Dynamic lights? Did anyone say DYNAMIC LIGHTS?

This commit is contained in:
Magnus Norddahl 2016-12-20 23:21:34 +01:00
parent b3bed807de
commit 8a3db6c003
10 changed files with 133 additions and 9 deletions

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@ -79,7 +79,6 @@
#include "gl/utility/gl_convert.h" #include "gl/utility/gl_convert.h"
#include "gl/utility/gl_templates.h" #include "gl/utility/gl_templates.h"
EXTERN_CVAR(Int, vid_renderer)
//========================================================================== //==========================================================================
@ -260,10 +259,6 @@ void ADynamicLight::Deactivate(AActor *activator)
//========================================================================== //==========================================================================
void ADynamicLight::Tick() void ADynamicLight::Tick()
{ {
if (vid_renderer == 0)
{
return;
}
if (IsOwned()) if (IsOwned())
{ {
if (!target || !target->state) if (!target || !target->state)

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@ -221,6 +221,26 @@ namespace swrenderer
if (args.source2[0] == nullptr) if (args.source2[0] == nullptr)
args.flags |= DrawWallArgs::nearest_filter; args.flags |= DrawWallArgs::nearest_filter;
args.dynlights = nullptr;
args.num_dynlights = 0;
/*
static TriLight fakelight;
static bool first = true;
if (first)
{
fakelight.x = 100.0f;
fakelight.y = 0.0f;
fakelight.z = 100.0f;
fakelight.color = 0xffffff00;
fakelight.radius = 256.0f / 1000.0f;
first = false;
}
args.z = 0.0f;
args.step_z = 1.0f;
args.dynlights = &fakelight;
args.num_dynlights = 1;
*/
DetectRangeError(args.dest, args.dest_y, args.count); DetectRangeError(args.dest, args.dest_y, args.count);
} }
@ -279,6 +299,11 @@ namespace swrenderer
if (args.source2[0] == nullptr) if (args.source2[0] == nullptr)
args.flags |= DrawWallArgs::nearest_filter; args.flags |= DrawWallArgs::nearest_filter;
args.z = 0.0f;
args.step_z = 0.0f;
args.dynlights = nullptr;
args.num_dynlights = 0;
DetectRangeError(args.dest, args.dest_y, args.count); DetectRangeError(args.dest, args.dest_y, args.count);
} }

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@ -59,6 +59,13 @@ struct WorkerThreadData
int32_t StartY; int32_t StartY;
}; };
struct TriLight
{
uint32_t color;
float x, y, z;
float radius;
};
struct DrawWallArgs struct DrawWallArgs
{ {
uint32_t *dest; uint32_t *dest;
@ -91,6 +98,10 @@ struct DrawWallArgs
nearest_filter = 2 nearest_filter = 2
}; };
float z, step_z;
TriLight *dynlights;
uint32_t num_dynlights;
FString ToString(); FString ToString();
}; };

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@ -261,6 +261,9 @@ void RenderPolyWall::Render(const TriMatrix &worldToClip, const Vec4f &clipPlane
args.SetColormap(Line->frontsector->ColorMap); args.SetColormap(Line->frontsector->ColorMap);
args.SetClipPlane(clipPlane.x, clipPlane.y, clipPlane.z, clipPlane.w); args.SetClipPlane(clipPlane.x, clipPlane.y, clipPlane.z, clipPlane.w);
//if (Side && Side->lighthead)
// args.uniforms.light = 255; // Make walls touched by a light fullbright!
if (Polyportal) if (Polyportal)
{ {
args.stencilwritevalue = Polyportal->StencilValue; args.stencilwritevalue = Polyportal->StencilValue;

