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- add dynamic lights to softpoly and software renderer models
This commit is contained in:
parent
61f379c88f
commit
5464d2a577
13 changed files with 283 additions and 65 deletions
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@ -34,6 +34,7 @@
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#include "hwrenderer/dynlights/hw_dynlightdata.h"
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#include "hwrenderer/dynlights/hw_shadowmap.h"
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#include "hwrenderer/scene/hw_drawinfo.h"
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#include "r_data/models/models.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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@ -138,49 +139,6 @@ void HWDrawInfo::GetDynSpriteLight(AActor *thing, particle_t *particle, float *o
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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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// static so that we build up a reserve (memory allocations stop)
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// For multithread processing each worker thread needs its own copy, though.
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static thread_local TArray<ADynamicLight*> addedLightsArray;
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@ -77,9 +77,9 @@ void PolyTriangleDrawer::SetViewport(const DrawerCommandQueuePtr &queue, int x,
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queue->Push<PolySetViewportCommand>(viewport_x, viewport_y, viewport_width, viewport_height, dest, dest_width, dest_height, dest_pitch, dest_bgra);
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}
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void PolyTriangleDrawer::SetTransform(const DrawerCommandQueuePtr &queue, const Mat4f *objectToClip)
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void PolyTriangleDrawer::SetTransform(const DrawerCommandQueuePtr &queue, const Mat4f *objectToClip, const Mat4f *objectToWorld)
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{
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queue->Push<PolySetTransformCommand>(objectToClip);
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queue->Push<PolySetTransformCommand>(objectToClip, objectToWorld);
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}
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void PolyTriangleDrawer::SetCullCCW(const DrawerCommandQueuePtr &queue, bool ccw)
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@ -114,9 +114,10 @@ void PolyTriangleThreadData::SetViewport(int x, int y, int width, int height, ui
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weaponScene = false;
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}
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void PolyTriangleThreadData::SetTransform(const Mat4f *newObjectToClip)
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void PolyTriangleThreadData::SetTransform(const Mat4f *newObjectToClip, const Mat4f *newObjectToWorld)
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{
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objectToClip = newObjectToClip;
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objectToWorld = newObjectToWorld;
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}
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void PolyTriangleThreadData::DrawElements(const PolyDrawArgs &drawargs)
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@ -235,18 +236,30 @@ void PolyTriangleThreadData::DrawArrays(const PolyDrawArgs &drawargs)
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ShadedTriVertex PolyTriangleThreadData::ShadeVertex(const PolyDrawArgs &drawargs, const TriVertex &v)
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{
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// Apply transform to get clip coordinates:
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Vec4f position = (*objectToClip) * Vec4f(v.x, v.y, v.z, v.w);
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Vec4f objpos = Vec4f(v.x, v.y, v.z, v.w);
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Vec4f clippos = (*objectToClip) * objpos;
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ShadedTriVertex sv;
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sv.x = position.X;
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sv.y = position.Y;
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sv.z = position.Z;
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sv.w = position.W;
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sv.x = clippos.X;
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sv.y = clippos.Y;
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sv.z = clippos.Z;
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sv.w = clippos.W;
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sv.u = v.u;
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sv.v = v.v;
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sv.worldX = v.x;
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sv.worldY = v.y;
