qzdoom-gpl/src/gl/scene/gl_spritelight.cpp

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/*
** gl_light.cpp
** Light level / fog management / dynamic lights
**
**---------------------------------------------------------------------------
** 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 "p_effect.h"
#include "vectors.h"
#include "gl/gl_functions.h"
#include "g_level.h"
#include "gl/system/gl_cvars.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"
//==========================================================================
//
// Gets the light for a sprite - takes dynamic lights into account
//
//==========================================================================
bool gl_GetSpriteLight(AActor *self, fixed_t x, fixed_t y, fixed_t z, subsector_t * subsec, int desaturation, float * out, line_t *line, int side)
{
ADynamicLight *light;
float frac, lr, lg, lb;
float radius;
bool changed = false;
out[0]=out[1]=out[2]=0;
for(int j=0;j<2;j++)
{
// Go through both light lists
FLightNode * node = subsec->lighthead[j];
while (node)
{
light=node->lightsource;
if (!light->owned || light->target == NULL || light->target->IsVisibleToPlayer())
{
if (!(light->flags2&MF2_DORMANT) &&
(!(light->flags4&MF4_DONTLIGHTSELF) || light->target != self))
{
float dist = FVector3(FIXED2FLOAT(x - light->x), FIXED2FLOAT(y - light->y), FIXED2FLOAT(z - light->z)).Length();
radius = light->GetRadius() * gl_lights_size;
if (dist < radius)
{
frac = 1.0f - (dist / radius);
if (frac > 0)
{
if (line != NULL)
{
if (P_PointOnLineSide(light->x, light->y, line) != side)
{
node = node->nextLight;
continue;
}
}
lr = light->GetRed() / 255.0f * gl_lights_intensity;
lg = light->GetGreen() / 255.0f * gl_lights_intensity;
lb = light->GetBlue() / 255.0f * gl_lights_intensity;
if (light->IsSubtractive())
{
float bright = FVector3(lr, lg, lb).Length();
FVector3 lightColor(lr, lg, lb);
lr = (bright - lr) * -1;
lg = (bright - lg) * -1;
lb = (bright - lb) * -1;
}
out[0] += lr * frac;
out[1] += lg * frac;
out[2] += lb * frac;
changed = true;
}
}
}
}
node = node->nextLight;
}
}
// Desaturate dynamic lighting if applicable
if (desaturation>0 && desaturation<=CM_DESAT31)
{
float gray=(out[0]*77 + out[1]*143 + out[2]*37)/257;
out[0]= (out[0]*(31-desaturation)+ gray*desaturation)/31;
out[1]= (out[1]*(31-desaturation)+ gray*desaturation)/31;
out[2]= (out[2]*(31-desaturation)+ gray*desaturation)/31;
}
return changed;
}
//==========================================================================
//
// Sets the light for a sprite - takes dynamic lights into account
//
//==========================================================================
static int gl_SetSpriteLight(AActor *self, fixed_t x, fixed_t y, fixed_t z, subsector_t * subsec,
int lightlevel, int rellight, FColormap * cm, float alpha,
PalEntry ThingColor, bool weapon)
{
float r,g,b;
float result[4]; // Korshun.
gl_GetLightColor(lightlevel, rellight, cm, &r, &g, &b, weapon);
bool res = gl_GetSpriteLight(self, x, y, z, subsec, cm? cm->colormap : 0, result);
if (!res || glset.lightmode == 8)
{
r *= ThingColor.r/255.f;
g *= ThingColor.g/255.f;
b *= ThingColor.b/255.f;
glColor4f(r, g, b, alpha);
if (glset.lightmode == 8)
{
glVertexAttrib1f(VATTR_LIGHTLEVEL, gl_CalcLightLevel(lightlevel, rellight, weapon) / 255.0f); // Korshun.
gl_RenderState.SetDynLight(result[0], result[1], result[2]);
}
return lightlevel;
}
else
{
// Note: Due to subtractive lights the values can easily become negative so we have to clamp both
// at the low and top end of the range!
