Added "DontLightActors" flag for dynamic lights. Actors will not be illuminated by lights that are given this flag.

This commit is contained in:
nashmuhandes 2017-03-25 14:59:33 +08:00 committed by Christoph Oelckers
parent bdf761e457
commit 99d1581c27
5 changed files with 25 additions and 4 deletions

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@ -27,6 +27,7 @@ enum
#define MF4_DONTLIGHTSELF MF4_SEESDAGGERS
#define MF4_ATTENUATE MF4_INCOMBAT
#define MF4_NOSHADOWMAP MF4_STANDSTILL
#define MF4_DONTLIGHTACTORS MF4_EXTREMEDEATH
enum ELightType
{

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@ -127,6 +127,7 @@ public:
void SetDontLightSelf(bool add) { m_dontlightself = add; }
void SetAttenuate(bool on) { m_attenuate = on; }
void SetHalo(bool halo) { m_halo = halo; }
void SetDontLightActors(bool on) { m_dontlightactors = on; }
void OrderIntensities()
{
@ -144,7 +145,7 @@ protected:
DVector3 m_Pos;
ELightType m_type;
int8_t m_attenuate;
bool m_subtractive, m_additive, m_halo, m_dontlightself;
bool m_subtractive, m_additive, m_halo, m_dontlightself, m_dontlightactors;
bool m_swapped = false;
};
@ -187,6 +188,7 @@ void FLightDefaults::ApplyProperties(ADynamicLight * light) const
if (m_subtractive) light->flags4 |= MF4_SUBTRACTIVE;
if (m_additive) light->flags4 |= MF4_ADDITIVE;
if (m_dontlightself) light->flags4 |= MF4_DONTLIGHTSELF;
if (m_dontlightactors) light->flags4 |= MF4_DONTLIGHTACTORS;
light->m_tickCount = 0;
if (m_type == PulseLight)
{
@ -236,6 +238,7 @@ static const char *LightTags[]=
"halo",
"dontlightself",
"attenuate",
"dontlightactors",
NULL
};
@ -256,7 +259,8 @@ enum {
LIGHTTAG_ADDITIVE,
LIGHTTAG_HALO,
LIGHTTAG_DONTLIGHTSELF,
LIGHTTAG_ATTENUATE
LIGHTTAG_ATTENUATE,
LIGHTTAG_DONTLIGHTACTORS,
};
@ -394,6 +398,9 @@ static void ParsePointLight(FScanner &sc)
case LIGHTTAG_ATTENUATE:
defaults->SetAttenuate(ParseInt(sc) != 0);
break;
case LIGHTTAG_DONTLIGHTACTORS:
defaults->SetDontLightActors(ParseInt(sc) != 0);
break;
default:
sc.ScriptError("Unknown tag: %s\n", sc.String);
}
@ -476,6 +483,9 @@ static void ParsePulseLight(FScanner &sc)
case LIGHTTAG_ATTENUATE:
defaults->SetAttenuate(ParseInt(sc) != 0);
break;
case LIGHTTAG_DONTLIGHTACTORS:
defaults->SetDontLightActors(ParseInt(sc) != 0);
break;
default:
sc.ScriptError("Unknown tag: %s\n", sc.String);
}
@ -560,6 +570,9 @@ void ParseFlickerLight(FScanner &sc)
case LIGHTTAG_ATTENUATE:
defaults->SetAttenuate(ParseInt(sc) != 0);
break;
case LIGHTTAG_DONTLIGHTACTORS:
defaults->SetDontLightActors(ParseInt(sc) != 0);
break;
default:
sc.ScriptError("Unknown tag: %s\n", sc.String);
}
@ -643,6 +656,9 @@ void ParseFlickerLight2(FScanner &sc)
case LIGHTTAG_ATTENUATE:
defaults->SetAttenuate(ParseInt(sc) != 0);
break;
case LIGHTTAG_DONTLIGHTACTORS:
defaults->SetDontLightActors(ParseInt(sc) != 0);
break;
default:
sc.ScriptError("Unknown tag: %s\n", sc.String);
}
@ -723,6 +739,9 @@ static void ParseSectorLight(FScanner &sc)
case LIGHTTAG_ATTENUATE:
defaults->SetAttenuate(ParseInt(sc) != 0);
break;
case LIGHTTAG_DONTLIGHTACTORS:
defaults->SetDontLightActors(ParseInt(sc) != 0);
break;
default:
sc.ScriptError("Unknown tag: %s\n", sc.String);
}

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@ -62,7 +62,7 @@ void gl_SetDynSpriteLight(AActor *self, float x, float y, float z, subsector_t *
while (node)
{
light=node->lightsource;
if (light->visibletoplayer && !(light->flags2&MF2_DORMANT) && (!(light->flags4&MF4_DONTLIGHTSELF) || light->target != self))
if (light->visibletoplayer && !(light->flags2&MF2_DORMANT) && (!(light->flags4&MF4_DONTLIGHTSELF) || light->target != self) && !(light->flags4&MF4_DONTLIGHTACTORS))
{
float dist;

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@ -488,6 +488,7 @@ static FFlagDef DynLightFlagDefs[] =
DEFINE_FLAG(MF4, DONTLIGHTSELF, ADynamicLight, flags4),
DEFINE_FLAG(MF4, ATTENUATE, ADynamicLight, flags4),
DEFINE_FLAG(MF4, NOSHADOWMAP, ADynamicLight, flags4),
DEFINE_FLAG(MF4, DONTLIGHTACTORS, ADynamicLight, flags4),
};
static FFlagDef PowerSpeedFlagDefs[] =

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@ -237,7 +237,7 @@ namespace swrenderer
while (node != nullptr)
{
ADynamicLight *light = node->lightsource;
if (light->visibletoplayer && !(light->flags2&MF2_DORMANT) && (!(light->flags4&MF4_DONTLIGHTSELF) || light->target != thing))
if (light->visibletoplayer && !(light->flags2&MF2_DORMANT) && (!(light->flags4&MF4_DONTLIGHTSELF) || light->target != thing) && !(light->flags4&MF4_DONTLIGHTACTORS))
{
float lx = (float)(light->X() - thing->X());
float ly = (float)(light->Y() - thing->Y());