gzdoom-gles/src/hwrenderer/scene/hw_spritelight.cpp

231 lines
7.6 KiB
C++

//
//---------------------------------------------------------------------------
//
// Copyright(C) 2002-2016 Christoph Oelckers
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
/*
** gl_light.cpp
** Light level / fog management / dynamic lights
**
*/
#include "c_dispatch.h"
#include "p_local.h"
#include "p_effect.h"
#include "g_level.h"
#include "g_levellocals.h"
#include "actorinlines.h"
#include "hwrenderer/dynlights/hw_dynlightdata.h"
#include "hwrenderer/dynlights/hw_shadowmap.h"
#include "hwrenderer/scene/hw_drawinfo.h"
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
//
//==========================================================================
void HWDrawInfo::GetDynSpriteLight(AActor *self, float x, float y, float z, FLightNode *node, int portalgroup, float *out)
{
ADynamicLight *light;
float frac, lr, lg, lb;
float radius;
out[0] = out[1] = out[2] = 0.f;
// Go through both light lists
while (node)
{
light=node->lightsource;
if (light->visibletoplayer && !(light->flags2&MF2_DORMANT) && (!(light->lightflags&LF_DONTLIGHTSELF) || light->target != self || !self) && !(light->lightflags&LF_DONTLIGHTACTORS))
{
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 will do the calculations explicitly rather than calling one of AActor's utility functions.
if (level.Displacements.size > 0)
{
int fromgroup = light->Sector->PortalGroup;
int togroup = portalgroup;
if (fromgroup == togroup || fromgroup == 0 || togroup == 0) goto direct;
DVector2 offset = level.Displacements.getOffset(fromgroup, togroup);
L = FVector3(x - (float)(light->X() + offset.X), y - (float)(light->Y() + offset.Y), z - (float)light->Z());
}
else
{
direct:
L = FVector3(x - (float)light->X(), y - (float)light->Y(), z - (float)light->Z());
}
dist = (float)L.LengthSquared();
radius = light->GetRadius();
if (dist < radius * radius)
{
dist = sqrtf(dist); // only calculate the square root if we really need it.
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 && (!light->shadowmapped || mShadowMap->ShadowTest(light, { x, y, z })))
{
lr = light->GetRed() / 255.0f;
lg = light->GetGreen() / 255.0f;
lb = light->GetBlue() / 255.0f;
if (light->IsSubtractive())
{
float bright = (float)FVector3(lr, lg, lb).Length();
FVector3 lightColor(lr, lg, lb);
lr = (bright - lr) * -1;
lg = (bright - lg) * -1;
lb = (bright - lb) * -1;
}
out[0] += lr * frac;
out[1] += lg * frac;
out[2] += lb * frac;
}
}
}
node = node->nextLight;
}
}
void HWDrawInfo::GetDynSpriteLight(AActor *thing, particle_t *particle, float *out)
{
if (thing != NULL)
{
GetDynSpriteLight(thing, (float)thing->X(), (float)thing->Y(), (float)thing->Center(), thing->subsector->lighthead, thing->Sector->PortalGroup, out);
}
else if (particle != NULL)
{
GetDynSpriteLight(NULL, (float)particle->Pos.X, (float)particle->Pos.Y, (float)particle->Pos.Z, particle->subsector->lighthead, particle->subsector->sector->PortalGroup, out);
}
}
// Check if circle potentially intersects with node AABB
static bool CheckBBoxCircle(float *bbox, float x, float y, float radiusSquared)
{
float centerX = (bbox[BOXRIGHT] + bbox[BOXLEFT]) * 0.5f;
float centerY = (bbox[BOXBOTTOM] + bbox[BOXTOP]) * 0.5f;
float extentX = (bbox[BOXRIGHT] - bbox[BOXLEFT]) * 0.5f;
float extentY = (bbox[BOXBOTTOM] - bbox[BOXTOP]) * 0.5f;
float aabbRadiusSquared = extentX * extentX + extentY * extentY;
x -= centerX;
y -= centerY;
float dist = x * x + y * y;
return dist <= radiusSquared + aabbRadiusSquared;
}
template<typename Callback>
void BSPNodeWalkCircle(void *node, float x, float y, float radiusSquared, const Callback &callback)
{
while (!((size_t)node & 1))
{
node_t *bsp = (node_t *)node;
if (CheckBBoxCircle(bsp->bbox[0], x, y, radiusSquared))
BSPNodeWalkCircle(bsp->children[0], x, y, radiusSquared, callback);
if (!CheckBBoxCircle(bsp->bbox[1], x, y, radiusSquared))
return;
node = bsp->children[1];
}
subsector_t *sub = (subsector_t *)((uint8_t *)node - 1);
callback(sub);
}
template<typename Callback>
void BSPWalkCircle(float x, float y, float radiusSquared, const Callback &callback)
{
if (level.nodes.Size() == 0)
callback(&level.subsectors[0]);
else
BSPNodeWalkCircle(level.HeadNode(), x, y, radiusSquared, callback);
}
// static so that we build up a reserve (memory allocations stop)
// For multithread processing each worker thread needs its own copy, though.
static thread_local TArray<ADynamicLight*> addedLightsArray;
void hw_GetDynModelLight(AActor *self, FDynLightData &modellightdata)
{
modellightdata.Clear();
if (self)
{
auto &addedLights = addedLightsArray; // avoid going through the thread local storage for each use.
addedLights.Clear();
float x = (float)self->X();
float y = (float)self->Y();
float z = (float)self->Center();
float radiusSquared = (float)(self->renderradius * self->renderradius);
BSPWalkCircle(x, y, radiusSquared, [&](subsector_t *subsector) // Iterate through all subsectors potentially touched by actor
{
FLightNode * node = subsector->lighthead;
while (node) // check all lights touching a subsector
{
ADynamicLight *light = node->lightsource;
if (light->visibletoplayer && !(light->flags2&MF2_DORMANT) && (!(light->lightflags&LF_DONTLIGHTSELF) || light->target != self) && !(light->lightflags&LF_DONTLIGHTACTORS))
{
int group = subsector->sector->PortalGroup;
DVector3 pos = light->PosRelative(group);
float radius = (float)(light->GetRadius() + self->renderradius);
double dx = pos.X - x;
double dy = pos.Y - y;
double dz = pos.Z - z;
double distSquared = dx * dx + dy * dy + dz * dz;
if (distSquared < radius * radius) // Light and actor touches
{
if (std::find(addedLights.begin(), addedLights.end(), light) == addedLights.end()) // Check if we already added this light from a different subsector
{
modellightdata.AddLightToList(group, light);
addedLights.Push(light);
}
}
}
node = node->nextLight;
}
});
}
}