mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-10 23:01:50 +00:00
- rewrote dynamic lights to not use actors for the internal representation and made DynamicLight a purely scripted class.
This should be less of a drag on the playsim than having each light a separate actor. A quick check with ZDCMP2 showed that the light processing time was reduced to 1/3rd from 0.5 ms to 0.17 ms per tic. It's also one native actor class less.
This commit is contained in:
parent
99479d84b1
commit
d654e02dea
34 changed files with 459 additions and 433 deletions
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@ -1235,7 +1235,7 @@ public:
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DVector3 Prev;
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DRotator PrevAngles;
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int PrevPortalGroup;
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TArray<TObjPtr<AActor*> > AttachedLights;
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TArray<FDynamicLight *> AttachedLights;
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// When was this actor spawned?
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int SpawnTime;
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@ -1489,13 +1489,11 @@ public:
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int ApplyDamageFactor(FName damagetype, int damage) const;
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int GetModifiedDamage(FName damagetype, int damage, bool passive);
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void DeleteAttachedLights();
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static void DeleteAllAttachedLights();
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static void RecreateAllAttachedLights();
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bool hasmodel;
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size_t PropagateMark();
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};
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class FActorIterator
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@ -749,8 +749,7 @@ void D_Display ()
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// Check for the presence of dynamic lights at the start of the frame once.
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if ((gl_lights && vid_rendermode == 4) || (r_dynlights && vid_rendermode != 4))
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{
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TThinkerIterator<ADynamicLight> it(STAT_DLIGHT);
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level.HasDynamicLights = !!it.Next();
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level.HasDynamicLights = !!level.lights;
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}
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else level.HasDynamicLights = false; // lights are off so effectively we have none.
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@ -38,6 +38,7 @@
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#include <type_traits>
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#include "doomtype.h"
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#include "i_system.h"
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#include "vectors.h"
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class PClass;
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class PType;
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@ -238,6 +239,7 @@ public:
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inline PalEntry &ColorVar(FName field);
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inline FName &NameVar(FName field);
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inline double &FloatVar(FName field);
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inline DAngle &AngleVar(FName field);
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inline FString &StringVar(FName field);
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template<class T> T*& PointerVar(FName field);
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@ -456,6 +458,11 @@ inline double &DObject::FloatVar(FName field)
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return *(double*)ScriptVar(field, nullptr);
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}
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inline DAngle &DObject::AngleVar(FName field)
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{
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return *(DAngle*)ScriptVar(field, nullptr);
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}
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template<class T>
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inline T *&DObject::PointerVar(FName field)
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{
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@ -40,6 +40,8 @@
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#include "vm.h"
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#include "c_dispatch.h"
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#include "v_text.h"
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#include "g_levellocals.h"
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#include "a_dynlight.h"
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static int ThinkCount;
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@ -617,6 +619,13 @@ void DThinker::RunThinkers ()
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count += TickThinkers(&FreshThinkers[i], &Thinkers[i]);
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}
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} while (count != 0);
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for (auto light = level.lights; light;)
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{
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auto next = light->next;
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light->Tick();
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light = next;
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}
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}
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else
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{
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@ -637,6 +646,19 @@ void DThinker::RunThinkers ()
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}
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} while (count != 0);
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// Also profile the internal dynamic lights, even though they are not implemented as thinkers.
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auto &prof = Profiles[NAME_InternalDynamicLight];
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prof.timer.Clock();
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for (auto light = level.lights; light;)
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{
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prof.numcalls++;
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auto next = light->next;
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light->Tick();
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light = next;
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}
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prof.timer.Unclock();
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struct SortedProfileInfo
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{
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const char* className;
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@ -198,6 +198,8 @@ struct FLevelLocals : public FLevelData
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bool lightadditivesurfaces;
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bool notexturefill;
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FDynamicLight *lights;
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bool IsJumpingAllowed() const;
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bool IsCrouchingAllowed() const;
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bool IsFreelookAllowed() const;
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@ -63,7 +63,11 @@
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#include "g_levellocals.h"
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#include "a_dynlight.h"
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#include "actorinlines.h"
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#include "memarena.h"
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static FMemArena DynLightArena(sizeof(FDynamicLight) * 200);
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static TArray<FDynamicLight*> FreeList;
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static FRandom randLight;
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CUSTOM_CVAR (Bool, gl_lights, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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{
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@ -76,7 +80,7 @@ CVAR (Bool, gl_attachedlights, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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//==========================================================================
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//
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//==========================================================================
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DEFINE_CLASS_PROPERTY(type, S, DynamicLight)
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DEFINE_SCRIPTED_PROPERTY(type, S, DynamicLight)
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{
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PROP_STRING_PARM(str, 0);
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static const char * ltype_names[]={
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@ -87,105 +91,143 @@ DEFINE_CLASS_PROPERTY(type, S, DynamicLight)
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int style = MatchString(str, ltype_names);
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if (style < 0) I_Error("Unknown light type '%s'", str);
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defaults->lighttype = ltype_values[style];
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defaults->IntVar(NAME_lighttype) = ltype_values[style];
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}
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//==========================================================================
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//
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// Actor classes
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//
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// For flexibility all functionality has been packed into a single class
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// which is controlled by flags
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//
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//==========================================================================
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IMPLEMENT_CLASS(ADynamicLight, false, false)
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DEFINE_FIELD(ADynamicLight, SpotInnerAngle)
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DEFINE_FIELD(ADynamicLight, SpotOuterAngle)
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static FRandom randLight;
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//==========================================================================
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//
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// Base class
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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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//==========================================================================
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void ADynamicLight::Serialize(FSerializer &arc)
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static FDynamicLight *GetLight()
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{
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Super::Serialize (arc);
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auto def = static_cast<ADynamicLight*>(GetDefault());
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arc("lightflags", lightflags, def->lightflags)
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("lighttype", lighttype, def->lighttype)
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("tickcount", m_tickCount, def->m_tickCount)
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("currentradius", m_currentRadius, def->m_currentRadius)
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("spotinnerangle", SpotInnerAngle, def->SpotInnerAngle)
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("spotouterangle", SpotOuterAngle, def->SpotOuterAngle);
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if (lighttype == PulseLight)
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arc("lastupdate", m_lastUpdate, def->m_lastUpdate)
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("cycler", m_cycler, def->m_cycler);
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// Remap the old flags.
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if (SaveVersion < 4552)
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FDynamicLight *ret;
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if (FreeList.Size())
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{
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lightflags = 0;
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if (flags4 & MF4_MISSILEEVENMORE) lightflags |= LF_SUBTRACTIVE;
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if (flags4 & MF4_MISSILEMORE) lightflags |= LF_ADDITIVE;
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if (flags4 & MF4_SEESDAGGERS) lightflags |= LF_DONTLIGHTSELF;
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if (flags4 & MF4_INCOMBAT) lightflags |= LF_ATTENUATE;
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if (flags4 & MF4_STANDSTILL) lightflags |= LF_NOSHADOWMAP;
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if (flags4 & MF4_EXTREMEDEATH) lightflags |= LF_DONTLIGHTACTORS;
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flags4 &= ~(MF4_SEESDAGGERS); // this flag is dangerous and must be cleared. The others do not matter.
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FreeList.Pop(ret);
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}
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else ret = (FDynamicLight*)DynLightArena.Alloc(sizeof(FDynamicLight));
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memset(ret, 0, sizeof(*ret));
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ret->next = level.lights;
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level.lights = ret;
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if (ret->next) ret->next->prev = ret;
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ret->visibletoplayer = true;
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ret->mShadowmapIndex = 1024;
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ret->Pos.X = -10000000; // not a valid coordinate.
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return ret;
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}
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//==========================================================================
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//
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// Attaches a dynamic light descriptor to a dynamic light actor.
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// Owned lights do not use this function.
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//
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//==========================================================================
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void AttachLight(AActor *self)
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{
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auto light = GetLight();
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light->pSpotInnerAngle = &self->AngleVar(NAME_SpotInnerAngle);
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light->pSpotOuterAngle = &self->AngleVar(NAME_SpotOuterAngle);
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light->pPitch = &self->Angles.Pitch;
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light->pArgs = self->args;
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light->specialf1 = DAngle(double(self->SpawnAngle)).Normalized360().Degrees;
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light->Sector = self->Sector;
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light->target = self;
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light->lightflags.FromInt(self->IntVar(NAME_lightflags));
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light->mShadowmapIndex = 1024;
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light->m_active = false;
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light->visibletoplayer = true;
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light->lighttype = (uint8_t)self->IntVar(NAME_lighttype);
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self->AttachedLights.Push(light);
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}
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DEFINE_ACTION_FUNCTION_NATIVE(ADynamicLight, AttachLight, AttachLight)
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{
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PARAM_SELF_PROLOGUE(AActor);
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AttachLight(self);
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return 0;
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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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void ActivateLight(AActor *self)
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{
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for (auto l : self->AttachedLights) l->Activate();
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}
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DEFINE_ACTION_FUNCTION_NATIVE(ADynamicLight, ActivateLight, ActivateLight)
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{
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PARAM_SELF_PROLOGUE(AActor);
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ActivateLight(self);
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return 0;
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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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void DeactivateLight(AActor *self)
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{
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for (auto l : self->AttachedLights) l->Activate();
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}
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DEFINE_ACTION_FUNCTION_NATIVE(ADynamicLight, DeactivateLight, DeactivateLight)
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{
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PARAM_SELF_PROLOGUE(AActor);
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DeactivateLight(self);
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return 0;
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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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static void SetOffset(AActor *self, double x, double y, double z)
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{
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for (auto l : self->AttachedLights)
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{
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l->SetOffset(DVector3(x, y, z));
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}
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}
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void ADynamicLight::PostSerialize()
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DEFINE_ACTION_FUNCTION_NATIVE(ADynamicLight, SetOffset, SetOffset)
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{
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Super::PostSerialize();
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// The default constructor which is used for creating objects before deserialization will not set this variable.
