gzdoom-gles/wadsrc/static/zscript/shared/dynlights.txt
Christoph Oelckers d654e02dea - rewrote dynamic lights to not use actors for the internal representation and made DynamicLight a purely scripted class.
This should be less of a drag on the playsim than having each light a separate actor. A quick check with ZDCMP2 showed that the light processing time was reduced to 1/3rd from 0.5 ms to 0.17 ms per tic.
It's also one native actor class less.
2019-01-01 19:35:55 +01:00

466 lines
6.3 KiB
Text

class DynamicLight : Actor
{
double SpotInnerAngle;
double SpotOuterAngle;
private int lighttype;
private int lightflags;
property SpotInnerAngle: SpotInnerAngle;
property SpotOuterAngle: SpotOuterAngle;
flagdef subtractive: lightflags, 0;
flagdef additive: lightflags, 1;
flagdef dontlightself: lightflags, 2;
flagdef attenuate: lightflags, 3;
flagdef noshadowmap: lightflags, 4;
flagdef dontlightactors: lightflags, 5;
flagdef spot: lightflags, 6;
enum EArgs
{
LIGHT_RED = 0,
LIGHT_GREEN = 1,
LIGHT_BLUE = 2,
LIGHT_INTENSITY = 3,
LIGHT_SECONDARY_INTENSITY = 4,
LIGHT_SCALE = 3,
};
enum ELightType
{
PointLight,
PulseLight,
FlickerLight,
RandomFlickerLight,
SectorLight,
DummyLight,
ColorPulseLight,
ColorFlickerLight,
RandomColorFlickerLight
};
native void SetOffset(Vector3 offset);
private native void AttachLight();
private native void ActivateLight();
private native void DeactivateLight();
Default
{
Height 0;
Radius 0.1;
FloatBobPhase 0;
RenderRadius -1;
DynamicLight.SpotInnerAngle 10;
DynamicLight.SpotOuterAngle 25;
+NOBLOCKMAP
+NOGRAVITY
+FIXMAPTHINGPOS
+INVISIBLE
}
//==========================================================================
//
//
//
//==========================================================================
override void Tick()
{
// Lights do not call the super method.
}
override void BeginPlay()
{
ChangeStatNum(STAT_DLIGHT);
AttachLight();
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
if (!(SpawnFlags & MTF_DORMANT))
{
Activate(self);
}
}
override void Activate(Actor activator)
{
bDormant = false;
ActivateLight();
}
override void Deactivate(Actor activator)
{
bDormant = true;
DeactivateLight();
}
}
class PointLight : DynamicLight
{
Default
{
DynamicLight.Type "Point";
}
}
class PointLightPulse : PointLight
{
Default
{
DynamicLight.Type "Pulse";
}
}
class PointLightFlicker : PointLight
{
Default
{
DynamicLight.Type "Flicker";
}
}
class SectorPointLight : PointLight
{
Default
{
DynamicLight.Type "Sector";
}
}
class PointLightFlickerRandom : PointLight
{
Default
{
DynamicLight.Type "RandomFlicker";
}
}
// DYNAMICLIGHT.ADDITIVE and DYNAMICLIGHT.SUBTRACTIVE are used by the lights for additive and subtractive lights
class PointLightAdditive : PointLight
{
Default
{
+DYNAMICLIGHT.ADDITIVE
}
}
class PointLightPulseAdditive : PointLightPulse
{
Default
{
+DYNAMICLIGHT.ADDITIVE
}
}
class PointLightFlickerAdditive : PointLightFlicker
{
Default
{
+DYNAMICLIGHT.ADDITIVE
}
}
class SectorPointLightAdditive : SectorPointLight
{
Default
{
+DYNAMICLIGHT.ADDITIVE
}
}
class PointLightFlickerRandomAdditive :PointLightFlickerRandom
{
Default
{
+DYNAMICLIGHT.ADDITIVE
}
}
class PointLightSubtractive : PointLight
{
Default
{
+DYNAMICLIGHT.SUBTRACTIVE
}
}
class PointLightPulseSubtractive : PointLightPulse
{
Default
{
+DYNAMICLIGHT.SUBTRACTIVE
}
}
class PointLightFlickerSubtractive : PointLightFlicker
{
Default
{
+DYNAMICLIGHT.SUBTRACTIVE
}
}
class SectorPointLightSubtractive : SectorPointLight
{
Default
{
+DYNAMICLIGHT.SUBTRACTIVE
}
}
class PointLightFlickerRandomSubtractive : PointLightFlickerRandom
{
Default
{
+DYNAMICLIGHT.SUBTRACTIVE
}
}
class PointLightAttenuated : PointLight
{
Default
{
+DYNAMICLIGHT.ATTENUATE
}
}
class PointLightPulseAttenuated : PointLightPulse
{
Default
{
+DYNAMICLIGHT.ATTENUATE
}
}
class PointLightFlickerAttenuated : PointLightFlicker
{
Default
{
+DYNAMICLIGHT.ATTENUATE
}
}
class SectorPointLightAttenuated : SectorPointLight
{
Default
{
+DYNAMICLIGHT.ATTENUATE
}
}
class PointLightFlickerRandomAttenuated :PointLightFlickerRandom
{
Default
{
+DYNAMICLIGHT.ATTENUATE
}
}
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
{
Default
{
DynamicLight.Type "Point";
}
override void BeginPlay ()
{
if (CurSector) AddZ(-CurSector.floorplane.ZatPoint(pos.XY), false); // z is absolute for Vavoom lights
Super.BeginPlay();
}
}
class VavoomLightWhite : VavoomLight
{
override void BeginPlay ()
{
args[LIGHT_INTENSITY] = args[0] * 4;
args[LIGHT_RED] = 128;
args[LIGHT_GREEN] = 128;
args[LIGHT_BLUE] = 128;
Super.BeginPlay();
}
}
class VavoomLightColor : VavoomLight
{
override void BeginPlay ()
{
int radius = args[0] * 4;
args[LIGHT_RED] = args[1] >> 1;
args[LIGHT_GREEN] = args[2] >> 1;
args[LIGHT_BLUE] = args[3] >> 1;
args[LIGHT_INTENSITY] = radius;
Super.BeginPlay();
}
}