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Add dynlights to pal wall drawers
This commit is contained in:
parent
ea92b95483
commit
d428634c58
3 changed files with 229 additions and 84 deletions
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@ -103,6 +103,10 @@ namespace swrenderer
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_pitch = dc_pitch;
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_srcblend = dc_srcblend;
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_destblend = dc_destblend;
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_dynlights = dc_lights;
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_num_dynlights = dc_num_lights;
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_viewpos_z = dc_viewpos.Z;
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_step_viewpos_z = dc_viewpos_step.Z;
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}
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PalWall4Command::PalWall4Command()
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@ -124,6 +128,43 @@ namespace swrenderer
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_destblend = dc_destblend;
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}
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uint8_t PalWall1Command::AddLights(const TriLight *lights, int num_lights, float viewpos_z, uint8_t fg, uint8_t material)
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{
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uint32_t lit_r = GPalette.BaseColors[fg].r;
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uint32_t lit_g = GPalette.BaseColors[fg].g;
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uint32_t lit_b = GPalette.BaseColors[fg].b;
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uint32_t material_r = GPalette.BaseColors[material].r;
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uint32_t material_g = GPalette.BaseColors[material].g;
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uint32_t material_b = GPalette.BaseColors[material].b;
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for (int i = 0; i < num_lights; i++)
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{
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uint32_t light_color_r = RPART(lights[i].color);
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uint32_t light_color_g = GPART(lights[i].color);
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uint32_t light_color_b = BPART(lights[i].color);
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// L = light-pos
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// dist = sqrt(dot(L, L))
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// attenuation = 1 - MIN(dist * (1/radius), 1)
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float Lxy2 = lights[i].x; // L.x*L.x + L.y*L.y
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float Lz = lights[i].z - viewpos_z;
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float dist2 = Lxy2 + Lz * Lz;
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float dist = dist2 * _mm_cvtss_f32(_mm_rsqrt_ss(_mm_load_ss(&dist2)));
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uint32_t attenuation = (uint32_t)(256.0f - MIN(dist * lights[i].radius, 256.0f));
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lit_r += (light_color_r * material_r * attenuation) >> 16;
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lit_g += (light_color_g * material_g * attenuation) >> 16;
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lit_b += (light_color_b * material_b * attenuation) >> 16;
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}
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lit_r = MIN<uint32_t>(lit_r, 255);
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lit_g = MIN<uint32_t>(lit_g, 255);
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lit_b = MIN<uint32_t>(lit_b, 255);
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return RGB256k.All[((lit_r >> 2) << 12) | ((lit_g >> 2) << 6) | (lit_b >> 2)];
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}
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void DrawWall1PalCommand::Execute(DrawerThread *thread)
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{
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uint32_t fracstep = _iscale;
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@ -134,6 +175,10 @@ namespace swrenderer
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uint8_t *dest = _dest;
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int bits = _fracbits;
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int pitch = _pitch;
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TriLight *dynlights = _dynlights;
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int num_dynlights = _num_dynlights;
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float viewpos_z = _viewpos_z;
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float step_viewpos_z = _step_viewpos_z;
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count = thread->count_for_thread(_dest_y, count);
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if (count <= 0)
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@ -144,12 +189,31 @@ namespace swrenderer
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fracstep *= thread->num_cores;
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pitch *= thread->num_cores;
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do
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if (num_dynlights == 0)
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{
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*dest = colormap[source[frac >> bits]];
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frac += fracstep;
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dest += pitch;
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} while (--count);
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do
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{
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*dest = colormap[source[frac >> bits]];
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frac += fracstep;
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dest += pitch;
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} while (--count);
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}
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else
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{
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float viewpos_z = _viewpos_z;
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float step_viewpos_z = _step_viewpos_z;
