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Fix misc bugs for dynamic lights in the pal slope drawer
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parent
18bc384807
commit
99f2b5d891
3 changed files with 35 additions and 32 deletions
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@ -1823,7 +1823,7 @@ namespace swrenderer
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// Screen space to view space
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// Screen space to view space
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viewpos_z = 1.0f / viewpos_z;
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viewpos_z = 1.0f / viewpos_z;
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viewpos_x *= viewpos_z;
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viewpos_x *= viewpos_z;
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viewpos_y *= viewpos_y;
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viewpos_y *= viewpos_z;
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for (int i = 0; i < num_lights; i++)
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for (int i = 0; i < num_lights; i++)
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{
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{
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@ -1843,8 +1843,15 @@ namespace swrenderer
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#else
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#else
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float rcp_dist = _mm_cvtss_f32(_mm_rsqrt_ss(_mm_load_ss(&dist2)));
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float rcp_dist = _mm_cvtss_f32(_mm_rsqrt_ss(_mm_load_ss(&dist2)));
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#endif
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#endif
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Lx *= rcp_dist;
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Ly *= rcp_dist;
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Lz *= rcp_dist;
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float dist = dist2 * rcp_dist;
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float dist = dist2 * rcp_dist;
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float distance_attenuation = (256.0f - min(dist * lights[i].radius, 256.0f));
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float radius = lights[i].radius;
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bool simpleType = radius < 0.0f;
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if (simpleType)
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radius = -radius;
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float distance_attenuation = (256.0f - min(dist * radius, 256.0f));
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// The simple light type
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// The simple light type
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float simple_attenuation = distance_attenuation;
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float simple_attenuation = distance_attenuation;
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@ -1852,8 +1859,8 @@ namespace swrenderer
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// The point light type
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// The point light type
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// diffuse = dot(N,L) * attenuation
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// diffuse = dot(N,L) * attenuation
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float dotNL = max(nx * Lx + ny * Ly + nz * Lz, 0.0f);
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float dotNL = max(nx * Lx + ny * Ly + nz * Lz, 0.0f);
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float point_attenuation = dotNL * rcp_dist * distance_attenuation;
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float point_attenuation = dotNL * distance_attenuation;
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uint32_t attenuation = (uint32_t)(lights[i].z == 0.0f ? simple_attenuation : point_attenuation);
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uint32_t attenuation = (uint32_t)(simpleType ? simple_attenuation : point_attenuation);
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lit_r += (light_color_r * attenuation) >> 8;
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lit_r += (light_color_r * attenuation) >> 8;
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lit_g += (light_color_g * attenuation) >> 8;
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lit_g += (light_color_g * attenuation) >> 8;
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@ -2855,7 +2862,7 @@ namespace swrenderer
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auto num_lights = args.dc_num_lights;
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auto num_lights = args.dc_num_lights;
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auto normal = args.dc_normal;
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auto normal = args.dc_normal;
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auto viewpos = args.dc_viewpos;
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auto viewpos = args.dc_viewpos;
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auto dc_viewpos_step = args.dc_viewpos_step;
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auto viewpos_step = args.dc_viewpos_step;
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while (width >= SPANSIZE)
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while (width >= SPANSIZE)
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{
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{
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iz += izstep;
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iz += izstep;
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@ -2878,7 +2885,7 @@ namespace swrenderer
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x1++;
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x1++;
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u += stepu;
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u += stepu;
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v += stepv;
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v += stepv;
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viewpos += dc_viewpos_step;
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viewpos += viewpos_step;
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}
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}
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startu = endu;
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startu = endu;
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startv = endv;
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startv = endv;
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@ -2918,7 +2925,7 @@ namespace swrenderer
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x1++;
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x1++;
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u += stepu;
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u += stepu;
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v += stepv;
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v += stepv;
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viewpos += dc_viewpos_step;
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viewpos += viewpos_step;
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}
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}
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}
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}
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}
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}
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@ -88,11 +88,14 @@ namespace swrenderer
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auto viewport = Thread->Viewport.get();
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auto viewport = Thread->Viewport.get();
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DVector3 worldNormal = pl->height.Normal();
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// Stupid way of doing it, but at least it works
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planeNormal.X = worldNormal.X * viewport->viewpoint.Sin - worldNormal.Y * viewport->viewpoint.Cos;
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DVector3 worldP0(viewport->viewpoint.Pos, pl->height.ZatPoint(viewport->viewpoint.Pos));
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planeNormal.Y = worldNormal.X * viewport->viewpoint.Cos + worldNormal.Y * viewport->viewpoint.Sin;
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DVector3 worldP1 = worldP0 + pl->height.Normal();
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planeNormal.Z = worldNormal.Z;
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DVector3 viewP0 = viewport->PointWorldToView(worldP0);
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planeD = -planeNormal.Z * (pl->height.ZatPoint(viewport->viewpoint.Pos.X, viewport->viewpoint.Pos.Y) - viewport->viewpoint.Pos.Z);
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DVector3 viewP1 = viewport->PointWorldToView(worldP1);
