mirror of
https://github.com/ZDoom/gzdoom.git
synced 2025-05-30 16:51:34 +00:00
- moved all rendering code into a common subdirectory.
No changes to the files themselves was made.
This commit is contained in:
parent
c77487dab8
commit
89d607c9a6
256 changed files with 193 additions and 191 deletions
|
@ -1,150 +0,0 @@
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// Copyright(C) 2002-2018 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/
|
||||
//
|
||||
//--------------------------------------------------------------------------
|
||||
//
|
||||
/*
|
||||
** gl_dynlight1.cpp
|
||||
** dynamic light application
|
||||
**
|
||||
**/
|
||||
|
||||
#include "actorinlines.h"
|
||||
|
||||
#include "hw_dynlightdata.h"
|
||||
|
||||
// If we want to share the array to avoid constant allocations it needs to be thread local unless it'd be littered with expensive synchronization.
|
||||
thread_local FDynLightData lightdata;
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Light related CVARs
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
// These shouldn't be called 'gl...' anymore...
|
||||
CVAR (Bool, gl_light_sprites, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
|
||||
CVAR (Bool, gl_light_particles, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Sets up the parameters to render one dynamic light onto one plane
|
||||
//
|
||||
//==========================================================================
|
||||
bool FDynLightData::GetLight(int group, Plane & p, FDynamicLight * light, bool checkside)
|
||||
{
|
||||
DVector3 pos = light->PosRelative(group);
|
||||
float radius = (light->GetRadius());
|
||||
|
||||
auto dist = fabs(p.DistToPoint((float)pos.X, (float)pos.Z, (float)pos.Y));
|
||||
|
||||
if (radius <= 0.f) return false;
|
||||
if (dist > radius) return false;
|
||||
if (checkside && p.PointOnSide((float)pos.X, (float)pos.Z, (float)pos.Y))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
AddLightToList(group, light, false);
|
||||
return true;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Add one dynamic light to the light data list
|
||||
//
|
||||
//==========================================================================
|
||||
void FDynLightData::AddLightToList(int group, FDynamicLight * light, bool forceAttenuate)
|
||||
{
|
||||
int i = 0;
|
||||
|
||||
DVector3 pos = light->PosRelative(group);
|
||||
float radius = light->GetRadius();
|
||||
|
||||
float cs;
|
||||
if (light->IsAdditive())
|
||||
{
|
||||
cs = 0.2f;
|
||||
i = 2;
|
||||
}
|
||||
else
|
||||
{
|
||||
cs = 1.0f;
|
||||
}
|
||||
|
||||
float r = light->GetRed() / 255.0f * cs;
|
||||
float g = light->GetGreen() / 255.0f * cs;
|
||||
float b = light->GetBlue() / 255.0f * cs;
|
||||
|
||||
if (light->IsSubtractive())
|
||||
{
|
||||
DVector3 v(r, g, b);
|
||||
float length = (float)v.Length();
|
||||
|
||||
r = length - r;
|
||||
g = length - g;
|
||||
b = length - b;
|
||||
i = 1;
|
||||
}
|
||||
|
||||
float shadowIndex = light->mShadowmapIndex + 1.0f;
|
||||
|
||||
// Store attenuate flag in the sign bit of the float.
|
||||
if (light->IsAttenuated() || forceAttenuate) shadowIndex = -shadowIndex;
|
||||
|
||||
float lightType = 0.0f;
|
||||
float spotInnerAngle = 0.0f;
|
||||
float spotOuterAngle = 0.0f;
|
||||
float spotDirX = 0.0f;
|
||||
float spotDirY = 0.0f;
|
||||
float spotDirZ = 0.0f;
|
||||
if (light->IsSpot())
|
||||
{
|
||||
lightType = 1.0f;
|
||||
spotInnerAngle = (float)light->pSpotInnerAngle->Cos();
|
||||
spotOuterAngle = (float)light->pSpotOuterAngle->Cos();
|
||||
|
||||
DAngle negPitch = -*light->pPitch;
|
||||
DAngle Angle = light->target->Angles.Yaw;
|
||||
double xzLen = negPitch.Cos();
|
||||
spotDirX = float(-Angle.Cos() * xzLen);
|
||||
spotDirY = float(-negPitch.Sin());
|
||||
spotDirZ = float(-Angle.Sin() * xzLen);
|
||||
}
|
||||
|
||||
float *data = &arrays[i][arrays[i].Reserve(16)];
|
||||
data[0] = float(pos.X);
|
||||
data[1] = float(pos.Z);
|
||||
data[2] = float(pos.Y);
|
||||
data[3] = radius;
|
||||
data[4] = r;
|
||||
data[5] = g;
|
||||
data[6] = b;
|
||||
data[7] = shadowIndex;
|
||||
data[8] = spotDirX;
|
||||
data[9] = spotDirY;
|
||||
data[10] = spotDirZ;
|
||||
data[11] = lightType;
|
||||
data[12] = spotInnerAngle;
|
||||
data[13] = spotOuterAngle;
|
||||
data[14] = 0.0f; // unused
|
||||
data[15] = 0.0f; // unused
|
||||
}
|
||||
|
Loading…
Add table
Add a link
Reference in a new issue