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viewpos_z += step_viewpos_z * thread->skipped_by_thread(_dest_y);
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step_viewpos_z *= thread->num_cores;
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do
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{
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*dest = AddLights(dynlights, num_dynlights, viewpos_z, colormap[source[frac >> bits]], source[frac >> bits]);
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viewpos_z += step_viewpos_z;
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frac += fracstep;
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dest += pitch;
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} while (--count);
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}
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}
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void DrawWall4PalCommand::Execute(DrawerThread *thread)
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@ -212,6 +276,10 @@ namespace swrenderer
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uint8_t *dest = _dest;
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int bits = _fracbits;
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int pitch = _pitch;
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TriLight *dynlights = _dynlights;
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int num_dynlights = _num_dynlights;
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float viewpos_z = _viewpos_z;
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float step_viewpos_z = _step_viewpos_z;
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count = thread->count_for_thread(_dest_y, count);
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if (count <= 0)
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@ -222,16 +290,39 @@ namespace swrenderer
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fracstep *= thread->num_cores;
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pitch *= thread->num_cores;
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do
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if (num_dynlights == 0)
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{
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uint8_t pix = source[frac >> bits];
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if (pix != 0)
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do
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{
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*dest = colormap[pix];
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}
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frac += fracstep;
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dest += pitch;
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} while (--count);
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uint8_t pix = source[frac >> bits];
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if (pix != 0)
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{
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*dest = colormap[pix];
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}
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frac += fracstep;
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dest += pitch;
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} while (--count);
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}
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else
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{
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float viewpos_z = _viewpos_z;
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float step_viewpos_z = _step_viewpos_z;
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viewpos_z += step_viewpos_z * thread->skipped_by_thread(_dest_y);
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step_viewpos_z *= thread->num_cores;
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do
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{
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uint8_t pix = source[frac >> bits];
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if (pix != 0)
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{
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*dest = AddLights(dynlights, num_dynlights, viewpos_z, colormap[pix], pix);
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}
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viewpos_z += step_viewpos_z;
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frac += fracstep;
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dest += pitch;
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} while (--count);
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}
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}
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void DrawWallMasked4PalCommand::Execute(DrawerThread *thread)
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@ -296,6 +387,10 @@ namespace swrenderer
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uint8_t *dest = _dest;
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int bits = _fracbits;
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int pitch = _pitch;
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TriLight *dynlights = _dynlights;
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int num_dynlights = _num_dynlights;
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float viewpos_z = _viewpos_z;
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float step_viewpos_z = _step_viewpos_z;
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uint32_t *fg2rgb = _srcblend;
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uint32_t *bg2rgb = _destblend;
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@ -308,6 +403,8 @@ namespace swrenderer
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frac += fracstep * thread->skipped_by_thread(_dest_y);
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fracstep *= thread->num_cores;
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pitch *= thread->num_cores;
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viewpos_z += step_viewpos_z * thread->skipped_by_thread(_dest_y);
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step_viewpos_z *= thread->num_cores;
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if (!r_blendmethod)
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{
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@ -316,11 +413,14 @@ namespace swrenderer
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uint8_t pix = source[frac >> bits];