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planeNormal = viewP1 - viewP0;
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planeD = -(viewP0 | planeNormal);
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if (Thread->Portal->MirrorFlags & RF_XFLIP)
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if (Thread->Portal->MirrorFlags & RF_XFLIP)
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planeNormal.X = -planeNormal.X;
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planeNormal.X = -planeNormal.X;
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@ -209,11 +212,6 @@ namespace swrenderer
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{
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{
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if (r_dynlights)
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if (r_dynlights)
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{
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{
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int tx = x1;
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bool mirror = !!(Thread->Portal->MirrorFlags & RF_XFLIP);
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if (mirror)
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tx = viewwidth - tx - 1;
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// Find row position in view space
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// Find row position in view space
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DVector3 viewposX1 = Thread->Viewport->ScreenToViewPos(x1, y, planeNormal, planeD);
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DVector3 viewposX1 = Thread->Viewport->ScreenToViewPos(x1, y, planeNormal, planeD);
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DVector3 viewposX2 = Thread->Viewport->ScreenToViewPos(x2, y, planeNormal, planeD);
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DVector3 viewposX2 = Thread->Viewport->ScreenToViewPos(x2, y, planeNormal, planeD);
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@ -229,9 +227,9 @@ namespace swrenderer
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drawerargs.dc_viewpos.X = viewposX1.X;
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drawerargs.dc_viewpos.X = viewposX1.X;
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drawerargs.dc_viewpos.Y = viewposX1.Y;
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drawerargs.dc_viewpos.Y = viewposX1.Y;
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drawerargs.dc_viewpos.Z = viewposX1.Z;
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drawerargs.dc_viewpos.Z = viewposX1.Z;
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drawerargs.dc_viewpos_step.X = viewposX2.X - viewposX1.X;
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drawerargs.dc_viewpos_step.X = (viewposX2.X - viewposX1.X) / (x2 - x1);
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drawerargs.dc_viewpos_step.Y = viewposX2.Y - viewposX1.Y;
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drawerargs.dc_viewpos_step.Y = (viewposX2.Y - viewposX1.Y) / (x2 - x1);
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drawerargs.dc_viewpos_step.Z = viewposX2.Z - viewposX1.Z;
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drawerargs.dc_viewpos_step.Z = (viewposX2.Z - viewposX1.Z) / (x2 - x1);
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// Plane normal
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// Plane normal
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drawerargs.dc_normal.X = planeNormal.X;
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drawerargs.dc_normal.X = planeNormal.X;
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@ -257,24 +255,22 @@ namespace swrenderer
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{
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{
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if (cur_node->lightsource->IsActive())
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if (cur_node->lightsource->IsActive())
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{
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{
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double lightX = cur_node->lightsource->X() - Thread->Viewport->viewpoint.Pos.X;
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DVector3 lightPos = Thread->Viewport->PointWorldToView(cur_node->lightsource->Pos);
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double lightY = cur_node->lightsource->Y() - Thread->Viewport->viewpoint.Pos.Y;
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double lightZ = cur_node->lightsource->Z() - Thread->Viewport->viewpoint.Pos.Z;
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float lx = (float)(lightX * Thread->Viewport->viewpoint.Sin - lightY * Thread->Viewport->viewpoint.Cos);
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float ly = (float)(lightX * Thread->Viewport->viewpoint.TanCos + lightY * Thread->Viewport->viewpoint.TanSin);
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float lz = (float)lightZ;
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uint32_t red = cur_node->lightsource->GetRed();
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uint32_t red = cur_node->lightsource->GetRed();
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uint32_t green = cur_node->lightsource->GetGreen();
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uint32_t green = cur_node->lightsource->GetGreen();
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uint32_t blue = cur_node->lightsource->GetBlue();
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uint32_t blue = cur_node->lightsource->GetBlue();
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auto& light = drawerargs.dc_lights[drawerargs.dc_num_lights++];
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auto& light = drawerargs.dc_lights[drawerargs.dc_num_lights++];
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light.x = lx;
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light.x = lightPos.X;
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light.y = ly;
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light.y = lightPos.Y;
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light.z = lz;
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light.z = lightPos.Z;
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light.radius = 256.0f / cur_node->lightsource->GetRadius();
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light.radius = 256.0f / cur_node->lightsource->GetRadius();
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light.color = (red << 16) | (green << 8) | blue;
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light.color = (red << 16) | (green << 8) | blue;
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bool is_point_light = cur_node->lightsource->IsAttenuated();
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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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cur_node = cur_node->next;
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cur_node = cur_node->next;
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@ -254,7 +254,7 @@ namespace swrenderer
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double translatedY = worldPos.Y - viewpoint.Pos.Y;
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double translatedY = worldPos.Y - viewpoint.Pos.Y;
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return {
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return {
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translatedX * viewpoint.Sin - translatedY * viewpoint.Cos,
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translatedX * viewpoint.Sin - translatedY * viewpoint.Cos,
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translatedX * viewpoint.TanCos + translatedY * viewpoint.TanSin
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translatedX * viewpoint.Cos + translatedY * viewpoint.Sin
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};
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};
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}
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}
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@ -266,7 +266,7 @@ namespace swrenderer
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return {
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return {
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translatedX * viewpoint.Sin - translatedY * viewpoint.Cos,
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translatedX * viewpoint.Sin - translatedY * viewpoint.Cos,
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translatedZ,
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translatedZ,
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translatedX * viewpoint.TanCos + translatedY * viewpoint.TanSin
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translatedX * viewpoint.Cos + translatedY * viewpoint.Sin
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};
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};
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}
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}
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