#ifndef __GLC_DYNLIGHT_H #define __GLC_DYNLIGHT_H #include "c_cvars.h" #include "gl/utility/gl_geometric.h" #include "gl/utility/gl_cycler.h" EXTERN_CVAR(Bool, gl_lights) EXTERN_CVAR(Bool, gl_attachedlights) class ADynamicLight; class FArchive; enum { LIGHT_RED = 0, LIGHT_GREEN = 1, LIGHT_BLUE = 2, LIGHT_INTENSITY = 3, LIGHT_SECONDARY_INTENSITY = 4, LIGHT_SCALE = 3, }; // This is as good as something new - and it can be set directly in the ActorInfo! #define MF4_SUBTRACTIVE MF4_MISSILEEVENMORE #define MF4_ADDITIVE MF4_MISSILEMORE #define MF4_DONTLIGHTSELF MF4_SEESDAGGERS enum ELightType { PointLight, PulseLight, FlickerLight, RandomFlickerLight, SectorLight, SpotLight, ColorPulseLight, ColorFlickerLight, RandomColorFlickerLight }; struct FLightNode { FLightNode ** prevTarget; FLightNode * nextTarget; FLightNode ** prevLight; FLightNode * nextLight; ADynamicLight * lightsource; union { side_t * targLine; subsector_t * targSubsector; void * targ; }; }; // // 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 { DECLARE_CLASS (ADynamicLight, AActor) public: virtual void Tick(); void Serialize(FArchive &arc); BYTE GetRed() const { return args[LIGHT_RED]; } BYTE GetGreen() const { return args[LIGHT_GREEN]; } BYTE GetBlue() const { return args[LIGHT_BLUE]; } float GetIntensity() const { return m_currentIntensity; } float GetRadius() const { return (IsActive() ? GetIntensity() * 2.f : 0.f); } void LinkLight(); void UnlinkLight(); size_t PointerSubstitution (DObject *old, DObject *notOld); virtual void BeginPlay(); void PostBeginPlay(); void Destroy(); void Activate(AActor *activator); void Deactivate(AActor *activator); void SetOffset(fixed_t x, fixed_t y, fixed_t z); void UpdateLocation(); bool IsOwned() const { return owned; } bool IsActive() const { return !(flags2&MF2_DORMANT); } bool IsSubtractive() { return !!(flags4&MF4_SUBTRACTIVE); } bool IsAdditive() { return !!(flags4&MF4_ADDITIVE); } FState *targetState; FLightNode * touching_sides; FLightNode * touching_subsectors; private: float DistToSeg(seg_t *seg); void CollectWithinRadius(subsector_t *subSec, float radius); protected: fixed_t m_offX, m_offY, m_offZ; float m_currentIntensity; int m_tickCount; unsigned int m_lastUpdate; FCycler m_cycler; subsector_t * subsector; public: int m_intensity[2]; BYTE lightflags; BYTE lighttype; bool owned; bool halo; BYTE color2[3]; int bufferindex; // intermediate texture coordinate data // this is stored in the light object to avoid recalculating it // several times during rendering of a flat Vector nearPt, up, right; float scale; }; class AVavoomLight : public ADynamicLight { DECLARE_CLASS (AVavoomLight, ADynamicLight) public: virtual void BeginPlay(); }; class AVavoomLightWhite : public AVavoomLight { DECLARE_CLASS (AVavoomLightWhite, AVavoomLight) public: virtual void BeginPlay(); }; class AVavoomLightColor : public AVavoomLight { DECLARE_CLASS (AVavoomLightColor, AVavoomLight) public: void BeginPlay(); }; enum { STAT_DLIGHT=64 }; struct FDynLightData { TArray arrays[3]; void Clear() { arrays[0].Clear(); arrays[1].Clear(); arrays[2].Clear(); } void Combine(int *siz, int max) { siz[0] = arrays[0].Size(); siz[1] = siz[0] + arrays[1].Size(); siz[2] = siz[1] + arrays[2].Size(); arrays[0].Resize(arrays[0].Size() + arrays[1].Size() + arrays[2].Size()); memcpy(&arrays[0][siz[0]], &arrays[1][0], arrays[1].Size() * sizeof(float)); memcpy(&arrays[0][siz[1]], &arrays[2][0], arrays[2].Size() * sizeof(float)); siz[0]>>=2; siz[1]>>=2; siz[2]>>=2; max<<=1; if (siz[0] > max) siz[0] = max; if (siz[1] > max) siz[1] = max; if (siz[2] > max) siz[2] = max; } }; bool gl_GetLight(Plane & p, ADynamicLight * light, int desaturation, bool checkside, bool forceadditive, FDynLightData &data); bool gl_SetupLight(Plane & p, ADynamicLight * light, Vector & nearPt, Vector & up, Vector & right, float & scale, int desaturation, bool checkside=true, bool forceadditive=true); bool gl_SetupLightTexture(); #endif