#pragma once #include "c_cvars.h" #include "actor.h" #include "cycler.h" EXTERN_CVAR(Bool, r_dynlights) EXTERN_CVAR(Bool, gl_lights) EXTERN_CVAR(Bool, gl_attachedlights) struct side_t; struct seg_t; class ADynamicLight; class FSerializer; struct FSectionLine; enum ELightType { PointLight, PulseLight, FlickerLight, RandomFlickerLight, SectorLight, DummyLight, ColorPulseLight, ColorFlickerLight, RandomColorFlickerLight }; enum { LIGHT_RED = 0, LIGHT_GREEN = 1, LIGHT_BLUE = 2, LIGHT_INTENSITY = 3, LIGHT_SECONDARY_INTENSITY = 4, LIGHT_SCALE = 3, }; enum LightFlag { LF_SUBTRACTIVE = 1, LF_ADDITIVE = 2, LF_DONTLIGHTSELF = 4, LF_ATTENUATE = 8, LF_NOSHADOWMAP = 16, LF_DONTLIGHTACTORS = 32, LF_SPOT = 64 }; //========================================================================== // // Light definitions // //========================================================================== class FLightDefaults { public: FLightDefaults(FName name, ELightType type); void ApplyProperties(ADynamicLight * light) const; FName GetName() const { return m_Name; } void SetParameter(double p) { m_Param = p; } void SetArg(int arg, int val) { m_Args[arg] = val; } int GetArg(int arg) { return m_Args[arg]; } uint8_t GetAttenuate() const { return m_attenuate; } void SetOffset(float* ft) { m_Pos.X = ft[0]; m_Pos.Z = ft[1]; m_Pos.Y = ft[2]; } void SetSubtractive(bool subtract) { m_subtractive = subtract; } void SetAdditive(bool add) { m_additive = add; } void SetDontLightSelf(bool add) { m_dontlightself = add; } void SetAttenuate(bool on) { m_attenuate = on; } void SetHalo(bool halo) { m_halo = halo; } void SetDontLightActors(bool on) { m_dontlightactors = on; } void SetSpot(bool spot) { m_spot = spot; } void SetSpotInnerAngle(double angle) { m_spotInnerAngle = angle; } void SetSpotOuterAngle(double angle) { m_spotOuterAngle = angle; } void OrderIntensities() { if (m_Args[LIGHT_INTENSITY] > m_Args[LIGHT_SECONDARY_INTENSITY]) { std::swap(m_Args[LIGHT_INTENSITY], m_Args[LIGHT_SECONDARY_INTENSITY]); m_swapped = true; } } protected: FName m_Name; int m_Args[5] = { 0,0,0,0,0 }; double m_Param = 0; DVector3 m_Pos = { 0,0,0 }; ELightType m_type; int8_t m_attenuate = -1; bool m_subtractive = false; bool m_additive = false; bool m_halo = false; bool m_dontlightself = false; bool m_dontlightactors = false; bool m_swapped = false; bool m_spot = false; double m_spotInnerAngle = 10.0; double m_spotOuterAngle = 25.0; }; //========================================================================== // // Light associations (intermediate parser data) // //========================================================================== class FLightAssociation { public: //FLightAssociation(); FLightAssociation(FName actorName, const char *frameName, FName lightName) : m_ActorName(actorName), m_AssocLight(lightName) { strncpy(m_FrameName, frameName, 8); } FName ActorName() { return m_ActorName; } const char *FrameName() { return m_FrameName; } FName Light() { return m_AssocLight; } void ReplaceLightName(FName newName) { m_AssocLight = newName; } protected: char m_FrameName[8]; FName m_ActorName, m_AssocLight; }; //========================================================================== // // Light associations per actor class // //========================================================================== class FInternalLightAssociation { public: FInternalLightAssociation(FLightAssociation * asso); int Sprite() const { return m_sprite; } int Frame() const { return m_frame; } const FLightDefaults *Light() const { return m_AssocLight; } protected: int m_sprite; int m_frame; FLightDefaults * m_AssocLight; }; typedef TFlags LightFlags; DEFINE_TFLAGS_OPERATORS(LightFlags) struct FLightNode { FLightNode ** prevTarget; FLightNode * nextTarget; FLightNode ** prevLight; FLightNode * nextLight; ADynamicLight * lightsource; union { side_t * targLine; subsector_t * targSubsector; void * targ; }; }; // // Base class // // [CO] I merged everything together in this one class so that I don't have // to create and re-create an excessive amount of objects // class ADynamicLight : public AActor { friend class FLightDefaults; DECLARE_CLASS(ADynamicLight, AActor) public: virtual void Tick(); void Serialize(FSerializer &arc); void PostSerialize(); uint8_t GetRed() const { return args[LIGHT_RED]; } uint8_t GetGreen() const { return args[LIGHT_GREEN]; } uint8_t GetBlue() const { return args[LIGHT_BLUE]; } float GetRadius() const { return (IsActive() ? m_currentRadius * 2.f : 0.f); } void LinkLight(); void UnlinkLight(); size_t PointerSubstitution(DObject *old, DObject *notOld); void BeginPlay(); void SetOrigin(double x, double y, double z, bool moving = false); void PostBeginPlay(); void OnDestroy() override; void Activate(AActor *activator); void Deactivate(AActor *activator); void SetOffset(const DVector3 &pos); void UpdateLocation(); bool IsOwned() const { return owned; } bool IsActive() const { return !(flags2&MF2_DORMANT); } bool IsSubtractive() { return !!(lightflags & LF_SUBTRACTIVE); } bool IsAdditive() { return !!(lightflags & LF_ADDITIVE); } bool IsSpot() { return !!(lightflags & LF_SPOT); } FState *targetState; FLightNode * touching_sides; FLightNode * touching_sector; private: double DistToSeg(const DVector3 &pos, FSectionLine *seg); void CollectWithinRadius(const DVector3 &pos, FSection *section, float radius); protected: DVector3 m_off; float m_currentRadius; unsigned int m_lastUpdate; FCycler m_cycler; subsector_t * subsector; public: int m_tickCount; uint8_t lighttype; bool owned; bool halo; uint8_t color2[3]; bool visibletoplayer; bool swapped; bool shadowmapped; int bufferindex; LightFlags lightflags; DAngle SpotInnerAngle; DAngle SpotOuterAngle; int mShadowmapIndex; };