mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-25 13:31:37 +00:00
Merge commit '67e3106254e987f5acb9534e725d4f5c3eaa82b2'
# Conflicts: # src/doomdata.h # src/namedef.h # src/p_udmf.cpp
This commit is contained in:
commit
dbf0a68b02
13 changed files with 358 additions and 15 deletions
|
@ -372,6 +372,8 @@ struct FMapThing
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uint32_t RenderStyle;
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int FloatbobPhase;
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int friendlyseeblocks;
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double SpotInnerAngle = 10;
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double SpotOuterAngle = 25;
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};
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@ -114,6 +114,9 @@ DEFINE_CLASS_PROPERTY(type, S, DynamicLight)
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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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@ -134,7 +137,9 @@ void ADynamicLight::Serialize(FSerializer &arc)
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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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("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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@ -28,7 +28,8 @@ enum LightFlag
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LF_DONTLIGHTSELF = 4,
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LF_ATTENUATE = 8,
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LF_NOSHADOWMAP = 16,
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LF_DONTLIGHTACTORS = 32
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LF_DONTLIGHTACTORS = 32,
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LF_SPOT = 64
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};
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typedef TFlags<LightFlag> LightFlags;
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@ -42,7 +43,7 @@ enum ELightType
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FlickerLight,
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RandomFlickerLight,
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SectorLight,
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SpotLight,
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DummyLight,
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ColorPulseLight,
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ColorFlickerLight,
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RandomColorFlickerLight
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@ -100,6 +101,7 @@ public:
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bool IsActive() const { return !(flags2&MF2_DORMANT); }
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bool IsSubtractive() { return !!(lightflags & LF_SUBTRACTIVE); }
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bool IsAdditive() { return !!(lightflags & LF_ADDITIVE); }
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bool IsSpot() { return !!(lightflags & LF_SPOT); }
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FState *targetState;
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FLightNode * touching_sides;
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FLightNode * touching_subsectors;
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@ -127,6 +129,7 @@ public:
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bool shadowmapped;
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int bufferindex;
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LightFlags lightflags;
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DAngle SpotInnerAngle = 10.0;
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DAngle SpotOuterAngle = 25.0;
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};
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@ -128,6 +128,9 @@ public:
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void SetAttenuate(bool on) { m_attenuate = on; }
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void SetHalo(bool halo) { m_halo = halo; }
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void SetDontLightActors(bool on) { m_dontlightactors = on; }
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void SetSpot(bool spot) { m_spot = spot; }
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void SetSpotInnerAngle(double angle) { m_spotInnerAngle = angle; }
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void SetSpotOuterAngle(double angle) { m_spotOuterAngle = angle; }
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void OrderIntensities()
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{
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@ -151,6 +154,9 @@ protected:
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bool m_dontlightself = false;
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bool m_dontlightactors = false;
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bool m_swapped = false;
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bool m_spot = false;
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double m_spotInnerAngle = 10.0;
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double m_spotOuterAngle = 25.0;
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};
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TDeletingArray<FLightDefaults *> LightDefaults;
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@ -183,6 +189,10 @@ void FLightDefaults::ApplyProperties(ADynamicLight * light) const
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if (m_additive) light->lightflags |= LF_ADDITIVE;
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if (m_dontlightself) light->lightflags |= LF_DONTLIGHTSELF;
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if (m_dontlightactors) light->lightflags |= LF_DONTLIGHTACTORS;
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if (m_spot)
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light->lightflags |= LF_SPOT;
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light->SpotInnerAngle = m_spotInnerAngle;
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light->SpotOuterAngle = m_spotOuterAngle;
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light->m_tickCount = 0;
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if (m_type == PulseLight)
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{
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@ -233,7 +243,8 @@ static const char *LightTags[]=
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"dontlightself",
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"attenuate",
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"dontlightactors",
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NULL
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"spot",
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nullptr
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};
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@ -255,6 +266,7 @@ enum {
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LIGHTTAG_DONTLIGHTSELF,
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LIGHTTAG_ATTENUATE,
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LIGHTTAG_DONTLIGHTACTORS,
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LIGHTTAG_SPOT
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};
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@ -395,6 +407,15 @@ static void ParsePointLight(FScanner &sc)
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case LIGHTTAG_DONTLIGHTACTORS:
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defaults->SetDontLightActors(ParseInt(sc) != 0);
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break;
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case LIGHTTAG_SPOT:
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{
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float innerAngle = ParseFloat(sc);
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float outerAngle = ParseFloat(sc);
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defaults->SetSpot(true);
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defaults->SetSpotInnerAngle(innerAngle);
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defaults->SetSpotOuterAngle(outerAngle);
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}
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break;
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default:
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sc.ScriptError("Unknown tag: %s\n", sc.String);
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}
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@ -480,6 +501,15 @@ static void ParsePulseLight(FScanner &sc)
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case LIGHTTAG_DONTLIGHTACTORS:
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defaults->SetDontLightActors(ParseInt(sc) != 0);
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break;
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case LIGHTTAG_SPOT:
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{
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float innerAngle = ParseFloat(sc);
