mirror of
https://github.com/ZDoom/gzdoom-gles.git
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263 lines
8.1 KiB
C++
263 lines
8.1 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2002-2016 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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** gl_light.cpp
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** Light level / fog management / dynamic lights
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**
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*/
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#include "gl/system/gl_system.h"
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#include "c_dispatch.h"
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#include "p_local.h"
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#include "p_effect.h"
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#include "vectors.h"
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#include "g_level.h"
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#include "g_levellocals.h"
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#include "actorinlines.h"
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#include "gl/system/gl_cvars.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_lightdata.h"
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#include "gl/dynlights/gl_dynlight.h"
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#include "gl/scene/gl_drawinfo.h"
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#include "gl/scene/gl_portal.h"
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#include "gl/shaders/gl_shader.h"
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#include "gl/textures/gl_material.h"
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#include "gl/dynlights/gl_lightbuffer.h"
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template<class T>
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T smoothstep(const T edge0, const T edge1, const T x)
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{
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auto t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);
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return t * t * (3.0 - 2.0 * t);
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}
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//==========================================================================
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//
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// Sets a single light value from all dynamic lights affecting the specified location
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//
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//==========================================================================
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void gl_SetDynSpriteLight(AActor *self, float x, float y, float z, subsector_t * subsec)
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{
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ADynamicLight *light;
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float frac, lr, lg, lb;
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float radius;
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float out[3] = { 0.0f, 0.0f, 0.0f };
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// Go through both light lists
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FLightNode * node = subsec->lighthead;
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while (node)
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{
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light=node->lightsource;
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if (light->visibletoplayer && !(light->flags2&MF2_DORMANT) && (!(light->lightflags&LF_DONTLIGHTSELF) || light->target != self || !self) && !(light->lightflags&LF_DONTLIGHTACTORS))
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{
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float dist;
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FVector3 L;
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// This is a performance critical section of code where we cannot afford to let the compiler decide whether to inline the function or not.
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// This will do the calculations explicitly rather than calling one of AActor's utility functions.
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if (level.Displacements.size > 0)
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{
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int fromgroup = light->Sector->PortalGroup;
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int togroup = subsec->sector->PortalGroup;
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if (fromgroup == togroup || fromgroup == 0 || togroup == 0) goto direct;
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DVector2 offset = level.Displacements.getOffset(fromgroup, togroup);
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L = FVector3(x - light->X() - offset.X, y - light->Y() - offset.Y, z - light->Z());
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}
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else
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{
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direct:
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L = FVector3(x - light->X(), y - light->Y(), z - light->Z());
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}
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dist = L.LengthSquared();
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radius = light->GetRadius();
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if (dist < radius * radius)
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{
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dist = sqrtf(dist); // only calculate the square root if we really need it.
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frac = 1.0f - (dist / radius);
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if (light->IsSpot())
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{
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L *= -1.0f / dist;
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DAngle negPitch = -light->Angles.Pitch;
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double xyLen = negPitch.Cos();
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double spotDirX = -light->Angles.Yaw.Cos() * xyLen;
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double spotDirY = -light->Angles.Yaw.Sin() * xyLen;
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double spotDirZ = -negPitch.Sin();
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double cosDir = L.X * spotDirX + L.Y * spotDirY + L.Z * spotDirZ;
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frac *= (float)smoothstep(light->SpotOuterAngle.Cos(), light->SpotInnerAngle.Cos(), cosDir);
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}
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if (frac > 0 && GLRenderer->mShadowMap.ShadowTest(light, { x, y, z }))
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{
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lr = light->GetRed() / 255.0f;
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lg = light->GetGreen() / 255.0f;
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lb = light->GetBlue() / 255.0f;
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if (light->IsSubtractive())
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{
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float bright = FVector3(lr, lg, lb).Length();
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FVector3 lightColor(lr, lg, lb);
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lr = (bright - lr) * -1;
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lg = (bright - lg) * -1;
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lb = (bright - lb) * -1;
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}
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out[0] += lr * frac;
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out[1] += lg * frac;
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out[2] += lb * frac;
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}
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}
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}
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node = node->nextLight;
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}
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gl_RenderState.SetDynLight(out[0], out[1], out[2]);
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}
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void gl_SetDynSpriteLight(AActor *thing, particle_t *particle)
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{
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if (thing != NULL)