r = clamp<float>(result[0]+r, 0, 1.0f);
g = clamp<float>(result[1]+g, 0, 1.0f);
b = clamp<float>(result[2]+b, 0, 1.0f);
float dlightlevel = r*77 + g*143 + b*35;
r *= ThingColor.r/255.f;
g *= ThingColor.g/255.f;
b *= ThingColor.b/255.f;
glColor4f(r, g, b, alpha);
if (dlightlevel == 0) return 0;
if (glset.lightmode&2 && dlightlevel<192.f)
{
return xs_CRoundToInt(192.f - (192.f - dlightlevel) / 1.95f);
}
else
{
return xs_CRoundToInt(dlightlevel);
}
}
}
int gl_SetSpriteLight(AActor * thing, int lightlevel, int rellight, FColormap * cm,
float alpha, PalEntry ThingColor, bool weapon)
{
subsector_t * subsec = thing->subsector;
return gl_SetSpriteLight(thing, thing->x, thing->y, thing->z+(thing->height>>1), subsec,
lightlevel, rellight, cm, alpha, ThingColor, weapon);
}
int gl_SetSpriteLight(particle_t * thing, int lightlevel, int rellight, FColormap *cm, float alpha, PalEntry ThingColor)
{
return gl_SetSpriteLight(NULL, thing->x, thing->y, thing->z, thing->subsector, lightlevel, rellight,
cm, alpha, ThingColor, false);
}
//==========================================================================
//
// Modifies the color values depending on the render style
//
//==========================================================================
void gl_GetSpriteLighting(FRenderStyle style, AActor *thing, FColormap *cm, PalEntry &ThingColor)
{
if (style.Flags & STYLEF_RedIsAlpha)
{
cm->colormap = CM_SHADE;
}
if (style.Flags & STYLEF_ColorIsFixed)
{
if (style.Flags & STYLEF_InvertSource)
{
ThingColor = PalEntry(thing->fillcolor).InverseColor();
}
else
{
ThingColor = thing->fillcolor;
}
}
// This doesn't work like in the software renderer.
if (style.Flags & STYLEF_InvertSource)
{
int gray = (cm->LightColor.r*77 + cm->LightColor.r*143 + cm->LightColor.r*36)>>8;
cm->LightColor.r = cm->LightColor.g = cm->LightColor.b = gray;
}
}
//==========================================================================
//
// Sets render state to draw the given render style
//
//==========================================================================
int gl_SetSpriteLighting(FRenderStyle style, AActor *thing, int lightlevel, int rellight, FColormap *cm,
PalEntry ThingColor, float alpha, bool fullbright, bool weapon)
{
FColormap internal_cm;
if (style.Flags & STYLEF_RedIsAlpha)
{
cm->colormap = CM_SHADE;
}
if (style.Flags & STYLEF_ColorIsFixed)
{
if (style.Flags & STYLEF_InvertSource)
{
ThingColor = PalEntry(thing->fillcolor).InverseColor();
}
else
{
ThingColor = thing->fillcolor;
}
gl_ModifyColor(ThingColor.r, ThingColor.g, ThingColor.b, cm->colormap);
}
// This doesn't work like in the software renderer.
if (style.Flags & STYLEF_InvertSource)
{
internal_cm = *cm;
cm = &internal_cm;
int gray = (internal_cm.LightColor.r*77 + internal_cm.LightColor.r*143 + internal_cm.LightColor.r*36)>>8;
cm->LightColor.r = cm->LightColor.g = cm->LightColor.b = gray;
}
if (style.BlendOp == STYLEOP_Shadow)
{
glColor4f(0.2f * ThingColor.r / 255.f, 0.2f * ThingColor.g / 255.f,
0.2f * ThingColor.b / 255.f, (alpha = 0.33f));
}
else
{
if (gl_light_sprites && gl_lights && GLRenderer->mLightCount && !fullbright)
{
lightlevel = gl_SetSpriteLight(thing, lightlevel, rellight, cm, alpha, ThingColor, weapon);
}
else
{
gl_SetColor(lightlevel, rellight, cm, alpha, ThingColor, weapon);
}
}
gl_RenderState.AlphaFunc(GL_GEQUAL,alpha*gl_mask_sprite_threshold);
return lightlevel;
}