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float outerAngle = ParseFloat(sc);
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defaults->SetSpot(true);
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defaults->SetSpotInnerAngle(innerAngle);
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defaults->SetSpotOuterAngle(outerAngle);
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}
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break;
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default:
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sc.ScriptError("Unknown tag: %s\n", sc.String);
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}
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@ -567,6 +597,15 @@ void ParseFlickerLight(FScanner &sc)
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case LIGHTTAG_DONTLIGHTACTORS:
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defaults->SetDontLightActors(ParseInt(sc) != 0);
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break;
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case LIGHTTAG_SPOT:
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{
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float innerAngle = ParseFloat(sc);
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float outerAngle = ParseFloat(sc);
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defaults->SetSpot(true);
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defaults->SetSpotInnerAngle(innerAngle);
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defaults->SetSpotOuterAngle(outerAngle);
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}
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break;
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default:
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sc.ScriptError("Unknown tag: %s\n", sc.String);
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}
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@ -653,6 +692,15 @@ void ParseFlickerLight2(FScanner &sc)
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case LIGHTTAG_DONTLIGHTACTORS:
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defaults->SetDontLightActors(ParseInt(sc) != 0);
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break;
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case LIGHTTAG_SPOT:
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{
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float innerAngle = ParseFloat(sc);
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float outerAngle = ParseFloat(sc);
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defaults->SetSpot(true);
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defaults->SetSpotInnerAngle(innerAngle);
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defaults->SetSpotOuterAngle(outerAngle);
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}
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break;
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default:
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sc.ScriptError("Unknown tag: %s\n", sc.String);
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}
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@ -736,6 +784,15 @@ static void ParseSectorLight(FScanner &sc)
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case LIGHTTAG_DONTLIGHTACTORS:
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defaults->SetDontLightActors(ParseInt(sc) != 0);
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break;
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case LIGHTTAG_SPOT:
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{
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float innerAngle = ParseFloat(sc);
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float outerAngle = ParseFloat(sc);
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defaults->SetSpot(true);
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defaults->SetSpotInnerAngle(innerAngle);
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defaults->SetSpotOuterAngle(outerAngle);
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}
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break;
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default:
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sc.ScriptError("Unknown tag: %s\n", sc.String);
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}
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@ -128,7 +128,26 @@ void gl_AddLightToList(int group, ADynamicLight * light, FDynLightData &ldata)
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if (attenuate) shadowIndex = -shadowIndex;
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float *data = &ldata.arrays[i][ldata.arrays[i].Reserve(8)];
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float lightType = 0.0f;
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float spotInnerAngle = 0.0f;
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float spotOuterAngle = 0.0f;
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float spotDirX = 0.0f;
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float spotDirY = 0.0f;
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float spotDirZ = 0.0f;
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if (light->IsSpot())
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{
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lightType = 1.0f;
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spotInnerAngle = light->SpotInnerAngle.Cos();
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spotOuterAngle = light->SpotOuterAngle.Cos();
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DAngle negPitch = -light->Angles.Pitch;
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double xzLen = negPitch.Cos();
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spotDirX = -light->Angles.Yaw.Cos() * xzLen;
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spotDirY = -negPitch.Sin();
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spotDirZ = -light->Angles.Yaw.Sin() * xzLen;
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}
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float *data = &ldata.arrays[i][ldata.arrays[i].Reserve(16)];
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data[0] = pos.X;
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data[1] = pos.Z;
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data[2] = pos.Y;
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@ -137,5 +156,13 @@ void gl_AddLightToList(int group, ADynamicLight * light, FDynLightData &ldata)
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data[5] = g;
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data[6] = b;
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data[7] = shadowIndex;
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data[8] = spotDirX;
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data[9] = spotDirY;
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data[10] = spotDirZ;
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data[11] = lightType;
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data[12] = spotInnerAngle;
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data[13] = spotOuterAngle;
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data[14] = 0.0f; // unused
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data[15] = 0.0f; // unused
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}
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@ -49,6 +49,13 @@
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FDynLightData modellightdata;
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int modellightindex = -1;
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template<class T>
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T smoothstep(const T edge0, const T edge1, const T x)
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{
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auto t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);
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return t * t * (3.0 - 2.0 * t);
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}
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//==========================================================================
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//
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// Sets a single light value from all dynamic lights affecting the specified location
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@ -70,6 +77,7 @@ void gl_SetDynSpriteLight(AActor *self, float x, float y, float z, subsector_t *
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if (light->visibletoplayer && !(light->flags2&MF2_DORMANT) && (!(light->lightflags&LF_DONTLIGHTSELF) || light->target != self) && !(light->lightflags&LF_DONTLIGHTACTORS))
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{
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float dist;
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FVector3 L;
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// This is a performance critical section of code where we cannot afford to let the compiler decide whether to inline the function or not.