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{
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gl_SetDynSpriteLight(thing, thing->X(), thing->Y(), thing->Center(), thing->subsector);
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}
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else if (particle != NULL)
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{
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gl_SetDynSpriteLight(NULL, particle->Pos.X, particle->Pos.Y, particle->Pos.Z, particle->subsector);
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}
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}
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// Check if circle potentially intersects with node AABB
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static bool CheckBBoxCircle(float *bbox, float x, float y, float radiusSquared)
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{
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float centerX = (bbox[BOXRIGHT] + bbox[BOXLEFT]) * 0.5f;
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float centerY = (bbox[BOXBOTTOM] + bbox[BOXTOP]) * 0.5f;
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float extentX = (bbox[BOXRIGHT] - bbox[BOXLEFT]) * 0.5f;
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float extentY = (bbox[BOXBOTTOM] - bbox[BOXTOP]) * 0.5f;
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float aabbRadiusSquared = extentX * extentX + extentY * extentY;
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x -= centerX;
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y -= centerY;
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float dist = x * x + y * y;
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return dist <= radiusSquared + aabbRadiusSquared;
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}
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template<typename Callback>
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void BSPNodeWalkCircle(void *node, float x, float y, float radiusSquared, const Callback &callback)
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{
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while (!((size_t)node & 1))
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{
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node_t *bsp = (node_t *)node;
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if (CheckBBoxCircle(bsp->bbox[0], x, y, radiusSquared))
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BSPNodeWalkCircle(bsp->children[0], x, y, radiusSquared, callback);
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if (!CheckBBoxCircle(bsp->bbox[1], x, y, radiusSquared))
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return;
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node = bsp->children[1];
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}
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subsector_t *sub = (subsector_t *)((uint8_t *)node - 1);
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callback(sub);
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}
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template<typename Callback>
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void BSPWalkCircle(float x, float y, float radiusSquared, const Callback &callback)
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{
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if (level.nodes.Size() == 0)
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callback(&level.subsectors[0]);
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else
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BSPNodeWalkCircle(level.HeadNode(), x, y, radiusSquared, callback);
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}
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int gl_SetDynModelLight(AActor *self, int dynlightindex)
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{
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static FDynLightData modellightdata; // If this ever gets multithreaded, this variable must either be made non-static or thread_local.
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// For deferred light mode this function gets called twice. First time for list upload, and second for draw.
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if (gl.lightmethod == LM_DEFERRED && dynlightindex != -1)
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{
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gl_RenderState.SetDynLight(0, 0, 0);
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return dynlightindex;
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}
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// Legacy render path gets the old flat model light
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if (gl.lightmethod == LM_LEGACY)
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{
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gl_SetDynSpriteLight(self, nullptr);
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return -1;
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}
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modellightdata.Clear();
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if (self)
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{
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static std::vector<ADynamicLight*> addedLights; // static so that we build up a reserve (memory allocations stop)
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addedLights.clear();
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float x = self->X();
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float y = self->Y();
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float z = self->Center();
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float radiusSquared = self->renderradius * self->renderradius;
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BSPWalkCircle(x, y, radiusSquared, [&](subsector_t *subsector) // Iterate through all subsectors potentially touched by actor
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{
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FLightNode * node = subsector->lighthead;
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while (node) // check all lights touching a subsector
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{
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ADynamicLight *light = node->lightsource;
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if (light->visibletoplayer && !(light->flags2&MF2_DORMANT) && (!(light->lightflags&LF_DONTLIGHTSELF) || light->target != self) && !(light->lightflags&LF_DONTLIGHTACTORS))
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{
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int group = subsector->sector->PortalGroup;
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DVector3 pos = light->PosRelative(group);
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float radius = light->GetRadius() + self->renderradius;
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double dx = pos.X - x;
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double dy = pos.Y - y;
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double dz = pos.Z - z;
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double distSquared = dx * dx + dy * dy + dz * dz;
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if (distSquared < radius * radius) // Light and actor touches
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{
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if (std::find(addedLights.begin(), addedLights.end(), light) == addedLights.end()) // Check if we already added this light from a different subsector
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{
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gl_AddLightToList(group, light, modellightdata);
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addedLights.push_back(light);
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}
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}
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}
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node = node->nextLight;
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}
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});
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}
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dynlightindex = GLRenderer->mLights->UploadLights(modellightdata);
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if (gl.lightmethod != LM_DEFERRED)
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{
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gl_RenderState.SetDynLight(0, 0, 0);
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}
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return dynlightindex;
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}
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