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sv.worldZ = v.z;
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if (!objectToWorld) // Identity matrix
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{
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sv.worldX = v.x;
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sv.worldY = v.y;
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sv.worldZ = v.z;
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}
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else
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{
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Vec4f worldpos = (*objectToWorld) * objpos;
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sv.worldX = worldpos.X;
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sv.worldY = worldpos.Y;
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sv.worldZ = worldpos.Z;
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}
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// Calculate gl_ClipDistance[i]
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for (int i = 0; i < 3; i++)
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@ -576,13 +589,13 @@ PolyTriangleThreadData *PolyTriangleThreadData::Get(DrawerThread *thread)
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/////////////////////////////////////////////////////////////////////////////
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PolySetTransformCommand::PolySetTransformCommand(const Mat4f *objectToClip) : objectToClip(objectToClip)
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PolySetTransformCommand::PolySetTransformCommand(const Mat4f *objectToClip, const Mat4f *objectToWorld) : objectToClip(objectToClip), objectToWorld(objectToWorld)
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{
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}
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void PolySetTransformCommand::Execute(DrawerThread *thread)
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{
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PolyTriangleThreadData::Get(thread)->SetTransform(objectToClip);
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PolyTriangleThreadData::Get(thread)->SetTransform(objectToClip, objectToWorld);
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}
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/////////////////////////////////////////////////////////////////////////////
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@ -37,7 +37,7 @@ public:
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static void SetCullCCW(const DrawerCommandQueuePtr &queue, bool ccw);
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static void SetTwoSided(const DrawerCommandQueuePtr &queue, bool twosided);
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static void SetWeaponScene(const DrawerCommandQueuePtr &queue, bool enable);
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static void SetTransform(const DrawerCommandQueuePtr &queue, const Mat4f *objectToClip);
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static void SetTransform(const DrawerCommandQueuePtr &queue, const Mat4f *objectToClip, const Mat4f *objectToWorld);
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static bool IsBgra();
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};
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@ -48,7 +48,7 @@ public:
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PolyTriangleThreadData(int32_t core, int32_t num_cores) : core(core), num_cores(num_cores) { }
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void SetViewport(int x, int y, int width, int height, uint8_t *dest, int dest_width, int dest_height, int dest_pitch, bool dest_bgra);
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void SetTransform(const Mat4f *objectToClip);
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void SetTransform(const Mat4f *objectToClip, const Mat4f *objectToWorld);
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void SetCullCCW(bool value) { ccw = value; }
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void SetTwoSided(bool value) { twosided = value; }
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void SetWeaponScene(bool value) { weaponScene = value; }
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@ -88,6 +88,7 @@ private:
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bool twosided = false;
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bool weaponScene = false;
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const Mat4f *objectToClip = nullptr;
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const Mat4f *objectToWorld = nullptr;
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enum { max_additional_vertices = 16 };
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};
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@ -95,13 +96,14 @@ private:
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class PolySetTransformCommand : public DrawerCommand
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{
