|
float attenuation = pointLightAttenuation(lightpos, lightcolor.a);
|
||||||
|
if (lightspot1.w == 1.0)
|
||||||
|
attenuation *= spotLightAttenuation(lightpos, lightspot1.xyz, lightspot2.x, lightspot2.y);
|
||||||
|
lightcolor.rgb *= attenuation;
|
||||||
addlight.rgb += lightcolor.rgb;
|
addlight.rgb += lightcolor.rgb;
|
||||||
}
|
}
|
||||||
frag.rgb = clamp(frag.rgb + desaturate(addlight).rgb, 0.0, 1.0);
|
frag.rgb = clamp(frag.rgb + desaturate(addlight).rgb, 0.0, 1.0);
|
||||||
|
|
|
@ -1,5 +1,11 @@
|
||||||
class DynamicLight : Actor native
|
class DynamicLight : Actor native
|
||||||
{
|
{
|
||||||
|
native double SpotInnerAngle;
|
||||||
|
native double SpotOuterAngle;
|
||||||
|
|
||||||
|
property SpotInnerAngle: SpotInnerAngle;
|
||||||
|
property SpotOuterAngle: SpotOuterAngle;
|
||||||
|
|
||||||
enum EArgs
|
enum EArgs
|
||||||
{
|
{
|
||||||
LIGHT_RED = 0,
|
LIGHT_RED = 0,
|
||||||
|
@ -17,7 +23,7 @@ class DynamicLight : Actor native
|
||||||
FlickerLight,
|
FlickerLight,
|
||||||
RandomFlickerLight,
|
RandomFlickerLight,
|
||||||
SectorLight,
|
SectorLight,
|
||||||
SpotLight,
|
DummyLight,
|
||||||
ColorPulseLight,
|
ColorPulseLight,
|
||||||
ColorFlickerLight,
|
ColorFlickerLight,
|
||||||
RandomColorFlickerLight
|
RandomColorFlickerLight
|
||||||
|
@ -199,6 +205,166 @@ class PointLightFlickerRandomAttenuated :PointLightFlickerRandom
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
class SpotLight : DynamicLight
|
||||||
|
{
|
||||||
|
Default
|
||||||
|
{
|
||||||
|
DynamicLight.Type "Point";
|
||||||
|
+DYNAMICLIGHT.SPOT
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
class SpotLightPulse : SpotLight
|
||||||
|
{
|
||||||
|
Default
|
||||||
|
{
|
||||||
|
DynamicLight.Type "Pulse";
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
class SpotLightFlicker : SpotLight
|
||||||
|
{
|
||||||
|
Default
|
||||||
|
{
|
||||||
|
DynamicLight.Type "Flicker";
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
class SectorSpotLight : SpotLight
|
||||||
|
{
|
||||||
|
Default
|
||||||
|
{
|
||||||
|
DynamicLight.Type "Sector";
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
class SpotLightFlickerRandom : SpotLight
|
||||||
|
{
|
||||||
|
Default
|
||||||
|
{
|
||||||
|
DynamicLight.Type "RandomFlicker";
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
class SpotLightAdditive : SpotLight
|
||||||
|
{
|
||||||
|
Default
|
||||||
|
{
|
||||||
|
+DYNAMICLIGHT.ADDITIVE
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
class SpotLightPulseAdditive : SpotLightPulse
|
||||||
|
{
|
||||||
|
Default
|
||||||
|
{
|
||||||
|
+DYNAMICLIGHT.ADDITIVE
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
class SpotLightFlickerAdditive : SpotLightFlicker
|
||||||
|
{
|
||||||
|
Default
|
||||||
|
{
|
||||||
|
+DYNAMICLIGHT.ADDITIVE
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
class SectorSpotLightAdditive : SectorSpotLight
|
||||||
|
{
|
||||||
|
Default
|
||||||
|
{
|
||||||
|
+DYNAMICLIGHT.ADDITIVE
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
class SpotLightFlickerRandomAdditive : SpotLightFlickerRandom
|
||||||
|
{
|
||||||
|
Default
|
||||||
|
{
|
||||||
|
+DYNAMICLIGHT.ADDITIVE
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
class SpotLightSubtractive : SpotLight
|
||||||
|
{
|
||||||
|
Default
|
||||||
|
{
|
||||||
|
+DYNAMICLIGHT.SUBTRACTIVE
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
class SpotLightPulseSubtractive : SpotLightPulse
|
||||||
|
{
|
||||||
|
Default
|
||||||
|
{
|
||||||
|
+DYNAMICLIGHT.SUBTRACTIVE
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
class SpotLightFlickerSubtractive : SpotLightFlicker
|
||||||
|
{
|
||||||
|
Default
|
||||||
|
{
|
||||||
|
+DYNAMICLIGHT.SUBTRACTIVE
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
class SectorSpotLightSubtractive : SectorSpotLight
|
||||||
|
{
|
||||||
|
Default
|
||||||
|
{
|
||||||
|
+DYNAMICLIGHT.SUBTRACTIVE
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
class SpotLightFlickerRandomSubtractive : SpotLightFlickerRandom
|
||||||
|
{
|
||||||
|
Default
|
||||||
|
{
|
||||||
|
+DYNAMICLIGHT.SUBTRACTIVE
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
class SpotLightAttenuated : SpotLight
|
||||||
|
{
|
||||||
|
Default
|
||||||
|
{
|
||||||
|
+DYNAMICLIGHT.ATTENUATE
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
class SpotLightPulseAttenuated : SpotLightPulse
|
||||||
|
{
|
||||||
|
Default
|
||||||
|
{
|
||||||
|
+DYNAMICLIGHT.ATTENUATE
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
class SpotLightFlickerAttenuated : SpotLightFlicker
|
||||||
|
{
|
||||||
|
Default
|
||||||
|
{
|
||||||
|
+DYNAMICLIGHT.ATTENUATE
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
class SectorSpotLightAttenuated : SectorSpotLight
|
||||||
|
{
|
||||||
|
Default
|
||||||
|
{
|
||||||
|
+DYNAMICLIGHT.ATTENUATE
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
class SpotLightFlickerRandomAttenuated : SpotLightFlickerRandom
|
||||||
|
{
|
||||||
|
Default
|
||||||
|
{
|
||||||
|
+DYNAMICLIGHT.ATTENUATE
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
class VavoomLight : DynamicLight
|
class VavoomLight : DynamicLight
|
||||||
{
|
{
|
||||||
|
|
Loading…
Reference in a new issue