qzdoom-gpl/src/gl/dynlights/gl_dynlight1.cpp

142 lines
3.9 KiB
C++

//
//---------------------------------------------------------------------------
//
// Copyright(C) 2002-2016 Christoph Oelckers
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
/*
** gl_dynlight1.cpp
** dynamic light application
**
**/
#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/system/gl_interface.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();
}
CVAR (Bool, gl_attachedlights, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
CVAR (Bool, gl_lights_checkside, true, 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(Int, gl_light_math, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
{
if (self < 0 || self > 2) self = 0;
}
//==========================================================================
//
// Sets up the parameters to render one dynamic light onto one plane
//
//==========================================================================
bool gl_GetLight(int group, Plane & p, ADynamicLight * light, bool checkside, FDynLightData &ldata)
{
int i = 0;
DVector3 pos = light->PosRelative(group);
float dist = fabsf(p.DistToPoint(pos.X, pos.Z, pos.Y));
float radius = (light->GetRadius());
if (radius <= 0.f) return false;
if (dist > radius) return false;
if (checkside && gl_lights_checkside && p.PointOnSide(pos.X, pos.Z, pos.Y))
{
return false;
}
float cs;
if (light->IsAdditive())
{
cs = 0.2f;
i = 2;
}
else
{
cs = 1.0f;
}
float r = light->GetRed() / 255.0f * cs;
float g = light->GetGreen() / 255.0f * cs;
float b = light->GetBlue() / 255.0f * cs;
if (light->IsSubtractive())
{
Vector v;
v.Set(r, g, b);
r = v.Length() - r;
g = v.Length() - g;
b = v.Length() - b;
i = 1;
}
float worldPos[4] = { (float)pos.X, (float)pos.Z, (float)pos.Y, 1.0f };
float eyePos[4];
gl_RenderState.mViewMatrix.multMatrixPoint(worldPos, eyePos);
if (gl_light_math != 0)
{
// Move light up because flasks/vials have their light source location at/below the floor.
//
// If the point is exactly on the wall plane it might cause some acne as some pixels could
// be in front and some behind. Move light just a tiny bit to avoid this.
eyePos[0] += 0.01f;
eyePos[1] += 5.01f;
eyePos[2] += 0.01f;
}
float *data = &ldata.arrays[i][ldata.arrays[i].Reserve(8)];
data[0] = eyePos[0];
data[1] = eyePos[1];
data[2] = eyePos[2];
data[3] = radius;
data[4] = r;
data[5] = g;
data[6] = b;
data[7] = 0;
return true;
}