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// It needs to be true for all placed lights.
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visibletoplayer = true;
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mShadowmapIndex = 1024;
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LinkLight();
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_FLOAT(x);
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PARAM_FLOAT(y);
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PARAM_FLOAT(z);
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SetOffset(self, x, y, z);
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return 0;
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}
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//==========================================================================
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//
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// [TS]
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//
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//
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//==========================================================================
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void ADynamicLight::BeginPlay()
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void FDynamicLight::ReleaseLight()
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{
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//Super::BeginPlay();
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ChangeStatNum(STAT_DLIGHT);
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specialf1 = DAngle(double(SpawnAngle)).Normalized360().Degrees;
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visibletoplayer = true;
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mShadowmapIndex = 1024;
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}
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//==========================================================================
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//
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// [TS]
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//
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//==========================================================================
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void ADynamicLight::PostBeginPlay()
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{
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Super::PostBeginPlay();
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if (!(SpawnFlags & MTF_DORMANT))
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{
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Activate (nullptr);
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}
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subsector = R_PointInSubsector(Pos());
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assert(prev != nullptr || this == level.lights);
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if (prev != nullptr) prev->next = next;
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else level.lights = next;
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if (next != nullptr) next->prev = prev;
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prev = nullptr;
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FreeList.Push(this);
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Printf("Releasing %p\n", this);
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}
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// [TS]
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//
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//==========================================================================
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void ADynamicLight::Activate(AActor *activator)
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void FDynamicLight::Activate()
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{
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//Super::Activate(activator);
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flags2&=~MF2_DORMANT;
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m_currentRadius = float(args[LIGHT_INTENSITY]);
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m_active = true;
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m_currentRadius = float(GetIntensity());
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m_tickCount = 0;
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if (lighttype == PulseLight)
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@ -207,8 +247,8 @@ void ADynamicLight::Activate(AActor *activator)
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float pulseTime = float(specialf1 / TICRATE);
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m_lastUpdate = level.maptime;
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if (!swapped) m_cycler.SetParams(float(args[LIGHT_SECONDARY_INTENSITY]), float(args[LIGHT_INTENSITY]), pulseTime);
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else m_cycler.SetParams(float(args[LIGHT_INTENSITY]), float(args[LIGHT_SECONDARY_INTENSITY]), pulseTime);
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if (!swapped) m_cycler.SetParams(float(GetSecondaryIntensity()), float(GetIntensity()), pulseTime);
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else m_cycler.SetParams(float(GetIntensity()), float(GetSecondaryIntensity()), pulseTime);
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m_cycler.ShouldCycle(true);
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m_cycler.SetCycleType(CYCLE_Sin);
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m_currentRadius = float(m_cycler.GetVal());
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@ -222,28 +262,26 @@ void ADynamicLight::Activate(AActor *activator)
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// [TS]
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//
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//==========================================================================
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void ADynamicLight::Deactivate(AActor *activator)
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void FDynamicLight::Tick()
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{
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//Super::Deactivate(activator);
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flags2|=MF2_DORMANT;
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}
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//==========================================================================
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//
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// [TS]
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//
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//==========================================================================
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void ADynamicLight::Tick()
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{
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if (IsOwned())
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if (!target)
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{
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if (!target || !target->state)
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delete this;
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return;
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}
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if (owned)
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{
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if (!target->state)
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{
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this->Destroy();
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delete this;
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return;
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}
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if (target->flags & MF_UNMORPHED)
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{
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m_active = false;
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return;
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}
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if (target->flags & MF_UNMORPHED) return;
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visibletoplayer = target->IsVisibleToPlayer(); // cache this value for the renderer to speed up calculations.
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}
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@ -266,25 +304,23 @@ void ADynamicLight::Tick()
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case FlickerLight:
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{
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int rnd = randLight();
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float pct = float(specialf1 / 360.f);
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m_currentRadius = float(args[LIGHT_INTENSITY + (rnd >= pct * 255)]);
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int rnd = randLight(360);
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m_currentRadius = float((rnd >= int(specialf1))? GetIntensity() : GetSecondaryIntensity());
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break;
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}
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case RandomFlickerLight:
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{
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int flickerRange = args[LIGHT_SECONDARY_INTENSITY] - args[LIGHT_INTENSITY];
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int flickerRange = GetSecondaryIntensity() - GetIntensity();
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float amt = randLight() / 255.f;
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if (m_tickCount > specialf1)
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{
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m_tickCount = 0;
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}
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if (m_tickCount++ == 0 || m_currentRadius > args[LIGHT_SECONDARY_INTENSITY])
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if (m_tickCount++ == 0 || m_currentRadius > GetSecondaryIntensity())
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{
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m_currentRadius = float(args[LIGHT_INTENSITY] + (amt * flickerRange));
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m_currentRadius = float(GetIntensity() + (amt * flickerRange));
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}
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break;
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}
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@ -302,14 +338,14 @@ void ADynamicLight::Tick()
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case RandomColorFlickerLight:
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{
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int flickerRange = args[LIGHT_SECONDARY_INTENSITY] - args[LIGHT_INTENSITY];
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int flickerRange = GetSecondaryIntensity() - GetIntensity();
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float amt = randLight() / 255.f;
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m_tickCount++;
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if (m_tickCount > specialf1)
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{
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m_currentRadius = args[LIGHT_INTENSITY] + (amt * flickerRange);
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m_currentRadius = GetIntensity() + (amt * flickerRange);
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m_tickCount = 0;
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}
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break;
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@ -319,7 +355,7 @@ void ADynamicLight::Tick()
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case SectorLight:
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{
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float intensity;
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float scale = args[LIGHT_SCALE] / 8.f;
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float scale = GetIntensity() / 8.f;
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if (scale == 0.f) scale = 1.f;
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@ -331,7 +367,7 @@ void ADynamicLight::Tick()
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}
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case PointLight:
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m_currentRadius = float(args[LIGHT_INTENSITY]);
|
||||
m_currentRadius = float(GetIntensity());
|
||||
break;
|
||||
}
|
||||
if (m_currentRadius <= 0) m_currentRadius = 1;
|
||||
|
@ -346,45 +382,37 @@ void ADynamicLight::Tick()
|
|||
//
|
||||
//
|
||||
//==========================================================================
|
||||
void ADynamicLight::UpdateLocation()
|
||||
void FDynamicLight::UpdateLocation()
|
||||
{
|
||||
double oldx= X();
|
||||
double oldy= Y();
|
||||
double oldradius= radius;
|
||||
float intensity;
|
||||
float oldradius = radius;
|
||||
|
||||
if (IsActive())
|
||||
{
|
||||
if (target)
|
||||
{
|
||||
DAngle angle = target->Angles.Yaw;
|
||||
double s = angle.Sin();
|
||||
double c = angle.Cos();
|
||||
AActor *target = this->target; // perform the read barrier only once.
|
||||
|
||||
DVector3 pos = target->Vec3Offset(m_off.X * c + m_off.Y * s, m_off.X * s - m_off.Y * c, m_off.Z + target->GetBobOffset());
|
||||
SetXYZ(pos); // attached lights do not need to go into the regular blockmap
|
||||
Prev = target->Pos();
|
||||
subsector = R_PointInSubsector(Prev);
|
||||
Sector = subsector->sector;
|
||||
// Offset is calculated in relation to the owning actor.
|
||||
DAngle angle = target->Angles.Yaw;
|
||||
double s = angle.Sin();
|
||||
double c = angle.Cos();
|
||||
|
||||
// Some z-coordinate fudging to prevent the light from getting too close to the floor or ceiling planes. With proper attenuation this would render them invisible.
|
||||
// A distance of 5 is needed so that the light's effect doesn't become too small.
|
||||
if (Z() < target->floorz + 5.) SetZ(target->floorz + 5.);
|
||||
else if (Z() > target->ceilingz - 5.) SetZ(target->ceilingz - 5.);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (Z() < floorz + 5.) SetZ(floorz + 5.);
|
||||
else if (Z() > ceilingz - 5.) SetZ(ceilingz - 5.);
|
||||
}
|
||||
Pos = target->Vec3Offset(m_off.X * c + m_off.Y * s, m_off.X * s - m_off.Y * c, m_off.Z + target->GetBobOffset());
|
||||
Sector = target->subsector->sector; // Get the render sector. target->Sector is the sector according to play logic.
|
||||
|
||||
// Some z-coordinate fudging to prevent the light from getting too close to the floor or ceiling planes. With proper attenuation this would render them invisible.
|
||||
// A distance of 5 is needed so that the light's effect doesn't become too small.
