mirror of
https://github.com/ZDoom/gzdoom-gles.git
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d654e02dea
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.
259 lines
7.8 KiB
C++
259 lines
7.8 KiB
C++
/*
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** _gl_dynlight.cpp
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** Light definitions for actors.
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**
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**---------------------------------------------------------------------------
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** Copyright 2003 Timothy Stump
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** Copyright 2005 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "r_state.h"
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#include "g_levellocals.h"
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#include "a_dynlight.h"
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//==========================================================================
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//
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// Dehacked aliasing
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//
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//==========================================================================
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inline PClassActor * GetRealType(PClassActor * ti)
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{
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PClassActor *rep = ti->GetReplacement(false);
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if (rep != ti && rep != NULL && rep->IsDescendantOf(NAME_DehackedPickup))
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{
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return rep;
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}
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return ti;
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}
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TDeletingArray<FLightDefaults *> LightDefaults;
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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FLightDefaults::FLightDefaults(FName name, ELightType type)
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{
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m_Name = name;
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m_type = type;
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}
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void FLightDefaults::ApplyProperties(FDynamicLight * light) const
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{
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auto oldtype = light->lighttype;
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light->m_active = true;
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light->lighttype = m_type;
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light->specialf1 = m_Param;
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light->pArgs = m_Args;
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light->lightflags &= ~(LF_ADDITIVE | LF_SUBTRACTIVE | LF_DONTLIGHTSELF | LF_SPOT);
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if (m_subtractive) light->lightflags |= LF_SUBTRACTIVE;
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if (m_additive) light->lightflags |= LF_ADDITIVE;
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if (m_dontlightself) light->lightflags |= LF_DONTLIGHTSELF;
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if (m_dontlightactors) light->lightflags |= LF_DONTLIGHTACTORS;
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if (m_spot)
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{
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light->lightflags |= LF_SPOT;
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light->pSpotInnerAngle = &m_spotInnerAngle;
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light->pSpotOuterAngle = &m_spotOuterAngle;
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if (m_explicitPitch) light->pPitch = &m_pitch;
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else light->pPitch = &light->target->Angles.Pitch;
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}
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light->m_tickCount = 0;
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if (m_type == PulseLight)
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{
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float pulseTime = float(m_Param / TICRATE);
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light->m_lastUpdate = level.maptime;
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if (m_swapped) light->m_cycler.SetParams(float(m_Args[LIGHT_SECONDARY_INTENSITY]), float(m_Args[LIGHT_INTENSITY]), pulseTime, oldtype == PulseLight);
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else light->m_cycler.SetParams(float(m_Args[LIGHT_INTENSITY]), float(m_Args[LIGHT_SECONDARY_INTENSITY]), pulseTime, oldtype == PulseLight);
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light->m_cycler.ShouldCycle(true);
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light->m_cycler.SetCycleType(CYCLE_Sin);
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light->m_currentRadius = (float)light->m_cycler.GetVal();
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if (light->m_currentRadius <= 0) light->m_currentRadius = 1;
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light->swapped = m_swapped;
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}
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switch (m_attenuate)
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{
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case 0: light->lightflags &= ~LF_ATTENUATE; break;
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case 1: light->lightflags |= LF_ATTENUATE; break;
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default: if (level.flags3 & LEVEL3_ATTENUATE) light->lightflags |= LF_ATTENUATE; else light->lightflags &= ~LF_ATTENUATE; break;
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}
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light->SetOffset(m_Pos); // this must be the last thing to do.
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}
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//==========================================================================
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//
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// light definition file parser
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//
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//==========================================================================
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extern int ScriptDepth;
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void AddLightDefaults(FLightDefaults *defaults, double attnFactor)
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{
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FLightDefaults *temp;
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unsigned int i;
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// remove duplicates
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for (i = 0; i < LightDefaults.Size(); i++)
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{
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temp = LightDefaults[i];
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if (temp->GetName() == defaults->GetName())
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{
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delete temp;
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LightDefaults.Delete(i);
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break;
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}
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}
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if (defaults->GetAttenuate())
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{
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defaults->SetArg(LIGHT_INTENSITY, int(defaults->GetArg(LIGHT_INTENSITY) * attnFactor));
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defaults->SetArg(LIGHT_SECONDARY_INTENSITY, int(defaults->GetArg(LIGHT_SECONDARY_INTENSITY) * attnFactor));
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}
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LightDefaults.Push(defaults);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FInternalLightAssociation::FInternalLightAssociation(FLightAssociation * asso)
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{
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m_AssocLight=NULL;
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for(unsigned int i=0;i<LightDefaults.Size();i++)
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{
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if (LightDefaults[i]->GetName() == asso->Light())
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{
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m_AssocLight = LightDefaults[i];
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break;
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}
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}
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m_sprite=-1;
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m_frame = -1;
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for (unsigned i = 0; i < sprites.Size (); ++i)
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{
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if (strncmp (sprites[i].name, asso->FrameName(), 4) == 0)
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{
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m_sprite = (int)i;
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break;
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}
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}
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// Only handle lights for full frames.
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// I won't bother with special lights for single rotations
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// because there is no decent use for them!
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if (strlen(asso->FrameName())==5 || asso->FrameName()[5]=='0')
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{
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m_frame = toupper(asso->FrameName()[4])-'A';
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}
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}
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//==========================================================================
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//
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// State lights
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//
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//==========================================================================
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static TArray<FName> ParsedStateLights;
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TArray<FLightDefaults *> StateLights;
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void InitializeActorLights(TArray<FLightAssociation> &LightAssociations)
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{
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for(unsigned int i=0;i<LightAssociations.Size();i++)
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{
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PClassActor * ti = PClass::FindActor(LightAssociations[i].ActorName());
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if (ti)
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{
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ti = GetRealType(ti);
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// put this in the class data arena so that we do not have to worry about deleting it ourselves.
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void *mem = ClassDataAllocator.Alloc(sizeof(FInternalLightAssociation));
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FInternalLightAssociation * iasso = new(mem) FInternalLightAssociation(&LightAssociations[i]);
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if (iasso->Light() != nullptr)
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ti->ActorInfo()->LightAssociations.Push(iasso);
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}
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}
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StateLights.Resize(ParsedStateLights.Size()+1);
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for(unsigned i=0; i<ParsedStateLights.Size();i++)
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{
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if (ParsedStateLights[i] != NAME_None)
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{
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StateLights[i] = (FLightDefaults*)-1; // something invalid that's not NULL.
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for(unsigned int j=0;j<LightDefaults.Size();j++)
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{
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if (LightDefaults[j]->GetName() == ParsedStateLights[i])
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{
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StateLights[i] = LightDefaults[j];
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break;
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}
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}
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}
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else StateLights[i] = NULL;
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}
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StateLights[StateLights.Size()-1] = NULL; // terminator
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ParsedStateLights.Clear();
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ParsedStateLights.ShrinkToFit();
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void AddStateLight(FState *State, const char *lname)
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{
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if (State->Light == 0)
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{
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ParsedStateLights.Push(NAME_None);
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State->Light = ParsedStateLights.Push(FName(lname));
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}
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else
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{
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ParsedStateLights.Push(FName(lname));
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}
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}
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