Add menu option to enable dynamic lights (independent of the OpenGL setting so that you can have it on in OpenGL and off in Software)

This commit is contained in:
Magnus Norddahl 2016-12-23 23:44:52 +01:00
parent 06bc911828
commit 2bb2395569
6 changed files with 109 additions and 87 deletions

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@ -53,6 +53,8 @@
#include "r_draw_pal.h"
#include "r_thread.h"
CVAR(Bool, r_dynlights, 1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
namespace swrenderer
{
// Needed by R_DrawFogBoundary (which probably shouldn't be part of this file)

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@ -16,6 +16,7 @@ EXTERN_CVAR(Int, r_drawfuzz);
EXTERN_CVAR(Bool, r_drawtrans);
EXTERN_CVAR(Float, transsouls);
EXTERN_CVAR(Int, r_columnmethod);
EXTERN_CVAR(Bool, r_dynlights);
namespace swrenderer
{

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@ -258,54 +258,61 @@ void R_MapPlane (int y, int x1)
if (r_swtruecolor)
{
// Find row position in view space
float zspan = planeheight / (fabs(y + 0.5 - CenterY) / InvZtoScale);
dc_viewpos.X = (float)((x1 + 0.5 - CenterX) / CenterX * zspan);
dc_viewpos.Y = zspan;
dc_viewpos.Z = (float)((CenterY - y - 0.5) / InvZtoScale * zspan);
dc_viewpos_step.X = (float)(zspan / CenterX);
static TriLight lightbuffer[64 * 1024];
static int nextlightindex = 0;
// Setup lights for column
dc_num_lights = 0;
dc_lights = lightbuffer + nextlightindex;
visplane_light *cur_node = ds_light_list;
while (cur_node && nextlightindex < 64 * 1024)
if (r_dynlights)
{
double lightX = cur_node->lightsource->X() - ViewPos.X;
double lightY = cur_node->lightsource->Y() - ViewPos.Y;
double lightZ = cur_node->lightsource->Z() - ViewPos.Z;
// Find row position in view space
float zspan = planeheight / (fabs(y + 0.5 - CenterY) / InvZtoScale);
dc_viewpos.X = (float)((x1 + 0.5 - CenterX) / CenterX * zspan);
dc_viewpos.Y = zspan;
dc_viewpos.Z = (float)((CenterY - y - 0.5) / InvZtoScale * zspan);
dc_viewpos_step.X = (float)(zspan / CenterX);
float lx = (float)(lightX * ViewSin - lightY * ViewCos);
float ly = (float)(lightX * ViewTanCos + lightY * ViewTanSin) - dc_viewpos.Y;
float lz = (float)lightZ - dc_viewpos.Z;
static TriLight lightbuffer[64 * 1024];
static int nextlightindex = 0;
// Precalculate the constant part of the dot here so the drawer doesn't have to.
float lconstant = ly * ly + lz * lz;
// Include light only if it touches this row
float radius = cur_node->lightsource->GetRadius();
if (radius * radius >= lconstant)
// Setup lights for column
dc_num_lights = 0;
dc_lights = lightbuffer + nextlightindex;
visplane_light *cur_node = ds_light_list;
while (cur_node && nextlightindex < 64 * 1024)
{
uint32_t red = cur_node->lightsource->GetRed();
uint32_t green = cur_node->lightsource->GetGreen();
uint32_t blue = cur_node->lightsource->GetBlue();
double lightX = cur_node->lightsource->X() - ViewPos.X;
double lightY = cur_node->lightsource->Y() - ViewPos.Y;
double lightZ = cur_node->lightsource->Z() - ViewPos.Z;
nextlightindex++;
auto &light = dc_lights[dc_num_lights++];
light.x = lx;
light.y = lconstant;
light.radius = 256.0f / radius;
light.color = (red << 16) | (green << 8) | blue;
float lx = (float)(lightX * ViewSin - lightY * ViewCos);
float ly = (float)(lightX * ViewTanCos + lightY * ViewTanSin) - dc_viewpos.Y;
float lz = (float)lightZ - dc_viewpos.Z;
// Precalculate the constant part of the dot here so the drawer doesn't have to.
float lconstant = ly * ly + lz * lz;
// Include light only if it touches this row
float radius = cur_node->lightsource->GetRadius();
if (radius * radius >= lconstant)
{
uint32_t red = cur_node->lightsource->GetRed();
uint32_t green = cur_node->lightsource->GetGreen();
uint32_t blue = cur_node->lightsource->GetBlue();
nextlightindex++;
auto &light = dc_lights[dc_num_lights++];
light.x = lx;
light.y = lconstant;
light.radius = 256.0f / radius;
light.color = (red << 16) | (green << 8) | blue;
}
cur_node = cur_node->next;
}
cur_node = cur_node->next;
if (nextlightindex == 64 * 1024)
nextlightindex = 0;
}
else
{
dc_num_lights = 0;
}
if (nextlightindex == 64 * 1024)
nextlightindex = 0;
}
ds_y = y;
@ -348,6 +355,9 @@ namespace
void R_AddPlaneLights(visplane_t *plane, FLightNode *node)
{
if (!r_dynlights)
return;
while (node)
{
if (!(node->lightsource->flags2&MF2_DORMANT))