|
||||
if (Z() < target->floorz + 5.) Pos.Z = target->floorz + 5.;
|
||||
else if (Z() > target->ceilingz - 5.) Pos.Z = target->ceilingz - 5.;
|
||||
|
||||
// The radius being used here is always the maximum possible with the
|
||||
// current settings. This avoids constant relinking of flickering lights
|
||||
|
||||
float intensity;
|
||||
|
||||
if (lighttype == FlickerLight || lighttype == RandomFlickerLight || lighttype == PulseLight)
|
||||
{
|
||||
intensity = float(MAX(args[LIGHT_INTENSITY], args[LIGHT_SECONDARY_INTENSITY]));
|
||||
intensity = float(MAX(GetIntensity(), GetSecondaryIntensity()));
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -401,60 +429,6 @@ void ADynamicLight::UpdateLocation()
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void ADynamicLight::SetOrigin(double x, double y, double z, bool moving)
|
||||
{
|
||||
Super::SetOrigin(x, y, z, moving);
|
||||
LinkLight();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void ADynamicLight::SetOffset(const DVector3 &pos)
|
||||
{
|
||||
m_off = pos;
|
||||
UpdateLocation();
|
||||
}
|
||||
|
||||
static void SetOffset(ADynamicLight *self, double x, double y, double z)
|
||||
{
|
||||
self->SetOffset(DVector3(x, y, z));
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(ADynamicLight, SetOffset, SetOffset)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(ADynamicLight)
|
||||
PARAM_FLOAT(x)
|
||||
PARAM_FLOAT(y)
|
||||
PARAM_FLOAT(z)
|
||||
self->SetOffset(DVector3(x, y, z));
|
||||
return 0;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// The target pointer in dynamic lights should never be substituted unless
|
||||
// notOld is nullptr (which indicates that the object was destroyed by force.)
|
||||
//
|
||||
//==========================================================================
|
||||
size_t ADynamicLight::PointerSubstitution (DObject *old, DObject *notOld)
|
||||
{
|
||||
AActor *saved_target = target;
|
||||
size_t ret = Super::PointerSubstitution(old, notOld);
|
||||
if (notOld != nullptr) target = saved_target;
|
||||
return ret;
|
||||
}
|
||||
|
||||
//=============================================================================
|
||||
//
|
||||
// These have been copied from the secnode code and modified for the light links
|
||||
|
@ -466,7 +440,7 @@ size_t ADynamicLight::PointerSubstitution (DObject *old, DObject *notOld)
|
|||
//
|
||||
//=============================================================================
|
||||
|
||||
FLightNode * AddLightNode(FLightNode ** thread, void * linkto, ADynamicLight * light, FLightNode *& nextnode)
|
||||
FLightNode * AddLightNode(FLightNode ** thread, void * linkto, FDynamicLight * light, FLightNode *& nextnode)
|
||||
{
|
||||
FLightNode * node;
|
||||
|
||||
|
@ -541,7 +515,7 @@ static FLightNode * DeleteLightNode(FLightNode * node)
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
double ADynamicLight::DistToSeg(const DVector3 &pos, vertex_t *start, vertex_t *end)
|
||||
double FDynamicLight::DistToSeg(const DVector3 &pos, vertex_t *start, vertex_t *end)
|
||||
{
|
||||
double u, px, py;
|
||||
|
||||
|
@ -576,7 +550,7 @@ struct LightLinkEntry
|
|||
};
|
||||
static TArray<LightLinkEntry> collected_ss;
|
||||
|
||||
void ADynamicLight::CollectWithinRadius(const DVector3 &opos, FSection *section, float radius)
|
||||
void FDynamicLight::CollectWithinRadius(const DVector3 &opos, FSection *section, float radius)
|
||||
{
|
||||
if (!section) return;
|
||||
collected_ss.Clear();
|
||||
|
@ -621,7 +595,7 @@ void ADynamicLight::CollectWithinRadius(const DVector3 &opos, FSection *section,
|
|||
if (othersect->validcount != ::validcount)
|
||||
{
|
||||
othersect->validcount = ::validcount;
|
||||
collected_ss.Push({ othersect, PosRelative(other) });
|
||||
collected_ss.Push({ othersect, PosRelative(other->frontsector->PortalGroup) });
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -672,7 +646,7 @@ void ADynamicLight::CollectWithinRadius(const DVector3 &opos, FSection *section,
|
|||
if (othersect->validcount != dl_validcount)
|
||||
{
|
||||
othersect->validcount = dl_validcount;
|
||||
collected_ss.Push({ othersect, PosRelative(othersub->sector) });
|
||||
collected_ss.Push({ othersect, PosRelative(othersub->sector->PortalGroup) });
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -687,7 +661,7 @@ void ADynamicLight::CollectWithinRadius(const DVector3 &opos, FSection *section,
|
|||
if (othersect->validcount != dl_validcount)
|
||||
{
|
||||
othersect->validcount = dl_validcount;
|
||||
collected_ss.Push({ othersect, PosRelative(othersub->sector) });
|
||||
collected_ss.Push({ othersect, PosRelative(othersub->sector->PortalGroup) });
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -701,7 +675,7 @@ void ADynamicLight::CollectWithinRadius(const DVector3 &opos, FSection *section,
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
void ADynamicLight::LinkLight()
|
||||
void FDynamicLight::LinkLight()
|
||||
{
|
||||
// mark the old light nodes
|
||||
FLightNode * node;
|
||||
|
@ -722,11 +696,11 @@ void ADynamicLight::LinkLight()
|
|||
if (radius>0)
|
||||
{
|
||||
// passing in radius*radius allows us to do a distance check without any calls to sqrt
|
||||
FSection *sect = R_PointInSubsector(Pos())->section;
|
||||
FSection *sect = R_PointInSubsector(Pos)->section;
|
||||
|
||||
dl_validcount++;
|
||||
::validcount++;
|
||||
CollectWithinRadius(Pos(), sect, float(radius*radius));
|
||||
CollectWithinRadius(Pos, sect, float(radius*radius));
|
||||
|
||||
}
|
||||
|
||||
|
@ -762,32 +736,13 @@ void ADynamicLight::LinkLight()
|
|||
// Deletes the link lists
|
||||
//
|
||||
//==========================================================================
|
||||
void ADynamicLight::UnlinkLight ()
|
||||
void FDynamicLight::UnlinkLight ()
|
||||
{
|
||||
if (owned && target != nullptr)
|
||||
{
|
||||
// Delete reference in owning actor
|
||||
for(int c=target->AttachedLights.Size()-1; c>=0; c--)
|
||||
{
|
||||
if (target->AttachedLights[c] == this)
|
||||
{
|
||||
target->AttachedLights.Delete(c);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
while (touching_sides) touching_sides = DeleteLightNode(touching_sides);
|
||||
while (touching_sector) touching_sector = DeleteLightNode(touching_sector);
|
||||
shadowmapped = false;
|
||||
}
|
||||
|
||||
void ADynamicLight::OnDestroy()
|
||||
{
|
||||
UnlinkLight();
|
||||
Super::OnDestroy();
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
|
@ -796,23 +751,19 @@ void ADynamicLight::OnDestroy()
|
|||
|
||||
void AActor::AttachLight(unsigned int count, const FLightDefaults *lightdef)
|
||||
{
|
||||
ADynamicLight *light;
|
||||
FDynamicLight *light;
|
||||
|
||||
if (count < AttachedLights.Size())
|
||||
{
|
||||
light = barrier_cast<ADynamicLight*>(AttachedLights[count]);
|
||||
light = AttachedLights[count];
|
||||
assert(light != nullptr);
|
||||
}
|
||||
else
|
||||
{
|
||||
light = Spawn<ADynamicLight>(Pos(), NO_REPLACE);
|
||||
light->target = this;
|
||||
light->owned = true;
|
||||
light->ObjectFlags |= OF_Transient;
|
||||
//light->lightflags |= LF_ATTENUATE;
|
||||
light = GetLight();
|
||||
light->SetActor(this, true);
|
||||
AttachedLights.Push(light);
|
||||
}
|
||||
light->flags2&=~MF2_DORMANT;
|
||||
lightdef->ApplyProperties(light);
|
||||
}
|
||||
|
||||
|
@ -831,11 +782,8 @@ void AActor::SetDynamicLights()
|
|||
if (state == nullptr) return;
|
||||
if (LightAssociations.Size() > 0)
|
||||
{
|
||||
ADynamicLight *lights, *tmpLight;
|
||||
unsigned int i;
|
||||
|
||||
lights = tmpLight = nullptr;
|
||||
|
||||
for (i = 0; i < LightAssociations.Size(); i++)
|
||||
{
|
||||
if (LightAssociations[i]->Sprite() == sprite &&
|
||||
|
@ -858,24 +806,24 @@ void AActor::SetDynamicLights()
|
|||
|
||||
for(;count<AttachedLights.Size();count++)
|
||||
{
|
||||
AttachedLights[count]->flags2 |= MF2_DORMANT;
|
||||
memset(AttachedLights[count]->args, 0, 3*sizeof(args[0]));
|
||||
AttachedLights[count]->Deactivate();
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Needed for garbage collection