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if (pix != 0)
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{
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uint32_t fg = fg2rgb[colormap[pix]];
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uint8_t lit = num_dynlights != 0 ? AddLights(dynlights, num_dynlights, viewpos_z, colormap[pix], pix) : colormap[pix];
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uint32_t fg = fg2rgb[lit];
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uint32_t bg = bg2rgb[*dest];
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fg = (fg + bg) | 0x1f07c1f;
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*dest = RGB32k.All[fg & (fg >> 15)];
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}
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viewpos_z += step_viewpos_z;
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frac += fracstep;
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dest += pitch;
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} while (--count);
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@ -333,11 +433,14 @@ namespace swrenderer
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uint8_t pix = source[frac >> bits];
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if (pix != 0)
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{
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uint32_t r = MIN(GPalette.BaseColors[colormap[pix]].r + GPalette.BaseColors[*dest].r, 255);
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uint32_t g = MIN(GPalette.BaseColors[colormap[pix]].g + GPalette.BaseColors[*dest].g, 255);
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uint32_t b = MIN(GPalette.BaseColors[colormap[pix]].b + GPalette.BaseColors[*dest].b, 255);
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uint8_t lit = num_dynlights != 0 ? AddLights(dynlights, num_dynlights, viewpos_z, colormap[pix], pix) : colormap[pix];
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uint32_t r = MIN(GPalette.BaseColors[lit].r + GPalette.BaseColors[*dest].r, 255);
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uint32_t g = MIN(GPalette.BaseColors[lit].g + GPalette.BaseColors[*dest].g, 255);
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uint32_t b = MIN(GPalette.BaseColors[lit].b + GPalette.BaseColors[*dest].b, 255);
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*dest = RGB256k.RGB[r>>2][g>>2][b>>2];
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}
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viewpos_z += step_viewpos_z;
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frac += fracstep;
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dest += pitch;
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} while (--count);
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@ -420,6 +523,10 @@ namespace swrenderer
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uint8_t *dest = _dest;
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int bits = _fracbits;
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int pitch = _pitch;
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TriLight *dynlights = _dynlights;
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int num_dynlights = _num_dynlights;
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float viewpos_z = _viewpos_z;
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float step_viewpos_z = _step_viewpos_z;
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uint32_t *fg2rgb = _srcblend;
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uint32_t *bg2rgb = _destblend;
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@ -432,6 +539,8 @@ namespace swrenderer
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frac += fracstep * thread->skipped_by_thread(_dest_y);
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fracstep *= thread->num_cores;
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pitch *= thread->num_cores;
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viewpos_z += step_viewpos_z * thread->skipped_by_thread(_dest_y);
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step_viewpos_z *= thread->num_cores;
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if (!r_blendmethod)
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{
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@ -440,7 +549,9 @@ namespace swrenderer
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uint8_t pix = source[frac >> bits];
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if (pix != 0)
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{
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uint32_t a = fg2rgb[colormap[pix]] + bg2rgb[*dest];
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uint8_t lit = num_dynlights != 0 ? AddLights(dynlights, num_dynlights, viewpos_z, colormap[pix], pix) : colormap[pix];
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uint32_t a = fg2rgb[lit] + bg2rgb[*dest];
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uint32_t b = a;
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a |= 0x01f07c1f;
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a |= b;
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*dest = RGB32k.All[a & (a >> 15)];
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}
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viewpos_z += step_viewpos_z;
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frac += fracstep;
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dest += pitch;
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} while (--count);
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@ -461,11 +573,14 @@ namespace swrenderer
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uint8_t pix = source[frac >> bits];
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if (pix != 0)
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{
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uint32_t r = MIN(GPalette.BaseColors[colormap[pix]].r + GPalette.BaseColors[*dest].r, 255);
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uint32_t g = MIN(GPalette.BaseColors[colormap[pix]].g + GPalette.BaseColors[*dest].g, 255);
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uint32_t b = MIN(GPalette.BaseColors[colormap[pix]].b + GPalette.BaseColors[*dest].b, 255);
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uint8_t lit = num_dynlights != 0 ? AddLights(dynlights, num_dynlights, viewpos_z, colormap[pix], pix) : colormap[pix];
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uint32_t r = MIN(GPalette.BaseColors[lit].r + GPalette.BaseColors[*dest].r, 255);
