gzdoom-gles/src/g_shared/a_dynlight.h
Christoph Oelckers b03c329ec6 - moved all GLDEFS parsing into a dedicated source file.
- 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
2018-08-19 20:56:49 +02:00

233 lines
5.7 KiB
C++

#pragma once
#include "c_cvars.h"
#include "actor.h"
#include "cycler.h"
EXTERN_CVAR(Bool, gl_lights)
EXTERN_CVAR(Bool, gl_attachedlights)
class ADynamicLight;
class FSerializer;
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<LightFlag> 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_subsectors;
FLightNode * touching_sector;
private:
double DistToSeg(const DVector3 &pos, seg_t *seg);
void CollectWithinRadius(const DVector3 &pos, subsector_t *subSec, 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 = 10.0;
DAngle SpotOuterAngle = 25.0;
};