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
size_t AActor::PropagateMark()
|
||||
void AActor::DeleteAttachedLights()
|
||||
{
|
||||
for (unsigned i = 0; i<AttachedLights.Size(); i++)
|
||||
for (auto l : AttachedLights)
|
||||
{
|
||||
GC::Mark(AttachedLights[i]);
|
||||
l->UnlinkLight();
|
||||
l->ReleaseLight();
|
||||
}
|
||||
return Super::PropagateMark();
|
||||
AttachedLights.Clear();
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -888,21 +836,10 @@ void AActor::DeleteAllAttachedLights()
|
|||
{
|
||||
TThinkerIterator<AActor> it;
|
||||
AActor * a;
|
||||
ADynamicLight * l;
|
||||
|
||||
while ((a=it.Next()))
|
||||
{
|
||||
a->AttachedLights.Clear();
|
||||
}
|
||||
|
||||
TThinkerIterator<ADynamicLight> it2;
|
||||
|
||||
l=it2.Next();
|
||||
while (l)
|
||||
{
|
||||
ADynamicLight * ll = it2.Next();
|
||||
if (l->owned) l->Destroy();
|
||||
l=ll;
|
||||
a->DeleteAttachedLights();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -919,7 +856,14 @@ void AActor::RecreateAllAttachedLights()
|
|||
|
||||
while ((a=it.Next()))
|
||||
{
|
||||
a->SetDynamicLights();
|
||||
if (a->IsKindOf(NAME_DynamicLight))
|
||||
{
|
||||
::AttachLight(a);
|
||||
}
|
||||
else
|
||||
{
|
||||
a->SetDynamicLights();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -934,17 +878,16 @@ CCMD(listlights)
|
|||
int walls, sectors;
|
||||
int allwalls=0, allsectors=0, allsubsecs = 0;
|
||||
int i=0, shadowcount = 0;
|
||||
ADynamicLight * dl;
|
||||
TThinkerIterator<ADynamicLight> it;
|
||||
FDynamicLight * dl;
|
||||
|
||||
while ((dl=it.Next()))
|
||||
for (dl = level.lights; dl; dl = dl->next)
|
||||
{
|
||||
walls=0;
|
||||
sectors=0;
|
||||
Printf("%s at (%f, %f, %f), color = 0x%02x%02x%02x, radius = %f %s %s",
|
||||
dl->target? dl->target->GetClass()->TypeName.GetChars() : dl->GetClass()->TypeName.GetChars(),
|
||||
dl->X(), dl->Y(), dl->Z(), dl->args[LIGHT_RED],
|
||||
dl->args[LIGHT_GREEN], dl->args[LIGHT_BLUE], dl->radius, (dl->lightflags & LF_ATTENUATE)? "attenuated" : "", dl->shadowmapped? "shadowmapped" : "");
|
||||
dl->target->GetClass()->TypeName.GetChars(),
|
||||
dl->X(), dl->Y(), dl->Z(), dl->GetRed(), dl->GetGreen(), dl->GetBlue(),
|
||||
dl->radius, (dl->lightflags & LF_ATTENUATE)? "attenuated" : "", dl->shadowmapped? "shadowmapped" : "");
|
||||
i++;
|
||||
shadowcount += dl->shadowmapped;
|
||||
|
||||
|
@ -981,4 +924,3 @@ CCMD(listlights)
|
|||
Printf("%i dynamic lights, %d shadowmapped, %d walls, %d sectors\n\n\n", i, shadowcount, allwalls, allsectors);
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -2,6 +2,7 @@
|
|||
#include "c_cvars.h"
|
||||
#include "actor.h"
|
||||
#include "cycler.h"
|
||||
#include "g_levellocals.h"
|
||||
|
||||
EXTERN_CVAR(Bool, r_dynlights)
|
||||
EXTERN_CVAR(Bool, gl_lights)
|
||||
|
@ -10,7 +11,6 @@ EXTERN_CVAR(Bool, gl_attachedlights)
|
|||
struct side_t;
|
||||
struct seg_t;
|
||||
|
||||
class ADynamicLight;
|
||||
class FSerializer;
|
||||
struct FSectionLine;
|
||||
|
||||
|
@ -34,7 +34,6 @@ enum
|
|||
LIGHT_BLUE = 2,
|
||||
LIGHT_INTENSITY = 3,
|
||||
LIGHT_SECONDARY_INTENSITY = 4,
|
||||
LIGHT_SCALE = 3,
|
||||
};
|
||||
|
||||
enum LightFlag
|
||||
|
@ -58,7 +57,7 @@ class FLightDefaults
|
|||
public:
|
||||
FLightDefaults(FName name, ELightType type);
|
||||
|
||||
void ApplyProperties(ADynamicLight * light) const;
|
||||
void ApplyProperties(FDynamicLight * light) const;
|
||||
FName GetName() const { return m_Name; }
|
||||
void SetParameter(double p) { m_Param = p; }
|
||||
void SetArg(int arg, int val) { m_Args[arg] = val; }
|
||||
|
@ -98,8 +97,10 @@ protected:
|
|||
bool m_dontlightactors = false;
|
||||
bool m_swapped = false;
|
||||
bool m_spot = false;
|
||||
double m_spotInnerAngle = 10.0;
|
||||
double m_spotOuterAngle = 25.0;
|
||||
bool m_explicitPitch = false;
|
||||
DAngle m_spotInnerAngle = 10.0;
|
||||
DAngle m_spotOuterAngle = 25.0;
|
||||
DAngle m_pitch = 0.0;
|
||||
};
|
||||
|
||||
//==========================================================================
|
||||
|
@ -159,7 +160,7 @@ struct FLightNode
|
|||
FLightNode * nextTarget;
|
||||
FLightNode ** prevLight;
|
||||
FLightNode * nextLight;
|
||||
ADynamicLight * lightsource;
|
||||
FDynamicLight * lightsource;
|
||||
union
|
||||
{
|
||||
side_t * targLine;
|
||||
|
@ -168,72 +169,85 @@ struct FLightNode
|
|||
};
|
||||
};
|
||||
|
||||
|
||||
//
|
||||
// Base class
|
||||
//
|
||||
// [CO] I merged everything together in this one class so that I don't have
|
||||
// to create and re-create an excessive amount of objects
|
||||
//
|
||||
|
||||
class ADynamicLight : public AActor
|
||||
struct FDynamicLight
|
||||
{
|
||||
friend class FLightDefaults;
|
||||
DECLARE_CLASS(ADynamicLight, AActor)
|
||||
public:
|
||||
virtual void Tick();
|
||||
void Serialize(FSerializer &arc);
|
||||
void PostSerialize();
|
||||
uint8_t GetRed() const { return args[LIGHT_RED]; }
|
||||
uint8_t GetGreen() const { return args[LIGHT_GREEN]; }
|
||||
uint8_t GetBlue() const { return args[LIGHT_BLUE]; }
|
||||
|
||||
inline DVector3 PosRelative(int portalgroup) const
|
||||
{
|
||||
return Pos + level.Displacements.getOffset(Sector->PortalGroup, portalgroup);
|
||||
}
|
||||
|
||||
bool ShouldLightActor(AActor *check)
|
||||
{
|
||||
return visibletoplayer && IsActive() && (!(lightflags & LF_DONTLIGHTSELF) || target != check) && !(lightflags&LF_DONTLIGHTACTORS);
|
||||
}
|
||||
|
||||
void SetOffset(const DVector3 &pos)
|
||||
{
|
||||
m_off = pos;
|
||||
}
|
||||
|
||||
|
||||
bool IsActive() const { return m_active; }
|
||||
float GetRadius() const { return (IsActive() ? m_currentRadius * 2.f : 0.f); }
|
||||
int GetRed() const { return pArgs[LIGHT_RED]; }
|
||||
int GetGreen() const { return pArgs[LIGHT_GREEN]; }
|
||||
int GetBlue() const { return pArgs[LIGHT_BLUE]; }
|
||||
int GetIntensity() const { return pArgs[LIGHT_INTENSITY]; }
|
||||
int GetSecondaryIntensity() const { return pArgs[LIGHT_SECONDARY_INTENSITY]; }
|
||||
|
||||
bool IsSubtractive() const { return !!(lightflags & LF_SUBTRACTIVE); }
|
||||
bool IsAdditive() const { return !!(lightflags & LF_ADDITIVE); }
|
||||
bool IsSpot() const { return !!(lightflags & LF_SPOT); }
|
||||
void Deactivate() { m_active = false; }
|
||||
void Activate();
|
||||
|
||||
void SetActor(AActor *ac, bool isowned) { target = ac; owned = isowned; }
|
||||
double X() const { return Pos.X; }
|
||||
double Y() const { return Pos.Y; }
|
||||
double Z() const { return Pos.Z; }
|
||||
|
||||
void Tick();
|
||||
void UpdateLocation();
|
||||
void LinkLight();
|
||||
void UnlinkLight();
|
||||
size_t PointerSubstitution(DObject *old, DObject *notOld);
|
||||
|
||||
void BeginPlay();
|
||||
void SetOrigin(double x, double y, double z, bool moving = false);
|
||||
void PostBeginPlay();
|
||||
void OnDestroy() override;
|
||||
void Activate(AActor *activator);
|
||||
void Deactivate(AActor *activator);
|
||||
void SetOffset(const DVector3 &pos);
|
||||
void UpdateLocation();
|
||||
bool IsOwned() const { return owned; }
|
||||
bool IsActive() const { return !(flags2&MF2_DORMANT); }
|
||||
bool IsSubtractive() { return !!(lightflags & LF_SUBTRACTIVE); }
|
||||
bool IsAdditive() { return !!(lightflags & LF_ADDITIVE); }
|
||||
bool IsSpot() { return !!(lightflags & LF_SPOT); }
|
||||
FState *targetState;
|
||||
FLightNode * touching_sides;
|
||||
FLightNode * touching_sector;
|
||||
void ReleaseLight();
|
||||
|
||||
private:
|
||||
double DistToSeg(const DVector3 &pos, vertex_t *start, vertex_t *end);
|
||||
void CollectWithinRadius(const DVector3 &pos, FSection *section, float radius);
|
||||
|
||||
protected:
|
||||
DVector3 m_off;
|
||||
float m_currentRadius;
|
||||
unsigned int m_lastUpdate;
|
||||
FCycler m_cycler;
|
||||
subsector_t * subsector;
|
||||
|
||||
public:
|
||||
FCycler m_cycler;
|
||||
DVector3 Pos;
|
||||
DVector3 m_off;
|
||||
|
||||
// This date can either come from the owning actor or from a light definition
|
||||
// To avoid having to copy these around every tic, these are pointers to the source data.
