mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-14 22:31:57 +00:00
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.
926 lines
24 KiB
C++
926 lines
24 KiB
C++
//
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// Copyright(C) 2004-2016 Christoph Oelckers
|
|
// All rights reserved.
|
|
//
|
|
// This program is free software: you can redistribute it and/or modify
|
|
// it under the terms of the GNU Lesser General Public License as published by
|
|
// the Free Software Foundation, either version 3 of the License, or
|
|
// (at your option) any later version.
|
|
//
|
|
// This program is distributed in the hope that it will be useful,
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
// GNU Lesser General Public License for more details.
|
|
//
|
|
// You should have received a copy of the GNU Lesser General Public License
|
|
// along with this program. If not, see http://www.gnu.org/licenses/
|
|
//
|
|
//--------------------------------------------------------------------------
|
|
//
|
|
/*
|
|
** a_dynlight.cpp
|
|
** Implements actors representing dynamic lights (hardware independent)
|
|
**
|
|
**
|
|
** all functions marked with [TS] are licensed under
|
|
**---------------------------------------------------------------------------
|
|
** Copyright 2003 Timothy Stump
|
|
** All rights reserved.
|
|
**
|
|
** Redistribution and use in source and binary forms, with or without
|
|
** modification, are permitted provided that the following conditions
|
|
** are met:
|
|
**
|
|
** 1. Redistributions of source code must retain the above copyright
|
|
** notice, this list of conditions and the following disclaimer.
|
|
** 2. Redistributions in binary form must reproduce the above copyright
|
|
** notice, this list of conditions and the following disclaimer in the
|
|
** documentation and/or other materials provided with the distribution.
|
|
** 3. The name of the author may not be used to endorse or promote products
|
|
** derived from this software without specific prior written permission.
|
|
**
|
|
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
|
|
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
|
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
|
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
|
|
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
|
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
|
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
**---------------------------------------------------------------------------
|
|
**
|
|
*/
|
|
|
|
#include "c_dispatch.h"
|
|
#include "thingdef.h"
|
|
#include "r_utility.h"
|
|
#include "doomstat.h"
|
|
#include "serializer.h"
|
|
#include "g_levellocals.h"
|
|
#include "a_dynlight.h"
|
|
#include "actorinlines.h"
|
|
#include "memarena.h"
|
|
|
|
static FMemArena DynLightArena(sizeof(FDynamicLight) * 200);
|
|
static TArray<FDynamicLight*> FreeList;
|
|
static FRandom randLight;
|
|
|
|
CUSTOM_CVAR (Bool, gl_lights, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
|
|
{
|
|
if (self) AActor::RecreateAllAttachedLights();
|
|
else AActor::DeleteAllAttachedLights();
|
|
}
|
|
|
|
CVAR (Bool, gl_attachedlights, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
|
|
|
|
//==========================================================================
|
|
//
|
|
//==========================================================================
|
|
DEFINE_SCRIPTED_PROPERTY(type, S, DynamicLight)
|
|
{
|
|
PROP_STRING_PARM(str, 0);
|
|
static const char * ltype_names[]={
|
|
"Point","Pulse","Flicker","Sector","RandomFlicker", "ColorPulse", "ColorFlicker", "RandomColorFlicker", nullptr};
|
|
|
|
static const int ltype_values[]={
|
|
PointLight, PulseLight, FlickerLight, SectorLight, RandomFlickerLight, ColorPulseLight, ColorFlickerLight, RandomColorFlickerLight };
|
|
|
|
int style = MatchString(str, ltype_names);
|
|
if (style < 0) I_Error("Unknown light type '%s'", str);
|
|
defaults->IntVar(NAME_lighttype) = ltype_values[style];
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
static FDynamicLight *GetLight()
|
|
{
|
|
FDynamicLight *ret;
|
|
if (FreeList.Size())
|
|
{
|
|
FreeList.Pop(ret);
|
|
}
|
|
else ret = (FDynamicLight*)DynLightArena.Alloc(sizeof(FDynamicLight));
|
|
memset(ret, 0, sizeof(*ret));
|
|
ret->next = level.lights;
|
|
level.lights = ret;
|
|
if (ret->next) ret->next->prev = ret;
|
|
ret->visibletoplayer = true;
|
|
ret->mShadowmapIndex = 1024;
|
|
ret->Pos.X = -10000000; // not a valid coordinate.