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public:
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PolySetTransformCommand(const Mat4f *objectToClip);
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PolySetTransformCommand(const Mat4f *objectToClip, const Mat4f *objectToWorld);
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void Execute(DrawerThread *thread) override;
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FString DebugInfo() override { return "PolySetTransform"; }
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private:
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const Mat4f *objectToClip;
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const Mat4f *objectToWorld;
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};
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class PolySetCullCCWCommand : public DrawerCommand
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@ -480,6 +480,29 @@ void DrawSpanOpt32(int y, int x0, int x1, const TriDrawTriangleArgs *args)
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worldnormalZ = args->uniforms->Normal().Z;
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dynlightcolor = args->uniforms->DynLightColor();
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// The normal vector cannot be uniform when drawing models. Calculate and use the face normal:
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if (worldnormalX == 0.0f && worldnormalY == 0.0f && worldnormalZ == 0.0f)
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{
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float dx1 = args->v2->worldX - args->v1->worldX;
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float dy1 = args->v2->worldY - args->v1->worldY;
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float dz1 = args->v2->worldZ - args->v1->worldZ;
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float dx2 = args->v3->worldX - args->v1->worldX;
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float dy2 = args->v3->worldY - args->v1->worldY;
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float dz2 = args->v3->worldZ - args->v1->worldZ;
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worldnormalX = dy1 * dz2 - dz1 * dy2;
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worldnormalY = dz1 * dx2 - dx1 * dz2;
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worldnormalZ = dx1 * dy2 - dy1 * dx2;
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float lensqr = worldnormalX * worldnormalX + worldnormalY * worldnormalY + worldnormalZ * worldnormalZ;
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#ifndef NO_SSE
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float rcplen = _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(lensqr)));
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#else
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float rcplen = 1.0f / sqrt(lensqr);
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#endif
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worldnormalX *= rcplen;
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worldnormalY *= rcplen;
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worldnormalZ *= rcplen;
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}
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int affineOffset = x0 / 16 * 16 - x0;
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float posLightW = posW + stepW * affineOffset;
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posWorldX = posWorldX + stepWorldX * affineOffset;
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worldnormalZ = args->uniforms->Normal().Z;
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dynlightcolor = args->uniforms->DynLightColor();
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// The normal vector cannot be uniform when drawing models. Calculate and use the face normal:
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if (worldnormalX == 0.0f && worldnormalY == 0.0f && worldnormalZ == 0.0f)
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{
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float dx1 = args->v2->worldX - args->v1->worldX;
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float dy1 = args->v2->worldY - args->v1->worldY;
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float dz1 = args->v2->worldZ - args->v1->worldZ;
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float dx2 = args->v3->worldX - args->v1->worldX;
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float dy2 = args->v3->worldY - args->v1->worldY;
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float dz2 = args->v3->worldZ - args->v1->worldZ;
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worldnormalX = dy1 * dz2 - dz1 * dy2;
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worldnormalY = dz1 * dx2 - dx1 * dz2;
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worldnormalZ = dx1 * dy2 - dy1 * dx2;
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float lensqr = worldnormalX * worldnormalX + worldnormalY * worldnormalY + worldnormalZ * worldnormalZ;
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#ifndef NO_SSE