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uint32_t g = MIN(GPalette.BaseColors[lit].g + GPalette.BaseColors[*dest].g, 255);
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uint32_t b = MIN(GPalette.BaseColors[lit].b + GPalette.BaseColors[*dest].b, 255);
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*dest = RGB256k.RGB[r>>2][g>>2][b>>2];
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}
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viewpos_z += step_viewpos_z;
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frac += fracstep;
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dest += pitch;
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} while (--count);
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@ -526,6 +641,10 @@ namespace swrenderer
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uint8_t *dest = _dest;
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int bits = _fracbits;
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int pitch = _pitch;
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TriLight *dynlights = _dynlights;
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int num_dynlights = _num_dynlights;
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float viewpos_z = _viewpos_z;
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float step_viewpos_z = _step_viewpos_z;
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uint32_t *fg2rgb = _srcblend;
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uint32_t *bg2rgb = _destblend;
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@ -538,6 +657,8 @@ namespace swrenderer
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frac += fracstep * thread->skipped_by_thread(_dest_y);
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fracstep *= thread->num_cores;
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pitch *= thread->num_cores;
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viewpos_z += step_viewpos_z * thread->skipped_by_thread(_dest_y);
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step_viewpos_z *= thread->num_cores;
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if (!r_blendmethod)
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{
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@ -546,7 +667,9 @@ namespace swrenderer
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uint8_t pix = source[frac >> bits];
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if (pix != 0)
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{
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uint32_t a = (fg2rgb[colormap[pix]] | 0x40100400) - bg2rgb[*dest];
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uint8_t lit = num_dynlights != 0 ? AddLights(dynlights, num_dynlights, viewpos_z, colormap[pix], pix) : colormap[pix];
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uint32_t a = (fg2rgb[lit] | 0x40100400) - bg2rgb[*dest];
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uint32_t b = a;
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b &= 0x40100400;
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a |= 0x01f07c1f;
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*dest = RGB32k.All[a & (a >> 15)];
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}
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viewpos_z += step_viewpos_z;
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frac += fracstep;
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dest += pitch;
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} while (--count);
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@ -566,11 +690,14 @@ namespace swrenderer
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uint8_t pix = source[frac >> bits];
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if (pix != 0)
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{
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int r = clamp(-GPalette.BaseColors[colormap[pix]].r + GPalette.BaseColors[*dest].r, 0, 255);
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int g = clamp(-GPalette.BaseColors[colormap[pix]].g + GPalette.BaseColors[*dest].g, 0, 255);
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int b = clamp(-GPalette.BaseColors[colormap[pix]].b + GPalette.BaseColors[*dest].b, 0, 255);
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uint8_t lit = num_dynlights != 0 ? AddLights(dynlights, num_dynlights, viewpos_z, colormap[pix], pix) : colormap[pix];
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int r = clamp(-GPalette.BaseColors[lit].r + GPalette.BaseColors[*dest].r, 0, 255);
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int g = clamp(-GPalette.BaseColors[lit].g + GPalette.BaseColors[*dest].g, 0, 255);
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int b = clamp(-GPalette.BaseColors[lit].b + GPalette.BaseColors[*dest].b, 0, 255);
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*dest = RGB256k.RGB[r>>2][g>>2][b>>2];
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}
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viewpos_z += step_viewpos_z;
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frac += fracstep;
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dest += pitch;
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} while (--count);
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@ -657,6 +784,10 @@ namespace swrenderer
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uint8_t *dest = _dest;
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int bits = _fracbits;
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int pitch = _pitch;
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TriLight *dynlights = _dynlights;
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int num_dynlights = _num_dynlights;
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float viewpos_z = _viewpos_z;
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float step_viewpos_z = _step_viewpos_z;
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uint32_t *fg2rgb = _srcblend;
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uint32_t *bg2rgb = _destblend;
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@ -669,6 +800,8 @@ namespace swrenderer
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frac += fracstep * thread->skipped_by_thread(_dest_y);
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fracstep *= thread->num_cores;
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pitch *= thread->num_cores;
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viewpos_z += step_viewpos_z * thread->skipped_by_thread(_dest_y);
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step_viewpos_z *= thread->num_cores;