|
|
return ret;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// Attaches a dynamic light descriptor to a dynamic light actor.
|
|
// Owned lights do not use this function.
|
|
//
|
|
//==========================================================================
|
|
|
|
void AttachLight(AActor *self)
|
|
{
|
|
auto light = GetLight();
|
|
|
|
light->pSpotInnerAngle = &self->AngleVar(NAME_SpotInnerAngle);
|
|
light->pSpotOuterAngle = &self->AngleVar(NAME_SpotOuterAngle);
|
|
light->pPitch = &self->Angles.Pitch;
|
|
light->pArgs = self->args;
|
|
light->specialf1 = DAngle(double(self->SpawnAngle)).Normalized360().Degrees;
|
|
light->Sector = self->Sector;
|
|
light->target = self;
|
|
light->lightflags.FromInt(self->IntVar(NAME_lightflags));
|
|
light->mShadowmapIndex = 1024;
|
|
light->m_active = false;
|
|
light->visibletoplayer = true;
|
|
light->lighttype = (uint8_t)self->IntVar(NAME_lighttype);
|
|
self->AttachedLights.Push(light);
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION_NATIVE(ADynamicLight, AttachLight, AttachLight)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
AttachLight(self);
|
|
return 0;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void ActivateLight(AActor *self)
|
|
{
|
|
for (auto l : self->AttachedLights) l->Activate();
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION_NATIVE(ADynamicLight, ActivateLight, ActivateLight)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
ActivateLight(self);
|
|
return 0;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void DeactivateLight(AActor *self)
|
|
{
|
|
for (auto l : self->AttachedLights) l->Activate();
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION_NATIVE(ADynamicLight, DeactivateLight, DeactivateLight)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
DeactivateLight(self);
|
|
return 0;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
static void SetOffset(AActor *self, double x, double y, double z)
|
|
{
|
|
for (auto l : self->AttachedLights)
|
|
{
|
|
l->SetOffset(DVector3(x, y, z));
|
|
}
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION_NATIVE(ADynamicLight, SetOffset, SetOffset)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
PARAM_FLOAT(x);
|
|
PARAM_FLOAT(y);
|
|
PARAM_FLOAT(z);
|
|
SetOffset(self, x, y, z);
|
|
return 0;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FDynamicLight::ReleaseLight()
|
|
{
|
|
assert(prev != nullptr || this == level.lights);
|
|
if (prev != nullptr) prev->next = next;
|
|
else level.lights = next;
|
|
if (next != nullptr) next->prev = prev;
|
|
prev = nullptr;
|
|
FreeList.Push(this);
|
|
Printf("Releasing %p\n", this);
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// [TS]
|
|
//
|
|
//==========================================================================
|
|
void FDynamicLight::Activate()
|
|
{
|
|
m_active = true;
|
|
m_currentRadius = float(GetIntensity());
|
|
m_tickCount = 0;
|
|
|
|
if (lighttype == PulseLight)
|
|
{
|
|
float pulseTime = float(specialf1 / TICRATE);
|
|
|
|
m_lastUpdate = level.maptime;
|
|
if (!swapped) m_cycler.SetParams(float(GetSecondaryIntensity()), float(GetIntensity()), pulseTime);
|
|
else m_cycler.SetParams(float(GetIntensity()), float(GetSecondaryIntensity()), pulseTime);
|
|
m_cycler.ShouldCycle(true);
|
|
m_cycler.SetCycleType(CYCLE_Sin);
|
|
m_currentRadius = float(m_cycler.GetVal());
|
|
}
|
|
if (m_currentRadius <= 0) m_currentRadius = 1;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// [TS]
|
|
//
|
|
//==========================================================================
|
|
void FDynamicLight::Tick()
|
|
{
|
|
if (!target)
|
|
{
|
|
delete this;
|
|
return;
|
|
}
|
|
|
|
if (owned)
|
|
{
|
|
if (!target->state)
|
|
{
|
|
delete this;
|
|
return;
|
|
}
|
|
if (target->flags & MF_UNMORPHED)
|
|
{
|
|
m_active = false;
|
|
return;
|
|
}
|
|
visibletoplayer = target->IsVisibleToPlayer(); // cache this value for the renderer to speed up calculations.
