qzdoom/src/gl/dynlights/gl_dynlight1.cpp

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/*
** gl_dynlight1.cpp
** dynamic light application
**
**---------------------------------------------------------------------------
** 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 "vectors.h"
#include "gl/gl_functions.h"
#include "g_level.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();
}
CUSTOM_CVAR (Bool, gl_dynlight_shader, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
{
if (self && (gl.maxuniforms < 1024 || gl.shadermodel < 4)) self = false;
}
CVAR (Bool, gl_attachedlights, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
CVAR (Bool, gl_lights_checkside, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
CVAR (Float, gl_lights_intensity, 1.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
CVAR (Float, gl_lights_size, 1.0f, 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 (Bool, gl_lights_additive, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
{
gl_DeleteAllAttachedLights();
gl_RecreateAllAttachedLights();
}
//==========================================================================
//
// Sets up the parameters to render one dynamic light onto one plane
//
//==========================================================================
bool gl_GetLight(Plane & p, ADynamicLight * light,
int desaturation, bool checkside, bool forceadditive, FDynLightData &ldata)
{
Vector fn, pos;
int i = 0;
float x = FIXED2FLOAT(light->x);
float y = FIXED2FLOAT(light->y);
float z = FIXED2FLOAT(light->z);
float dist = fabsf(p.DistToPoint(x, z, y));
float radius = (light->GetRadius() * gl_lights_size);
if (radius <= 0.f) return false;
if (dist > radius) return false;
if (checkside && gl_lights_checkside && p.PointOnSide(x, z, y))
{
return false;
}
float cs;
if (gl_lights_additive || light->flags4&MF4_ADDITIVE || forceadditive)
{
cs = 0.2f;
i = 2;
}
else
{
cs = 1.0f;
}
float r = light->GetRed() / 255.0f * cs * gl_lights_intensity;
float g = light->GetGreen() / 255.0f * cs * gl_lights_intensity;
float b = light->GetBlue() / 255.0f * cs * gl_lights_intensity;
if (light->IsSubtractive())
{
Vector v;
v.Set(r, g, b);
r = v.Length() - r;
g = v.Length() - g;
b = v.Length() - b;
i = 1;
}
if (desaturation>0)
{
float gray=(r*77 + g*143 + b*37)/257;
r= (r*(32-desaturation)+ gray*desaturation)/32;
g= (g*(32-desaturation)+ gray*desaturation)/32;
b= (b*(32-desaturation)+ gray*desaturation)/32;
}
float *data = &ldata.arrays[i][ldata.arrays[i].Reserve(8)];
data[0] = x;
data[1] = z;
data[2] = y;
data[3] = radius;
data[4] = r;
data[5] = g;
data[6] = b;
data[7] = 0;
return true;
}
//==========================================================================
//
// Sets up the parameters to render one dynamic light onto one plane
//
//==========================================================================
bool gl_SetupLight(Plane & p, ADynamicLight * light, Vector & nearPt, Vector & up, Vector & right,
float & scale, int desaturation, bool checkside, bool forceadditive)
{
Vector fn, pos;
float x = FIXED2FLOAT(light->x);
float y = FIXED2FLOAT(light->y);
float z = FIXED2FLOAT(light->z);
float dist = fabsf(p.DistToPoint(x, z, y));
float radius = (light->GetRadius() * gl_lights_size);
if (radius <= 0.f) return false;
if (dist > radius) return false;
if (checkside && gl_lights_checkside && p.PointOnSide(x, z, y))
{
return false;
}
scale = 1.0f / ((2.f * radius) - dist);
// project light position onto plane (find closest point on plane)
pos.Set(x,z,y);
fn=p.Normal();
fn.GetRightUp(right, up);
#ifdef _MSC_VER
nearPt = pos + fn * dist;
#else
Vector tmpVec = fn * dist;
nearPt = pos + tmpVec;
#endif
float cs = 1.0f - (dist / radius);
if (gl_lights_additive || light->flags4&MF4_ADDITIVE || forceadditive) cs*=0.2f; // otherwise the light gets too strong.
float r = light->GetRed() / 255.0f * cs * gl_lights_intensity;
float g = light->GetGreen() / 255.0f * cs * gl_lights_intensity;
float b = light->GetBlue() / 255.0f * cs * gl_lights_intensity;
if (light->IsSubtractive())
{
Vector v;
gl_RenderState.BlendEquation(GL_FUNC_REVERSE_SUBTRACT);
v.Set(r, g, b);
r = v.Length() - r;
g = v.Length() - g;
b = v.Length() - b;
}
else
{
gl_RenderState.BlendEquation(GL_FUNC_ADD);
}
if (desaturation>0)
{
float gray=(r*77 + g*143 + b*37)/257;
r= (r*(32-desaturation)+ gray*desaturation)/32;
g= (g*(32-desaturation)+ gray*desaturation)/32;
b= (b*(32-desaturation)+ gray*desaturation)/32;
}
gl.Color3f(r,g,b);
return true;
}
//==========================================================================
//
//
//
//==========================================================================
bool gl_SetupLightTexture()
{
if (GLRenderer->gllight == NULL) return false;
FMaterial * pat = FMaterial::ValidateTexture(GLRenderer->gllight);
pat->BindPatch(CM_DEFAULT, 0);
return true;
}
//==========================================================================
//
//
//
//==========================================================================
inline fixed_t P_AproxDistance3(fixed_t dx, fixed_t dy, fixed_t dz)
{
return P_AproxDistance(P_AproxDistance(dx,dy),dz);
}