Add lights to surfaces

This commit is contained in:
Magnus Norddahl 2023-09-03 06:09:54 +02:00 committed by Christoph Oelckers
parent a11152320f
commit ab539d85d2
3 changed files with 54 additions and 5 deletions

View file

@ -83,9 +83,7 @@ struct LevelMeshSurface
// Touching light sources
std::vector<LevelMeshLight*> LightList;
// Output lightmap for the surface
std::vector<FVector3> texPixels;
std::vector<LevelMeshLight> LightListBuffer;
// Lightmapper has a lot of additional padding around the borders
int lightmapperAtlasPage = -1;

View file

@ -6,6 +6,7 @@
#include "playsim/p_lnspec.h"
#include "c_dispatch.h"
#include "g_levellocals.h"
#include "a_dynlight.h"
#include "common/rendering/vulkan/accelstructs/vk_lightmap.h"
#include <vulkan/accelstructs/halffloat.h>
@ -159,6 +160,8 @@ void DoomLevelMesh::SetSubsectorLightmap(DoomLevelMeshSurface* surface)
}
}
}
CreateLightList(surface, surface->Subsector->section->lighthead, surface->Subsector->sector->PortalGroup);
}
void DoomLevelMesh::SetSideLightmap(DoomLevelMeshSurface* surface)
@ -190,6 +193,54 @@ void DoomLevelMesh::SetSideLightmap(DoomLevelMeshSurface* surface)
}
}
}
CreateLightList(surface, surface->Side->lighthead, surface->Side->sector->PortalGroup);
}
void DoomLevelMesh::CreateLightList(DoomLevelMeshSurface* surface, FLightNode* node, int portalgroup)
{
while (node)
{
FDynamicLight* light = node->lightsource;
DVector3 pos = light->PosRelative(portalgroup);
LevelMeshLight meshlight;
meshlight.Origin = { (float)pos.X, (float)pos.Z, (float)pos.Y };
meshlight.RelativeOrigin = meshlight.Origin; // ?? what is the difference between this and Origin?
meshlight.Radius = (float)light->GetRadius();
meshlight.Intensity = 1.0f;
if (light->IsSpot())
{
meshlight.InnerAngleCos = (float)light->pSpotInnerAngle->Cos();
meshlight.OuterAngleCos = (float)light->pSpotOuterAngle->Cos();
DAngle negPitch = -*light->pPitch;
DAngle Angle = light->target->Angles.Yaw;
double xzLen = negPitch.Cos();
meshlight.SpotDir.X = float(-Angle.Cos() * xzLen);
meshlight.SpotDir.Y = float(-negPitch.Sin());
meshlight.SpotDir.Z = float(-Angle.Sin() * xzLen);
}
else
{
meshlight.InnerAngleCos = -1.0f;
meshlight.OuterAngleCos = -1.0f;
meshlight.SpotDir.X = 0.0f;
meshlight.SpotDir.Y = 0.0f;
meshlight.SpotDir.Z = 0.0f;
}
meshlight.Color.X = light->GetRed() * (1.0f / 255.0f);
meshlight.Color.Y = light->GetGreen() * (1.0f / 255.0f);
meshlight.Color.Z = light->GetBlue() * (1.0f / 255.0f);
surface->LightListBuffer.push_back(meshlight);
node = node->nextLight;
}
for (auto& silly : surface->LightListBuffer)
surface->LightList.push_back(&silly);
}
void DoomLevelMesh::CreateSideSurfaces(FLevelLocals &doomMap, side_t *side)
@ -620,8 +671,6 @@ void DoomLevelMesh::SetupLightmapUvs()
{
surface.uvs.Push(LightmapUvs[surface.startUvIndex + i]);
}
surface.texPixels.resize(surface.texWidth * surface.texHeight);
}
BuildSmoothingGroups();

View file

@ -60,6 +60,8 @@ private:
void SetSubsectorLightmap(DoomLevelMeshSurface* surface);
void SetSideLightmap(DoomLevelMeshSurface* surface);
void CreateLightList(DoomLevelMeshSurface* surface, FLightNode* lighthead, int portalgroup);
static bool IsTopSideSky(sector_t* frontsector, sector_t* backsector, side_t* side);
static bool IsTopSideVisible(side_t* side);
static bool IsBottomSideVisible(side_t* side);