|
|
}
|
|
|
|
// Don't bother if the light won't be shown
|
|
if (!IsActive()) return;
|
|
|
|
// I am doing this with a type field so that I can dynamically alter the type of light
|
|
// without having to create or maintain multiple objects.
|
|
switch(lighttype)
|
|
{
|
|
case PulseLight:
|
|
{
|
|
float diff = (level.maptime - m_lastUpdate) / (float)TICRATE;
|
|
|
|
m_lastUpdate = level.maptime;
|
|
m_cycler.Update(diff);
|
|
m_currentRadius = float(m_cycler.GetVal());
|
|
break;
|
|
}
|
|
|
|
case FlickerLight:
|
|
{
|
|
int rnd = randLight(360);
|
|
m_currentRadius = float((rnd >= int(specialf1))? GetIntensity() : GetSecondaryIntensity());
|
|
break;
|
|
}
|
|
|
|
case RandomFlickerLight:
|
|
{
|
|
int flickerRange = GetSecondaryIntensity() - GetIntensity();
|
|
float amt = randLight() / 255.f;
|
|
|
|
if (m_tickCount > specialf1)
|
|
{
|
|
m_tickCount = 0;
|
|
}
|
|
if (m_tickCount++ == 0 || m_currentRadius > GetSecondaryIntensity())
|
|
{
|
|
m_currentRadius = float(GetIntensity() + (amt * flickerRange));
|
|
}
|
|
break;
|
|
}
|
|
|
|
#if 0
|
|
// These need some more work elsewhere
|
|
case ColorFlickerLight:
|
|
{
|
|
int rnd = randLight();
|
|
float pct = specialf1/360.f;
|
|
|
|
m_currentRadius = m_Radius[rnd >= pct * 255];
|
|
break;
|
|
}
|
|
|
|
case RandomColorFlickerLight:
|
|
{
|
|
int flickerRange = GetSecondaryIntensity() - GetIntensity();
|
|
float amt = randLight() / 255.f;
|
|
|
|
m_tickCount++;
|
|
|
|
if (m_tickCount > specialf1)
|
|
{
|
|
m_currentRadius = GetIntensity() + (amt * flickerRange);
|
|
m_tickCount = 0;
|
|
}
|
|
break;
|
|
}
|
|
#endif
|
|
|
|
case SectorLight:
|
|
{
|
|
float intensity;
|
|
float scale = GetIntensity() / 8.f;
|
|
|
|
if (scale == 0.f) scale = 1.f;
|
|
|
|
intensity = Sector->lightlevel * scale;
|
|
intensity = clamp<float>(intensity, 0.f, 255.f);
|
|
|
|
m_currentRadius = intensity;
|
|
break;
|
|
}
|
|
|
|
case PointLight:
|
|
m_currentRadius = float(GetIntensity());
|
|
break;
|
|
}
|
|
if (m_currentRadius <= 0) m_currentRadius = 1;
|
|
UpdateLocation();
|
|
}
|
|
|
|
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
void FDynamicLight::UpdateLocation()
|
|
{
|
|
double oldx= X();
|
|
double oldy= Y();
|
|
float oldradius = radius;
|
|
|
|
if (IsActive())
|
|
{
|
|
AActor *target = this->target; // perform the read barrier only once.
|
|
|
|
// Offset is calculated in relation to the owning actor.
|
|
DAngle angle = target->Angles.Yaw;
|
|
double s = angle.Sin();
|
|
double c = angle.Cos();
|
|
|
|
Pos = target->Vec3Offset(m_off.X * c + m_off.Y * s, m_off.X * s - m_off.Y * c, m_off.Z + target->GetBobOffset());
|
|
Sector = target->subsector->sector; // Get the render sector. target->Sector is the sector according to play logic.
|
|
|
|
// Some z-coordinate fudging to prevent the light from getting too close to the floor or ceiling planes. With proper attenuation this would render them invisible.
|
|
// A distance of 5 is needed so that the light's effect doesn't become too small.
