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8b6e09ca09
This was done to clean up the license and to ensure that any commercial fork of the engine has to obey the far stricter requirements concerning source distribution. The old license was compatible with GPLv2 whereas combining GPLv2 and LGPLv3 force a license upgrade to GPLv3. The license of code that originates from ZDoomGL has not been changed.
122 lines
3.2 KiB
C++
122 lines
3.2 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2002-2016 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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** gl_dynlight1.cpp
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** dynamic light application
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**
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**/
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#include "gl/system/gl_system.h"
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#include "c_dispatch.h"
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#include "p_local.h"
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#include "vectors.h"
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#include "gl/gl_functions.h"
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#include "g_level.h"
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#include "gl/system/gl_interface.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_lightdata.h"
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#include "gl/data/gl_data.h"
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#include "gl/dynlights/gl_dynlight.h"
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#include "gl/scene/gl_drawinfo.h"
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#include "gl/scene/gl_portal.h"
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#include "gl/shaders/gl_shader.h"
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#include "gl/textures/gl_material.h"
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//==========================================================================
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//
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// Light related CVARs
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//
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//==========================================================================
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CUSTOM_CVAR (Bool, gl_lights, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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{
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if (self) gl_RecreateAllAttachedLights();
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else gl_DeleteAllAttachedLights();
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}
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CVAR (Bool, gl_attachedlights, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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CVAR (Bool, gl_lights_checkside, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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CVAR (Bool, gl_light_sprites, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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CVAR (Bool, gl_light_particles, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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//==========================================================================
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//
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// Sets up the parameters to render one dynamic light onto one plane
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//
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//==========================================================================
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bool gl_GetLight(int group, Plane & p, ADynamicLight * light, bool checkside, FDynLightData &ldata)
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{
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int i = 0;
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DVector3 pos = light->PosRelative(group);
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float dist = fabsf(p.DistToPoint(pos.X, pos.Z, pos.Y));
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float radius = (light->GetRadius());
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if (radius <= 0.f) return false;
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if (dist > radius) return false;
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if (checkside && gl_lights_checkside && p.PointOnSide(pos.X, pos.Z, pos.Y))
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{
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return false;
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}
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float cs;
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if (light->IsAdditive())
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{
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cs = 0.2f;
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i = 2;
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}
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else
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{
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cs = 1.0f;
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}
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float r = light->GetRed() / 255.0f * cs;
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float g = light->GetGreen() / 255.0f * cs;
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float b = light->GetBlue() / 255.0f * cs;
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if (light->IsSubtractive())
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{
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Vector v;
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v.Set(r, g, b);
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r = v.Length() - r;
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g = v.Length() - g;
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b = v.Length() - b;
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i = 1;
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}
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float *data = &ldata.arrays[i][ldata.arrays[i].Reserve(8)];
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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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data[3] = radius;
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data[4] = r;
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data[5] = g;
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data[6] = b;
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data[7] = 0;
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return true;
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}
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