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if (!r_blendmethod)
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{
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@ -677,7 +810,9 @@ namespace swrenderer
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uint8_t pix = source[frac >> bits];
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if (pix != 0)
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{
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uint32_t a = (bg2rgb[*dest] | 0x40100400) - fg2rgb[colormap[pix]];
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uint8_t lit = num_dynlights != 0 ? AddLights(dynlights, num_dynlights, viewpos_z, colormap[pix], pix) : colormap[pix];
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uint32_t a = (bg2rgb[*dest] | 0x40100400) - fg2rgb[lit];
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uint32_t b = a;
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b &= 0x40100400;
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@ -686,6 +821,7 @@ namespace swrenderer
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a |= 0x01f07c1f;
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*dest = RGB32k.All[a & (a >> 15)];
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}
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viewpos_z += step_viewpos_z;
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frac += fracstep;
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dest += pitch;
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} while (--count);
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@ -697,11 +833,14 @@ namespace swrenderer
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uint8_t pix = source[frac >> bits];
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if (pix != 0)
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{
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int r = clamp(GPalette.BaseColors[colormap[pix]].r - GPalette.BaseColors[*dest].r, 0, 255);
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int g = clamp(GPalette.BaseColors[colormap[pix]].g - GPalette.BaseColors[*dest].g, 0, 255);
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int b = clamp(GPalette.BaseColors[colormap[pix]].b - GPalette.BaseColors[*dest].b, 0, 255);
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uint8_t lit = num_dynlights != 0 ? AddLights(dynlights, num_dynlights, viewpos_z, colormap[pix], pix) : colormap[pix];
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int r = clamp(GPalette.BaseColors[lit].r - GPalette.BaseColors[*dest].r, 0, 255);
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int g = clamp(GPalette.BaseColors[lit].g - GPalette.BaseColors[*dest].g, 0, 255);
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int b = clamp(GPalette.BaseColors[lit].b - GPalette.BaseColors[*dest].b, 0, 255);
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*dest = RGB256k.RGB[r>>2][g>>2][b>>2];
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}
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viewpos_z += step_viewpos_z;
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frac += fracstep;
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dest += pitch;
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} while (--count);
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@ -14,6 +14,8 @@ namespace swrenderer
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FString DebugInfo() override { return "PalWallCommand"; }
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protected:
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inline static uint8_t AddLights(const TriLight *lights, int num_lights, float viewpos_z, uint8_t fg, uint8_t material);
|
||||
|
||||
uint32_t _iscale;
|
||||
uint32_t _texturefrac;
|
||||
uint8_t *_colormap;
|
||||
|
@ -24,6 +26,10 @@ namespace swrenderer
|
|||
int _pitch;
|
||||
uint32_t *_srcblend;
|
||||
uint32_t *_destblend;
|
||||
TriLight *_dynlights;
|
||||
int _num_dynlights;
|
||||
float _viewpos_z;
|
||||
float _step_viewpos_z;
|
||||
};
|
||||
|
||||
class PalWall4Command : public DrawerCommand
|
||||
|
|
|
@ -537,71 +537,71 @@ WallSampler::WallSampler(int y1, float swal, double yrepeat, fixed_t xoffset, do
|
|||
// Draw a column with support for non-power-of-two ranges
|
||||
static void Draw1Column(int x, int y1, int y2, WallSampler &sampler, void(*draw1column)())
|
||||
{
|
||||
if (r_swtruecolor)
|
||||
if (r_dynlights)
|
||||
{
|
||||
if (r_dynlights)
|
||||
// Find column position in view space
|
||||
float w1 = 1.0f / WallC.sz1;
|
||||
float w2 = 1.0f / WallC.sz2;
|
||||
float t = (x - WallC.sx1 + 0.5f) / (WallC.sx2 - WallC.sx1);
|
||||
float wcol = w1 * (1.0f - t) + w2 * t;
|
||||
float zcol = 1.0f / wcol;
|
||||
dc_viewpos.X = (float)((x + 0.5 - CenterX) / CenterX * zcol);
|
||||
dc_viewpos.Y = zcol;
|
||||
dc_viewpos.Z = (float)((CenterY - y1 - 0.5) / InvZtoScale * zcol);
|
||||
dc_viewpos_step.Z = (float)(-zcol / InvZtoScale);
|
||||
|
||||
static TriLight lightbuffer[64 * 1024];
|
||||
static int nextlightindex = 0;
|
||||
|
||||
// Setup lights for column
|
||||
dc_num_lights = 0;
|
||||
dc_lights = lightbuffer + nextlightindex;
|
||||
FLightNode *cur_node = dc_light_list;
|
||||
while (cur_node && nextlightindex < 64 * 1024)
|
||||
{
|
||||
// Find column position in view space
|
||||
float w1 = 1.0f / WallC.sz1;
|
||||
float w2 = 1.0f / WallC.sz2;
|
||||
float t = (x - WallC.sx1 + 0.5f) / (WallC.sx2 - WallC.sx1);
|
||||
float wcol = w1 * (1.0f - t) + w2 * t;
|
||||
float zcol = 1.0f / wcol;
|
||||
dc_viewpos.X = (float)((x + 0.5 - CenterX) / CenterX * zcol);
|
||||
dc_viewpos.Y = zcol;
|
||||
dc_viewpos.Z = (float)((CenterY - y1 - 0.5) / InvZtoScale * zcol);
|
||||
dc_viewpos_step.Z = (float)(-zcol / InvZtoScale);
|
||||
|
||||
static TriLight lightbuffer[64 * 1024];
|
||||
static int nextlightindex = 0;
|
||||
|
||||
// Setup lights for column
|
||||
dc_num_lights = 0;
|
||||
dc_lights = lightbuffer + nextlightindex;
|
||||
FLightNode *cur_node = dc_light_list;
|
||||
while (cur_node && nextlightindex < 64 * 1024)
|
||||
if (!(cur_node->lightsource->flags2&MF2_DORMANT))
|
||||
{
|
||||
if (!(cur_node->lightsource->flags2&MF2_DORMANT))
|
||||
double lightX = cur_node->lightsource->X() - ViewPos.X;
|
||||
double lightY = cur_node->lightsource->Y() - ViewPos.Y;
|
||||
double lightZ = cur_node->lightsource->Z() - ViewPos.Z;
|
||||
|
||||
float lx = (float)(lightX * ViewSin - lightY * ViewCos) - dc_viewpos.X;
|
||||
float ly = (float)(lightX * ViewTanCos + lightY * ViewTanSin) - dc_viewpos.Y;
|
||||
float lz = (float)lightZ;
|
||||
|
||||
// Precalculate the constant part of the dot here so the drawer doesn't have to.