|
|
if (Z() < target->floorz + 5.) Pos.Z = target->floorz + 5.;
|
|
else if (Z() > target->ceilingz - 5.) Pos.Z = target->ceilingz - 5.;
|
|
|
|
// The radius being used here is always the maximum possible with the
|
|
// current settings. This avoids constant relinking of flickering lights
|
|
|
|
float intensity;
|
|
|
|
if (lighttype == FlickerLight || lighttype == RandomFlickerLight || lighttype == PulseLight)
|
|
{
|
|
intensity = float(MAX(GetIntensity(), GetSecondaryIntensity()));
|
|
}
|
|
else
|
|
{
|
|
intensity = m_currentRadius;
|
|
}
|
|
radius = intensity * 2.0f;
|
|
if (radius < m_currentRadius * 2) radius = m_currentRadius * 2;
|
|
|
|
if (X() != oldx || Y() != oldy || radius != oldradius)
|
|
{
|
|
//Update the light lists
|
|
LinkLight();
|
|
}
|
|
}
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
// These have been copied from the secnode code and modified for the light links
|
|
//
|
|
// P_AddSecnode() searches the current list to see if this sector is
|
|
// already there. If not, it adds a sector node at the head of the list of
|
|
// sectors this object appears in. This is called when creating a list of
|
|
// nodes that will get linked in later. Returns a pointer to the new node.
|
|
//
|
|
//=============================================================================
|
|
|
|
FLightNode * AddLightNode(FLightNode ** thread, void * linkto, FDynamicLight * light, FLightNode *& nextnode)
|
|
{
|
|
FLightNode * node;
|
|
|
|
node = nextnode;
|
|
while (node)
|
|
{
|
|
if (node->targ==linkto) // Already have a node for this sector?
|
|
{
|
|
node->lightsource = light; // Yes. Setting m_thing says 'keep it'.
|
|
return(nextnode);
|
|
}
|
|
node = node->nextTarget;
|
|
}
|
|
|
|
// Couldn't find an existing node for this sector. Add one at the head
|
|
// of the list.
|
|
|
|
node = new FLightNode;
|
|
|
|
node->targ = linkto;
|
|
node->lightsource = light;
|
|
|
|
node->prevTarget = &nextnode;
|
|
node->nextTarget = nextnode;
|
|
|
|
if (nextnode) nextnode->prevTarget = &node->nextTarget;
|
|
|
|
// Add new node at head of sector thread starting at s->touching_thinglist
|
|
|
|
node->prevLight = thread;
|
|
node->nextLight = *thread;
|
|
if (node->nextLight) node->nextLight->prevLight=&node->nextLight;
|
|
*thread = node;
|
|
return(node);
|
|
}
|
|
|
|
|
|
//=============================================================================
|
|
//
|
|
// P_DelSecnode() deletes a sector node from the list of
|
|
// sectors this object appears in. Returns a pointer to the next node
|
|
// on the linked list, or nullptr.
|
|
//
|
|
//=============================================================================
|
|
|
|
static FLightNode * DeleteLightNode(FLightNode * node)
|
|
{
|
|
FLightNode * tn; // next node on thing thread
|
|
|
|
if (node)
|
|
{
|
|
|
|
*node->prevTarget = node->nextTarget;
|
|
if (node->nextTarget) node->nextTarget->prevTarget=node->prevTarget;
|
|
|
|
*node->prevLight = node->nextLight;
|
|
if (node->nextLight) node->nextLight->prevLight=node->prevLight;
|
|
|
|
// Return this node to the freelist
|
|
tn=node->nextTarget;
|
|
delete node;
|
|
return(tn);
|
|
}
|
|
return(nullptr);
|
|
} // phares 3/13/98
|
|
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// Gets the light's distance to a line
|
|
//
|
|
//==========================================================================
|
|
|
|
double FDynamicLight::DistToSeg(const DVector3 &pos, vertex_t *start, vertex_t *end)
|
|
{
|
|
double u, px, py;
|
|
|
|
double seg_dx = end->fX() - start->fX();
|
|
double seg_dy = end->fY() - start->fY();
|
|
double seg_length_sq = seg_dx * seg_dx + seg_dy * seg_dy;
|
|
|
|
u = (((pos.X - start->fX()) * seg_dx) + (pos.Y - start->fY()) * seg_dy) / seg_length_sq;
|
|
if (u < 0.) u = 0.; // clamp the test point to the line segment
|
|
else if (u > 1.) u = 1.;
|
|
|
|
px = start->fX() + (u * seg_dx);
|
|
py = start->fY() + (u * seg_dy);
|
|
|
|
px -= pos.X;
|
|
py -= pos.Y;
|
|
|
|
return (px*px) + (py*py);
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// Collect all touched sidedefs and subsectors
|
|
// to sidedefs and sector parts.