|
||||
const DAngle *pSpotInnerAngle;
|
||||
const DAngle *pSpotOuterAngle;
|
||||
const DAngle *pPitch; // This is to handle pitch overrides through GLDEFS, it can either point to the target's pitch or the light definition.
|
||||
const int *pArgs;
|
||||
|
||||
double specialf1;
|
||||
FDynamicLight *next, *prev;
|
||||
sector_t *Sector;
|
||||
TObjPtr<AActor *> target;
|
||||
FLightNode * touching_sides;
|
||||
FLightNode * touching_sector;
|
||||
LightFlags lightflags;
|
||||
float radius; // The maximum size the light can be with its current settings.
|
||||
float m_currentRadius; // The current light size.
|
||||
int m_tickCount;
|
||||
int m_lastUpdate;
|
||||
int mShadowmapIndex;
|
||||
bool m_active;
|
||||
bool visibletoplayer;
|
||||
bool shadowmapped;
|
||||
uint8_t lighttype;
|
||||
bool owned;
|
||||
bool halo;
|
||||
uint8_t color2[3];
|
||||
bool visibletoplayer;
|
||||
bool swapped;
|
||||
bool shadowmapped;
|
||||
int bufferindex;
|
||||
LightFlags lightflags;
|
||||
DAngle SpotInnerAngle;
|
||||
DAngle SpotOuterAngle;
|
||||
|
||||
int mShadowmapIndex;
|
||||
bool explicitpitch;
|
||||
|
||||
};
|
||||
|
|
|
@ -44,12 +44,13 @@ CVAR (Bool, gl_light_particles, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
|
|||
|
||||
CVAR(Int, gl_attenuate, -1, 0); // This is mainly a debug option.
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Sets up the parameters to render one dynamic light onto one plane
|
||||
//
|
||||
//==========================================================================
|
||||
bool FDynLightData::GetLight(int group, Plane & p, ADynamicLight * light, bool checkside)
|
||||
bool FDynLightData::GetLight(int group, Plane & p, FDynamicLight * light, bool checkside)
|
||||
{
|
||||
DVector3 pos = light->PosRelative(group);
|
||||
float radius = (light->GetRadius());
|
||||
|
@ -72,7 +73,7 @@ bool FDynLightData::GetLight(int group, Plane & p, ADynamicLight * light, bool c
|
|||
// Add one dynamic light to the light data list
|
||||
//
|
||||
//==========================================================================
|
||||
void FDynLightData::AddLightToList(int group, ADynamicLight * light, bool forceAttenuate)
|
||||
void FDynLightData::AddLightToList(int group, FDynamicLight * light, bool forceAttenuate)
|
||||
{
|
||||
int i = 0;
|
||||
|
||||
|
@ -123,14 +124,15 @@ void FDynLightData::AddLightToList(int group, ADynamicLight * light, bool forceA
|
|||
if (light->IsSpot())
|
||||
{
|
||||
lightType = 1.0f;
|
||||
spotInnerAngle = (float)light->SpotInnerAngle.Cos();
|
||||
spotOuterAngle = (float)light->SpotOuterAngle.Cos();
|
||||
spotInnerAngle = (float)light->pSpotInnerAngle->Cos();
|
||||
spotOuterAngle = (float)light->pSpotOuterAngle->Cos();
|
||||
|
||||
DAngle negPitch = -light->Angles.Pitch;
|
||||
DAngle negPitch = -*light->pPitch;
|
||||
DAngle Angle = light->target->Angles.Yaw;
|
||||
double xzLen = negPitch.Cos();
|
||||
spotDirX = float(-light->Angles.Yaw.Cos() * xzLen);
|
||||
spotDirX = float(-Angle.Cos() * xzLen);
|
||||
spotDirY = float(-negPitch.Sin());
|
||||
spotDirZ = float(-light->Angles.Yaw.Sin() * xzLen);
|
||||
spotDirZ = float(-Angle.Sin() * xzLen);
|
||||
}
|
||||
|
||||
float *data = &arrays[i][arrays[i].Reserve(16)];
|
||||
|
|
|
@ -53,8 +53,8 @@ struct FDynLightData
|
|||
if (siz[2] > max) siz[2] = max;
|
||||
}
|
||||
|
||||
bool GetLight(int group, Plane & p, ADynamicLight * light, bool checkside);
|
||||
void AddLightToList(int group, ADynamicLight * light, bool forceAttenuate);
|
||||
bool GetLight(int group, Plane & p, FDynamicLight * light, bool checkside);
|
||||
void AddLightToList(int group, FDynamicLight * light, bool forceAttenuate);
|
||||
|
||||
};
|
||||
|
||||
|
|
|
@ -85,19 +85,19 @@ CUSTOM_CVAR (Bool, gl_light_shadowmap, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
|||
{
|
||||
if (!self)
|
||||
{
|
||||
// Unset any residual shadow map indices in the light actors.
|
||||
TThinkerIterator<ADynamicLight> it(STAT_DLIGHT);
|
||||
while (auto light = it.Next())
|
||||
{
|
||||
auto light = level.lights;
|
||||
while (light)
|
||||
{
|
||||
light->mShadowmapIndex = 1024;
|
||||
light = light->next;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool IShadowMap::ShadowTest(ADynamicLight *light, const DVector3 &pos)
|
||||
bool IShadowMap::ShadowTest(FDynamicLight *light, const DVector3 &pos)
|
||||
{
|
||||
if (light->shadowmapped && light->radius > 0.0 && IsEnabled() && mAABBTree)
|
||||
return mAABBTree->RayTest(light->Pos(), pos) >= 1.0f;
|
||||
if (light->shadowmapped && light->GetRadius() > 0.0 && IsEnabled() && mAABBTree)
|
||||
return mAABBTree->RayTest(light->Pos, pos) >= 1.0f;
|
||||
else
|
||||
return true;
|
||||
}
|
||||
|
@ -113,8 +113,7 @@ void IShadowMap::CollectLights()
|
|||
int lightindex = 0;
|
||||
|
||||
// Todo: this should go through the blockmap in a spiral pattern around the player so that closer lights are preferred.