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// This will do the calculations explicitly rather than calling one of AActor's utility functions.
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@ -80,14 +88,15 @@ void gl_SetDynSpriteLight(AActor *self, float x, float y, float z, subsector_t *
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if (fromgroup == togroup || fromgroup == 0 || togroup == 0) goto direct;
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DVector2 offset = Displacements.getOffset(fromgroup, togroup);
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dist = FVector3(x - light->X() - offset.X, y - light->Y() - offset.Y, z - light->Z()).LengthSquared();
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L = FVector3(x - light->X() - offset.X, y - light->Y() - offset.Y, z - light->Z());
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}
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else
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{
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direct:
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dist = FVector3(x - light->X(), y - light->Y(), z - light->Z()).LengthSquared();
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L = FVector3(x - light->X(), y - light->Y(), z - light->Z());
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}
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dist = L.LengthSquared();
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radius = light->GetRadius();
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if (dist < radius * radius)
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@ -96,6 +105,18 @@ void gl_SetDynSpriteLight(AActor *self, float x, float y, float z, subsector_t *
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frac = 1.0f - (dist / radius);
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if (light->IsSpot())
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{
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L *= -1.0f / dist;
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DAngle negPitch = -light->Angles.Pitch;
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double xyLen = negPitch.Cos();
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double spotDirX = -light->Angles.Yaw.Cos() * xyLen;
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double spotDirY = -light->Angles.Yaw.Sin() * xyLen;
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double spotDirZ = -negPitch.Sin();
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double cosDir = L.X * spotDirX + L.Y * spotDirY + L.Z * spotDirZ;
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frac *= (float)smoothstep(light->SpotOuterAngle.Cos(), light->SpotInnerAngle.Cos(), cosDir);
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}
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if (frac > 0 && GLRenderer->mShadowMap.ShadowTest(light, { x, y, z }))
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{
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lr = light->GetRed() / 255.0f;
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|
|
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@ -503,6 +503,8 @@ xx(Scale)
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xx(ScaleX)
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xx(ScaleY)
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xx(FriendlySeeBlocks)
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xx(SpotInnerAngle)
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xx(SpotOuterAngle)
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xx(Floatbobphase)
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xx(Floatbobstrength)
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xx(Target)