|
||||
float lconstant = lx * lx + ly * ly;
|
||||
|
||||
// Include light only if it touches this column
|
||||
float radius = cur_node->lightsource->GetRadius();
|
||||
if (radius * radius >= lconstant)
|
||||
{
|
||||
double lightX = cur_node->lightsource->X() - ViewPos.X;
|
||||
double lightY = cur_node->lightsource->Y() - ViewPos.Y;
|
||||
double lightZ = cur_node->lightsource->Z() - ViewPos.Z;
|
||||
uint32_t red = cur_node->lightsource->GetRed();
|
||||
uint32_t green = cur_node->lightsource->GetGreen();
|
||||
uint32_t blue = cur_node->lightsource->GetBlue();
|
||||
|
||||
float lx = (float)(lightX * ViewSin - lightY * ViewCos) - dc_viewpos.X;
|
||||
float ly = (float)(lightX * ViewTanCos + lightY * ViewTanSin) - dc_viewpos.Y;
|
||||
float lz = (float)lightZ;
|
||||
|
||||
// Precalculate the constant part of the dot here so the drawer doesn't have to.
|
||||
float lconstant = lx * lx + ly * ly;
|
||||
|
||||
// Include light only if it touches this column
|
||||
float radius = cur_node->lightsource->GetRadius();
|
||||
if (radius * radius >= lconstant)
|
||||
{
|
||||
uint32_t red = cur_node->lightsource->GetRed();
|
||||
uint32_t green = cur_node->lightsource->GetGreen();
|
||||
uint32_t blue = cur_node->lightsource->GetBlue();
|
||||
|
||||
nextlightindex++;
|
||||
auto &light = dc_lights[dc_num_lights++];
|
||||
light.x = lconstant;
|
||||
light.z = lz;
|
||||
light.radius = 256.0f / cur_node->lightsource->GetRadius();
|
||||
light.color = (red << 16) | (green << 8) | blue;
|
||||
}
|
||||
nextlightindex++;
|
||||
auto &light = dc_lights[dc_num_lights++];
|
||||
light.x = lconstant;
|
||||
light.z = lz;
|
||||
light.radius = 256.0f / cur_node->lightsource->GetRadius();
|
||||
light.color = (red << 16) | (green << 8) | blue;
|
||||
}
|
||||
|
||||
cur_node = cur_node->nextLight;
|
||||
}
|
||||
|
||||
if (nextlightindex == 64 * 1024)
|
||||
nextlightindex = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
dc_num_lights = 0;
|
||||
cur_node = cur_node->nextLight;
|
||||
}
|
||||
|
||||
if (nextlightindex == 64 * 1024)
|
||||
nextlightindex = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
dc_num_lights = 0;
|
||||
}
|
||||
|
||||
if (r_swtruecolor)
|
||||
{
|
||||
int count = y2 - y1;
|
||||
|
||||
dc_source = sampler.source;
|
||||
|
|
Loading…
Reference in a new issue