qzdoom/src/gl/dynlights/gl_dynlight.h

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#ifndef __GLC_DYNLIGHT_H
#define __GLC_DYNLIGHT_H
#include "c_cvars.h"
#include "gl/utility/gl_geometric.h"
#include "gl/utility/gl_cycler.h"
EXTERN_CVAR(Bool, gl_lights)
EXTERN_CVAR(Bool, gl_attachedlights)
class ADynamicLight;
class FArchive;
enum
{
LIGHT_RED = 0,
LIGHT_GREEN = 1,
LIGHT_BLUE = 2,
LIGHT_INTENSITY = 3,
LIGHT_SECONDARY_INTENSITY = 4,
LIGHT_SCALE = 3,
};
// This is as good as something new - and it can be set directly in the ActorInfo!
#define MF4_SUBTRACTIVE MF4_MISSILEEVENMORE
#define MF4_ADDITIVE MF4_MISSILEMORE
#define MF4_DONTLIGHTSELF MF4_SEESDAGGERS
enum ELightType
{
PointLight,
PulseLight,
FlickerLight,
RandomFlickerLight,
SectorLight,
SpotLight,
ColorPulseLight,
ColorFlickerLight,
RandomColorFlickerLight
};
struct FLightNode
{
FLightNode ** prevTarget;
FLightNode * nextTarget;
FLightNode ** prevLight;
FLightNode * nextLight;
ADynamicLight * lightsource;
union
{
side_t * targLine;
subsector_t * targSubsector;
void * targ;
};
};
//
// Base class
//
// [CO] I merged everything together in this one class so that I don't have
// to create and re-create an excessive amount of objects
//
class ADynamicLight : public AActor
{
DECLARE_CLASS (ADynamicLight, AActor)
public:
virtual void Tick();
void Serialize(FArchive &arc);
BYTE GetRed() const { return args[LIGHT_RED]; }
BYTE GetGreen() const { return args[LIGHT_GREEN]; }
BYTE GetBlue() const { return args[LIGHT_BLUE]; }
float GetIntensity() const { return m_currentIntensity; }
float GetRadius() const { return (IsActive() ? GetIntensity() * 2.f : 0.f); }
void LinkLight();
void UnlinkLight();
size_t PointerSubstitution (DObject *old, DObject *notOld);
void BeginPlay();
void SetOrigin (fixed_t x, fixed_t y, fixed_t z, bool moving = false);
void PostBeginPlay();
void Destroy();
void Activate(AActor *activator);
void Deactivate(AActor *activator);
void SetOffset(const DVector3 &pos);
void UpdateLocation();
bool IsOwned() const { return owned; }
bool IsActive() const { return !(flags2&MF2_DORMANT); }
bool IsSubtractive() { return !!(flags4&MF4_SUBTRACTIVE); }
bool IsAdditive() { return !!(flags4&MF4_ADDITIVE); }
FState *targetState;
FLightNode * touching_sides;
FLightNode * touching_subsectors;
FLightNode * touching_sector;
private:
double DistToSeg(const fixedvec3 &pos, seg_t *seg);
void CollectWithinRadius(const fixedvec3 &pos, subsector_t *subSec, float radius);
protected:
DVector3 m_off;
float m_currentIntensity;
int m_tickCount;
unsigned int m_lastUpdate;
FCycler m_cycler;
subsector_t * subsector;
public:
int m_intensity[2];
BYTE lightflags;
BYTE lighttype;
bool owned;
bool halo;
BYTE color2[3];
int bufferindex;
// intermediate texture coordinate data
// this is stored in the light object to avoid recalculating it
// several times during rendering of a flat
Vector nearPt, up, right;
float scale;
};
class AVavoomLight : public ADynamicLight
{
DECLARE_CLASS (AVavoomLight, ADynamicLight)
public:
virtual void BeginPlay();
};
class AVavoomLightWhite : public AVavoomLight
{
DECLARE_CLASS (AVavoomLightWhite, AVavoomLight)
public:
virtual void BeginPlay();
};
class AVavoomLightColor : public AVavoomLight
{
DECLARE_CLASS (AVavoomLightColor, AVavoomLight)
public:
void BeginPlay();
};
enum
{
STAT_DLIGHT=64
};
struct FDynLightData
{
TArray<float> arrays[3];
void Clear()
{
arrays[0].Clear();
arrays[1].Clear();
arrays[2].Clear();
}
void Combine(int *siz, int max)
{
siz[0] = arrays[0].Size();
siz[1] = siz[0] + arrays[1].Size();
siz[2] = siz[1] + arrays[2].Size();
arrays[0].Resize(arrays[0].Size() + arrays[1].Size() + arrays[2].Size());
memcpy(&arrays[0][siz[0]], &arrays[1][0], arrays[1].Size() * sizeof(float));
memcpy(&arrays[0][siz[1]], &arrays[2][0], arrays[2].Size() * sizeof(float));
siz[0]>>=2;
siz[1]>>=2;
siz[2]>>=2;
if (siz[0] > max) siz[0] = max;
if (siz[1] > max) siz[1] = max;
if (siz[2] > max) siz[2] = max;
}
};
bool gl_GetLight(int group, Plane & p, ADynamicLight * light, bool checkside, bool forceadditive, FDynLightData &data);
void gl_UploadLights(FDynLightData &data);
#endif