|
|
//
|
|
//==========================================================================
|
|
struct LightLinkEntry
|
|
{
|
|
FSection *sect;
|
|
DVector3 pos;
|
|
};
|
|
static TArray<LightLinkEntry> collected_ss;
|
|
|
|
void FDynamicLight::CollectWithinRadius(const DVector3 &opos, FSection *section, float radius)
|
|
{
|
|
if (!section) return;
|
|
collected_ss.Clear();
|
|
collected_ss.Push({ section, opos });
|
|
section->validcount = dl_validcount;
|
|
|
|
bool hitonesidedback = false;
|
|
for (unsigned i = 0; i < collected_ss.Size(); i++)
|
|
{
|
|
auto &pos = collected_ss[i].pos;
|
|
section = collected_ss[i].sect;
|
|
|
|
touching_sector = AddLightNode(§ion->lighthead, section, this, touching_sector);
|
|
|
|
|
|
auto processSide = [&](side_t *sidedef, const vertex_t *v1, const vertex_t *v2)
|
|
{
|
|
auto linedef = sidedef->linedef;
|
|
if (linedef && linedef->validcount != ::validcount)
|
|
{
|
|
// light is in front of the seg
|
|
if ((pos.Y - v1->fY()) * (v2->fX() - v1->fX()) + (v1->fX() - pos.X) * (v2->fY() - v1->fY()) <= 0)
|
|
{
|
|
linedef->validcount = ::validcount;
|
|
touching_sides = AddLightNode(&sidedef->lighthead, sidedef, this, touching_sides);
|
|
}
|
|
else if (linedef->sidedef[0] == sidedef && linedef->sidedef[1] == nullptr)
|
|
{
|
|
hitonesidedback = true;
|
|
}
|
|
}
|
|
if (linedef)
|
|
{
|
|
FLinePortal *port = linedef->getPortal();
|
|
if (port && port->mType == PORTT_LINKED)
|
|
{
|
|
line_t *other = port->mDestination;
|
|
if (other->validcount != ::validcount)
|
|
{
|
|
subsector_t *othersub = R_PointInSubsector(other->v1->fPos() + other->Delta() / 2);
|
|
FSection *othersect = othersub->section;
|
|
if (othersect->validcount != ::validcount)
|
|
{
|
|
othersect->validcount = ::validcount;
|
|
collected_ss.Push({ othersect, PosRelative(other->frontsector->PortalGroup) });
|
|
}
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
for (auto &segment : section->segments)
|
|
{
|
|
// check distance from x/y to seg and if within radius add this seg and, if present the opposing subsector (lather/rinse/repeat)
|
|
// If out of range we do not need to bother with this seg.
