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- add 'sublighttype' for Subtractive dynamic lights to change the colour formula.
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parent
1455111ddc
commit
c69941a9e9
3 changed files with 44 additions and 6 deletions
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@ -46,6 +46,13 @@ enum LightFlag
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LF_SPOT = 64
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};
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enum SubLightFormula
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{
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SLF_ZDOOMGL = 1,
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SLF_PRECISE = 2,
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SLF_RAW = 3,
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};
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//==========================================================================
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//
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// Light definitions
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@ -72,6 +79,8 @@ public:
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void SetSpot(bool spot) { m_spot = spot; }
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void SetSpotInnerAngle(double angle) { m_spotInnerAngle = angle; }
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void SetSpotOuterAngle(double angle) { m_spotOuterAngle = angle; }
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uint8_t GetSubLightType() { return m_sublighttype; }
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void SetSubLightType(uint8_t val) { m_sublighttype = val; }
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void OrderIntensities()
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{
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@ -98,6 +107,7 @@ protected:
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bool m_spot = false;
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double m_spotInnerAngle = 10.0;
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double m_spotOuterAngle = 25.0;
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uint8_t m_sublighttype = 1;
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};
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//==========================================================================
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@ -203,6 +213,8 @@ public:
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bool IsSubtractive() { return !!(lightflags & LF_SUBTRACTIVE); }
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bool IsAdditive() { return !!(lightflags & LF_ADDITIVE); }
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bool IsSpot() { return !!(lightflags & LF_SPOT); }
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uint8_t GetSubLightType();
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void SetSubLightType(uint8_t Val);
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FState *targetState;
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FLightNode * touching_sides;
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FLightNode * touching_subsectors;
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@ -97,11 +97,14 @@ void FDynLightData::AddLightToList(int group, ADynamicLight * light, bool forceA
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if (light->IsSubtractive())
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{
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DVector3 v(r, g, b);
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float length = (float)v.Length();
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r = length - r;
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g = length - g;
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b = length - b;
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float length = (light->GetSubLightType() == 1) ? ((float)v.Length()) : (r + g + b - clamp(r, g, b));
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if (light->GetSubLightType() != 3)
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{
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r = length - r;
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g = length - g;
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b = length - b;
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}
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i = 1;
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}
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@ -136,6 +136,7 @@ static const char *LightTags[]=
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"attenuate",
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"dontlightactors",
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"spot",
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"sublighttype",
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nullptr
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};
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@ -158,7 +159,8 @@ enum {
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LIGHTTAG_DONTLIGHTSELF,
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LIGHTTAG_ATTENUATE,
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LIGHTTAG_DONTLIGHTACTORS,
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LIGHTTAG_SPOT
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LIGHTTAG_SPOT,
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LIGHTTAG_SUBLIGHTTYPE,
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};
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//==========================================================================
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@ -463,6 +465,10 @@ class GLDefsParser
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defaults->SetSpotOuterAngle(outerAngle);
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}
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break;
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case LIGHTTAG_SUBLIGHTTYPE:
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intVal = clamp<int>(ParseInt(sc), 1, 3);
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defaults->SetSubLightType(intVal);
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break;
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default:
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sc.ScriptError("Unknown tag: %s\n", sc.String);
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}
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@ -556,6 +562,10 @@ class GLDefsParser
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defaults->SetSpotOuterAngle(outerAngle);
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}
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break;
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case LIGHTTAG_SUBLIGHTTYPE:
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intVal = clamp<int>(ParseInt(sc), 1, 3);
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defaults->SetSubLightType(intVal);
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break;
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default:
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sc.ScriptError("Unknown tag: %s\n", sc.String);
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}
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@ -652,6 +662,10 @@ class GLDefsParser
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defaults->SetSpotOuterAngle(outerAngle);
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}
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break;
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case LIGHTTAG_SUBLIGHTTYPE:
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intVal = clamp<int>(ParseInt(sc), 1, 3);
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defaults->SetSubLightType(intVal);
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break;
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default:
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sc.ScriptError("Unknown tag: %s\n", sc.String);
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}
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@ -747,6 +761,10 @@ class GLDefsParser
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defaults->SetSpotOuterAngle(outerAngle);
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}
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break;
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case LIGHTTAG_SUBLIGHTTYPE:
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intVal = clamp<int>(ParseInt(sc), 1, 3);
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defaults->SetSubLightType(intVal);
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break;
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default:
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sc.ScriptError("Unknown tag: %s\n", sc.String);
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}
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@ -777,6 +795,7 @@ class GLDefsParser
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int type;
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float floatVal;
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float floatTriple[3];
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int intVal;
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FLightDefaults *defaults;
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// get name
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@ -839,6 +858,10 @@ class GLDefsParser
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defaults->SetSpotOuterAngle(outerAngle);
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}
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break;
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case LIGHTTAG_SUBLIGHTTYPE:
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intVal = clamp<int>(ParseInt(sc), 1, 3);
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defaults->SetSubLightType(intVal);
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break;
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default:
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sc.ScriptError("Unknown tag: %s\n", sc.String);
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}
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