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@ -47,6 +47,9 @@
#include "r_poly.h" #include "r_poly.h"
#include "p_setup.h" #include "p_setup.h"
void gl_ParseDefs();
void gl_InitData();
EXTERN_CVAR(Bool, r_shadercolormaps) EXTERN_CVAR(Bool, r_shadercolormaps)
EXTERN_CVAR(Float, maxviewpitch) // [SP] CVAR from GZDoom EXTERN_CVAR(Float, maxviewpitch) // [SP] CVAR from GZDoom
@ -92,6 +95,8 @@ FSoftwareRenderer::~FSoftwareRenderer()
void FSoftwareRenderer::Init() void FSoftwareRenderer::Init()
{ {
gl_ParseDefs();
r_swtruecolor = screen->IsBgra(); r_swtruecolor = screen->IsBgra();
R_InitRenderer(); R_InitRenderer();
} }
@ -310,7 +315,7 @@ int FSoftwareRenderer::GetMaxViewPitch(bool down)
bool FSoftwareRenderer::RequireGLNodes() bool FSoftwareRenderer::RequireGLNodes()
{ {
return r_polyrenderer; return true;
} }
//========================================================================== //==========================================================================

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@ -3,6 +3,10 @@
#include "r_renderer.h" #include "r_renderer.h"
void gl_SetActorLights(AActor *);
void gl_PreprocessLevel();
void gl_CleanLevelData();
struct FSoftwareRenderer : public FRenderer struct FSoftwareRenderer : public FRenderer
{ {
FSoftwareRenderer(); FSoftwareRenderer();
@ -40,6 +44,21 @@ struct FSoftwareRenderer : public FRenderer
void RenderTextureView (FCanvasTexture *tex, AActor *viewpoint, int fov) override; void RenderTextureView (FCanvasTexture *tex, AActor *viewpoint, int fov) override;
sector_t *FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel, bool back) override; sector_t *FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel, bool back) override;
void StateChanged(AActor *actor) override
{
gl_SetActorLights(actor);
}
void PreprocessLevel() override
{
gl_PreprocessLevel();
}
void CleanLevelData() override
{
gl_CleanLevelData();
}
}; };

