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262 lines
7.7 KiB
C++
262 lines
7.7 KiB
C++
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/*
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** gl_dynlight1.cpp
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** dynamic light application
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**
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**---------------------------------------------------------------------------
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** Copyright 2002-2005 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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** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
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** covered by the terms of the GNU Lesser General Public License as published
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** by the Free Software Foundation; either version 2.1 of the License, or (at
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** your option) any later version.
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** 5. Full disclosure of the entire project's source code, except for third
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** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
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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 "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 "vectors.h"
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#include "gl/gl_functions.h"
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#include "g_level.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/data/gl_data.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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//==========================================================================
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//
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// Light related CVARs
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//
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//==========================================================================
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CUSTOM_CVAR (Bool, gl_lights, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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{
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if (self) gl_RecreateAllAttachedLights();
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else gl_DeleteAllAttachedLights();
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}
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CUSTOM_CVAR (Bool, gl_dynlight_shader, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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{
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if (self && (gl.maxuniforms < 1024 || gl.shadermodel < 4)) self = false;
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}
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CVAR (Bool, gl_attachedlights, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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CVAR (Bool, gl_lights_checkside, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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CVAR (Float, gl_lights_intensity, 1.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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CVAR (Float, gl_lights_size, 1.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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CVAR (Bool, gl_light_sprites, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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CVAR (Bool, gl_light_particles, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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CUSTOM_CVAR (Bool, gl_lights_additive, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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{
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gl_DeleteAllAttachedLights();
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gl_RecreateAllAttachedLights();
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}
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//==========================================================================
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//
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// Sets up the parameters to render one dynamic light onto one plane
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//
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//==========================================================================
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bool gl_GetLight(Plane & p, ADynamicLight * light,
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int desaturation, bool checkside, bool forceadditive, FDynLightData &ldata)
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{
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Vector fn, pos;
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int i = 0;
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float x = FIXED2FLOAT(light->x);
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float y = FIXED2FLOAT(light->y);
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float z = FIXED2FLOAT(light->z);
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float dist = fabsf(p.DistToPoint(x, z, y));
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float radius = (light->GetRadius() * gl_lights_size);
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if (radius <= 0.f) return false;
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if (dist > radius) return false;
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if (checkside && gl_lights_checkside && p.PointOnSide(x, z, y))
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{
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return false;
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}
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float cs;
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if (gl_lights_additive || light->flags4&MF4_ADDITIVE || forceadditive)
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{
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cs = 0.2f;
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i = 2;
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}
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else
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{
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cs = 1.0f;
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}
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float r = light->GetRed() / 255.0f * cs * gl_lights_intensity;
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float g = light->GetGreen() / 255.0f * cs * gl_lights_intensity;
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float b = light->GetBlue() / 255.0f * cs * gl_lights_intensity;
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if (light->IsSubtractive())
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{
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Vector v;
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v.Set(r, g, b);
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r = v.Length() - r;
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g = v.Length() - g;
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b = v.Length() - b;
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i = 1;
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}
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if (desaturation>0)
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{
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float gray=(r*77 + g*143 + b*37)/257;
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r= (r*(32-desaturation)+ gray*desaturation)/32;
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g= (g*(32-desaturation)+ gray*desaturation)/32;
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b= (b*(32-desaturation)+ gray*desaturation)/32;
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}
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float *data = &ldata.arrays[i][ldata.arrays[i].Reserve(8)];
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data[0] = x;
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data[1] = z;
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data[2] = y;
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data[3] = radius;
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data[4] = r;
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data[5] = g;
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data[6] = b;
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data[7] = 0;
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return true;
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}
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//==========================================================================
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//
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// Sets up the parameters to render one dynamic light onto one plane
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//
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//==========================================================================
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bool gl_SetupLight(Plane & p, ADynamicLight * light, Vector & nearPt, Vector & up, Vector & right,
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float & scale, int desaturation, bool checkside, bool forceadditive)
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{
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Vector fn, pos;
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float x = FIXED2FLOAT(light->x);
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float y = FIXED2FLOAT(light->y);
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float z = FIXED2FLOAT(light->z);
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float dist = fabsf(p.DistToPoint(x, z, y));
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float radius = (light->GetRadius() * gl_lights_size);
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if (radius <= 0.f) return false;
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if (dist > radius) return false;
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if (checkside && gl_lights_checkside && p.PointOnSide(x, z, y))
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{
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return false;
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}
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scale = 1.0f / ((2.f * radius) - dist);
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// project light position onto plane (find closest point on plane)
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pos.Set(x,z,y);
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fn=p.Normal();
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fn.GetRightUp(right, up);
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#ifdef _MSC_VER
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nearPt = pos + fn * dist;
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#else
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Vector tmpVec = fn * dist;
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nearPt = pos + tmpVec;
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#endif
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float cs = 1.0f - (dist / radius);
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if (gl_lights_additive || light->flags4&MF4_ADDITIVE || forceadditive) cs*=0.2f; // otherwise the light gets too strong.
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float r = light->GetRed() / 255.0f * cs * gl_lights_intensity;
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float g = light->GetGreen() / 255.0f * cs * gl_lights_intensity;
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float b = light->GetBlue() / 255.0f * cs * gl_lights_intensity;
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if (light->IsSubtractive())
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{
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Vector v;
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gl_RenderState.BlendEquation(GL_FUNC_REVERSE_SUBTRACT);
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v.Set(r, g, b);
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r = v.Length() - r;
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g = v.Length() - g;
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b = v.Length() - b;
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}
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else
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{
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gl_RenderState.BlendEquation(GL_FUNC_ADD);
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}
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if (desaturation>0)
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{
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float gray=(r*77 + g*143 + b*37)/257;
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r= (r*(32-desaturation)+ gray*desaturation)/32;
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g= (g*(32-desaturation)+ gray*desaturation)/32;
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b= (b*(32-desaturation)+ gray*desaturation)/32;
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}
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gl.Color3f(r,g,b);
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return true;
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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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bool gl_SetupLightTexture()
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{
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if (GLRenderer->gllight == NULL) return false;
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FMaterial * pat = FMaterial::ValidateTexture(GLRenderer->gllight);
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pat->BindPatch(CM_DEFAULT, 0);
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return true;
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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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inline fixed_t P_AproxDistance3(fixed_t dx, fixed_t dy, fixed_t dz)
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{
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return P_AproxDistance(P_AproxDistance(dx,dy),dz);
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}
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