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float rcplen = _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(lensqr)));
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#else
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float rcplen = 1.0f / sqrt(lensqr);
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#endif
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worldnormalX *= rcplen;
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worldnormalY *= rcplen;
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worldnormalZ *= rcplen;
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}
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int affineOffset = x0 / 16 * 16 - x0;
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float posLightW = posW + stepW * affineOffset;
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posWorldX = posWorldX + stepWorldX * affineOffset;
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@ -32,6 +32,7 @@ class RenderMemory;
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class PolyTranslucentObject;
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class PolyDrawSectorPortal;
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class PolyDrawLinePortal;
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class ADynamicLight;
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class PolyRenderThread
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{
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std::vector<std::unique_ptr<PolyDrawSectorPortal>> SectorPortals;
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std::vector<std::unique_ptr<PolyDrawLinePortal>> LinePortals;
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TArray<ADynamicLight*> AddedLightsArray;
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// Make sure texture can accessed safely
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void PrepareTexture(FTexture *texture, FRenderStyle style);
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@ -36,6 +36,7 @@
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void PolyRenderModel(PolyRenderThread *thread, const Mat4f &worldToClip, uint32_t stencilValue, float x, float y, float z, FSpriteModelFrame *smf, AActor *actor)
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{
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PolyModelRenderer renderer(thread, worldToClip, stencilValue);
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renderer.AddLights(actor);
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renderer.RenderModel(x, y, z, smf, actor);
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}
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@ -51,6 +52,70 @@ PolyModelRenderer::PolyModelRenderer(PolyRenderThread *thread, const Mat4f &worl
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{
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}
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void PolyModelRenderer::AddLights(AActor *actor)
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{
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if (gl_lights && actor)
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{
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auto &addedLights = Thread->AddedLightsArray;
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addedLights.Clear();
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float x = (float)actor->X();
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float y = (float)actor->Y();
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float z = (float)actor->Center();
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float radiusSquared = (float)(actor->renderradius * actor->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 != actor) && !(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 = (float)(light->GetRadius() + actor->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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addedLights.Push(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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NumLights = addedLights.Size();
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Lights = Thread->FrameMemory->AllocMemory<PolyLight>(NumLights);
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for (int i = 0; i < NumLights; i++)
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{
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ADynamicLight *lightsource = addedLights[i];
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bool is_point_light = (lightsource->lightflags & LF_ATTENUATE) != 0;
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uint32_t red = lightsource->GetRed();
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uint32_t green = lightsource->GetGreen();
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uint32_t blue = lightsource->GetBlue();
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PolyLight &light = Lights[i];
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light.x = (float)lightsource->X();
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light.y = (float)lightsource->Y();
