Add missing file and only include static lights in the lightmaps

This commit is contained in:
Magnus Norddahl 2023-09-05 17:47:55 +02:00 committed by Christoph Oelckers
parent 8fa46c722d
commit 04941cab43
2 changed files with 55 additions and 29 deletions

View file

@ -305,38 +305,41 @@ void DoomLevelMesh::CreateLightList(DoomLevelMeshSurface* surface, FLightNode* n
{
FDynamicLight* light = node->lightsource;
DVector3 pos = light->PosRelative(portalgroup);
LevelMeshLight meshlight;
meshlight.Origin = { (float)pos.X, (float)pos.Y, (float)pos.Z };
meshlight.RelativeOrigin = meshlight.Origin; // ?? what is the difference between this and Origin?
meshlight.Radius = (float)light->GetRadius();
meshlight.Intensity = 1.0f;
if (light->IsSpot())
if (light->Trace())
{
meshlight.InnerAngleCos = (float)light->pSpotInnerAngle->Cos();
meshlight.OuterAngleCos = (float)light->pSpotOuterAngle->Cos();
DVector3 pos = light->PosRelative(portalgroup);
DAngle negPitch = -*light->pPitch;
DAngle Angle = light->target->Angles.Yaw;
double xzLen = negPitch.Cos();
meshlight.SpotDir.X = float(-Angle.Cos() * xzLen);
meshlight.SpotDir.Y = float(-negPitch.Sin());
meshlight.SpotDir.Z = float(-Angle.Sin() * xzLen);
}
else
{
meshlight.InnerAngleCos = -1.0f;
meshlight.OuterAngleCos = -1.0f;
meshlight.SpotDir.X = 0.0f;
meshlight.SpotDir.Y = 0.0f;
meshlight.SpotDir.Z = 0.0f;
}
meshlight.Color.X = light->GetRed() * (1.0f / 255.0f);
meshlight.Color.Y = light->GetGreen() * (1.0f / 255.0f);
meshlight.Color.Z = light->GetBlue() * (1.0f / 255.0f);
LevelMeshLight meshlight;
meshlight.Origin = { (float)pos.X, (float)pos.Y, (float)pos.Z };
meshlight.RelativeOrigin = meshlight.Origin; // ?? what is the difference between this and Origin?
meshlight.Radius = (float)light->GetRadius();
meshlight.Intensity = 1.0f;
if (light->IsSpot())
{
meshlight.InnerAngleCos = (float)light->pSpotInnerAngle->Cos();
meshlight.OuterAngleCos = (float)light->pSpotOuterAngle->Cos();
surface->LightListBuffer.push_back(meshlight);
DAngle negPitch = -*light->pPitch;
DAngle Angle = light->target->Angles.Yaw;
double xzLen = negPitch.Cos();
meshlight.SpotDir.X = float(-Angle.Cos() * xzLen);
meshlight.SpotDir.Y = float(-negPitch.Sin());
meshlight.SpotDir.Z = float(-Angle.Sin() * xzLen);
}
else
{
meshlight.InnerAngleCos = -1.0f;
meshlight.OuterAngleCos = -1.0f;
meshlight.SpotDir.X = 0.0f;
meshlight.SpotDir.Y = 0.0f;
meshlight.SpotDir.Z = 0.0f;
}
meshlight.Color.X = light->GetRed() * (1.0f / 255.0f);
meshlight.Color.Y = light->GetGreen() * (1.0f / 255.0f);
meshlight.Color.Z = light->GetBlue() * (1.0f / 255.0f);
surface->LightListBuffer.push_back(meshlight);
}
node = node->nextLight;
}

View file

@ -0,0 +1,23 @@
layout(set = 0, binding = 0) uniform sampler2D tex;
layout(location = 0) in vec3 worldpos;
layout(location = 0) out vec4 fragcolor;
void main()
{
ivec2 size = textureSize(tex, 0);
vec2 texCoord = gl_FragCoord.xy / vec2(size);
#if defined(BLUR_HORIZONTAL)
fragcolor =
textureOffset(tex, texCoord, ivec2( 0, 0)) * 0.5 +
textureOffset(tex, texCoord, ivec2( 1, 0)) * 0.25 +
textureOffset(tex, texCoord, ivec2(-1, 0)) * 0.25;
#else
fragcolor =
textureOffset(tex, texCoord, ivec2(0, 0)) * 0.5 +
textureOffset(tex, texCoord, ivec2(0, 1)) * 0.25 +
textureOffset(tex, texCoord, ivec2(0,-1)) * 0.25;
#endif
}