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b03c329ec6
- split gl_postprocessshader.h in two so that the hardware independent part can be used by GLDEFS without pulling in all of OpenGL. # Conflicts: # src/CMakeLists.txt # src/gl/dynlights/gl_glow.cpp # src/gl/renderer/gl_postprocess.cpp # src/gl/textures/gl_texture.cpp
233 lines
5.7 KiB
C++
233 lines
5.7 KiB
C++
#pragma once
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#include "c_cvars.h"
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#include "actor.h"
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#include "cycler.h"
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EXTERN_CVAR(Bool, gl_lights)
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EXTERN_CVAR(Bool, gl_attachedlights)
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class ADynamicLight;
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class FSerializer;
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enum ELightType
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{
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PointLight,
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PulseLight,
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FlickerLight,
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RandomFlickerLight,
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SectorLight,
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DummyLight,
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ColorPulseLight,
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ColorFlickerLight,
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RandomColorFlickerLight
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};
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enum
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{
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LIGHT_RED = 0,
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LIGHT_GREEN = 1,
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LIGHT_BLUE = 2,
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LIGHT_INTENSITY = 3,
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LIGHT_SECONDARY_INTENSITY = 4,
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LIGHT_SCALE = 3,
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};
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enum LightFlag
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{
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LF_SUBTRACTIVE = 1,
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LF_ADDITIVE = 2,
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LF_DONTLIGHTSELF = 4,
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LF_ATTENUATE = 8,
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LF_NOSHADOWMAP = 16,
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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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//
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// Light definitions
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//
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//==========================================================================
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class FLightDefaults
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{
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public:
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FLightDefaults(FName name, ELightType type);
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void ApplyProperties(ADynamicLight * light) const;
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FName GetName() const { return m_Name; }
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void SetParameter(double p) { m_Param = p; }
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void SetArg(int arg, int val) { m_Args[arg] = val; }
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int GetArg(int arg) { return m_Args[arg]; }
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uint8_t GetAttenuate() const { return m_attenuate; }
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void SetOffset(float* ft) { m_Pos.X = ft[0]; m_Pos.Z = ft[1]; m_Pos.Y = ft[2]; }
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void SetSubtractive(bool subtract) { m_subtractive = subtract; }
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void SetAdditive(bool add) { m_additive = add; }
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void SetDontLightSelf(bool add) { m_dontlightself = add; }
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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 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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{
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if (m_Args[LIGHT_INTENSITY] > m_Args[LIGHT_SECONDARY_INTENSITY])
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{
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std::swap(m_Args[LIGHT_INTENSITY], m_Args[LIGHT_SECONDARY_INTENSITY]);
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m_swapped = true;
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}
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}
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protected:
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FName m_Name;
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int m_Args[5] = { 0,0,0,0,0 };
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double m_Param = 0;
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DVector3 m_Pos = { 0,0,0 };
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ELightType m_type;
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int8_t m_attenuate = -1;
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bool m_subtractive = false;
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bool m_additive = false;
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bool m_halo = false;
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bool m_dontlightself = false;
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bool m_dontlightactors = 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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//
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// Light associations (intermediate parser data)
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//
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//==========================================================================
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class FLightAssociation
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{
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public:
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//FLightAssociation();
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FLightAssociation(FName actorName, const char *frameName, FName lightName)
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: m_ActorName(actorName), m_AssocLight(lightName)
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{
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strncpy(m_FrameName, frameName, 8);
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}
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FName ActorName() { return m_ActorName; }
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const char *FrameName() { return m_FrameName; }
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FName Light() { return m_AssocLight; }
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void ReplaceLightName(FName newName) { m_AssocLight = newName; }
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protected:
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char m_FrameName[8];
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FName m_ActorName, m_AssocLight;
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};
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//==========================================================================
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//
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// Light associations per actor class
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//
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//==========================================================================
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class FInternalLightAssociation
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{
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public:
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FInternalLightAssociation(FLightAssociation * asso);
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int Sprite() const { return m_sprite; }
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int Frame() const { return m_frame; }
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const FLightDefaults *Light() const { return m_AssocLight; }
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protected:
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int m_sprite;
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int m_frame;
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FLightDefaults * m_AssocLight;
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};
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typedef TFlags<LightFlag> LightFlags;
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DEFINE_TFLAGS_OPERATORS(LightFlags)
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struct FLightNode
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{
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FLightNode ** prevTarget;
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FLightNode * nextTarget;
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FLightNode ** prevLight;
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FLightNode * nextLight;
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ADynamicLight * lightsource;
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union
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{
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side_t * targLine;
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subsector_t * targSubsector;
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void * targ;
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};
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};
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//
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// Base class
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//
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// [CO] I merged everything together in this one class so that I don't have
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// to create and re-create an excessive amount of objects
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//
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class ADynamicLight : public AActor
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{
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friend class FLightDefaults;
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DECLARE_CLASS(ADynamicLight, AActor)
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public:
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virtual void Tick();
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void Serialize(FSerializer &arc);
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void PostSerialize();
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uint8_t GetRed() const { return args[LIGHT_RED]; }
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uint8_t GetGreen() const { return args[LIGHT_GREEN]; }
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uint8_t GetBlue() const { return args[LIGHT_BLUE]; }
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float GetRadius() const { return (IsActive() ? m_currentRadius * 2.f : 0.f); }
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void LinkLight();
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void UnlinkLight();
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size_t PointerSubstitution(DObject *old, DObject *notOld);
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void BeginPlay();
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void SetOrigin(double x, double y, double z, bool moving = false);
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void PostBeginPlay();
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void OnDestroy() override;
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void Activate(AActor *activator);
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void Deactivate(AActor *activator);
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void SetOffset(const DVector3 &pos);
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void UpdateLocation();
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bool IsOwned() const { return owned; }
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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 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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FLightNode * touching_sides;
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FLightNode * touching_subsectors;
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FLightNode * touching_sector;
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private:
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double DistToSeg(const DVector3 &pos, seg_t *seg);
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void CollectWithinRadius(const DVector3 &pos, subsector_t *subSec, float radius);
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protected:
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DVector3 m_off;
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float m_currentRadius;
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unsigned int m_lastUpdate;
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FCycler m_cycler;
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subsector_t * subsector;
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public:
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int m_tickCount;
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uint8_t lighttype;
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bool owned;
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bool halo;
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uint8_t color2[3];
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bool visibletoplayer;
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bool swapped;
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bool shadowmapped;
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int bufferindex;
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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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