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light.z = (float)lightsource->Z();
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light.radius = 256.0f / lightsource->GetRadius();
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light.color = (red << 16) | (green << 8) | blue;
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if (is_point_light)
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light.radius = -light.radius;
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}
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}
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}
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void PolyModelRenderer::BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix, bool mirrored)
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{
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ModelActor = actor;
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@ -139,8 +204,9 @@ void PolyModelRenderer::SetTransform()
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swapYZ.Matrix[1 + 2 * 4] = 1.0f;
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swapYZ.Matrix[2 + 1 * 4] = 1.0f;
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swapYZ.Matrix[3 + 3 * 4] = 1.0f;
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ObjectToWorld = swapYZ * ObjectToWorld;
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PolyTriangleDrawer::SetTransform(Thread->DrawQueue, Thread->FrameMemory->NewObject<Mat4f>(WorldToClip * swapYZ * ObjectToWorld));
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PolyTriangleDrawer::SetTransform(Thread->DrawQueue, Thread->FrameMemory->NewObject<Mat4f>(WorldToClip * ObjectToWorld), Thread->FrameMemory->NewObject<Mat4f>(ObjectToWorld));
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}
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void PolyModelRenderer::DrawArrays(int start, int count)
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@ -156,6 +222,7 @@ void PolyModelRenderer::DrawArrays(int start, int count)
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PolyDrawArgs args;
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args.SetLight(GetColorTable(sector->Colormap, sector->SpecialColors[sector_t::sprites], true), lightlevel, PolyRenderer::Instance()->Light.SpriteGlobVis(foggy), fullbrightSprite);
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args.SetLights(Lights, NumLights);
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args.SetStencilTestValue(StencilValue);
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args.SetClipPlane(0, PolyClipPlane());
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args.SetStyle(ModelActor->RenderStyle, ModelActor->Alpha, ModelActor->fillcolor, ModelActor->Translation, SkinTexture, fullbrightSprite);
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@ -178,6 +245,7 @@ void PolyModelRenderer::DrawElements(int numIndices, size_t offset)
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PolyDrawArgs args;
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args.SetLight(GetColorTable(sector->Colormap, sector->SpecialColors[sector_t::sprites], true), lightlevel, PolyRenderer::Instance()->Light.SpriteGlobVis(foggy), fullbrightSprite);
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args.SetLights(Lights, NumLights);
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args.SetStencilTestValue(StencilValue);
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args.SetClipPlane(0, PolyClipPlane());
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args.SetStyle(ModelActor->RenderStyle, ModelActor->Alpha, ModelActor->fillcolor, ModelActor->Translation, SkinTexture, fullbrightSprite);
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@ -34,6 +34,8 @@ class PolyModelRenderer : public FModelRenderer
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public:
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PolyModelRenderer(PolyRenderThread *thread, const Mat4f &worldToClip, uint32_t stencilValue);
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void AddLights(AActor *actor);
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ModelRendererType GetType() const override { return PolyModelRendererType; }
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void BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix, bool mirrored) override;
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@ -61,6 +63,8 @@ public:
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unsigned int *IndexBuffer = nullptr;
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TriVertex *VertexBuffer = nullptr;
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float InterpolationFactor = 0.0;
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PolyLight *Lights = nullptr;
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int NumLights = 0;
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};
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class PolyModelVertexBuffer : public IModelVertexBuffer
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@ -104,7 +104,7 @@ void RenderPolyScene::RenderSectors()