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|
|
|
@ -108,6 +108,7 @@
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#include "a_morph.h"
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#include "events.h"
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#include "actorinlines.h"
|
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#include "a_dynlight.h"
|
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|
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// MACROS ------------------------------------------------------------------
|
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|
||||
|
@ -6003,6 +6004,8 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
|
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}
|
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}
|
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|
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|
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|
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// spawn it
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double sz;
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|
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|
@ -6091,6 +6094,12 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
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mobj->fillcolor = (mthing->fillcolor & 0xffffff) | (ColorMatcher.Pick((mthing->fillcolor & 0xff0000) >> 16,
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(mthing->fillcolor & 0xff00) >> 8, (mthing->fillcolor & 0xff)) << 24);
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|
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if (i->IsDescendantOf(RUNTIME_CLASS(ADynamicLight)))
|
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{
|
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((ADynamicLight*)mobj)->SpotInnerAngle = mthing->SpotInnerAngle;
|
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((ADynamicLight*)mobj)->SpotOuterAngle = mthing->SpotOuterAngle;
|
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}
|
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|
||||
mobj->CallBeginPlay ();
|
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if (!(mobj->ObjectFlags & OF_EuthanizeMe))
|
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{
|
||||
|
|
|
@ -799,6 +799,14 @@ public:
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th->Scale.X = th->Scale.Y = CheckFloat(key);
|
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break;
|
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|
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case NAME_SpotInnerAngle:
|
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th->SpotInnerAngle = CheckFloat(key);
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break;
|
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|
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case NAME_SpotOuterAngle:
|
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th->SpotOuterAngle = CheckFloat(key);
|
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break;
|
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|
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case NAME_FriendlySeeBlocks:
|
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CHECK_N(Zd | Zdt)
|
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th->friendlyseeblocks = CheckInt(key);
|
||||
|
|
|
@ -494,6 +494,7 @@ static FFlagDef DynLightFlagDefs[] =
|
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DEFINE_FLAG(LF, ATTENUATE, ADynamicLight, lightflags),
|
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DEFINE_FLAG(LF, NOSHADOWMAP, ADynamicLight, lightflags),
|
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DEFINE_FLAG(LF, DONTLIGHTACTORS, ADynamicLight, lightflags),
|
