2016-09-14 18:01:13 +00:00
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// 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/
|
|
|
|
//
|
|
|
|
//--------------------------------------------------------------------------
|
|
|
|
//
|
2013-06-23 07:49:34 +00:00
|
|
|
/*
|
|
|
|
** gl_light.cpp
|
|
|
|
** Light level / fog management / dynamic lights
|
|
|
|
**
|
|
|
|
*/
|
|
|
|
|
|
|
|
#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"
|
|
|
|
|
|
|
|
|
2014-05-11 15:56:38 +00:00
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// Sets a single light value from all dynamic lights affecting the specified location
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
2016-03-22 22:19:21 +00:00
|
|
|
void gl_SetDynSpriteLight(AActor *self, float x, float y, float z, subsector_t * subsec)
|
2014-05-11 15:56:38 +00:00
|
|
|
{
|
|
|
|
ADynamicLight *light;
|
|
|
|
float frac, lr, lg, lb;
|
|
|
|
float radius;
|
|
|
|
float out[3] = { 0.0f, 0.0f, 0.0f };
|
|
|
|
|
|
|
|
// Go through both light lists
|
2014-07-15 18:49:21 +00:00
|
|
|
FLightNode * node = subsec->lighthead;
|
|
|
|
while (node)
|
2014-05-11 15:56:38 +00:00
|
|
|
{
|
2014-07-15 18:49:21 +00:00
|
|
|
light=node->lightsource;
|
2016-05-04 09:33:18 +00:00
|
|
|
if (light->visibletoplayer && !(light->flags2&MF2_DORMANT) && (!(light->flags4&MF4_DONTLIGHTSELF) || light->target != self))
|
2014-05-11 15:56:38 +00:00
|
|
|
{
|
2016-05-04 09:33:18 +00:00
|
|
|
float dist;
|
|
|
|
|
|
|
|
// This is a performance critical section of code where we cannot afford to let the compiler decide whether to inline the function or not.
|
|
|
|
// This will do the calculations explicitly rather than calling one of AActor's utility functions.
|
|
|
|
if (Displacements.size > 0)
|
2014-05-11 15:56:38 +00:00
|
|
|
{
|
2016-05-04 09:33:18 +00:00
|
|
|
int fromgroup = light->Sector->PortalGroup;
|
|
|
|
int togroup = subsec->sector->PortalGroup;
|
|
|
|
if (fromgroup == togroup || fromgroup == 0 || togroup == 0) goto direct;
|
2016-03-22 22:19:21 +00:00
|
|
|
|
2016-05-04 09:33:18 +00:00
|
|
|
DVector2 offset = Displacements.getOffset(fromgroup, togroup);
|
|
|
|
dist = FVector3(x - light->X() - offset.X, y - light->Y() - offset.Y, z - light->Z()).LengthSquared();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
direct:
|
|
|
|
dist = FVector3(x - light->X(), y - light->Y(), z - light->Z()).LengthSquared();
|
|
|
|
}
|
2016-03-22 22:19:21 +00:00
|
|
|
|
2016-09-04 10:45:09 +00:00
|
|
|
radius = light->GetRadius();
|
2016-03-22 22:19:21 +00:00
|
|
|
|
2016-05-04 09:33:18 +00:00
|
|
|
if (dist < radius * radius)
|
|
|
|
{
|
|
|
|
dist = sqrtf(dist); // only calculate the square root if we really need it.
|
2014-07-15 18:49:21 +00:00
|
|
|
|
2016-05-04 09:33:18 +00:00
|
|
|
frac = 1.0f - (dist / radius);
|
2014-05-11 15:56:38 +00:00
|
|
|
|
2016-05-04 09:33:18 +00:00
|
|
|
if (frac > 0)
|
|
|
|
{
|
2016-09-04 10:45:09 +00:00
|
|
|
lr = light->GetRed() / 255.0f;
|
|
|
|
lg = light->GetGreen() / 255.0f;
|
|
|
|
lb = light->GetBlue() / 255.0f;
|
2016-05-04 09:33:18 +00:00
|
|
|
if (light->IsSubtractive())
|
2014-05-11 15:56:38 +00:00
|
|
|
{
|
2016-05-04 09:33:18 +00:00
|
|
|
float bright = FVector3(lr, lg, lb).Length();
|
|
|
|
FVector3 lightColor(lr, lg, lb);
|
|
|
|
lr = (bright - lr) * -1;
|
|
|
|
lg = (bright - lg) * -1;
|
|
|
|
lb = (bright - lb) * -1;
|
2014-05-11 15:56:38 +00:00
|
|
|
}
|
2016-05-04 09:33:18 +00:00
|
|
|
|
|
|
|
out[0] += lr * frac;
|
|
|
|
out[1] += lg * frac;
|
|
|
|
out[2] += lb * frac;
|
2014-05-11 15:56:38 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2014-07-15 18:49:21 +00:00
|
|
|
node = node->nextLight;
|
2014-05-11 15:56:38 +00:00
|
|
|
}
|
|
|
|
gl_RenderState.SetDynLight(out[0], out[1], out[2]);
|
|
|
|
}
|
|
|
|
|
|
|
|
void gl_SetDynSpriteLight(AActor *thing, particle_t *particle)
|
|
|
|
{
|
|
|
|
if (thing != NULL)
|
|
|
|
{
|
2016-03-22 22:19:21 +00:00
|
|
|
gl_SetDynSpriteLight(thing, thing->X(), thing->Y(), thing->Center(), thing->subsector);
|
2014-05-11 15:56:38 +00:00
|
|
|
}
|
|
|
|
else if (particle != NULL)
|
|
|
|
{
|
2016-04-02 21:17:16 +00:00
|
|
|
gl_SetDynSpriteLight(NULL, particle->Pos.X, particle->Pos.Y, particle->Pos.Z, particle->subsector);
|
2014-05-11 15:56:38 +00:00
|
|
|
}
|
|
|
|
}
|