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PolyRenderer::Instance()->Threads.RenderThreadSlices(totalcount, [&](PolyRenderThread *thread)
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{
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PolyTriangleDrawer::SetCullCCW(thread->DrawQueue, !CurrentViewpoint->Mirror);
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PolyTriangleDrawer::SetTransform(thread->DrawQueue, thread->FrameMemory->NewObject<Mat4f>(CurrentViewpoint->WorldToClip));
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PolyTriangleDrawer::SetTransform(thread->DrawQueue, thread->FrameMemory->NewObject<Mat4f>(CurrentViewpoint->WorldToClip), nullptr);
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||||
if (thread != mainthread)
|
||||
{
|
||||
|
@ -336,7 +336,7 @@ void RenderPolyScene::RenderPortals()
|
|||
|
||||
Mat4f *transform = thread->FrameMemory->NewObject<Mat4f>(CurrentViewpoint->WorldToClip);
|
||||
PolyTriangleDrawer::SetCullCCW(thread->DrawQueue, !CurrentViewpoint->Mirror);
|
||||
PolyTriangleDrawer::SetTransform(thread->DrawQueue, transform);
|
||||
PolyTriangleDrawer::SetTransform(thread->DrawQueue, transform, nullptr);
|
||||
|
||||
PolyDrawArgs args;
|
||||
args.SetWriteColor(!enterPortals);
|
||||
|
@ -379,7 +379,7 @@ void RenderPolyScene::RenderTranslucent()
|
|||
|
||||
Mat4f *transform = thread->FrameMemory->NewObject<Mat4f>(CurrentViewpoint->WorldToClip);
|
||||
PolyTriangleDrawer::SetCullCCW(thread->DrawQueue, !CurrentViewpoint->Mirror);
|
||||
PolyTriangleDrawer::SetTransform(thread->DrawQueue, transform);
|
||||
PolyTriangleDrawer::SetTransform(thread->DrawQueue, transform, nullptr);
|
||||
|
||||
PolyMaskedCycles.Clock();
|
||||
|
||||
|
|
|
@ -83,7 +83,7 @@ void PolySkyDome::Render(PolyRenderThread *thread, const Mat4f &worldToView, con
|
|||
|
||||
int rc = mRows + 1;
|
||||
|
||||
PolyTriangleDrawer::SetTransform(thread->DrawQueue, thread->FrameMemory->NewObject<Mat4f>(worldToClip * objectToWorld));
|
||||
PolyTriangleDrawer::SetTransform(thread->DrawQueue, thread->FrameMemory->NewObject<Mat4f>(worldToClip * objectToWorld), nullptr);
|
||||
|
||||
PolyDrawArgs args;
|
||||
args.SetLight(&NormalLight, 255, PolyRenderer::Instance()->Light.WallGlobVis(false), true);
|
||||
|
|
|
@ -499,4 +499,49 @@ public:
|
|||
|
||||
extern DeletingModelArray Models;
|
||||
|
||||
// Check if circle potentially intersects with node AABB
|
||||
inline bool CheckBBoxCircle(float *bbox, float x, float y, float radiusSquared)
|
||||
{
|
||||
float centerX = (bbox[BOXRIGHT] + bbox[BOXLEFT]) * 0.5f;
|
||||
float centerY = (bbox[BOXBOTTOM] + bbox[BOXTOP]) * 0.5f;
|
||||
float extentX = (bbox[BOXRIGHT] - bbox[BOXLEFT]) * 0.5f;
|
||||
float extentY = (bbox[BOXBOTTOM] - bbox[BOXTOP]) * 0.5f;
|
||||
float aabbRadiusSquared = extentX * extentX + extentY * extentY;
|
||||
x -= centerX;
|
||||
y -= centerY;
|
||||
float dist = x * x + y * y;
|
||||
return dist <= radiusSquared + aabbRadiusSquared;
|
||||
}
|
||||
|
||||
// Helper function for BSPWalkCircle
|
||||
template<typename Callback>
|
||||
void BSPNodeWalkCircle(void *node, float x, float y, float radiusSquared, const Callback &callback)
|
||||
{
|
||||
while (!((size_t)node & 1))
|
||||
{
|
||||
node_t *bsp = (node_t *)node;
|
||||
|
||||
if (CheckBBoxCircle(bsp->bbox[0], x, y, radiusSquared))
|
||||
BSPNodeWalkCircle(bsp->children[0], x, y, radiusSquared, callback);
|
||||
|
||||
if (!CheckBBoxCircle(bsp->bbox[1], x, y, radiusSquared))
|
||||
return;
|
||||
|
||||
node = bsp->children[1];
|
||||
}
|
||||
|
||||
subsector_t *sub = (subsector_t *)((uint8_t *)node - 1);
|
||||
callback(sub);
|
||||
}
|
||||
|
||||
// Search BSP for subsectors within the given radius and call callback(subsector) for each found
|
||||
template<typename Callback>
|
||||
void BSPWalkCircle(float x, float y, float radiusSquared, const Callback &callback)
|
||||
{
|
||||
if (level.nodes.Size() == 0)
|
||||
callback(&level.subsectors[0]);
|
||||
else
|
||||
BSPNodeWalkCircle(level.HeadNode(), x, y, radiusSquared, callback);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
|
@ -28,6 +28,7 @@
|
|||
class DrawerCommandQueue;
|
||||
typedef std::shared_ptr<DrawerCommandQueue> DrawerCommandQueuePtr;
|
||||
class RenderMemory;
|
||||
class ADynamicLight;
|
||||
|
||||
EXTERN_CVAR(Bool, r_models);
|
||||
|
||||
|
@ -75,6 +76,8 @@ namespace swrenderer
|
|||
std::unique_ptr<LightVisibility> Light;
|
||||
DrawerCommandQueuePtr DrawQueue;
|
||||
|
||||
TArray<ADynamicLight*> AddedLightsArray;
|
||||
|
||||
std::thread thread;
|
||||
|
||||
// VisibleSprite working buffers
|
||||
|
|
|
@ -75,6 +75,7 @@ namespace swrenderer
|
|||
void RenderModel::Render(RenderThread *thread, short *cliptop, short *clipbottom, int minZ, int maxZ, Fake3DTranslucent clip3DFloor)
|
||||
{
|
||||
SWModelRenderer renderer(thread, clip3DFloor, &WorldToClip, MirrorWorldToClip);
|
||||
renderer.AddLights(actor);
|
||||
renderer.RenderModel(x, y, z, smf, actor);
|
||||
}
|
||||
|
||||
|
@ -93,6 +94,70 @@ namespace swrenderer
|
|||
{
|
||||
}
|
||||
|
||||
void SWModelRenderer::AddLights(AActor *actor)
|
||||
{
|
||||
if (gl_lights && actor)
|
||||
{
|
||||
auto &addedLights = Thread->AddedLightsArray;