|
||||
TThinkerIterator<ADynamicLight> it(STAT_DLIGHT);
|
||||
while (auto light = it.Next())
|
||||
for (auto light = level.lights; light; light = light->next)
|
||||
{
|
||||
LightsProcessed++;
|
||||
if (light->shadowmapped && light->IsActive() && lightindex < 1024 * 4)
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
#include "stats.h"
|
||||
#include <memory>
|
||||
|
||||
class ADynamicLight;
|
||||
struct FDynamicLight;
|
||||
struct level_info_t;
|
||||
class IDataBuffer;
|
||||
|
||||
|
@ -16,7 +16,7 @@ public:
|
|||
virtual ~IShadowMap();
|
||||
|
||||
// Test if a world position is in shadow relative to the specified light and returns false if it is
|
||||
bool ShadowTest(ADynamicLight *light, const DVector3 &pos);
|
||||
bool ShadowTest(FDynamicLight *light, const DVector3 &pos);
|
||||
|
||||
// Returns true if gl_light_shadowmap is enabled and supported by the hardware
|
||||
bool IsEnabled() const;
|
||||
|
|
|
@ -148,9 +148,9 @@ void GLFlat::SetupLights(HWDrawInfo *di, FLightNode * node, FDynLightData &light
|
|||
}
|
||||
while (node)
|
||||
{
|
||||
ADynamicLight * light = node->lightsource;
|
||||
FDynamicLight * light = node->lightsource;
|
||||
|
||||
if (light->flags2&MF2_DORMANT)
|
||||
if (!light->IsActive())
|
||||
{
|
||||
node = node->nextLight;
|
||||
continue;
|
||||
|
@ -159,7 +159,7 @@ void GLFlat::SetupLights(HWDrawInfo *di, FLightNode * node, FDynLightData &light
|
|||
|
||||
// we must do the side check here because gl_GetLight needs the correct plane orientation
|
||||
// which we don't have for Legacy-style 3D-floors
|
||||
double planeh = plane.plane.ZatPoint(light);
|
||||
double planeh = plane.plane.ZatPoint(light->Pos);
|
||||
if ((planeh<light->Z() && ceiling) || (planeh>light->Z() && !ceiling))
|
||||
{
|
||||
node = node->nextLight;
|
||||
|
|
|
@ -117,9 +117,9 @@ int HWDrawInfo::SetupLightsForOtherPlane(subsector_t * sub, FDynLightData &light
|
|||
lightdata.Clear();
|
||||
while (node)
|
||||
{
|
||||
ADynamicLight * light = node->lightsource;
|
||||
FDynamicLight * light = node->lightsource;
|
||||
|
||||
if (light->flags2&MF2_DORMANT)
|
||||
if (!light->IsActive())
|
||||
{
|
||||
node = node->nextLight;
|
||||
continue;
|
||||
|
|
|
@ -51,7 +51,7 @@ T smoothstep(const T edge0, const T edge1, const T x)
|
|||
|
||||
void HWDrawInfo::GetDynSpriteLight(AActor *self, float x, float y, float z, FLightNode *node, int portalgroup, float *out)
|
||||
{
|
||||
ADynamicLight *light;
|
||||
FDynamicLight *light;
|
||||
float frac, lr, lg, lb;
|
||||
float radius;
|
||||
|
||||
|
@ -60,7 +60,7 @@ void HWDrawInfo::GetDynSpriteLight(AActor *self, float x, float y, float z, FLig
|
|||
while (node)
|
||||
{
|
||||
light=node->lightsource;
|
||||
if (light->visibletoplayer && !(light->flags2&MF2_DORMANT) && (!(light->lightflags&LF_DONTLIGHTSELF) || light->target != self || !self) && !(light->lightflags&LF_DONTLIGHTACTORS))
|
||||
if (light->ShouldLightActor(self))
|
||||
{
|
||||
float dist;
|
||||
FVector3 L;
|
||||
|
@ -94,13 +94,14 @@ void HWDrawInfo::GetDynSpriteLight(AActor *self, float x, float y, float z, FLig
|
|||
if (light->IsSpot())
|
||||
{
|
||||
L *= -1.0f / dist;
|
||||
DAngle negPitch = -light->Angles.Pitch;
|
||||
DAngle negPitch = -*light->pPitch;
|
||||
DAngle Angle = light->target->Angles.Yaw;
|
||||
double xyLen = negPitch.Cos();
|
||||
double spotDirX = -light->Angles.Yaw.Cos() * xyLen;
|
||||
double spotDirY = -light->Angles.Yaw.Sin() * xyLen;
|
||||
double spotDirX = -Angle.Cos() * xyLen;
|
||||
double spotDirY = -Angle.Sin() * xyLen;
|
||||
double spotDirZ = -negPitch.Sin();
|
||||
double cosDir = L.X * spotDirX + L.Y * spotDirY + L.Z * spotDirZ;
|
||||
frac *= (float)smoothstep(light->SpotOuterAngle.Cos(), light->SpotInnerAngle.Cos(), cosDir);
|
||||
frac *= (float)smoothstep(light->pSpotOuterAngle->Cos(), light->pSpotInnerAngle->Cos(), cosDir);
|
||||
}
|
||||
|
||||
if (frac > 0 && (!light->shadowmapped || screen->mShadowMap.ShadowTest(light, { x, y, z })))
|
||||
|
@ -141,7 +142,7 @@ void HWDrawInfo::GetDynSpriteLight(AActor *thing, particle_t *particle, float *o
|
|||
|
||||
// static so that we build up a reserve (memory allocations stop)
|
||||
// For multithread processing each worker thread needs its own copy, though.
|
||||
static thread_local TArray<ADynamicLight*> addedLightsArray;
|
||||
static thread_local TArray<FDynamicLight*> addedLightsArray;
|
||||
|
||||
void hw_GetDynModelLight(AActor *self, FDynLightData &modellightdata)
|
||||
{
|
||||
|
@ -166,8 +167,8 @@ void hw_GetDynModelLight(AActor *self, FDynLightData &modellightdata)
|
|||
FLightNode * node = section->lighthead;
|
||||
while (node) // check all lights touching a subsector
|
||||
{
|
||||
ADynamicLight *light = node->lightsource;
|
||||
if (light->visibletoplayer && !(light->flags2&MF2_DORMANT) && (!(light->lightflags&LF_DONTLIGHTSELF) || light->target != self) && !(light->lightflags&LF_DONTLIGHTACTORS))
|
||||
FDynamicLight *light = node->lightsource;
|
||||
if (light->ShouldLightActor(self))
|
||||
{
|
||||
int group = subsector->sector->PortalGroup;
|
||||
DVector3 pos = light->PosRelative(group);
|
||||
|
|
|
@ -359,11 +359,11 @@ void GLWall::SetupLights(HWDrawInfo *di, FDynLightData &lightdata)
|
|||
// Iterate through all dynamic lights which touch this wall and render them
|
||||
while (node)
|
||||
{
|
||||
if (!(node->lightsource->flags2&MF2_DORMANT))
|
||||
if (node->lightsource->IsActive())
|
||||
{
|
||||
iter_dlight++;
|
||||
|
||||
DVector3 posrel = node->lightsource->PosRelative(seg->frontsector);
|
||||
DVector3 posrel = node->lightsource->PosRelative(seg->frontsector->PortalGroup);
|
||||
float x = posrel.X;
|
||||
float y = posrel.Y;
|
||||
float z = posrel.Z;
|
||||
|
|
|
@ -1034,3 +1034,9 @@ xx(RedCard)
|
|||
xx(BlueSkull)
|
||||
xx(YellowSkull)
|
||||
xx(RedSkull)
|
||||
xx(DynamicLight)
|
||||
xx(SpotInnerAngle)
|
||||
xx(SpotOuterAngle)
|
||||
xx(lightflags)
|
||||
xx(lighttype)
|
||||
xx(InternalDynamicLight)
|
||||
|
|
|
@ -4842,6 +4842,7 @@ void AActor::OnDestroy ()
|
|||
// note: if OnDestroy is ever made optional, E_WorldThingDestroyed should still be called for ANY thing.
|
||||
E_WorldThingDestroyed(this);
|
||||
|
||||
DeleteAttachedLights();
|
||||
ClearRenderSectorList();
|
||||
ClearRenderLineList();
|
||||
|
||||
|
@ -5526,27 +5527,26 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
|
|||
(mthing->fillcolor & 0xff00) >> 8, (mthing->fillcolor & 0xff)) << 24);
|
||||
|
||||
// allow color strings for lights and reshuffle the args for spot lights
|
||||
if (i->IsDescendantOf(RUNTIME_CLASS(ADynamicLight)))
|
||||
if (i->IsDescendantOf(NAME_DynamicLight))
|
||||
{
|
||||
auto light = static_cast<ADynamicLight*>(mobj);
|
||||
if (mthing->arg0str != NAME_None)
|
||||
{
|
||||
PalEntry color = V_GetColor(nullptr, mthing->arg0str);
|
||||
light->args[0] = color.r;
|
||||
light->args[1] = color.g;
|
||||
light->args[2] = color.b;
|
||||
mobj->args[0] = color.r;
|
||||
mobj->args[1] = color.g;
|
||||
mobj->args[2] = color.b;
|
||||
}
|
||||
else if (light->lightflags & LF_SPOT)
|
||||
else if (mobj->IntVar(NAME_lightflags) & LF_SPOT)
|
||||
{
|
||||
light->args[0] = RPART(mthing->args[0]);
|
||||
light->args[1] = GPART(mthing->args[0]);
|
||||
light->args[2] = BPART(mthing->args[0]);
|
||||
mobj->args[0] = RPART(mthing->args[0]);
|
||||
mobj->args[1] = GPART(mthing->args[0]);
|
||||
mobj->args[2] = BPART(mthing->args[0]);
|
||||
}
|
||||
|
||||
