mirror of
https://github.com/ZDoom/qzdoom-gpl.git
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142 lines
3.9 KiB
C++
142 lines
3.9 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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CUSTOM_CVAR(Int, gl_light_math, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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if (self < 0 || self > 2) self = 0;
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}
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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 worldPos[4] = { (float)pos.X, (float)pos.Z, (float)pos.Y, 1.0f };
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float eyePos[4];
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gl_RenderState.mViewMatrix.multMatrixPoint(worldPos, eyePos);
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if (gl_light_math != 0)
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{
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// Move light up because flasks/vials have their light source location at/below the floor.
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//
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// If the point is exactly on the wall plane it might cause some acne as some pixels could
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// be in front and some behind. Move light just a tiny bit to avoid this.
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eyePos[0] += 0.01f;
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eyePos[1] += 5.01f;
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eyePos[2] += 0.01f;
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}
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float *data = &ldata.arrays[i][ldata.arrays[i].Reserve(8)];
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data[0] = eyePos[0];
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data[1] = eyePos[1];
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data[2] = eyePos[2];
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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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