|
||||
|
||||
addedLights.Clear();
|
||||
|
||||
float x = (float)actor->X();
|
||||
float y = (float)actor->Y();
|
||||
float z = (float)actor->Center();
|
||||
float radiusSquared = (float)(actor->renderradius * actor->renderradius);
|
||||
|
||||
BSPWalkCircle(x, y, radiusSquared, [&](subsector_t *subsector) // Iterate through all subsectors potentially touched by actor
|
||||
{
|
||||
FLightNode * node = subsector->lighthead;
|
||||
while (node) // check all lights touching a subsector
|
||||
{
|
||||
ADynamicLight *light = node->lightsource;
|
||||
if (light->visibletoplayer && !(light->flags2&MF2_DORMANT) && (!(light->lightflags&LF_DONTLIGHTSELF) || light->target != actor) && !(light->lightflags&LF_DONTLIGHTACTORS))
|
||||
{
|
||||
int group = subsector->sector->PortalGroup;
|
||||
DVector3 pos = light->PosRelative(group);
|
||||
float radius = (float)(light->GetRadius() + actor->renderradius);
|
||||
double dx = pos.X - x;
|
||||
double dy = pos.Y - y;
|
||||
double dz = pos.Z - z;
|
||||
double distSquared = dx * dx + dy * dy + dz * dz;
|
||||
if (distSquared < radius * radius) // Light and actor touches
|
||||
{
|
||||
if (std::find(addedLights.begin(), addedLights.end(), light) == addedLights.end()) // Check if we already added this light from a different subsector
|
||||
{
|
||||
addedLights.Push(light);
|
||||
}
|
||||
}
|
||||
}
|
||||
node = node->nextLight;
|
||||
}
|
||||
});
|
||||
|
||||
NumLights = addedLights.Size();
|
||||
Lights = Thread->FrameMemory->AllocMemory<PolyLight>(NumLights);
|
||||
for (int i = 0; i < NumLights; i++)
|
||||
{
|
||||
ADynamicLight *lightsource = addedLights[i];
|
||||
|
||||
bool is_point_light = (lightsource->lightflags & LF_ATTENUATE) != 0;
|
||||
|
||||
uint32_t red = lightsource->GetRed();
|
||||
uint32_t green = lightsource->GetGreen();
|
||||
uint32_t blue = lightsource->GetBlue();
|
||||
|
||||
PolyLight &light = Lights[i];
|
||||
light.x = (float)lightsource->X();
|
||||
light.y = (float)lightsource->Y();
|
||||
light.z = (float)lightsource->Z();
|
||||
light.radius = 256.0f / lightsource->GetRadius();
|
||||
light.color = (red << 16) | (green << 8) | blue;
|
||||
if (is_point_light)
|
||||
light.radius = -light.radius;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SWModelRenderer::BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix, bool mirrored)
|
||||
{
|
||||
ModelActor = actor;
|
||||
|
@ -235,8 +300,9 @@ namespace swrenderer
|
|||
swapYZ.Matrix[1 + 2 * 4] = 1.0f;
|
||||
swapYZ.Matrix[2 + 1 * 4] = 1.0f;
|
||||
swapYZ.Matrix[3 + 3 * 4] = 1.0f;
|
||||
ObjectToWorld = swapYZ * ObjectToWorld;
|
||||
|
||||
PolyTriangleDrawer::SetTransform(Thread->DrawQueue, Thread->FrameMemory->NewObject<Mat4f>((*WorldToClip) * swapYZ * ObjectToWorld));
|
||||
PolyTriangleDrawer::SetTransform(Thread->DrawQueue, Thread->FrameMemory->NewObject<Mat4f>((*WorldToClip) * ObjectToWorld), Thread->FrameMemory->NewObject<Mat4f>(ObjectToWorld));
|
||||
}
|
||||
|
||||
void SWModelRenderer::DrawArrays(int start, int count)
|
||||
|
@ -252,6 +318,8 @@ namespace swrenderer
|
|||
|
||||
PolyDrawArgs args;
|
||||
args.SetLight(GetColorTable(sector->Colormap, sector->SpecialColors[sector_t::sprites], true), lightlevel, Thread->Light->SpriteGlobVis(foggy), fullbrightSprite);
|
||||
args.SetLights(Lights, NumLights);
|
||||
args.SetNormal(FVector3(0.0f, 0.0f, 0.0f));
|
||||
args.SetStyle(ModelActor->RenderStyle, ModelActor->Alpha, ModelActor->fillcolor, ModelActor->Translation, SkinTexture, fullbrightSprite);
|
||||
args.SetDepthTest(true);
|
||||
args.SetWriteDepth(true);
|
||||
|
@ -276,6 +344,8 @@ namespace swrenderer
|
|||
|
||||
PolyDrawArgs args;
|
||||
args.SetLight(GetColorTable(sector->Colormap, sector->SpecialColors[sector_t::sprites], true), lightlevel, Thread->Light->SpriteGlobVis(foggy), fullbrightSprite);
|
||||
args.SetLights(Lights, NumLights);
|
||||
args.SetNormal(FVector3(0.0f, 0.0f, 0.0f));
|
||||
args.SetStyle(ModelActor->RenderStyle, ModelActor->Alpha, ModelActor->fillcolor, ModelActor->Translation, SkinTexture, fullbrightSprite);
|
||||
args.SetDepthTest(true);
|
||||
args.SetWriteDepth(true);
|
||||
|
|
|
@ -28,6 +28,8 @@
|
|||
#include "swrenderer/r_renderthread.h"
|
||||
#include "swrenderer/things/r_visiblesprite.h"
|
||||
|
||||
struct PolyLight;
|
||||
|
||||
namespace swrenderer
|
||||
{
|
||||
void RenderHUDModel(RenderThread *thread, DPSprite *psp, float ofsx, float ofsy);
|
||||
|
@ -56,6 +58,8 @@ namespace swrenderer
|
|||
public:
|
||||
SWModelRenderer(RenderThread *thread, Fake3DTranslucent clip3DFloor, Mat4f *worldToClip, bool mirrorWorldToClip);
|
||||
|
||||
void AddLights(AActor *actor);
|
||||
|
||||
ModelRendererType GetType() const override { return SWModelRendererType; }
|
||||
|
||||
void BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix, bool mirrored) override;
|
||||
|
@ -85,6 +89,8 @@ namespace swrenderer
|
|||
float InterpolationFactor = 0.0;
|
||||
Mat4f *WorldToClip = nullptr;
|
||||
bool MirrorWorldToClip = false;
|
||||
PolyLight *Lights = nullptr;
|
||||
int NumLights = 0;
|
||||
};
|
||||
|
||||
class SWModelVertexBuffer : public IModelVertexBuffer
|
||||
|
|
Loading…
Reference in a new issue