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DEFINE_FLAG(LF, SPOT, ADynamicLight, lightflags),
|
||||
};
|
||||
|
||||
static FFlagDef PowerSpeedFlagDefs[] =
|
||||
|
|
|
@ -109,6 +109,26 @@ DoomEdNums
|
|||
9832 = PointLightFlickerAttenuated
|
||||
9833 = SectorPointLightAttenuated
|
||||
9834 = PointLightFlickerRandomAttenuated
|
||||
9840 = SpotLight
|
||||
9841 = SpotLightPulse
|
||||
9842 = SpotLightFlicker
|
||||
9843 = SectorSpotLight
|
||||
9844 = SpotLightFlickerRandom
|
||||
9850 = SpotLightAdditive
|
||||
9851 = SpotLightPulseAdditive
|
||||
9852 = SpotLightFlickerAdditive
|
||||
9853 = SectorSpotLightAdditive
|
||||
9854 = SpotLightFlickerRandomSubtractive
|
||||
9860 = SpotLightSubtractive
|
||||
9861 = SpotLightPulseSubtractive
|
||||
9862 = SpotLightFlickerSubtractive
|
||||
9863 = SectorSpotLightSubtractive
|
||||
9864 = SpotLightFlickerRandomSubtractive
|
||||
9870 = SpotLightAttenuated
|
||||
9871 = SpotLightPulseAttenuated
|
||||
9872 = SpotLightFlickerAttenuated
|
||||
9873 = SectorSpotLightAttenuated
|
||||
9874 = SpotLightFlickerRandomAttenuated
|
||||
9982 = SecActEyesAboveC
|
||||
9983 = SecActEyesBelowC
|
||||
9988 = CustomSprite
|
||||
|
|
|
@ -278,6 +278,13 @@ float pointLightAttenuation(vec4 lightpos, float lightcolorA)
|
|||
}
|
||||
}
|
||||
|
||||
float spotLightAttenuation(vec4 lightpos, vec3 spotdir, float lightCosInnerAngle, float lightCosOuterAngle)
|
||||
{
|
||||
vec3 lightDirection = normalize(lightpos.xyz - pixelpos.xyz);
|
||||
float cosDir = dot(lightDirection, spotdir);
|
||||
return smoothstep(lightCosOuterAngle, lightCosInnerAngle, cosDir);
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// Calculate light
|
||||
|
@ -348,23 +355,33 @@ vec4 getLightColor(float fogdist, float fogfactor)
|
|||
//
|
||||
// modulated lights
|
||||
//
|
||||
for(int i=lightRange.x; i<lightRange.y; i+=2)
|
||||
for(int i=lightRange.x; i<lightRange.y; i+=4)
|
||||
{
|
||||
vec4 lightpos = lights[i];
|
||||
vec4 lightcolor = lights[i+1];
|
||||
vec4 lightspot1 = lights[i+2];
|
||||
vec4 lightspot2 = lights[i+3];
|
||||
|
||||
lightcolor.rgb *= pointLightAttenuation(lightpos, lightcolor.a);
|
||||
float attenuation = pointLightAttenuation(lightpos, lightcolor.a);
|
||||
if (lightspot1.w == 1.0)
|
||||
attenuation *= spotLightAttenuation(lightpos, lightspot1.xyz, lightspot2.x, lightspot2.y);
|
||||
lightcolor.rgb *= attenuation;
|
||||
dynlight.rgb += lightcolor.rgb;
|
||||
}
|
||||
//
|
||||
// subtractive lights
|
||||
//
|
||||
for(int i=lightRange.y; i<lightRange.z; i+=2)
|
||||
for(int i=lightRange.y; i<lightRange.z; i+=4)
|
||||
{
|
||||
vec4 lightpos = lights[i];
|
||||
vec4 lightcolor = lights[i+1];
|
||||
vec4 lightspot1 = lights[i+2];
|
||||
vec4 lightspot2 = lights[i+3];
|
||||
|
||||
lightcolor.rgb *= pointLightAttenuation(lightpos, lightcolor.a);
|
||||
float attenuation = pointLightAttenuation(lightpos, lightcolor.a);
|
||||
if (lightspot1.w == 1.0)
|
||||
attenuation *= spotLightAttenuation(lightpos, lightspot1.xyz, lightspot2.x, lightspot2.y);
|
||||
lightcolor.rgb *= attenuation;
|
||||
dynlight.rgb -= lightcolor.rgb;
|
||||
}
|
||||
}
|
||||
|
@ -467,12 +484,17 @@ void main()
|
|||
//
|
||||
// additive lights - these can be done after the alpha test.
|
||||
//
|
||||
for(int i=lightRange.z; i<lightRange.w; i+=2)
|
||||
for(int i=lightRange.z; i<lightRange.w; i+=4)
|
||||
{
|
||||
vec4 lightpos = lights[i];
|
||||
vec4 lightcolor = lights[i+1];
|
||||
vec4 lightspot1 = lights[i+2];
|
||||
vec4 lightspot2 = lights[i+3];
|
||||
|
||||
lightcolor.rgb *= pointLightAttenuation(lightpos, lightcolor.a);
|
||||
float attenuation = pointLightAttenuation(lightpos, lightcolor.a);
|
||||
if (lightspot1.w == 1.0)
|
||||
attenuation *= spotLightAttenuation(lightpos, lightspot1.xyz, lightspot2.x, lightspot2.y);
|
||||