|
|
if (DistToSeg(pos, segment.start, segment.end) <= radius)
|
|
{
|
|
auto sidedef = segment.sidedef;
|
|
if (sidedef)
|
|
{
|
|
processSide(sidedef, segment.start, segment.end);
|
|
}
|
|
|
|
auto partner = segment.partner;
|
|
if (partner)
|
|
{
|
|
FSection *sect = partner->section;
|
|
if (sect != nullptr && sect->validcount != dl_validcount)
|
|
{
|
|
sect->validcount = dl_validcount;
|
|
collected_ss.Push({ sect, pos });
|
|
}
|
|
}
|
|
}
|
|
}
|
|
for (auto side : section->sides)
|
|
{
|
|
auto v1 = side->V1(), v2 = side->V2();
|
|
if (DistToSeg(pos, v1, v2) <= radius)
|
|
{
|
|
processSide(side, v1, v2);
|
|
}
|
|
}
|
|
sector_t *sec = section->sector;
|
|
if (!sec->PortalBlocksSight(sector_t::ceiling))
|
|
{
|
|
line_t *other = section->segments[0].sidedef->linedef;
|
|
if (sec->GetPortalPlaneZ(sector_t::ceiling) < Z() + radius)
|
|
{
|
|
DVector2 refpos = other->v1->fPos() + other->Delta() / 2 + sec->GetPortalDisplacement(sector_t::ceiling);
|
|
subsector_t *othersub = R_PointInSubsector(refpos);
|
|
FSection *othersect = othersub->section;
|
|
if (othersect->validcount != dl_validcount)
|
|
{
|
|
othersect->validcount = dl_validcount;
|
|
collected_ss.Push({ othersect, PosRelative(othersub->sector->PortalGroup) });
|
|
}
|
|
}
|
|
}
|
|
if (!sec->PortalBlocksSight(sector_t::floor))
|
|
{
|
|
line_t *other = section->segments[0].sidedef->linedef;
|
|
if (sec->GetPortalPlaneZ(sector_t::floor) > Z() - radius)
|
|
{
|
|
DVector2 refpos = other->v1->fPos() + other->Delta() / 2 + sec->GetPortalDisplacement(sector_t::floor);
|
|
subsector_t *othersub = R_PointInSubsector(refpos);
|
|
FSection *othersect = othersub->section;
|
|
if (othersect->validcount != dl_validcount)
|
|
{
|
|
othersect->validcount = dl_validcount;
|
|
collected_ss.Push({ othersect, PosRelative(othersub->sector->PortalGroup) });
|
|
}
|
|
}
|
|
}
|
|
}
|
|
shadowmapped = hitonesidedback && !(lightflags & LF_NOSHADOWMAP);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Link the light into the world
|
|
//
|
|
//==========================================================================
|
|
|
|
void FDynamicLight::LinkLight()
|
|
{
|
|
// mark the old light nodes
|
|
FLightNode * node;
|
|
|
|
node = touching_sides;
|
|
while (node)
|
|
{
|
|
node->lightsource = nullptr;
|
|
node = node->nextTarget;
|
|
}
|
|
node = touching_sector;
|
|
while (node)
|
|
{
|
|
node->lightsource = nullptr;
|
|
node = node->nextTarget;
|
|
}
|
|
|
|
if (radius>0)
|
|
{
|
|
// passing in radius*radius allows us to do a distance check without any calls to sqrt
|
|
FSection *sect = R_PointInSubsector(Pos)->section;
|
|
|
|
dl_validcount++;
|
|
::validcount++;
|
|
CollectWithinRadius(Pos, sect, float(radius*radius));
|
|
|
|
}
|
|
|
|
// Now delete any nodes that won't be used. These are the ones where
|
|
// m_thing is still nullptr.
|
|
|
|
node = touching_sides;
|
|
while (node)
|
|
{
|
|
if (node->lightsource == nullptr)
|
|
{
|
|
node = DeleteLightNode(node);
|
|
}
|
|
else
|
|
node = node->nextTarget;
|
|
}
|
|
|
|
node = touching_sector;
|
|
while (node)
|
|
{
|
|
if (node->lightsource == nullptr)
|
|
{
|
|
node = DeleteLightNode(node);
|
|
}
|
|
else
|
|
node = node->nextTarget;
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// Deletes the link lists
|
|
//
|
|
//==========================================================================
|
|
void FDynamicLight::UnlinkLight ()
|
|
{
|
|
while (touching_sides) touching_sides = DeleteLightNode(touching_sides);
|
|
while (touching_sector) touching_sector = DeleteLightNode(touching_sector);
|
|
shadowmapped = false;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void AActor::AttachLight(unsigned int count, const FLightDefaults *lightdef)