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@ -78,6 +78,10 @@ void DrawWallCodegen::Generate(DrawWallVariant variant, bool fourColumns, SSAVal
SSAShort fade_blue = args[0][41].load(true); SSAShort fade_blue = args[0][41].load(true);
SSAShort desaturate = args[0][42].load(true); SSAShort desaturate = args[0][42].load(true);
SSAInt flags = args[0][43].load(true); SSAInt flags = args[0][43].load(true);
start_z = args[0][44].load(true);
step_z = args[0][45].load(true);
dynlights = args[0][46].load(true);
num_dynlights = args[0][47].load(true);
shade_constants.light = SSAVec4i(light_blue.zext_int(), light_green.zext_int(), light_red.zext_int(), light_alpha.zext_int()); shade_constants.light = SSAVec4i(light_blue.zext_int(), light_green.zext_int(), light_red.zext_int(), light_alpha.zext_int());
shade_constants.fade = SSAVec4i(fade_blue.zext_int(), fade_green.zext_int(), fade_red.zext_int(), fade_alpha.zext_int()); shade_constants.fade = SSAVec4i(fade_blue.zext_int(), fade_green.zext_int(), fade_red.zext_int(), fade_alpha.zext_int());
shade_constants.desaturate = desaturate.zext_int(); shade_constants.desaturate = desaturate.zext_int();
@ -129,9 +133,11 @@ void DrawWallCodegen::Loop(DrawWallVariant variant, bool fourColumns, bool isSim
int numColumns = fourColumns ? 4 : 1; int numColumns = fourColumns ? 4 : 1;
stack_index.store(SSAInt(0)); stack_index.store(SSAInt(0));
stack_z.store(start_z);
{ {
SSAForBlock loop; SSAForBlock loop;
SSAInt index = stack_index.load(); SSAInt index = stack_index.load();
z = stack_z.load();
loop.loop_block(index < count); loop.loop_block(index < count);
SSAInt frac[4]; SSAInt frac[4];
@ -167,6 +173,7 @@ void DrawWallCodegen::Loop(DrawWallVariant variant, bool fourColumns, bool isSim
dest[offset].store_vec4ub(color); dest[offset].store_vec4ub(color);
} }
stack_z.store(z + step_z);
stack_index.store(index.add(SSAInt(1), true, true)); stack_index.store(index.add(SSAInt(1), true, true));
for (int i = 0; i < numColumns; i++) for (int i = 0; i < numColumns; i++)
stack_frac[i].store(frac[i] + fracstep[i]); stack_frac[i].store(frac[i] + fracstep[i]);
@ -209,10 +216,41 @@ SSAVec4i DrawWallCodegen::SampleLinear(SSAUBytePtr col0, SSAUBytePtr col1, SSAIn
SSAVec4i DrawWallCodegen::Shade(SSAVec4i fg, int index, bool isSimpleShade) SSAVec4i DrawWallCodegen::Shade(SSAVec4i fg, int index, bool isSimpleShade)
{ {
SSAVec4i c;
if (isSimpleShade) if (isSimpleShade)
return shade_bgra_simple(fg, light[index]); c = shade_bgra_simple(fg, light[index]);
else else
return shade_bgra_advanced(fg, light[index], shade_constants); c = shade_bgra_advanced(fg, light[index], shade_constants);
stack_lit_color.store(c);
stack_light_index.store(SSAInt(0));
SSAForBlock block;
SSAInt light_index = stack_light_index.load();
SSAVec4i lit_color = stack_lit_color.load();
block.loop_block(light_index < num_dynlights);
{
SSAVec4i light_color = SSAUBytePtr(dynlights[light_index][0].v).load_vec4ub(true);
SSAFloat light_x = dynlights[light_index][1].load(true);
//SSAFloat light_y = dynlights[light_index][2].load(true);
SSAFloat light_z = dynlights[light_index][3].load(true);
SSAFloat light_rcp_radius = dynlights[light_index][4].load(true);
// L = light-pos
// dist = sqrt(dot(L, L))
// attenuation = 1 - MIN(dist * (1/radius), 1)
SSAFloat Lxy2 = light_x; // L.x*L.x + L.y*L.y
SSAFloat Lz = light_z - z;
SSAFloat dist = SSAFloat::sqrt(Lxy2 + Lz * Lz);
SSAInt attenuation = SSAInt(SSAFloat(256.0f) - SSAFloat::MIN(dist * light_rcp_radius, SSAFloat(256.0f)), true);
SSAVec4i contribution = (light_color * fg * attenuation) >> 16;
stack_lit_color.store(lit_color + contribution);
stack_light_index.store(light_index + 1);
}
block.end_block();
return stack_lit_color.load();
} }
SSAVec4i DrawWallCodegen::Blend(SSAVec4i fg, SSAVec4i bg, DrawWallVariant variant) SSAVec4i DrawWallCodegen::Blend(SSAVec4i fg, SSAVec4i bg, DrawWallVariant variant)

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@ -47,7 +47,9 @@ private:
SSAVec4i Shade(SSAVec4i fg, int index, bool isSimpleShade); SSAVec4i Shade(SSAVec4i fg, int index, bool isSimpleShade);
SSAVec4i Blend(SSAVec4i fg, SSAVec4i bg, DrawWallVariant variant); SSAVec4i Blend(SSAVec4i fg, SSAVec4i bg, DrawWallVariant variant);
SSAStack<SSAInt> stack_index, stack_frac[4]; SSAStack<SSAInt> stack_index, stack_frac[4], stack_light_index;
SSAStack<SSAVec4i> stack_lit_color;
SSAStack<SSAFloat> stack_z;
SSAUBytePtr dest; SSAUBytePtr dest;
SSAUBytePtr source[4]; SSAUBytePtr source[4];
@ -69,4 +71,10 @@ private:
SSAInt fracstep[4]; SSAInt fracstep[4];
SSAInt one[4]; SSAInt one[4];
SSAFloat start_z, step_z;
SSAValue dynlights; // TriLight*
SSAInt num_dynlights;
SSAFloat z;
}; };