lightcolor.rgb *= attenuation;
|
||||
addlight.rgb += lightcolor.rgb;
|
||||
}
|
||||
frag.rgb = clamp(frag.rgb + desaturate(addlight).rgb, 0.0, 1.0);
|
||||
|
|
|
@ -1,5 +1,11 @@
|
|||
class DynamicLight : Actor native
|
||||
{
|
||||
native double SpotInnerAngle;
|
||||
native double SpotOuterAngle;
|
||||
|
||||
property SpotInnerAngle: SpotInnerAngle;
|
||||
property SpotOuterAngle: SpotOuterAngle;
|
||||
|
||||
enum EArgs
|
||||
{
|
||||
LIGHT_RED = 0,
|
||||
|
@ -17,7 +23,7 @@ class DynamicLight : Actor native
|
|||
FlickerLight,
|
||||
RandomFlickerLight,
|
||||
SectorLight,
|
||||
SpotLight,
|
||||
DummyLight,
|
||||
ColorPulseLight,
|
||||
ColorFlickerLight,
|
||||
RandomColorFlickerLight
|
||||
|
@ -199,6 +205,166 @@ class PointLightFlickerRandomAttenuated :PointLightFlickerRandom
|
|||
}
|
||||
}
|
||||
|
||||
class SpotLight : DynamicLight
|
||||
{
|
||||
Default
|
||||
{
|
||||
DynamicLight.Type "Point";
|
||||
+DYNAMICLIGHT.SPOT
|
||||
}
|
||||
}
|
||||
|
||||
class SpotLightPulse : SpotLight
|
||||
{
|
||||
Default
|
||||
{
|
||||
DynamicLight.Type "Pulse";
|
||||
}
|
||||
}
|
||||
|
||||
class SpotLightFlicker : SpotLight
|
||||
{
|
||||
Default
|
||||
{
|
||||
DynamicLight.Type "Flicker";
|
||||
}
|
||||
}
|
||||
|
||||
class SectorSpotLight : SpotLight
|
||||
{
|
||||
Default
|
||||
{
|
||||
DynamicLight.Type "Sector";
|
||||
}
|
||||
}
|
||||
|
||||
class SpotLightFlickerRandom : SpotLight
|
||||
{
|
||||
Default
|
||||
{
|
||||
DynamicLight.Type "RandomFlicker";
|
||||
}
|
||||
}
|
||||
|
||||
class SpotLightAdditive : SpotLight
|
||||
{
|
||||
Default
|
||||
{
|
||||
+DYNAMICLIGHT.ADDITIVE
|
||||
}
|
||||
}
|
||||
|
||||
class SpotLightPulseAdditive : SpotLightPulse
|
||||
{
|
||||
Default
|
||||
{
|
||||
+DYNAMICLIGHT.ADDITIVE
|
||||
}
|
||||
}
|
||||
|
||||
class SpotLightFlickerAdditive : SpotLightFlicker
|
||||
{
|
||||
Default
|
||||
{
|
||||
+DYNAMICLIGHT.ADDITIVE
|
||||
}
|
||||
}
|
||||
|
||||
class SectorSpotLightAdditive : SectorSpotLight
|
||||
{
|
||||
Default
|
||||
{
|
||||
+DYNAMICLIGHT.ADDITIVE
|
||||
}
|
||||
}
|
||||
|
||||
class SpotLightFlickerRandomAdditive : SpotLightFlickerRandom
|
||||
{
|
||||
Default
|
||||
{
|
||||
+DYNAMICLIGHT.ADDITIVE
|
||||
}
|
||||
}
|
||||
|
||||
class SpotLightSubtractive : SpotLight
|
||||
{
|
||||
Default
|
||||
{
|
||||
+DYNAMICLIGHT.SUBTRACTIVE
|
||||
}
|
||||
}
|
||||
|
||||
class SpotLightPulseSubtractive : SpotLightPulse
|
||||
{
|
||||
Default
|
||||
{
|
||||
+DYNAMICLIGHT.SUBTRACTIVE
|
||||
}
|
||||
}
|
||||
|
||||
class SpotLightFlickerSubtractive : SpotLightFlicker
|
||||
{
|
||||
Default
|
||||
{
|
||||
+DYNAMICLIGHT.SUBTRACTIVE
|
||||
}
|
||||
}
|
||||
|
||||
class SectorSpotLightSubtractive : SectorSpotLight
|
||||
{
|
||||
Default
|
||||
{
|
||||
+DYNAMICLIGHT.SUBTRACTIVE
|
||||
}
|
||||
}
|
||||
|
||||
class SpotLightFlickerRandomSubtractive : SpotLightFlickerRandom
|
||||
{
|
||||
Default
|
||||
{
|
||||
+DYNAMICLIGHT.SUBTRACTIVE
|
||||
}
|
||||
}
|
||||
|
||||
class SpotLightAttenuated : SpotLight
|
||||
{
|
||||
Default
|
||||
{
|
||||
+DYNAMICLIGHT.ATTENUATE
|
||||
}
|
||||
}
|
||||
|
||||
class SpotLightPulseAttenuated : SpotLightPulse
|
||||
{
|
||||
Default
|
||||
{
|
||||
+DYNAMICLIGHT.ATTENUATE
|
||||
}
|
||||
}
|
||||
|
||||
class SpotLightFlickerAttenuated : SpotLightFlicker
|
||||
{
|
||||
Default
|
||||
{
|
||||
+DYNAMICLIGHT.ATTENUATE
|
||||
}
|
||||
}
|
||||
|
||||
class SectorSpotLightAttenuated : SectorSpotLight
|
||||
{
|
||||
Default
|
||||
{
|
||||
+DYNAMICLIGHT.ATTENUATE
|
||||
}
|
||||
}
|
||||
|
||||
class SpotLightFlickerRandomAttenuated : SpotLightFlickerRandom
|
||||
{
|
||||
Default
|
||||
{
|
||||
+DYNAMICLIGHT.ATTENUATE
|
||||
}
|
||||
}
|
||||
|
||||
class VavoomLight : DynamicLight
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue