/* ** gl_dynlight1.cpp ** dynamic light application ** **--------------------------------------------------------------------------- ** Copyright 2002-2005 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be ** covered by the terms of the GNU Lesser General Public License as published ** by the Free Software Foundation; either version 2.1 of the License, or (at ** your option) any later version. ** 5. Full disclosure of the entire project's source code, except for third ** party libraries is mandatory. (NOTE: This clause is non-negotiable!) ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "gl/system/gl_system.h" #include "c_dispatch.h" #include "p_local.h" #include "vectors.h" #include "gl/gl_functions.h" #include "g_level.h" #include "gl/renderer/gl_renderer.h" #include "gl/renderer/gl_lightdata.h" #include "gl/data/gl_data.h" #include "gl/dynlights/gl_dynlight.h" #include "gl/scene/gl_drawinfo.h" #include "gl/scene/gl_portal.h" #include "gl/shaders/gl_shader.h" #include "gl/textures/gl_material.h" //========================================================================== // // Light related CVARs // //========================================================================== CUSTOM_CVAR (Bool, gl_lights, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL) { if (self) gl_RecreateAllAttachedLights(); else gl_DeleteAllAttachedLights(); } CUSTOM_CVAR (Bool, gl_dynlight_shader, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL) { if (self && (gl.maxuniforms < 1024 || gl.shadermodel < 4)) self = false; } CVAR (Bool, gl_attachedlights, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG); CVAR (Bool, gl_lights_checkside, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG); CVAR (Float, gl_lights_intensity, 1.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG); CVAR (Float, gl_lights_size, 1.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG); CVAR (Bool, gl_light_sprites, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG); CVAR (Bool, gl_light_particles, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG); CUSTOM_CVAR (Bool, gl_lights_additive, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL) { gl_DeleteAllAttachedLights(); gl_RecreateAllAttachedLights(); } //========================================================================== // // Sets up the parameters to render one dynamic light onto one plane // //========================================================================== bool gl_GetLight(Plane & p, ADynamicLight * light, int desaturation, bool checkside, bool forceadditive, FDynLightData &ldata) { Vector fn, pos; int i = 0; float x = FIXED2FLOAT(light->x); float y = FIXED2FLOAT(light->y); float z = FIXED2FLOAT(light->z); float dist = fabsf(p.DistToPoint(x, z, y)); float radius = (light->GetRadius() * gl_lights_size); if (radius <= 0.f) return false; if (dist > radius) return false; if (checkside && gl_lights_checkside && p.PointOnSide(x, z, y)) { return false; } float cs; if (gl_lights_additive || light->flags4&MF4_ADDITIVE || forceadditive) { cs = 0.2f; i = 2; } else { cs = 1.0f; } float r = light->GetRed() / 255.0f * cs * gl_lights_intensity; float g = light->GetGreen() / 255.0f * cs * gl_lights_intensity; float b = light->GetBlue() / 255.0f * cs * gl_lights_intensity; if (light->IsSubtractive()) { Vector v; v.Set(r, g, b); r = v.Length() - r; g = v.Length() - g; b = v.Length() - b; i = 1; } if (desaturation>0) { float gray=(r*77 + g*143 + b*37)/257; r= (r*(32-desaturation)+ gray*desaturation)/32; g= (g*(32-desaturation)+ gray*desaturation)/32; b= (b*(32-desaturation)+ gray*desaturation)/32; } float *data = &ldata.arrays[i][ldata.arrays[i].Reserve(8)]; data[0] = x; data[1] = z; data[2] = y; data[3] = radius; data[4] = r; data[5] = g; data[6] = b; data[7] = 0; return true; } //========================================================================== // // Sets up the parameters to render one dynamic light onto one plane // //========================================================================== bool gl_SetupLight(Plane & p, ADynamicLight * light, Vector & nearPt, Vector & up, Vector & right, float & scale, int desaturation, bool checkside, bool forceadditive) { Vector fn, pos; float x = FIXED2FLOAT(light->x); float y = FIXED2FLOAT(light->y); float z = FIXED2FLOAT(light->z); float dist = fabsf(p.DistToPoint(x, z, y)); float radius = (light->GetRadius() * gl_lights_size); if (radius <= 0.f) return false; if (dist > radius) return false; if (checkside && gl_lights_checkside && p.PointOnSide(x, z, y)) { return false; } scale = 1.0f / ((2.f * radius) - dist); // project light position onto plane (find closest point on plane) pos.Set(x,z,y); fn=p.Normal(); fn.GetRightUp(right, up); #ifdef _MSC_VER nearPt = pos + fn * dist; #else Vector tmpVec = fn * dist; nearPt = pos + tmpVec; #endif float cs = 1.0f - (dist / radius); if (gl_lights_additive || light->flags4&MF4_ADDITIVE || forceadditive) cs*=0.2f; // otherwise the light gets too strong. float r = light->GetRed() / 255.0f * cs * gl_lights_intensity; float g = light->GetGreen() / 255.0f * cs * gl_lights_intensity; float b = light->GetBlue() / 255.0f * cs * gl_lights_intensity; if (light->IsSubtractive()) { Vector v; gl_RenderState.BlendEquation(GL_FUNC_REVERSE_SUBTRACT); v.Set(r, g, b); r = v.Length() - r; g = v.Length() - g; b = v.Length() - b; } else { gl_RenderState.BlendEquation(GL_FUNC_ADD); } if (desaturation>0) { float gray=(r*77 + g*143 + b*37)/257; r= (r*(32-desaturation)+ gray*desaturation)/32; g= (g*(32-desaturation)+ gray*desaturation)/32; b= (b*(32-desaturation)+ gray*desaturation)/32; } gl.Color3f(r,g,b); return true; } //========================================================================== // // // //========================================================================== bool gl_SetupLightTexture() { if (GLRenderer->gllight == NULL) return false; FMaterial * pat = FMaterial::ValidateTexture(GLRenderer->gllight); pat->BindPatch(CM_DEFAULT, 0); return true; } //========================================================================== // // // //========================================================================== inline fixed_t P_AproxDistance3(fixed_t dx, fixed_t dy, fixed_t dz) { return P_AproxDistance(P_AproxDistance(dx,dy),dz); }