if (light->lightflags & LF_SPOT)
|
||||
if (mobj->IntVar(NAME_lightflags) & LF_SPOT)
|
||||
{
|
||||
light->SpotInnerAngle = double(mthing->args[1]);
|
||||
light->SpotOuterAngle = double(mthing->args[2]);
|
||||
mobj->AngleVar(NAME_SpotInnerAngle) = double(mthing->args[1]);
|
||||
mobj->AngleVar(NAME_SpotOuterAngle) = double(mthing->args[2]);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -322,14 +322,6 @@ void FLevelLocals::ClearLevelData()
|
|||
|
||||
void P_FreeLevelData ()
|
||||
{
|
||||
TThinkerIterator<ADynamicLight> it(STAT_DLIGHT);
|
||||
auto mo = it.Next();
|
||||
while (mo)
|
||||
{
|
||||
auto next = it.Next();
|
||||
mo->Destroy();
|
||||
mo = next;
|
||||
}
|
||||
|
||||
// [ZZ] delete per-map event handlers
|
||||
E_Shutdown(true);
|
||||
|
|
|
@ -32,7 +32,7 @@ class RenderMemory;
|
|||
class PolyTranslucentObject;
|
||||
class PolyDrawSectorPortal;
|
||||
class PolyDrawLinePortal;
|
||||
class ADynamicLight;
|
||||
struct FDynamicLight;
|
||||
|
||||
class PolyRenderThread
|
||||
{
|
||||
|
@ -54,7 +54,7 @@ public:
|
|||
std::vector<std::unique_ptr<PolyDrawSectorPortal>> SectorPortals;
|
||||
std::vector<std::unique_ptr<PolyDrawLinePortal>> LinePortals;
|
||||
|
||||
TArray<ADynamicLight*> AddedLightsArray;
|
||||
TArray<FDynamicLight*> AddedLightsArray;
|
||||
|
||||
// Make sure texture can accessed safely
|
||||
void PrepareTexture(FSoftwareTexture *texture, FRenderStyle style);
|
||||
|
|
|
@ -127,8 +127,8 @@ void PolyModelRenderer::AddLights(AActor *actor)
|
|||
FLightNode * node = subsector->section->lighthead;
|
||||
while (node) // check all lights touching a subsector
|
||||
{
|
||||
ADynamicLight *light = node->lightsource;
|
||||
if (light->visibletoplayer && !(light->flags2&MF2_DORMANT) && (!(light->lightflags&LF_DONTLIGHTSELF) || light->target != actor) && !(light->lightflags&LF_DONTLIGHTACTORS))
|
||||
FDynamicLight *light = node->lightsource;
|
||||
if (light->ShouldLightActor(actor))
|
||||
{
|
||||
int group = subsector->sector->PortalGroup;
|
||||
DVector3 pos = light->PosRelative(group);
|
||||
|
@ -153,7 +153,7 @@ void PolyModelRenderer::AddLights(AActor *actor)
|
|||
Lights = Thread->FrameMemory->AllocMemory<PolyLight>(NumLights);
|
||||
for (int i = 0; i < NumLights; i++)
|
||||
{
|
||||
ADynamicLight *lightsource = addedLights[i];
|
||||
FDynamicLight *lightsource = addedLights[i];
|
||||
|
||||
bool is_point_light = (lightsource->lightflags & LF_ATTENUATE) != 0;
|
||||
|
||||
|
|
|
@ -289,7 +289,7 @@ void RenderPolyPlane::SetDynLights(PolyRenderThread *thread, PolyDrawArgs &args,
|
|||
FLightNode *cur_node = light_list;
|
||||
while (cur_node)
|
||||
{
|
||||
if (!(cur_node->lightsource->flags2&MF2_DORMANT))
|
||||
if (cur_node->lightsource->IsActive())
|
||||
max_lights++;
|
||||
cur_node = cur_node->nextLight;
|
||||
}
|
||||
|
@ -307,7 +307,7 @@ void RenderPolyPlane::SetDynLights(PolyRenderThread *thread, PolyDrawArgs &args,
|
|||
cur_node = light_list;
|
||||
while (cur_node)
|
||||
{
|
||||
if (!(cur_node->lightsource->flags2&MF2_DORMANT))
|
||||
if (cur_node->lightsource->IsActive())
|
||||
{
|
||||
bool is_point_light = (cur_node->lightsource->lightflags & LF_ATTENUATE) != 0;
|
||||
|
||||
|
|
|
@ -391,8 +391,8 @@ void RenderPolySprite::SetDynlight(AActor *thing, PolyDrawArgs &args)
|
|||
auto node = thing->section->lighthead;
|
||||
while (node != nullptr)
|
||||
{
|
||||
ADynamicLight *light = node->lightsource;
|
||||
if (light->visibletoplayer && !(light->flags2&MF2_DORMANT) && (!(light->lightflags&LF_DONTLIGHTSELF) || light->target != thing) && !(light->lightflags&LF_DONTLIGHTACTORS))
|
||||
FDynamicLight *light = node->lightsource;
|
||||
if (light->ShouldLightActor(thing))
|
||||
{
|
||||
float lx = (float)(light->X() - thing->X());
|
||||
float ly = (float)(light->Y() - thing->Y());
|
||||
|
|
|
@ -425,7 +425,7 @@ void RenderPolyWall::SetDynLights(PolyRenderThread *thread, PolyDrawArgs &args)
|
|||
FLightNode *cur_node = light_list;
|
||||
while (cur_node)
|
||||
{
|
||||
if (!(cur_node->lightsource->flags2&MF2_DORMANT))
|
||||
if (cur_node->lightsource->IsActive())
|
||||
max_lights++;
|
||||
cur_node = cur_node->nextLight;
|
||||
}
|
||||
|
@ -443,7 +443,7 @@ void RenderPolyWall::SetDynLights(PolyRenderThread *thread, PolyDrawArgs &args)
|
|||
cur_node = light_list;
|
||||
while (cur_node)
|
||||
{
|
||||
if (!(cur_node->lightsource->flags2&MF2_DORMANT))
|
||||
if (cur_node->lightsource->IsActive())
|
||||
{
|
||||
bool is_point_light = (cur_node->lightsource->lightflags & LF_ATTENUATE) != 0;
|
||||
|
||||
|
|
|
@ -68,34 +68,35 @@ FLightDefaults::FLightDefaults(FName name, ELightType type)
|
|||
m_type = type;
|
||||
}
|
||||
|
||||
void FLightDefaults::ApplyProperties(ADynamicLight * light) const
|
||||
void FLightDefaults::ApplyProperties(FDynamicLight * light) const
|
||||
{
|
||||
auto oldtype = light->lighttype;
|
||||
|
||||
light->m_active = true;
|
||||
light->lighttype = m_type;
|
||||
light->specialf1 = m_Param;
|
||||
light->SetOffset(m_Pos);
|
||||
light->halo = m_halo;
|
||||
for (int a = 0; a < 3; a++) light->args[a] = clamp<int>((int)(m_Args[a]), 0, 255);
|
||||
light->args[LIGHT_INTENSITY] = m_Args[LIGHT_INTENSITY];
|
||||
light->args[LIGHT_SECONDARY_INTENSITY] = m_Args[LIGHT_SECONDARY_INTENSITY];
|
||||
light->lightflags &= ~(LF_ADDITIVE | LF_SUBTRACTIVE | LF_DONTLIGHTSELF);
|
||||
light->pArgs = m_Args;
|
||||
light->lightflags &= ~(LF_ADDITIVE | LF_SUBTRACTIVE | LF_DONTLIGHTSELF | LF_SPOT);
|
||||
if (m_subtractive) light->lightflags |= LF_SUBTRACTIVE;
|
||||
if (m_additive) light->lightflags |= LF_ADDITIVE;
|
||||
if (m_dontlightself) light->lightflags |= LF_DONTLIGHTSELF;
|
||||
if (m_dontlightactors) light->lightflags |= LF_DONTLIGHTACTORS;
|
||||
if (m_spot)
|
||||
{
|
||||
light->lightflags |= LF_SPOT;
|
||||
light->SpotInnerAngle = m_spotInnerAngle;
|
||||
light->SpotOuterAngle = m_spotOuterAngle;
|
||||
light->pSpotInnerAngle = &m_spotInnerAngle;
|
||||
light->pSpotOuterAngle = &m_spotOuterAngle;
|
||||
if (m_explicitPitch) light->pPitch = &m_pitch;
|
||||
else light->pPitch = &light->target->Angles.Pitch;
|
||||
}
|
||||
light->m_tickCount = 0;
|
||||
if (m_type == PulseLight)
|
||||
{
|
||||
float pulseTime = float(m_Param / TICRATE);
|
||||
|
||||
light->m_lastUpdate = level.maptime;
|
||||
if (m_swapped) light->m_cycler.SetParams(float(light->args[LIGHT_SECONDARY_INTENSITY]), float(light->args[LIGHT_INTENSITY]), pulseTime, oldtype == PulseLight);
|
||||
else light->m_cycler.SetParams(float(light->args[LIGHT_INTENSITY]), float(light->args[LIGHT_SECONDARY_INTENSITY]), pulseTime, oldtype == PulseLight);
|
||||
if (m_swapped) light->m_cycler.SetParams(float(m_Args[LIGHT_SECONDARY_INTENSITY]), float(m_Args[LIGHT_INTENSITY]), pulseTime, oldtype == PulseLight);
|
||||
else light->m_cycler.SetParams(float(m_Args[LIGHT_INTENSITY]), float(m_Args[LIGHT_SECONDARY_INTENSITY]), pulseTime, oldtype == PulseLight);
|
||||
light->m_cycler.ShouldCycle(true);
|
||||
light->m_cycler.SetCycleType(CYCLE_Sin);
|
||||
light->m_currentRadius = (float)light->m_cycler.GetVal();
|
||||
|
@ -109,7 +110,8 @@ void FLightDefaults::ApplyProperties(ADynamicLight * light) const
|
|||
case 1: light->lightflags |= LF_ATTENUATE; break;
|
||||
default: if (level.flags3 & LEVEL3_ATTENUATE) light->lightflags |= LF_ATTENUATE; else light->lightflags &= ~LF_ATTENUATE; break;
|
||||
}
|
||||
}
|
||||
light->SetOffset(m_Pos); // this must be the last thing to do.
