Add sunlight trace

This commit is contained in:
Magnus Norddahl 2023-04-06 16:13:03 +02:00 committed by Christoph Oelckers
parent 2bcab0e34d
commit e5848ead7a
5 changed files with 51 additions and 13 deletions

View file

@ -459,6 +459,8 @@ public:
int LMTextureCount = 0;
int LMTextureSize = 0;
TArray<uint16_t> LMTextureData;
FVector3 SunDirection;
FVector3 SunColor;
// Portal information.
FDisplacementTable Displacements;

View file

@ -3343,7 +3343,12 @@ void MapLoader::LoadLightmap(MapData *map)
int version = fr.ReadInt32();
if (version != 0)
if (version == 0)
{
Printf(PRINT_HIGH, "LoadLightmap: This is an old unsupported alpha version of the lightmap lump. Please rebuild the map with a newer version of zdray.\n");
return;
}
if (version != 1)
{
Printf(PRINT_HIGH, "LoadLightmap: unsupported lightmap lump version\n");
return;
@ -3353,26 +3358,22 @@ void MapLoader::LoadLightmap(MapData *map)
uint16_t numTextures = fr.ReadUInt16();
uint32_t numSurfaces = fr.ReadUInt32();
uint32_t numTexCoords = fr.ReadUInt32();
uint32_t numLightProbes = fr.ReadUInt32();
uint32_t numSubsectors = fr.ReadUInt32();
uint32_t numTexBytes = numTextures * textureSize * textureSize * 3 * 2;
if (numSurfaces == 0 || numTexCoords == 0 || numTexBytes == 0)
return;
Printf(PRINT_HIGH, "WARNING! Lightmaps are an experimental feature and are subject to change before being finalized. Do not expect this to work as-is in future releases of %s!\n", GAMENAME);
float sunDir[3], sunColor[3];
fr.Read(sunDir, sizeof(float) * 3);
fr.Read(sunColor, sizeof(float) * 3);
Level->SunDirection = FVector3(sunDir);
Level->SunColor = FVector3(sunColor);
/*if (numSubsectors != Level->subsectors.Size())
{
Printf(PRINT_HIGH, "LoadLightmap: subsector count for level doesn't match (%d in wad vs %d in engine)\n", (int)numSubsectors, (int)Level->subsectors.Size());
}*/
if (numLightProbes > 0)
{
Printf(PRINT_HIGH, "LoadLightmap: This is an old unsupported alpha version of the lightmap lump. Please rebuild the map with a newer version of zdray.\n");
return;
}
Level->LMTexCoords.Resize(numTexCoords * 2);
// Allocate room for all surfaces

View file

@ -155,3 +155,32 @@ void AddLightToList(FDynLightData &dld, int group, FDynamicLight * light, bool f
data[15] = 0.0f; // unused
}
void AddSunLightToList(FDynLightData& dld, float x, float y, float z, float r, float g, float b)
{
int i = 0;
float lightType = 0.0f;
float spotInnerAngle = 0.0f;
float spotOuterAngle = 0.0f;
float spotDirX = 0.0f;
float spotDirY = 0.0f;
float spotDirZ = 0.0f;
float shadowIndex = -1025.f; // Note: 1025 disables shadowmap and the attenuate flag is in the sign bit of the float
float* data = &dld.arrays[i][dld.arrays[i].Reserve(16)];
data[0] = float(x);
data[1] = float(z);
data[2] = float(y);
data[3] = 100000.0f;
data[4] = r;
data[5] = g;
data[6] = b;
data[7] = shadowIndex;
data[8] = spotDirX;
data[9] = spotDirY;
data[10] = spotDirZ;
data[11] = lightType;
data[12] = spotInnerAngle;
data[13] = spotOuterAngle;
data[14] = 0.0f; // unused
data[15] = 0.0f; // unused
}

View file

@ -441,4 +441,5 @@ struct FDynLightData;
struct FDynamicLight;
bool GetLight(FDynLightData& dld, int group, Plane& p, FDynamicLight* light, bool checkside);
void AddLightToList(FDynLightData &dld, int group, FDynamicLight* light, bool forceAttenuate);
void AddSunLightToList(FDynLightData& dld, float x, float y, float z, float r, float g, float b);
void SetSplitPlanes(FRenderState& state, const secplane_t& top, const secplane_t& bottom);

View file

@ -61,7 +61,7 @@ static bool TraceLightVisbility(FLightNode* node, const FVector3& L, float dist)
static bool TraceSunVisibility(float x, float y, float z)
{
return level.levelMesh->TraceSky(FVector3(x, y, z), FVector3(0.0f, 0.0, 1.0f), 10000.0f);
return level.LMTextureCount != 0 && level.levelMesh->TraceSky(FVector3(x, y, z), level.SunDirection, 10000.0f);
}
//==========================================================================
@ -80,7 +80,9 @@ void HWDrawInfo::GetDynSpriteLight(AActor *self, float x, float y, float z, FLig
if (TraceSunVisibility(x, y, z))
{
//out[0] = 1.0f;
out[0] = Level->SunColor.X;
out[1] = Level->SunColor.Y;
out[2] = Level->SunColor.Z;
}
// Go through both light lists
@ -195,7 +197,10 @@ void hw_GetDynModelLight(AActor *self, FDynLightData &modellightdata)
if (TraceSunVisibility(x, y, z))
{
//AddSunLightToList(modellightdata);
const FVector3& sundir = self->Level->SunDirection;
const FVector3& suncolor = self->Level->SunColor;
float dist = 100000.0f; // Cheap way of faking a directional light
AddSunLightToList(modellightdata, x - sundir.X * dist, y - sundir.Y * dist, z - sundir.Z * dist, suncolor.X, suncolor.Y, suncolor.Z);
}
BSPWalkCircle(self->Level, x, y, radiusSquared, [&](subsector_t *subsector) // Iterate through all subsectors potentially touched by actor