|
|
{
|
|
FDynamicLight *light;
|
|
|
|
if (count < AttachedLights.Size())
|
|
{
|
|
light = AttachedLights[count];
|
|
assert(light != nullptr);
|
|
}
|
|
else
|
|
{
|
|
light = GetLight();
|
|
light->SetActor(this, true);
|
|
AttachedLights.Push(light);
|
|
}
|
|
lightdef->ApplyProperties(light);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// per-state light adjustment
|
|
//
|
|
//==========================================================================
|
|
extern TArray<FLightDefaults *> StateLights;
|
|
|
|
void AActor::SetDynamicLights()
|
|
{
|
|
TArray<FInternalLightAssociation *> & LightAssociations = GetInfo()->LightAssociations;
|
|
unsigned int count = 0;
|
|
|
|
if (state == nullptr) return;
|
|
if (LightAssociations.Size() > 0)
|
|
{
|
|
unsigned int i;
|
|
|
|
for (i = 0; i < LightAssociations.Size(); i++)
|
|
{
|
|
if (LightAssociations[i]->Sprite() == sprite &&
|
|
(LightAssociations[i]->Frame()==frame || LightAssociations[i]->Frame()==-1))
|
|
{
|
|
AttachLight(count++, LightAssociations[i]->Light());
|
|
}
|
|
}
|
|
}
|
|
if (count == 0 && state->Light > 0)
|
|
{
|
|
for(int i= state->Light; StateLights[i] != nullptr; i++)
|
|
{
|
|
if (StateLights[i] != (FLightDefaults*)-1)
|
|
{
|
|
AttachLight(count++, StateLights[i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
for(;count<AttachedLights.Size();count++)
|
|
{
|
|
AttachedLights[count]->Deactivate();
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void AActor::DeleteAttachedLights()
|
|
{
|
|
for (auto l : AttachedLights)
|
|
{
|
|
l->UnlinkLight();
|
|
l->ReleaseLight();
|
|
}
|
|
AttachedLights.Clear();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// This is called before saving the game
|
|
//
|
|
//==========================================================================
|
|
|
|
void AActor::DeleteAllAttachedLights()
|
|
{
|
|
TThinkerIterator<AActor> it;
|
|
AActor * a;
|
|
|
|
while ((a=it.Next()))
|
|
{
|
|
a->DeleteAttachedLights();
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void AActor::RecreateAllAttachedLights()
|
|
{
|
|
TThinkerIterator<AActor> it;
|
|
AActor * a;
|
|
|
|
while ((a=it.Next()))
|
|
{
|
|
if (a->IsKindOf(NAME_DynamicLight))
|
|
{
|
|
::AttachLight(a);
|
|
}
|
|
else
|
|
{
|
|
a->SetDynamicLights();
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CCMDs
|
|
//
|
|
//==========================================================================
|
|
|
|
CCMD(listlights)
|
|
{
|
|
int walls, sectors;
|
|
int allwalls=0, allsectors=0, allsubsecs = 0;
|
|
int i=0, shadowcount = 0;
|
|
FDynamicLight * dl;
|
|
|
|
for (dl = level.lights; dl; dl = dl->next)
|
|
{
|
|
walls=0;
|
|
sectors=0;
|
|
Printf("%s at (%f, %f, %f), color = 0x%02x%02x%02x, radius = %f %s %s",
|
|
dl->target->GetClass()->TypeName.GetChars(),
|
|
dl->X(), dl->Y(), dl->Z(), dl->GetRed(), dl->GetGreen(), dl->GetBlue(),
|
|
dl->radius, (dl->lightflags & LF_ATTENUATE)? "attenuated" : "", dl->shadowmapped? "shadowmapped" : "");
|
|
i++;
|
|
shadowcount += dl->shadowmapped;
|
|
|
|
if (dl->target)
|
|
{
|
|
FTextureID spr = sprites[dl->target->sprite].GetSpriteFrame(dl->target->frame, 0, 0., nullptr);
|
|
Printf(", frame = %s ", TexMan.GetTexture(spr)->GetName().GetChars());
|
|
}
|
|
|
|
|
|
FLightNode * node;
|
|
|
|
node=dl->touching_sides;
|
|
|
|
while (node)
|
|
{
|
|
walls++;
|
|
allwalls++;
|
|
node = node->nextTarget;
|
|
}
|
|
|
|
|
|
node = dl->touching_sector;
|
|
|
|
while (node)
|
|
{
|
|
allsectors++;
|
|
sectors++;
|
|
node = node->nextTarget;
|
|
}
|
|
Printf("- %d walls, %d sectors\n", walls, sectors);
|
|
|
|
}
|
|
Printf("%i dynamic lights, %d shadowmapped, %d walls, %d sectors\n\n\n", i, shadowcount, allwalls, allsectors);
|
|
}
|
|
|