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@ -539,61 +539,68 @@ static void Draw1Column(int x, int y1, int y2, WallSampler &sampler, void(*draw1
{
if (r_swtruecolor)
{
// Find column position in view space
float w1 = 1.0f / WallC.sz1;
float w2 = 1.0f / WallC.sz2;
float t = (x - WallC.sx1 + 0.5f) / (WallC.sx2 - WallC.sx1);
float wcol = w1 * (1.0f - t) + w2 * t;
float zcol = 1.0f / wcol;
dc_viewpos.X = (float)((x + 0.5 - CenterX) / CenterX * zcol);
dc_viewpos.Y = zcol;
dc_viewpos.Z = (float)((CenterY - y1 - 0.5) / InvZtoScale * zcol);
dc_viewpos_step.Z = (float)(-zcol / InvZtoScale);
static TriLight lightbuffer[64 * 1024];
static int nextlightindex = 0;
// Setup lights for column
dc_num_lights = 0;
dc_lights = lightbuffer + nextlightindex;
FLightNode *cur_node = dc_light_list;
while (cur_node && nextlightindex < 64 * 1024)
if (r_dynlights)
{
if (!(cur_node->lightsource->flags2&MF2_DORMANT))
// Find column position in view space
float w1 = 1.0f / WallC.sz1;
float w2 = 1.0f / WallC.sz2;
float t = (x - WallC.sx1 + 0.5f) / (WallC.sx2 - WallC.sx1);
float wcol = w1 * (1.0f - t) + w2 * t;
float zcol = 1.0f / wcol;
dc_viewpos.X = (float)((x + 0.5 - CenterX) / CenterX * zcol);
dc_viewpos.Y = zcol;
dc_viewpos.Z = (float)((CenterY - y1 - 0.5) / InvZtoScale * zcol);
dc_viewpos_step.Z = (float)(-zcol / InvZtoScale);
static TriLight lightbuffer[64 * 1024];
static int nextlightindex = 0;
// Setup lights for column
dc_num_lights = 0;
dc_lights = lightbuffer + nextlightindex;
FLightNode *cur_node = dc_light_list;
while (cur_node && nextlightindex < 64 * 1024)
{
double lightX = cur_node->lightsource->X() - ViewPos.X;
double lightY = cur_node->lightsource->Y() - ViewPos.Y;
double lightZ = cur_node->lightsource->Z() - ViewPos.Z;
float lx = (float)(lightX * ViewSin - lightY * ViewCos) - dc_viewpos.X;
float ly = (float)(lightX * ViewTanCos + lightY * ViewTanSin) - dc_viewpos.Y;
float lz = (float)lightZ;
// Precalculate the constant part of the dot here so the drawer doesn't have to.
float lconstant = lx * lx + ly * ly;
// Include light only if it touches this column
float radius = cur_node->lightsource->GetRadius();
if (radius * radius >= lconstant)
if (!(cur_node->lightsource->flags2&MF2_DORMANT))
{
uint32_t red = cur_node->lightsource->GetRed();
uint32_t green = cur_node->lightsource->GetGreen();
uint32_t blue = cur_node->lightsource->GetBlue();
double lightX = cur_node->lightsource->X() - ViewPos.X;
double lightY = cur_node->lightsource->Y() - ViewPos.Y;
double lightZ = cur_node->lightsource->Z() - ViewPos.Z;
nextlightindex++;
auto &light = dc_lights[dc_num_lights++];
light.x = lconstant;
light.z = lz;
light.radius = 256.0f / cur_node->lightsource->GetRadius();
light.color = (red << 16) | (green << 8) | blue;
float lx = (float)(lightX * ViewSin - lightY * ViewCos) - dc_viewpos.X;
float ly = (float)(lightX * ViewTanCos + lightY * ViewTanSin) - dc_viewpos.Y;
float lz = (float)lightZ;
// Precalculate the constant part of the dot here so the drawer doesn't have to.
float lconstant = lx * lx + ly * ly;
// Include light only if it touches this column
float radius = cur_node->lightsource->GetRadius();
if (radius * radius >= lconstant)
{
uint32_t red = cur_node->lightsource->GetRed();
uint32_t green = cur_node->lightsource->GetGreen();
uint32_t blue = cur_node->lightsource->GetBlue();
nextlightindex++;
auto &light = dc_lights[dc_num_lights++];
light.x = lconstant;
light.z = lz;
light.radius = 256.0f / cur_node->lightsource->GetRadius();
light.color = (red << 16) | (green << 8) | blue;
}
}
cur_node = cur_node->nextLight;
}
cur_node = cur_node->nextLight;
if (nextlightindex == 64 * 1024)
nextlightindex = 0;
}
else
{
dc_num_lights = 0;
}
if (nextlightindex == 64 * 1024)
nextlightindex = 0;
int count = y2 - y1;

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@ -2754,4 +2754,5 @@ TCMNU_TRUECOLOR = "True color output";
TCMNU_MINFILTER = "Linear filter when downscaling";
TCMNU_MAGFILTER = "Linear filter when upscaling";
TCMNU_MIPMAP = "Use mipmapped textures";
TCMNU_DYNLIGHTS = "Dynamic lights";

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@ -675,6 +675,7 @@ OptionMenu "TrueColorOptions"
Option "$TCMNU_MINFILTER", "r_minfilter", "OnOff"
Option "$TCMNU_MAGFILTER", "r_magfilter", "OnOff"
Option "$TCMNU_MIPMAP", "r_mipmap", "OnOff"
Option "$TCMNU_DYNLIGHTS", "r_dynlights", "OnOff"
}
OptionMenu "VideoOptions"