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@ -290,6 +290,11 @@ llvm::Type *LLVMDrawers::GetDrawWallArgsStruct(llvm::LLVMContext &context)
elements.push_back(llvm::Type::getInt16Ty(context)); // uint16_t fade_blue; elements.push_back(llvm::Type::getInt16Ty(context)); // uint16_t fade_blue;
elements.push_back(llvm::Type::getInt16Ty(context)); // uint16_t desaturate; elements.push_back(llvm::Type::getInt16Ty(context)); // uint16_t desaturate;
elements.push_back(llvm::Type::getInt32Ty(context)); // uint32_t flags; elements.push_back(llvm::Type::getInt32Ty(context)); // uint32_t flags;
elements.push_back(llvm::Type::getFloatTy(context)); // float z;
elements.push_back(llvm::Type::getFloatTy(context)); // float step_z;
elements.push_back(GetTriLightStruct(context)); // TriLight *dynlights;
elements.push_back(llvm::Type::getInt32Ty(context)); // uint32_t num_dynlights;
DrawWallArgsStruct = llvm::StructType::create(context, elements, "DrawWallArgs", false)->getPointerTo(); DrawWallArgsStruct = llvm::StructType::create(context, elements, "DrawWallArgs", false)->getPointerTo();
return DrawWallArgsStruct; return DrawWallArgsStruct;
} }
@ -326,6 +331,19 @@ llvm::Type *LLVMDrawers::GetWorkerThreadDataStruct(llvm::LLVMContext &context)
return WorkerThreadDataStruct; return WorkerThreadDataStruct;
} }
llvm::Type *LLVMDrawers::GetTriLightStruct(llvm::LLVMContext &context)
{
if (TriLightStruct)
return TriLightStruct;
std::vector<llvm::Type *> elements;
elements.push_back(llvm::Type::getInt32Ty(context));
for (int i = 0; i < 4 + TriVertex::NumVarying; i++)
elements.push_back(llvm::Type::getFloatTy(context));
TriLightStruct = llvm::StructType::create(context, elements, "TriLight", false)->getPointerTo();
return TriLightStruct;
}
llvm::Type *LLVMDrawers::GetTriVertexStruct(llvm::LLVMContext &context) llvm::Type *LLVMDrawers::GetTriVertexStruct(llvm::LLVMContext &context)
{ {
if (TriVertexStruct) if (TriVertexStruct)

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@ -58,6 +58,7 @@ private:
llvm::Type *GetDrawWallArgsStruct(llvm::LLVMContext &context); llvm::Type *GetDrawWallArgsStruct(llvm::LLVMContext &context);
llvm::Type *GetDrawSkyArgsStruct(llvm::LLVMContext &context); llvm::Type *GetDrawSkyArgsStruct(llvm::LLVMContext &context);
llvm::Type *GetWorkerThreadDataStruct(llvm::LLVMContext &context); llvm::Type *GetWorkerThreadDataStruct(llvm::LLVMContext &context);
llvm::Type *GetTriLightStruct(llvm::LLVMContext &context);
llvm::Type *GetTriVertexStruct(llvm::LLVMContext &context); llvm::Type *GetTriVertexStruct(llvm::LLVMContext &context);
llvm::Type *GetTriMatrixStruct(llvm::LLVMContext &context); llvm::Type *GetTriMatrixStruct(llvm::LLVMContext &context);
llvm::Type *GetTriUniformsStruct(llvm::LLVMContext &context); llvm::Type *GetTriUniformsStruct(llvm::LLVMContext &context);
@ -70,6 +71,7 @@ private:
llvm::Type *DrawWallArgsStruct = nullptr; llvm::Type *DrawWallArgsStruct = nullptr;
llvm::Type *DrawSkyArgsStruct = nullptr; llvm::Type *DrawSkyArgsStruct = nullptr;
llvm::Type *WorkerThreadDataStruct = nullptr; llvm::Type *WorkerThreadDataStruct = nullptr;
llvm::Type *TriLightStruct = nullptr;
llvm::Type *TriVertexStruct = nullptr; llvm::Type *TriVertexStruct = nullptr;
llvm::Type *TriMatrixStruct = nullptr; llvm::Type *TriMatrixStruct = nullptr;
llvm::Type *TriUniformsStruct = nullptr; llvm::Type *TriUniformsStruct = nullptr;