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
|
|
|
@ -815,7 +815,7 @@ class GLDefsParser
|
|||
break;
|
||||
case LIGHTTAG_SCALE:
|
||||
floatVal = ParseFloat(sc);
|
||||
defaults->SetArg(LIGHT_SCALE, clamp((int)(floatVal * 255), 1, 1024));
|
||||
defaults->SetArg(LIGHT_INTENSITY, clamp((int)(floatVal * 255), 1, 1024));
|
||||
break;
|
||||
case LIGHTTAG_SUBTRACTIVE:
|
||||
defaults->SetSubtractive(ParseInt(sc) != 0);
|
||||
|
|
|
@ -419,25 +419,12 @@ static FFlagDef PlayerPawnFlagDefs[] =
|
|||
DEFINE_FLAG(PPF, CROUCHABLEMORPH, APlayerPawn, PlayerFlags),
|
||||
};
|
||||
|
||||
static FFlagDef DynLightFlagDefs[] =
|
||||
{
|
||||
// PlayerPawn flags
|
||||
DEFINE_FLAG(LF, SUBTRACTIVE, ADynamicLight, lightflags),
|
||||
DEFINE_FLAG(LF, ADDITIVE, ADynamicLight, lightflags),
|
||||
DEFINE_FLAG(LF, DONTLIGHTSELF, ADynamicLight, lightflags),
|
||||
DEFINE_FLAG(LF, ATTENUATE, ADynamicLight, lightflags),
|
||||
DEFINE_FLAG(LF, NOSHADOWMAP, ADynamicLight, lightflags),
|
||||
DEFINE_FLAG(LF, DONTLIGHTACTORS, ADynamicLight, lightflags),
|
||||
DEFINE_FLAG(LF, SPOT, ADynamicLight, lightflags),
|
||||
};
|
||||
|
||||
static const struct FFlagList { const PClass * const *Type; FFlagDef *Defs; int NumDefs; int Use; } FlagLists[] =
|
||||
{
|
||||
{ &RUNTIME_CLASS_CASTLESS(AActor), ActorFlagDefs, countof(ActorFlagDefs), 3 }, // -1 to account for the terminator
|
||||
{ &RUNTIME_CLASS_CASTLESS(AActor), MoreFlagDefs, countof(MoreFlagDefs), 1 },
|
||||
{ &RUNTIME_CLASS_CASTLESS(AActor), InternalActorFlagDefs, countof(InternalActorFlagDefs), 2 },
|
||||
{ &RUNTIME_CLASS_CASTLESS(APlayerPawn), PlayerPawnFlagDefs, countof(PlayerPawnFlagDefs), 3 },
|
||||
{ &RUNTIME_CLASS_CASTLESS(ADynamicLight),DynLightFlagDefs, countof(DynLightFlagDefs), 3 },
|
||||
};
|
||||
#define NUM_FLAG_LISTS (countof(FlagLists))
|
||||
|
||||
|
|
|
@ -362,7 +362,7 @@ namespace swrenderer
|
|||
FLightNode *cur_node = light_list;
|
||||
while (cur_node)
|
||||
{
|
||||
if (!(cur_node->lightsource->flags2&MF2_DORMANT))
|
||||
if (cur_node->lightsource->IsActive())
|
||||
max_lights++;
|
||||
cur_node = cur_node->nextLight;
|
||||
}
|
||||
|
@ -374,7 +374,7 @@ namespace swrenderer
|
|||
cur_node = light_list;
|
||||
while (cur_node)
|
||||
{
|
||||
if (!(cur_node->lightsource->flags2&MF2_DORMANT))
|
||||
if (cur_node->lightsource->IsActive())
|
||||
{
|
||||
double lightX = cur_node->lightsource->X() - viewport->viewpoint.Pos.X;
|
||||
double lightY = cur_node->lightsource->Y() - viewport->viewpoint.Pos.Y;
|
||||
|
|
|
@ -215,7 +215,7 @@ namespace swrenderer
|
|||
VisiblePlaneLight *cur_node = light_list;
|
||||
while (cur_node)
|
||||
{
|
||||
if (!(cur_node->lightsource->flags2&MF2_DORMANT))
|
||||
if (cur_node->lightsource->IsActive())
|
||||
max_lights++;
|
||||
cur_node = cur_node->next;
|
||||
}
|
||||
|
|
|
@ -76,7 +76,7 @@ namespace swrenderer
|
|||
|
||||
while (node)
|
||||
{
|
||||
if (!(node->lightsource->flags2&MF2_DORMANT) && (height.PointOnSide(node->lightsource->Pos()) > 0))
|
||||
if (node->lightsource->IsActive() && (height.PointOnSide(node->lightsource->Pos) > 0))
|
||||
{
|
||||
bool found = false;
|
||||
VisiblePlaneLight *light_node = lights;
|
||||
|
|
|
@ -27,7 +27,7 @@
|
|||
#include "r_state.h"
|
||||
#include "swrenderer/r_memory.h"
|
||||
|
||||
class ADynamicLight;
|
||||
struct FDynamicLight;
|
||||
struct FLightNode;
|
||||
struct FDynamicColormap;
|
||||
struct FSectorPortal;
|
||||
|
@ -38,7 +38,7 @@ namespace swrenderer
|
|||
|
||||
struct VisiblePlaneLight
|
||||
{
|
||||
ADynamicLight *lightsource;
|
||||
FDynamicLight *lightsource;
|
||||
VisiblePlaneLight *next;
|
||||
};
|
||||
|
||||
|
|
|
@ -28,7 +28,7 @@
|
|||
class DrawerCommandQueue;
|
||||
typedef std::shared_ptr<DrawerCommandQueue> DrawerCommandQueuePtr;
|
||||
class RenderMemory;
|
||||
class ADynamicLight;
|
||||
struct FDynamicLight;
|
||||
|
||||
EXTERN_CVAR(Bool, r_models);
|
||||
extern bool r_modelscene;
|
||||
|
@ -77,7 +77,7 @@ namespace swrenderer
|
|||
std::unique_ptr<LightVisibility> Light;
|
||||
DrawerCommandQueuePtr DrawQueue;
|
||||
|
||||
TArray<ADynamicLight*> AddedLightsArray;
|
||||
TArray<FDynamicLight*> AddedLightsArray;
|
||||
|
||||
std::thread thread;
|
||||
|
||||
|
|
|
@ -168,8 +168,8 @@ namespace swrenderer
|
|||
FLightNode * node = subsector->section->lighthead;
|
||||
while (node) // check all lights touching a subsector
|
||||
{
|
||||
ADynamicLight *light = node->lightsource;
|
||||
if (light->visibletoplayer && !(light->flags2&MF2_DORMANT) && (!(light->lightflags&LF_DONTLIGHTSELF) || light->target != actor) && !(light->lightflags&LF_DONTLIGHTACTORS))
|
||||
FDynamicLight *light = node->lightsource;
|
||||
if (light->ShouldLightActor(actor))
|
||||
{
|
||||
int group = subsector->sector->PortalGroup;
|
||||
DVector3 pos = light->PosRelative(group);
|
||||
|
@ -194,7 +194,7 @@ namespace swrenderer
|
|||
Lights = Thread->FrameMemory->AllocMemory<PolyLight>(NumLights);
|
||||
for (int i = 0; i < NumLights; i++)
|
||||
{
|
||||
ADynamicLight *lightsource = addedLights[i];
|
||||
FDynamicLight *lightsource = addedLights[i];
|
||||
|
||||
bool is_point_light = (lightsource->lightflags & LF_ATTENUATE) != 0;
|
||||
|
||||
|
|
|
@ -256,8 +256,8 @@ namespace swrenderer
|
|||
auto node = vis->section->lighthead;
|
||||
while (node != nullptr)
|
||||
{
|
||||
ADynamicLight *light = node->lightsource;
|
||||
if (light->visibletoplayer && !(light->flags2&MF2_DORMANT) && (!(light->lightflags&LF_DONTLIGHTSELF) || light->target != thing) && !(light->lightflags&LF_DONTLIGHTACTORS))
|
||||
FDynamicLight *light = node->lightsource;
|
||||
if (light->ShouldLightActor(thing))
|
||||
{
|
||||
float lx = (float)(light->X() - thing->X());
|
||||
float ly = (float)(light->Y() - thing->Y());
|
||||
|
|
|
@ -1,11 +1,21 @@
|
|||
class DynamicLight : Actor native
|
||||
class DynamicLight : Actor
|
||||
{
|
||||
native double SpotInnerAngle;
|
||||
native double SpotOuterAngle;
|
||||
double SpotInnerAngle;
|
||||
double SpotOuterAngle;
|
||||
private int lighttype;
|
||||
private int lightflags;
|
||||
|
||||
property SpotInnerAngle: SpotInnerAngle;
|
||||
property SpotOuterAngle: SpotOuterAngle;
|
||||
|
||||
flagdef subtractive: lightflags, 0;
|
||||
flagdef additive: lightflags, 1;
|
||||
flagdef dontlightself: lightflags, 2;
|
||||
flagdef attenuate: lightflags, 3;
|
||||
flagdef noshadowmap: lightflags, 4;
|
||||
flagdef dontlightactors: lightflags, 5;
|
||||
flagdef spot: lightflags, 6;
|
||||
|
||||
enum EArgs
|
||||
{
|
||||
LIGHT_RED = 0,
|
||||
|
@ -30,6 +40,9 @@ class DynamicLight : Actor native
|
|||
};
|
||||
|
||||
native void SetOffset(Vector3 offset);
|
||||
private native void AttachLight();
|
||||
private native void ActivateLight();
|
||||
private native void DeactivateLight();
|
||||
|
||||
Default
|
||||
{
|
||||
|
@ -44,6 +57,46 @@ class DynamicLight : Actor native
|
|||
+FIXMAPTHINGPOS
|
||||
+INVISIBLE
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
override void Tick()
|
||||
{
|
||||
// Lights do not call the super method.
|
||||
}
|
||||
|
||||
override void BeginPlay()
|
||||
{
|
||||
ChangeStatNum(STAT_DLIGHT);
|
||||
AttachLight();
|
||||
}
|
||||
|
||||
override void PostBeginPlay()
|
||||
{
|
||||
Super.PostBeginPlay();
|
||||
|
||||
if (!(SpawnFlags & MTF_DORMANT))
|
||||
{
|
||||
Activate(self);
|
||||
}
|
||||
}
|
||||
|
||||
override void Activate(Actor activator)
|
||||
{
|
||||
bDormant = false;
|
||||
ActivateLight();
|
||||
}
|
||||
|
||||
override void Deactivate(Actor activator)
|
||||
{
|
||||
bDormant = true;
|
||||
DeactivateLight();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
|
Loading…
Reference in a new issue